Mind Melder Prestige Class by David Koon
Mind Melder
Game Rule Information:
Hit Points: d6
Class Skills: Concentration, Handle Animal, Investigate, Knowledge, Perception, and Persuasion
Skill Points at Each Level: 4 + INT modifier
Weapon and Armour Proficiency: The Mind Melder gains no new proficiencies with weapons or amour.
Pre-Requisites: Shi, WIS 18 or higher, level 5, 2 powers from the Mind Control tree
Game Rule Information:
Hit Points: d6
Class Skills: Concentration, Handle Animal, Investigate, Knowledge, Perception, and Persuasion
Skill Points at Each Level: 4 + INT modifier
Weapon and Armour Proficiency: The Mind Melder gains no new proficiencies with weapons or amour.
Pre-Requisites: Shi, WIS 18 or higher, level 5, 2 powers from the Mind Control tree
Special Abilities:
Battle Meld I:
Type: Mental (active)
Level: 6
Range: Close (8 metres + ½ metre per character level)
Duration: 4 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 8
Action: Full
The Shi goes into a trance like state, mentally interacting and controlling a small number of followers, increasing their abilities and coordinating them into a deadly fighting force. Even green recruits can become a death squad when controlled by a Shi Mind Melder. As long as this power is active, all rolls made by affected allies are increased by 1, they all receive a temporary +1 to each ability score, and receive +5 temporary hit points. The maximum number of allies that can be affected is equal to 1 + the Shi’s wisdom modifier. Allies being directed by the Shi are considered “mentally prone”, and are especially vulnerable to mental assaults, taking a -8 penalty on all Will saves against the individual Shi. This power may be sustained.
Battle Meld II:
Type: Mental (sustained)
Level: 9
Range: Medium (30 metres + 2 metres per character level)
Duration: 6 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 12
Action: Full
Operates exactly as Battle Meld I except the bonus to all rolls and ability scores is +2, and the temporary hit points gained increase to +10. The maximum number of allies allowed increases to 2 + the Shi’s wisdom modifier. Allies take a -12 penalty on all Will saves against the individual Shi.
Battle Meld III:
Type: Mental (sustained)
Level: 12
Range: Long (150 metres + 16 metres per character level)
Duration: 8 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 16
Action: Full
Operates exactly as Battle Meld II except the bonuses to rolls and ability scores becomes +3 and the temporary hit points gained increase to +15. The maximum number of allies allowed increases to 3 + the Shi’s wisdom modifier. Allies take a -16 penalty on all Will saves against the individual Shi.
Battle Meld IV:
Type: Mental (sustained)
Level: 15
Range: Planetary
Duration: 10 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 20
Action: Full
Operates exactly as Battle Meld III except the bonuses to rolls and ability scores is +3 and the temporary hit points gained increased to +20. The maximum number of allies allowed increases to 4 + the Shi’s wisdom modifier. Allies take a -20 will save against the individual Shi.
Recruit X: The Shi may gain X followers whose level is equal to half of the Shi’s, rounded up. Each follower costs one action point to procure, and can only be done in a place where it would make sense to gain a follower. The follower’s stats are up to the discretion of the Shi.
Disrupt I:
Type: Mental (sustained)
Level: 8
Range: Close (8 metres + ½ metre per character level)
Duration: 4 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 8
Action: Full
The Mind Melder subtly invades its opponent’s subconscious, wreaking havoc with coordination, reaction time and focus. All foes within range suffer a -1 penalty to all rolls unless they make the will save. This power may be sustained.
Disrupt II:
Type: Mental (sustained)
Level: 11
Range: Medium (30 metres + 2 metres per character level)
Duration: 6 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 12
Action: Full
Operates exactly as Disrupt I, except the penalties are increased to -2.
Disrupt III:
Type: Mental (sustained)
Level: 14
Range: Long (150 metres + 16 metres per character level)
Duration: 8 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 16
Action: Full
Operates exactly as Disrupt II, except the penalties are increased to -3.
Engrossed: While performing any of the Battle Meld or Disrupt powers, the Mind Melder is incredibly vulnerable to attack. They may only move at half of their normal speed, lose all DEX bonuses to Defence, and take a -10 on all Perception checks to notice threats to their person. They cannot activate any other powers, use non-Wisdom based skills, or take any standard or full round actions.
Multi-Task: At level 10, the Mind Melder may use and sustain both a Battle Meld power and a Disruption power simultaneously.
Battle Meld I:
Type: Mental (active)
Level: 6
Range: Close (8 metres + ½ metre per character level)
Duration: 4 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 8
Action: Full
The Shi goes into a trance like state, mentally interacting and controlling a small number of followers, increasing their abilities and coordinating them into a deadly fighting force. Even green recruits can become a death squad when controlled by a Shi Mind Melder. As long as this power is active, all rolls made by affected allies are increased by 1, they all receive a temporary +1 to each ability score, and receive +5 temporary hit points. The maximum number of allies that can be affected is equal to 1 + the Shi’s wisdom modifier. Allies being directed by the Shi are considered “mentally prone”, and are especially vulnerable to mental assaults, taking a -8 penalty on all Will saves against the individual Shi. This power may be sustained.
Battle Meld II:
Type: Mental (sustained)
Level: 9
Range: Medium (30 metres + 2 metres per character level)
Duration: 6 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 12
Action: Full
Operates exactly as Battle Meld I except the bonus to all rolls and ability scores is +2, and the temporary hit points gained increase to +10. The maximum number of allies allowed increases to 2 + the Shi’s wisdom modifier. Allies take a -12 penalty on all Will saves against the individual Shi.
Battle Meld III:
Type: Mental (sustained)
Level: 12
Range: Long (150 metres + 16 metres per character level)
Duration: 8 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 16
Action: Full
Operates exactly as Battle Meld II except the bonuses to rolls and ability scores becomes +3 and the temporary hit points gained increase to +15. The maximum number of allies allowed increases to 3 + the Shi’s wisdom modifier. Allies take a -16 penalty on all Will saves against the individual Shi.
Battle Meld IV:
Type: Mental (sustained)
Level: 15
Range: Planetary
Duration: 10 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 20
Action: Full
Operates exactly as Battle Meld III except the bonuses to rolls and ability scores is +3 and the temporary hit points gained increased to +20. The maximum number of allies allowed increases to 4 + the Shi’s wisdom modifier. Allies take a -20 will save against the individual Shi.
Recruit X: The Shi may gain X followers whose level is equal to half of the Shi’s, rounded up. Each follower costs one action point to procure, and can only be done in a place where it would make sense to gain a follower. The follower’s stats are up to the discretion of the Shi.
Disrupt I:
Type: Mental (sustained)
Level: 8
Range: Close (8 metres + ½ metre per character level)
Duration: 4 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 8
Action: Full
The Mind Melder subtly invades its opponent’s subconscious, wreaking havoc with coordination, reaction time and focus. All foes within range suffer a -1 penalty to all rolls unless they make the will save. This power may be sustained.
Disrupt II:
Type: Mental (sustained)
Level: 11
Range: Medium (30 metres + 2 metres per character level)
Duration: 6 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 12
Action: Full
Operates exactly as Disrupt I, except the penalties are increased to -2.
Disrupt III:
Type: Mental (sustained)
Level: 14
Range: Long (150 metres + 16 metres per character level)
Duration: 8 rounds + 1 round per point of WIS modifier
Saving Throw: Will negates
Dominant Attribute: Wisdom
Point Cost: 16
Action: Full
Operates exactly as Disrupt II, except the penalties are increased to -3.
Engrossed: While performing any of the Battle Meld or Disrupt powers, the Mind Melder is incredibly vulnerable to attack. They may only move at half of their normal speed, lose all DEX bonuses to Defence, and take a -10 on all Perception checks to notice threats to their person. They cannot activate any other powers, use non-Wisdom based skills, or take any standard or full round actions.
Multi-Task: At level 10, the Mind Melder may use and sustain both a Battle Meld power and a Disruption power simultaneously.