Anima Manipulator (3.5e Class)
From D&D Wiki
[[Image:[IMG][IMG]|right| frame | none]]
An Anima Manipulator is a being who has studied the psyche of many creatures, but finds nothing more fascinating than those of alien physiology and psychology. Anima Manipulators focus their abilities around controlling other creatures and bending them to their will will.
Making an Anima Manipulator
Anima Manipulators are strategic, intelligent spellcasters that focus on controlling other beings' minds. They do not typically act offensively on their own, but instead put defenses around themselves and have their new slaves do their dirty work for them. These abilities allow an Anima Manipulator to fulfill the role of an offensive support spellcaster by eliminating threats against the party and turning them against their enemies.
Abilities: Intelligence and Wisdom are both very important to the Anima Manipulator. An Anima Manipulator requires intelligence in order to cast their spells, as knowledge over a beings' physiology and psychology is necessary for their spells to work. It also determines how many bonus spells they get per day. Wisdom increases the difficulty for enemies to resist an Anima Manipulator's spells, as stronger willpower makes for a more difficult influence to resist.
Races: Any race can become an Anima Manipulator. They just require the devoted interest of the study of control over other beings.
Allignment: Any Chaotic. Controlling other beings' minds and bodies is certainly not promoted by any law.
Starting Gold: 2d4 x10 gp (60 gp).
|Saving Throws||Special||Spells per Day|
|2nd||+1||+0||+0||+3||1st Tactical Immersion||4||2||—||—||—||—||—||—||—||—|
|5th||+2||+1||+1||+4||2nd Tactical Immersion||4||3||2||1||—||—||—||—||—||—|
|8th||+4||+2||+2||+6||3rd Tactical Immersion||4||4||3||3||2||—||—||—||—||—|
|11th||+5||+3||+3||+7||4th Tactical Immersion, Minion Duo||4||4||4||4||3||2||1||—||—||—|
|14th||+7/+2||+4||+4||+9||5th Tactical Immersion,||4||4||4||4||4||3||3||2||—||—|
|17th||+8/+3||+5||+5||+10||6th Tactical Immersion, Minion Horde||4||4||4||4||4||4||4||3||2||1|
|20th||+10/+5||+6||+6||+12||7th Tactical Immersion, Mind's Eye||4||4||4||4||4||4||4||4||4||4|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Anima Manipulators are proficient with all simple weapons. Anima Manipulators are proficient with light armor, but not shields.
Spells: Anima Manipulators are limited to spells that either conjure entities or control the minds and bodies of beings.
The DC of saving throws for spells cast by an Anima Manipulator is equal to 10 + the spell's level + the Anima Manipulator's Wisdom modifier. An Anima Manipulator has an Arcane Caster level equal to his or her class level.
Similarly to Clerics, Anima Manipulators receive all spells on their list, but must prepare their spells ahead of time.
2nd level -- alter self, bear' endurance, blindness/deafness, bull's strength, cat's grace, command undead, daze monster, detect thoughts, eagle's splendor, false life, fox's cunning, ghoul touch, glitterdust, hideous laughter, hypnotic pattern, invisibility, owl's wisdom, resist energy, scare, see invisibility, spider climb
3rd level -- arcane sight, clairaudience/clairvoyance, deep slumber, displacement, fly, gaseous form, halt undead, haste, heroism, hold person, rage, ray of exhaustion, slow, suggestion, telepathic bond, lesser, tongues, vampiric touch, water breathing
4th level -- bestow curse, charm monster, confusion, contagion, crushing despair, enervation, enlarge person, mass, fear, geas, lesser, invisibility, greater, phantasmal killer, polymorph, reduce person, mass, remove curse, shadow conjuration, stoneskin
5th level -- animal growth, baleful polymorph, blight, break enchantment, dismissal, dominate person, dream, false vision, feeblemind, hold monster, magic jar, mind fog, nightmare, overland flight, seeming, shadow evocation, telekinesis, telepathic bond
6th level -- bear's endurance, mass, bull's strength, mass, cat's grace, mass, eagle's splendor, mass, eyebite, flesh to stone, fox's cunning, mass, geas/quest, heroism, greater, owl's wisdom, mass, repulsion, probe thoughts, stone to flesh, suggestion, mass, transformation, true seeing
Tactical Immersion (Ex): Starting at 2nd level and every three levels after, an Anima Manipulator has studied creatures in great detail that he or she gains a +1 to damage rolls and a +1 dodge bonus to AC against a selected creature. (See the Ranger's Favored Enemy table for the list of creatures available to choose from.)
Aberration Minion: Starting at 4th level, the Anima Manipulator gains an Aberration Minion. This minion acts similar to a Druid's Animal Companion. These minions are considered to be more intelligent than their counterparts, but still retain their natural tendencies, kept only in check by the Anima Manipulator. An Anima Manipulator's Aberration Minion is one-half the Anima Manipulator's class level.
An Anima Manipulator may choose to have either a Choker, Cloaker, Ettercap, Folugub, Grick, Skum, Will-O'-Wisp, LoM:Spectator, LoM:Tsochar, LoM:Neogi Defiler, LoM:Kigrid, or a LoM:Gibbering Mouther as a minion.
(These companions are meant to scale according to the level of the player character, but the DM may adjust each creature's stats and abilities accordingly.)
Repel Aberration (Sp): Starting at 6th level, the Anima Manipulator has learned exactly what deters Aberrations. This ability allows the Anima Manipulator to repel Aberrations of level equal to the Anima Manipulator's class level -1 or lower as per the repulsion spell. The Will save DC for this ability is 10 + 1/2 the Anima Manipulator's class levels + the Anima Manipulator's wisdom modifier.
An Anima Manipulator may use this ability a number of times per day equal to his or her intelligence modifier.
Puppeteer (Su): Starting at 7th level, the Anima Manipulator has gained advanced mastery over controlling other creatures' bodies. The DC check of any ability involving slowing, stunning, or paralyzing a creature's body used by the Anima Manipulator is increased by 4.
Mind Reader (Su): Starting at 9th level, the Anima Manipulator has gained heightened adaptation to controlling the psyche of other creatures. The DC check for any ability involving weakening or domination a creature's mind used by the Anima Manipulator is increased by 2.
Control Aberration (Sp): Starting at 10th level, the Anima Manipulator has become so familiar with the physiology and psyche of Aberrations that he or she has gained the ability to control them. This ability allows the Anima Manipulator to control an Aberration of level equal to the Anima Manipulator's class level -1 or lower as per the dominate monster spell. The Will save DC for this ability is 10 + 1/2 the Anima Manipulator's class levels + the Anima Manipulator's wisdom modifier.
An Anima Manipulator may use this ability a number of times per day equal to one-half his or her intelligence modifier.
Minion Duo: Starting at 11th level, the Anima Manipulator's Aberration Minion has attracted the attention of another Aberration. This ability grants the Anima Manipulator a second Aberration Minion. This minion may be the same or different, but must be chosen from the list found under the Aberration Minion ability.
Free Movement (Ex): Starting at 12th level, the Anima Manipulator has gained full control over his or her own body. He or she is considered to be under a permanent freedom of movement effect.
Body Confiscation (Su): Starting at 15th level, if the Anima Manipulator is successful at any attempt to paralyze a creature, he or she may then attempt to dominate that creature as an immediate action. Domination of a creature by means of this ability may only last up to the duration of the ability used to paralyze the creature or 3 rounds (whichever is shorter). Creatures immune to domination effects are immune to this ability.
Minion Horde: Starting at 17th level, the Anima Manipulator has attracted the attention of lesser Aberrations. The sheer power the Anima Manipulator possesses has allowed him to obtain an additional three Aberration Minions. These minions may be the same or different Aberrations, but must be chosen from the list found under the Aberration Minion ability.
Mind's Eye (Su): Starting at 20th level, an Anima Manipulator can spend three rounds telepathically breaking down the defenses of another creature. These three rounds are spent as a series of Will saves between the Anima Manipulator and the other creature. The creature who the Anima Manipulator is attacking gets a +10 bonus to each of its saving throws during the duration of this ability if it remains focused on blocking out the Anima Manipulator, otherwise, it gets no bonuses. In order for the creature to remain focused on blocking out the Anima Manipulator, it must not take any actions other than one move action per round up to half their movement speed. If the Anima Manipulator succeeds on all three rolls, it establishes a link between him or her and the creature he or she is attacking, allowing the Anima Manipulator to affect the creature with any mind-affecting ability, regardless of whether or not the creature is immune to mind-affecting abilities. If the Anima Manipulator fails all three rolls, he or she strains his or her mind to the point of exhaustion and falls unconscious for 1d4+3 rounds. If neither the Anima Manipulator nor the creature being attacked succeeds in all three rolls, they both become exhausted for 3 rounds.
The Anima Manipulator must be able to see the creature he or she wishes to use this ability on and must not take any damage or suffer any ill effects for the full duration of this ability. If at any point the Anima Manipulator loses sight of his or her target, takes damage, or suffers any ill effects, the connection is immediately broken and the Anima Manipulator becomes fatigued for 1d4 rounds.
During the duration of this ability, the Anima Manipulator may not take any other action than focusing on the connection between his or her target. The Anima Manipulator may cancel this link before the duration is complete at any time he or she wishes by taking any other actions, but doing so will cause him or her to become dazed for 1 round.
An Anima Manipulator may use this ability only three times per day.
The range of this ability is limited to 10 ft./Anima Manipulator level.
Creatures without a brain are immune to this ability.
Epic Anima Manipulator
Minion Army: Starting at 25th level, the Anima Manipulator's power has reached the ears and other hearing devices of Aberration's throughout the planes. This has emboldened lesser Aberrations to seek him or her out in order to obtain freedom, safety, or power. The Anima Manipulator has gained an additional five Aberration Minions. These minions may be the same or different Aberrations, but must be chosen from the list found under the Aberration Minion ability.
Free Will (Ex): Starting at 30th level, the Anima Manipulator has gained full control over his or her own mind. He or she is considered to be under a permanent mind blank effect.
Human Anima Manipulator Starting Package
Rakon, Male Human, Level 1 Anima Manipulator
Skill Selection: Level 1 Skill Points: (2 + Int modifier x 4) (1st level) + 4 (Human bonus skill points).
Feat: Combat Casting.
Bonus Feats: Spell Penetration.
Gear: Leather Armor, Bedroll, Flint and Steel, Mess Kit, Cooking Pot, Waterskin, Firewood (Per Day)x3, Meal (Common)x9.
Gold: 60 gp. (Starting Gold: 2d4 x10 gp).
Playing an Anima Manipulator
Anima Manipulators in the World
Daily Life: ---
NPC Reactions: ---
Anima Manipulators in the Game
Adaptation: Take a look at what you see and make changes as you think would benefit the class. (Make those changes on a separate variant page, of course.)
Sample Encounter: It's a bit hard to make a specific scenario without actually knowing a bit more information about what was going on to begin with. Heh heh.
EL : Et al.