11/11 Design & Development column [Archive] - Wizards Community

Post/Author/DateTimePost
WotC_Bart

11-11-05, 04:33 PM
Hi folks,

This week we ask more of a question, regarding special abilities (for our CR 15+ mastermind aberration). The following thread is for your suggested special abilities, which we'll pull a number from for our next vote!

Many thanks!
Demose

11-11-05, 05:36 PM
Critical Arcana (Su): Whenever the creature confirms a critical hit with a melee attack, they may choose to unleash one spell or spell like ability (with the Touch range only.). The spell automatically hits, but is still subject to spell resistance and the like.
DR15/Adamantium

11-11-05, 06:03 PM
Critical Arcana (Su): Whenever the creature confirms a critical hit with a melee attack, they may choose to unleash one spell or spell like ability (with the Touch range only.). The spell automatically hits, but is still subject to spell resistance and the like.
--
This is a really interesting ability. Unfortunatly it doesn't seem to fit very well with our creature's role. Mastermind's shouldn't go into melee, that's what it has henchmen for.
--
Demose

11-11-05, 06:05 PM
Good point, but i was looking at the Boss aspect aswell. The climactic battle isnt always going to be a ranged fight over a ravine. It helps make the bosses critical hit more decisive in combat. I understand what you are getting at though, and i'd love to see some more from everyone.
burntgerbil

11-11-05, 06:07 PM
I dont know every power out of all of the books, but how about something like this ?

Natural Overmind (ex): Creature may control at will any summoned, familiars or animal companions within 30 feet.


*EDIT* perhaps you could extend this power to all spells within 30 feet that last longer than a round/ call for decisions and to include summon swarm, flaming sphere, call lightning and the like...

OR maybe as long as this creature dominates summoned creatures, their summon duration is indefinite. This could allow for a varied group of minons from really easy to truly wicked, and it would be a reasonable plot device for such creatures to be around the mastermind before battle. This also prevents the party from avoiding the summoned until the spell duration runs out.

in addition, I would like to mention

Temporal Theft (su) The mastermind may, once per turn, as a free action steal a move action or standard action from any of its minions. This allows the mastermind to take more than the standard amount of actions per turn.

(I believe this can be worded properly concerning minions to prevent shapechange abuse)
Entropic Aardvark

11-11-05, 06:07 PM
Magic horn (su): At will, the creature may soil items in a one-foot cube around itself, as per the Prestidigitation spell. Once per day, the creature can flavour items, as per the Prestidigitation spell.
Tallow

11-11-05, 06:28 PM
It is suggested as a complimentary spell-like ability, that this creature be able to Dimension Door at will.

Disarming Translocution (Su): As a full round action, the <mastermind abberation> may use a single attack, spell, spell-like ability, supernatural ability, magical item, et. al. at range in a unique fashion. He literally creates a tiny dimension door, as the spell, and can attack his target through it, at any angle. This could allow him to flank an opponent using himself and his translocuted attack. This attack gives him a +2 to hit, and the target loses all dexterity bonuses to AC and reflex saves (essentially catching them unawares or flat footed.) If a player has fought the <mastermind abberation> before, or makes the appropriate knowledge skill check (DC 40) they may make a will save (DC 20) to be aware of the translocuted attack. A GM may determine that vigilant characters may make spot checks to see the coming attack and gain full advantage of their dexterity bonus.
Tyhm

11-11-05, 06:33 PM
How about we stand a mindflayer on its head?

Aura of Peace (Sp): is constantly warded as by a [i]Calm Emotions spell, 60' radius, DC (20ish). As this affects both allies and enemies, the is careful to keep its henchmen a respectable distance from itself at all times. If it is dispelled in any way it reactivates as a free action on their next turn. (Arguably, it could be altered so they can either set the radius themselves, or they can drop it as a free action, but both go against type.)

Think [i]Hero, with the massive throneroom. Noone allowed within 100 paces of the emperor, etcetera. Instead of bringing people closer to mindblast them, they keep their henchmen and foes well out of melee, probably peppering them with ranged attacks, spells, or eldritch blasts.
Tallow

11-11-05, 06:34 PM
Swarm attack (ex): As a full round action the <mastermind abberation> may detach bits of his flesh/hair/nails/claws/teeth/et.al as small insect-like creatures. These creatures form a swarm and may attack the <mastermind abberation>'s opponents as such. This results in a temporary loss of hit points equal to 1d6+2 per hit die the <mastermind abberation> wishes the swarm to have. These hit points are recovered immediately upon its next round's action.

Alternately, the <mastermind abberation> may turn into a swarm of his fleshy bits.
Tallow

11-11-05, 06:36 PM
How about we stand a mindflayer on its head?

Aura of Peace (Sp): is constantly warded as by a [i]Calm Emotions spell, 60' radius, DC (20ish). As this affects both allies and enemies, the is careful to keep its henchmen a respectable distance from itself at all times. If it is dispelled in any way it reactivates as a free action on their next turn. (Arguably, it could be altered so they can either set the radius themselves, or they can drop it as a free action, but both go against type.)

Think [i]Hero, with the massive throneroom. Noone allowed within 100 paces of the emperor, etcetera. Instead of bringing people closer to mindblast them, they keep their henchmen and foes well out of melee, probably peppering them with ranged attacks, spells, or eldritch blasts.

I kinda like this one, alot.
Tallow

11-11-05, 06:44 PM
Enchanting Encapsulation (ex): The <mastermind abberation> may, on a successful grapple check, subsume his victim into his body. The victim may still attempt to escape this encapsulation, but the <mastermind abberation> receives a +10 to his grapple check. Each round the victim is encapsulated, they must make a will save (DC 20 +2 for each subsequent round thereafter). If the victim fails, on the <mastermind abberation>'s next action, it may spit out the victim, who has become totally enthralled under the <mastermind abberation>'s control. This control lasts until the victim raises his wisdom score or will save permanently (such as through increasing an ability score every 4 levels, a feat to increase a saving throw, or a wish spell, etc.--wearing a magic item that increases wisdom or will save, will not work.)
Far_Traveler

11-11-05, 06:50 PM
how about...

Summon Shadow(Sp): This monster has the ability to summon shade copies of it's foes, once per day per foe, this shade is an exact copie in everything except all DC's have a -4 penalty, does half damage in every way, and has half hit points, but have the incorpreal undead type(all equipment has the ghost touch quality, fade away after copies die) this is the equivelant of a Summon moster IX at caster level 20

and maybe

Inject(Su): when this monster's tentacle(or one of em) hits an opponent, it makes a grapple check as a free action. if he is still holding on at the beginning of it's next turn, it injects an egg into his foe. this inflicts a disease on it's foe (fortitude saves made daily and immediately after injection) a wish or miracle spell is required to rid of the pest, afterwards a remove curse spell is required to undo the effects
Save: DC20, +1 after each success, doesn't reset after failure
1st failure: you take on the skin tone of the (Mastermind aberration)
2nd failure: you lose your hair(all of it, anywhere)(or something else, i dunno, make something up)
3rd failure: you lose all gender-defining organs (if the mastermind does have a gender, insert something else here)
4th failure: you turn (insert mastermind abberation's alignment here)
5th failure: you become a (Mastermind abberation)

the sceond one could use some work, but you get the general idea of the ability
Far_Traveler

11-11-05, 06:51 PM
Enchanting Encapsulation (ex): The <mastermind abberation> may, on a successful grapple check, subsume his victim into his body. The victim may still attempt to escape this encapsulation, but the <mastermind abberation> receives a +10 to his grapple check. Each round the victim is encapsulated, they must make a will save (DC 20 +2 for each subsequent round thereafter). If the victim fails, on the <mastermind abberation>'s next action, it may spit out the victim, who has become totally enthralled under the <mastermind abberation>'s control. This control lasts until the victim raises his wisdom score or will save permanently (such as through increasing an ability score every 4 levels, a feat to increase a saving throw, or a wish spell, etc.--wearing a magic item that increases wisdom or will save, will not work.)
the way to break this control is kind of iffy, i dont like that part, otherwise i like it
Tallow

11-11-05, 06:58 PM
As a complimentary ability, assume this <mastermind abberation> has the ability to sense magic at all times as though continually focusing on a detect magic spell.

Magic Magnet (su): The <mastermind abberation> has a permanent aura that absorbs all magical aura's at a range of 60 feet from itself. The <mastermind abberation> may draw up to its hit dice in spell levels (see appropriate page in DMG for determining spell level for magical items that don't mimic a spell) from any number of magical items with in its radius. The <mastermind abberation> may choose to use this magical energy in any number of ways. 1) it may choose to use the magical energy to empower one of its spell-like or supernatural abilities with limited uses per day. This works on a 1 absorbed spell level per spell-level equivalent of the spell-like ability. 2) it may choose to use the magical energy to activate a single use of the magical item against its wielder. 3) It may choose to heal hit points equal to 1d8+5 per spell level absorbed.
MindWandererB

11-11-05, 07:03 PM
Alien Mindset (Ex): Even though the <Aberration Mastermind> is not mindless, it is immune to mind-affecting effects created by other creatures. An <AMM> can use mind-affecting abilities on others of its kind without hindrance.

Learn by Subjection (Ex): When the <AMM> (which presumably has some spontaneous spellcasting ability) is subjected to any spell or psionic power, it may add that spell or power to its repertoire. It can thereafter use a spell slot of the appropriate level to cast the spell or power (psionic powers may not be augmented). The spell or power is "remembered" for 10 minutes.

Sanctuary (Su): The <AMM> is permanently under the a sanctuary-like effect. This effect is cancelled for 1 minute if the <AMM> makes an attack. The DC is (higher than it should be for a level 1 spell). This is a mind-affecting ability.

Dominating Sanctuary (Sp): Once per day, the <AMM> can improve its sanctuary effect (or create a Dominating Sanctuary effect, if it doesn't have the basic one). For 5 rounds, any creature that fails its save against the sanctuary effect falls under the <AMM>'s mental control (as dominate monster, except that the effect lasts only as long as the Dominating Sanctuary lasts). [Variant: This effect is discharged the first time it succeeds, but the duration is 10 minutes.]

And here's the coup de grace (not meant to go with the above):

Legion Discorporation (Ex): When the <AMM> has lost 20% of its hit points, it shrinks to the next lower size category as part of its body sloughs off, forming itself into two <mini-AMM-minions>. These <minions> appear in 2 of the squares emptied by this shrinking. This effect occurs again when the <AMM> has lost 40% and 60% of its hit points, and when it has lost 80% of its hit points it disappears entirely, becoming 4 <minions>. If the <AMM> is damaged sufficiently to pass more than one of these watersheds in one round (e.g. it loses 40% of its HP in the first attack), this effect occurs multiple times. [Note: the minions should fill a different role than the AMM, preferably as mobsters or nutcrackers.] [The AMM may lose other abilities, like natural attacks, as this occurs.]

Legion Incorporation (Ex): As a full-round action, five or more <minions> can join their bodies together to become an <AMM>. When created, the <AMM> has 10% of its maximum hit points per minion that joins itself to it. A <minion> can use a full-round action to join itself to an <AMM>, adding 10% of the <AMM>'s maximum HP to its current total. The <minions>, being nearly mindless, only use this ability if commanded to by an <AMM> or if they are idle for more than 1 minute with no visible threat.

Edit: I started writing this before Tallow posted, above. This mechanic works well for a swarm, too. It could even go in two stages- the minions could divide themselves into swarms of mini-minions. And maybe the AMMs could combine several of themselves together and make an Epic version!
Tallow

11-11-05, 07:04 PM
the way to break this control is kind of iffy, i dont like that part, otherwise i like it

True, it is kinda clunky, and unlikely if you are a thrall to an evil mastermind abberation. Although I suppose you could technically gain experience while doing the mastermind abberations whims. I didn't want to make it permanent, although if you lose all your strength to a shadow, you become a shadow permanently. At CR 15+, I suppose this enthrallment could be permanent.
Always-Late

11-11-05, 07:07 PM
Spell-like Abilities: At Will: Scrying, 3/day Greater Scrying (CL 15-20).

Pull Strings (Su): Whenever the creature successfully uses scrying, the creature may choose to use a spell from the wizard/sorceror list from the enchantment or illusion subschool of second level or lower on the creature targeted. If the creature successfully uses greater scrying, the maximum spell level increases to four.

Mess around with the numbers as you please. I'm thinking that 5th level might work better for greater scrying. What better way to pull strings?
Tallow

11-11-05, 07:10 PM
Spell-like Abilities: At Will: Scrying, 3/day Greater Scrying (CL 15-20).

Pull Strings (Su): Whenever the creature successfully uses scrying, the creature may choose to use a spell from the wizard/sorceror list from the enchantment or illusion subschool of second level or lower on the creature targeted. If the creature successfully uses greater scrying, the maximum spell level increases to four.

Mess around with the numbers as you please. I'm thinking that 5th level might work better for greater scrying.

Wow, I really like this ability. I'd go power levels much like a Wand/Scepter. Scrying allows spell levels 1 through 4 (wand) and Greater Scrying allows spell levels 5 through 7 (Scepter, Lost Empires of Faerun). At CR 15+, this guy should be able to use some really nasty spells. This one is by far my favorite, over even my own ideas.
BrianCritchley

11-11-05, 07:11 PM
Natural Overmind (ex): Creature may control at will any summoned, familiars or animal companions within 30 feet

I rather like the idea, most overlord type abberations focus on using charm magics etc to control people. the idea of a critter who can naturally impose a domination effect on ANY summoned critter that gets within 30 feet of it (and maintains control until it dies) is gonna be unique and deadly. it also gives some good plot hooks.

"stop this monster before he summons a demon lord, and gains total control of the demon lord"
Tallow

11-11-05, 07:19 PM
<Terrain> Control: The <mastermind abberation> may animate his natural terrain at will as the animate object/plant/tree spell. 1/week the <mastermind abberation> may create a creature from his natural terrain with 30 hit dice. This created creature only lasts one week. (examples of the created creature would be a Shambling Mound from a swamp, Dust Devil from the desert, Treant from the forest, etc.)

Combine this will Pull Strings from above, allowing the <mastermind abberation> to use <terrain> control through scrying, and this could create an incredibly dangerous and nasty foe.
Tallow

11-11-05, 07:29 PM
As a complimentary ability, this <mastermind abberation> should have some way to enchant, enthrall, create, dominate, etc. some henchmen.

Reciprocal Pain (su): Everytime the <mastermind abberation> or one of his controlled henchmen is damaged, the attacker takes the same amount of damage done to the <mastermind abberation> or its controlled henchmen. The damage of an area effect attack (such as fireball) only reciprocates once, despite how many are within the area of effect. The reciprocated damage is of the same type dished out. (i.e. if a wizard casts a fireball, and also has protection from fire active, then he will absorbe some or all of the reciprocated fire damage.)
Always-Late

11-11-05, 07:35 PM
Thanks to those who gave feedback on mine. I've always liked the idea of a man behind the scenes that nobody could find.

I think Recripocal Pain is overpowered, by far. In some epic arena-battle game, the admin valued an item that forced another person to act as though they had shielded othered you as more then fifty million GP (and banned it), which is essentially the same thing. I suggest that the damage scales down to 1/4 or 1/10. (Seriously, you can't kill it without killing yourself.)
MindWandererB

11-11-05, 07:45 PM
Some more:

Identity Glamer (Sp): Once per day, as a standard action, the <AMM> can cast a powerful illusion over all creatures within 100 feet. Each creature within that range, including the <AMM>, now looks like a different creature that is also within the area of effect. [Alternate version to simplify things: each creature looks like a grey, featureless mass.] Interacting with another creature allows a creature to make a Will save to disbelieve the effect, but success only allows correct identification of the one creature interacted with. The <AMM> is immune to this effect, and can telepathically direct its <minions> to direct their attacks against the correct targets.

Identity Thief (Sp): Once per day, the <AMM> can use this ability on a willing or unconscious target. Three effects occur simultaneously: the victim is put under a sequester effect (except that the <AMM> is immune and the duration is only 1 day), the <AMM> takes on the appearance of the victim (as disguise self [or alter self], but with a duration of 1 day), and the <AMM> establishes a telepathic connection with the victim. This telepathic connection allows the <AMM> to read its mind with 100% accuracy, giving the <AMM> a +10 bonus to Disguise checks to imitate the victim. This telepathic connection is effective to a range of only 10 feet, so the <AMM> usually uses its telekinesis and levitation abilities to keep the victim close. [The AMM's reasons for doing this can be anything you like. I particularly like the idea that it wants to see what would happen if the victim were to take actions they wouldn't ordinarily take. It could be more malicious, of course. Or it could even be benign, playing "Quantum Leap." Or it could do nothing abnormal at all, which would be particularly "alien-minded."]

Euphoric strike (Su): When the <AMM> deals damage to an opponent with a natural attack (which could be with reach, like a tentacle-whip), the victim must make a will save. If the victim fails, it views the attack as pleasant, not painful, and will not seek to avoid such attacks in the future. The victim is considered flat-footed against all future attacks by the <AMM>. The victim is also charmed, and remains so even if attacked. This effect lasts 10 rounds or until the <AMM> is killed.

Energy Wall (Sp): As a readied action, the <AMM> may respond to an energy spell cast within 50 feet. If it succeeds in a caster level check (as greater dispel magic), the energy spell does not happen, and the <AMM> can immediately create a wall of that type of energy (as wall of fire, but of the spell's energy type, caster level <whatever>).


If the AMM has a signature minion, we could go with a whole 'nother set of ideas for its abilities. But I don't think that'll be covered in this series.
Shadow Without Light

11-11-05, 07:54 PM
Explosive Dislocation (SP) Once per day the <aberration/mastermind> can release a burst of explosive (energy type that fits the creature's concept). This burst deals 6d6 points of (energy type)damage in a 30ft radius, and teleports the <abberation/mastermind> up to 60ft in any direction it has line of effect to. The <abberation/mastermind> can shape this burst as if using the Extraordinary Spell Aim feat, with a DC15 Spellcraft check.


A nasty bad guy who as soon as you get close enough to smack with a melee weapon, blows you up and moves further away to excape. The Extraordinary Spell Aim can allow the <abberation/mastermind> to exclude one of his cronies from the blast.

On the offensive, the <abberation/mastermind> could charge into a pack of its enemies and detonate, taking it to safety at the same time.
MindWandererB

11-11-05, 07:54 PM
Reciprocal Pain will be overpowered unless the damage is really minimal (like 10%). Lots of minions=lots of damage. Nuking spells will be the only feasible way.

I like Pull Strings, but there needs to be a catch. Otherwise this monster is 100% unfindable, except for a couple of specific divinations or clairsentience powers. (Amusing thought for a catch: the thing is absolutely massive, Colossal+. That'll limit how hard it is to find.)
VonZylo

11-11-05, 08:04 PM
Dominating Gaze (su) - Dominates the creature like the spell
Dominate Monster, 50ft, Will save DC 19ish negates. Whether or not the
save is successful, that creature cannot be affected by the same <AMM>
dominating gaze for another 24 hours. DC is charisma-based.

They must be good for something (Ex) - To activate this ability the <AMM> must
be able to touch an ally. The <AMM> can instantly kill his ally to regain full
hitpoints, remove all negative levels and other status effects. (The
<AMM> literally just takes what he needs from his friends.)

I though Identity Glamer and Identity thief were good ideas. Could make
for interesting battles.
Drukas

11-11-05, 08:20 PM
Rotting Plague: The <AMM> has a magical disease that spreads to a creature 50% of the time when it deals damage with a Fort save equal to the <AMM>'s CR+Any Character LVLs+10. The plague deals 1d4 con damage per day and allows a fort save to be made to negate the con dmg once per day but does not cure the plague. When the infected creature/player dies it becomes a undead subservient to the <AMM>
Lord Doombringer

11-11-05, 08:33 PM
This is a two-parter, I hope that that's okay.

Rob Limbs (Su):Once per round, a , while succesfully grappling an opponent, may use a supernatural form of magic in its hands to remove the limbs (arms, legs, or similar appendages) from the grappled foe. This causes no damage or pain to the foe, and appears as if the limb was being taken off as if it had been sculpted out of clay. A creature that has lost a limb cannot wield a weapon or use a natural weapon with that limb, and cannot move or stand up if that limb was crucial to the foe's balance or movement. The foe may make a Will save (DC [insert DC here, it can't be figured out until other parts of the monster are added]) to resist the effect. The save DC is [insert ability here]-based. After a [insert monster's name here] succesfully robs an opponent of its limbs, it cannot make another attempt to do so for 1d4 rounds.

Attach Limbs (Su):Immediately after succesfully using its Rob Limbs ability, a [insert monster's name here] is able to use this ability. This allows the [insert monster's name here] to attach the limb to itself in place of one of its own. The replaced limb seems to just disappear as the robbed one takes it place. Any weapons or natural weapons that the limb was able to use can now be used by the [insert monster's name here] with no penalties. The attack bonus and damage are altered to fit the [insert monster's name here]'s statistics. If an attached limb is removed, the original limb fades back into existance. The robbed limb is unable to be reattached to its original owner by any other creature besides the [insert monster's name here] or any magical means besides a [I]remove curse, miracle, wish or other similar effect.
Alaric Sacked Rome

11-11-05, 08:40 PM
Imagine a collosal alien plant that produced detachable psuedopods that would cling to other creatures like parasites. Those creatures would be under a Dominate Monster effect forming a horde of minions for the alien plant. Minions would gain Acid Resistance 10 and the plant itself would be immune to Acid. Then apply this special ability:

Disturb Energy Field (Su) Any spell with an energy descriptor originating in or effecting a creature or an area within 100' radius around the Mastermind Abberation is converted to Acid unless the caster succeeds at a caster level check DC 30.

The energy type could easily be changed, but this would make the creature and its host of minions hard to damage with spells. If you then gave the Mastermind Abberation a series of area effect acid based spells it could fire them off with no fear of hurting itself or its minions.
roguken

11-11-05, 08:44 PM
Mirror Mirror The <AMM>, upon the moment of it's death, may opt for one last chance. The being that killed it must make a will save (DC 22???) or have his/her spirit and the <AMM>'s switch places. Note that the <AMM>'s body is now considered to be at 0 HP, stable, and unconcious. The <AMM> has complete acess to the victim's memories up until the switch, so the facimile is easy to maintain. Also, the only way for the change to reverse is for the one who previously slew the <AMM> (now refered to as the <NAMM>) to re-kill the <AMM>. This will return everyone to their rightful bodies, and the <AMM> will be dead.

A little confusing, but could make for some interesting role-playing moments.

Roguken.
rkr1970

11-11-05, 09:08 PM
Split Mind (Ex): Each round, the <AMM> can make one additional partial action. This action is restricted to only mental activites, including verbal activities provided that none of the other actions taken during the same round would interfere with speaking. This includes, but is not limited to, speaking, using non-physical skills, using spell-like abilities, casting stilled spells, or using psionic abilities. The <AMM> could, for example, cast a stilled spell while taking a full attack action, but could not use this ability to cast a stilled spell with a verbal compontent during the same round as drinking a potion, speaking, or casting a spell with a verbal component. If the <AMM> uses this ability to maintain concentration on an effect which began in a previous round, this ability grants a +10 circumstance bonus on all Concentration checks made to maintain that effect.
kliate

11-11-05, 09:49 PM
Unholy Opposition (Su): Once per day, <mastermind aberration> may call upon dark forces to mirror the capabilities of his foes. All foes within 120ft are duplicated as though by a <i>Mirror of Opposition</i>. The duplicates last until one of the following conditions are met: The duplicate is killed, the original is killed, or exactly one day passes after being formed. No more than one duplicate of a given creature may be created through the use of this ability at any one time. Duplicate creatures carry identical equipment and have all the abilities of their originals. The duplicates' equipment vanishes when their time runs out as above.
Zolgar

11-11-05, 09:52 PM
Bolstered Minions: Any ally (or underling) within 60' of the <AMM> recieves a +2 moral bonus to AC, attacks, skill/ability checks, as well as +4 moral bonus to saves against fear, and any form of charm or domination effect.

Enhanced Summoning: Any creature summoned by the <AMM> recieves 1 additional HD per 4 HD, and all the effective bonuses of the additional HD.

Fanatical Devotion: Whenever the <AMM> is about to be struck by an attack, it can trade places with an adjacent minion. Neither the <AMM> or the minion can be flatfooted, denied his dexterity modifier, or in any way incompacitated. the minion must make a reflex save DC 15 (if the attack is from a magic weapon, then add the enhancment bonus of the weapon, thus a +2 keen longsword would be DC 17) in order to take the hit. If the minion sucedes the reflex save, the attack strikes him, regaurdless of the attack roll vs. AC.
Chaos Theory

11-11-05, 11:01 PM
As a high power mastermind it needs some way for it to control and manipulate, not so much fight. That is for your expendable minions. For a highly minion based attack idea, a variation of the Blood Magus from Tome and Blood.

- [Life path] As a standard action creature (Mastermind) can teleport either itself or a number of HD worth minons equal to its HD + 2d4 HD through any living creature (ie. not construct or undead) to an adjacent square to the target creature(s) in a manner similar that of teleport via plants. It may only teleport living creatures. Ability is usable X times perday. Ability may target a number of creatures equal to 2+1d4.

Chaos should ensue as the minons bypass the frontline entirely and appear in the middle of the party. It will also cut down on the chances of the party mage fireballing all your hard earned minions. To make this work, the creature (mastermind) should have some sort of charm ability as well to ensure a ready supply of minions.
Drackcove

11-11-05, 11:11 PM
Ring of the accursed shade (supernatural)-
Once a day the (creature Name) can cause living whisps of shades to apear and encircle the (creatures Name) in a 20ft radius. Any creature that walks into the circle is engulfed by the shadows and instantly teleported 150 - 300 ft away from the spot he entered the circle based on the (creatures name) discretion. The (creatures name) can also instead increase the radius to 30 ft but instead of teleporting the creature that entered it instead does 1d6 strength damage every round there in the circle.
This effect last 3 round plus charisma modifier. There is no will save to resist any effect.

Black hand of the dark servent (extrodinary)
The (creatures name) mere thought and gesture are so entwined with its dark nature it begins to magnify it self. The (creatures name) can make a touch attack, and deal 1d8 strength damage. or it can make a ranged touch attack with a 30 ft range that deals 1d4 strength damage. Everything around the(creatures name) becomes week and collapses in on itself. The (creatures name) is immune to this ability, and can not affect others of it's kind.

Shadow Lord(supernatural)
All ethereal undead in 60 ft radius increase their turn resistance by two, and gain a +2 bonus on attack rolls. (creatures name) when it would take strength damage instead increases his constition by half of the strength he would have lost. This lasts a number of round equal to charisma modifier

Edit: Added to prevent abuse
Branto

11-11-05, 11:30 PM
Wow, nice stuff here..

I can think of one that hasn't been mentionned, though it isn't exactly original. Remember those overseers from Diablo2 that could turn their minions into kamikazes? ;) Just seems like it would be fun for a boss in D&D to do that, make his minions explode when they die or get into a particularly good opportunity to do some damage..

Add in some dense, but brittle armor, and you have yourself walking frag-grenades :D
kalmarjan

11-12-05, 12:15 AM
Liquid Flesh: The [creature's name] has a body made of liquid flesh that shifts to its concentration. Any melee or ranged attack, or a direct magical effect has a 50% miss chance associatied with this due to the controlled liquid shape. The [creature] has a natural armor bonus of +6 due to this effect.

Anti-Life Pulse: Once per day, the [creature] emits a pulsing blast of negative energy with a 60 foot radius. Any creature under 9 HD is slain. Any creature over 10 HD must make a Fort save or be struck dead. A successful save deals 6d6 damage. This save is constitution based.
Skiv_the_Rat

11-12-05, 12:16 AM
Be of Me (Su): As a full round action the (insert future icky's name here) can taint the essence of a victim. This is a touch attack that provokes an attack of opporunity. If the attack is successful then the creature touched is entitled to a Fortitude save DC (insert approprate # here.) If they make the save they are wracked by terrible pain as their flesh literally writhes for one round. Creatures so effected may only make a partial action for that round. If the save fails then the creature touched undergoes a horrific transformation, gaining the half-farspawn template. The newly created spawn is under the control of it's creator. A (insert future icky's name here) can only control a number of creatures who's hit dice do not exceed double its own. Any creatures beyond this limit are free willed. The transformation itself takes place over a number of rounds equal to half the effected creatures hit dice (one round minimum.) At any time during the transformation the process can be halted by casting remove disease and lesser restoration on the victim. Once the transformation is complete however only a limited wish can restore them to their origonal state.
Haruspex

11-12-05, 12:20 AM
With The Blood Of My Followers (Su): The boss creature can cause a minion to lose 10 hp so that he can cast a fireball with 1d6 damage. He can affect an extra minion up to a maximum of 10 minions, adding 1d6 damage for each minion affected this way.
rkr1970

11-12-05, 12:34 AM
With The Blood Of My Followers (Su): The boss creature can cause a minion to lose 10 hp so that he can cast a fireball with 1d6 damage. He can affect an extra minion up to a maximum of 10 minions, adding 1d6 damage for each minion affected this way.
Wouldn't something like acid be more appropriate than a fire ball when using blood?
Omnikar

11-12-05, 12:34 AM
Here are a few ideas to throw around. I will make a note that these skills aren't necessarily all meant to be used, just some random stuff.

Puppet Master (Su): The Mastermind is capable of creating a unique construct that is uses for information gathering. These constructs similar in appearance to a wooden mannequin when not in use, but when activated can assume the appearance of any large, medium or small sized humanoid (as per the spell Alter Self) though only the Mastermind can change the constructs form. The constructs are of limited intelligence (Int 8) though they can be programmed to feign a greater intellect. A Mastermind can automatically sense how far away and in what direction its construct is.
The process of creating the constructs is taxing, requiring the Mastermind to devote some of his life energy to his creation. Each construct created drained one HD away from the Mastermind (this drain cannot be prevented or restored without the destruction of the construct) and a Mastermind can never have more than half its HD in constructs. Additional material requirements are various woods, metals and magical components costing 10,000gp.

Forceful Presence (Ex)- The Mastermind is encircled by an aura of intimidation that inhibits any focused skills within 30ft. Any skill based off of Dexterity, Intelligence, Wisdom or Charisma has its DC increased by the Mastermind's Charisma modifier. Spellcasters must make a Concentration check of (DC 10 + Spell level + Mastermind's Cha Mod) in order to cast a spell. A Mastermind must have a Charisma modifier of at least +1 to use this ability, and cannot willfully suppress it. This is a mind-affecting ability. Creatures immune to fear are immune to this effect.

Practiced Speaker (Ex)- The Mastermind can understand and speak any language it hears, as well as gains a +2 on Bluff, Diplomacy and Sense Motive checks.

Naturally Silent (Ex)- The Mastermind's race never evolved vocal organs and lacks verbal communication. Any spells it casts are automatically affected by the Silent Spell feat without increasing the spells level.

Devoted Mind (Su)- the Mastermind can alter its mind-affecting or illusionary spells that would normally target a group of foes to instead deliver a more potent version to a single foe. By focusing on a single target the spells save DC is increased by 2 and its duration (assuming it would normally go beyond one round) is increased for an additional 1D4 rounds.

Languid Toxin (Ex)- On a successful Bite attack (or claw, tentacle etc.) the Mastermind injects a poison that slows the target down. The subject must make a fortitude save (DC 10 + 1/2 Mastermind's HD + Mastermind's Con Modifer) or be slowed as if by the Slow spell. The duration of the poison lasts 1d4+1 rounds, otherwise it is identical to the Slow spell.

I'll post some more ideas later, but for now I sleep.
Always-Late

11-12-05, 12:35 AM
Negative energy damage, perhaps? It comes straight from someone's blood...
rkr1970

11-12-05, 12:40 AM
Negative energy damage, perhaps? It comes straight from someone's blood...
OOhhhh.... NICE!!!
Haruspex

11-12-05, 12:41 AM
I didn't mean a fire fireball (heh), just an area affect blast similar to it. Negative energy sounds good, but due to its nature maybe it could be vile damage or something if we are using those rules.
Fiddlypoppin

11-12-05, 12:45 AM
Bond Minion (Su):

Through a mystical ritual, the <mastermind aberration> may bond a willing creature to his will. This ritual requires 1 hour of preparation 10 minutes per participating creature. The creature must choose to submit to the ritual, although they may be under magical compulsion at the time. This is a mind-affecting ability.

Overmind (Su):

All bonded minions within 60 ft. of the <mastermind aberration> share a rudimentary consciousness. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. None of the minions are flanked unless all of them are.

This ability only functions as long as the <mastermind aberration> is conscious.

----------

I see this monster as some sort of incorporeal creature that works somewhat like the Zerg Overmind from Starcraft II. It either tricks, or charms/dominates creatures into bonding with it as its minions. The minions are the real power of the monster, and most of the abilities focus around augmenting existing minions and getting new ones.
PatheticN00b

11-12-05, 01:25 AM
Foul Armaments: Once per day as a full round action (creature) can "Grow" a magic weapon (I'm thinking at least +2) from it's body. The item then falls from the (creature) and is nearly indistinguishible from a regular weapon. When anyone equips this weapon they must make a DC 20 Will save or be Charmed by the (creature) if the equiper gets less than 15 it is also Dominated. If the person/monster gets more then 20, they must make a Fortitude save (DC 15) or become poisoned by the weapon. People who pick up the weapon are unable to uequip it because it melds with their hand(s). Every day, the character must make the saves again as if they had just equiped it regarless or prior success or failure. When the (creature) is destroyed, all of its "Living Weapons are destroyed also. (or you could have them just become normal magic weapons) Otherwise, the only way to get rid of the weapon once it is equiped is through mid or high level magic. (maybe Disspell, Remove Curse or even Wish). When the item is destroyed or the enchantment is removed, all charm and dominate effects are removed also.

I think this abillity would be perfect, because it definitely belongs on a really tough creature, and the dominating abillity would easilly explain how it got its mass of underlings. Sure it has some problems, but I'm sure someone who was less nooby than me could work those out.
Jadorn

11-12-05, 02:08 AM
Master's Mark(SU): When <AMM> dominates any creature it may choose to alter or destroy it's memorys. This is permanent and can't be fixed unless a wish or miracle spell is used. If <AMM> chooses to alter memorys it can only change them to its own memorys or any memorys of other dominated creatures. This includes altering creatures class, skills, feats (if prerequisites can be met), spells, languages and mental ability scores (they can't be improved to anything higher then <AMM>'s own scores) but nothing physical such as hp or str, dex and con. A restriction applies, <AMM> can't make the creature any more powerful then it would normally be with the exception of mental scores and languages (for example if creature has 4 fighter lvs it can't be changed to have 5 paladin lvs or if it can only cast 6th lv spells or lower then that is the limit of the lv for spells).

Does anyone have any suggestions for a different name of the ability?
Jadorn

11-12-05, 02:15 AM
Wow, nice stuff here..

I can think of one that hasn't been mentionned, though it isn't exactly original. Remember those overseers from Diablo2 that could turn their minions into kamikazes? ;) Just seems like it would be fun for a boss in D&D to do that, make his minions explode when they die or get into a particularly good opportunity to do some damage..

Add in some dense, but brittle armor, and you have yourself walking frag-grenades :D

Thats a cool idea. It could be like death throes except it's self inflicted. Just imagine a massive crowd of minions that all blow up in the players faces; that would be annoying.
MagicUser18

11-12-05, 02:16 AM
That won't work on me twice: Ex: Any time an effect or attack is used against the Aberation it's internal chemesty changes in order to stop such an attack from herting it again. This only takes effect after the Aberation has been healed. It gains immunity to any spell weapon or ability used on it that does less than half their HP in damage or otherwise nearly defeat it. Lesser abilities are negated completely while the more powerful have less affect (e.g. half damage, + on saves)

This ability works best on a BBEG that fights them several times.


Extrordinary Non-spell: Ex: The BBEG gains spells as a wizard of it's CR but these spells are not spells just the rearangement of it's body inorder to duplicate their affects. These abilities must be memorized each day because the form is mutable and transforms back into normal while it sleeps. As a side affect of this while it has spells memorized this way and is hit in melee their is a 50% chance that a random spell affect activates right there centerd on the BBEG.

These work best for a very mutable monster thats shape changes often. :)
AVOR

11-12-05, 02:25 AM
The Aberation mastermind edge gives the Aberation and his minions within 20ft of it's self the ability to be immune to being flat footed do to it's supperior intellect and planning. This is an exraordinary ability.

This edge also gives this Aberation the extraordinary ability to add the number of minions it has within a 20ft radius of it's self to it's AC and to it's initiative. This ability denotes the Aberations ability to put his minions in the way of harm and to keep himself safe, to be able to give those quick first intructions to his minions, to use a magic item, or that famous ability of escaping a PC trap and becomming the re-occuring villan.

Example: if this creature has 8 minions arround it's self it now has a bonus of +8 to it's AC to ressit being hit as well as a +8 to it's initiative. The down side to this ability is that it requires the Aberation to have minions for this to work. If the minion numbers start dropping then the aberations bonus drops as well. If the PCs kills all the minions then the Aberation is out of luck.
Tallow

11-12-05, 02:44 AM
Reciprocal Pain will be overpowered unless the damage is really minimal (like 10%). Lots of minions=lots of damage. Nuking spells will be the only feasible way.

I like Pull Strings, but there needs to be a catch. Otherwise this monster is 100% unfindable, except for a couple of specific divinations or clairsentience powers. (Amusing thought for a catch: the thing is absolutely massive, Colossal+. That'll limit how hard it is to find.)

Not sure how Reciprocal Pain is that overpowering. Sure, if you just go ballistic on it without thought, you will kill yourself while killing it. But if you plan it out carefully (perhaps after the first fireball or sword strike) a few well placed protection from elements or stoneskins will do wonders in defeating the creature. A 15+ CR needs to be REALLY overpowering guys. A Mindflayer is CR 8, Beholder CR 6, and Aboleth CR 7, and they are the biggest and most dangerous mastermind abberations currently in existence. So we are talking, at least, a creature with double the CR of these three already very powerful creatures.
Haruspex

11-12-05, 03:09 AM
Chain Strike (Ex): If the aberration makes a successful touch attack on any target, it deals 4d6 damage to that target and any of the target's allies within 20 feet of each other.
For example, the aberration hits a fighter and gets the ranger 20 feet behind him, and the cleric 20 feet behind the ranger and the wizard 20 feet behind the cleric and maybe the riding horse 20 feet behind the wizard all for 4d6 damage. It is Cr 15+ after all...
Imagine an army of faceless NPC grunts getting wiped out by the aberration when they had it surrounded and outnumbered. Classic!
infernal_fungus

11-12-05, 03:34 AM
Energy Aura (Su) Any energy damage within 30 ft. of the (AMM) adds +1 of the appropriate damage per damage die. Only if the center of an area effect is inside the aura does the whole effect get the modifier.

Energy Break (Ex): When the (AMM) uses any effect which would deal energy damage to another creature, any energy resistance or immunity they have is suppressed for 2d4 rounds. The (AMM) can choose what is affected by this.

Force Shadow (Su): The (AMM) can add a further 100 ft. to it's reach when using a weapon (natural or manufactured). It deals the same amount of damage, except it is force damage (the (AMM) does not get the strength bonus to the force damage). This effect is a touch attack, and cover is ineffective. When attacking a creature within the normal reach, if the (AMM) could hit the target's touch AC, you deal the force damage, and if it hits the normal AC for the situation, the weapon damage is done as well as the force damage. The (AMM) can also use this effect to grab things from a long way away, and to do any action as if it was right there

Spell-like abilities: (With these abilities, lots of elemental damage spells is required, but in any case it must have)
Orb of Force (at least 3/day), Energy Immunity (at least 3/day)

If you get some high-health henchmen with energy resistance, and some henchmen that can use energy attacks, this could cause a lot of pain, particularly when the anti-energy effects keep getting negated. And Orb of Force (possibly one of the most useful spells ever) :D
Rake

11-12-05, 04:23 AM
Wow, nice stuff here..

I can think of one that hasn't been mentionned, though it isn't exactly original. Remember those overseers from Diablo2 that could turn their minions into kamikazes? ;) Just seems like it would be fun for a boss in D&D to do that, make his minions explode when they die or get into a particularly good opportunity to do some damage..

Add in some dense, but brittle armor, and you have yourself walking frag-grenades :D

I like this train of thought. Imagine, if you will, a mastermind with spell-like abilities such as antimagic field, fireball, acid fog, mass suggestion, even stuff like summon monster - or, if you feel really mean - stuff like wail of the banshee, wierd, or circle of death.

Sacrificing Minions... Is There Any Problem It Can't Solve? (Su): Once per round, a [mastermind aberration] can duplicate the effects of a contingency spell (with a casting time of 1 standard action) using another one of its own spell-like abilities as the companion spell. The contingency must affect a [specific creature or creature type] under the [mastermind aberration]'s control. The fufillment of the contingent spell-like ability's effect results in the immediate destruction of [the creature]. Typically, a [mastermind aberration] designates the death of [the creature] or the moment that [the creature] reaches a certian point or proximity to a certian point, as the contingent trigger. If the conditions for the contingent effect are not met in [1 round/2HD of the mastermind aberration?] rounds, [the creature] is simply destroyed.

(That last line just ensures that the PCs never face a pre-contingency'ed army of walking fireball proximity bombs... because nobody wants that. Well... almost nobody.)

The poor little (preferrably mindless) henchmen rush in, only to explode in a flash of magical energy, replaced by a horrible summoned monster, or to be themselves vaporized in the fireballs centered upon their bodies!

Whee!

There are, of course, a thousand other spells that'd work nicely with this ability.

By the by:
A Mindflayer is CR 8, Beholder CR 6, and Aboleth CR 7, and they are the biggest and most dangerous mastermind abberations currently in existence. So we are talking, at least, a creature with double the CR of these three already very powerful creatures.
Woah! Waaay off. Try a tough CR 13 (with variants and special PrCs dedicated to it!).

Just for the record, I'm a little disappointed that all anyone did was click the vote-button that made the biggest, boss-iest monster with the most HD and CR. :(
Tyhm

11-12-05, 04:28 AM
It is becoming increasingly difficult to develop things further, as many of our ideas are mutually exclusive to our own concepts of this abberation. Which might be a good thing, branch out as much as possible, one will be used. For my part, I like the idea of a Aura of Peace, Practiced Speaker with Bind Explosive Minions and/or Bestow Damage (minions take damage/negative levels on their master's behalf - not even wasting the master's actions preferably, the minion does it on his own turn).
Some thoughts along this path:
Creatures the Mindflayers fear? Abberations that were bred to be a slave race (like the Gith) but joined the revolt and/or evolved into this?
What form should the minions take? Young, less powerful but otherwise the same? Templates, like Vampires, Zombies, Pseudonaturals or Half-Farspawn? In the interest of easier paperwork, I'm partial to they start out just dominated (hey, there's my former character!) and drift steadily into a Skum-like standard.
As for publishing - now that we're up to a mastermind, I'd say it'd be a good foe for Eludecia.
blargney the second

11-12-05, 04:40 AM
Trapsmith (Su) - As a full-round action, the creature can mentally change its environment to create a mechanical trap. It can only use this ability on squares that are not currently occupied. The trap lasts for a number of days equal to 11 minus the trap's CR. The creature can use this ability again after a number of rounds equal to half the trap's CR.
R-man

11-12-05, 05:17 AM
I like the idea of the mastermind being some form of an intelligent swarm. I voted Aquatic as the terrain type and think that a large school of fish with some spellcasting and creature control would make a good mastermind.

Think Evil Druid or Mind mage for the concept minus the polymorphing/wildshaping.

Though the concept of "evil Tuna" might be just to silly. :D :D
Slagger the Chuul

11-12-05, 05:47 AM
We really need subtypes of these. I love creatures that are hard to pin down, and such abilities make it easy for a master villain to slip away if the battle turns against it.

Gaseous Body (Ex): This creature has a physical body composed of dust or vapour. It is not subject to critical hits or flanking. It is immune to poison, sleep, paralysis, polymorph, petrification, and stunning effects. The creature can pass through small holes or narrow openings, even mere cracks, and can move over difficult terrain without impediment. It can occupy the same space as a creature of any size. It can move through a foe's space without impediment, but provokes attacks of opportunity if it does so. The creature cannot be tripped, grappled, or bull rushed, unless it chooses to be affected. It is treated as one size smaller for special size modifiers to an opposed check, and two sizes smaller when determining the effects of wind.

Liquid Body (Ex): This creature has a physical body composed of a fluid substance, such as water. It is not subject to critical hits or flanking. It is immune to poison, sleep, paralysis, polymorph, and stunning effects. The creature can pass through gaps at least 1 inch wide, and can move through a foe's space without impediment, but provokes attacks of opportunity if it does so. It cannot be tripped, grappled, or bull rushed, unless it chooses to be affected.
copperwood

11-12-05, 05:58 AM
An <AMM> with these powers will surround itself with loyal servants to fight on it's behalf, and attempt to use it's powers against it's enemies. But if things start to go badly, it will not hesitate to use these abilities against it's own henchman in order to bolster itself.

Spirit Siphon (SU) This allows the <AMM> to draw on the life energy of others in two different ways.
First, whenever a living creature is damaged within a 60' radius it may attempt to snatch away more of that creature's life as an immediate action. The creature must make a Fortitude save or suffer a further 1d6 points of damage of the same type it just received. These points are stored as 'spititual energy' by the <AMM>. For example, if the creature suffers an extra 4 points of damage, the <AMM> gains 4 points of spiritual energy.
Second, if a living creature is reduced to -1 to -9 hit points within a 60' radius it may attempt to draw off the creature's remaining life. The creature must succeed at a Fortitude save or die. The <AMM> receives a number of points of spiritual energy equal to the creature's hit dice.
As the <AMM> increases its captured spiritual energy it becomes surrounded by a thickening mist of white roiling vapour.

Spirit Energy (SU) The <AMM> may use the spiritual energy acquired through the use of it's Spirit Siphon ability in a number of ways.
Spirit blast: As a standard action it may release the energy in a screaming blast of force. The <AMM> selects how many of it's spiritual energy points it is using, and makes a ranged touch attack (range 60'). This attack causes damage equal to the number of spiritual energy points used.
Spirit heal: As a standard action the <AMM> may select how many of it's spiritual energy points it is using, and heal itself of the same amount of damage.
Spirit Defence: As a standard action, the <AMM> may direct the mist of spiritual energy around it to enlarge and thicken in a swirling curtain of pale energy. This provides concealment of 20% and a +4 deflection bonus on its armour class. It lasts for a number of rounds equal to the spiritual energy points used (this ability cannot be activated twice simultaneously).
Arhra

11-12-05, 08:32 AM
Hmm, this has lured me out of lurker-dom. The mastermind premise has given me a few controller style ideas, a little inspired by the spellthief. Obviously they wouldn't all work together very well.

Usurp Spell (Su): As a free action, the <critter> may attempt to gain control of a spell with a duration greater than instantaneous that comes within 60 feet of it. The <critter> may only gain control of spells that the caster can alter the parameters of during its duration or give commands to, such as control winds, a summon monster spell or implosion. The caster of the spell must make a Will save DC 10+1/2HD+Cha or lose control of the spell. If it gains control of the spell, the <critter> may change the target as a free action to a valid target within the spell's range treating the <critter> as the origin point.

Spell Hijack (Su): The <critter> may ready an action to take control of a spell just as it is being cast. The caster must make a Will save DC 10+1/2HD+Cha and if they fail, the <critter> may choose to change the target of the spell to any valid target within the spell's range.

Transfer Spell (Su): Whenever the <critter> hits with a <thingy> attack, it may transfer spells currently in effect on it or the touched creature. If transfering a spell from the touched creature to itself or transfering a spell in effect on itself to the touched creature, the touched creature may make a Will save DC 10+1/2HD+Cha to negate the transfer. A spell that can not effect the <critter> is suppressed while targetting it and a spell that can not affect the touched creature is immediately dispelled.

Efficient Spell Control (Ex): The <critter> controls its spells much more effectively than a most spell-casters. It can concentrate to maintain a spell as a move equivalent action. Additionally, changing the target of a spell or otherwise modifying an ongoing spell as described in its description that would take a standard action instead only takes a move-equivalent action.

EDIT: Cut out "For touch or personal range spells such as bull's strength, the <critter> may only retarget the spell to itself (even though it may not be in touch range)." from Usurp Spell as it doesn't belong there.
Braean"Tindertwig"Kulenov

11-12-05, 10:31 AM
Submitus Dominaerus: The abberation can use a psi-like mind controlling effect similar to a Domination spell as a standard action. The effect is subject to a saving throw Wil DC 10+abberation's cha modifier. The abberation can control as many HD of creatures as double its HD in this fashion. The effect is considered that of a 15th lvl caster.

Submitus Arcanus: The abberation can as a standard action wrestle control of all lingering spell duration effects in 60 ft. radius around the abberation. The original caster must make a DC:22 Wil save or lose control of the spell in question, which is then subject to the whims of the abberation. The duration does not last any longer then orginally cast once control has been established.
Tallow

11-12-05, 10:50 AM
By the by:

Woah! Waaay off. Try a tough CR 13 (with variants and special PrCs dedicated to it!).

Just for the record, I'm a little disappointed that all anyone did was click the vote-button that made the biggest, boss-iest monster with the most HD and CR. :(

you're right, I was looking at the gauth stats by mistake. My bad. But still, the Beholder is pretty nasty.
Entropic Aardvark

11-12-05, 10:56 AM
This is a two-parter, I hope that that's okay.

Rob Limbs (Su):Once per round, a , while succesfully grappling an opponent, may use a supernatural form of magic in its hands to remove the limbs (arms, legs, or similar appendages) from the grappled foe. This causes no damage or pain to the foe, and appears as if the limb was being taken off as if it had been sculpted out of clay. A creature that has lost a limb cannot wield a weapon or use a natural weapon with that limb, and cannot move or stand up if that limb was crucial to the foe's balance or movement. The foe may make a Will save (DC [insert DC here, it can't be figured out until other parts of the monster are added]) to resist the effect. The save DC is [insert ability here]-based. After a [insert monster's name here] succesfully robs an opponent of its limbs, it cannot make another attempt to do so for 1d4 rounds.

Attach Limbs (Su):Immediately after succesfully using its Rob Limbs ability, a [insert monster's name here] is able to use this ability. This allows the [insert monster's name here] to attach the limb to itself in place of one of its own. The replaced limb seems to just disappear as the robbed one takes it place. Any weapons or natural weapons that the limb was able to use can now be used by the [insert monster's name here] with no penalties. The attack bonus and damage are altered to fit the [insert monster's name here]'s statistics. If an attached limb is removed, the original limb fades back into existance. The robbed limb is unable to be reattached to its original owner by any other creature besides the [insert monster's name here] or any magical means besides a [I]remove curse, miracle, wish or other similar effect.
I quite like those...
Knight Otu

11-12-05, 11:10 AM
Aura of Superiority (Su): A strong aura surrounds a [CREATURE], making all its opponents feel strongly inferior to it. All creatures within 600 feet of the [CREATURE] not dominated by it suffer a -5 penalty to all attack rolls, saving throws and ability, skill and caster level checks. Any creature suffering this penalty may choose to submit to the [CREATURE]'s superiority, becoming dominated as though by a dominate monster spell, except that it remains dominated as long as the [CREATURE] exists, regardless of distance and planar boundaries. The [CREATURE] need not concentrate on the ability once per day, and it can force a creature to act contrary to its nature without risking to break control. Only obviously self-destructive orders can break the control - the victim receives a Will save [DC 10 + 1/2 creature's HD + Cha mod] with a bonus of +2 to shake off the effects of domination.
A creature can only submit to this control of its own free will. A charmed or dominated creature cannot be forced to submit, though non-magical form of persuasion do work.
This ability is a mind-affecting compulsion effect.
Intensify Aura (Ex): Once per day, for up to [5 rounds], a [CREATURE] can intensify its aura of superiority, increasing the penalty to -10. The [CREATURE] reserves this ability for foes of great resolve.
Boundless Mind (Su): A [CREATURE] receives an insight bonus to all Intelligence-, Wisdom- and Charisma-based checks as well as to caster level checks equal to the number of dominated creatures under its control. It can communicate telepathically with any creature it dominated, and they can respond if they wish. No common language is needed.
Falido

11-12-05, 11:12 AM
Split Self (Su): The [insert monster's name here] is able to split his entire body in half, effectively creating two creatures who both have the same statistics as the original creature. These creatures do however share the same mind. Using this ability cost the [insert monster's name here] half his hit points and his double also half hit points these lost hit points don’t regenerate normally. There are two ways he can regain these hit points: the first way is to merge with his other half. The second way is to consume a live human body witch will raise the hit point maximum of the creature who ate the body to the maximum of the original creature. But will not raise the hit point maximum of his other half.
This ability can't be used if the creature already has half of his normal hit point maximum.
Chaos Theory

11-12-05, 12:23 PM
There seem to be a large number of melee oriented abilities. They all seem to be potent, but not particularly mastermindish. As a suggestion for the melee lovers here is an ability idea.

Once per day the creature (mastermind) can imbue a minion with a special power chosen from the list below. Treat this as adding a template to the minion.

Rob limb
swarm detachment
creature split
gaseous body
etc..
or any set of six or seven of the interesting melee abilities proposed so far.
Increase the CR of the minion by 2.

This is a permenant change to the minion. each minion may only have one special ability. The mastermind may only control a number modified minons with HD equal to twice its own. This ability may only be used on charmed, dominated or similarly controled creatures. No single modifed minions CR may exceed the masterminds once the change to the minion has been made.
Omnikar

11-12-05, 12:29 PM
Here are a few more abilities to consider.

Bardic spells: The Mastermind has access to all bard spells up to 5th lvl and can cast as though it were a 15th lvl Bard. It also has the following Bardic Music abilities: Countersong, Fascinate, Inspire Courage, Inspire Competence, Suggestion, Inspire Greatness, Song of Freedom and Inspire Heroics.
Just imagine the havoc wreaked by a cricket-like Mastermind hitting a party with Song of Discord. Plus many of its spells and Bardic music are great for being in charge of its own group, without falling back on being a Sorcerer as so many monsters are.

Blood Magics (Su): The Mastermind can take temporary Constitution damage to activate a metamagic feat without increasing the spells actual level. For each one level of a spell raised by a metamagic feat, the Mastermind can instead take that many points of Constitution damage. This damage cannot be healed until the spell affected has been discharged.

Activate Id (Ex): Once per day the Mastermind can temporarily weaken its intellect and awareness of its environment in exchange for a heightened force of will. The Mastermind can voluntarily lower its Intelligence and Wisdom scores by 4 points and increase its Charisma score by 4, increase the save DC's for all mind-affecting abilities and spells by +2 (this stacks with the increase already gained for having a higher Charisma) and extend the range of any aura's that it has that are dependent on its Charisma modifier by 10ft. This ability lasts for 3 + Mastermind's new Charisma modifier rounds. It is similar to the Rage ability except that the Mastermind can still cast spells that are dependent on its Charisma modifier and that there is no fatigue at the end of the ability.

Horrid Wilting (Ex): The Mastermind has evolved a great dependence on drawing out water from all possible sources, including other creatures. As a standard action, the Mastermind can attempt a Touch attack against a creature to draw out the moisture from its body. The creature must make a Fortitude save (DC 10 + 1/2 Mastermind HD + Mastermind Con Modifier) or take 15d6 points of damage. This ability is otherwise identical to the spell Horrid Wilting.
ArochanoX

11-12-05, 01:11 PM
Drain Intellect (Su)
With a successful ranged touch attack, this aberration may drain its opponent's intellect. The creature creates a purple energy bridge between it and another creature. The bridge cannot be transformed if the opponent succeeds a will saving throw. At the round the bridge was created and every round thereafter this aberration causes 1d4 points of intelligence drain to target and gains 1 point of intelligence itself. The intelligence bonus for the aberration is permanent. Thus these aberrations have intelligence score of 1d10 points higher than the listed score.

Skin plates (Ex)
This aberration has armored skin that consists of separate plates. These plates are counter-efective to piercing and bludgeoning weapons. Whenever a piercing or bludgeoning attack hits the aberration, one skinplate takes the hit and shatters. The aberration takes no damage of that hit. This aberration has 15 skinplates when un-injured. The skin plates grow back at the rate of 1 / hour.
sidewinder_lok

11-12-05, 01:34 PM
Forced Fusion(Ex): At will when a mastermind succesfully pins the target, the mastermind may begin to fuse with the target if the target fails it's fortitude save. Using this ability is a full round action and acts as the fusion psionic ability with manifester level equal to the mastermind's HD except as noted here. The effect lasts 24 hours. The mastermind is always considered the manifester and cannot relinquish control to the infused target. Upon fusing the mastermind can choose to alter some or all of it's physical aspects to be more like the target's own physical aspects for interests of using the target's equipment or abilities. For example, the mastermind may fuse with an ogre and choose to become large and giant shaped so it may wield the ogres equipment and wear it's armor. Or If the mastermind were to force fuse a beholder, it may grow the eye stalks necessary to use the beholder's eye ray abilities. The assimilation that occurs when a mastermind force fuses is not thorough enough to make any kind of effective disguise. The mastermind may expel the target as a full round action at any time, and attempt to fuse with another target. If the mastermind is killed while fused the target is expelled at 0 HP. A mastermind may only fuse with one target at a time. The save DC for this ability is 10+1/2 the mastermind's HD+constitution modifier.

Sounds like a pretty good aberration ability to me. The save DC could be bumped up to 10+HD+con mod maybe...

and if you're feeling frisky:

Consumption(Ex): If the forced fusion ability lasts a whole 24 hours the target is consumed and utterly destroyed, at which point the mastermind may force fuse another target. If the target has equal to or more HD than the mastermind, the mastermind gains a permanent extra HD after consuming the target. Only a wish or miracle may ressurect the target after consumption.

And if you just want to **** your players off:

(spell like ability)
Greater Teleport: 1/day

Use that right after force fusing a player character... Expect to be stabbed.

and maybe the mastermind can manifest powers as a kineticist psion 1/2 his HD.

or maybe cast spells as a sorcerer or wizard 1/2 his HD.

Makes for a very dangerous returning encounter, even moreso if the mastermind consumed a party member and got an extra HD out of the deal. I'm thinking some good grappling bonuses or abilities like improved grapple and/or improved grab may be in order also. Or instead of having to pin the target, maybe the target must be swallowed whole. Players will think twice about how to approach this situation.
Karlindel

11-12-05, 02:02 PM
Spell Resistance 30

Damage Reduction 5/-

Dimension Door 3/day

Fly (Ex)

Spellcasting: The Mastermind casts spells as a lvl 14 Sorceror.

Intellectual Improvements (Ex): The Mastermind receives 8 extra skill points for its first hit die, and 2 extra skill points for each hit die or class level

Natural Charisma (Ex): Bluff, Diplomacy, Gather Information, and Intimidate are added to the Mastermind's class skill list. In addition, it receives a +2 bonus on Charisma-based skill checks.

Calming Aura (Ex): All non-Bonded creatures within 20 feet of the Mastermind must make a Will save (DC 10+1/2 hit dice+Cha Mod) at the start of their turn in order to make an attack against the Mastermind (this includes spells that include the Mastermind in the area of effect). An attack by the Mastermind that targets a creature (or an area effect attack that includes a creature) allows that creature to ignore this ability for one round.

Blood Bond (Su): The Mastermind can perform a ritual to permanently bond a creature to it. Performing the ritual takes one hour, and reduces the Mastermind's maximum hit point total by one point per hit die of the creature Bonded. These hit points return if the Bonded Creature dies, or if the Mastermind chooses to relinquish the bond. The Mastermind can relinquish a Blood Bond as a full round action that does not provoke an attack of opportunity. A bonded creature gains a +2 morale bonus on attack rolls and saving throws when fighting to defend the mastermind, as well as a +2 bonus on saving throws against mind-affecting spells. In addition, any orders to attack the Mastermind or go against the Mastermind's will automatically count as being against the Bonded creature's nature.

Bonded Telepathy (Su): The Mastermind can communicate telepathically with any creature that has a Blood Bond with it. This ability has an unlimited range. The Mastermind can use its Bonded Telepathy to aid a Bonded Creature's skill checks for mental and social skills.

Bonded Spellcasting (Su): The Mastermind can grant a Bonded creature the ability to use one of its spells or spell-like abilities. While the Bonded creature has this ability, the Mastermind cannot use it. When the bonded creature uses the spell or spell-like ability, the Mastermind receives the used spell slot or spell-like ability use. If the Bonded creature dies with the ability unused, the ability returns to the Mastermind unused. If a spell is bestowed, it uses the appropriate casting ability score of the Bonded creature to determine save DCs as well as whether or not the creature can cast the spell. A creature can hold one spell or spell-like ability for each four hit dice that it has.

Bonded Guard (Su): The Mastermind can grant a single Bonded creature with enhanced fighting strength to serve as a bodyguard. The Bonded Guard gains a +2 morale bonus to Strength, Dexterity, and Constitution, and DR 5/-. In addition, if it is within 5' of the Mastermind, attacks made against the Mastermind will instead be targetted at the Bonded Guard, as the Bonded Guard throws itself between it's master and the attack.
Lord_Yy

11-12-05, 02:26 PM
Well, since everyone seems to have their own ideas for how this critter will end up, I might as well talk about what I think it's going to end up as. I think it's gonna end up as some far-realms entity bent on dragging the universe into abject insanity, and can withstand pretty much anything the PCs can throw at it.

Partial Critical Vulnerability(Ex): Despite the highly morphic nature of this creature, it manages to maintain enough of a structure to be affected by critical hits. If a critical hit is confirmed, then it only deals damage as a normal hit, but deals the full crit-damage as nonlethal damage.

Vorpal Immunity(Ex): The creature is immune to the decapitation ability of vorpal weaponry, and similar head-removing effects. The creature can either reattach its head or grow a new one.

Mutagenic Aura(Ex): This creature projects a reality-warping aura out to a distance equal to its HDx5 feet. Any creature within the aura's area must make a fortitude or will save or take 1d4 damage to a particular ability score.Roll a d6 to determine which score is affected.


d6 result Ability affected
1 Strength
2 Intelligence
3 Dexterity
4 Wisdom
5 Constitution
6 Charisma

If the affected ability is a physical ability, the character must make a fortitude save. If it's a mental ability, the character must make a will save(save DCs to be determined later). Anyone who succeeds on the save is immune to the aura for 1 hour, at which point it changes to affect a different ability score.
Formalhoute

11-12-05, 03:42 PM
Perhaps if we made the aberration an outsider from a dimension like the Tsochar come from and give it a strange geometric appearance like a Susurrus or something these powers may work. You can never have too much Mr. Lovecraft when talking about aberrations:)

Here are my suggestions:
Blasphemous Geometries(ex): Being an outsider from another dimension the creatures form does not translate well on the Prime material, appearing to be composed of obscene angles and planes making it difficult to percieve by natives. As a result of its alien nature its body reacts strangely an unprdictably to native object traveling in normal vectors towards it. An targeted attack whether melee, ranged, arcane or what have you, has a 10% chance per foe in a 10 ft. radius to be redirected randomly at one of those foes. AoEs would not be affected.
ex. A fighter swings his sword seemingly hitting the creature only to have the blade appear behind him and stab himself in the back.

Distortive Residue(ex): The monster's form is not entirely cohesive on our plane and after having attacked a foe leaves a trace of itself behind. The nature of the monsters material interferes with that of the foe, the stronger the foes attatchment to this plane the more painfull the effect. After a successfull melee attack by the monster a foe must make a DC15 Will save (that may be too low for the CR) or be stunned for 1D4 rounds and take 1D6 points of damage for a number of rounds equal to its Constitution bonus.

Conduit(ex): The creature can summon 1D6 minions from its home dimension once der day. The minions could be treated as some ambiguos, medium-sized elemental outsider (who says its dimension has the same 4 basic elements) which do force damage with their attacks. this would add to the monster's mastermind characteristic allowing it to become a greater threat the longer it is ignored as its invasion expands and time goes by.

Also if we were to give it similar Domination abilities as an Aboleth or Mind Flayer, perhaps it could merge native-sentients it captures with its summoned minions to allow the minion to icrease one size category, allowing it to control more powerfull minions as it makes victims of the natives of the Prime Material.
cryptictravler

11-12-05, 04:35 PM
Chronomantic Aura (SU)
Time around <the AMM> is distorted. As a free action <the AMM> can age any creature within his 30ft aura. Accelerated aging applies the normal aging effects of either middle age, old or venerable categories. Characters can resist the effects with a Fort save, in any case, the effects only last for 1 minute after leaving the aura.

Chronomantic Magic (su)

The <AMM> can cast three spells into his time distortion aura. Any use of the spell empties that slot for the day. Spell durations do not elapse nor can the spells be dispelled from the aura, althought the ability is subject to the standard rules for dispelling.

As a standard action the <AMM> can allow a spell to affect all creatures of a specific age category within his aura.

As a standard action the creature can cast all of the spells within the aura on himself.

The creature can contingently cast the spells upon death.
Chaos Theory

11-12-05, 04:44 PM
[QUOTE=cryptictravler]Chronomantic Aura (SU)
Time around <the AMM> is distorted. As a free action <the AMM> can age any creature within his 30ft aura. Accelerated aging applies the normal aging effects of either middle age, old or venerable categories. Characters can resist the effects with a Fort save, in any case, the effects only last for 1 minute after leaving the aura.

This could be very interesting if it only effects the body and not spirit. expand it to include a necromatic and charm effect, and the creature can generate skeletal minions just by walking through town and staying in one place long enough.
Gnome_Dragon_Disciple

11-12-05, 04:44 PM
There's a fairly large list of fairly decent Ex special abilities in the Custom Aberration thread linked in my sig (I should really update that thread... At the very least, to put in the Special Ability types :P). I'd post the whole list here, but it would be a royal pain to scroll through for other posters.
super nerd

11-12-05, 04:48 PM
Mind Infection(Su): A mastermind that establishes telepathic comunication with another creature (possibly, this could require unusual circumstances, such as direct, sustained contact with the creature through a specialized apendage or simaler) can infect the creature with an extension of it's mind. if the creature then fails a will save, it is effectivly dominated, though the mastermind can comunicate telopathicly with it and has acses to it's memories. every (however long) the creacher can retake the save to get free. after (however long), they must sucsede again (and destroy the extension of the creature's mind) or they are once again dominated. a creature that is dominated by this method for (however long, at least days) looses all traces of it's mind and the mastermind gets it's memories. after this point, it get's no more saves.
Azual

11-12-05, 04:52 PM
[Vitality Leech]
Once a day, this creature may leech the hit points out of every creature in a fifty foot radius. The attack deals Xd6 damage, where X is equal to half the creature's hit die. A successful will save equal to 10 + (the damage dealt / 10) halves this effect. The creature using this ability is healed an amount of damage equal to half the dealt hitpoints. Any hitpoints that go over the creature's normal maximum are gained as temporary hit points that last for a number of rounds equal to 3 + its Con mod.
Khorsan

11-12-05, 04:59 PM
My suggestions:

Maddening Appearnace (Su): Anyone who sees a [AMM] must succeed on a Will save (DC 10 + 1/2 HD + Cha mod) or be affected as though by the Insanity spell. You can avert your eyes to gain 50% chance of not needing to make a saving throw (giving the [AMM] concealment) or close your eyes/blindfold to ignore this ability entirely (giving the [AMM] total concealment). Anyone who passes their Will save is immune to this effect for 24 hours.

Mastery of Summoning (Su): Three times a day, when the [AMM] uses a summoning [spell/power/etc], he may cast it as though it had been cast twice.
super nerd

11-12-05, 05:06 PM
[QUOTE=cryptictravler]Chronomantic Aura (SU)
Time around <the AMM> is distorted. As a free action <the AMM> can age any creature within his 30ft aura. Accelerated aging applies the normal aging effects of either middle age, old or venerable categories. Characters can resist the effects with a Fort save, in any case, the effects only last for 1 minute after leaving the aura.

This could be very interesting if it only effects the body and not spirit. expand it to include a necromatic and charm effect, and the creature can generate skeletal minions just by walking through town and staying in one place long enough.

great idea!
Saturnum

11-12-05, 05:08 PM
An incorporeal Abberation with mind- control tentacles would be cool.
Early on, all you would see of it would be a large group of creatures with slack expressions standing in an area, and later on, you could actually go to the astral plane and fight it.
Mind Grapple?
Brain Spider?
super nerd

11-12-05, 05:22 PM
General ideas that might inspire someone:

a monster that can manipulate gravity for varios effects such as flight, hurling huge things, imploding stuff, nocking people off their feet, lifting things as telokenises, ect.

a creature that can use a teliport ability as a wepon (droping people from heights, teleporting them into a space ocupied by an object to do damage or permanantly bond them to it, ect)

a creature that gains intelegence by obsorbing creatures, then can release them with orders like the sort a golem can exept. It can go dormit and hide in the mind of a nearby creature, then later reawaken.

sorry I can't spell.
Fuzzypaws

11-12-05, 05:31 PM
Spell-Like Abilities (Sp): At will - animal growth, animate objects, borrow power (see below), break enchantment, contingency (touch range, only on victims currently cursed by it, effect can be one of the <AMM>'s spell-like abilities or to switch between normal and doll form), detect thoughts, diminish plants (prune growth only), discern location (only victims currently cursed by it), doll transformation (see below), explosive runes, inflict critical damage, mass enlarge person (no creature type restriction), mass reduce person (no creature type restriction), plant growth (overgrowth only), repair critical damage, shrink item, spectral hand (no spell level limit), summon doll (see below), teleport object, vampiric touch; 1/day - binding, polymorph any object, refuge, simulacrum. The <AMM>'s caster level is equal to its HD and its save DCs are based on Charisma.

Automatic Quicken Spell-like Ability (Ex): The <AMM> can use any one spell-like ability it has as a swift action that does not provoke attacks of opportunity. It can do this any number of times, but only as many times in a given round as it has swift actions (usually 1). This ability does not extend to any actual spellcasting ability the <AMM> may have.

Automatic Heighten Spell-like Ability (Ex): Any spell-like ability used by the <AMM> has a spell level equal to half the <AMM>'s HD. It can do this any number of times.

Doll Transformation (Sp): On a successful melee touch attack, the <AMM> can shrink its target. The target must make a Fortitude save or be reduced to 1/16 its normal height, width, and depth, dropping 4 size categories and having its weight and volume reduced by a factor of 4096. Its ability scores are unchanged.

If it speaks a victim's name while touching it, the <AMM> may cause it to transform into an inanimate doll or back. The victim is still conscious and aware while transformed into a doll, but does not age, nor does it require food, water, air, or sleep. It can still perform purely mental actions, such as casting a silent still spell with no material or focus components.

The doll transformation is a curse and has permanent duration. It can be broken by break enchantment, limited wish, miracle, remove curse, or wish, provided that the caster level of the spell equals or exceeds the <AMM>'s HD at the time the curse was laid.

Borrow Power (Sp): By touch, the <AMM> can give a victim one negative level to heal itself by 10 HP and gain the use of all of the racial abilities, class abilities, skills, and feats of that victim for 1 round. This can be negated by a Will save.

The <AMM> uses its own skill modifiers or the victim's skill modifiers, whichever is better. If the <AMM> uses abilities from its victim that are limited-use, such as spellcasting (which uses up spell slots) or smite attacks, these reduce the victim's capabilities as if he had used the ability himself; when an ability runs out, the <AMM> can't use it anymore either. Level-dependent abilities are used at a level equal to the <AMM>'s HD, even this is higher or lower than the victim's HD or class level. Ability uses that produce lasting effects longer than 1 round (for example, casting a spell with a duration of 1 hour per level) continue to endure after the Borrow Power ability itself expires.

Summon Doll (Sp): This ability functions like summon monster ix except as follows. The <AMM>'s summon ability does not bring forth creatures from out of the aether like the spell usually does, but instead calls up one of the <AMM>'s shrunken victims (who must be on the <AMM>'s person). The <AMM> must name the creature to be summoned as it uses the ability. The creature is restored to its normal size and is compelled to fight for the <AMM> or perform any other task of the <AMM>'s choosing, in any event serving to the best of its ability; when the duration expires, the creature returns to doll form on the <AMM>'s person. The creature does not recover at the time of its appearance or disappearance, so the <AMM>'s dolls tend to break quickly as they are used in combat; when a doll is of no more use the <AMM> simply discards it and acquires a new one.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

As for abilities that help it survive and further justify its CR...

Bonus Feats: Craft Construct.

Telepathy (Su): The <AMM> can communicate telepathically with any creature within 100 ft that is a construct or has a language. It can communicate with creatures it currently has subjected to doll transformation and it can use its detect thoughts ability on them even if they are inanimate objects.

Spell Resistance (Ex): 10 + Hit Dice.

Spell Reflection (Ex): If an opponent's roll to overcome the <AMM>'s SR fails by 5 or more, the spell is reflected back on its caster. This only applies to spells and spell-like abilities targeted on the <AMM>, or lines that pass through its space. A spell like fireball is reflected only if directly targeted on the <AMM>, and not if it merely detonates with the <AMM> in its area.

Steal Construct (Su): The <AMM> can take command of a construct within Close range (25 ft + 5 ft/2 HD) by making a level check using its HD against a DC of 10 + the caster level of its creator. This change in control is permanent as long as the <AMM> lives. It can only try this once per day per construct, whether it succeeds or fails.

*EDIT* Possibly give it Improved Grab, so it can grapple a victim pretty much automatically after shrinking them on a successful hit and a failed save?
draven_defay

11-12-05, 05:45 PM
I come from the DDM crowd, so I don't know that much about actual DnD abilities and the like. I'm thinking of it as a mini, therefore I'll go with abilities that would be cool as such.

Acidic Blood-A creature that hits this creature with a melee attack takes 10 acid damage.

Devour-4 uses, Replaces attacks, this creature may destroy an adjacent living creature and gain half its remaining HP, DC15 (Max 1 1/2 Starting HP, Allies MUST Attempt to save unless affected by Strengthen Resolve)

Strengthen Resolve-2 uses, Sight, Target creature gains Fearless

Gaze Attack-Only affects living creatures reduced to half HP, that enemy counts as eliminated for victory points and is a member of your warband for the rest of the skirmish, DC17.

Minions-Up to three Abberations cost 35 or less.

-This guy could end up turning your entire warband against you in one form or another.
lightman

11-12-05, 06:47 PM
Drain Weapon
(spell-like)
Whenever the mastermind is hit by a magical weapon that does lethal damage, the mastermind drains energy from the weapon. When the mastermind is struck, the mastermind must make a character level check (1d20+hit die). The DC for this check is (15+effective weapon enhancment bonus). If this check succeeds, the weapon permeantly loses one rank of actual enhancment bonus (from +5 to +4, for example). If this ability is used on nonmagical weapons, or would reduce the weapons enhancement bonus to 0, the weapon is utterly destroyed.
Light Dragon

11-12-05, 06:58 PM
Dry Seep (Su)

Due to the aberration's scaly and diseased skin, any contact with it will cause the water to seep from someone's epidermis, thereby making skin cells and appendages wither into uselessness.

The drier the climate, the stronger the damage seeped from the creatures' skin. If it has not rained in 1 day, for example, damage will be 1d4, 2 days- 1d4+1, 1 week- 2d6+1, etc.


-For A Desert Climate
Eclipsic

11-12-05, 07:15 PM
Body Swap (ex): On a successful grapple, the AMMA can swap bodies with the target. Only the personality travels with the swap, all other attributes are those of the new body, except for the AMMA's abilities. If the AMMA is touching numerous creatures, bodies can be swapped amongst any of them, one swap per round.

Mass Charm(ex): Able to charm (as the spell Mass Charm Monster) any humanoid(s) of less than 2 hit dice. Total hit dice of charmed humanoids must be equal to or less than AMMA's total hit dice. The charm effect is targeted on the creature's personality, so follows the creature through a Body Swap.

Add numerous limbs, tentacles and such-like, a half dozen kobold minions, and you have a bunch of high-level adventurers staggering around in weak, stupid, small, meek kobold bodies and minds. Oh, and the kobolds will also be in fast, strong, intelligent, PC bodies and minds. Can't forget that. If you were truly heartless, you could make Feats, Skills, Ex, Su, and Sp powers reside in the body, so then you'd have spell-casting, whirlwind-attacking, sneak-attacking, flurry of blows-ing, kobolds in PC bodies, but even I'M not evil enough to suggest that.

To add insult to injury, two more powers that would be fun to have:

Gestalt (Su): The AMMA can, instead of swapping bodies, simply stack as many personalities as he has targets grappled, into one body. No limit to the number of personalities that can be put into one body/mind. Effects of numerous personalities residing in one body would have to be adjudicated by the DM. At the very least, I'd suggest a Will save by host to accomplish any action. And afford the same save to any other personality. Best save result wins, maybe? Any body that has its personality stacked but doesn't have a personality swapped into it, simply falls, inert, to the ground. Life processes continue, but the body is otherwise furniture.

Fracture (Su): The AMMA can, instead of swapping bodies, fracture one target's personality and send it into as many other bodies as the AMMA is currently grappling. The AMMA can do this as a normal Body Swap (resulting in many personalities being stacked in the target body, and the target being swapped into each of the others), or by stacking Gestalt-wise (stacking the target's personality into each of the other grappled bodies).

Throw THAT critter into a party of fighters (I'd imagine all the saves would be Will saves), then sit back and witness the chaos. My ideal AMMA would swap itself into as many bodies as it could grab as well, swapping as fast as it can make successful grapple checks.

The REAL punch-in-the-face comes after a successful swap has been made. I can't think of too many spells or spell-like abilities that can swap personalities, so even if you defeat the AMMA, how do you get people put back together?

Ah, the sweet symphony of players screaming in frustration.
Shadowmehr

11-12-05, 07:23 PM
I bid polite greetings to all on this site. As a newcomer, I look forward to reading the ideas of others and offering my own.

As an idea for the Aberration Mastermind, I offer this idea.

Viral Charm:
A limited number times of day, the <aberration mastemind> may charm as per the spell a target. The difficulty to resist would be set high, say DC 20, due to the advanced nature of the mastermind. Those who fail are completely charmed and adoring of the mastermind. They in turn may use a charm on the same number of people, at a DC of 2 points lower, say 18. These second generation minions are also under the mastermind's control. They in turn can use the charm at another 2 points lower, and so on, and so on, until the DC reaches a specific point, say DC 10. This would allow the mastermind to gain control of a community very quickly and efficiently.

It is, after all, a work in progress, and any polite suggestions and comments are greatly appreciated.

Remember, the shadows themselves are neither good nor evil, they only respond to our will and intent. Let us play in the shadows and make shadows in the minds of others, and dance in the dark of the moon. :pumpkin: :pumpkin: :pumpkin:
AdventChild

11-12-05, 07:55 PM
i havent decided the name of the ability it would be either manecing aura or threatening aura

Aura of (-) (Su): a threatening aura surrounds the [creature's name], foes within 30 of the [creature's name] must succeed on a will save (DC 10 + 1/2 monster's character level + int modifier) or take mental damage as long as it remains within the aura's each. Those who fail their saves take 1d4 points of accumulative mental damage (meaning that it will take 1d4 on the first round and 2d4 on the second and so on). Creatures who succeed on their save are no longer affected by this aura as long as it remains inside, creatures who step in and out of the aura must made additional save checks to see if they are affected again. Creatures immune to mind affecting effects are also immune to this ability.


Notes: Perhaps this ability could do more damage to characters with the psionic entry or psionics characters if using the expanded psionic handbook

i have an other ability the same creature i made had
Devour Magic (Su): Once per round as a full round action The [Creature's Name] may try to Consume all magical buffs from spells (such as bull strength, haste etc) from a single creature within 60ft from it. Target creature must succeed on a will save (DC 10 + 1/2 monster's character level + int modifier) or persirve all the buffs on himself harmful letting the [creature's name] eat the buffs by menatally removing them, the [creature's name] heals points equal to the spell's level if the devouring has been successful. This is a mind affectinf effect.

........................................ ...
i know that most descriptions are a bit confusing, i am not very good writing flavor text
Bane

11-12-05, 08:21 PM
Body Snatch (su) - This creature can attempt to join with any creature with a melee touch attack, and displace the original mind. The original mind is removed as by a Magic Jar spell DC (15 + Cha modifier), although there is no receptacle needed. The <aberration> can maintain control over the body indefinitely, and can switch to different bodies without passing through it's natural body first. When the <aberration> vacates a body, the original mind returns. If a host body dies, the <aberration>'s body is expelled.

Closest example I can think of are the agents in the Matrix. The real agents, not Agent Smith in the second and third movies. Where they can have one body at a time, except the aberration needs to touch the body.
mystraca

11-12-05, 08:25 PM
Fracture(SU):When damaged by a melee attack the <AM> splits into two Fractures. Each of these Fractures have one half the <AM>'s remaining hit points, round down, after calculating the damage from the attack. All other statistics of the Fractures remain identical to the original <AM>’s. A maximum number of Fractures can exist equal to the <AM>’s Hit Dice. These Fractures coalesce back into the original <AM> 24 hours after the last fracture was made, combine the remaining hit points of all the fractures to find the hit point total for the <AM>.

I really like the Augmented Critical (EX)- I think it is under used. A mastermind doesn't have to be a melee weiner
Ravag3r

11-12-05, 08:40 PM
Scarabs
The <AMM> is physically very weak, but it has a natural empathy for desert scarabs, retaining control of one swarm per HD. It uses this ability to gather them as swarms, and, given one day in a suitable environment, can accumulate and control one scarab swarm. It can personally direct the actions of a swarm of scarabs at a distance of 10 miles.

Armor (Ex): The <AMM> can gather an adjacent swarm of scarabs over its body as a move action. The scarabs burrow halfway into its skin, dealing 1d4 points of damage, but once in place cease to function as a creature. Each swarm provides a +2 armor bonus to AC. An <AMM> can benefit from 4 swarms as armor. Detatching a swarm is likewise a move action that deals 1d4 points of damage to the <AMM>

Inhabit (Ex): A scarab swarm can use this ability, just like that of a Hellwasp swarm, except that the scarabs' ability is more subtle and it receives a +4 racial bonus on the disguise check to go unnoticesd. It can only do so when the <AMM> can personally direct its actions (see above). Also, a scarab swarm can make an inhabited creature speak, although it can only speak languages that the <AMM> knows. The <AMM> commonly uses scarab swarms in this way to exert its influence over civilized people by impersonating important figures.
Omnirahk, half-Rahkshi

11-12-05, 09:34 PM
Wall of Moving Gears (Sp) Like the spell.

Clockwork Storm (Sp) Gears, cogs, and other mechanical devices materialize, attacking like a swarm, dealing bludgeoning damage. For the one turn the swarm is present, treat it as a Swarm, consisting of Tiny Constructs.

Dominate Construct (Su) Like the Dominate Spell, but applying only to Constructs and Half-Golems (with a -1 penalty)

Biomechanical (Ex) This Abberation is only half living, and so receives a Bonus (what's reasonable?) resisting spells, spell-like abilities, and supernatural abilities that may only target living, corporeal creatures. When casting spells, this Abberation has an Arcane Spell Failure risk as if it were wearing one Armor Class heavier than it already is (considered to be in Light Armor if not wearing any Armor).

This really works well with what I'd like to see in our abberation. Imagine an abberation with ties to Mechanus. It's so because it might as well be a half-Inevitable. Who here knows what biomechanical means? An unnatural creature (thus Abberation) consisting of an integration of the living and the mechanical. (Unlike a half-golem, there is no telling the difference between construct and flesh; they are woven together at the most fundamental scale).

If we go with this, I'd say it's strong, but maybe a little slow and noisy. And just looking at what biomechanical implies, I'd say its statistics should be somewhere between Living Construct and say, Humanoid.
Tamako of the Empty Hand

11-12-05, 10:16 PM
Wave of blindness (Supernatural)

As a mastermind, the monster leads large groups of weaker or less intelligent monsters. One of its mos dramatic abilities is the fearsome wave of blindness . The monster concentrates for one full round. Every creature within one hundred feet of the monster must make a save (charisma-based) or be blinded for one day. If the enemy fails its save by 10 or more, it is permanently blinded as its eyes melt from the sheer power of the monster. The monster can use this ability once per day. The wave of blindness does not trave through any barriers that can stop divinations (thick stone, thin lead, etc.).
Throrin

11-12-05, 10:53 PM
When I saw the resulsts come up Aberation, Mastermind, CR 15 and then asked about Terrain, the first thing that came to mind was something that I read a while ago about the largest living thing on Earth. If I remember it right, it is a HUGE (miles in area) plant that sprouted parts of itself like a vine. Scientists were baffeled as to why all of the bushes in the area had the same DNA, and were thinking that these bushes were somehow cloning itself, or at least breeding with itself, until they realized that it was all one mass.

Also having read the other posts, an idea,or at least a few, came to mind:

The (name of creature - here after NOC) is a creature that lives for thousands of years, always growing, both in size and in power. How it came about is still a mystery, but what it can do is quite evident. The NOC, once settled into an area, never leaves again, and slowly takes over the terrain that it is in. What terrain does not matter for the results are the same. When first settled it is but a yard or two in area, but every year that it is in place the NOC gains another sq. yard. It gains control of the terrain in it's area and any beings (I suggest natural ones, like insects, animals, low inteligent humanoids, but not magical ones who would most probably avoid the area) that live in (as in have their home in) the area, and can have them do it's bidding. As it would also control the terrain, the NOC would also be able to use the terrain (trees, rocks, sand, water, or what ever is in the area the NOC lives in) to attack anyone that it feels is a threat.

The abilities that I liked from the other posts for this type of creature are the Overmind by Fiddlypoppin, Pull Strings from Always Late, and Terrain Control by Tallon and the reasons for them are below:

Overmind
There really is only one mind that is controling the beings living in its area. The creatures might think they have free will, but they don't. A large enough NOC could have a tribe of Orcs living there, along with lots of animals and insects to send after anyone and no one would be the wiser unless they REALLY started to investigate the situation.

Pull Strings
Of course this ability would only work in its own area, or through one of the controlled beings. Max levels of spells would be based on the creature that it is casting through. Imagine a party investigating a series of raids by invisible Orc only to find themselves having to face an Orc Shaman that can cast Mass Invisibility, or Chain Lightning at 15 levels. All the while being pestered by swarms of insects and packs of wild animals. The NOC would of course be aware of what is going on within its own area and would not have to use a "proxy" to cast there. It would if it sent some of its minions outside of "itself".

Terrain Control
The NOC should be able to use the terrain that it is made up of to defend itself if the need arises. It could its Minion as its "avitar" if you will.

The NOC's HD and Caster level would be tied to its size and the CR could be governed by the creatures (numbers and type) under its control.

I realize that I am giving all this in the "full cloth" sort of way, but I thought that if I put my reasoning behind the abilities it might also spark other ideas.

Have Fun & "Have at 'er"
secretbison

11-12-05, 11:17 PM
Living Lies: [This creature] can divide its attention among its real body and up to two projected images. It can direct these projected images to act differently from itself as a free action instead of a move action.

Bestow Unreality: [This creature] can temporarily turn a target living creature into a semi-real illusion of itself (probably as a 3/day spell-like ability with a duration of 6 rounds or so and a Will save like that of a 7th level sorcerer spell). This illusion works as though it were created by Greater Shadow Conjuration, so it deals only 60% damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers. [This creature] automatically disbelieves illusions that it created itself. [This creature] has no inherent control over an illusion created this way, which still houses the target creature's soul. If the target creature somehow succeeds on a Will disbelief save against herself (for example, if she is compelled to hurt herself,) the DM has the right to make her go insane as per the Insanity spell. At the end of the spell's duration, the target creature's body becomes real again.
RK)13

11-12-05, 11:42 PM
I don't know, when I think of Mastermind, I think of the BBEG at the end of a long long string of encounters, quests, and storylines. I also think of the utter frustration I have had with the various Horror franchises out there where the villain keeps coming back over and over and over again (Freddy, Jason, Micheal Meyers, The Bush Family). I was kind of thinking of a villain who can spawn out/clone many different versions of itself so the it provides a continuing challenge over the course of an entire campaign. Something like this...

Bud- The BBEG creates a spawn that is identical to itself in appearance. The first spawn has 1/2 the hit dice of the original creature with a corresponding decrease in combat statistics,special abilities, and CR (use either the monster advancement rules in the MM or the level advancement rules in Savage Species or create and independant table). The third spawn created has 1/3 the HD of the original, the fourth has 1/4 the HD of the original, and so on and so forth. The BBEG can have as many spawn as it has hit dice. The Spawn can take on class levels in various classes, and can gain their own power. If a spawn should gain more power than the original in this way (as expressed by CR), it can take over, relegating the original BBEG to a spawn role.

Spawn Communication- At any time, the BBEG can look in on its various spawn to see what they are doing, as the scry spell. It may also communicate with it's spawn telepathically.

Effective Immortality- If the BBEG is destroyed at any time, the most powerful of its spawn (as judged by CR) then becomes able to use the Bud special ability while the other Spawn wither and die.

The flavor I was looking for in this creature is the ultimate behind the scenes player. It could be directly responsible for all the crime syndicates in a world. It could mix legitimate businesses with illegitimate ones (would PCs immediately attack BBEG the fishmonger?). I like this because it provides a running challenge for a group of NPCs for an entire campaign. While it could be annoying if overused (oh look, the BBEG is sitting behind another dungeon door), it can be fun to bring back that reoccuring villain the the PCs were absolutely SURE they killed. Also, since the Spawn are independant entities with big brother watching them, you have the freedom to have inter-Spawn plotting, maybe even having the Spawn and the PCs teaming with each other in order to take down another spawn or the BBEG itself. What do y'all think?

EDIT: I think Secretbison and I were posting at the same time, but our two abilities are fundamentally different, as the Spawn are real creatures as opposed to illusions.
squigington

11-13-05, 12:05 AM
catapult (ex):any creature of {one size smaller than MMA} size or smaller successfully grappled by {MMA} can be catapulted with a range incrament of 70' and a maximum range of 5 range incraments. if the creatures are willing they do not have to be grappled (they use a move action to mount the {MMA}, they can ready an attack and gain the benifits of charging if the catapult attack hits and the amount of creatures that can be catapulted doubles per size catagory that the creatures are smaller than {MMA}. (eg. 2 creatures for 2 size catagorys smaller, 4 for 3 smaller...). the catapult action deals no damage unless the creatures are catapulted towards a wall or other vertical surface then it deals falling damage equal to the distance traveled.

this could be used be the mastermind aberration to pepper the adventurers with minions form afar and then as an alternative to running away if they get too close.
cryptictravler

11-13-05, 12:53 AM
[QUOTE=cryptictravler]Chronomantic Aura (SU)
Time around <the AMM> is distorted. As a free action <the AMM> can age any creature within his 30ft aura. Accelerated aging applies the normal aging effects of either middle age, old or venerable categories. Characters can resist the effects with a Fort save, in any case, the effects only last for 1 minute after leaving the aura.

This could be very interesting if it only effects the body and not spirit. expand it to include a necromatic and charm effect, and the creature can generate skeletal minions just by walking through town and staying in one place long enough.

Ok how about:
Chronomantic Aura (SU)
Time around <the AMM> is distorted. As a free action <the AMM> can age any creature within his 30ft aura. Accelerated aging applies the normal aging effects of either middle age, old or venerable categories. Characters can resist the effects with a Fort save, in any case, the effects only last for 1 minute after leaving the aura. The creature heals 5 hps per age category inflicted, hit points over the normal maximum are gained as temporrary hit points and are lost at the normal rate.

Chronomantic Theft (SP)
As a standard action the creature can steal the time of creatures within his aura. Their bodies decay as they are wracked by the passage of time and the creature dies. Those that die return as spectres in 1d4 rounds and remain enslaved to them until death. The effect can be resisted by a Fort save and take only 10d6 damage.

Chronomantic Magic (su)

The <AMM> can cast three spells into his time distortion aura. Any use of the spell empties that slot for the day. Spell durations do not elapse nor can the spells be dispelled from the aura, althought the ability is subject to the standard rules for dispelling.

As a standard action the <AMM> can allow a spell to affect all creatures of a specific age category within his aura.

As a standard action the creature can cast all of the spells within the aura on himself.

The creature can contingently cast the spells upon death.


That should give him plenty of minions and spectres are decent mob monsters because they are harder to kill (due to incorporeality) but not really hard, often hit (because it is a touch atack), but only do limited damage (1d8 and energy drain). It would take a good turn to destory them, but not to turn them so there is some balance in that. Plus spectres are creepy, which for an aberration ability is cool.
Vanigo

11-13-05, 01:04 AM
Explosive Gift (Su): As a full-round action, the <AMM> may infuse its minions with an unstable magical energy. This energy has no effect until the minion's death, at which time it explodes, dealing 5d6 damage to all creatures within 10 feet (reflex DC 10+.5HD+cha half). The damage dealt is either fire, cold, acid, or electricity; the <AMM> chooses the type at the time this ability is used. If the minion is not killed, the energy disispates harmlessly after ten hours.
Haruspex

11-13-05, 02:03 AM
Telepathic Network (Su): The aberration and all its minions have a constant telepathic connection with each other. The aberration may shut down any part of the network as it pleases. For example it may prevent two of its minions from communicating with each other. The minions may communicate with each other (usually to coordinate tactics), but the aberration automatically 'overhears' any such messages.

I thought that this might be more mastermind-like.
ArochanoX

11-13-05, 03:08 AM
Transplanar physical essence (Ex)
The aberration is a four dimensional creature. That means, it always has depth onto ethreal (or shadow or astral. Whatever is nastier.) plane. Part of the creature is always on the ethereal plane and it can move parts of itself between the ethereal and material plane at will.
In game terms, transplanar physical essence grants following abilities:
-cannot be trapped, pinned, grappled, ensnared or trapped in any way that hinders its movement. The aberration can always retreat a part of itself into ethreal plane and move through anything (exept force effects) as if it were ethreal.
-fly speed 60ft (perfect). The aberration moves as if it were ethereal.
-20% miss chance. The aberration moves continuously it's body parts between the material plane and ethereal plane. It is very hard to hit. Ghost touch weapons and force effects ignore this miss chance.
-engulf. The aberration can engulf a creature 1 size gategory smaller than itself. A creature can avoid engulfing with a successful reflex save. Engulfed creature is considered grappled and pinned. The aberration can move the engulfed creature between the ethereal and material plane as a free action. Any creature that tries to grapple the aberration is immediately engulfed. No save.
infernal_fungus

11-13-05, 05:02 AM
What might be interesting is if the thingy didn't see it's minions as expendable, and had effects that bolstered them

Aura of Shield (Su): Any allies within 50 ft. of the <AMM> gets the benefits of the shield spell

Aura of Regeneration (Su): Any allies within 50 ft. of the <AMM> gains Fast Healing 3 (To improve this, make it Regeneration 3 (Cold Iron weapons beat it, or something similar)

Vengeance Aura (Su): When an allied creature within 50 ft. of the <AMM> takes damage, a quarter (or more or less) of the damage is dealt back to the attacker. It can effect attacking creatures up to 50 ft. away from the allied creature. The damage dealt back is force

Linked Minds (Ex): The <AMM> and it's allies within 300 ft. are in constant communication. If one of them is aware of something, they all are, none of them are flat-footed or flanked unless they all are.

Spell-like abilities: At will: Invisibility, Fly, Resist Energy, Magic Missile, Cure Serious Wounds, Vampiric Touch, Summon Monster 3
3/Day: Mass Cure Serious Wounds, Orb of Force*, Improved Invisibillity, Planar Ally, Summon Monster 6, Energy Immunity
1/Day: Greater Planar Ally, Summon Monster 9, Mass Heal (that would be infuriating for players!), Chain Lightning, Polar Ray, Disintegrate, Delayed Blast Fireball, Acid Fog, Telekinesis, Teleportation Circle, Stalking Spell¿
Caster level 18

*Orb of Force is in Complete Arcane. It's a spell that tends to work against mostly everything (No SR and Saving Throw You have to beat touch AC to hit though, Shield spell doesn't provide immunity)

¿Stalking Spell is in Savage Species. It's a sort of uber-invisibility, that means you can only be detected (without dispelling) by touch or taste

Just clarifying incase any of you were confused about those spells.
Jeremiah DeathFist

11-13-05, 09:06 AM
Master Mind(Su): 1/day as full round action the (?) may select a target to use this ability on. The target must have an intellegence score and be conscious for this ability to affect it. The creature must make a Will save, if succefull the creature feels no ill affects but if the creature fails its Will save it becomes under the (?)'s command and must do anything it says to do. (This affect disapates if the (?) dies) The creature can make a Will save to under the affects of this ability once every 24 hours but once the creature has failed 4 saves it is permanently under the control of the (?) until it dies.
Misterfido

11-13-05, 09:25 AM
Damage reduction 15/nonmagic.

I'd be scared.
Golem011

11-13-05, 10:03 AM
I liked the swarm attack idea, and I thought that slightly differently you could have a good way for the AMM to escape in the end:

Flee Swarm(Ex): On the moment of the AMM's death, he can escape with a successful will save. On success, his body bursts open and a swarm of creatures (rats, locusts?) races away from him. His body is now just an empty shell and is dead, unrevivable even by a wish or miracle spell etc. The swarm will attempt to escape through the nearest door or any gap small enough for them.
Once per day after this escape, the AMM can attempt to grow a new body. This requires a succesful CON check on the part of the swarm. The new body begins with STR, DEX, CON, INT, WIS, CHA 10 and can improve these traits by 2 every day by passing a successful Will Save.
Chaos Theory

11-13-05, 10:39 AM
[QUOTE=Chaos Theory]



Chronomantic Theft (SP)
As a standard action the creature can steal the time of creatures within his aura. Their bodies decay as they are wracked by the passage of time and the creature dies. Those that die return as spectres in 1d4 rounds and remain enslaved to them until death. The effect can be resisted by a Fort save and take only 10d6 damage.

That should give him plenty of minions and spectres are decent mob monsters because they are harder to kill (due to incorporeality) but not really hard, often hit (because it is a touch atack), but only do limited damage (1d8 and energy drain). It would take a good turn to destory them, but not to turn them so there is some balance in that. Plus spectres are creepy, which for an aberration ability is cool.

I like it. Think the scene with Dorian Gray seeing his own picture in LXG.

It could make it the ultimate ambush machine if the mastermind has an alter self ability or potion. The specters hide out in the floor while the mastermind poses as the barkeep and gets the PC's drunk. Then when the PC's stagger off to wherever, the mastermind attacks with its specters and pretends to panic and flee. The surviving PC's might even take the mastermind into thier cofidence as they try and help it. But by then it is far to late.

Make your spells desecrate, Power word stun, and deeper darkness. These will help your specters alot. The PC's will know who the mastermind is if you do. But they have a very low chance of survival.
shadowknight_26

11-13-05, 12:43 PM
Hello to all I am new and I had a few thoughts on this Mastermind Aberation.
As I love shadows and shadow magic from the Forgotten Realms I got to thinking. DnD is about balance. Why there shouldn't there be a creature with light blend? An inverse of shadow blend so that any amount of shade would negate it's blending with light, much how light spell would negate shadow blend if fills a large enough area.

Light Blend(su): if MMA is in enough light to completely cover its body it benefits from 3/4 concealment. Any amount of shade or darkness negates this ability until MMA moves into an area of light big enough to cover it's entire body.

Sorry R&D about the tweaking an ability but this was on my mind and would make sense for a creature that roams the rolling fields of grain of plains.
kire024

11-13-05, 01:49 PM
Wow! Everyones ideas are so good, so I thought I would throw out a few I have been working on:

Bad Breath would work good with a creature that lives in the fith of a marsh. All numbers could be changed pretty easily.
Bad Breath (Su): Twice per day a AMM can emit a foul gas that causes many different status ailments. The breath’s are is a 50 foot cone (Reflex save 15), A creature hit by a AMM’s bad breath attack immediately must make a separate Fort saves (DC 16) for each or be affected by the following effects: Confusion as the spell; Poison as the spell; Sleep as the spell; Shrinks to one half the original size, as the reduce spell; and take 1d8 points of damage. Each ailment lasts 3d6+1 rounds.

Battle Growth was an ability I had a fire type creature have but I thought it could be tinkered with.
Battle Growth (Su): When a AMM reaches half its hp and then again at one third of its hp, a AMMs internal furnace increases, as does the size of the AMM, becoming one size category larger as per the enlarge spell.
Gldn Drgn

11-13-05, 01:52 PM
<Terrain> Control: The <mastermind abberation> may animate his natural terrain at will as the animate object/plant/tree spell. 1/week the <mastermind abberation> may create a creature from his natural terrain with 30 hit dice. This created creature only lasts one week. (examples of the created creature would be a Shambling Mound from a swamp, Dust Devil from the desert, Treant from the forest, etc.)

Combine this will Pull Strings from above, allowing the <mastermind abberation> to use <terrain> control through scrying, and this could create an incredibly dangerous and nasty foe.

I like the idea of A better version of the Pechs stone shape and summoning.

Stone control: The ability to duplicate any of the stone spells: Fist of Stone, Wall of stone, or summon Earth elemental..Etc. Use the ability as a standard action without Concentration.
ArochanoX

11-13-05, 02:02 PM
Time twisting (Su):
These aberrations are manipulators of time and use it against it frequently to gain advantage over anything else. The aberration can twist time in following fashions once every 1d4+1 rounds as a free action. All these attacks and qualities require a successful will saving throw. All these attacks have range of 60ft and require no attack rolls.
Pause: you gain 1 extra round of actions as per the time stop spell.
Speed: you can grant one creature the effects of haste for 10 rounds.
Slow: you can grant one creature the effects of slow for 10 rounds.
Stop: you can stop one creature's time flow. The creature cannot be harmed in any way and everything that touches it shatters. Only limited wish, wish or miracle can undo this effect. The stopped creature cannot move, think or do anything. It is in stasis.
Age: you can cause creature to age rapidly. The creature gains 1 age category. If the creature would gain a category after vunerable, it dies. Dragons are immune to this effect.
Refresh: you can remove a age category from a creature. If a creature would have no age categories, it instead gains one negative level (drain)
Hop: you can make target creature to jump foward in time. Target creature hops 1d4+1 rounds to the future. As per the time hop power.
Travel: this requires 1 complete day of concentration to work. You can travel to different time, but the location stays the same. You can travel minimum of 1 year and maximum of 100 years back or foward in time. (If you see yourself in the past, you die.)
Rip: you can create a rip in time. This rip appears as multicolored swirling maelstorm that occupies a 5ft square. Any creature in that square must make a fortitude save or die. The maelstorm sends different parts of you into different times and makes parts you older and others younger - your body twists and rips apart. The time rip lasts for 10 rounds.
Blast: you create a concentrated blast of time that creates a 10ft burst of time. All creatures in the area see their past and possible futures. Unseccesful save results insanity (permanent confusion effect).


These are my takes for the time control and chronomancy.
Fuzzypaws

11-13-05, 02:02 PM
Bad Breath would work good with a creature that lives in the fith of a marsh. All numbers could be changed pretty easily.
Bad Breath (Su): Twice per day a AMM can emit a foul gas that causes many different status ailments. The breath’s are is a 50 foot cone (Reflex save 15), A creature hit by a AMM’s bad breath attack immediately must make a separate Fort saves (DC 16) for each or be affected by the following effects: Confusion as the spell; Poison as the spell; Sleep as the spell; Shrinks to one half the original size, as the reduce spell; and take 1d8 points of damage. Each ailment lasts 3d6+1 rounds.

Battle Growth was an ability I had a fire type creature have but I thought it could be tinkered with.
Battle Growth (Su): When a AMM reaches half its hp and then again at one third of its hp, a AMMs internal furnace increases, as does the size of the AMM, becoming one size category larger as per the enlarge spell.

From the Malboro and Bomb creatures in FF, right? The save DCs shouldn't be set in your spec, it'd be based on the creature's hit dice and stats. (E.G., 10 + 1/2 HD + Con modifier for a breath weapon like Bad Breath.) Bear in mind also that this is for a CR 15+ boss monster, so you wouldn't want sleep to be limited like the spell, you'd want it to work regardless of the victim's level or Hit Dice.

Similarly, with battle growth might be more appropriate to have it happen at two-thirds and one-third HP (instead of half and third), and give it some kind of death throes ability if it isn't killed within one round of reaching one-third.

Of course, while both of these can end up working quite well for a regular monster, neither seems geared for a mastermind-type, which is what they're asking for.
Zralkirin

11-13-05, 02:23 PM
The creature seeks out areas where a small number of intelligent humanoid creatures permanently reside. Once found, it makes its lair in the wilderness (desert, marsh, forest, etc.) near the village. The creature then goes into a deep slumber. From the time the creature enters its slumber, all creatures in a three mile radius experience terrible nightmares while asleep, as the creature feeds off their minds. Each night spent in the affected area, any intelligent creature must make a Will save (DC 10+creature's Cha modifier+number of nights sleeping in area) or fall into a fevered coma. The creature feeds off the minds of any being that falls into one of these comas, dealing one point of permanent Intelligence drain per day spent in a coma. Any being reaching 0 Intelligence while under the effects awakens under the creature's mental control, having no will of its own. The creature can control any number of beings at one time, but any being under its control moving further than the 3 miles away dies immediately. The creature is aware of anything any being under its control witnesses. The process may be reversed by killing the creature and then using restoration, greater restoration, miracle, or wish on any being not yet fully under the control of the creature. Beings whose will has been fully subsumed by the creature may only be returned to normal by a wish or miracle spell. Beings who die while under the creature's control may be brought back to life with a wish or miracle to restore their will, followed by a true resurrection. Once no intelligent beings remain in the area that are not controlled by the creature, it calls all its servants to its lair, where it devours those too weak to serve as bodyguards, then sets out to find a new lair.

Okay, I know I went a little beyond the abilities in including habits and whatnot, but it was necessary to fully explain the abilities.
Zralkirin

11-13-05, 02:36 PM
Forgot, haha, the ability is an Extraordinary ability called Nightmare Font. Ok, I think that's all I forgot.
Dyvynarth

11-13-05, 03:14 PM
I really like the following suggestions, but would also like to see a "Hivemind" ability, especially wth the Far-taint. :coolcthul

It is suggested as a complimentary spell-like ability, that this creature be able to Dimension Door at will.

Disarming Translocution (Su): As a full round action, the <mastermind abberation> may use a single attack, spell, spell-like ability, supernatural ability, magical item, et. al. at range in a unique fashion. He literally creates a tiny dimension door, as the spell, and can attack his target through it, at any angle. This could allow him to flank an opponent using himself and his translocuted attack. This attack gives him a +2 to hit, and the target loses all dexterity bonuses to AC and reflex saves (essentially catching them unawares or flat footed.) If a player has fought the <mastermind abberation> before, or makes the appropriate knowledge skill check (DC 40) they may make a will save (DC 20) to be aware of the translocuted attack. A GM may determine that vigilant characters may make spot checks to see the coming attack and gain full advantage of their dexterity bonus.

How about we stand a mindflayer on its head?

Aura of Peace (Sp): is constantly warded as by a [i]Calm Emotions spell, 60' radius, DC (20ish). As this affects both allies and enemies, the is careful to keep its henchmen a respectable distance from itself at all times. If it is dispelled in any way it reactivates as a free action on their next turn. (Arguably, it could be altered so they can either set the radius themselves, or they can drop it as a free action, but both go against type.)

Be of Me (Su): As a full round action the (insert future icky's name here) can taint the essence of a victim. This is a touch attack that provokes an attack of opporunity. If the attack is successful then the creature touched is entitled to a Fortitude save DC (insert approprate # here.) If they make the save they are wracked by terrible pain as their flesh literally writhes for one round. Creatures so effected may only make a partial action for that round. If the save fails then the creature touched undergoes a horrific transformation, gaining the half-farspawn template. The newly created spawn is under the control of it's creator. A (insert future icky's name here) can only control a number of creatures who's hit dice do not exceed double its own. Any creatures beyond this limit are free willed. The transformation itself takes place over a number of rounds equal to half the effected creatures hit dice (one round minimum.) At any time during the transformation the process can be halted by casting [I]remove disease and lesser restoration on the victim. Once the transformation is complete however only a limited wish can restore them to their origonal state.
lightningtiger09

11-13-05, 03:21 PM
How about this:

Summon minion: When the Mastermind activates this ability, usable 2/day, it calls upon any creature it has personally seen. The creature must make a will save (DC 29) to avoid being transported to the mastermind's current location. A failed save results in the creature being transported and put under the Mastermind's control for a duration of 1 hour. When the duration is over, the creature returns to its former location, with no memory of having served the Mastermind.


What do you think?
Fuzzypaws

11-13-05, 03:52 PM
I like the idea behind the aura of peace that was described earlier. However, don't like how they subverted it by having it just be something to keep others from attacking while the mastermind aberration merrily blasts away on its own. Work with it. Make it a true behind-the-scenes mastermind... something that isn't just a ranged combat monster hiding behind a variant kind of shield.

Here's my own take on that same concept. All save DCs are at DC 10 + 1/2 HD + Cha mod.

Aura of Peace (Su): All creatures that come within 100 ft are calmed unless they succeed at a Will save. Creatures that succeed at the save must make another save every minute (10 rounds) they remain in the <AMM>'s presence. Even a creature that is not calmed by the aura must make a Will save each time they attempt to take any aggressive action against the <AMM>, or they do not act and lose their action; a creature not within its aura gets a +5 bonus on this save.

Creatures in rage or frenzy drop out of that state. Angry creatures do not fight and joyous creatures do not revel. Creatures so affected can not take violent or destructive actions, although they can defend themselves. This effect suppresses (but does not dispel) all morale, fear, confusion, and bardic inspiration effects. If an aggressive action is taken against a calmed creature or damage is dealt to a calmed creature, that creature gets a new Will save to throw off the calm, but all other creatures are unaffected.

Aura of Communion (Su): All creatures within 100 ft of the <AMM> who have a language can speak with and understand each other. The <AMM> gets a +10 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, Perform, and Sense Motive checks against creatures in this area.

Additionally, once a creature fails its save against the <AMM>'s Aura of Peace, the <AMM> knows its condition (as per status) as long as it remains within this radius. Moreover, the <AMM> can concentrate to gain information on all creatures within this radius who have been calmed by the Aura of Peace, as per detect thoughts.

Aura of Dominion (Su): The <AMM> can rule over all creatures within 100 ft as if it was using a rod of rulership with no usage limit. This effect uses the <AMM>'s save DC where applicable, not that of the item.

Aura of Suppression (Su): If any hostile or divination magic is cast within 100 ft of the <AMM> or even directed into this area from outside the aura, the caster must make a caster level check (DC 10 + <AMM>'s HD) or the spell simply fails; a creature not within the aura gets a +5 bonus on this check. This can also hedge out area effects centered beyond the outer edge of the aura. The <AMM>'s own spell-like abilities ignore this restriction, but any other magic it uses is still affected (e.g., a necklace of missiles).

Bonus Feats: Leadership, Negotiator, Persuasive.

Spell-Like Abilities (Sp): At will - alter self, bigby's interposing hand, dimension door, dream, hold monster, mass cure moderate wounds, mass suggestion, mirror image, otiluke's telekinetic sphere, wall of force, waves of exhaustion; 3/day - anti-life shell, charm monster, forcecage, geas/quest, grant another's limited wish, power word stun; 1/day - antipathy, greater prying eyes, symbol of sleep, sympathy. The caster level is the <AMM>'s HD and the save DC is based on Charisma.

Inviolate Person (Su): Any creature that deals damage to the <AMM> must make a Fortitude save or it deals the same damage to itself, ignoring Damage Reduction and Hardness. This does not prevent the damage to the <AMM>.
blargney the second

11-13-05, 04:58 PM
Intelligent Defenses (Ex) Due to the mastermind's unearthly intelligence, it may have prepared an appropriate defense for a given tactic. When subject to any spell or attack, roll d% - if the result is equal to or less than three times the mastermind's normal Int bonus, then it currently has a defense active appropriate to that type of attack. Each time it is successfully prepared for an attack, it mocks their lack of brainpower.

For example, a 31 Int mastermind is attacked by a party. There is a 30% chance it is prepared for each attack. The archer lets loose a hail of arrows - the mastermind rolls 02%, and the DM rules that there is a wind wall blocking the arrows. "You think to catch me unprepared for such a feeble-minded attempt?"

Edit: Treat the defenses as any ability that may be used by the mastermind or any of its allies. The DM may rule that an ally who is not currently present created the defense, if appropriate. (ie teleported in and out before the encounter.)

-blarg
pawsplay

11-13-05, 05:28 PM
A few suggestions:

Ruin of Wrath (Su): Any time this creature is attacked, the attacker suffers an insidious curse. A character striking the Mastermind with a melee or ranged attack, or a spell that causes damage, death, or a permanent or instant effect, must immediately save versus Will (DC 10 +1/2 HD + Cha bonus) or incur a -6 penalty to all saves, checks, and attack rolls for one hour. A character cannot be cursed twice by the same Mastermind, but the curse of two Masterminds could affect one unlucky foe.

Fellowship United By Thought (Sp): The Mastermind can use charm monster at will. In addition, creatures affected by the power are treated as charmed with respect to each other. Furthermore, they grant each other or the Mastermind double the usual bonus when aiding another in combat or skill use. The duration is permanent, but the Mastermind can only have a number of HD of monster controlled equal to twice its hit dice. The Mastermind can release a creature as a free action.

Hidden Suggestion (Su): The Mastermind can make a suggestion once per round as a free action (save Will; DC = 10 +1/2 HD + Cha bonus). However, the suggestion is completely undetectable; instead, it sounds like ordinary conversation of a vague and meaningless sort ("Ah, yes, quite interesting.") Even the victim will not recognize why he had a particular impulse. However, if the victim makes his saving throw, he may make a Sense Motive check (the same DC as the saving throw) to realize the Mastermind is somehow attempting to sway his behavior.
Drukas

11-13-05, 05:33 PM
I kinda like the creature connecting with its minions/victims to form a hive that it dominates so here is another idea of mine:

Infectous Hive

The minions and victims of the <AMM> are infected by the <AMM>'s sadistic and twisted mind wiping out the personality/independent thoughts of the effected creature. The <AMM> has two ways of deploying the infection:

A mindblast type attack. That if the targeted creature or player fails their will save(DC = CR+10), twists and warps thier mind infecting them and making them totally loyal.
The <AMM> sends in a already infected minion to pose as a harmless inhabitant, who then through the guidance of the <AMM> spreads it's infection to targeted officials and important locals. Effectivly giveing the <AMM> a safe haven to carry out its plans.

Now Creatures that are infected are completely subserviant to the <AMM>, gain the <AMM>'s mind effecting blast but can only use it when the <AMM> wishes for the minion to do it and can here the <AMM>'s orders every where.
Labyrinth

11-13-05, 05:43 PM
Steal Summons (Su): The creature can take control of any summoned creature within 60'. The summoner is allowed a Will save to resist (DC 10 + 1/2 creature's HD + creature's Cha mod). This ability is usable once a round as a free action. A successful save renders that particular summoned creature immune to this ability for 24 hours.

Summon Minions (Sp): The creature can cast summon monster I ever 1d4 rounds. It get's access to a higher level of summon monster for every 4 HD above first.

Plague Rotting (Ex): The creature's natural attacks confer a virulant disease known as plague rot. The summoned monsters of the creature also carry the disease. This does not include the creatures dominated by means of its steal summons ability. The disease is spread by contact after it is initialy contracted.

Plague Rot: Contact; DC 21; Incubation 5d4 rounds; Damage 1d6 Con, 1d4 Str, 1d4 Wis
Mumm-Ra

11-13-05, 06:16 PM
The Machine (Su) the (mastermind) possesses a machine capable of draining 50 levels from a helpless PC

of course, the mastermind also happens to have 6 fingers on each hand!
Rimbaldi

11-13-05, 06:36 PM
It should gain the ability to possess as the fiendish ability. While possessing PC's is an option, it can possess any of its minions without an opposed check, thus giving them additional abilities when possessed. Perhaps it can possess more than one minion, giving them a Hivemind, much like when a Vermin Lord from the BoVD joins his vermin servants and summoned vermin to give them a hivemind.

What if it was Incorporeal, or could become that way as a supernatural ability?
Chaos Theory

11-13-05, 07:02 PM
The Machine (Su) the (mastermind) possesses a machine capable of draining 50 levels from a helpless PC

of course, the mastermind also happens to have 6 fingers on each hand!

Characters using a rapier against the mastermind recive a +10 to hit and damage.
Xyl

11-13-05, 07:30 PM
CR 15+? I was expecting it, but I'm still disappointed. Oh well, let's go for broke on the ability...

Poison (Su) - Initial damage 1d8 Str, secondary damage death. Any humanoid slain by the poison rises the next round as a vampire spawn (if 4 HD or less) or vampire (if 5 HD or more) under the aberration's control. It may control a number of spawn at one time equal to its hit dice.

The creature hides beneath cities and uses its minions to bring victims to it, who it then poisons and raises as more minions to do its bidding. Adventurers who discover the infestation of vampire spawn in the city may assume it is the work of a master vampire, while in reality it is something far worse.
Moosh Nailo

11-13-05, 08:09 PM
Sorry if it's already been suggested/created, didn't have enough time to read everything. Basically a way to get minions.

Charm Pulse (Su): Every 1d4 rounds, the (insert name) can send out a (30? 60?) foot radius wave of magical energy, causing nearby creatures to become enchanted, as the effect of a Charm Monster spell. Will save (DC 10 + charisma mod. + 1/2 (insert name)'s HD) negates.

OR

Charm Aura (Su): Everybody within (30? 60?) feet must save every round against Charm Monster. Will save (DC 10+ charisma mod. + 1/2 (insert name)'s HD) negates.

Should cause enough trouble with any tanks in the group. :D Plus it gives an easy way to get minions.

I like Labyrinth's "Steal Summons" ability
WraithCaller

11-13-05, 08:40 PM
Pheremones (Ex): The [insert creature here] releases a chemical agent from pores on its body, travelling as a (gas, if land-dwelling; cloud, if sea-dwelling) around the creature in a 60 ft. Radius. All creatures in the affected area must succeed at a DC (10 +1/2 monster's HD +Cha modifier) will save or be affected as though by a Charm Monster spell. Any creature that succeeds at its save cannot be affected by the same creature's Pheremone ability for one week.
arkerpay

11-13-05, 10:54 PM
The creature should be so hideous, it causes insanity in those that look upon its true form. Since it is a mastermind, it needs shapechange or illusion ability to disguise itself when handling minions.

Or it can just stay hidden and communicate with telepathy.
Fuzzypaws

11-14-05, 01:05 AM
This one I'm not going to go all-out and define the majority of the creature's package like I did with the last two... instead I'm just going to throw out the core ability concept.

Soul Switch (Su): The <AMM> has the power to swap the souls of any two creatures. Any two creatures within range - this could be itself and another creature, or two opponents, or two minions / allies, or a minion and an opponent.

This works like the spell magic jar, with some differences. This is a supernatural ability, so unlike a spell-like ability, the save DC scales with the <AMM>'s hit dice (10 + 1/2 HD + Cha mod) and the ability is not subject to spell resistance. No receptacles are involved. The duration is permanent and it laughs in the face of dispel magic. If one of the swapped creatures is killed, nothing happens to the other - it keeps its new body.

Range - This power is most restricted if the <AMM> has to touch both characters whose souls are to be swapped; this also puts the <AMM> into melee range which is usually not good for a mastermind. This power is least restricted if the <AMM> simply has to choose two creatures within range, or two creatures who are a certain distance from each other at range (e.g., two creatures up to 30 ft apart at Medium range). A midpoint for this power is the range is reduced to Close.

Uses - Invasion of the Body Snatchers! The <AMM> infiltrates and takes control of the highest levels of (government, society, arcane college, enter victim group here) by replacing people with its minions and allies.

Reversing - Depending on how ornery the designers / DM want to be, this could be as simple as killing the <AMM>, or as complicated as reuniting a victim with his body and casting dispel evil or suchlike.

Variant Operation! - An extra possibility for working this comes about when the <AMM> either controls swarms of something, or can split submonsters off from its own body. In this case, set up the whole thing as follows. Paradoxically, this ends up being both much more limited and much more relaxed than the default version above.
* The <AMM> has an unlimited-range hivemind with its submonsters (possibly across planar barriers), can sense through them, and can control them directly.
* The <AMM> can swap its own soul with any creature it is touching. (Potentially, it might be able to swap its own soul with any of its submonsters at any range, but this makes the ability substantially more powerful, as it essentially gives the <AMM> an "out" similar to a lich's phylactery.)
* The <AMM> can swap the soul of one of its submonsters with any creature that submonster is touching. This puts the victim in an especially bad position if the submonster is, say, Fine size and weak. The <AMM> retains its mental link to the submonster even though it is now occupying a new body.
* The <AMM> can still swap any two other creatures which it can touch.
Caelos

11-14-05, 01:26 AM
Corrupting Mindlink (Su): Once per round, the creature tries to establish a permanent mental link between itself and the target. One target within 100 ft. of the creature must make a Will save (DC 10 + 1/2 creature HD + Cha mod). On a successful save, the target takes 1d4 Wisdom damage. On a failed save, the corrupting mindlink is created and lasts until the creature dies or it chooses to dismiss the effect. The creature may telepathically project thoughts, emotions, and visualized images to the target across any distance and regardless of any physical barriers between the two. The communication even functions while creature and target are on different planes from one another. The creature may also read the target's surface thoughts, emotions, and memories with the same freedom as it projects its own to the target. The target takes a -6 penalty to all attack rolls, skill checks, saving throws, and caster level checks against the creature. The creature receives a +6 bonus to all attack rolls, skill checks, saving throws, and caster level checks against the target. Any Wisdom drain suffered by the target from any source cannot be healed unless the target is no longer under the effect of a corrupting mindlink, after which the damage may be healed as normal for Wisdom drain. A target may be affected by only one corrupting mindlink at a time, and if another one is established, it overrides and dismisses the earlier effect. Corrupting mindlink is a mind affecting ability.

Corrupt Awe (Su): While the creature is within 100 ft. of a target under the effect of its corrupting mindlink, as a free action, the creature may limit the target to being able to take only one move action during its next round unless the target makes a Will save (DC 10 + 1/2 creature HD + Cha mod). Corrupt awe is a mind affecting ability.

Corrupt Corrosion (Su): As a free action, the creature may choose to inflict 1d2 permanent Wisdom drain upon any target under the effect of its corrupting mindlink. A target may only take Wisdom drain once per day from this effect. Corrupt corrosion is a mind affecting ability.

Corruption's Blessing (Su): As a free action, the creature may grant a target under the effect of its corrupting mindlink a +8 morale bonus to any one ability score of the creature's choice for 1 hour. A target may not benefit from this effect more than once per day, even for different ability scores. Corruption's blessing is a mind affecting ability.

Corrupt Resilience (Su): The creature is aware of any instance when its target must make a Will save, and may as an immediate action, force the target to use the creature's base Will save bonus and Wisdom bonus to replace the target's base Will save and Wisdom bonuses for purposes of that saving throw. Corrupt resilience is a mind affecting ability.

The creature casts arcane spells as a wizard (enchanter) of its hit dice.

The creature takes perverse pleasure in enticing good aligned people into performing acts of evil by establishing the corrupting mindlink and then using corrupt corrosion to whittle down their will and judgement. It uses its ability to sense its victims' emotions and memories to help craft convincing arguments for them to stray from the path of the righteous. It grants its corruption's blessing as an incentive for obedience, and its corrupt corrosion functions as threat of punishment. While corrupt corrosion makes its victims more susceptible to charm and domination spells, the creature takes pride in not having to resort to such measures, preferring for victims to choose evil of their own "free will".


This allows for more role-playing than the plain old charm spells. The creature's minions aren't just under the influence of charms that the PCs can just dispel. They're likely to have chosen to side with the mastermind out of fear of losing more of their minds, or desire for the power it grants them. When the PCs encounter the creature at last, they may be faced with the same dilemma that the minions did: serve and be rewarded, or have their brains melt. Perhaps being placed in the same situation will allow for the PCs to empathize with those they've been fighting.

I envision various individuals of this creature type competing to see which of them can corrupt the most virtuous victims and force them to do the most wicked things. They might try to steal victims out from each other's control for bragging rights. Some might secretly resort to charm magic for a particularly stubborn victim, and others could seek to expose their competitors for using such a crutch so that the rest of their kind could mock the cheater.
blargney the second

11-14-05, 03:45 AM
This one works best for a mastermind that is a really really small parasite with a host body.

Parasitic Overchannel (Su) As a free action that is part of using the Overchannel psionic feat, the creature extends a long tentacle from the host's body. On a successful ranged touch attack (range 40') it inflicts the overchanneling damage on the target. If the touch attack fails, the host takes the damage instead.

-blarg
Xzaral

11-14-05, 10:42 AM
A creature from my home game used oddball poisons to strange effects.

Through Venemous Eyes (Su): As a standard action, the creature can see through the eyes of any venmous creature within 1 mile radius.

Eyespy Spore (Ex): This small spore is injected into the eye of a target. Method is usually while the target is helpless, but can be done during combat. The Fort save DC is 14 + Con Mod. This spore constantly releases a small amount of poison that the creature can use the Through Venemous Eyes ability with. One of the eyes should change color to reflect the presence of the spore, except hazel eyes, which don't change. Neutralize poison will wipe out the poison temporairily, but the spore will just release more after 1/day per caster level of the Neutralize Poison spell. Removing the eye will remove the spore, and closing the eye will prevent the sight. A DC 15 Wisdom check will alert the recipient to the creature attempting to scry through the eye, informing him to close it.

Mindwhite (Ex): This poison, injected into the brain, disrupts the parts for memory. There are three telltale marks on the person’s skull where the poison is injected. These marks fade after a week. The game effects vary, but generally can remove 10 minutes of memory per HD of the creature. Fort DC is 13 + Con Modifier.

Puppeteer Spore (Ex): This spore is injected into the back of a person’s skull. This is a mark for one week after injection, and then a slight lump and small bruise afterwards. This spore feeds off the victim and constantly injects an inert poison into the brain. This has no effect unless the combination pheromone is nearby. This pheromone, which the creature naturally releases, makes the subjects mind malleable to the creature, enabling him to Dominate them (as the spell, but extraordinary) or implant a Suggestion (as the spell, but extraordinary). A suggestion can be implanted to activate at a later time due to some form of physical stimuli, and often uses this in conjunction with his Mindwhite poison. The Fort DC to resist these effects are 14 and 13 respectively, + Con modifier. Removing a Puppeteer Spore is very difficult and extremely dangerous. First, the victim must be conscious. Carrion crawler brain juice is useful in paralyzing the victim, while keeping them awake. A small slit is made where the spore is located. Mix some Kendleshroom (a psychotropic drug also often found in Healer’s Kits) with water, and put a few drops around the spore until it starts to change color. A thin needle is implanted into the spore, along which acid is dripped. This kills the spore. Each tendril of the spore must then be carefully removed from the brain. Game mechanics wise, the person performing the operation must make a heal check. You get a +2 bonus for a Healer’s Kits, and a +2 if you have MW tools for this operation (250 gp, an exotic item not commonly found; Craft DC 20). One other person can aid in this check. A DC 15 is required to remove the spore, but if the check is less than 25, then the victim suffers 2d2-2 points of permanent intelligence damage. This can be zero.

The Consuming (Ex): Spores are injected into the victim’s body through the mouth. This can be done while a person is sleeping. These spores sit in the victim’s stomach and cause ravenous hunger. The spores absorb the nutrients and grow. When they reach suitable size (usually after 24 hours), the spores release a poison that causes the victim to create Digestive Acid uncontrollably. Each hour the victim must make a Fort save DC 5 or take 1 point of Con damage. Each hour after the first, the DC goes up by 1. This continues until the victim dies. To cure the victim, the spores must be removed from their system. Doing this requires a sample of the spores poison and some Leynnis Flower. The best method to find some spores is to check the victim’s stools. Usually all the spores won’t stick. Fresh Leynnis Flower should be used (gives a +2 bonus). Leynnis Flower is a regional wildflower that by itself is slightly poisonous. When mixed with other chemicals though, it can become quite effective at fighting poisons and disease, and is often found in healer’s kits. These two ingredients are combined and baked into bread. This bread is then fed to the victim, who must keep it down for about ten minutes (the victim makes a fort save each minute to keep it down, DC 5). This kills the spores and absorbs them into the bread-like paste. The victim must then regurgitate the entire mixture. After regurgitating, the victim makes a DC 20 fort save to see if the antidote has worked. The DC is reduced by 1 for each minute the antidote is kept in their system, and by 2 if fresh Leynnis Flower is used. Con restores at the normal rate.
Ossian

11-14-05, 11:01 AM
I'm not quite knowledgeable in the ways of skills and feats. In fact, I do follow the pool with interest, because numbers are just numbers and I can convert any creature from one system to another. I like the d20, though, but I'm again not proficient with all the skill list.
Still, as I have voted for a "desertic" enviroment and we are dealing with a creature that is a MAstermind and an aberration, I'd opt for something REALLY alien, like some sort of supernatural essence from the forgotten ages of the world, something that belongs to a nearly extinct species, or something that has infected a native species, a much younger one, with its genestrain, twisting its nature and furthering its corruption.
Can we devise a skill that helps the creature to prey on DESERT travellers, something that speaks to their minds, confuses them and makes them get mighty tired when the actual fight begins. Otherwise, why not a sort of temporary "identity swap". In the middle of a fight a powerful magic jarring from one player to the creature and vice versa, with the creature still in partial control of his former body where the soul of the victim is trapped and will day at the hands of his\her friends, whil watching powerlessly as the body that holds him\her attacks and possibly kill members of the party. The new "host" could then begin to gradually mutate, until a new fight with the rest of the party inevitably ensues. Still, it would need something to preserve his or her special identity from being known, striving to leave no living witness of it.
Think about the "Library Policeman" by Stephen King if you want to know what I mean. THAT was cool.

Sorry I've been so long and maybe even Off Topic, but that was sort of creative raptus.

Bye, :D

Ossian.
Ront Iron-Roar

11-14-05, 11:03 AM
Hostage(Su):As a full-round action, a mastermind creature can make a grapple check against an opponent. Success, means that the target has been scooped up and is locked within the chest cavity of the creature. The grapple creature is effectively helpless and is now refered to as a hostage. Any damage dealt to the mastermind creature is immediately transferred to the hostage. Regard, the hostage's hp as extra temporary HP that lasts for as long as the hostage has atleast 1 HP. Constructs and Undead are immune to this ability but, still can be captured. The mastermind creature does no benefit from bonus HP from these creatures.

Vampiric Captivity(Su): If a mastermind creature has taken damage prior to taking a hostage. It gains fast healing equal to the constitution modifier of the hostage creature. Constructs and Undead are immune to this ability but, still can be captured. The mastermind creature does no benefit from bonus HP from these creatures.


Absorb Immunities(Su): A Mastermind creature gains any immunity, resistance, or spell resistance of its hostage.
shmoogie

11-14-05, 11:05 AM
Yes, I know it's unimaginative, but the Thrallherd prestige class in the Expanded Psionics Handbook has a nice little ability that I think would work very nicely for our mastermind here. Throw a few tweaks in to adjust with the fact that we aren't talking about characters with class levels, and here we have:

Thrallherd (Ex): A [AMM] continuously sends out a subtle psychic call for servants, and that call is answered. Essentially, the [AMM] has something akin to the Leadership feat, but with some important differences.
Those who answer a thrallherd's call are not referred to as cohorts and followers, but rather as thralls and believer, respectively. They do not appear because they admire the [AMM] and want to serve it, but because a hidden psychic resonance connects the thrallherd and it's servants.
The [AMM]'s leadership score is [CR + Cha mod] and is not effected by any of the modifiers in the table in the DMG.
AS with the Leadership feat, the called thrall's CR is limited, even if the [AMM]'s CR would indicate a higher-CR thrall, the level limit of a thrall is equal to the [AMM]'s minus 1.
Lost thralls and believers are replaced in 24 hours.

:rant:
One thing though... making our little mastermind psionic seems ... cliche. I'm a huge fan of psionics, but still, perhaps it would be better to make this ability arcane, perhaps with the believers actually summoned and thus taken off the appropriate level summon monster list. Combine this with the whole "Ha ha, I take over your summon creatures" thing, and I think we have a winner. Also, is using the monster's CR to determine the leadership score too low? hmm...
pawsplay

11-14-05, 11:31 AM
Pheremones (Ex): The [insert creature here] releases a chemical agent from pores on its body, travelling as a (gas, if land-dwelling; cloud, if sea-dwelling) around the creature in a 60 ft. Radius. All creatures in the affected area must succeed at a DC (10 +1/2 monster's HD +Cha modifier) will save or be affected as though by a Charm Monster spell. Any creature that succeeds at its save cannot be affected by the same creature's Pheremone ability for one week.


Shouldn't this ability be Con-based, not Cha? Also, I believe it's pheromones.
JohnnyONeal

11-14-05, 11:39 AM
Of all the mind-control abilities, this is my favorite:

Euphoric Strike (Su): When the <mastermind> deals damage to an opponent with a natural attack (which could be with reach, like a tentacle-whip), the victim must make a will save. If the victim fails, it views the attack as pleasant, not painful, and will not seek to avoid such attacks in the future. The victim is considered flat-footed against all future attacks by the <mastermind>. The victim is also charmed, and remains so even if attacked. This effect lasts one minute or until the <mastermind> is killed.
It might be fun to combine it with this idea:
An incorporeal Abberation with mind-control tentacles would be cool.
It seems like a lot of people would love to see a mastermind with exploding minions, but a lot of these ideas conjure images of suicide bombers, which isn't "fun" to me. What about this?
Necrotic Burst Aura (Su): Any living corporeal creature who dies within 100 feet of the <mastermind> explodes, dealing 5d6 acid damage to all adjacent creatures. A creature who dies this way is disintegrated and cannot be brought back to life with raise dead.

I also really like the "corrupting" concepts that Caelos came up with. Here's an attempt at focusing on my favorite part of the ability, the tough choice it imposes on PCs:
Corrupting Mindlink: Once per round as a free action, the <mastermind> may attempt to establish a corrupting mindlink with one creature. Unless the target creature makes a DC 25 Will save, it immediately takes 2d4 Wisdom damage. Thereafter, the creature is mindlinked and the <mastermind> can telepathically communicate with it at will. Each round after the mindlink is established, the mindlinked creature must make a choice: it either takes an additional 2d4 Wisdom damage or becomes dominated by the <mastermind>. A mindlinked creature who reaches 0 Wisdom also suffers 1 point of Wisdom ability drain.
I'll post some original ideas a little later.
roland the red

11-14-05, 12:18 PM
I like the "Overmind" concepts, those abilities that bolster henchmen abilities. But I think an ability that reflects the Masterminds superior intellect in a more tactical way would be cool:

Cognitive Prescience (Ex): The <mastermind> has an intellect so superior that it allows it to predict the behavior of its enemies. As a swift action, the <mastermind> can attempt to counterspell any spell cast, provided it has the ability to do so. In addition, this ability gives the <mastermind> a +6 insight bonus to AC to any one attack each round. The <mastermind> can choose which attack to apply this bonus after the attack is roll is made but before the damage is determined.
CC Shade

11-14-05, 12:50 PM
Uninvited Hive Mind (Su): A CREATURE may established a link with a number of creatures equal to its Charisma modifier. The targets must be within range of its telepathy, but once the link is established the CREATURE may maintain the link for up to 5 miles. If a linked creature travels more than 5 miles from the CREATURE or travels to another plane, the link is severed. The CREATURE still maintains its link with other targets still within range.

The CREATURE gains the benefits of a hive mind for as long as at least one victim remains linked it. If a victim is aware of a particular danger, the CREATURE is too. If one of the linked creatures is not flat-footed, the CREATURE is not. The CREATURE is never considered flanked unless all of its linked victims are also flanked. Linked creatures receive none of these benefits, and are not aware of the other creatures in the hive mind, nor are they aware that the link exists. A detect thoughts spell will reveal an additional thinking mind in the area of any creatures that are part of the uninvited hive mind.

As a standard action, the CREATURE can use a clairaudience/clairvoyance effect (caster level equals CREATURE's Hit Dice) to see or hear through its victim's senses.

Because of this link, the CREATURE has the same connection to an item or place that any creature in its hive mind does. For instance, if a linked creature has seen a room, the CREATURE can teleport into that room, as if he has seen it too.

A CREATURE may release a creature from the hive mind and select a new target at will, but it may only maintina a link with a number of creatures equal to its Charisma modifier at any time.

A targeted creature is entitled to a DC X Will save to resist the link. Once the link is established, it can only be removed by the CREATURE, by removing the victim from the area, killing the CREATURE, or a mind blank, wish, or miracle spell. This is a mind-affecting ability. The save DC is Charisma-based.
JohnnyONeal

11-14-05, 01:39 PM
Pairing aberrations with insanity-related abilities is a cliche, but it's also very classic. I'd love to be able to use this Big Bad as an enemy for the Gatekeepers in my Eberron campaign (while keeping it relevant for players in FR, GH, or homebrew worlds). So how can we play with existing mechanics to express insanity in new ways?

One simple way is through spell-like abilities. Beyond confusion and insanity, giving the creature access to powerful illusion spells would be a fun way to mess with your PCs' heads. You could also have fun with flavorful versions of transmutation spells like <i>baleful polymorph<i>.

But supernatural abilities are really where it's at, right? Here are some that I think are original. I'm not suggesting all of these go in one creature, just that any of them could help make this aberration a mater of madness:

Wild Magic Aura (Su): The <mastermind> is a natural conduit for wild magic. Anyone within 120 feet of the <mastermind> must make a DC 25 caster level check whenever casting a spell or using a spell-like ability. Failure means the spell is affected as if it had been cast in a wild magic zone (roll on Table X-X, page 150 of the Dungeon Master's Guide) The <mastermind>'s spells are not affected by this aura.

Maddening Aura (Su): Any creature who comes within 120 feet of the <mastermind> must make a DC 20 Will save. On a successful save, the creature is dazed for one round. Failure means that the creature enters into a maddened state that is functionally equivalent to a barbarian's rage (see Player's Handbook page XX). The rage lasts until the creature moves more thatn 120 feet from the <mastermind>.

Fleshweaver Ray (Su): The <mastermind> may fire a green acid ray at targets within 200 feet. This attack deals 5d6 acid damage on a successful hit. Any creature damaged by this ray must make a DC 20 Fortitude save or have its flesh twisted and reshaped according to the <mastermind>'s desires. The <mastermind> may choose one of the following effects.Gag: Flesh grows over the creature's mouth. It cannot cast spells with verbal components, and the only sound it can make is a muffled moan.
Disarm: The creature's arms melt into awkward ribbons of prehensile flesh. It must make a DC 20 Reflex save or drop any items it is holding. It cannot cast spells with somatic components, it gains no benefit from holding a shield, it suffers a -6 penalty to attacks, and it automatically fails any checks involving detailed manual work.
Hobble: The creature's legs twist into soft tentacles. Its base land speed is reduced to 5 feet.
Disorient: The creature grows dozens of blinking, useless eyes. It must make a DC 20 Will save. Failure means it is blinded. Success means it takes a -6 penalty to Spot checks, but gains darkvision.These effects all have a duration of one minute or until the <mastermind> is killed.
Edrick_Malichi

11-14-05, 02:02 PM
Here is an idea of mine. Sorta just came to me. Sorry if something similar has been posted (I read most of the 1st page and skimmed the 5th).

Reflective Drain (Su): The creature makes a touch attack against a living creature. If the touch attack is successful the creature must make a Fortitude save of 10 + ½ abberation’s HD + abberation’s Cha modifier or take 1d4 points of Intelligence, Wisdom and Charisma drain. The abberation gains an effect similar to spell turning with a number of spell levels equal to the creature’s drain suffered.

Alternatly, I thought of this as well (same thing, different drain):
Reflective Drain (Su): The creature makes a touch attack against a living creature. If the touch attack is successful the creature must make a Fortitude save of 10 + ½ abberation’s HD + abberation’s Cha modifier or take 2d4 points of Wisdom drain. The abberation gains an effect similar to spell turning with a number of spell levels equal to the creature’s drain suffered.
Omnikar

11-14-05, 03:20 PM
To continue my avoidance of the cliched traits that are used for aberrations I submit this:

Harmonic Vibration (Ex): The Mastermind can emit a thrumming from its many-chambered throat that damages objects made of heavy metals. As a full round action the Mastermind can make an automatic sunder attempt against all objects made of metal within 60ft. This damage ignores object hardness. The objects are dealt 15d6 damage (or 20d6 if you're an ass.) Nonmagic items are automatically dealt this damage, though any magic items are allowed a fortitude save for half damage. Any creatures holding a weapon or wearing armor mostly made of metal is subject to damage. Light (Holding sword, wearing light metal armor etc.) 5d6 damage (Fort Half), Medium (Holding two-handed weapon, wearing medium armor etc) 10d6 damage (Fort Half), Heavy (wearing heavy armor) 15d6 damage (Fort Half.) This is a sonic-attack.
That idea was going along with the Bardic aberration that I thought of before, but it could be applied to other types.

Here is a different approach for the aberration (because I hate the idea of this thing becoming a higher CR Mindflayer.) How about its a Druid instead? Normally a Druid hates aberrations, but this creature could view itself as the next in line for the evolution of life. More than that, what if the creature decided that extending its natural environment was what was needed? (This can make the terrain voting important)
Terraform (Su): The Mastermind's very presence alters the natural environment to suit its needs. If a Mastermind stays in one location for at least an hour, the surrounding area (20ft X HD) is converted into its environment listed in its description over the course of one day. (You could pump this ability up to say 100 X HD if needed.)
Now we'll say for the sake of argument that Swamp becomes this creatures environment. So we've got a Druidesque Mastermind that can extend swampland at an incredible rate. Likely allies: Chuuls, Dark Tentacles, Will O' Wisps, Lizardmen and Black Dragons. That could be changed depending on the enviroments.
But we'll say this thing would be a Druid. Give it some equivalent powers for its challenge rating. Make it count as a 15th level druid with full spells to compliment it. And for its Summon Nature powers, give it the Pseudonatural template (Alienist, Complete Arcane.) Druids get a large amount of offensive and defensive spells as well as an assload of just plain mean spells (Transmute Metal to Stone, Control Weather, Unhallow etc.) And they get some of the spells you imagine a Mastermind would have like Scry, Animal Messenger, Word of Recall as well as the Mass spells like Bullstrength. Did I mention trap spells like Snare, Spike Stones and Wall of Thorns?
But we'll make up another power, since these spells are standard cut and dry items.
Nature's Scourge (Su): Combining Divine powers with its unnatural abilities, the Mastermind enhances others of its vile breed. All Aberrations within 60ft. of the Mastermind gain the following: +4 to attack and damage rolls, +4 HD, +3 Natural Armor, +4 to all saving throws and the Hivemind trait.
If you wanted to be more of an ass, you could also throw Spell resistance into that trait.
Golem011

11-14-05, 03:46 PM
Wall of Moving Gears (Sp) Like the spell.

Clockwork Storm (Sp) Gears, cogs, and other mechanical devices materialize, attacking like a swarm, dealing bludgeoning damage. For the one turn the swarm is present, treat it as a Swarm, consisting of Tiny Constructs.

Dominate Construct (Su) Like the Dominate Spell, but applying only to Constructs and Half-Golems (with a -1 penalty)

Biomechanical (Ex) This Abberation is only half living, and so receives a Bonus (what's reasonable?) resisting spells, spell-like abilities, and supernatural abilities that may only target living, corporeal creatures. When casting spells, this Abberation has an Arcane Spell Failure risk as if it were wearing one Armor Class heavier than it already is (considered to be in Light Armor if not wearing any Armor).

This really works well with what I'd like to see in our abberation. Imagine an abberation with ties to Mechanus. It's so because it might as well be a half-Inevitable. Who here knows what biomechanical means? An unnatural creature (thus Abberation) consisting of an integration of the living and the mechanical. (Unlike a half-golem, there is no telling the difference between construct and flesh; they are woven together at the most fundamental scale).

If we go with this, I'd say it's strong, but maybe a little slow and noisy. And just looking at what biomechanical implies, I'd say its statistics should be somewhere between Living Construct and say, Humanoid.

I think this is a great idea and so I add to this. What if the creature, being partially alive and partially mechanical, was like an Inevitable in more ways, or specifically the Quarut. What if its whole body was merely a casing for a huge hourglass filled with glowing sand that seems to appear from nowhere and disappear again. Parts of this hourglass would be twisted and mutated, looking totally organic, whilst others would be cold steel. The whole skelton of the creature would be metallic, but in parts hollow and filled with marrow. The muscles would be maybe pistons and gears merging seamlessly with red tissue, visible partly as the skin would be hundreds of moving gears. Etc.
Anyway, the point of this is the abilities:
Cone of Aging; Ex (1/week): Once a week, the AMM can cause a 10ft cone of aging to spread from its hand. All creatures caught within this cone must succeed on a Will save or begin to age horribly fast. The aging process takes ten minutes, and the target must take a Will save every minute to attempt to stop the aging! The Cone of Aging causes 5 CON and 5 STR damage every minute and when the target's CON is reduced to zero, it collapses to dust. The subject can be revived by the following: Wish, Miracle, Resurrection, Reincarnation, Rewind and Temporal Resurrection.

Rewind (1/week) Ex: Once a week, the creature (AMM) can concentrate and, on a successful will save, the hourglass inside it twists and mutates and drives the flow of time backwards. This only actually affects the creature and anything or anyone within 6ft of it. The creature is returned to the hp he had ten minutes ago, everything within 6ft are returned to the hp they had ten minutes ago, and the creature is moved to the position he was in ten minutes ago, as are those within 6ft. Those affected by the spell (except the AMM) have no memory of this or any actions within the past 10 minutes, it is, for them, a chance to do it all again. Only those NOT within 6ft have memory of this action.

Slow; Su: As spell.

Temporal Stasis (3/day) Su: as spell

Teleport without Error; Su: Self plus all objects carried.

Temporal Resurrection; Su (1/week): The AMM actually manipulates time and space until it finds the location where the target is alive. It then projects that time onto this one, causing an almost-ghost of the old creature to return. This strange phantom is an exact duplicate of the target, but once a day it must take a will save and succeed or become incorporeal for that day. The phantom also cannot speak, although it can communicate with the AMM via telepathy.

Time Stop (1/week) Su: as spell.

Wall, Temporal; Su (1/day): The AMM can create a wall up to 10ft long and 10ft high across any space devoid of objects and creatures. This wall can only be seen by slight ripples in the air, like a heat haze. This can be seen with a successful spot check. The wall is thinner than a sheet of paper, and you can step through it easily. However, when this happens the creator of the wall takes a will save and if successful, the stepper is instantly rewinded to where he/she/it was before they touched the wall. If the Will Save is unsuccessful, the wall fails and is dispelled.
MindWandererB

11-14-05, 04:49 PM
Wow... I don't envy the person who has to go through all this stuff and pick out just six or seven of them for us to vote on. We can't even totally agree on what kinds of abilities to use, let alone the specifics.

Here's another, that combines a few ideas and lends itself to the idea of a climactic encounter:

Personal Realm (Ex): The <AMM> does not exist on the material plane. It exists only in a pocket dimension, a 100-foot radius sphere (or inverted sphere) with properties identical to the material plane except that it is morphic to the <AMM>'s will. The <AMM> keeps this plane featureless unless it is invaded, in which case it uses the terrain to defend itself. One per round, as a free action, the <AMM> can produce an effect identical to the following spells: earthquake, move earth, spike stones, whirlwind [maybe others]. As a full-round action, the <AMM> can cause up to four <minions> to be created from the material of the personal realm. The <AMM> can have no more than eight of these minions at a time.

Portal (Su): The <AMM>'s personal realm is linked to the material plane via a mobile portal. The <AMM> can move this portal up to 60 feet as a free action once per round. The <AMM> cannot cause the portal to enter an antimagic field. All of the <AMM>'s spell-like and supernatural abilities can be used through the portal, as if the ability originated directly from the portal rather than from the <AMM>. This portal is invisible, but see invisibility, true seeing, or any similar effect can be used to see it. The <AMM>'s <minions> can see this portal automatically. Anyone stepping into the square occupied by the portal is instantly transported to the <AMM>'s personal realm.

If the <AMM> is slain, the personal realm and all of the <AMM>'s <minions> instantly vanish, and anyone occupying the realm is instantly expelled onto the material plane at the location of the portal.


This ability would work particularly well with any of the "unseen maniuplation" abilities, like Pull Strings.
delroland

11-14-05, 06:00 PM
Breath Weapon (Su): 60 ft. ray, once every 1d4 rounds, traps within a blast of a strange, eldritch tarry substance (effect as the amber field per sepia snake sigil), Reflex DC XX negates. The save DC is Constitution-based.

This effect would be a single-target gout of tar that entraps the target, thus removing them from the combat and preserving them for consumption at its leisure. Some may feel that this is way too powerful, but this is a CR 16+ monster, so an effectively instant-death ability is well within the limits. This also lends itself to the mastermind theme as it allows the monster to fight on its terms. It is also weird enough to fit the aberration style. And by using rules that already exist, we keep it nice and simple.

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Engulf (Su): If the <mastermind> succeeds on a grapple check ['cuz it's got improved grab, dontcha know!], it engulfs its target. While engulfed, a creature must make a DC XX [10 + 1/2 HD + Cha mod] Will save every round or be dominated as per the dominate monster spell. The <mastermind> may give commands telepathically and automatically knows which spells and abilities the creature has available. Also, all attacks against the <mastermind> have half of all damage (rounded down) done to the engulfed creature.
The <mastermind> may disengage an engulfed creature as a free action, and any movement away from that creature does not provoke attacks of opportunity. When disengaging, the <mastermind> may choose to leave behind a remote personality, as described below.
Remote Personality (Su): When disengaging from an engulfed target, the <mastermind> can choose to break a part of itself away to maintain control of the target. To do so, the mastermind takes 5 points of damage and can maintain control of a dominated creature even when not engulfing it. However, this limits the control of the <mastermind>, placing a slow effect on any controlled creature on any round it fails its save versus domination. Also, damage against the <mastermind> no longer transfers to the controlled creature. To end such control, the Remote Personality must be dealt 5 points of damage. It has an AC of 28 (+8 size, +8 cover, +2 natural armor), plus any deflection, dodge, and dexterity bonuses the controlled creature has. Any attacks that miss the Remote Personality hit the controlled creature instead.

This combines two of the greatest fears of players into one horrible creature: grappling and domination. Similar in tactics to a cloaker, it adds the domination ability to sinister effect.
aelryinth

11-14-05, 06:35 PM
Worms From the Flesh: Once per Turn, the Mastermind Aberration may disgorge a number of writhing, twisted black worm-things from its flesh. These Worms From the Flesh may have a variety of effects, depending on the role the Mastermind undertakes.

IF in a forest, the Worms writhe into the matter of any large plant life nearby, and Animate them under the control of the Mastermind. If no large plants such as trees or magical plant life is available, they simply possess the grass, ferns, shrubs and light vegetation. An animated plant is controlled against the party until destroyed. Possessed light plant growth is treated as a 5' square with Briarthorns in place upon it. The Worms do not have the ability to take control of plant life with greater then Animal intelligence.


If underground, the Mastermind's Worms instead burrow into earth and soil, and erupt back up coated in rock, twisting and lashing for anything hostile that enters the area. Treat this as an Evard's Black Tentacles spell at the caster level of the aberration, except that the tentacles can release targets if so directed, ignore friendly targets, and instead of being subject to Dispel Magic, each tentacle is AC 18, Hardness 10, and with Hitpoints = HD of Mastermind.

The Worms From the Flesh may also be invoked as the Mastermind summons any monster using a spell (or Astral Construct if using psionics). The Worm burrows into the creature and 'rides' it, extending the length of the summoning indefinitely, but restricting the movement of the creature to within 3" of the point at which it was summoned. If the creature is banished/slain, the Worm can be seen moldering away among the remains. The Mastermind retains control over the summoned creature at any distance on the same plane as long as the creature is Worm-ridden.

Any Worm still in place counts against the Worms that the Mastermind can summon at any given time. The Mastermind can choose to have any of its Worms decay at any time, and is also instantly aware if any of its Worms or their hosts/forms are slain.

The Mastermind may have a number of Worms in existence equal to its hit dice. It may disgorge from the postules on its skin up to this number if all are available, but never more often then once per turn.

==Aelryinth
Necr0mancer

11-14-05, 06:36 PM
I think that one of the things that makes a mastermind, especially an abberation, interesting is the idea that it can physically change its minions.

I suggest that the creature either have a template, or some type of graft that it can bestow on its followers. Or even better yet, multiple types of templates/grafts that it can bestow.
blargney the second

11-14-05, 06:44 PM
Thoroughly Disgusting, But Still Kind of Mesmerizing (Ex) Any living creature that looks at this hideous abomination must make a Fortitude save or be nauseated. If that save is successful, the victim must make a secondary Will save or be fascinated each round that it can see the creature.

(Determine DCs and durations as usual by HD and condition.)
blargney the second

11-14-05, 06:58 PM
Unpredictable Attacks (Ex) This creature has an incomprehensibly unorthodox way of moving and fighting. Every time it makes an attack, it makes a Bluff check to feint as a free action.


(Optional and just for fun: Any insight bonus to AC applies to the Sense motive check to avoid being feinted. However, the insight is baffling to the victim's mind, and they must make a Will save to avoid being dazed for one round.)
tehlwf

11-14-05, 07:25 PM
Royal Sunder: Once a day (Monster) can break all weapons, with a forceful whirlwind, within 60ft radius including stowed weapons. STR check negates.

OR


Magnetic Personality: Once a day (monster) can create either;
* a magnetic forcefield which ALL metallic objects are drawn to, causing loss of weapons, armour, steel shields and any other (barding, horse shoes etc). 60ft radius. STR check negates.
* a magic magnetic forcefield which draws in ALL magic items such as scroll, spell componants, rods, wands etc causing loses. 60ft radius.

'a sword in the hand is worth two in the bag' M4G
Gothenem

11-14-05, 07:58 PM
Wow! Alot here:

Let me pitch in my own idea:

Remote Possession (Su): The [name] can create a fragment of its essense to possess a creature that is within 100 feet of itself. This effect is like a magic jar spell, except that there is no receptacle. The target is allowed a DC (XX) Will save to resist the effect. If he fails the save, the [name] remains in control of its own body, and can now also control the target. A [name] can only possess one creature at a time.

http://www.geocities.com/edymnionii/BlueSword.txt
JasonOrlandoHawk

11-14-05, 08:12 PM
I know that I'm ripping Star Wars badly when I do this, so just forgive me please...

In the Star Wars Sage columns, it is mentioned that the Dark Side Alchemy skill could be used to create a disguise that could not be detected by the force, thus allowing Palpatine to hide his true form. Unfortunately, the disguise is fragile, and any wound damage requires a fort. save to avoid losing the effect. Anyways, Mastermind Abberation just screams Palpatine anyways, so here is my version...

(Ex) Disguise the Darkness
The (BBEG) may, with an hour long ritual requiring 100gp worth of materials per HD, appear to be any humanoid of the same size catagory, or one size catagory larger or smaller than itself. The alteration does not affect ability scores, unless it alters the creature's size. (Use MM stats if appropriate) Since this is an actual physical change, it is immune to detection from magical spells, including True Seeing. The disguise is flawless, and imparts a +20 racial bonus on disguise checks. If used to impersonate a specific individual, the bonus is only +10. The changes cover all basic senses. Physical, auditory, smell, etc... Memory is not included in this ability. (Though BBEG certainly is capable of obtaining that as well.) These changes are not stable. Anytime the BBEG is struck by a physical attack dealing in excess of 20 damage, he must make a Fort save DC (choose a number that is appropriate here) or the disguise immediately falls.

(Ex) Dark Ritual
The (BBEG) may perform this ritual on any humanoid, monstrous humanoid, or giant. It acts as Disguise the Darkness (above), and has the same guidelines. Subjected creatures do not have to be willing, though certainly restrained for the hour's time. Since the bodies of mortals are not designed to handle this ritual, the character takes two points of Constitution damage that can not be regained until the disguise is dropped.

(Su) Questionable Motives
The (BBEG) is treated as if under the effects of the Undiscernable Alignment spell while under the effects of Disguise the Darkness (above).

Beyond this, simply include immortality, insane amounts of mind-control (effective wizard, sorceror, bard, or psion spell casting ability is an easy way to do this.), good spell resistance, NO DAMAGE REDUCTION (at least w/o items), and a nasty-high Charisma score (I'm really drawn to the idea of effective Bard Levels). This would make it easy to have a BBEG that was "slain" ages ago, but is rumored to have returned. Look at that royal family that was established when it was "slain."
Zach-a-tack

11-14-05, 09:04 PM
plague This ability functions like the contagious touch abitity, except that no attack role is required and it affects all targets the add name of creature here designates within a 20 foot radius. Plague is useable once per a day.
Just like the Bligther class in Masters of the wild


Coutagious touch is a spell

I would like to have a mastermind extermnator of humankind, or another creature's group. This creature could have the favored enemy ability ( humans ) That would be cool
Chaos Theory

11-14-05, 09:14 PM
I agree with Omnikar, it would be lousy if this thing turned out to be tougher mindflayer, distinguished only by having a special way to charm victims. If a tougher mindflayer is what you want, add character levels to it, and have it do spell research. A Mindflayer lich would be a fearsome opponent indeed. As for a hive mind, the mindflayer has that to some extent with its elderbrain based society. The mind flayer has a level adjustment of +7 for those who want to know. The lich template will add 2 to its CR + however many levels of spellcaster(min 11) you need for lich, for a minimum CR of 21.

This is not to say that the mastermind should not have a charm power of some sort. It should, but that should not be the basis of what sets it apart I think. Mass charm creature, dominate monster, the other charm spells, and psionics cover the area quite well as is. Its ability to do something special once you are under its thrall is what should be important, not how you got there.

The Mastermind is being created by us, the public, to that end it should be unique. It should be set apart and discernable from other monsters merely by its primary power. Every new player should be able to look at the next monster manual, look at the creature, and say "wow thats cool, nothing else in the book is like this." Whether that means that it can rob limbs, co-opt spells or force the PC's to make a save to avoid drowning when it causes them to spontaneously spurt milk from thier nose uncontrolably doesn't matter. What matters is that no one ever looks at this and says, "oh its just another mindcontrol creature."
Techneon

11-14-05, 09:26 PM
Hostile Nondetection (Su): Active constantly as the spell (Nondetection), Divination spells must succeed on a caster level check (15 + mastermind's HD) to determine it's location. Also if a check is failed, the caster must succeed on a Will save (10 + 0.5 * MM's HD + MM's Cha Bonus) or be stunned for 1d4+1 rounds.

Dominate Monster (Sp): As the spell, cast as a free action once per round (Caster Level is MM's HD)

Projection of Dominance (Su): Can speak and cast spells with a range of touch through any victim of the Dominate ability.

Reflection (Su): When a mind-affecting spell is directed at the MasterMind, it is automatically turned on the caster (as if cast by the MasterMind) if the MasterMind succeeds on it's save. This ability is active even if the MasterMind is unconscience.

Solid Thinker (Ex): Masterminds gain a +4 bonus to saves against mind-affecting spells and spell-like abilities.


ps. Do we get to suggest it's ability scores at all?
recruitgreenie

11-14-05, 09:34 PM
Consuming shadows : whenever this creature attacks it cuases the innate evil within a player to fester and consume that player, every round after receaving an attack by this creature a players allignment changes 1 step closer towards chatic evil. If a romove curse/heal spell is cast before that player reaches CE then they revert to their normal allignment, however if the reach CE before being saved then they become a mindless drone of this creature and within 1d3 days die rising 2d6 hours later as a bodak. Only a wish or a miracle spell can save someone after the become CE. Also the bodaks created are under the conrol of this creture until this creture dies or the bodak or the creature are seperated by a planar boundry IN which case the bodak becomes free willed. If the player is already free willed then they rise as a nightshades as does any evil outsiders slain by this attack
Caelos

11-14-05, 10:52 PM
Corrupting Mindlink (Su): Once per round, the creature tries to establish a permanent mental link between itself and the target. One target within 100 ft. of the creature must make a Will save (DC 10 + 1/2 creature HD + Cha mod). On a successful save, the target takes 1d4 Wisdom damage. On a failed save, the corrupting mindlink is created and lasts until the creature dies or it chooses to dismiss the effect. The creature may telepathically project thoughts, emotions, and visualized images to the target across any distance and regardless of any physical barriers between the two. The communication even functions while creature and target are on different planes from one another. The creature may also read the target's surface thoughts, emotions, and memories with the same freedom as it projects its own to the target. The target takes a -6 penalty to all attack rolls, skill checks, saving throws, and caster level checks against the creature. The creature receives a +6 bonus to all attack rolls, skill checks, saving throws, and caster level checks against the target. Any Wisdom drain suffered by the target from any source cannot be healed unless the target is no longer under the effect of a corrupting mindlink, after which the damage may be healed as normal for Wisdom drain. A target may be affected by only one corrupting mindlink at a time, and if another one is established, it overrides and dismisses the earlier effect. Corrupting mindlink is a mind affecting ability.

Corrupt Awe (Su): While the creature is within 100 ft. of a target under the effect of its corrupting mindlink, as a free action, the creature may limit the target to being able to take only one move action during its next round unless the target makes a Will save (DC 10 + 1/2 creature HD + Cha mod). Corrupt awe is a mind affecting ability.

Corrupt Corrosion (Su): As a free action, the creature may choose to inflict 1d2 permanent Wisdom drain upon any target under the effect of its corrupting mindlink. A target may only take Wisdom drain once per day from this effect. Corrupt corrosion is a mind affecting ability.

Corruption's Blessing (Su): As a free action, the creature may grant a target under the effect of its corrupting mindlink a +8 morale bonus to any one ability score of the creature's choice for 1 hour. A target may not benefit from this effect more than once per day, even for different ability scores. Corruption's blessing is a mind affecting ability.

Corrupt Resilience (Su): The creature is aware of any instance when its target must make a Will save, and may as an immediate action, force the target to use the creature's base Will save bonus and Wisdom bonus to replace the target's base Will save and Wisdom bonuses for purposes of that saving throw. Corrupt resilience is a mind affecting ability.

The creature casts arcane spells as a wizard (enchanter) of its hit dice.

The creature takes perverse pleasure in enticing good aligned people into performing acts of evil by establishing the corrupting mindlink and then using corrupt corrosion to whittle down their will and judgement. It uses its ability to sense its victims' emotions and memories to help craft convincing arguments for them to stray from the path of the righteous. It grants its corruption's blessing as an incentive for obedience, and its corrupt corrosion functions as threat of punishment. While corrupt corrosion makes its victims more susceptible to charm and domination spells, the creature takes pride in not having to resort to such measures, preferring for victims to choose evil of their own "free will".


This allows for more role-playing than the plain old charm spells. The creature's minions aren't just under the influence of charms that the PCs can just dispel. They're likely to have chosen to side with the mastermind out of fear of losing more of their minds, or desire for the power it grants them. When the PCs encounter the creature at last, they may be faced with the same dilemma that the minions did: serve and be rewarded, or have their brains melt. Perhaps being placed in the same situation will allow for the PCs to empathize with those they've been fighting.

I envision various individuals of this creature type competing to see which of them can corrupt the most virtuous victims and force them to do the most wicked things. They might try to steal victims out from each other's control for bragging rights. Some might secretly resort to charm magic for a particularly stubborn victim, and others could seek to expose their competitors for using such a crutch so that the rest of their kind could mock the cheater.

I'm in agreement with those who are tired of the mind-control concept. While the idea I posted earlier has little to do with direct mind control and more with eroding of the mind and coercion, I came up with the idea of altering the concept so that instead of being a mind-affecting attack, all the effects would instead be based on a parasitic organism that infects the victim. The general mechanics would still be quite similar:

Parasite Link (Su): Once per round, the creature can infect a target with a parasitic organism. It projects a stream of mucus as a ranged touch attack against one target within 30 ft. If struck, the target must make a Fort save (DC 10 + 1/2 creature HD + Con mod). On a successful save, the target takes 1d4 Consitution damage as the target's immune system is worn down fighting the infectious mucus. On a failed save, the target is infected by parasitic organisms from the mucus, and the infection lasts until the creature dies. The organisms infecting the target are a part of the original creature and remain extensions of the creature's body, which it can control. The parasite bonds with the target's brain and manipulates and monitors the target's physiological and psychological activities. Via the parasite link, the creature may project thoughts, emotions, and visualized images to the target's mind across any distance and regardless of any physical barriers between the two. The communication even functions while creature and target are on different planes from one another. The creature may also read the target's surface thoughts, emotions, and memories with the same freedom as it projects its own to the target. The creature's link to its parasitic extension is a supernatural mental ability that crosses even planes, but the parasite's influence over the target is chemical. The target takes a -6 penalty to all attack rolls, skill checks, saving throws, and caster level checks against the creature controlling the parasite, as the parasite releases drugs into the target to hamper its efforts. The creature receives a +6 bonus to all attack rolls, skill checks, saving throws, and caster level checks against the target. Any Wisdom drain suffered by the target from any source cannot be healed unless the target is no longer under the effect of a parasite link, after which the damage may be healed as normal for Wisdom drain. A target may be affected by only one parasite link at a time, and if another one is established, the new parasite infection destroys the earlier one and terminates the earlier effect.

Corrupt Deterrence (Su): While the creature is within 100 ft. of a target under the effect of its parasite link, as a free action, the creature may limit the target to being able to take only one move action during its next round unless the target makes a Will save (DC 10 + 1/2 creature HD + Cha mod). The creature's ability to precisely control its parasite extensions while they are within 100 ft. allow it to manipulate a target's brain chemistry so that the target cannot focus on tasks.

Corrupt Corrosion (Su): As a free action, the creature may choose to inflict 1d2 permanent Wisdom drain upon any target under the effect of its parasite link by manipulating the target's brain chemistry. A target may only take Wisdom drain once per day from this effect. There is no range or line of sight limitation to this ability.

Corruption's Blessing (Su): As a free action, the creature may grant a target under the effect of its corrupting mindlink a +8 alchemical bonus to any one ability score of the creature's choice for 1 hour. The creature triggers the release of chemicals from its parasite extension which augments the target's brain, nervous system, muscles, or immune system. A target may not benefit from this effect more than once per day, even for different ability scores. There is no range or line of sight limitation to this ability.

Corrupt Resilience (Su): Through its mental link with its parasite, and the parasite's monitoring of the target's brain activity, the creature is aware of any instance when its target must make a Will save, and may as an immediate action, force the target to use the creature's base Will save bonus and Wisdom bonus to replace the target's base Will save and Wisdom bonuses for purposes of that saving throw. The parasite releases drugs into the target's brain which temporariliy alter the target's thought process and potentially bolster its mental resilience. There is no range or line of sight limitation to this ability.
Caelos

11-15-05, 12:07 AM
Construct Ride (Su): The creature makes a touch attack against a target construct. If successful, the creature physically merges with the construct until it chooses to terminate the effect as a standard action, it successfully uses construct ride against another target construct, or its host construct is destroyed. While bonded with a construct, the creature cannnot be affected by any effects. The creature uses the construct's body as its own, having direct control of the construct's abilities. The construct ceases to be able to take its own actions. The creature ceases to be able to take physical actions with its normal body, and must act through the construct's body. The creature controls the construct's extraordinary, supernatural, and spell-like abilities. The creature remains capable of using its own extraordinary, supernatural, and spell-like abilities as long as they only require mental actions. Attacks are made using the construct's physical ability scores and either the riding creature's or the construct's base attack bonus, whichever is superior. The creature can use spell-like abilities on its construct body and choose to ignore its spell immunity and spell resistance for this purpose. If the construct is destroyed, the creature separates from the construct immediately and resumes its normal physical functions.

Fast Repairs (Su): Any construct currently affected by the creature's construct ride ability gains fast healing 5.

Control Construct (Su): The creature concentrates and sends a wave of energy toward a target construct which overrides normal control of the construct and gives the creature control instead. The target construct must make a Reflex save (DC 10 + 1/2 creature HD + Cha mod) or fall under the creature's control. Success negates the effect. The creature may only control a number of HD of constructs with this ability equal to four times its HD. If the creature attempts to control more than that number of HD, it immediately gives up control of one or more of its currently controlled constructs. A construct controlled by construct ride or any means other than the control construct ability do not count against the HD limit of this ability. At all times, the creature is aware of how many HD of constructs it controls. The creature may send mental commands to any of its controlled constructs across any distance.

Construct Sense Link (Su): As a free action, creature can choose to sense through the senses of one of its controlled constructs instead of using the senses of its own body.

Temporary Construct (Su): Once per hour as a standard action, the creature may draw up the material of the ground, unattended objects, and non-living organic or inorganic material within 30 ft. of the creature and meld them together into a temporary construct that is vaguely humanoid in shape. By concentrating, the creature causes the materials to fly together and assemble the construct. The construct functions as an animated object of the creature's HD and is under the creature's control. The creature may issue mental commands to the construct as a free action. The effect lasts for one round per HD of the creature, after which the temporary construct loses its animating force and collapses into its separate constituent parts.

(Sp): at will--change self, expeditious retreat, fly, haste, blur, mirror image, greater magic weapon, greater magic fang, shield of faith, barkskin. Caster Level equal to creature HD.


This creature loves to steal constructs with its control construct ability, and surround itself with absolutely obedient servants. It protects its frail physical body by merging with powerful constructs via its construct ride ability. In an emergency, it can use its temporary construct ability to make a body to ride. It is usually encountered while riding a construct, and its enemies are often surprised to find themselves fighting a very intelligent construct that has a variety of magical augmentations due to spell-like abilities it uses on its host. One tactic it enjoys using is controlling a group of very similar looking constructs, using its construct ride on one, activating its mirror image spell-like ability, and confusing its adversaries by blending in with its images and minions.
recruitgreenie

11-15-05, 01:00 AM
Hivelink venom (ex): When a creature is struck by a melee atack by this aberration it is injected the aberration can chose to inject it with a dose of hivelink venom, anyone subject to hivelink venom must make a DC 15 fortitude save or be have the hivelinked creature template added to them a remove poison spell reverts them back to normal

Hivelinked creature: hivelink creatures retain all the special abilitys and powers the had in life save that they are dominated by the mastermind abberation. The abberation has access to all of their class skills and abilitys through them. The aberation has access to all of their memorys. Anyone struck by a natural attack from a hivelinked creature must pass a DC 10 fortitude save or fall victom to the venom in 2d10 hours. Anyone encountering a hivelinked creature cannot tell the differance between them and the person they once unless the mastermind abberation reveals it to them

Hivelink mutation (ex): The mastermind abberation can use the venom to resequence a Humanoids RNA turning them into a free willed member of the mastermind abberation. humanoid must already be hivelinked for this to happen and as such their is no save if the mastermind abberation
in charge of a group of hivelinked creatures dies they all undergo a hivelink mutation in 2d3 hours unless a remove poison spell is cast on the hivelink creature.

mastermind abberations have the hivemind special abillity with a range equal to 2 miles per hit dice of hivelinked creatures

No single hivelinked creature may have more than double the mastermind abberations hit dice but the mastermind abberation may hivelink up to 3 times its hits dice before the creature with the most hit dice must undergo a hivelink mutation

hivelink venom is a poison so creatures immune to or not affected by poisons cant be hivelinked (e.g. warforged, undead) also some aberrations may not be affected at DM's discretion


Hive savage: The mastermind abberation can turn any hivelinked into a hive savage a boderline aberration hybrid of its former self incorperating only basic intincts the hive savages intelligence becomes 3 whilst its strength and dexterity both become 23 the mastermind abberation loses access to all the class abillitys this creature once had and the creature gains the following extraodinary abilitys
Spider climb (ex): as the spell but permanent and caused by long razor sharp talons that take over each hand
Hivelink venom (ex): As described above for the mastermind abberation entry
Hive savages can alos use flurry of blows 2 time per day as an eight level monk and can us rage 3 times per day

Hivespawned abominations: The mastermind abberation can make hivelinked creature that arent humanoid into hivespawned abominations horrid and twisted nightmares beyond description no two of these are alike the only similarty being their love of carnage and their ability to turn creatures they attack into a hivelinked chaos beasts. hivespawned abominations should have 2 time the starting creature hit dice and should have extralimbs and appendages as deemed appropriate by the DM also all attacks have a 1in3 chance of cuasing the followng
Hivelinked chaos: creatures hit by this attack must pass a DC 25 will save or become a chaos beast hivelinked to the mastermind abberation
Rimbaldi

11-15-05, 01:57 AM
How about Mislead as a spell like ability?

Perhaps if it successfuly possesses a creature it can manifest or cast its own powers or spells through that creature? Thus making it able to be a big bad from the safety of its own lair? Give it a bunch of Sanctum Spell options and force the PC's to hunt it down and deal with it on its own terms. After all, any good mastermind has its battle grounds prepared in advance.
Chaos Theory

11-15-05, 10:14 AM
It seems that the master minds proposed so far have all fallen into two subgroups. First are the tactical masterminds, these are dedicated to boosting minions and controling the battle field. Examples of this include the swarm based creatures and those capable of co-opting spells. The second type is strategic masterminds. These are the type who control whole towns from a dungeon below. These almost invariably have a type of charm power as thier main ability. Examples include the hive minds and those creatures with long distance mind control. Knowing this, I am going to try show how one creature could potentially fill both roles.

The first componenet is that this creature is an 18th level enchanter, however, it only has access to the enchantment, transmutation and divination schools. It also has the spell Permenancy, a spell resurected from AD&D 1st edition, it is exactly what it sounds like. This gives it the ability act as a strategic mastermind, as it now has access to almost every charm type spell in the book. This will also dovetail nicely with the ability described below.

On a more tactical level is this.

[craft being] the mastermind has the ability to at will make an amount of material equal to 4 cubic feet of material per HD incorperal. At will it can change incorperal material to any solid material. This ability may only effect one target at a time and may never affect the entire creature. This last to prevent the creature from duplicating a medusa all day. This ability may not cause instant death. Ex. hearts may not be turned to stone.

This could be used in a variety of tactical ways. You cannot run if your feet have sunk 1ft into the floor and turned to lead. You like your legs where they are? You better do what (mastermind) says, or the area under your belt will be turned to iron, cutting off blood to your legs, causing the cells in them to die and you to be a criple. It gives the mastermind an incredable hostage ability, seems fitting for something bent on controling everything. It also gives it an out in almost any situation. It really helps to be able to make walls incorperal.

Heres the kicker. Remember the access to transmutation and permenancy? The creature can combine this with his base ability to augment his minions in miriad ways. Ex. the creature (mastermind) uses his ability to turn a small section of his orc minions arm into iron. Every thing below that can be removed without hurting the minion, allowing the creature to add anything it wants there. Orcs with golem arms for strength would be powerful minions, as would beholders with adamantine plating. the limits of this tinkering are left to the DM to decide. This would allow the mastermind to dominate the tactical battleground with his minions.

Hopefully this makes sense. I think the idea of a mastermind able to control the battlefield and the bigger picture would be a truly challenging opponent worthy of the CR.

Note: This ability could be easily abused, so use it carefully. Makeing a 20ft deep incorpreal pit under a PC so he falls in and then making it solid is not particulary fair to the party unless they have Freedom at thier disposal. How you use it will have to depend on what resources the party has. Remember, the PC's are supposed to win eventually.
Pojo

11-15-05, 11:08 AM
Future Sight: The creature can focus its mind to see clearly into the future. The creature is under the effect of a haste spell, (the psionic powers that add to AC and Attack from glimpsing into the future, as if casted by a psion equal to the creatures HD) as well as the ability to produce spells that see into the future, etc.. the down side is the creature would have to make Concentration checks when it takes damage.

Future Thought: the Creature's mind is flooded by future events, millions of possiblities happening at once. When ever any one attempts to use any compulsion or mind-effecting effects on the creature the caster must make a will save or be struck by (a variety of spells that hinder the mind, chosen randomly. or reflect the spell on the caster).
Tyhm

11-15-05, 11:12 AM
Chaos Theory: That's kinda cool. As for Permanency and balance - maybe Persistent Spell?

Automatic Persistent Spell (Su): all spells cast by the Mastermind are automatically affected as though by the Persistent Spell feat. (Meaning the duration becomes 24 hours)

Balance: turning into a toaster for 24 hours isn't that bad, but it definitely ends a battle! It also means the augmented troops have a limited range, and have to be recast every day - makes it easier to get a personal audience with this Mastermind, makes him easier to find. They JUST have to impersonate 8' orcs with adamantine bastardsword hands, easy!

I notice a lot of Venom, Poison, Disease, Fear, etc. As I've grown to hate Heroes' Feast as a DM, I must insist such a monster have this:
Virulent Venom (Ex)orOvercome Immunity (Ex): the [poison/disease/fear] is not subject to magical or supernatural immunity. Only immunity from racial type (I think I'm fudging the wording here - I'm trying to get at Construct traits) applies.

I really like the idea for a mastermind who's prepared countermeasures even when the DM hasn't - because I never remember things like "Oh yeah, a Hunefer has Unholy Aura, now what does that do again and how long would it take him to cast it...?"
However, I have players that love to spam Mordenkainen's Disjunction and Reaving Dispel, so it would probably get further worded as the Mastermind is always encountered with 1d8+1 protective personal or touch range spells warding it at the beginning of combat, starting at Level 1 spells and working up to 9th. The exact nature of the spells is determined when they come into play, until that time a Spellcraft check is unable to identify it beyond the spell's level. Common spells include:well, I don't have a PH on me, but Spell Immunity, Greater Spell Immunity, Wind Wall, Entropic Warding, Stoneskin, Protection against Arrows, Protection from Spells, Energy Immunity, Protection against Energy, Resist Energy, Prismatic Sphere...no wait, that's stationary once cast...so is Sphere of Invincibility, umm, I mean, dangit, the one where you're immune to 3rd level and lower spells. Doesn't matter, not an applicable spell, the point is there would be a list sorted by levels so the DM can go "Ooh...wait! DR 10/adamantine, you now know that (6?)th level spell was Stoneskin", and the players can shake their fists in rage and bellow in triumph at having bested the best prepared villain in the game, the one that's designed to wing it.

Speaking of villainy, how do we know it's a villain? We all generally assume a monster should be - Solars aren't terribly useful to a party unless they can summon them, and Mastermind Goods are just annoying, but why not make it morally ambiguous? As much as I love the idea of it granting its minions the ability to take his negative levels and damage, that's a pretty Clearly Evil act, and if you're running it opposite an Evil group, they'll want his alliance more than his head on a plate. Maybe it should have a suite of abilities like the Dread Pirate, where there's an evil version and a good one? The Evil one makes his thralls die first, the Good one challenges interlopers to a duel and is chanted on by his followers (as though they were bards), each passing out (nonlethal damage) as the frenzy of the battle becomes too much for them to bear until the Hero Mastermind is alone?

I like the tweaks to my Aura of Peace idea. Yeah, if he's going to be diplomatic and charming he shouldn't use it as a shield - Calm Emotions ends if you attack a warded creature, so him taking violent action should at least weaken it. That or shunt this Mastermind to a corner so Protection from Law wards you - if players go into Mindflayer cities with Freedom of Movement and Magic Circle agaisnt Evil, why not?

Another fun one:

Royal Rainbow (Sp): Every 1d4 rounds the Mastermind can emanate a cone of rainbow colored rays from his mouth. This acts as the Plane Shift effect of Prismatic Spray, Will DC ??

M'nah, nah nah nah nah nah nah-nah...
Chaos Theory

11-15-05, 11:32 AM
I like your idea of giving a limit to the length of the effects and doing away with permanency. How about this.

Any creature modified by the (mastermind) must have Fabricate cast on it once per day to maintain the change. As this is a fifth level spell that esentially also caps the number of modified minions. And a smarter example of the mastermind could also have more minions, just to keep the party guesing. This also limits how far away a minion may go unless the mastermind has a helm of teleportation. For the sake of balance, there probably should be a cap on the number of times the ability can be used per day as as well.

Also, I was wrong, permanency is a fifth level spell now, used to be higher so I missed it in the spell list. I was thinking of using it to keep strategic control with less effort as well as minion making.
Magus Gar Kan

11-15-05, 11:35 AM
Perhaps this might work:

Severed Essence (SU): Once per day as a full round action the <AMM> The <AMM> splits its spirit from it's body, creating two linked yet seperate entities. Each entity has the same statistics of the origional with the following changes:

Both can sense the location of the other within a mile radius, and within that radius neither can be flanked unless both are flanked.

Each recieves HP equal to half the maximum of the origional.

The physical body retains the Str, Dex, and Con scores of the origional, but it's intelligence and charisma drop to 1 and it's wisdom score drops to 10
It also gains the benefits and drawbacks as if it was raging as a 1st level barbarian.

The spirit body retains the The Dex, Con, Int, Wis, and Cha scores of the origional, but it has no strength score. It also gains a deflection bonus equal to it's charisma score. It may direct the actions of the physical form as a move-equivilant action if within range (Otherwise the physical simply attacks the nearest hostile creature). It retains access to all of its special abilities and attacks.

If the spirit is reduced to zero hp it gets a will save DC 20 + damage dealt, if successful it forces a rejoin (See below) otherwise it dies and the physical body keeps fighting for 1 round plus it's con modifier after which it's Int, Wis and Cha drop to zero and it becomes comatose.

If the body is reduced to zero Hp but is still alive the spirit can force an immediate rejoin. If the body is reduced to -10 the spirit must make a fort save DC = 10 + <AMM> HD or die.

Rejoin (EX): A spirit may rejoin the body as a move - equivilent action that does not provoke an AoO. This can occure as long as the spirit is within 100' of the body. The two entities become the origional, which posseses hp equal to their combined hp. Any spell effects on the spirit immediately end, but any effects on the body pass on to the origional (including the rage, which persists for 1 round after the rejoin). Any effect that would cancel the severed essence forces an immediate rejoin, this has the added effect of making the <AMM> exhausted even if it could normally not be.


Whew that was a mouthful, I probalbly have a few redundent things in here and it is a touch unweildy, but the theme is a present one. The Idea that the mind and body of a mastermind are separate. One could even make this more sinister by giving the spirit form a possesion ability.
JohnnyONeal

11-15-05, 11:45 AM
Normally a Druid hates aberrations, but this creature could view itself as the next in line for the evolution of life. More than that, what if the creature decided that extending its natural environment was what was needed?Oooh, I really like this idea, but I'd take the "anti-druid" concept even further. Rather than terraforming one kind of natural environment into another, how about the power to turn any environment into an unnatural, alien environment? It might go something like this:
Encyst Terrain (Su): Each day, the <mastermind> can secrete up to 10 cubic feet of terraforming resin from its abdomen. This resin is enough to cover 100 square feet to a depth of 1 inch, though it takes 10 hours for the <mastermind> to spread this resin and 1 hour for the resin to dry. One cubic foot of resin can also be used to foul 100 cubic feet of water. Objects encrusted with this resin have their hardness increased by 2. Water tainted by this resin is poisonous when ingested (save DC 18, initial 1d4 Wis, secondary 2d6 Wis). Any terrain covered in this resin is considered part of the <mastermind>'s cyst.

Vile Terrain Mastery (Su): All terrain within the <mastermind>'s cyst is completely within its control. Within its cyst, it may use the following spells at will as spell-like abilities: control water, earthquake, move earth, spike stones, transmute rock to mud, and wall of stone. The <mastermind> must be able to see (through direct line of sight or magical means) any terrain it affects with these spells.

Create the Unnatural (Su): Once per day, the <mastermind> can apply the pseudonatural template to one willing or helpless creature. A helpless creature may make a DC 25 Will save to avoid this transformation.

Control the Unnatural (Su): The <mastermind> may use dominate monster at will against any creature with the pseudonatural template.

Bolster the Unnatural (Su): All pseudonatural creatures and aberrations within 30 feet of the <mastermind> gain a +1 morale bonus to attacks and fast healing 2.
Tyhm

11-15-05, 11:48 AM
Another good one for our Insightful Mastermind:
Always Prepared (Su): each round the Mastermind can ready an extra action to counter a foe's attack. This does not need to be decided on the Mastermind's turn, does not affect his initiative, and cannot be used in any other way, but is otherwise identical to readying a standard action.

For example, he's lost Stoneskin this round, so he fights as normal. As he gets hit by the cold iron battleaxe again, he casts his "readied" Stoneskin just as he's getting hit. Eventually he'll run out of spell slots...you hope...

Insightful Caster (Ex): Even if the Mastermind is a preparation based caster such as a Wizard or Cleric, he may leave as many slots as he likes unprepared. On his turn he may make a wisdom check DC 20 to prepare as many slots as he likes as a free action, including any metamagic feats, as though he had actually prepared it that way in the morning.

Because, once again, Mastermind + Haggared DM + More Enthusiastic & Numerous Players = Squish

edit: Oh yeah, that would mess up initiative under the RAW.
Chaos Theory

11-15-05, 12:29 PM
Forgot to mention this earlier, but if the fabricate variation on the craft being ability were used, if the mastermind did not cast fabricate on the minion, the minion dies of trama after the pervious renew spell expires(after 24 hours). This should make it very hard for a party to pump a prisoner for info, all the minon needs to do is hold out long enough that it thinks its master is due to arrive and it dies instead.
CrimsonTemplar

11-15-05, 12:47 PM
Here are a few more abilities to consider.
*snip*
Blood Magics (Su): The Mastermind can take temporary Constitution damage to activate a metamagic feat without increasing the spells actual level. For each one level of a spell raised by a metamagic feat, the Mastermind can instead take that many points of Constitution damage. This damage cannot be healed until the spell affected has been discharged.
*snip*
Horrid Wilting (Ex): The Mastermind has evolved a great dependence on drawing out water from all possible sources, including other creatures. As a standard action, the Mastermind can attempt a Touch attack against a creature to draw out the moisture from its body. The creature must make a Fortitude save (DC 10 + 1/2 Mastermind HD + Mastermind Con Modifier) or take 15d6 points of damage. This ability is otherwise identical to the spell Horrid Wilting.

I like these. I think the Blood Magics could tie in nicely with the Puppet Master ideas that are floating around. For example, the Mastermind has minions a-plenty and any ability of his that requires him to sacrifice Hit Points, Ability Points, etc to activate an ability can be drawn from an adjacent minion as a free action.

"Bob...come here."
"Yes master?"
"Hold still Bob, I need to heighten this Phantasmal Killer."
"Certainly Mast - OWWWW!" (thud)
"Thank you Bob."

I like the Horrid Wilting for an Amphibious bad guy. Helps him keep that nice healthy sheen.

For some reason I'm picturing him as some sort of Psionic (or Wizardy) Jabba the Hutt sitting in a warm spring in the woods being served by a bunch of dominated nymphs with scores of hench-creatures willing to die for him.

I figure that his CR is mainly going to be related to his ability to dominate lots of critters - say a number of HD equal to 5 times his HD (or 75 HD total), which should allow him to be well defended (fed/supplied/etc).
Voxafgn

11-15-05, 01:41 PM
There are a lot of good ideas here about charismatic villians with the able to dominate and decieve foes. However, it brings to mind Ogre mages and doppelgangers, among others, which are already 'tractionable' monsters.

I think a different, interesting concept for a monster to fill the "mastermind" niche would be one who is able to use its superior intellect to always be one step ahead of its foes (the party). Like any good villain, it could use minions and contacts to gain power from behind the scenes and lead any would-be challengers into devious traps. Then give it an ability set that focuses on being ready for whatever the PCs throw at it, and maybe some special tricks of its own (hence, the death ray--a comparable power could replace it.)

Here's what I came up with.

Uncanny Intuition (Su)
A Creature adds its Intelligence modifier as a bonus to all saving throws and as an insight bonus to armor class.

Tactics (Ex)
A Creature may choose to delay its action or ready an action without changing its initiative result.

Death Ray (Su)
As a standard action, a Creature may emit an invisible beam of devastating energy that reaches up to 60'. This ability is a ranged touch attack that deals 1d6 Constitution damage (no save).

Detect Traps (Ex)
Any Creatures who pass within 5' of a trap are entitled to a Search check to notice it as if they were actively looking for it. In additon, a Creature may find traps with DCs greater than 20 as well as a rogue can.

In addition, I would probably give them the arcane spellcasting abilities of a 10th level Wizard. If the abberration's anatomy lacks the necessary parts (i.e. hands or tentacles) to use material components, give them the Eschew Materials feat as a racial feat. Also, racial bonuses to Gather Information, Search, Sense Motive, and Spot would round them out and benefit their evil schemes.
angellis_ater

11-15-05, 02:52 PM
I've been thinking about using some of the nice and scary telepathy powers found in Expanded Psionics Handbook. In general the idea of these powers are that instead of being a typical "mastermind" that controls other puppets, he injects them with his own personality and thereby creates allies that are weaker than him, but totally allied and loyal beyond normal ken. They aren't controlled, charmed or dominated, they ARE him.

Psionic Powers: A psionic (AMM) manifests powers as a level 15-20 psion (telepath or perhaps egoist). The save DCs are Intelligence-based.

Mind Seed (Sp) 1/day: The (AMM) impresses the totality of its psyche into a subject’s subconscious. If successfully implanted, the seed of its mind “germinates” over the period of one week. During this time, the subject begins to unconsciously take on its mannerisms.

When integration is complete (after one week), the subject becomes the (AMM) in mind as if the subject’s level is a Psion of level ((15-20) -8). The subject does not have any of its physical ability scores or equipment, but does have the Intelligence, Wisdom, and Charisma scores it had when manifesting this power.

The subject can resist this power by making a Will Save (DC 20+).

---

This allows the players to meet the AMM repeatedly in different forms. This lets each DM tailor the AMM's other characters according to the group of players AS WELL as making them wonder if they have actually found and eliminated the "main mastermind". Also, should they leave one of its "minion selves" it can return later as a souped up variant of the AMM in another body.
Khael

11-15-05, 03:35 PM
I have to point out here that everyone just settled on a hang-back 'sorcerous' type mastermind creature here, which i my opinion is all-right but a little low-level favoured. At CR 15+ I think of a mastermind more like a demon prince or balor *(both demons but you get the picture) where combat and support options have more balance.

But in keeping with everyone elses hang-back support, i have a suggestion(or two): The special ability of the Jovoc (demon from MMII): Aura of retribution or this monster form of it:

Aura of Vengence: This ability is always active in a 30-foot spread centred on the MMA. Whenever the MMA suffers damage from any source, every (take your pick: non-abberation, enemy, or just everone else) within the area immediately takes an equal amount of damage. A succesful fortitude saving throw(DC 15) halves the damage.
Regardless of the source of the damage, the damage dealt to the targets by this effect is not subject to negation or damage reduction because of resistance, immunity, damage reduction, spell resistance, or the like.

Get our lil' MMA up close, maximised fireball near itself. Nuff' said...
And was from a CR5 monster-freakily powerful put like this...
Khael

11-15-05, 03:39 PM
I've been thinking about using some of the nice and scary telepathy powers found in Expanded Psionics Handbook. In general the idea of these powers are that instead of being a typical "mastermind" that controls other puppets, he injects them with his own personality and thereby creates allies that are weaker than him, but totally allied and loyal beyond normal ken. They aren't controlled, charmed or dominated, they ARE him.

Psionic Powers: A psionic (AMM) manifests powers as a level 15-20 psion (telepath or perhaps egoist). The save DCs are Intelligence-based.

Mind Seed (Sp) 1/day: The (AMM) impresses the totality of its psyche into a subject’s subconscious. If successfully implanted, the seed of its mind “germinates” over the period of one week. During this time, the subject begins to unconsciously take on its mannerisms.

When integration is complete (after one week), the subject becomes the (AMM) in mind as if the subject’s level is a Psion of level ((15-20) -8). The subject does not have any of its physical ability scores or equipment, but does have the Intelligence, Wisdom, and Charisma scores it had when manifesting this power.

The subject can resist this power by making a Will Save (DC 20+).

---

This allows the players to meet the AMM repeatedly in different forms. This lets each DM tailor the AMM's other characters according to the group of players AS WELL as making them wonder if they have actually found and eliminated the "main mastermind". Also, should they leave one of its "minion selves" it can return later as a souped up variant of the AMM in another body.


Like the idea. I considered pionsics but i didn't think everyone liked them so I didn't bother.
Personally i'd suggest just give it mind seed from EPH and some spell abilities like Clone to prolong the AMM's in-game life-span (or let it do a computer game so each new clone comes in a new version - demon implants from BOVD anyone?)
Drukas

11-15-05, 04:03 PM
Ok to offer a variation that does not base on him having and overly using a charm or dominate ability:

While the <AMM> is skilled at manipulation and control of those surrounding it, the <AMM> prefers to get in the middle of the action and cause chaos using the following abilities.
Morph:
The creature can physically morph items into another item(s) flawlessly. The effect lasts 24 hours and the <AMM> can only do this to 300 lbs of matter each day. The <AMM> uses this abillity to transform items in fakes of other style items so that he/she may give them to other beings in postitions where it would cause chaos if it would revert back to a worthless piece of wood or trash.

Doppleganger:
Like a doppleganger the <AMM> may change his shape to be a perfect match but only of another humanoid. The <AMM> uses this ability to take the form of a person to cause a conflict between that person and another.

Cause Confusion:
The <AMM> is capable of releasing a powerful pheremone that confuses and enrages all being who fail a fort save(DC= CR + 1/2 any lvls) within the range of the pheremone(200 yrds.). The effect lasts 48 hours but has a 10% chance of becoming a powerful poison that turns that effected creature into a raving lunatic permenatly. The <AMM> Enjoys nothing more than using this ability to cause huge groups of people to turn on each other so that focuse shifts from whatever the <AMM> is currently doing.

Infectous Paranioa:
The <AMM> releases a pheremone that turns the targeted creature paranoid and distrusting of everybody and everything. The effect does not wear off but instead worsens with each passing day till the effected creature becomes so paranoid that they have a nervous break down resulting in them attacking the focuse of their paranioa. The DC of the fort save is 30. The <AMM> uses this ability to cause massive chaos in groups, organizations and loves nothing better than watching a effected player's paranoid acts cause a party to splinter and fraction.
Quoriil

11-15-05, 04:22 PM
Oooh, I really like this idea, but I'd take the "anti-druid" concept even further. Rather than terraforming one kind of natural environment into another, how about the power to turn any environment into an unnatural, alien environment? It might go something like this:
Encyst Terrain (Su): Each day, the <mastermind> can secrete up to 10 cubic feet of terraforming resin from its abdomen. This resin is enough to cover 100 square feet to a depth of 1 inch, though it takes 10 hours for the <mastermind> to spread this resin and 1 hour for the resin to dry. One cubic foot of resin can also be used to foul 100 cubic feet of water. Objects encrusted with this resin have their hardness increased by 2. Water tainted by this resin is poisonous when ingested (save DC 18, initial 1d4 Wis, secondary 2d6 Wis). Any terrain covered in this resin is considered part of the <mastermind>'s cyst.

Vile Terrain Mastery (Su): All terrain within the <mastermind>'s cyst is completely within its control. Within its cyst, it may use the following spells at will as spell-like abilities: control water, earthquake, move earth, spike stones, transmute rock to mud, and wall of stone. The <mastermind> must be able to see (through direct line of sight or magical means) any terrain it affects with these spells.

Create the Unnatural (Su): Once per day, the <mastermind> can apply the pseudonatural template to one willing or helpless creature. A helpless creature may make a DC 25 Will save to avoid this transformation.

Control the Unnatural (Su): The <mastermind> may use dominate monster at will against any creature with the pseudonatural template.

Bolster the Unnatural (Su): All pseudonatural creatures and aberrations within 30 feet of the <mastermind> gain a +1 morale bonus to attacks and fast healing 2.

Ding! I no longer need to put my idea up, you already did!
I was thinking of a decentralized mass that would sink artery-like tendrils into the surrounding land/water/tunnel and do just this... kind of "Aliens meets the Blight" to mix genre. Maybe make the maximum expanse of the cyst dependant on the HD of the master-mind.

Other powers that would fit here, and be a bit anti-druid, would be:

Call the Unatural (Su): 3/day use Summon Natures Ally VI and apply the pseudonatural template to all summoned creatures. The mastermind draws slime-sheathed animate masses from the resinous cyst. Horribly, these masses resemble natural creatures in many of their features and are completely alien in others.

Consume the Unatural (Ex): Any dominated creature under the mastermind's control and within its cyst can be consumed by the landscape, funneling its fluids and energies back to the mastermind. This "feeding" grants the mastermind 5 temporary hit points per HD of the creature consumed.
Wild Yapok

11-15-05, 04:24 PM
I had 2 ideas, one of which has been somewhat covered so I will perhaps only present one of them. I'll decide on the second after I am done with this one though.

Telekinetic Mastery The AMM has harnassed its immense mental ability to dramatically manipulate the world around it. As either a move action, or an attack action (ie. can be used multiple times in a full attack action), the AMM can use Telekinesis as a caster of level equivalent to the AMM's hit die. This is identical to the Telekinsis spell in all respects except that the AMM has no caster level limitation. In addition, the AMM may use this ability on itself at will, as a free action. The Save DC for this ability is Intelligence based.

I could see this being used in a multitude of ways. For instance, the AMM is essentially levitating itself out of the reach of the melee fighters for free, while using a full attack action to do: 1) use sustained force to whip up a cloud of sand to block line of sight of the archers, 2) use combat maneuver to grapple the primary caster, and 3) use violent thrust to hurl the cleric against a wall (or drop him from a great height). Of course, the AMM could also start hurling multiple 300+ pound boulders at people :D
Coupled with the traditional boss's minions or henchmen, it would make for quite a challenging fight I would think!
Wild Yapok

11-15-05, 05:10 PM
What the heck, may as well post the other idea. It is similar to some of the other ideas posted, but maybe those people can incorporate these slight differences in to their own designs :)

Fundamental Mastery An AMM has remarkable connection with the four fundamental elements of life (Earth, Water, Air, Fire). This enables the AMM to utilize the following abilities as standard actions:
Transmute Rock to Mud, Whirlwind, Control Water, and Fire Storm all as the spells of the same name. However, an appropriate source of the specific element MUST be present to enable that ability. For example, there must be a visible flame nearby for the AMM to be able to use the Fire Storm ability, or when underwater, it is not possible to use the Whirlwind ability.
In addition, the AMM's command of these fundamental elements, enables it to create elemental constructs as a form of summoning. So long as there is presence of the specific element (as with the four abilities above), the AMM can create an elemental from that material as a standard action. The AMM can construct and control hit die up to double its own per day. The statistics of the creature are identical to those in the Monster Manual, with the exception that the type is Construct instead of Elemental.

I thought this might make for a nice mastermind type - changing the concept of minions a bit. Thus, the AMM can stay back using it's abilities while its elemental constructs make quick work of the party.
Drunk_Yoda

11-15-05, 06:28 PM
Mind Crush(su): Once a day the [creature] may use a full round to inflict a ranged touch attack on any target, in the case that the attack is sucessfull the target has to make a will save with DC of 20 if the target passes it is dealt 10d6 of damage, if it does not pass the target dies and cannot be resurected becuase his or her mind has been totally destroyed.

Absorb Soul(su): Three times a day the creature uses a full round action to make a living creature do a will save with DC of 20 if the creature does not pass the creature dies and [creature] heals HP equal to the players HP, he gains skill points in any trait that the creature had, these skill points are equal to those the creature had in that ability, and [creature] gains the creatures special abilities for a number of rounds equal to his or her level.
Sadrin Thunderclaw

11-15-05, 07:44 PM
!!
Sadrin Thunderclaw

11-15-05, 07:45 PM
OK i dont know if these special abilitys have already been suggested or alrdy made but here are my ideas.


Tainting Darkness The <AMM> may use all of his actions for in a given round to project a dread darkness that encompasses a 60 foot circle around it. The darkness acts as a Deeper Darkness spell for visibilty. Upon being enshrouded in the darkness any monster that the <AMM> does not exclude from the effect must make a will save DC 30 or become parylized with fear. Any creatures who fail the save must then make another Will save (same DC + 1 each round) each round to avoid 1d6 points of wisdom drain. Any creature that is reduced to lower than 5 wisdom as a result of this is placed under the <AMM> control for a number of rounds = to the amount of Wisdom lost. Any creature with lower than 7 HD reduced to 0 or lower Wisdom by this ability is reduced to nothingness. Any creature with 7+ HD is transformed into a copy of the <AMM> with half of its former HD. While maintaing the Darkness the <AMM> cannot make any actions other than a single move action each turn. Any Creature that makes its first save cannot be affected by the Darkness again for 3 days plus its wisdom modifier (if positive) and can see normally. Any creature that has 6+ HD can make 2 Will saves each round (after it fails the first if it does) 1 to resist the wisdom drain and the other to negate the effect entirely. Any creature that breaks free of the Darkness cannot be affected again for 1 day plus its wisdom modifier (if positive). The <AMM> can negate the effect as a free action and retains control of any that were at lower than 5 wisdom for the above mentioned duration. It also has Control of any newly spawned copies (though it cannot control more than 3 times it HD of these spawn, any created after that limit is reached are free-willed). If the <AMM> incurs an amount of damage = to its HD times 2 minus the amount of trapped creatures it automaticly must negate the ability. The <AMM> may choose at any time to exclude any creature it wants from the effect. Any drained wisdom returns natrually after one week without exposure to the ability. All will saves are wisdom based This is a mind affecting ability. IN addition any creature that either has taint (like in the heros of horror book) or cannot see the <AMM> incurs a -5 penalty to all saves.

Tainted blessing Any creature under the control of the <AMM> or that serves it willingly and sincerly gains a + 4 bonus to one chosin stat, a +3 bonus to another, a +2 bonus to another, and a +1 bonus to any other attributes. any creature recieving these benifits for 4 or more rounds gains the arberattion type til the blessing is negated or unwanted. Any creature that has the blessing for 20 or more rounds must make a DC 20 will save each round or become the <AMM>'s permanent slave as per the monstrous thrall spell in the Draconomicon.

Lingering Taint Anywhere that the <AMM> holds its tainting darkness for 1d6 hours minus the amount of minions the <AMM> has nearby becomes tainted with the the <AMM>'s evil. Any arberration in the tainted area gains +2 to all saving throws and any minions of the <AMM> gain +2 to all saving throws and attack and damage rolls. The taint will linger for 1D6 weeks a timer which resests every time the <AMM> visits the area. in a tainted area all non-Arberrations gain a -2 penelty to all saves and a -4 penelty to all saves against the tainted darkness ability. While outside of the Tainted area there is no sign of the taint. however upon entering a tainted area the landscape transfoms in to a nightmarish abominaton of its former self that grows more prominent as time passes. the change is so sudden that anything not prepared for it must make a DC 10 will save or be stunned for 2d4 rounds. If an Area remains Tainted for a year and a day then the Taint is permanant and only undoable by two wish or miricle spells, one to surpress the taint and one to exterminate it.

Tainted Teleport The <AMM> may teleport to any area that he has tainted (see above). It takes 3 rounds of concentration to activate the ability although it can be rushed. if rushed the <AMM> must make a DC 20 will save or lose all of its abilitys and all of its tainted areas (the abilitys for 7 hours the tainted areas until retainted. in addition the <AMM> is vulnerable to any and all forms of attack while weakened like this.

Not to impose but i can definantly see the <AMM> with these abilitys as a minion hunter and as a rallyer of other Arberrations (those that dont try to exterminate everything they see). it claims control of weaker creatures and people, turns them into arberrations, and slowly builds a complex web of tainted areas to gather more people and lair in.

Among it own kind there isnt much interaction as the creature generaly only reproduces through spawning, though mated pairs are found every so often sharing a territory. Woe be to any who live in a area claimed by such a pair.
The only time of common interaction between the <AMM> is on a single date (determined by the DM) when the <AMM>s gather in a secret location and release their most powerful spawn into freedom.

Whew! ok if i missed something in there or theres something stupid in there could someone please tell me? THX! :D
The Amazing Dancing Bear

11-15-05, 07:52 PM
What about a creature that recieves a large boost in power from the presence of more creatures? A creature that fights with the troops, using its innate insight into the workings of flesh and life force and leveraging that knowledge into power?

Bodywalk (Su): As a move action, the mastermind may take a 5-foot step into the space of another creature. It may then take a 5-foot step out of the space of another creature up to 200 feet away (this is a teleportation effect). This effect is quite draining on the mastermind, and it must wait another 1d4-1 rounds before doing this again. This does mean that the mastermind could conceivably use its bodywalk power two consecutive rounds. If the mastermind is carrying an assimilated creature (see below) when it bodywalks, it may use fusion, as the psionic power (although this counts as a spell-like ability, not a psi-like ability), targeting the assimilated creature and the creature that is "stepped into", and leaving the mastermind unfused.

Assimilation (Sp): If the mastermind successfully grapples a creature, that creature is subjected to fusion as the psionic power (although this is a spell-like ability, not a psi-like ability). If the creature and the mastermind are fused through any result of this ability's use, the mastermind retains all control of the resulting fused creature.

Corpse Weapon (Ex): The mastermind uses a [weapon we determine the majority wants the mastermind to use] made of the corpses of previous foes that it has assimilated , in a unorthodox use of the power. The weapon is treated as a +2 bane weapon (determine bane based on the type of the last corpse assimilated or roll randomly). In addition, the corpse weapon can be used in conjunction with the mastermind's bodywalk ability due to its organic nature. To do this, the mastermind must make a single melee attack at a creature (which serves only as a gateway and comes to no harm). The attack instead strikes a creature up to 200 feet away, before retreating the way it came. The mastermind cannot be disarmed of this weapon, and cannot draw a different weapon; the weapon is grafted to its hand and separating the two takes two minutes of uninterrupted concentration (new grafts require the same time to attach).



Enjoy, and thanks to the Blood Magus for inspiration.
GnKoichi

11-15-05, 11:04 PM
Nightmarish Vision: (su) Once every 5 rounds, <THIS CREATURE> may send an illusionary Nightmarish Vision to all creatures within 30 feet. Each creature within range must make a Will save or fall victim to the illusion. If the creature has 1 or 2 intelligence, they immediatly act as if they have failed their moral and run away from <THIS CREATURE> for one hour. If the creature has 3 or more intelligence, they stop in place and throw themselves on the ground in fear for 1d4+1 rounds. They cannot defend, attack, cast spells, or use active skills or feats during this time.
Fuzzypaws

11-16-05, 12:10 AM
How about an aberration to play the role of Leland Gaunt! Granting peoples' desires... at a price. It does not seek to gather a horde of people as slaves, per se, like some aberrations might... it instead delights in getting people to do what it wants of their own will and corrupting them to evil in the process. Of course, it has deeper motives beyond just screwing with everyone, but that's dependent on the DM's campaign and its political situation.

The <AMM> uses its Mind Reading ability to get to the root of what is wanted. It tends to be generous and giving for first requests to draw a victim in, then ask something seemingly innocuous but actually evil or criminal, and then continue to ask progressively worse things of its "clients" until they are corrupted to evil. After a certain point, it employs geas/quest to establish dark contracts.

Mind Reading (Su): As per detect thoughts, but a supernatural ability (save DC 10 + 1/2 HD + Cha mod). To get the target to think of other things, thereby changing their surface thoughts and letting the <AMM> learn more about a desired topic, the <AMM> can make a Bluff check opposed by the target's Sense Motive check. (This technically could be done by anyone using Detect Thoughts.)

Corrupt Crafting (Ex): The <AMM> can make any kind of magic item, regardless of the item's type or creation requirements and without paying any XP cost, but only when these are evil or cursed items or when it is corrupting an existing item to become evil or cursed. It still must spend the usual time and GP.

Influence Emotions (Su): By speech alone, the <AMM> can duplicate the effects of the spells crushing despair, fear, rage, or suggestion, at save DC 10 + 1/2 HD + Cha mod. Alternatively, have save DC be the result of a Perform (Oratory) check.

Spell-Like Abilities (Sp): At will - alter self, analyze dweomer, bestow curse, fabricate, geas/quest, glibness, major creation, mind blank, permanent image, read magic, tongues, grant another's limited wish; 1/day - programmed image, vision.

Spellcasting: As an artificer and bard of (Xth) level. Both of these classes are favored classes for the <AMM>.
garthBEY

11-16-05, 12:51 AM
Strings of the Marionette (SU) The creature may attach invisible strings that it grows to a number of its minions equal to the creatures hit dice. These strings allow the creature to add a portion of the creatures actions to any of its controlled minions. This can include any action the creature can take normally including swift, immediate, move, standard, and attack actions. It may give away all of its actions for a round if it wishes, and can even split its full attack action between multiple minions. These actions then become usable by the minions in addition to their normal actions, but the actions given to the creatures minions must be used on the turn they are recieved. The creature can split its own actions among its minions in any way it would like. The actions are performed just as if the creature had made them using it's own modifiers rather than the minions. This will also allow the creature to cast spells through its minions. The length of the strings are up to 100 + 10 X ability modifier. The strings are essentially under the effect of an invisibility spell and will not give away the location of the creature unless they are somehow revealed. The strings have a hardness of 10 and 5 hp a piece, if a string is severed then the creature may not imbue its actions upon the minion the string was attached to. After a string has been severed it may not be reattached to a minion for 1d4 rounds.
Tarkahn

11-16-05, 01:13 AM
I think we are starting to develop a theme here. Most of us seem to favor abilities that either buff, recruit, or sacrifice minions for some effect. However, I believe we are forgetting a crucial factor in the design process...the concept of the climatic boss battle.

Masterminds are supposed to be barely strong enough to handle enemies of their CR by themselves, and at their BEST when fighting parties a level or two lower. By that logic, we should be designing abilities that level 13-14 characters could bypass or overcome, but ONLY with a little effort and planning. Due to these reasons, I believe an appropriate design can found by analyzing the skills available to these kind of characters. Here's some thoughts:
* Most characters of this level have at least a decent Will save, whether it from a passive or triggered source. For example, wizards and clerics have high Will saves due to their class, and a barbarian of this level has a high will save while raging.
* Spellcasters (minus the bard) have 6-7 level spells at this point.
* Classes that rely on tricks and feats (fighter, rogue, bard) have a WIDE selection to choose from, but are likely to have developed key roles, such as main artillery or main support character.

I really like my bosses to have some sort of edge in direct combat, but not necessarily due to overwhelming firepower (whether physical or magical). So, what if we design our AMM with magical abilities that are potent, but with only average fighting skills? I've given it some thought, and I settled on a concept: messing with the PCs' minds.

I like the concept of giving the AMM Detect Thoughts as a Supernatural Ability. However, I'd like to edit it a bit and submit my mechanics as such:

Sense Thoughts (Su): A (AMM) is constantly aware of the presence and strength of mind within nearby creatures. This ability works like Detect Thoughts, except the (AMM) is always aware of all thoughts and the Intelligence scores of creatures within 60 feet. However, the (AMM) must still make an attempt to read the surface thoughts of a paticular creature as a free action (DC X Will save negates). If a AMM fails to read the surface thoughts of a creature, he may not try again for one hour.

Know Weakness (Ex): A (AMM) that has successful read the surface thoughts of a creature is bolstered by subtle knowledge of that creature's weaknesses and faults. For one hour after reading a creature's thoughts, a (AMM) receieves a +1 morale bonus on all attack rolls, damage rolls, skill checks, caster level checks, and any other roll that directly involves that creature.

Share Triumph (Su): An ally within 60 feet of the (AMM) is automatically affected by any morale bonus the (AMM) gains. Any creature that does not wish to recieve the bonus may choose to ignore the bonuses.

These abilities sort of harbor this "The longer you take to fight me, the tougher I become" flavor that I see in the Mastermind niche. However, what I've listed is not an impossible challenge for a 13-15 level party. As such, I'd want to say that such a creature with these abilities would probably benefit from the following well-known abilities:
1) Change Shape (Su)
2) Imp. Uncanny Dodge
3) Spells (Casts as a sorcerer of X level...probably 12th or 13th)
4) Spell-like abilities that give this AMM the necessary tools to infiltrate, disguise, or otherwise manipulate.

Well, that's enough for now. I've got class in seven hours.
infernal_fungus

11-16-05, 01:37 AM
Hmmm, maybe something that causes things (in a fight) to run away, and get cut down? That always happens when you run!

Horrific Claw (Ex:) The <AMM>'s claws are constantly dripping with an acid that causes horrific burns. If an enemy is hit by a claw attack and takes at least 1 point of Acid damage (the extra damage would be about 4d6 or something), they must make a will save or become panicked (if that's the most extreme form of fear) from the horror that is revealed by the acid (it kinda burns all the flesh away in icky lines.). Morale bonuses are not applied to the save, and even those that are fearless can be affected (though they have a +4 bonus on the save) In addition, creatures that take damage must make a Fortitude save, again without morale bonuses. If they fail, they become slowed. Creatures without flesh (i.e. Constructs and Undead and some Elementals) cannot be affected by the fear effect.

Spell-like Abilities: At will: Slow, Haste, Magic Missile, Hold Person
3/Day: Fireball, Shout, Hold Monster, Orb of Force, Acid Arrow, Evard's Black Tentacles, Chain Missile, Wall of Ice, Wall of Stone, Wind Wall
1/Day: Delayed Blast Fireball, Polar Ray, Chain Lightning, Wall of Force, Cloudkill, Acid Fog, True Seeing, Disintegrate, Dimensional Anchor (or Lock, whichever one affects an area.), Mass Hold Person, Power Word Stun

Heehee, scared and slowed. The fear is kind of induced by insanity, which is why Fearless creatures still get scared
Haruspex

11-16-05, 01:53 AM
Doom Coffin (Su): The AMM has a coffin strapped to its back. It gets a swallow whole attack like one of those swallowing creatures (can't be bothered to check) but can do this to a creature up to its own size. Every turn the creature is trapped in the coffin, it is dealt 1d6 Con damage. If it dies, it comes out as a skeleton with HD equal to the original creature. If this doesn't fit, change it to another monster insead (aberration?). The swallowed creature can escape, but I think that it should be harder to get out of a doom coffin than a T-Rex's gut.
Return of the Flumph

11-16-05, 05:11 AM
Multiple Possessions (Su)
The AMM can integrate part of its essence into beings of weaker willpower. You have to be close to the AMM (maybe thirty feet or so) for it to do this, and the will save should be DC: 10+1/2 AMM's HD+intelligence bonus. The AMM can thus possess a certain number of creatures (or perhaps a certain number of Hit Dice) to see, hear, speak, and act through. These creatures are under the complete and total control of the AMM; they retain their hit dice, natural abilities, extraordinary abilities, and attack bonus, but lose any skills, feats, spells, spell-like abilities, and supernatural abilities they may have. The AMM uses these puppets both to conceal its own presence, and to bring more victims to it. Once controlled, the possessed creatures can stray within several miles of the AMM without it losing its control over them. If a possessed creature is forced to leave this radius, it instantly falls into a limp, souless catatonia (see below).

The AMM is good at imitating what it knows of people's personalities, but those who know the possessed victims fairly well will certainly notice a personality shift.


Soul Magnet (Su)
Once the AMM has possessed a victim, it pulls the being's soul out of its body and into the AMM's own (sort of like magic jar). Here, the AMM can torment the captured souls both by telepathically taunting them, and by showing them the despicable actions it is forcing their bodies to commit. The eventual goal of the AMM is to bully its soul-prisoners into giving up their memories, which the AMM covets but cannot steal without the victim's consent. The only ways to free a trapped soul are to either use wish, miracle, or limited wish to return the soul to its rightful body, or to kill the AMM and then raise the victim.


Spell Avatar (Su)
The AMM can use any of its spell-like abilities through the bodies of its possessed victims. It does not get extra spells per day for having multiple puppets, and these bodies must be able to speak to cast spells with verbal components and have hands to cast spells with somatic ones. The hit dice of the possessed body do not affect the spell's power.


Spell-Like Abilities (Sp)
3/day-horrid wilting, enervate, evard's black tentacles, feeblemind, and emotion. Caster level is equal to AMM's hit dice.

Add a bunch of other spell-like abilities to that list; this thing should have lots of mutation and mental-dominance themed abilities.



See guys? This would be so cool! The big, tentacled mass would lair up in someone's basement and lure some hapless citizen close enough to possess. Then, it would use its puppet to drag "interesting" people into the lair so it can possess them and bully them into selling it their memories. Since the AMM can speak and act directly through its puppets, the PCs could have a conversation with the AMM without even knowing it. When they start posing an actual threat, it can use its minions to hit them with horrific spells like horrid wilting without giving them an important target.

Meanwhile, to push its victims into giving up their memories, it would use their bodies to kill orphans and torture family members and things like that, forcing the possessed being's soul to watch "itself" commit the acts. Why the AMM is so obsessed with stealing memories is up to the DM. You beautiful people at WOTC can replace the spell-like abilities with psionic ones if you feel they would be more apropriate.
Return of the Flumph

11-16-05, 11:19 AM
ii
super nerd

11-16-05, 11:33 AM
Multiple Possessions (Su)
The creature can integrate part of its essence into beings of weaker willpower. You have to be close to the monster (maybe thirty feet or so) for it to do this, and the will save should be DC: 10+1/2 mastermind\\\'s HD+intelligence bonus. The monster can thus possess a certain number of creatures (or perhaps a certain number of Hit Dice) to see, hear, speak, and act through. These creatures are under the complete and total control of the monster; they retain their hit dice and class levels, but lose any skills, feats, spells, and other class abilities they may have. The monster uses these puppets both to conceal its own presence, and to bring more victims to it. Once controlled, the possessed creatures can stray within several miles of the aberration without it losing its control over them. If a possessed creature is forced to leave this radius, it instantly falls into a limp, souless catatonia (see below).

The monster is good at imitating what it knows of people\'s personalities, but those who know the possessed victims fairly well will certainly notice a personality shift.


Soul Magnet (Su)
Once the monster has possessed a victim, it pulls the being\'s soul out of its body and into the monster\'s own (sort of like magic jar). Here, the aberration can torment the captured souls both by telepathically taunting them, and by showing them the despicable actions it is forcing their bodies to commit. The eventual goal of the monster is to bully its soul-prisoners into giving up their memories, which the monster covets but cannot steal without the victim\'s consent. The only ways to free a trapped soul are to either use wish, miracle, or limited wish to return the soul to its rightful body, or to kill the monster and then raise the victim.


Spell Avatar (Su)
The monster can use any of its spell-like abilities through the bodies of its possessed victims. It does not get extra spells per day for having multiple puppets, and these bodies must be able to speak to cast spells with verbal components and have hands to cast spells with somatic ones. The hit dice of the possessed body do not affect the spell\'s power.


Spell-Like Abilities (Sp)
Give it a bunch of really scary spell-like abilities, like horrid wilting and enervate at a high caster level, and let it use each of them three times per day.



See guys? This would be so cool! The big, tentacled mass would lair up in someone\'s basement and lure some hapless citizen close enough to possess. Then, it would use its puppet to drag \"interesting\" people into the lair so it can possess them and bully them into selling it their memories. Since the monster can speak and act directly through its puppets, the PCs could have a conversation with the creature without even knowing it. When they start posing an actual threat, it can use its minions to hit them with horrific spells like horrid wilting without giving them an important target.

Meanwhile, to push its victims into giving up their memories, it would use their bodies to kill orphans and torture family members and things like that, forcing the possessed being\'s soul to watch \"itself\" commit the acts. Why the monster is so obsessed with stealing memories is up to the DM. You beautiful people at WOTC can replace the spell-like abilities with psionic ones if you feel it would be more apropriate.


very, very good idea.
vaugly reminiscient of the one I thought of a few days ago (this topic realy is taking off... that was on page three) but yours is a lot better. here\'s another idea: what if it could willingly reduce the extent of the possesion so it just could have acsess to the possesed creature\'s senses and maybe comunicate with it telopathicly, particularly if when this happens, it is impossible to tell the difrence between this and the creature sucseeding in the save without another save or an intelegence check or somthing. then let it have a larger number of creatures only slightly possesed, to use as spies (even THEY don\'t know it), as henchmen who need to think indevidualy, ect. maybe it could then have them do the check, at increased dificulty, latter to take full control. this might be perticularly fun if it could volintaraly lower the level of control back to this level; imagine the havic one of these could unleash in a large town or city (sort of like everybody\'s favorite Matrix villan)

another idea for it: it gains any prepared spells as single (or however many coppies of the spell were prepared) use spell-like abilitys when it gains someone\'s memories. it casts them as a cherictor of their class and it\'s level or theirs, whichever is better. it looses these after a certain amount of time, maybe a day or so.
maharaj zordon

11-16-05, 05:41 PM
Sorry if something like this has already been said. My internet went down a few days ago yesterday and i didn't get a chance to submit.

Absorb Moisture (Ex): Whenever the aberration successfully strikes a creature with its (natural weapon) it may choose to start a grapple as a free action. If successful, it sinks tendrils into the creature's body, and escaping from the grapple causes the creature to take 1d6 points of damage as the tendrils must be ripped out. Each round that the aberration begins with a creature grappled, it may use a standard action to absorb the moisture from the creature's body, emulating a 'horrid wilting' spell at CL (appropriate number). For every (?) number of hit points drained with this ability, the aberration increases one size category, gaining the appropriate size bonuses and size penalties to abilities, AC, attacks, etc.

This ability would probably be good for something that seems small and unassuming at first, but then qickly becomes a huge bloated monster. It would also be a good way for the mastermind to make good use of minions, because it could sacrifice them to increase its own power. The ability could be altered to restore HP instead of growing larger, but i like the growth idea better. (Maybe they could be combined somehow?)

I guess it would also make sense that the aberration would keep decreasing size categories at set intervals until it was back at its normal size.
sinistre

11-16-05, 06:17 PM
Mastermind Aberration.
Maybe it uses both pleasure and pain to goad its minions, the threat of death coupled with unlimited ecstacy, kind of like the historical leader of the assassins.

Sybaritic Delights (Su):Once per round as a standard action, the Thing That Should Be can instill a state of extreme physical and mental pleasure in any number of living creatures within 100ft of itself. If the creatures within the area of effect fail a Will save (DC 25+, Charisma based), they are wracked with delight, unable to take physical or mental actions for 4d6 minutes. The experience is both exhausting (creatures who fail their saves are also fatigued when the effect ends) and addictive (various rules systems exist for this, the addicted creature will do almost anything to get another hit of pleasure). This is a mind-affecting supernatural effect.
Tyhm

11-16-05, 06:31 PM
evilness

Probably the best suite of Dominate And Obliterate abilities. Nice and vile, especially the voluntarily surrender your memories.
Here's an addition, based of my own most vile of villains:
You give up your memories voluntarily, and he'll give you your body back.
You're back in your body with no memories of how you got there.
He bluffs an apology and offers to give them back.
And he does. His version.

Modify Memory (Sp): At will, as the spell but altering all memories going back up to 10 years in one round, willing subjects only.

Paladins wake up remembering always eating babies, being evil, hating Heironeous, whatever, being willing serfs to this benevolent benefactor. In fact, they remember coming to the tentacled mass on the verge of death, their family murdered and village torched (and indeed, their family was murdered, and their village was torched-while they were under the influence,) and the Mastermind nursed them back to health, granted them power. Bolstered by these "Memories", they go out for vengeance against the bastardly cleric of Pelor who did this all to them...

Permanent alignment change by magical deception is fun. No pesky casters dispelling it, and if they're not taken alive, it's straight to hell for them, barring divine intervention.
Chaos Theory

11-16-05, 07:51 PM
Tyhm's suggestion is good, on but its mind control as the unique ability again. It is fortunately a method of control that few creatures, and only powerful spell casters, can duplicate. However, the fact that I am looking for something beyond mind control aside, I really like the idea of making the PC the villian by thier own will.

Alignment change is good for an interesting twist, but finding out what you have done and making a choice can create a quest all by itself. Maybe the character realizes what they have done and most perform some extremely diffiuclt quest to attone for thier deeds. Or maybe they find that they like it, but resent the forced nature and slay the mastermind, and become the next villian themselves. I like the idea of a pc becoming the next Lord Soth.

This creates an almost swap of roles as the DM must take something of a backseat as the new mastermind is a player, not an NPC. And besides, who amoung players has ever not at least ocasionally felt the urge to wipe out the party in a suitably grisly manner.

To that end I suggest a duration effect. 4d4 weeks after the false memories are implanted the victim gets a save to realize the false nature of the memories and slowly(1d4 weeks) regain thier old ones. The victim also gets a will save any time it acts drastically against its alignment even if this is previous to the 4d4 weeks. The victims gets as many will saves as it has levels before the effect is permenant. If a victim gains a level they get a new will save as they try and build upon old memories and skills. The victim may only make one attempt to save against the effect per week.

Moral quandaries are good for roleplaying challenges. This is also fun for DM's who occasionally like to be players. They would still be in control of how the world reacts, but this time they don't know how everything is going to work out, as player solutions are rarely what you expect, and a player mastermind is free to be diabolical without having to focus on running the game and world at the same time. It also provides an out for any players unhappy with the change. Eventually.
Tyhm

11-16-05, 08:04 PM
To that end I suggest a duration effect.

Yeah, as long as the duration's for their memories. 4d4 weeks after the mastermind's been defeated, their memories start to return through the ether. The alignment change, however, is permanent - they just begin to doubt that the throne of skulls they've built for themselves was justified...become conflicted villains. Then the atonement will be fun, as by that point they've delivered the souls of half their party members to Asmodeus...there's your epic hook, buddy.

Not a big fan of mind affecting, but if the bodies are souljarred minions while the souls of the heroes are ensnared, then willing amnesiac mislead participants...

Let's make the abberation attractive, at least in appearance. Like a beautiful damsel reclining on a divan, but either the Damsel is the most attractive slave and the abberation is the room and furniture, or the Damsel is like the abberation's tongue, like an anglerfish.

Still works with the aura of peace, too. You may approach to parlay with the Mastermind, if you wish...
Chaos Theory

11-16-05, 08:11 PM
A change in alignment back to thier former selves would be like voluntary alignment change normally is. You say my alignment is such and such and the DM says "Prove it". Somewhat difficult when you have destroyed 3 cities, 8 towns, 11 parties of heros, and a rather large amount of livestock.
Tyhm

11-16-05, 08:23 PM
A change in alignment back to thier former selves would be like voluntary alignment change normally is. You say my alignment is such and such and the DM says "Prove it". Somewhat difficult when you have destroyed 3 cities, 8 towns, 11 parties of heros, and a rather large amount of livestock.

Well, yeah, DM's discretion obviously. There are threads upon threads about alignment shifts - if the DM wants to call it Cast Atonement, that's fine, if you have to quest to prove yourself to the cleric of Pelor, or Heironeous Himself, that's fine too. DMs are always free to say a Cleric of Heironeous casting Atonement on the fallen Paladin before he's proven worthy causes the Cleric to shift alignments and lose the spell, after all.

In any eventuality, an important disclaimer. See also: Mooncalves, MM2
Return of the Flumph

11-16-05, 09:16 PM
Wow, I thought my idea was twisted enough as it was.

The idea of the mastermind converting the victims to evil via memory alteration is a nice scary one, but it brings up a new question: why? A demon or devil mastermind would be eager to spread evil for its own sake, but would an aberration? The way I understand it, aberrations do not understand the concepts of good and evil. They are governed strictly by self interest; moral doctrine is as alien to them as their pulsating tentacles are to us. So why would the AMM release valuable minions just for the sake of spreading evil?

Don't get me wrong, this could be a really cool idea. I'm just saying that to use Tyhm's idea, we will need to discuss this thing's psychology in greater depth. Maybe this aberration was created as a result of fiendish experiments or was spawned by an elder race for the purpose of wreaking havoc. Sadism alone could be a motivation, but could it be the only motivation?

Here's another possible take on it; what if instead of setting the brainwashed victim on a generic mission of evil, the mastermind alters their memories to make them think that the AMM is their only true protector and friend? That way, instead of just sending people off to murder clerics and skin defenseless kittens, it creates loyal, independantly thinking minions who are more than willing to defend and serve the aberration for life? That fits the "cosmic horror" persona of the aberration type better, and it can still turn people evil and turn them loose when it really wants to **** someone off.

Remember, I'm not attacking; just commenting.
Chaos Theory

11-16-05, 11:53 PM
First I would like to apolgize if any of my recent posts were seen as attacks, such was not the intent.

Second, to answer why this creature that me, Tyhm, and Return of the Flumph have been hashing to death, is bent on evil perhaps this idea could be the solution.

The aberation is the result of the cross breeding of a balor, pit fiend or other Cr 20+ demon or devil and a mindflayer, aboleth or similar existing aberation mastermind. This creature goes beyond merely half-fiend, a true abomination, but it is sterile thus rendering it very rare. This heritage would explain the inate need to dominate lesser beings, its tendency towards evil, and its vast array of high level powers. The inability to reproduce means the chances off encountering more than one at a time are almost non-existant, and would explain the natural need to gather minions.

Lastly I think the idea of a mastermind being able to change a character into a cohort is intriguing, it bears more looking into. I still am not thrilled about straight mind control, but this memory re-write ability combined with the original hostage system is the best I have seen and it would be one of my first picks amoung the submitted ideas.
Tyhm

11-17-05, 12:28 AM
Hmm, both are good ideas.

A demonic heritage is always a fun one, but the "I'm your only friend and true savior" was really the one I was going for. What more faithful minion can there be than your imagined friends? Armies who all believe this wonderful Mastermind saved them from certain doom, willing to lay their lives down for said Mastermind, willing to do anything it desires.
Maybe it feeds off evil. Or souls. Or maybe it has bizzarre feeding habits, which leaves the victim horribly dead. Brains and Nightmares are already monopolized, hearts would be weird, something obscure would probably be best so it doesn't directly feed off its hard-won minions; the vigor of youths? Ambient life energy? Maybe it's like BM and it's powered by love - "I don't know the specifics, but I hear the divorce rate goes up". Our pet mastermind would be quite willing to live in the basement in the middle of town, but the good heroes would never suffer it to live.
Kaodi

11-17-05, 05:55 AM
Glassmaker (Ex): By ingesting vast quantities of sand, the AMM can, over a duration of eight hours, turn this sand into glass in a specialized organ in its stomach. Due to the unique properties of the AMM's body, however, this glass is much harder and more durable than normal, possessing a hardness of 8 and 8 hps per inch of thickness when in cools down into solid form. When the AMM regurgitates this glass, as long as it is molten, the glassmaker can rapidly change its shape into any item or appropriate mass, though this still requires an appropriate craft check.

Molten Glob (Ex): While the AMM has molten glass in its stomach, it can spit out small molten globs up to a distance of 60' feet. A glob of glass acts as a grenadelike weapon, and anyone struck by it takes 1d6 damage per round for 1d4+1 rounds, unless it is scraped off. After the elapsed time, if it has not been removed, target suffers -2 penalty to dexterity until the hardening glass can be safely removed.

Implant Personality (Su): The unique properties of the AMM's glass makes it possible for the AMM to implant a tiny piece of its personality in anything made from the glass. This ability creates personalities similar to that on a psionic characters psicrystal, and allows the AMM to his or her constructs with a limited intelligence (3) and giving the AMM control over their actions. With enough glass, the AMM can create items and constructs of any size, though an external heat source is required to keep the glass molten. Furthermore, any creature possessing an item such imbued by the AMM is bombarded by subtle psychic impression that cause it to take a -5 penalty on sense motive checks versus the AMM. Lastly, after implanting a personality, the AMM suffers -2 temporary penalty to intelligence until he or her has a chance to rest for eight hours. Each successive personality causes an additional -2, but does not require a further extended resting period.

Note: Anyway, I think that these abilities would make for a unique monster, if nothing else. Implant personality allows for the easy creation of minions, when given time, as well as using more subtle means to influence people. Also, the AMM's glass can be a treasure in and of itself. As a special material, it could have its own value and perhaps possess other qualities that make it desirable for weapons, armour or magical items, though they would be more fragile than their normal counterparts.
Most people seem to be intent on creating some enchantment/psionics uber-moster, but we already have aboleths and illithids. I believe it would be much more appropriate to make this new monster skilled at old fashioned diplomacy and negotiation, and make its special abilities come into play in other ways.
Chaos Theory

11-17-05, 10:19 AM
A demonic heritage is always a fun one, but the "I'm your only friend and true savior" was really the one I was going for. What more faithful minion can there be than your imagined friends? Armies who all believe this wonderful Mastermind saved them from certain doom, willing to lay their lives down for said Mastermind, willing to do anything it desires.
Maybe it feeds off evil. Or souls. Or maybe it has bizzarre feeding habits, which leaves the victim horribly dead. Brains and Nightmares are already monopolized, hearts would be weird, something obscure would probably be best so it doesn't directly feed off its hard-won minions; the vigor of youths? Ambient life energy? Maybe it's like BM and it's powered by love - "I don't know the specifics, but I hear the divorce rate goes up". Our pet mastermind would be quite willing to live in the basement in the middle of town, but the good heroes would never suffer it to live.

You make a good point. Perhaps to achieve the goal of it having minions by the I'm your best friend in the world method we make the monster similar to the gods in the forgotten realms setting. Its strength of power is directly related to the amount of worshiping of it its minions do. It feeds off adoration. This would mean that the mastermind would do anything to aquire more minions, especially the mind alteration, because fanatics are much easier to keep loyal then charmed creatures since they have made a concious choice, and more importantly do not resent the mastermind.

It would also mean that this creature tends towards building cults with a wide variety of creatures involved and could be the major villian in a campaign from 1st level when its lackeys attack until the PC's are high enough level to face it directly.
Takamori

11-17-05, 10:59 AM
It's a little difficult to make abilities without first really knowing the nature of the aberration...in my mind, I like those boss characters who lurk behind the scenes and value secrecy as much as anything else. I guess I'll assume a spider-based aberration. That being said:

Spinner of Webs (Su): [Aberration] may spin a vast, invisible web around its lair, which may be up to five miles in diameter. The strands on this web do not exist in the physical plane; they are converted to the ethereal plane as they are spun. They are visible from the ethereal plane and through any effects that make incorporeal creatures visible. The creation of such a large web takes up to three years to complete, and additional time and cunning may be necessary if it is made in an obvious place, such as a city--[Aberration] may work only at night or under the effect of an invisibility spell to protect itself from prying eyes. Or it may simply kill any who see it spinning. Once created, the entire web is simultaneously subject to clairaudience/clairvoyance for the [Aberration]. While such an incredible amount of information would be impossible for a human to handle, [Aberration]'s way of thinking and processing information is far different from a human. In addition, it gets +10 to Spot and Listen checks while in the web, acts as if under misdirection, nondetection, and freedom of movement spells (Caster lvl = HD), and retains its Dexterity bonus to armor class at all times.

Walker of Threads (Su): At any time, [Aberration] may travel in between any two points on the web as a standard action per a Shadow Walk spell. It may bring one or two medium to huge sized creatures with it, if unwilling, a DC (10+1/2HD+Wis) check is required. At any time within its web, [Aberration] may subject itself to an Alter Self spell in order to move undetected throughout its (rather large) lair. (Caster level = HD).

Completer of Circles (Ex): As a full round action, [Aberration] may insert an egg into a helpless subject's brainstem at the base of the spine. The egg is inserted through a small, two centimeter wide hole that is hard to see once complete. If the subject fails a DC 25 Fortitude save, it attaches to its brain and free will is lost. [Aberration]'s child now controls it; and pre-birth [Aberration] controls its child. Therefore the creature is also part of [Aberration]'s consciousness and during this time, feels to [Aberration] very much like having an extra arm would. [Aberration] makes use of it naturally and with no penalties; consciousness between parent and child is linked at all times without regard to distance. The infected host may freely leave the web. The larvae slowly works its way into the host's body, and in 1d4+3 years, hatches, using its host as food in the process. Once hatched, larvae must leave [Aberration]'s web and slowly create their own.

Spell Like Abilities (Su): yada yada.

Poison DC Con-based, Primary and Secondary damage 1d8 Wis.

Difficult to find, easy for it to flee if found, minions here and there, and I basically like the thought of half of a city being covered in an invisible web that a monster is using to pluck inhabitants from for breeding and feeding purposes. Maybe I'm just a bad person? Of course, there could be webs in the wilderness too. It would just be more fun in a city. Needless to say regardless of CR this kind of foe would be horrible and frightening...even if the PCs defeat it, what's to say that some of those infected by it have not left the city and are making webs in new places only to haunt the PCs in their old age? What's to say that the families or loved ones of PCs living in the city have not been targeted and infected, especially if the monster knows they are looking for it (thanks to clairaudience/clairvoyance)? Nothing worse than a coup-de-grace from the wife while you're sleeping... This kind of aberration would represent an infestation that is persistant and difficult to stamp out. Thanks to its Completer of Circles ability, it almost ensures the survival of the species while making it a dangerous and canny adversary. There is no limit to what kinds of things it can enslave either (well, those that are living, anyway), and while they do require normal sustenance (or perhaps more, eating for two, eh, eh) it could have mid-level characters in its "employ" as well. There are many possibilities. Battle tactics are not entirely planned out for this type of aberration, but many ideas have been detailed elsewhere in the thread...I just like this idea as a story hook/information about the type of monster.
Golem011

11-17-05, 12:59 PM
What if the abberation was almost like a hivemind symbiont? There could be, say, 40-60 slaves (normal people controlled by something like a psionic hood) and one central creature connected to these by a hivemind. The (name) would use its Alter Self ability to assume the form of a small, crying boy or girl to attract sympathy. It would ask for someone to protect it on the way home, and then once the (name) had them in an alley, the (name) would use its enter host ability to attack and take the target over. The (name) would then push up the spine of the target and settle itself around the ribs. It would then push out long, thin strands which connect to the brain, spine, and muscles, and a larger tentacle that attches itself to the digestive system. The (name) feeds off the partially digested food and can cause horrible pain to the body if it has to, but it cannot control the creature directly. This is where its other abilities come in.

Enter Host (Ex): The (name) can push its way in through the back of a knee as long as it is engaged in a grapple. It must succeed on a will save to do this. If success is achieved, the host must immediately succeed on a fortitude save or pass out.

Settle (Ex): Once inside the host, the (name) can move up the leg to the stomach as a full-round action. This again consitutes a fortitude save on behalf of the host, failure resulting, again, in passing out. The only way the host can stop this from occuring is attacking him/herself, causing half the damage to him/herself and half to the (name).

Attach Tubes (Ex): Once settled by the stomach, the creature can attach the tubes, adding two as a single action. Two tubes must be attached to the brain, each limb, and the spine. Another, single tube must be attached to the stomach (this tube takes one full action). These tubes may be added in any order. Each one requires a succesful fortitude save on behalf of the host to stop it attaching, and with the tube to the brain, the host automatically passes out.

Control (Ex): The (name) can send subtle telapathic messages to the brain, making it think things it never would have before. This can also wipe memories. If the first function is used, the host must succeed on a Will Save or do the creature's bidding for one day. If the second function is used, the host must succeed on a will save or have four days memory wiped.

Spasm of Pain (Ex): Twice a day, the (name) can cause horrible bursts of pain in the arms, legs or torso of the Host. This is usually used as a form of punishment for disobeying the (name)'s orders. This will also render the Host incapable of using a stricken limb for that day
If an arm is stricken, you get -4 on skill checks that you need to use hands for and cannot use that hand to hold or climb etc.

If two arms are stricken you cannot use skills that require hands and automatically fail all required skill checks needing to use hands and you cannot hold a weapon or use your hands as weapons (Unarmed combat).

If a leg is stricken your movement is halved.

If two legs are stricken you cannot move at all unless carried.

If your character has more than two arms, however, simply continue stacking up the damages for having one arm stricken.

If your character has more than two legs, simply continue stacking up the damages for having one leg stricken.
kasevampir

11-17-05, 03:19 PM
Host: mastermind aberration has others creatures that live on it’s body forming a symbiotic relationship. The creatures give AC bonuses to the mastermind aberration.

Parasitism: mastermind aberration can perform an attack that imbeds the creatures into another body, which forms a parasitic relationship. The creature does not take complete control of new host, but can drain life and/or abilities to give bonuses to the mastermind aberration (perhaps something like the armor of the dread emperor making the new host take part damage for the mastermind aberration or the belt of the dread emperor allowing the mastermind aberration to steal life to power spells.)
New host has 25% chance to miss hitting mastermind aberration due to parasite creature. In the event that the new host dies the body is taken over by parasite creature and becomes a minion of mastermind aberration.
Racinante

11-17-05, 03:21 PM
Improved Leadership (Ex): A <creature name> has twice as many cohorts and followers as the Leadership feat would allow and has a +2 bonus to his leadership score.
enigma_818

11-17-05, 06:47 PM
Wilting Gaze-As per Horrid Wilting but uses a gaze attack

And more of a non-combat related special ability would be Deforestation as per the Blighter ability.
recruitgreenie

11-17-05, 11:20 PM
alot of people (including myself) have chosen to look at the AAM as an evil creature but thats been done to death there arent enough good abberation ones that help people.
what about a good aberration that migrated from the farplane to the material plane after being affected by a burst of energy from a dying solar and with unique abilities that breed true such as

Compel the good (su) : This AAM can compel a good creature to do its bidding in events where this AAM is directly combatting evil the AAM affects the good character in the same ways as a suggestion spell CL15

Smite the evil (su): ThisAAM can smite evil as a cleric of 20th level

Symbiosis: due to its degenerated state this AAM must be bonded to a character of good allignment or die characters bonded in such a way gain a natural caster level increase of 5 for divine spells if they already know how to cast such spells they do not gain this increse if they cant cast clerical spells and this doesnt increse any other abillties of the cleric/divine spell caster and the caster cannot use the compel the good/smite the evil abilities of the AAM
bloodycard

11-18-05, 01:19 AM
Gaze of Madness (SU) : Characters within range of its gaze attack must make a Fortidude save or take 2D4 Con damage and are paralized in pain for 1D4 rounds. If the victim Constitution reaches 0 while paralized, he melt into a puddle of ooze.

Aura of Pure Justice (SU) : Creatures within 60 feet of lawful-neutral AMM, must make a Will save or have they alignment shift to lawful-evil. They serve the AMM fanatically and punish all who commit crimes (even minor crimes) to death.
Tyhm

11-18-05, 07:32 AM
I wouldn't say we're bent on making so much an evil mastermind as a morally ambiguous mastermind - alien thinking, predatorial. No reason the abilities the three of us have been discussing (Aura of Peace, Corrupt Memory, Soul Jar) have to be evil, but it's easier to see an evil character doing the latter. Really it'd be the whim of the Mastermind - he could have a hippy Balor (well, okay, outsiders are probably immune to souljar, but you get the idea) in his employ, and instead of "Oh look at all the evil I'm making you do!" it was "Hey, look, I'm giving away your stuff and making you act foolish in public! Look, here you are freeing all your slaves! Gimme your memories and I'll make it stop..."

And yeah, I like the thought of it forming a cult for its own protection and agendae. Humans don't need to have a racially determined agenda, nor do Masterminds - this one might not be inheritly going for killing all the angels and eating brains and blacking out the sun, but he wants worshippers all the same. Maybe they're like phasms; some of them are hedonistic, some scholarly, etcetera.

I definitely like the idea of it having the aura of prepared spells. If that doesn't make it to the list I'm gonna cry.

I also hope the next poll will be checkbox rather than radio box. Bad enough "Urban" isn't an option on the extant poll.

My (our?) favored suite:
Aura of Peace (Sp) - all targets, drops if he goes hostile
Practiced Speaker (Ex) - all languages
Multiple Possesions (Su) - so he'll have a queue of future slaves he can Scry on - communicated by either a big range comparable to Aura of Peace or via Minions.
Soul Magnet (Su) - so he can interrogate and coerce one at a time
Modify Memory (Sp) - short casting, long version
Prepared Spells (Ex) - see page 6
Always Prepared (Su) - so he also has a readied counterspell
Insightful Caster (Ex) - so he indeed DID have that one prepared that day
Alternate Form (Su) - like a Mimic
Perfect Avatar (Ex) - the Mastermind always chooses one minion to serve as his Avatar. This Avatar speaks for the Mastermind and can draw upon the Mastermind's skills, natural armor, and defenses whenever the two share a space as though the two were the same creature. As a free action the Minion can sever the connection, frequently sacrificing themself when targetted with an effect that would kill their master. If the Avatar is ever killed, the Mastermind will select another one 24 hours later.
History of Magic (Ex) - all Masterminds cast as (14)th level Wizards.
Choice of one of these two:
Sympathetic Minions (Su) - All the Mastermind's minions gain the ability to heal the Mastermind's wounds, ability drain, level drain, status ailments, etc. by touching him and taking the affects on themselves.
Chorus of Minions (Su) - Masterminds who choose not to risk their Minions instead recieve a chorus whenever their Minions stand out of a battle; while these Minions are concious and in line of effect, whenever the Mastermind is wounded they take the damage instead as nonlethal damage. This has no affect on level drain, status ailments, or ability damage/drain.
Normal Sp: None (They got wizard spells, man!)
Size: Colossal, Gargantuan, possibly as small as Huge (has to be able to share with a Medium)
Skill: +8 to Bluff, Diplomacy, Perform (Orate), Sense Motive, Hide, Disguise
Ability Scores: Low physical, super-high mental (particularly Int, possibly Cha)
Resistances: Possible energy resistances or weaknesses, no DR, no SR (they can cancel the spell with their preparation, anything beyond that's overkill!), possible natural armor like a Mimic
Alignment: Somewhat Neutral. Maybe Neutral Evil, maybe Lawful Neutral, maybe Neutral Good/Neutral Evil. Too influential for True Neutral, IMHO.

A pox on the melee abilities, it's a Mastermind! If it has any Melees at all they should be restrained to Helpless Or Willing Opponents.

My current vision of it is if they ever find the Mastermind himself there's a beautiful minion (usually going to be a humanoid shaped creature or fey, something pretty and nonthreatening, Aasimar or Nymph when he can get 'em) reclining on a luxurious divan or stone bower (recliner), in the center of an idyllic glade or a palatial room or something like that. Anyone approaching feels peaceful and restful as the bait Avatar bids them approach, and they're more than welcome to discuss matters peacefully. In the meantime, the Minions go about infecting people with the Scry possession, then the Mastermind possesses them (possibly inviting them to the Avatar? Only souljars by touch? That sounds good,) he shows them what he's doing with their body, they surrender their memories, he rewrites them and Poof, instant cult member.

Hell, even if this doesn't make the cut I wanna write it up now. If only I'd brought my MM...^_^
Chaos Theory

11-18-05, 08:46 AM
My (our?) favored suite:
Aura of Peace (Sp) - all targets, drops if he goes hostile
Practiced Speaker (Ex) - all languages
Multiple Possesions (Su) - so he'll have a queue of future slaves he can Scry on - communicated by either a big range comparable to Aura of Peace or via Minions.
Soul Magnet (Su) - so he can interrogate and coerce one at a time
Modify Memory (Sp) - short casting, long version
Prepared Spells (Ex) - see page 6
Always Prepared (Su) - so he also has a readied counterspell
Insightful Caster (Ex) - so he indeed DID have that one prepared that day
Alternate Form (Su) - like a Mimic
Perfect Avatar (Ex) - the Mastermind always chooses one minion to serve as his Avatar. This Avatar speaks for the Mastermind and can draw upon the Mastermind's skills, natural armor, and defenses whenever the two share a space as though the two were the same creature. As a free action the Minion can sever the connection, frequently sacrificing themself when targetted with an effect that would kill their master. If the Avatar is ever killed, the Mastermind will select another one 24 hours later.
History of Magic (Ex) - all Masterminds cast as (14)th level Wizards.
Choice of one of these two:
Sympathetic Minions (Su) - All the Mastermind's minions gain the ability to heal the Mastermind's wounds, ability drain, level drain, status ailments, etc. by touching him and taking the affects on themselves.
Chorus of Minions (Su) - Masterminds who choose not to risk their Minions instead recieve a chorus whenever their Minions stand out of a battle; while these Minions are concious and in line of effect, whenever the Mastermind is wounded they take the damage instead as nonlethal damage. This has no affect on level drain, status ailments, or ability damage/drain.
Normal Sp: None (They got wizard spells, man!)
Size: Colossal, Gargantuan, possibly as small as Huge (has to be able to share with a Medium)
Skill: +8 to Bluff, Diplomacy, Perform (Orate), Sense Motive, Hide, Disguise
Ability Scores: Low physical, super-high mental (particularly Int, possibly Cha)
Resistances: Possible energy resistances or weaknesses, no DR, no SR (they can cancel the spell with their preparation, anything beyond that's overkill!), possible natural armor like a Mimic
Alignment: Somewhat Neutral. Maybe Neutral Evil, maybe Lawful Neutral, maybe Neutral Good/Neutral Evil. Too influential for True Neutral, IMHO.

A pox on the melee abilities, it's a Mastermind! If it has any Melees at all they should be restrained to Helpless Or Willing Opponents.

My current vision of it is if they ever find the Mastermind himself there's a beautiful minion (usually going to be a humanoid shaped creature or fey, something pretty and nonthreatening, Aasimar or Nymph when he can get 'em) reclining on a luxurious divan or stone bower (recliner), in the center of an idyllic glade or a palatial room or something like that. Anyone approaching feels peaceful and restful as the bait Avatar bids them approach, and they're more than welcome to discuss matters peacefully. In the meantime, the Minions go about infecting people with the Scry possession, then the Mastermind possesses them (possibly inviting them to the Avatar? Only souljars by touch? That sounds good,) he shows them what he's doing with their body, they surrender their memories, he rewrites them and Poof, instant cult member.

^_^

I like this. It really works well as a central recurring villian, even a well prepared party is not going to steal the kings throne or kill the kings wife, usually. This thing could rule entire cities, and no one would be the wiser. It can also be easily toned up or down as need for an ecounter, the wizard spells most easily by increasing or lowering them. This is useful if the PC's confront it before you planned for them to.

I suggest one change though. Make it so that the chorus takes lethal damage and when they die the damage gets tranfered back to the mastermind until it can transfer that damage to another chorus member on the next round. This gives it a further interest in keeping minions alive. But you need to use high SR creatures for the main chorus/bodyguards, rakshasas would work well with an SR of 27 and good disgusie abilities. Constucts may not be part of the chorus, as thier natural immunities make them a non-viable target. The main chorus just needs to be outside the easy range of any nuke spell except meteor swarm. Besides, it would be fun to see the players try and fireball the 40 commoner minions in the room and 10 of the commoners laugh at them. And if it were necessary to further power up the mastermind, swap the 14 mage levels with cleric levels. Who says PC's should be the only ones with acess to Heal and Resurrection.
mtowle

11-18-05, 09:36 AM
I want to say that this is an excellent game you have designed. We have been having a lot of fun with it, and have even used it in-game once already.

I have been looking over the forums for a place to ask questions about the game as we had an odd situation come up in one of the games and I wanted a clarification. This is the first forum I have been able to find that even remotely ties-in, sorry if this isnt the place to ask, but here goes:

It was the beginning of the third round of our gambit, the leader had a 13 gold and a 12 red in play, played a copper dragon, had its ability go off, drew the top card, and here comes Tiamat. Now, according to the rules, he can't win with a good and an evil dragon in his flight with Tiamat. Also, the rules say that the rounds continue until a player has an untied stronger flight. Since the player who couldn't win was also the highest player, and the rules say nothing about another player winning if Tiamat's player can't win, we played it that rounds continued until someone could beat him, the pot went empty, or the Druid somehow got out and activated. We played about 20 rounds, with the Tiamat player killing us with evil color flights and a few strength flights, until the Druid did in fact come into play. The Tiamat player was able to play high power cards to keep everyone else at bay as the rounds stretched out, and make good use of Tiamat's multi-color aspect.

Did we play this right? Or is it errata that when Tiamat and Bahamut's player cannot win, their flight is not counted in the gambit's victory condiditons?

Thanks,
Chip

PS Should this actually be a legitimate tactic, it should have a name like some of the others do. The same tactic can be used with Bahamut, though it is less scary as he doesn't count as the color of every good dragon.
Laithian

11-18-05, 01:18 PM
Phase Duplication (Su): Once per day, as a standard action, the creature is able to split his material form into two separate, identical, less substantial copies of itself. One copy remains where the creature originally stood, and the second copy appears in any unoccupied square within 20 feet of where the creature originally stood. Once the split occurs, both copies can move independently of each other. Both copies will be completely identical to the original creature, except for the following:

* Both copies will only have half the hit point total of the original creature at the time of the split.

* Both copies are in a state that is similar to incorporeality. Attacks made against these copies follow the same rules as if the creature was incorporeal, but attacks the creatures make are also subject to a 50% miss chance. A ghost touch weapon negates this miss chance.

Should one of the copies be destroyed before the duration of the effect expires, the remaining copy reverts to its corporeal form, keeping only the hit points that copy had at the time of the other copy's destruction.

The creature can maintain this state for half as many rounds as it has hit dice.
Omnikar

11-18-05, 04:20 PM
I do find it somewhat odd that Practiced Speaker is the most popular of my suggestions, but whatever.

Eye's of the Oracle (Su): The Mastermind has adapted a curious trait, any divination magic used on it automatically backfires against the original caster. Any divination magic used to target or include the Mastermind in its area is hijacked by the Mastermind and used on the creature that cast the spell (no save). The spell uses all appropriate effects and modifiers from the original caster. The Mastermind also gains access to the spell Divinination once per day (15th lvl caster.)

Rejective (Ex): The Mastermind has a tolerance against magic that would impede his abilities. Any spell, spell-like ability or supernatural ability. that would allow a Fortitude or Will save (harmful) that has a duration of more than one round has its duration halved. (ex. Slow would last 1 round/per lvl divided by two. Rounded up.) This has no effect on spells that are harmless or do not allow a save.

Master of Magics (Su): The Mastermind possesses a supernatural understanding of magical items. It may automatically activate any magical item without a Use Magic Device check or the ability to cast the appropriate spells. If using a wand, the Mastermind may also apply any metamagic feats it has to the wand charges. The wand uses a number of charges equal to the number of levels the metamagic feat would have raised the spell's level (plus the initial charge to activate the spell.)

Unnatural Brood (Ex): The Mastermind attracts a number of followers possessing its aberrant traits. The Mastermind possesses a modified version of the Leadership feat, but rather than attracting commoners etc. it instead attracts lower level aberrations. (I don't feel like figuring out which ones, someone else can.) Also the Mastermind gains the ability to sense the presence of any Aberration within 1 mile.

Mutable Elements (Ex): The Mastermind has a odd connection with the planes of Elements that allow it to alter its physical weaknesses. Once per round as a move action the Mastermind can grant itself immunity to one energy type while granting it vunerability to its opposite. (ie fire and cold, acid and electricity.) While it is transforming its body, it gives off subtle hints at its new rearrangement and a successful Spot check opposed by the Mastermind's Bluff check will reveal this.

Ok then, I think that should be enough new ideas for you to screw around with.
Tyhm

11-18-05, 10:10 PM
(Three Dragon Ante? Can we get a mod to redirect this guy, I think he's lost)

The devoted servants passing out was intended for Good aligned masterminds - their servants cheer them on and pass out as the battle goes on, until the Mastermind has no servants left. As opposed to the evil Mastermind, whose servants sacrifice themselves to hit him with effectively Heal/Greater Restoration/Break Enchantment. (Imagine turning him to stone, then his servant (your former party member) yells Nooo! and touches him, taking the petrification for him). In any case, the idea is an Exalted Mastermind would never allow his Friends (even if they are primarily unwittingly reformed Yuan Ti, Drow, Rakshasae and Mindflayers) to sacrifice themselves for him, but they won't let him go into battle alone. They don't need to be granted SR, although that does make it more amusing when the tactics include nuking the audience to take out his Reserve Tanks. Very much a drow sorceress's tactic in taking out the Goody Two Shoes king who ensnared the Matron or whatsit.

The Divination's a good point - he probably should have a handfull of Spell Likes not normally available to Wizards. I'd say the immunity to Divination would fall under Prepared Countermeasures, but then, I think Mind Blank's one of those great countermeasures only Clerics get. So yeah, a handfull of Cleric Only once-a-days, or 3-a-days...someone with a better spell knowledge than myself could probably find a comprehensive list. Hell, maybe he just has a racial ability to cast them as Arcanes. Not all cleric spells, but some.

I like Master of Magics, but then, I'm not the one who'll judge what goes on the poll. In all fairness, it'll probably wind up with all the fun melee Swarmshifter Poisonslam Parasite EggImplant Disease RottingConstriction abilities, and we'll get to choose one - this poll hasn't gone well so far.
And if it does, I'll whip out MM1 and make this monster anyway. Right after I finish with the same promise I made on the first thread. ^^;
Rake

11-19-05, 05:22 AM
Damn! Voted for marshlands - and came so close!

I'm very pleased that my ability made the cut. Vote for "Sacrificing Minions". :D

I'm also glad that Branto got shared credit, the basic concept was his idea - and also rather impressed that Wizards schooled me a bit, correcting the OotS quote that my ability is named after to match the strip's language exactly, heh!
Chaos Theory

11-19-05, 02:12 PM
Looks like they were trying very hard to pick interesting abilites that were not overly complex. There were some very effective mastermind abilites that did not make it and I think that it was because they were very complex in thier potential aplications. Examples of this include my idea for playing doctor Frankenstein, Thym's alter memories, and Tallow's ability to attack from any direction. They want something any one can deal with, not an ability only those intimately familiar with the rules could deal with.

I agree with Thym, there is some good stuff that needs to be written down here, even if Wizards doesn't publish it now or ever. If you are willing to do a little work to understnad how everything will work in the game there are a slew of powerful abilities here.

Congrats to everyone who had an idea chosen. Also, hold onto any ideas you may have had and did not submit or have chosen. If Wizards follows thier history, then they will run a fan created item about once a year if this is sucessful. Examine the history of Magic's you create the card to see what I mean.
Chaos Theory

11-19-05, 04:12 PM
For our lost friend, he can probably get his questions answered by writing Rob Heinsoo who wrote a recent article about 3 dragon ante through wizards write the column author email at dndcolumn@wizards.com. From there he can probably find the forum he's looking for.
Tallow

11-20-05, 12:54 AM
Hey cool, the Enchanting Encapsulation got chosen. That particular ability could really have some very disturbing and gross descriptions in game play. Hope that one gets voted on, I really like it (obviously since I wrote it <G>)

Anyway, good ideas everyone, I had fun on this thread.
Tyhm

11-21-05, 05:17 AM
And they typo'd my name. >_<
Really oughtn't surprise me anymore...
captain_tracady_of_irons

02-05-06, 02:01 PM
Turbulent Brainwaves(Su): Anyone coming within 20ft of the creature is exposed to the turbulence of the creatures powerful mind, therefore must take a DC 10+HD or suffer from a continual Confusion effect until he is further than 20ft from the creature, if a succesful save is made then the character is immune to the creatures Turbulent Brainwaves for 24hrs
lightman

02-05-06, 04:18 PM
Turbulent Brainwaves(Su): Anyone coming within 20ft of the creature is exposed to the turbulence of the creatures powerful mind, therefore must take a DC 10+HD or suffer from a continual Confusion effect until he is further than 20ft from the creature, if a succesful save is made then the character is immune to the creatures Turbulent Brainwaves for 24hrs
Um...you realize this is a two month old closed contest, right?
DevilJimmy

02-06-06, 11:28 AM
OK, so the mastermind lives in the forest, and has multiple minions...so how about an ability that stays in that vein..im thinking...
Brittleroot
This ability allow the mastermind to affect the roots of a nearby tree, range depending on hit dice and creature advancement. When used, Brittleroot dissolves or instantly rots away the root system of target tree, and causes tree to crash to the forest floor, doing considerable damage, depending on the size of the tree, to anyone caught underneath. The downed trees could also serve other purposes. This could be a great means to escape for the mastermind, blocking a path and allowing said minions to corner foes. A series of downed trees could also be used for shelter for minions, and create great places to ambush trespassers. A reflex save might save your life, but you still have to contend with the new obstacles in your path. The direction the tree falls is also controlled by the mastermind, this could be a combination of how the land lays, and maybe Brittleroot only dissolves the parts of the root system that would allow it to fall a certain way so direction is controlled.
Just felt that this was a bit different than the other suggestions, but fit well with the forest environment.
OK, sorry guys...just realized this is a late submission, but hey, I still like it...not many PC's can say that they were killed by an 80' oak tree.
Long live Dogface!
SOPI

02-06-06, 05:25 PM
Nevermind.
:embarrass
Zach-a-tack

02-16-06, 04:14 PM
When are we going to get the monster's states , are we even going to? If not where will they be?
Ackrus

02-22-06, 02:35 AM
Blood Magic : Every time a spell is caster within a 60'ft radius around this creature. The spell casters takes a d6 points of damage per level of the spell DC 22 Will save.
OgreMonk

02-28-06, 09:31 PM
:weep:
Too bad this one died. I was really looking forward to seeing the results, even though it was going in the opposite direction of what I was voting for.
Ironbrand

03-13-06, 05:28 PM
well of all these choices my vote goes for FINISHING THIS CONTEST!
Piuro

03-16-06, 07:29 AM
Agreed. This is just pathetic!
Tyhm

03-16-06, 04:37 PM
It is said that a camel is a horse built by committee.

This is why we have a large foresty intelligent, charismatic aberation mastermind with evil fey minions, hunting elves (because the Drow aren't bad enough?), a nigh-epic CR, Blasphemous Geometries, Wild Magic Aura (which I'm sure his Fey love - not like they have SP), who defends himself with some special ability or another.

It is my humble opinion that this poll should have been used to garner ideas, then...

Strike that. It is my humble opinion that at the end of this poll, they should pit this camel against all the ideas that sprung up fully-formed from the heads of gamers. The AMM verses the Humanooze, the Feymaster, the Memory Filcher, etcetera - a Creature Competition for MM4. Everyone gets a week to craft the stats - CR 5 through 15 progression, or maybe just a Lowpower and Highpower variant (like Unicorn/Celestial Charger) - point is, we'll have a bunch of CR 15s squaring off against each other in a free-for-all. Maybe 8 masterminds and their minions on an octagonal chess board. Hey Decker, you readin' this?
katkov

03-18-06, 08:54 PM
Not sure if this was said yet

Rubbery Form

Whenever the AM is struck by an attack one of the following happens

??% The attack simply goes through the monster, its body shaping itself around the weapon.

??% The attack bounces back as if the creature striking the AM had thrown the weapon from the AM's square in his own general direction

??% The weapon does damage normally but gets stuck in the AM

??% Weapon dissolves
Piuro

03-20-06, 02:54 AM
Please stop submitting ideas! I agree with thym, this was a horrible idea anyway. Everyone makes their own BBEGs, why continue making a pre-built one?
zavin

04-04-06, 11:43 AM
because this way we would have a monster made by everyone.
Tyhm

04-04-06, 08:46 PM
No, along this route we have a monster assembled from everyone's pieces, but not "Built" by anyone. That's like saying a flesh golem is a monster built by a village just because each family had a corpse burgled for it.
Rentar1743

04-15-06, 05:11 AM
Go with raging blood for a fear of melee with it.Just increase the damage.

For an offensive ability confusion aura as the spell and a ranged touch intellect drain allowing him to gain HP equal to twice the points drained and if the drain is performed on a spellcaster he gains one level of the opponents spells,or at least a spell.