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View Full Version : Pathfinder Mindscapes, a subsystem for DSP psionics PEACH



EisenKreutzer
2017-11-16, 04:09 PM
This is a subsystem for DSPs psionics that I am working on. The aim is to introduce a new, exciting way to fight psionic opponents, and give characters new ways of growing in power. It is also a way to personalize a character by building their own mental palace, a place to which they can retreat, spend hours of ingame and out of game time customizing and even invite their friends to come hang out!
Together with the Mindscapes themselves I am also working on an archetype that takes advantage of these new rules, the Mindbender! The Mindbender is an expert at Mindscape combat, both inside mindscapes and in the real world, where he can apply their bonuses and harmful effects to his own fighting skills to control and defeat his opponents with the power of his mind.

What is a mindscape
A mindscape is a persistent mental landscape created by focusing psionic energies into mental constructs. Any psionic character with ranks in Autohypnosis can create a Mindscape. Doing so requires 8 hours of deep meditation, followed by a DC 15 Autohypnosis check. After meditating and succeeding the Autohypnosis check, a persistent mindscape is created within the character’s mind. A character can visit his mindscape at any time by taking a full-round action that provokes an attack of opportunity and making a successful DC 10 Autohypnosis check. A character entering a mindscape does not disappear from the physical world. The character creates a detailed mental simulacrum of themselves and projects it into the mindscape. Extreme mental exertion is required to construct this kind of mental avatar. While inside a mindscape, the character is unconscious and is considered helpless.
A mindscape can be up to 100’ in diameter +10 for every manifester level beyond 1st.


The mindscape is persistent, meaning that any action taken or alteration made within it are permanent unless otherwise specified.
A newly created mindscape is a flat, featureless gray plane. Once within this mental plane, the owner of the mindscape can make superficial alterations to the landscape and features of the mindscape by making a successful Autohypnosis check of varying DC depending on the nature of the alterations made.
Possible alterations include buildings, plant and animal life (any plants and animals created are harmless and passive), weather (any weather effects created are harmless and applies no penalties or ill effects) and lighting (even in pitch darkness, no penalties are conferred by mindscape lighting conditions). Any such alterations are purely cosmetic, they can not be used to make attacks or deal damage and apply no harmful or beneficial effects. Features of a mindscape can provide cover and concealment.
A character who has created a mindscape may invite another willing creature into his personal mental landscape. Any willing creature touched can enter into a meditative trance along with the character, who makes a single DC 15 Autohypnosis check to enter the mindscape as a group. For each creature beyond the first, the DC of this check increases by +1. It is impossible to force an unwilling creature into a mindscape this way.
A non-psionic creature can be invited into a mindscape in this way, but doing so raises the DC of the check by an additional +2. On a successful Autohypnosis check to enter the mindscape, all willing participants are rendered unconscious for as long as they are inside the mindscape.
Once inside a mindscape, a creature can leave at any time as a free action that does not provoke an attack of opportunity.
Anyone inside the mindscape of an unconscious creature can remain there and act as normal. Anyone who is physically inside the mindscape of a creature as it dies immediately appear next to the corpse, and must make a Will save (DC equals 10 + the CR of the creature, minimum 12) or be stunned for 1d4 rounds; creatures who succeed at this save are instead dazed for 1 round.




Cerebral Gatecrash

Discipline: Telepathy; Level: Psion/Wilder 2, Psychic Warrior 2, Dread 2, Tactician 2, Vitalist 2, Cryptic 2, Gifted Blade 2
MANIFESTING
Display: Audio, visual
Manifesting Time: 1 Standard Action
EFFECT
Range:Touch; Target: One Creature with a mindscape
Duration: Instantaneous
Saving Throw: Will negates; power resistance: Yes
Power Points: 3
By sheer force of will, you pierce the mental barriers of the target and break into their mindscape. Treat this just as if you had entered your own mindscape, except you cannot bring other participants into a mindscape this way.
Once inside the mindscape, you can exert your dominance there and take control of the mindscape. Any Mindscape feats you have function in an enemies mindscape.
Augment: You may augment this power in one or more of three ways:
For every additional 2 power points you spend, the DC to negate your changes in the mindscape increase by +1.
For every additional 4 power points spent, you may bring one willing ally with you into the mindscape.
By spending 2 additional power point, you can increase the range of this power to close (25 ft + 5 ft./2 levels).

Detect Mindscape

Discipline:Telepathy; Level Cryptic 0, dread 0, gifted blade 1, marksman 0, psion/wilder 0, psychic warrior 0, sighted seeker 1, tactician 0, vitalist 0
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone -shaped emanation centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None; Power Resistance: No
Power Points: Psionic focus or 1

As detect psionics, except noted here.
Instead of detecting psionic auras, you detect the presence of an active mindscape.
1st round: Presence or absence of an active mindscape
2nd round: Location of an active mindscape; you know which creatures have an active mindscape.
3rd round: You learn the size of each creatures mindscape, as well as whether or not they have structures erected.

Augment: By spending an additional 2 power points, you may peer into a single mindscape you know is active and present. Looking into a mindscape reveals any erected structures and defences present.

Cerebral Link

Discipline: Telepathy; Level: Psion/Wilder 2, Psychic Warrior 2, Dread 2, Tactician 2, Vitalist 2, Cryptic 2, Gifted Blade 2
MANIFESTING
Display: Audio, visual
Manifesting Time: 1 Standard Action
EFFECT
Range:Touch; Target: One willing creature with a mindscape
Duration: Instantaneous
Saving Throw: Will negates (harmless); power resistance: No
Power Points: 3

This power forges a permanent link between two mindscapes, allowing for travel between them. Once manifested, a portal-like structure is erected in both mindscapes. To travel between mindscapes, one needs to move through the portal structure. Once you fully pass through the portal surface, you appear next to the portal in the other creatures mindscape.
This power does nothing if the target does not have a mindscape, or is not psionic.
The creature with which you forge a link must be willing, otherwise the power fails.
If the creatures passing through the portal are under the effects of the Enter the Gate power, or are otherwise physically present in the mindscape, they physically appear next to the owner of the mindscape they are currently in when they exit the mindscape. Otherwise they simply exit the mindscape as normal.
Augment: By spending an additional 7 power points, you may target an unwilling creature with this power, forcing a connection between their mindscape and yours.

Enter the Gate

Discipline: Telepathy; Level: Psion/Wilder 4, Psychic Warrior 4, Dread 4, Tactician 4, Vitalist 4, Cryptic 4, Gifted Blade 4
MANIFESTING
Display: Audio, visual
Manifesting Time: 1 Standard Action
EFFECT
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: Will negates (harmless); power resistance: Yes
Power Points: 7

You dissolve your form and physically transport yourself into your own mindscape. Your physical form turns into quickly fading ectoplasm, and you appear inside your mindscape with all possessions and gear. You may leave the mindscape at any time as a swift action, reappearing in the exact spot you were when you discorporeated. Anyone who is physically inside the mindscape of a creature as it dies immediately appear next to the corpse, and must make a Will save (DC equals 10 + the CR of the creature, minimum 12) or be stunned for 1d4 rounds; creatures who succeed at this save are instead dazed for 1 round.
Augment: By spending an additional 5 power points, you may instead target to one or more willing allies. These allies are then discorporated and appear in physical form inside your mindscape.
When augmented in this way, once the allies exit the mindscape they appear next to your current location. You cannot travel physically into your own mindscape with this power or by any other method while others are physically present inside it, though you can enter your mindscape normally.

EisenKreutzer
2017-11-16, 04:10 PM
Mindscape feats are special psionic feats that alter or augment a mindscape. To qualify for a Mindscape feat, a character must have levels in a psionic class or have the [psionic] subtype, or otherwise be capable of creating a mindscape. All mindscape feats count as psionic feats.

Waking Mindscape (Mindscape)
Prerequisites: Autohypnosis, 5 ranks
Benefit: You no longer fall unconscious while inside a mindscape. When entering a mindscape, you are still aware of your physical surroundings. The intense concentration required to project into a mindscape means your physical body can only take move actions for as long as you remain inside the mindscape, and you can only speak in single words or short sentences.
In addition, if you have the Mindscape Architect feat, you may shape and dismiss your own structures and make superficial alterations in your mindscape without entering it.

Mindscape Architect (Mindscape)
Prerequisites: Autohypnosis, 5 ranks
Benefit: You are adept at constructing mindscapes, and can materialize objects and structures that provide additional benefits while inside a mindscape you have constructed.
You gain a pool of 3 architect points to spend on structures in your mindscape. Each structure has a listed cost, and you may spend your architect points on structures after 8 hours of rest, when you regain your power points. Your spent architect points refresh when you meditate to regain your power points, but only if you have already dismissed your structures.
You may not build duplicates of any one structure. A mindscape structure takes up a 10’ square area of the mindscape, is 15’ tall and is clearly visible from anywhere in the mindscape unless it is concealed by a landscape feature. A mindscape structure has Hardness 15 and 30 HP.
You choose the location of the structure within the mindscape as you erect it. If you are outside your mindscape as you erect the structure, you choose it’s location as you enter your mindscape.
You must be inside your mindscape in order to shape a structure there and invest architect points into it, or to dismiss a structure there. Shaping and dismissing a structure is a move action that provokes attacks of opportunity.
The character chooses the location of the structure when he erects it. If they are outside the mindscape when they erect it, they choose its location as they enter the mindscape.
By investing an additional architect point in a structure, you can benefit from that structures effect even while not inside your mindscape as long as you maintain psionic focus.

Structures:
1 point:

Effigy of Aptitude
You can construct an effigy of aptitude, a monument to your own ego. An effigy of aptitude gives a +2 aptitude bonus to a single skill of your choice for as long as you remain in your mindscape.

Monument of Puissance
You can construct a monument of puissance, celebrating your own power. You gain a +1 bonus to your manifester level for the purpose of manifesting powers with the [telepathy] descriptor for as long as you remain in your mindscape.

Banner of Resilience
You can construct a banner of resilience, a celebration of your own mental fortitude. You gain a +2 bonus to your choice of Reflex, Fortitude or Will saves for as long as you remain in your mindscape.

2 point:

Statuary of Contemplation
You can construct a statuary of contemplation, a monument of deep meditation. You gain a second psionic focus for as long as you remain in your mindscape. This second focus can only be used to maintain or expend your psionic focus for the purposes of your psionic feats (except Mindscape Architect) and class features.



Cornucopia of Sustenance
You can construct a cornucopia of sustenance, a monument of renewed energy and vigor. This structure provides enough food and drink to allow a single creature to function for a single day. To feed additional creatures, you need to spend 1 power point per creature fed, to a maximum of your manifesting modifier per day.
If you spend an additional architect point on this structure, it functions as a Ring of Sustenance for you outside your mindscape.

Architect of Ruin (Mindscape)
Prerequisites: Mindscape Architect
Benefit: You have learned to use your mindscape-shaping abilities to do harm. While inside another creatures mindscape, you can use the Mindscape Architect feat to erect harmful structures.
A harmful structure functions like a normal structure, except it's effects always affect the mindscapes owner outside the mindscape as if an additional point had been spent to construct the structure. You must spend architect points on structures created in your opponents mind as if you had erected a structure in your own mindscape. You choose the location of the harmful structure as you erect it. If you are outside the enemies mindscape as you erect it, you or the owner of the mindscape determine their location based on who enters the mindscape first.
You gain an additional architect point, which can only be spent to erect harmful structures.
If the owner of the mindscape is present, they may resist this alteration of their mental space. An unwilling mindscape owner gets a Will save (DC equal to 10 + your manifester level) to negate any changes made to their mindscape. If successful, the harmful structure is removed. The owner may attempt one such Will save every round for as long as the structure persists.
The following harmful structures can be built inside an enemy mindscape using Architect of Ruin:

1 point
Barricade of Spite
You construct a barricade of malice inside the hostile mindscape, interfering with their manifesting abilities. As long as the structure stands, the owner of the mindscape takes a -1 penalty to their manifester level.

Migraine Banner
You raise a migraine-inducing banner, filling the mindscape with a debilitating aura. As long as the structure stands, the owner of the mindscape takes a -2 penalty to Will saves.

Weakening Monument
You construct a dark, distressing monument inside the hostile mindscape. As long as the structure stands, the owner of the mindscape takes a -2 penalty to attack and damage rolls.




2 point

Blood Red Sun
You call a blood red sun into existence, bathing the mindscape in crimson light that causes unbearable pain. As long as the structure stands, the owner of the mindscape is staggered. Any attempt to remove the staggered condition suppresses it for 1 round instead.

Shrieking Statue
You construct a grotesque statue whose howl fills your opponents mind. As long as this structure stands, the owner of the mindscape loses their Dexterity bonus to AC.

Persistent Ruin (Mindscape)
Prerequisites: Architect of Ruin, Shape the Mind
Benefit: Your harmful structures and negative features are more difficult to get rid of. The DC of Will saves to resist your structures and terrain features increases by +4.
You gain 1 architect point, which can only be spent to erect harmful structures.

Purge the Mindscape (Mindscape)
Prerequisites: Mindscape Architect
Benefit: You have learned to purge your mindscape of harmful influences without entering it. You may as a move action that provokes an attack of opportunity remove a single structure or feature of your mindscape without entering your mindscape or making an Autohypnosis check, by expending your psionic focus.
If inside your mindscape, this feat grants a +4 bonus to the Will save to resist changes to your mindscape instead.

Monument Strike (Mindscape)
Prerequisites: Mindscape Architect, psychic strike class feature or warriors path class feature, BAB +6
Benefit: You focus your creative power into a single strike, erecting a harmful structure in your opponents mindscape.
As a standard action, you may expend your psionic focus and make a single attack at your highest base attack bonus against a creature that has a mindscape. If you have the psychic strike class feature or other source of precision damage such as sneak attack, you may add your bonus damage to this attack.
If the attack hits, you immediately erect a harmful structure in your opponents mindscape costing no more than 1 architect point. This costs architect points as normal. If you expend an additional architect point as part of this attack, you may instead erect a 2-point structure for a total of 3 architect points.
As with the Mindscape Architect feat, a particular harmful structure may only be erected once.
This feat can not be used against a creature that lacks a mindscape.
This feat can be used outside a mindscape.
You gain 1 architect point, which can only be spent to erect harmful structures.

Shape the Mind (Mindscape)
Prerequisites: Autohypnosis 5 ranks
Benefit: You are able to shape a mindscape in such a way that the features you create can grant bonuses or penalties.
Shaping a feature is a full-round action that provokes attacks of opportunity.
You may shape an area no larger than a 10’ square. Any bonuses applied to a terrain are granted to you and a number of allies equal to your Wisdom modifier. All penalties are applied to enemy creatures in the terrain. This allows you to create areas of difficult terrain, weather effects that impose penalties and lighting that obscures vision.
You may also create the following features:
Quickening terrain: Grants a bonus/penalty to Reflex saves
Favourable terrain: Grants a bonus/penalty to AC
Invigorating terrain: Grants a bonus/penalty to attack rolls
Charged terrain: Grants bonus energy damage
The DC to create a feature is 15 +1 for every point of bonus or penalty the terrain gives, to a maximum of +/-4.
The owner of the mindscape may roll a Will save (DC equals 10 + your manifester level) to resist these changes. On a successful save, the terrain reverts to its original state. The owner gets a Will save to resist alterations to his mindscape each round for as long as the changes persist.
Creating a feature costs 1 architect point. Architect points that can only be spent to erect harmful structures can also be spent on terrain features in an opponents mindscape.
You gain 1 architect point.

Dangerous Mind (Mindscape)
Prerequisites: Mindscape Architect, Architect of Ruin, Shape the Mind
Benefits: You have understood the secrets of defending your mindscape, by laying psionic traps inside your enemies minds. You may craft and place traps inside your own or an enemies mindscape. Crafting a trap requires an Autohypnosis roll (DC = traps craft DC + 5) and expending your psionic focus. If you are able to manifest powers, you may place a power you know of level 3 or lower with a range of touch in the trap. Otherwise, this functions as the trap creation rules in the Core Rulebook (p.XX). Unlike other changes to a mindscape, this trap disappears the next time the owner of the mindscape rests for 8 hours and recovers his power points and architect points. Unlike terrain features and harmful structures, if the owner of the mindscape is present they do not receive a Will save to resist the addition of traps to their mindscape.
Creating a trap costs 1 architect point. Architect points that can only be spent to erect harmful structures can also be spent on traps.
You gain 1 architect point.




Extra Architect Point (Mindscape)
Prerequisites: Mindscape Architect, manifester level 6th
Benefit: You gain 1 architect point.
You may take this feat multiple times. Its effects stack.

Mindscape Novice
Prerequisites: Must not be psionic
Benefit: You gain the ability to create a mindscape, though you do not become a psionic creature or gain the [psionic] sybtype. Autohypnosis becomes a class skill for you. This feat also allows you to qualify for Mindscape feats as though you were a psionic creature.
If you ever take levels in a psionic class or otherwise gain the [psionic] subtype, you lose this feat and gain Waking Mindscape instead, though you must still qualify for that feat to recieve its benefits.

Mindscape Familiarity (Mindscape)
Prerequisites: Two mindscape feats
Benefit: You have become adept at sensing the psionic energies emanating from active mindscapes. You may spend 2 power points as a free action to detect whether a creature has a mindscape, as if you had manifested detect mindscape and concentrated for three rounds.

EisenKreutzer
2017-11-16, 04:12 PM
Psionic Warrior Archetype: The Mindcrasher

Mindbending
At first level, the mindcrasher can make a grapple check as a standard action against any target within 15 ft. using his Wisdom modifier in place of his Strength modifier for his CMB.
On a successful check, the target gains the grappled condition, but the Mindcrasher does not. The Mindcrasher may roll to maintain the grapple every turn as a move action, no matter how many targets the mindcrasher is currently mindbending; a single roll is made for every target of the mindcrashers mindbending ability. The target may roll to break free of the grapple as normal, but the Mindcrasher uses his Wisdom modifier + his Charisma modifier in place of Dexterity and Strength to calculate his CMD for the purposes of mindbending. The target may not attempt to reverse the grapple. This ability can not be used to move, damage or pin a grappled opponent. Feats or abilities that modify grapple checks do not apply to the mindbending ability.
As a swift action, the mindcrasher may choose to deal 1d6 + (½ his class level, minimum 1 + his Wisdom modifier) damage to one of the targets of his mindbending ability. By expending his psionic focus as a part of this action, the mindcrasher can deal this damage to all the targets of his mindbending ability instead. This can not be combined with the mindstrike crash talent, though mindstrike still increases the size of the damage dice from d6s to d8s.
Starting at 2nd level, the mindcrasher adds a bonus to combat maneuver checks performed as a part of the mindbending ability equal to ½ his class level.
A Mindcrasher may act normally while maintaining mindbending.

A Mindcrasher can mindbend additional enemies as he gains levels. At 4th level, and every 4 levels thereafter, the mindcrasher may mindbend an additional enemy up to a maximum of his Wisdom modifier (minimum 1).

At 3rd level, and every three levels thereafter, the damage the mindcrasher can inflict with mindbending increases by 1d6. At 10th level, the mindcrasher doubles his Wisdom modifier before applying it to the damage from mindbending.

At 4th level, and every 4 levels thereafter, the distance at which the mindcrasher can grapple using mindbending increases by 5’, up to a maximum of 40’ at 20th level.
This ability replaces warrior's path. The mindcrasher’s secondary path ability still gives him a path as normal, but as the mindcrasher only gains one warrior's path, the twisting path and pathweaving abilities do not function for him. However, this archetype is still compatible with other archetypes that alter or replace secondary path, twisting path, and/or pathweaving.

At 2nd level, the mindcrasher gains Mind Architect as a bonus feat. He does not need to meet the prerequisites to qualify for this feat.
This replaces the psychic warrior bonus feat normally gained at 2nd level, but does not make the mindcrasher incompatible with other archetypes that replace or alter bonus feats.

Crash the Gate
At 3rd level, the mindcrasher may enter the mindscape of a single grappled target of his mindbending ability as a move action that does not trigger an attack of opportunity. No roll is required.
Once the mindcrasher enters his targets mindscape, he does not fall unconscious. Instead, the mindcrasher is aware of his surroundings as if he had the Waking Mindscape feat. His physical body may only take move actions as long as he is inside the mindscape.
If the mindcrasher possesses the Waking Mindscape feat, his physical form may instead act normally outside the dreamscape; his actions are shared between his physical form and his dreamscape form however. This means that the mindcrasher may take a move action inside the mindscape and a standard action with his physical form, but not a move action with both his mindscape form and his physical form.
To enter the mindscape of a target that does not possess a mindscape, such as a non-psionic creature, the mindcrasher can create a temporary mindscape for the creature. This requires a successful Autohypnosis roll against a DC equal to the creatures HD +10 plus the creatures Wisdom modifier. A temporary mindscape is a featureless grey landscape in the shape of a 100' square.
This replaces Expanded Path.

Crash Talents
At 4th level, and every 4th level thereafter, the mindcrasher may select a crash talent. Crash talents are only active and may only be activated whenever the mindcrasher is inside a mindscape unless otherwise specified. Unless noted otherwise, each crash talent may only be selected once.
This replaces path skill.


A mindcrasher may select a crash talent in place of a bonus feat.
This alters bonus feats, but does not make the mindcrasher incompatible with other archetypes that alter or replace bonus feats.

The mindcrasher may select the following crash talents:

Crashing Speed
The mindcrashers base speed increases by 10 feet when he is inside a mindscape. The mindcrasher can expend his psionic focus as a swift action to increase his base speed by 30 feet for a single round.

Cerebral Assault
When using his Crash the Gate ability to enter another creatures mindscape, the mindcrasher can force the creature to enter its own mindscape with him. The target does not fall unconscious, but instead operates as if it had the Crash the Gate class feature and the Waking Dreamscape feat. The mindcrasher and the target enter the mindscape together, in a random part of the mindscape chosen by the GM, 20 feet apart. If the target creature does not have a mindscape, or is not a psionic creature, the mindcrasher can create a temporary mindscape and force it into the creatures mind before he enters it.

Manifest Adversity
The mindcrasher can erect a special harmful structure called a Pillar inside an opponents mindscape. Pillars follow all the rules for harmful structures, as per the Architect of Ruin feat, except as noted here. A pillar has a physical form in the mindscape, but unlike a structure it only takes up a 5’ square. A pillar only has 20 hit points, and hardness 5. Erecting a Pillar does not cost architect points. The mindbender chooses the location of the Pillar in the mindscape when he erects it. If the pillar is erected before the mindbender enters the dreamscape, he chooses its location as he enters the mindscape.
This crash talent can be selected multiple times. Each time, you gain another Pillar.
The mindcrasher must be 6th level to select this crash talent.
Upon gaining this crash talent, the mindcrasher selects one of the following structures:

Pillar of Despair
A black pillar of polished stone radiates waves of despair. As long as this structure stands, the owner of the mindscape is shaken.

Pillar of Vulnerability
A pillar of gleaming marble oozes blood from every crack and fissure. As long as this structure stands, the owner of the mindscape reduces any damage reduction they have by 2.

Pillar of Vertigo
A glowing green pillar shines with an unsettling light. As long as this structure stands, the owner of the mindscape is sickened.

Pillar of Vengeance
A pillar of bone and ashes burns the ground beneath it. As long as this structure stands, the owner of the mindscape takes 1d4 bleed damage per turn.

Warp the Mindscape
The mindcrasher may alter the opponents mindscape to suit his needs. As a move action the mindcrasher may create a 20’ square of hostile terrain. Hostile terrain functions as difficult terrain, except every square counts as three squares instead of two. In addition, creatures moving over hostile terrain must make a Reflex save (DC equals 10 + the mindcrashers manifester level) for each square or be knocked prone. The mindcrasher and his allies are immune to the effects of hostile terrain created by the mindcrasher.

Mindstrike
As long as the mindcrasher is psionically focused, the damage from mindbending increases to d8. The mindcrasher may expend his psionic focus as a free action before mindbending damage is rolled to maximize the result of each die. This crash talent may be used outside a mindscape.

Overwhelming Mind
As a move action that does not provoke an attack of opportunity, the mindcrasher may perform a bull rush or drag combat maneuver on an opponent grappled by his mindbending ability. If the combat maneuver check is successful, the target is released from the mindbending grapple. The target of this ability does not need to be within reach of the mindbenders physical attacks.
If he chooses to perform a drag combat maneuver he does not move with his target, but instead moves his target towards him. He can’t drag the target any further than the distance it takes to move adjacent to him. This bull rush or drag combat maneuver uses the same modifiers as his mindbending ability. If the combat maneuver check is successful, the mindcrasher deals his mindbending damage to the target. This crash talent may be used outside a mindscape.
The mindcrasher must have the mindstrike crash talent to select this talent.

Overpowering Mind
When the mindcrasher uses the overwhelming mind crash talent, he counts as having the Greater Bull Rush and Greater Drag feats for the purposes of provoking attacks of opportunity from allies. This crash talent may be used outside a mindscape.
The mindcrasher must be 6th level and possess the overwhelming mind crash talent to select this talent.

Batter the Gates
When the mindcrasher uses his mindbending ability, or the overwhelming mind and overpowering mind crash talents, he may erect a harmful structure or pillar in the opponents mindscape as a part of the combat maneuver. This crash talent may be used outside a mindscape.
The mindcrasher must be 8th level and possess the overpowering mind crash talent and strike the mind class ability to select this talent.

Cerebral Grapple
The mindcrasher can grapple one additional opponent with his mindbending ability. When performing a combat maneuver check as part of his mindbending ability, the mindbender gains a +2 bonus to his combat maneuver roll. This crash talent may be used outside a mindscape.
This crash talent can be taken multiple times, gaining an additional mindbending target each time but no further bonuses to his mindbending combat maneuver checks.
The mindcrasher must be 6th level to select this crash talent.

Strike the Mind
At 6th level, the mindcrasher gains the Monument Strike and Architect of Ruin feats. The mindcrasher may use Monument Strike to erect any Pillar he knows in addition to the normal structures he can erect with the Architect of Ruin feat. Pillars do not cost architect points to erect.
If the mindcrasher already has the Architect of Ruin feat, he gains 1 architect point that can only be spent on harmful structures instead.
This ability replaces martial power.