Class Building: the Riven Mind [Archive] - Wizards Community

Post/Author/DateTimePost
Vashwood

12-25-05, 11:12 PM
Alright, here's the deal. I've had a class concept bouncing around for a while, but I've only recently had the drive to try to make it. I call it the Riven Mind, and the general idea is a class based around having a suppressed alternate personality, and learning to use said personality to your advantage. Key problem being, I've never really sat down and made a class before, thus balancing it will be problematic (aside from this, the mechanic I've thought up for it is somewhat hard to place ...), and thus, any constructive comments and such would be appreciated.
Anywho, the thought is that mental disorders (particularly in the middle ages and less enlightened times) aren't always necessarily understood very well, and tend to be somewhat debilitating or at times persecuted (a guy while multiple personalities might be accused of being possessed, etc) and therefore those who wish to survive with them quickly learn to hide such disabilities. Through repression, denial, and mental discipline, early Riven Minds schism the unwanted parts of their minds and bury them deep inside themselves.
Later in life, after much festering and lying in wait, these psychoses emerge from their hiding places in the form of an entirely seperate (and often aggressive) personality. Riven Minds take advantage of this dangerous side of themselves in combat or in situations when one mind or will alone simply will not do.
This class is intended to be psionic, though I can easily see a mystic variant being useable, and is intended to have up to 6th level powers, and possessing 1 power per level as per the pyschic warrior (though the power point progression is between the psion and psychic warrior in capacity). In addition, I intend to have it's main feature be an ability called Wild Side, wherein the character calls out their alternate personality to aid them. The interesting bit is that, being essentially half a mind most of the time, the Riven Mind will only have access to half his normal number of powers and manifester level until he utilizes Wild Side (powers will be divided into lists for regular and Wild use, most likely with more destructive/dominative abilities being granted to the Wild Side's list). So far, I have several variations of the Wild Side ability considered, however, I'll only list the ones I'm currently considering.
1) Activates as a free action, and adds a +2 to +4 (possibly increasing later, as per greater rage, etc) to Charisma (the manifesting stat), +2 to Will saves, and possibly 1 temporary power point per level until Wild Side ends (basicly granting one free maxed out power), and some kind of drawback once it ends. Has uses per day like the barbarian's rage, and lasts 3 rounds per level + Wisdom modifier.
2) Activates as a free action, and adds +2 to +4 to Charisma, +2 to Will, with potential to increase later as per barbarian, and perhaps some kind of drawback once the ability can no longer be used. Usable at will, however it can only be active for so long per day ... something like 1/2 class level + Wisdom modifier.
3) One of the most flavorful (thanks to my DM) and one of the most terribly nerfed (thanks to my DM) versions ... Activates as a free action, adds +2 to +4 to Charisma, +2 to Will, and possibly generating temporary powerpoints (you'll prolly see why), and can only remain active a set time, such as 3 + Wis ... well, you get the picture. My DM seems to feel that upon ending such a mentally stressful endeavor such as the Wild Side ability, there should be a chance or save for my character to go temporarily insane ... perfectly fine by me, unfortunately he is also insisting that there be a use per day limit like the barbarian rage.

This is the most basic part of the class, and getting a good idea of how powerful it is will help me decide how to allot the rest of it's abilities. It should be noted that I'm considering that it might be an alignment restricted class (i'm thinking Neutral of some kind), and that I'm looking for at least an average BAB, d8 hit die, and 4 + int skillpoints if possible ... number of good saves are negotiable (most likely 1, I imagine) as well.
Anywho, thanks ahead of time for the time and help.
Darkness is good

12-26-05, 02:36 PM
A Multiple Personality Class.
It Certainly has not be n done before, Bonus Pounts for originalilty Vashwood
(I love trigun)

I Have No IdeaAbout the Psychic Warrior, So I'll Just Give You Some interesting Ideas.

1) Buy 1 get 1 free
The 2 personalities have seperate classes, and gain experiance seperatly.
EXP:Bob (Dominant) is a Cleric, Steve(Alternate) is a Rouge.
Bob Takes on a whole gang of arcs by himself, and levels up.
Now Bob is Level 2, and Steve Is Level 1. That Night as a thank you, the Local mayor Asks Bob to stay at his mansion. During the Night, Steve Takes Control, Stealth assasinates Everyone in the Mansion, and Plunders it, Earning him a Sizablie Expericance bonus, and sum of gold.


2) It Wasn't Me!It Was Me! Really? Yeah Really.

The Player Has No Controll over his Other side, And Struggles To Controll it.
Have the dm controll the other side as a NPC of the opposite alignment of the pc. The Other Side is a preset Character probly of high level that the PC can "unleash" a certain amount of times per day.



And The 3rd and Final Option, Have 2 Player control 1 character.
Vashwood

12-26-05, 03:35 PM
Heh, believe it or not, the nickname isn't really from Trigun directly ... it's a reference to La Pucelle Tactics. Vashwood was the nickname my friends and I gave to the freelance demon hunter Croix, who looks like a mix between Vash and Wolfwood (wears a trenchcoat type outfit, with formal wear underneath, and the coat is dark blue) though acts mostly like Wolfwood.
I appreciate the advice, however, the trouble is that most of those ideas have already been tried ( I like to make things original), or take the control away from the player.
Vashwood

12-26-05, 04:35 PM
DM pending, I have decided that Wild Side will grant a +4 to Charisma, +2 to Will saves, will be useable (and dismissable) at will as a free action, until the daily limit of 1 round per level (or two levels, depending on how the DM rules) + a number of rounds equal to the character's Wisdom modifier (minimum 1 round). Once the number of rounds per day is used up, the character must make a Will save (prolly a DC 15 or so) or become confused as per the Confusion spell, for 1 minute, as the stress of being 2 people simultaneously for too long drives them temporarily insane. Next up, manifesting.
A Riven Mind will learn and manifest powers similar to the Psychic Warrior, with 2 major exceptions. Firstly, they will use Charisma as their manifesting stat. Secondly, they will have 2 power lists, which for the time being I will call the Facade and Wild lists. Powers learned from the Facade list will be accessible at all times, but use 1/2 the class level as thier manifester level. When Wild Side is invoked, Facade powers will manifest with the full class level as their manifester level, and Wild powers will become accessible. This represents the concept that while a Riven Mind functions normally in society without his Wild Side, he is still just half a person without it, and thus cannot channel quite as much force without it, and that his alter ego has been developing alongside himself.
Riven Minds will obtain 1 Wild power at 1st level, and 1 at every odd level thereafter. Facade powers will be learned at the rate of 1 starting at 2nd level, and 1 thereafter at every even level. Wild powers will have a tendancy towards being destructive or more combatitive, as the repressed personality is only really called out of desperation and danger, and because it represents the "dangerous" side of the Riven Mind's personality. Facade powers will represent the more defensive and deceptive abilities, as the front-end personality has learned to either conceal it's defects or defend itself from those who have discovered them. I have yet to construct a power list, however I'll post it when it's done.
Other abilties I'm considering are the ability to maintain 2 psionic focuses at once, the ability to hand off concentration of a power to the alter ego, and perhaps Slippery Mind. Thus far, I think I can keep with the resolution to stay at 3/4 BAB, with a good Fort and 4+int for skills. Hit Die is still sorta negotiable ... I'd like to say d8 though.
Vashwood

01-04-06, 10:12 PM
Alright ... high time I started laying down the list of powers for this class. These powers are listed in 1 categories: Facade and Wild. Facade powers are the powers innate to the character, and are accessible at all times, while Wild powers, as should be obvious, are usable only while Wild Side is active.

Facade powers were chosen to represent an ability to sense the world around the Riven mind, as well as protect him from various dangers and some minor ability to manipulate his body, primarily in a defensive or utility fashion ... in other words, the survivalist or "prey" side. Wild powers were chosen to represent the darker and more dangerous side of the Riven Mind's personalities, and has control over destructive forces as well as anything that dominates or subjects another to his will ... his predatory side, of sorts.
Keep in mind that these are preliminary lists as of yet, and were made while I was still questioning exactly what I wanted each side to do. That being said ... here it is.

Level 1
Facade : Biofeedback, Call to Mind, Conceal Thoughts, Catfall, Detect Poison, Elfsight, Empathy, Empty Mind, Force Screen, Inertial Armor, Precognition, Defensive Precognition, Slow Breathing (from Frostfell), Synesthete, Thicken Skin, Vigor
Wild : Astral Construct, Call Weaponry, Destiny Dissonance, Metaphysical Claw, Metaphysical Weapon, Mind Thrust, Offensive Precognition, Offensive Precience, Prevenom, Prevenom Weapon, Stomp, Telempathic Projection

Level 2
Facade : Animal Affinity, Body Adjuctment, Body Purification, Chameleon, Concealing Amorpha, Psionic Darkvision, Detect Hostile Intent, Specified Energy Adaptation, Hustle, Psionic Levitate, Psionic Scent, Read Thoughts, Sustanence, Thought Shield
Wild : Aversion, Brain Lock, Cloud Mind, Concussion Blast, Dissolving Touch, Dissolving Weapon, Ego Whip, Energy Emanation, Energy Missle, Feat Leech, Id Insinuation, Inflict Pain, Mental Disruption, Painful Strike, Psionic Lion's Charge, Recall Agony, Strength of My Enemy, Psionic Suggestion

Level 3
Facade : Greater Concealing Amorpha, Danger Sense, Dimension Slide Ectoplasmic Form, Escape Detection, Evade Burst, Mental Barrier, Ubiquitous Vision, Telekinetic Force, Touchsight
Wild : Claws of the Vampire, Crisis of Breath, Duodimensional Claw, Empathic Feedback, Hostile Empathic Transfer, Energy Bolt, Energy Burst, Exhalation of the Black Dragon, Graft Weapon, Psionic Keen Edge, Mind Trap, Psionic Blast, Forced Share Pain, Telekinetic Thrust

Level 4
Facade : Aura Sight, Psionic Dimension Door, Energy Adaptation, Psionic Fly, Psionic Freedom of Movement, Immoviability, Inertial Barrier, Intellect Fortress, Metamorphisis, Steadfast Perception
Wild : Claw of Energy, Death Urge, Psionic Dominate, Energy Ball, Thieving Mindlink, Psionic Modify Memory, Personality Parasite, Power Leech, Psychic Vampire, Truevenom, Truevenom Weapon, Telekinetic Maneuver

Level 5
Facade : Adapt Body, Fiery Discorporation, Metaconcert, Oak Body, Psychofeedback, Second Chance, Psionic Teleport, Tower of Iron Will, Psionic True Seeing
Wild : Baleful Teleport, Catapsi, Energy Current, Leech Field, Mind Probe, Mindwipe, Psychic Crush

Level 6
Facade : Co-opt Concentration, Dispelling Buffer, Greater Precognition, Personal Mind Blank, Psionic Restoration, Restore Extremity, Retrieve, Suspend Life
Wild : Breath of the Black Dragon, Mass Cloud Mind, Crystallize, Psionic Disintegrate, Form of Doom, Fuse Flesh


That just about does it, I think ... questions, comments, you know the drill.
Vashwood

01-05-06, 09:08 PM
It's been so damn quiet here I can hear the echoes ... but, on the off chance that someone with an opinion stops by before I need to use this, I'll press on. Our next move will be designing class abilties ... I'll just post my general thoughts on abilities thus far.

1) Slippery Mind: With 2 minds, it's hard for any mind affecting ability to really keep it's hold. While using Wild Side, a Riven Mind may make a new Will save at the start of every round that he begins under the influence of a mind affecting power, spell or effect. If this save is successful, the effect is broken and the Riven Mind acts as usual for the round.

2) Dual Focus: A Riven Mind may psionically focus his alternate personality, much the same way as a character with a psicrystal and the Psionic Containment feat. The Riven Mind may focus his alternate personality at any time as a full round action (or move action, with the Psionic Meditation feat), but may only expend it while using Wild Side.

3) Delegate Concentration: As a Riven Mind becomes more in tune with his alter ego, he learns to designate small tasks to it and leave himself free to perform other work. By granting his other mind control over a concentration-based power or ability, he make take a normal set of actions in his round without spending any effort on maintaining a power. The Riven Mind may manifest new powers, fight, move or perform any other action he desires, but he must make Concentration checks to maintain concentration when damaged as normal. Initially, this ability may only be used during Wild Side, but as his connection with his inner self grows the Riven Mind may access this ability normally, albeit with the disadvantage of instantly losing concentration when damaged (he is not allowed a Concentration check to prevent this).

4) Two as One: Riven Minds who have reached the pinnacle of their powers learn to join together with their inner selves to form a much more formidable opponent. A Riven Mind who has activated Wild Side may delegate his psionic abilities to his alter ego, losing the ability to manifest by himself, but gaining the freedom to act as he pleases while his inner self manifests. Essentially, the Riven Mind loses the ability to manifest his powers using his normal set of actions, but gains 1 standard action per round with which he can manifest powers. When manifesting in this manner, the Riven Mind loses a number of power points equal to 1/2 (rounded up) the number spent on the power, as his alter ego increases the amount of power used to supplement the loss of the Riven Mind's support.

5) Duplex Power: The Riven Mind learns to cooperatively manifest with his inner self, thereby unleashing a single power with far more force than that generated by a single mind. By taking a full round action and expending 2 psionic focuses, the Riven Mind may manifest a single power with a +2 to it's DC, +2 on checks to penetrate power resistance, and (if applicable) a +1 bonus per damage die. This power causes the Riven Mind to lose a number of power points equal to 1/2 (rounded up) the number spent on the power, as an overwhelming amount of power is required. This ability can only be used during Wild Side.

And, yet again ... if anyone actually reads this thread anymore, comments would be cool.
Anshin Mandango

01-05-06, 09:33 PM
I am really likeing the feel and flavor of this class so far. the power list and facade/wild split powers looks fine, and the class abilities you have posted so far are both flavorful, and seem to be fairly balanced in and of themselves, good work. :cool:
Vashwood

01-05-06, 09:59 PM
Yay, an opinion! Thanks for commenting (and the compliment).

Now then, I think I just need to figure out what levels to apply those abilities to, and then set up the chart ... which, actually, I have no idea how to do here. Troublesome ...
Oh yeah, and I've decided to add a new power to the 1st level (Wild) list, which can be found here (http://boards1.wizards.com/showthread.php?t=564094). I'd sorta like to replace the Crystal line of powers with this ... for the various stated reasons. Well, once it's complete, anyhow.