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The Auto-Hypnotist

September 1st, 2015

Joshua Zaback

Best in Class Archive

                Today we explore the potent possibilities of mind over matter with a new kind of mesmerist, who is not only able to channel his psychic energies elsewhere, but who is especially adept at turning them inward, spurring himself to ever greater heights. His skills are half-confidence, half-psychic magic, and all aimed at empowering himself and his allies. Similar to gurus or life guides, these mesmerists don't generally use their hypnotic powers for malicious purposes, instead focusing on using their hypnotic abilities to strengthen themselves and their allies. Go ahead and check out the auto-hypnotist!

 

New Mesmerist Archetype
Auto-Hypnotist

                While all mesmerists demonstrate a great degree of control over the mind, using hypnotic stares and potent psychic spells to manipulate their foes and friends alike, a few have turned their powers not on others, but wholly upon themselves. These auto-hypnotists are less skilled in the art of mesmerizing others or bamboozling minds, but have the capacity to use their mental energies to greatly strengthen themselves or others.

                Auto-Hypnosis (Su): An auto-hypnotist’s most iconic ability is to turn his mental energies and focus onto himself, using his skills to hypnotize himself in order to perform at higher levels. An auto-hypnotist can hypnotize himself by spending 10 minutes entering a state of deep relaxation and then implanting in himself a suggestion, which confers benefits through the day. When he hypnotizes himself, the auto-hypnotist must select a single ability score; he gains a +2 morale bonus to that ability score for as long as he remains hypnotized in this way. The auto-hypnotist can change which ability score this effect applies to by spending another 10 minutes hypnotizing himself.  At 3rd level, and every 4 levels thereafter, the bonuses granted by this ability are increased by +1, to a maximum of +6 at 19th level. At 12th level, he can choose two ability scores to apply the benefits of this ability to, and at 20th level, he can apply these benefits to 3 ability scores. This is a mind-affecting effect.

                This ability replaces the bold stare and hypnotic stare class features.

                Mantra (Su): At 2nd level, an auto-hypnotist can recite potent mantras infused with his own psychic energy in order to alter his reality to better suit him. As a free action, an auto-hypnotist can choose to recite a mantra. If he does, he must choose attack rolls and weapon damage rolls, or ability checks and skill checks, or AC and saving throws. He gains a +1 bonus to the chosen items for as long as he continues to recite the mantra. At 10th level, and again at 20th level, these benefits increase by +1. An auto-hypnotist can maintain a mantra for a number of rounds each day equal to 4 + his Charisma modifier + his class level.

                This ability replaces the towering ego class feature.

                Inspiring Hypnosis (Su): An auto-hypnotist eventually learns how to use hypnosis to positively affect creatures other than himself. At 5th level, the auto hypnotist can spend 10 minutes hypnotizing a willing creature in order to impart the benefits of his auto-hypnosis to that creature instead of himself. When he reaches 12th level, he may choose to split the benefits of his autohypnosis ability between himself and another creature (with both himself and the other creature gaining the listed bonus to one ability score each), and at 20th level, he can choose to spread the benefits of that ability among up to 3 separate creatures, including himself.

                This ability replaces the mental potency class feature.

                Aid Recovery (Su): An auto-hypnotist can use hypnosis to help a creature remember things that have happened to him, even allowing the target to recover magically altered memories. At 11th level, an auto-hypnotist can spend 10 minutes hypnotizing himself or another creature in order to allow the target to recall up to 1 hour of memories in perfect detail. This ability overrides any effect which obscurers or alters the target’s memory, but cannot be used to recover memories that were lost due to physical trauma. In order to recover a memory that was lost due to magic, the auto-hypnotist must succeed on a caster level check (DC 11 + the caster level of the spell or effect which interfered with the target’s original memory). This is a mind-affecting ability.

                This ability replaces the glib lie class feature.

                Mental Bulwark (Su): An auto-hypnotist eventually learns to use hypnosis to protect himself from any form of mental attack. At 20th level the auto-hypnotist may choose to ignore the effects of any mind-affecting effect he would be subject to.

                This ability replaces the rule minds class feature.