Author Topic: Mentalist [base] (Magipunk)  (Read 14349 times)

Offline sirpercival

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Mentalist [base] (Magipunk)
« on: December 18, 2011, 01:51:07 PM »
Another base class for my Magipunk setting.  WIP.  This idea is inspired by the character of Gilbert Gosseyn from the World of Null A (A.E. Van Vogt). EDIT: Not so much anymore... I'm severely editing this to make it more interesting.

Mentalist


Picture Credit: Google Image Search
   
"To first approximation, all beings are alike; the trick is in enforcing reality to conform to the first approximation."
-Sarvik Solmon, Professor Emeritus at Elder University, during his lecture series "Mentalism and Conflict".

A mentalist is one who has learned to use their minds in incredible ways, altering the world around them by looking for universal similarities.

MAKING A MENTALIST
Thing
Abilities: Intelligence, intelligence, intelligence.
Races: Any.
Alignment: Any.
Starting Gold: As psion.
Starting Age: As psion.

Class Skills
The Mentalist's class skills (and the key ability for each skill) are Athletics (Str), Concentration (Wis), Negotiation (Cha), Perception (Wis), Profession (Wis), Psi (Int), and Scholarship (Int).
Skill Points at 1st Level: (2 + Int)x4
Skill Points at Each Additional Level: 2 + Int

Table: The MentalistHD: d4


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special
Hyperawareness (skills), similarization +1
Mindspike
Resonance 1
Mindwhirl
Similarization +2
Memorize (move)
Extra focus
Hyperawareness (Reflex saves)
Similarization +3
Brainspike
Resonance 2
Memorize (swift)
Similarization +4
Extra focus
Hyperawareness (initiative)
Brainwhirl
Similarization +5
Memorize (immediate)
Resonance 3
Assumption
Power
Points/
Day
2
6
11
17
25
35
46
58
72
88
106
126
147
170
195
221
250
280
311
343

Powers
Known
2
3
4
6
8
10
12
14
16
18
20
21
22
23
24
25
26
27
28
29
Max Power
Level
Known
1st
1st
2nd
2nd
3rd
3rd
4th
4th
5th
5th
6th
6th
7th
7th
8th
8th
9th
9th
9th
9th

Weapon and Armor Proficiencies: Mentalists are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Power Points/Day: A mentalist's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Intelligence score. His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A mentalist begins play knowing two mentalist powers of his choice. Each time he achieves a new level, he unlocks the knowledge of new powers, chosen from the mentalist power list.  A mentalist can manifest any power that has a power point cost equal to or lower than his manifester level.  The number of times a mentalist can manifest powers in a day is limited only by his daily power points.  A mentalist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.  The Difficulty Class for saving throws against mentalist powers is 10 + the power’s level + the mentalist's Intelligence modifier.

Maximum Power Level Known: A mentalist begins play with the ability to learn 1st-level powers. As he attains higher levels, a mentalist may gain the ability to master more complex powers.  To learn or manifest a power, a mentalist must have an Intelligence score of at least 10 + the power’s level.

Hyperawareness (Ex): A mentalist can enter a state of focus in which he is in tune with his surroundings to almost mythic proportions.  Whenever a mentalist is psionically focused, he gains an insight bonus equal to Intelligence modifier on Perception checks.  At 8th level, his awareness improves, granting him an insight bonus equal to Intelligence modifier on Reflex saves while psionically focused.  Finally, at 15th level, he gains an insight bonus equal to his Intelligence modifier on initiative checks whenever he is psionically focused.

Similarization (Ex): In his state of extreme concentration, a mentalist can see the underlying similarities between all things, allowing him to exploit these similarities to his advantage.  Whenever he manifests a power, a mentalist may expend psionic focus to gain a +1 bonus to his manifester level for that power; this bonus increases by an additional +1 for every 4 levels after 1st.  Alternatively, he can expend his psionic focus while manifesting a mind-affecting power to allow him to use that power on a creature which is normally immune to mind-affecting effects, though the creature receives a +4 bonus on its save.

Mindspike (Su): Beginning at 2nd level, a mentalist can use the immediacy of contact to cause damage to his opponent's psyche.  The mentalist may expend his psionic focus and make a melee touch attack as a standard action to deal 1d4 Intelligence damage to his target.

Resonance (Ex): At 3rd level, a mentalist learns how to capitalize on the resonance between his mind and the essence of his targets.  Whenever a creature fails a save against one of his powers, that creature gains a Resonance point for 24 hours.  A creature receives a -1 penalty on all saves against the mentalist's powers for each Resonance point it has.  At 11th level, each failed save grants the target 2 Resonance points, and at 18th level it increases again to 3 Resonance points per failed save.

Mindwhirl (Su): Once a mentalist of 4th level or higher has established Resonance with a creature, it becomes easier to affect them with his powers.  As a standard action, a mentalist can expend his psionic focus to damage the mind of a creature currently affected by his Resonance ability.  The target takes a number Intelligence damage equal to the number of Resonance points the creature currently has, with no save.  This removes all Resonance points from the target.

Memorize (Su): Beginning at 6th level, a mentalist learns to memorize his surroundings in great detail, and by enforcing similarity between himself and a particular location he has memorized, he causes the greater to bridge the gap to the lesser.  Whenever the mentalist gains psionic focus, he may choose to memorize the square he is in at the time.  If he does so, at any later date, he may expend psionic focus as a move action to instantly teleport himself to the memorized square, provided the square is within 10 feet per class level of his current location.  The memorization lasts indefinitely, until the mentalist chooses to memorize a new square.  At 12th level, the mentalist may teleport as a swift action instead of a move action.  At 18th level, he becomes able to teleport as an immediate action instead of a swift action, allowing him to avoid an attack of which he is aware if he so chooses (and has a focus to expend).

Extra focus (Ex): At 7th level, and again at 14th level, the number of simultaneous psionic foci that a mentalist can gain is increased by one.

Brainspike (Su): Beginning at 10th level, whenever a mentalist uses his Mindspike ability, he deals 1d4 each Charisma and Wisdom damage in addition to the Intelligence damage with a successful melee touch attack.

Brainwhirl (Su): Whenever a mentalist of 16th level or higher uses his Mindwhirl ability, he additionally deals an amount of Charisma and Wisdom damage equal to the amount of Resonance points the target has.  This removes all Resonance points as normal.

Assumption (Su): Upon reaching 20th level, a mentalist has such an awareness and understanding of other creatures' psyches that he learns how to draw upon their mental energies for himself.  As a full-round action, the mentalist may expend three psionic foci to force an opponent with which he has Resonance to make a Will save (DC 10 + 1/2 mentalist level + Intelligence modifier), subject to the penalty from Resonance.  If the opponent fails the save, all the creature's Resonance points are removed, the opponent's Intelligence is reduced to 1 for 1d4 minutes, and the mentalist gains a bonus to Intelligence equal to the number of Resonance points the creature had, for the same length of time.  Any existing Intelligence damage the creature suffered before being subject to his ability is suppressed for the duration of the effect, though any new Intelligence damage applies normally.  A mentalist cannot benefit from more than one Intelligence bonus due to this ability at any given time; if two or more uses of this ability overlap, the mentalist benefits from the largest bonus only.


PLAYING A MENTALIST
Thing.
 Combat: Thing.
 Advancement: Thing.

MENTALISTS IN THE WORLD
"Thing."
-Guy
A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Thing.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

MENTALISTS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


GUY
Thing
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities STATS
SQ
Feats
Skills
Possessions
« Last Edit: August 15, 2012, 04:38:07 PM by sirpercival »
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Offline sirpercival

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Re: Mentalist [base] (Magipunk)
« Reply #1 on: December 18, 2011, 01:52:11 PM »
Mentalist Power List

1st Level
(click to show/hide)

2rd level
(click to show/hide)

3rd Level
(click to show/hide)

4th Level
(click to show/hide)

5th Level
(click to show/hide)

6th Level
(click to show/hide)

7th Level
(click to show/hide)

8th Level
(click to show/hide)

9th Level
(click to show/hide)
« Last Edit: August 06, 2012, 08:23:22 PM by sirpercival »
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Re: Mentalist [base] (Magipunk)
« Reply #2 on: December 18, 2011, 01:57:12 PM »
Mentalist Feats

Rapid Refocus
You are skilled at gaining multiple psionic foci at the same time.
Prerequisites: Ability to hold more than one psionic focus simultaneously, Narrow Mind or Psionic Meditation.
Benefit: Whenever you successfully gain psionic focus, you may choose to gain all of the psionic foci you could have instead of just one.
Normal: You gain one psionic focus by making a Concentration check.

Resonant Mindspike
You deal more mental damage to creatures with which you have established resonance.
Prerequisites: Resonance and Mindspike class features.
Benefit: Whenever you use your Mindspike ability on a creature, you may choose to deal additional Intelligence damage up to half the number of Resonance points it has (rounded down, minimum 1).  If you do so, remove all Resonance points from the target.

Resonant Tag
You like to keep track of creatures with whom you have established resonance.
Prerequisites: Resonance class feature.
Benefit: You can detect and pinpoint creatures with whom you have established resonance.  This ability works like blindsense -- you know what square the creature is in, but you cannot see the creature, and it still has total concealment unless you can see it by some other means.  You can only sense a tagged creature if it is within 30 feet per Resonance point it has.
« Last Edit: August 07, 2012, 01:22:37 PM by sirpercival »
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Offline sirpercival

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Re: Mentalist [base] (Magipunk)
« Reply #3 on: December 18, 2011, 03:13:53 PM »
Wow, that was much faster and easier than I expected.  Mechanics are done.  I'll be posting the power list shortly; it's essentially all Telepathy and Psychoportation powers.

EDIT: Power list up.
« Last Edit: December 18, 2011, 08:54:20 PM by sirpercival »
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Re: Mentalist [base] (Magipunk)
« Reply #4 on: August 03, 2012, 07:00:51 PM »
Is this class boring?
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Offline littha

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Re: Mentalist [base] (Magipunk)
« Reply #5 on: August 03, 2012, 08:25:33 PM »
I wouldnt say boring. It is basically just psion at first glance and that hurts it comparatively to the rest of your classes which immediately strike you as really interesting. In a normal game it would probably see a lot of play but it just isn't as different as the rest of your classes are and people value uniqueness greatly when looking at homebrew.

Offline sirpercival

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Re: Mentalist [base] (Magipunk)
« Reply #6 on: August 03, 2012, 09:59:43 PM »
I wouldnt say boring. It is basically just psion at first glance and that hurts it comparatively to the rest of your classes which immediately strike you as really interesting. In a normal game it would probably see a lot of play but it just isn't as different as the rest of your classes are and people value uniqueness greatly when looking at homebrew.

Should I tear it apart and give it more class features?  It always felt empty to me...
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Offline littha

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Re: Mentalist [base] (Magipunk)
« Reply #7 on: August 03, 2012, 10:07:02 PM »
Possibly more class features but you would have to be careful about power.

Offline Garryl

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Re: Mentalist [base] (Magipunk)
« Reply #8 on: August 03, 2012, 10:20:01 PM »
I wouldnt say boring. It is basically just psion at first glance and that hurts it comparatively to the rest of your classes which immediately strike you as really interesting. In a normal game it would probably see a lot of play but it just isn't as different as the rest of your classes are and people value uniqueness greatly when looking at homebrew.

This +1. I've mentioned it before in another thread that I'm also unhappy with the massive save penalty that Similarization gives (at high levels it's 1/day target fails his save, essentially). I'm not sure that the Psion's bonus feats aren't more interesting than that ability (psionic feats are plenty varied). Resonance could be cool if there was more to work with. Memorization and Duplication are filler abilities since they don't really give you anything new or better than what you already have.

Offline sirpercival

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Re: Mentalist [base] (Magipunk)
« Reply #9 on: August 03, 2012, 10:40:20 PM »
Yeah... okay, I'm convinced.  I'll redo the class.
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Offline sirpercival

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Re: Mentalist [base] (Magipunk)
« Reply #10 on: August 05, 2012, 11:48:34 AM »
Is there a formula for how many pp you get at each level?  I'd like to reduce it, with the overhauling and adding of new class features (which I'm still working out).
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Offline Garryl

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Re: Mentalist [base] (Magipunk)
« Reply #11 on: August 05, 2012, 12:25:00 PM »
Psion starts at 2 and adds either 1 or 2 more PP than was granted at the previous level, except from level 16 to 17, where you get 3 more PP than you got at your previous level. Not sure of the exact timing of it.
Psychic Warrior starts at -1 PP (for the formula, that is) and adds 2 per level, increasing to 4/level at 6th, and another 4/level every 5 levels thereafter.

Edit: Psion PP progression seems to be pretty close to (0.8*[level]^2)+(1*[level])+(0).
« Last Edit: August 05, 2012, 02:05:57 PM by Garryl »

Offline sirpercival

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Re: Mentalist [base] (Magipunk)
« Reply #12 on: August 05, 2012, 03:50:21 PM »
So, looking at the strength of the class features in the other magipunk classes, what do we think is an appropriate progression?
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Offline littha

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Re: Mentalist [base] (Magipunk)
« Reply #13 on: August 06, 2012, 02:51:39 AM »
I would just stick with psion pp progression, nearly all of the psionic classes use that (Psion, Ardent, Wilder). Your power is more determined by what powers you have.

Offline sirpercival

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Re: Mentalist [base] (Magipunk)
« Reply #14 on: August 06, 2012, 08:43:48 AM »
I would just stick with psion pp progression, nearly all of the psionic classes use that (Psion, Ardent, Wilder). Your power is more determined by what powers you have.

True... maybe I'll drop the powers known by a little.  That might help.
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Offline sirpercival

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Re: Mentalist [base] (Magipunk)
« Reply #15 on: August 06, 2012, 07:50:32 PM »
OK, new class features are up.  I'll be adding Clairsentience powers to the class list, and of course the feats will need to be changed.  Thoughts on the new class?
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Offline littha

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Re: Mentalist [base] (Magipunk)
« Reply #16 on: August 06, 2012, 08:12:06 PM »
Different and more interesting definitely, I was expecting you to do mechanics that spent pp to use if I am honest (been reading Wyrm Warrior too much :D) but this looks solid. I am not a great expert on psionic classes though so I cant really peg the power.

Offline Nanshork

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Re: Mentalist [base] (Magipunk)
« Reply #17 on: August 06, 2012, 08:19:15 PM »
Nitpick:
Quote
Powers Known: A mentalist begins play knowing twi mentalist powers of his choice...

I also can't judge the power, but it is a lot more interesting now.   :)

Offline sirpercival

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Re: Mentalist [base] (Magipunk)
« Reply #18 on: August 06, 2012, 08:25:59 PM »
Different and more interesting definitely, I was expecting you to do mechanics that spent pp to use if I am honest (been reading Wyrm Warrior too much :D) but this looks solid. I am not a great expert on psionic classes though so I cant really peg the power.

Sweet that it's interesting now!  Lol, that's the Psykin's schtick, I didn't want there to be too much overlap.

Nitpick:
Quote
Powers Known: A mentalist begins play knowing twi mentalist powers of his choice...

I also can't judge the power, but it is a lot more interesting now.   :)

Good catch, fixed.  Yay for interest!

I'll wait on the feats until someone critiques the class features.
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Offline Garryl

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Re: Mentalist [base] (Magipunk)
« Reply #19 on: August 06, 2012, 10:35:49 PM »
Definitely more interesting now.

Similarization is still too strong. Massive save DC boost = eek! Consider that the Psionic Endowment feat requires you to expend your psionic focus for +1 to the DC, or +2 with the greater version, whereas this gives the bonus all the time while focused and scales up even higher.

I might make Hyperawareness key off of Intelligence instead of class level, but that's a design choice. Note that it makes this class into having a super-good Reflex save instead of the poor save it looks like.

The term is "gain" psionic focus, not "assume".