Mind Melter

Mind melter

The Mind Melter is a master psionic. Their whole lives they have had abilities and a power with their minds that normal people could only fear or dream about. They come from any race among the universe, although on Rifts Earth, humans are most common. Their strong psychic presence is easily detected by Psi-Stalkers and Dog Boys and they are constantly hunted. Always considered ‘armed and dangerous’ by the CS, most Coalition soldiers and citizens will kill them the first chance they get, preferably from behind while the Melter is sleeping.

GAME RULE INFORMATION

Role: Controller, sometimes Striker.
Abilities: Wisdom is primary, Constitution and Charisma are secondary.
Alignment: Any.
Armor and Weapon Proficiencies: Fibre armor and Simple weapons.
Starting P.P.E. Base: 3d4.
Starting Skills: Psi-Craft & Insight. Choose 3 more from list: Bluff, Diplomacy, Intimidate, Medicine, Perception, Pilot, and Streetwise.
Hit Points and Healing Surges: 18+Con starting, 4+Con each level, 6+Con surges.
Starting Feats: Starts with Psionic Ability.

Sprit Control
The Mind Melter has the ability to obscure their level, alignment, state of physical health, psionic and magical ability as per the Aura Alteration ability. This control also has the added benefit of giving the Mind Melter a +2 per tier on all psionic attack rolls, as they have more control over their spirit than any other psychic. Also, all ranges for psionic abilities are doubled at 1st level, tripled at 11th level, and quadrupled at 21st level.

Psionic Focus
With a full round action and a successful DC: 20 Psi-Craft roll, you may center yourself and gather your inner strength. This focus may be released as a free action at any time to add 1D6 to any attack, damage, or skill roll. Your focus may also be required to activate some feats, powers and talents. Your focus dice increase to 2D6 at level 11, and 3D6 at level 21. Your focus lasts until it is used, or you take an extended rest. You may refocus with another full round action at any time.

Mind’s Torment
Once per turn as a minor action, you can place a Mind’s Torment on the enemy nearest to you that you can see. The Torment causes your enemy extra psychic damage from your attacks. You may decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round. A Mind’s Torment remains in effect until the end of the encounter or until the enemy drops to 0 hit points or fewer. You can place a Mind’s Torment on multiple targets over the course of an encounter; each requires the use of a minor action.

Level Psychic Damage
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6

Starting Ability
Mind Melters begin at 1st level with the Psionic Ability feat, the psionic cantrips, 4 other Minor disciplines of their choice, and 2 Super psionic disciplines.

Super Psionics
Most classes and races do not have access to Super Psionics, the mind Melter may chose them freely when taking the Psionic Study feat.

Bonus Feats: Alertness, Antimagic Psionics, Brink Of Death, Cellular Aptitude, Combat Expertise, Combat Medic, Combat Reflexes, Coordinated Attack, Coordinated Barrage, Cornered, Defensive Mobility, Dodge, Durable, Empower Power, Enlarge Power, Fool Me Once…, Human Perseverance, Impetuous Move, Improved Defenses, Improved Initiative, Jack Of All Trades, Juggling, Lazlo Military Training, Linguist, Literacy, Marathon Running, Natural Salesman, Natural Toughness, Opportunistic Retreat, Opportunity Power, Perfectly Centered Chi, Psionic Beacon, Psionic Meditation, Psionic Mastery, Psionic Study, Resurgence, Sidekick, Skill Focus, Skill Training, Tactical Advantage, Toughness, Traumatic Life Experience, Walk It Off, Wary Defender, Weapon Proficiency, and Zen Combatant.
Starting Equipment: Backpack, a wardrobe of expensive and fashionable clothing, casual clothing, traveling clothes, fake ID, overcoat, non military grade hovercar and some personal items.




Rifts Mind Melter Talent Trees

Talents Pre-Requisite Benefit

Psionic Manifestation Tree

Chain Power Mind Melter By releasing your psionic focus, you may chain a ranged power which affects a single target to a number of secondary targets equal to your level. Roll a secondary attack against each additional target, they must be within 6 squares of the primary and on a hit suffer half the original damage of the attack.
Critical Mentalist Mind Melter Once per day with a psionic attack, you may treat an 18 or 19 as a critical hit.
Elemental Muscle When you roll a natural 20 with Electrokinesis, Hydrokinesis or Pyrokinesis, you may use that effect again as a free action.
I’ve Got ESPN You may reroll Psi-Craft checks when used for a power or knowledge roll.
Remembered Application You may make a DC 20 Psi-Craft check and expend your psionic focus to recall a previously used encounter or daily Psionic power. Use it immediately as a free action.
Psionic Power Remembered Application Once per day you may use a power that requires a standard action as a minor action.
Telekinetic Supremacy When you roll a natural 20 with a telekinetic power, you may use the effect again immediately as a free action.
Waveform Telekinesis As a minor action, when you use Telekinesis you can add 1+ your Charisma modifier to damage inflicted.

Bio-Manipulation Tree

Deadly Torment Mind Melter Your Mind’s Torment gains the Brutal 2 quality.
Torment of the Soul Deadly Torment Your Mind’s Torment dice become D10’s.
Ectoplasmic Disguise Ectoplasm Change your appearance to appear up to 10 inches taller, 50 lbs heavier, and change your facial features. Use your Psi-Craft check as your disguise roll.
Healing Boost Trained in Psi-Craft, Cellular Adjustment When healing somebody through Cellular Adjustment, the amount of damage healed increases by 1 per heroic level.
Psychic Resistance Wis 14 Gain DR 10 vs. psychic damage.
Rejuvenate the Mind Wis 14 You regain the use of an encounter psionic power when you use your second wind.

Mental Manipulation Tree (General Tree)

Cleanse Mind Wis 13 As a minor action, once per turn remove mind effect from an ally.
Dictator Mind Wis 13 Whenever an enemy must save against a status effect applied by your psionic powers, they make their first save at -2.
Mind Over Body none Once per encounter when an effect would cause you to suffer a status effect, make a saving throw as an immediate interrupt, if you make the save then you do not suffer the status effect, or any damage from the same attack.
Reverse Handicap Mind Over Body When you are able to save against an effect by using Mind Over Body, the effect is immediately applied to the originator of the attack.
Telepathic Link Telepathy You form a telepathic link to a willing psionic ally as a minor action. Link is maintained until you wish to remove it (no action required). As long as you remain within one mile of the target ally, you both can communicate as if speaking. Once per encounter, you may use a psionic ability from your allys’s powers (if target consents) or you may allow the target to use one of your force powers. You may only have one link active at any time.




Quickjumps

Borg | City Rat | Crazy | Cyber Knight | Dog Boy | Dragon Hatchling | Glitter Boy | Juicer
Ley Line Walker | Mind Melter | Operator | Psi Stalker | Rogue Scholar | Wilderness Scout
Index | Character Creation | Level Progression | Feats | Talents | Skills | Psionics | Magic
Weapons and Armor | Equipment | Vehicles | Vehicle Rules | Rule Set | Glossary

Mind Melter

Rifts Earth 4e Saga FenrathJurath