The Mind Weaver specializes in mental influence and persuasion, adept at bending others to their will. They possess the ability to read emotions, understand social dynamics, and subtly manipulate those around them without resorting to physical confrontation. Their skills often manifest as subtle psychological manipulation, guiding thoughts and altering perceptions with precision and finesse.
Mind Weavers are often seen as charismatic but unsettling figures, their words carrying an unnatural weight. Allies might appreciate their ability to defuse conflicts or rally support, while foes and even some comrades can find their presence unnerving, unsure whether their thoughts are truly their own or subtly shaped by the Mind Weaver's influence.
Only Handguns and Knives categories
* Bonuses must be used on different categories and are not cumulative.
None
Core Abilities
Presence: Your force of will and social pressure—central to Enchantment, Psionics, and Telepathy. Presence lets your commands land, your charm stick, and your mind-to-mind influence bite.
Reasoning: Clarity and structure for precise mind work—especially strong for Telepathy (clean targeting, sequencing, command logic) and disciplined casting decisions.
Supporting Abilities
Empathy: The emotional “read” behind your magic—directly supports Enchantment, Psionics, and Telepathy by sensing motives, soothing, or steering responses.
Self Discipline: Quiet focus that holds channels steady—core to Psionics, and it keeps longer telepathic links stable when you’re splitting attention.
Important Abilities
Quickness: Initiative and snap timing—pairs with Handguns and helps you act the moment a mental opening appears.
Agility: Fine control and positioning—great with Knives and for staying mobile while you cast.
Memory: Reliable recall for complex phrasing and mental maps—useful for Magic Casting and memory-themed telepathic tricks.
Creativity: Inventive framing that sells your lies and lures—feeds the “story” of Enchantment even when brute force won’t.
Minor Abilities
Boldness: Useful when you must hard-commit to a risky push, but Presence/Reasoning do more work here.
Intuition: Nice for hunches and soft reads, yet secondary to Empathy for this class.
Constitution: Endurance helps in long scenes, but you avoid attrition through control.
Strength: Lowest priority for a mind-forward manipulator with light weapons.