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    Ettin in the Playground
     
    PirateCaptain

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    May 2011
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    Default Re: The Doctor is In [3.5, Base Class][PEACH]

    Psychotherapist Chirurgeries
    Psychotherapists choose the Chirurgeries they learn as they gain levels, much like psions choose which power to learn. However, a Psychotherapist’s psionic repertoire is even more limited than that of a psion, and her Chirurgeries are psi-like abilities, not powers.

    In addition to its grade (Least, Lesser, Greater, or Maniacal), every Chirurgery has an effective power level, which is used in the calculation of save DCs, augmentations, and for other purposes. A Least Chirurgery has a level equivalent of a 1st to 2nd level power; a Lesser 3rd or 4th, Greater 5th or 6th, and Maniacal are equivalent to up to 9th level. The level equivalent for each Chirurgery is given in its description below. Some Chirurgeries are so potent that the Psychotherapist must wait before drawing upon that particular magic again, with a cooldown period indicated in the description.

    A Psychotherapist can dismiss any of her ongoing Chirurgery as a free action.

    Chirurgeries and Lobotomy
    Lobotomy is not a Chirurgery, but some Chirurgeries provide a Psychotherapist with the ability to modify this. While Lobotomy is normally a Supernatural Ability, one that is modified by a Chirurgery is considered to be a Psi-like Ability (necessitating power resistance checks or Manifester level checks when applicable). By adding a Psycho-Essence Chirurgery, a Psycho-Shape Chirurgery, or both, the Lobotomy's effective power level also becomes equal to the highest power level among Chirurgeries used. The Lobotomy's resulting effective power level affects the new save DC and instability point limits for augmentation.

    Evasion, Mettle, and the like
    Psycho-Essence Chirurgery modification is considered a separate source from the same Lobotomy modified by a Psycho-Shape Chirurgery for purposes of resolving Evasion, Improved Evasion, Mettle, Improved Mettle, and similar effects.

    Augmentations: Chirurgeries have augmentation options to increase their effectiveness. A(X) denotes an Augmentation that can be used once by paying X amount of Instability Points. A(X+) denotes an Augmentation that can be used multiple times by paying sets of X amount of Instability Points.

    Psycho-Essence Chirurgeries: these are Chirurgeries that represent the various techniques and methods for treating the Psychotherapist's target(s).

    Psycho-Essence Chirurgeries modify the psionic composition of the Psychotherapist's Lobotomy ability and offer augmentation options to increase their potency. As a free action once per round, a Psycho-Essence Chirurgery can be added to all uses of Lobotomy until the Psychotherapist's next turn.
    Spoiler: Least
    Show
    (1st) Electroconvulsion [Electricity]
    The target is subjected to shock therapy, causing half of Lobotomy damage to become electricity damage and dispelling any compulsion or charm effect (as though with the Dispel PsionicsSRD power) of 1st level or lower. Lobotomy modified with Electroconvulsion also loses the [Mind-Affecting] descriptor.
    A(4): all damage dealt is electricity damage
    A(3+): increase electricity damage by 1d6
    A(2+): increase the maximum spell level of dispellable compulsion or charm effect by 1
    A(1+): increase the maximum ML bonus of the dispel effect by 2 (to a maximum of +20 bonus)

    (1st) Mindshriek [Sonic,Mind-Affecting]
    The target is haunted with echoing shrieks, causing half of Lobotomy damage to become sonic damage and deafens for 1 round with a failed Will save
    A(4): all damage dealt is sonic damage
    A(1+): increase duration by 1 round
    A(3+): increase sonic damage by 1d6, and increase the deafen effect's save DC by 2

    (2nd) Hallucinations (Figment)[Mind-Affecting]
    You cause imaginary objects and creatures to materialize in the vision of your enemies, distracting them and possibly blocking their line of sight on a failed Will save. This spell duplicates the effects of a Silent ImageSRD spell, except that the duration lasts for 1round/level.
    A(4): this spell now duplicates the effects of a Minor ImageSRD spell, except for the duration
    A(8): this spell now duplicates the effects of a Major ImageSRD spell, except for the duration

    (2nd) Hypochondria (Compulsion)[Mind-Affecting]
    On a failed Will save, the target feels as though she is sickened for 1rd/ML
    A(2): every square where a sickened or a nauseated target moves out of becomes slippery (as though affected with the GreaseSRD spell) for 1 round
    A(4): on a successful save, the target still feels sickened; increase save DC by 2
    A(6): on a failed Will save, the target feels as though she is nauseated instead; increase save DC by 3

    (2nd) Paranoia (Compulsion)[Mind-Affecting]
    You manipulate your target's mindset into thinking that everyone is on a conspiracy against her. For 1min./ML, the target becomes exceptionally perceptive and gains a +2 circumstance bonus to Spot and Listen checks, but also gets more biased and judgmental and suffers a -4 penalty to Sense Motive, Concentration, and Diplomacy checks; a successful Will save halves both the bonus and the penalty. Invoking a new Paranoia replaces the previous one
    A(4+): increase the penalties by 4
    A(4+): increase the bonuses by 2

    (2nd) Placebo (Compulsion)[Mind-Affecting]
    The target becomes more lax and gets the impression that she's healthier than usual, effectively gaining 1d10 temporary HP but imposing a -2 penalty to initiative checks (or initiative count if it's already rolled) for 1rd/ML
    A(2): duration becomes 1min/ML
    A(4+): increase the temporary HP by 1d10, and the penalty by 2
    A(3+): increase the penalty by 2
    Spoiler: Lesser
    Show
    (3rd) Rehabilitate [Mind-Affecting]
    You cure your target's insanity and other mental maladies. Unlike other chirurgeries, Rehabilitate doesn't grant Instability Level. Instead, Rehabilitate lowers the Instability Level of its target by 1.
    A(2+): increase lowering of the Instability Level by 1
    A(4): instead of lowering Instability Level, it restores one point of ability damage
    A(8): instead of lowering Instability Level, it restores one point of ability drain

    (3rd) Strait-Jacket [Mind-Affecting]
    Cloth-like psionic energy weaves around your target, enveloping and hugging her tighter until she becomes fully restrained. This duplicates the Earthen GraspCAr spell, except that the cloth has AC 15 + Psychotherapist's Instability Level. Invoking a new Strait-Jacket replaces the previous one.
    A(4+): treat the cloth-like Strait-Jacket as though it was one size category larger for the purposes of grappling bonuses

    (4th) Erode Logic [Mind-Affecting]
    You break apart the foundations of your target's rationality, dealing 1d4 Intelligence damage on a failed Will save. On a successful save, reduce the Intelligence damage by half.
    A(4+): Increase intelligence damage by 1d4, and the DC by 2
    A(6+): Intelligence damage is instead intelligence drain

    (4th) Psychotic Agitation (Compulsion)[Mind-Affecting]
    You unleash the primal instinct in your target, increasing their physical might but weakening their defenses; for 1round/level, the target gets a +2 morale bonus to Strength, a -2 penalty to AC, and the effect is otherwise identical with a barbarian’s rage except that the target isn’t fatigued at the end of the rage; a successful save negates all effects. Invoking a new Psychotic Agitation replaces the previous one
    A(4+): increase Strength bonus by 2
    A(4+): increase AC penalty by 2, and the save DC by 2
    Spoiler: Greater
    Show
    (5th) Feeding Frenzy (Compulsion)[Mind-Affecting]
    You unleash the pent-up savagery in your target, and an uncontrollable appetite overcomes the target. For 1round/ML, your target gains a bite attack dealing 1d8 damage and must succeed on a Will save each round at the start of her turn. On a failed a Will save, the target indiscriminately attacks any creature adjacent to her (or herself, if nobody is adjacent to her) with her bite attack for that particular round. Invoking a new Feeding Frenzy replaces the previous one.
    A(4): every failed Will save for Feeding Frenzy gives the target a -1 cumulative penalty to Will saves while Feeding Frenzy lasts
    A(4+): Increase the damage die of the Bite attack, as though it had an increase in size category

    (6th) Mind Decay (Compulsion)[Mind-Affecting]
    You spearhead a direct attack to your target's mental faculties. This duplicates the FeeblemindSRD spell, except that you choose which of Intelligence or Charisma gets reduced to 1 and that it only lasts for 1round/ML
    A4: for the duration of Mind Decay, the target can't attempt his Will saves every round to lower Instability Level
    A4: increase the duration to 1 min./ML.
    Spoiler: Maniacal
    Show
    (8th) Sanity's Collapse (Compulsion)[Mind-Affecting]
    You finally break your target's last bastion of logic. This duplicates the InsanitySRD spell, except that it can affect any creature with an Intelligence score and that the target gets a penalty to save equal to half her own Instability Level. Invoking a new Sanity's Collapse replaces the previous one
    A(2): the target instead gets a penalty to save equal to her own Instability Level

    (9th) Identity Crisis (Compulsion)[Evil,Mind-Affecting]
    You implant an idea inside your target's subconscious that he is in fact, you. This insidious chirurgery that effectively kills its target duplicates the Mind SeedSRD power, except that the XP cost for each affected target is 5,000 XP. Cooldown: 1hr/HD of last Identity Crisis target

    (9th) Loser's Paradise (Compulsion)[Mind-Affecting]
    You warp the consciousness of your target, introducing her to an imaginary world where her fantasies are all fulfilled. This duplicates the MicrocosmSRD power, except that the HP limit is equal to your Instability Levels times your Manifester Level.


    Psycho-Shape Chirurgeries: these are Chirurgeries that represent the various techniques and methods for transmitting the Lobotomy ability to the Psychotherapist's target(s).

    Psycho-Shape Chirurgeries modify the range (close, medium, or long, as defined in the SRD), the delivery method (attack roll, saves, or automatic), and the number of targets affected by a Lobotomy. Some of the Chirurgeries also change the activation action of Lobotomy, as stated in their description (standard action otherwise).
    Spoiler: Least
    Show
    (1st) Far Realm's Reach [Mind-Affecting]
    The Lobotomy turns into a long-ranged touch attack, usable as a full-round action
    A(1+): increase its total range by 50% of its normal range
    A(9+): add another attack and a cumulative -5 penalty to all subsequent attack rolls for that round

    (2nd) Mental Surge [Mind-Affecting]
    As a full-attack action, make a touch attack. If you hit, your target is affected by your Lobotomy (including any Psycho-Essence chirurgery applied). No more than one Psycho-Essence chirurgery may still be applied per target per round, regardless of how many times the target was hit (and damaged) by Lobotomy.

    If your base attack bonus is +6 or higher, you can make as many attacks with this as your base attack bonus allows. For example, a 12th-level psychotherapist could attack twice, once with a base attack bonus of+6, and again with a base attack bonus of +1
    A(5+): increase the touch attack's reach by +5-ft. (it can still hit at its normal range)

    (2nd) Phrenic Explosion [Mind-Affecting]
    The Lobotomy turns into a close-ranged 5-ft. radius burst that allows a Reflex save for half damage
    A(2+): increase range by one category (close-medium-long), to a maximum range of long
    A(3+): +5-ft.to radius
    Spoiler: Lesser
    Show
    (3rd) Psybolt [Mind-Affecting]
    The Lobotomy turns into a 30-ft. ranged touch attack, usable as a standard action. If augmented to enable multiple attacks, only the primary target is affected by any other Chirurgeries used with Psybolt, and Psybolt must be invoked as a full-attack action
    A(3+): +20-ft. to range
    A(5+): adds another ranged touch attack and a cumulative -5 penalty to all subsequent attack rolls for that round

    (3rd) Psybeam [Mind-Affecting]
    The Lobotomy turns into a 60-ft. line originating from you that allows a Reflex save for half damage
    A(5+): +60-ft. to length

    (3rd) Psywave [Mind-Affecting]
    The Lobotomy turns into a 30-ft. radius cone originating from you that allows a Reflex save for half damage
    A(5+): +30-ft. to radius
    Spoiler: Greater
    Show
    (5th) Mental Ward [Mind-Affecting]
    The Lobotomy turns into a close-ranged effect that targets one creature; the next time that the target is damaged by a melee attack, the attacker is affected by Lobotomy damage (no attack roll, no save) and Psycho-Essence Chirurgery (if the Lobotomy was modified with such along Mental Ward). Invoking a new Mental Ward replaces the previous one
    A(2+): affects an additional different target that cannot be more than 60-ft. away from any other target
    A(2+): increase range by one category (close-medium-long), to a maximum range of long

    (5th) Loon Snag [Mind-Affecting]
    The Lobotomy turns into 4 close-ranged 5-ft. cube location-trigger traps that allows a Reflex save for half damage, usable as a full-round action. The traps deals Lobotomy damage (no attack roll, no save) and Psycho-Essence Chirurgery (if the Lobotomy was modified with such along Loon Snag). Invoking a new Loon Snag replaces the previous one
    A(1+): +1 5-ft. cube traps
    A(4+): becomes proximity-trigger (5-ft.)
    A(2+): increase range by one category (close-medium-long), to a maximum range of long

    (6th) Psychic Outbreak [Mind-Affecting]
    The Lobotomy turns into up to one/ML close-ranged touch attack orbs that each only deals 1d6 damage instead of the normal Lobotomy damage, usable as a full-round action. Any target cannot be affected by more than one orb.
    A(2+): increase range by one category (close-medium-long), to a maximum range of long
    Spoiler: Maniacal
    Show
    (8th) Traumatize [Mind-Affecting]
    The Lobotomy turns into a number of 5-ft. ranged-touch attacks equal to the Instability Level of one target creature that only deals half lobotomy damage as a full-round action. Cooldown: 5 rounds
    A(1+): +5-ft. to range

    (9th) Pandemia [Mind-Affecting]
    The Lobotomy turns into a close-ranged 20-ft. radius, 40-ft. height spread that allows a Reflex save for half damage, usable as a full-round action. Cooldown: 5 rounds
    A(1+): +5-ft to radius
    A(1+): +10-ft to height
    A(2+): increase range by one category (close-medium-long), to a maximum range of long


    Pseudoexistent Chirurgeries: these are Chirurgeries that represent the more utilitarian abilities of the Psychotherapist, allowing her to call upon her and other people's deepest nightmares, fears, hopes, and dreams.

    These Chirurgeries below don't modify Lobotomy, and requires a standard action to use them, unless otherwise stated. Manifester level for these Chirurgeries is equal to Psychotherapist level. Saving throw DCs are 10 + the Chirurgery level + the character’s Intelligence modifier.
    Spoiler: Least
    Show
    (1st) Erratic Movements [Mind-Affecting]
    Immersion to the very tip of lunacy granted you unorthodox motor skills that are rarely found in sane individuals, giving you a +6 insight bonus to either Climb, Jump, Swim, or Tumble checks for 24 hours. Cooldown: 24 hours
    A(2): effects that would normally dispel this chirurgery suppress it for 2d4 rounds instead
    A(2+): choose another skill from within the options for which the bonus will apply
    A(2+): increase the insight bonus by 1

    (1st) Far Realm's Knowledge [Mind-Affecting]
    Forbidden knowledge grants you a +6 insight bonus to Psicraft, or to one Knowledge skill of your choice for 24 hours. Cooldown: 24 hours
    A(2): effects that would normally dispel this chirurgery suppress it for 2d4 rounds instead
    A(2+): choose another Knowledge skill for which the bonus will apply
    A(2+): increase the insight bonus by 1

    (1st) Method in the Madness [Mind-Affecting]
    Many doubt your strange and perturbing approach, but the voices in your head echo the wisdom of the ages, granting you +6 insight bonus to one Craft, Perform, or Profession skill of your choice for 24 hours. Cooldown: 24 hours
    A(2): effects that would normally dispel this chirurgery suppress it for 2d4 rounds instead
    A(2+): choose another skill among Craft, Perform, or Profession skills (regardless of your previous choice/s) for which the bonus will apply
    A(2+): increase the insight bonus by 1

    (2nd) Imaginary Companions (Summoning)[Evil]
    You brought into a superficial existence the figments of your imagination to combat your foes. This duplicates the effects of a Summon Monster ISRD spell, except only animals with the fiendish template can be summoned. Invoking a new Imaginary Companions replaces the previous one. Cooldown: 1min./total HD summoned.
    A(2+): you instead duplicate a Summon Monster spell of 1 level higher
    A(2): you may instead summon any Evil creature (as indicated in the Summon Monster tables), but the Cooldown increases to 10min./total HD summoned
    Spoiler: Lesser
    Show
    (3rd) Blank Stares [Mind-Affecting]
    Despite what people say about your strange behavior of gazing blankly, you scoff at their ignorance and apparent cluelessness to the realities of life. This duplicates the effects of See InvisibilitySRD spell
    A(4): this chirurgery instead duplicates the effects of True SeeingSRD spell, but the duration is shortened to 5 rounds.
    A(4+): the duration increases tenfold [10 rounds is equal to 1 minute]

    (4th) Forced Delusions
    You forcefully rip magical effects from the fabric of reality by dismissing them as mere delusions. This duplicates the effects of a Dispel PsionicsSRD power, except that it also works on magic
    A(1+): increase the maximum ML bonus by 2 (to a maximum of +20 bonus)
    A(6): this can now also dispel supernatural abilities that mimic specific mind-affecting spells
    Spoiler: Greater
    Show
    (5th) Hallucinatory Landscaping [Mind-Affecting]
    You forcefully merge your imaginary fantasy world with the real one. This duplicates the effects of Hallucinatory TerrainSRD, except that the duration is a 1 min./level. Invoking a new Hallucinatory Landscaping replaces the previous one.

    (6th) Devour Insanity [Mind-Affecting]
    You develop the capability and the appetite for literally consuming Instability itself. This chirurgery, which doesn't bestow any Instability Level, lowers all Instability Level by 1 in a 5-ft./ML radius area burst originating from you. For one round, you gain fast healing equal to twice the instance of Instability Level lowered
    A(2+): further lower the Insanity Level by 1
    A(2+): multiply the amount of fast healing by 2

    (6th) Reflect Nightmares (Polymorph)
    Nightmares are made real, shedding off your civility and letting you fully embrace the abominable forms. This duplicates the effects of the PolymorphSRD spell, except that the target is only you, and that only available types to change into are Monstrous Humanoid, Fey, and Aberrations. Invoking a new Reflect Nightmares replaces the previous one. Cooldown: 10min./total HD of used form
    A(3+): increase the maximum HD limit by 2
    Spoiler: Maniacal
    Show
    (7th) Intelligent Babbling [Mind-Affecting]
    Your long and frequent conversations with stones, trees, flowers, and swords finally pays off. This duplicates the effects of the Stone TellSRD spell (including the casting time), except that you gain the ability to speak to anything. Cooldown: 8 hours
    A(4): Increase the duration to 10min./ML
    A(8): Increase the duration to 20min./ML

    (8th) Solitary Confinement [Force,Mind-Affecting]
    You encase a single creature inside a secluded area as a full-round action. This duplicates the effects of the Windowless version of the ForcecageSRD spell, except that the size of the cell adjusts to exactly fit appropriately the size of the target creature. Invoking a new Solitary Confinement replaces the previous one. Cooldown: 1min./HD of last target

    (9th) Mend Psyche [Mind-Affecting]
    With unparallelled mastery of Psychotherapy, you relieve the target of mental trauma previously thought to be incurable. This duplicates the effects of Repair Psychic Damage option of the Psychic ChirurgerySRD power. In addition, this chirurgery also instantly restores the target's Instability Level to 0.

    (9th) Thoughtscour [Mind-Affecting]
    With a burst of psionic energy, you massively increase your capacity to detect instability, usable as a full-round action. The range of your Chasing Madness (Find) ability becomes 1mile/ML for 5 rounds. Cooldown: 24 hours.


    CHANGELOG
    Spoiler: 09.09.13
    Show

    • Limited use of Lobotomy to prevent multiple attack abuse
    • Clarified invoking limits of Chirurgeries to one per target per round
    • Shuffled Psycho-Shape levels and grades
    • Added Mental Surge (Least,Psycho-Shape) for melee iteratives
    • Clarified range of harvesting Instability Points (LoS and Chasing Madness range)


    Spoiler: 24.09.13
    Show

    • Swapped Empowering Corruption and Psychobabble Trap
    • makes Electroconvulsion the "go-to" Invocation against early mind-affecting immunity
    • "nerfs" Psychobabble Trap by making a Will Save partial effect


    Spoiler: 04.04.14
    Show

    • Reformatted Tables to match new syntax




    Credits:
    Spoiler
    Show

    • Plague Doctor homebrew by Circle of Life - Inspiration + Class Skills wording/formatting
    • Ebon Initiate homebrew by ErrantX - Inspiration + Class Features wording/formatting
    • Mindscourge homebrew by TabletopNuke - Class Features wording/formatting
    • WarlockCAr - Class Features and Rules wording/formatting
    • invocationsCAr, CM, DrM - Invocations
    • powers,augmentations,etcXPH, CPs, MoE - Class Features wording/formatting, Invocations
    • Pokemon(TM), Magic: the Gathering(TM) - Fluff and Chirurgery naming

    Last edited by ben-zayb; 2014-04-03 at 11:13 PM.
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.