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Old 02-19-2011, 12:03 PM   Top  -  End  -  #1
Pyromancer999
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Join Date: Jun 2010
Default [3.5 Base Class] The Mind Puppeteer

Background- The fifth in a series of psionic classes based around the disciplines.

The Mind Puppeteer

Mind control is much more than simply controlling someone's action. It is control of everything the target perceives the world to be, and more. The Telepath knows this, and controls people's minds to a certain extent, with some effort. Mind Puppeteers controls minds and plays with them like simple toys, controlling what people do, making the unreal seem real, and even going so far as to manifest nightmares upon the material plan.

HD: d6
Skill points: 2 + Int mod (4 + Int mod x 4 at first level)
Skills:Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft(Int), and Sense Motive(Wis)

The Mind Puppeteer
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial Power Points/ Day Powers Known Maximum Power Level Known
1st
+0
+0
+0
+2
Psicrystal, Mind Tricks, Telepathy321st
2nd
+1
+0
+0
+3
Mental Presence531st
3rd
+2
+1
+1
+3
Mind Wrack 1d81052nd
4th
+3
+1
+1
+4
Mind Meld, Manipulation1662nd
5th
+3
+1
+1
+4
Mind Wrack 2d82483rd
6th
+4
+2
+2
+5
Manipulation 3393rd
7th
+5
+2
+2
+5
Mind Wrack 3d844114th
8th
+6
+2
+2
+6
Sensory Play, Manipulation56124th
9th
+6
+3
+3
+6
Mind Wrack 4d870145th
10th
+7
+3
+3
+7
Manipulation85155th
11th
+8
+3
+3
+7
Mind Wrack 5d8102176th
12th
+9
+4
+4
+8
Nightmare Manifestation, Manipulation120186th
13th
+9
+4
+4
+8
Mind Wrack 6d8140207th
14th
+10
+4
+4
+9
Manipulation 161217th
15th
+11
+5
+5
+9
Mind Wrack 7d8184238th
16th
+12
+5
+5
+10
Mind Master, Manipulation208248th
17th
+12
+5
+5
+10
Mind Wrack 8d8234269th
18th
+13
+6
+6
+11
Manipulation 261279th
19th
+14
+6
+6
+11
Mind Wrack 9d8289299th
20th
+15
+6
+6
+12
Grand Puppeteer, Manipulation318309th

Class Features

Armor and Weapon Proficiencies: Mind Puppeteers are proficient with all simple weapons. Mind Puppeteers are not proficient with any armor nor shield .

Power Points/Day: An Mind Puppeteers's Power Points Per Day are as on the table above.

Powers Known:
The Mind Puppeteers begins play knowing two powers of the player's choice. The Mind Puppeteers may choose any power of the Telepathy discipline when choosing powers. Manifesting stat is Charisma.

Mind Tricks:
Mind Puppeteers know how to fool the senses. Mind Puppeteers may learn any Illusion spell without the Shadow descriptor as a power of equivalent level.

Telepathy:At 1st level, the Mind Puppeteer learns the first step to manipulating minds: communicating with them. The Mind Puppeteer gains Telepathy with a range of 10 ft per class level.

Mental Presence: The Mind Puppeteer's psicrystal's mind breaks free of its crystalline shell, and exists purely as a mind without a body. This psicrystal is treated as an eidolon with 3 binding points per class level, with the incorporeal subtype, and is still treated as a psicrystal in all other respects. Mental Presences do not gain the self-propulsion ability.

Mind Wrack: At 3rd level, the Mind Puppeteer can fool enemies into thinking they have experienced great pain by focusing their psionic energies, then releasing them. As a standard action, the Mind Puppeteer can expend his psionic focus to deal 1d8 damage to one enemy within 30 ft. This damage increases by one die at 5th level and every two levels after.

Manipulation: At 4th level, and every two levels after, the Mind Puppeteer comes upon a new way to manipulate an opponent's mind, and selects one of the abilities below:
Spoiler


Mind Meld: At 4th level, the Mind Puppeteer's Mental Presence can acquire a limited sort of existence by taking over the body of an enemy of the Mind Puppeteer. This requires a standard action for the Mind Puppeteer to expend his or her psionic focus as well as a number of power points equal to the HD of the creature to be possessed. This ability requires a Will save. If failed, the Mental Presence takes over the creature's body as the Ghost's Malevolence ability for 1 minute per two class levels if the creature is made to fight, and 2 minutes per class level if not used for combat. Mindless Undead do not get a Will save, and can be affected by this ability. This ability can only affect creatures that have up to 2 less HD than the Mind Puppeteer.

Sensory Play:
At 8th level, the Mind Puppeteer learns how to disable an opponent's senses. By expending an additional number of power points equal to 1/2 the creature's HD, a power manifested by the Mind Puppeteer may eliminate one of the creature's senses for 1 round per class level, as follows:
Spoiler


Nightmare Manifestation: At 12th level, the Mind Puppeteers know how to bring target's worst nightmares and fears to life. The Mind Puppeteer knows how to create a Nightmare Phantasm. This is treated as an Astral Construct, except that the construct is treated as though it were two levels higher for the purpose of expending power points to manifest it, is treated as two levels lower for selection of construct abilities, and it is treated as though it were the subject of the Form of Doom power.

Mind Master: At 16th level, the Mind Puppeteer knows how to manipulate minds quite easily. Select a number of 1st level powers equal to the Mind Puppeteer's Charisma Modifier. The Mind Puppeteer may manifest these as psi-like abilities once per encounter. Also, once per day per 4 class levels, the Mind Puppeteer may treat a power as two levels less for the purpose of spending power points.

Grand Puppeteer: At 20th level, the Mind Puppeteer learns how to enter a state where they can mass-manipulate the minds of its foes. For a number of rounds equal to the Mind Puppeteer's class level each day, the Mind Puppeteer may control up to his Cha modifier x 1/2 his class level HD of enemies. This ability grants total control of the creatures manipulated. While controlling these creatures, the Mind Puppeteer can only take one action every other, and cannot move. These rounds need not be spent consecutively, but must be spent in two-round intervals.

Note: Class abilities, unless otherwise stated, allow subjects to make a Will save equal to 10 + Cha modifier + 1/2 class level.

Well, that's it for now. Please comment and PEACH.
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Last edited by Pyromancer999 : 02-24-2011 at 04:27 PM.
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Old 02-19-2011, 12:32 PM   Top  -  End  -  #2
Dead_Jester
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Default Re: [3.5 Base Class] The Mind Puppeteer

Again, this looks good, but it needs something to use it's 30 powers on .
Also, although the Telepathy discipline has a lot of good spells, and is pretty versatile, I'm sure something could be given to this class to make more unique. Maybe instead of Mind Master, you could make an ability that let's it manifest through another person, either willingly or if it's mind controlled (and could also enable mind-hoping between bodies, as long as it was somehow limited).
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Old 02-19-2011, 02:01 PM   Top  -  End  -  #3
Pyromancer999
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Default Re: [3.5 Base Class] The Mind Puppeteer

Quote:
Originally Posted by Dead_Jester View Post
Again, this looks good, but it needs something to use it's 30 powers on .

Also, although the Telepathy discipline has a lot of good spells, and is pretty versatile, I'm sure something could be given to this class to make more unique. Maybe instead of Mind Master, you could make an ability that let's it manifest through another person, either willingly or if it's mind controlled (and could also enable mind-hoping between bodies, as long as it was somehow limited).
.....If you think it just gets Telepathy disciplline powers as powers, you need to look it over again.

Anyways, not entirely sure your Mind Master subsitute would really make sense.
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Old 02-19-2011, 07:08 PM   Top  -  End  -  #4
Dead_Jester
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Default Re: [3.5 Base Class] The Mind Puppeteer

Sry, hadn't noticed Mind Trick.

Also, how does Seemingly Real interact with spells such as Shadow Conjuration or Shadow Evocation? Do the percentages stack, or are those spells simple illegal choices (but could be gained using Shadowy Mind)?

As for the Mind Master substitute, it was just an idea that would emphasize more on the controller aspect of the class, letting the class be more effective with it's spells instead of casting more of them, but the class is definitely fine as is.
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Last edited by Dead_Jester : 02-19-2011 at 07:10 PM.
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Old 02-19-2011, 07:46 PM   Top  -  End  -  #5
JKTrickster
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Default Re: [3.5 Base Class] The Mind Puppeteer

You have a copy paste error on the Mental Presence ability.

EDIT: And the capstone is slightly unclear.

Grand Puppeteer: At 20th level, the Mind Puppeteer learns how to enter a state where they can mass-manipulate the minds of its foes. For a number of rounds equal to the Mind Puppeteer's class level each day, the Mind Puppeteer may control up to his Cha modifier x 1/2 his class level of enemies. This ability grants total control of the creatures manipulated. While controlling these creatures, the Mind Puppeteer can only take one action every other, and cannot move. These rounds need not be spent consecutively, but must be spent in two-round intervals.

Every other round I presume? Also I would argue that the Mind Puppeteer should only be able to affect a certain HD of opponents, and those that aren't affected by Mind Affecting powers/spells.

And no save? That sounds dangerous...

EDIT2: And oh yeah Shadow Illusion spells can only be taken after Shadowy Mind. It shouldn't interact with Seemingly Real because that has to deal with powers, not spells.

Last edited by JKTrickster : 02-19-2011 at 07:55 PM.
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Old 02-19-2011, 08:59 PM   Top  -  End  -  #6
Pyromancer999
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Default Re: [3.5 Base Class] The Mind Puppeteer

Quote:
Originally Posted by JKTrickster View Post
You have a copy paste error on the Mental Presence ability.
Thanks. Changed.
Quote:
EDIT: And the capstone is slightly unclear.

Grand Puppeteer: At 20th level, the Mind Puppeteer learns how to enter a state where they can mass-manipulate the minds of its foes. For a number of rounds equal to the Mind Puppeteer's class level each day, the Mind Puppeteer may control up to his Cha modifier x 1/2 his class level of enemies. This ability grants total control of the creatures manipulated. While controlling these creatures, the Mind Puppeteer can only take one action every other, and cannot move. These rounds need not be spent consecutively, but must be spent in two-round intervals.

Every other round I presume? Also I would argue that the Mind Puppeteer should only be able to affect a certain HD of opponents, and those that aren't affected by Mind Affecting powers/spells.
Yeah. Also, error on the enemy thing. Meant that many HD of enemies. Should allow a save.
Quote:

EDIT2: And oh yeah Shadow Illusion spells can only be taken after Shadowy Mind. It shouldn't interact with Seemingly Real because that has to deal with powers, not spells.
So, there should be something saying "No Shadow Illusion spells can be taken" in the Seemingly Real ability description?
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Old 02-20-2011, 01:41 AM   Top  -  End  -  #7
JKTrickster
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Default Re: [3.5 Base Class] The Mind Puppeteer

No it should say that it has no effect with spells with the Shadow descriptor, because that makes no sense.
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Old 02-20-2011, 08:33 AM   Top  -  End  -  #8
Pyromancer999
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Default Re: [3.5 Base Class] The Mind Puppeteer

Quote:
Originally Posted by JKTrickster View Post
No it should say that it has no effect with spells with the Shadow descriptor, because that makes no sense.
True enough. Added.
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Old 02-20-2011, 10:32 AM   Top  -  End  -  #9
JKTrickster
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Default Re: [3.5 Base Class] The Mind Puppeteer

Can I'm a Turtle! (love the name ) be used offensively? For example, Bob the Barbarian think its a horse and drops all of his weapons and gets on all fours? Or is it meant as a buff to allies (giving them swim speeds, etc.)
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Old 02-20-2011, 10:34 AM   Top  -  End  -  #10
Pyromancer999
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Default Re: [3.5 Base Class] The Mind Puppeteer

Quote:
Originally Posted by JKTrickster View Post
Can I'm a Turtle! (love the name ) be used offensively? For example, Bob the Barbarian think its a horse and drops all of his weapons and gets on all fours? Or is it meant as a buff to allies (giving them swim speeds, etc.)
It can be used both ways: Buff an ally, or just drive an enemy crazy! Fun for the whole family.
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Old 02-20-2011, 11:24 AM   Top  -  End  -  #11
JKTrickster
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Default Re: [3.5 Base Class] The Mind Puppeteer

Shouldn't that allow a save then if the opponent is unwilling?
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Old 02-20-2011, 11:27 AM   Top  -  End  -  #12
Pyromancer999
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Default Re: [3.5 Base Class] The Mind Puppeteer

Quote:
Originally Posted by JKTrickster View Post
Shouldn't that allow a save then if the opponent is unwilling?
True, true. I need to add in saves.
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Old 02-20-2011, 11:40 AM   Top  -  End  -  #13
JKTrickster
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Default Re: [3.5 Base Class] The Mind Puppeteer

In general you could just say all abilities that need a Will Save follow the standard DC 10 + half class level + manifesting ability mod.
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Old 02-20-2011, 11:47 AM   Top  -  End  -  #14
Pyromancer999
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Default Re: [3.5 Base Class] The Mind Puppeteer

Quote:
Originally Posted by JKTrickster View Post
In general you could just say all abilities that need a Will Save follow the standard DC 10 + half class level + manifesting ability mod.
True enough. Added.
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Old 02-20-2011, 07:44 PM   Top  -  End  -  #15
JKTrickster
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Default Re: [3.5 Base Class] The Mind Puppeteer

Also: I realized that this needs an ability to deal with Mind Affecting Immune/People with Mind Blank/people with defenses against mental domination in general. I'm not saying they should be able to outright overcome these challenges, but maybe they could just change these outright immunities to a bonus on the will save (which at least turns the impossible to the possible).
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Old 02-20-2011, 08:05 PM   Top  -  End  -  #16
Pyromancer999
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Default Re: [3.5 Base Class] The Mind Puppeteer

Quote:
Originally Posted by JKTrickster View Post
Also: I realized that this needs an ability to deal with Mind Affecting Immune/People with Mind Blank/people with defenses against mental domination in general. I'm not saying they should be able to outright overcome these challenges, but maybe they could just change these outright immunities to a bonus on the will save (which at least turns the impossible to the possible).
Yeah. I'll think that one over, along with the Energy Resistance/Immunity piercing ability for the Energy Weaver.
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Old 02-20-2011, 08:14 PM   Top  -  End  -  #17
Benly
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Default Re: [3.5 Base Class] The Mind Puppeteer

Quote:
Originally Posted by JKTrickster View Post
Also: I realized that this needs an ability to deal with Mind Affecting Immune/People with Mind Blank/people with defenses against mental domination in general. I'm not saying they should be able to outright overcome these challenges, but maybe they could just change these outright immunities to a bonus on the will save (which at least turns the impossible to the possible).
The Puppeteer isn't useless against enemies like that, at least - either Shadowy Mind or Seemingly Real gives you a wide range of non-mind-affecting abilities. (Those two are so good that I would be very surprised to see a Mind Puppeteer not take one of those first.)
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Old 02-20-2011, 09:35 PM   Top  -  End  -  #18
Pyromancer999
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Default Re: [3.5 Base Class] The Mind Puppeteer

Quote:
Originally Posted by Benly View Post
The Puppeteer isn't useless against enemies like that, at least - either Shadowy Mind or Seemingly Real gives you a wide range of non-mind-affecting abilities. (Those two are so good that I would be very surprised to see a Mind Puppeteer not take one of those first.)
That's true, although fluff-wise it depends on the Mind Puppeteer convincing targets that the effects are real.
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Old 02-20-2011, 09:42 PM   Top  -  End  -  #19
Benly
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Default Re: [3.5 Base Class] The Mind Puppeteer

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Originally Posted by Pyromancer999 View Post
That's true, although fluff-wise it depends on the Mind Puppeteer convincing targets that the effects are real.
So do all illusions, and most of them aren't mind-affecting.

They tend to be quite effective against mindless targets, actually - targets with minds tend to ask questions like "hey, wasn't that wall not there a moment ago?" A mindless golem just registers that there's a wall there now and probably tries to path around it.
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Old 02-21-2011, 03:32 PM   Top  -  End  -  #20
Pyromancer999
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Default Re: [3.5 Base Class] The Mind Puppeteer

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Originally Posted by Benly View Post
So do all illusions, and most of them aren't mind-affecting.

They tend to be quite effective against mindless targets, actually - targets with minds tend to ask questions like "hey, wasn't that wall not there a moment ago?" A mindless golem just registers that there's a wall there now and probably tries to path around it.
That's true.
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Old 02-21-2011, 07:39 PM   Top  -  End  -  #21
Benly
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Default Re: [3.5 Base Class] The Mind Puppeteer

Incidentally, the versatility of Shadowy Mind makes this my favorite of your psi-specialists. The others don't seem to really get enough in exchange for the dropped disciplines for my taste.
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Old 02-21-2011, 08:21 PM   Top  -  End  -  #22
Pyromancer999
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Default Re: [3.5 Base Class] The Mind Puppeteer

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Incidentally, the versatility of Shadowy Mind makes this my favorite of your psi-specialists. The others don't seem to really get enough in exchange for the dropped disciplines for my taste.
I think they all get compensated equally, just in different ways.
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Old 02-24-2011, 04:28 PM   Top  -  End  -  #23
Pyromancer999
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Default Re: [3.5 Base Class] The Mind Puppeteer

Changes:

-Capstone corrected.
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