Mindshifter

From Compendium of Worldly Lore

Jump to: navigation, search

Requirements

Feats: Great Fortitude

Base Stats: CON 17

Skills: Concentration (12 ranks)

Special: May not have the Iron Will feat or any Will Save improving feats and may not have Transmutation as a prohibited school.

Summary



It is a central truth of divination magic that the school does not change anything, it merely provides information. Mindshifters test the truth of that statement, as divination magic works a remarkable change in them. Perhaps it is the synergy of different forms of magic or some inborn talent that allows the ever-changing mindshifters to do what they do; whatever the reason, the reality is quite clear. Through divination and exposure to other creatures, the mindshifter is able to change and adopt elements of those creature’s psyches and mental powers.

This is not without its risks. Many mindshifters transcend the boundaries of what is considered sane. Others adopt such a rigid sense of self that some core of themselves is wholly immutable – an insanity of a different sort entirely. Mindshifters adopt a piece of a creature’s mind when they develop one of its powers, which has a marked effect on their personalities and as mindshifters collect more powers, they become a patchwork of differing psyches. At the highest level of ability, most mindshifters could hardly be considered anything near the person they once were.

Only one thing is true of all members of this class – the fact that they have nothing in common. The abilities of this prestige class are all selftaught and develop within each mindshifter as he gains experience in their use. Mindshifters are instinctively wary of others, as they are fully aware that there are others out there capable of stealing their ‘hard-earned gifts’.

One curious trait of all but the most powerful mindshifters, is their inability to steal any power that alters their physical form. No reason has been discovered for this but some surmise that, if mindshifters could change their bodies as well as their minds, they would degenerate into raw chaos. It is true that mindshifters must be in exceptional physical health to develop their abilities, which might suggest a constant physical strain of some sort. While the notion may be spurious, some point to gibbering mouthers as an example of such a fate.

Role: Spell

Characteristics: Thieves that steal spell like abilities all while losing grip with reality

Source: Encyclopedia Arcane: Divination

Game Rule Information

The Mindshifter has the following game statistics.

Abilities: You need good Charisma to initiate your Mindtheft, and good wisdom is a must as feats that allow you to boost your will save are not allowed to be taken

Alignment: Any Chaotic

Hit Die: d8

Starting Gold: N/A

Class Skills

The Mindshifter's class skills are Concentration (Con), Heal (Wis), Knowledge (any) (Int), Listen (Wis), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Mindshifter.

Weapon and Armor Proficiency: A Mindshifter is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells per Day/Spells Known: At every third mindshifter level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bardic music uses, metamagic or item creation feats or the like). If the character had more than one spellcasting class before becoming a mindshifter, the player must decide to which class to add each level for determining spells per day and spells known.

The First Choice: When a mindshifter first opens his mind to the chaos of this prestige class, he must decide whether to embrace the ever-changing nature of his mutating mind or try to retain some aspect of his original self. If the mindshifter decides to embrace chaos he gains a +1 inherent bonus to Intelligence as the madness begins to give him great insight. A mindshifter making this choice may never have the Iron Will feat or any feat that would boost their will save.

If he chooses to retain a sense of self, he gains the Iron Will feat and his alignment becomes fixed and may not be altered by either magical or non-magical means. Regardless of the choice, the mindshifter’s body instantly becomes locked in form. He becomes immune to all Transmutation spells and effects, such as polymorph other, and cannot choose to forego this immunity in order to be affected by a beneficial Transmutation effect (for example, he could not choose to be affected by a transformation spell.)

MindtheftSu: The core ability of the mindshifter, this power grants a touch attack that can be used against any sentient creature subject to mind-affecting spells. This attack requires a full attack action and, if successful, the target must make a Willpower save (DC 15 + class level + Charisma modifier). Failure results in the target suffering 1d6 points of subdual damage per mindshifter level and losing one spell-like ability (including spell-like abilities gained from a class or prestige class). The mindshifter’s personality shifts somewhat to resemble that of the victim, though this is mostly a matter of roleplaying and does not directly affect ability scores or alignment. If the mindshifter is aware of what abilities the target possesses, he may choose which power is stolen from among those he is aware of. If the character is not aware of what spell-like abilities the target possesses, one ability is randomly transferred to the mindshifter. The spell-like ability must be one the mindshifter would be able to cast if he were a cleric, druid or sorcerer of his character level. If the ability does not have a direct spell analogue, the Games Master must decide on an appropriate spell level for it. A mindshifter cannot steal or use any ability that has a Transmutation effect.

The mindshifter is then able to use the ability a number of times per day as if he were a member of the original creature’s species. The Difficulty Class of saving throws against stolen spell-like abilities is 10 + ½ mindshifter’s level + Charisma modifier. A mindshifter can retain a number of stolen abilities equal to half his class level but can freely replace an existing ability with a new one if he wishes. The creature that was the target of the theft loses the use of that ability until either the mindshifter dies, or he replaces it with a different power. Mindtheft is a mind-affecting, supernatural ability that can be used at will.

Assaying TouchSp: By touch and silent mental command, a mindshifter of second level can cast analyze creature at will. Constant contact is needed throughout the casting time but, unlike the spell, the creature need not be alive. The Difficulty Class of the Fortitude save against this ability is 14 + Charisma modifier and the mindshifter gains a +2 bonus to caster checks made to penetrate spell resistance, for the purpose of using this ability only.

MindreaverSu: While a mindshifter can only hold a certain number of spell-like abilities at any one time, his touch can play havoc with the ones a target creature retains. Mindreaver can be used at the same time as Mindtheft or by itself, as the mindshifter desires. If the melee touch attack roll succeeds, the mindshifter makes an opposed caster check using his full mindshifter level. For every point by which the mindshifter beats the target, it loses the ability to use one random spell-like ability for one minute per level. Powers affected by Mindreaver are still available for Mindtheft, and Mindreaver cannot affect Transmutation abilities. Mindreaver is a mindaffecting, supernatural ability.

Denrangement: The mindshifter suffers a form of insanity due to the chaos in his mind and the stress of holding fragments of other minds within himself. Each time Derangement is gained, the Games Master picks an appropriate form of insanity and applies it to the mindshifter. The insanity is not immediately debilitating but it should affect the mindshifter at inconvenient times and make a ‘normal’ life difficult. Phobias, catatonic episodes and hallucinatory mania are all quite appropriate.

The Second Chance: At this level of ability, the mindshifter has become attuned to the powers of Mindtheft and Mindreaver. He can also see where his path leads, which is to great power but also great madness. He can choose to abandon the mindshifter prestige class at fourth level and never pursue it again. This choice must be made immediately upon attaining fourth level.

If he chooses to stop pursuing the class, all of the spell-like abilities he currently possesses become permanent additions to the character. He loses the Mindtheft and Derangement class features but retains whatever bonus was gained from The First Choice. However, he loses his immunity to Transmutation spells and effects. Choosing to continue along this path brings more chaotic insight, represented by a +1 inherent bonus to Intelligence.

ThoughtslayerSu: The mindshifter can choose to mentally stun an opponent with a touch. This attack cannot be combined with any other touch attack or ability. Essentially, the mindshifter exposes the mind of the target creature to the depths of chaos that swirl within his own. The target must make a Will save (DC 20 + Charisma modifier) or be stunned for 1d4+1 rounds. During this time, the creature is unable to think coherently and will not recall the passage of time. An affected target also forfeits its Will save against the mindshifter’s Mindtheft ability. Thoughtslayer is a mind-affecting, supernatural ability that can be used at will.

The Third Choice: The mindshifter becomes aware of a potent new ability about to manifest. This power will allow the mindshifter’s psyche to leave his body and move about on its own, much as a ghost is able to. This is occurring because the powers of a mindshifter are severing the connections between the character’s soul and his form-locked body. Unfortunately, this separation may result in the mindshifter’s death if he is not strong enough to survive the process.

The mindshifter may choose to abandon the class before this occurs. As with The Second Choice, he loses the Mindtheft and Derangement class features but retains any currently possessed spell-like abilities as permanent features of the character. He retains the Thoughtslayer ability, as his mind still flows with immutable chaos. As before, the character loses his immunity to Transmutation spells and effects, and may never again take levels in this class.

Choosing to pursue the class further does not carry any immediate benefit but the incredible powers of the last three levels of mindshifter become available once the character earns them.

Spiritmeld: The mindshifter’s spirit and psyche have bonded into a single entity inhabiting his body like a possessing ghost. The character’s physical form is now little more than a shell the mindshifter uses to move around and affect the material world. Upon reaching eighth level, the mindshifter must make immediate Willpower and Fortitude saves (both DC 20), ignoring any magical enhancements the character might possess. If the Will save is failed, the mindshifter gains another Derangement of the Games Master’s choice due to the shock of separation. If the Fortitude save is failed, the mindshifter’s body dies and the character immediately adopts the ghost template. If both fail, the mindshifter dissipates into nothingness and is destroyed permanently as the chaos of his existence overwhelms him.

If the character survives, he gains the ability of astral projection (as the spell), can manifest a ghost form of himself (using the template while doing so) and can use his own body as a magic jar at will. While projecting himself in the astral plane, the character has no silver cord and must find his way back to his body via a Will save (DC 25) when his wishes to return. If his body is killed while he is projecting himself, he adopts the ghost template permanently but suffers no other effect. While using magic jar, the spirit he displaces resides in his body and may use it as it would its own. Thus, a mindshifter may wish to restrain himself before using this last power. If the mindshifter dies while inhabiting his own body, he permanently becomes a ghost. Regardless of how the mindshifter becomes a ghost, whether temporary or permanent, the only optional power he gains is Manifestation.

Idshadow: The chaos in a mindshifter’s soul can be harnessed for great power while he is travelling without his body. While travelling as a ghost or using astral projection, the mindshifter has two additional ghost powers of his choosing. When Idshadow is gained, the mindshifter’s alignment changes to chaotic neutral. An alignment-locked mindshifter can choose to retain his current alignment but does not gain the benefits of this ability.

The Final Choice: The mindshifter has reached the ultimate stage in his development and faces one final choice. If he desires, he can remerge with his body and regain his mortality. Doing this causes the mindshifter to lose the Spiritmeld and Idshadow class features but allows him to gain the final power of his class – True Union. If he chooses not to remerge, his body disintegrates from the ravages of chaos and he becomes a ghost with all his class abilities and powers intact.

If a mindshifter reunites with his physical body, he achieves True Union. He gains a +2 inherent bonus to Constitution and his form unlocks. This allows him to steal and use spell-like abilities that change his physical form, and also allows him to forego his immunity to Transmutation spells and effects if he wishes. The mindshifter regains much but not all, of his sanity and so loses all but one of his Derangements (Games Master’s choice).

Table 1-1: Mindshifter Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spellcasting
1st +0 +2 +0 +2 The first choice, mindtheft
2nd +1 +3 +0 +3 Assaying touch
3rd +1 +3 +1 +3 Mindreaver, derangement I +1 level of existing spellcasting class
4th +2 +4 +1 +4 The second choice
5th +2 +4 +1 +4 Thoughtslayer
6th +3 +5 +2 +5 Derangement II +1 level of existing spellcasting class
7th +3 +5 +2 +5 The third choice
8th +4 +6 +2 +6 Spiritmeld
9th +4 +6 +3 +6 Idshadow, derangement III +1 level of existing spellcasting class
10th +5 +7 +3 +7 The final choice