War Mind

Requirements

Alignment: Any nonchaotic.

Base Attack: +3

Skills: Knowledge 2 ranks, Knowledge 8 ranks

Psionics: Must have a power point reserve of at least 1 power point.

Special:

Must have had some instruction by another war mind.

Game Rule Info

Hit Die: d10.

Class Skills

The War Mind's class skills are Autohypnosis, Concentration, Intimidate, Knowledge, Knowledge, Psicraft.

Skill Points per level: 2 + Int modifier

Level

Base Attack

Fort

Ref

Will

Special

1st

+1

+2

+2

+0

Chain of personal superiority +2

2nd

+2

+3

+3

+0

Chain of defensive posture +2

3rd

+3

+3

+3

+1

Enduring body (DR 1/–)

4th

+4

+4

+4

+1

5th

+5

+4

+4

+1

Sweeping strike

6th

+6

+5

+5

+2

Enduring body (DR 2/–)

7th

+7

+5

+5

+2

Chain of personal superiority +4

8th

+8

+6

+6

+2

Chain of defensive posture +4

9th

+9

+6

+6

+3

Enduring body (DR 3/–)

10th

+10

+7

+7

+3

Chain of overwhelming force

Level

Power Points/Day

Powers Known

Maximum Power Level Known

1st

2

1

1st

2nd

5

2

1st

3rd

9

2

1st

4th

14

3

2nd

5th

20

3

2nd

6th

28

4

3rd

7th

37

4

3rd

8th

47

5

4th

9th

58

5

4th

10th

70

6

5th

Class Features

All of the following are class features of the War Mind.

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.