The Vorpal Tribble
2008-03-10, 04:59 PM
Paramind
http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/Mental_Images_by_strany.jpg
Once every few generations a fluke of nature is given birth. A being born sentient and ready to understand the world beyond any of it's kin. Within a short period its intellect has grown to nigh god-like, far in advance of near all capacity of their species. Their minds continue to grow in power and complexity until the very moment of their death.
In some cases however, through experimentation or psionic manipulation, this condition can be brought about artificially. These individuals tend not to live nearly long as those who come by this mental apex from birth.
However it was brought about they are marked beings whose thirst for knowledge and understanding sets them apart from all others. Some are all but unknown, spending their lives solely in the pursuit of knowledge, others become famous for their intellect in whatever fields they pursue. Paramind scholars of war can become terrifying opponents while paramind healers and philosophers can advance physical and mental medicine hundreds of years. No matter what path they choose though, the world is changed.
-=-=-=-=-
Sample Paramind
Paramind Doppelganger
Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d6+1)
Full Attack: Slam +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, intellectual might, mental interference, think before you act
Special Qualities: Change shape, deep thought, eidetic memory, experience, immunity to sleep and charm effects, polyglot, regenerative mind
Saves: Fort +4, Ref +12, Will +7
Abilities: Str 12, Dex 13, Con 12, Int 26, Wis 16, Cha 15
Skills: Autohypnosis +7, Concentration +12, Bluff +13*, Diplomacy +9, Disguise +23* (+25* acting), Knowledge (local) +15, Knowledge (nobility) +15, Intimidate +9, Listen +10, Sense Motive +10, Spot +10
Feats: Able Learner(B), Dodge, Great Fortitude, Insightful Reflexes(B), Jack of All Trades(B)
Environment: Any
Organization: Solitary, pair, or gang (3–6)
Challenge Rating: 5
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +8
Paramind dopplegangers tend to be political paragons, maneuvering and altering people and ideas in a mass game of intricate intrigue. Many will lead multiple lives and even run against themselves for power, using one persona to strengthen or weaken certain aspects of another to sway opinion and knowledge. Some even invent new governments and overthrow themselves, always working towards a far-off goal and with each change introducing the citizens to a new way of life. They literally have the mental capacity of several men, and make good use of it.
Combat
Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Deep Thought (Ex): If a paramind doppelganger concentrates for 1d4 hours without interruption they may deduce the answer to near any question as the Hypercognition power. Unlike the power, the paramind must have at least basic information to work with to work out an answer. The chance of a correct answer is 70%.
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Eidetic Memory (Ex): A paramind automatically remembers in precise detail all that they have observed and experienced, and can recall it at a moment's notice as if they had succeeded on an Autohypnosis check.
Experience: A paramind doppelganger's mental stat increase from aging are triple the norm.
Intellectual Might (Ex): Anyone whose intelligence score is 16 or lower who attempts to focus the paramind doppelganger with a mind-affecting ability, or even telepathy, are automatically dazed for 1 round and the ability ends. If their intelligence score is 6 or lower they become stunned.
Mental Interference (Su): A paramind doppelganger continuously emits immensely strong thought waves that affects all around them out to 30 feet as the Catapsi power unless they succeed on a DC 20 Will save each round.
Polyglot (Ex): A paramind that has listened to a language for a combined total of 1 hour can understand it enough to follow the basic gist of the conversation. After listening for 2d4 hours they are considered to be fluent. They may only speak this language if they possess the necessary organs to do so, such as though they may come to understand the body language of a creature with eight limbs, they could not reproduce it without the same number.
Regenerative Mind (Ex): A paramind doppelganger's brain has incredible recuperative powers. They naturally heal damage to any mental stat at a rate of 1 point per hour to each damaged stat. Even mental stat drain heals, at a rate of 1 point per day.
They also gain fast healing 5 in regards to hit point damage sustained from mind-affecting spells and powers such as Mind Thrust and Ultrablast.
As well, if their memory has been adjusted they may make an additional save again the power, even if the duration has expired, each round. Once they make their save the memories return in full.
Finally, the duration of mind-affecting effects against a paramind has only half the duration (minimum 1 round unless the duration is instantaneous).
Think Before You Act (Ex): When a paramind doppelganger strikes or is struck, they may adapt their combat to take advantage of the opponent's defenses and offenses. Each round that the paramind successfully damages or takes damage from a creature, they gain a cumulative +1 insight bonus to attack or Armor Class (possibly both), up to a maximum bonus equal to their intelligence modifier. The bonus remains in place for as long as he attempts to strike each opponent and 2 rounds afterwards.
For example, the first time the paramind damages a foe, a +1 bonus applies to each of it's attacks against that target in subsequent rounds. The next time it hits that foe, the bonuses increases to +2. During any round it misses the target, the bonus does not increase.
If fighting multiple creatures simultaneously, the bonuses apply separately to each opponent. So though you may have hit one opponent three times for a +3 insight bonus to attacks against it, you may have only hit another creature once, and so only gain a +1 insight bonus against it, all at the same time.
Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks.
*When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
-=-=-=-=-
Creating a Paramind
"Paramind" is an inherited or acquired template that can be added to any creature with an intelligence score, hereafter referred to as the base creature.
A Paramind uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
Special Attacks: A paramind retains all attacks of the base creature plus the following attacks.
Intellectual Might (Ex): Anyone whose intelligence score is 10 or more points less than the paramind who attempts to focus them with a mind-affecting ability, or even telepathy, are automatically dazed for 1 round and the ability ends. If the paramind's intelligence is 20 or higher those affected are instead stunned and must succeed on a Will save (DC 10 + half paramind HD + Int mod) or be affected by the Ohrwurm psychosis (http://www.giantitp.com/forums/showthread.php?p=9712714#post9712714) (scroll down).
Mental Interference (Su): A paramind continuously emits immensely strong thoughtwaves that affects all around them as the Catapsi power unless they succeed on a Will save each round (DC 10 + half paramind's HD + Int modifier).
The range of this power depends on the size of the paramind:
Size Radius
Fine 5 ft.
Diminitive 10 ft.
Tiny 15 ft.
Small 20 ft.
Medium 30 ft.
Large 35 ft.
Huge 40 ft.
Gargantuan 50 ft.
Colossal 60 ft.
Think Before You Act (Ex): When a paramind strikes or is struck, they may adapt their combat to take advantage of the opponent's defenses and offenses. Each round that the paramind successfully damages a creature he gets a bonus to his attack. Each round the paramind takes damage from a creature he gets a bonus to his Armor Class. This comes in the form of a cumulative +1 insight bonus, up to a maximum bonus equal to their intelligence modifier. The bonus remains in place for as long as the paramind is struck or attempts to strike each opponent plus 2 rounds afterwards.
For example, the first time the paramind damages a foe, a +1 bonus applies to each of it's attacks against that target in subsequent rounds. The next time it hits that foe, the bonuses increases to +2. During any round it misses the target, the bonus does not increase.
If fighting multiple creatures simultaneously, the bonuses apply separately to each opponent. So though you may have hit one opponent three times for a +3 insight bonus to attacks against it, you may have only hit another creature once, and so only gain a +1 insight bonus against it, all at the same time.
Special Qualities: A paramind retains all qualities of the base creature plus the following qualities.
Deep Thought (Ex): If a paramind concentrates for 1d4 hours without interruption they may deduce the answer to near any question as the Hypercognition power. Unlike the power, the paramind must have at least basic information to work with to work out an answer. The chance of a correct answer is 70%. For each point of intelligence above 26 the chance of a correct answer increases by 1%. For example, a paramind with an intelligence of 30 has a 74% chance of a correct answer.
Eidetic Memory (Ex): A paramind automatically remembers in precise detail all that they have observed and experienced, and can recall it at a moment's notice as if they had succeeded on an Autohypnosis check.
Experience: A paramind's mental stat increase from aging are triple the norm.
Polyglot (Ex): A paramind that has listened to a language for a combined total of 1 hour can understand it enough to follow the basic gist of the conversation. After listening for 2d4 hours they are considered to be fluent. They may only speak this language if they possess the necessary organs to do so, such as though they may come to understand the body language of a creature with eight limbs, they could not reproduce it without the same number.
Regenerative Mind (Ex): A paramind's brain has incredible recuperative powers. They naturally heal damage to any mental stat at a rate of 1 point per hour to each damaged stat. Even mental stat drain heals, at a rate of 1 point per day.
They also gain fast healing 5 in regards to hit point damage sustained from mind-affecting spells and powers such as Mind Thrust and Ultrablast.
As well, if their memory has been adjusted they may make an additional save again the power, even if the duration has expired, each round. Once they make their save the memories return in full.
Finally, the duration of mind-affecting effects against a paramind has only half the duration (minimum 1 round unless the duration is instantaneous).
Abilities: Adjust from the base creature as follows: A paramind's intelligence score increases to 26, or +10 to the base creature's score, whichever is higher. Wis +2, Cha +2.
Skills: A paramind gains Autohypnosis and Concentration as a trained skill with a +4 bonus.
Feats: A paramind gains Insightful Reflexes (http://realmshelps.dandello.net/cgi-bin/feats.pl?Insightful_Reflexes,CAd) and Jack of All Trades (http://realmshelps.dandello.net/cgi-bin/feats.pl?Jack_Of_All_Trades,CAd) as bonus feats, as well as one other feat of their own choosing as long as they meet the prerequisites. Otherwise same as base creature.
Challenge Rating: Same as the base creature +2.
Level Adjustment: Same as base creature +4.
http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/Mental_Images_by_strany.jpg
Once every few generations a fluke of nature is given birth. A being born sentient and ready to understand the world beyond any of it's kin. Within a short period its intellect has grown to nigh god-like, far in advance of near all capacity of their species. Their minds continue to grow in power and complexity until the very moment of their death.
In some cases however, through experimentation or psionic manipulation, this condition can be brought about artificially. These individuals tend not to live nearly long as those who come by this mental apex from birth.
However it was brought about they are marked beings whose thirst for knowledge and understanding sets them apart from all others. Some are all but unknown, spending their lives solely in the pursuit of knowledge, others become famous for their intellect in whatever fields they pursue. Paramind scholars of war can become terrifying opponents while paramind healers and philosophers can advance physical and mental medicine hundreds of years. No matter what path they choose though, the world is changed.
-=-=-=-=-
Sample Paramind
Paramind Doppelganger
Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d6+1)
Full Attack: Slam +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, intellectual might, mental interference, think before you act
Special Qualities: Change shape, deep thought, eidetic memory, experience, immunity to sleep and charm effects, polyglot, regenerative mind
Saves: Fort +4, Ref +12, Will +7
Abilities: Str 12, Dex 13, Con 12, Int 26, Wis 16, Cha 15
Skills: Autohypnosis +7, Concentration +12, Bluff +13*, Diplomacy +9, Disguise +23* (+25* acting), Knowledge (local) +15, Knowledge (nobility) +15, Intimidate +9, Listen +10, Sense Motive +10, Spot +10
Feats: Able Learner(B), Dodge, Great Fortitude, Insightful Reflexes(B), Jack of All Trades(B)
Environment: Any
Organization: Solitary, pair, or gang (3–6)
Challenge Rating: 5
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +8
Paramind dopplegangers tend to be political paragons, maneuvering and altering people and ideas in a mass game of intricate intrigue. Many will lead multiple lives and even run against themselves for power, using one persona to strengthen or weaken certain aspects of another to sway opinion and knowledge. Some even invent new governments and overthrow themselves, always working towards a far-off goal and with each change introducing the citizens to a new way of life. They literally have the mental capacity of several men, and make good use of it.
Combat
Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Deep Thought (Ex): If a paramind doppelganger concentrates for 1d4 hours without interruption they may deduce the answer to near any question as the Hypercognition power. Unlike the power, the paramind must have at least basic information to work with to work out an answer. The chance of a correct answer is 70%.
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Eidetic Memory (Ex): A paramind automatically remembers in precise detail all that they have observed and experienced, and can recall it at a moment's notice as if they had succeeded on an Autohypnosis check.
Experience: A paramind doppelganger's mental stat increase from aging are triple the norm.
Intellectual Might (Ex): Anyone whose intelligence score is 16 or lower who attempts to focus the paramind doppelganger with a mind-affecting ability, or even telepathy, are automatically dazed for 1 round and the ability ends. If their intelligence score is 6 or lower they become stunned.
Mental Interference (Su): A paramind doppelganger continuously emits immensely strong thought waves that affects all around them out to 30 feet as the Catapsi power unless they succeed on a DC 20 Will save each round.
Polyglot (Ex): A paramind that has listened to a language for a combined total of 1 hour can understand it enough to follow the basic gist of the conversation. After listening for 2d4 hours they are considered to be fluent. They may only speak this language if they possess the necessary organs to do so, such as though they may come to understand the body language of a creature with eight limbs, they could not reproduce it without the same number.
Regenerative Mind (Ex): A paramind doppelganger's brain has incredible recuperative powers. They naturally heal damage to any mental stat at a rate of 1 point per hour to each damaged stat. Even mental stat drain heals, at a rate of 1 point per day.
They also gain fast healing 5 in regards to hit point damage sustained from mind-affecting spells and powers such as Mind Thrust and Ultrablast.
As well, if their memory has been adjusted they may make an additional save again the power, even if the duration has expired, each round. Once they make their save the memories return in full.
Finally, the duration of mind-affecting effects against a paramind has only half the duration (minimum 1 round unless the duration is instantaneous).
Think Before You Act (Ex): When a paramind doppelganger strikes or is struck, they may adapt their combat to take advantage of the opponent's defenses and offenses. Each round that the paramind successfully damages or takes damage from a creature, they gain a cumulative +1 insight bonus to attack or Armor Class (possibly both), up to a maximum bonus equal to their intelligence modifier. The bonus remains in place for as long as he attempts to strike each opponent and 2 rounds afterwards.
For example, the first time the paramind damages a foe, a +1 bonus applies to each of it's attacks against that target in subsequent rounds. The next time it hits that foe, the bonuses increases to +2. During any round it misses the target, the bonus does not increase.
If fighting multiple creatures simultaneously, the bonuses apply separately to each opponent. So though you may have hit one opponent three times for a +3 insight bonus to attacks against it, you may have only hit another creature once, and so only gain a +1 insight bonus against it, all at the same time.
Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks.
*When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
-=-=-=-=-
Creating a Paramind
"Paramind" is an inherited or acquired template that can be added to any creature with an intelligence score, hereafter referred to as the base creature.
A Paramind uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
Special Attacks: A paramind retains all attacks of the base creature plus the following attacks.
Intellectual Might (Ex): Anyone whose intelligence score is 10 or more points less than the paramind who attempts to focus them with a mind-affecting ability, or even telepathy, are automatically dazed for 1 round and the ability ends. If the paramind's intelligence is 20 or higher those affected are instead stunned and must succeed on a Will save (DC 10 + half paramind HD + Int mod) or be affected by the Ohrwurm psychosis (http://www.giantitp.com/forums/showthread.php?p=9712714#post9712714) (scroll down).
Mental Interference (Su): A paramind continuously emits immensely strong thoughtwaves that affects all around them as the Catapsi power unless they succeed on a Will save each round (DC 10 + half paramind's HD + Int modifier).
The range of this power depends on the size of the paramind:
Size Radius
Fine 5 ft.
Diminitive 10 ft.
Tiny 15 ft.
Small 20 ft.
Medium 30 ft.
Large 35 ft.
Huge 40 ft.
Gargantuan 50 ft.
Colossal 60 ft.
Think Before You Act (Ex): When a paramind strikes or is struck, they may adapt their combat to take advantage of the opponent's defenses and offenses. Each round that the paramind successfully damages a creature he gets a bonus to his attack. Each round the paramind takes damage from a creature he gets a bonus to his Armor Class. This comes in the form of a cumulative +1 insight bonus, up to a maximum bonus equal to their intelligence modifier. The bonus remains in place for as long as the paramind is struck or attempts to strike each opponent plus 2 rounds afterwards.
For example, the first time the paramind damages a foe, a +1 bonus applies to each of it's attacks against that target in subsequent rounds. The next time it hits that foe, the bonuses increases to +2. During any round it misses the target, the bonus does not increase.
If fighting multiple creatures simultaneously, the bonuses apply separately to each opponent. So though you may have hit one opponent three times for a +3 insight bonus to attacks against it, you may have only hit another creature once, and so only gain a +1 insight bonus against it, all at the same time.
Special Qualities: A paramind retains all qualities of the base creature plus the following qualities.
Deep Thought (Ex): If a paramind concentrates for 1d4 hours without interruption they may deduce the answer to near any question as the Hypercognition power. Unlike the power, the paramind must have at least basic information to work with to work out an answer. The chance of a correct answer is 70%. For each point of intelligence above 26 the chance of a correct answer increases by 1%. For example, a paramind with an intelligence of 30 has a 74% chance of a correct answer.
Eidetic Memory (Ex): A paramind automatically remembers in precise detail all that they have observed and experienced, and can recall it at a moment's notice as if they had succeeded on an Autohypnosis check.
Experience: A paramind's mental stat increase from aging are triple the norm.
Polyglot (Ex): A paramind that has listened to a language for a combined total of 1 hour can understand it enough to follow the basic gist of the conversation. After listening for 2d4 hours they are considered to be fluent. They may only speak this language if they possess the necessary organs to do so, such as though they may come to understand the body language of a creature with eight limbs, they could not reproduce it without the same number.
Regenerative Mind (Ex): A paramind's brain has incredible recuperative powers. They naturally heal damage to any mental stat at a rate of 1 point per hour to each damaged stat. Even mental stat drain heals, at a rate of 1 point per day.
They also gain fast healing 5 in regards to hit point damage sustained from mind-affecting spells and powers such as Mind Thrust and Ultrablast.
As well, if their memory has been adjusted they may make an additional save again the power, even if the duration has expired, each round. Once they make their save the memories return in full.
Finally, the duration of mind-affecting effects against a paramind has only half the duration (minimum 1 round unless the duration is instantaneous).
Abilities: Adjust from the base creature as follows: A paramind's intelligence score increases to 26, or +10 to the base creature's score, whichever is higher. Wis +2, Cha +2.
Skills: A paramind gains Autohypnosis and Concentration as a trained skill with a +4 bonus.
Feats: A paramind gains Insightful Reflexes (http://realmshelps.dandello.net/cgi-bin/feats.pl?Insightful_Reflexes,CAd) and Jack of All Trades (http://realmshelps.dandello.net/cgi-bin/feats.pl?Jack_Of_All_Trades,CAd) as bonus feats, as well as one other feat of their own choosing as long as they meet the prerequisites. Otherwise same as base creature.
Challenge Rating: Same as the base creature +2.
Level Adjustment: Same as base creature +4.