The Volatile Mind [Archive] - Wizards Community

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SkipSandwich

01-14-08, 03:00 AM
Game Rule Information
VOLATILE MIND
Hit Die: d8.
Requirements
To qualify to become a Volatile Mind, a character must fulfill all the following criteria.
Alignment: Any non-good, non-lawful
Base Attack Bonus: +4
Class Features: Rage
Skills: Intimidate 5 ranks, Autohypnosis 5 ranks
Special: Wild Surge class feature or Overchannel Feat
Psionics: must be able to manifest 2nd level powers
Class Skills
The volatile mind’s class skills (and the key ability for each skill) are are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.


Table: The Volatile Mind
Level BAB Fort Ref Will Special
1st +0 +2 +0 +0 Rage +1/day, Power Trip +1
2nd +1 +3 +0 +0 Chaotic Mind
3rd +2 +3 +1 +1 Hostile Mind
4th +3 +4 +1 +1 Rage +1/day, Power Trip +2
5th +3 +4 +1 +1 Overpowering Force +1
6th +4 +5 +2 +2 Improved Hostile Mind
7th +5 +5 +2 +2 Power Trip +3
8th +6 +6 +2 +2 Rage +1/day
9th +6 +6 +3 +3 Greater Hostile Mind
10th +7 +7 +3 +3 Power Trip +4, Greater Rage, Overpowering Force +2

Class Features
All of the following are Class Features of the volatile mind prestige class.
Weapon and Armor Proficiency: A volatile mind gains no proficiency with any weapons or armor.

Powers Known: at every level except 1st, 4th, 7th, and 10th, the volatile mind gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. The volatile mind can choose powers from the volatile mind power list below only. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of volatile mind to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a volatile mind, he must decide to which class he adds the new level of volatile mind for the purpose of determining power points per day, powers known, and manifester level.
Powers with a description of CP can be found in Complete Psionic.

Rage (Ex): as the barbarian class feature, at each indicated level, the Volatile Mind gains additional daily uses of Rage.


Power Trip (Ex): While raging, the volatile mind can manifest any power from the volatile mind power list that he knows. All powers manifested while raging gain a bonus to their effective manifester level as shown in the table above, The manifester level boost gives him the ability to augment her powers to a higher degree than he otherwise could; however, he pays no extra power point for this augmentation. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the rage.
Level-dependent power effects are also improved, depending on the power a volatile mind manifests with his rage.
This improvement in manifester level does not grant him any other benefits (psicrystal abilities do not advance, he does not gain higher-level class abilities, and so on).
He cannot use the Overchannel psionic feat while raging, nor may he use his Wild Surge class feature while raging.
At 4th level, a raging volatile mind boosts his manifester level by two instead of one. At 7th level, he boosts his manifester level by three; and at 10th level, by four; In all cases, the rage effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the volatile mind’s power point reserve.
A raging volatile mind may make also make concentration checks while raging.

Chaotic Mind (Ex): At 2nd level, the volatile mind gains the benefits of the Chaotic Mind feat, even though he doesn’t meet the prerequisites (specifically, by possessing Psionic powers).

Hostile Mind (Ex): at 3rd level, the volatile mind gains the benefits of the Hostile Mind feat, even though he doesn’t meet the prerequisites (specifically, by possessing Psionic powers). At 6th level, the damage dealt by this ability increases to 4d6, and again to 6d6 at 9th level.

Overpowering Force (Ex): beginning at 5th level, any power the volatile mind manifests while raging gains a +1 bonus to its save DC, this bonus improves to +2 at 10th level.

Greater Rage (Ex): as the barbarian ability of the same name.
SkipSandwich

01-14-08, 03:02 AM
VOLATILE MIND POWERS
1ST-LEVEL VOLATILE MIND POWERS
Bite of the Wolf: Gain bite attack for 1d8 damage.
Control Flames: Take control of nearby open flame.
Claws of the Beast: Your hands become deadly claws.
Call Weaponry: Create temporary weapon.
Call Armor: Call forth temporary armor or shield.
Crystal Shard: Ranged touch attack for 1d6 points of piercing damage.
Daze, Psionic: Humanoid creature of 4 HD or less loses next action.
Demoralize: Enemies become shaken.
Dissipating Touch: Touch deals 1d6 damage.
Energy Arc: CP
Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
Hammer: Melee touch attack deals 1d8/round.
Matter Agitation: You heat a creature or object.
Metaphysical Claw: Your natural weapon gains +1 bonus.
Metaphysical Weapon: Weapon gains +1 bonus.
Mind Thrust: Deal 1d10 damage.
Stomp: Subjects fall prone and take 1d4 nonlethal damage.
Vigor: Gain 5 temporary hit points.
Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.

2ND-LEVEL VOLATILE MIND POWERS
Animal Affinity: Gain +4 enhancement to one ability.
Biofeedback: Gain damage reduction 2/–.
Crystalstorm: CP
Concussion Blast: Deal 1d6 force damage to target.
Dissolving Touch: Your touch deals 4d6 acid damage.
Dissolving Weapon: Your weapon deals 4d6 acid damage.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Ego Whip: Deal 1d4 Cha damage and daze for 1 round.
Energy Adaptation, Specified: Gain resistance 10 against one energy type.
Energy Push: Deal 2d6 damage and knock subject back.
Energy Stun: Deal 1d6 damage and stun target if it fails both saves.
Energy Missile: Deal 3d6 energy damage to up to five subjects.
Feat Leech: Borrow another’s psionic or metapsionic feats.
Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
Inflict Pain: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save.
Painful Strike: Your natural weapons deal an extra 1d6 nonlethal damage.
Mental Disruption: Daze creatures within 10 feet for 1 round.
Psionic Lion’s Charge: You can make full attack in same round you charge.
Strength of My Enemy: Siphon away your enemy’s strength and grow stronger.
Recall Agony: Foe takes 2d6 damage.
Swarm of Crystals: Crystal shards are sprayed forth doing 3d4 slashing damage.
Thought Shield: Gain PR 13 against mind-affecting powers.

3RD-LEVEL VOLATILE MIND POWERS
Anathemic Carapace: As Astral Construct augmented to 3rd level, but Anathemic Carapace form only
Body Adjustment: You heal 1d12 damage.
Body Purification: You restore 2 points of ability damage.
Cerebral Phantasm: CP
Claws of the Vampire: Heal half of your claw’s base damage.
Danger Sense: You gain +4 bonus against traps.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
Dispel Psionics: Cancels psionic powers and effects.
Duodimensional Claw: Increases your natural weapon’s threat range.
Empathic Transfer, Hostile: Your touch transfers your hurt to another.
Energy Cone: Deal 5d6 energy damage in 60-ft. cone.
Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Energy Lance: CP
Eradicate Invisibility: Negate invisibility in 50-ft. burst.
Exhalation of the Black Dragon: Your acid breath deals 3d6 damage to a close target.
Graft Weapon: Your hand is replaced seamlessly by your weapon.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
Share Pain, Forced: Unwilling subject takes some of your damage.
Telekinetic Thrust: Hurl objects with the force of your mind.
Vampiric Blade: You heal half of your base weapon damage.

4TH-LEVEL VOLATILE MIND POWERS
Claw of Energy: Your claws deal additional energy damage.
Death Urge: Implant a self-destructive compulsion.
Detect Remote Viewing: You know when others spy on you remotely.
Dimension Door, Psionic: Teleports you short distance.
Empathic Feedback: When you are hit in melee, your attacker takes damage.
Energy Adaptation: Your body converts energy to harmless light.
Energy Ball: Deal 7d6 energy damage in 20-ft. radius.
Inertial Barrier: Gain DR 5/–.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Mindwipe: Subject’s recent experiences wiped away, bestowing negative levels.
Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Weapon of Energy: Weapon deals additional energy damage.
Planar Apothesis: CP, fiendish only

5TH-LEVEL VOLATILE MIND POWERS
Adapt Body: Your body automatically adapts to hostile environments.
Cranial Deluge: CP
Leech Field: Leech power points each time you make a saving throw.
Psychic Crush: Brutally crush subject’s mental essence, reducing subject to –1 hit points.
Shatter Mind Blank: Cancels target’s mind blank effect.
Stomp, Greater: CP
Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
Psychotic Break: CP
Energy Current: Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
Hail of Crystals: A crystal explodes in an area, dealing 9d4 slashing damage.

6TH-LEVEL VOLATILE MIND POWERS
Form of Doom: You transform into a frightening tentacled beast.
Breath of the Black Dragon: Breathe acid for 11d6 damage.
Co-opt Concentration: Take control of foe’s concentration power.
Concussive Detonation: CP
Disintegrate, Psionic: Turn one creature or object to dust.
Energy Barrage: CP
Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
Rage of the Remorhaz: CP

7TH-LEVEL VOLATILE MIND POWERS
Crisis of Life: Stop subject’s heart.
Decerebrate: Remove portion of subject’s brain stem.
Energy Conversion: Offensively channel energy you’ve absorbed.
Energy Wave: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
Evade Burst: You take no damage from a burst on a successful Reflex save.
Insanity: Subject is permanently confused.
Mind Blank, Personal: You are immune to scrying and mental effects.
Oak Body: Your body becomes as hard as oak.
Ultrablast: Deal 13d6 damage in 15-ft. radius.
Reddopsi: Powers targeting you rebound on manifester.

8TH-LEVEL VOLATILE MIND POWERS
Iron Body, Psionic: Your body becomes living iron.
Recall Death: Subject dies or takes 5d6 damage.
True Metabolism: You regenerate 10 hit points/round.
Planar Embrace: CP, half-fiend only

9TH-LEVEL VOLATILE MIND POWERS
Affinity Field: Effects that affect you also affect others.
Assimilate: Incorporate creature into your own body.
Intellect Bomb: CP
Urge Extermination: CP
SkipSandwich

01-23-08, 08:26 AM
:bump:
SkipSandwich

01-28-08, 12:04 AM
okay, last bump, I'd really apreciate some comments, but if I dont' get any this thread will be allowed to die a natural death
teshen

01-28-08, 03:48 AM
So far I'm liking this psionic rage mage version... but before I get too much into the power list, I have two questions.

The first is, why make a custom power list instead of continuing the abilities of the manifester class they used to gain entry? Second, how do you expect a character to make it to ninth level powers when they give up at least one level in something non-psionic to get rage and four more from the prc itself? I mean, a character could just take six levels and lose only three manifester levels if he were a psion or erudite, but if he went egoist 6/barbarian 1/volatile mind 10/egoist 3, he'd only get one eighth level power... unless I'm missing something.
SkipSandwich

01-28-08, 08:19 AM
the custom powerlist idea I took from the Shangain PrC, as you'll notice, all the powers on that list are focused around breaking stuff and hurting people, which is a perfect fit flavorwise for the way this class works. Also, I go up to ninth level powers because of the existance of epic, and the chance that someone might want to persue this PrC at a level where they would still get access to 9th level powers from it.
teshen

01-28-08, 03:11 PM
Ah... well then, I never really think about epic play.

Power Trip (Ex): While raging, the volatile mind can manifest any power from the volatile mind power list that he knows. All powers manifested while raging gain a bonus to their effective manifester level as shown in the table above, The manifester level boost gives her the ability to augment her powers to a higher degree than he otherwise could; however, he pays no extra power point for this augmentation. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the rage.
Level-dependent power effects are also improved, depending on the power a volatile mind manifests with his rage.
This improvement in manifester level does not grant him any other benefits (psicrystal abilities do not advance, he does not gain higher-level class abilities, and so on).
He cannot use the Overchannel psionic feat while raging, nor may he use his Wild Surge class feature while raging.
At 4th level, a raging volatile mind boosts his manifester level by two instead of one. At 7th level, he boosts his manifester level by three; and at 10th level, by four; In all cases, the rage effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the volatile mind’s power point reserve.
A raging volatile mind may make also make concentration checks while raging.
I like how this splits the difference of overchannel and wild surge. You don't take the damage from overchannel, nor pay for the elevated level, but you don't get as much of a bonus as you might with it. You don't get as much of a bonus as wild surge, but you don't get enervated either.

I'd almost add it on top of wild surge, since you're getting less powers from wilder and it will partial advance wild surge while the enervation halts from wilder levels... but maybe that would be too complicated.

I like it.

If anything, this prc might be slightly underpowered... You've got a little bit of MAD going on with barbarian + manifester. Power Trip boosts powers to one level below the one they would be at if you just went straight manifester. A lot of the class features increase manifesting without directly affecting combat... well, other than the extra rages... and powers that will help you with combat :shifty:... which still won't allow you to rage more than once per encounter.
SkipSandwich

01-28-08, 08:18 PM
underpowered? that's only to be expected, since I basicly fused two sub-optimal PrC's, the Rage Mage and the Metamind.
The two main classes I built this PrC for are the Wilder (of course) and the Psychic Warrior, of the two, I actually think the Psychic Warrior may stand to gain more.
Assuming that each rage lasts for 10 rounds (3 base +7 con[+6 con from greater rage, 14 base, +4 animal affinity]), with 4 rages per day, a barb1/psion or wilder 9/Volatile Mind 10 will end up with an effective 355pp/day, 12 more then a psion20, hardly worth losing 5 manifester levels for. A barb1/psychic warrior9/volitile mind10 will end up with an effective 227pp/day, a full 100points more then psywar20!
:EDIT: Now that I think about it, an ardent with practiced manifester going into this class would still be able to learn up to 9th level powers, as he would achive a final manifester level of 19, the unique power list would serve as a huge benifit to an ardent as well, it's actually a kind of scary idea.
DonThelonious

01-29-08, 02:12 AM
Fluff man! We need fluff! What is this class for? Why is it here? Who are these people and why should they be feared? Will Robin ever come out of the closet? :blink: Sorry about the last one, I got on a roll...
Neraagile

01-29-08, 06:30 AM
without the Fluff the volatile mind seems Chaotic to me...
SkipSandwich

01-29-08, 08:18 AM
The alignment restricions are the way they are because barbarians have a non-lawful restriction, and these guys are just way too angry and violent to be good.
You know how sometimes when you get mad or frustrated, you imagine unspeakable violence or even just general unplesantness being visted upon the source of your frustration and it makes you feel better? These guys don't have to imagine.
Neraagile

01-29-08, 08:47 AM
Well... not what I meant... IMO it seems Chaotic restricted (if that makes it better)