Advanced Classes Part Thirteen (Alpha 0.3)
Added 2023-03-23 06:22:44 +0000 UTCTherapist: (Priest + Esper)
Capable of wielding purifying holy magics and mental magics, Therapists are spellcasters known for their ability to sooth and comfort their allies, reliably ailing them of nearly any ailments afflicting their minds.
Upon becoming an Therapist, distribute 3 additional points to your choice from among Awareness, Diplomacy, and Knowledge or gain the Empath personality trait
At Level One you gain the following abilities:
Calming Presence: At the beginning of your turn, for each allied creature within two spaces of you, you may end the charmed status, the frightened status, or any one non-transformative effect reducing the mind or resolve of that creature by -3 or less.
Reassurance: Whenever you target a creature with a spell, you may cause that creature to gain 1d6. That creature may apply this dice to any one roll of any kind before the beginning of your next turn.
Optional Traits: Upon gaining a level of Therapist you may gain one of the following abilities.
Therapist Caster: (can be taken multiple times): You learn one spell from the Therapist spell list.
Reclaim Sense: As a one-handed action, you can end the hypnotized status on any one creature within 5 spaces that can hear you.
Mental Reclamation: You if you spend one consecutive hour speaking with a creature, if that creature is suffering from any mind-altering effects that afflict them with any additional personality traits or remove personality traits that creature had prior, that creature may choose to regain lost or repressed traits and/or lose traits gained by mind-altering affects.
Versatile Healer: If any of your spells or abilities would cause a creature to regain HP or Will, you may cause them to gain the other option instead.
Ignite Passion: If any of your spells or abilities would cause a creature to regain HP or Will, you may cause them to regain that much MP as well. A single creature can only benefit from this ability once per day.
Detect Abnormality: If you speak to a creature for at least one minute, you can automatically determine if that creature is hypnotized, charmed, corrupted, and/or afflicted by one or more mind-altering effects.
Magic Barrier: If you would lose HP or Will, you may cause yourself to lose that much MP instead. If this would reduce your MP past 0, any remaining damage is still dealt to your HP or Will as it normally would be.
Mental Redirection: If a spell or effect would cause an ally within three spaces of you to lose will, you may cause yourself to lose that much will instead.
Uncompromising Will: (5th Level Only) You're immune to the charmed, frightened, and hypnotized status effects. Additionally, once per 24 hours, you may spend a one-handed action to allow yourself to ignore any mind altering affects afflicting you for the next minute.
Manipulator (Arcanist + Esper)
Blending the use of dark and mental magics, Manipulators are known for their ability to attack the psyche's of others, wielding potent mind-altering magics. Manipulators are also known as masters of deception, capable of subtly planting ideas in the heads of others.
Upon becoming an Manipulator, distribute gain +5 Subtlety.
At Level One you gain the following abilities:
Charming Presence: If you target a creature with a spell that causes the Charmed, Frightened, or Hypnotized condition, if the spell causes them to make a Mind or Resolve roll, they roll twice and use the lower result.
Mental Blind Spot: Whenever you target a creature with a spell, that creature must roll 1d8, adding their resolve. If the result is less than your Mind, until the beginning of your next turn, that creature is charmed by you. While charmed this way, you appear completely invisible to that creature and thy can't target you with spells, abilities, or attacks.
Optional Traits: Upon gaining a level of Manipulator you may gain one of the following abilities.
Manipulator Caster: (can be taken multiple times): You learn one spell from the Manipulator spell list.
Master of Deceit: When making a subtlety roll to tell lie, add 1d6 to the roll.
Beguiling Manipulator: Whenever you would make a diplomacy roll, you can choose to instead make a Subtlety roll.
Mental Parasite: At the beginning of your turn, for each creature charmed and/or hypnotized by you, regain 1d6 HP and 1d6 Will.
Group Hypnotist: (can be taken multiple times): Whenever you cast a spell that provides the Charmed or Hypnotized status, add 1 to the number of creatures you can target with this spell.
Honeyed Words: You may spend a one-handed action to lower the mental defenses of a charmed or hypnotized creature within three spaces of you. Until the beginning of your next turn, hat creature is vulnerable to psychic damage.
Asserting Control: As a one-handed action, you can touch an adjacent creature that is charmed or hypnotized. You are now treated as the source of that creature's charmed or hypnotized condition. The original source of the status loses all benefits for causing the status and you gain any benefits it may have had such as the hypnotized creature obeying verbal commands you issue it.
Magic Barrier: If you would lose HP or Will, you may cause yourself to lose that much MP instead. If this would reduce your MP past 0, any remaining damage is still dealt to your HP or Will as it normally would be.
Mental Decoy: If a spell or effect would cause you to lose HP or Will, you may cause a creature charmed or hypnotized by you within three spaces to sustain this damage instead. You may only activate this ability once per turn rotation.
Mind-Thief: (5th Level Only) Whenever you charm or hypnotize a creature, for as long as that creature remains charmed or hypnotized, you gain one of that creature's spells or abilities chosen at random by the GM. If that ability has a cost or pre-requisite (outside of a class level requirement), that cost must still be paid and that prerequisite must still be met. For example, an ability that requires the use of a given weapon type can still only be used if that weapon type is wielded. Once a given creature is no-longer charmed or hypnotized, you can no longer use the ability gained this way.