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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
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
Psicrystal, Mind Tricks, Telepathy
3
2
1st
2nd
+1
+0
+0
+3
Mental Presence
5
3
1st
3rd
+2
+1
+1
+3
Mind Wrack 1d8
10
5
2nd
4th
+3
+1
+1
+4
Mind Meld, Manipulation
16
6
2nd
5th
+3
+1
+1
+4
Mind Wrack 2d8
24
8
3rd
6th
+4
+2
+2
+5
Manipulation
33
9
3rd
7th
+5
+2
+2
+5
Mind Wrack 3d8
44
11
4th
8th
+6
+2
+2
+6
Sensory Play, Manipulation
56
12
4th
9th
+6
+3
+3
+6
Mind Wrack 4d8
70
14
5th
10th
+7
+3
+3
+7
Manipulation
85
15
5th
11th
+8
+3
+3
+7
Mind Wrack 5d8
102
17
6th
12th
+9
+4
+4
+8
Nightmare Manifestation, Manipulation
120
18
6th
13th
+9
+4
+4
+8
Mind Wrack 6d8
140
20
7th
14th
+10
+4
+4
+9
Manipulation
161
21
7th
15th
+11
+5
+5
+9
Mind Wrack 7d8
184
23
8th
16th
+12
+5
+5
+10
Mind Master, Manipulation
208
24
8th
17th
+12
+5
+5
+10
Mind Wrack 8d8
234
26
9th
18th
+13
+6
+6
+11
Manipulation
261
27
9th
19th
+14
+6
+6
+11
Mind Wrack 9d8
289
29
9th
20th
+15
+6
+6
+12
Grand Puppeteer, Manipulation
318
30
9th
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
I'm A Turtle!: Choose one creature type. You may, by expending your psionic focus and a number of power points equal to 1/2 the creature's HD(minimum 1), may fool a creature into thinking it is another kind of creature that has the chosen creature type, with HD equal to 2 less than the Mind Puppeteer's. This manifests in the form of the creature fooled being able to use one ability granted by the Metamorphisis power, as though the creature fooled were transformed into that type of creature. The creature fooled may not use any abilities that require body parts they don't have(ex. A creature is fooled into thinking it is a Giant Squid. It may gain the creature's swim speed or armor bonus, but not the tentacle attacks, unless the creature fooled already has tentacle attacks). You may select this ability again in order to choose another type of creature. This effect lasts one round per class level.
Mind Burn: Choose one mental ability score. By sacrificing two dice from your Mind Wrack attack on a creature, you may deal 1 point of damage to that ability score. You may select this ability again, either choosing a new score, or allowing you to sacrifice an additional two dice to deal an additional point of damage to a mental ability score.
Mind Games: The Mind Puppeteer may learn Mind-Affecting splls as powers.
Shadowy Mind: The Mind Puppeteer may learn Illusion spell with the Shadow descriptor as powers.
Seemingly Real: You may choose any one power of any discipline of any level up to one less than the highest level power you may manifest, and learn how to manifest a shadow of that power, fool the targets' minds into thinking it completely real. Manifesting the power acts the same as the power normally would, except targets get a Will save. If they succeed, the power only has 20% as much effect. If not, they are affected as though the power were completely real. This ability may be selected again, either choosing a new power, or increasing the realness of all powers by 20%, to a maximum of 60%. This ability has no effect on spells with the Shadow descriptor.
Temporary Control: By sacrificing one die in your Mind Wrack ability, you may attempt to take temporary control of a target. The target gets a Will save to negate this effect. If they fail their save, the Mind Puppeteer may take control of the target for a number of rounds equal to the number of dice sacrificed. The target can only be made to do basic actions and attacks, and, should they possess class levels, only be made to use Extraordinary 1st level class features. This ability may be selected again, allowing the Mind Puppeteer to sacrifice one additional die.
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
Sight: Blinded
Touch: Can continue fighting if dying, but gains a -2 to all Dexterity-based checks and rolls.
Taste: Cannot use a bite attack or perform other actions with mouth.
Hearing: Deafened
Smell: Cannot use the Scent ability.
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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Newest Work: Pyromancer - My submission for Base Class Contest X
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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).
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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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.
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.
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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Newest Work: Pyromancer - My submission for Base Class Contest X
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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.)
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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Newest Work: Pyromancer - My submission for Base Class Contest X
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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).
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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Newest Work: Pyromancer - My submission for Base Class Contest X
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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.)
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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Newest Work: Pyromancer - My submission for Base Class Contest X
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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.
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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Newest Work: Pyromancer - My submission for Base Class Contest X
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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.
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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Newest Work: Pyromancer - My submission for Base Class Contest X
Vote here.