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fredag 12. oktober 2018

The Mindcrasher, Psychic Warrior archetype

Archetype: Mindcrasher (Psychic warrior)

Mindbending
At first level, the mindcrasher can make a grapple check as a standard action against any target within 15 ft. using his Wisdom modifier in place of his Strength modifier for his CMB.
On a successful check, the target gains the grappled condition, but the Mindcrasher does not. The Mindcrasher may roll to maintain the grapple every turn as a move action, no matter how many targets the mindcrasher is currently mindbending; a single roll is made for every target of the mindcrashers mindbending ability. The target may roll to break free of the grapple as normal, but the Mindcrasher uses his Wisdom modifier + his Charisma modifier in place of Dexterity and Strength to calculate his CMD for the purposes of mindbending. The target may not attempt to reverse the grapple. This ability can not be used to move, damage or pin a grappled opponent. Feats or abilities that modify grapple checks do not apply to the mindbending ability.
As a swift action, the mindcrasher may choose to deal 1d6 + (½ his class level, minimum 1 + his Wisdom modifier) damage to one of the targets of his mindbending ability. By expending his psionic focus as a part of this action, the mindcrasher can deal this damage to all the targets of his mindbending ability instead. This can not be combined with the mindstrike crash talent, though mindstrike still increases the size of the damage dice from d6s to d8s.
Starting at 2nd level, the mindcrasher adds a bonus to combat maneuver checks performed as a part of the mindbending ability equal to ½ his class level.
A Mindcrasher may act normally while maintaining mindbending.

A Mindcrasher can mindbend additional enemies as he gains levels. At 4th level, and every 4 levels thereafter, the mindcrasher may mindbend an additional enemy up to a maximum of his Wisdom modifier (minimum 1).

At 3rd level, and every three levels thereafter, the damage the mindcrasher can inflict with mindbending increases by 1d6. At 10th level, the mindcrasher doubles his Wisdom modifier before applying it to the damage from mindbending.

At 4th level, and every 4 levels thereafter, the distance at which the mindcrasher can grapple using mindbending increases by 5’, up to a maximum of 40’ at 20th level.
This ability replaces warrior's path. The mindcrasher’s secondary path ability still gives him a path as normal, but as the mindcrasher only gains one warrior's path, the twisting path and pathweaving abilities do not function for him. However, this archetype is still compatible with other archetypes that alter or replace secondary path, twisting path, and/or pathweaving.

At 2nd level, the mindcrasher gains Mind Architect as a bonus feat. He does not need to meet the prerequisites to qualify for this feat.
This replaces the psychic warrior bonus feat normally gained at 2nd level, but does not make the mindcrasher incompatible with other archetypes that replace or alter bonus feats.

Crash the Gate
At 3rd level, the mindcrasher may enter the mindscape of a single grappled target of his mindbending ability as a move action that does not trigger an attack of opportunity. No roll is required.
Once the mindcrasher enters his targets mindscape, he does not fall unconscious. Instead, the mindcrasher is aware of his surroundings as if he had the Waking Mindscape feat. His physical body may only take move actions as long as he is inside the mindscape.
If the mindcrasher possesses the Waking Mindscape feat, his physical form may instead act normally outside the dreamscape; his actions are shared between his physical form and his dreamscape form however. This means that the mindcrasher may take a move action inside the mindscape and a standard action with his physical form, but not a move action with both his mindscape form and his physical form.
This replaces Expanded Path.

Crash Talents

At 4th level, and every 4th level thereafter, the mindcrasher may select a crash talent. Crash talents are only active and may only be activated whenever the mindcrasher is inside a mindscape unless otherwise specified. Unless noted otherwise, each crash talent may only be selected once.
This replaces path skill.
A mindcrasher may select a crash talent in place of a bonus feat.
This alters bonus feats, but does not make the mindcrasher incompatible with other archetypes that alter or replace bonus feats.
The mindcrasher may select the following crash talents:

Crashing Speed 
The mindcrashers base speed increases by 10 feet when he is inside a mindscape. The mindcrasher can expend his psionic focus as a swift action to increase his base speed inside a mindscape by 30 feet for a single round.

Cerebral Assault 
When using his Crash the Gate ability to enter another creatures mindscape, the mindcrasher can force the creature to enter its own mindscape with him. The target does not fall unconscious, but instead operates as if it had the Crash the Gate class feature and the Waking Dreamscape feat. The mindcrasher and the target enter the mindscape together, in a random part of the mindscape chosen by the GM, 20 feet apart.

Manifest Adversity 
The mindcrasher can erect a special harmful structure called a Pillar inside an opponents mindscape. Pillars follow all the rules for harmful structures, as per the Architect of Ruin feat, except as noted here. A pillar has a physical form in the mindscape, but unlike a structure it only takes up a 5’ square. A pillar only has 20 hit points, and hardness 5. Erecting a Pillar does not cost architect points. The mindbender chooses the location of the Pillar in the mindscape when he erects it. If the pillar is erected before the mindbender enters the dreamscape, he chooses its location as he enters the mindscape.
This crash talent can be selected multiple times. Each time, you gain another Pillar.
The mindcrasher must be 6th level to select this crash talent.
Upon gaining this crash talent, the mindcrasher selects one of the following structures:

Pillar of Despair
A black pillar of polished stone radiates waves of despair. As long as this structure stands, the owner of the mindscape is shaken.

Pillar of Vulnerability
A pillar of gleaming marble oozes blood from every crack and fissure. As long as this structure stands, the owner of the mindscape reduces any damage reduction they have by 2.

Pillar of Vertigo
A glowing green pillar shines with an unsettling light. As long as this structure stands, the owner of the mindscape is sickened.

Pillar of Vengeance
A pillar of bone and ashes burns the ground beneath it. As long as this structure stands, the owner of the mindscape takes 1d4 bleed damage per turn.

Warp the Mindscape

The mindcrasher may alter the opponents mindscape to suit his needs. As a move action the mindcrasher may create a 20’ square of hostile terrain. Hostile terrain functions as difficult terrain, except every square counts as three squares instead of two. In addition, creatures moving over hostile terrain must make a Reflex save (DC equals 10 + the mindcrashers manifester level) for each square or be knocked prone. The mindcrasher and his allies are immune to the effects of hostile terrain created by the mindcrasher.

Mindstrike
As long as the mindcrasher is psionically focused, the damage from mindbending increases to d8. The mindcrasher may expend his psionic focus as a free action before mindbending damage is rolled to maximize the result of each die. This crash talent may be used outside a mindscape.

Overwhelming Mind
As a move action that does not provoke an attack of opportunity, the mindcrasher may perform a bull rush or drag combat maneuver on an opponent grappled by his mindbending ability. If the combat maneuver check is successful, the target is released from the mindbending grapple. The target of this ability does not need to be within reach of the mindbenders physical attacks.
If he chooses to perform a drag combat maneuver he does not move with his target, but instead moves his target towards him. He can’t drag the target any further than the distance it takes to move adjacent to him. This bull rush or drag combat maneuver uses the same modifiers as his mindbending ability. If the combat maneuver check is successful, the mindcrasher deals his mindbending damage to the target. This crash talent may be used outside a mindscape.
The mindcrasher must have the mindstrike crash talent to select this crash talent.

Overpowering Mind
When the mindcrasher uses the overwhelming mind crash talent, he counts as having the Greater Bull Rush and Greater Drag feats for the purposes of provoking attacks of opportunity from allies. This crash talent may be used outside a mindscape.
The mindcrasher must be 6th level and possess the overwhelming mind crash talent to select this talent.

Batter the Gates
When the mindcrasher uses his mindbending ability or the overwhelming mind crash talent, he may erect a harmful structure or pillar in the opponents mindscape as a part of the combat maneuver. This crash talent may be used outside a mindscape.
The mindcrasher must be 8th level and possess the overpowering mind crash talent and strike the mind class ability to select this talent.

Cerebral Grappler
The mindcrasher can grapple one additional opponent with his mindbending ability. When performing a combat maneuver check as part of his mindbending ability or the overwhelming mind crash talent, the mindbender gains a +2 bonus to his combat maneuver roll. This crash talent may be used outside a mindscape.
This crash talent can be taken multiple times, gaining an additional mindbending target each time but no further bonuses to his mindbending combat maneuver checks.
The mindcrasher must be 6th level to select this crash talent.

Strike the Mind
At 6th level, the mindcrasher gains the Monument Strike and Architect of Ruin feats. The mindcrasher may use Monument Strike to erect any Pillar he knows in addition to the normal structures he can erect with the Architect of Ruin feat. Pillars do not cost architect points to erect.
If the mindcrasher already has the Architect of Ruin feat, he gains 1 architect point that can only be spent on harmful structures instead.
This ability replaces martial power.

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