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  1. - Top - End - #1
    Ettin in the Playground
     
    Temotei's Avatar

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    Default Base Class Challenge V - You're MIND!

    You're MIND!

    Welcome to base class challenge number five! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!


    1. You will be creating an original base class based around the power of the mind; illithid slayers, psionic powerhouses, scholars, and warriors capable of astounding feats through strength of will are all possibilities. There are no other restrictions other than that you cannot have posted your entry anywhere else before. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!

    2. Submissions are due by April 13th, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but the overall format should be somewhat similar. Mostly, just make it easy on the eyes.

    3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.

    4. Plagiarism is strictly forbidden.


    The chat thread is here. Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries belong in this challenge thread.

    Ready?

    MIND!
    Last edited by Temotei; 2011-03-06 at 02:51 PM.
    Base Class Contest XXI - Can I Get Some Booze From the Crowd?
    Chat Thread
    Voting Thread

    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  2. - Top - End - #2
    Ettin in the Playground
     
    Temotei's Avatar

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    Default Re: Base Class Challenge V - You're MIND!

    Base Class Name

    Put an image of your class here!

    Put a quote by or about a member of your class here!

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

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

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

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    |Class Ability[/table]

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):
    Base Class Contest XXI - Can I Get Some Booze From the Crowd?
    Chat Thread
    Voting Thread

    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  3. - Top - End - #3
    Bugbear in the Playground
     
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    Default Re: Base Class Challenge V - You're MIND!

    The Nightmare Sculptor



    Let me tell you of what I have seen, child. Let me tell you of my dreams...... - Manic Jones, the Baleful

    Most beings in creation have felt fear. Fear is something that seems to persist in the minds of every being, even if it were not the fear that sends you running, screaming in horror. Fear comes in different shapes, and different forms, and some feel it more than others.
    And then there are the special kind of paranoid people.
    Spellcasters of misfortune and not by choice, the way one becomes a Nightmare Sculptor is when a being with magical potential suffers a phobia induced psychotic breakdown, their fears ruling their lives. Most just die a pitiful death, and a few unlucky ones have their fears made real by their magical potential. The few that can defy their fears with wills of iron can use their minds to pull themselves together, direct their fears, make them real, and become them.

    They would be the Nightmare Spinners. And many learn to fear them, by word or by example.

    Adventures: A Nightmare Sculptors most common reason for adventuring is a simple one - the more worries of simpler things they might have - rations running out, dodging traps, conversing with nobles and kings, the less their fear has the ability to creep into their minds. More malicious Nightmare Sculptors might see their unending torment as a blessing from their god and wish to "bless" others with what they have. There are also a noble few who fight fire with fire and use their powers so no-one may live in a life of fear, like they do every day.

    Characteristics: The class thrives on its spellcasting, using it's arcane talent to make their endless terrors into terrors more material and thus easily fitting the slot of spellcaster, although their spell list is limited by what the Nightmare Sculptor feared so much that their mind fell apart.

    Alignment: All Nightmare Sculptors share a vaguely common outlook of amorality and thus most are Non-Good, although this does not mean Nightmare Sculptors cannot be Good - It just makes it all the harder. A Nightmare Sculptor has no preposition towards Law or Chaos, with each Nightmare Sculptor approaching their skills with a different outlook

    Religion: Nightmare Spinners rarely worship anything, thinking that no god bar the insane would allow what made them to occur. The few that are not insane devotees to mad gods like Thazridun mainly worship Boccob, knowing that he does not care for how they use magic, only that they have magic in their soul.

    Background: There is but one way to become a Nightmare Sculptor - the psychotic breakdown of a creature with the potential for magic, or an existing magical powers. Although most are made by accident, a few sick cults intentionally drive magical-inclined victims to madness, so that they may experience the "gift", and some people even seek out the psychosis all by themselves, desperate for that little extra power.

    Races: The more savage races, like Orcs or Jerren(BoVD) are more likely to become Nightmare Sculptors, with more of their kind going insane. Humans and dwarfs are also prone to having Nightmare Sculptors, with their more advanced lives highlighting more things to fear that more primitive people would not. In fact, most beings can become Nightmare Sculptors with the right misfortunes, although creatures like Warforged who fear very little bar certain circumstances, and Thri-Kreen and Elves who do not sleep proudly have very few Nightmare Sculptors, although these races becoming Nightmare Sculptors is not outright impossible. This class is bolstered by dreams and nightmares, but runs on fear, something even the dreamless can know.

    Other Classes: Most of the time, Nightmare Sculptors do not care about a persons decision in life. Bards can drown out the horrors with music and singing, they wish they could become so uncaring as a Barbarian in a rage, and they envy the versatility of other casters like Sorcerers and Wizards, although consider them lucky they did not become spellcasters like they did. Their disdain is reserved for divine-related classes, such as Clerics, Crusaders and Paladins, as generally Nightmare Sculptors believe the gods had forsaken them long ago, and are bitter about how the priests and fighters gain their gods affection out of fanaticism, while they were left to suffer simply because they devoted their lives to other things. Archivists are the exception, as they simply use the divine, and not necessarily worship it. Even they are treated with cold glares, not that most people get anything nicer.

    Role: The main role a Nightmare Sculptor will take is that of a primary debuffer and secondary caster, using their arcane spells of fear to demoralize and torment their foes so the more martial-bent of their group may cut them down, or to outright kill the target instead with malicious spells of death.

    Adaptation: The only defining feature of this class is that the Nightmare Sculptor must of known extreme fear in their lives. This makes it easy to insert into campaigns, such as making connections to the Quori in Eberron and the Shadow Weave in Forgotten Realms.

    GAME RULE INFORMATION
    Nightmare Sculptors have the following game statistics.
    Abilities: The Nightmare Sculptor depends mainly on Wisdom to fuel his spells and class abilities, and to bolster his will against the nightmares that plague him. Constitution is useful to harden his body against the various pains that might strike him as an adventurer, and Dexterity is useful to avoid these pains in the first place.
    Alignment: Any.
    Hit Die: d6
    Starting Age: Simple.
    Starting Gold: As Cleric.

    Class Skills
    The Nightmare Sculptors class skills (and the key ability for each skill) are Autohynosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All, taken individually) (Int), Performance (Oratory), Profession (Wis), Ride (Dex), Spellcraft (Int) and Use Magical Device (Cha).

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

    The Nightmare Sculptor
    Spoiler
    Show

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Armored Mage, Numb to Nightmares, Phobic Path|5|3

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Skill Focus|6|4

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Let Me Tell You A Story|6|5

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Advanced Learning|6|6|3

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Touch of Slumber, Nightmare Steed|6|6|4

    6th|
    +3
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    +2
    |
    +2
    |
    +5
    |Fear Me|6|6|5|3

    7th|
    +3
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    +2
    |
    +2
    |
    +5
    |Live My Nightmare|6|6|6|4

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Advanced Learning|6|6|6|5|3

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Fear Me Regardless|6|6|6|6|4

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Sleepwalker Servants|6|6|6|6|5|3

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Greater Nightmare|6|6|6|6|6|4

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Advanced Learning, Share Your Worries|6|6|6|6|6|5|3

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |-|6|6|6|6|6|6|4

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Seeds of Paranoia|6|6|6|6|6|6|5|3

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Booming Voice|6|6|6|6|6|6|6|4

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Advanced Learning|6|6|6|6|6|6|6|5|3

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Nonsensical Mind|6|6|6|6|6|6|6|6|4

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Nightmares Made Real|6|6|6|6|6|6|6|6|5|3

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Even Beasts Slumber|6|6|6|6|6|6|6|6|6|4

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Advanced Learning, Your Logic Is Not Welcome Here|6|6|6|6|6|6|6|6|6|5[/table]

    Class Features

    Weapon and Armor Proficiencies: The Nightmare Sculptor gains proficiency with Light Armor, all simple weapons, and one martial weapon of their choice.

    Spellcasting: A Nightmare Sculptor casts arcane spells, which are drawn from the Nightmare Sculptor’s spell list. Like a sorcerer, they can cast any spell they know without preparing it ahead of time. When a Nightmare Sculptor gains access to a new level of spells, they automatically know all the spells for that level given on the Nightmare Sculptor spell list. Nightmare Sculptors also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
    To cast a spell, a Nightmare Sculptor must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Nightmare Sculptor’s spell is 10 + the spell’s level + the Nightmare Sculptor's Wisdom modifier. Like other spellcasters, a Nightmare Sculptor can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the class table above. In addition, they receive bonus spells for a high Wisdom score (see Table 1–1 on page 8 of the Player’s Handbook).

    Armored Mage(Ex): The somatic components required for Nightmare Sculptor spells are simple, so members of this class can cast Nightmare Sculptor spells while wearing light armor without incurring the normal arcane spell failure chance. They still incur the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a Nightmare Sculptor wears medium or heavy armor, or uses a shield, they incur the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).

    Numb to Nightmares (Ex): The Nightmare Sculptor has long been subject to horrors, borne from their own mind. Thus, the fears that can be created by other men simply do nothing for Nightmare Sculptors. A Nightmare Sculptor gains immunity to fear. This immunity ignores anything that would subvert it, such as the Dread Witch's Greater Mastery of Terror class feature. This is not borne by magic or training. The Nightmare Sculptor just does not care.
    One note is that if the DM rules that the Nightmare Spinner encounters something closely related to their Phobic Path, this class ability is negated for 5 rounds as they temporarily lose the plot.

    Phobic Path: At the start of their journey through paranoia, the Nightmare Sculptor must make a grim decision - what phobia defines them best? At 1st level, a Nightmare Sculptor chooses one of the paths below. They then add the spells noted to their spell list, and treat them as any other spell on their spell list (Divine Spells, if any, are cast as Arcane Spells by the Nightmare Sculptor). A few exceptions may occur, but each path, one way or another, gives the Nightmare Sculptor one spell of levels 1st-9th.

    Skill Focus: At 2nd level, the Nightmare Sculptor gains Skill Focus (Intimdate) as a bonus feat.

    Let Me Tell You A Story (Ex): At 3rd level, the Nightmare Sculptor can use their talking skills to greater terrify their enemies. The Nightmare Sculptor treats their total ranks in Intimidate as their original ranks in Intimidate, plus their ranks in Perform (Oratory). This ignores the skill rank cap, but only specifically for this ability.

    Advanced Learning: At 4th level, a Nightmare Sculptor can add a new spell to their list, representing the result of personal study and experimentation. The spell must be a cleric or wizard spell with the [Mind Affecting] tag, and of a level no higher than that of the highest-level spell the Nightmare Sculptor already knows. Once a new spell is selected, it is added to that Nightmare Sculptor’s spell list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a wizard spell, use the higher of the two spell levels (when different) to determine what level the spell is for a Nightmare Sculptor. A Nightmare Sculptor gains an additional new spell at 8th, 12th, 16th, and 20th level.

    Touch of Slumber (Su): At 5th level, your very touch forces the awake into the land of the dream-world. You gain a touch attack that puts any creature that fails their Will save to Sleep (As per the spell, only without a HD limit). The save DC is 10 + The Nightmare Sculptor's Wis Mod + 1/2 of the Nightmare Sculptor's Caster Level. This touch attack may be used a number of times per day equal to the Nightmare Sculptor's caster level/2.

    Nightmare Steed (Su): At 5th level, you gain a steed of flames and horror, bound to your soul by arcana best left unasked. You gain a Nightmare as a mount akin to a Paladin's mount, using your Nightmare Sculptor levels as your effective Paladin level to determine the benefits and how long you can summon your steed for.

    Fear Me (Ex): At 6th level, the Nightmare Sculptor oozes fear out of their bones, and can make the weak flee with a glance. The Nightmare Sculptor gains a Gaze Attack that makes anyone seeing into the Nightmare Sculptor's eyes make a Will Save (DC is 10 + Half their levels in Nightmare Sculptor + Wis Mod) or be affected by a Fear spell, with a caster level equal to the Nightmare Sculptor's caster level. However, the Nightmare Sculptor must expend a Move Action to activate this Gaze Attack, which functions for the entire round. At 12th level, this effect benefits from the Nightmare Sculptor's Fear Me Regardless class ability as if it were being cast like a spell. Allies are unaffected by this ability, if the Nightmare Sculptor wishes.

    Live My Nightmare (Su): At 7th level, the Nightmare Sculptor can share their nightmares with any that dare intrude their privacy. Whenever someone successfully targets the Nightmare Sculptor with a divination spell or effect, they can send that caster a nightmarish vision, borne from the Nightmare Sculptors paranoia, misery and spite. The divining creature must, upon casting/activating the effect, immediately make a Will save (DC 14 + The Nightmare Sculptors Wis modifier) or lose the effects of the spell/effect, and a Fortitude save (DC 14 + The Nightmare Sculptors Wis modifier) or take 2 points of Wis Drain. This ability has the [Mind Affecting] and [Fear] tags (But is NOT a Death effect) where applicable, benefits from the Nightmare Sculptors Fear Me Regardless class ability as if it were a spell, and can be suppressed/reactivated as a free action.
    At 15th level, when the diviner in question makes their Fortitude Save, if they succeed they still take the 2 points of Wis Drain. However, if they fail the save they instead die on the spot from mental shock.

    Fear Me Regardless (Ex): At 9th level, the Nightmare Sculptor is so knowledgeable about fear that pathetic things like the blessing of a god, or that fact your dead doesn't stop them. They simply adapt. When a Nightmare Sculptor casts a spell, they may choose to ignore any [Mind Effecting] and [Fear] tags the spell might have, thus subverting any immunity to these effects.

    Sleepwalker Servants (Su): At 10th level, the Nightmare Sculptor can make anyone sleeping into his own servants, propelled by the nightmares he can induce. The Nightmare Sculptor gains the ability to induce a special form of Sleepwalking to any living humanoid that is asleep, by magical means or not. The sleeping creature then makes a Will Save, using the same DC as the Nightmare Sculptor's Touch of Slumber. If they succeed, the humanoid immediately wakes up, and if they fail the save they stay asleep, but get up and start sleepwalking. Treat the creature as being under the effects of Dominate Person, with the stipulation that the spell is broken (and the person wakes up) if the humanoid takes more damage each turn than the Nightmare Sculptor's class levels. If the person wakes up in this way, they are instantly dazed for one round. A Nightmare Sculptor can only have a maximum number of HD worth of Sleepwalker Servants equal to their Caster Level times four, with no individual creature having more HD than the Nightmare Sculptor.

    Greater Nightmare (Ex): At 11th level, your Nightmare Steed has now grown into an exemplar of its race. Instead of summoning a Nightmare, you now summon a Cauchemar Nightmare with your Nightmare Steed class ability.

    Share Your Worries (Ex): At 12th level, the Nightmare Sculptor of all people, can make a good listener. They know that the horrors the mind can make, inside and out. In fact, they have been known to heal mental integrity with their conversations with their words, and bolster their knowledge of that which induces fear with it. After all, one mind can only imagine so much.
    A number of times per day equal to their Wis Mod, a Nightmare Sculptor can converse with a willing creature (creatures with 0 WIS are considered willing regardless) that can hear and understand them for one minute.
    If they do, they gain an Insight Bonus to Intimidate checks equal to that creature's CR, and that creature is healed a number of points of Wis Damage/Drain equal to the Nightmare Sculptor's Wis Mod (Damage is healed before Drain). A small side effect is that the worry sharer doesn't really find the Nightmare Sculptor scary for a while, and so demoralization checks the Nightmare Sculptor makes against that person automatically fail, for 24 hours.

    Seeds of Paranoia (Su): At 14th level, the Nightmare Sculptor is terror incarnate, and they may sow the seeds of paranoia in their spells. Wis Mod times per day, when the Nightmare Sculptor may infect their spells with a little extra. On top of the normal saves the target makes, it must make one additional Will Save or contract a special kind of Cackle Fever, with an Incubation Period of Instantaneous, and the disease cannot be spread to other victims. This disease ignores immunity to disease (unless the target has Wis -), as it it only an infection in the most basic sense, and more mental degradation. The only way to remove this special disease is to make an opposed Dispel check (Use the Nightmare Sculptor's caster level in this case). While under the disease, the victim loses the ability to tell their dreams from reality slowly, and becomes more un-trusting and paranoid. At the end of their wretched lives, victims of this malady normally live alone, psychotic and delusional.

    Booming Voice (Ex): At 15th level, the endless night terrors finally give you a benefit of sorts. Your voice, used to screaming at full capacity, now carries sound more clearly and loudly, allowing you to better get across why your opponent is going to die. You gain a +5 untyped bonus to Intimidate checks.

    Nonsensical Mind (Ex): At 17th level, your mind has gone beyond being pleasant to read, and anyone who plumbs its depths only reads screaming - if they're lucky. The Nightmare Sculptor gains a continual Mind Blank on their person. Unlucky diviners still must make a Will Save or suffer the effects of your Live My Nightmare class ability - only, on a successful save all they get is the arcane equivalent of static.

    Nightmares Made Real (Su): At 18th level, when the Nightmare Sculptor sleeps, the dreams literally pour out, and induce torment into their enemies. While the Nightmare Sculptor sleeps, the land around them is affected by a Shadow Landscape spell, centered on the Nightmare Sculptor. Allies are unaffected.

    Even Beasts Slumber (Su): At 19th level, you can invade the dreams of even the most alien creatures. Your Sleepwalker Servants ability can now affect creatures of any type, provided they are asleep.

    Your Logic Is Not Welcome Here (Ex): At 20th level, the Nightmare Sculptor becomes so steeped in terror and fear and madness that they become a creature of nightmares and fear and pathological madness. The Nightmare Sculptor takes no penalties for ageing and their maximum age becomes Infinite, and they gain a continual Greater Visage of the Deity (SpC p231) on their person, with the Nightmare Sculptor being treated as an Evil Cleric for the spell, regardless of their actual alignment.

    Nightmare Sculptor Spell List;
    Spoiler
    Show
    0th - All
    1st - Bane, Cause Fear, Doom, Lesser Confusion, Remove Fear, Sleep, Vigilant Slumber(SpC).
    2nd - Curse of Ill Fortune(SpC), Crystalline Memories(CM), Delusions of Grandeur(SpC), Scare, Touch of Madness, Torrent of Tears(CM).
    3rd - Bestow Curse, Crushing Despair, Mesmerizing Glare(SpC), Nightmare Terrain(CM), Phantasmal Assailant(SpC), Phantasmal Strangler(CM).
    4th - Confusion, Fear, Phantasmal Killer, Modify Memory, Sensory Deprivation(SpC), Wrack(SpC).
    5th - Mass Curse of Ill Fortune(SpC), Blade of Pain and Fear(SpC), Bolts of Bedevilment, Endless Slumber(CM), Fever Dream(CM), Nightmare.
    6th - Barghest's Feast(SpC), Circle of Death, Dream Casting(SpC), Dream Sight(SpC), Fleshshiver(SpC), Symbol of Fear.
    7th - Brain Spider(SpC), Greater Bestow Curse(SpC), Finger of Death, Insanity, Scourge(SpC), Solipsism(SpC).
    8th - Ghostform(SpC), Flensing(SpC), Maddening Scream, Maddening Whispers(SpC), Symbol of Death, Wrathful Castigation(SpC),
    9th - Black Blade of Disaster*(SpC), Power Word Kill, Programmed Amnesia(SpC), Shadow Landscape(SpC), Wail of the Banshee, Wierd.

    *Use your Wis Bonus instead of Cha/Int
    Spell Location Key
    (SpC) - Spell Compendium
    (CM) - Complete Mage


    Phobic Paths

    Path of the Cerebrotic;
    Spoiler
    Show
    Madness is in the minds of many unlucky beings, and manifest in many ways. The fear that creates a Nightmare Sculptor normally induces such madness, and it plagues them for the rest of their lives, always having a seat reserved in the mind of the poor soul. But some people suffer such a psychotic breakdown that whatever made them go insane is drowned out by the screaming. And if that person becomes a Nightmare Sculptor, they can share that madness.

    They can share it with everyone.


    A Nightmare Sculptor that chooses this path gains the Cerebrosis (Dragon #330) as a bonus feat, ignoring the prerequisites.


    Path of Confinement;
    Spoiler
    Show
    In many lands there exist tyrannies that will imprison and kill at the drop of a hat. The unlucky few that ran too slow get locked up, have their only key out thrown away, and left to rot. Most do, especially the Undead. But the four walls, the rats, the torture..........it makes sure that whatever sanity you once had is corroded away into nothing but the murky sludge of madness.

    At least in madness, there is the possibility that one can be "free".


    A Nightmare Sculptor that chooses this path adds the following spells to their spell list:
    1st - Hold Portal
    2nd - Hold Person
    3rd - Bands of Steel(SpC)
    4th - Wingbind(SpC)
    5th - Blade Barrier
    6th - Hold Monster
    7th - Mass Hold Person
    8th - Binding
    9th - Imprisonment


    Path of the Cystic;
    Spoiler
    Show
    There are a "lucky" few Nightmare Sculptors that are blessed with a never-ending disease in their body, something that permeates within their form and eats away at their soul. Most die from this, and the unlucky live a broken corrupted life. But Nightmare Sculptors that have this disease can use the cyst that dwells beneath them to power spells of infectious horror.

    Aren't they lucky?


    A Nightmare Sculptor that chooses this path at 1st level gains the Mother Cyst feat (Libris Mortis p28) as a bonus feat, ignoring the prerequisites.


    Path of the Nightbane;
    Spoiler
    Show
    The shadows. The unseen. The night. It induces fear into the hearts of children without fail, and commonly induces fear into adults too. But some people, paranoid people, fear what it could hold. What horrors lurk inside the shadows. It cripples them, binds them, and in their madness finds them. And so, to ask a question;

    Is it better to fear the horrors one can see, or to fear the horrors that could be?


    A Nightmare Sculptor that chooses this path adds the following spells to their Nightmare Sculptor spell list;
    1st - Nightshield
    2nd - Shadow Spray
    3rd - Shadow Binding
    4th - Shadow Conjuration
    5th - Shadow Evocation
    6th - Shadow Walk
    7th - Greater Shadow Conjuration
    8th - Greater Shadow Evocation
    9th - Shades


    Path of Oblivion;
    Spoiler
    Show
    Death. It inspires fear into everyone but fanatics and madmen, who "know" of rewards from their gods that are given to the loyal. What if they are wrong? What if the gods are just powerful outsiders, like the Athar preach? Sure, most people harp on about how they've been to the Outer Planes, but what if? No! That's not the afterlife! That's just some palace, or, or.......what if that trip to Celestia was just a Beguiler pulling your leg? What if something goes wrong at your death? What if your soul is stolen and used to fuel the schemes of devils? What if there is nothing but the mind's cessation of thought, and the damning silence that entails this?

    One could be happy that oblivion is fair to all, at the very least.


    A Nightmare Sculptor that chooses this path adds the following spells to their Nightmare Sculptor spell list;
    1st - Corrosive Grasp
    2nd - Shatter
    3rd - Slow
    4th - Enervation
    5th - Feeblemind
    6th - Ray of Entropy
    7th - Disintergrate
    8th - Blackfire
    9th - Sphere of Ultimate Destruction


    Path of the Vermin;
    Spoiler
    Show
    It is said that a rat is no more than 5 meters away from you, on average. For some unlucky few, that number is far too big. The feeling of exoskeleton and horrid fur rubbing against flesh is a feeling some do not want to feel (or suffer). Nightmare Sculptors can summon creepy crawlies and horrible nasties to make the unlucky feel the fur, hear the chattering of teeth, and see the many faceted eyes.

    Good gods, so many eyes..........


    A Nightmare Sculptor that chooses this path adds the following spells to their spell list;
    1st - Summon Nature's Ally I (Dire Rat only)
    2nd - Summon Swarm
    3rd - Spiderskin (Underdark)
    4th - Giant Vermin
    5th - Insect Plague
    6th - Dridershape(Drow of the Underdark)
    7th - Stone Spiders(PGtF)
    8th - Creeping Doom
    9th - Spider Shapes(PGtF)

    PGtF - Player's Guide to Faerun


    Feats

    Acquired Psychosis
    Prerequisite: Fear Me class ability, able to cast 3rd level spells.
    Benefit: Choose one Phobic Path you have not already chosen as your Phobic Path at your 1st level of Nightmare Sculptor. Add the spells listed in that path to your Nightmare Spinner spell list. If the Phobic Path instead offers a bonus feat, you gain that feat as a bonus feat instead.
    Special: You may take this feat multiple times. Each time, pick a path you have not already chosen as your Phobic Path at either your first level of Nightmare Sculptor or with a previous feat, and add the spells to your spell list/gain the feat listed as a bonus feat.
    Last edited by TheGeckoKing; 2011-10-13 at 03:06 PM.

  4. - Top - End - #4
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    Default Re: Base Class Challenge V - You're MIND!

    Warrior Poet

    Spoiler
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    ”I sing of the ancient skies,
    Fool hardy lies,
    That filled the minds of my fathers,
    Chasing away their bothers.

    I sing of the roaring fires,
    That tore through lyres,
    Broke up homes,
    And ate the tomes.

    I sing of the sacrifice my mothers made,
    to fight away the warring raid.
    the wounds they received,
    their sister’s corpses seen bleed.

    I sing of the sacrifice of the strong,
    For the idiot throng,
    I will not make
    That same mistake.”

    --Lisaan Oroubourous, Warrior Poet of the Singing Thrush

    Warrior Poets are those who practice both the art of song, of poetry, of the bard, and who also fight for what they believe in. The Warrior Poets do not act without thought, or with slow thinking. The essence of the Warrior Poet is sharp. Sharp like a single strand of grass, or like a vein of lightning. The Warrior Poet slices through the darkness, slices through the ignorance, the stupidity. The Warrior Poet slices with a blade made of truth, a song that sings through the darkness.

    Adventures: Warrior Poets adventure not to find money, or power, or friendship. The Warrior Poet adventures to sharpen themselves, to find what their edge is, and to create the words that will slice through the darkness of their mind. The most experienced Warrior Poets adventure to slice the darkness, to cut through all that is ignorant.
    Characteristics: The Warrior Poets are able to use the abilities of the Sublime Way, and other disciplines of martial prowess as well, in order to disable and destroy their enemies. They can also use song or poetry to inspire allies.
    Alignment: Warrior Poets can be of any alignment, although some favor law more than chaos.
    Religion: Warrior Poets can be of any religion, although many come from arts-focused religions, their patron gods being those of the arts and song.
    Background: Warior Poets come from many backgrounds. They tend to be from more civilized cultures, but they can appear just as frequently in “barbaric” cultures as well, as war chanters, as dirgesingers, etc.
    Races: Any race may be a Warrior Poet. Elves (grey elves especially) are well suited for the role, but really any race is able to become a Warrior Poet at the very least. Those who are naturally less intelligent (who have an Intelligence penalty) have a harder time, admittedly.
    Other Classes: Warrior Poets tend to seem very aloof from others, and this can lead to some hard interaction between the Warrior Poet and fighters, rogues, barbarians, warblades, and other less “civilized” classes. Of course, this only applies to the Warrior Poets who specifically do their learning in a college. Some learn of their own accord, and are able to hand around just about anyone. Wizards and casters tend to be more esteemed by the Warrior Poet. Swordsages are often respected by Warrior Poets for their astounding knowledge of war. Crusaders and Paladins are considered more of nuisances, their ideals little more than things to be written about by the Warrior Poet.
    Role: Warrior Poets can take on several different roles. They are able to function as melee “Tanks” so to speak, they can function as battlefield controllers, disabling enemies, they can function as able melee combatants, they can function as skill monkeys, with a fairly varied list of skills and they can also buff the party at the same time.


    Abilities: Intelligence is the primary ability score for the Warrior Poet. Strength is also important, as is Constitution. Any other ability score is mostly just for kicks, although dexterity can be important.
    Alignment: Any
    Hit Die: d10
    Starting Age: Simple.
    Starting Fighter: As Fighter.

    Class Skills: Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Jump (Str), Knowledge (All, taken individually) (Int), Listen (Wis), Martial Lore (Int), Perform (All; taken individually) (Cha), Spot (Wis), Swim (Str), and Tumble (Dex).
    Skill Points at 1st Level: (6 + Intelligence Modifier)x4
    Skill Points at Each Additional Level: 6 + Intelligence Modifier

    The Warrior Poet
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Tactical Verse (Least)|
    4
    |
    4
    |
    1

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Battle Poetry (Perform)|
    5
    |
    4
    |
    1

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    ||
    6
    |
    4
    |
    1

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Tactical Verse (Lesser)|
    6
    |
    5
    |
    1

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    ||
    7
    |
    2
    |
    1

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Tactics of the Warrior|
    7
    |
    5
    |
    2

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    ||
    8
    |
    5
    |
    2

    8th|
    +6/+1
    |
    +6
    |
    +6
    |
    +2
    |Battle Poetry (Saves)|
    8
    |
    6
    |
    2

    9th|
    +6/+1
    |
    +6
    |
    +6
    |
    +3
    |Tactical Verse (Greater)|
    9
    |
    6
    |
    2

    10th|
    +7/+2
    |
    +7
    |
    +7
    |
    +3
    |Quickened Poetry|
    9
    |
    6
    |
    2

    11th|
    +8/+3
    |
    +7
    |
    +7
    |
    +3
    ||
    10
    |
    6
    |
    3

    12th|
    +9/+4
    |
    +8
    |
    +8
    |
    +4
    |Tactics of the Warrior|
    11
    |
    6
    |
    3

    13th|
    +9/+4
    |
    +8
    |
    +8
    |
    +4
    ||
    12
    |
    7
    |
    3

    14th|
    +10/+5
    |
    +9
    |
    +9
    |
    +4
    |Battle Poetry (Attacks)|
    12
    |
    7
    |
    3

    15th|
    +11/+6/+1
    |
    +9
    |
    +9
    |
    +5
    ||
    13
    |
    7
    |
    3

    16th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Tactical Verse (Artisan)|
    14
    |
    7
    |
    4

    17th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    ||
    15
    |
    7
    |
    4

    18th|
    +13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Tactics of the Warrior|
    15
    |
    7
    |
    4

    19th|
    +14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    ||
    16
    |
    8
    |
    4

    20th|
    +15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Songstrike, Battle Poetry (Damage)|
    17
    |
    8
    |
    4
    [/table]

    Weapon Proficiencies: Warrior Poets are proficient with all simple and martial weapons, and light armors, and shields. They are not proficient with Tower Shields.

    Maneuvers: The Warrior Poet starts play with 4 maneuvers known. The Disciplines available to the Warrior Poet are the Diamond Mind, Iron Heart, Open Tome, Setting Sun, Shadow Hand, and Tiger Claw.

    Once the Warrior Poet knows a maneuver, they must ready it before they may use it. A maneuver is considered Extraordinary unless noted otherwise in its description. The Warrior Poet’s maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity.

    The Warrior Poet may learn additional maneuvers as they level, as on the above table. He must make all prerequisites that the maneuvers have before being able to learn it. The highest level maneuvers the Warrior Poet can learn are dependent on the Initiator level of the Warrior Poet, as noted on the below table:
    Spoiler
    Show
    {table=head]Initiator Level|Maneuver Level

    1st-2nd|
    1st

    3rd-4th|
    2nd

    5th-6th|
    3rd

    7th-8th|
    4th

    9th-10th|
    5th

    11th-12th|
    6th

    13th-14th|
    7th

    15th-16th|
    8th

    17th+|
    9th
    [/table]


    Upon reaching fourth level, and at every even numbered Warrior Poet level thereafter, the Warrior Poet may switch out a maneuver they know for another that they meet the prerequisites. He may choose a maneuver of any level that he meets the prerequisites for. He may only swap out one maneuver per level in this way.

    Maneuvers Readied: The Warrior Poet may ready four of their four maneuvers at first level. and as he advances in level, he may ready more. The Warrior Poet may ready his maneuvers by thinking of lyrics and lines, and exercising for 5 minutes. The maneuvers that the Warrior Poet chooses remain so readied until the Warrior Poet readies his maneuvers again.

    He begins an encounter with all of his maneuvers unexpended. When the Warrior Poet initiates a maneuver, he loses it for the duration of the encounter.

    He recovers one maneuver every time he attempts a non-strike melee attack in the same round that he uses his Tactical Verse ability.

    Stances Known: The Warrior Poet begins play with one stance known, from one of the Disciplines available to him. At 4th, 8th, 12th, and 16th level he gains an additional stance. Unlike maneuvers, stances are not expended. Activating a stance is a swift action.

    Tactical Verse (Ex): The Warrior Poet may sing, read poetry, chant, or make a speech to his allies, to inspire them. He may do this for himself as well, or to his enemies. Once per encounter per point of Intelligence he possesses (minimum one), the Warrior Poet may sing or read. He knows all poems or songs that he has access to. He has access to Least songs at first level, and gains access to Lesser songs at fourth level, Greater songs at ninth level, and Artisan songs at sixteenth level. Reading or singing is a move action. Least and Lesser songs cost one use per encounter, and Greater and Artisan songs cost two uses. Any bonus or penalty from this ability may not be higher than one half of the Warrior Poet's Warrior Poet levels.

    Spoiler
    Show
    Least
    Spoiler
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    Least songs only affect the Warrior Poet, or an enemy within 30 feet. The bonus is equal to the Warrior Poet’s Intelligence modifier, the penalty is equal to one half of the Warrior Poet's Intelligence modifier. The bonus, effect, or penalty lasts for one round.

    • Bonus to attack rolls against one target.
    • Bonus to Armor Class.
    • Bonus to damage rolls against one target.
    • Bonus to one skill check.
    • Bonus to one save.
    • Penalty to attack rolls.
    • Penalty to Armor Class for the Warrior Poet's attack rolls only.
    • Penalty to damage rolls (damage cannot go below 1).
    • Penalty to one skill check.
    • Penalty to one save.
    • The target must make a Will save (DC 10 + 1/2 Warrior Poet levels + Intelligence modifier), or be forced to attack the Warrior Poet with all realistic means available to them. If they make the save, they are shaken.


    Lesser
    Spoiler
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    Lesser songs affect only one of the Warrior Poet’s allies, and not himself. The bonus is equal to the Warrior Poet’s Intelligence modifier. The effect lasts for 1 round.

    • Bonus to attack rolls.
    • Bonus to armor class.
    • Bonus to damage rolls.
    • Bonus to skill checks.
    • Bonus to one saving throw.
    • Temporary hit points equal to the bonus.
    • 1/2 Bonus to one ability score.
    • Bonus to trip, bull rush, disarm, sunder, and grapple.
    • Bonus to opposed checks.


    Greater
    Spoiler
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    Greater songs affect all enemies within 30 feet. The penalty is equal to the Warrior Poet’s Intelligence modifier. The effect lasts for one round.

    • Penalty to armor class.
    • Penalty to attack rolls.
    • Penalty to damage rolls.
    • Subtract penalty from one resistance.
    • Subtract penalty from damage reduction.
    • Penalty to combat maneuvers.
    • Penalty to one skill check.
    • 1/2 Penalty to one ability score.
    • Penalty to opposed checks.
    • All enemies within 30 feet must make a Will save (DC 10 + 1/2 Warrior Poet levels + Intelligence modifier), or be forced to attack the Warrior Poet with all realistic means available to them. If they make the save, they are shaken.


    Artisan
    Spoiler
    Show
    Artisan songs affect all allies (including the Warrior Poet) within 30 feet. The Bonus is equal to one half of the Warrior Poet’s Warrior Poet levels. The effect lasts for one round.

    • Bonus to Armor Class.
    • Damage reduction equal to the bonus, bypassed by Adamantine and Magical weapons.
    • Fast Healing equal to the bonus.
    • Allies' equipment gain the effects of the Keen Edge and Greater Magic Weapon spells.
    • Allies gain the effects of the Transformation spell.
    • Allies gain the effects of the Enlarge Person spell.
    • Allies gain the effects of the Haste spell.
    • Bonus to attack and damage rolls.
    • Half of the bonus to Dexterity and one Mental ability score (chosen by the Warrior Poet).
    • 5*the bonus bonus to base land speed.


    The Warrior Poet may never use this ability more than once per round.

    Battle Poetry (Ex): Starting at second level, the Warrior Poet may add his Intelligence modifier to Perform checks, instead of his Charisma modifier, and use add his Intelligence modifier to Listen and Spot checks, instead of his Wisdom. At eighth level, the Warrior Poet may add his Intelligence modifier to Will saves. At fourteenth level, he may add his Intelligence modifier to attack rolls made against opponents currently affected by his Tactical Verse ability, in addition to whatever ability score he normally adds to his attack rolls. At twentieth level, he may add it to damage rolls as precision damage. These bonuses stack with those granted from the Tactical Verse ability.

    Tactics of the Warrior: Starting at sixth level, the Warrior Poet may gain any tactical feat that they qualify for. They gain another at twelfth level, and another at eighteenth level.

    Expedited Poetry: Starting at tenth level, the Warrior Poet may use his Tactical Verse ability as a free action, instead of a move action.

    Songstrike: Starting at twentieth level, the Warrior Poet may sing a terrible battle hymn or read a line from a poem of death and destruction, focusing his mind and sharpening his blade with the power of his words. He may make a strike and spend all of the uses of his Tactical Verse ability per encounter he possesses, as a full round action. If he does so, he empowers the strike, maximizing any variabalic damage components to the strike. He deals an additional damage equal to his Intelligence modifier. In order to use this ability, the Warrior Poet must have at least 4 uses of his Tactical Verse ability remaining.
    Last edited by unosarta; 2011-03-16 at 03:17 PM.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  5. - Top - End - #5
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    Default Re: Base Class Challenge V - You're MIND!

    I'm out of this.

  6. - Top - End - #6
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    Default Re: Base Class Challenge V - You're MIND!

    Ascetic



    Quote needed badly!

    Ascetics believe in the power of self above all else. The ability of their body and mind to meet any challenge they are confronted with, and pass through the trials. As they grow more practiced they gain greater control over their body through focused thought and meditation. They share a universal disdain for weapons, preferring, in the need arises, to battle with their thoughts. While they don’t abstain from material goods, they do prefer simple items, like ones that offer basic enhancements or protection, and generally avoiding overcomplication. The path to ones of body and mind is clean and simple, though by no means easy.

    Adventures: Asetics can venture forth for a large number of reasons. They can be on a mission for a group of people that depend on them an order they belongs to, as most take their responsibilities seriously. An ascetic can be found wandering the world as they define their own path to oneness, the personal nature of their quest demanding a personal journey. Some ascetics even adventure merely to prove their might, to test their abilities against the world, and prove that their path is truly worthy of respect, without needing the crutches others cling to.

    Characteristics: Ascetics are front-line combatants that excel at consistent, threatening damage, while being extremely resilient. Their harmonious combination of body and mind allows them to create some extremely impressive resistances and abilities, which they can, with effort, aid their allies with directly. An ascetic is always dangerous, as the only thing they really need is their mind.

    Alignment: Ascetics can be found of all alignments, though they do heavily favor good or lawful ones, as both support their basic beliefs of strength in body and mind. Evil ascetics are uncommon, but those you find will often have a sense of honor and fair play, and will be extremely prideful of their powers, and are most often the ones out to test their might against the world. Chaotic ascetics the most rare, though the ones that can be found are focused on themselves, and their journey will take precedent over most everything they encounter.

    Religion: Ascetics can follow gods, but most often they believe in a more spiritual connection to each individual, of each person attaining their own perfection. Interestingly, it is often wandering ascetics that most commonly revere a god, while those in an order or monastery rarely bother.

    Background: Those that become ascetics generally approach it in one of two ways. The first is a quest to find a sense of self, looking for answers to questions from within, and discovering the impressive capabilities of their own person. Some others pursue a simple life, devoid of distractions and unnecessary additions or extraneous duties, and find the focused life of an ascetic perfect.

    Races: Ascetics can be found among any race, as their belief in the combination of body and mind can transcend all boundaries. Dwarves can often be found among their ranks, and those that are typically become masterful blacksmiths, forging simple but effective things. Elves can find the meditation and introspection of the class perfect for their elegant sensibilities. Gnome ascetics are a rare breed, as the gnome that doesn’t love complex things is an extreme curiosity. Warforged have been trending towards this class in greater numbers, as their search for answers leads them inwards.

    Other Classes: Ascetics get on extremely well with monks, comparing differences in philosophy and style. They respect the martial prowess of barbarians and fighters, though they prefer to keep the company of the former. Casters of all sorts they find interesting, but ultimately fail to deeply connect with as the search for power outside oneself is so counter to an ascetics basic viewpoint. Rogues and bards they can enjoy for their quick wits and entertaining stories, but are often too entwined with the complexities of urban life and progress to not cause friction.

    Role: Ascetics are combatants meant to be in the front of a battle, testing their might and protecting their comrades. They are extremely durable, but remain a large enough threat to demand attention, and they can function on their own for a time, making them excel at targeting opponents that are defended. They can provide a small supporting role as their abilities grow, granting a limited number of buffs to their party.

    Adaptation: Any setting that has monks should be able to fit ascetics in without issue, even as a replacement for monks. If the world is laking in psionics it can be looked at from a more mystic angle.

    Game Rule Information
    Ascetic's have the following game statistics.

    Abilities: Wisdom is the most important ability for ascetics, as it governs most of their class features, and gives them insight into the world and themselves. Otherwise, ascetics focus on their body equally in strength, dexterity, and constitution, depending on what their unique path is.
    Alignment: Any.
    Hit Die: d12
    Starting Age: As monk.
    Starting Gold: 5d4 gp

    Class Skills
    Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Table: The Ascetic
    {table=head]Level|
    Base Attack[br]Bonus
    |Fort|Ref|Will|Special|
    WoT[br]Damage
    |PP/Day

    1st|
    +1
    |
    +2
    |
    +2
    |
    +2
    |AC bonus, focused mind +1, weapon of thought|1d6|0

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Fleet of Mind, shaped thought|1d6|1

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +3
    |+1 weapon of thought, evasion|1d6|2

    4th|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Body of the pure|1d8|3

    5th|
    +5
    |
    +4
    |
    +4
    |
    +4
    |Focused mind +2, refined thought +1, resilient body|1d8|4

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +5
    |Expanded knowledge, practiced draw|1d8|4

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +5
    |+2 weapon of thought, natural athleticism|1d10|7

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +6
    |Instinctive observations|1d10|10

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +6
    |refined thought +2, revitalized body|1d10|13

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +7
    |Focused mind +3|2d6|16

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +7
    |+3 weapon of thought, expanded knowledge|2d6|16

    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +8
    |Improved evasion|2d6|21

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +8
    |Ideal body, refined thought +3,|2d8|26

    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +9
    |Mind of the pure|2d8|31

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +9
    |+4 weapon of thought, focused mind +4|2d8|36

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +10
    |Expanded knowledge|2d10|36

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +10
    |Refined thought +4, sheltered body|2d10|43

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +11
    |Wisdom of the ages|2d10|50

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +11
    |+5 weapon of thought, shattered thoughts|2d12|57

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +12
    |Focused mind +5, oneness|2d12|64[/table]

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

    Weapon and Armor Proficiencies
    Ascetics are proficient with all simple weapons, with their own mind blades, and with light armor.

    Power Point/Day
    An ascetic has a reserve of power points, from which they can augment themselves or manifest a limited number of powers. Their base daily allotment of power points is given on the above table. In addition, they receives bonus power points per day if they have a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). Their race may also provide bonus power points per day, as may certain feats and items. A 1st-level ascetic gains no power points for their class level, but they gains bonus power points (if they are entitled to any). An ascetic’s manifester level is equal to half their class level (min 1). An ascetic can spend only a total number of points on any class ability that uses power points equal to their manifester level.

    Powers Known
    An ascetic does not naturally learn any powers, though they may learn them from other sources, such as Expanded Knowledge. At 6th level they may learn 1st level powers with Expanded Knowledge, at 11th level they may learn 2nd level powers, and at 16th level they may learn 3rd level powers. The Difficulty Class for saving throws against an ascetic’s powers is 10 + the power’s level + the ascetic’s Wisdom modifier.

    AC Bonus (Ex)

    An ascetic can add their Wisdom modifier as a bonus to their AC, so long as they are unarmored or wearing light armor, are unencumbered, and are not using a shield. This bonus to AC applies even against touch attacks or when the ascetic is flat-footed. They lose this bonus when they are immobilized or helpless. Furthermore, if the ascetic is wearing light armor, they may only apply their Wisdom modifier up to the maximum Dexterity bonus of the armor.

    Focused Mind (Su)

    An ascetic benefits from a calm and focused mind. As long as they are psionically focused, an ascetic gains a +1 insight bonus to attack rolls or to saves, chosen when they become psionically focused. This bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level.

    Weapon of Thought (Su)

    As a move action, an ascetic can create a semisolid weapon composed of psychic energy distilled from their own mind. The weapon is a light melee weapon and can have the rough appearance of any light melee weapon, from a short sword to spiked gauntlets, but always deals base damage given on the table above. An ascetic can choose if their weapon deals bludgeoning, piercing, or slashing damage when they form it, as appropriate for the form it takes. The wielder of a weapon of thought gains the usual benefits to their attack roll and damage roll from a high Strength bonus.

    The weapon can be broken (it has hardness 10 and 10 hit points); however, an ascetic can simply create another on their next move action. The moment they relinquishes their grip on their weapon, it dissipates (unless they intend to throw it; see below). A weapon of thought is considered a magic weapon for the purpose of overcoming damage reduction.

    An ascetic can use feats such as Power Attack or Combat Expertise in conjunction with the weapon of thought just as if it were a normal weapon. They can also choose weapon of thought for feats requiring a specific weapon choice, such as Weapon Focus. Powers or spells that upgrade weapons can be used on a weapon of thought.

    An ascetic’s weapon of thought improves as the character gains more class levels. At 3rd level and every four levels thereafter, the weapon of thought gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level).

    Even in places where psionic effects do not normally function (such as within a null psionics field), an ascetic can attempt to sustain their weapon of thought by making a DC 20 Will save. On a successful save, the ascetic maintains their weapon of thought for a number of rounds equal to their class level before they need to make another check. On failed save, the weapon of thought vanishes. As a move action on their turn, the ascetic can attempt a new Will save to rematerialize their weapon of thought while they remain within the psionics negating effect.

    Fleet of Mind (Su)

    At 2nd level, an ascetic can augment their speed, focusing their mind on the movement of their legs and placement of their feet. As a swift action, they may spend power points to gain an enhancement bonus to their land speed equal to 10 ft. per power point spent, for a number of minutes equal to their Wisdom modifier. They may add 4 power points to the cost of this ability to increase the duration to 24 hours.

    Shaped Thought (Su)

    At 2nd level, an ascetic can mold their weapon of thought into unique or specific shapes, granting it additional properties. When they form their weapon of thought they may spend power points to augment it as seen on the table below.

    Table: Shaped Thought Augments

    Evasion (Ex)

    At 3rd level or higher if an ascetic makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if an ascetic is wearing light armor or no armor. A helpless ascetic does not gain the benefit of evasion.

    Body of the Pure (Ex)

    At 4th level, an ascetic’s body is an immaculate temple, free of stain or corruption. As an immediate action, they may cleanse their body by expending their psionic focus to end the effects of any one disease or poison, or nauseated, sickened, or stunned condition they has been inflicted with. They may use this ability as they are exposed to the condition, disease, or poison to automatically negate it.

    Alternatively, they may expend their psionic focus as a standard action to grant a touched creature a save against one of the mentioned conditions, a disease, or a poison they are afflicted with with a morale bonus equal to half the ascetic’s Wisdom modifier.

    Refined Thought (Su)

    At 5th level, an ascetic is able to focus their their thoughts in more concentrated and varied ways, creating unique effects with their weapons of thought. When an ascetic creates a weapon of thought, they may add any weapon special ability to it that has an enhancement bonus of +1 and for which their weapon of thought meets the requirements.

    At every four levels beyond 5th (9th, 13th, and 17th), the value of the enhancement an ascetic can add to their weapon improves to +2, +3, and +4, respectively. An ascetic can choose any combination of weapon special abilities that does not exceed the total allowed by the ascetic’s level.

    When forming their weapon of thought, an ascetic may augment it by paying 3 power points to increase the total weapon special ability bonus from +1 to +2, paying 5 power points to increase it from +2 to +3, paying 7 power points to increase it from +3 to +4, or paying 9 power points to increase it from +4 to +5.

    Resilient Body (Su)

    At 5th level, an ascetic can toughen their skin and muscles, becoming extremely resistant to damage. As a swift action they may augment their body by spending a number of power points and gaining damage reduction/-- equal to twice the power points spent for a number of minutes equal to their Wisdom modifier.

    They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier damage reduction/-- equal to twice the power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.

    Expanded Knowledge

    At 6th level, and again at 11th level and 16th level, an ascetic unlocks a hidden ability of the mind. They gain Expanded Knowledge as a bonus feat.

    Practiced Draw (Su)

    At 6th level, an ascetic becomes able to materialize their weapon of thought as a free action instead of a move action. They can make only one attempt to materialize the weapon of thought per round, however.

    Natural Athleticism (Ex)

    At 7th level, as ascetic becomes perfectly in tune with their body, allowing them to perform tasks and stunts with ease. They gains an insight bonus equal to their Wisdom modifier to all Strength, Dexterity, and Constitution based checks and skills.

    Instinctive Observations (Ex)

    At 8th level, an ascetic is extremely in tune with their senses and their surroundings. They gains blindsense out to 30 ft.

    Revitalized Body (Su)

    At 9th level, an ascetic’s body can quickly recover from brutal woulds and terrible harm. As a swift action they may augment their body, gaining fast healing equal to the number of power points spent for a number of minutes equal to their Wisdom modifier.

    They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier fast healing equal to the power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.

    Improved Evasion (Ex)

    At 12th level, an ascetic’s evasion ability improves. They still takes no damage on a successful Reflex saving throw against attacks, but henceforth they takes only half damage on a failed save. A helpless ascetic does not gain the benefit of improved evasion.

    Ideal Body (Su)

    At 13th level, an ascetic can imbue their body with incredible strength, agility, and endurance for short bursts. As a swift action they may augment their body, gaining an enhancement bonus to either their strength, dexterity, or constitution score equal to the power points spent for a number of minutes equal to their Wisdom modifier.

    They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier an enhancement bonus to either their strength, dexterity, or constitution score equal to the power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.

    Mind of the Pure (Ex)

    At 14th level, an ascetic’s mind is as inviolate as their body. As an immediate action, they may purge their mind of any foreign influence by expending their psionic focus to end the effects of any one mind-affecting effect they are under. They may use this ability as they are exposed to the mind-affecting effect to automatically negate it.

    Alternatively, they may expend their psionic focus as a standard action to grant a touched creature a save against a mind-affecting effect they are under with a morale bonus equal to half the ascetic’s Wisdom modifier.

    Sheltered Body (Su)

    At 17th level, an ascetic comes to understand fundamental workings of the world of the mind, and can defend against otherworldly assaults. As a swift action they may augment their body by spending a number of power points and gaining spell resistance equal to 5 + their class level + the number of power points spent for a number of minutes equal to their Wisdom modifier (at least 1 power point must be spent).

    They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier spell resistance equal to 5 + the ascetic’s class level + the number of power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.

    Wisdom of the Ages (Ex)

    At 18th level, an ascetic gained an eternal wisdom and understanding of the most basic nature of things. They gains telepathy out to 100 ft. In addition, an ascetic no longer takes penalties to their ability scores for aging and will no longer die of old age. Any such penalties that they have already taken, however, remain in place, and bonuses still accrue.

    Shattered Thoughts (Su)

    At 19th level, an ascetic can splinter their weapon of thought and assault the minds of all enemies near to them. As a full-round action, they may splinter their weapon of thought into thousands of shards and scatter them through the wind towards their enemies by expending their psionic focus. Every enemy within range of the ascetic’s telepathy takes damage as if they were hit by the ascetic’s weapon of thought, including any weapon effects that may apply. If the damaged creatures pass a Reflex save (DC equal to class level + Wis modifier) they only take half damage. Each creature hit is dazed for 1 round unless they succeed on a Fortitude save and is confused for 2 rounds unless they succeed on a Will save.

    Oneness

    At 20th level, an ascetic has attained a perfect melding of body and mind, ascending to a higher level of consciousness. Their type changes to outsider, but unlike other outsiders, the ascetic can still be brought back from the dead as if they were still a member of their previous creature type. The ascetic gains resistance 20 to all types of energy damage and is permanently under the effects of psionic mind blank and psionic true seeing.

    Alternate Class Features

    Spoiler
    Show

    Penetrating Mind (Su)
    Some ascetics focus more on the world of thought, learning find the weak points and soft spots in the minds of others and exploit them.
    Level: 1st
    Replaces: If you select this class feature, you do not gain Focused Mind.
    Benefit: As long as an ascetic is psionically focused, their weapon of thought is imbued with a destructive psychic energy. Once per round, their weapon of thought deals an extra 1d8 points of damage to living, nonmindless creatures. Creatures immune to mind-affecting effects are immune to penetrating mind damage. At 5th level, and again at 10th, 15th, and 20th level the damaged is increased by 1d8 (2d8 at 5th, 3d8 at 10th, 4d8 at 15th, and 5d8 at 20th).

    Mental Scourge (Su)
    Most ascetics are content to focus on their own path towards enlightenment and oneness, perfecting their body through discipline and meditation. A few, however, View the body as a weakness that should not be given equal weight. Those that follow this belief have developed a deep understanding of the mind, and can manipulate that knowledge as they wish.
    Level: 13th
    Replaces: If you select this class feature, you do not gain Ideal Body.
    Benefit: At 13th level, an ascetic can damage the minds of others with their own thoughts. Once per round when an ascetic deals damage with their weapon of thought, they may augment the damage with their extreme understanding of the mind. For each 3 power points spent on the augment, the damaged creature takes 1 point of Intelligence, Wisdom, or Charisma damage. The ascetic chooses which ability is damaged


    Racial Substitution Levels

    Spoiler
    Show
    Kalashtar Ascetic
    This is inspired by and adapted from the Kalashtar Monk and Soulknife substitution levels.
    Kalashtar can make powerful ascetics, their natural connection with psionics making them a force to be feared.
    Hit Die: d12

    Requirements: To take a kalashtar ascetic substitution level, a character must be a kalashtar about to take their 1st, 2nd, or 7th level of ascetic.

    Class Skills: Kalashtar ascetic substitution levels have the class skills of the standard ascetic class, plus Disguise and Knowledge (the planes).

    Skill Points at Each Level: 4 + Int modifier (or four times this number at 1st level).

    Class Features
    All the following are features of the kalashtar ascetic’s racial substitution levels.

    Aligned Mind (Su)

    A kalashtar ascetic’s weapon of thought is imbued with their alignment for the purpose of overcoming damage reduction as long as they are psionically focused. In addition, his weapon of thought deals an extra +2 damage to any creature of an opposing alignment. This bonus increases to +4 at 5th level, +6 and 10th level, +8 at 15th level, and +10 at 20th level.

    This substitution feature replaces the standard ascetic’s Focused Mind ability (they do not receive it at later levels).

    Quick of Mind (Su)

    At 2nd level, a kalashtar ascetic can augment their awareness and reflexes in battle. As a swift action, they may spend power points to gain a dodge bonus to their AC and equal to the number of power points spent. this bonus lasts until they move more than 5 ft. in a single round.

    This substitution feature replaces the standard ascetic’s Fleet of Mind ability.

    Natural Athleticism (Ex)

    A kalashtar ascetic of 7th level or higher can focus their mind when performing physically demanding tasks, with remarkable results. They gains an insight bonus equal to their Wisdom modifier to all Strength, Dexterity, and Constitution based checks and skills. In addition, they may expend their psionic focus to take 15 on any skill based on Strength, Dexterity, or Constitution.

    Table: Kalashtar Ascetic Racial Substitution Levels
    {table=head]Level|
    Base Attack[br]Bonus
    |Fort|Ref|Will|Special|
    WoT[br]Damage
    |PP/Day

    1st|
    +1
    |
    +2
    |
    +2
    |
    +2
    |AC bonus, aligned mind, weapon of thought|1d6|0

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Quick of mind, shaped thought|1d6|1

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +5
    |+2 weapon of thought, natural athleticism*|1d10|7[/Table]
    *Indicates a class feature altered from the standard class. See the text for details.

    Xeph Ascetic
    Xeph make natural ascetics, already well known for their physical skill and mental focus. Those that walk down this path do so quickly, and with great agility.
    Hit Die: d12

    Requirements: To take a xeph ascetic substitution level, a character must be a xeph about to take their 1st, level of ascetic.

    Class Skills: Xeph ascetic substitution levels have the class skills of the standard ascetic class.

    Skill Points at Each Level: 4 + Int modifier (or four times this number at 1st level).

    Class Features
    All the following are features of the xeph ascetic’s racial substitution levels.

    Accelerated Mind (Su)

    A xeph ascetic can act with amazing speed and accuracy while wielding his weapon of thought. As long as they are psionically focused, they may make a single extra attack whenever they perform a full attack with their weapon of thought. If they do, each attack roll they make that round suffers a -3 penalty. At 5th level this penalty is reduced to -2, at 15th level the penalty is reduced to -1, and at 20th level the penalty disappears.

    At 10th level a xeph ascetic may make a single extra attack whenever they perform a standard attack and are psionically focused. If they do each attack roll they make that suffers a -2 penalty.

    This substitution feature replaces the standard ascetic’s Focused Mind ability (they do not receive it at later levels).

    Fleet of Mind (Su)

    At 2nd level, a xeph ascetic can augment their speed, focusing their mind on the movement of their legs and placement of their feet. They may spend power points to gain an enhancement bonus to their land speed equal to 10 ft. per power point spent, for a number of minutes equal to their Wisdom modifier. For each additional 30 ft. of movement, the distance of their 5 ft. step increases by 5 ft. They may add 4 power points to the cost of this ability to increase the duration to 24 hours.

    Body of the Free (Su)

    At 4th level, a xeph ascetic is nearly impossible to pin down. They may expend their psionic focus as a swift action to act as if under psionic freedom of movement for 1 round.

    Table: Xeph Ascetic Racial Substitution Levels
    {table=head]Level|
    Base Attack[br]Bonus
    |Fort|Ref|Will|Special|
    WoT[br]Damage
    |PP/Day

    1st|
    +1
    |
    +2
    |
    +2
    |
    +2
    |AC bonus, accelerated mind, weapon of thought|1d6|0

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Fleet of mind*, shaped thought|1d6|1

    4th|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Body of the free|1d8|3[/Table]
    *Indicates a class feature altered from the standard class. See the text for details.


    Class-based Feats

    Spoiler
    Show
    Aligned Thoughts [Psionic]
    Your weapon of thought is influenced by your moral and philosophical outlook, becoming an even greater expression of your mind.
    Prerequisites: +1 weapon of thought
    Benefits: Your weapon of thought is considered to be of your alignments for the purpose of overcoming damage reduction. Whenever you are psioncally focused and deal damage to a living, nonmindless creature with an opposing alignment with your weapon of thought, you deal an extra 1d8 damage. This bonus damage does not apply to ability damage. Creatures immune to mind-affecting effects are immune to this extra damage.

    Bolts of Thought
    You can hurl your weapon of thought as bolts of pure psionic energy.
    Prerequisites: +6 base attack bonus, shaped thought class feature
    Benefit: Whenever your weapon of thought is a thrown weapon and you throw it as an attack, you may form another weapon of thought that is a thrown weapon as a free action. This allows you to make iterative attacks with your weapon of thought while throwing it.

    Clear Thoughts
    The weapon that you form with your mind resonates with the clarity of your thoughts.
    Prerequisites: Refined thoughts +2 class feature
    Benefit: Select a single weapon enhancement at least 1 level lower than the highest level enhancement you can apply to your weapon of thought. That weapon enhancement is now considered to be one lower (to a minimum of +0) when applied to your weapon of thought.

    Flickering Thoughts [Psionic]
    Your thoughts dance, causing the weapon of thought you wield to flicker in and out of existence, becoming incredibly hard to predict.
    Prerquisites: Dex 13, practiced draw
    Benefit: You may expend your psionic focus to cause your weapon of thought to flicker and jump in and out of existence. Creatures are considered flat-footed against any attacks made with your weapon of thought until the beginning of your next turn.

    Mastered Thoughts
    You have practiced and honed the form of your weapon of thought, summoning it many times.
    Prerequisites: +6 BAB, shaped thought class feature
    Benefit: Select any number of shaped thought augments with a total PP cost of 3. Any time you create a weapon of thought you may apply these augments to your weapon of thought automatically, without having to spend any PP.

    Practiced Ascetic
    Constant practice and discipline have honed your mind and sharpened your focus.
    Prerequisites: Focused Mind class feature, refined thought class feature
    Benefit: Your ascetic level is considered to be 5 higher, up to your total Hit Dice, for the purposes of determining the bonus granted by your focused mind class feature, the damage and enhancement bonus of your weapon of thought, and the level of weapon special abilities it can have..

    Soul of the Pure [Psionic]
    The uncorrupted nature of your soul radiates brightly, denying attempts to snuff out your life.
    Prerequisites: Body of the pure, mind of the pure
    Benefit: You may expend your psionic focus as an immediate action to become immune to all death spells, magical death effects, energy drain, and any negative energy effects for a number of round equal to Wisdom modifier.

    Subtle Blade [Psionic]
    Your understanding of the body and skill with small weapons combine to deadly effect.
    Prerequisites: Focused Mind, sneak attack +2d6, weapon of thought
    Benefit: Your ascetic levels and rogue levels stack for the purposes of determining your sneak attack damage, the bonus from focused mind, and the damage and enhancement bonus of your weapon of thought. As long as you are psionically focused, the bonus from focused mind now applies to your hide and move silently skills in addition to your attack rolls or saves.

    Weapon of Faith
    Your faith in your god empowers the weapons you wield against your enemies.
    Prerequisites: Smite evil, weapon of thought
    Benefit: Your ascetic levels and paladin levels stack for the purposes of determining your number of Smite Evil attempts per day and the damage and enhancement bonus of your weapon of thought. Your weapon of thought always has the Holy property, which does not count towards your maximum refined thoughts level.
    Last edited by MammonAzrael; 2011-03-21 at 09:05 PM.
    My homebrew - If you use it, please let me know how it goes!

    Current Projects - Warlock rewrite

    1st place in GITP Monster Competition LV and LVI

  7. - Top - End - #7
    Ogre in the Playground
     
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    Default Re: Base Class Challenge V - You're MIND!

    OCCULTIST



    While it's impossible to predict with accuracy what the cosmos will throw at you next, an understanding of the way its chaotic energies might aid your cognitive functions in comprehending the outcome. Or it might shatter your mind. Sometimes it's best not to know.
    N'pf'hrathnal
    Master Occultist

    Occultists are mystics that fully envelop themselves in the chaotic nature of the cosmos and use force of will and knowledge to temporarily warp that nature to their advantage. It takes a special mind for occult affairs; some minds are shattered beyond repair when opened to knowledge that an Occultist might possess. Others accept such knowledge hungrily and beg for more.

    Adventures: Occultists might seek adventure in order to increase their knowledge of the cosmos and control of its constantly changing energies. Others might adventure for less than honorable reasons: to test their control of the cosmos by pitting it against creatures and other beings in mad bouts of violence.

    Characteristics: Occultists use spell-like abilities, called Enigmas, drawn from representations of the four universal manifestations available to them: the Deck of Mystic Ways, the Deck of the Inspiring Mind, the Deck of the Catastrophe, and the Deck of Violent Blades. Each Deck is specific to a form of magic; whether it be strengthening the self, strengthening allies, manipulating foes or causing explosions.

    Alignment: Most Occultists tend to be some flavor of Chaos, as their perception of the chaotic energies of the untamed cosmos lead them to live similarly chaotic lives. Neutral Occultists are not as common as the free-spirited chaotic Occultist, but Lawful Occultists are almost unheard of. The very basis on which an Occultist places their knowledge is one of chaos, ever-shifting and ever-changing.

    Religion: Occultists rarely follow deities or religions of any kind; theirs is more of a belief in a different order of the cosmos. Some may occasionally worship aberrations and beasts of the Farplane, but these are individual devotions – nothing so widespread as to be called an occultist religion.

    Background: Occultists are usually outcasts from religious or social circles, those that have lost faith in either their own race or their gods. Sometimes, prospective Occultists are lured by the mystique of the unknown that Occultists delve in to.

    Races: Humans, half-elves and half-orcs are the most common Occultists, as they are the most common among the godless and the shunned. Those races consisting of tight-knit communities with patron gods ascended directly from their kin are the least likely to delve into occult affairs, as they have the most reason to rely on their social and religious ties to find order in the cosmos.

    Other Classes: Generally Occultists have an easy time adventuring and dealing with classes that live by their own spirit, rather than shuffle about shackled by arbitrary laws defined by social constructions. As such, they function just fine with most rogues, rangers and sorcerers, and though they share some of the thirst for knowledge with wizards, ultimately the lawful approach wizards take dismays the Occultist. Divine classes are practically at diametric odds with the Occultist – classes defined by their connection to a deity, whereas the Occultist is defined by a connection to a power believed to be greater than any god.

    Role: Occultists primarily inflict damage, as is the focus of two of the Decks (Catastrophe and Violent Blades). However, the Mystic Ways and Inspiring Mind Decks provide utility to the Occultist as well, allowing support and control. They cannot support their allies in the form of healing or summoning, however.

    Adaptation: Any campaign, world or cosmos that has a source of chaotic energies (the Farplane, a Plane of Elemental Chaos, or other such things) can facilitate Occultists, even if their Tarot-inspired decks do not fit with the world; such decks could be changed to Paths, Destinies, or other such categories that better fit.

    An Occultist's Enigmas may be allowed to qualify her for Prestige Classes that require a minimum spellcasting level, and may treat her Occultist class as a spellcasting class for Prestige Classes that allow advancement of an existing spellcasting class.

    GAME RULE INFORMATION
    Occultists have the following game statistics:
    Abilities: Intelligence boosts an Occultist's Occult skill, which helps her will to life the abilities in each manifestation of the cosmos' energy. Constitution helps an Occultist survive with its low hit dice as well as deal with backlash from some of its enigmas, and Dexterity aids in survival as well.
    Alignment: Any Nonlawful
    Hit Die: d4
    Starting Age: As Cleric.
    Starting Gold: As Sorcerer.

    Class Skills
    The Occultist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All skills, taken individually) (Int), Occult (Int).

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

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Suit of Minor Arcana

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Favored Deck

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Deepen Enigma

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Suit of Major Arcana, Mastery of Minor Arcana

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Warp the Mind

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Favored Deck, Darken Enigma

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Suit of Prime Arcana, Mastery of Major Arcana

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Quicken Enigma

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Favored Deck, Break the Mind

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Enigmatic Immolation

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Euphoria[/table]

    Enigmas Known
    {table=head]Occultist Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|2|-|-|-|-|-|-|-|-
    2nd|3|-|-|-|-|-|-|-|-
    3rd|3|1|-|-|-|-|-|-|-
    4th|3|2|-|-|-|-|-|-|-
    5th|3|3|1|-|-|-|-|-|-
    6th|4|3|2|-|-|-|-|-|-
    7th|4|3|3|1|-|-|-|-|-
    8th|4|3|3|2|-|-|-|-|-
    9th|4|4|3|3|1|-|-|-|-
    10th|4|4|3|3|2|-|-|-|-
    11th|5|4|4|3|3|1|-|-|-
    12th|5|4|4|3|3|2|-|-|-
    13th|5|4|4|4|3|3|1|-|-
    14th|5|5|4|4|3|3|2|-|-
    15th|5|5|4|4|4|3|3|1|-
    16th|6|5|5|4|4|3|3|2|-
    17th|6|5|5|4|4|4|3|3|1
    18th|6|5|5|5|4|4|3|3|2
    19th|6|5|5|5|4|4|4|3|3
    20th|6|6|5|5|5|4|4|3|3[/table]

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

    Weapon and Armor Proficiencies: Occultists are proficient with light armor and simple weapons. Light armor does not interfere with casting Enigmas, but medium and heavier armor makes it impossible.

    Enigmas: Occultists make use of their four Decks, filled with spell-like abilities called Enigmas, to change reality and invoke magical effects. They do not cast actual spells. Each of the four Decks is split into three suits: the Suit of Minor Arcana, the Suit of Major Arcana, and the Suit of Prime Arcana. Each card has six Enigmas that may be learned by the Occultist.

    At first level, the Occultist knows 2 1st level Enigmas from the Suit of Minor Arcana. At each level up, the Occultist learns new Enigmas from the appropriate suit according to the table above; the Suit of Minor Arcana encompasses Enigma levels 1-3, the Suit of Major Arcana encompasses Enigma levels 4-6, and the Suit of Prime Arcana encompasses Enigma levels 7-9.

    See "Casting Enigmas", later in this chapter, for more information.

    Cosmic Backlash: Failing an Occult check simply means your Enigma does not become reality, and fizzles away. However, failure by 5 or more, or a Natural 1, initiates a backlash of cosmic energies, causing the Occultist to become stunned for 1 round. At the end of that round, the Occultist must make a Concentration check as a free action with a DC equal to 15 + the level of the Enigma they failed to cast, or be limited to a move action in the next round.

    Suit of Minor Arcana (Su): The Suit of Minor Arcana is the first suit a novice Occultist delves in to, and the first she can manage to control via her Occult knowledge. The Suit of Minor Arcana is comprised of four cards: The Illusion Card of the Deck of Mystic Ways, the Heroism Card of the Deck of the Inspiring Mind, the Maelstrom Card of the Deck of the Catastrophe, and the Vengeance Card of the Deck of Violent Blades.

    Spoiler
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    {table]|
    |[/table]


    Favored Deck (Ex): At 4th level, the Occultist begins to favor one series of Enigmas over another. This manifests as the cosmos unveiling part of its mystery to the Occultist for that one series. All Occult checks made to cast a Suit of Minor Arcana Enigma for that Deck gain a +1 bonus. At 10th and 16th levels, the Occultist gains another Favored Deck; she may apply the bonus to the same Favored Deck as before, causing the bonus to apply to all Suit of Major Arcana Enigmas as well. If she chooses to apply all three to the same Deck, the bonus to Occult checks applies for all Enigmas of that Deck.

    Deepen Enigma (Ex): Beginning at 5th level, the Occultist can deepen the impact one of her Enigmas has on her victims and allies. She may increase the DC of her Occult check by 5. If she makes a successful check with the increased DC, all random, numeric effects of the Enigma cast are increased by one-half. If the Occultist suffers cosmic backlash as a result of failing the check by 5 or more (or with a Natural 1), however, she is knocked prone by the force (no save) and can only make a move action in the next round. She cannot make a Concentration check to avoid the move action limit; if she is normally immune to cosmic backlash for the level of Enigma failed, she is instead stunned for 1 round, with no ill effects afterwards.

    Suit of Major Arcana (Su): At 7th level, the Occultist gains access to a new group of Enigmas: the Suit of Major Arcana. The Suit of Major Arcana encompasses Enigmas of levels 4-6, and is comprised of four cards: the Madness Card of the Deck of Mystic Ways, the Greatness Card of the Deck of the Inspiring Mind, the Twisting Nether Card of the Deck of the Catastrophe, and the Wrath Card of the Deck of Violent Blades.

    Spoiler
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    {table]|
    |[/table]


    Mastery of Minor Arcana (Ex): At 7th level, the Occultist's mastery over the basics of her craft grant her resistance to the painful energies of failure. Failing to cast a Suit of Minor Arcana Enigma (by failing the check by 5 or more, or by rolling a Natural 1) does not cause cosmic backlash for the Occultist, unless it is modified by Deepen Enigma, Darken Enigma, or Quicken Enigma.

    Warp the Mind (Su): At 8th level, the Occultist can manipulate the minds of her foes by exercising her control over the forces that hold reality together, implanting a fragment of insanity in their minds. Choose a single creature within 60 feet and a fragment of insanity from the table below. That creature must make a Will save or be affected by the chosen fragment. For every 4 ranks the Occultist has invested in her Occult skill, she may use Warp the Mind once per day (so an Occultist with 12 ranks in Occult would be able to use Warp the Mind 3 times per day). The save DC for Warp the Mind is equal to 10 + 1/2 the Occultist's character level + the Occultist's Intelligence modifier. This ability has no effect on creatures with Mind Blank active or an Intelligence score of - or 0. Warp the Mind does not alter the victim's mood and behavior to the point where it becomes apparent that something has happened to them.

    {table=head]Fragment|Effect
    Hypochondria|Victim willingly fails its next Fortitude save
    Martyr|Victim willingly fails its next Reflex save
    Dementia|Victim willingly fails its next Will save[/table]

    Warp the Mind lasts for a number of rounds equal to the Occultist's Intelligence modifier, or until the victim willingly fails the corresponding save. While the victim is afflicted by Warp the Mind, all Occult checks made to affect the victim with an Enigma gain a +5 bonus. A victim of Hypochondria or Dementia will never willingly fail its save against a Death effect.

    Darken Enigma (Ex): Beginning at 10th level, the Occultist can weave a shred of darkness and uncertainty into an Enigma, causing it to be more chaotic in its delivery. She may increase the DC of her Occult check by 10. If she makes a successful check with the increased DC, she may change the required save of the Enigma (from Fortitude to Will, for example), the damage type caused (fire, acid, cold, electricity and sonic only), or the origin of the Enigma. Changing the origin of the Enigma does not allow the Occultist to ignore required Line of Effect.

    If the Occultist suffers cosmic backlash as a result of failing the check by 5 or more (or with a Natural 1), however, she is blinded for 1 round (no save) and can only make a move action in the next round. She cannot make a Concentration check to avoid the move action limit; if she is normally immune to cosmic backlash for the level of Enigma failed, she is instead stunned for 1 round, with no ill effects afterwards.

    Suit of Prime Arcana (Su): At 13th level, the Occultist gains access to the final group of Enigmas: the Suit of Prime Arcana. The Suit of Prime Arcana encompasses Enigmas of levels 7-9, and is comprised of four cards: the Blue Dragon Card of the Deck of Mystic Ways, the Crusade Card of the Deck of the Inspiring Mind, the Death Card of the Deck of the Catastrophe, and the Berserker Card of the Deck of Violent Blades.

    Spoiler
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    {table]|
    |[/table]


    Mastery of Major Arcana (Ex): At 13th level, the Occultist's continued mastery over her craft and the workings of the cosmos grant her increased resistance to the painful energies of failure. Failing to cast a Suit of Minor Arcana Enigma (by failing the check by 5 or more, or by rolling a Natural 1) does not cause cosmic backlash for the Occultist, even if it is modified by Deepen Enigma, Darken Enigma, or Quicken Enigma. In addition, she no longer suffers normal cosmic backlash for failing to cast a Suit of Major Arcana Enigma, unless it is modified by Deepen Enigma, Darken Enigma, or Quicken Enigma.

    Quicken Enigma (Ex): Beginning at 15th level, the Occultist can weave and interpret the mind-breaking affairs of the cosmos at a much greater speed, should she dare try. She may increase the DC of her Occult check by 15. If she makes a successful check with the increased DC, she may cast the affected Enigma as a Swift action. Enigmas with cast times longer than Standard cannot be Quickened.

    If the Occultist suffers cosmic backlash as a result of failing the check by 5 or more (or with a Natural 1), however, she is immobilized in time for 1 round (no save) and can only make a move action in the next round. She cannot make a Concentration check to avoid the move action limit; if she is normally immune to cosmic backlash for the level of Enigma failed, she is instead stunned for 1 round, with no ill effects afterwards.

    While immobilized, the Occultist cannot take any actions, and any prepared actions fail to activate (such as contingencies or reactive spells or enigmas) but time continues to flow around her. She is considered flat-footed and helpless for that round.

    Break the Mind (Su): Beginning at 16th level, the Occultist knows how to pull the right strings to induce specific madness in a victim of her enigmatic magic. Choose a single creature within 60 feet and a shadow of madness from the table below. That creature must make a Will save or be affected by the chosen affliction. For every 10 ranks the Occultist has invested in her Occult skill, she may use Break the Mind once per day (so an Occultist with 20 ranks in Occult would be able to use Break the Mind 2 times per day). The save DC for Break the Mind is equal to 10 + 1/2 the Occultist's character level + the Occultist's Intelligence modifier. This ability has no effect on creatures with an Intelligence score of - or 0. Break the Mind alters the victim's mood and behavior to the point where it becomes apparent that something has happened to them; its effects cannot be hidden by mundane means.

    {table=head]Shadow|Effect
    Inferiority|Victim cowers, flees or follows basic commands as if Suggested
    Megalomania|Victim acts only to benefit self, refuses to give or receive aid
    Psychosis|Victim frenzies and attacks its allies and foes alike[/table]

    Expanded: Shadows of Madness
    Spoiler
    Show

    Break the Mind inflicts its victims with a particularly negative, intensely powerful symptom. While these shadows can be described in short above, more information can be found below about each one:

    Inferiority: While the victim will cower and is very suggestible, it won't undertake obviously self-destructive orders, nor will it stand around and let itself be attacked. If it is approached in a hostile manner, it will flee the quickest and most direct route away from apparent danger. If it is approached in a peaceable manner, it will respond to commands as if suggested, but will not try to engage in social interaction, nor will it attempt to respond to any.

    Megalomania: The victim refuses to cast or use beneficial abilities on its allies unless it gains an immediate, obvious benefit (for example, refusing to cast Fly on anyone because the victim does not also gain Fly, or refusing to heal because the victim does not need it).

    Psychosis: The victim becomes Frenzied, and attacks the closest thing to it. While frenzied, the victim gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, he also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. Unlike normal frenzies, this effect lasts until Break the Mind wears off.


    For the duration of Break the Mind, the victim cannot be interacted with socially in any meaningful way; all Charisma-related checks simply fail. Break the Mind lasts for a number of rounds equal to the Occultist's Intelligence modifier. While the victim is afflicted by Break the Mind, all Occult checks made to affect the victim with an Enigma gain a +5 bonus. This bonus doesn't stack with the bonus granted by Warp the Mind.

    Enigmatic Immolation (Su): At level 18, the Occultist's thrist for knowledge - and, of course, power - drives her to even sacrifice a part of her being to increase her craft, temporarily. The Occultist can merge her body with the fabric of the cosmos as a standard action, and absorb some of its grand power by letting go some of her own health. While merged, the Occultist appears slightly transparent and alight in shadowy purple and blue flames; she may, as a free action, draw some of the power of the cosmos into her being to boost her Occult skill. Each time she draws power, she takes 5 damage and gains a +2 bonus to her Occult skill. The bonus to Occult lasts for 3 rounds.

    This Immolation process can only be done once per day, and lasts a number of minutes equal to the Occultist's Intelligence modifier.

    Euphoria (Ex): At 20th level, the Occultist's mind has been conditioned to such unimaginable thoughts, rituals and mysteries that it attains a state in which it can no longer be affected negatively by outside forces. The Occultist is permanently protected against any and all Mind-affecting abilities. In addition, if she is subjected to scrying, the creature doing the scrying is immediately affected as if by a Scintillating Pattern spell. This effect occurs even if the Occultist is frozen in time due to failing to meet a Quicken Enigma DC. The Scintillating Pattern effect has no maximum HD, but it only affects one creature.

    THE DECKS, CARDS AND ENIGMAS


    The four Decks and their respective Cards are not actual physical objects an Occultist carries with them. Instead, they are representations of the various divisions in the realm of Enigmas, shown in what few texts and illustrations exist to teach the mystic knowledge of the cosmos.

    There are four Decks that each correspond to a method to shape cosmic energies:

    {table=head]Deck Name|Method
    Mystic Ways|Falsifying and establishing control of reality
    Inspiring Mind|Transforming others and creating reality
    Catastrophe|Damaging, bending and breaking reality
    Violent Blades|Transforming the self[/table]

    Each Deck contains 18 Enigmas, represented by three Cards. An Occultist may learn Enigmas from any Deck, and from any Card, provided they are able to access Enigmas of the level specified by the Card.

    Casting Enigmas

    In order to cast an Enigma, the Occultist must make an Occult skill check with a DC equal to 13 + (the Enigma Level + the CR or HD (whichever is lower, minimum 1) of the target of the Enigma). The save DC for an Enigma cast by an Occultist is equal to 10 + the Enigma's level + the casting Occultist's Intelligence modifier. If the Occultist succeeds on the check, the Enigma takes its effects. Spell Resistance forces a caster level check as normal; the Occultist's Caster Level is equal to her Occultist level plus any effects that increase her Caster Level for the Enigma in question. An Occultist may voluntarily increase the DC of their Occult skill check by 5 to automatically overcome Spell Resistance.

    When using Enigmas that affect more than one creature, use the highest HD among all affected targets rather than a CR to determine the Occult DC check to succeed. When using Enigmas that do not directly affect any creatures, use your own HD to determine the DC.

    Enigmas can be countered as if they were spells, but an Occultist prepared to counter Enigmas must make an Occult check with a DC equal to that of the cast Enigma. If she succeeds, and has learned the same Enigma, she may counter it. Countering an Enigma, just like countering a spell, requires the Occultist to ready an action to counter. Effects generated by Enigmas can be dispelled like any other magical effect.

    Applying a Metacosmic Effect (Deepen Enigma, Darken Enigma, and Quicken Enigma) to an Enigma does not take an action; it simply modifies the DC of the Occult skill check. If the Occultist cannot make the new check, the Enigma fails.

    Cosmic Backlash: Failing an Occult check simply means your Enigma does not become reality, and fizzles away. However, failure by 5 or more, or a Natural 1, initiates a backlash of cosmic energies, causing the Occultist to become stunned for 1 round. At the end of that round, the Occultist must make a Concentration check as a free action with a DC equal to 15 + the level of the Enigma they failed to cast, or be limited to a move action in the next round.

    Rule of Repetition Resistance: Enigmas are not limited use per day abilities, but the cosmos does resist being pried at in the same way over and over; this is known as the Rule of Repetition Resistance. Each time an Occultist successfully casts an Enigma, the cosmos grants the Occultist a sliver of power. If the Occultist attempts to cast the same Enigma again within 1 minute of casting the first, the DC increases by 2 to account for the cosmos's resistance. This DC increase stacks, but vanishes after 1 minute of the last repeated casting.

    In addition, more than one specific instance of an Enigma cannot exist at once. If a second effect generated by an Enigma is cast by the same Occultist, the first effect vanishes. For example, an Occultist has cast Mystic Veil on an enchanted sword wielded by a fellow adventurer. If she were to cast another Mystic Veil on herself, the instance of Mystic Veil on her ally would vanish. An Occultist can avoid this part of the Rule of Repetition Resistance by voluntarily increasing the DC of her Occult check by 3 per previous instance of the spell before rolling.

    The Occult Skill

    Occult (Int; Trained only)

    The Occult skill represents hidden, forbidden, trivial and relatively "unknown" information about the cosmos. The Occult skill does not receive a synergy bonus from any other skill, but provides a +2 synergy bonus to Knowledge (Arcana), Knowledge (the Planes), Spellcraft and Psicraft checks if 5 ranks have been invested in it. It is not normally a class skill for any class besides the Occultist, but the feat Occult Training (see below) allows classes other than Occultists to count it as a class skill.

    Occult deals with the inner workings of the cosmos and is related to magic and the mind, which will allow those with Occult to notice and piece together information gathered normally with Spellcraft and Psicraft; however, this process takes a while. Occult can be used in place of Spellcraft and Psicraft to identify powers and spells already in place; it cannot, however, be used to identify a power or spell as it is being manifested or cast. Using Occult to replace Spellcraft or Psicraft increases the duration of the activity to 1 minute if it is shorter than 1 minute, and doubles the duration if it is longer.

    New Feat

    Spoiler
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    Occult Training [General]

    Prerequisite
    Int 13.

    Benefit
    You add Occult (Int) to your list of class skills for every class you take.

    Normal
    Occult (Int) is normally only a class skill for Occultists.


    The Deck of Mystic Ways
    Spoiler
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    Enigmas of the Illusion Card
    I am Illusion: Embrace the comfort we feel in calm times, the small joys and happiness. Take no heed of all else and live in everlasting bliss.

    1 - Occult Adaptation: Use Occult skill check instead of other skill
    1 - Mystic Veil: Obscure or change object or person's magical aura
    2 - Warping Wind: Foes making ranged attacks have 20% miss chance
    2 - Probe Mind: Hear surface thoughts of an individual
    3 - Candle of Evocation: Provides bright illumination and see invisibility
    3 - Seeds of Sleep: Put to sleep up to 8 HD of foes

    Enigmas of the Madness Card
    I am Madness: The voice in the corner of your mind. It speaks strange truths and uncanny imagery: If only you could understand their meanings.

    4 - Gibber: Foe loses ability to speak
    4 - Yawj's Grasp: Wall grows several black arms and hands, grapples close foes
    5 - Candle of Convocation: Teleport to a distant location on same plane
    5 - Blackout: Foe's Int and Wis reduced to 1
    6 - Cosmic Window: Scry on distant location with true seeing
    6 - Unweaving: Cancel magical effects, up to +25 CL bonus

    Enigmas of the Blue Dragon Card
    I am the Blue Dragon: Magic, wisdom, power. Know them, wield them, for they are the tools of the wise and the brave.

    7 - Cloudburst: Blinds and deafens foes, creates incredibly strong storm
    7 - Cloak of True Hiding: Invisibility for allies, hides from true seeing and Detect Magic too
    8 - Mind Sear: Knock unconscious, stun, or confuse nearby foes
    8 - Borrowed Time: Gain a full-round action now, lose actions in next round
    9 - Candle of Invocation: Opens a Gate
    9 - Beget Puppet: Control the mind of a monster


    The Deck of the Inspiring Mind
    Spoiler
    Show

    Enigmas of the Heroism Card
    I am Heroism: Victory is at hand! Stand up and fight, for fate and justice will never tip the scales against you if you fight for what's right.

    1 - Inspire Confusion: Foe is confused for 1 round
    1 - Expedient Aid: Target can make Aid Another checks as Swift actions
    2 - Inspire Heroism: Allies close by gain +2 saves, +2 AC
    2 - Instant Gait: Ally can move as a swift action once
    3 - Lesser Magnificence: Ally gains +2 enhancement bonus to Str/Dex/Con/Int/Wis/Cha
    3 - Alacrity: Ally gains +30 feet movement speed, gains extra attack each turn

    Enigmas of the Greatness Card
    I am Greatness: Bask in my glory, my power, my authority. Let them guide you to victory!

    4 - Incite Terror: Causes foes to become frightened or panicked
    4 - Inspire Greatness: Allies close by gain +4 attack, +4 damage, immunity to fear
    5 - Magnificence: Ally gains +4 enhancement bonus to Str/Dex/Con/Int/Wis/Cha
    5 - Tide of Despair: Foes in area lose their Morale bonuses, become slowed
    6 - Unravel Mystery: "Speak" with cosmos, may learn answer to question
    6 - Cosmic Creation: Create longer-lasting mundane item, or short-lived magical item up to 5,000g

    Enigmas of the Crusade Card
    I am the Crusade: Unity guides us all. Walking the crossroads together and united under a single banner, this world will tremble in the wake of our deeds.

    7 - Mass Lesser Magnificence: Several allies plus self gain +2 enhancement bonus to Str/Dex/Con/Int/Wis/Cha
    7 - Inspire Madness: Foe suffers from permanent confusion
    8 - Crusade: Allies gain immunity to fear, +6 attack/AC, 1 extra Swift action
    8 - Banish the Mind: Victim's mind becomes banished to cosmic recesses after resting
    9 - Greater Magnificence: Ally gains +6 enhancement bonus to Str/Dex/Con/Int/Wis/Cha
    9 - Ascend: Ally (not self) gains traits of half-fiend or half-celestial


    The Deck of the Catastrophe
    Spoiler
    Show

    Enigmas of the Maelstrom Card
    I am the Maelstrom: Stare into me and what will you see? The upcoming opportunities or the inevitable downfall of all that you hold dear?

    1 - Shocking Arc: Inflicts 1d6 Electricity damage to 2 foes
    1 - Sap Strength: Inflicts 1d6 Strength damage to a foe
    2 - Shadowflame: Inflicts 2d6 Fire plus 2d6 damage to a foe
    2 - Mind Blast: Inflicts 3d6 damage in a 15' line (mind-affecting)
    3 - Exhaust: Foe becomes exhausted, takes 1d6 Constitution damage
    3 - Doom and Gloom: -2 all saves, AC, -4 to Str, Con or Dex

    Enigmas of the Twisting Nether Card
    I am the Twisting Nether: I bow to no one, and am equal to all that lies in my midst. Be warned! I favor no one.

    4 - Hoarfrost: Inflicts 5d6 Cold to all in a 60' line, victims become fatigued
    4 - Telekinetic Blast: Inflicts 7d6 physical damage to touched foe, or 3d6 to an object and bypasses hardness
    5 - Fling Skyward: Flings Huge or smaller foe 5d10 feet off the ground
    5 - Mind Wave: Inflicts 6d6 damage in a 30' burst, does not affect allies (mind-affecting)
    6 - Discharge: Inflicts 10d6 Electricity damage in a cylinder, deafens victims
    6 - Greater Mind Blast: Inflicts 9d6 damage in a 60' line (mind-affecting)

    Enigmas of the Death Card
    I am Death: Foolish is the one who does not expect me, for even your condition is fleeting and unimportant.

    7 - Enhance Gravity: Foe becomes heavily encumbered, cannot move from location
    7 - Upheaval: Flings several foes into the air
    8 - Greater Telekinetic Blast: Inflicts 20d6 physical damage to a foe, or 7d6 to an object and bypasses hardness
    8 - Chaos Bolt: Inflicts 10d6 Fire plus 10d6 damage to a foe
    9 - Starstorm: Calls falling stars to strike nearby foes
    9 - Greater Mind Wave: Inflicts 18d6 damage in a 40' burst, does not affect allies (mind-affecting)


    The Deck of Violent Blades
    Spoiler
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    Enigmas of the Vengeance Card
    I am Vengeance: Let the memories of the wrongs done to me give me strength to strike at my foes' heart, so they can suffer thrice fold what I suffered at their hands.

    1 - Force Barrier: Gain +3 Deflection AC
    1 - Cosmic Mount: Create mount appropriate for size from cosmic energy
    2 - Instant Familiarity: Gain temporary Weapon Proficiency with touched weapon
    2 - Phantom Combatant: Illusion provides flanking bonus vs. 1 foe
    3 - Conjure Blade: Creates shortsword made of force in your hand
    3 - Retaliatory Aggression: Forgo attacks to gain bonus attacks of opportunity

    Enigmas of the Wrath Card
    I am Wrath: Accept your fate in the face of hardships. Should you overcome them, stand tall in the knowledge that one day, better times will come.

    4 - Lesser Phasing: Enemies suffer 20% miss chance vs. you
    4 - Phantom Battalion: Illusion provides flanking bonus against all foes for all allies in area
    5 - Chaotic Rend: Weapon touched gains the Wounding property for 1 attack
    5 - Dominate Weapon: Weapon held by enemy gains Dancing property, attacks owner
    6 - Greater Phasing: Enemies suffer 50% miss chance vs. you
    6 - Blood and Steel: Gain living construct traits

    Enigmas of the Berserker Card
    I am the Berserker: With a single minded purpose, only the blood of my enemies will soothe my rage.

    7 - Wings of War: Gain wings, +6 Str and bonus to attack rolls
    7 - Subversion: Foe touched takes attack and CL penalty, loses bonus attacks
    8 - Mass Dominate Weapon: As Dominate Weapon, but all weapons in 30' area
    8 - Anti-Magic Shell: Small field automatically attempts to Greater Dispel Magic all magical effects that enter it
    9 - Hideous Transformation: Gain traits of a Half-farspawn
    9 - Blade of Obliteration: Create floating blade of annihilation, disintegrates struck foes


    Enigmas Expanded

    1st Level Enigmas
    Spoiler
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    Occult Adaptation
    Occultist 1
    Illusion Card of the Deck of Mystic Ways
    Casting Time: 1 Standard Action
    Range: Personal
    Target: Self
    Duration: 5 rounds
    Save: None
    Spell Resistance: No

    Transferring some of the cosmos' chaotic energies, you use your knowledge of hidden things to enhance another skill.

    When you cast Occult Adaptation, specify another skill you have at least 1 rank in. For the next 5 rounds, you may roll an Occult skill check instead of the specified skill check to determine success or failure. The DC for the skill check remains the same.

    Mystic Veil
    Occultist 1
    Illusion Card of the Deck of Mystic Ways
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Object or creature touched
    Duration: 1 minute/level
    Save: Will (harmless)
    Spell Resistance: No

    With a gesture, you rewrite the underlying language of a magical effect, altering its appearance to those able to detect the presence of magic.

    A single magical effect on a creature or a single magical item's aura is either hidden from spells like Detect Magic and Arcane Sight, or the aura shows up as weaker or stronger than it normally would.

    Inspire Confusion
    Occultist 1
    Heroism Card of the Deck of the Inspiring Mind (Mind-affecting)
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One creature
    Duration: 1 round
    Save: Will negates
    Spell Resistance: Yes

    Coiling the invisible tendrils of madness about your foe, you wreak havoc within its mind, severely rattling it for a moment.

    The creature becomes confused for 1 round. See the chart below to determine which course of action the creature takes; if it cannot carry out the action, it stands in place and babbles incoherently.

    {table=head]d%|Behavior
    01-10|Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
    11-20|Act normally.
    21-50|Do nothing but babble incoherently.
    51-70|Flee from Occultist at top possible speed.
    71-100|Attack nearest creature (for this purpose, familiars and other such creatures count as part of the victim's self).[/table]

    Expedient Aid
    Occultist 1
    Heroism Card of the Deck of the Inspiring Mind
    Casting Time: 1 Swift Action
    Range: 60 feet
    Target: Ally
    Duration: 5 rounds
    Save: Will (harmless)
    Spell Resistance: No

    Manipulating the strands of time, you weave into a friend enhanced speed to carry out maneuvers to aid another friend.

    For the duration of the spell, the recipient ally can make combat Aid Another checks as Immediate actions instead of Standard actions. This ability does not allow them to make Aid Another checks to help with skills as Swift actions.

    Shocking Arc
    Occultist 1
    Maelstrom Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: Two foes, standing no further than 20 feet apart
    Duration: Instantaneous
    Save: Reflex negates
    Spell Resistance: Yes

    A jolt of electricity leaps from you into a foe and one of his close allies, shocking both.

    A small bolt of lightning leaps from you into two foes, inflicting 1d6 Electricity damage to each foe. If only one foe is present, it is instead struck by one bolt for 2d6 Electricity damage.

    Sap Strength
    Occultist 1
    Maelstrom Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 60 feet
    Effect: One ray
    Target: One foe
    Duration: Instantaneous
    Save: Fortitude half
    Spell Resistance: Yes

    A sickly black light engulfs the victim of your mysterious magic, eating away at its muscles to leave him much weaker.

    You fire a single ray into a foe, who suddenly becomes immolated in black light. The ray requires a ranged touch attack to hit, and inflicts 1d6 Strength damage.

    Force Barrier
    Occultist 1
    Vengeance Card of the Deck of Violent Blades
    Casting Time: 1 Swift Action
    Range: Personal
    Target: Self
    Duration: 1 minute/level
    Save: None
    Spell Resistance: No

    A web of faint magical energy surrounds you, occasionally deflecting a blade, arrow or spell in just the nick of time.

    A web of magic surrounds and protects you, blocking access to vitals, etc. You gain a +3 Deflection bonus to your AC for the duration of Force Barrier.

    Cosmic Mount
    Occultist 1
    Vengeance Card of the Deck of Violent Blades
    Casting Time: 1 Full-Round Action
    Range: Personal
    Target: Self
    Duration: 1 hour/level
    Save: None
    Spell Resistance: No

    From the Æther you weave into existence a beast vaguely resembling a creature that can be ridden.

    You create from nothing a mount that can be ridden. The mount has movement speed of 60 feet, takes up 4 spaces (if for a medium rider, only 1 if for a small rider) and never tires, nor requires food or water. However, the creature has no attacks, and vanishes if attacked. While on your Cosmic Mount, you gain a +5 Competence bonus to Ride checks.


    2nd Level Enigmas
    Spoiler
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    Warping Winds
    Occultist 2
    Illusion Card of the Deck of Mystic Ways
    Casting Time: 1 Standard Action
    Range: Personal
    Target: Self
    Duration: 5 rounds
    Save: None
    Spell Resistance: No

    A howl erupts in the distance, though no wind blows; however, foes find their aim shaken and their shots drifting from their targets for no apparent reason.

    For the duration of the Enigma, you are surrounded by astral winds, whipping by, that cause aiming at you and your allies to be difficult for ranged attackers. Anyone attempting a ranged attack roll or ranged touch attack against you or an ally within 10 feet of you has a 20% chance to miss.

    Probe Mind
    Occultist 2
    Illusion Card of the Deck of Mystic Ways (Mind-affecting)
    Casting Time: 1 Minute
    Range: 60 feet
    Target: One creature
    Duration: 1 minute/level
    Save: Will negates
    Spell Resistance: Yes

    You create a channel directly from your target's mind to yours, allowing you to read surface thoughts and feelings.

    You create a connection with another creature, one they cannot detect without the aid of magic. You are able to instantly receive information about their surface thoughts and feelings. If the creature successfully saves against your Enigma, they realize something has tried to probe their mind, but cannot pinpoint the source.

    Inspire Heroism
    Occultist 2
    Heroism Card of the Deck of the Inspiring Mind (Mind-affecting)
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: You plus one ally, plus one more per 3 levels (max 5)
    Duration: 5 rounds
    Save: Will (harmless)
    Spell Resistance: No

    A wave of bravery flows outward from you into your comrades, steeling their will against oncoming challenges.

    With steeled determination, you and your allies ready for a fight. For the duration of the Enigma, you and each ally affected gain a +2 Morale bonus to all saves and AC.

    Instant Gait
    Occultist 2
    Heroism Card of the Deck of the Inspiring Mind
    Casting Time: 1 Immediate Action
    Range: Touch
    Target: Ally touched
    Duration: 5 rounds
    Save: None
    Spell Resistance: No

    With a touch, your ally speeds up considerably if only for a short while.

    A touch is all it takes for movement to become much easier for your ally. For the duration of the Enigma, the recipient of Instant Gait may move their full speed as a Swift action instead of a Move action.

    Shadowflame
    Occultist 2
    Maelstrom Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 60 feet
    Effect: One orb of Shadowflame
    Target: One foe
    Duration: Instantaneous
    Save: None
    Spell Resistance: No

    A solid glob of shadowy, half-tangible fire slings itself from your hand into a nearby foe, burning with unrealistic flame.

    Shadowflame gathers in your hand and, almost as if by itself, leaps at a nearby foe. Shadowflame requires a ranged attack roll to hit, and inflicts 2d6 points of fire damage and 2d6 points of untyped damage resulting from pure cosmic energies.

    Mind Blast
    Occultist 2
    Maelstrom Card of the Deck of the Catastrophe (Mind-affecting)
    Casting Time: 1 Standard Action
    Range: 15 feet
    Area: 15-foot line
    Duration: Instantaneous
    Save: Will partial; see text
    Spell Resistance: Yes

    Concentrating on the minds of those in front of you, you unleash a deadly spike of psycho-cosmic power that erupts from your forehead.

    A spike of combined mental and cosmic power rips through the minds of those unfortunate victims to be standing in front of you. All creatures in line with the spike take 3d6 damage and are confused for 1 round. A creature that successfully saves is not confused, but still takes the full amount of damage.

    Instant Familiarity
    Occultist 2
    Vengeance Card of the Deck of Violent Blades
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Weapon touched
    Duration: 1 minute/level
    Save: None
    Spell Resistance: No

    Eying the weapon in your hand with fond appraisal, you suddenly become knowledgeable of the standard practices revolving around wielding it.

    Your mind adjusts to combat practices and routines, allowing you to wield a weapon with precision beyond your normal capabilities. For the duration of the Enigma, you are considered to have proficiency with the weapon (even if it is an exotic weapon). Once the Enigma ends, if you still have the weapon in your hand, you expel the weapon, essentially disarming yourself of it.

    Phantom Combatant
    Occultist 2
    Vengeance Card of the Deck of Violent Blades (Mind-affecting)
    Casting Time: 1 Swift Action
    Range: 60 feet
    Target: One foe
    Duration: 5 rounds
    Save: Will negates
    Spell Resistance: Yes

    A warrior phantom, clad in armor and weapons of a bygone age, assails your foe and takes up a tactical position against it.

    The warrior phantom arrives from behind the foe, attempting to make the foe believe it is being flanked. If the foe successfully saves, the warrior phantom disappears and it does not provide a flanking benefit. If the foe fails its save, you gain the benefit of flanking against that foe for the duration of the Enigma.
    Last edited by Derjuin; 2011-03-22 at 10:49 AM.

  8. - Top - End - #8
    Ogre in the Playground
     
    Derjuin's Avatar

    Join Date
    Jul 2009
    Location
    Land of Maps and Treasure
    Gender
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    Default Re: Base Class Challenge V - You're MIND!

    3rd Level Enigmas
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    Candle of Evocation
    Occultist 3
    Illusion Card of the Deck of Mystic Ways
    Casting Time: 1 Standard Action
    Range: Personal
    Target: Self
    Duration: 1 minute/level
    Save: None
    Spell Resistance: No

    A small candle appears and alights itself on your shoulder; the magical light emitted by the candle provides illumination and enhanced sight beyond the scope of a mundane candle.

    A small candle, yellow in color and apple in scent, appears on your shoulder. Its flame does not cause harm; instead, it lights with bright illumination out to 120 feet, and shadowy out to 180. Allies, including yourself, within 30 feet of the candle also gain the effects of a see invisible spell.

    Seeds of Sleep
    Occultist 3
    Illusion Card of the Deck of Mystic Ways (Mind-affecting)
    Casting Time: 1 Standard Action
    Range: 60 feet
    Area: 10-foot radius spread
    Duration: Instantaneous; see text
    Save: Will negates
    Spell Resistance: Yes

    Motes of energy float lazily around the heads of several creatures in the area you designate, lulling them into a heavy sleep.

    From the point of origin of the Enigma, small sparks of sleep float about the heads of those put to sleep. Up to 10 + your caster level of HD of creatures in the area are put into a catatonic sleep for 3d6 minutes. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the Enigma’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Creatures affected by Seeds of Sleep cannot be woken up before the duration of the Enigma ends.

    Magnificence, lesser
    Occultist 3
    Heroism Card of the Deck of the Inspiring Mind
    Casting Time: 1 Standard Action
    Range: Touch
    Target: One ally touched
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    With a touch, you infuse your friend with power, wisdom and vigor, enhancing their overall being.

    The touched ally gains a +2 Enhancement bonus to each of her attributes for the duration of the Enigma.

    Alacrity
    Occultist 3
    Heroism Card of the Deck of the Inspiring Mind
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One ally
    Duration: 5 rounds
    Save: None
    Spell Resistance: No

    A bright light shines forth from the recipient of your magical effect; suddenly, he begins to move much quicker.

    The ally affected by Alacrity gains a +30 bonus to movement speed and may make an additional attack each round. This extra attack does not stack with those from haste or other similar effects.

    Exhaust
    Occultist 3
    Maelstrom Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 60 feet
    Effect: Up to three rays
    Target: Up to three separate foes
    Duration: Instantaneous
    Save: Fortitude partial; see text
    Spell Resistance: Yes

    A myriad of strings shine from your outstretched hand to the throats of nearby foes; with a motion, you rip away part of their stamina, leaving them exhausted and weak.

    Up to three rays shoot from you toward nearby foes. Each foe is hit by a single ray; the ray requires a ranged touch attack to hit. Upon impact, the foe becomes exhausted and takes 1d6 Constitution damage. A successful save negates the Constitution damage, but the foe is still exhausted.

    Doom and Gloom
    Occultist 3
    Maelstrom Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One foe
    Duration: 1 minute/level
    Save: Will negates
    Spell Resistance: Yes

    A shadow falls over the victim of your nefarious magic, causing thoughts of despair, hopelessness and weakness. And for that creature, those thoughts become reality.

    The foe affected by Doom and Gloom takes a -2 penalty to all saves, AC, and -4 decrease to Strength, Constitution or Dexterity damage; the highest attribute of the three is always chosen.

    Conjure Blade
    Occultist 3
    Vengeance Card of the Deck of Violent Blades
    Casting Time: 1 Move Action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Save: None
    Spell Resistance: No

    With a glimmer of light, a roughly blade-shaped object appears in your hand, though it does not appear to take an absolute form.

    The blade conjured is considered a force effect and bypasses all damage reduction except DR/Epic. Despite its unusual shape, the blade inflicts damage as a longsword sized appropriately for you (1d8 for medium, 1d6 for small). You are always proficient with a blade conjured by Conjure Blade.

    Retaliatory Aggression
    Occultist 3
    Vengeance Card of the Deck of Violent Blades (Mind-affecting)
    Casting Time: 1 Immediate Action
    Range: Personal
    Target: Self
    Duration: 5 rounds
    Save: None
    Spell Resistance: No

    With a barely noticeable whisper, your reflexes suddenly speed up and a mix of patience and anger fill you.

    As the Enigma finishes, you suddenly find yourself able to react more appropriately to close combat threats. For the duration of the Enigma, you gain the benefits of the Combat Expertise feat. In addition, you may forgo attacks you would normally have during your turn to increase the number of attacks of opportunity you can make. For each attack you give up, you gain one extra attack of opportunity for that round.


    4th Level Enigmas
    Spoiler
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    Gibber
    Occultist 4
    Madness Card of the Deck of Mystic Ways
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One foe
    Duration: 1 minute/level
    Save: Will negates
    Spell Resistance: Yes

    A lash of mental energy interrupts your foe's thought processes, just enough to interfere with speech patterns. What escapes your foe's mouth afterwards could best be described as a word salad.

    The foe's tongue becomes metaphorically twisted in as many ways as possible: they cannot speak any languages. This also severely impairs singing required by bardic abilities and verbal components for spells, to the point where such things are impossible to do for the duration. Spells without verbal components and bardic abilities reliant on other performances are not affected. Those that listen to the gibbering foe are unable to understand anything said, even with magical aid.

    Gibber specifically dispels and counters, and can be dispelled by and countered with a Tongues spell, or similar effect.

    Yawj's Grasp
    Occultist 4
    Madness Card of the Deck of Mystic Ways
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One wall
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    Calling for aid, you summon from a nearby wall several black, translucent arms and hands to grasp, entangle and grapple nearby foes.

    A wall section, up to 10 feet high and 10 feet wide, suddenly sprouts many flexible, grasping arms and hands. The hands grapple at anything within 10 feet of the wall and hold it fast, pulling it as close to the wall as possible. Any foe that enters the cube in which the hands can grapple are automatically engaged by them.

    Each foe in the area of the spell must make a grapple check, opposed by the grapple check of the wall. Treat the hands attacking a particular target as a Large creature with a base attack bonus equal to your caster level and Strength 24. The hands are immune to all kinds of damage, but instantly end if more than half of the wall supporting them is destroyed.

    Incite Terror
    Occultist 4
    Greatness Card of the Deck of the Inspiring Mind (Mind-affecting)
    Casting Time: 1 Standard Action
    Range: 60 feet
    Area: 20-foot burst
    Duration: Instantaneous; see text
    Save: Will negates
    Spell Resistance: Yes

    A horrifying visage erupts from your body for a split-second, just long enough to frighten nearby foes.

    With a half-second roar, a gruesome face emerges from your body, then retreats back into it. Enemies within 20 feet of you must succeed on a Will save or be affected by Fear, based on their HD:

    7 or less HD: The foe becomes panicked.

    8 or more HD: The foe becomes frightened.

    A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

    Frightened is like shaken, except that the creature must flee if possible.

    Panicked is a more extreme state of fear. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

    Inspire Greatness
    Occultist 4
    Greatness Card of the Deck of the Inspiring Mind (Mind-affecting)
    Casting Time: 1 Standard Action
    Range: Personal
    Area: 20-foot emanantion
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    A wave of empowering energy echoes from you as you raise your hands to the sky, the determination and might brought to you and your allies giving you the edge in the coming battle.

    Allies within 20 feet of you during the duration of Inspire Greatness gain immunity to fear effects and a +4 Morale bonus to attacks and damage dealt with weapons and weapon-like abilities. Allies that leave the emanation continue to benefit from the morale bonus and immunity to fear for 1 round/level since the last round they spent inside the emanation.

    Hoarfrost
    Occultist 4
    Twisting Nether Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 30 feet
    Area: 30-foot cone
    Duration: Instantaneous; see text
    Save: Reflex partial; see text
    Spell Resistance: Yes

    Ice crystals erupt from your hands, bringing with them a chilly wind that strikes right to the bones of those affected by the assault.

    Hoarfrost creates a cone of super-cold ice and wind, not quite enough to freeze but enough to severely slow the inner workings of those affected. Those in the area of the spell take 4d6 Cold damage and are slowed; those that succeed on their save are not slowed and only take half cold damage. The slow effect lasts for 1 round.

    Telekinetic Blast
    Occultist 4
    Twisting Nether Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: Touch
    Target: One foe
    Duration: Instantaneous
    Save: None
    Spell Resistance: No

    With a touch, you send a powerful blast of psycho-cosmic energy bearing down on your foe, sending physical shudders through its body upon impact.

    Once initiated, a powerful Telekinetic Blast unleashed on a foe inflicts 7d6 damage, reduced by damage reduction. For the purposes of overcoming damage reduction, treat Telekinetic Blast as a mundane weapon.

    You can instead use Telekinetic Blast against an object. Doing so inflicts 3d6 damage on the object and ignores its hardness. If an object is broken using Telekinetic Blast, it explodes into many small pieces, sent harmlessly flying.

    Phasing, lesser
    Occultist 4
    Wrath Card of the Deck of Violent Blades
    Casting Time: 1 Standard Action
    Range: Personal
    Target: Self
    Duration: 5 rounds
    Save: None
    Spell Resistance: No

    You begin phasing between your current realm and an extradimensional pocket, somewhere in the cosmos; your phasing seems to have a knack for occurring right when it would help you avoid an attack.

    Your body becomes slightly translucent, and you occasionally shift to an extradimensional pocket right before an attack would hit you. Enemies attempting to strike you with a melee weapon, ranged weapon or spell that requires a touch (whether melee or ranged) have a 20% chance of missing because of this phasing.

    If you have Warping Winds active when you cast Lesser Phasing, your Warping Winds is suppressed until Lesser Phasing ends.

    Phantom Battalion
    Occultist 4
    Wrath Card of the Deck of Violent Blades
    Casting Time: 1 Full-Round Action
    Range: 60 feet
    Area: 20-foot spread
    Duration: 1 minute
    Save: Will partial; see text
    Spell Resistance: Yes

    A group of seemingly well-trained warriors approach your combat and aid you in setting up tactical advantages.

    The phantoms created by Phantom Battalion engage in every foe within the 20-foot spread, and provide flanking benefits for all allies engaged in combat with foes in that spread. If any creature in the spread disbelieves the phantoms, it is not flanked by one; it still believes its allies are being flanked by new opponents.


    5th Level Enigmas
    Spoiler
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    Candle of Convocation
    Occultist 5
    Twisting Nether Card of the Deck of Mystic Ways
    Casting Time: 1 minute
    Range: Personal and touch
    Target: You and touched objects or other touched willing allies
    Duration: Instantaneous
    Save: None and Will negates (object)
    Spell Resistance: No and Yes (object)

    A single candle, red in color and cinnamon in scent, alights on the ground in front of you, its smoke forming circles around you and your allies. A moment later, the smoke turns a bright blue, then vanishes. You - and your allies - vanish from the site.

    This Enigma instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

    As long as you have a mental image of your destination, you arrive without fail. However, if you do not have a mental image, you arrive within 1d20 miles of the intended destination.

    Blackout
    Occultist 5
    Madness Card of the Deck of Mystic Ways
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One foe
    Duration: 1 minute/level
    Save: Will negates
    Spell Resistance: Yes

    With crushing force, psycho-cosmic energy collapses around your foe's mind, severely limiting its mental functions for a time.

    For the duration of Blackout, the victim's Intelligence and Wisdom scores drop to 1. It is incapable of using Intelligence- or Wisdom-based skills, cannot cast spells, and cannot understand things going on around it. For the duration of the Enigma, it is considered confused; see the table above (in Inspire Confusion) for information on which action the foe takes.

    Magnificence
    Occultist 5
    Greatness Card of the Deck of the Inspiring Mind
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One ally
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    This spell functions as Lesser Magnificence, except it grants an ally a +4 Enhancement bonus to each attribute instead of +2.

    Tide of Despair
    Occultist 5
    Greatness Card of the Deck of the Inspiring Mind (Mind-affecting)
    Casting Time: 1 Standard Action
    Range: 60 feet
    Area: 20-foot spread
    Duration: 1 round/level
    Save: Will partial; see text
    Spell Resistance: Yes

    From your fingertips spews a black mist that drapes over your foes and brings upon them hopelessness, despair and apathy.

    All foes in the area of the spell must make a Will save each round (at the beginning of your turn) or lose all Morale bonuses they have. In addition, each time they fail a Will save, they are slowed as the spell for 1 round. If their Morale bonus is granted by an ongoing effect (such as a spell or bardic song), the effect is instead suppressed for 1 round.

    Fling Skyward
    Occultist 5
    Twisting Nether Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One foe
    Duration: Instantaneous
    Save: None
    Spell Resistance: Yes

    A burst of wind flings your victim off the ground and into the air, its body landing a moment later with a loud THUD.

    Fling Skyward flings a Huge or smaller creature into the air 5d10 feet, after which they fall an equal distance toward whatever surface they were standing on before. They take falling damage equal to twice the distance fallen. Creatures not standing on a surface are immune to Fling Skyward. Creatures capable of flight that are standing on a surface may slow their descent an amount equal to their flight speed, and take less damage based on how far they actually fall.

    Mind Wave
    Occultist 5
    Twisting Nether Card of the Deck of the Catastrophe (Mind-Affecting)
    Casting Time: 1 Standard Action
    Range: Personal
    Area: 30-foot burst
    Duration: Instantaneous
    Save: Will half
    Spell Resistance: No

    A wave of psycho-cosmic energy bursts forth from you, interrupting the thought patterns of, and damaging, nearby foes.

    Mind Wave sends outward from you a blast of energy, one that seeks out your foes without touching the minds of your allies. Foes caught in the blast take 6d6 damage.

    Chaotic Rend
    Occultist 5
    Wrath Card of the Deck of Violent Blades
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Weapon touched
    Duration: Instantaneous; see text
    Save: None
    Spell Resistance: No

    You reform your weapon's edge at a thought, giving it a wicked blade that cuts and bites, rips and tears at your opponent's flesh.

    When you cast Chaotic Rend, a weapon you touch gains the Wounding property. It retains this property until it is used to strike a foe, where it discharges. If the weapon leaves the hands of its original wielder, the property is also lost. Using this Enigma on a weapon does not change its monetary value.

    Dominate Weapon
    Occultist 5
    Wrath Card of the Deck of Violent Blades
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One weapon
    Duration: 5 rounds
    Save: Will (wielder's)
    Spell Resistance: No

    Your chant finishes and the weapon held ready by a foe suddenly leaps from its grip and makes a lunge at it.

    Upon completion of Dominate Weapon, you target a single weapon held by a foe. The wielder is entitled to a Will save to negate the effect if it is aware of your presence. If it fails its Will save or is not eligible for one, the weapon gains the Dancing property and activates itself; afterwards, it acts as if you were the original owner of the weapon, instead of the foe. Once Dominate Weapon wears off, the weapon harmlessly clatters to the ground.


    6th Level Enigmas
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    Cosmic Window
    Occultist 6
    Madness Card of the Deck of Inspiring Mind
    Casting Time: 1 minute
    Range: See text
    Effect: Magical sensor
    Duration: 1 minute/level
    Save: Will negates, see text
    Spell Resistance: Yes

    A tear in the wall of reality opens before you, and the landscape you envisioned fades into view within the tear.

    The window created by this Enigma is approximately 3' x 3' and floats in the air before you; while it appears to be a hole, only sight and sound can be transmitted by it - movement from one location to the scried-upon area cannot. You can see and hear some creature or location, which may be at any distance. If the creature succeeds on a Will save, the window attempt simply fails. If used on a location, no Will save is provoked. When viewed through by the Occultist that created it, the Cosmic Window provides its viewers with true seeing. Other abilities, such as Detect Evil and Message work through the window as well.

    Unweaving
    Occultist 6
    Madness Card of the Deck of Mystic Ways
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One creature or object
    Duration: Instantaneous
    Save: None
    Spell Resistance: No

    The strings of your foe's magical effect begin to fray and unwind, leaving nothing but the memory of magic behind.

    One object, creature, or spell is the target of the Unweaving Enigma. You make a dispel check (1d20 + your caster level, maximum +25) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the effect’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

    If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

    If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

    You automatically succeed on your dispel check against any magical effect that you cast yourself.

    Unravel Mystery
    Occultist 6
    Greatness Card of the Deck of the Inspiring Mind
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 1 round
    Save: None
    Spell Resistance: No

    Strands of cosmic energy connect directly with your brain, and you can communicate with the universe itself to learn things you would not have been able to before.

    You contact the very cosmos itself in an attempt to divine the answer to a simple yes-or-no question. You are allowed one inquiry per cast, and the cosmos is essentially omniscient; however, it is not always able to provide an answer. It will occasionally provide no answer at all, if it finds your inquiry not worth its time.

    Cosmic Creation
    Occultist 6
    Greatness Card of the Deck of the Inspiring Mind
    Casting Time: 10 minutes
    Range: 0 feet
    Effect: One small unattended item at your feet
    Duration: See text
    Save: None
    Spell Resistance: No

    You gather immense power and energy, forming it into a physical object that quickly becomes reality, if only for a short while.

    You create a single item, weighing no more than 100 lbs., at your feet. This item can be mundane or magical, but cannot be worth more than 5,000 gp. The duration of a mundane item is 1 minute/level; the duration of a magical item is 1 round/level. If any attempt to use the item as a material component for a spell is made, the spell fails, and the item vanishes instantly.

    Discharge
    Occultist 6
    Twisting Nether Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 60 feet
    Area: Cylinder (15 foot radius, 60 feet high)
    Duration: Instantaneous; see text
    Save: Reflex half
    Spell Resistance: Yes

    A loud humming originates at the target of your Enigma, followed by an impossibly loud thunderclap and a huge bolt of lightning, connecting the earth to the heavens for just a moment.

    A huge bolt of lightning crackles within the cylinder area targetted; all enemies caught within the area take 10d6 Electricity damage and are deafened for 1 round. If a creature caught in the cylinder succeeds on its Reflex save, it is not deafened.

    Mind Blast, greater
    Occultist 6
    Twisting Nether Card of the Deck of the Catastrophe (Mind-affecting)
    Casting Time: 1 Standard Action
    Range: 60 feet
    Area: 60-foot line

    This Enigma functions identically to the Mind Blast Enigma, except it inflicts 9d6 damage to those in its path.

    Phasing, greater
    Occultist 6
    Wrath Card of the Deck of Violent Blades
    Casting Time: 1 Standard Action
    Range: Personal
    Target: Self
    Duration: 5 rounds
    Save: None
    Spell Resistance: No

    You phase easily between your current realm and a special extradimensional pocket, a sudden insight into your enemies' attacks making it all the easier to phase at just the right time.

    This Enigma functions similarly to Lesser Phasing, except it causes a 50% miss chance instead of 20% and also applies against spells with an area that allow a Reflex save.

    Blood and Steel
    Occultist 6
    Wrath Card of the Deck of Violent Blades
    Casting Time: 1 minute
    Range: Personal
    Target: Self
    Duration: 1 minute/level
    Save: None
    Spell Resistance: No

    Your body becomes mechanical and robotic, clockwork in its actions.

    For the duration of Blood and Steel, you gain the traits associated with the Living Construct subtype. Your subtype does not actually change to Living Construct, however. Unlike other Living Constructs, spells of the Healing subschool still heal you for the full amount.

    You gain:
    • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion and energy drain
    • Inability to heal damage naturally
    • Do not need to eat, sleep or breathe, but can still benefit from consumable spells (such as potions)



    7th Level Enigmas
    Spoiler
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    Cloudburst
    Occultist 7
    Blue Dragon Card of the Deck of Mystic Ways
    Casting Time: 1 Standard Action
    Range: 60 feet
    Area: 30-foot spread
    Duration: Concentration + 5 rounds afterward
    Save: Reflex partial; see text
    Spell Resistance: No

    Clouds gather and form in the area you designate, and with a flash of lightning a dense downpour begins.

    High winds, heavy rain, hail and flashes of lightning make combat much more difficult for your foes inside the area of your Cloudburst. Each foe caught within the initial spread must succeed on a Reflex save or be blinded and deafened for 1 round/level. Even if a creature successfully saves, if he stays within the area of the Cloudburst, he finds vision limited to 5 feet, ranged attacks and concentration to be all but impossible, and movement slowed drastically. Allies are similarly limited, but do not need to save to avoid being deafened and blinded: they automatically save.

    Creatures standing outside the Cloudburst find their their vision is severly limited when looking in: they can only see 5 feet into the storm before their sight fails them. Creatures further than 5 feet inside the storm have total concealment against those outside, and vice versa.

    Cloak of True Hiding
    Occultist 7
    Blue Dragon Card of the Deck of Mystic Ways
    Casting Time: 1 Full-Round Action
    Range: Personal
    Target: Self
    Duration: 1 minute/level
    Save: None
    Spell Resistance: No

    You shimmer for a moment and then disappear; shortly after, your friends also vanish, leaving no trace.

    Cloak of True Hiding provides invisibility to you and all allies within 20 feet of you. The Enigma also elevates you and your allies off the ground slightly, preventing the creation of tracks. The Cloak of True Hiding also hides you and your allies against true seeing and Detect Magic, though See Invisibility still penetrates your Enigma.

    Allies that attack a foe lose their invisibility for 1 round; if they are still within 20 feet of you after that round, they regain it. If you attack a foe, whether with a melee attack, a ranged attack or a spell, Cloak of True Hiding fades.

    Magnificence, lesser, mass
    Occultist 7
    Crusade Card of the Deck of the Inspiring Mind
    Casting Time: 1 Full-Round Action
    Range: 60 feet
    Target: Up to 6 allies, none of which are more than 10 feet apart
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    This spell functions as Lesser Magnificence, except where noted above.

    Inspire Madness
    Occultist 7
    Crusade Card of the Deck of the Inspiring Mind (Mind-affecting)
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One foe
    Duration: Permanent
    Save: Will negates
    Spell Resistance: Yes

    A single tendril of energy lashes out at your foe's mind, and appears to wrap around it and merge with it. Soon after, the creature begins its maddening gibbering, its descent into madness assured.

    You cause a single foe's sanity to snap, causing the unfortunate foe to suffer from permanent confusion. This Enigma can only be reversed with a powerful spell or effect, such as Limited Wish, Wish, Miracle, Greater Restoration, Heal, Bend Reality or Reality Revision.

    Enhance Gravity
    Occultist 7
    Death Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 100 feet
    Target: One foe
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    The cosmos rewrites its laws for just one creature, who bears the weight of a force much greater than it knows.

    With this Enigma, a single foe within 100 feet is pulled with much greater force toward the ground. If the foe is already standing on the ground, it is considered to be extremely heavily encumbered. If the foe is in the air, it begins falling toward the ground at a rate of 100 feet per round. Once it is on the ground, it becomes extremely heavily encumbered as well.

    Creatures that are extremely heavily encumbered have no maximum Dexterity bonus to their AC (but are still considered to have a Dexterity bonus to AC), have a -10 armor check penalty, and cannot move more than one-third its movement speed (rounded down) per move action. It cannot run.

    Upheaval
    Occultist 7
    Death Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: Up to 6 foes, which are no more than 10 feet apart
    Duration: Instantaneous
    Save: None
    Spell Resistance: No

    Almost as if plucked up and tossed into the air, your foes are flung high into the air.

    Up to six foes, all standing no more than 10 feet apart from one another, are flung straight up into the air 8d10 feet, then fall the same distance toward whatever surface they were standing on before. They take damage according to the distance fallen as normal. Creatures not standing on a surface are immune to Upheaval. Creatures capable of flight that are standing on a surface may slow their descent an amount equal to their flight speed, and take less damage based on how far they actually fall.

    Wings of War
    Occultist 7
    Berserker Card of the Deck of Violent Blades
    Casting Time: 1 Standard Action
    Range: Personal
    Target: Self
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    Power, grace and authority gather within you as you sprout large, intangible wings.

    You gain large, intangible wings, and a significant increase in combat capability. They can pass through objects, allowing you flight even in areas where you would not normally be able to due to space. You gain a flight speed equal to twice your movement speed with Good maneuverability, a +6 bonus to Strength, and an Insight bonus to your Attack rolls equal to one-half your CL. During Wings of War, however, you cannot activate spell trigger items, and can only use the Occult skill to cast Enigmas from the Deck of Violent Blades. Once Wings of War fades, you are again able to cast Enigmas from all Decks; if you are in the air when it fades, you float slowly down to the ground at a rate of 10 feet per round.

    Subversion
    Occultist 7
    Berserker Card of the Deck of Violent Blades
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One foe
    Duration: 5 rounds
    Save: Will negates
    Spell Resistance: Yes

    You force a foe to subvert its power to you, considerably lessening its threat for a short time.

    Subversion causes a single foe to temporarily suffer a -5 attack bonus penalty and a -5 caster level penalty. If the foe has iterative attacks because of high attack bonus, this temporary reduction also removes an extra attack.


    8th Level Enigmas
    Spoiler
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    Mind Sear
    Occultist 8
    Blue Dragon Card of the Deck of Mystic Ways (Mind-affecting)
    Casting Time: 1 Full-Round Action
    Range: Personal
    Area: 20-foot burst
    Duration: Instantaneous; see text
    Save: Will negates
    Spell Resistance: No

    A blast of corrupt psycho-cosmic power erupts from your mind, causing severe short-term brain damage. Though severe, the damage quickly repairs itself.

    All creatures within 20 feet of you must make a Will save or be affected by one of the following effects, based on their HD:

    7 HD or less: Knocked unconscious for 1d4 rounds, Stunned for 1d4 rounds, and then Confused for 1d4 rounds.

    8 HD to 15 HD: Stunned for 1d4 rounds, and then Confused for 1d4 rounds.

    16 HD or more: Confused for 1d4 rounds.

    Borrowed Time
    Occultist 8
    Blue Dragon Card of the Deck of Mystic Ways
    Casting Time: 1 Immediate Action
    Range: Personal
    Target: Self
    Duration: Instantaneous
    Save: None
    Spell Resistance: No

    You yank from the future a segment of time to support yourself at this moment.

    Borrowed Time grants you an extra Full-Round Action immediately. However, in the next round, you are not able to take any actions.

    Crusade
    Occultist 8
    Crusade Card of the Deck of the Inspiring Mind (Mind-affecting)
    Casting Time: 1 Full-Round Action
    Range: 60 feet
    Target: Self plus up to 6 allies
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    You instill in yourself and your allies a unifying might and surge of heroism, bringing each of you closer and increasing your combat potential many times.

    After casting Crusade, you and all allies chosen by the spell gain immunity to fear, a +6 Morale bonus to Attacks and AC, and a one-time-use extra Swift action for the duration of the Enigma. Once used, this extra Swift action is not available unless Crusade is cast again.

    Banish the Mind
    Occultist 8
    Crusade Card of the Deck of the Inspiring Mind (Mind-affecting)
    Casting Time: 1 Full-Round Action
    Range: See text
    Target: One foe
    Duration: Instantaneous; see text
    Save: Will negates
    Spell Resistance: Yes

    The cosmos takes a sudden great interest in the mind of your foe, promising to take it from the foe when the opportunity presents itself.

    The victim of Banish the Mind notices nothing has occurred, whether or not it succeeds on its Will save. If it does succeed, nothing happens. If it fails, the next time the victim rests (at least 2 hours' worth), whether by sleep, trance, etc., its senses become pinched off from the rest of its body and it lives forever in a dreamworld of its own construction. It falls deeper into sleep, trance, etc. until it is in a catatonic state; nothing can wake it, nor cure its condition; not even Greater Restoration or Heal can wake it. Wish, Limited Wish, Miracle or other powerful magic, however, can rid the creature of Banish the Mind. If such magic is not used to cure it, it continues existing in its dreamworld until its body ceases living, due to dehydration/starvation or attacks.

    Telekinetic Blast, greater
    Occultist 8
    Death Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One foe or object
    Duration: Instantaneous
    Save: None
    Spell Resistance: No

    This Enigma works identically to Telekinetic Blast, except it can be cast at a range of 60 feet, requires a ranged touch attack roll instead of a melee touch attack roll, and inflicts 20d6 damage against a creature, or 7d6 damage against an object.

    Chaos Bolt
    Occultist 8
    Death Card of the Deck of the Catastrophe
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One foe
    Duration: Instantaneous
    Save: None
    Spell Resistance: No

    A lance of Shadowflame launches from your hand at a foe, impaling them on chaotic energies.

    Chaos Bolt inflicts 10d6 Fire and 10d6 damage resulting from pure cosmic energy to the foe it strikes. The Fire damage dealt by Chaos Bolt ignores Fire Resistance, but is still reduced by Fire Immunity.

    Dominate Weapon, mass
    Occultist 8
    Berserker Card of the Deck of Violent Blades
    Casting Time: 1 Full-Round Action
    Range: 60 feet
    Area: 30-foot spread

    This spell functions as Dominate Weapon, except it affects weapons held by all foes within 30 feet of the Enigma's point of origin. Each weapon affected is entitled to its owner's Will save to negate the effects of Dominate Weapon on itself.

    Anti-Magic Shell
    Occultist 8
    Berserker Card of the Deck of Violent Blades
    Casting Time: 1 Standard Action
    Range: 60 feet
    Effect: One 10-foot radius sphere
    Duration: 1 minute/level
    Save: None
    Spell Resistance: No

    A sickly green, barely noticeable ectoplasm forms around the point you determine.

    From the Enigma's point of origin, a translucent globe appears. Any magical effects that pass into, or out of, the globe of anti-magic are instantly subjected to an Unweaving Enigma, with a caster level bonus to the dispel check equal to your own caster level.

    Normally, the globe is immovable, but anyone can spend a move action and make an Occult check with a DC equal to the DC required to cast Anti-Magic Shell to move the globe up to 10 feet in any one direction.


    9th Level Enigmas
    Spoiler
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    Candle of Invocation
    Occultist 9
    Blue Dragon Card of the Deck of Mystic Ways
    Casting Time: 1 Standard Action
    Range: 60 feet
    Effect: One trans-dimensional gateway
    Duration: 10 minutes
    Save: None
    Spell Resistance: No

    A small candle, white in color and strong cheese in scent, lights itself in front of you, its smoke drawing out a gateway between two planes. Shortly after, a bright blue light emerges from the gateway, and it becomes active.

    Candle of Invocation creates an effect identical to a Gate spell, except creatures cannot be called with it. Interplanar and intraplanar travel are both capable with a Candle of Invocation Enigma.

    Beget Puppet
    Occultist 9
    Blue Dragon Card of the Deck of Mystic Ways (Mind-affecting)
    Casting Time: 1 round
    Range: 60 feet
    Target: One creature
    Duration: 1 hour/level
    Save: Will negates
    Spell Resistance: Yes

    You sink tendrils of control into your foe, manipulating it like a helpless puppet.

    You can control the actions of any creature vulnerable to mind-affecting attacks. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

    Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth).

    Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

    By concentrating fully on the Enigma (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

    Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

    If you don’t spend at least 1 round concentrating on the Enigma each hour, the subject receives a new saving throw to throw off the Enigma.

    Magnificence, greater
    Occultist 9
    Crusade Card of the Deck of the Inspiring Mind
    Casting Time: 1 Standard Action
    Range: 60 feet
    Target: One ally
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    This spell functions identically to Lesser Magnificence, except it grants the target a +6 Enhancement bonus to its attributes instead of +2.

    Ascend
    Occultist 9
    Crusade Card of the Deck of the Inspiring Mind
    Casting Time: 1 Standard Action
    Range: Touch
    Target: One ally touched
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    You place a hand upon a friend, and temporarily raise her to great heights of power.

    The recipient of the spell, which cannot be you, gains either the traits of a Half-celestial, or a Half-fiend. If the recipient chooses to become a Half-celestial, she gains the following abilities for the duration of the Enigma:

    • Feathery wings and a flight speed equal to 2x movement speed, with Good maneuverability
    • +1 Natural Armor
    • Low-Light Vision
    • Resistance to Acid, Cold and Electricity 10
    • Immunity to Disease
    • +4 Resistance bonus vs. Poisons
    • Damage Reduction 10/Magic
    • Spell Resistance 25
    • +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha Racial bonuses


    If she decides to become Half-fiend, she gains the following abilities for the duration of the Enigma:

    • Batlike wings and a flight speed equal to movement speed with Average maneuverability
    • +1 Natural Armor
    • Darkvision out to 60 feet
    • 2 claws and 1 bite attack, sized appropriately
    • Immunity to Poison
    • Resistance to Acid, Cold, Electricity and Fire 10
    • Damage Reduction 10/Magic
    • Spell Resistance 25
    • +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha Racial bonuses


    Starstorm
    Occultist 9
    Death Card of the Deck of the Catastrophe
    Casting Time: 1 round
    Range: Personal
    Effect: One Starstorm
    Duration: Concentration
    Save: Reflex half
    Spell Resistance: No

    You open a huge well of chaotic energies above you, calling down falling stars to strike your foes.

    As long as you concentrate, chaotic weather and celestial occurrences clash about the battlefield.

    1st Round: Multiple small falling stars strike all foes within 20 feet of you, inflicting 2d6 damage on each foe, no save.

    2nd Round: Several larger stars crash into the battlefield, inflicting 4d6 damage on each foe within 30 feet of you, Reflex save for half damage.

    3rd Round and on: One huge falling star crashes as you designate it, inflicting 8d6 damage in a 10 foot radius of the point of origin of the star; you may direct a star to fall up to 60 feet away from you.

    If you concentrate on Starstorm for longer than 7 rounds, you must immediately make a Fortitude check with a DC equal to 19 + your Intelligence modifier or fall unconscious for 1d4 rounds as soon as you stop concentrating.

    Mind Wave, greater
    Occultist 9
    Death Card of the Deck of the Catastrophe (Mind-Affecting)
    Casting Time: 1 Standard Action
    Range: Personal
    Area: 40-foot burst
    Duration: Instantaneous
    Save: Will half
    Spell Resistance: No

    This Enigma functions identically to Mind Wave, except as noted above; in addition, Greater Mind Wave inflicts 18d6 damage instead of 6d6.

    Hideous Transformation
    Occultist 9
    Berserker Card of the Deck of Violent Blades
    Casting Time: 1 Full-Round Action
    Range: Personal
    Target: Self
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    Energies leap and course within your body, transforming you into a beast not seen even in the nightmares of mortals.

    As Hideous Transformation completes, you gain the traits of a Half-farspawn. Neither your type nor subtype actually change for the duration of the Enigma. You gain the following abilities for the duration of the Enigma:

    • +3 Natural Armor
    • 2 tentacle attacks sized appropriately for you
    • True Strike (Su): Once per day, you may make a normal attack with a +20 Insight bonus to a single attack roll. You are also not affected by miss chance that applies to attacks against a concealed target.
    • Blindsight 60 feet
    • Immunity to Poison
    • Resistance to Acid and Electricity 10
    • Damage Reduction 10/Magic
    • Spell Resistance 25
    • +2 Str, +2 Dex, +6 Con, +4 Wis, +2 Cha
    • Change Shape (Su): As a standard action, you may take the form of a grotesque, tentacled mass. This ability functions as described for the change shape ability, except as follows:

    Spoiler
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    • Your movement modes do not change
    • You retain the first two tentacles granted by this Enigma, and gain two more
    • You become amorphous, and cannot be flanked nor are you subject to critical hits


    Blade of Obliteration
    Occultist 9
    Berserker Card of the Deck of Violent Blades
    Casting Time: 1 Standard Action
    Range: 10 feet
    Effect: One Blade formed from Annihilation
    Duration: Concentration + 1 round
    Save: See text
    Spell Resistance: No

    You grasp at what appears to be nothingness, only to have nothingness take form in your hand as a wavering, crackling blade. Each foe struck shrieks at the wound as they begin to disintegrate.

    You create from nothingness a Longsword-shaped miniplane of void. In order to control the Blade, you must concentrate wholly on it each round. While controlling the Blade, you cannot cast Enigmas or activate other spell-like abilities, and can only take a single move action.

    You can order the Blade to attack a foe that is within 60 feet of you; the Blade can move up to 40 feet in one round and can make a single attack per round. A creature struck by the Blade must make a Fortitude save or be disintegrated, suffering 20d6 damage. A creature killed by the Blade is disintegrated and transformed into a fine dust.
    Last edited by Derjuin; 2011-06-24 at 10:48 PM.

  9. - Top - End - #9
    Ogre in the Playground
     
    Amechra's Avatar

    Join Date
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    Default Re: Base Class Challenge V - You're MIND!

    I'm not here.

  10. - Top - End - #10
    Pixie in the Playground
     
    NecromancerGuy

    Join Date
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    Default Re: Base Class Challenge V - You're MIND!

    The Mindwarped
    (picture by SteeveArgyle of DeviantArt)

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    "I want you to look… to see what I see, this hideous beautiful thing that doesn't stop screaming… or--or was it singing? I… I don't remember." – Erich Zann, Mindwarped

    The Far Realm is an existence apart from reality; infinite and unknowable even to immortals, it stands apart from the accepted planes of existence, and with good reason. To say it is chaotic in nature would be inaccurate, for it is beyond—or perhaps beneath—any standard of ethics or morality that beings of the planes are capable of comprehending. Neither logic nor reason guide it, and attempts to understand it lead inevitably to insanity.

    It is no simple matter to reach the Far Realm, or for beings from that existence to enter reality (if it were as easy as normal planar travel, the Far Realm would have invaded reality long ago). But this place is not bound by such constraints as logic and rationality, and despite attempts to keep it away the dark places hidden beyond the stars may brush against the planes, if only for a short time. It is from this slight, almost delicate touch that the Mindwarped come into existence.

    Most who have this encounter with the Far Realm go insane—it takes a powerful mind and a strong will to keep whole after seeing the eldritch abominations of that non-existence/existence that is the Far Realm. But children are different. Their minds, so open to learning new things, can survive the slight touch of this madness, although not unscathed. A small, miniscule fragment of the Far Realm itself becomes thought and imbeds itself into the mind of the child.

    Pathways in their mind that should have slowly developed are torn open, and powers that may not have ever awakened are forced into being long before they should have. The child abruptly and unnaturally obtains psionic powers they should not have received. Such children often seem older than they really are when they are still young because their brains forced to mature more quickly than they should have. They often have odd quirks or habits, and always come off as being different from others, even at their most ordinary.

    However, this is only the precursor of the madness that inevitably claims the Mindwarped; a small, miniscule fragment of the Far Realm imbeds itself within the psyche of the child, and when they grow into adults it begins to manifest itself, guiding its host into insanity.



    Adventures: Many Mindwarped have no home; if they were around their families when they encountered the Far Realm, all their relatives may have become insane. Or no one may have, even if it happened in the middle of a crowded street—the Far Realm is not constant. Even for those that have a home, they may not stay. A Mindwarped seeking to discover what happened to them is unlikely to find it in their hometown. Such seekers would have to do a great deal of searching to discover anything about the Far Realm, for it is not a topic widely studied, for pursuing such knowledge can lead to madness. Or perhaps she was cast from her home and feared for her unnatural powers or from the madness that overtook those around her. The reasons for a Mindwarped to adventure are manifold.

    Characteristics: Mindwarped draw power from their insanity and from their connection with the Far Realm: as such, much of their powers are based upon influencing the minds of others and knowing things that others would rather they wouldn’t. They also possess significant mental defenses, so serve as an excellent counter to many creatures that have special powers affecting the mind.

    Alignment: Mindwarped are not mentally stable—their connection to the Far Realm ensures that. As such, the vast majority of Mindwarped are chaotic in alignment. Most Mindwarped lean towards neutrality and evil rather than good; they are often feared and reviled, as many sorcerers are, and it can be difficult to be a good person after having seen such a horror at their impressionable age.

    Religion: When Mindwarped turn to religion, they often lean towards deities of good, peace, healing, and protection; most Mindwarped are concerned about their powers and their source (if they don't outright fear them), and seek protection of divine origin. Others embrace their madness, and turn to gods of chaos, evil, or similar deities that might welcome their insanity. However, it is common for Mindwarped to spurn the gods instead, blaming them for not protecting them or for not healing them.

    Background: When a child is touched by that barest glimpse of the Far Realm, a diminutive fragment of the plane becomes thought and imbeds itself into the mind of the child. It does little save exist, but that is enough to painfully alter the mind, forcing psionic power into maturation and force their host into eventual insanity. No practice or training is needed to be a Mindwarped; all that is required is being in the wrong place at the wrong time.

    Other situations have been known to result in this fragment of that most foreign of places to exist in a child. Children born near a location of frequent dimensional travelling sometimes have a piece of the Far Realm appear in their head without any explanation. It can also appear in the youth born to those enslaved by such aberrations as mind flayers, kaorti, or aboleths. Neither of these methods are foolproof, however, and because it is impossible to predict when the Far Realm will touch against reality, attempts to deliberately create a Mindwarped are rarely successful.

    The powers a Mindwarped first obtains are uncontrolled and react immediately to the Mindwarped's thoughts, which considering a child's flights of fancy is often dangerous. The powers are painful to use at first, although the pain dims with repeat use; over time, the bits of the Far Realm settle further into place, and the new abilities come to be more under the Mindwarped's control. Mindwarped are almost always self-taught, and often labor under the false assumption that they are possessed, a sorcerer, or similar delusions because no one could tell them otherwise.

    Races: No specific race has a higher likelihood of having their mind tainted by the Far Realm than any other. Humans are the most numerous, if only because of how prolific they are, but proportionally there aren't many more human Mindwarped than elf, dwarf, etc.. Abberations, already distant from normality, do not become Mindwarped, although most are still in danger of becoming even more insane upon interacting with the Far Realm.

    Other Classes: Many Mindwarped feel some level of resentment or jealousy towards the other psionic classes (if they even know that their powers are psionic in nature in the first place). While psychic abilities are rarely accepted, the road a Mindwarped travels is a much more painful and difficult one than most others travel. And few other classes face certain insanity. They often get along well with other classes that have power as a result of forces beyond their control, such as warlocks and sorcerers.

    Role: Mindwarped have a variety of powers devoted to manipulating the minds of others, and even without the use of psionics have a way with people brought upon by madness. A party can also depend upon them for knowledge; they know much about things that ordinary people would not know, and can glimpse into the future by drawing upon the knowledge of a realm unconnected from time.

    Adaptation: Rather than the connection to the Far Realm, the Mindwarped could be a blessed devotee of a deity of madness, such as the Dragon Below (Eberron) or Cyric (Forgotten Realms). Or perhaps an ancient ritual to see into the future, or look into the thoughts of dead gods, or briefly glimpse the entirety of space and time gave these powers to the Mindwarped. Perhaps the psionic abilities are the result of a disease. Or a drow priestess arranges for her children to be mind-raped by a mind flayer, so it would have power later.

    Replace their psionic abilities with equivalent magic to change the flavor further. Perhaps ancient dwarven spirits are called to fill a willing vessel-child, filling them with an almost psychotic urge to protect their people. An elf communes with a forest and her mind is damaged—or perhaps made more whole than the world would understand—from feeling through the senses every single being living in it, and a piece of the wild stays in her. A sorcerer makes a deal with a devil, and his child pays the price with his sanity. A child is spirited away by the fae, and comes back changed. A magical catastrophe forces every sentient lifeform in a twenty-mile radius into being Mindwarped. A goddess dies, and a piece of her survives in every one of her followers, granting them powers in exchange for letting her live on in them and their descendants.

    Or, perhaps, they are simply insane, and draw power from their madness.

    GAME RULE INFORMATION
    Mindwarped have the following game statistics.
    Abilities: Charisma is the most important ability for Mindwarped. Not only do most of their class abilities have DCs that depend upon their Charisma modifier, but it also determines which level of psionic powers that she is able of using and how high of a bonus they get for many of their class skills. Intelligence is also useful; most of the rest of their class skills are based on Intelligence, and the DC of their manifested powers are dependant upon this skill. Dexterity is important, as is Constitution, to encourage life; increased armor class and hit points are always useful.
    Alignment: Any
    Hit Die: d6
    Starting Age: As sorcerer.
    Starting Gold: As cleric

    Class Skills
    The Mindwarped's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), 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)

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

    The Mindwarped
    {table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Power Points/Day | Powers Known | Maximum Power Level Known

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Abomination, Project Thoughts 1/day, Unclean Knowledge|
    3
    |
    2
    |1st

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Downwards Spiral, Impure Knowing|
    5
    |
    3
    |1st

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Foreign Mentality, Realm-Touched, Unclean Knowledge|
    8
    |
    4
    |1st

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Lunatic’s Mettle|
    14
    |
    5
    |2nd

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Dementia, Project Thoughts 2/day, Unclean Knowledge|
    19
    |
    6
    |2nd

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Downwards Spiral|
    29
    |
    7
    |3rd

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Impure Knowing, Unclean Knowledge|
    37
    |
    8
    |3rd

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Alien Thoughts|
    51
    |
    9
    |4th

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Rift 1/day, Unclean Knowledge|
    63
    |
    10
    |4th

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Downwards Spiral, Project Thoughts 3/day|
    81
    |
    11
    |5th

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Unclean Knowledge|
    97
    |
    12
    |5th

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Beyond Death’s Call|
    115
    |
    13
    |6th

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Aberrant Mind, Unclean Knowledge|
    131
    |
    14
    |6th

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Downwards Spiral, Impure Knowing|
    149
    |
    15
    |7th

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Project Thoughts 4/day, Unclean Knowledge|
    165
    |
    16
    |7th

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Mouthless Mutters|
    183
    |
    17
    |8th

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Unclean Knowledge, Unearthly Thoughts|
    199
    |
    18
    |8th

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Downwards Spiral|
    217
    |
    19
    |9th

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Impure Knowing, Rift 2/day, Unclean Knowledge|
    233
    |
    20
    |9th

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Anathema, Project Thoughts 5/day|
    249
    |
    21
    |9th[/table]

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

    Weapon and Armor Proficiencies: Mindwarped are proficient with all simple weapons and with light armor.

    Power Points/Day: A Mindwarped’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Charisma score. Her race may also provide bonus power points per day, as may certain feats and items.

    Powers Known: A Mindwarped begins play knowing three Mindwarped powers of your choice. Each time she achieves a new level, she unlocks of the knowledge of new powers. Choose the powers known from the Mindwarped’s ppower list (Exception: The Expanded Knowledge feat on page 46 of the Expanded Psionics Handbook allows a Mindwarped to learn powers from the lists of other classes). A Mindwarped can manifest any power that has a power point cost equal to or lower than her manifester level.

    The number of times a Mindwarped can manifest powers in a day is limited only by her daily power points. For example, a 9th level Mindwarped (with a total of 63 power points) could manifest a power costing 1 power point sixty-three times per day, a power costing 7 power points nine times per day, or any other combination of manifestations that does not exceed 63 power points in total.

    A Mindwarped simply knows her powers; they are ingrained in her twisted mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), thought she must get a good night’s sleep each day to regain all her spent power points.

    The Difficulty Class for saving throws against Mindwarped powers is 10 + power level + the Mindwarped’s Intelligence modifier. For example, the saving throw against a 6th level power has a DC or 16 + Int modifier.

    Maximum Power Level Known: A Mindwarped begins play with the ability to learn 1st level powers. As she attains higher levels, a psion may gain the ability to master more complex powers—for example, a 4th level Mindwarped can learn powers of 2nd level or lower, a 6th level Mindwarped can learn powers of 3rd level or lower, and so on.

    To learn or manifest a power, a Mindwarped must have a Charisma score of at least 10 + the power’s level. For example, a Manifester with a Charisma score of 15 can manifest powers of 5th level or lower.

    Abomination (Ex): The Mindwarpeds’ connection to the Far Realm has made their minds a dangerous place to meddle with, riddled with the beginnings of insanity and a bond with something beyond the comprehension of even immortals. Anyone attempting to subject the Mindwarped to a mind-affecting ability is immediately subjected to the Lesser Dementia Power, as if manifested by the Mindwarped without being augmented, and without a power point cost to the Mindwarped (DC = 10 + ½ character level + Charisma modifier). Furthermore, anyone who uses a mind-effecting ability on the Mindwarped must make a Will save with a DC of (10 + ½ character level + Windwarped’s Charisma modifier) or become a carrier for the Far Realm themselves. It does not fully manifest in them, but any children they may eventually have will become Mindwarped themselves. The use of abilities replicating the effects of the Read Thoughts power or Detect Thoughts spell on the Mindwarped has an additional effect, dealing 1d4 points of damage per class level to the user.

    Unclean Knowledge: The Mindwarped gains this ability on every odd-numbered level. Each time it is obtained, the Mindwarped gains a +1 modifier to any one Charisma- or Intelligence-based skill. They also learn to speak and read one additional language every time they obtain Unclean Knowledge, even if it is not one that they would normally be capable of speaking.

    Project Thoughts (Su): The twisted thoughts of a Mindwarped move in ways incomprehensible to others. The Mindwarped can take advantage of this, projecting their minds into the brain of another. One target within sight must make a Will save (DC 10 + ½ character level + Charisma modifier) or take 1d6/two class levels of untyped damage, and one point of Wisdom damage. A successful save halves the damage and removes the Wisdom damage. This is usable once per day at first level, with one additional use per day at 5th, 10th, 15th, and 20th level. This is a mind-affecting psionic ability.

    Downward Spiral: At 2nd level and every fourth level after that, the Mindwarped chooses one of the following Lunacies, powers gained from their declining sanity and connection to places best left unknown. Some of these abilities have requirements, such as knowing another ability beforehand. Unless otherwise mentioned, all Lunacies are extraordinary abilities. For every lunacy the Mindwarped possesses, she takes a -1 penalty on Wisdom-based rolls (such as Will saving throws, skill checks, and Wisdom checks). Lunacies can be found on the following post.


    Realm-Touched (Ex): The Far Realm touches more deeply into the consciousness of the Mindwarped. They project an aura with a radius of twenty feet that inflicts a -2 penalty on all concentration checks as fleeting and distant images of the Mindwarped’s mind wisps against their own. Animals find the Mindwarped frightening, and unless bound to another (such as through the familiar bond or by being an animal companion) must make a Will save to avoid fleeing from the Mindwarped.

    Impure Knowing (Ex): Mindwarped hold a special place for the Far Realm, and it freely whispers secrets to them that none should ever know. Choose a creature type. When using powers on a creature of that type, the Mindwarped’s powers gain a +1 bonus to their Difficulty Class. Further Impure Knowings can increase this DC by one, or can be used to gain a bonus against a second creature type.

    Foreign Mentality (Ex): The Mindwarped’s mind continues down to path to madness, and becomes more difficult to understand and affect. They gain a bonus equal to one-half their class levels to saves made against mind-affecting effects. The things Mindwarped see in their dreams are beyond anything the normal world has to offer, and they gain an immunity to fear effects and effects that work upon a subject’s dreams.

    Lunatic’s Mettle (Ex): The Mindwarped’s mind is not whole, and bits and pieces of it are stronger than others are. Whenever the Mindwarped is subject to anything permitting a Will saving throw for half damage, the Mindwarped instead takes no damage on a successful save. They may add their Charisma modifier to Will saves in addition to their Wisdom modifier.

    Dementia (Ex): Driven further into madness by the touch of the Far Realm, the Mindwarped’s mind becomes even more of a maze than it used to be. They become immune to confusion effects. In addition, when they use Project Thoughts the target that fails their save against the ability takes two points of Wisdom damage (rather than one), and is dazed for 1d4 rounds. A successful save still dazes the target for one round. Furthermore, even creatures immune to mind-affecting effects are not immune to the mind-affecting effects used by the Mindwarped; however, such creatures do gain a +2 modifier on their saving throws against such effects.

    Alien Thoughts (Ex): Mindwarped cannot be considered to be insane by this point—lunacy and madness is rational in comparison to the flow of their thoughts. Those using a mind-affecting effect on a Mindwarped are subjected to the Dementia power (replacing Lesser Dementia, and again with a DC equal to 10 + ½ character level + Charisma modifier). Should they be successful in their saving throw against this, they are subjected to Lesser Dementia, with a penalty to their Will save equal to ½ the Mindwarped’s class level. The Mindwarped becomes immune to any ability that would drain or damage their Intelligence or Charisma scores. But there is truth, even in madness: The Mindwarped can use the Whispers of the Future power once per day, unmodified by power points and without any expenditure of power points on the part of the Mindwarped.

    Rift (Su): The Mindwarped can rend apart reality to temporarily form a physical connection with the Far Realm. A small gash appears in the air, through which things can almost, but not quite, be seen. Everyone within sixty feet that is not of the Far Realm or a Mindwarped take a -1 penalty to all saves, attack rolls, and damages rolls. Beings connected in some manner to the Far Realm instead gain a +1 untyped bonus to these. Also, anyone who fails a Wisdom check or Will save within 30 feet of the Rift is dazed for 1d4+1 rounds, in addition to whatever other effect the failing the save or check may have.

    Beyond Death’s Call (Ex): Death and life are interchangeable within the Far Realm; neither could be said to exist in any form a sane being would recognize. Mindwarped do not die until reduced to a number of negative hit points equal to their Intelligence score (for example, a Mindwarped with an Int of 11 will not die until reduced to -11 hit points). The Mindwarped also gains the benefits of the Diehard feat, although they cannot use this to qualify for feats or prestige classes that have Diehard as a prerequisite.

    Abberant Mind (Ex): There is a twisted beauty, a disgusting reality, a horrific love, within their insanity; it draws in those who glimpse it. Those who attempt to use a mind-affecting ability on the Mindwarped learn this firsthand. Before applying the Dementia ability, the user of the mind-affecting effect is subject to a Psionic Charm, with a DC equal to 10 + ½ class level + Charisma modifier, which is unaugmented by power points and without power point cost to the Mindwarped. Mindwarped often know things they have no right to know, and the Abberant Mind can use Psionic Divination once per day, unmodified by power points and without any expenditure of power points on the part of the Mindwarped.

    Mouthless Mutters (Ex): The speech of the Mindwarped is influenced by their connection to the Far Realm, and their words whisper into the mind to convey knowledge even without an understanding of language. When a Mindwarped speaks, all creatures with an Intelligence score of at least 3 and a language understand what the Windwarped says, regardless of what language she speaks it in. Likewise, the Mindwarped understands the languages of creatures of at least 3 Intelligence, and as such can be targeted by all language-dependant effects.

    Unearthly Mindscape (Ex): Although the Mindwarped is able to interact with others, there is nothing in any of the planes of reality that could be able to understand what they think. Simply glimpsing into their mind for the briefest moment could drive any being into the depths of madness; rather than being subjected to Dementia, followed by Lesser Dementia, those using any mind-affecting effect on the Mindwarped are subject to Insanity, followed by Dementia, as their madness takes the slightest opportunity to spread. Their connection with the Far Realm is deeper and more intimate than ever before, and the Mindwarped is capable of using the Metafaculty power once per week, with no experience or power point cost, and without augmentation by power points. Beings with connections to the Far Realm have difficulties attacking the Mindwarped; they take a -1 penalties on all rolls acting offensively against the Mindwarped, for the Mindwarped is blessed of the Far Realm—or as close to blessed as anything of the Far Realm could be.

    Anathema (Ex): The splinter in the Mindwarped’s mind ceases to exist, for the Mindwarped is now as much a part of the Far Realm as the fragment once was. Their form does not change, but by this point they are defined far more by their mind than by their body; for purposes of spells, feats, powers, items, or any similar effects, the Mindwarped is considered to be a humanoid, an aberration, and an outsider (in cases where two or more of these would apply, it is up to the DM to decide which takes precedent, as this may be positive or negative in different situations). Furthermore, anyone attempting to use a mind-affecting effect on the Mindwarped is subject to, not Psionic Charm, but Psionic Dominate. Finally, the powers of a Mindwarped are beyond the scope of normal existence; they are capable of manifesting powers even in areas prohibiting the use of psionic powers.




    Mindwarped Powers:
    Spoiler
    Show

    1st: Psionic Charm, Astral Construct, Conceal Thoughts, Psionic Daze, Deflection Field, Demoralize, Detect Psionics, Disable, Dissipating Touch, Distract, Eidetic Lock, Empathy, Psionic Endure Elements, Energy Ray, Far Hand, Know Direction and Location, Lesser Dementia, Mind Thrust, Missive, Defensive Precognition, Offensive Precognition, Offensive Prescience, Primal Fear, Synchronicity, Synesthete, Telempathic Projection
    2nd: Brain Lock, Read Thoughts, Psionic Suggestion, Cloud Mind, Control Sound, Damp Power, Detect Hostile Intent, Ego Whip, Energy Stun, Feat Leech, Id Insinuation, Psionic Identify, Inflict Pain, Mental Disruption, Recall Agony, Serenity, Sustenence, Thought Shield, Psionic Tongues
    3rd: Cerebral Phantasm, Danger Sense, Dimension Twister, Dispel Psionics, Energy Lance, Energy Bolt, Energy Wall, Mental Barrier, Mindfire, Mind Trap, Psionic Blast, Psychic Containment, Solicit Psicrystal, Telekinetic Force, Touchsight
    4th: Psionic Modify Memory, Psionic Dominate, Aura Sight, Death Urge, Detect Remote Viewing, Psionic Divination, Dementia, Empathic Feedback, Psionic Freedom of Movement, Intellect Fortress, Mindwipe, Personality Parasite, Psychic Reformation, Implanted Suggestion, Telekinetic Maneuver
    5th: Anticipatory Strike, Catapsi, Cranial Deluge, Psychic Crush, Psychotic Break, Shatter Mind Blank, Telekinetic Buffer, Psionic True Seeing
    6th: Greater Precognition, Mind Switch, Mass Cloud Mind, Co-opt Concentration, Psychometry
    7th: Dream Travel, Decerebrate, Insanity, Personal Mind Blank, Psionic Moment of Prescience, Psionic Sequester
    8th: Bend Reality, Psionic Mind Blank, Recall Death, Suspend Life, Psionic Telekinetic Sphere, Hypercognition
    9th: Affinity Field, Microcosm, Reality Revision, Timeless Body, Urge Extermination
    Last edited by dragonjek; 2011-03-21 at 10:42 PM.

  11. - Top - End - #11
    Pixie in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2010

    Default Re: Base Class Challenge V - You're MIND!

    The Mindwarped (Continued)


    Lunacies:
    Spoiler
    Show

    - Alien’s Erudition: There are secrets hidden within the twisting paths of the Far Realm, most of which are of no use to a being living in the multiverse. However, some are usable by one such as the Mindwarped. The Mindwarped gains a bonus feat; they also ignore any ability score prerequisite to qualify for a feat (example: a Mindwarped with a Strength score of 9 could take the Power Attack feat, even though they do not meet the Strength prerequisites. However, the Mindwarped takes a -1 penalty to all Wisdom-based skills; the Far Realm takes its toll upon those who call upon it. This lunacy may be taken multiple times, each time gaining a new feat.
    - Amoebic Infusion (Su): You may infuse the elements with a piece of the amoebic material from the Far Realm, rendering it less real. Target one opponent within 60 feet: this target may choose to make a Will save, or have all fire, acid, electricity, cold, or sonic damage they deal halved as it becomes less able to effect that which is in the multiverse; however, in areas connected to the Far Realm, such as near a Rift, they instead deal full damage, halve of which is of the Far Realm and as such not subject to energy resistance. This effect lasts a number of rounds equal to class level, and can be activated by expending 3 power points.
    - Anathemic Branding(Su): The Mindwarped can brand an enemy with one of horrible symbols representing the Far Realm. The Mindwarped can choose a single target, and expend power points—to a maximum of the Mindwarped’s class level. For each point spent, the Mindwarped deals 1d6 points of fire damage, and permanently brands the target with a symbol imprinted upon their flesh and their soul. All NPCs they interact with are treated as being one step more hostile (ex., helpful NPCs become friendly, indifferent become unhelpful, etc.) A successful Fortitude save halves the damage, and prevents the branding effect. This effect deals half damage even against creatures immune to fire damage—against such creatures, a successful save only prevents the secondary effect, and does nothing to affect damage. A Psychic Chirurgery, Reality Revision, Limited Wish, Miracle, or similar ability is required to remove the brand.
    - And Substitute My Own (Su): The Mindwarped can extend their own madness where it is unneeded and unwanted, like a contagion. When a Mindwarped has overridden the aura of another through their I Reject Your Reality ability, the Mindwarped may instead completely replace the aura of another with their own, using the area of the other’s aura to project the Mindwarped’s aura obtained from Realm-Touched. For example, a Mindwarped has successfully defeated the aura of courage of a paladin. Now, so long as the paladin’s 10 foot aura overlaps with the Mindwarped’s twenty foot aura, the paladin does not project an aura of courage at all (although they still have their immunity to fear, which is not granted by the aura), but instead projects the Mindwarped’s aura in a 10 foot radius. Prerequisites: Cha 17, I Reject Your Reality, Realm-Touched class feature
    - Aura Of Impossibility (Su): In the Far Realm, cause and effect—as well as logic—have very little to do with one another, and the Mindwarped can borrow that power. Within the 20 foot aura the Mindwarped projects, all dice rolls resulting in a natural 1 are rerolled, until they do not roll a natural 1. Once per day per point of Charisma modifier the Mindwarped possesses, she may choose to force one individual within that twenty feet to reroll one roll they just made.
    - Aura Of Improbability (Su): Cause and effect are distanced from one another around a Mindwarped, allowing improbable effects and lucky (or unlucky) happenstances to occur with greater frequency. This aura reaches out with a radius of 20 feet, and allows anyone within to reroll one failed roll they may have made that was not a natural 1 or twenty, once per day. Those within only get one roll in a 24 hour period, regardless of whether they have left the aura and later returned. The Mindwarped gets a +1 modifier on this reroll, although no others gain this effect. This effect lasts for a number of minutes equal to the Mindwarped’s class level, although these minutes need not be used consecutively.
    - Beyond Comprehension: Beings of the Far Realm cannot be comprehended in their entirety by anyone of the multiverse; however, the Mindwarped can force a miniscule fraction of comprehension upon others. By reducing the damage done by Project Thoughts by two dice, and not dealing Wisdom damage, the Mindwarped can instead force the target to make a Fortitude save. If they fail, they are nauseated for 1d4 rounds; should they succeed, they are sickened for 1d4 rounds.
    - Beyond Good And Evil: The Far Realm, although endlessly malevolent and wild by the standards of the multiverse, in truth could not be said to be of any alignment, being beyond—or beneath—such terms. The Mindwarped is considered to be of whatever alignment is most beneficial for her at the time being for purposes of feats, spell effects, class abilities, magic items, and the like. The Mindwarped’s alignment changes to “None”, although this in no way effects the Mindwarped’s behavior.
    - Beyond Mortal Ken (Su): You can temporarily infuse a being (yourself or another) with a small touch of the Far Realm, making them so horrendous and alien that nothing can bear to notice them. The target of this ability is made invisible, as per the spell invisibility, and silent (as though under the effects of a silence spell, but without the area effect) for a number of rounds equal to ½ the Mindwarped’s class level. This lunacy costs 2 power points to use, and inflicts 1 point of Wisdom damage to the target of the ability.
    - Brush The Cosmos: The Far Realm lurks behind the stars, and between them. It is in between every piece of nothingness and every fragment that exists. It lives in between thoughts, beside concepts, and in the spaces in between the spaces in between the planes—or perhaps even beyond that, where no mind can fathom. Regardless, when the Mindwarped is affected by that which touches these places, they gain power. Whenever subject to or using a psychoportation power, conjuration spell, or any teleport effect, the Mindwarped gains a +1 bonus to the DC of any powers he manifests for a number of minutes equal to the Mindwarped’s Charisma modifier x 10.
    -Cannot Grasp The True Form: The psionic powers a Mindwarped manifests are twisted by their insanity, beyond anything recognizable by others. Anyone attempting to use a Psicraft check to identify one of the Mindwarped’s manifested powers must make a Will save or not only be unable to discover what the power is (regardless of their roll on the Psicraft check), but also take 1d6 points of untyped damage and are dazed for one round.
    - Cerebral Void (Su): The Mindwarped can become a great emptiness, drawing in manifestations made in the area around them to improve their own mind. All manifestations of psionic powers that pass within 20 feet of the Mindwarped are drawn in, making the Mindwarped the target. The Mindwarped gains a number of power points equal to the power points spent on the power, but is affected as if the power was unaugmented. The power points gained from this can go over the Mindwarped’s normal power point limit, but unspent power points are lost after 24 hours. They also gain a +2 bonus to saves made against psionic powers while using this lunacy. This may be used once per day, and lasts a number of rounds equal to the Mindwarped’s base Will bonus.
    - Eldritch Abomination: The foul beings begotten of the Far Realm are anathema to the world, and their very presence a pus-filled wound upon its surface. Any construct or monster created by the Mindwarped, called, or otherwise summoned (such as an Astral Construct or with the Summon Monster spell) is something that ought not to be, and their mere presence attacks the sanity. They project an aura twenty feet in radius; all within must make a Will save each round of be confused, as per the Lesser Dementia power, for one round. The Mindwarped is immune to this affect. Prerequisites: Life Of It’s Own, Eldritch Horror, Impossible Appearance
    - Eldritch Horror: Any construct or monster created by the Mindwarped, called, or otherwise summoned (such as an Astral Construct or with the Summon Monster spell) shows the taint of the Far Realm more clearly than they normally would through their twisted appearance. They gain the pseudonatural template, even if their typing would normally prohibit it from happening (constructs, however, do not become outsiders, keeping their construct type. They otherwise possess the normal pseudonatural modifications). Prerequisites: Impossible Appearance
    - Endless Rift: As your connection to the Far Realms grow, its hold upon the world also grows. This lunacy allows the Mindwarped to sacrifice two hit points after creating a Rift to make that Rift permanent. Prerequisites: Rift ability.
    - End Of Infinity (Su): You can show a single target the Far Realms for a brief moment, and force total comprehension upon them. They see the entirety of that most wretched infinity, and observe the birth and death of time, of gods, and of death itself. They see the beginning and end of infinity, and are consumed by it, as all must be. You can opt to deal no damage when using Project Thoughts, and instead force the target to make a Will save; failure means death, and the absorption of their soul, mind, and body into the Far Realm. They cannot be returned from the dead by any means, and any attempt to contact their soul fails. Should the target succeed at their Will save, they take 2d4 points of Wisdom damage. This can be used once per day, and costs 8 power points to activate. Prerequisites: ability to manifest 9th level powers.
    - Even Death May Die (Su): In the Far Realm, there is naught that resembles, even distantly, logic; there are things that have lives that resemble an eternal death, and things that do not begin to survive until after they die—death and life are interchangeable there in many cases, and the Mindwarped can bring something similar to the multiverse. By permanently sacrificing one point from one ability score (that cannot be regained through any means), the Mindwarped may bring to life a single living being—even against their will. This being suffers no level or experience loss, but loses a single point from the same ability score that the Mindwarped sacrificed. Should this bring their score in that ability to 0, they are brought back with the Half-Farspawn template, and reroll that ability score.
    - Forbidden Script: The Mindwarped learns a small smidgeon of the Forbidden Script, the language of the Far Realms that the gods banished from reality before the Prime Material ever existed. Scribing even a small piece of this language takes time, to overwrite the multiverse rebelling against its presence. By spending a number of hours equal to twice the level of the power being used, a Mindwarped may invest a psionic power into a piece of paper, onto a wall, or some similar place where words can be written. Anyone attempting to read the words is immediately affected by the power, and takes 1 point of Wisdom damage.
    - Frozen Heart (Su): The Mindwarped can pull a great chill from the Far Realm, one that creates ice that extends past the physical form, and into the soul. The Mindwarped can choose a single target, and expend power points—to a maximum of the Mindwarped’s class level. For each point spent, the Mindwarped deals 1d6 points of cold damage, and freezes the subjects emotions. They are unable to feel emotions, and take a permanent -4 penalty to Charisma. They become immune to spells such as Good Hope and Rage, as well as powers such as Telempathic Projection. They can no longer enter a rage, nor use any other class abilities dependant upon emotion. They no longer possess moral bonuses or penalties to anything, and cannot obtain them. A successful Fortitude save halves the damage, and prevents soul-freezing effect. This effect deals half damage even against creatures immune to cold damage—against such creatures, a successful save only prevents the secondary effect, and does nothing to affect damage. A Psychic Chirurgery, Reality Revision, Limited Wish, Miracle, or similar ability is required to remove the ice covering their heart.
    - Genius In Insanity: Although mad, the Mindwarped is privy to secrets gained from beyond, and the line between insanity and genius is a thin one at best. This lunacy permits the Mindwarped to create psionic items that she may not know the requisite power for by using a Knowledge (the planes) check; the DC to create such items is 20 + Manifester Level. For instance, a Mindwarped attempting to create a power stone with Matter Agitation (a 1st level power) would need to make a DC 21 Knowledge (the planes) check. However, Mindwarped cannot make an item that she does not possess the appropriate feat to create, nor can she mimic a power that is not of a level she can cast. Prerequisites: any psionic Item Creation feat.
    - Hopes Turn To Black: With the might of the Far Realm backing the Mindwarped, greater power does not always insure victory. The Mindwarped gains a bonus power point to spend augmenting a power that does not count against her normal limit when using the power on an opponent with 10 hp more than she does. She gains 2 power points to augment a power if her opponent has 50 hp more than she does. She gains 3 power points to augment a power if her opponent has 100 more hp than she does, and gains an additional 2 power points for each 100 hp more the opponent has than her, rounded down. A number of powers can be modified this way per day equal to the Mindwarped’s ranks in Knowledge (the planes).
    - Impossible Appearance: Any construct or monster created by the Mindwarped, called, or otherwise summoned (such as an Astral Construct or with the Summon Monster spell) is… altered. They have additional eyes, or limbs, or live without skin; polyps grow through their skin, and they appear in no way symmetrical. They are wrong, and beings of multiverse can tell. Anyone successfully struck in melee by one of these altered things must make a Will save or be confused, as though affected by the Lesser Dementia power. Anyone who makes a successful save against this is immune to the effects of that Mindwarped’s Impossible Appearance for 24 hours.
    - I Reject Your Reality (Su): That which is of the Far Realm stands apart from all things, and can shove aside the reality of the world to reassert itself. When the Mindwarped’s aura from the Realm-Touched ability intersects with the aura of another (such as a paladin’s aura of courage), the Mindwarped may, with a Knowledge (the planes) check (DC = 10 + the Hit Dice of the origin of the aura) prevent that aura from having an effect within the area of their own aura. Prerequisites: Cha 15 or higher, Realm-Touched class feature
    - I Wear No Mask: The Mindwarped exists in a way that magic and psionic powers cannot bear to look upon. Those attempting to use divination spells or clairsentience powers upon the Mindwarped are treated as though they attempted to use a mind-affecting effect upon her, and suffer all the resulting difficulties. Prerequisites: Beyond Mortal Ken, Unreal
    - Lash Out: Being insane, the Mindwarped is often tormented by her own twisted psyche, or by the sensations from their horrible connection. They cannot act against these, but that does not mean that they will accept torments from others. Their already fragile emotions strike out against those attack them; three times per day, when injured by an attack, spell, power, or similar ability, a Mindwarped can use a immediate action to promptly manifest a power, targeting the individual that hurt her and without augmenting the power with power points.
    - Life Of It’s Own: The astral constructs a Mindwarped creates are more than simple creations; they are pulled from the stuff of the Far Realm itself, and gain a twisted life of their own because of this. The Mindwarped’s astral constructs change their type to Aberration, and have a Constitution score equal to the Mindwarped’s level + 5, minimum 10, and an Intelligence score equal to the Mindwarped’s level. Because they are not merely from the Far Realm, but made of the horrific not-matter that composes that place, they are difficult to affect with spells and powers from this reality; they gain spell resistance and power resistance equal to 5 + the Mindwarped’s ranks in Knowledge (the planes).
    - Like To Like: There is normally no kinship between the unnatural; however, the Mindwarped possesses a piece of the Far Realm within them, and that can make a difference towards those being called towards it. The Mindwarped possesses an ability similar to a druid’s wild empathy, but applicable only towards aberrations and outsiders originating from the Far Realm. They may make a Knowledge (the planes) check to influence these creatures, as if using a Diplomacy check to change the attitude of another. They must be within sixty feet of one another, and be able to observe each other. This typically takes 1 minute, but as with influencing people it might take more time.
    - Loose Form: Although for the most part the Far Realm’s influence is in the Mindwarped’s head, that does not mean is body is entirely unaffected. Due to the beyond chaotic energies that occasionally brush against him, the Mindwarped is affected far more by psychometabolism powers and transmutation spells—and has more control over how they effect him. When subject to such an effect, the duration of the power is improved by 50%, if it is beneficial, or reduced by 50% if the effect is harmful.
    - Madness And Woe: When a Mindwarped uses any sort of confusion effect, the percentile chances for behavior are altered to follow the table below. Prerequisites: ability to manifest the Dementia power.
    {table=head] d% | Behavior
    01-10 | Attack manifester with melee or ranged weapons (or close with manifester if attack is not possible).
    11-15 | Assist manifester in whatever way possible
    15-20 | Act normally
    21-40 | Do nothing but babble incoherently
    41-60 | Flee away from manifester at top possible speed
    61-80 | Attack nearest creature (for this purpose, a familiar or psicrystal counts as part of the subject’s self).
    81-99 | Permanently looses 2 points of Wisdom
    100 | Attacks self as lethally as possible.[/table]

    -Manifest Beyond Reality: The Mindwarped can initiate a power in the Far Realm before making it enter the real world to affect its target, bringing a small piece of the madness of that realm with it. By spending 7 additional power points, the Mindwarped may add the Dementia power to an existing power as he manifests it (this effect occurs even if the Mindwarped does not know the Dementia power). Each power may be augmented, but power points must be spent on each separately. Prerequisites: Transdimensional Manifestation.
    - Non-Euclidean Geometries: The impossible nature of the Far Realm further contaminates the Mindwarped’s creations and conjurations. Any construct or monsters created, called, or otherwise summoned by the Mindwarped (such as an Astral Construct or with the Summon Monster spell) is possessed of a form with alien angles and twisted, physically impossible forms. Attacks made upon this creature are made at a -1 penalty, due to an innate abhorrence to look upon it’s body. Anyone successfully struck in melee by this creature must make a will save or be confused, as though affected by the Dementia power. Anyone who makes a successful save against this effect is immune to that Mindwarped’s Non-Euclidean Geometries for 24 hours, although they still take a penalty to attack roles. This lunacy replaces Impossible Appearance. Prerequisites: Impossible Appearance, ability to manifest 4th level powers.
    - Plague Of Corruption: The taint of the Far Realm is like a disease, forever spreading even as it contaminates others. Anyone who becomes a carrier of the Far Realm’s taint through the Mindwarped’s Abomination ability or through the lunacy called “The Far Realm Advances” takes a point of Wisdom damage. Furthermore, anyone who uses a mind-affecting effect on these individuals also becomes a carrier, and suffers a point of permanent Wisdom damage; however, using a mind-affecting effect on these third-hand carriers does not transmit the taint of the Far Realm.
    - Projection Focus: As they practice, the Mindwarped grows more skilled at flinging their thoughts towards others. The Mindwarped may use Project Thoughts two additional times per day. This lunacy may be taken multiple times, each time granting two additional uses of Project Thoughts per day.
    - Relentless Temptations: The Far Realm is a source of endless temptations; as horrible as it is, there is a perverse peace in insanity it offers, a distance from pain and the consequences of life, and a freedom from social mores and expectations. And, when insane, even the twisted abominations of the Far Realm have beauty. The Mindwarped can choose to imbue her thoughts with touches of the temptations that plague her, reducing the damage dealt by her Project Thoughts ability by two dice from the damage dealt, but adding a charm effect to it; if the target of Project Thoughts fails their Will save, they are also charmed, as per the Psionic Charm power.
    - Rift Draining: The Mindwarped can draw power from other connections to the Far Realm. While within the area of a Rift or other portal to the Far Realm, the Mindwarped gains 20 extra power points to spend as she likes. She loses these power points if she leaves the area, and if she uses them up then the Rift comes to an end immediately. She can also choose to voluntarily absorb the Rift into herself, which uses up the extra power points as well as costing 5 of her own, but heals the Mindwarped an amount of damage equal to her hit dice. Prerequisites: Rift ability
    - Schizophrenia:The Mindwarped’s insanity often grants him sensations he isn’t really feeling and shows him sights that don’t actually exist. Mere arts of illusion are little in comparison; the Mindwarped gains a +4 bonus against illusion effects. The constant exposure to unnatural feelings makes their imagination more powerful, however, and therefore their thoughts more overwhelming; their Project Thoughts ability gains a +1 to DC.
    - Secrets From Beyond: The Far Realm takes care of it’s own—although none could say it does so gently. This lunacy grants the Mindwarped two new powers known, taken from the powers list of any class—however, it also permanently reduces the Mindwarped’s Wisdom score by 1. This lost point of Wisdom cannot be regained in any way, shape, or form, up to and including a Wish spell or the intervention of a deity. Neither can these powers be removed from the Mindwarped’s mind. This ability can be taken multiple times, each time gaining new powers.
    - Secrets Never Heard: There are many things to be learned in insanity, and Mindwarped often display knowledge of subjects they never had the opportunity to learn about. The Mindwarped gains two new languages, and 4 extra skill points to spend on whatever skills they desire.
    - Seas Of Change (Su): The Mindwarped can call upon one of the seas of the ever-changing and ever-constant Far Realm to forcibly alter her enemy. The Mindwarped can choose a single target, and expend power points—to a maximum of the Mindwarped’s class level. For each point spent, the Mindwarped deals 1d6 points of acid damage, and dissolves and reshapes the target’s features, changing their race as though they were subject to a Reincarnation spell (this also changes ability scores, height, weight, modifiers, etc. See Reincarnation for more details). A successful Fortitude save halves the damage, and prevents the transforming effect. This effect deals half damage even against creatures immune to acid damage—against such creatures, a successful save only prevents the secondary effect, and does nothing to affect damage. A Psychic Chirurgery, Reality Revision, Limited Wish, Miracle, or similar ability is required to return the target to her original form; even a use of the Reincarnation spell simply returns them to the same body.
    -Silent Cacophony (Su): The Mindwarped can unleash the sounds that reverberate at times throughout the Far Realms, silent and horrifically loud all at once. The Mindwarped can choose a single target, and expend power points—to a maximum of the Mindwarped’s class level. For each point spent, the Mindwarped deals 1d6 points of sonic damage, and permanently silences the target, rendering them incapable of making sounds again. successful Fortitude save halves the damage, and prevents the silence effect. This effect deals half damage even against creatures immune to sonic damage—against such creatures, a successful save only prevents the silence effect, and does nothing to affect damage. A Psychic Chirurgery, Reality Revision, Limited Wish, Miracle, or similar ability is required to remove the silence.
    - Song Of Grief (Su): The Mindwarped can tell of the multiverses and infinite possibilities that the Far Realm has lain low in the past, that it destroys in the present, and will devour in the future. The Mindwarped makes a Knowledge (the planes) check, opposed by a character level check (1d20 + hit dice + Charisma modifier + saves versus fear or confusion effects) made by all within twenty feet. Each target that looses the opposed check takes the difference between rolls as untyped damage, and must stop and weep for 1d4 – Charisma modifier rounds (minimum 1 round).
    - Stain Reality (Su): The Mindwarped can devote an area to the Far Realm in a sick and twisted form of consecration. Every creature not connected to the Far Realms in the twenty foot radius area suffers a -1 penalty to attack rolls, damage rolls, and saves. If this stain upon the world is placed near a Rift, portal to another plane of existence, or other item of significance to the Far Realm, these penalties are doubled. If the area contains a shrine, altar, or similar permanent fixture of a deity, pantheon, or similar higher power, this lunacy cuts off its connection to that being. This secondary function, if used, does not grant the penalties relating to other creatures related above. This lunacy dispels and counters desecrate and consecrate. It costs 3 power points to activate, and can only be done once in a twenty-four hour period. The effect lasts one hour per class level.
    - Stars Are Right (Ex): If anything of the multiverse could be said to be under the dominion of the Far Realm, it would be the distant stars—and this only slightly. However, when certain stars are in position, the Mindwarped can gain power. Once per week, when it is night, the Mindwarped can spend use of their Rift ability to draw power from the Far Realms, gaining a +2 modifier to Strength, Constitution, and Charisma for 1d3 days. Until the time is over and the modifiers disappear, they only have 1 use of Rift per day.
    - Strange Aeons: The Far Realm is many things in time; it stands apart from it, while being present at the beginning and end of infinity. The Far Realm has born witness to all the strange aeons of the past and the future, and so too could the Mindwarped, should they survive long enough. This lunacy allows the Mindwarped to survive until killed; they do not age, and no longer accrue penalties for aging. They no longer have a maximum age. Indeed, they can even change their appearance, replacing their body with the body of their younger self—to the Far Realm, both are the same.
    - Subconscious Protection (Ps): Being insane, the mind of a Mindwarped sometimes manifests in small, minor ways that the Mindwarped does not deliberately intend to happen. By spending one power point, the Mindwarped can gain a special protection lasting 24 hours, granting them a +2 deflection bonus to AC any round during which they take a move action. Alternatively, they could instead choose to gain a +2 luck bonus to AC during any round during which an attack misses them. Alternatively, they could choose to gain a +2 natural armor bonus to AC any round in which they succeed at a skill check. Alternatively, they could gain a +2 perverse bonus to AC during any round that they do not manifest a power. Whichever one it is, the player of the Mindwarped must choose it when spending the power point. Alternatively, they could gain a +2 modifier to all saves during any round that they make use of a feat. Only one power point can be spent this way in a 24 hour period.
    - Tainted Threshold (Su): The Rifts that a Mindwarped forms consume the sanity of those who dare to approach. Anyone within the area of a Rift must make a Will saving throw each round or take one point of Wisdom damage (failing this save does not daze the target, although failing Will saving throws made for other reasons still do). Prerequisites: Rift ability
    - That Which Man Was Not Meant To Know: The creations and conjured [i]things[i] that a Mindwarped uses are possessed of a horrific form that defies any attempt at description, and merely being in their presence is sufficient to affect the minds of the strongest of men. Any construct or monsters createrd, called, or otherwise summoned by the Mindwarped (such as an Astral Construct or with the Summon Monster spell) emits an aura twenty feet in radius that brings with it the most faint imitation of the Far Realm, causing everyone but the Mindwarped that created/summoned it to take a -2 penalty on saving throws while within this aura. Any attacks made directly at the creature are made with a -2 penalty. Furthermore, any creature struck in melee by the thing must make a Will save or go insane, as per the Insanity power. This lunacy replaces Non-Euclidean Geometries. Prerequisites: Impossible Appearance, Non-Euclidean Geometries, ability to manifest 7th level powers.
    - The Far Realm Advances (Su): The Far Realm is always eager to encroach into the multiverse and into reality, and the Mindwarped can assist in that. Using a standard action, the Mindwarped can cause a Rift she created that is within 20 feet to explode, dealing 2d4 points of Wisdom damage to everyone within 30 feet of the Rift; the Mindwarped takes only half damage from this, and others may make a Will save for half damage. Everyone who takes damage from the exploding Rift carries the taint of the Far Realm in their heads; whatever children they may have will be born as Mindwarped. Prerequisites: Rift ability
    - The Mass Of Thought (Su): In the Far Realm, concepts and memories can have as much substance, or as little, as physical objects. The Mindwarped can choose to have her Project Thoughts ability deal physical damage rather than untyped (can choose whether it is piercing, bludgeoning, or slashing), and deals Dexterity damage rather than Wisdom as the twisted thoughts make physical movements as wrong as they do mental motion.
    - The Voices: The Mindwarped can hear voices—perhaps imagined, perhaps things whispering from the Far Realm (which may not be any less imagined—thought can take form in that place, at times). Regardless, the Mindwarped’s ears have grown keen, and the Mindwarped adds their Charisma modifier to Listen checks in place of Wisdom. They make Listen checks to hear people whispering as though they were people talking instead, and they gain a +10 bonus to Listen checks made to locate invisible creatures. Furthermore, they gain sonic resistance 10; normal sounds don’t compare to the foul sounds moving through their head. They can make listen checks even in a zone of silence.
    - Toothless Bites (Su): The Mindwarped can eat away at the existence of a being, using the corruption of the Far Realm to cause pieces of the target to cease to be. By using a power point, they can activate this ranged touch attack, which deals untyped damage equal to the Mindwarped’s base attack bonus.
    - To The Pain (Su):The Mindwarped can use his powers to twist at the minds and bodies of his enemies, causing intense pain. By spending both power points and hit points, the Mindwarped can deal damage directly to an enemy, without allowing a saving throw. This costs 10 power points and 1 hp for every point of damage dealt.
    - Transdimensional Manifestation (Su): The Mindwarped can send his power through the Far Realm itself before striking another, causing the mental power constructing it to be twisted by the Far Realm. When manifesting a power, the Mindwarped can spend an additional 2 power points to send it through the Far Realm before it returns to the real world, adding the Lesser Dementia power to the manifested power (this takes effect even if the Mindwarped does no know Lesser Dementia.) Each power can be augmented, but power points in each must be spent separately.
    - Twisted Existence: The Mindwarped can pervert the world in an area, making it a tribute in imitation of the Far Realm. Any being created, conjured, or born into the world within the area possesses the Half-Farspawn template, even if it ordinarily wouldn’t (Constructs and undead become outsiders and roll for Constitution as they normally would). This is a permanent effect, twisting the nature of reality in a 20 ft radius of a location within 60 ft., remaining that away until an effect such as Remove Curse, Reality Revision, Wish, Limited Wish, or Miracle is used to remove it. This ability is usable once per week.
    - Unreal (Su): The Mindwarped, being so closely bound the Far Realm, is out of phase with reality. Divination attempts to target them are far more difficult—Mindwarped gain a +4 bonus with all skills and saves made regarding divination effects upon taking this lunacy—and they cannot be affected by Scry or similar effects. Furthermore, for a short period of time they can remove themselves entirely from the real world, becoming incorporeal for a number of rounds equal to their Charisma modifier. This may be done once per day. Prerequisites: Beyond Mortal Ken.
    -Voiceless Cries (Su): [/u] The Far Realm does, from time to time, touch upon dreams. Such dreams make for nightmares beyond description, and the Mindwarped can draw from these dreams to send mental cries of agony and fear towards one opponent within 60 feet by expending 2 power points. This opponent must succeed at a Concentration check every round (DC = 5 + Mindwarped’s ranks in Knowledge (the planes) or take a -2 penalty to attack roles, saves, and AC. This effect lasts a number of rounds equal to the Mindwarped’s Charisma modifier.
    - Void Lightning (Su):The Mindwarped fill a lightning attack with the hunger of the Far Realm, and devour the minds of her enemies, turning it as black as the empty places between the stars. The Mindwarped can choose a single target, and expend power points—to a maximum of the Mindwarped’s class level. For each point spent, the Mindwarped deals 1d6 points of electricity damage, which tears through the mind of its target, permanently dealing 4 points of Intelligence damage and removing 2d6 random skill points, and one randomly chosen feat. A successful Fortitude save halves the damage, and prevents the mind-eating effect. This effect deals half damage even against creatures immune to electicity damage—against such creatures, a successful save only prevents the secondary effect, and does nothing to affect damage. A Psychic Chirurgery, Reality Revision, Limited Wish, Miracle, or similar ability is required to return the lost skill points, feat, and Int damage, although the target can use skill points and feats to get these a second time. If the feat chosen is a prerequisite for another feat, prestige class, or the like, another feat is randomly chosen (this applies to the skill points also).
    - Wingless Flutters (Su): Gravity does not exist in most places within the Far Realm; that is a concept of reality, not of such an alien location. The Mindwarped can sacrifice 2 power points to gain the ability to fly at her land speed with average maneuverability for 24 hours. These power points cannot be regained until the 24 hours are up.
    - Wound In The World (Su): The Mindwarped can use her alien powers to tear apart the very fabric of the world. By expending a use of her Rift ability, the Mindwarped can permanently kill a twenty foot square area of the world. Magic and psionics not used by one connected to the Far Realm fail, as though cast in an area of catapsi or in an area of antimagic, and nothing can grow or be born in this area. Animals and vermin refuse to enter this area, and every round a druid spends in this area deals 3d4 points of damage, no save (2d4 to rangers and clerics with the Animal, Air, Earth, Fire, Water, or Plant domains). Prerequisites: Endless Rift, Rift ability



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    Dementia
    Telepathy (Compulsion)[Mind-Affecting]
    Level: Psion/Wilder 4, Mindwarped 4
    Display: Mental
    Manifesting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: All creatures in a 10 ft. burst
    Duration:1 round/level
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 7

    This power makes the targets to become confused, as per the spell Confusion. This makes them unable to independently determine what they will do. Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.

    {table=head] d% | Behavior
    01-10 | Attack manifester with melee or ranged weapons (or close with manifester if attack is not possible).
    11-20 | Act normally
    21-50 | Do nothing but babble incoherently
    51-70 | Flee away from manifester at top possible speed
    71-100 | Attack nearest creature (for this purpose, a familiar or psicrystal counts as part of the subject’s self).[/table]

    A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
    Augment: For every two power points you spend, this power’s save DC increased by 1, and the radius of the effect increased by another 5 ft.

    Dementia, Lesser
    Telepathy (Compulsion)[Mind-Affecting]
    Level: Psion/Wilder 1, Mindwarped 1
    Display: Mental
    Manifesting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels
    Target: One living creature
    Duration: 1 round
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 1
    This power causes a single creature to become confused for 1 round. See the Dementia power, above, to determine the exact effect on the subject.
    Augment: For every 1 power point you spend, the DC of this power increases by 1. After the DC has been increase by 3, it instead costs 2 power points to increase the DC (for example, to increase the DC by 5, it would take 7 power points).


    Feats:
    Spoiler
    Show

    Deeper Into Madness [General]
    Your insanity deepens, granting you a new lunacy
    Prerequisites: Downwards Spiral class ability
    You may choose another lunacy from the Downwards Spiral ability, permanently gaining it and taking the accompanying penalty on Wisdom-based rolls.
    This feat may be taken multiple times, each time choosing another lunacy, and gaining an additional penalty to Wisdom rolls.

    The Path of Insanity (Psionic)
    You have actively devoted yourself to discovering the powers your madness grants you, gaining powers as a result.
    Prerequisites: Knowledge (the planes) 5 ranks, Project Thoughts class ability, ability to manifest psionic powers
    When manifesting a psionic power, you may choose to sacrifice one of your uses of Project Thoughts for the day to enhance that power. You gain a number of power points usable solely to augment that power, equal to ½ your Mindwarped class levels. These power points do count against the maximum number of power points that you may use to augment a power. Any of these bonus power points that are not used to augment the power disappear after the power manifests.

    Images of the Beyond [Psionic]
    You show your foe a glimpse of an image of a reflection of the Far Realm, which grabs hold of your foe and never lets go.
    Prerequisites: Ability to deal 2d6 damage with the Projects Thoughts class ability, Cha 15
    You may subtract 2d6 points of damage from your Project Thoughts in order to blind your opponent, as with the Blindness/Deafness spell. If your opponent fails their Will save, they are permanently blinded rather than taking Wisdom damage.

    Companions in Amorality [Psionic]
    You can share your position apart from the standard axes of alignment with others, be it to help or hinder them.
    Prerequisites: Beyond Good And Evil, Manifester level 5th
    You must expend your psionic focus to use this feat. Choose one opponent within 20 feet; you share the benefits of the Beyond Good And Evil lunacy with this person, allowing them to use items of opposing alignments and rendering many alignment-based spells useless. However, unless they are of the Far Realm, they are not made to be out of position from neutrality, good, evil, law, and chaos. Any members of a class or prestige class that requires certain alignments temporarily looses the ability to use class features of that class; ex, druids can no longer Wild Shape, paladins can no longer Smite Evil, and clerics of a deity loose access to spells from their domains. This effect lasts one round, and a successful Will save negates the effect.

    Unforgivable Inscriptions [Item Creation]
    You can adorn a psionic or magic item with the language of the Far Realm, forbidden to exist in the world.
    Prerequisites: Forbidden Script lunacy, one other item creation feat, manifester level or caster level 3rd
    When creating a magical or psionic item, you can spend one extra day and an additional 10% of the base cost of the item in gold to write in the unreadable tongue of the Far Realm. This can have a variety of effects upon the item, only one of which can be applied to a single item. It can increase the DC of its effects by 2; increase the number of charges by 5; reduce the experience spent to produce the item by 25%; apply the effects of a single metapsionic or metamagic feat you know to the powers or spells used by the item; force everyone handling the item to make a Will save or take 1 point of Wisdom damage; reduce the attack bonus and damage of anyone touching the item by 2 until they no longer hold it; reduce the armor class and save bonus of anyone touching the item by 2 until they are no longer holding it; or subject anyone holding the item to one psionic power you know of 2nd level or lower.

    Smite Reality [General]
    You can draw fell powers from beyond into your arms as you strike out against that which exists.
    Prerequisites: Mindwarped, Aberration, Outsider from the Far Realms, or other being with a connection to the Far Realm.
    Once per day, you can draw energies from that most alien of locations to strike against beings of the multiverse. This smite attack can only target those who are not Mindwarped, Aberrations, Outsiders from the Far Realms, or other beings with connections to the Far Realm. This must be a melee attack, or a ranged attack made within 30 feet of the target. You gain a modifier to attack rolls equal to your Charisma modifier, and a bonus to damage equal to your hit dice.
    You can take this feat multiple times, each time gaining an additional daily use of Smite Reality.

    Power of the Stars [General]
    When the stars align, you gain the power to make exceptional attacks.
    Prerequisites: Smite Reality
    When you use your Smite Reality ability at night, you are imbued with a small piece of the power of that which hides behind the stars, allowing your smite to bypass all forms of damage reduction. You also gain an additional use of Smite Reality.

    Gift from Stellar Beings [General]
    You have been granted a piece of the power of those that lurk within and behind and between the stars, making you more than merely mortal.
    Prerequisites: Cha 15, Knowledge (the planes) 5 ranks
    You age slowly, taking twice as long to reach each age category, and your maximum age is tripled. You gain a +1 bonus to saving throws at night. Furthermore, if you are a Mindwarped with the Stars Are Right lunacy, the ability score bonuses gained from that lunacy last twice as long (meaning that you only have one use of Rift for a longer period of time). However, you permanently lose one point of Wisdom or Constitution, your choice.

    Of Far and Eerie Stars [General]
    The foul and beautiful things that dwell past the star-speckled night have granted you some small level of favor, making you greater than before.
    Prerequisites: Gift from Stellar Beings, Cha 18, Knowledge (the planes) 11 ranks
    You take only halve of the penalties of aging, but accrue full bonuses as time passes; your maximum age is doubled again (making it six times as long as the normal age limit). You gain a bonus damage rolls and AC equal to your Charisma modifier while under the night sky. You permanently lose one point of Wisdom or Constitution, your choice.

    Communion with the Old Ones [General]
    In your dreams, you whisper to ancient things predating time itself, and sometimes they whisper back to you.
    Prerequisites: Dreamtelling (from Heroes of Horror) or a connection to the Far Realm
    Every morning when you wake, you can choose a single Intelligence-based skill, which you receive a +1 bonus to until you sleep again. Furthermore, when within 15 feet of an aberration or a Far Realms outsider, you gain a +1 deflection modifier to armor class and saving throws.

    Wild Thoughts [General]
    Your mind is more twisted than most, making that which originates from your mind more difficult to resist by the sane.
    Prerequisites: Ability to use a mind-affecting ability, spell, or power
    The DC of all your mind-affecting abilities, spells, and powers increases by +1.
    Last edited by dragonjek; 2011-03-21 at 10:38 PM.

  12. - Top - End - #12
    Ettin in the Playground
     
    Temotei's Avatar

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    Default Re: Base Class Challenge V - You're MIND!

    We've got some time left.

    A friend is calling for a class that's absolutely..."mental.



    YEEEEEAAAAAAHHHHHHHHHHHH!"

    Hopefully, that planted an idea.

    Hey, remember Inception?

    *Waits for more amazing classes as he looks through Mammon's*
    Last edited by Temotei; 2011-03-27 at 08:21 PM.
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  13. - Top - End - #13
    Halfling in the Playground
     
    MonkGuy

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    Default Re: Base Class Challenge V - You're MIND!

    Sublime Sohei



    "One cannot trust in flesh or spirit or mind. One must balance them all equally on the scale of training and meditation. Only then can one be the perfect warrior." -Xua Leng, Wandering Sohei of Xen'drix

    The Sohei are a sect of warrior monks, trained in many forms of combat, and tasked with making their bodies living sanctuary of perfection.

    Adventures: Almost all sohei are on the path to perfection. Their adventures are usually just stepping stones towards perfection.

    Characteristics: The Sublime Sohei is a master of combat and it's perfection. They are to monks what duskblades are to wizard.

    Alignment: Any, but most all are Lawful in nature.

    Other Classes: The Sublime Sohei can get together quite well with monks, fighters, swordsages, and warblades.

    Role: The Sublime Sohei is a support melee, a skirmisher if you will.

    Adaptation: One could easily drop the name and rename the class without changing much.

    GAME RULE INFORMATION
    Sublime Sohei's have the following game statistics.
    Abilities: As masters of balance, all stats are important to a Sohei.
    Alignment: Any, though almost all are lawful.
    Hit Die: d10
    Starting Age: As Monk
    Starting Gold: As Fighter

    Class Skills
    The Sohei's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

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

    Sublime Sohei
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Stances Known|Maneuvers Readied

    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Combat Training; Martial Flurry; Break the Bonds (Limitation)|1|5

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    ||2|5

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Uncanny Dodge|2|5

    4th|
    +3
    |
    +4
    |
    +4
    |
    +4
    |Evasion; Mettle; Break the Bonds (Suffering)|2|6

    5th|
    +3
    |
    +4
    |
    +4
    |
    +4
    |Improved Combat Training|3|6

    6th|
    +4
    |
    +5
    |
    +5
    |
    +5
    ||3|6

    7th|
    +5
    |
    +5
    |
    +5
    |
    +5
    |Break the Bonds (Fear)|3|7

    8th|
    +6/+1
    |
    +6
    |
    +6
    |
    +6
    ||3|7

    9th|
    +6/+1
    |
    +6
    |
    +6
    |
    +6
    |Improved Uncanny Dodge|4|7

    10th|
    +7/+2
    |
    +7
    |
    +7
    |
    +7
    |Greater Combat Training; Break the Bonds (Soul)|4|8

    11th|
    +8/+3
    |
    +7
    |
    +7
    |
    +7
    ||4|8

    12th|
    +9/+4
    |
    +8
    |
    +8
    |
    +8
    |Improved Combat Skills|4|8

    13th|
    +9/+4
    |
    +8
    |
    +8
    |
    +8
    |Break the Bonds (Mind)|5|9

    14th|
    +10/+5
    |
    +9
    |
    +9
    |
    +9
    ||5|9

    15th|
    +11/+6/+1
    |
    +9
    |
    +9
    |
    +9
    |Superior Combat Training|5|9

    16th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +10
    |Break the Bonds (Sight)|5|9

    17th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +10
    |Step Through the Heavens|6|10

    18th|
    +13/+8/+3
    |
    +11
    |
    +11
    |
    +11
    |Flurry of Strikes|6|10

    19th|
    +14/+9/+4
    |
    +11
    |
    +11
    |
    +11
    ||6|10

    20th|
    +15/+10/+5
    |
    +12
    |
    +12
    |
    +12
    |Paragon of Perfection; Perfected Combat Training|6|11[/table]
    Class Features
    Weapon and Armor Proficiencies: A Sohei is proficient with medium armor, simple weapons, and a single martial weapon of his choice (Or unarmed, described below). This weapon becomes his chosen weapon for class features.

    Martial Maneuvers: A Sohei is different in martial maneuvers in that they do not differentiate between known and readied maneuvers. The Sohei believe that clouding one's mind with too many useless tricks will get in the way of actually using the necessary ones. The Sohei regains manuevers only between combats. He cannot regain them in combat, except for the use of the Adaptive Style feat. The Sohei may choose maneuvers from the Devoted Spirit, Iron Heart, and the Diamond Mind.

    Combat Training: A Sohei is a master of his chosen weapon, gaining Weapon Focus with his chosen weapon. If the Sohei chooses Unarmed Strike, he also gains the Improved Unarmed Strike feat and replaces his knowledge of Iron Heart maneuvers with Setting Sun maneuvers.

    At 5th level, the Sohei gains Weapon Specialization with his chosen weapon and considers it a weapon of any discipline he can use maneuvers from. If the Sohei selects unarmed strike, he also gains the Superior Unarmed Strike feat.

    At 10th level, the Sohei gains Greater Weapon Focus with his chosen weapon. If the Sohei selects unarmed strike, his attacks are considered to be a metal of his choice for bypassing damage reduction, and he may take a standard action to select a different metal.

    At 15th level, the Sohei gains Greater Weapon Specialization with his chosen weapon. If the Sohei selects unarmed strikes, his unarmed attacks are treated as his alignment for the purpose of breaking damage reduction.

    At level 20, a Sohei is considered to have a base attack bonus equal to his hit dice for the use of combat maneuvers such as trip and disarm when wielding his chosen weapon.

    Martial Flurry (Ex): The Sohei are masters of monastic training and militant might. When making a full attack or charge and wielding a weapon of your chosen type, a Sohei may take a -2 (in addition to charge penalties) to make an additional attack at highest attack bonus.

    Break the Bonds (Su): As a Sohei moves closer to perfection, she casts off the bindings of humanity, one by one.

    • Limitation: The Sohei gains the Diehard feat.
    • Suffering: The Sohei cannot take more then half of his ability score in ability score damage or drain.
    • Fear: The Sohei becomes immune to fear.
    • Mind: The Sohei is immune to mind effecting abilities and compulsion effects.
    • Soul: The Sohei gains spell resistance equal to his level + 10.
    • Sight: The Sohei gains the benefits of true sight out 20ft.


    Uncanny Dodge (Ex): See the rogue ability of the same name.

    Evasion (Ex): See the rogue ability of the same name.

    Mind and Body (Ex): See Evasion, but this applies to Will and Fortitude saves.

    Step Through the Heavens (Ex): You gain the ability to move unhampered through the air, if only temporarily. You gain a fly speed equal to your land speed with perfect maneuverability, but you must land on solid ground at the end of each round or you fall.

    Flurry of Strikes (Ex): You have reached the pinnacle of martial study. You may make an additional strike each turn, but take a penalty to your to-hit rolls on each equal to the average level of the maneuvers, rounded down. You then resolve them one at a time. You may only do this with strikes with an initiation time of 1 standard action.

    Paragon of Perfection (Su): You have reached the pinnacle of your mental and spiritual training, becoming perfection incarnate. A Sohei of level 20 gains an insight bonus to his armor class equal to his wisdom modifier, an insight bonus to his saves equal to his charisma modifier, and an insight bonus to his initiative equal to his intelligence modifier.

  14. - Top - End - #14
    Ettin in the Playground
     
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    Default Re: Base Class Challenge V - You're MIND!

    The contest is over. I'll put up the voting thread within twenty-two hours.

    In first place: The mindwarped!

    In second place: The ascetic!

    In third place: The nightmare sculptor!

    Great work, everyone.
    Last edited by Temotei; 2011-04-29 at 12:54 AM.
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