Slipmind (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 11-28-18
Status: Complete
Editing: Mechanical changes on Talk
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article

A psionic rogue akin to the Magic Rogue. 20 0 Moderate Poor Good Good Psionics Partial


Slipmind[edit]

As psychic warriors are to fighters, the slipmind is to the rogue. Using the power of mental static to keep creatures distracted and their defenses down, slipminds find weak points to hit for massive damage.

Making a Slipmind[edit]

Abilities: With light armor, Dexterity is important, as well as Charisma for their psionic powers. Constitution keeps them alive.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Slipmind

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +2 +2 Bonus Feat, Finesse, Slip Strike 1d6, Trapfinding 2 1 1st
2nd +1 +0 +3 +3 Detect Psionics, Slip Trick 6 2 1st
3rd +2 +1 +3 +3 Evasion, Slip Strike 2d6 11 3 1st
4th +3 +1 +4 +4 Slip Trick 17 4 2nd
5th +3 +1 +4 +4 Bonus Feat, Slip Strike 3d6 25 4 2nd
6th +4 +2 +5 +5 Slip Trick 35 5 2nd
7th +5 +2 +5 +5 Slip Strike 4d6 46 6 3rd
8th +6 +2 +6 +6 Slip Trick 58 6 3rd
9th +6 +3 +6 +6 Improved Evasion, Slip Strike 5d6 72 7 3rd
10th +7 +3 +7 +7 Bonus Feat, Slip Trick 88 8 4th
11th +8 +3 +7 +7 Slip Strike 6d6 106 8 4th
12th +9 +4 +8 +8 Slip Trick 126 9 4th
13th +9 +4 +8 +8 Hidden Mind, Slip Strike 7d6 147 10 5th
14th +10 +4 +9 +9 Slip Trick 170 10 5th
15th +11 +5 +9 +9 Bonus Feat, Slip Strike 8d6 195 11 5th
16th +12 +5 +10 +10 Slip Trick 221 12 6th
17th +12 +5 +10 +10 Slip Strike 9d6 250 12 6th
18th +13 +6 +11 +11 Slip Trick 280 13 6th
19th +14 +6 +11 +11 Slip Strike 10d6, Unseen Mind 311 14 6th
20th +15 +6 +12 +12 All in your Head, Bonus Feat, Slip Trick 343 14 6th

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the slipmind.

Weapon and Armor Proficiency: Slipminds are proficient with all simple weapons and with the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not shields.

Power Points/Day: An slipmind’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Slipmind. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: An slipmind begins play knowing one slipmind power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the slipmind power list. The total number of powers a slipmind can manifest in a day is limited only by his daily power points. An slipmind simply knows his powers; they are ingrained in his mind. He must get a good night’s sleep each day to regain all his spent power points and be able to change out his powers known.

The Difficulty Class for saving throws against slipmind's powers is 10 + the power’s level + the slipmind’s Charisma modifier.

Slipminds choose their powers from the following list:

1st—adaptive shell, astral traveler, attraction, bolt, burst, call to mind, call weaponry, cat's feet, catfall, claws of the beast, compression, conceal thoughts, control light, control object, control voice, create sound, defensive precognition, deja vu, demoralize, detect teleportation, disable, distract, elfsight, empathy, empty mind, entangling ectoplasm, far hand, float, force screen, hammer, hovering, inertial armor, know direction and location, metaphysical claw, metaphysical weapon, mind thrust, mindlink, missive, my light, offensive precognition, offensive prescience, precognition, prevenom, prevenom weapon, psionic charm, psionic daze, psionic grease, psionic minor creation, psionic scarf, puppet weapon, sense link, skate, synesthete, telekinetic push, telepathic projection, teleport to hand, velocity trap, vigor, weaponkinesis.

2nd—aversion, biofeedback, body equilibrium, cancel momentum, chameleon, clairvoyant sense, cloud mind, concealing amorpha, concussion blast, control sound, danger sense, detect hostile intent, dimension swap, discover weak spot, dissolving weapon, extreme burst, feat leech, force push, forced sense link, hustle, id insinuation, inflict pain, instant calculation, mass missive, mental disruption, object reading, painful strike, phantom flanker, prowess, psionic darkvision, psionic identify, psionic knock, psionic leash, psionic levitate, psionic lock, psionic mass charge, psionic suggestion, psionic tongues, psyshocking wave, read thoughts, sensitivity to psychic impressions, specified energy adaptation, sustenance, thought shield, wall walker.

3rd—body adjustment, body purification, device synchronization, dimension slide, dispel psionics, ethereal permeation, escape detection, evade burst, false sensory input, mass cloud mind, mental barrier, mind trap, psionic keen edge, psionic modify memory, psychic vampire, telekinetic force, telekinetic maneuver, telekinetic thrust, time hop, TK pressure, thousand blades stance, touchsight, ubiquitous vision, vampiric blade.

4th—aura sight, catapsi, clairtangent hand, complete telekinesis, control body, correspond, death urge, delayed recognition, detect remote viewing, empathic feedback, energy adaptation, fast travel, inertial barrier, inhibiting strike, memory lock, mindwipe, personality parasite, power leech, psionic dimension door, psionic freedom of movement, remote viewing, steadfast perception, thieving mindlink, trace teleport.

5th—adapt body, aura alteration, eye of future sight, fiery discorporation, greater precognition, leech field, mind probe, psionic major creation, power resistance, psionic contingency, psionic overland flight, psionic true seeing, psychic crush, remote view trap, retrieve, shatter mind blank, psi kick, psionic feeblemind, suspend life, tower of iron will.

6th—divert teleport, mind switch, psionic disintegrate, psionic ethereal jaunt, psionic moment of prescience, psionic phase door, psionic sequester, psychic possession, segment body, shadow body, ultrablast, unavoidable strike.

Maximum Power Level Known: This column determines the highest level power Slipmind can learn at this level.

To learn or manifest a power, an slipmind must have an Wisdom score of at least 10 + the power’s level.

Bonus Feat: At 1st level, 5th level, and every 5 levels thereafter, a slipmind may select a bonus feat. These feats must be taken from the following list:

Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Overchannel, Psicrystal Affinity, Psionic Meditation, Speed Of Thought, Two-Weapon Fighting.

At 5th level, the following feats are added to the list:

Aligned Attack, Eternal Mindspring of the Psionic Mind, Expanded Knowledge, Improved Two-Weapon Fighting, Mobility, Up the Walls.

At 10th level, the following feats are added to the list:

Improved Critical, Spring Attack, Greater Two-Weapon Fighting, Wounding Attack.

A slipmind need not have any of the prerequisites normally required for these feats to select them. You can also choose any Ambush or Psionic type feat, but must qualify as normal.

Finesse: The slipmind may choose to replace their Strength modifier to attack and damage on finesse weapons with either their Dexterity or Charisma. Once chosen it cannot be changed. Regardless of the ability score chosen, this counts as Weapon Finesse.

Slip Strike: The slipmind emits a constant low level mental static against opponents which proves to be distracting, opening them up for further damage. This functions like a rogue's sneak attack except the slipmind must be psionically focused to use their slip strike ability and it is not precision damage. However, it does not function on creatures immune to mind-affecting abilities. You must still flank or deny Dex as normal, and this ability counts as sneak attack.

The slipmind starts with 1d6 bonus damage, which increases by another +1d6 at 3rd and every two levels beyond.

Trapfinding: The slipmind gains trapfinding as a rogue.

Detect Psionics (Ps): At 2nd level the slipmind may use detect psionics as a psi-like ability at will.

Slip Trick: At 2nd level and every two levels beyond, a slipmind gains a special trick that often requires either maintaining, or expending, one's psionic focus. Several tricks augment their slip strike ability directly, marked with an asterisk (*). These augmented slip strikes may only have one slip trick applied to them at a time. Otherwise you may use as many slip tricks as you like with your given actions. The saving throw for any slip tricks is DC 10 + 1/2 HD + Charisma modifier. Choose from the list below.

Amnesia Dust (Su): By expending your psionic focus as a swift action, you force a creature within 30 ft to make a Will save. On a failed save they forget the events that you personally did last round, though evidence to what you have done can cause them to remember. It only applies to your actions, and only to that one creature. This is a mind-affecting effect.

Befuddling Strike* (Su): By expending your psionic focus on a successful slip strike, you render your opponent confused for 1 round. They are not compelled to attack you automatically unless struck by further attacks. This is a mind-affecting effect.

Breaching Strike* (Su): By expending your psionic focus on a successful slip strike, you ignore all damage reduction (except DR/-) and energy resistances on your attack. Immunity instead reduces damage to 1/2.

Delayed Strike* (Su): By expending your psionic focus on a successful slip strike, you delay the damage done by your attack up to 5 rounds. You may make a Bluff check against the opponent's Sense Motive to determine if they noticed you attacked at all.

Forgotten Opportunity* (Su): By expending your psionic focus on a successful attack of opportunity, you can force your target to make a Will save. On a failed save they forget what they were doing and the action which triggered the attack of opportunity does not go through.

Martial Psionic Focus: You can regain your psionic focus with a successful attack against a flanked or Dex denied opponent once per round. If you have Psionic Meditation you may refresh it as a free action any number of times a round.

Obscure Command (Su): By expending your psionic focus as a non-action, you can negate any verbal or mental command given to yourself or another within 30 ft of you. The mental static obscures all attempts to command for 1 round, and suppresses any telepathy active in the area. Commanded creatures will usually continue on their last command received.

Out of Sight Out of Mind (Su): By expending your psionic focus as a swift action you cause any creatures who were observing you to briefly forget your presence on a failed Will save, allowing you to move without provoking attacks of opportunity and make Hide checks while observed (but only if all observers failed their saving throw).

Paranoia Strike* (Su): By expending your psionic focus on a successful slip strike, you render your opponent shaken for 1d4 rounds. This effect does not stack with other fear effects. This is a mind-affecting effect.

Power Theft* (Su): By expending your psionic focus on a successful slip strike against a psionic target, you do not deal your normal slip strike damage. Instead you drain 2 power points from the opponent per die of slip strike lost, and add them to your own as temporary power points. For example, a slip strike that normally deals 7d6 damage instead drains 14 power points. Temporary power points overlap, they do not stack.

Psionic Kip Up (Su): As long as your are psionically focus you benefit from the Kip Up feat.

Psychokinetic Strike* (Su): By expending your psionic focus, you can deal half your slip strike damage even when you do not qualify by virtue of immunity or not flanking/denying Dex.

Ranged Legerdemain (Su): As long as you are psionically focused, you gain the ability to use a constant and unaugmented far hand at will. You can perform any actions you can do with your hands at range at a -2 penalty for distances outside of your normal reach.

Reach Strike (Su): By expending your psionic focus as a swift action, all your attacks gain reach (or +5 ft if you have a reach weapon already) and deal an additional +1d6 magic damage for the round. Your weapon can bypass DR/magic. This lasts until the beginning of your next turn.

Recall Weaponry (Su): As long as you are psionically focused any weapons you wield benefit from the Returning enhancement, and you can draw items as if you had Quick Draw. If you already have Quick Draw you may also sheathe as a free action, though it still provokes attacks of opportunity.

Static Mind (Su): By expending your psionic focus as a free action 1 round after being afflicted with a mind-affecting ability, you may reroll as if using the Slippery Mind class feature from the rogue. Like Slippery mind you only get one extra chance at the saving throw. This counts as Slippery Mind. Requires minimum class level 8th.

Steal Power* (Su): By expending your psionic focus on a successful slip strike against a psionic target, you become aware of their powers known. The target gets a Will save (save negates) against you accessing one of their powers known. You can only have one stolen power at a time, and must be able to afford the power point cost and ability score minimums as normal. This permits you to know powers above 6th level. You can use the power once before the power known is lost to you and must be stolen again.

Telekinetic Hecatoncheires (Su): You gain a number of "hands" equal to your class level that can hold, but not wield, objects that float around you. This is a constant effect, and counts against your carrying capacity. In addition you may expend your psionic focus as a standard action to duplicate the effects of telekinetic thrust throwing the items held in your grasp.

TK Dash (Su): By expending your psionic focus when moving in a straight line, you double your movement speed. You also count as having a running start and may dash straight up as easily as horizontally using your normal movement speed without a Jump check, though you fall at the end of your movement.

TK Rebound (Su): By expending your psionic focus as an immediate action when struck with an attack, you have the attack launch you backwards up to half your movement speed. This movement provokes attacks of opportunity from creatures except for your attacker. Requires minimum class level 6th.

Evasion (Ex): At 3rd level and higher, a slipmind can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the slipmind is wearing light armor or no armor. A helpless slipmind does not gain the benefit of evasion.

Improved Evasion (Ex): At 9th level a slipmind's evasion ability improves. This ability works like evasion, except that while the slipmind still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless slipmind does not gain the benefit of improved evasion.

Hidden Mind (Ex): The 13th level slipmind is difficult to detect. They benefit from a constant nondetection of their level.

Unseen Mind (Ex): The 19th level slipmind is unknown to the world. They benefit from a constant mind blank of their level, though they can suppress it as a non-action.

All in your Head (Su): At 20th level the slipmind was never there, it was all an illusion. As a move action they secretly slip away as if using dimension door and invisibility. In their place is a mass hallucination of themselves which continues to act as long as you concentrate up to 1 minute/level. It can attack, defend, and use other plausible actions according to your will but whenever interacted with physically it provokes a Will save once per round to disbelieve and realize that this creature is not real, DC 10 + 1/2 HD + Charisma modifier. You remain aware of the events around your false body and are able to speak through it. This is a mind-affecting effect, and the effect ends once you cease concentrating, your invisibility breaks, or the duration runs out. You may use this ability 1/day.

Human Slipmind Starting Package[edit]

Weapons: Rapier.

Skill Selection: Pick a number of skills equal to 9 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Autohypnosis 4 Wis
Concentration 4 Con
Know Psionics 4 Int
Psicraft 4 Int
Spot 4 Wis

Feat: Power Attack.

Bonus Feats: Cleave.

Gear: Padded Armor

Gold: 105 gp.

Campaign Information[edit]

Playing a Slipmind[edit]

Religion: Slipminds, being of the roguish type, do not tend for judgmental religions.

Other Classes: As the psychic warrior is to a psionic fighter, so the slipmind is to a psionic rogue. Lurk? What are those?

Combat: As a rogue-type you are a squishy DPS who can bring out the pain. Unlike the rogue you have options in the form of powers, and your "sneak attack" applies more often as it is generally dealing with immunity against mind-affects rather than critical hits.

Advancement: Classes which advance or add sneak attack can instead advance slip strike.

Slipminds in the World[edit]

Shhh, no tears. Only dreams now.
—Mr. Sandman, Slipmind Assassin

Daily Life: Using the subtle nature of psionics, you probably use it to your advantage whenever you can.

Organizations: As rogue-types, organizing is a rarity best suited for thieves guilds.

NPC Reactions: NPCs likely don't trust you with your powers. To be fair, they probably shouldn't.

Slipmind Lore[edit]

Characters with ranks in Knowledge Psionics can research Slipminds to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Psionics
DC Result
10 A sort of "psychic rogue", their form of sneak attack relies more on having a mind than having vitals.
15 Slipminds can expend their focus for a number of effects, or retain it to keep up their slip strike ability. They also have a wide selection of subtle powers to choose from.
20 Powerful slipminds start to vanish from the view of magic until they cannot be found as all. Sometimes it turns out the slipmind was just a figment of your imagination.
30 Those that reach this level of success can research specific slipminds, their recent activity, motivations, and any other trivia or lore around them.



Back to Main Page3.5e HomebrewClassesBase Classes

Eiji-kun's Homebrew (5095 Articles)
Eiji-kunv
Facts about "Slipmind (3.5e Class)"
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPsionics +
Class Ability ProgressionPartial +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Profession +, Psicraft +, Search +, Sense Motive +, Sleight of Hand +, Spot +, Swim +, Tumble +, Use Psionic Device + and Use Rope +
Skill Points8 +
SummaryA psionic rogue akin to the Magic Rogue. +
TitleSlipmind +
Will Save ProgressionGood +