Thursday, September 22, 2011

How to Charm Monsters and Enthrall Minions


Perhaps I have a deep seeded desire to resurrect one of my favorite Forgotten Realms characters? Perhaps, it's just that I was really bored one night and looking for something else to post? Maybe it's a little from column A and a little from column B... Nonetheless, I have decided to Pathfinder the Mindbender prestige class from the Complete Arcane book for 3.5. Now, in my opinion, this book was one of the better Complete series of books that WotC put out. It was a nice balance of class materials, interesting feats, and a small amount of "fluffy" rules stuff. It was no where near as strained as some of the later books seemed to be. It also, unfortunately, introduced the Warlock class. 

Yes, I loved this class, but that's because I'm a power-gaming min-maxing twink monger. The Warlock class broke 3.5 in one fell stroke. I think the class itself is a major factor in why Pathfinder (aka D&D 3.75) was created. It was an effort to keep up with the Power Creep factor, which had jumped the shark starting with this one class. I mean, honestly, why would you have played anything else in 3.5? It was a spell caster that could use it's spells at will, and had no limiter on the frequency of using those powers. 

Ah, but I have digressed from the purpose of this post. I love the idea of this prestige class, it is the true mastermind type character. It's a great class for both NPCs and for the occasional PC. Now, considering the alignment restriction, there are some groups that this class will not work well with. Also, understand, that this PrC can be abused... which when you think about is kinda the point of the class, the abusing of power, or the temptation there of.  Well, that and having your own little legion of minions. While I personally feel that the Leadership feat is a wonderful complement to this PrC, I suspect that there will be those GMs that will shy away from a player with that many cronies.  (EDIT (08/19/2015): After some consideration and thought, I believe actually having Leadership should be a requirement, instead of a complement. You bend people to your will, if you're any good at it you should have a following.)

Also, I have made a few tweaks to the original Prestige Class to better reflect the way that Pathfinder has translated the prestige classes. Again, this is not an attempt to trample on copyright or intellectual property. This is just another fan-based update offered for fun and no profit. For my sanity I'm not going to put in the flavor text for the PrC, this is just crunchy crunchy bits. 
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EDIT (08/19/2015): It's been a while, but I've decided to revisit this prestige class and make a few tweaks caused by looking at another interpretation of this PrC (http://www.giantitp.com/forums/showthread.php?252069-Mindbender-(Pathfinder-conversion)), comparing other prestige classes, becoming more familiar with Pathfinder as a whole, and looking through the Advanced Classes Guide. Also, I'm going to incorporate some things I've found in the Occult Adventures, which I feel adds a little more flavor to the intent of the class. 
Two other important notes, I changed the alignment requirements. Someone so focused on control should not be chaotic. Finally, I added Leadership as a required feat. This means that the earliest that a character can qualify for the prestige class is 7th (as you can select the feat and take the PrC at the same level raise). I did this, not just for flavor, but because this is a pretty potent version of the prestige class, and I felt that this addition would outweigh some of the heft of the PrC. 
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The Mindbender

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells Per Day/Spells Known
1+0+0+0+1Cult of Personality, Telepathy+1 existing arcane class
2+1+1+1+1Push the weak mind 1/day, skill bonus+1 existing arcane class
3+1+1+1+2Mindread 2/day+1 existing arcane class
4+2+1+1+2Eternal charm (1)+1 existing arcane class
5+2+2+2+3Push the weak mind 2/day, Greater Spell Focus+1 existing arcane class
6+3+2+2+3Eternal charm (2)+1 existing arcane class
7+3+2+2+4Dominate, mindread 4/day+1 existing arcane class
8+4+3+3+4Eternal charm (3)+1 existing arcane class
9+4+3+3+5Push the weak mind 3/day+1 existing arcane class
10+5+3+3+5Eternal charm (4), thrall+1 existing arcane class

~~Requirements~~

Alignment: Any nongood, any nonchaotic
Feats: Leadership, Spell Focus (Enchantment)
Skills: Bluff 5 ranks, Diplomacy 5 ranks, Intimidate 5 ranks, Sense Motive 5 ranks
Spells: Able to cast charm person, use charm person as a spell-like ability, or have the charm hex.
Caster Level: 5th level arcane or psychic caster

~~Class Skils~~

The class skills for the mindbender prestige class (and the key ability for each) are: Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points: 2 + Int modifier

Hit Die: d6

~~Class Features~~

Weapon and Armor Proficiency: Mindbenders gain no proficiency with weapons or armor.

Spells per Day: When a new mindbender level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a mindbender, she must decide to which class she adds the new level for purposes of determining spells per day.

Cult of Personality (Ex): Starting at 1st level, the mindbender adds half her class level (minimum 1) as a bonus to her Leadership score. Also, victims of Eternal Charm and Thrall do not count as penalties to Leadership scores. Familiars and animal companions still apply their usual penalties.

Telepathy (Su): A mindbender gains the ability to communicate telepathically with any creature within 100 feet that has a language. This is an at will ability.

Skill Boost (Ex): Beginning at 2nd level, a mindbender can add 1/2 her class level as a competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks.

Push the Weak Mind (Sp): At 2nd level and higher, a mindbender can influence the actions of a living creature of Large or smaller size once per day. This ability functions like a suggestion spell, except the range is 100 feet and the duration is 5 hours plus 1 per class level. The mindbender can communicate the suggested course of action telepathically if he chooses, which allows him to use the effect regardless of the target's language. A successful Will save (DC 10 + class level + primary spellcasting ability modifier) negates the effect.
A mindbender can use this ability on additional time per day per three class levels gained. This is an enchantment (compulsion), mind-affecting ability.

Mindread (Sp): At third level and higher, a mindbender can read the surface thoughts of a living creature within 100 feet. The mindbender must be able to see the target; a successful Will save (DC 10 + class level + primary spellcasting ability modifier) negates the effect. Creatures of animal intelligence (Int 1 or 2) have only simple, instinctual thoughts.
Maintaining the effect requires concentration; the maximum duration is 10 minutes. The ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt will block the effect. This is a divination, mind-affecting ability.

Eternal Charm (Sp):   At 4th level and higher, a mindbender can charm any single Large or smaller living creature within 100 feet (as charm monster) once per day. A successful Will save (DC 10 + class level + primary spellcasting ability modifier) negates the effect. The duration is permanent; however, a mindbender can have only one creature so charmed at any given time. If he attempts to use this power on a creature while he has another so charmed, the first charm is automatically broken (regardless of the success of the second attempt). The effect is also broken if a mindbender or one of his allies injures the target. Dispel magic has no effect on an eternal charm, though break enchantment frees the victim (treat the mindbender’s caster level as 5 + his class level for this purpose).
At 6th level and higher, a mindbender can have up to two creatures affected by this power at any given time; if he attempts to charm a third, the previous victim under his influence the longest is freed. At 8th level, he can control up to three creatures with this ability, and at 10th level up to four creatures.
This is an enchantment (compulsion), mind-affecting ability.

Greater Spell Focus (Enchantment) (Ex): At 5th level the mindbender gains Greater Spell Focus (Enchantment) as a bonus feat. If the character already has Greater Spell Focus (Enchantment), she may take a bonus feat for which she already qualifies.

Dominate (Sp): A mindbender, at 7th level, becomes able to dominate any single living Large or smaller creature within 100 feet (as dominate monster) once per day. A successful Will save (DC 12 + class level + primary spellcasting ability modifier) negates this effect. The duration is 24 hours and this is an enchantment (compulsion), mind-affecting ability.

Thrall (Su): At 10th level, a mindbender can choose to make the duration of his dominate ability permanent, but only to one target at a time. If a mindbender chooses to dominate another creature and make that effect permanent, the previous thrall is freed from the effect. This is an enchantment (compulsion), mind-affecting ability.

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