Difference between revisions of "User:ElfsMaster/sandbox"
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|1st||class="left" | +0 || +2 || +0 || +2 | |1st||class="left" | +0 || +2 || +0 || +2 | ||
− | | class="left" | [[#Manipulation|Manipulation]], [[#Confidence|Confidence]] | + | | class="left" | [[#Manipulation|Manipulation]], [[#Confidence|Confidence]] , [[#Mind Tricks|Least Mind Tricks]] |
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|5th||class="left" | +2 || +4 || +1 || +4 | |5th||class="left" | +2 || +4 || +1 || +4 | ||
− | | class="left" | | + | | class="left" | [[#Bonus Feat|Bonus Feat]] |
|—|5 | |—|5 | ||
|- | |- | ||
|6th||class="left" | +3 || +5 || +2 || +5 | |6th||class="left" | +3 || +5 || +2 || +5 | ||
− | | class="left" | | + | | class="left" | [[#One Mind|One Mind]] |
|—|5 | |—|5 | ||
|- | |- | ||
|7th||class="left" | +3 || +5 || +2 || +5 | |7th||class="left" | +3 || +5 || +2 || +5 | ||
− | | class="left" | [[# | + | | class="left" | [[#Mind Tricks|Lesser Mind Tricks]] |
|—|6 | |—|6 | ||
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|- | |- | ||
|9th||class="left" | +4 || +6 || +3 || +6 | |9th||class="left" | +4 || +6 || +3 || +6 | ||
− | | class="left" | | + | | class="left" | [[#Mind Tricks| Mind Tricks]] |
|—|7 | |—|7 | ||
|- | |- | ||
|10th||class="left" | +5 || +7 || +3 || +7 | |10th||class="left" | +5 || +7 || +3 || +7 | ||
− | | class="left" | | + | | class="left" | [[#Bonus Feat|Bonus Feat]] |
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|- | |- | ||
|13th||class="left" | +6/+1 || +8 || +4 || +8 | |13th||class="left" | +6/+1 || +8 || +4 || +8 | ||
− | | class="left" | | + | | class="left" | [[#Greater Dominance|Greater Dominance]] |
|—|9 | |—|9 | ||
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|- | |- | ||
|15th||class="left" | +7/+2 || +9 || +5 || +9 | |15th||class="left" | +7/+2 || +9 || +5 || +9 | ||
− | | class="left" | | + | | class="left" | [[#Mind Tricks|Greater Mind Tricks]], [[#Bonus Feat|Bonus Feat]] |
|—|10 | |—|10 | ||
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|20th||class="left" | +10/+5 || +12 || +6 || +12 | |20th||class="left" | +10/+5 || +12 || +6 || +12 | ||
− | | class="left" | [[#Shatter the Mind|Shatter the Mind]] 5/day | + | | class="left" | [[#Shatter the Mind|Shatter the Mind]] 5/day, [[#Supreme Dominance|Supreme Dominance]], [[#Bonus Feat|Bonus Feat]] |
|—|12 | |—|12 | ||
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'''{{Anchor|<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information-> | '''{{Anchor|<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information-> | ||
− | '''{{Anchor|Confidence}} ([[SRD:Special Abilities Overview#Extraordinary|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 as morale bonus to attack and damage rolls. All hostile creatures must succeed a [[SRD:Saving_Throw#Will|Will]] check (DC 10 + half the mind trickster class level + his [[SRD:Charisma|Charisma]] modifier) or receive 1/5th of the trickster's level 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. | + | '''{{Anchor|Confidence}} ([[SRD:Special Abilities Overview#Extraordinary|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 [[SRD:Saving_Throw#Will|Will]] check (DC 10 + half the mind trickster class level + his [[SRD:Charisma|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. |
'''{{Anchor|Manipulation}}:''' The mind trickster studies the social interactions and the art of manipulation. He can add his [[SRD:Intelligence|Intelligence]] modifier as a bonus to [[SRD:Bluff Skill|Bluff]], [[SRD:Diplomacy Skill|Diplomacy]], [[SRD:Intimidate Skill|Intimidate]] and [[SRD:Sense Motive Skill|Sense Motive]] checks. | '''{{Anchor|Manipulation}}:''' The mind trickster studies the social interactions and the art of manipulation. He can add his [[SRD:Intelligence|Intelligence]] modifier as a bonus to [[SRD:Bluff Skill|Bluff]], [[SRD:Diplomacy Skill|Diplomacy]], [[SRD:Intimidate Skill|Intimidate]] and [[SRD:Sense Motive Skill|Sense Motive]] checks. | ||
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'''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information-> | '''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information-> | ||
− | '''{{Anchor|Shatter the Mind}} ([[SRD:Special Abilities Overview#Supernatural|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 [[SRD:Charisma|Charisma]] modifier) it will fall unconscious for 1d6 minutes. During this duration, it will automatically fail any [[SRD:Saving_Throw#Will|Will]] checks to resist mind effects, such as the trickster's | + | '''{{Anchor|Shatter the Mind}} ([[SRD:Special Abilities Overview#Supernatural|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 [[SRD:Charisma|Charisma]] modifier) it will fall unconscious for 1d6 minutes. During this duration, it will automatically fail any [[SRD:Saving_Throw#Will|Will]] checks to resist mind effects, such as the trickster's mind tricks. |
{| class="zebra d20" | {| class="zebra d20" | ||
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|} | |} | ||
− | '''{{Anchor|Domination}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The mind trickster can dominate any creature affected by the [[#Shatter the Mind|Shatter the Mind]] ability, as long as it doesn't exceed twice his | + | This ability doesn't affect creatures without an intelligence score, but affects other creatures immune to mind effects such as intelligent undead. |
+ | |||
+ | '''{{Anchor|Domination}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The mind trickster can dominate any creature affected by the [[#Shatter the Mind|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 [[SRD:Saving_Throw#Will|Will]] check (DC 10 + half the controller's class level + the controller's [[SRD:Charisma|Charisma]] modifier) to get free from the domination. This effect 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 freed. | ||
+ | |||
+ | '''{{Anchor|One Mind}}:''' Starting at level 7, 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 [[SRD:Saving_Throw#Will|Will]] check (DC 10 + damage taken) or the effect will end, leaving the character [[SRD:Stunned|stunned]] for one round. The mind trickster is considered [[SRD:Dazed|dazed]] for the duration of the effect. | ||
+ | |||
+ | '''{{Anchor|Greater Dominance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information-> | ||
+ | |||
+ | '''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information-> | ||
====Epic <-class name->==== | ====Epic <-class name->==== |
Revision as of 03:13, 9 September 2010
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Contents
Mind Trickster
Add later.
Making a Mind Trickster
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 and Inteligence are the most important abilities since they determine how strong are the character's mind tricks and his skills bonuses. Constitution and Dexterity provide a better survivability while Wisdom improves the character's awareness. Strength is the least important ability, as the trickster 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
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 | 3 | ||||||||||||||||||||||||||||||||||||
3rd | +1 | +3 | +1 | +3 | 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 | 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 | 7 | |||||||||||||||||||||||||||||||||||
10th | +5 | +7 | +3 | +7 | Bonus Feat | 7 | |||||||||||||||||||||||||||||||||||
11th | +5 | +7 | +3 | +7 | 8 | ||||||||||||||||||||||||||||||||||||
12th | +6/+1 | +8 | +4 | +8 | Shatter the Mind 3/day | 8 | |||||||||||||||||||||||||||||||||||
13th | +6/+1 | +8 | +4 | +8 | Greater Dominance | 9 | |||||||||||||||||||||||||||||||||||
14th | +7/+2 | +9 | +4 | +9 | 9 | ||||||||||||||||||||||||||||||||||||
15th | +7/+2 | +9 | +5 | +9 | Greater Mind Tricks, Bonus Feat | 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 | 11 | ||||||||||||||||||||||||||||||||||||
19th | +9/+4 | +11 | +6 | +11 | 12 | ||||||||||||||||||||||||||||||||||||
20th | +10/+5 | +12 | +6 | +12 | Shatter the Mind 5/day, Supreme Dominance, Bonus Feat | 12 | |||||||||||||||||||||||||||||||||||
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.
<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->
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.
<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->
<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 effects, such as the trickster's mind tricks.
Condition | DC Modifier |
---|---|
Target Asleep | +2 |
Target has less Intelligence then the character | +1/3 points |
Target has more Intelligence then 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 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. This effect 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 freed.
One Mind: Starting at level 7, 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.
Greater Dominance (Su): <-class feature game rule information->
<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->
Epic <-class name->
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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22nd | |||||||||||||||||||||||||||||||||||||||||
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<-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
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.->.
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