Nevervoid Mindwalker (3.5e Class)
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To know Nevervoid is to know madness. Few understand this better then Nevervoid Mindwalker's, who seek out the dark abyss of Nevervoid, hoping to learn. What they wish to learn varies from person to person, but what they end up learning is constant. They are taught isolation and terror, the likes of which send most insane. The difference between those who simply lose their mind and Mindwalker's, is the fact that Midwalker's regain their sanity, with full memory of their madness. This gives a unique insight into how the mind works, bestowing upon them new an unusual ways to corrupt it.
Making a Nevervoid Mindwalker
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The Nevervoid Mindwalker doesn't simply scare his enemies, he takes control of them. Most have an insatiable thirst for knowledge, and exploit others to get it. He has learned that it's easier to get information out of someone if they believe in you, as opposed to fearing you. But as both work, A Nevervoid Mindwalker does both, eventually attracting followers. They also learn to directly affect a persons mind, causing various effects, from confusion, to madness, to blindness.
Abilities: Charisma is important, for all of a Nevervoid Mindwalker's powers are charisma based. Intelligence is also important for skills. And Wisdom is also needed, for what use is knowledge, without the wisdom to use it.
Races: Nevervoid can reach to to any race, although it is more spontaneous in humans. It is less likely that a Monstrous race will seek out Nevervoid for knowledge, than it is for other races.
Alignment: Any evil.
Starting Gold: 2d8 (90gp)
|Saving Throws||Special|| Power
| Maximum Power|
|5th||+2||+1||+1||+4||Cultists, Suggesting Mind||25||10||3rd|
|20th||+10/+5||+6||+6||+12||Bonus feat, Prophetic||343||38||9th|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Nevervoid Mindwalker.
Weapon and Armor Proficiency: Nevervoid Mindwalker's are proficient with all simple weapons, and the Scythe. They are not proficient with any armor or shields, but wearing them does not affect their ability to manifest powers.
Power Points/Day: A Nevervoid Mindwalker’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Nevervoid Mindwalker. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A Nevervoid Mindwalker begins play with two powers of your choice. Every time he achieves a new level he gains access to new powers. Choose the powers known from the following list. A Nevervoid Mindwalker can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a Nevervoid Mindwalker can manifest powers in a day is limited only by his daily power points. A Nevervoid Mindwalker simply knows his powers, they are ingrained in his mind. He does not need to prepare them (in the way some spell casters prepare their spells), though he must get a good nights rest each day to recover all his spend power points. The Difficulty class for saving throws against a Nevervoid Mindwalkers powers is 10 + the power's level + the Nevervoid Mindwalker's Charisma modifier. Nevervoid Mindwalker's choose their powers from the following list:
1st—Charm, Conceal Thoughts, Daze, Demoralize, Disable, Distract, Mindlink, Mind Thrust, Missive, Sense Link, Telempathic Projection.
2nd—Brain Lock, Cloud Mind, Detect Hostile Intent, Ego Whip, Feat Leech, Id Insinuation, Inflict Pain, Mental Disruption, Mass Missive, Read Thoughts, Forced Sense Link, Share Pain, Suggestion, Recall Agony, Tongues.
3rd—Crisis of Breath, Dismiss Ectoplasm, Hostile Empathic Transfer, Eradicate Invisibility, Flase Sensory Input, Mental Barrier, Mind Trap, Forced Share Pain.
4th—Correspond, Death Urge, Detect Remote Viewing, Dominate, Empathic Feedback, Thieving Mindlink, Mindwipe, Modify Memory, Psychic Reformation.
5th—Catapsi, Incarnate, Metaconcert, Mind Probe, Plane Shift, Psychic Crush, Shatter Mind Blank.
6th—Mass Cloud Mind, Mind Switch, Remote View Trap, Suspend Life.
7th—Crisis of Life, Decerebrate, Insanity, Personal Mind Blank.
8th—Bend Reality, Mind Blank, Recall Death, Shadow Body.
9th—Apopsi, Microcosm, True Mind Switch, Reality Revision, Timeless Body.
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, a Nevervoid Mindwalker must have a Charisma score of at least 10 + the power’s level.
Bonus Feat: At first level, then every four levels (4th, 8th, 12th, 16th, 20th), a Nevervoid Mindwalker gets a bonus feat. This must be a Nevervoid or Psionic feat.
Cultists (Ex): At fifth level, a Nevervoid Mindwalker can activly send out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the leadership feat, with a few important differences.
Those who answer a Nevervoid Mindwalker's call are not known as cohorts and followers, they are called Diciples and Cultists respectively. They do not appear because they admire the character and want to serve him, but because hidden psychic energies force a fear-based respect for him. As with the Leadership feat, a Nevervoid Mindwalker has a Leadership score that determines the highest-level Diciple and Cultists he can attract. A Nevervoid Mindwalker's Leadership score is equal to his character level + his Cha modifier. This score is affected by the modifier's mentioned below (as opposed to the ones described in the Leadership feat). As with the Leadership feat, the called deciple's level is limited, even if the character's leadership score would indicate a higher-level deciple. Unlike the leadership feat, the level limit of a deciple is equal to the character's level minus 1 (not minus 2, as is true for cohorts).
A Nevervoid Mindwalker cannot take the Leadership feat after this ability is gained. If the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those more mentally pliable show up later to take up roles as deciples and cultists. A Nevervoid Mindwalker's first deciple and cultists arrive within 24 hours of his gaining this ability; likewise, lost deciples and cultists are replaced within 24 hours.
Use the following tables instead of the ones shown for the Leadership feat.
|Has a familiar, special mount, or animal companion||-2|
|Picks a Deciple of a different alignment||-1|
|Caused the death of a Deciple||-2*|
|Killed a Deciple (Reasoned)||+2*|
|Killed a Deciple (Randomly)||-2*|
|Cumulative per Deciple killed||*|
|Leadership Score||Deciple Level||Number of Cultists by Level|
|1 or lower||-||-||-||-||-||-||-|
Charming Mind: At 3d level, a Nevervoid Mindwalker can use the subtleties of a beings mind to make them more susceptable to being Charmed. He gets a +2 insight bonus to the save DC when manifesting the Charm, Psionic power.
Suggesting Mind: At 5th level, a Nevervoid Mindwalker can use the subtleties of a beings mind to make suggestions seem more useful. He gets a +2 insight bonus to the save DC when manifesting the Suggestion, Psionic power.
Protected Mind: At 7th level, a Nevervoid Mindwalker can use the subtleties of a beings mind to control their automotive thoughts. He gets a +2 insight bonus to the save DC when manifesting the Crisis of Life power. When he gains Crisis of Life, this bonus applies to it too.
Weakening Mind: At 9th level, a Nevervoid Mindwalker can use the subtleties of a beings mind to make them more suceptable to being Dominated. He gets a +2 insight bonus to the save DC when manifesting the Dominate, Psionic power.
Crushing Mind: At 11th level, a Nevervoid Mindwalker can use the subtleties of a beings mind to weaken their mental essence. He get's a +2 insight bonus to the save DC when manifesting the Psychic Crush power.
Shifting Mind: At 13th level, a Nevervoid Mindwalker can use the subtleties of a beings mind to force their own mind in it's place. He gets a +2 to the save DC when manifesting the Mind Switch power. When he gains Mind Switch, True, this bonus applies to it too.
Corrupting Mind: At 15th level, a Nevervoid Mindwalker can use the subtleties of a beings mind to scramble there thoguht patterns. He gets a +2 bonus to the save DC when manifesting the Insanity power.
Deadly Mind: At 17th level, a Nevervoid Mindwalker can use the subtleties of a beings mind to empower their memory, recalling pain that may not have even happened yet. He gets a +2 insight bonus to the sve DC when manifesting either the Recall Agony or Recall Death powers.
Destructive Mind: At 19th level, a Nevervoid Mindwalker can use the subtleties of a beings mind to disrupt thire memory, removing powers. He gets a +2 insight bonus to the save DC when manifesting the Apopsi power.
Prophetic: At 20th level, a Nevervoid Mindwalker can take a second Disciple. This Disciple has a level limit of the the character's -2.
Epic Nevervoid Mindwalker's
6 + Int modifier skill points per level.
Bonus Feat: A Nevervoid Mindwalker gains bonus feats every 4th level after 20th. These feats must be either Nevervoid or Psionic feats.
Mind Enhancement: At 22nd level, the insight bonus gained for manifesting the Charm, Recall Agony, Suggestion, Crisis of Breath, Dominate, Psychic Crush, Mind Switch, Crisis of Life, Insanity, Recall Death, Apopsiand True Mind Switch powers increases to +4.
Mind Power: At 26th level manifesting the Recall Agony, Suggestion, Crisis of Breath, Dominate, Psychic Crush, Mind Switch, Crisis of Life, Insanity, Recall Death, Apopsiand True Mind Switch powers costs half as many power points.
Powerful Mind: At 30th level the Charm, Recall Agony, Suggestion, Crisis of Breath, Dominate, Psychic Crush, Mind Switch, Crisis of Life, Insanity, Recall Death, Apopsiand True Mind Switch powers are always maximized.