The Psychoanalyst (or what class for Liche-Freud?)
Posted: Tue Sep 25, 2007 3:19 pm
I give myself bad ideas by responding to other people's posts and this is no exception:
I guess this character fills the role of party support (removing bad stuff on allies, and bringing them through crises alive), with the side benefit of demoralizing enemies.
The Psychoanalyst
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.
Hit Die: d4
Class Skills: The Psychoanalysts's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration(Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (-), Spot (Wis) and Use Magic Device (Cha).
Skills/Level: 6 + Intelligence Bonus
BAB: Poor (1/2),
Saves: Fort: Poor; Reflex: Poor; Will: Good
Level, Benefit
1 Analyze, Catharsis (25%), Distortion,
2 Realize Inner Struggle +2d6
3 Mind over Matter, Classic Conditioning,
4 Realize Inner Struggle +4d6
5 Analyze [Range: Med], Group Therapy
6 Realize Inner Struggle +8d6,
7 Catharsis (50%); Faster Realization,
8 Realize Inner Struggle +10d6
9 Distanced Analysis [Long Range or Sight], Catharsis (75%)
10 Realize Inner Struggle +12d6, Secondary Conditioning
11 Rapid Realization, Travel of the Outer Mind
12 Realize Inner Struggle +14d6
13 Immediate Realization, Behavioural An
14 Realize Inner Struggle +16d6
15 Catharsis (100%), True Conditioning
16 Realize Inner Struggle +18d6
17 Condition the Immortal
18 Realize Inner Struggle +20d6
19 Travel of the Inner Mind
20 Realize Inner Struggle +22d6
Spell Casting: Every level, a Psychoanalyst gains specific spells, these may be used at-will and are listed at the level at which they can first be used by the Psychoanalyst.
Analyze: As a move action, the Psychoanalyst may attempt to analyze any creature with an intelligence score within close range (25 feet + 5 feet per 2 character levels). Doing so requires the Psychoanalyst to make a check of: (1d20 + Character level + Intelligence modifier check) versus the target's (10+ Challenge Rating [Minimum 1] of the creature). A creature remains Analyzed by the character until their challenge rating increases. A Psychoanalyst may have Analyzed any number of creatures.
Willing creatures lower the DC of the check by their Intelligence modifier, instead of increasing it, but only if their modifier is positive.
At level 5, the Psychoanalyst may Analyze a target at medium range (100 feet + 10 feet per caster level)
At level 9, the Psychoanalyst may Analyze a target at long range (400 feet + 40 feet per caster level) as well, the Psychoanalyst may Analyze any targets that they can observe or listen to, even if they are further than Long Range.
Catharsis: A Psychoanalyst may lead an Analyzed creature through a mental breakthrough, shedding previous mental baggage that was hampering their ability to act.
As a standard action, the Psychoanalyst selects a previously Analyzed creature and proceeds to coach them through their current crisis. This effect removes any Compulsion and Fear effects currently targeting the creature. In addition, if the creature is at less than one quarter of their total hit points, their hit points now are set at one quarter of their normal total.
After this Catharsis, the affected creature is no longer counted as being Analyzed and the process of Analysis must occur again.
At level 7, the maximum restored hit points raises to 50%. At level 9 to 70% and at level 15 to 90%.
At level 5 Catharsis may be used at Medium Range.
Distortion; As a standard action the Psychoanalyst may distort an Analyzed creatures sense of self.
They suffer a penalty to all dice rolls equal to 1/2 the Psychoanalysts character levels (minimum 1). This effect lasts a number of rounds equal to 2 rounds + 1 round per 2 character levels the Psychoanalyst has.
After this Distortion, the affected creature is no longer counted as being Analyzed and the process of Analysis must occur again.
Realize Inner Struggle:(Ex) Being in tune with the mental condition of others allows the Psychoanalyst to influence their enemies for her own and her allies good. Usually this means incapacitating said enemies.
As an attack action a Psychoanalyst may inflict a number of dice of subdual damage upon any single creature that the Psychoanalyst has a line of effect to and that they can be understood by (body language, sign language and telepathy are acceptable means so long as the target has any type of means to create thought).
This subdual damage may affect any target, even those that are normally immune to subdual damage, such as Constructs or Undead.
If this effect is used on a target that the Psychoanalyst has perviously affected with their Analyze ability, they may choose to deal normal/lethal damage instead of subdual damage. This damage cannot be ignored with damage reduction or energy resistance of any kind.
Mind over Matter:(Ex) At level 3 a Psychoanalyst may, as a standard action, negate any single effect of any kind upon an Analyzed creature for a number of rounds equal to 1 round plus 1/2 of character levels the Psychoanalyst has.
After this effect of Mind over Matter, the affected creature is no longer counted as being Analyzed and the process of Analysis must occur again for that creature to count as being Analyzed.
Group Therapy: At level 4, any number of creatures within close range are willing to be subject to a Psychoanalysts Analyze power may be affected all as a standard action.
Classical Conditioning: At level 5 the the Psychoanalyst has learned about Classical Conditioning, able to train an animal or unintelligent creature into following the Psychoanalyst's commands.
You gain a single low (Int 1-3), or unintelligent (Int -) creature, which can be no more than your CR - 3, as a Cohort. It is under your complete control every round. Controlling it is a non-action on your character's part.
Faster Realization: At level 7 a Psychoanalyst may use their Realize Inner Struggle ability as a move action.
The check to do this is: 10 + CR of the willing creature with the most CR.
As a consequence of this shared analysis the process of Analysis is easier and for every willing member that can communicate with the Psychoanalyst the gains a +1 bonus for every member in this Group Therapy.
Additionally, the Psychoanalyst may now use his abilities that target individuals on every member of this Group instead of affecting an individual.
Secondary Conditioning: At level 10, the Psychoanalyst has been able to convince a humanoid into following it. A single humanoid creature equal to the Psychoanalyst's CR - 3 is now able to follow and assist the Psychoanalyst.
Rapid Realization: At level 11 a Psychoanalyst may use their Realize Inner Struggle ability as a swift action once per round.
Travel of the Outer Mind: At level 11, the Psychoanalyst is able to cast Plane Shift, and Greater Teleport; allowing them to travel to within 200 miles of any location on any Plane, and then able to cast Greater Teleport if the location they are in allows for such (i.e. not in an Anti-Magic Fields, not affected by Dimensional Anchour, or trying to cast with expansive amounts of solid substances (40'+ rock/dirt/snow/ice/clouded water etc. between the caster and their destination, and other such restrictions on )
Immediate Realization: At level 13 a Psychoanalyst may use their Realize Inner Struggle ability as an Immediate action once per round. This however, subsumes the swift action for that round the way an Immediate action always does.
True Conditioning: At level 15, the Psychoanalyst has been able to convince any one intelligent creature to work for them via knowledge on conditioning other intelligent creatures. The Psychoanalyst counts has having a Cohort that can be any intelligent creature that is their CR - 3. This creature may be changed at the start of every adventure, but the equipment that previous ones have is not usable by player characters or lootable by players; instead the 'unused' Cohorts work on other tasks or take a break while the actively used Cohort is with the Psychoanalsyt.
Condition the Immortal: At level 17, The Psychoanalyst may cast True Ressurection once every 15 minutes. Doing this takes 15 minutes of uninterrupted meditation, and having the body cuts the cooldown time, and casting time down to 5 minutes.
Travel of the Inner Mind: At level 19, the Psychoanalyst is able to cast Astral Projection[/url at will, as a spell-like ability (and ... Cause Fear
[*]
[*] Scare
[*] Aversion
[*] Fear
[*] Death Urge
[*] Crushing Despair
[*] Confusion
[*] Calm Emotion
[*] Revivify, Psionic
[*] Feeblemind
[*] Suggestion, Mass
[*] Heroism, greater
[*] Discern Lies
[*] Mind Seed
[*] Holy Word/Blasphemy/Word of Chaos/Dictum
[*] Metafaculty
[*] Psychic Chirurgery
[*]
[*]
[/list]
-----------
....I'll add more stuff as it's suggested or I add it myself.
I'm thinking that giving Fear effects, Confusion, Insanity as well as stuff to deal with ability damage/drain are in order.
Having an ability to bring the dead back to life will also help.
Also, the ability to affect mindless creatures with the Analyze ability and call it Behavioral Analysis.
======
Edit Sept 11/09, I've edited this, and filled it out, only playtest, and critique is left for this to be done.
I guess this character fills the role of party support (removing bad stuff on allies, and bringing them through crises alive), with the side benefit of demoralizing enemies.
The Psychoanalyst
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.
Hit Die: d4
Class Skills: The Psychoanalysts's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration(Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (-), Spot (Wis) and Use Magic Device (Cha).
Skills/Level: 6 + Intelligence Bonus
BAB: Poor (1/2),
Saves: Fort: Poor; Reflex: Poor; Will: Good
Level, Benefit
1 Analyze, Catharsis (25%), Distortion,
2 Realize Inner Struggle +2d6
3 Mind over Matter, Classic Conditioning,
4 Realize Inner Struggle +4d6
5 Analyze [Range: Med], Group Therapy
6 Realize Inner Struggle +8d6,
7 Catharsis (50%); Faster Realization,
8 Realize Inner Struggle +10d6
9 Distanced Analysis [Long Range or Sight], Catharsis (75%)
10 Realize Inner Struggle +12d6, Secondary Conditioning
11 Rapid Realization, Travel of the Outer Mind
12 Realize Inner Struggle +14d6
13 Immediate Realization, Behavioural An
14 Realize Inner Struggle +16d6
15 Catharsis (100%), True Conditioning
16 Realize Inner Struggle +18d6
17 Condition the Immortal
18 Realize Inner Struggle +20d6
19 Travel of the Inner Mind
20 Realize Inner Struggle +22d6
Spell Casting: Every level, a Psychoanalyst gains specific spells, these may be used at-will and are listed at the level at which they can first be used by the Psychoanalyst.
Analyze: As a move action, the Psychoanalyst may attempt to analyze any creature with an intelligence score within close range (25 feet + 5 feet per 2 character levels). Doing so requires the Psychoanalyst to make a check of: (1d20 + Character level + Intelligence modifier check) versus the target's (10+ Challenge Rating [Minimum 1] of the creature). A creature remains Analyzed by the character until their challenge rating increases. A Psychoanalyst may have Analyzed any number of creatures.
Willing creatures lower the DC of the check by their Intelligence modifier, instead of increasing it, but only if their modifier is positive.
At level 5, the Psychoanalyst may Analyze a target at medium range (100 feet + 10 feet per caster level)
At level 9, the Psychoanalyst may Analyze a target at long range (400 feet + 40 feet per caster level) as well, the Psychoanalyst may Analyze any targets that they can observe or listen to, even if they are further than Long Range.
Catharsis: A Psychoanalyst may lead an Analyzed creature through a mental breakthrough, shedding previous mental baggage that was hampering their ability to act.
As a standard action, the Psychoanalyst selects a previously Analyzed creature and proceeds to coach them through their current crisis. This effect removes any Compulsion and Fear effects currently targeting the creature. In addition, if the creature is at less than one quarter of their total hit points, their hit points now are set at one quarter of their normal total.
After this Catharsis, the affected creature is no longer counted as being Analyzed and the process of Analysis must occur again.
At level 7, the maximum restored hit points raises to 50%. At level 9 to 70% and at level 15 to 90%.
At level 5 Catharsis may be used at Medium Range.
Distortion; As a standard action the Psychoanalyst may distort an Analyzed creatures sense of self.
They suffer a penalty to all dice rolls equal to 1/2 the Psychoanalysts character levels (minimum 1). This effect lasts a number of rounds equal to 2 rounds + 1 round per 2 character levels the Psychoanalyst has.
After this Distortion, the affected creature is no longer counted as being Analyzed and the process of Analysis must occur again.
Realize Inner Struggle:(Ex) Being in tune with the mental condition of others allows the Psychoanalyst to influence their enemies for her own and her allies good. Usually this means incapacitating said enemies.
As an attack action a Psychoanalyst may inflict a number of dice of subdual damage upon any single creature that the Psychoanalyst has a line of effect to and that they can be understood by (body language, sign language and telepathy are acceptable means so long as the target has any type of means to create thought).
This subdual damage may affect any target, even those that are normally immune to subdual damage, such as Constructs or Undead.
If this effect is used on a target that the Psychoanalyst has perviously affected with their Analyze ability, they may choose to deal normal/lethal damage instead of subdual damage. This damage cannot be ignored with damage reduction or energy resistance of any kind.
Mind over Matter:(Ex) At level 3 a Psychoanalyst may, as a standard action, negate any single effect of any kind upon an Analyzed creature for a number of rounds equal to 1 round plus 1/2 of character levels the Psychoanalyst has.
After this effect of Mind over Matter, the affected creature is no longer counted as being Analyzed and the process of Analysis must occur again for that creature to count as being Analyzed.
Group Therapy: At level 4, any number of creatures within close range are willing to be subject to a Psychoanalysts Analyze power may be affected all as a standard action.
Classical Conditioning: At level 5 the the Psychoanalyst has learned about Classical Conditioning, able to train an animal or unintelligent creature into following the Psychoanalyst's commands.
You gain a single low (Int 1-3), or unintelligent (Int -) creature, which can be no more than your CR - 3, as a Cohort. It is under your complete control every round. Controlling it is a non-action on your character's part.
Faster Realization: At level 7 a Psychoanalyst may use their Realize Inner Struggle ability as a move action.
The check to do this is: 10 + CR of the willing creature with the most CR.
As a consequence of this shared analysis the process of Analysis is easier and for every willing member that can communicate with the Psychoanalyst the gains a +1 bonus for every member in this Group Therapy.
Additionally, the Psychoanalyst may now use his abilities that target individuals on every member of this Group instead of affecting an individual.
Secondary Conditioning: At level 10, the Psychoanalyst has been able to convince a humanoid into following it. A single humanoid creature equal to the Psychoanalyst's CR - 3 is now able to follow and assist the Psychoanalyst.
Rapid Realization: At level 11 a Psychoanalyst may use their Realize Inner Struggle ability as a swift action once per round.
Travel of the Outer Mind: At level 11, the Psychoanalyst is able to cast Plane Shift, and Greater Teleport; allowing them to travel to within 200 miles of any location on any Plane, and then able to cast Greater Teleport if the location they are in allows for such (i.e. not in an Anti-Magic Fields, not affected by Dimensional Anchour, or trying to cast with expansive amounts of solid substances (40'+ rock/dirt/snow/ice/clouded water etc. between the caster and their destination, and other such restrictions on )
Immediate Realization: At level 13 a Psychoanalyst may use their Realize Inner Struggle ability as an Immediate action once per round. This however, subsumes the swift action for that round the way an Immediate action always does.
True Conditioning: At level 15, the Psychoanalyst has been able to convince any one intelligent creature to work for them via knowledge on conditioning other intelligent creatures. The Psychoanalyst counts has having a Cohort that can be any intelligent creature that is their CR - 3. This creature may be changed at the start of every adventure, but the equipment that previous ones have is not usable by player characters or lootable by players; instead the 'unused' Cohorts work on other tasks or take a break while the actively used Cohort is with the Psychoanalsyt.
Condition the Immortal: At level 17, The Psychoanalyst may cast True Ressurection once every 15 minutes. Doing this takes 15 minutes of uninterrupted meditation, and having the body cuts the cooldown time, and casting time down to 5 minutes.
Travel of the Inner Mind: At level 19, the Psychoanalyst is able to cast Astral Projection[/url at will, as a spell-like ability (and ... Cause Fear
[*]
[*] Scare
[*] Aversion
[*] Fear
[*] Death Urge
[*] Crushing Despair
[*] Confusion
[*] Calm Emotion
[*] Revivify, Psionic
[*] Feeblemind
[*] Suggestion, Mass
[*] Heroism, greater
[*] Discern Lies
[*] Mind Seed
[*] Holy Word/Blasphemy/Word of Chaos/Dictum
[*] Metafaculty
[*] Psychic Chirurgery
[*]
[*]
[/list]
-----------
....I'll add more stuff as it's suggested or I add it myself.
I'm thinking that giving Fear effects, Confusion, Insanity as well as stuff to deal with ability damage/drain are in order.
Having an ability to bring the dead back to life will also help.
Also, the ability to affect mindless creatures with the Analyze ability and call it Behavioral Analysis.
======
Edit Sept 11/09, I've edited this, and filled it out, only playtest, and critique is left for this to be done.