To qualify to become a war mind, a character must fulfill all the following criteria.
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
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
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
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.