Mind Mage (Character Kit)

==Mind Mage==
:This was originally published in Dragon Magazine #255
The Mind Mage often travels in a world where psionics are rare, suspect, or forbidden to practice. He disguises his abilities as magic, relying on its acceptance among the common folk to conceal his exotic powers. If his powers were known, somebody would want to capture him, enslave him for use against their enemies, or simply kill him.
To avoid close examination, the Mind Mage often travels alone or with few close friends. Occasionally the Mind Mage assumes this kit voluntarily to take his foes by surprise. These Mind Mages by choice are more willing to share their secret with friends who can often help by participating in the charade. Close groups are important for voluntary Mind Mages; with their Lawful alignment and dependence on friendships, voluntary Mind Mages can be the bond that holds a tightly-knit party together.
Races: Because of the magical disguise, only elves, half-elves, gnomes, and humans become Mind Mages.
Requirements: The Mind Mage has no special requirements beyond those required for the Psionicist class. They can be of any Lawful alignment.
Gnomes who take this kit must assume Psychokinesis as their primary discipline. They nearly always take control light, control sound, and create sound to mimic Illusion magic.
Role: The Mind Mage, as part of his disguise, must adopt the role of the Wizard in the party. The Mind Mage backs up the party Wizard, if any, with his psionic powers and usually stays close to the Wizard in combat. His slightly superior combat ability comes in handy for protecting the real Wizard. The Mind Mage's main goals are to stay alive and to keep his disguise intact. Aside from those, Mind Mages share no general tendencies. Each is unique.
Preferred Disciplines: Powers that mirror magical spells are scattered throughout all five disciplines. Because the telekinetic or psychoportive powers are generally mirrored by high-level spells, Mind Mages often take Clairsentience or Telepathy as a primary discipline. Mind Mages can claim that their domination is a charm person. See magic, clairaudience, and ESP need no special explanation. Once experienced, Mind Mages usually take Psychometabolism as their third choice (at 5th level) because of the overall usefulness of the abilities. By that point they can claim to have researched custom spells if anyone questions their abilities, as long as they are modest in their claims.
Weapon Proficiencies: To support their disguise, Mind Mages must take proficiency in either dagger, dart, or knife. They may also select the staff, a weapon not usually available to Psionicists but usable by Wizards. They may use other Psionicist weapons but may not take a proficiency in them until after 1st level.
Nonweapon Proficiencies:
* Bonus: Feign Magic (new proficiency).
* Recommended: Spellcraft.
Equipment: Mind Mages often find it easier to pretend to invoke the magic of certain items than to pretend to cast a spell. Pretending to use magical items also explains why they can use the power several times a day. Mind Mages ﻿should always have an item at hand to explain away their ability, preferably one per power, although the Mind Mage may combine similar powers into a single fake magical item. Thus, a Mind Mage might wear a gold medallion that he rubs before using ESP or point a wand and shout a false command word when using detonate.
As soon as possible, a Mind Mage acquires a spellbook, which he pretends to pore over every morning. Usually he spends an hour or so rejuvenating instead.
Mind Mages can wear armor and use shields but not without compromising their disguise.
Special Benefits: This kit might be required by circumstance, in which case the DM might want to declare the existence of a secret society of Mind Mages to help the PCs out from time to time. This society is analogous to the Veiled Alliance of Athas, where preserver Wizards must hide their powers among the more common and accepted Psionicists. In either case, others are often unaware of or deny the existence of psionics. Mind Mages attempting to use a devotion or science against a creature who believes or assumes the attack to be magical may add a +2 to their MTHAC0 rolls. If the Mind Mage's disguise is penetrated and the subject knows that he is not being attacked by magic, this bonus is lost.
Mind Mages can learn Wizard proficiencies at no additional cost.
Special Hindrances: If the Mind Mage is forced to disguise his abilities for cultural reasons (persecution, law, heresy), the public knowledge of his powers can be punishable by prison, "re-education," or most likely death. Mind Mages who chose this kit because they wish to avoid the curious have less to worry about but must still convince others that they are Wizards or lose the bonus to their MTHAC0 rolls. Because of the need for secrecy, Mind Mages must choose their abilities carefully. They can have only one ability per three levels that does not mirror or closely resemble a standard spell or magical item.
Wealth Options: Mind Mages start with 2d4 x 10 gp.
Category:Character Kit
Category:Character Kit Dragon Magazine