To qualify to become a war mind, a character must fulfill all the following criteria.
Alignment: Any nonchaotic.
Special: Must have had some instruction by another war mind.
Skill Points at Each Level: 2 + Int modifier.
Weapon and Armor Proficiency: War minds gain no proficiency with any
weapon or armor.
Power Points/Day: A war mind can manifest powers. His ability to manifest powers is limited by the
power points he has available. His base daily allotment of
power points is given on
Table: The War Mind. In addition, he receives bonus
power points per day if he has a high Wisdom score. His race may also provide bonus
power points per day, as may certain feats and items. If a war mind has
power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus
power points from having a high ability score can be gained only for the character's highest
psionic class.
Powers Known: A war mind chooses his powers from the
psychic warrior power list. At 1st level, a war mind knows one
psychic warrior power of your choice. At every even-numbered level higher than 1st, he learns one new power. A war mind can manifest any power that has a
power point cost equal to or lower than his
manifester level. The total number of powers a war mind can manifest per day is limited only by his daily
power points.
A war mind simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's
sleep each day to regain all his spent
power points.
The Difficulty Class for
saving throws against war mind powers is 10 + the power's level + the war mind's Wisdom modifier.
Maximum Power Level Known: A war mind gains
the ability to learn one 1st-level power when he takes his first level in the
prestige class. As he attains each even-numbered level beyond 2nd, a war mind gains
the ability to master more complex powers.
To learn or manifest a power, a war mind must have a Wisdom score of at least 10 + the power's level.
Chain of Personal Superiority (Ex): At 1st level, a war mind learns the first principle of warfare for the individual combatant:
the ability to both deal punishment and take it. Calling upon inner reserves of
knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a
free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.
Chain of Defensive Posture (Ex): At 2nd level, a war mind learns the second principle of warfare for the individual combatant:
the ability to avoid the enemy's counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of
knowledge and dedication, a war mind can provide himself with a +2 insight bonus to
Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a
free action. At 8th level, the insight bonus to
Armor Class improves to +4.
Enduring Body (Ex): At 3rd level, a war mind learns the third principle of warfare for the individual combatant: to unleash in oneself the spirit of the
enduring body. The spirit of the ideal body transforms a war mind, granting him
damage reduction 1/-. At 6th level, his
damage reduction improves to 2/-. At 9th level, his
damage reduction improves to 3/-.
Sweeping Strike (Ex): At 5th level, a war mind gains
the ability to make great, sweeping swings with a melee
weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a
cleave attempt.
A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a
sweeping strike, he can attempt a
cleave normally; however, he makes only one
cleave attempt per
sweeping strike, even if he drops more than one foe.
Chain of Overwhelming Force (Su): At 10th level, a war mind learns the fourth principle of warfare for the individual combatant: to discover the underlying violence of the world and deliver it in a perfectly executed attack.
The war mind taps into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of
damage. A war mind can use this power once per day. Activating this power is a
free action. If the attack misses, the power is wasted.