Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Telepathy +1 level of existing arcane spellcasting class
2nd +1 +3 +0 +3 Push the weak mind, skill boost,  enchantment spell power +1
3rd +1 +3 +1 +3 Mindread 2/day +1 level of existing arcane spellcasting class
4th +2 +4 +1 +4 Eternal charm (1),  enchantment spell power +2
5th +2 +4 +1 +4 Mindread 3/day +1 level of existing arcane spellcasting class
6th +3 +5 +2 +5 Eternal charm (2),  enchantment spell power +3
7th +3 +5 +2 +5 Dominate, Mindread 4/day +1 level of existing arcane spellcasting class
8th +4 +6 +2 +6 Eternal charm (3), enchantment spell power +4
9th +4 +6 +3 +6 Mindread 5/day +1 level of existing arcane spellcasting class
10th +5 +7 +3 +7 Enchantment spell power +5, eternal charm (4), thrall
D4
Int + 2

Skill: Deception 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks, Sense Motive 4 ranks

Spells: Able to cast charm person, use charm person as a spell-like ability, or use the charm invocation.

Spells or Spell-Like Abilities: Arcane caster level 5th.

 

Mindbenders seek to control the thoughts and dreams of others.

Weapon and Armor Proficiency: Mindbenders gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each odd-numbered level, a mindbender gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming a mindbender, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Telepathy (Su): A mindbender unlocks one of the most basic elements of her mental craft at 1st level, gaining the ability to communicate telepathically with any creature within 100 feet that has a language.

Skill Boost (Ex): A mindbender is a consummate student of manipulation, be it magical or mundane. Beginning at 2nd level, she can add 1/2 her class level as a competence bonus on Deception, Diplomacy, Intimidate, and Sense Motive checks.

Push the Weak Mind (Su): At 2nd level and higher, a mindbender can bypass the mental protection offered by protection from evil and similar spells. If she comes into direct contact with a creature that is protected by such a spell, she can cast a spell that ignores the protection from evil and similar spells' ability to block any attempt to possess the warded creature or to exercise mental control over the creature. If the target is unwilling, she must succeed on a melee touch attack as she casts a spell she wants to use this ability with. She must cast the spell in the same time as she touches her target, or this ability will have no effect.

Enchantment Spell Power (Ex): At 2nd level and higher, a mindbender casts more powerful enchantment spells: She adds 1 to her caster level when casting any enchantment spell. This ability improves by additional 1 at every even level.

Mindread (Sp): 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 12 + primary spellcasting ability 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. This effect is the equivalent of a 2nd-level spell. A mindbender can use this ability two times per day at 3rd level and one more time per day every two more levels of mindbender.

Spell Focus (enchantment) and Greater Spell Focus (enchantment) each raises the DC of this ability by one.

Eternal Charm (Sp): At 4th level and higher, a mindbender can charm any single Large or smaller living creature within 100 feet (as charm monster) once per day. A successful Will save (DC 14 + primary spellcasting ability modifier) negates the effect. The duration is permanent; however, a mindbender can have only one creature so charmed at any given time. If she attempts to use this power on a creature while she 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 her allies injures the target. Dispel magic has no effect on an eternal charm, though break enchantment frees the victim (treat the mindbender's caster level as 5 + her class level for this purpose). At 6th level and higher, a mindbender can have up to two creatures affected by this power at any given time; if she attempts to charm a third, the previous victim under her influence the longest is freed. At 8th level, she can control up to three creatures with this ability, and at 10th level up to four creatures.

Spell Focus (enchantment) and Greater Spell Focus (enchantment) each raises the DC of this ability by one.

Dominate (Sp): At 7th 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 19 + primary spellcasting ability modifier) negates the effect. The duration is 24 hours.

Spell Focus (enchantment) and Greater Spell Focus (enchantment) each raises the DC of this ability by one.

Thrall (Su): At 10th level, a mindbender's mental mastery reaches its pinnacle. She can choose to make the duration of her 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.