Mind Class D20 Modern

MindThis is the last entry of my alternate d20 modern classes: The Mind.
The other two entries can be found here: The Adventurer and the Warrior.

The Mind is the combination of the Smart and the Charismatic Hero, and both classes have many talents which scale with their class levels. These talents had a natural cap of 10, which got lost by merging these two classes into one class with 20 levels. After some discussion I found the solution to let these talents scale with the base saving throw bonuses the most appealing.

Different talents use different base saving throws.

  • Fortitude stands for toughness and physical attractiveness.
  • Reflex is used if you have to act fast by any means.
  • The remaining talents use Will, since you could always argue that a talents is somehow depended on a character’s will.

The Adventurer and the Warrior also use this mechanic, but only a few talents were affected. Therefore the Mind has only good base saving throws, because almost all of this talents was affected by the change. 

And of course our Five-Man Band makes a return. The Smart Guy is obviously the first choice the Mind, but with a few levels Adventurer the Chick is also a good candidate. Especially the Healing Talent Tree is interesting since chicks are usually good healers. But perhaps you want to play a mysterious but good looking combatant by taking some levels Warrior and join the party as the Sixth Ranger.

Level Base Attack
Bonus
Fortitude    Reflex        Will      Class Features Defense
Bonus
Reputation
Bonus
1st +0 +1 +1 +1 Talent +0 +1
2nd +1 +2 +2 +2 Bonus Feat +0 +1
3rd +1 +2 +2 +2 Talent +1 +2
4th +2 +2 +2 +2 Bonus Feat +1 +2
5th +2 +3 +3 +3 Talent +1 +3
6th +3 +3 +3 +3 Bonus Feat +2 +3
7th +3 +4 +4 +4 Talent +2 +4
8th +4 +4 +4 +4 Bonus Feat +2 +4
9th +4 +4 +4 +4 Talent +3 +5
10th +5 +5 +5 +5 Bonus Feat +3 +5
11th +5 +5 +5 +5 Talent +3 +6
12th +6 +6 +6 +6 Bonus Feat +4 +6
13th +6 +6 +6 +6 Talent +4 +7
14th +7 +6 +6 +6 Bonus Feat +4 +7
15th +7 +7 +7 +7 Talent +5 +8
16th +8 +7 +7 +7 Bonus Feat +5 +8
17th +8 +8 +8 +8 Talent +5 +9
18th +9 +8 +8 +8 Bonus Feat +6 +9
19th +9 +8 +8 +8 Talent +6 +10
20th +10 +9 +9 +9 Bonus Feat +6 +10


Hit Die: 1d6
Action Points: Minds gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Mind’s class skills (and the key ability for each skill) are:
Bluff (Cha), Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Navigate (Int), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), and Speak Language (none).
Also, the starting occupation selected can provide additional class skills to choose from.
Skill Points at 1st Level: (7 + Int modifier)x4.
Skill Points at Each Additional Level: 7 + Int modifier.
Starting Feats: In addition to the two feats all characters get at 1st level, a Mind begins play with the Simple Weapons Proficiency feat.
Talents: At 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level, the Mind selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Bonus Feats: At 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level, the Mind gains a bonus feat. The Mind must meet any prerequisites.

Research Talent Tree
The Mind has a natural aptitude for study and fact-finding. These talents can be selected in any order.

Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only. The Mind gets to add a bonus equal to his or her base will save when making checks with that skill. A Mind can take this talent multiple times; each time it applies to a different skill.
Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search.

Linguist: With this talent, the Mind becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Mind make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s base will save. For a written language, the bonus applies to a Decipher Script check instead.
Prerequisites: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.

Strategy Talent Tree
The Mind has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.

Exploit Weakness: After 1 round of combat, the Mind can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Mind uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her base reflex save. If the check succeeds, for the rest of the combat the Mind uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
Prerequisites: One talent from the Research Talent Tree.

Plan: Prior to an encounter the Mind can develop a plan of action to handle the situation. Using this talent requires preparation; a Mind can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.

Check Result Bonus
9 or lower +0
10-14 +1
15-24 +2
25 or higher +3

This bonus can be applied to all skill checks and attack rolls made by the Mind and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
Prerequisites: One talent from the Research Talent Tree.

Trick: The Mind has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero.
To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her base reflex save as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Mind’s base reflex save bonus + Mind’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.
Prerequisites: One talent from the Research Talent Tree.

Charm Talent Tree
The Mind has an innate talent for being charming and captivating.

Charm: The Mind gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s base fortitude save.
A Mind can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.
This ability can be taken more than once (for another gender).

Favor: The Mind has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Mind can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.
A Mind spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s base fortitude save. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Mind can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.
The GM should carefully monitor a Mind’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.
Prerequisites: Charm.

Captivate: The Mind has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero.
To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her base fortitude save as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the captivation attempt by making a Will saving throw (DC 10 + Mind’s base fortitude save bonus + Mind’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Mind can concentrate to keep a target captivated for additional rounds. The Mind concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.
Prerequisites: Charm, favor.

Fast-Talk Talent Tree
The Mind has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.

Fast-Talk: The Mind has a way with words when attempting to con and deceive. With this talent, he or she applies his or her base reflex save as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.

Dazzle: The Mind has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.
To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her basic will save as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the dazzle attempt by making a Will saving throw (DC 10 + Mind’s base will save bonus + Mind’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Mind level.
This talent can be selected multiple times, each time worsening the dazzled penalty by –1. This is a Mind-Affecting ability.
Prerequisites: Fast Talk.

Taunt: The Mind has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero.
To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her base will save as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the taunt by making a Will saving throw (DC 10 + Mind’s base will save bonus + Mind’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.
Prerequisites: Fast-talk, dazzle.

Leadership Talent Tree
The Mind has a talent for leadership and inspiration.

Coordinate: The Mind has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to his or her base will save.

Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Mind for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Mind can’t inspire him or herself. The hero can inspire a number of allies equal to his or her base will save.
Prerequisites: Coordinate.

Greater Inspiration: The Mind can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Mind for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus.
A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to his or her base will save.
Prerequisites: Coordinate, inspiration.
 


D20 modern and all associated names are Intelectual Property of Wizards of the Coast and protected by Copyright. These items have been used unofficially and quoted exclusively as reference with no infringement on any associated rights intended and without implying endorsement by the copyright holder. Other contents of this articles are published under the following license: Open Gaming License.

D20 modern und alle verbundenen Namen sind Geistiges Eigentum von Wizards of the Coast und urheberrechtlich geschützt. Diese Elemente wurden inoffiziell und ausschließlich als Referenz zitiert ohne die Absicht damit verbundene Rechte anzufechten und ohne eine Billigung durch den Rechteinhaber zu implizieren. Andere Inhalte dieses Artikels werden unter folgender Lizenz veröffentlicht: Open Gaming License.

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