Thrallherd

Thrallherds send out a resonating psychic call, a call that urges those who may be actively or subconsciously seeking someone to guide them, control them, or lead them to come to the thrallherd. These followers of the thrallherd are completely loyal fanatics who will follow the thrallherd’s instructions completely. As a result, thrallherds tend to have large retinues that can either stay close to the thrallherd, go out and perform varied tasks, or even stay behind and manage the thrallherd’s residence.

Due to the nature of the thrallherds, telepaths are the most common characters to enter this class. Other manifesters can also become thrallherds, but typically have to pay a higher cost in character options.

Role

The thrallherd focuses on utilizing mind control and getting others to do her bidding. She acts more as a director, letting her thrall and her believers perform the activities, while she stays back and monitors.

Entry Requirements

Skills: Persuasion 4 ranks, Psi Lore 5 ranks.
Feats: Inquisitor or Insightful.
Psionics: Manifester level 5th and able to manifest mindlink (or otherwise link minds together via telepathy or similar ability).

Table: The Thrallherd

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialManifesting
1st+0+0+0+1Thrallherd
2nd+1+0+0+1Alluring voice+1 level of existing class
3rd+1+1+1+2Empathic connection+1 level of existing class
4th+2+1+1+2Alluring voice+1 level of existing class
5th+2+1+1+3Mind control+1 level of existing class
6th+3+2+2+3Alluring voice+1 level of existing class
7th+3+2+2+4Greater mind control+1 level of existing class
8th+4+2+2+4Alluring voice+1 level of existing class
9th+4+3+3+5Superior mind control+1 level of existing class
10th+5+3+3+5Alluring voice, twofold master
Hit Die: d6
Class Skills (2 + Int modifier per level): Deception, Psi Lore, Persuasion, and Insight

Class Features

Weapon and Armor Proficiency

A Thrallherd gains no proficiency with any type of weapon, armor, or shield.

Manifesting

At each level except 1st and 10th, you progress a psionic manifesting class you already possess. If you possess more than one manifesting class, you must decide to which class you add each new level of progression.

Thrallherd

A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. At 1st level, you gain Leadership as a bonus feat, but with some important differences.

Those who answer your thrallherd’s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire and want to serve you, but because a hidden psychic resonance connects you and your servants.

Your Leadership score is equal to your character level + your Charisma modifier + your thrallherd level. (Note that your thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat nor by other feats or abilities that improve your leadership score.

As with the Leadership feat, the called thrall’s level is limited, even if your Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to your total level minus 1 (not level minus 2, as is true for cohorts).

If you already possess the Leadership feat when you gain this level, those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. Your thrall and believers arrive within 24 hours. Lost thralls are replaced within 24 hours. Believers arrive and are replaced at a rate of your leadership score per day, with the lowest level believers arriving first. If you are in a location where thralls and believers cannot reach, none arrive until you move to a location where you can be reached.

You establish a resonance with your thrall and suffer if the thrall is killed. For 48 hours following the loss of a thrall, you suffer one negative level. This negative level may not be healed by any means until 48 hours have passed since the thrall’s death, at which point it fades naturally. Should your new thrall die while you are still suffering a negative level, you acquire an additional negative level, and the duration of any negative levels gained through losing a thrall resets to 48 hours from the time the most recent thrall was lost.

Alluring Voice

At 2nd level, you gain a +2 psionic bonus to your choice of Deception, Insight, Intimidate or Persuasion skill checks. At every 2 levels thereafter, you gain an additional +2 psionic bonus that can either be applied to the same skill or to another skill on the list. For example, a 6th level thrallherd could have a +6 bonus to just Persuasion, or a +2 bonus to Deception, Intimidate, and Persuasion, or a +2 bonus to Deception and a +4 bonus to Persuasion. Once this choice is made, it cannot be changed.

Empathic Connection

At 3rd level, you add empathic connection to your powers known. If you already know empathic connection you can instead add a Telepathy power available to your powers known. Once per day, you can manifest empathic connection at a reduced power point cost. The cost of empathic connection is reduced by your thrallherd level, to a minimum of 1 power point. The effect of this power is still restricted by your manifester level.

Mind Control

At 5th level, you add mind control to your powers known. If you already know mind control you can instead add a Telepathy power available to your powers known. Once per day, you can manifest mind control at a reduced power point cost. The cost of mind control is reduced by your thrallherd level, to a minimum of 1 power point. The effect of this power is still restricted by your manifester level.

Greater Mind Control

At 7th level and higher, you do not have to pay 2 additional power points when you augment mind control to affect animals, fey, giants, magical beasts, and monstrous humanoids. This reduced point cost does not increase the save DC of the power as if you had spent the additional power points.

Superior Mind Control

At 9th level, you do not have to pay 4 additional power points when you augment mind control to affect aberrations, dragons, elementals, and outsiders (in addition to the creature types mentioned in the greater mind control ability). This reduced point cost does not increase the save DC of the power as if you had spent the additional power points.

Twofold Master

At 10th level, you add a second thrall to your herd. This second thrall’s maximum level is equal to your level minus 2, even if your leadership score would indicate a higher-level thrall. You suffer a negative level penalty for 48 hours if your second thrall dies, just like the penalty if your first thrall dies. These negative levels stack if both thralls die.