Difference between revisions of "Master of Minds (3.5e Feat)"
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|skill=Concentration | |skill=Concentration | ||
|prereqs= | |prereqs= | ||
− | |skill0=You receive a +3 competence bonus on | + | |skill0=You receive a +3 competence bonus on Concentration checks. |
|skill4=Your focused mind is like a trap for those that would attack it. Any creature that uses a [Mind-Affecting] ability on you that requires a Will save must make a Will save (DC 10 + 1/2 your character level + your Wisdom modifier). If it fails, you are considered immune to this instance of the creature's ability. | |skill4=Your focused mind is like a trap for those that would attack it. Any creature that uses a [Mind-Affecting] ability on you that requires a Will save must make a Will save (DC 10 + 1/2 your character level + your Wisdom modifier). If it fails, you are considered immune to this instance of the creature's ability. | ||
|skill9=Your mind is so trained that you can engage in a mental combat with another creature. This requires a full-round action, has a range of Medium (calculated as if your caster level was equal to your ranks in Concentration), affects one creature and is a supernatural, mind-affecting ability. The creature must make a Will save (as per the 4 rank ability) or become confused. This ability lasts a number of rounds equal to your ranks in Concentration. If a creature saves successfully against this ability, it becomes immune for 24 hours. | |skill9=Your mind is so trained that you can engage in a mental combat with another creature. This requires a full-round action, has a range of Medium (calculated as if your caster level was equal to your ranks in Concentration), affects one creature and is a supernatural, mind-affecting ability. The creature must make a Will save (as per the 4 rank ability) or become confused. This ability lasts a number of rounds equal to your ranks in Concentration. If a creature saves successfully against this ability, it becomes immune for 24 hours. | ||
|skill14=Using your legendary powers of focus, you can enter a state of suspended animation before something would kill you. If you would die (for any reason other than natural causes), you can use an immediate action to put yourself into suspended animation. This renders you unconscious, but you don't die. For all other purposes, you are considered to be stable on exactly -9 hit points. In order to awaken from this trance, you must wait until natural (or other) healing restores you to 1 hit point or higher. | |skill14=Using your legendary powers of focus, you can enter a state of suspended animation before something would kill you. If you would die (for any reason other than natural causes), you can use an immediate action to put yourself into suspended animation. This renders you unconscious, but you don't die. For all other purposes, you are considered to be stable on exactly -9 hit points. In order to awaken from this trance, you must wait until natural (or other) healing restores you to 1 hit point or higher. | ||
− | |skill19=You can use your mind to unleash terrifying visions upon others, which represent all the obstacles you've overcome in your mental training, but that they have yet to surmount. This requires a full-round action, and is identical to a [[SRD:Weird|''weird'']] spell, except that it is a spell-like ability. Its caster level is equal to your character level, and its DCs are identical to those from the 4 rank ability of this feat | + | |skill19=You can use your mind to unleash terrifying visions upon others, which represent all the obstacles you've overcome in your mental training, but that they have yet to surmount. This requires a full-round action, and is identical to a [[SRD:Weird|''weird'']] spell, except that it is a spell-like ability. Its caster level is equal to your character level, and its DCs are identical to those from the 4 rank ability of this feat. |
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Latest revision as of 22:07, 2 April 2018
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Master of Minds [ToP Skill]
By mastering your own mind, you gain power over the minds of others.
Benefits: This is a skill feat intended for use with the Tome of Prowess. It scales with your ranks in Concentration.
- 4 ranks: Your focused mind is like a trap for those that would attack it. Any creature that uses a [Mind-Affecting] ability on you that requires a Will save must make a Will save (DC 10 + 1/2 your character level + your Wisdom modifier). If it fails, you are considered immune to this instance of the creature's ability.
- 9 ranks: Your mind is so trained that you can engage in a mental combat with another creature. This requires a full-round action, has a range of Medium (calculated as if your caster level was equal to your ranks in Concentration), affects one creature and is a supernatural, mind-affecting ability. The creature must make a Will save (as per the 4 rank ability) or become confused. This ability lasts a number of rounds equal to your ranks in Concentration. If a creature saves successfully against this ability, it becomes immune for 24 hours.
- 14 ranks: Using your legendary powers of focus, you can enter a state of suspended animation before something would kill you. If you would die (for any reason other than natural causes), you can use an immediate action to put yourself into suspended animation. This renders you unconscious, but you don't die. For all other purposes, you are considered to be stable on exactly -9 hit points. In order to awaken from this trance, you must wait until natural (or other) healing restores you to 1 hit point or higher.
- 19 ranks: You can use your mind to unleash terrifying visions upon others, which represent all the obstacles you've overcome in your mental training, but that they have yet to surmount. This requires a full-round action, and is identical to a weird spell, except that it is a spell-like ability. Its caster level is equal to your character level, and its DCs are identical to those from the 4 rank ability of this feat.
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