[Template] I understand... everything! [Archive] - Wizards Community

Post/Author/DateTimePost
The Vorpal Tribble

03-10-08, 05:00 PM
Paramind

http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/Mental_Images_by_strany.jpg

Once every few generations a fluke of nature is given birth. A being born sentient and ready to understand the world beyond any of it's kin. Within a short period its intellect has grown to nigh god-like, far in advance of near all capacity of their species. Their minds continue to grow in power and complexity until the very moment of their death.

In some cases however, through experimentation or psionic manipulation, this condition can be brought about artificially. These individuals tend not to live nearly long as those who come by this mental apex from birth.

However it was brought about they are marked beings whose thirst for knowledge and understanding sets them apart from all others. Some are all but unknown, spending their lives solely in the pursuit of knowledge, others become famous for their intellect in whatever fields they pursue. Paramind scholars of war can become terrifying opponents while paramind healers and philosophers can advance physical and mental medicine hundreds of years. No matter what path they choose though, the world is changed.

-=-=-=-=-

Sample Paramind

Paramind Doppelganger
Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d6+1)
Full Attack: Slam +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, intellectual might, mental interference, think before you act
Special Qualities: Change shape, deep thought, eidetic memory, experience, immunity to sleep and charm effects, polyglot, regenerative mind
Saves: Fort +4, Ref +12, Will +7
Abilities: Str 12, Dex 13, Con 12, Int 26, Wis 16, Cha 15
Skills: Autohypnosis +7, Concentration +12, Bluff +13*, Diplomacy +9, Disguise +23* (+25* acting), Knowledge (local) +15, Knowledge (nobility) +15, Intimidate +9, Listen +10, Sense Motive +10, Spot +10
Feats: Able Learner(B), Dodge, Great Fortitude, Insightful Reflexes(B), Jack of All Trades(B)
Environment: Any
Organization: Solitary, pair, or gang (3–6)
Challenge Rating: 5
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +8

Paramind dopplegangers tend to be political paragons, maneuvering and altering people and ideas in a mass game of intricate intrigue. Many will lead multiple lives and even run against themselves for power, using one persona to strengthen or weaken certain aspects of another to sway opinion and knowledge. Some even invent new governments and overthrow themselves, always working towards a far-off goal and with each change introducing the citizens to a new way of life. They literally have the mental capacity of several men, and make good use of it.


Combat

Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Deep Thought (Ex): If a paramind doppelganger concentrates for 1d4 hours without interruption they may deduce the answer to near any question as the Hypercognition power. Unlike the power, the paramind must have at least basic information to work with to work out an answer. The chance of a correct answer is 70%.

Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Eidetic Memory (Ex): A paramind automatically remembers in precise detail all that they have observed and experienced, and can recall it at a moment's notice as if they had succeeded on an Autohypnosis check.

Experience: A paramind doppelganger's mental stat increase from aging are triple the norm.

Intellectual Might (Ex): Anyone whose intelligence score is 16 or lower who attempts to focus the paramind doppelganger with a mind-affecting ability, or even telepathy, are automatically dazed for 1 round and the ability ends. If their intelligence score is 6 or lower they become stunned.

Mental Interference (Su): A paramind doppelganger continuously emits immensely strong thought waves that affects all around them out to 30 feet as the Catapsi power unless they succeed on a DC 20 Will save each round.

Polyglot (Ex): A paramind that has listened to a language for a combined total of 1 hour can understand it enough to follow the basic gist of the conversation. After listening for 2d4 hours they are considered to be fluent. They may only speak this language if they possess the necessary organs to do so, such as though they may come to understand the body language of a creature with eight limbs, they could not reproduce it without the same number.

Regenerative Mind (Ex): A paramind doppelganger's brain has incredible recuperative powers. They naturally heal damage to any mental stat at a rate of 1 point per hour to each damaged stat. Even mental stat drain heals, at a rate of 1 point per day.
They also gain fast healing 5 in regards to hit point damage sustained from mind-affecting spells and powers such as Mind Thrust and Ultrablast.
As well, if their memory has been adjusted they may make an additional save again the power, even if the duration has expired, each round. Once they make their save the memories return in full.
Finally, the duration of mind-affecting effects against a paramind has only half the duration (minimum 1 round unless the duration is instantaneous).

Think Before You Act (Ex): When a paramind doppelganger strikes or is struck, they may adapt their combat to take advantage of the opponent's defenses and offenses. Each round that the paramind successfully damages or takes damage from a creature, they gain a cumulative +1 insight bonus to attack or Armor Class (possibly both), up to a maximum bonus equal to their intelligence modifier. The bonus remains in place for as long as he attempts to strike each opponent and 2 rounds afterwards.

For example, the first time the paramind damages a foe, a +1 bonus applies to each of it's attacks against that target in subsequent rounds. The next time it hits that foe, the bonuses increases to +2. During any round it misses the target, the bonus does not increase.

If fighting multiple creatures simultaneously, the bonuses apply separately to each opponent. So though you may have hit one opponent three times for a +3 insight bonus to attacks against it, you may have only hit another creature once, and so only gain a +1 insight bonus against it, all at the same time.

Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks.

*When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.


-=-=-=-=-

Creating a Paramind

"Paramind" is an inherited or acquired template that can be added to any creature with an intelligence score, hereafter referred to as the base creature.

A Paramind uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.

Special Attacks: A paramind retains all attacks of the base creature plus the following attacks.

Intellectual Might (Ex): Anyone whose intelligence score is 10 or more points less than the paramind who attempts to focus them with a mind-affecting ability, or even telepathy, are automatically dazed for 1 round and the ability ends. If the paramind's intelligence is 20 or higher those affected are instead stunned.

Mental Interference (Su): A paramind continuously emits immensely strong thoughtwaves that affects all around them as the Catapsi power unless they succeed on a Will save each round (DC 10 + half paramind's HD + Int modifier).

The range of this power depends on the size of the paramind:


Size Radius
Fine 5 ft.
Diminitive 10 ft.
Tiny 15 ft.
Small 20 ft.
Medium 30 ft.
Large 35 ft.
Huge 40 ft.
Gargantuan 50 ft.
Colossal 60 ft.


Think Before You Act (Ex): When a paramind strikes or is struck, they may adapt their combat to take advantage of the opponent's defenses and offenses. Each round that the paramind successfully damages a creature he gets a bonus to his attack. Each round the paramind takes damage from a creature he gets a bonus to his Armor Class. This comes in the form of a cumulative +1 insight bonus, up to a maximum bonus equal to their intelligence modifier. The bonus remains in place for as long as the paramind is struck or attempts to strike each opponent plus 2 rounds afterwards.

For example, the first time the paramind damages a foe, a +1 bonus applies to each of it's attacks against that target in subsequent rounds. The next time it hits that foe, the bonuses increases to +2. During any round it misses the target, the bonus does not increase.

If fighting multiple creatures simultaneously, the bonuses apply separately to each opponent. So though you may have hit one opponent three times for a +3 insight bonus to attacks against it, you may have only hit another creature once, and so only gain a +1 insight bonus against it, all at the same time.


Special Qualities: A paramind retains all qualities of the base creature plus the following qualities.

Deep Thought (Ex): If a paramind concentrates for 1d4 hours without interruption they may deduce the answer to near any question as the Hypercognition power. Unlike the power, the paramind must have at least basic information to work with to work out an answer. The chance of a correct answer is 70%. For each point of intelligence above 26 the chance of a correct answer increases by 1%. For example, a paramind with an intelligence of 30 has a 74% chance of a correct answer.

Eidetic Memory (Ex): A paramind automatically remembers in precise detail all that they have observed and experienced, and can recall it at a moment's notice as if they had succeeded on an Autohypnosis check.

Experience: A paramind's mental stat increase from aging are triple the norm.

Polyglot (Ex): A paramind that has listened to a language for a combined total of 1 hour can understand it enough to follow the basic gist of the conversation. After listening for 2d4 hours they are considered to be fluent. They may only speak this language if they possess the necessary organs to do so, such as though they may come to understand the body language of a creature with eight limbs, they could not reproduce it without the same number.

Regenerative Mind (Ex): A paramind's brain has incredible recuperative powers. They naturally heal damage to any mental stat at a rate of 1 point per hour to each damaged stat. Even mental stat drain heals, at a rate of 1 point per day.
They also gain fast healing 5 in regards to hit point damage sustained from mind-affecting spells and powers such as Mind Thrust and Ultrablast.
As well, if their memory has been adjusted they may make an additional save again the power, even if the duration has expired, each round. Once they make their save the memories return in full.
Finally, the duration of mind-affecting effects against a paramind has only half the duration (minimum 1 round unless the duration is instantaneous).

Abilities: Adjust from the base creature as follows: A paramind's intelligence score increases to 26, or +10 to the base creature's score, whichever is higher. Wis +2, Cha +2.

Skills: A paramind gains Autohypnosis and Concentration as a trained skill with a +4 bonus.
Feats: A paramind gains Insightful Reflexes (http://realmshelps.dandello.net/cgi-bin/feats.pl?Insightful_Reflexes,CAd) and Jack of All Trades (http://realmshelps.dandello.net/cgi-bin/feats.pl?Jack_Of_All_Trades,CAd) as bonus feats, as well as one other feat of their own choosing as long as they meet the prerequisites. Otherwise same as base creature.
Challenge Rating: Same as the base creature +2.
Level Adjustment: Same as base creature +4.
RadicalTaoist

03-11-08, 11:48 PM
The fast healing of Regenerative Mind is going to be really wonky and painful to keep track of (I'd suggest something simpler, like halve all such damage, then convert it to nonlethal; ignore all normally nonlethal mental damage). And Intellectual Might has that weird Int score requirement that doesn't sync up between the example and the template wording. Do you mean for it to scale?

Otherwise, love the concept and most of the implementation. It's a high-LA template I'd actually consider - and even consider balanced! - for a psion. You basically came up with the template for Kannzaki Urumi from the GTO manga. I approve. :thumbsup:

EDIT: Reading through it again, I also find that a) you should clarify that Think Before You Act boosts your attack when you hit and your defense when you're hit, and b) by 'trained skill' in Skills do you mean 'class skill'?
The Vorpal Tribble

03-12-08, 09:58 PM
The fast healing of Regenerative Mind is going to be really wonky and painful to keep track of (I'd suggest something simpler, like halve all such damage, then convert it to nonlethal; ignore all normally nonlethal mental damage).
Why is that? There is a feat to give you damage reduction again that kind of damage, so why not fast healing in regards to it?


And Intellectual Might has that weird Int score requirement that doesn't sync up between the example and the template wording. Do you mean for it to scale?
How do you mean?

EDIT: Reading through it again, I also find that a) you should clarify that Think Before You Act boosts your attack when you hit and your defense when you're hit
Thats why I put the 'possibly both' bit in. Thought folks would get the guist.

and b) by 'trained skill' in Skills do you mean 'class skill'?
Yup.
Moosh Nailo

03-12-08, 10:37 PM
W00t! Wicked description of the para-doppel-mind-ganger :D

For mental interference, why does the catapsi effect increase by size? Wouldn't it make more sense for it to increase according to their intelligence/will power, rather than physical proportions? I'd have said intelligence, but with the (generally) static 26, there would be no scaling. So how about either charisma or wisdom? (willpower) Unless you're saying the catapsi is due to raw massive thought-processing, or something, in which case I guess its gotta be int.

For think before you act, how about having the bonus to attack rolls only increase on a miss, like the paramind is gaining understanding into how the whatever defends itself? This is just me ruminating. But then I guess that would really help out a low-bab class like psion, who miss more often than not. So maybe not such a good idea.
RadicalTaoist

03-13-08, 02:17 AM
Why is that? There is a feat to give you damage reduction again that kind of damage, so why not fast healing in regards to it?
By the simple fact that this fast healing isn't supposed to affect wounds you take from someone swinging a sword at you, it forces you to keep track of damage you got from a healable source vs. damage you didn't. An extra layer of bookkeeping that'll cause only headaches.
How do you mean?
Oh, wait, I didn't see 'points less' in the template's sentence. My error.
Thats why I put the 'possibly both' bit in. Thought folks would get the guist.Eh, I like clear rules better than gists. I know many DMs who do as well.

Hope that helps!
balor64

03-13-08, 09:42 PM
Why not just make the fast healing regeneration? Oh, and I think you should clarify Think Before You Act too.
The Vorpal Tribble

03-14-08, 12:35 PM
W00t! Wicked description of the para-doppel-mind-ganger :D

For mental interference, why does the catapsi effect increase by size? Wouldn't it make more sense for it to increase according to their intelligence/will power, rather than physical proportions? I'd have said intelligence, but with the (generally) static 26, there would be no scaling. So how about either charisma or wisdom? (willpower) Unless you're saying the catapsi is due to raw massive thought-processing, or something, in which case I guess its gotta be int.
Well, was thinking it'd be the sheer mass of brain going at it. I mean, you can have a tiny engine that just revs something fierce, but it'll not make much noise, while you got a bigger engine that may not be working as fast, but makes a whole lot more noise. Was my thoughts on it anyways.

By the simple fact that this fast healing isn't supposed to affect wounds you take from someone swinging a sword at you, it forces you to keep track of damage you got from a healable source vs. damage you didn't. An extra layer of bookkeeping that'll cause only headaches.
Well, I can mention it is alike to fast healing. It uses the same mechanics. Damage reduction just doesn't fit as well because I want the brain to be healing itself, not merely shrugging it off.

Why not just make the fast healing regeneration?
Because that doesn't really work either as this only works for one specific type, while regeneration merely has listed what it doesn't heal.


I'll try to clear up 'think before your act' though, though it is almost word for word from an already Wizard published creature ;)
'Dane

03-14-08, 06:56 PM
I think "think before you act" is plenty clear but I think it should be changed anyways. It should be changed so that the bonus is only attained from actual attacks, i.e.: from mele/ranged/ray attacks. Because I probably shouldnt get an attack bonus from hitting you with say, mind thrust, or from throwing a vial of acid or alchemist fire at you then again next turn when you take the continual damage from it.

Though if you can reason it out enough so that it works then you might as well leave it that way. I do like the 'flavor' behind it though.
Scion of Coldshard

03-16-08, 05:26 PM
Interesting.. lots of complicated though..


Intellectual Might (Ex): Anyone whose intelligence score is 10 or more points less than the paramind who attempts to focus them with a mind-affecting ability, or even telepathy, are automatically stunned for 1 round and the ability ends.

I think you mean target, yes? And why no save? Why stunned instead of dazed?

I think that a save should be in there along with it being dazed rather than stunned.


Mental Interference (Su): A paramind continuously emits immensely strong thoughtwaves that affects all around them as the Catapsi power unless they succeed on a Will save each round (DC 10 + half paramind's HD + Int modifier).

Lots of complicated here.

Smaller creatures tend to have less hd anyway, so why not just base the radius off of hd?

Start it off at 5' and raise it by 5' for every 5 hd that the creature has. If you dont want it to key off of character levels then have it only count racial hd.

I am guessing that they arent meant to be effected by their own ability, and catapsi also says it effects 'others' but it might be good to note that they are not affected by their own ability anyway.


Think Before You Act (Ex): When a paramind strikes or is struck, they may adapt their combat to take advantage of the opponent's defenses and offenses. Each round that the paramind successfully damages a creature he gets a bonus to his attack. Each round the paramind takes damage from a creature he gets a bonus to his Armor Class. This comes in the form of a cumulative +1 insight bonus, up to a maximum bonus equal to their intelligence modifier. The bonus remains in place for as long as the paramind is struck or attempts to strike each opponent plus 2 rounds afterwards.

For example, the first time the paramind damages a foe, a +1 bonus applies to each of it's attacks against that target in subsequent rounds. The next time it hits that foe, the bonuses increases to +2. During any round it misses the target, the bonus does not increase.

If fighting multiple creatures simultaneously, the bonuses apply separately to each opponent. So though you may have hit one opponent three times for a +3 insight bonus to attacks against it, you may have only hit another creature once, and so only gain a +1 insight bonus against it, all at the same time.


Wow.. enormously complicated and would require constant and massive bookkeeping.

To make it a little bit easier why not just have it be whenever this creature hits another creature he gains a bonus equal to half of its int bonus for the next minute (doesnt stack with itself) and whenever another creature hits this guy his AC goes up by half of its int bonus for the next minute (again, doesnt stack with itself).

It is still a lot of book keeping, but at least now it is simply remembering whether or not a single event happened per creature..


Deep Thought (Ex): If a paramind concentrates for 1d4 hours without interruption they may deduce the answer to near any question as the Hypercognition power.

Hypercognition is immensely powerful.. how about the creature may use Hypercognition at will except each use deals 24 points of intelligence damage to the creature. They may spend up to 12 hours while using the ability with each hour reducing the ability damage by 2 points.

This makes it at will but with an interesting drawback. Use it too quickly for the answer and it will lead to an immediate problem that the creatures own abilities fixes fairly quickly.

Eidetic Memory (Ex): A paramind automatically remembers in precise detail all that they have observed and experienced, and can recall it at a moment's notice as if they had succeeded on an Autohypnosis check.

Very interesting, but wouldnt it simply be easier for the ability to change autohypnosis from using wis to int? That way it does something similar and gets all of the other interesting abilities as well ;)

Experience: A paramind's mental stat increase from aging are triple the norm.

Seems.. odd. I think instead I would just say that whenever the creatures int increases in a way that will give extra skill points in the future their skill points change retroactively.

Polyglot (Ex): A paramind that has listened to a language for a combined total of 1 hour can understand it enough to follow the basic gist of the conversation. After listening for 2d4 hours they are considered to be fluent. They may only speak this language if they possess the necessary organs to do so, such as though they may come to understand the body language of a creature with eight limbs, they could not reproduce it without the same number.

I understand what you were thinking here.. but wouldnt a limited range telepathy make more sense? Making speak language always be a class skill would be an interesting addition as well.

Regenerative Mind (Ex): A paramind's brain has incredible recuperative powers. They naturally heal damage to any mental stat at a rate of 1 point per hour to each damaged stat. Even mental stat drain heals, at a rate of 1 point per day.
They also gain fast healing 5 in regards to hit point damage sustained from mind-affecting spells and powers such as Mind Thrust and Ultrablast.
As well, if their memory has been adjusted they may make an additional save again the power, even if the duration has expired, each round. Once they make their save the memories return in full.
Finally, the duration of mind-affecting effects against a paramind has only half the duration (minimum 1 round unless the duration is instantaneous).

I think I would do this instead:
Regenerative Mind (Ex): A paramind's brain has incredible recuperative powers. They naturally heal damage to any mental stat at a rate of 1 point per hour to each damaged stat. Even mental stat drain heals although only at a rate of 1 point per day. Rest doesnt increase these rates but will increase the normal healing rate as normal.
Also, [mind-affecting] abilities deal only non-lethal damage and the paramind gains a +4 racial bonus on any saving throws them.


Skills: A paramind gains Autohypnosis and Concentration as a trained skill with a +4 bonus.

Skills: A paramind gains Autohypnosis and Concentration as class skills for any class that he has and may use them untrained. It also gains a +4 racial bonus on each.

Feats: A paramind gains Insightful Reflexes (http://realmshelps.dandello.net/cgi-bin/feats.pl?Insightful_Reflexes,CAd) and Jack of All Trades (http://realmshelps.dandello.net/cgi-bin/feats.pl?Jack_Of_All_Trades,CAd) as bonus feats, as well as one other feat of their own choosing as long as they meet the prerequisites. Otherwise same as base creature.

Not a big fan of jack of all trades, seems pretty odd in how it works.

I think I would not give them that feat but give them able learner and body fuel instead.


Challenge Rating: Same as the base creature +2.
Level Adjustment: Same as base creature +4.

If it wasnt for think before you act this guy wouldnt have much offensive going for him.. but it is a big enough bonus that I could see the +2 cr boost.

The LA is tougher.. for a primary int caster/manifester the save dc's are going to skyrocket but the effects will be of a lower level. I'm thinking that with the size of the int boost and the offensive/defensive boost of think before you act any LA that would balance those would also make the creature a glass cannon.. it hits really hard but just cant take much in return. I'm not sure I see an easy way around that :(
The Vorpal Tribble

03-16-08, 08:56 PM
I think you mean target, yes? And why no save? Why stunned instead of dazed?
This is based on Read Thoughts. If you attempt to read the thoughts of someone with an intelligence score 10 points or higher than you you are stunned. Basically made this a tougher version.

Altered it slightly.

Smaller creatures tend to have less hd anyway, so why not just base the radius off of hd?
Because it doesn't really seem to make sense. Based on size or intelligence both have an explanation. HD doesn't really.

I am guessing that they arent meant to be effected by their own ability, and catapsi also says it effects 'others' but it might be good to note that they are not affected by their own ability anyway.
Those who manifest catapsi normally are not affected by it. Mentions it specifically in the catapsi power. And as it is as catapsi...

Wow.. enormously complicated and would require constant and massive bookkeeping.
Again, this is taken straight from another creature with this ability. Also, the way I have it mimics the fellow literally learning from his opponents. May take more effort to keep track of, but theme and crunch at least both match.



Hypercognition is immensely powerful.. how about the creature may use Hypercognition at will except each use deals 24 points of intelligence damage to the creature. They may spend up to 12 hours while using the ability with each hour reducing the ability damage by 2 points.

This makes it at will but with an interesting drawback. Use it too quickly for the answer and it will lead to an immediate problem that the creatures own abilities fixes fairly quickly.
Except this is supposed to mimic them thinking very deeply. Thinking deeply shouldn't be hurting anyone. The ability would be practically useless.

How about I designate they must have at least some basic information to gain the answer or give it a % miss-chance. Both actually sound good.


Seems.. odd. I think instead I would just say that whenever the creatures int increases in a way that will give extra skill points in the future their skill points change retroactively.
Why any odder than the fact that intelligence raises with age at all?


I understand what you were thinking here.. but wouldnt a limited range telepathy make more sense? Making speak language always be a class skill would be an interesting addition as well.
No, I don't believe it would make more sense. If you notice this class isn't even Psionic. Basically saying all their power comes from having an incredible intellect. They can think, but it doesn't mean they're able to affect the brains of others... not to mention if anyone tried to communicate back with them they'd likely get stunned.

Not a big fan of jack of all trades, seems pretty odd in how it works.
Why? I thought it quite simple and realistic. You can attempt any skill even if it would normally be trained-only. Also fits with these guys. They can take a look at something or watch someone do it and they get an idea of how to do it.

I think I would not give them that feat but give them able learner and body fuel instead.
Was going to give them the former, but it is human/doppelganger only. Body fuel is psionic in nature.


The LA is tougher.. for a primary int caster/manifester the save dc's are going to skyrocket but the effects will be of a lower level. I'm thinking that with the size of the int boost and the offensive/defensive boost of think before you act any LA that would balance those would also make the creature a glass cannon.. it hits really hard but just cant take much in return. I'm not sure I see an easy way around that :(
Yeah, that's basically why this thing is not for players.
Scion of Coldshard

03-16-08, 10:23 PM
This is based on Read Thoughts. If you attempt to read the thoughts of someone with an intelligence score 10 points or higher than you you are stunned. Basically made this a tougher version.

Altered it slightly.

'attempts to focus them' doesnt make any sense though. It is literally nonsense, which is why I asked if you meant targetted or something else. A rewording is required.

Also, read thoughts having a specific bad thing that happens is more or less ok, but engulfing all [mind-affecting] with the same limit can be incredibly powerful! Especially with no save and likely no warning.

As an example, a character with detect hostile intent up is wandering about and then suddenly they are told that they are stunned and that their power has ended (as though dispelled or something else?). They dont get any warning, they dont get a save, their power is ended prematurely, and they are possibly stunned.. which is very bad. That seems like a tad much to me.

What does it mean if a creatures supernatural telepathy ability 'ends'? They can never use it again? Telepathy isnt terribly specific about whether or not it forms a passive link to everyone in its area or not, so a dm could rule that such a creature is permanently dazed while they remain close to the paramind.. assuming that they even have the telepathy ability at all after the first 'end' of course.


Because it doesn't really seem to make sense. Based on size or intelligence both have an explanation. HD doesn't really.

Hd is d&ds version of 'how powerful are you'. A creature that is 1" tall can be supremely more powerful than a creature that is 300' tall, it is all in the abilities and hd. Size itself isnt really a factor although typically things that are larger have more base hd from their race.

Hence suggesting basing it off of something that already implies general power level.


Those who manifest catapsi normally are not affected by it. Mentions it specifically in the catapsi power. And as it is as catapsi...

I mentioned all of this, sometimes it is nice to just have a bit of reminder text is all.


Again, this is taken straight from another creature with this ability. Also, the way I have it mimics the fellow literally learning from his opponents. May take more effort to keep track of, but theme and crunch at least both match.

What other creatures have this sort of ability? And the way I mentioned also is learning, it is just easier to keep up with the book keeping ;)


Except this is supposed to mimic them thinking very deeply. Thinking deeply shouldn't be hurting anyone. The ability would be practically useless.

It is forcing the mind to work in an unnatural way. When I think of hypercognition I think of the mentats from the dune series. They had massive training and were gorged on the spice to do what they did, but even they generally couldnt keep up their trance for long.

Pushing your mind beyond its normal limits can indeed cause pain and damage just like pushing any other part of the body beyond its normal limits can.

Paraminds already recover mental ability scores incredibly quickly so having some very temporary damage makes sense for them.

How about I designate they must have at least some basic information to gain the answer or give it a % miss-chance. Both actually sound good.

Hypercognition already assumes that some basic information is there. I'm not sure what you mean by miss chance though, is that a chance for pure failure, a chance to come to the wrong conclusion, or something else? How would it relate to the +20 to knowledge checks?


Why any odder than the fact that intelligence raises with age at all?

Intelligence raising and a person ages makes sense in that if they have lived that long then likely they have learned something. There is also mental degredation from aging to go with it in the real world but I guess in a world with magic that sort of thing isnt as common.

And it seems odd to me because it is an ability that will likely never matter except where it can be broken. I think that my suggestion gets across the same effect without the potential abuse.


No, I don't believe it would make more sense. If you notice this class isn't even Psionic. Basically saying all their power comes from having an incredible intellect. They can think, but it doesn't mean they're able to affect the brains of others... not to mention if anyone tried to communicate back with them they'd likely get stunned.

It is in the psionics forum and they gain a constant psionic ability and there are other references to psionic material as well.

But then telepathy isnt even assumed to be psionic in the ruleset so why bring that up?

Being able to pick up languages quickly and easily would be reflected in the ruleset by gaining free languages when leveling and/or always treating speak language as a class skill. Since they already get a huge boost to int I'd say that giving them even more free stuff seems kindof off, might as well at least make them spend the skill points.


Why? I thought it quite simple and realistic.

It is really poorly worded and has a bit of an implimentation problem since I believe that you actually need a full rank to use a trained only skill.

Why doesnt it just say, 'you may use all skills as though you were trained except speak language'? That would be so much simpler it is kindof crazy the route they went.


Was going to give them the former, but it is human/doppelganger only. Body fuel is psionic in nature.

Bonus feats dont have to worry about prereqs unless they want to. So human/doppleganger only is unimportant as is the psionic tag on body fuel.


Yeah, that's basically why this thing is not for players.

Then why have the LA at all? Just say it isnt for players.
mato_hibiki

03-17-08, 07:29 AM
Geez coldshard, let it go, the guy wants this thing to be done his way.

You don't have to ride his backside about it.

And Tribble? I'd suggest re-wording the nature of your template.

"It is MOSTLY not for PCs." :D

I kinda like the idea of having a Sherlock Holmes style character, I think I'll use this the next time my turn to DM comes up. Depending on where his loyalty rests in relation to the party, he could be great as an ally or an enemy.

At last! A chance to have an NPC easily foil the party's plans WITHOUT metagaming! They're so random most of the time, it's downright impossible to predict them.

Not anymore. "Behold! My brain! I use it!" :P