User:ElfsMaster/sandbox

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Author: ElfsMaster (talk)
Date Created: 09/08/2010
Status: sandbox
Editing: sandbox...
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File:DragonGirl.jpg
A Mind Trickster and her pet

Mind Trickster[edit]

Add later.

Making a Mind Trickster[edit]

The mind trickster is the master of the mind control. It has an unparalleled ability with social interaction skills and his mind tricks can help him mentally overcome even the most intelligent wizard. His domination feature allows him to control powerful minions, which greatly increases his battlefield capacity as well as his survivability. However, the mind trickster himself is weak and frail, depending on the protection of his dominated creatures to defend himself, assuming a defensive support role during a fight.

Abilities: Charisma is the most important abilities since they determine how strong are the character's mind tricks and domination powers. Intelligence is also important, as is it allows the character to shatter stronger minds with his ability. Constitution and Dexterity provide a better survivability while Wisdom improves the character's awareness. Strength is the least important ability, as the trickster himself isn't combat focused.

Races: Most mind tricksters are humans, but every race can find a place for a mind controller.

Alignment: Any.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: As wizard

Table: The Mind Trickster

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Mind Tricks/Day
Fort Ref Will
1st +0 +2 +0 +2 Manipulation, Confidence , Least Mind Tricks 3
2nd +1 +3 +0 +3 Telepathy 3
3rd +1 +3 +1 +3 Read Thoughts 1/day 4
4th +2 +4 +1 +4 Shatter the Mind 1/day, Domination 4
5th +2 +4 +1 +4 Bonus Feat 5
6th +3 +5 +2 +5 One Mind, Read Thoughts 2/day 5
7th +3 +5 +2 +5 Lesser Mind Tricks 6
8th +4 +6 +2 +6 Shatter the Mind 2/day 6
9th +4 +6 +3 +6 Mind Tricks, Read Thoughts 3/day 7
10th +5 +7 +3 +7 Bonus Feat 7
11th +5 +7 +3 +7 Mind Over Matter 8
12th +6/+1 +8 +4 +8 Shatter the Mind 3/day, Read Thoughts 4/day 8
13th +6/+1 +8 +4 +8 Greater Mind Tricks 9
14th +7/+2 +9 +4 +9 Greater Dominance 9
15th +7/+2 +9 +5 +9 Bonus Feat, Read Thoughts 5/day 10
16th +8/+3 +10 +5 +10 Shatter the Mind 4/day 10
17th +8/+3 +10 +5 +10 11
18th +9/+4 +11 +6 +11 Read Thoughts 6/day 11
19th +9/+4 +11 +6 +11 12
20th +10/+5 +12 +6 +12 Shatter the Mind 5/day, Oblivion, Bonus Feat 12

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis) Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis),

Class Features[edit]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Confidence (Ex): The mind trickster irradiates an aura of confidence that inspires his allies and threatens his enemies. All minions he controlls receive 1/5th of the mind trickster's level (rounded up) as morale bonus to attack and damage rolls. All hostile creatures must succeed a Will check (DC 10 + half the mind trickster class level + his Charisma modifier) or receive 1/5th of the trickster's level (rounded up) as morale penalty to attack and damage rolls for as long as they remain in the affected area. The check can only be made once each encounter and the result will remain if the enemy reenters the area.

Manipulation: The mind trickster studies the social interactions and the art of manipulation. He can add his Intelligence modifier as a bonus to Bluff, Diplomacy, Intimidate and Sense Motive checks.

Telepathy (Su): The mind trickster can communicate telepathically to any creature within 100 feet that has a language.

Read Thoughts (Su): Starting at 3rd level, the mind trickster can read the surface thoughts of any creature with an Intelligence score within 100 feet. A successful Will check (DC 10 + half the controller's class level + the controller's Charisma modifier) negates the effect. The character can keep passively reading the thoughts of the target for up to one round per class level.

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

Shatter the Mind (Su): The mind trickster can use his mental influence to completely disrupt one's mind. Starting at level 4, once per day he can attempt to shatter the mind of a creature. If the target fails a Will test (DC 10 + condition modifiers + the character's Charisma modifier) it will fall unconscious for 1d6 minutes. During this duration, it will automatically fail any Will checks to resist mind-affecting effects, such as the trickster's mind tricks.

Table: Shatter the Mind Condition Modifiers
Condition DC Modifier
Target Asleep +2
Target has less Intelligence than the character +1/3 points
Target has more Intelligence than the character -1/point
Target is in combat -2
Target friendly +4
Target hostile -2

This ability doesn't affect creatures without an Intelligence score, but affects other creatures immune to mind-affecting effects such as intelligent undead.

Domination (Su): The mind trickster can dominate any creature affected by the Shatter the Mind ability, as long as it's HD doesn't exceed twice his own one. Once under his control, the creature obeys his orders to the best of it's abilities. However, if the controller gives an order that is suicidal or opposite to the minion's nature, it receives a Will check (DC 10 + half the controller's class level + the controller's Charisma modifier) to get free from the domination. The domination is permanent, but the mind trickster can only dominate one creature at a time. If he tries to dominate a second one, the first one will be automatically freed.

One Mind (Su): Starting at 6th level, the mind trickster can literally share the mind of the minion he dominates. By taking a full-round action, he can enter the mind of the minion, seeing what it sees and feeling what it feels, for as long as he wants. However, if the minion receives damage, the trickster must succeed in a Will check (DC 10 + damage taken) or the effect will end, leaving the character stunned for one round. The mind trickster is considered dazed for the duration of the effect.

Mind Over Matter: At 11th level and over, the mind trickster can attempt to dominate any corporeal creature, even those without and Intelligence score. When the target is already mindless (and therefore can't be affected by the Shatter the Mind ability), it can be directly affected by Domination, and is entitled a Will check, as if been given a suicidal order. If the target fails, it falls under the character's domination (the maximum HD still must be respected).

Greater Dominance (Su): Starting at 14th level, the mind trickster can truly control his minion. While he is sharing his minion's mind, he can make an attempt to take control of the body. The minion must make a Will check (DC 10 + the mind trickster's level + his Charisma modifier). If it fails, the trickster will be able to control it's body as if it was his own. The trickster can use any supernatural or extraordinary features of the minion, but not spells or spell-like abilities. The minion is allowed a new check every round with a cumulative +2 bonus. The mind trickster can sustain this effect for up to his level rounds per day, and he can do it on a number of occasions during a single day, as long as the total number of rounds spent controlling his minion doesn't exceed his level.

Oblivion (Su): At 20th level the mind trickster has reached the apex of the mind manipulation. He can completely obliterate the memories of the target. The target must make a Will save (DC 10 + half the mind trickster's level + his Charisma modifier) or will forget everything about his past. Casters who prepare spells will forget all spells they had prepared (as if they had casted them).

Epic Mind Trickster[edit]

Table: The Epic Mind Trickster

Hit Die: d4

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.