Mindbenders seek to control the thoughts and dreams of others.
The mindbender is an archetype of the illusionist class.
Limit Break (Su)
At 1st level, the mindbender receives the Limit Break (Turn Away).
Turn Away (Su): This Limit Break allows the mindbender to turn away creatures that seek to harm him. For a duration of 1 round + 1 additional round per four illusionist levels, any creature that attempts to attack him must make a Will save (DC 10 + half of the illusionist’s level + his Charisma modifier) or cannot attack the minbender. If a successful save, that creature can attack the mindbender, but if the limit break lasts for more than 1 round, the creature must make an additional Will saves with a cumulative -1 penalty for each round after the 1st. This limit break requires only a swift action.
This ability replaces the Limit Break (Perfect Illusion).
A mindbender unlocks one of the most basic elements of his mental craft at 1st level, gaining the ability to communicate telepathically with any creature within 100 feet that has a language. If he already has telepathy (limited or full), then its range extends out by 100 feet,
This ability replaces blinding ray.
Skill Boost (Ex)
A mindbender is a consummate student of manipulation, be it magical or mundane. Beginning at 2nd level, he can add half his illusionist level as a competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks.
This ability replaces haze.
At 3rd level and higher, a mindbender can read the surface thoughts of a living creature within 100 feet. This is a mind-affecting ability that requires a standard action to use. The mindbender must be able to see the target; a successful Will save (DC 10 + half of the illusionist’s level + his Charisma modifier) negates the effect. Creatures of animal intelligence (Int 1 or 2) have only simple, instinctual thoughts. Maintaining the effect requires concentration; the maximum duration is 10 minutes. The ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. A mindbender can use this ability two times per day at 3rd level and four times per day at 7th level.
This ability replaces chains of disbelief.
Push the Weak Mind (Sp)
At 5th level and higher, a mindbender can influence the actions of a living creature of Large or smaller size once per day. This ability functions like a suggestion spell, except that the range is 100 feet and the duration is 5 hours plus 1 hour per illusionist level. The mindbender can communicate the suggested course of action telepathically if he chooses, which allows him to use the effect regardless of the target’s language. A successful Will save (DC 10 + half of the illusionist’s level + his Charisma modifier) negates the effect. A mindbender can use this ability one additional time per day per three illusionist levels after 5th level.
This ability replaces true illusion.
Enfeebling Spell Power (Ex)
At 5th level and higher, a mindbender casts more powerful enfeebling spells: He adds 2 to his caster level when casting any enfeebling spell. This increase improves to 3 at 10th level and to 4 at 15th level.
This ability replaces minor illusion esoterica, moderate illusion esoterica, and major illusion esoterica.
Eternal Charm (Sp)
At 7th level and higher, a mindbender can charm any single Large or smaller living creature within 100 feet (as charm) once per day. A successful Will save (DC 10 + half of the illusionist’s level + his Charisma modifier) negates the effect. The duration is permanent; however, a mindbender can have only one creature so charmed at any given time. If he attempts to use this power on a creature while he has another so charmed, the first charm is automatically broken (regardless of the success of the second attempt). The effect is also broken if a mindbender or one of his allies injures the target.
At 11th level and higher, a mindbender can have up to two creatures affected by this power at any given time; if he attempts to charm a third, the previous victim under his influence the longest is freed. At 15th level, he can control up to three creatures with this ability, and at 19th level up to four creatures.
This ability replaces quick veil, illusionary puppet, and body double.
At 19th level, a mindbender becomes able to dominate any single living Large or smaller creature within 100 feet (as dominate monster) once per day. A successful Will save (DC 10 + half of the illusionist’s level + his Charisma modifier) negates the effect. The duration lasts 24 hours.
This ability replaces master of the veil.
At 20th level, a mindbender’s mental mastery reaches its pinnacle. He can choose to make the duration of his dominate ability (see above) permanent, but only on one target at a time. If a mindbender chooses to dominate another creature and make that effect permanent, the previous thrall is freed from the effect.
This ability replaces bend reality.