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View Full Version : D&D 3.x Class The Psychotherapist [3.5, Base Class][PEACH]



ben-zayb
2013-09-05, 10:12 PM
Psychotherapist

Ideal Image (http://th04.deviantart.net/fs71/PRE/f/2012/166/1/e/it__s_all_in_your_head__alice____by_iamrinoahearti lly-d53mkql.jpg)

"Oh he's fine. Just questioning his grip on reality. You should be doing the same any time now"
-Dr. Jonathan Crane

Psychotherapists are people who have intimate knowledge of the psyche; how the mind works the way they do, what drives the mind to work that way, and how someone's behaviors, conditions, and thinking processes can be altered.

Adventures: Psychotherapists are usually employed in mental health wards. However, some Psychotherapists adventure as part of large expeditions to help voyagers overcome mental difficulties inherent in such ventures. Other Psychotherapists wander alone or in groups upon request of other cities with rising rates of mentally-challenged citizens, either to personally cure or to found a new psychotherapy school.

Characteristics: Psychotherapists usually use their innate psionic abilities to either aid people of mental maladies or use it for profit. Psychotherapists usually start out as very perceptive, and have microscopic eye for details as required by their path. However, continued exposure to insanity and deeper pursuit of understanding the mind diminishes Psychotherapists' perception and insight over time.

Alignment: Psychotherapists come from all walks of life, each with their own motivations and goals. Many Psychotherapists tend to be lawful, since some psychotherapy schools inherently requires oaths, together with a certain degree of professionalism and detachment needed from one's own biases and emotions. Those who are Chaotic sometimes break or bend their oaths to either help anyone in need or harm someone. A good Psychotherapist usually uses her abilities to selflessly aid others, while an evil Psychotherapist uses her abilities, either to harm or heal, for profit and power.

Religion: While religion was never a requirement for being a Psychotherapist, some pursue this path in the name of their deities. Some good Psychotherapists worship deities of Healing, some evil Psychotherapists worship deities of Death, while a few more Psychotherapists worship deities of Knowledge.

Background: Psychotherapists arise from advanced civilizations that cater to the needs of the mentally challenged citizens. Normally, they take the mantle of rehabilitating and healing this citizens inside mental asylums. While normally, appropriate authorities impose strict pacts or oaths to ensure psychotherapy will only be used for altruistic ends, this isn't always the case for every place that offers this study.

Races: Psychotherapy is a very specialized study that requires time and patience to master, much less learn. As such, naturally inquisitive and curious races such as Humans and Gnomes follow this path. On the contrary, less civilized races such as tribal Orcs usually don't have access and the intellectual capacity to pursue such study.

Other Classes: Paladins within close alignment to you thoroughly admire your dedication, but balks at the perceived narrowness and pettiness of your pursuit. Warlocks, more so than sorcerers, disdains your all-too mechanical and methodical approach despite your already-natural power. Psions consider you as a long-lost handicapped relative—Telepaths in particular try to be more understanding of what you are trying to accomplish. Bards and enchanters either enjoy conversations with you about the human psyche, or are far too disturbed due to your particularly specialization in insanity. Good clerics either are very appreciative of your intent to cure people as best as you can, or are slightly paranoid and suspicious of your methods and motives. Barbarians, rangers, and druids are far too alienated with what you are doing, and rarely give it a thought as long as you're not directly harming them.

Role: While the Chirurgery list allows it to take on a variety of roles, Psychotherapists, in the rare occassion that they adventure with a party, more often than not are specialized in debuffing and damaging enemies from afar. Their pseudo-healing and restoration abilities are more handily available off-combat, but not as good as those of Druids and Clerics. Due to their intensive studying, many Psychotherapists are also walking repositories of lore and knowledge—some of which allegedly are forbidden for mere mortal minds to learn.

Adaptation: Possible adaptations would be to remove all psionic references, replacing it with divine sources from either deities of death/affliction or life/healing, arcane sources from conjuration-necromancy synthesists, shadowmagic sources from the Plane of Shadow, or otherworldly sources such as from the Far Realm.

GAME RULE INFORMATION
Psychotherapist's have the following game statistics.
Abilities: Intelligence is important for the Psychotherapist class abilities, most especially for the DC of her Chirurgeries. Strength, or Dexterity may be needed at lower levels to improve the accuracy of Lobotomy.
Alignment: Any
Hit Die: d6
Starting Age: As Psion
Starting Gold: As Psion (3d4 x 10 gp)

Class Skills
The Psychotherapist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Psionic Device (Cha), and Use Rope (Dex)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Table 1: Psychotherapist



Level
BAB
Fort
Ref
Will
Special
Chirurgeries
Max Instability Points


1st
+0
+0
+0
+2
Lobotomy +1d6, Instability Points, Chirurgeries (least)

1

1


2nd
+1
+0
+0
+3
Chasing Madness (Find)

2

3


3rd
+2
+1
+1
+3
Psychogenesis, Lobotomy +2d6

3

4


4th
+3
+1
+1
+4
Affective Forecasting (Uncanny Dodge), Delirious Premonitions

3

6


5th
+3
+1
+1
+4
Lobotomy +3d6

4

7


6th
+4
+2
+2
+5
Chirurgeries (up to lesser)

5

9


7th
+5
+2
+2
+5
Lobotomy +4d6

6

10


8th
+6/+1
+2
+2
+6
Chasing Madness (Whisper), Tanglemind

7

12


9th
+6/+1
+3
+3
+6
Lobotomy +5d6, Second Opinion

7

13


10th
+7/+2
+3
+3
+7
Empowering Corruption

8

15


11th
+8/+3
+3
+3
+7
Chirurgeries (up to greater), Lobotomy +6d6

9

16


12th
+9/+4
+4
+4
+8
Affective forecasting (Improved Uncanny Dodge), Psychobabble Trap

10

18


13th
+9/+4
+4
+4
+8
Lobotomy +7d6, The Doctor is Watching

11

19


14th
+10/+5
+4
+4
+9
Chasing Madness (Influence)

11

21


15th
+11/+6/+1
+5
+5
+9
Lobotomy +8d6, Schism

12

22


16th
+12/+7/+2
+5
+5
+10
Chirurgeries (up to maniacal)

13

24


17th
+12/+7/+2
+5
+5
+10
Lobotomy +9d6

14

25


18th
+13/+8/+3
+6
+6
+11
Improved Tanglemind

15

27


19th
+14/+9/+4
+6
+6
+11
Lobotomy +10d6

15

28


20th
+15/+10/+5
+6
+6
+12
Chasing Madness (Channel), Metempsychosis

16

30



Class Features
All of the following are class features of the Psychotherapist.

Weapon and Armor Proficiencies: Psychotherapists are proficient with all simple weapons. They are proficient with light armor, but not with shields.

Lobotomy (Su): The first ability a Psychotherapist learns is Lobotomy. It involves application of psionic energy to delve into the infinite pathways of the mind, usually with the intent to invoke Chirurgeries. Due to the fragile nature of the procedure, resisted application of Lobotomy damages its target.

As a standard action, the character must make a touch attack (if unarmed) or a melee attack (if using a weapon) to use this ability. Willing targets are automatically touched without attack rolls. Lobotomy may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as in Psycho-Shape and Psycho-Essence Chirurgeries).

Lobotomy inflicts 1d6 points of damage at 1st level to unwilling targets, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). When used as a touch attack or as a ranged touch attack (through use of certain Psycho-Shape Chirurgeries), Lobotomy scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channelled through a weapon, weapon damage is dealt to unwilling targets and multiplied as normal, but Lobotomy damage is never multiplied.

A Lobotomy has a save DC (if it allows a save) equal to 10 + effective power level + the Psychotherapist’s Intelligence modifier. An unmodified Lobotomy has a power level of 1, while a Lobotomy modified with one or two Chirurgeries (one Psycho-Essence, one Psycho-Shape, or both) have an effective power level equal to the sum of all Chirurgeries's own effective power levels (maximum of 9th level). Lobotomy is a mind-affecting supernatural ability and is not subject to spell resistance.

Regardless of willingness, the prodding of one's mind will cause an entropic altering of the psyche. A willing target of lobotomy only ever gains one Instability Level1, see bottom of post regardless of a Lobotomy's effective power level, while an unwilling target of Lobotomy gains Instability Level(s) equal to the applied Lobotomy's effective power level.

Instability Points: Unlike other psionic classes that uses power points to manifest powers and augment their class abilities, Psychotherapists uses a different, warped form of psionic energy. A Psychotherapist's wellspring of power, called Instability Points, are harnessed from the excess psionic energy released by unstable1 minds.

At the start of her round, she may transfer to herself Instability Points (amounting up to a maximum indicated by the Table above) from among a number of unstable targets (possibly including herself) equal to her Intelligence modifier. The targets should be either within her Line of Sight, or detected by her Chasing Madness ability. Note that this doesn't affect the Instability Level of her targets in any way; she merely leeches off the energy that their instability provides. Instability points, while easily produce by certain individuals on a regular basis, are fleeting energy sources that easily dissipate after one round. The amount of Instability points that each unstable target(s) produce are enumerated at the table below1, see bottom of post.

Instability points are used to augment Chirurgeries. Like power points, instability point consumption are limited by the Psychotherapist's manifester level. Effects that utilize power points (such as feats, class features, or powers) can never substitute instability points, and vice versa. Additionally, a Psychotherapist does not gain a daily bonus of power points or instability points for having a high Intelligence score.

Chirurgeries (Ps): A Psychotherapist does not manifest powers as other psychics do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as Chirurgeries that require her to harness the raw energy naturally released by unstable minds. A Psychotherapist can invoke any Chirurgery she knows at will, with the following qualifications:

A Psychotherapist’s Chirurgeries are psi-like abilities; using a Chirurgery is therefore a standard action that provokes attacks of opportunity. A Chirurgery can be disrupted, just as a power can be ruined during manifesting, so a Psychotherapist is entitled to a Concentration check to successfully use a Chirurgery if she is hit by an attack while invoking Chirurgeries. A Psychotherapist’s Chirurgeries are subject to power resistance unless a Chirurgery’s description says otherwise. A Psychotherapist’s manifester level with all her Chirurgeries is equal to her class level. No more than one Psycho-Essence Chirurgery may be applied per target per round, unless specifically mentioned (such as in certain Psycho-Shape Chirurgeries), although a Chirurgery already affecting the target from previous rounds do not count for this purpose.

The save DC for a Chirurgery (if it allows a save) is 10 + effective power level + the Psychotherapist’s Intelligence modifier. Since psi-like abilities are not actually powers, a Psychotherapist cannot benefit from metapsionic feats. She can, however, benefit from the Ability Focus feat, as well as from feats that emulate metapsionic effects for psi-like abilities, such as Quicken Psi-Like Ability and Empower Psi-Like Ability.

The four grades of Chirurgeries, in the order of their relative power, are least, lesser, greater, and maniacal. A Psychotherapist begins play with knowledge of one Chirurgery, which must be of the lowest grade (least), As a Psychotherapist gains levels, she learns new Chirurgeries, as summarized on the table above.

At any level when a Psychotherapist learns a new Chirurgery, she can also replace a Chirurgery she already knows with one of the same or lower grade. At 6th level, a Psychotherapist can replace a least Chirurgery she knows with a different least Chirurgery (in addition to learning a new Chirurgery, which could be least or lesser). At 11th level, a Psychotherapist can replace a least or lesser Chirurgery with another Chirurgery of the same or lower grade (in addition to learning a new Chirurgery, which could be least, lesser, or greater). At 16th level, Psychotherapist can replace a least, lesser, or greater Chirurgery with another Chirurgery of the same or lower grade (in addition to learning a new Chirurgery, which could be least, lesser, greater, or maniacal).

Augmentations: Like many psionic powers, Chirurgeries have augmentation options to further improve their effect. For the purpose of maximum instability point expenditure limit, treat a Chirurgery, or a Lobotomy modified with one or two Chirurgeries, as already having spent power points equal to twice its effective power level minus one ( (2xEPL) - 1). Likewise, a Lobotomy modified by one or two Chirurgeries is also treated as having spent power points equal to twice its total effective power level minus one ( (2xEPL) - 1). As an example:
A level 15 Psychotherapist (ML15) have an instability point expenditure limit of 15.

With the lesser-grade Erode Logic Chirurgery (4th Level) being treated as having already spent 7 instability points, she can now only spend 8 more instability points to augment it.

With both the least-grade Far Realm's Reach (2nd Level) and the lesser-grade Erode Logic (4th Level), the effective power level becomes 6th (13-point cost), leaving her with a 2-point maximum expenditure that can be used to augment the range of Far Real'ms Reach twice.

Chasing Madness (Su): Psychotherapists have deep connections to mental afflictions to the point where they can sense and feel whenever any unstable individual is around. A Psychotherapist's senses develops stronger abilities as she progresses further along this path.

Find: Beginning at 2nd level, the Psychotherapist can sense unstable creatures within range. This functions like a continuous Touchsight power, except that it only can detect and pinpoint unstable creatures, and the range is close (25ft.+ 5ft. per manifester level).
Whisper: Beginning at 8th level, the Psychotherapist can sense and identify any present mind-affecting effects on a detected or pinpointed creature with a successful Psicraft check. Additionally, she gains the ability to communicate telepathically to any detected or pinpointed creature.
Influence: Beginning at 14th level, the Psychotherapist can treat creatures currently detected or pinpointed by Chasing Madness range as though they were within touch range of the Psychotherapist when using Lobotomy. However, a touch attack must still succeed and the target/s must still be within that Psychotherapist's line of effect in order to apply Lobotomy and Chirurgeries.
Channel: Beginning at 20th level, the Psychotherapist can treat a detected or pinpointed creature within range as though it is the point of origin of Lobotomy and Chirurgeries that don't require an attack roll for the purposes of line of effect and line of sight.

Psychogenesis (Ex): A Psychotherapist's continued pursuit of her craft is not without consequence. The very taint of madness slowly creeps its way and integrates itself to a Psychotherapist's own mind, making her intentions more difficult to read.
Beginning at 3rd level, the Psychotherapist adds a +2 insight bonus to her choice of either Bluff or Diplomacy, and her Wisdom score is reduced by 1 point to a minimum score of 1. Once the choice has been made, it cannot be changed. The bonus increases by 2, and the Wisdom score is further reduced by 1 to a minimum score of 1, at 6th, 9th, 12th, 15th, and 18th level.

Affective forecasting (Su): A Psychotherapist's becomes adept at predicting aggressive actions, simply by observing subtle details on behavior, preference, or past actions.
Beginning at 4th level, the Psychotherapist gains Uncanny Dodge, as the Rogue ability. If she already has that ability from another source, she gains Improved Uncanny Dodge Instead. At 12th level, she gains the Improved Uncanny Dodge, if she still doesn't have that ability. Treat her Rogue levels as being equal to her Psychotherapist levels. This ability doesn't work on attacks made before the Psychotherapist's first round in an encounter.

Delirious Premonitions (Su): A Psychotherapist's improving mastery, together with special herbs and chemicals that she consumes, grants her episodic visions of the immediate future.
Beginning at 4th level, the Psychotherapist gains an Insight bonus to AC equal to half of the current unused Instability Points,

Tanglemind (Ex): Through intensive study, a Psychotherapist can incrementally reconstruct her mental pathways to better guard her mind—adding horrific traps, nonterminating loops, pseudodimensional labyrinths.
Beginning at 8th level, the Psychotherapist adds her Intelligence modifier as an Insight bonus to Will Saves. Additionally, if she makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), she instead completely negates the effect.

Second Opinion (Ex): The Psychotherapist develops reflexive diagnostic abilities, offering limited aid to her allies in confirming the presence or absence of mental afflictions.
Beginning at 9th level, when an ally within 25-ft. of the Psychotherapist is affected by a mind-affecting spell or effect and fails her saving throw, the Psychotherapist may spend an immeditate action to have her ally attempt the saving throw again 1 round later at the same DC. This works like the Rogue's Slippery Mind special ability, except that it only works on allies without instability levels.

This is a mind-affecting effect that can be used for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).

Empowering Corruption (Su): As a Psychotherapist descends further down the slippery path away from her sanity, her own growing derangement nurtures her ability to corrupt other sound minds.
Beginning at 10th level, all her Psychotherapist class features can affect creatures that have immunity to mind-affecting effects, albeit with a -10 penalty to the abilities' save DCs. This penalty is reduced by an amount equal to the Psychotherapist's own Instability Level. In addition, the DC for each Power Resistance checks to affect a target of a Chirurgery or Lobotomy is reduced by an amount equal to that particular target's Instability Level.

Psychobabble Trap(Su): Anyone who carelessly attempts to delve into the mind of a Psychotherapist is bombarded with information far beyond its simplistic mind to comprehend and process. The endless flow of seemingly gibberish telepathic speech pushes the victim over the edge of sanity.
Beginning at 12th level, when the Psychotherapist successfully saves from a mind-affecting spell or effect, she may spend an immediate action to have its source gain Instability Level equal to its effective spell level. A successful Will Save against a DC equal to the Psychotherapist own save result means the source only gain Instability Level equal to half its effective spell level (rounded up). This ability can't be used against creatures with equal or higher Psychotherapist levels than her.

This is a mind-affecting effect that can be used for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).

The Doctor is Watching (Su): The eye of a Psychotherapist reflects the object of its already unstable enemies' deepest guilts and regrets, driving them further into the brink of insanity
Beginning at 13th level, the Psychotherapist gains a Gaze Attack that bestows a penalty to damage rolls equal to the affected creature's Instability Level. A successful Will Save against a DC of 10 + half the manifester level + the Psychotherapist's Intelligence modifier halves the penalty. At 17th level, all of the Psychotherapist's allies have a 100% chance (instead of 50%) to not need to make a saving throw against the gaze attack each round.

This is a mind-affecting effect that can be used actively for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).

Schism (Ex): The enigma of a Psychotherapist's psyche is further warped by the developing crazed alternate identity that takes complete dominion of her body in situations when she cannot do so of her own volition.
Beginning at 15th level, the Psychotherapist's actions are not affected by any Fear, Charm, and Compulsion effects. Any penalties (but not loss of Dexterity bonus to AC) or damages caused by such effects inflict still affects her, however. Furthermore, Divination spells and effects have a 10% chance per her Instability level (to a maximum of 100% at Instability Level 10) to get purely random information from her, which may be either misleading or true.

Greater Tanglemind (Ex): The influence of madness is now rooted to the deepest confines of even the Psychotherapist's subconscious, granting her access to the hidden mental trapdoors and escape hatches that are useful in cases of emergency to escape from the clutches of intruders.
Beginning at 18th level, the Psychotherapist receives only half damage or partial effects from spells or abilities that normally grant partial effect on a successful Will save, even if she fails the saving throw. Furthermore, she can now use her Psychobabble Trap even on a failed save.

Metempsychosis (Ex): At the pinnacle of a Psychotherapist's research, lies her complete rebirth, enlightenment, and transcendence. She finally sheds her mortal coil for a more spiritual and ethereal form.
At 20th level, the Psychotherapist gains the Abberation type and the Incorporeal Subtype. Psychogenesis now grants her Insight bonus to both Bluff and Diplomacy checks, and she regains all Wisdom score that she lost from that ability. She no longer gains the penalty from instability, and is always considered to have Instability Level 10.

Finally, her Lobotomy and Chirurgeries are now treated as though they were one level higher for the purposes of bestowing Instability Level, but only on unwilling targets (e.g. Lobotomy or Chirurgeries with total Effective Power Level of 1 now grants Instability Level 2, while Effective Power Level of 9 now grants Instability Level 10). The effective level increase is added after all modifications to Lobotomy is added, such that those modified with both Psycho-Essence and Psycho-Shape chirurgeries still only gets an effective level increase once.

Table 2: Unstable, Instability Level, and Instability Points


Instability Level
Instability Points
Penalty


0
0
0


1
1
-1


2
1
-1


3
1
-1


4
3
-2


5
3
-2


6
3
-2


7
7
-4


8
7
-4


9
7
-4


10
15
-8


New Condition
unstable: any creature with at least one Instability Level.
New Term
Instability Level
An affected creature takes a penalty to Will saves, and to all Int/Wis/Cha skill checks and ability checks, based on the table to the left. Affected creatures releases varying amounts of anomalous psionic energy, called Instability Points, at the start of its turn that then dissipates harmlessly after one round.

Instability Level do not stack upon multiple applications, but an effect that causes higher Instability Level replaces the lower. Instability Level remain indefinitely, although the affected creature may attempt a Will save (equal to the effect's save DC, or what its save DC is supposed to be if it does not offer a save) every round at the start of her turn. On a success, instability level goes one level lower. Instability Level can neither go above 10, nor below 0.

A creature with Instability Level for a number of months equal to her Wisdom x Hit Die becomes permanently insane (as the insanity spell).

ben-zayb
2013-09-05, 10:14 PM
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.
(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(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(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.(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).
(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(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(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(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.
(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
(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
(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
(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


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)




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




Reformatted Tables to match new syntax



Credits:

Plague Doctor (http://www.giantitp.com/forums/showthread.php?t=214607) homebrew by Circle of Life - Inspiration + Class Skills wording/formatting
Ebon Initiate (http://www.giantitp.com/forums/showthread.php?t=163297&highlight=Ebon+Initiate) homebrew by ErrantX - Inspiration + Class Features wording/formatting
Mindscourge (http://www.giantitp.com/forums/showthread.php?t=131476) 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

ben-zayb
2013-09-07, 06:17 PM
The class aims to be a solid T3, probably pushable to the tier's ceiling. Brutal and dismantling comments are very much appreciated!

Bumpity bump! PEACHes, anyone? Bueller?

Morph Bark
2013-09-16, 05:20 AM
So far, it looks like a borderline Tier 3-4 to me. It is largely limited by immunity to mind-affecting things, but that's reasonable and mostly comes online later anyway, plus it has many unique abilities and out-of-combat versatility. I haven't read through the Chirurgies yet, however.

Lobotomy is very weird on one level: that it allows touch attacks when unarmed. Since touch attacks hit pretty easily most of the time, this allows for many Psychotherapists to just go around unarmed (maybe pick up Improved Unarmed Strike so they can still AoO, among other things).

ben-zayb
2013-09-16, 06:38 AM
So far, it looks like a borderline Tier 3-4 to me. It is largely limited by immunity to mind-affecting things, but that's reasonable and mostly comes online later anyway, plus it has many unique abilities and out-of-combat versatility. I haven't read through the Chirurgies yet, however.
My question is that, should dealing with mind-affecting immune opponents be available from the get go? I was thinking that 1. there are only 5 types inherently immune, and 2. Mind Blank is an 8th level spell. My impression is that getting it at mid-level was a good estimate.

Lobotomy is very weird on one level: that it allows touch attacks when unarmed. Since touch attacks hit pretty easily most of the time, this allows for many Psychotherapists to just go around unarmed (maybe pick up Improved Unarmed Strike so they can still AoO, among other things).
I've heard a similar point from a Base Class PEACH that makes the Lobotomy OP on a multi-attack type builds (AoO, TWF, MWF, Multiattack).

One of my possible solutions was to simply make it a Standard-Action touch-attack SU, with Psycho-Shapes expanding its method of applications (adding a touch-attack iterative option like the Psybolt). Then, making it a rule that no more than one Chirurgery may be applied per creature per round (previous debuffs from Chirurgeries don't count). There are Psycho-Shapes that enable multiple applications of Chirurgery (and likely multiple saves) anyway for that style.

Does that sound good?

Morph Bark
2013-09-18, 06:35 AM
My question is that, should dealing with mind-affecting immune opponents be available from the get go? I was thinking that 1. there are only 5 types inherently immune, and 2. Mind Blank is an 8th level spell. My impression is that getting it at mid-level was a good estimate.

I think you did well in that regard and no change is needed there.


I've heard a similar point from a Base Class PEACH that makes the Lobotomy OP on a multi-attack type builds (AoO, TWF, MWF, Multiattack).

One of my possible solutions was to simply make it a Standard-Action touch-attack SU, with Psycho-Shapes expanding its method of applications (adding a touch-attack iterative option like the Psybolt). Then, making it a rule that no more than one Chirurgery may be applied per creature per round (previous debuffs from Chirurgeries don't count). There are Psycho-Shapes that enable multiple applications of Chirurgery (and likely multiple saves) anyway for that style.

Does that sound good?

It sounds good, especially since you also inflict Instability levels with it. If you didn't inflict Instability levels with it, I would've kept it like it is, but that would change Lobotomy to an always-on Sneak Attack and detract from the overall class.

Amechra
2013-09-18, 09:22 AM
I rather like this; I might have to modify my Resider-in-Dreams to allow Psychotherapist entry.

ben-zayb
2013-09-18, 06:30 PM
I rather like this; I might have to modify my Resider-in-Dreams to allow Psychotherapist entry.
Please do so! And thanks, for you have actually stumbled upon a valid issue with the Psychotherapist that I never realized earlier. That is, any prospective 10-level PrC will get shafted by not having Empowering Corruption.

So now I was thinking of two possible solutions:
1. Swapping the levels at which Psychobabble Trap and Empowering Corruption will be available. That seems more or less like a fair trade, and a bit neutral in terms of power level gain/loss.
2. Have a psycho-essence chirurgery that pierces through mind-affecting immunity. Either I make it high-level with no drawbacks, low-level with extreme drawbacks, or mid-level with slight drawbacks but augmentable too remove them.

Zaydos
2013-09-18, 06:44 PM
2. Have a psycho-essence chirurgery that pierces through mind-affecting immunity. Either I make it high-level with no drawbacks, low-level with extreme drawbacks, or mid-level with slight drawbacks but augmentable too remove them.

The save or suck effects from the psycho-essences are more potent than the damage itself, so even if it was a relatively low level one the fact that you cannot gain the debuff effects is a big drawback.

Actually they seem to have been modified since I last checked. I'd still say you could probably get away with it as a lesser with no drawbacks.

Jyton
2013-09-18, 07:34 PM
Does a level 20 psychotherapist with a wisdom of 18 go insane after 30 years?

ben-zayb
2013-09-18, 07:37 PM
The save or suck effects from the psycho-essences are more potent than the damage itself, so even if it was a relatively low level one the fact that you cannot gain the debuff effects is a big drawback.

Actually they seem to have been modified since I last checked. I'd still say you could probably get away with it as a lesser with no drawbacks.
Hmm, there are no modification of Psycho-Essences yet. But, yes, if I were to make a Mind-Immune Piercing Chirurgery option, it would be a niche ability that's more for (mass) damaging purposes than debuffing (so as not to be useless most of the time on a given encounter). All encompassing mind-immune piercing is handled by the Empowering Corruption, anyway, given enough level investments.


Does a level 20 psychotherapist with a wisdom of 18 go insane after 30 years?

Yes, it's an inevitability. Do note the Schism ability though, which renders any such effects irrelevant from a mechanical perspective but may add to a wider roleplaying opportunity..

Jyton
2013-09-18, 07:48 PM
Cool, alright, what about the range at which a psychotherapist can draw instability points from an unstable target? I read it as there isn't one, which to me means you could pull power from a pool of crazy people you've created at a mad house somewhere. Is that intentional?

ben-zayb
2013-09-18, 07:57 PM
Cool, alright, what about the range at which a psychotherapist can draw instability points from an unstable target? I read it as there isn't one, which to me means you could pull power from a pool of crazy people you've created at a mad house somewhere. Is that intentional?

Hmm... I swore I wrote that it must be within LoS or Chasing Madness detection. :smallconfused: Thanks for the catch! Do note however that there is a Maniacal chirurgery that enables doing just that, and more(harvesting and/or affecting a pool of crazy people from far away).

The Tygre
2013-09-19, 06:59 PM
Oh, I am imagining all the fun could be had crossing this with an Ozodrin...

ben-zayb
2013-09-24, 08:59 AM
Oh, I am imagining all the fun could be had crossing this with an Ozodrin...

Wait, don't forget the Pariah! Oh my! :smalltongue:

1
UPDATE:

I decided it was inevitable to just swap the levels where Empowering Corruption and Psychobabble Trap are gained. This paves the way for ten-level PrCs (such as the aforementioned Resider-in-Dreams, if ever) to let loose their mind-boggling (or worse) abilities with more options.
I also made Electroconvulsion the go-to invocation for the early level (1-9) mind-affecting immunes, if only to at least enable a purely DPS-type option (Psychotherapist a;ready have other abilities to support, buff, and tank) to contribute in such scenarios. Actually, I simply added the last sentence (it has no [mind-affecting] tag in the first place, just as designed). :smallcool:
I also slightly nerfed Psychobabble Trap, if only to give (Improved)Mettlers and generally those with high Will Saves a chance. Makes sense in that those mind-meddlers may also resist just the same.

Amechra
2013-09-24, 10:19 AM
People remember the Pariah? I feel loved.

ben-zayb
2014-04-03, 10:15 PM
So with the new table format, I revisited this poor wall of text of a class. That, and I'm bumping this up again to see if anyone is interested in making a PEACH.

I'd also very much open to ideas for:
reducing the verbosity of the class, without compromising the flavor and mechanics clarity
suggestions to make the class approach Tier 3 level (MorphBark has it pegged at T4). Lack of power? Versatility? Both?
fun, new, thematic abilities (in the form of invocations/chirurgeries) to expand the class's repertoire
a class name with more breadth to give the class more wiggle-room for different character concepts (but along the same fluff of sucking up other's craziness to fuel his powers)