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View Full Version : D&D 3.x Class The Mindwielder [ToB class, PEACH]



Jormengand
2016-04-01, 05:02 PM
So I finally cracked and decided to make a tome of battle class. Mindwielders use their skill with blades or even their bare hands to deliver impossibly powerful attacks. However, the price they pay is having maneuvers limited in level, and restricted much like spells are.

Enjoy!


LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th
1st+1+2+0+2Manuevers, Spell-like abilities32覧覧
2nd+2+3+0+343覧覧
3rd+3+3+1+3Bladebound Strike54覧覧
4th+4+4+1+465覧覧
5th+5+4+1+4Sudden Initiation 1/day652覧
6th+6/+1+5+2+5Defeat Resistance +2663覧
7th+7/+2+5+2+5665覧
8th+8/+3+6+2+6676覧
9th+9/+4+6+3+66762覧
10th+10/+5+7+3+7Sudden Initiation 2/day6873覧
11th+11/+6/+1+7+3+7Defeat Resistance +36875覧
12th+12/+7/+2+8+4+86886覧
13th+13/+8/+3+8+4+8Bladebound Strike69862
14th+14/+9/+4+9+4+969873
15th+15/+10/+5+9+5+9Sudden Initiation 3/day69975
16th+16/+11/+6/+1+10+5+10Defeat Resistance +4610986
17th+17/+12/+7/+2+10+5+106109862
18th+18/+13/+8/+3+11+6+11Defeat Resistance +561010873
19th+19/+14/+9/+4+11+6+1161010975
20th+20/+15/+10/+5+12+6+12Sudden Initiation 4/day610101086

Alignment: Any
Hit Die: 1d8

Class Skills:
The mindwielder's class skills (and the key ability for each skill) are Climb (str), Concentration (con), Craft (int), Decipher Script (int), Jump (str), Knowledge (all skills, taken individually) (int), Ride (dex), Sense Motive (wis), Spellcraft (int) and Swim (str).
Skill Points at 1st Level: (2 + Int modifier) ラ 4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and Armor Proficiency: Mindwielders are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).

Maneuvers: A mindwielder uses maneuvers which are drawn from the mind's edge discipline (only available to mindwielders), which contains some maneuvers so simple as to be treated as zero-level, but only goes up to fifth level. A mindwielder's initiator level is equal to his class level and the Difficulty Class for a saving throw against his maneuver is 10 + the maneuver level + your Int modifier.

You cannot recover maneuvers except at the beginning of each day you can initiate only a certain number of maneuvers of each maneuver level per day, but you receive bonus manuevers per day if you have a high Intelligence score just as though you cast spells (see Table 11: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).

Manuevers Known: You begin play knowing two 0-level maneuver and two 1st-level maneuvers, chosen from the mind's edge discipline. You also know one additional 0-level spell for each point of Intelligence bonus.
Each time you gain a new class level, you learn one additional maneuver of any level you can initiate, again chosen from the mind's edge discipline.

Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new maneuver in place of one you already know. In effect, you lose access to the old maneuver in exchange for gaining the new one. The new maneuver's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level maneuver you can initiate.

You need not ready maneuvers in advance. You can initiate any maneuver you know at any time, assuming you have not yet used up your maneuvers per day for that maneuver level.

Because mindwielder maneuvers are difficult in heavy armour, you provoke an attack of opportunity (but can initiate defensively just like a caster could cast defensively) and suffer from arcane spell failure even if you're not an arcane spellcaster. However, you ignore the penalties for light armour and light shields. At 2nd level, you get a +4 bonus on your roll to prevent attacks of opportunity. At 4th level, you can ignore the penalties for medium armour, and at 7th you can do so for heavy shields.

Mindwielder maneuvers are all spell-like in nature, so some of them (which specify this) allow spell resistance (use your initiator level, not your caster level). They require verbal and somatic components as though they were spells (even though most spell-like abilities and maneuvers don't have them).

Spell-like abilities (Sp): You have a few spell-like abilities from your magical training, and can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier.

Bladebound Strike (Su): From 3rd level, you can use any strike that would require you to touch an enemy with a weapon instead as a single standard action, so long as the strike doesn't take longer than that to initiate. If you hit, the weapon deals damage and then the maneuver is resolved.

From 13th level you can use a strike as a full-round action and deliver it in the same manner as a full attack, affecting each target struck once. The strike then ends, even if it had a duration.

Sudden Initiation: Once per day per 5 levels, you can initiate a maneuver as a swift action, even if you would normally

Defeat Resistance: Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your initiator level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.

Mind's edge discipline:

0lvl

Acrid Trail
Mind's Edge Strike [Acid]
Level: Mindwielder 0
Prerequisites: INT 10
Initiation Action: Standard
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Saving Throw: None
You launch a blast of acid at an enemy.

Make a ranged touch attack; hitting deals 1d3 points of acid damage to the foe.


Bane of Death
Mind's Edge Strike
Level: Mindwielder 0
Prerequisites: INT 10
Initiation Action: Standard
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature.
Saving Throw: None.
Your martial prowess harms undead adversaries.

Make a ranged touch attack; hitting an undead creature deals 1d6 points of damage to it. Spell resistance is allowed against this attack.

Tiring Touch
Mind's Edge Strike
Level: Mindwielder 0
Prerequisites: INT 10
Initiation Action: Standard
Range: Touch
Target: Creature touched
Duration: 1 round/level.
Saving Throw: Fortitude negates.
You tire a creature out.

If a creature touched fails their save, they're fatigued for the duration. Spell resistance is allowed against this attack.

Unbidden Chill
Mind's Edge Strike [Cold]
Level: Mindwielder 0
Prerequisites: INT 10
Initiation Action: Standard
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Saving Throw: None
You bring on a chill within a creature from afar.

If you hit a creature with a ranged ray attack, you deal 1d3 points of cold damage to that creature. Spell resistance is allowed against this attack.

1st

Arise
Mind's Edge Boost
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Close (25 ft + 5 ft/2 levels)
Target: Creatures in a 10-foot radius burst.
Duration: Instantaneous.
Saving Throw: None.
You shout at your companions. Loudly.

You wake up all the target creatures.

Awaken Weapon
Mind's Edge Boost
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
You awaken a weapon's true potential, using one of the seven energy lines that run through any weapon.

You make a weapon magical: it becomes a +1 version of the original weapon unless it was better already.

Burst of Speed
Mind's Edge Boost
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Swift
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
You suddenly move faster by freeing your mind

Your land speed is 30 feet greater this round. This is treated as an enhancement bonus.

Conflagration
Mind's Edge Strike
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: 15 foot
Target: Creatures in a 15 foot cone.
Saving Throw: Reflex half
You use your martial talent to set the area nearby ablaze.

Each creature in the cone takes 1d4 points of fire damage per level (max 5d4), though spell resistance is allowed against this attack. Flammable items in the area catch on fire.

Deflective Prowess, Lesser
Mind's Edge Counter
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Immediate
Range: Personal
Target: You
Duration: 1 round or until discharged.
Saving Throw: None.
You flex your muscles and deflect oncoming attacks.

You get a +1 deflection bonus to AC per initiator level against a single attack. You must initiate this counter before the enemy makes their attack roll (but can do so after they declare an attack).

Enfeeble Foe
Mind's Edge Strike
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature.
Duration: 1 minute/level
Saving Throw: None.
You make an enemy weaken as they attack you.

You reduce an enemy's strength by 1d6+1/2 levels (maximum 1d6+5) if you hit with a ranged touch attack. This attack allows spell resistance.

Eroglek's Burning Blast
Mind's Edge Strike
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Saving Throw: Reflex half
Eroglek mastered using martial prowess to launch burning boulders out of nowhere.

The target takes 1d6/level fire damage (maximum 5d6). Spell resistance is allowed, but 1d6 points of fire damage are still dealt even if you can't overcome it.

Fright
Mind's Edge Strike
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Close (25 feet + 5 ft./2 levels)
Target: One living creature with 5 or fewer HD.
Duration: 1d4 rounds (see text)
Saving Throw: Will partial.
You frighten a creature with your martial abilities.

The creature is frightened. If they save, they are only shaken and only for one round. This attack allows spell resistance.

Insightful Aim
Mind's Edge Boost
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Personal
Target: You.
Duration: See text
Saving Throw: None
You improve your aim for just a moment.

Your next attack gets a +20 insight bonus on the attack roll and is not subject to miss chance due to concealment, so long as you make it before the end of the next round.

Lightning Hand
Mind's Edge Strike
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Saving Throw: None
Your hand is wreathed in lightning, conjured up from your own martial ability.

You deal 1d6/level (max 5d6) points of electricity damage to the touched creature. You get a +3 bonus to your attack roll if they're wearing metal armour, made of metal, or carrying lots of metal. Spell resistance is allowed.

Mist Dance
Mind's Edge Boost
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: 20 ft
Target: Everything within 20 feet of your starting location.
Duration: 1 min/level.
Saving Throw: None.
You dance wildly, causing mists to rise around you.

Creatures cannot see more than 5 feet through the target area, and even creatures 5 feet into the mists are concealed. The mist is susceptible to the same type of removal as an obscuring mist.

Prodigious Jump
Mind's Edge Boost
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 1 minute/level.
Saving Throw: Will negates (harmless)
You unlock secret abilities in your or an ally's mind, allowing for impressive jumps.

The touched creature gets a +10 enhancement bonus to jump checks, plus 10 per 4 levels after 1st (maximum +30).

Rainbow Blast
Mind's Edge Strike
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: 15 feet
Target: Creatures in a 15 foot cone.
Duration: See text.
Saving Throw: Will negates.
You create a pattern of colours from sheer force of will.

Creatures in the area are unconscious, blinded and stunned for 2d4 rounds if they have 2 or fewer hit dice. If they have 4 or fewer hit dice, they are then blinded and stunned for 1d4 rounds. Irrespective of their hit dice, they are stunned for a round. If a creature has too many hit dice to be affected by one of these, they move to the next immediately. This attack allows spell resistance.

Resistive Power
Mind's Edge Boost
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
You unlock a creature's innate resistive power.

Choose an energy type. The subject gains resistance 10 (or 20 from IL 7, 30 from IL 11) to that energy type.

Sanguine Sword
Mind's Edge Boost
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Touch
Target: Weapon touched
Duration: 1 round/level or until discharged
Saving Throw: None.
Blood runs along your blade, empowering it

The next attack with this weapon deals 1d6 additional points of damage, or you pay 5 hit points and the next attack with this weapon deals 3d6 additional points of damage. If the weapon is dropped, the boost ends.

Sudden Stand
Mind's Edge Boost
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Immediate.
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature.
Saving Throw: Will Negates (Harmless)
You go from prone to standing in the blink of an eye, or empower someone else to do the same.

The target stops being prone. Spell resistance applies.

Touch of Draining
Mind's Edge Strike
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Touch
Target: Creature or creatures touched (up to 1/level)
Saving Throw: See text.
You sap your foes' energy with a mere touch.

Each of the creatures touched takes 1d6 points of damage, and makes a fortitude save or takes 1 point of strength damage.

An undead creature must instead make a will save or flee as if panicked for 1d4 rounds, plus one per initiator level. Spell resistance is allowed against this attack either way.

Ybgib's Unbalancing Gesture
Mind's Edge Strike [Force]
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature.
Saving Throw: Reflex Negates
The famed mindwielder Ybgib was a master of this trip attack.

You trip a foe from afar. If they fail their reflex save and you overcome their spell resistance, if any, you make a trip attempt as though you were a large, strength 14 attacker with a +1 bonus per three levels (max +5) and your attack roll is made at a bonus of your level, plus your intelligence modifier, plus 2 (for the effective strength 14).

2nd

Burst of Flight
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Swift
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
You use your physical abilities to fly a short distance.

This maneuver works just like the fly spell except as noted here.

Cut Through Dark
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Touched
Target: Creature Touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
You unlock a creature's inner darkvision.

The creature gets darkvision 60 feet.

Deflective Prowess
Mind's Edge Counter
Level: Mindwielder 2
Prerequisites: INT 12
You use your sheer might as a shield.

This functions as lesser deflective prowess except as noted here and that you get a shield bonus equal to half your level against the next attack before the end of your next turn.

Disappear
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Swift
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
You suddenly vanish.

You're invisible for the duration or until you attack, along with your equipment so long as that equipment is within 10 feet of you.

Dissolve
Mind's Edge Strike [Acid]
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Long (400 ft + 40 ft/level)
Target: One Creature
Duration: 1 round + 1 round/3 levels
Saving Throw: None.
The foe starts to dissolve before your eyes.

If you succeed on a touch attack, the target takes 2d4 points of damage. The damage is acid damage in the first round and untyped in each subsequent round.

Fire Ray
Mind's Edge Strike [Fire]
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Close (25 ft + 5 ft/2 levels)
Target: See text
Saving Throw: None.
You suddenly blast an enemy with fire, forged from your devotion and will to succeed.

You make a number of attacks depending on your level (2 from 7-10th level, 1 at lower levels and 3 at higher levels) and can aim them at any creatures in range. They're all rays dealing 4d6 points of fire damage. Spell resistance applies.

Ghastly Strike
Mind's Edge Strike
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 1d6+2 rounds
Saving Throw: Fortitude Negates
You emulate a ghast's attack through your inner might.

The touched creature is paralysed. If they are, creatures within 10 feet are sickened, except you. Neutralise poison removes this effect and it doesn't affect poison-immune creatures. Spell resistance applies against this attack.

Inner Might: Agility
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 1 minute/level
Saving Throw: Will Negates (Harmless)
You make an ally quicker

The target gets a +4 enhancement bonus to Dexterity

Inner Might: Balance
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 1 minute/level
Saving Throw: Will Negates (Harmless)
You make an ally better in many aspects

The target gets a +2 enhancement bonus to each physical ability score.

Inner Might: Power
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 1 minute/level
Saving Throw: Will Negates (Harmless)
You make an ally stronger

The target gets a +4 enhancement bonus to strength.

Inner Might: Toughness
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 1 minute/level
Saving Throw: Will Negates (Harmless)
You make an ally hardier

The target gets a +4 enhancement bonus to constitution.

Lock On
Mind's Edge Strike [Electricity]
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Medium (100 ft + 10 ft/level)
Target: One Creature
Saving Throw: None.
You establish a spiritual blood feud between you and another creature.

You create a ray that deals 4d6 points of electricity damage if it hits the target, and ignores cover and concealment (but not total cover or total concealment) and doesn't take a penalty for firing into melee.

If the attack hits and damages your opponent, you get a +4 bonus on attack rolls from. ray maneuvers used on the target for 1 round/level

Overreach
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Swift
Range: 0ft
Target: Weapon Wielded
Duration: One attack
Saving Throw: Will negates (harmless, object)
You make your weapon reach a little further.

Your next attack with the weapon is made at +5 to your reach.

Preparation
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Touch
Target: Up to three objects/sets of objects touched, see text.
Duration: 24 hours or until discharged.
Saving Throw: Will negates (harmless, object).
You prepare some items so that you can equip them quickly, even from the other end of a room.

You can target up to three weapons or tools, pairs of one-handed weapons or tools, or suits of armour. You can discharge the boost as a swift action to place these items on or about your person in the position of your choice, so long as you can see them and they aren't in another creature's possession.

Quick Aim
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Swift
Range: Personal
Target: You
Duration: 1 round or until discharged
Saving Throw: None.
You rapidly get into an aiming position.

You get a +1 insight bonus per 3 levels on your next attack roll.

Reduce Intellect
Mind's Edge Strike
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 10 minutes/level
Saving Throw: No.
You make a creature less mentally competent with your amazing might.

You apply a 1d6 penalty to each of the touched creature's mental ability scores.

Relocate
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will negates
You relocate a creature.

You move the touched creature immediately to any location within 5 feet per 2 levels. Spell resistance is allowed.

Spiderfeet
Mind's Edge Strike
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
You unleash a creature's inner spider

The subject gets a 20 foot climb speed but can't run while climbing.

Unveil
Mind's Edge Boost
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Personal
Target: You
Duration: 10 min/level
Saving Throw: None.
You sense the presence of invisible creatures.

You can see invisible and ethereal creatures, and distinguish between each, the other, and visible creatures.

Ybgib's Smiting
Mind's Edge Strike [Force]
Level: Mindwielder 2
Prerequisites: INT 12
Initiation Action: Standard
Range: Medium (100 ft. + 10 ft./level)
Target: Once creature
Saving Throw: Reflex partial.
Ybgib was the inventor of this powerful attack that allows you to throw a punch - literally.

Make a melee attack roll, using your intelligence+4 as your strength. If you hit, you deal 1d6 points of nonlethal damage per 2 levels (max 5d6) to the target. If they pass a reflex save the damage is halved; if not, they are bull rushed at a bonus of +4, plus half your initiator level.

3rd

Awaken Weapon, Greater
Mind's Edge Boost
Level: Mindwielder 3
You flood all of the weapon's energy flows, empowering it greatly.

This boost works like Awaken Weapon, but the bonus is +1 per 4 levels.

Coronation: Attack
Mind's Edge Boost
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 1 hour/level or until discharged.
Saving Throw: Will negates (harmless)
Your target wears their inner strength as a hat.

The target gains a shimmering crown of personal power that occupies their head slot. If it's removed, the boost ends. It provides +2 to strength, but can be ended to provide +8 to strength for one round. Both are enhance ment bonuses.

Coronation: Defence
Mind's Edge Boost
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 1 hour/level or until discharged.
Saving Throw: Will negates (harmless)
Your target wears their inner toughness as a hat.

The target gains a shimmering crown of personal defence that occupies their head slot. If it's removed, the boost ends. It grants a +1 deflection bonus to AC and a +1 resistance bonus on all saves. As an immediate action, the creature wearing a crown can discharge its power to gain a +4 deflection bonus to AC or a +4 resistance bonus on saves for 1 round, ending the boost.

Devour
Mind's Edge Strike
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Standard
Range: 60 ft
Target: Creatures in a 60 ft cone.
Duration: Instantaneous
Saving Throw: Will half
You eat into creatures, and then steal from their magical energy.

Each creature in the cone takes 1d6/2 levels damage (maximum 10d6). Roll to overcome each creature in the area's spell resistance, if any. For each creature who has spell resistance and you overcame it, you gain 1d4 temporary hit points for 1 hour.

Energise
Mind's Edge Boost
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Standard
Range: Close (25 ft + 5 ft/level)
Target: One weapon in range
Duration: 1 round.
Saving Throw: Will negates (harmless)
You unlock a weapon's innate potential for energy.

The next successful attack with the target weapon deals 2d6 points of damage of an energy type chosen by you when you initiate the boost.

Exhaust
Mind's Edge Strike
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Standard
Range: Close (25 ft + 5 ft/level)
Target: One Creature
Duration: 1 min/level
Saving Throw: Fortitude Partial
You wear a creature out through sheer mindgames.

You fire a ray at a creature; if you hit they're exhausted unless they save, in which case they're fatigued.

Halting Rebuke
Mind's Edge Strike
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Immediate
Range: Close (25 feet + 5 ft/level)
Target: One Creature
Duration: 1 Round
Saving Throw: Will negates
You shout so loudly that a creature stops in its tracks.

You can only gain benefit from this strike if you use it on an opponent's turn before they finish moving. They immediately stop and can't move further, but only if they are moving along the ground. Otherwise, halting rebuke has no effect.

Light of Protection
Mind's Edge Boost
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Standard
Range: Touch
Target: Creature Touched
Duration: 10 min/level or until discharged
Saving Throw: Fortitude negates (harmless)
You protect a creature from energy.

The next 12/level (maximum 120) points of damage of an energy type specified by you when you initiate the boost are ineffective.

Mind's Edge Surge
Mind's Edge Strike
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Standard
Range: Touch
Target: Creature, object or spell effect touched
Saving Throw: None.
You end an effect through sheer force of will.

You roll a dispel check (using your initiator level as your caster level) to dispel an effect touched, as dispel magic. The dispelled effect is always the highest-level one touched, or affecting the touched creature or object.

Muster for Battle
Mind's Edge Strike
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Standard
Range: Close (25 ft + 5 ft/level)
Target: One willing creature per level.
Saving Throw: None.
Your allies regroup.

Each target immediately teleports adjacent to you or as close as possible, on an unoccupied space that can support them.

Sharpen
Mind's Edge Strike
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Standard
Range: Close (25 ft + 5 ft/2 levels)
Target: One weapon, or 50 projectiles all in contact.
Duration: 10 min/level
Saving Throw: Will negates (harmless, object)
You awaken a weapon's true sharpness.

The target weapon or projectiles become keen.

Sudden Resistance
Mind's Edge Boost
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Immediate
Range: Close (25ft + 5 ft/level)
Target: One Creature
Duration: 1 round
Saving Throw: Will negates (Harmless)
You save an ally from energy

The target creature gets resistance 20 against the next attack of an energy type you specify when you initiate the boost, but only if the attack targets the subject.

Vampirism
Mind's Edge Strike
Level: Mindwielder 3
Prerequisites: INT 13
Initiation Action: Standard
Range: Touch
Target: Living Creature Touched
Duration: Instantaneous and one hour.
Saving Throw: None.
You drain a creature's life and become stronger yourself.

You deal 1d6/2 levels damage to a living creature touched (max 10d6) and gain that many temporary hit points for an hour (up to a maximum of temporary hit points equal to enough damage to kill them). Spell resistance applies.

4th

Biohazard Weapon
Mind's Edge Strike
Level: Mindwielder 4
Prerequisites: INT 14
Initiation Action: Standard
Range: Touch
Target: Piercing or Slashing Weapon Touched
Duration: 1 hour or until discharged
Saving Throw: Fortitude negates (see text)
You poison your weapon.

The next successful attack with the weapon poisons the target (initial and secondary 1d10, DC equal to strike's save DC).

Drain Potential
Mind's Edge Strike
Level: Mindwielder 4
Prerequisites: INT 14
Initiation Action: Standard
Range: Close (25 ft + 5 ft/2 levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: None.
You sap a creature's will to fight.

The target takes 1d4 negative levels but gets them back after 1 hour/level (max 15 hours)

Ear-splitting yell
Mind's Edge Strike
Level: Mindwielder 4
Prerequisites: INT 14
Initiation Action: Standard
Range: 30 feet
Target: Creatures and objects in a 30 foot cone
Duration: Instantaneous
Saving Throw: Fortitude partial or reflex negates (object)
You let loose a devastating yell.

Creatures in the area are deafened for 2d6 rounds and take 5d6 sonic damage. A fortitude save, if passed, reduces this to just taking half the damage and not being deafened. Crystalline objects must take a reflex save or take 1d6/level (max 15d6) sonic damage. Crystalline creatures take this damage and cannot make a reflex save, but can halve it with a fortitude save. Spell resistance only applies to objects.

Flames of Protection
Mind's Edge Boost [Fire or Cold]
Level: Mindwielder 4
Prerequisites: INT 14
Initiation Action: Standard
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None.
You wreathe yourself in fire.

Choose one:


You take half damage against cold attacks and have evasion against them; the shield deals fire damage.
You take half damage against fire attacks and have evasion against them; the shield deals cold damage.


The shield deals 1d6+1/level (max +15) damage to each creature who attacks you with its body or a handheld weapon without exceptional reach, subject to spell resistance.

Ki Blast
Mind's Edge Strike [Fire]
Level: Mindwielder 4
Prerequisites: INT 14
Initiation Action: See text
Range: Medium (100 ft + 10 ft/level)
Target: See text
Saving Throw: Reflex Half
You charge up a Ki blast and launch it at your foes.

Choose one:


As a swift action, deal 1d4/2 levels damage to one target
As a standard action, deal 1d6/level damage to all creatures in a 10-foot radius spread.
As a full action, deal 1d8/level damage to all creatures in a 15-foot radius spread
By spending 2 rounds, deal 1d10/level damage to all creatures in a 20-foot radius spread.

In any case, the damage is fire damage subject to spell resistance and capped at 10 dice of damage.

Mind's Edge Surge, Greater
Mind's Edge Strike
Level: Mindwielder 4
Prerequisites: INT 14
Initiation Action: Standard
Range: Medium (100 ft + 10 ft/level)
Target: One spellcaster, creature or object, or 20 ft radius burst.
Duration: Instantaneous
Saving Throw: None.
You dispel enemy effects.

You dispel spells just like with dispel magic.

Mobilise for War
Mind's Edge Strike
Level: Mindwielder 4
Prerequisites: INT 14
Initiation Action: Standard
Range: Long (400 ft + 40 ft/level)
Target: You and touched objects or other willing creatures touched.
Saving Throw: None and will negates (object).
You mobilise rapidly.

You move to a point within range. You can bring 1 medium or smaller creature per three initiator levels, with each size category above counting as twice as many medium creatures. All creatures being transported must be in contact, including you. Each creature including you can bring objects up to its light load.

After mobilising for war, you personally cannot act again this round.

Scare To Death
Mind's Edge Strike [Fear, Mind-affecting]
Level: Mindwielder 4
Prerequisites: INT 14
Initiation Action: Standard
Range: Medium (100 ft + 10 ft/level)
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Will negates, fortitude partial.
You try to scare a creature to death.

If your target fails a will save, they take 3d6 points of damage and must take a fortitude save or die of fear.

Shattering Weapon
Mind's Edge Boost
Level: Mindwielder 4
Prerequisites: INT 14
Initiation Action: Standard
Range: Touch
Target: Melee Weapon Touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
You release a weapon's destructive power.

The weapon's wielder can declare an attack once per round during the duration which lowers the creature struck's armour class and damage reduction by 5 (minimum 0), which lasts for one round but can be reinstated on the next. The will save is for a weapon to resist this ability, not for the struck creature.

Ybgib's Perfect Defence
Mind's Edge Boost [Force]
Level: Mindwielder 4
Prerequisites: INT 14
Initiation Action: Standard
Range: Medium (100 ft + 10 feet/level)
Target: One Creature
Duration: 1 round/level
Saving Throw: None
Ybgib mastered this defensive ability through years of intensive martial training.

You create a barrier exactly halfway between you and the target, and it always moves to remain that way. The barrier has the same maximum hit points as you, and AC 20 (-1 size +11 natural) and takes damage like a creature (but not attacks of opportunity or nondamaging effects). It halves the speed of creatures weighing less than 2000 pounds that try to push past it.

5th

Defensive Song
Mind's Edge Boost
Level: Mindwielder 5
Prerequisites: INT 15
Initiation Action: Standard
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: See text
You protect yourself by singing and dancing obnoxiously.

You get a +4 deflection bonus to AC. Creatures who attack you in melee take 1d8 sonic damage and must make a fortitude save or be knocked 5 feet away from you into an unoccupied space of your choice. If you can't place them, they take 1d8 more sonic damage instead.

Hold
Mind's Edge Strike
Level: Mindwielder 5
Prerequisites: INT 15
Initiation Action: Standard
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level, see text.
Saving Throw: Will negates, see text.
You hold a creature in place.

The creature is paralysed but can save again each round as a full action to end the effect.

Obliterate
Mind's Edge Strike
Level: Mindwielder 5
Prerequisites: INT 15
Initiation Action: Standard
Range: Medum (100ft + 10ft/level)
Target: One creature or 1 10-foot cube of nonliving matter.
Duration: Instantaneous
Saving Throw: Fortitude partial
You destroy a creature through inherent superiority.

If you hit a creature with a ray, you deal 2d6/level (max 40d6) damage to it. Fortitude saves, if successful, reduce this to just 5d6. If you deal enough damage to reduce them to 0 hit points, they're disintegrated. If you hit nonliving matter, you simply disintegrate a 10 foot cube of it.

Rending Surge
Mind's Edge Strike
Level: Mindwielder 5
Prerequisites: INT 15

This maneuver works just like greater mind's edge surge, except it can't be used to counterspell and deals 2 damage/spell level to each creature that has a spell effect removed from it. A creature can be affected more than once in this way.

Super Lightning Strike
Mind's Edge Strike [Electricity]
Level: Mindwielder 5
Prerequisites: INT 15
Initiation Action: Standard
Range: Long (400 ft + 40 ft/level)
Target: 1 primary target, plus 1/level (who must be within 30 feet of the primary).
Saving Throw: Reflex Half
You muster your martial power into a storm of lightning.

Choose a target and deal 1d6/level (max 20d6) electricity damage to it. Then, choose up to one target per level within 30 feet of it and deal half as much damage to each one as you just dealt to the primary target. Then, each creature takes a reflex save to halve the damage. No target can be affected more than once. Spell resistance applies to this attack.

Tiring Wave
Mind's Edge Strike
Level: Mindwielder 5
Prerequisites: INT 15
Initiation Action: Standard
Range: 30 feet
Target: All creatures within a 30 foot cone.
Duration: Instantaneous
Saving Throw: None.
You tire creatures out.

The targets are fatigued; spell resistance applies. This doesn't affect already-fatigued targets.

Unbidden Chill, Greater
Mind's Edge Strike [Cold]
Level: Mindwielder 5
Prerequisites: INT 15
Initiation Action: Standard
Range: Close (25 ft + 5 ft/level)
Target: One creature
Saving Throw: None.
You freeze a creature solid with a mere gesture. Oh, and martial prowess.

If you hit the target with a ray, deal 1d6/level (max 25d6) cold damage to them. Spell resistance applies against this attack.

Ybgib's Perfect Assault
Mind's Edge Strike [Force]
Level: Mindwielder 5
Prerequisites: INT 15
Ybgib's greatest weapon is this: the power to whack enemies with a protective barrier.

Ybgib's Perfect Assault works just like Ybgib's Perfect Defence, but can attack enemies. Its attack bonus equals your initiator level plus your intelligence, +11 from its own strength, and -1 for being large. When it hits, it deals 1d8+11 damage and each damaged creature must take a fortitude save or be stunned for one round. It can also bull rush with a +15 bonus on the strength check, or just get in the way like Ybgib's Perfect Defence. Either way, changing what the barrier is doing or to whom is a move action.

LastCenturion
2016-04-01, 05:13 PM
Conflagration[/B]
Mind's Edge Strike
Level: Mindwielder 1
Prerequisites: INT 11
Initiation Action: Standard
Range: 15 foot
Target: Creatures in a 15 foot cone.
Saving Throw: Reflex half
You use your martial talent to set the area nearby ablaze.

Each creature in the cone takes 1d4 points of fire damage per level, though spell resistance is allowed against this attack. Flammable items in the area catch on fire.

-somehow more text-

... So basically Burning Hands with no maximum damage? Nice.

Jormengand
2016-04-01, 05:17 PM
... So basically Burning Hands with no maximum damage? Nice.

Urk! Mistake! It's meant to be capped. Thankya.

Anything else?

pi4t
2016-04-19, 04:47 AM
Normally I like the homebrew that you make, and make a point of reading it through, but in this case I'm afraid I don't really like it. I should say that I play Pathfinder with 3.5 content mixed in, so am comparing it Path of War, the Pathfinder version of Tome of Battle - it's possible that ToB itself implemented things differently.

The class just feels like a gish, with the "manoeuvres" more like spells under a different name. They don't have the longevity and recovery mechanics that make PoW manoeuvres different to spells, you suffer most of the downsides of spellcasting (AoO, spell failure, etc - note that not even all *actual* spellcasting suffers from spell failure!) and the manoeuvres themselves are explicitly magical and most mimic the effects of spells under a different name. Compare Conflagration, which seems to be identical to burning hands (and doesn't give an explanation for how "your martial prowess" allows you to summon fire..." to, say, the Shards of Iron strike from PoW (quoted below), which gives you a normal attack with a no save staggered debuff if it's successful. That's something which a caster can't do with a 1st level spell AFAIK; and even if they could, an arcane caster probably wouldn't want to because of BAB concerns. The only way in which the class's abilities are like manoeuvres is that you take feats and things which apply to manoeuvres, rather than ones which apply to spells.

As a gish-in-a-can, the class doesn't seem very strong either, although perhaps I've been spoiled by Pathfinder's excellent implementation of the concept in the form of the Magus (http://www.d20pfsrd.com/classes/base-classes/magus), which gets similar abilities to the Mindwielder (Spellstrike is extremely similar to Bladebound Strike, for instance, and in fact I'd recommend looking at it to see if you can borrow its phrasing for Bladebound Strike), but also gets strong abilities that the Mindwielder has no equivalent of, like the ability to "two weapon fight" with a spell and a 1h weapon (from level 1).

In terms of actual errors, incidentally, sudden initiation cuts off mid sentence.


Shards of Iron Strike

Discipline: Broken Blade (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent's vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.

Jormengand
2016-04-19, 01:02 PM
The class just feels like a gish, with the "manoeuvres" more like spells under a different name. They don't have the longevity and recovery mechanics that make PoW manoeuvres different to spells, you suffer most of the downsides of spellcasting (AoO, spell failure, etc - note that not even all *actual* spellcasting suffers from spell failure!) and the manoeuvres themselves are explicitly magical and most mimic the effects of spells under a different name. Compare Conflagration, which seems to be identical to burning hands (and doesn't give an explanation for how "your martial prowess" allows you to summon fire..." to, say, the Shards of Iron strike from PoW (quoted below), which gives you a normal attack with a no save staggered debuff if it's successful. That's something which a caster can't do with a 1st level spell AFAIK; and even if they could, an arcane caster probably wouldn't want to because of BAB concerns. The only way in which the class's abilities are like manoeuvres is that you take feats and things which apply to manoeuvres, rather than ones which apply to spells.

The mindwielder is an exact clone of the duskblade, right down to the janky ASF. The ability that cuts off mid-sentence is a reference to the Tome of Battle errata, which famously cuts off mid-sentence (and turns into the errata for a different book, but that's another matter). I chose the ability that could be cut off most easily without actually affecting how the class functions (Actually, the sentence has no real ending. I suppose "Require a standard action to use it.").

The reason I made this class is as a joke about how tome of battle classes are really gishes. It annoys me when I want to play a mundane character, and someone says that I should play a character who can throw a weapon at mach eight hundred seventy nine (http://www.giantitp.com/forums/showsinglepost.php?p=19879320&postcount=136), or teleport around, but it has an (Ex) tag so that's okay. This class was a play on the whole "I have so much martial skill that I can do completely impossible things!" The fact that no-one noticed that it wasn't an authentic attempt at a ToB class (come on, it was posted April 1st!) worries me, and perhaps proves my point.

As an added bonus, look at the maneuvers which were invented by someone (such as Eroglek's Burning Blast and Ybgib's Unbalancing Gesture). Look at the names of the inventors really closely...

pi4t
2016-04-19, 05:24 PM
The mindwielder is an exact clone of the duskblade, right down to the janky ASF. The ability that cuts off mid-sentence is a reference to the Tome of Battle errata, which famously cuts off mid-sentence (and turns into the errata for a different book, but that's another matter). I chose the ability that could be cut off most easily without actually affecting how the class functions (Actually, the sentence has no real ending. I suppose "Require a standard action to use it.").

The reason I made this class is as a joke about how tome of battle classes are really gishes. It annoys me when I want to play a mundane character, and someone says that I should play a character who can throw a weapon at mach eight hundred seventy nine (http://www.giantitp.com/forums/showsinglepost.php?p=19879320&postcount=136), or teleport around, but it has an (Ex) tag so that's okay. This class was a play on the whole "I have so much martial skill that I can do completely impossible things!" The fact that no-one noticed that it wasn't an authentic attempt at a ToB class (come on, it was posted April 1st!) worries me, and perhaps proves my point.

As an added bonus, look at the maneuvers which were invented by someone (such as Eroglek's Burning Blast and Ybgib's Unbalancing Gesture). Look at the names of the inventors really closely...

Facepalm. Somehow or other I stumbled across this and somehow got into my head that the post was from the last couple of days. I was AFK for a week or so after April 1st, and obviously didn't notice this before I left, so seeing it now, with so few comments, I failed a spot check and assumed you'd just posted it. I'm also not very familiar with the duskblade - I've more or less ignored it for most of the reasons I mentioned above ;)

Based on the very small number of comments, I don't think it's so much that no one noticed, but that people who did notice chuckled and moved on rather than revealing the joke. If people had been taken in, you'd have got rather more comments...well, like mine.