RangerWickett
Legend
I'm not sure how well this meshes with the XPH rules, but I made these changes while using Malhavoc's Mindscapes book.
Mindscape Combat:
Basically, whenever two psychic creatures come within 60 ft., their latent psychic power creates a psychic realm -- the mindscape -- where their avatars appear and can combat each other. Success in the mindscape can grant benefits in the real world.
Each psionic creature has a Mindscape Check modifier equal to the Will save bonus granted by any psionic class levels it has. If more than one class provides 'good' Will progression, subtract 2 for each class after the first. Thus, a Psion 2/Soulknife 1/Wilder 4 has a total base Will save modifier of +9, but has three classes that grant good progression, so his Mindscape mode check is +5.
When a mindscape is created, roll 1d6 and consult the following table. The terrain types have been changed a bit to reflect the philosophy of this setting. If one creature has a Mindscape Check bonus 4 points or more higher than all other creatures in the Mindscape, it can choose which terrain forms.
1 – +2 on Strength mode checks – Mountain.
2 – +2 on Dexterity mode checks – Sky, plains, or storm.
3 – +2 on Constitution mode checks – Forest or other lush terrain.
4 – +2 on Intelligence mode checks – Cave or wasteland.
5 – +2 on Wisdom mode checks – Sea, river, or lake.
6 – +2 on Charisma mode checks – Fire. Roll again for secondary terrain, which suffers a -2 penalty to mode checks of that attribute. As much as I hate telepaths in real life, they’re the strongest psions in my setting, by just a little.
Each round, at the beginning of the round, every psychic creature in the mindscape chooses a mode (listed below), and makes a mode check. The creature that rolls highest wins.
A mode is basically a maneuver your avatar takes in the mindscape, like attacking, defending, or hiding. There are two modes aligned with each ability score, and if you use a mode with an ability score that matches the terrain, you get a benefit. You do not actually add your ability score modifier to this check, however.
Unlike the original Mindscapes, there aren't different modifiers you can apply to these attacks (like taking -4 to Brain Hammer so that you do extra damage if you win). For the sake of ease of play, you just make a mode check, and if you win, you get the basic effect listed below. For each 4 points you beat your opponent by, you get that bonus again. All benefits only apply against those whom you beat in mindscape combat this round.
The names and effects could use some work, I think. These are the defaults from Mindscapes, but I think I might change some to seem more mystical.
Strength: Brain Hammer and Force Multiplier. Brain Hammer grants a +2 bonus to attack rolls. Force Multiplier grants a +2 bonus to damage rolls.
Dexterity: Reflex Catechesis and Id Feint. Reflex Catechesis grants a +2 bonus to Reflex saves. Id Feint grants a +4 bonus to Hide checks. If you succeed while using Id Feint, you may make a Hide check opposed to your opponent’s Spot check to try to withdraw from the Mindscape.
Constitution: Fortitude Intuition and Body Tank. Fortitude Intuition grants a +2 bonus to Fortitude saves. Body Tank provides DR 2/-.
Intelligence: Mind Insurgency and Sap Mind. Mind Insurgency improves the DC to resist your power by +2. Sap Mind drains 2 power points from the target.
Wisdom: Indomitable Will and Acumen Sense. Indomitable Will grants a +2 bonus to Will saves. Acumen Sense grants a +2 mindscape bonus to AC.
Charisma: Empathic Multiplier and Psychic Subdual. Empathic Multiplier causes a damaging power you manifest to deal +2 damage. Psychic Subdual gives you a +2 bonus to your mode check the next round.
I'll post more as I think of more.
Mindscape Combat:
Basically, whenever two psychic creatures come within 60 ft., their latent psychic power creates a psychic realm -- the mindscape -- where their avatars appear and can combat each other. Success in the mindscape can grant benefits in the real world.
Each psionic creature has a Mindscape Check modifier equal to the Will save bonus granted by any psionic class levels it has. If more than one class provides 'good' Will progression, subtract 2 for each class after the first. Thus, a Psion 2/Soulknife 1/Wilder 4 has a total base Will save modifier of +9, but has three classes that grant good progression, so his Mindscape mode check is +5.
When a mindscape is created, roll 1d6 and consult the following table. The terrain types have been changed a bit to reflect the philosophy of this setting. If one creature has a Mindscape Check bonus 4 points or more higher than all other creatures in the Mindscape, it can choose which terrain forms.
1 – +2 on Strength mode checks – Mountain.
2 – +2 on Dexterity mode checks – Sky, plains, or storm.
3 – +2 on Constitution mode checks – Forest or other lush terrain.
4 – +2 on Intelligence mode checks – Cave or wasteland.
5 – +2 on Wisdom mode checks – Sea, river, or lake.
6 – +2 on Charisma mode checks – Fire. Roll again for secondary terrain, which suffers a -2 penalty to mode checks of that attribute. As much as I hate telepaths in real life, they’re the strongest psions in my setting, by just a little.
Each round, at the beginning of the round, every psychic creature in the mindscape chooses a mode (listed below), and makes a mode check. The creature that rolls highest wins.
A mode is basically a maneuver your avatar takes in the mindscape, like attacking, defending, or hiding. There are two modes aligned with each ability score, and if you use a mode with an ability score that matches the terrain, you get a benefit. You do not actually add your ability score modifier to this check, however.
Unlike the original Mindscapes, there aren't different modifiers you can apply to these attacks (like taking -4 to Brain Hammer so that you do extra damage if you win). For the sake of ease of play, you just make a mode check, and if you win, you get the basic effect listed below. For each 4 points you beat your opponent by, you get that bonus again. All benefits only apply against those whom you beat in mindscape combat this round.
The names and effects could use some work, I think. These are the defaults from Mindscapes, but I think I might change some to seem more mystical.
Strength: Brain Hammer and Force Multiplier. Brain Hammer grants a +2 bonus to attack rolls. Force Multiplier grants a +2 bonus to damage rolls.
Dexterity: Reflex Catechesis and Id Feint. Reflex Catechesis grants a +2 bonus to Reflex saves. Id Feint grants a +4 bonus to Hide checks. If you succeed while using Id Feint, you may make a Hide check opposed to your opponent’s Spot check to try to withdraw from the Mindscape.
Constitution: Fortitude Intuition and Body Tank. Fortitude Intuition grants a +2 bonus to Fortitude saves. Body Tank provides DR 2/-.
Intelligence: Mind Insurgency and Sap Mind. Mind Insurgency improves the DC to resist your power by +2. Sap Mind drains 2 power points from the target.
Wisdom: Indomitable Will and Acumen Sense. Indomitable Will grants a +2 bonus to Will saves. Acumen Sense grants a +2 mindscape bonus to AC.
Charisma: Empathic Multiplier and Psychic Subdual. Empathic Multiplier causes a damaging power you manifest to deal +2 damage. Psychic Subdual gives you a +2 bonus to your mode check the next round.
I'll post more as I think of more.
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