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dman11235
2008-11-02, 10:14 PM
The Mind is a terrible Thing to Waste

VOTING CLOSED! (http://www.giantitp.com/forums/showthread.php?t=97391)

Your mind is mine....

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will run through midnight of November 21st.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.

Rules

1) You will be creating an 'original' prestige class. Your class must utilize mind control, for good or bad, on yourself to eliminate dangers or buff your own mental strength, on others to exert control over their actions.

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5, using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here (http://www.giantitp.com/forums/showthread.php?t=81995) in the chat thread.

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.

dman11235
2008-11-02, 10:16 PM
On the Philosophy of Class Design (http://www.giantitp.com/forums/showthread.php%3Ft%3D55947)

Fax Celestis' Prestige Class Creation Thread (http://www.giantitp.com/forums/showthread.php?t=10433)

As well here is the format you are to use, with a copy/paste version in spoiler blocks. The table is for 20 levels, just eliminate the levels you do not need. The image is optional.

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
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+x|Class Ability

7th|
+x|
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8th|
+x|
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9th|
+x|
+x|
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10th|
+x|
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11th|
+x|
+x|
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12th|
+x|
+x|
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13th|
+x|
+x|
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14th|
+x|
+x|
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+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
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+x|Class Ability

17th|
+x|
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18th|
+x|
+x|
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19th|
+x|
+x|
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+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
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+x|Class Ability

7th|
+x|
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+x|Class Ability

8th|
+x|
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+x|Class Ability

9th|
+x|
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10th|
+x|
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11th|
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12th|
+x|
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13th|
+x|
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14th|
+x|
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+x|Class Ability

15th|
+x|
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16th|
+x|
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17th|
+x|
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18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Kroy
2008-11-07, 10:41 AM
Shouldn't the title be VI instead of IV? Just curious

AsuroftheStair
2008-11-10, 01:15 AM
Feel free to make any suggestions you would like, especially since I'll not be able to playtest it soon. I can see two primary flaws which I'm wondering how to address, given how many different characters can enter this class:

A. Class Skill Selection. I don't know if I should put in some class ability similar to the skill selection of the Expert, give all skills as class skills (not very likely), or none of the above. I don't like how main class skills (such as Spellcraft) are left behind when you take this class, but I again don't feel that the class should have every skill.
B. Fighter Classes. This class isn't optimized for them, and I'm wondering if I should make a new class entirely or make a fighting variant (with max BAB but lacking Manifestation and possibly Manipulations)
However, without further adeu,

THE SCHISM
“But I hate it wh-ould I have another muffin?”
- Helvin Hammerfist, a Dwarven Schism

The condition of schizophrenia is a devastating blow: either because of a traumatic incident (or possibly a foul curse or spirit) forces the body to nearly fatally contort itself, stealing time from the original mind as a new being seems to emerge. The end, whether being committed to an asylum or burned for being possessed, is never pleasant.
It is rare to be able to function with Schizophrenia, but, in this world of miracles, it can be done. With extreme mental and physical strength, two minds can operate harmoniously in a single body. Many either those of supreme dedication, such as clerics and monks, or with a multitude of talents (such as fighter/wizards) are able to find a true solution.

REQUIREMENTS
To become a Schism, the character must fulfill the following:
Saves: Fort +4, Will +4
Skills: 12 ranks in one skill, 7 ranks in 3 other skills
Special: Schizophrenia (player should discuss with the DM before playing)

Class Skills
The Schism's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any, individually chosen) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language, and Spot (Wis).
Skills Points at Each Level: 4 + Int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Functioning Ego

2nd|
+1|
+3|
+0|
+3|Catch-Self, Manipulate I

3rd|
+1|
+3|
+1|
+3|Manipulate II

4th|
+2|
+4|
+1|
+4|Manifest Ego 1/day

5th|
+2|
+4|
+1|
+4|Diviner's Foil, Functioning Ego (Combat), Manipulate III

6th|
+3|
+5|
+2|
+5|Real Manifest (25%)

7th|
+3|
+5|
+2|
+5|Manipulate IV, Manifest 3/day

8th|
+4|
+6|
+2|
+6|Conscious Manifest, 50% Real

9th|
+4|
+6|
+3|
+6|Manipulate V

10th|
+5|
+7|
+3|
+7|Two Selves (75% Real)[/table]

Weapon Proficiencies: A Schism does not gain any new proficiencies from this class.

Functioning Subconscious (Su): The fundamental difference between a Schism and everyone else is that he knows he has a voice inside his head, and can can actually trust it. A Schism gives his Ego room to work, and it sometimes helps in strange ways. Once per day per class level, the Schism can add a bonus to a skill check or save equal to his Charisma modifier plus one third (rounded down) class level. At 5th level, this bonus can also be applied to an attack roll or initiative modifier.

Catch Self (Su): The Ego will do everything in it's power to protect the body, thus it will want to protect the Schism's mind. Firstly, when a 2nd level Schism is targeted with an enchantment spell or effect, he adds his charisma modifier to his save. If he fails, he can attempt it again 1 round later at the same DC but with his regular Will Bonus. He gets only this one extra chance to succeed.

Manipulate (Sp): The extraordinary way that the Schism deals with his mind makes him able to use his expertise on others. At 2nd level, and every odd level thereafter, the Schism gains the use of two spell-like-abilities, each 1/day, chosen from the appropriate list. A Schism may also choose to have an ability from a lower list an additional 2 times per day, or once per day with a metamagic feat which would adjust the spell-level by zero or one. The DC for any spell is equal to 10+ Cha Modifier + Spell Level.

Manipulate I: Charm Person, Daze, Sleep, Incite*, Inhibit*
Manipulate II: Daze Monster, Entice Gift*, Rebuke*, Tasha's Hideous Laughter,
Manipulate III: Deep Slumber, Heroism, Rage, Suggestion
Manipulate IV: Charm Monster, Confusion, Crushing Despair, Wrack**
Manipulate V: Dominate Person, Mind Fog, Mass Suggestion
* From the Spell Compendium, ** From the Complete Divine, the pain is mental rather than physical

Manifest Ego (Sp): Upon attaining 4th level, the Ego is strong enough to be superimposed on reality. Once per day, as a full-round action which provokes attacks of opportunity, by making two DC 20 saving throws (Will and Fort), the Schism may draw enough energy to create an image which his Ego inhabits for a number of round equal to class level times three. If he fails either save, he takes 5d6 points worth of damage and the attempt is wasted. If he succeeds, the Ego may exist anywhere in the same plane, the Schism knows what it sees even without abandoning his body, and it otherwise replicates the Project Image spell.

Diviner's Foil (Su): While the subconscious mind inhabits the body (thus not while Manifest Ego is operating) diviners have a hard time detecting the alignment and thoughts of a Schism who is 5th level or above. The caster of any mind reading ability or similar divination (psionic or magical) such as detect thoughts, detect evil, etc, must make a caster level check against a DC of 10 + Schism Character Level + Cha Modifier. If the caster fails, then he is dazed for one round and the Schism knows that someone tried to see into his mind. If the caster succeeds, the spell functions normally.

Real Manifest (Sp): After practice and being used to a new existence outside the body, the Ego of a 6th level Schism becomes powerful enough to draw additional substance from the Plane of Shadow. Thus, though the Schism takes 1d6 points of subdual damage even when the Ego manifests, the image is one-forth (25%) (increasing to 50% at 8th level, and 75% at 10th level) as strong as the Schism, though creatures who believe the manifest is real are affected by the manifest at full strength. Any creature that interacts with it can make a Will save to recognize its true nature, DC 10+1/2 class level + Cha modifier. Those that recognize the image see almost a shadow of the true Schism, a being which looks like the Schism in nearly every way, but is somehow completely different.
It has the same stats (except for ¼th,, then ½ and finally ¾ the hit points) as the Schism (including equipment, though limited use items used by the Ego are consumed on the Schism's person and all equipment disappear when the Manifest ends), has a telepathic link with the Schism, but both the Ego and the Schism lack Diviner's Foil, Manifest Ego, Catch Self, and Functioning Subconscious abilities. In addition, if the Ego is destroyed by damage (not by dispelling) the Schism is rendered unconscious for a number of days equal to his class level. The Schism could chose to not make the image real (as Manifest Ego). (If there is any confusion, treat this affect akin to Shadow Conjuration)

Conscious Manifest (Sp): At 8th level, the Ego is able to draw enough substance into itself from the Plane of Shadow and has enough experience to totally separate itself from the Schism (if only for the duration of the effect). Thus an 8th level Schism is able to act independently of his Manifested Ego, which may act more according to it's alignment and inclinations (in essence becoming a mentally-controlled cohort, though they share a common pool of limited use abilities, such as spells an Manipulations) but is still rendered unconscious if the Manifested Ego is destroyed by damage.

Two Selves (Sp): At 10th level, experience and fortitude have strengthened the bond between the Schism and his Ego beyond anyone's wildest expectations. Thus, as a full-round action which provokes attacks of opportunity, the Schism can make two DC 28 Saves (Fort and Will). If one or both saves do not succeed, both the Ego and Schism take 5d6 points of damage and the body must sleep for 2 hours that night. If the saves succeed and:

the Ego is Manifested, the Schism becomes partially real and the Ego fully real, and the Ego remains in control when the Manifested Image disappears.
the Ego is not manifested, they simply switch which is dominant.

This ability can be attempted any number of times per day, but add two to the DC for each attempt. In addition, even if they do succeed at an additional attempt, the body must sleep for one hour (and this is cumulative).

PLAYING A SCHISM
A Schism is literally two characters (PC and NPC) with the same stats: the Schism and the Ego. They may be totally different, like having a Lawful Good Ego which identifies itself as an elf, but is subjugated by a Gnome Lawful Evil Schism. However, this Lawful Good Ego may have no inhibition with slaughtering pirates for it (unlike the Schism) was not raised by pirates. The Ego could try to take over the body (the mechanics of which should be agreed upon with the DM in advance, if by nothing else having the character make a Will Saving Throw, DC equaling his character level), but the Schism probably could try to take over after one day (again, as agreed with the DM).

Combat: Once a Schism starts to examine himself, his overall skills would steer him away from direct combat and more towards tormenting the opposition with Manipulations. However, the Ego is totally different than the Schism, so either one, both, or neither may want to wade into the thick of things. When you throw in how alignments may bar class-features to the Ego or Schism, they may have totally different combat approaches, especially once Real Manifestation is attained.

Advancement: They could, if allowed, gain feats which increase the potency of Spell-like-abilities (as presented in the Savage Species), especially for their Manipulations. Both the player and DM should be careful, since alignment restrictions may not allow one mind in the character (let's say the Schism) from taking prestige classes that the other mind (in this case the Ego) may choose to take. However, it is also dangerous to allow the Ego and Schism to take classes separately. Still, the skill selection points the Schism towards taking social prestige classes.

Resources: Well, having two heads is always better than one. Especially when trying to make a new idea or cutting through social challenges, as the Schism seems to be suited for. He may even have two identities in society, suited for the Schism and his Ego.

SCHISMS IN THE WORLD
“Do you ever get the feeling that he's... odd?”
-Tetran Delf, an associate of Helvin Hammerfist
A very independent bunch, Schisms seem to pop up everywhere. Whether they suffer a trauma so severe that something just breaks, are targeted by some zanny magical contraption, or train themselves into getting in touch with their other self (though this last way is rare), each tends to have his own story of how “he” or “she” became “them”. There seem to be no patterns in how Schisms crop up, so sometimes similar goals could drag a couple of them together, but this has probably happened only once in recorded history.

Daily Life: This varies depending on how good the relations are between the Schism and Ego. If very bad, the Schism may seem very quiet but then randomly scream, or be constantly talking in an annoyed manner (either case pushing others away from him). If relations are good, then others may simply notice that the Schism seems different at times, or different people may know only the Schism or only the Ego.

Notables: Mental instability is not something that people typically establish themselves for, thus not many Schisms are known save by rumor.
There is a mysterious pair of martial artists named Hilgt & Edash (LN & LG Monk 9/Schism 6). Whenever one appears, the other is just a call away. They crusade against beings of the Plane of Shadow and the Underdark, seeming to have a special vendetta against shadow mages and their ilk.
King Baladran of Chalsbrook (Human NG Fighter 4/Sorcerer 5/Schism 4) rules his town well and benignly, but there are rumors of a thriving black market. Though King Baladran tries to stamp it out, there are rumors that “The Masked Duke” (LE), an arcane spellcaster, forms the top of an evil but effective black-market organization, dealing in every illegal good and service available.

NPC Reaction
Many times people just interact with the Schism normally, not knowing that anything lurks under the surface. Once they learn of the “other side”, NPCs tend to be freaked out, or at least never trust the Schism again. Who would trust a person who literally had two minds? Schizophrenics are typically committed to an asylum or killed, not allowed to develop the schizophrenia as if it was a gift. And you are never truly safe when alone with the Schism, since who knows if the Ego will come and stab you in the back...

SCHISMS IN THE GAME
The Schism works best when no one inquires too closely into his “special talents” and is in a social setting (given the number of Enchantment-like abilities he has). The Ego can also be a good assassin, the Manifest completely disappears at the end of the spell, but if it's careless people may identify the Ego as the Schism.

Adaptation: The individualistic nature of the Schism as presented means that they can probably be dropped wholesale into any campaign setting. This could be switched around into a Cult-like or Shamanistic class if the alignment is restricted and either the Manipulations are toned down or the other abilities of the class. If you wanted to make the class more connected to the trauma which caused the schizophrenia one could make the class have a fear of the thing (like the Alienist ability) but compensate either with smiting or a bonus to other saves or special abilities. This class could, finally, become more split by making the Ego embrace one element (such as Shadow) and the Schism becomes attuned with the opposite element, and tone down or eliminate other abilities.

Encounters: As presented, however, PCs are likely to encounter NPCs working alone for their own (mutual) gain, or politically paralyzed as the Schism and his Ego duke it out for control. Since trauma probably started the whole thing, the Schism may also be trying to exterminate all who fit a certain description, becoming either an ally or enemy of the PCs.

Sample Encounter
EL 13: Helvin Hammerfist is very distinctive: a dwarven monk armed with a red & blue nunchaku, he is typically very serious and direct (including in combat). However, Helvin is sometimes very amused with serious issues, and pranks seem to happen around him. This is because of his Ego, Vilvel (CN). Vilvel considers himself an extraordinary trickster and sneak, always wanting to do things that Helvin would never even dream of. PCs may either meet Helvin or Vilvel first, thus thinking of him as a stern prosecutor of the law or a playful rogue. They both hate necromancers, since necromancers tortured Helvin into insanity, and are constantly trying to root them out.

Helvin Hammerfist/Vilvel
(LN & CN) Male Dwarf Monk 8/Schism 5
Init +2, Senses: Listen +8, Spot +8,
Languages Common, Dwarf
------------------------------------------------
AC 21, touch 18, flat-footed 19
hp 90 (39 + 8d8 + 5d6 HD)
Fort +12, Ref +10, Will +14
------------------------------------------------
Speed 40 ft (8 squares) when unburdened, 20 ft. (4 squares) otherwise
Attacks +11/6 Melee (1d6+3 +1 Ki Focus nunchaku), +10/5 (1d12+2 Unarmed), +11/6 Ranged (1d8/19-20, mwk light crossbow)
Base Atk +8, Grp +10
Atk Options Flurry of Blows (+7/7/2), Stunning Fist (DC 19, 10/day), Manipulate
Combat Gear Amulet of Natural Armor +1, bracers +2, ring +1, +1 Ki-Focus nunchaku, 3 Cure Mod. Wound Potions, mwk light crossbow,
Supernatural Abilities Ki Strike (magic), Wholeness of Body (16 hp), Functioning Ego (5/day, +3 Bonus), Catch Self, Diviner's Foil (DC 24)
Spell-like Abilities Manifest Ego (15 rounds, 1/day)
Manipulations Incite 2/day, Charm Person, Daze Monster and Extended Charm Person 1/day
-----------------------------------------------
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 12
SQ AC Bonus, Evasion, Still Mind, slow fall 40 ft, Purity of Body,
Feats Power Attack, Stunning Fist, Deflect Arrows, Cleave, Great Cleave, Improved Disarm, Rapid Reload
Skills Bluff +6, Hide +13, Jump +13, Knowledge (Local) +5, Listen +8, Move Silently +13, Tumble +13, Spot +8
Possessions Combat Gear plus 2 Spider Climb Potions, Monk's Belt, 3,850 gp

Flame of Anor
2008-11-10, 09:35 PM
Whoa, that's pretty cool. Nice work!

Krimm_Blackleaf
2008-11-10, 09:51 PM
Another repost I'm afraid, hope it's cool with everyone.
--
Warped Angel
"I have punched through the pathetic fabric of sanity and have reached infinity. My mind is broken, but it's working at full capacity now! I have reached where none can! Ahaha! AHAHAHAHAAA!!"

-Core, the Warped Angel

http://i7.photobucket.com/albums/y265/Nny2/WarpedAngelIcon.jpg
Core, a warforged angel beyond redemption
Drawn by me! Krimm!

Warped angels are creatures that go beyond a mere fall from grace, they are the victims of the utter annihilation of their sanity. They are warriors of entropy and madness, inhuman reavers of life and happiness and knights of a darkness so dark even the gods cannot gaze upon it. Most warped angels were once heroes of righteousness and good, or just noble characters in generals who, because of some mind-altering event, have fallen from their high position and into the depths of madness and depravity.
They are masters of throwing themselves into melee with ferocity and insanity only capable by these warriors. Most warped angels are crusaders or warblades, but some martial variant core classes have been known to take warped angel levels, especially martial barbarians.

HD: d12

Requirements
Alignment: Chaotic neutral or Chaotic evil
BAB: +6
Skills: Knowledge (the planes) 4 ranks, Martial Lore 2 ranks
Feats: Power Attack
Maneuvers: Ability to use 3rd level maneuvers, including at least one strike and one stance.
Special: Must have at some point been under the confusion effect for an extended period of time, such as several months due to deep personal tragedy or an extreme alignment shift.

Class Skills: Balance, Climb, Concentration, Craft, Hide, Intimidate, Jump, Knowledge (religion), Knowledge (the planes), Martial Lore, Move Silently, Ride, Swim and Tumble
Skill-points per level: 4+Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Undeserved wings, entropic descent
2nd|+2|+3|+0|+0|Festering mind strike
3rd|+3|+3|+1|+1|Bonus feat
4th|+4|+4|+1|+1|Sadistic joy
5th|+5|+4|+1|+1|Twisted madness stance
6th|+6|+5|+2|+2|Strike of blackened wings
7th|+7|+5|+2|+2|Bonus feat
8th|+8|+6|+2|+2|Adamant insanity
9th|+9|+6|+3|+3|Stance of the blackened mind
10th|+10|+7|+3|+3|One with unhallowed madness
[/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|0|0|1
2nd|1|0|0
3rd|1|1|0
4th|0|0|0
5th|1|0|0
6th|1|0|1
7th|0|1|0
8th|1|0|0
9th|1|0|0
10th|0|0|0
[/table]

Weapon and Armor proficiencies: Warped angels gain no additional weapon or armor proficiencies.

Maneuvers: At each level but 1st, 4th 7th and 10th, a warped angel gains new maneuvers known from the Iron Heart, Shadow Hand or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full warped angel levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd and 7th levels, you gain additional maneuvers readied per day.

Stances Known: At 1st and 5th levels, you learn a new martial stance from the Iron Heart, Shadow Hand or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.

Undeserved Wings (Su): At first level, your body takes on the shape of the creatures you far from exemplify. You are capable of growing strong, feathery, white wings, capable of speedy flight at will as a move action. These wings give you a fly speed equal to twice your base land speed. If these wings are ever torn off or destroyed somehow, you can grow a new pair as a move action, but the damage is still done.
These wings only last for a number of minutes equal to your warped angel level until you reach 6th level, when they can remain indefinitely.

Entropic Descent (Ex): Your body is strong, and your mind is as unstable as possible. At first level, you gain immunity to confusion effects, but at levels 1, 4, 7 and 10, you take a -1 to your Wisdom score, which cannot be recovered by any means.

Festering Mind Strike (Su): At 2nd level, you can channel your utter madness through your weapon and infuse it into the mind of your enemy. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 4th level strike, and does not belong to any discipline. Making an attack roll as a standard action, your weapon deals an additional 5d6 points of damage and an amount of Wisdom damage depending on your initiator level(see below). Foes are allowed a Will save to negate the Wis damage(DC 14+Cha modifier). If the attack fails, nothing happens but the maneuver is still expended.

{table="head"]Initiator Level|Damage
5th-8th|1 Wis
9th-12th|1d4 Wis
13th-16th|1d6 Wis
17th-20th|2d6 Wis
[/table]

Bonus Feats: At 3rd level, and again at 7th you gain bonus feats taken from the list of fighter bonus feats. You must meet the feat's prerequisite to learn it.

Sadistic Joy (Ex): At 4th level, your mind bends a little further, and your love for harming others reflects on your very ability to do so. From this point on, you are considered to be under the effects of the sadism spell(see BoVD) with a caster level equal to your warped angel level.

Twisted Madness Stance (Su): At 5th level, you are capable of transforming yourself into a distorted version of the creatures you're named after. As a swift action you may lose all the benefits of your current stance to gain the benefits of this stance. While in this stance, your skin lightens a great amount, as if heavily bleached and is made tighter against your skeleton, your jaw widens and your teeth sharpen and become much harder and your mind knows how to ignore a certain level of pain and injury. You gain a bonus to natural armor equal to half your warped angel level rounded down, a primary bite attack that deals 1d6+Str modifier damage and a unique ability to stave off death. Whenever you would be dealt enough damage to be reduced to -10 hp, you can deal to yourself as much Wisdom burn equal to your initiator level. For each point of Wisdom burned this way, you negate 5 points worth of damage, with a maximum of your normal max hp. This regernative quality can only be used once per encounter.

Strike of Blackened Wings (Su): At 6th level, you gain a unique strike that channels not only your madness, but your corruption and entropy into the mind of your victim. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 6th level strike, and does not belong to any discipline. As a standard action, you make an attack roll against an opponent with a +2 bonus to this attack, if the strike hits the opponent takes 10d6 points of damage and must make a Will save(DC 16+Cha modifier) or become confused for 1d6 rounds and are forced to take on the effects of the morality undone spell(see BoVD). If the attack fails, nothing happens but the maneuver is still expended.
When this strike is used, the warped angel's wings and skin darken slightly for the next 1d6 rounds.

Adamant Insanity (Ex): There is nothing more fragile than a mind brought to insanity, but what has already been shattered can barely be shattered further. At 8th level your unholy madness grants you immunity to damage done to all of your mental ability scores, though the Entropic Descent class feature still functions normally. Additionally, if anyone attempts to read your mind by any means must make a Will save(DC 10+Half your initiator level+Cha modifier) or become confused for the next 1d8 rounds.

Stance of the Blackened Mind (Su): At 9th level, your madness seems to radiate about you like an invisible mist that digs into the psyches of those around you. As a swift action you may lose all the benefits of your current stance to gain the benefits of this stance. While in this stance, your very presence rips at your enemies minds, gaining a unique aura of fear. Any opponents within 30 feet of you must make a Will save (DC 10+half you initiator level+Cha modifier) or become frightened for 1d6 rounds and then confused for a following 2d6 rounds thereafter.
Those who succeed on this save become immune to the effects of that one warped angel's fear aura until they exit it and enter it again, where they must make the same save once again.

One With Unhallowed Madness (Ex): At 10th level, madness and physicality are one in the same for you. Your type changes to outsider with the augmented subtype, you gain DR 10/good and no longer require food, water or sleep to function. Additionally, anyone attempting to read your mind must make the same save as the Adamant Insanity ability or become permanently insane.

Playing A Warped Angel
Warped angels are without a doubt, designed to be effective melee combatants, resilient to both normal attacks and those aimed at the psyche.
Combat: You'll always want to be on the front lines, or if you wish to deploy your wings, several feet above your enemy to drop down and tear into him. Many warped angels also take an entirely different tactic when it comes to fighting foes, instead of with sheer power, they will attempt to make anyone who can do so, read their mind and be driven to madness. If their mind is infected with the warped angel's madness it makes it far easier to leave them to their twisted new life or make them easier to slay.
Advancement: Several options for this class are each of the three classes introduced in the Tome of Battle, but works just as easily for any other homebrew martial core class and many martial prestige classes.
Resources: Tome of Battle: The Book of Nine Swords is a very obvious source of information for this class. Other books that work well in conjunction with this class include Heroes of Horror, Champions of Ruin, Lords of Madness and the Book of Vile Darkness. Each of these books deal with madness and/or corruption of the mortal psyche and several immortal psyches.

Warped Angels in the World
"...They told me there were angels in the mist. I couldn't believe them, wouldn't believe them! I wandered into the mist... and learned just how much I wished angels weren't in the mist..."

-Sashrin, an adventurer that barely escaped with his sanity.
Warped angels are a dark, terrible mystery that even when found, leave those studying them dead at best and insane at worst. The rare few that escape with their lives and any fragment of their sanity will say one thing, that they are to be avoided...
Daily Life: A day for a warped angel usually consists of a morning with little to no sleep, at which time they spend hunting in secluded areas where easy victims can be found. The rest of the day cannot easily be predicted, as creatures of such madness and chaos never act the same way twice.
Notables: One of the few warped angels reported on, by a frightened and now half-mad adventurer is a warforged warped angel given the name Core. Core is a warforged that went to Shello decades ago and was not seen again until the reaping of the nation's surface. He was seen in the mist, and has been made the legend known as the Mist Angel.
Organizations: Warped angels have nothing that could possibly be considered an organization or society. They act as nothing more than intelligent monsters, hunting and eating and spreading madness by themselves.

NPC Reactions
Any NPC's that might interact with a warped angel PC will undoubtedly react with fear and in many cases, react with a premature demise. Some NPC's, such as seasoned or stubborn warriors will attempt to take them on in combat like a common malign creature, if defeated speaking of it as if it were a mere deadly animal. It cannot be known for sure, but it is said that some warped angels despise the fact that they are spoken of as mere animals.

Warped Angels in the Game
These mad martial adepts can bring an element of chaos into the game, especially if they are played as chaotically as they were meant to be. In a normal scenario, the warped angel will affect combat by attacking with physical force and using it's main defensive tactic as an effective offensive one. If the enemies of the warped angel have been driven mad, they have a random chance of doing different things round per round, thus making the battles unpredictable-which can make fights potentially worse for both sides.
Adaptations: This class need not be for purely martial adepts, and can be adapted to normal melee classes such as fighters and barbarians, removing the maneuver progression and adding extra bonus feats or rage continuity. It may also be used for rogues, in which case you replace the martial advancement into a sneak attack progression, and changing the base attack bonus, saving throws and HD to those of the rogue's.
Encounters: Encounters with NPC warped angels will most frequently be combat oriented, hostile for a list of reasons of unknown size, but most likely for madness. Many warped angels will hunt any fleeing PC's, if they are hungry, but may or may not at random if they've already eaten or have sated some bloodlust.

Sample Encounter
ECL 14: Core(warforged warblade 5/rogue 2/warped angel 7) is very much what the legends say, a warforged lost to Shello ages ago and instead of becoming the common rageforged, he pushed past rage and hit sheer insanity. He is, despite his insanity, quite intelligent and spreads traps all around what he deems his territory to capture unwary victims. He is also quite aware of his reputation as an 'angel' and often chooses to descend onto foes from flight with his angelic looking wings spread wide like an angels, just to tear into the like a beast.

dman11235
2008-11-11, 06:05 PM
Please keep chatter in the chat threads. I will ask that you delete the off-topic posts please, to reduce clutter.

DracoDei
2008-11-13, 06:57 AM
Benign Controller

http://Picture URL

"Here, let me help you with that..."

Benign controllers are individuals who temporary take over their allies to apply skills or psionic manifestations that the ally could not themself.

BECOMING A BENIGN CONTROLLER
Almost without exception Benign Controllers are single-classed Psions(Telepaths) who have also studied Psychometabolism.

ENTRY REQUIREMENTS
:Ability to manifest: Sense Link OR Sense Link, Forced
:Ability to manifest: ?Psionic Dominate?, Mindlink, Incarnate, Mind Switch, Schism
:Ability to manifest: at least one power from the Egoist (Psychometabolism) specialist set.


Class Skills
The Benign Controller's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Balance(Dex), Climb (Str), Concentration* (Con), Hide(Dex), Jump (Str), Knowledge (psionics)* (Int), Listen(Wis), Move Silently(Dex), Psicraft(Int), Ride (Dex), Spot(Wis), Swim (Str), Tumble(Dex), and Use Rope(Dex).
Skills Points at Each Level: 8 + int

Hit Dice: d4

{table=head]Level|Base Attack Bonus| Fort Save | Ref Save | Will Save | Special

1st |
+1 |
+0|
+2|
+2|Foreswear Domination, Benign Telepathy, Psionic Training | 2|6th

2nd |
+2 |
+0|
+3|
+3|Bonus Feat* | 3|7th

3rd |
+3 |
+1|
+3|
+3|Multitask I | 5|7th

4th |
+4 |
+1|
+4|
+4|Dextrous Control | 6|8th

5th |
+5 |
+1|
+4|
+4|Bonus Feat* | 8|8th

6th |
+6 |
+2|
+5|
+5|Multitask II | 9|9th

7th |
+7 |
+2|
+5|
+5|Improved Dextrous Control |11|9th

8th |
+8 |
+2|
+6|
+6|Bonus Feat* |12|9th

9th |
+9 |
+3|
+6|
+6|Multitask III |14|9th

10th|
+10|
+3|
+7|
+7|We Work as One |??|?th[/table]

Weapon Proficiencies: A benign controller gains proficiency with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields including tower shields.

Foreswear Dominination(Ex): If a benign controller ever effects a creature mentally against that creatures true will (not its will as altered by another magical or psionic compulsion, illusion, charm, or domination effect) then the mental turmoil robs them of all class features of this prestige class for one month. This includes powers known, manifester levels and power points gained, and special features, but not saves, BAB, hitdice, hitpoints, or weapon or armor proficiencies. During this same period they have a -4 to all skill checks for skills on the benign constroller class skills list.

Benign Telepathy(Ps): This is the signature power of the benign controller, allowing them to take over a willing target and use their skills through them. This functions as "Mind Switch" except as follows:

It costs one power point each round (including the first) to initiate or maintain.
It can effect any willing creature with an intellegence score, regardless of if the creature is living or not.
The hit-die limit on the target creature is your manifester level+2 rather than your manifester level.
It requires psionic focus to be expended to initiate.
It can be initiated as an immediate action.
The targets mind remains in their own body as an observer, and can mentally communicate with the Benign Controller.
There is no XP cost.
The Benign Controllers body is considered Paralyzed for the duration of this effect. Later abilities reduce this vulnerability.
It counts as a 5th, 6th, or 7th level telepathy power, whichever is most benefical to the Benign Controller.
The Benign controller may not initiate psionic powers while using this power initially.
They use the targets Fortitude save, and their own base reflex save modified by the targets dexterity (but see Dexterous Control and Improved Dexterous Control Below).



Psionic Training(Ps): At each level a benign controller gains additional power points per day and access to a number of new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of benign controller to the level of whatever manifesting class the character has, then determines power points per day, and manifester level accordingly. You also gain powers known (including maximum power level known) as if you had gained a level in that class, HOWEVER these new powers are selected from the Benign Controller list rather than the list of the other class.

If a character had more than one manifesting class before he became a Benign, he must decide to which class (that allows Manifesting Mind Switch and Dominate, Psionic) he adds the new level of benign controller for the purpose of determining power points per day, powers known, and manifester level.

Bonus Feats:
At 2nd level a Benign Controller gets a bonus combat-oriented feat. The psychic warrior gains an combat-oriented feat at 2nd level and every three levels thereafter (5th, and 8th). The Benign Controller must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A benign controller cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.
These feats must be from the following list:


Any feat that may be selected as a fighter bonus feat
Skill focus or other feat that gives a numerical bonus to one or more skills, alll of which must be benign controller class skills that is dexterity or strength based.
Aligned Attack
Combat Manifestation
Focused Sunder
Ghost Attack
Inquisitor
Mental Leap
Metamorphic Transfer
Psionic Body
Psionic Dodge
Psionic Fist
+ Greater Psionic Fist
+ Unavoidable Strike
Psionic Shot
+ Greater Psionic Shot
+ Fell Shot
+ Return Shot
Psionic Weapon
+ Greater Psionic Weapon
+ Deep Impact
Speed Of Thought
+ Psionic Charge
Up The Walls
Wounding Attack



Multitask I(Ps): At third level a Benign Controller's body is considered dazed instead of paralyzed while using benign telepathy.

Multitask II(Ps): At sixth level a Benign Controller's body may make one non-manifesting, non-spellcasting move action per round while using benign telepathy.

Multitask III(Ps):

Dextrous Control(Ps): When controlling an ally whose dexterity is lower than yours, you may substitute the average of your two dexterity scores (rounded up) for theirs for the duration of the control.

Improved Dextrous Control(Ps): When controlling an ally whose dexterity is lower than yours, you may substitute you own dexterity.


PLAYING A BENIGN CONTROLLER
You are a generalist... your greatest weakness is your hitpoints and fortitude save, you must strike a balance between using your more standard psion powers and your use of Benign Telepathy... make sure your comrades are equipped with items you can use to get them out of tight spots, even if they have no idea how to use them... an Adamintine Two-handed sword carried by a rogue can be very handy when fighting costructs for instance... outside of combat your skills can make you he equal of a monk or even, in most areas, a rogue.
Combat: Hang back and don't commit yourself to any powers that require concentration or continuous direction to maintain if you can help it. Snipe with long range manifestations, jump into anyone who gets into trouble you can get them out of... make sure you can manifest on the defensive withou fail, since at later levels you are often going to be using a power to get someone out of contact with a foe that proves to great for them.
Advancement: Your selection of skills and feats will determine what sorts of scrapes you can get your team-mates out of. Work with them to decide which weak areas they consider most critical, then consider taking feats that let you deal with those situations. Your choice of powers is going to be especially tricky... consider taking powers with narrow applications, or which are useful during downtime, or even acquiring new powers that are less than the maximum level you could acquire. Note that you have access to some powers from the Egoist list. These can be especially worth "going back" to get, especially once you gain the ability to manifest powers on others (while controlling them) that you could normally only manifest on yourself.
Resources: A benign controller without allies is greatly weakened of course, who these are will vary greatly, but almost without exception a benign controller who expects conflict will make sure to have allies he can strengthen. Social and political contacts are much more variable, although anyone who is trusted enough to teach someone by getting inside their head and using the ultimate in "teaching by example" is going to have some people who respects them almost by definition.

BENIGN CONTROLLERS IN THE WORLD
That guy didn't do much help with repeling those orcs... just stood around mostly... I think he must have messed with those other guys minds to make them let him hang around them and get a cut of the money...

Adventuring Benign Controllers are often mistaken for syncophants or neophytes compared to the companions they travel with by anyone who sees their group in action since they never seem to DO anything, and indeed may be observed to "freeze up" frequently at critical moments. The social inconvience of this is worth the element of surprise against foes to some Benign Controllers, while others are at pains to make sure everyone is aware of the fact that they are just as useful to the party as any other member.

Non-adventuring Benign Controllers are mostly useful as teachers, since the people they instruct can have the sklls in question devvmonstrated through their own eyes, and can gain confidence that practice practice practic is the only thing they lack to achieve success when they accomplish something they would have thought to be beyond the limits of their body while under the control of their instructor. Of course, on the rare occasion when someone (often a child) is trapped in some dangerous situation where outside help would be difficult to procure (from having climbed a tree they lack the skill to climb down, to a mexican stand-off against a panicky and dangerous animal) the benign controller can be the key to resolving the situation.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
Benign Controllers are either seen mostly as slight freaky teachers, one who the experience of being instructed by is only worth the nature of some of the instruction for the undeniable effectiveness of that instruction.
BENIGN CONTROLLERS IN THE GAME
Benign controllers fill in the gaps in the party on the fly as the come up, they give any party member the ability to become a skill monkey and/or fighter at a moments notice. Wizards carrying two-handed swords, and climber's kits are often a clue that the party psion is a benign controller.
Adaptation: These could be seen as a group that teaches these techniques, but requires its members swear to respect the sanctity of the free will of others (although not their mental privacy) and conditions its members accordingly. Just as easily a benign controller could be totally unique, someone who in studying the domination of the minds of others gained unique skill and insight, while, at the same time, becoming revolted by he concept (or merely so trained his mind toward symbiotic interaction for control that they could no longer achieve an antagonistic approach without great mental turmoil).
Encounters: A benign controller might be a teacher for PCs tryig to master new skills in the shortest period of time possible. Conversely, a benign controller could pay the PCs (especially in a highly diverse group), to allow him to train in their bodies, so that he could master skills and combat techniques in the forms necessary for different races. If a given adventure will require a specific skill the party lacks and would all need to have to succeed, then a benign controller makes a perfect hired mercinary or temporary ally. Finally, they could make a perfectly reasonable member of an opposed or allied adventuring party or similar group.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.

Benign Controller Powers List:
1st Level

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Catfall A: Instantly save yourself from a fall.
Conceal Thoughts: You conceal your motives.
Detect PsionicsYou detect the presence of psionics.
????DistractTarget gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.
Ecto Protection A: An astral construct gains bonus against dismiss ectoplasm.
????Empathy A: You know the subject’s surface emotions.
Empty Mind A: You gain +2 on Will saves until your next action.
Float: You buoy yourself in water or other liquid.
Force Screen A: Invisible disc provides +4 shield bonus to AC.
Inertial Armor ATangible field of force provides you with +4 armor bonus to AC.
Know Direction and LocationYou discover where you are and what direction you face.
Mind Thrust A: Deal 1d10 damage.
Missive A: Send a one-way telepathic message to subject.
My Light A: Your eyes emit 20-ft. cone of light.
Precognition, Defensive A: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive A: Gain +1 insight bonus on your attack rolls.
Prescience, Offensive A: Gain +2 insight bonus on your damage rolls.
Sense Link A: You sense what the subject senses (single sense).
Skate: Subject slides skillfully along the ground.
Synesthete: You receive one kind of sense when another sense is stimulated.
Thicken Skin A: Gain +1 enhancement bonus to your AC for 10 min./level.
Mindlink A: You forge a limited mental bond with another creature.
Vigor A: Gain 5 temporary hit points.


2nd Level

Animal Affinity A: Gain +4 enhancement to one ability.
Bestow Power A:Subject receives 2 power points.
Biofeedback A:Gain damage reduction 2/-.
Body Equilibrium:You can walk on nonsolid surfaces.
Borrow Feat A:Borrow another’s psionic or metapsionic feats. (As per Feat Leech, but willing targets only)
Chameleon: Gain +10 enhancement bonus on Hide checks.
Concealing Amorpha:Quasi-real membrane grants you concealment.
Detect Hostile Intent:You can detect hostile creatures within 30 ft. of you.
????Ego Whip A:Deal 1d4 Cha damage and daze for 1 round.
Elfsight:Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Empathic Transfer A: Transfer another’s wounds to yourself.
Energy Adaptation, Specified A:Gain resistance 10 against one energy type.
Identify, Psionic:Learn the properties of a psionic item.
????Inflict Pain A:Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Missive, Mass A:You send a one-way telepathic message to an area.
????Read Thoughts: Detect surface thoughts of creatures in range.
Recall Agony A:Foe takes 2d6 damage.
Share Pain:Willing subject takes some of your damage.
Sustenance:Go without food and water for one day.
Thought Shield A:Gain PR 13 against mind-affecting powers.
Tongues, Psionic:You can communicate with intelligent creatures.


3rd Level

Body Adjustment A:You heal 1d12 damage.
Body Purification A:You restore 2 points of ability damage.
Danger Sense A:You gain +4 bonus against traps.
Darkvision, Psionic:See 60 ft. in total darkness.
Dismiss Ectoplasm:Dissipates ectoplasmic targets and effects.
Dispel Psionics A:Cancels psionic powers and effects.
Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Eradicate Invisibility A: Negate invisibility in 50-ft. burst.
Mental Barrier A:Gain +4 deflection bonus to AC until your next action.
Mind Trap A:Drain 1d6 power points from anyone who attacks you with a telepathy power.
Psionic Blast A:Stun creatures in 30-ft. cone for 1 round.
Solicit Psicrystal A:Your psicrystal takes over your concentration power.
Telekinetic Force A:Move an object with the sustained force of your mind.
Time Hop A:Subject hops forward in time 1 round/level. (Willing Only)
Touchsight A:Your telekinetic field tells you where everything is.
Ubiquitous Vision:You have all-around vision.


4th Level

Aura Sight A: Reveals creatures, objects, powers, or spells of selected alignment axis.
Correspond: Hold mental conversation with another creature at any distance.
Detect Remote Viewing: You know when others spy on you remotely.
Energy Adaptation A: Your body converts energy to harmless light.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Hustle: Instantly gain a move action.
Intellect Fortress A: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Hustle: Instantly gain a move action.
Intellect Fortress A: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
????Metamorphosis: Assume shape of creature or object.
Mindlink, Borrowing A: Borrow knowledge of an ally’s power. (as per Mindlink, Theiving, but willing targets only)
Modify Memory, Psionic: Changes 5 minutes of subject’s memories.
Psychic Transfer: Touch attack drains 2 power points/level from ally. (as per Psychic Vampire, but willing targets only)
Psychic Reformation X: Subject can choose skills, feats, and powers anew for previous levels.
Schism: Your partitioned mind can manifest lower level powers.
Trace Teleport A: Learn destination of subject’s teleport.
Wall of Ectoplasm: You create a protective barrier.


5th Level

Adapt Body: Your body automatically adapts to hostile environments.
Catapsi A: Psychic static inhibits power manifestation.
Incarnate X: Make some powers permanent.
Metaconcert A: Mental concert of two or more increases the total power of the participants.
????Mind Probe: You discover the subject’s secret thoughts.
Power Resistance: Grant PR equal to 12 + level.
Psychic Crush A: Brutally crush subject’s mental essence, reducing subject to -1 hit points.
Psionic Revivify A X: Return the dead to life before the psyche leaves the corpse.
Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
Restore Extremity: Return a lost digit, limb, or other appendage to subject.
Shatter Mind Blank: Cancels target’s mind blank effect.
Tower of Iron Will A: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
True Seeing, Psionic: See all things as they really are.


6th Level

Aura Alteration A: Repairs psyche or makes subject seem to be something it is not.
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Contingency, Psionic X: Sets trigger condition for another power.
Mind Switch A, X: You switch minds with another.
Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
Restoration, Psionic: Restores level and ability score drains.
Retrieve A: Teleport to your hand an item you can see.
Suspend Life: Put yourself in a state akin to suspended animation.
Temporal Acceleration A: Your time frame accelerates for 1 round.


7th Level

????Fission: You briefly duplicate yourself.
Divert Teleport: Choose destination for another’s teleport.
Energy Conversion: Offensively channel energy you’ve absorbed.
Evade Burst A: You take no damage from a burst on a successful Reflex save.
Mind Blank, Personal: You are immune to scrying and mental effects.
Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
Oak Body A: Your body becomes as hard as oak.
Phase Door, Psionic: Invisible passage through wood or stone.
Sequester, Psionic X: Subject invisible to sight and remote viewing; renders subject comatose.
???? Ultrablast A: Deal 13d6 damage in 15-ft. radius.


8th Level

Bend Reality X: Alters reality within power limits.
Fusion X: You combine your abilities and form with another.
Iron Body, Psionic: Your body becomes living iron.
Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
Recall Death: Subject dies or takes 5d6 damage.
Shadow Body: You become a living shadow (not the creature).
?????Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival.
True Metabolism: You regenerate 10 hit points/round.


9th Level

????Metamorphosis, Greater X: Assume shape of any nonunique creature or object each round.
Mind Switch, True X: A permanent brain swap. (Willing targets only)
Psychic Chirurgery X: You repair psychic damage or impart knowledge of new powers.
Affinity Field: Effects that affect you also affect others.
Apopsi X: You delete target’s psionic powers.
???? Assimilate: Incorporate creature into your own body. (Willing Targets Only)
Etherealness, Psionic: Become ethereal for 1 min./level.
Reality Revision X: As bend reality, but fewer limits.
Timeless Body: Ignore all harmful, and helpful, effects for 1 round.


Egoist and Telepath powers

Egoist (Psychometabolism) Discipline Powers

1. Thicken Skin A: Gain +1 enhancement bonus to your AC for 10 min./level.
2. Animal Affinity A: Gain +4 enhancement to one ability.
Chameleon: Gain +10 enhancement bonus on Hide checks.
Empathic Transfer A: Transfer another’s wounds to yourself.
3. Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Hustle: Instantly gain a move action.
4. ????Metamorphosis: Assume shape of creature or object.
Psychic Transfer: Touch attack drains 2 power points/level from ally.
5. Psionic Revivify A X: Return the dead to life before the psyche leaves the corpse.
Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
Restore Extremity: Return a lost digit, limb, or other appendage to subject.
6. Restoration, Psionic: Restores level and ability score drains.
7. ????Fission: You briefly duplicate yourself.
8. Fusion X: You combine your abilities and form with another.
9. ????Metamorphosis, Greater X: Assume shape of any nonunique creature or object each round.

Telepath (Telepathy) Discipline Powers

1. XXXXXCharm, Psionic A: Makes one person your friend.
Mindlink A: You forge a limited mental bond with another creature.
2. XXXXXAversion A: Subject has aversion you specify.
XXXXXBrain Lock A: Subject cannot move or take any mental actions.
????Read Thoughts: Detect surface thoughts of creatures in range.
XXXXXSuggestion, Psionic A: Compels subject to follow stated course of action.
3. XXXXXCrisis of Breath A: Disrupt subject’s breathing.
XXXXXEmpathic Transfer, Hostile A: Your touch transfers your hurt to another.
False Sensory Input A: Subject sees what isn’t there.
4. XXXXDominate, Psionic A[/I]:[/B] Control target telepathically.
Mindlink, Thieving A[/I]:[/B] Borrow knowledge of a subject’s power.
Modify Memory, Psionic[/I]:[/B] Changes 5 minutes of subject’s memories.
Schism[/I]:[/B] Your partitioned mind can manifest lower level powers.
5. Metaconcert A[/I]:[/B] Mental concert of two or more increases the total power of the participants.
????Mind Probe[/I]:[/B] You discover the subject’s secret thoughts.
6. Mind Switch A, X[/I]:[/B] You switch minds with another.
7. XXXXXCrisis of Life A[/I]:[/B] Stop subject’s heart.
8. XXXXXMind Seed X[/I]:[/B] Subject slowly becomes you.
9. Mind Switch, True X[/I]:[/B] A permanent brain swap.
Psychic Chirurgery X[/I]:[/B] You repair psychic damage or impart knowledge of new powers.



Squirro
Chaotic Good/Male/Human/Telepath 11/Benign Controller 5
Init +0, Senses[/I]:[/B] Listen +, Spot +,
LanguagesCommon, Sylvan,
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 14, Dex 10, Con 14, Int 16, Wis 14, Cha 12
SQ
Feats Up the walls, Point Blank Shot, Psionic Shot, Speed of Thought, Expanded Knowledge(Metamorphosis)
Skills
Possessions

Exanedral
2008-11-21, 03:04 PM
DELUSIONIST


“Sword? It looks like a dagger. That must be it. And the red dragon? I don’t know what you mean. It looks white to me. A fireball should do the trick…”
–Elause Mector, delusionist

It is not uncommon knowledge that wizards and other magic practitioners have the power to trick and deceive others with their magic. Illusion spells and enchantments distort perceptions and bend minds, but these powers add unnecessary elements to such deceptions. To a normal caster, what an enemy believes influences the reality of his actions, but to a delusionist, belief is reality.
To accept something is to make it real, say delusionists. Thus, to deny something is to make it unreal. Delusionists alter the perceptions of themselves and others to change the world around them, and no matter how one may question their philosophy, anyone watching a delusionist at work can see that their must be some measure of truth to their words.

BECOMING A DELUSIONIST
All delusionists are accomplished illusionists, but their magic goes beyond the boundaries of pure illusion. Learning shadow conjuration and shadow evocation is the beginning of the path of the delusionist, for it is through these spells that a prospective delusionist learns to affect the real world with something imaginary. It is the power of belief that makes this magic effective, but the delusionist takes this power further and changes reality merely by changing his mind.
Delusionists tend to be described as “living in their own world” at times, as they insist on things that no one else can see. Delusionists never conform to one point of view, and recognize the malleability of reality. The path of the delusionist can only be followed by those who are flexible in their beliefs about the world, and those who lean towards rigidity and law are unable to grasp it.

REQUIREMENTS
Alignment: Any non-lawful
Saves: Will +5
Skills: Bluff 4 ranks, Sleight of Hand 4 ranks, Spellcraft 8 ranks*
Spells: Must be able to cast heroism, shadow conjuration, and shadow evocation.
*If you use rules from the Expanded Psionics Handbook, then add Autohypnosis 4 ranks, and add Autohypnosis to the list of class skills, below.

Class Skills
The delusionists’ class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Spot (Wis).
Skills Points at Each Level: 4 + Int modifier

Hit Dice: d4

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+0|
+0|
+2|Delusions, self-delusion|—

2nd|
+1|
+0|
+0|
+3| —|+1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+3|Delusions|+1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+4| —|+1 level of existing spellcasting class

5th|
+2|
+1|
+1|
+4|Delusions|+1 level of existing spellcasting class

6th|
+3|
+2|
+2|
+5|True deception|—

7th|
+3|
+2|
+2|
+5|Delusions|+1 level of existing spellcasting class

8th|
+4|
+2|
+2|
+6| —|+1 level of existing spellcasting class

9th|
+4|
+3|
+3|
+6|Delusions|+1 level of existing spellcasting class

10th|
+5|
+3|
+3|
+7|Mass delusion|+1 level of existing spellcasting class [/table]

Weapon Proficiencies: Delusionists gain no proficiency with weapons or armor.
Delusions (Su): A delusionist’s power comes in the form of supernatural mind alterations that affect him or another being. Each is considered to be a mind-affecting effect, which means that they cannot affect mindless creatures or undead (but see True Deception, below).
Each delusion has a positive effect and a negative effect. Positive effects typically pertain to the delusionist himself, but he could instead grant the benefit to an ally. Negative delusions are those that are used to target an enemy. For all delusions, the target must be within 60 feet of the delusionist, and the delusionist must have line of sight to the target. Most delusions are negated by a successful Will save (DC = 10 + Delusionist’s class level + Delusionist’s Cha modifier). In the case of negative delusions, a successful save allows the target to shake it off and perceive true reality. In the case of positive delusions, a successful save allows an enemy to break the subject’s self-imposed veil and force reality upon his mind.
Once a creature makes a successful save for a negative delusion, it is immune to the effects of that particular delusion from that particular delusionist for 24 hours. No creature, including the delusionist himself, cannot be affected by more than one delusion at once. If a new delusion is successfully used on a target already under the effect of a delusion, the delusion already in effect ends and the new one begins.
To use a delusion, the delusionist must sacrifice an illusion or enchantment spell (or a spell slot, if he casts spells spontaneously and knows an illusion or enchantment spell of the appropriate level) as though he had cast it. Unless otherwise specified, each delusion lasts a number of rounds equal to the level of the spell sacrificed.
A delusionist gains his first delusion at 1st level, and gains another delusion every odd-numbered level thereafter (two delusions at 3rd level, and so on). Each delusion has a required minimum level, stated below the description. The delusions are chosen from the following list:


Delusion of Battle:
Positive: The delusionist or his ally looks upon his enemies and sees smaller, weaker weapons in place of larger, more dangerous ones. The subject of this ability perceives his enemies as frail and weak, and so they become to him. As a standard action that does not provoke attacks of opportunity, the delusionist grants himself or an ally damage reduction against all attacks equal to 2 x the level of the illusion or enchantment spell expended (to a maximum DR of 10/— for a 5th level spell). A successful Will save by an enemy allows that enemy to bypass the damage reduction granted by this ability.
Negative: The delusionist’s target sees him draw a large weapon and grow stronger. As a standard action that does not provoke attacks of opportunity, the delusionist gains a bonus on weapon damage rolls against the target equal to the level of the spell expended. This ability is negated with a successful Will save.
Required level: 1st

Delusion of Competence:
Positive: The delusionist forces himself or an ally to believe that he has more skill in a certain field than he actually possesses. As a swift action, the delusionist grants himself or one ally a competence bonus to any one skill check, which must be made by the end of the subject’s next turn. The bonus is equal to the level of the spell expended. This does not allow a delusionist or his ally to make an untrained skill check in a restricted skill unless he has ranks in that skill. This delusion cannot be removed by another’s Will save.
Negative: The delusionist makes another believe he has less ability in his own skills. As a standard action, the delusionist can grant another creature a penalty on a particular skill check equal to the level of the spell expended. This ability lasts until the target makes a check with the skill in question. If such a check is not made within a number of rounds equal to the level of the spell expended, the delusion is removed. This delusion is negated by a successful Will save.
Required level: 1st

Delusion of Safety:
Positive: The delusionist can delude his mind or the mind of an ally to the point where the subject reflexively ignores danger. As an immediate action, the delusionist can sacrifice a spell or spell slot to give the subject an edge against a triggered trap. If the trap is one that makes an attack roll, the roll takes a penalty equal to the level of the spell expended. If the trap requires a saving throw to resist, the subject gets a bonus on the save equal to the level of the spell expended. Only one bonus applies per trap. For example, a poisoned dart trap would take a penalty on its attack roll, but the subject of this delusion does not get a bonus to his save against the poison.
Negative: The delusionist’s enemy perceives life-threatening danger where there is none. If the target fails a Will save, he believes that enemies are closing in from all sides, and that he must act to defend himself. For a number of rounds equal to the level of the spell expended, the target is considered to be flanked, and any attacker gains the normal benefits of attacking a flanked opponent.
Required level: 3rd

Delusion of Health:
Positive: The delusionist or an ally mentally ignores and discards his wounds sustained. As a standard action, he can expend an illusion or enchantment spell to heal the subject of this delusion of a number of hit points equal to 2 x the level of the spell expended. This effect is powered merely by the target’s will and is not fueled by positive energy. This use of the ability is an instantaneous effect and cannot be negated by another’s successful Will save.
Negative: The delusionist forces his foe to believe that his wounds are more severe. By expending a spell as a standard action, the target takes damage equal to 2 x the level of the spell expended. The damage is a manifestation of the target’s beliefs and is not caused by negative energy. This ability cannot be used on a foe that has not sustained any damage, and cannot reduce a target’s hit points below 1. This ability is instantaneous but can be negated with a successful Will save.
Required level: 3rd

Delusion of Resistance:
Positive: The delusionist convinces the subject that he has a special immunity to a particular energy, or that his enemies’ special attacks are weak and ineffective. As a standard action, he grants himself or an ally energy resistance equal to his class level + the level of the spell expended, to a maximum of 15. The delusionist must choose a particular energy type each time he uses this ability. A successful Will save by an enemy allows that enemy to bypass this resistance, but not any other energy resistance the target may have.
Negative: The delusionist’s enemy loses belief in his own defenses, or believes that the delusionist has some special ability to overcome them. As a standard action, the delusionist grants himself the ability to bypass a number of points of a target’s resistance to a particular energy equal to 2 x the level of the spell expended (to a maximum of 10 energy resistance bypassed with a 5th level spell). The delusionist must choose a specific energy type when he uses this ability.
If the delusionist sacrifices a 6th level spell or higher, he can even bypass a creature’s immunity to an energy type, allowing his spells to deal half damage. For every level above 6th expended, the delusionist adds 2 extra points of damage after halving the original damage. A target can negate this ability with a successful Will save.
Required level: 5th

Delusion of War:
Positive: The delusionist instills belief of safety in himself or an ally and allows the target to mentally ignore nearby threats. By mentally ignoring them, the target is often unaffected by his enemies’ attacks. As a standard action, the delusionist can expend a spell or spell slot to grant himself or an ally a deflection bonus to his AC equal to the level of the spell expended. The bonus lasts for a number of rounds equal to the level of the spell expended. A successful Will save by an enemy attempting to strike the target allows that enemy to bypass the deflection bonus granted by this ability but not any of the target’s other bonuses to AC.
Negative: The delusionist’s foe loses his belief in his armor and defenses, leaving him open to attacks. If the target fails a Will save, then he believes than any attack striking him is a true hit, and he takes damage accordingly. The target’s armor and shield bonuses to his AC are halved for a number of rounds equal to the level of the spell expended. If the target has natural armor instead of manufactured armor, then his natural armor bonus is halved for the duration of this delusion. This ability affects either manufactured armor bonuses or natural armor bonuses but not both.
Required level: 5th

Delusion of Magic:
Positive: The delusionist allows himself or an ally to mentally ignore the effects of his opponent’s spells, causing the magic to harmlessly dissipate. As a standard action, the delusionist expend a spell or spell slot to grant the subject spell resistance equal to 10 + the level of the spell expended. This temporary resistance lasts for a number of rounds equal to the level of the spell expended. If the subject already has spell resistance from another source, such as the self-delusion ability, or a drow’s natural spell resistance, the subject uses the better of the two values for a given situation.
Negative: The delusionist’s enemy is forced to mentally disbelieve his own resistance to magic, which causes his arcane defenses to diminish. By expending a spell or spell slot, the target’s spell resistance decreases by a number equal to the level of the spell expended. This decrease lasts for a number of rounds equal to the level of the spell expended.
Required level: 7th

Delusion of Reality:
Positive: Many delusionists prefer to call this the delusion of grandeur when they give in to it themselves. This ability allows a delusionist to be the master of his perceived reality, and grants him a series of benefits which last for a number of rounds equal to the level of the spell expended. The benefits stack, so a delusionist who expends a 4th level spell slot gains all the benefits of expending a 3rd level spell slot as well.
If the delusionist expends a 1st-3rd level spell, his true position becomes difficult to determine, and all attacks against him have a 50% miss chance as though he were under the effects of a displacement spell. He can also use mage hand once per round as a spell-like ability.
If the delusionist expends a 4th-6th level spell, he gains the incorporeal subtype and can use telekinesis as a spell-like ability once during the duration of this delusion.
If the delusionist expends a 7th-9th level spell, he gains the incorporeal subtype and can disjoin, as per Mordenkainen’s disjunction, any ongoing magical or force effect as a full-round action during the duration of this delusion. Magic items cannot be disjoined by this ability.
If a creature makes a successful attack on the delusionist despite his newfound abilities, the attacker can make a Will save, which, if successful, brings the delusionist out of his trance and back to normal reality. If the delusionist is partially inside a solid object when this ability ends for any reason, he takes 3d6 damage and appears in the nearest unoccupied space.
This delusion requires a great deal of mental preparation and training, and the delusionist cannot use the positive effect of this ability on his allies.
Negative: The delusionist opens an opponent’s mind to the idea that reality is nothing but perception, and then proceeds to shatter whatever that opponent perceives. The target is left with very little sanity and is forced to retreat to the safety of its own thoughts. To use this ability, the delusionist must expend a spell or spell slot as a standard action, which, on a failed Will save, renders the opponent catatonic for one round per level of the spell expended. If the spell or spell slot expended is 9th level, then the state of catatonia is permanent. In this state, the subject falls helpless, taking no actions, including seeking food or water, and will eventually die of thirst without aid. If the target succeeds on the Will save, he is instead confused as the spell for one round per level of the spell expended.
The catatonic condition caused by this ability can only be removed by a powerful effect, such as a miracle or wish. Alternatively, a delusionist who knows this delusion can expend a 9th level spell or spell slot to restore the target’s sanity.
Required level: 7th

Delusion of Chance:
Positive: The delusionist’s power is so great that his beliefs can affect his fate or the fate of an ally. He can believe that he has hit when he has missed, succeeded where he has actually failed, and so on. A delusionist can use this ability as an immediate action by expending a 9th level spell. It allows the delusionist or his target to reroll the last d20 roll he made, be it a skill check, an attack roll, a saving throw, or something else. The target gains a +5 bonus on the reroll. This ability is instantaneous and cannot be negated by another’s successful Will save.
Negative: The delusionist’s enemy is made to believe either that he has failed instead of succeeded. The delusionist expends a 9th level spell or spell slot and forces a foe to reroll the last d20 roll he made. The target takes a -5 penalty on the reroll. This ability is instantaneous but can be negated with a successful Will save.
Required level: 9th

Delusion of Life:
Positive: The delusionist or an ally mentally discards his wounds and hinderances, removing damage and suffering from his body. By expending a 9th level spell or spell slot as a standard action, the delusionist or his ally recovers 90 hit points. Any hit points in excess of his normal total simply disappear. Also, the target completely recovers from any of the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. The healing from this ability is purely derived from the target’s mind, and is not caused by positive energy.
Negative: The delusionist causes his target to perceive his own death. By expending a 9th level spell or spell slot as a standard action, the target views his own death coming so vividly that he believes it. The target must first succeed on a Will save to disbelieve what he perceives. If this save fails, the target must make a Fortitude save or die as his mind crushes itself, believing the body has died. If the Fortitude save succeeds, the target takes 9d6 points of damage from the psychosomatic wounds, which may end up killing the target anyway.
Required level: 9th
Self-Delusion (Ex): A delusionist is extremely adept at altering his own perceptions, and as such, he rarely allows others to do so. Affecting a delusionist with an enchantment or illusion spell is extremely difficult, and at first level, he gains spell resistance 10 + his class level against enchantment and illusion spells.
True Deception (Ex): Beginning at 6th level, a delusionist can affect the true perceptions of his foes, and not just their beliefs. This ability allows a delusionist to use a delusion on an enemy that would normally be immune to mind-affecting effects, such as an undead or a vermin. This ability can be used a number of times per day equal to the delusionist’s Charisma modifier (minimum of 1).
Mass Delusion (Ex): At 10th level, a delusionist gains the ability to affect more than one target with his delusions. If the delusionist wishes to affect his foes, he chooses an appropriate negative delusion, and all foes must make Will saves or be subject to the delusion. If the delusionist chooses to affect his allies, he chooses a positive delusion to use. This ability can be used once per day, and affects a number of creatures equal to the delusionist’s Charisma modifier (minimum of 2).

PLAYING A DELUSIONIST
Delusionists take great pleasure in the deception of others, and while they are often not aware of it, the deception of themselves. A delusionist enjoys using enchantments, even out of battle, to achieve his ends, and some, particularly evil delusionists, are not opposed to enchanting their allies if need be. Illusions are the other primary deceptive tool of a delusionist, because shaping the minds of others to create modified realities is a delusionist’s primary motivation. Change the mind and one can change the world. Whether delusionists do this for their own benefit or out of some bizarre desire for experimentation is a matter of debate.
Combat: The primary focus of a delusionist in combat is typically his delusions. Depending on the foe, he can use his delusions offensively or defensively to great effect. A delusionist facing down a red dragon might use the delusion of resistance to grant himself resistance to fire. A delusionist wandering through a dungeon might use the delusion of safety to avoid a trap, and then might use the delusion of battle on an approaching enemy to make the delusionist’s own attacks more effective. The delusionist should not forget the potential of his normal magic, and a spell thrown in amongst his enemies tends to be very effective. Most delusionists prefer enchantments in combat, but it is not unheard of to have a few evocation spells on hand.
Advancement: For the most part, the primary focus of the delusionist is spellcasting. The magic of a delusionist fuels his power to invoke delusions, and his normal illusion and enchantment spells are a great strength. Metamagic feats and the Extra Spell Slot feat are good choices as the delusionist advances in level, as are any feats that grant him more spells known or spells in his spellbook. If he wishes to increase the power of any of his delusions, Ability Focus will increase the save DC. As far as class abilities, the delusionist must choose his delusions based on his strategy; he can choose to increase his melee combat ability, his skill effectiveness, or even grant himself the power to heal himself and others simply through belief.
Resources: As delusionists have very few organizations, they tend to have few resources that they can use. Many delusionists are solitary or part of adventuring groups, but those that have settled down are part of wizard’s guilds, where they find support for their unique powers of illusion and enchantment.
Other resources for delusionists include the organization known as the Pristine Veil and the scattered remnants of the Sign of One (see Organizations, below). The Sign of One originally delved into the path of the delusionist, and former members may be able to offer information and training. The Pristine Veil is a newer, if somewhat enigmatic, organization that watches and occasionally contacts current or prospective delusionists. The Veil purportedly provides training and counsel, but it is rumored that many of their highest members are more or less insane.

DELUSIONISTS IN THE WORLD

“I knew illusions could kill, but the things he does....They seem to be something else entirely.”
– Nebin, gnome illusionist

Delusionists can fit into any setting, and can appear as simple magic specialists or as more intricate philosophers who can embody the concept of a subjective reality. Whatever the case or their position, a delusionist can make a great ally or a terrible enemy. A delusionist may be a servant of a god of illusion and enchantment, or may be found as a corrupt councilor, poisoning the mind of a leader, constantly changing the king’s perceived reality so it conforms to the delusionist’s liking.
Daily Life: Like many wizards, daily life for a delusionist consists of study and more often, great introspection. They often question why things are the way they are, and imagine if situations could be different. When their abilities or illusions are used to illustrate their points, things usually take a turn for the worse. Some delusionists desire power above all else, and constantly work toward charming and deluding members of a city council or a king’s court, seeking a foothold in the world of politics. Often times, saner delusionists are drawn to adventuring, for what better way to hone their skills and test their powers out on others? Once a delusionist starts shaping realities, they often find it hard to stop, and are constantly drawn to more challenges and more knowledge.
Notables: The path of the delusionist was first walked by one named Clorinna Arster, a sage of the Sign of One. The faction existed in Sigil before the Faction War, and believed that everyone is the center of their own reality. Clorinna was a solipsist, an extremist even within her own faction, and believed that nothing existed outside of her own mind. She reasoned that by learning magic, she could control the imaginary reality that she lived in, and she eventually was able to trick herself into believing things different from what she saw. Others, even within her own faction, thought of her as eccentric, but no one could deny her effectiveness. To Clorinna, her newfound power only cemented her belief in solipsism; after all, if her mind could affect the “real” world, then surely the world must exist only in her mind.
Time passed, and though she was at first unwilling to share her breakthrough, others of the Sign of One soon studied these self-delusions, but it took a visiting wizard, a master of illusion and enchantment, to realize the capability of these “delusionists.” Irich Vesime, as he was known, became the first true delusionist, able to alter his own perceptions, and those of others. Irich gained great power through fooling others, but his exploitations made him many enemies, some of which had very powerful friends. Eventually, Irich was captured by devils and forced to forever endure his own imaginary hell. Legend says that he still lives in the Nine Hells, unrestrained in an unlocked room, trapped only by his inescapable imaginary prison.
Organizations: With the fall of the Sign of One after the Faction War in Sigil, for a time there were no organized groups of delusionists or those who followed its beliefs. Members of the Sign of One fled across the planes, joining wizard’s guilds and illusionist cabals with the hope of clinging to whatever power they had left. The abilities of the delusionists were passed down from master to apprentice, with very few in the world ever knowing they existed. Recently, however, a group has sprung up calling itself the Pristine Veil, and is led by the most powerful delusionists the planes have ever seen. An organization led by such subjective thinkers and perceivers have a great deal of difficulty coming to any accord, but the order’s current goals or motivations are as yet unknown.

NPC Reaction
Many common folk perceive delusionists as normal wizards or spellcasters until the extent of their power becomes apparent. The strangely subjective nature of delusionists often turns them into outcasts; townspeople are usually under the impression that a person who sees and believes things that aren’t real is a bad omen, or perhaps some bizarre witchcraft. Spellcasters who are aware of the delusionists’ powers tend to respect or even admire their abilities, and delusionists that maintain their sanity often hold high positions in wizard’s guilds, especially those that promote enchantment or illusion. In particular, however, individuals with a bit of extra luck such as fortune’s friends (Complete Scoundrel) see the delusionist as someone who can change his own luck by changing his reality. Rarely does a lucky character become a delusionist, but they greatly admire his ability to take charge and change his situation.

DELUSIONISTS IN THE GAME
Delusionists function similarly to most other spellcasters, but their abilities can have effects beyond normal spells. Some abilities, such as the delusion of battle, make them better combatants, while other abilities, such as the delusion of competence, are more rounded, granting them more effective skills. The abilities of a delusionist are similar to those granted by luck feats, allowing second chances, or bonuses to a first attempt. To use a delusion, however, a delusionist must sacrifice an illusion or enchantment spell. He will need to balance his spell selection for the day, or spells known if he casts spontaneously, to decide what he wants to have available to use for delusions. Spontaneous casters make very versatile delusionists, but have few options available outside of their delusions.
Players who want to take their magical deception a step further may find this class useful, as its abilities are well-rounded, and allow a caster who focuses on illusion or enchantment to invoke a range of effects.
Adaptation: Perhaps the easiest way to adapt this class is to ignore the history presented here and add them to a world as a specialized and highly philosophical master of illusion and enchantment magic. A terrible twist on the class would be to make being evil a requirement; the delusionist then becomes a wicked tormentor, stripping away a character’s defenses and shattering his mind until there is nothing left. All this done with no physical force, but only the power of the mind.
Another possible adaptation of the class would be to create psionic power requirements, and develop a psionic version of the class with similar themes. In this case, each delusion would work like a power, with augmented versions either being more effective, or having a greater duration.
Encounters: A delusionist NPC might be encountered as a traveling sage, or as an advisor to a ruler. They may be high-ranking members of a wizard’s guild, or a twisted leader of a mind-controlling cult.

Sample Encounter
EL 12: Elause Mector is one of the more sane delusionists walking the world. He was a devoted illusionist who enjoyed entertaining the common folk with his magic, but after purchasing a decrepit tome once belonging to the Sign of One, he began to follow the path of the delusionist. By day, he can be found performing or studying, but if trouble rears its head, he is not afraid of resorting to violence. During their travels in a large city, the PCs find him putting on a play using major image and other illusion spells. In the middle of his performance, four ogre mages appear from an alley, hell-bent on exacting revenge on Mector for some past transgression. If the PCs need prodding, Elause calls to them for aid and offers them each a minor magic item for their troubles.

Elause Mector
CN Male Human Wizard 10/Delusionist 3
Init +1, Senses: Listen +4, Spot +4
Languages Common, Draconic, Elven
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AC 15, touch 11, flat-footed 14
hp 31 (13 HD)
Fort +4, Ref +5, Will +11
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Speed 30 ft. (6 squares)
Melee Staff of illusion +6 (1d6 damage) or
Ranged +1 flaming light crossbow (1d8 plus 1d6 fire damage)
Base Atk +6, Grp +6
Atk Options Delusions, spells
Combat Gear Bracers of armor +4, +1 flaming light crossbow, staff of illusion
Wizard Spells Prepared (CL 12th, specialty school: illusion, prohibited schools: necromancy and transmutation):
6th—chain lightning, illusory pit* (SC), mass suggestion
5th—dominate person, feeblemind, hold monster, retributive image* (CM), shadow evocation
4th—charm monster, crushing despair, minor creation, stoneskin, phantasmal killer*
3rd—fireball, heroism, major image (2), phantasmal strangler* (CM), ray of dizziness (SC)
2nd—alter self, cat's grace, daze monster, phantasmal assailants*, scorching ray, Tasha’s hideous laughter
1st—burning hands, charm person, serene visage (SC), magic missile, shield, silent image, ventriloquism*
0—daze, ghost sound, prestidigitation (2)
Supernatural Abilities Delusion of battle, delusion of safety
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Abilities Str 10, Dex 12, Con 11, Int 20, Wis 13, Cha 14
SQ Familiar (snake), self-delusion
Feats Combat Casting (1), Scribe Scroll (Bonus), Spell Focus (illusion) (1)
Skills Bluff +10, Concentration +17, Decipher Script +13, Knowledge (arcana) +15, Listen +4, Knowledge (the planes) +13, Sense Motive +9, Sleight of Hand +9, Spellcraft +16, Spot +4
Possessions Combat gear plus headband of intellect +4

Enlong
2008-11-22, 01:17 AM
Puppet Master


"It pains me to see such a fine body is at the command of so feeble a mind. Allow me to put it to better use."
-Aryu Firwig, Puppet Master.

The body is the tool of the brain. This single organ controls every step, every attack, and every heartbeat. Nobody understands this better than you. You know that the best way to control a person is not to convince them, or even to hold sway over their mind; but to take command of this one piece of biological machinery. To this end, you have developed a way to control the signals sent by the brain, in order to control any being as a performer would a marionette. You are humane, of course; the people you command can still see, hear and think as they watch themselves do your work. In truth, they should be happy to see their body being put to much better use.

BECOMING A PUPPET MASTER
Becoming a Puppet Master takes time, patience, and a deep understanding of the body. The art of the Puppet Master is a powerful form of psionic control, and so takes time to research and master. Once the power has been mastered, most immediately begin on the path of the puppet master in order to continue their development.

ENTRY REQUIREMENTS
Skills: Knowledge (psionics) 8 ranks, Knowledge (Nature) 8 ranks.
Psionics: Able to manifest 3rd level powers, knowledge of at least 3 Mind Effecting psionic powers.
Special: Must manifest and master the “Puppet Strings”. This is a process that takes a total of sixty hours to complete, which can be split up into as many practice sessions as the aspiring Puppet Master would like. To start this training, you must have instruction from a Puppet Master, or research it independently.

Class Skills
The Puppet Master's class skills (and the key ability for each skill) are....
Autohypnosis (Wis)
Intimidate (Cha)
Diplomacy (Cha)
Bluff (Cha)
Perform (Cha)
Concentration (Con)
Craft (Int)
Knowledge (Psionics)
Psicraft (Int)
Use Psionic Device (Cha)
Sense Motive (Wis)

Skills Points at Each Level: 6 + int

Hit Dice: d4

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Manifesting

1st|
+0|
+0|
+0|
+2|Puppet Mastery (1)|—

2nd|
+1|
+0|
+0|
+3| Read Thoughts|+1 level of existing Manifesting class

3rd|
+1|
+1|
+1|
+3|Puppet Mastery (2)|+1 level of existing Manifesting class

4th|
+2|
+1|
+1|
+4| Mind Over Matter|+1 level of existing Manifesting class

5th|
+2|
+1|
+1|
+4|Puppet Mastery (3), Mindless Puppets |+1 level of existing Manifesting class

6th|
+3|
+2|
+2|
+5|Marionette Mark|—

7th|
+3|
+2|
+2|
+5|Puppet Mastery (4)|+1 level of existing Manifesting class

8th|
+4|
+2|
+2|
+6| No Secrets|+1 level of existing Manifesting class

9th|
+4|
+3|
+3|
+6|Puppet Mastery (5), Puppet Possession|+1 level of existing Manifesting class

10th|
+5|
+3|
+3|
+7|Mind Crash|+1 level of existing Manifesting class [/table]

Weapon Proficiencies: A Puppet Master does not gain proficiency with any weapon or armor.

Puppet Mastery(SU)
At first level, you can use thin invisible strands of psionic power to take control of a creature’s nervous system, taking control of their body. You can target 1 creature within 10ft+5ft/Puppet Master level with a standard action. The target is entitled to a will save against the effect (DC 10 + Puppet Master level + your INT modifier). If the creature makes their will save, they cannot be targeted by this ability for 24 hours. On a failed save, the creature is put under your control. On their turn, you dictate their actions, but you cannot force them to cast any spells or manifest any psionic powers. You can maintain this control for up to 1 turn/Puppet Master level. Maintaining this ability requires a move action that does not provoke Attacks of Opportunity. Attempting to make the target perform immediately self-destructive actions fails, and allows the target a new saving throw against the effect, with a +2 bonus. When the effect ends, the creature cannot be controlled again for 1d4 rounds. When a creature is under your control and you manifest a Psionic power, you can choose to have the power come from the creature under your control instead of from you. You can control 1 creature at a time with this ability at 1st level, 2 at 3rd level, 3 at 5th level, 4 at 6th level, and 5 at 9th level.
The creature is not under mind control per se, and can still think; they remember everything that happens while under your control. You may only ctontrol creatures if their combined HD is equal to or lower than your level.
This ability is mind effecting, and requires that the target have a working brain and nervous system to control: therefore, it cannot be used on Undead, Constructs, Plants or Oozes. Outsiders have a +2 bonus to saving throws against this power, due to the alien nature of their bodies.

Read Thoughts:
At second level, you gain Read Thoughts as an at-will Psi-like Ability. Creatures under the effect of your Puppet Mastery get no saving throw against the effect.

Mind Over Matter
You have gained a greater amount of control over the systems of the creatures you control. At 4th level, any creatures under the effect of your Puppet Mastery may use the greater of their Strength or your Intelligence for checks that require Strength.

Mindless Puppets
You have learned how to project portions of your own mind into creatures with no mind of their own. At 5th level, you can use Puppet Mastery on Undead and Constructs, despite the ability being mind-effecting. If the creature is under the control of another creature, they may make the will save for their servant.

Marionette Mark(SU)
You have learned more about the nature of the mind and gained the power to implant a shard of your mind into another’s. At 6th level, you are able to curse an enemy with a Marionette Mark. Placing the curse is a standard action. To place the curse, you must make a touch attack against the desired target, who then gets a saving throw against the effect (DC is the same as Puppet Mastery). If the attack fails or the target makes their save, then you may not use this ability on that target for 24 hours. If successful, the curse remains on the target indefinitely, and allows you to use Puppet Mastery on them from any distance. The curse also allows you to know the location and health of the bearer of the mark, as the Status spell. By concentrating fully on the bearer of a Mark (A standard action), you can see through their eyes and hear through their ears. You cannot see or hear your own surroundings while maintaining this contact. Remove Curse removes the mark, though you can recall the curse at will by touching the target again. You may only have 3 Marionette Marks active at any time.

No Secrets
You have learned enough of the mind and the brain that no one can hide their secrets from you. At 8th level, you gain Mind Probe as a Psi like ability. This ability can only be used on targets who are under the effect of your Puppet Mastery or bear your Marionette Mark. You can only use this on the same target once per day.

Puppet Possession(SU)
You now fully understand the link between the mind, brain, and soul, and can use this to great effect. At 9th level, you may, as a standard action, once per creature per day, take full control of one creature under the effect of your Puppet Mastery ability. You see through their senses, and can maintain control from any distance. You can converse telepathically with the mind of the creature the body belongs to, though you can shut out their voice if you choose. Puppet Possession may last as long as you wish, but while your mind is away, your body lays in a catatonic state, until you end the effect as a minor action.

Mind Crash(SU)
Sometimes, it simply is not worth it to allow a person free will. You try and you try to put them to better use, but they just resist. Whatever, the brain does not need the mind to function. At 10th level, you are able to wipe the intelligence from one creature under the sway of your Puppet Mastery. You may use this ability only once per 1d4 days. This ability is a standard action that provokes attacks of opportunity. The subject is entitled to a Will Save (DC is the same as the save against Puppet Mastery), but with a +2 bonus to the save. If the creature fails, their mind is broken: their Intelligence and Wisdom scores drop instantly to 0. While the creature would normally be unable to move, you are still able to make them take actions with use of Puppet Mastery. A creature who has been effected by Mind Crash gets no saving throw against the effect of Puppet Mastery, and can be controlled indefinitely. In addition, as the creature has no will, you may control them into taking self-destructive actions with no penalty. This effect can only be reversed by use of Greater Restoration, Wish, Miracle, or Reality Revision.

PLAYING A PUPPET MASTER
Puppet Masters love to control creatures. They are quite arrogant, believing themselves to be the only ones entitled to having a strong body; and so do not show mercy to people who do not wish to be controlled. Evil Puppet Masters take utter delight in breaking the wills of their oppontents, while Good Puppet Masters tend toward benignly controlling their allies, acting as a tactitian.
Combat: Puppet Masters tend to stay out of direct melee, preferring to use their Puppet Mastery skill to control enemies or allies and use their psionic powers from a distance. A Puppet Master’s tactics often involve taking control of a strong creature with Puppet Mastery, and having that creature take up the melee while he sits back and uses his Psionics as artillery.
Advancement: The main power of the Puppet Master is in his psionics abilities. A Puppet Master may be a Manifester of any persuasion, but being a Psion blends the best with the class. Boosting the save DC of their Puppet Mastery is important, so Puppet Masters would do well to aquire magic items that increase their intelligence.
Resources: The enemy is the Puppet Master’s greatest resource; the stronger, the better.

PUPPET MASTER IN THE WORLD
”I tell ya, he’s a monster! No respect for anyone’s life or privacy-“ *erk!* ”Actually. He’s. A. Pretty. Good. Guy.”
-Tendrus Dale, first-hand observer of a Puppet Master's craft.

Puppet Masters generally go where they please, whether researching new information, or searching for creatures to experiment with.
Daily Life: The daily life of a Puppet Master is quite the busy one. While on the road, they will be constantly jotting down notes, muttering to themselves about “the mental construct” or “theory of mind”, while looking around for local monsters to practice his craft on. His town life is more of the same, spending long hours in local libraries doing research, and occasionally provoking bar fights just to experiment on an addled brain.
Notables: Puppet Masters tend to excel in the field of mental understanding, and accomplish great things.
Bartimeius Howl invented the practice. While he began work controlling monsters and his allies, he eventually took to controlling constructs. His most famous charge was a colossal walking castle that he spent his days inside.
Crom Wellsley was a horrible tyrant who terrorized a continent with his abilities. His inner council was never shown to the public, and when he was overthrown, the truth was revealed: anyone who was strong and trusted enough to be in the inner circle had their mind wiped by Crom and put to good use.
Organizations: Puppet Masters are a solitary bunch, at least toward each other. Some organizations, such as the conclave of the growing mind, exist toward the requisite research, but most Puppet Masters tend to make a name for themselves. alone.

NPC Reaction
Puppet Masters are a group to be feared and respected. People who know of their abilities often come to hate the way they invade in a person’s will, but this is a quiet hate, tempered by fear for what the Puppet Master can do to those who anger him.

PUPPET MASTER IN THE GAME
Puppet Masters function much like a Wizard who uses Dominate Monster, though they trade a deal of mobility for full control. They can also be used as an aid to the party by strategically controlling a more physically powerful party member.
Adaptation: If you do not use Psionics, you may tweak the class into being a form of Caster. Replace all the Manifester levels with arcane or divine spellcaster levels, change the Psicraft requirement to Spellcraft, and the Knowledte (Psionics) requirement into Knowledge (Arcana) or (Religeon), change all Power requirements into the equivilent Spell requirements, and change the Psi-like abilities into Spell-like abilities. Change save DCs and class skills as needed.
Encounters: A Puppet Master may be a wandering scholar, looking to understand more about the mind. He could also be a mercenary, looking for an excuse to fight and experiment with monsters. He could also be a dangerous enemy, such as an opposing warlord, using his powers to command an army.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Aryu Firwig is an Elven Puppet Master. He seeks to expand his knowledge of the mind by contact with the minds of others. As an ally, he can be a great asset, but try to stay away form making him an enemy, lest you become one of his experiments.


Aryu Firwig
True Neutral/Male/Elf/Psion(Telepath)5/Puppet Master 7.
Init +2, Senses: Listen +0, Spot +0,
Languages Elven, Common, Dwarven, Draconic, Giant
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AC 2 , touch +2 , flat-footed (0)
hp 28(12 HD)
Fort +3, Ref +5, Will +9
------------------------------------------------
Speed 30ft. 6( squares)
Melee +3
Base Atk +3, Grp +
Atk Options Dagger, Light Crossbow
Combat Gear Dagger, Light Crossbow
Powers Known Psionic Charm, Mindlink, Energy Ray, Déjà vu, Demoralize, Brain Lock, Aversion, Mental Disruption, Energy Push, Crisis of Breath, Hostile Empathic Transfer, Psionic Modify Memory, Thieving Mindlink, Metaconcert, Mind Probe, Forced Share Pain, Solicit Psicrystal, Mindwipe, Intellect Fortress, Psychic Crush, Shatter Mind Blank.
Supernatural Abilities:
Puppet Mastery (4), Marionette Mark, Mind over Mater, Mindless Puppets, Read Thoughts
-----------------------------------------------
Abilities 8Str , 14Dex , 10Con , 19Int , 10Wis , 10Cha
SQ Elf Traits
Feats Psicrystal Affinity, Psionic Affinity, Inquisitor, Improve Psicrystal, Force of Will, Empower Power, Chain Power, Ghost Attack.
Skills: Knowledge (psionics) 15 ranks, Knowledge (nature) 15 ranks, Autohypnoisis 15 ranks, Sense Motive 15 ranks, Bluff 15 ranks, Perform (act) 8 ranks
Possessions

dman11235
2008-11-22, 10:33 AM
And submissions are closed! Later today I will put up the voting thread.