The Mind Mage

The Mind Mage
Male/Female human eliciter 1
CG Medium humanoid (human)
Init +8; Senses Perception +2

Defense

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +0, Ref +2, Will +3 (+2 vs charm and compulsion effects)
Weaknesses verbal casting

Offense

Speed 30 ft.

Magic

Caster Level 0 (1); MSB +1; MSD 12; Concentration +5
Tradition Verbal Casting; CAM Cha
Spell Points 6
Mind Sphere - DC 15; Duration None; Range Close (25 ft); Talents Enthrall; Drawbacks None
- Enthrall (Lesser, Greater)
- Suggestion (Lesser, Greater)
Telekinesis Sphere - DC 14; Duration Concentration; Range Close (25 ft); Talents None; Drawbacks None
- Bludgeon
- Catch
- Hostile Lift
- Sustained Force

Statistics

Str 11, Dex 14, Con 10, Int 12, Wis 12, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Improved Initiative, Sphere Focus
Traits reactionary
Skills Bluff +10 (You can always take 10 with this skill, even if circumstances would normally prohibit that action.), Diplomacy +10 (You can always take 10 with this skill, even if circumstances would normally prohibit that action.), Intimidate +10 (You can always take 10 with this skill, even if circumstances would normally prohibit that action.), Perception +2, Sense Motive +7 (You can always take 10 with this skill, even if circumstances would normally prohibit that action.), Spellcraft +5
Languages Common, Elven
SQ casting, charm, enchanter, enthrall (charm), enthrall (greater), enthrall (lesser), fascinate, hypnotism, suggestion (charm), suggestion (greater) (charm), suggestion (lesser) (charm), telekinesis
Other Gear leather armor, 140 gp

Special Abilities

Casting (CL 1, Charisma) You can cast sphere effects.
Enchanter Gain Mind as a bonus sphere, and use your class level as caster level with Mind
Fascinate (1 round, DC 16) (Su) Target becomes fascinated
Hypnotism (Su) You can affect a target's mind in various ways
Mind: Charm You may place charms on creatures.
Mind: Enthrall You cause a creature to regard you as its friend.
Mind: Enthrall (Greater) Make target friendly for 1 min/CL
Mind: Enthrall (Lesser) Improve target's disposition for 1 min/CL
Mind: Suggestion You may plant thoughts into a target’s mind.
Mind: Suggestion (Greater) As lesser Suggestion, but stronger
Mind: Suggestion (Lesser) Plant a suggestion into the target's mind
Sphere Focus (Mind) Gain +1 DC with abilities from chosen sphere
Telekinesis: Telekinesis (Diminutive, Speed 20 ft) You can move objects and creatures with your mind, with several applications
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF


THEME

The master of mental powers.

BUILD RULES

20 point buy.

SUGGESTED GROWTH

-Get Expanded Charm as soon as you can, because it's absolutely vital to your character.

-Mind is your thing, but don't totally neglect Telekinesis. Immunity to mind-affecting powers is a relatively common defense, and it's important to have a backup strategy.

NOTES

-As an Eliciter, the DCs for your Mind powers are high. Your Sphere Focus (Mind) feat here raises them even higher, so you should succeed most of the time.

-Telekinesis was chosen for flavor reasons, but you can switch to Destruction if you want pure offense. You could also drop Enthrall for Destruction if you want more offense without losing the utility of Telekinesis (this honestly wouldn't be a bad change to make, although you'd still want to pick up Expanded Charm as your next talent).

-As usual, there's only one Trait (Reactionary), so you can grab whatever else fits your campaign without breaking the build.

-10 GP was spend on some basic armor, since you can wear light armor without penalty.

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