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Old 09-05-2011, 01:39 AM   Top  -  End  -  #1
Phosphate
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Default Non-manifester Psyche-flavoured Class [3.5, Base]

The Mentat

"Your mind is a wonderful computing device flexible enough to handle any algorithm, complex enough to keep track of algebraic strings to a level higher than any silicon based chip could achieve. Alas, you're lazy as hell." - Josog, Mentat, to his disciple

Mentats are individuals who trained their minds to work like machines, gaining sizable benefits from their greatly increased perception and cognition, and also developing psychic powers of their own by means of projecting their own essence in various ways.

Organization: Mentats are rare and usually work alone, as high advisors of nobles most of the time. There is no single great organization of mentats, and an actual school training hundreds of them would be a waste of resources, seeing that, in the best case, no more than one or two students a generation would ever graduate.

Adventuring: Mentats adventure for the same reasons as anybody else does, be it pillages, scavenges, raids, missives, cliche dragon hunting etc., he just has some rather unique tools for the trade.

Stats: Mentats have Int as their main attribute, which their class progression actually increases independently. They should also spare a point or two for Wisdom, as a secondary ability, and a possible source of sturdiness.

Race: Normally races that have an Int penalty shouldn't produce Mentats, but there have been notable half-Orc exceptions to this. The gnomes are those who most often choose to embrace this path.

Alignment: Any lawful.

Starting Age: Complex+d10
Starting Gold: as psion
HD: d6

Class Skills: Appraise, Autohypnosis, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Knowledge (all), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Spot, UMD, UPD
Skill Points per level: 6 + Int mod (x4 at 1st level)

Mentat
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
Betterment, Backlash, Overspecialization
2nd
+1
+0
+3
+3
Immediate Familiarization
3rd
+2
+1
+3
+3
Reactive Shield + 1
4th
+3
+1
+4
+4
Sudden Relocation, Placebo
5th
+3
+1
+4
+4
+1 Int
6th
+4
+2
+5
+5
Burden, Placebo, Reactive Shield + 2
7th
+5
+2
+5
+5
Projected Blow, Perfect Memory
8th
+6/+1
+2
+6
+6
Perfect Sentience, Placebo
9th
+6/+1
+3
+6
+6
Perfect Influence, Reactive Shield + 3
10th
+7/+2
+3
+7
+7
+1 Int, Placebo
11th
+8/+3
+3
+7
+7
Ghost Strike
12th
+9/+4
+4
+8
+8
Reactive Shield + 4, Placebo
13th
+9/+4
+4
+8
+8
Mental Copy
14th
+10/+5
+4
+9
+9
Placebo
15th
+11/+6/+1
+5
+9
+9
+1 Int, Reactive Shield + 5
16th
+12/+7/+2
+5
+10
+9
Placebo, Mind Fused With Matter
17th
+12/+7/+2
+5
+10
+10
Voices of the Dead Ancestry
18th
+13/+8/+3
+6
+11
+11
Reactive Shield + 6, Placebo
19th
+14/+9/+4
+6
+11
+11
Computing Aura
20th
+15/+10/+5
+6
+12
+12
+1 Int, Placebo, Extreme Rationality

Class Features

Weapon and Armor Proficiency: A Mentat is proficient with the club, dagger, heavy crossbow, light crossbow, and the shortsword. He is also proficient with light armor and no shields.

Betterment: The Mentat knows that there is always room for improvement, and handles himself to this respect. Every time he levels, he may either receive 2 skill points less to increase his Strain threshold by 1, or give up his increase in Strain threshold for the level to add his Wis mod to HD. He may not do both.

Overspecialization: The Mentat has to allocate a lot of time and energy to his studies, which makes multiclassing much more tricky. As long as you are multiclassing, and Mentat is NOT the class in which you have the highest number of levels, your Strain threshold is halved and rounded down.

Backlash (Ex): The Mentat is still a mortal being with limits, and cannot strain his mind infinitely. Every time he uses a class feature that would have him gain Strain points, he must make a Fortitude Save against a DC of 10 + Strain points / 2 AND a Will Save against a DC of 15 + the Strain cost of the class feature x 2. If he fails the Fortitude Save, he takes 1d10 untyped damage. If he fails the Will Save, he takes 1 Wisdom damage and is stunned for 1 round. If he fails both, he takes xd10 untyped damage, where x is the Strain cost of the class feature, takes 1d4 Wisdom damage, and is stunned for 1 round. Either way, the Wisdom damage is healed at a rate of 1 per day. However, if the Mentat is below his Strain threshold, no backlash occurs. This threshold starts at 1, and increases by 1 per level, being also affected by Betterment and Overspecialization. Also, add your Int mod to your Strain threshold. The only way to get rid of Strain is by sleeping for 8 hours.

Please note: just because a Mentat's ability backlashes, doesn't mean it fails.

Immediate Familiarization (Ex): A Mentat may train with any melee weapon (simple, martial or exotic) for 1 hour to become proficient with it, no drawback. He is only proficient with that particular weapon, not with that weapon type (therefore, he is not treated as proficient with other weapons that look exactly the same). By gaining 1 Strain, he may change the duration to a full round action.

Reactive Shield: A Mentat carries a (mundane) device that produces a force shield around him whenever he is struck with enough force. It weighs no more than 5 pounds and is carried as a belt. It cannot be sundered, and it cannot be enhanced.* This adds a bonus to AC equal to Class Level/3, but does not always work. In the case of ranged attacks, it works only if the shooter receives no range penalty. In the case of melee attacks, it works only if the attack deals 20 or more damage. In the case of spells, it only works if spells have the acid, air, cold, earth, force, sonic, or water descriptors. The shield needs recharging, though. To have it usable for 24 hours, you must either zap it with an electric spell of at least Level 5, or the Mentat must channel his mental power into it, gaining 2 Strain points. Channeling is a full round action.

Additionally, the reactive shield repels and damages anything moving too fast towards the Mentat. Any enemy charging or bull rushing him, or simply attacking him after running whatever distance, takes damage equal to double the bonus to AC.

Reactive shield works even against foes that ignore armor, like incorporeals.

*Clarification: this isn't a specific item crafted by the Mentat. As long as he wears a belt, any belt, it can use it as focus for the Reactive Shield class feature.

Sudden Relocation (Psi): By gaining 1 Strain per relocation, a Mentat may, anytime and up to Int mod times during his turn, teleport 5 feet in any direction, including upwards and downwards. This is a free action that can be taken between the hits in a full attack, and does not cause AoO. It is always accurate, line of sight with the destination is not required, and is immune to effects that ban astral travel, such as Dimensional Lock. Also, he retains momentum as if he moved that distance, so if by relocating the Mentat comes next to an opponent, that opponent takes damage equal to double the AC bonus of Reactive Shield (IF the shield is active, that is).

Placebo: Starting at 4th level, and every even level afterward (6th, 8th, 10th etc.) the Mentat may learn a Placebo.

Spoiler


At 5th level and every class level divisible by 5 afterwards, the Mentat gains a +1 boost to Intelligence.

Burden (Psi): A Mentat can influence an opponent so as to make him believe he is in a far worse situation than he actually is. Whenever a Mentat strikes an opponent and deals lethal damage, you may, on your next round and as a Free action that makes you gain 1 Strain, +1 for every 3 HD the opponent has over you, make that same opponent receive the same amount of nonlethal damage. Creatures naturally immune to nonlethal damage are immune to this as well.

Projected Blow (Psi): A Mentat of level 7 learns to produce meager mental constructs to extend his attacks. By gaining 1 Strain, when making a standard or full attack, he can use his melee weapons at double range. If he does so, his weapons are treated as Force weapons, and he loses any benefit derived from having his weapons crafted out of a special material. (so, for instance, you lose the Cold Iron, you keep the Vorpal)

Perfect Memory (Ex): By gaining 1 Strain, a Mentat can clearly and explicitly narrate or write about anything that happened around him for 24 hours. So, for instance, if he read a book in a day, he can copy every single page of it the next day, from memory, and if he saw someone, he can make an incredibly realistic portrait of that person.

Perfect Sentience (Psi): Once per level starting at level 8, a Mentat may learn one Clearsentience power. He may only learn powers that he could learn as a Psion of his level, with his current stats. The DC is Int based. He manifests them as psi-like abilities. The Strain cost, however, is independent of the level of the powers: it is simply equal to the number of powers the Mentat used during the day before it (so the first power grants no strain, the second grants 1, the third 2, etc). A Mentat may manifest any power he knows only once per day.

Perfect Influence (Sp): A Mentat learns to generate various force objects with his thoughts. Starting at level 9, and ever uneven level afterward, a Mentat may learn 1 sor/wiz spell with the Force descriptor. He may only learn spells that he could learn as a Sorcerer of his level, with his current stats, except using Int instead of Cha for both learning spells and save DC. He casts them as spell-like abilities. The Strain cost, however, is independent on the level of the spells: it is simply equal to the number of spells the Mentat used during the day before it +1 (first spell grants 1 strain, second grants 2, etc). A Mentat may cast any spell he knows only once per day.

Ghost Strike (Psi): By gaining 2 Strain, a level 11 Mentat can generate a full, yet ephemeral, shadowy version of himself on a whim. Whenever he attacks as a standard action, he may choose to, as a swift action, land another attack on any opponent adjacent to either himself or his first target. This second attack is done at a -5 attack penalty from the first one, and is either ghostly (ignores armor bonus to AC) or force-based. This second attack cannot slay the foe, and cannot land a critical. Any effect that may be incurred due to the second attack (burning yourself by attacking a fire elemental, or sundering your weapon on hard skin, or being Disintegrated by a Blackball if you're feeling brave) does not apply. You may use Ghost Strike as an Immediate Action while performing an AoO instead, but you will gain 3 Strain.

Mental Copy (Psi): You generate a replica of yourself made of force. Creating and dismissing a mental copy is a standard action. Creating a mental copy grants no disadvantage, but dismissing one increases your Strain by 1 and keeping it manifested increases your Strain by 1 per hour. You may only have one Mental Copy. The Mental Copy is exactly like you in every aspect, except as explained below:

- A Mental Copy does not incur penalties to Strength and Dexterity due to aging. Regardless of your age, do not apply them.
- A Mental Copy is immune to damage from Force effects, and its melee attacks are treated as Force based.
- The Magical Items duplicated when creating a Mental Copy lose their magical effects (masterworks remain masterworks), except for those that offer passive bonuses (like rings). If any belonging of a Mental Copy would stop being in contact with it, it vanishes (this means that Mental Copies can only use Longbows and other similar weapons at point blank).
- A Mental Copy does not have HD or a Constitution Score. Instead of those, whenever the mental copy receives lethal OR nonlethal damage, it vanishes. If a Mental Copy vanishes, the Mentat gains 1 Strain.
- A Mental Copy still has all spell-like, psi-like, extraordinary and supernatural abilities of the Mentat. It can use abilities with an XP cost normally, except the Mentat pays the cost, and it can use abilities that accumulate Strain. In this case, both the Mentat AND the Mental Copy gain that much strain.
- A Mental Copy does not have all senses, it has only normal vision. However, if within line of sight of the Mentat, it perceives all that the Mentat perceives. The Mentat and his Mental Copy communicate telepathically, it is not as immersive for both of them however. The Mentat may only ask and receive questions and issue commands as in normal speaking, and see through the Mental Copy's eyes.

Mind Fused With Matter (Su): A level 16 Mentat learns to force reality to act on behalf of his perception. Once per turn, as a free action increasing Strain by 1 per mile rounded up, a Mentat may transport his body wherever his Mental Copy is, the Mental Copy is destroyed. For this ability to work, only the Mental Copy must not be in an antimagic or antipsionic field. The state of the Mentat is irrelevant, as long as he is conscious.

Voices of the Dead Ancestry (Su): Recalling the memories of his long dead ancestors, a level 17 Mentat can burrow their skills and experience. Using this ability takes 1 minute. Afterwards, also for 1 minute, add your Wis mod OR 5, whichever is lower, to your manifester level for the purpose of Clairsentience and to all your trained skills.

Computing Aura (Su): Starting from level 19, knowledge starts passively seeping out of the Mentat. Everyone in a 60 foot spread centered on him gains a Competence bonus equal to his Int mod to all their trained skills, gains the Backlash ability, gains a Strain threshold equal to a third of the Mentat's rounded down, and gains 1 Strain every time they make a Skill check. Dismissing and recalling this effect is a full round action, and subjects within it can't simply not want to be affected by it. The Mentat may choose specific targets to not be affected by this aura, but gains 1 Strain for each of those, per hour.

Extreme Rationality (Ex): A level 20 Mentat has improved his logic and cognition to such levels that he is completely beyond the understanding of any other sentient being. Whenever it is more beneficial to him, he may treat himself as Mindless. Additionally, he gains an Insight bonus to attack equal to the number of rounds that have passes since the start of an encounter, as he is able to analyze his foes in great detail.

Last edited by Phosphate : 09-09-2011 at 10:24 AM.
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Old 09-05-2011, 11:21 AM   Top  -  End  -  #2
nonsi
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Although not finished yet, something immediately irks the eye.

>> Placebo: Starting at 4th level, and every even level afterward (6th, 8th,
>> 10th etc.) the Mentat is allowed to either learn a Placebo, or change two of
>> his existing placebos into weaker ones.
Why downgrade ?
Just allow retraining whenever (or at least every other level when) a mentat doesn't gain Placebo.


EDIT: also, lose the "but does not always work". it will needlessly make your game more cumbersome and lead to needless arguments.
Just make it deflection bonus. This will not make this class broken and will spare you a lot of headache.

Also, what makes fire ignore this shield ?
(I don't remember that one from the book)

Last edited by nonsi : 09-05-2011 at 11:27 AM.
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Old 09-05-2011, 11:28 AM   Top  -  End  -  #3
Zeta Kai
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Reactive Shield is not a class feature. It is a magic item, which is treated (unfairly) as a class feature. It would be like if I made a class that automatically gained a castle at 10th level, or someone wrote a poem about me at 6th level; it makes no sense, & is not an innate part of my character. What's to stop someone from taking my shield? Can I give my shield to someone else? This needs to be refluffed that it is a inherent part of the character's person. As it is, it cannot be taken seriously.
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Old 09-05-2011, 12:49 PM   Top  -  End  -  #4
Phosphate
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Quote:
Originally Posted by nonsi View Post
Although not finished yet, something immediately irks the eye.

>> Placebo: Starting at 4th level, and every even level afterward (6th, 8th,
>> 10th etc.) the Mentat is allowed to either learn a Placebo, or change two of
>> his existing placebos into weaker ones.
Why downgrade ?
Just allow retraining whenever (or at least every other level when) a mentat doesn't gain Placebo.
Meh, probably. Still thinking about it.

Quote:
EDIT: also, lose the "but does not always work". it will needlessly make your game more cumbersome and lead to needless arguments.
Just make it deflection bonus.
I explained exactly when it doesn't work. So arguments shouldn't exist.

Quote:
Also, what makes fire ignore this shield ?
Fire is a static local increase in temperature, definitely not what would trigger a quick blink of the shield (Fireball does not deal bludgeoning damage when hitting the target after all). I would rather remove acid than add fire.

Quote:
Originally Posted by Zeta Kai View Post
Reactive Shield is not a class feature. It is a magic item, which is treated (unfairly) as a class feature. It would be like if I made a class that automatically gained a castle at 10th level, or someone wrote a poem about me at 6th level; it makes no sense, & is not an innate part of my character. What's to stop someone from taking my shield? Can I give my shield to someone else? This needs to be refluffed that it is a inherent part of the character's person. As it is, it cannot be taken seriously.
Someone CAN take your shield, it will just do crap for him. Since it's fueled by, dunno...YOUR thought power?
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Old 09-05-2011, 01:54 PM   Top  -  End  -  #5
Wyntonian
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

While I like this class, I'm inclined to agree with Zeta Kai about the reactive shield. Give them a scaling deflection bonus to AC, maybe toss in some resistances and immunities and call it a day. I'll examine this class more thoroughly once you have the Placebos up.
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Old 09-05-2011, 01:54 PM   Top  -  End  -  #6
Zeta Kai
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Quote:
Originally Posted by Phosphate View Post
Someone CAN take your shield, it will just do crap for him. Since it's fueled by, dunno...YOUR thought power?
It's still a Thing, & a Thing is NOT a class feature. Ever.
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Old 09-05-2011, 02:07 PM   Top  -  End  -  #7
Eurus
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Quote:
Originally Posted by Zeta Kai View Post
It's still a Thing, & a Thing is NOT a class feature. Ever.
A wizard's automatically-updating spellbook is close. An elf also miraculously learns his cultural weapon proficiencies even if he was raised by gnomes. That's not to say that it should be, only that WotC is a little lazy on that rule sometimes... It would be entirely within the realm of reason for base classes to simply say that the character simply automatically builds his shield at that level.
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Old 09-05-2011, 02:59 PM   Top  -  End  -  #8
Phosphate
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

The point is, the reactive shield is basically a worthless piece of metal that can be crafted in a day, AND only works on you. Sorry to say, but that is actually the literal definition of Divine Focus. Also, yeah, spellbooks for the win. Also some homebrewing classes where you bond with your sword and stuff that I've seen. The point is, the deflection bonus does not increase because you're getting better and more awesome shields, but because you simply focus your mental energy better into it.

On that note, I'm adding some stuff right now. And...I did not decide on a power Tier yet, so bear with me on that.
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Old 09-06-2011, 03:56 AM   Top  -  End  -  #9
Phosphate
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Ok, added some of the placebos. About half or two thirds of them. Also, now you can't change them at all, it's just too troublesome.

Last edited by Phosphate : 09-06-2011 at 03:57 AM.
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Old 09-06-2011, 09:53 AM   Top  -  End  -  #10
Gorgondantess
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Nevertheless... what you're assuming is that the shield spontaneously pops into existence once you hit Xth level. And then if it's, say, sundered, it's lost forever?
Easy solution: say that the mentat can craft one given 24 hours of uninterrupted work and 100 gp worth of reagents. Solves all your problems.

...Also, whenever I see "Mentat", I can't help think of the drug from fallout...
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Old 09-06-2011, 12:44 PM   Top  -  End  -  #11
Phosphate
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Quote:
Originally Posted by Gorgondantess View Post
Nevertheless... what you're assuming is that the shield spontaneously pops into existence once you hit Xth level. And then if it's, say, sundered, it's lost forever?
I already said it can't be sundered.

Quote:
...Also, whenever I see "Mentat", I can't help think of the drug from fallout...
Not much I can do about that, Mentat is the name used in the books.

Either way, what do you think about the Placebos. I would also like to know what Tier you think this class belongs to.

Last edited by Phosphate : 09-06-2011 at 12:46 PM.
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Old 09-07-2011, 11:46 AM   Top  -  End  -  #12
Phosphate
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Bump......
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Old 09-07-2011, 03:39 PM   Top  -  End  -  #13
nonsi
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

You still have a dead level to fill.
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Old 09-08-2011, 12:17 AM   Top  -  End  -  #14
nonsi
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

A few things you've forgotten/ignored/miscalculated:

1. Coolheaded then Unyielding and then Overcoming Self-conservation?! Really? Investing so much for something a paladin gets at 3rd level?! Not good. Just have Coolheaded reduce fear potency by 1 step per strain until total negation. It adds up quite well with the scenario of the Gom-Jabbar test.
2. Mental influence: using one's voice to fascinate/daze/stun/paralyze/kill.
3. Shai-Hulud. Also calls for a new monster, but since you're at it...
4. The Fremens were desert people and the atreides fit in quite smoothly. This calls for a placebo that helps coping with denial of food & water and long periods of strain (unless I missed it).
5. KWISATZ HADERACH and Prophetic powers.
6. Leto's transformation.

I probably forgot something, but this will do for now.
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Old 09-08-2011, 03:53 AM   Top  -  End  -  #15
Phosphate
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Quote:
Originally Posted by nonsi View Post
1. Coolheaded then Unyielding and then Overcoming Self-conservation?! Really? Investing so much for something a paladin gets at 3rd level?! Not good. Just have Coolheaded reduce fear potency by 1 step per strain until total negation. It adds up quite well with the scenario of the Gom-Jabbar test.
No, that would be too much. Paladins are Tier 5 BECAUSE by level 6 they get no new class features. A level 3 Paladin is on par with a level 3 from any Tier 3 class.

Quote:
2. Mental influence: using one's voice to fascinate/daze/stun/paralyze/kill.
Hmm...yes, would work nicely in the dead level. Will think about it.

Quote:
3. Shai-Hulud. Also calls for a new monster, but since you're at it...
Much too setting-dependent. Sorry.

Quote:
4. The Fremens were desert people and the atreides fit in quite smoothly. This calls for a placebo that helps coping with denial of food & water and long periods of strain (unless I missed it).
I said the placebo list was incomplete. This should work nicely.

Quote:
5. KWISATZ HADERACH and Prophetic powers.
Only by consumption of spice. You can't have it for free.

Quote:
6. Leto's transformation.
...did not happen because he was a Mentat, but because he was freaking Leto.
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Old 09-08-2011, 10:28 AM   Top  -  End  -  #16
nonsi
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Quote:
Originally Posted by Phosphate View Post
No, that would be too much. Paladins are Tier 5 BECAUSE by level 6 they get no new class features. A level 3 Paladin is on par with a level 3 from any Tier 3 class.
Am I missing something ?
How does the Paladin being tier 5 makes my suggestion too much ?


Quote:
Originally Posted by Phosphate View Post
Hmm...yes, would work nicely in the dead level. Will think about it.
I'd make it a set of abilities tat scales with level.


Quote:
Originally Posted by Phosphate View Post
Much too setting-dependent. Sorry.
I'm OK with setting-dependency (Eberron, Faerun... y'know).


Quote:
Originally Posted by Phosphate View Post
Only by consumption of spice. You can't have it for free.
PrC perhaps ?


Quote:
Originally Posted by Phosphate View Post
...did not happen because he was a Mentat, but because he was freaking Leto.
He got to become 'freaking Leto' somehow. To my best recollection, he wasn't born that way.
Another PrC perhaps ?
See if you can rise to the challenge (you'll most probably be the first ever).
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Old 09-08-2011, 12:33 PM   Top  -  End  -  #17
Ziegander
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

If the Reactive Shield is powered by your thought energy, then why on earth do you need some scrap metal worn around your waist to use it? Just get rid of the silly belt altogether and be done with it.

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Originally Posted by Phosphate View Post
No, that would be too much. Paladins are Tier 5 BECAUSE by level 6 they get no new class features. A level 3 Paladin is on par with a level 3 from any Tier 3 class.
And no, a level 3 Paladin is not on par with Tier 3 classes at level 3. If he could do anything he might be, but he's got 1 smite per day, which would suck even if he had 6/day, and Lay on Hands is garbage too, so all he's got going for him is immunity to fear and disease and maybe having 1pt higher saves than normal (unless he completely dumps Str, which has it's own obvious drawbacks).
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Old 09-09-2011, 02:10 AM   Top  -  End  -  #18
Phosphate
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

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Originally Posted by nonsi View Post
Am I missing something ?
How does the Paladin being tier 5 makes my suggestion too much ?
The point was...wasting 3 levels in Paladin to get something is like using a 2 LA template (I won't say 3 because you do get Cha to saves). Now, would you rather use a 2 LA template or waste 2 class-specific pseudo-feats (especially considering that you're losing as many as you like actually, your suggestion for 1 skill only does what my second skill does, not my 3rd, so you're actually wasting 1...out of 9)? Probably the latter.

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I'd make it a set of abilities tat scales with level.
I do feel like his class features are crowded already.

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I'm OK with setting-dependency (Eberron, Faerun... y'know).
It's not only setting dependency. You are FORCED to make at least 50% your campaign within the bounds of a desert. Not everybody digs that idea.

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PrC perhaps ?
Yeah, that was what I was thinking too. Will start making it in 3 or 4 days.

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He got to become 'freaking Leto' somehow. To my best recollection, he wasn't born that way.
Another PrC perhaps ?
See if you can rise to the challenge (you'll most probably be the first ever).
Freaking Leto became Freaking Leto because he got the idea of melding with sandworms. To use an analogy, not all Sorcerers Lichify themselves.

And a PrC for that will be kinda LOL'ish to balance. Please remember that Druids get Gargantuan shape only after hitting epic levels...and they're kinda the best class ever already.

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Originally Posted by Ziegander View Post
If the Reactive Shield is powered by your thought energy, then why on earth do you need some scrap metal worn around your waist to use it? Just get rid of the silly belt altogether and be done with it.
Should wizards also get rid of their spellbook? Either way, the belt's a focus element. Spells have that.

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And no, a level 3 Paladin is not on par with Tier 3 classes at level 3. If he could do anything he might be, but he's got 1 smite per day, which would suck even if he had 6/day, and Lay on Hands is garbage too, so all he's got going for him is immunity to fear and disease and maybe having 1pt higher saves than normal (unless he completely dumps Str, which has it's own obvious drawbacks).
Level 3 characters are not even supposed to do "anything". Just look at a level 3 Factotum.

Last edited by Phosphate : 09-09-2011 at 02:13 AM.
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Old 09-09-2011, 09:02 AM   Top  -  End  -  #19
nonsi
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

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Originally Posted by Phosphate View Post
Now, would you rather use a 2 LA template or waste 2 class-specific pseudo-feats ? Probably the latter.
I would rather waste 1 pseudo-feat and be done with.
And just think of the name: Placebo.
Your either have a given placebo or not.
You shouldn't have placebo trees. It makes the character less versatile and less interesting.
I suggest that wherever you have a 3-placebo tree, find a midway average effect and make it a single placebo.
(but that's just me)


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Originally Posted by Phosphate View Post
I do feel like his class features are crowded already.
Then I have a proposal fo you: use a separate column for placebos. It will suddenly make a lot of breathing space in your Special column and make it a lot more pleasent to behold and easier to organize.
I also suggest the first placebo to be gained at 2nd level... and if some of them seem too powerful at certain levels, add a minimum-level requirement.


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Freaking Leto became Freaking Leto because he got the idea of melding with sandworms. To use an analogy, not all Sorcerers Lichify themselves.
No, but the option is there.


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Originally Posted by Phosphate View Post
And a PrC for that will be kinda LOL'ish to balance. Please remember that Druids get Gargantuan shape only after hitting epic levels...and they're kinda the best class ever already.
Leto lived more than 3000 years (when he finally unlocked the solution) to get to the level of power described in God Emperor of Dune.
I never suggested the pre-epic PrC to be the pinnacle of Leto's existence.


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Originally Posted by Phosphate View Post
Should wizards also get rid of their spellbook? Either way, the belt's a focus element. Spells have that.
1. I don't see any reason why it should come anywhere near 5 pounds.
2. At least explain what it takes for a mentat to create one (after all, it can be disarmed, stolen, lost, confiscated and whatnot).

Last edited by nonsi : 09-09-2011 at 09:05 AM.
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Old 09-09-2011, 09:39 AM   Top  -  End  -  #20
Re'ozul
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Hmmm, while I like the concept, the execution has a few holes from my point of view. I'll throw in my 2 coppers anyway though, since I I'd want my class to be reviewed as well.

The first thing I noticed when reading over this class, was that it apparently works best in a poor campaign. By that I do not mean the quality of the campaign, but its relation to wealth and especially magic items. Many of the abilities seem to go contrary to the general availability of certain magic items in most campaigns and could easily be duplicated.

ATTENTION:
I don't know how you envisioned the strain ability to work, but most of your class features throw so much strain at the character that the threshold you set is entirely unacceptable unless you want the class to be ineffectual for large amounts of time. You will see me mentioning this several times in this post, but this flaw has become so glaringly to me that I want to put it up here too.

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Old 09-09-2011, 10:21 AM   Top  -  End  -  #21
Phosphate
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

First, thanks for taking your time to comment on everything.

Second...you DO realize that Liberating pain and Martyr can be gained at levels 4 and 6 respectively, yes? (about them...Martyr is a toggle on/off ability, so it obviously cannot stack...but Liberating Pain can)

Doesn't that change anything about the perspective of Strain?

Thirdly...yes, it is meant for a poor setting. But you are right, the shield shouldn't stop you from using any other, much more useful belt. Will probably change it.

Last edited by Phosphate : 09-09-2011 at 10:27 AM.
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Old 09-09-2011, 10:37 AM   Top  -  End  -  #22
Re'ozul
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

Even if you have max hp/HD and a Con of 16 you will only have 36hp by level 4.

2d10 averages at 11 so you lose 1/3rd your hp for 1 strain reduction.
By now you have a threshold of 7.

Considering you apparently want this to be a direct combat class, the instant deduction of points is quite heavy for low levels.

Martyr is far more cost effective and puts less strain (heh) on your hp.

It can be used for out of combat recovery since a wand of lesser vigor will be able to basically recover 1 strain per charge for liberating pain or 2 per charge for martyr.

In combat though only martyr seems useful in low levels since liberating pain puts too much presure on your hp.
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Old 09-09-2011, 11:28 AM   Top  -  End  -  #23
Phosphate
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Default Re: Non-manifester Psyche-flavoured Class [3.5, Base]

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Originally Posted by Re'ozul View Post
It can be used for out of combat recovery since a wand of lesser vigor will be able to basically recover 1 strain per charge for liberating pain or 2 per charge for martyr.

In combat though only martyr seems useful in low levels since liberating pain puts too much presure on your hp.
Exactly. First I thought giving a strain limit per encounter would balance it more, but what exactly IS an encounter is a pretty darn nasty and abusable loophole (treat every little cat you run into as an encounter, and you've got basically an infinite supply of Reality Revision / Crushing Hand).

So I made them removable only by sleep and those two placebos, knowing that the damage boosts, though large, are not worth the hit point loss until levels 14+. But AFTERWARD, it comes to play offensively. Liberating Pain 3 times, and with Ghost Strike you will be dealing +3d10 damage, ignoring target's armor bonus. And that's just one benefit.

Hmm...why is there no limit to the number of mental clones you can have? I clearly stated you can have just one.

Last edited by Phosphate : 09-09-2011 at 11:31 AM.
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