To qualify to become a Battle Mind, a character must fulfill the following criteria.
The Battle Mind gains 1d8
hit points per level. The character's Constitution modifier applies.
The Battle Mind gains a number of
action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Autohypnosis (Wis),
Balance (Dex),
Climb (Str),
Concentration (Con),
Craft (visual arts) (Int),
Drive (Dex),
Jump (Str), Knowledge (current events, streetwise) (Int),
Profession (Wis),
Read/Write Language (none),
Speak Language (none),
Spot (Wis),
Swim (Str).
Skill Points at Each Level: 3 + Int modifier.
Table: The Battle Mind
|
Class Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Defense Bonus
|
Reputation Bonus
|
1st |
+0 |
+2
|
+0
|
+0
|
Psionic skills, psionic powers |
+1
|
+0
|
2nd |
+1 |
+3
|
+0
|
+0
|
Psi-blade, imprint tattoo, psionic powers |
+2
|
+0
|
3rd |
+2 |
+3
|
+1
|
+1
|
Bonus feat, psionic powers |
+2
|
+0
|
4th |
+3 |
+4
|
+1
|
+1
|
Psychic shield, psionic powers |
+3
|
+0
|
5th |
+3 |
+4
|
+1
|
+1
|
Combat manifestation, psionic powers |
+4
|
+1
|
6th |
+4 |
+5
|
+2
|
+2
|
Bonus feat, psionic powers |
+4
|
+1
|
7th |
+5 |
+5
|
+2
|
+2
|
Improved psi-blade, psionic powers |
+5
|
+1
|
8th |
+6 |
+6
|
+2
|
+2
|
Improved psychic shield, psionic powers |
+6
|
+1
|
9th |
+6 |
+6
|
+3
|
+3
|
Bonus feat, psionic powers |
+6
|
+2
|
10th |
+7 |
+7
|
+3
|
+3
|
Ultimate psi-blade, psionic powers |
+7
|
+2
|
All of the following features pertain to the Battle Mind
advanced class.
A Battle Mind has access to the following
psionic skills. These skills are considered
class skills for the Battle Mind, and she can use her
skill points to buy ranks in them, just like other skills in the game.
Autohypnosis (Wis): Trained only. You have trained your mind to resist certain injuries and threats while also gaining a few select benefits.
Check: The DC and effect depend on the task you attempt.
Resist Fear: In response to a fear effect, you can make an Autohypnosis
check on your next action even if you've been overcome by fear. A successful
check grants you another
saving throw with a +4 morale bonus to resist the fear effect.
Memorize: You can attempt to
memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information. Each successful
check allows you to
memorize up to 250 words or the equivalent of what could be comfortably contained on an 8 1/2-by-11-inch sheet of paper. You always retain this information; however, you can only recall it with a successful Autohypnosis
check.
Tolerate Poison: In response to being poisoned, you can make an Autohypnosis
check on your next action. A successful
check grants you a +4 morale bonus on your
saving throw to resist the
poison's secondary
damage.
Willpower: If reduced to 0
hit points (disabled), you may make an Autohypnosis
check. If successful, you can perform a strenuous action without taking 1 point of
damage. A failed
check carries no penalties-you can choose not to perform the strenuous action. If you do perform the strenuous action after failing the
check, you take 1 point of
damage, as normal.
Special: You can take 10 on Autohypnosis checks, but you can't take 20.
Concentration (Con): The normal Concentration
skill expands to include psionic applications, as defined below.
Check: You must make a Concentration
check whenever you may potentially be distracted while engaged in an activity, including manifesting a power or concentrating on an active power, that requires your full attention.
If the
check succeeds, you may continue with the action as normal. If the
check fails, the action automatically fails and is wasted. If you were in the process of manifesting a power, the power is lost. If you were concentrating on an active power, the power ends. The table in the Concentration
skill description summarizes the various types of distractions. In situations where the distraction occurs while you are manifesting a power, you add the level of the power to the DC.
Try Again?: You can
try again, but doing so doesn't cancel the effects of a previous failure. If you lost a power, the power is lost.
The Battle Mind's main strength is her ability to manifest offensive
psionic powers.
A
psionic power is a one-time psionic effect.
Psionic powers require power points to use. Unlike arcane spellcasters, Battle Minds don't have spellbooks and they don't prepare powers ahead of time. In addition, a Battle Mind can use psionics while wearing armor without risking the failure of the power.
A Battle Mind's level limits the number of power points available for manifesting powers. In addition, a Battle Mind must have a key
ability score equal to at least 10 + the power's level to manifest a particular power.
The Battle Mind's selection of powers is extremely limited and tied to
combat. At 1st level, a Battle Mind knows two 0-level powers of your choice. At each level, the Battle Mind discovers one or more previously latent powers, as indicated on the table below.
Battle Mind Level
|
|
Powers Discovered by Level
|
Pts/Day
|
0
|
1
|
2
|
3
|
4
|
1st |
2
|
2
|
-
|
-
|
-
|
-
|
2nd |
3
|
3
|
-
|
-
|
-
|
-
|
3rd |
4
|
3
|
1
|
-
|
-
|
-
|
4th |
5
|
3
|
2
|
-
|
-
|
-
|
5th |
8
|
3
|
3
|
1
|
-
|
-
|
6th |
11
|
3
|
3
|
2
|
-
|
-
|
7th |
16
|
3
|
3
|
2
|
1
|
-
|
8th |
21
|
3
|
3
|
3
|
1
|
-
|
9th |
26
|
3
|
3
|
3
|
2
|
-
|
10th |
33
|
3
|
3
|
3
|
2
|
1
|
A Battle Mind can manifest a certain number of powers per day based on her available power points. She just pays the power point cost of a power to manifest it, no preparation necessary. The number of power points available per day is shown above.
At 2nd level, a Battle Mind can manifest a glowing blade of mental energy. This 1-foot-long blade extends from the Battle Mind's fist. It can be manifested as a
move action, and it lasts for a number of rounds equal to the Battle Mind's level or until the Battle Mind wills it to dissipate. She can create another one on her next
move action, as long as the Battle Mind's power point reserve is 1 or more.
The
psi-blade deals 1d6 points of piercing
damage. At 3rd level, her
psi-blade gains a +1 enhancement bonus. At 5th level the enhancement bonus improves to +2. At 7th level, it improves to +3, and at 9th level it improves to +4.
Starting at 2nd level, a Battle Mind can create create tattoos on his body or someone else's that can be used to invoke
psionic powers. A tattoo is a single-use item that duplicates the effect of a particular power. Imprinting a tattoo takes one day. The purchase DC for the raw materials to imprint a tattoo is 15 + the tattoo's power level + the tattoo's manifester level.
The Battle Mind must also spend experience points to imprint a tattoo. The XP cost is equal to the power level x the manifester level x the purchase DC of the raw materials.
Finally, the Battle Mind makes a Craft (visual arts)
check. The DC for the
check is 10 + the power level + the manifester level of the power. If the
check fails, the raw materials are used up but the XP are not spent. The Battle Mind can try imprinting the tattoo again as soon as he purchases more raw materials.
At 3rd, 6th, and 9th level, the Battle Mind gets a
bonus feat. The
bonus feat must be selected from the following list, and the Battle Mind must meet all the prerequisites of the feat to select it.
Archaic Weapons Proficiency,
Athletic,
Blind-Fight,
Cleave,
Combat Martial Arts,
Combat Reflexes,
Exotic Melee Weapon Proficiency,
Focused,
Improved Combat Martial Arts,
Power Attack,
Weapon Finesse,
Weapon Focus.
At 4th level, a Battle Mind can manifest a shield of psychic energy, outlining her body in a barely perceptible glowing nimbus that provides a +3 equipment bonus to
Defense. The shield can be manifested as a
move action, and it lasts for a number of rounds equal to the Battle Mind's level or until she wills it to dissipate. She can create another shield on her next
move action, as long as her power point reserve is 1 or more.
At 5th level, a Battle Mind becomes adept at manifesting
psionic powers in
combat. She gets a +4 bonus on Concentration checks to manifest a power while on the defensive.
At 7th level, a Battle Mind's
psi-blade increases in
damage capability. It now deals 1d8 points of piercing
damage on a successful attack.
At 10th level, a Battle Mind's
psi-blade increases further in
damage capability. It now deals 2d6 points of piercing
damage on a successful attack.
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