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- The Psychoanalyst, loosely based on: http://tgdmb.com/viewtopic.php?t=40177, Edit by Agata.
- "Please, go on about your childhood..."
- Some people fight with swords, others with spells, while others do bizarre shenanigans with lobbing dozens of fire-bottles a minute or leading armies of living trees.
- Others fight their enemies by investigating how their enemies and allies think, giving them keen insight in how to exploit their enemies' mental weaknesses and shore up the same problems among their allies.
- Alignment: Any
- Races: Any
- Starting Gold: 6d6x10 gp (210 gold)
- Starting Age: As sorcerer
- Hit Die: d4
- Class Skills: The psychoanalyst's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills individually) (Int), Notice (Wis), Profession (Wis), Sense Motive (Wis), and Use Magic Device (Cha).
- Skills/Level: 6 + Intelligence Bonus
- Base Attack Bonus: Poor (1/2)
- Saving Throws: Fortitude poor, Reflex poor, Will good
- Level / Benefit
- 1 / Analyze, Catharsis (25%), Distortion, Spell-Like Abilities
- 2 / Realize Inner Struggle (2d6)
- 3 / Mind over Matter, Classical Conditioning
- 4 / Analyze (Group), Realize Inner Struggle (4d6)
- 5 / Analyze (Medium Range)
- 6 / Realize Inner Struggle (8d6)
- 7 / Catharsis (50%), Realize Inner Struggle (Move Action)
- 8 / Realize Inner Struggle (10d6)
- 9 / Analysis (Long Range or Sight), Catharsis (75%)
- 10 / Realize Inner Struggle (12d6)
- 11 / Realize Inner Struggle (Swift Action)
- 12 / Realize Inner Struggle (14d6)
- 13 / Realize Inner Struggle (Immediate Action)
- 14 / Realize Inner Struggle (16d6)
- 15 / Catharsis (100%)
- 16 / Realize Inner Struggle (18d6)
- 17
- 18 / Realize Inner Struggle (20d6)
- 19
- 20 / Mystery Class Feature, Realize Inner Struggle (22d6)
- Weapon and Armor Proficiencies: Psychoanalysts are proficient with all simple weapons, short swords, and rapiers. Psychoanalysts are proficient with light armor, but not shields.
- Analyze (Ex): As a move action, a psychoanalyst can attempt to analyze any creature within an Intelligence score within close range (25 feet + 5 feet per 2 character levels).
- The psychoanalyst makes a check of 1d20 + character level + highest of Intelligence, Wisdom, or Charisma modifier (this is not considered an ability check or a skill check) against a DC of 10 + the target's CR, rounded up. If the target is willing and has a positive Intelligence bonus, subtract the target's Intelligence bonus from the DC.
- If the psychoanalyst is successful, they treat the target as analyzed until the target's CR increases. A psychoanalyst can have analyzed anny number of creatures.
- At 4th-level, a psychoanalyst can analyze a group of willing creatures at short range (25 feet + 5 feet per 2 character levels).
- At 5th-level, a psychoanalyst can analyze a target at medium range (100 feet + 10 feet per character level), but not a group.
- At 9th-level, a psychoanalyst can analyze a target at long range (400 feet + 40 feet per character level), or any target that the psychoanalyst has line of sight to, but not a group.
- Catharsis (Ex): As a standard action, a psychoanalyst can lead an analyzed creature through a mental breakthrough and coach it through its current crisis, shedding previous mental baggage that was hampering its ability to act.
- The psychoanalyst selects one of their analyzed creatures that they can communicate with through words, sign language, body language, or telepathy. All compulsion and fear effects are removed from the target, and if the target is at less than 25% of their maximum hit points, its hit points reset to 25% of its maximum. The target is then no longer analyzed by the psychoanalyst, until they make a new attempt at analysis.
- At 7th-level, the hit point threshold and reset threshold becomes 50%.
- At 9th-level, the hit point threshold and reset threshold become 75%.
- At 15th-level, the hit point threshold and reset threshold become 100%.
- Distortion (Su): As a standard action, a psychoanalyst can distort an analyzed creature's sense of self.
- The psychoanalyst selects one of their analyzed creatures that they can communicate with through words, sign language, body language, or telepathy. If the target fails a Will saving throw (DC 10 + half the psychoanalyst's character level + highest of the psychoanalyst's Intelligence, Wisdom, or Charisma modifier), it suffers a penalty to all dice rolls equal to half the psychoanalyst's class level (minimum 1) for a number of rounds equal to 2 + half the psychoanalyst's character level. When the effect ends, the target is then no longer analyzed by the psychoanalyst, until they make a new attempt at analysis.
- Spell-Like Abilities (Sp): A psychoanalyst receives all of the listed spell-like abilities below as long as they are of the appropriate class level, and they can use them at-will.
- All saving throw DCs for these spell-like abilities are 10 + power or spell level + highest of the psychoanalyst's Intelligence, Wisdom, or Charisma modifier. However, all of these spell-like abilities require the psychoanalyst to make "I am thinking..." motions with their hands and head, effectively acting as required somatic components for all of them.
- 1st-level: Cause Fear: www.d20srd.org/srd/spells/causeFear.htm
- 3rd-level: Scare: www.d20srd.org/srd/spells/scare.htm
- 4th-level: Aversion (unaugmented): www.d20srd.org/srd/psionic/powers/aversion.htm
- 5th-level: Fear: www.d20srd.org/srd/spells/fear.htm
- 6th-level: Death Urge (unaugmented): www.d20srd.org/srd/psionic/powers/deathUrge.htm
- 7th-level: Crushing Despair www.d20srd.org/srd/spells/crushingDespair.htm
- 8th-level: Confusion www.d20srd.org/srd/spells/confusion.htm
- 9th-level: Calm Emotions www.d20srd.org/srd/spells/calmEmotions.htm
- 10th-level: Revivify (unaugmented): www.d20srd.org/srd/psionic/powers/psionicRevivify.htm
- 11th-level: Feeblemind: www.d20srd.org/srd/spells/feeblemind.htm
- 11th-level: Plane Shift: www.d20srd.org/srd/spells/planeShift.htm
- 11th-level: Teleport: www.d20srd.org/srd/spells/teleport.htm
- 12th-level: Suggestion, Mass: www.d20srd.org/srd/spells/suggestionMass.htm
- 13th-level: Heroism, Greater: www.d20srd.org/srd/spells/heroismGreater.htm
- 14th-level: Discern Lies: www.d20srd.org/srd/spells/discernLies.htm
- 15th-level: Mind Seed (must pay XP cost): www.d20srd.org/srd/psionic/powers/mindSeed.htm
- 16th-level: Word of Chaos: www.d20srd.org/srd/spells/wordOfChaos.htm
- 17th-level: Metafaculty (must pay XP cost): www.d20srd.org/srd/psionic/powers/metafaculty.htm
- 17th-level: True Resurrection (usable only once per 15 minutes, need not pay gp cost): www.d20srd.org/srd/spells/trueResurrection.htm
- 18th-level: Psychic Chirurgery (must pay XP cost): www.d20srd.org/srd/psionic/powers/psychicChirurgery.htm
- 19th-level: Astral Projection: www.d20srd.org/srd/spells/astralProjection.htm
- Realize Inner Struggle (Su): As a standard action, a 2nd-level psychoanalyst can tap into the mental condition of a creature and incapacitate them.
- The psychoanalyst selects one creature that they can communicate with through words, sign language, body language, or telepathy. The creature immediately takes 2d6 subdual damage, but if the psychoanalyst has analyzed it, they can choose for this to be lethal damage instead. No damage reduction, resistances, or immunities whatsoever apply to this damage, making it possible to deal subdual damage to even a mindless construct.
- At 4th-level, the damage increases to 4d6.
- At 6th-level, the damage increases to 8d6.
- At 7th-level, a psychoanalyst can choose to use this class feature as a move action.
- At 8th-level and every even-numbered class level thereafter, the damage increases by +2d6.
- At 11th-level, a psychoanalyst can choose to use this class feature as a swift action.
- At 13th-level, a psychoanalyst can choose to use this class feature as an immediate action, but they still have only one swift or immediate action each round.
- Mind over Matter (Ex): As a standard action, a 3rd-level psychoanalyst can give an analyzed creature the will to overcome its troubles.
- The psychoanalyst selects one of their analyzed creatures that they can communicate with through words, sign language, body language, or telepathy. The target suppresses a single instance of a single condition upon it of its choice for a number of rounds equal to 1 + half the psychoanalyst's character level. When the effect ends, the target is then no longer analyzed by the psychoanalyst, until they make a new attempt at analysis.
- Classical Conditioning (Ex): At 5th-level, a psychoanalyst has learned the art of uplifting an otherwise unintelligent beast into serving them.
- The psychoanalyst selects one animal or magical beast. It must have an Intelligence score no greater than 2, a CR no greater than the psychoanalyst's character level - 4, and no template, but it can be an HD-advanced creature. It serves the psychoanalyst as a cohort, its Intelligence score is set to 4, and it gains a +3 bonus to Will saving throws, Wisdom-based ability checks and skill checks, and Charisma-based ability checks and skill checks. The cohort always acts immediately after the psychoanalyst.
- Whenever the psychoanalyst gains a new level, they can either advance their cohort's HD, or release it and acquire a new cohort within a day.
- Mystery Class Feature (??): At 20th-level, a psychoanalyst...
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