Post by Talamanthalon on Dec 22, 2010 23:13:12 GMT
What Funky and Team are looking for:
Simple:
Role:
The role of the mindbender is to control the bodies and minds of the monsters that threaten Ascension.
Party/Solo:
Crowd control specialist
Background:
The act of taking control of the minds and bodies of others is in itself evil by nature, thus the PM class requirement.
...
The Order of the Mind is a cult of monks that have delved too deeply into the dark. The original intent of the order was to create a sect of monks skill in the art of mind and body control in the hopes of bolstering the ranks of adventures through the use of the creatures of hells own ranks, to stop the hordes of creatures attacking from the various planes. Unfourtunately, somewhere during their dark research they lost their way. Now the sect has turned more towards their own advancement and goals that remain unknown at this time...
The mindbender is the result of that research, a person skilled not only in the ways of spell manipulation but the discipline of the body and inner chi. The result of this combination of mind and body has allowed anyone proficient in the art of mindbending to blend this deadly combination into powerful abilities that rip a victims mind from their body and leaves them powerless for short periods of time or turn them into puppets to be control by their dark masters.
Class Combo:
PM / Monk
Requirements:
20PM/10Monk
Neutral Evil
Specialist in either Enchantment or Illusion
Spell Focus Enchantment
Spell Focus Illusion
Benefits:
Upon reaching Mindbender lvl the character automatically becomes a specialist in the art of the other school he didn't select, however he/she must select a 2nd school of spells to ban.
Mindbenders gain +2 will save per 10 Mindbender levels.
Spell Penetration:
Calculated the same as Palemasters necromancy benefits for illusion and enchantment.
Monk:
Wholeness of body: Creates a circle of protection around the caster that prevents acts as a mindblank spell cast on anyone entering it. At 10 lvls medium radius, 15 levels huge radius.
Quivering Palm:
Instant cast maze spell
Palemaster:
Summon undead: Summons a sphere of dark energy that lowers the Will of any creature entering it by 2. Stacks with all effects, duration is .5 rds. per Mindbender level.
Deathless master touch: Power word stun as per spell, duration changed to 1rd per 10 Mindbender lvls.
Mindbending:
At lvl 20 and 30 and 40 mindbender lvls the mindbender can select one type of immunity to bypass from the mind effects or enchantment list.
Mind Effects:
Charmed, confused, dazed, dominated, frightened, sleep, and stunned.
The enchantment spells that fall into the mind-affecting category are daze, bane, bless, charm person, doom, sleep, aid, charm person or animal, hold animal, hold person, charm monster, confusion, dominate animal, dominate person, hold monster, war cry, mind fog, mass charm, dominate monster
Spell edits:
No longer necro focused
All enchantment/illusion spells are their focus now
ALL HOLD spells:
Act as the same for cleric hold person, swift casting; hold animal, hold person, hold monster
HG Epic:At lvl 50 mindbender, caster gains access to ONE of the HG epics Enchantment or Illusion for wizard.
Monk attacks:
Mindbender can't use any other weapons then gloves
Attacks are calculated as a Tier 2 class for LBAB calculation
Mindbenders use INT for their AB calculation
======
Cons:
All other spells schools act the same as they do now for a common Palemaster.
=========
Enchantment spells:
Level 0
Daze
Level 1
Bane
Bless
Charm person
Doom
Sleep
Level 2
Aid
Balagarn's iron horn
Blindness/deafness
Charm person or animal
Hold animal
Hold person
Tasha's hideous laughter
Level 3
Charm monster
Confusion
Dominate animal
Level 4
Dominate person
Hold monster
War cry
Level 5
Mind fog
Level 6
Mass haste
Level 7
Protection from spells
Level 8
Mass charm
Level 9
Dominate monster
================
Illusion spells:
Level 0
Level 1
Color spray
Level 2
Ghostly visage
Invisibility
Silence
Level 3
Continual flame
Displacement
Invisibility sphere
Level 4
Improved invisibility
Phantasmal killer
Shadow conjuration (uses base school of spell)
Level 5
Ethereal visage
Greater shadow conjuration (uses base school of spell)
Level 6
Shades (uses base school of spell)
Level 7
Shadow shield
Level 8
Mass blindness/deafness
Level 9
Weird
Simple:
Role:
The role of the mindbender is to control the bodies and minds of the monsters that threaten Ascension.
Party/Solo:
Crowd control specialist
Background:
The act of taking control of the minds and bodies of others is in itself evil by nature, thus the PM class requirement.
...
The Order of the Mind is a cult of monks that have delved too deeply into the dark. The original intent of the order was to create a sect of monks skill in the art of mind and body control in the hopes of bolstering the ranks of adventures through the use of the creatures of hells own ranks, to stop the hordes of creatures attacking from the various planes. Unfourtunately, somewhere during their dark research they lost their way. Now the sect has turned more towards their own advancement and goals that remain unknown at this time...
The mindbender is the result of that research, a person skilled not only in the ways of spell manipulation but the discipline of the body and inner chi. The result of this combination of mind and body has allowed anyone proficient in the art of mindbending to blend this deadly combination into powerful abilities that rip a victims mind from their body and leaves them powerless for short periods of time or turn them into puppets to be control by their dark masters.
Class Combo:
PM / Monk
Requirements:
20PM/10Monk
Neutral Evil
Specialist in either Enchantment or Illusion
Spell Focus Enchantment
Spell Focus Illusion
Benefits:
Upon reaching Mindbender lvl the character automatically becomes a specialist in the art of the other school he didn't select, however he/she must select a 2nd school of spells to ban.
Mindbenders gain +2 will save per 10 Mindbender levels.
Spell Penetration:
Calculated the same as Palemasters necromancy benefits for illusion and enchantment.
Monk:
Wholeness of body: Creates a circle of protection around the caster that prevents acts as a mindblank spell cast on anyone entering it. At 10 lvls medium radius, 15 levels huge radius.
Quivering Palm:
Instant cast maze spell
Palemaster:
Summon undead: Summons a sphere of dark energy that lowers the Will of any creature entering it by 2. Stacks with all effects, duration is .5 rds. per Mindbender level.
Deathless master touch: Power word stun as per spell, duration changed to 1rd per 10 Mindbender lvls.
Mindbending:
At lvl 20 and 30 and 40 mindbender lvls the mindbender can select one type of immunity to bypass from the mind effects or enchantment list.
Mind Effects:
Charmed, confused, dazed, dominated, frightened, sleep, and stunned.
The enchantment spells that fall into the mind-affecting category are daze, bane, bless, charm person, doom, sleep, aid, charm person or animal, hold animal, hold person, charm monster, confusion, dominate animal, dominate person, hold monster, war cry, mind fog, mass charm, dominate monster
Spell edits:
No longer necro focused
All enchantment/illusion spells are their focus now
ALL HOLD spells:
Act as the same for cleric hold person, swift casting; hold animal, hold person, hold monster
HG Epic:At lvl 50 mindbender, caster gains access to ONE of the HG epics Enchantment or Illusion for wizard.
Monk attacks:
Mindbender can't use any other weapons then gloves
Attacks are calculated as a Tier 2 class for LBAB calculation
Mindbenders use INT for their AB calculation
======
Cons:
All other spells schools act the same as they do now for a common Palemaster.
=========
Enchantment spells:
Level 0
Daze
Level 1
Bane
Bless
Charm person
Doom
Sleep
Level 2
Aid
Balagarn's iron horn
Blindness/deafness
Charm person or animal
Hold animal
Hold person
Tasha's hideous laughter
Level 3
Charm monster
Confusion
Dominate animal
Level 4
Dominate person
Hold monster
War cry
Level 5
Mind fog
Level 6
Mass haste
Level 7
Protection from spells
Level 8
Mass charm
Level 9
Dominate monster
================
Illusion spells:
Level 0
Level 1
Color spray
Level 2
Ghostly visage
Invisibility
Silence
Level 3
Continual flame
Displacement
Invisibility sphere
Level 4
Improved invisibility
Phantasmal killer
Shadow conjuration (uses base school of spell)
Level 5
Ethereal visage
Greater shadow conjuration (uses base school of spell)
Level 6
Shades (uses base school of spell)
Level 7
Shadow shield
Level 8
Mass blindness/deafness
Level 9
Weird