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| Enchanter_Tom09-07-07, 12:41 AM | I like this class. I fixed this class. I think I fixed it too well. Please help me tone it down a bit while retaining the goodness that it should have been in Complete Psionic. (Note that I have improved the manifester progression, and some might say that it's too similar to the psychic warrior's. I do believe the psychic warrior could use a few more power points, but I'm not making this to address that psychic warrior's abilities.) Divine Mind A divine mind is a character who has channeled the zeal for his beliefs into devotion so absolute and so rigorous that he has unlocked the untapped potential of his mind. This makes him both strong and fervent, although the title “divine mind” isn’t just about the source of the divine mind’s powers: it also hearkens to the emanationist theory of existence, that the ideas we have are drawn from the thoughts of the divine itself. While the divine mind’s allies might not share his devotion, he still spreads his presence to them, infusing them with some of the thoughts, ideas, and abilities drawn straight from his mind. Alignment: Any. Hit Die: d10. Class Skills: The divine mind’s class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (psionics)* (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str). Skill Points at 1st Level: (2 + INT modifier) x4. Skill Points at Each Additional Level: 2 + INT modifier. Table: The Divine Mind Level BAB Fort Ref Will Special 1st +1 +2 +0 +2 Bonus feat, mantle (1st), psychic aura (10 ft.), smite opposition 2nd +2 +3 +0 +3 Divine grace 3rd +3 +3 +1 +3 Psychic aura (15 ft.) 4th +4 +4 +1 +4 5th +5 +4 +1 +4 Bonus feat, psychic aura (20 ft.) 6th +6/+1 +5 +2 +5 Mantle (2nd), psychic aura (second aura) 7th +7/+2 +5 +2 +5 Psychic aura (25 ft.) 8th +8/+3 +6 +2 +6 Change aura (standard action) 9th +9/+4 +6 +3 +6 Psychic aura (30 ft.) 10th +10/+5 +7 +3 +7 Bonus feat 11th +11/+6/+1 +7 +3 +7 Psychic aura (35 ft.) 12th +12/+7/+2 +8 +4 +8 Mantle (3rd), psychic aura (third aura) 13th +13/+8/+3 +8 +4 +8 Psychic aura (40 ft.) 14th +14/+9/+4 +9 +4 +9 Change aura (move action) 15th +15/+10/+5 +9 +5 +9 Bonus feat, psychic aura (45 ft.) 16th +16/+11/+6/+1 +10 +5 +10 17th +17/+12/+7/+2 +10 +5 +10 Psychic aura (50 ft.) 18th +18/+13/+8/+3 +11 +6 +11 Change aura (swift action), psychic aura (fourth aura) 19th +19/+14/+9/+4 +11 +6 +11 Psychic aura (55 ft.) 20th +20/+15/+10/+5 +12 +6 +12 Bonus feat Table: Power Points/Day and Powers Known Level Power Points/ Powers Known Maximum Power Day Level Known 1st 0 0 -- 2nd 1 0 -- 3rd 2 0 -- 4th 3 0 -- 5th 4 1 1st 6th 6 2 1st 7th 8 2 1st 8th 10 3 2nd 9th 14 3 2nd 10th 18 4 2nd 11th 24 5 3rd 12th 28 5 3rd 13th 34 6 3rd 14th 40 6 4th 15th 46 7 4th 16th 54 8 4th 17th 62 8 5th 18th 70 9 5th 19th 78 9 5th 20th 88 10 6th Class Features Weapon and Armor Proficiency Divine minds are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Bonus Feats At 1st level, a divine mind gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 5th level and every five levels thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The divine mind must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A divine mind cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class. These bonus feats are in addition to the feats that a character of any class gains every three levels. A divine mind is not limited to fighter bonus feats and psionic feats when choosing these other feats. Power Points/Day A divine mind’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Power Points/Day and Powers Known. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level divine mind gains no power points for his class level, and he does not gain any bonus power points from having a high manifesting ability modifier until fifth level. Powers Known A divine mind begins play without knowing any powers. Beginning at 5th level, he learns one power of the player’s choice. As he goes up in level, he continues to unlock knowledge of new powers as shown on the divine mind class table. Choose the power known from the list of powers belonging to the character’s chosen mantle. At each additional level, a divine mind gains one additional power (if available) from his chosen mantles. A divine mind’s manifester level is equal to his class level minus 4. For example, a 10th-level divine mine is a 6th-level manifester. A divine mind can manifest any power he knows that has a power point cost equal to or lower than his manifester level. A divine 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 the divine mind’s powers is 10 + the power’s level + the divine mind’s Wis modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier. Maximum Power Level Known A divine mind begins play without the ability to learn powers. At 5th level, he gains the ability to learn 1st-level powers. As he attains higher levels, he gains the ability to master more complex powers. To learn or manifest a power, a divine mind must have a Wisdom score of at least 10 + the power’s level. Psychic Aura (Su) All divine minds know three basic auras: attack, defense, and perception. In addition, your chosen mantle adds a specialized aura to your options. You choose one aura to manifest, and its benefits take effect in a radius around you as given on Table: The Divine Mind. Most auras affect either you and your allies or just your enemies. As you become more powerful, your aura spreads to encompass a wider area. If you know multiple mantles, you must choose which aura to manifest after spending an hour in meditation. You can spend an hour in meditation to change your aura. At 6th level, you can have two auras active at the same time; at 13th level, you can have three active auras; at 18th level, you can have four active auras. Attack: You and all allies within your aura gain a +1 morale bonus on attack and damage rolls. This bonus increases by 1 for every five class levels you have. Defense: You and all allies within your aura gain a +1 morale bonus to Armor Class. This bonus increases by 1 for every five class levels you have. Perception: You and all allies within your aura gain a +2 morale bonus on Initiative, Listen, and Spot checks. This bonus increases by 1 for every five class levels you have. Mantle (Ex) At 1st level, a divine mind chooses a deity to follow. He then chooses from among that deity’s assigned mantles, picking one that he adopts and learns to manifest powers from. You beging play with access to a mantle and its mantle power. Each mantle has a specific granted ability that you can use. While you do not immediately know any powers, the powers in the mantle are considered on your list for the purpose of using dorjes and other items. When you gain a power known, select it from the mantle’s list of powers. At 6th level, you gain a second mantle; at 12th, you gain a third mantle. The mantles and their aura powers are given below. Chaos: You and all allies within your aura gain a +2 resistance bonus on saves against attacks made or effects created by nonchaotic creatures. This bonus increases by 1 for every six class levels you have. Communication: You and willing allies within your aura are linked together with the mindlink power. If they leave the area of your aura, they leave the link. They can automatically rejoin, however, once they reenter the area. Conflict: You and allies affected by your aura gain a +2 bonus on rolls to confirm critical hits. This bonus increases by 1 for every five class levels you have. Consumption: You can leech power points expended near you. While the aura is active, you can expend your psionic focus as an immediate action when a power is manifested within your aura. Doing so steals 1 power point from the power’s manifester. This extra power point is added to your power point reserve; you cannot gain more power points than your normal maximum. This ability has no effect if used while you have a full power point reserve. If stealing 1 power point would prevent the manifester from being able to manifest the power, you do not gain a power point but the manifester is unable to manifest the power; no power points are expended. You can steal more power points at higher levels: for every six class levels you have, the number of power points stolen increases by 1. Corruption and Madness: You aura disquiets and disturbs the minds of those who oppose you. All enemies within your aura must make Concentration checks (DC 10 + ½ your class level + your Wis modifier) to manifest powers, cast spells, or use psi-like/spell-like abilities. Creation: All constructs within your aura heal at a rate of 1 hit point every hour. This rate increases to 1 hit point every 10 minutes at 5th level, 1 hit point every minute at 10th level, and 1 hit point every round at 17th level. In addition, the hit points healed increase by 1 for every seven class levels you have. Death: You and your allies know the condition of creatures near death within your aura, as the deathwatch spell. In addition, you gain a +1 bonus on saves versus death effects and death spells that increases by 1 for every seven class levels you have. Deception: You and your allies gain a +2 bonus on Bluff checks. This bonus improves by 1 for every four class levels you have. You can expend your psionic focus to feint as a move action, as if you had the Improved Feint feat. (If you have the Improved Feint feat, you can expend your psionic focus to feint as a swift action.) Destruction: You grant your allies the ability to sunder objects more easily. Any time creatures affected by your aura make sunder attempts, the hardness of objects they attempt to sunder is treated as half its normal value, rounded down. In addition, any creatures affected by the aura gain a +1 bonus to sunder attempts; this bonus improves by 1 for every six class levels you have. Elements: When this aura goes into effect, you must choose to align it to one of the four elemental subtypes (air, earth, fire, water). While you are psionically focused, your attacks and the attacks of allies within your aura overcome the damage reduction (if any) of any creatures of the subtype to which you are aligned. In addition, any creatures affected by the aura gain resistance 5 to the damage type corresponding to the element (electricity for air, acid for earth, heat/fire for fire, and cold for water). This resistance increases by 5 for every five class levels you have. Energy: Your wielded weapons and those wielded by your allies within your aura deal an extra 1d6 points of cold, electricity, acid, or fire energy damage, plus an additional 1d6 points of damage for every six class levels you have. You select the energy type when you activate this aura. Evil: While this aura is active, your weapons and the weapons of affected allies are treated as evil-aligned for the purpose of overcoming damage reduction. In addition, against creatures with the good subtype, your weapons and the weapons deal an extra 1d6 points of damage, plus 1d6 points for every seven class levels you have. Fate: You give your allies insight into the battle being waged around you, allowing them to bend fate to their will. While the aura of fate is active, you and your allies gain a +2 insight bonus on any one d20 roll. Once a particular ally chooses to use her bonus, the aura ends for that ally, but not for any other ally who has not yet used the insight bonus. This bonus increases by 1 for every five class levels you have. A specific creature can gain this bonus once per encounter, or once per hour outside of combat. Force: Your wielded weapons and those wielded by your allies within your aura deal an extra 5 points of damage, plus an additional 5 damage for every seven class levels you have. As a swift action, you can expend your psionic focus to grant yourself and all allies within your aura the ability to strike an incorporeal creature without suffering the normal 50% miss chance. This effect lasts for a number of rounds equal to one-half your class level, rounded down. If an ally leaves the aura’s area and returns, he still benefits from this. Freedom: You and allies within your aura gain a +2 bonus on Escape Artist checks and grapple checks made to resist or escape a grapple. This bonus increases by 1 for every three class levels you have. As a swift action, you can expend your psionic focus to grant all allies within your aura the effects of freedom of movement for a number of rounds equal to half your class level. If an ally leaves the aura’s area and returns, he still benefits from this. Good: While this aura is active, your weapons and the weapons of affected allies are treated as good-aligned for the purpose of overcoming damage reduction. In addition, against creatures with the evil subtype, your weapons and the weapons deal an extra 1d6 points of damage, plus 1d6 points for every seven class levels you have. Guardian: Your aura grants allies within range damage reduction 1/--. This damage reduction increases by 1 for every four class levels you have, and it stacks with damage reduction from other sources. Justice: You and allies within your aura gain a +1 bonus on attack and damage rolls against a foe that has attacked your or another ally; this may extend long stretches of time in the past, but you must know that the enemy has attacked you or another ally to get this bonus. This bonus increases by 1 for every six class levels you have. Knowledge: You and allies within your aura gain a +2 bonus on all Knowledge checks. This bonus increases by 2 for every five class levels you have. By expending your psionic focus and taking a fullround action, you may make an untrained Knowledge check as though you had half a rank in it. Law: You and all allies within your aura gain a +2 resistance bonus on saves against attacks made or effects created by nonlawful creatures. This bonus increases by 1 for every six class levels you have. Life: Creatures in your presence feel rejuvenated and are more resistant to death effects. While this aura is active, allies affected by this aura gain a +2 bonus on saves against death spells and powers or psionic death effects. This bonus increases by 1 for every five class levels you have. In addition, any spell cast or power manifested that heals hit point damage heals an additional 2 points of damage per spell level or power level. This bonus also applies to spell-like or psi-like abilities. Light and Darkness: You and allies within your aura treat spells with the light or darkness descriptors as one level higher for all level-dependent effects, such as countering the opposing effect. The level increase for those spells increased by 1 for every four caster levels you have. In addition, allies gain darkvision while within your aura. Magic: You and allies within your aura are treated as wielding magic weapons for the purpose of overcoming damage reduction. In addition, any spell cast or power manifested within the range of your aura is treated as if the caster’s/manifester’s level were one higher for all level-dependent effects, including augmentation. This level increase for spells and powers increases by 1 for every seven class levels you have. Mental Power: You and allies within your aura gain a +2 bonus on saving throws against mind-affecting spells and abilities. This bonus increases by 1 for every six class levels you have. In addition, you may expend your psionic focus as a swift action to grant you and allies within your aura the effect of a mind blank spell for a number of rounds equal to half your class level. If an ally leaves the aura’s area and returns, he still benefits from this. Natural World: All animals, plants, and fey within your aura heal at a rate of 1 hit point every hour. This rate increases to 1 hit point every 10 minutes at 5th level, 1 hit point every minute at 10th level, and 1 hit point every round at 17th level. In addition, the hit points healed increase by 1 for every seven class levels you have. Pain and Suffering: You and allies within your aura gain a +1 bonus on weapon damage rolls against wounded foes. This bonus increases by 1 for every six class levels you have. Physical Power: You and allies within your aura gain a +1 bonus on opposted Strength checks, such as bull rush, trip, or disarm checks, as well as on grapple checks. This bonus increase by 1 for every five class levels you have. The Planes: You can pinpoint the location of any outsider or extraplanar creature within your aura. You and allies within your aura gain a +2 bonus on caster level checks or manifester level checks made to overcome the spell resistance or power resistance of outsiders. This bonus increases by 1 for every seven class levels you have. Repose: While you are psionically focused, you and allies within your aura ignore the effects of fatigue. If an ally within your aura becomes exhausted for any reason, he is treated as fatigued instead. Your aura does not dispel fatigue; it merely suppressed the negative effects. Time: You give allies within your aura the ability to see just a moment into the future, increasing their reaction time. Anyone affected by your aura gains a +2 bonus on Initiative checks and a +1 bonus on Reflex saves. These bonuses increase by 1 for every seven class levels you have. Smite Opposition (Su) By expending his psionic focus as a swift action, a divine mind may attempt to smite anyone opposing him with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per two divine mind levels. Unlike most supernatural abilities, smite opposition does not require a standard action; activating it requires only the expenditure of the divine mind's psionic focus. If the divine mind uses his smite ability on a full attack, only his first attack gains the additional damage. Divine Grace (Su) At 2nd level, a divine mind gains a bonus equal to his Charisma bonus (if any) on all saving throws. Change Aura (Ex): At 8th level, you gain the ability to change your auras more quickly. It only takes a standard action to change between auras. You can switch auras as a move action at 14th level, and at 18th level, you can change your aura as a swift action. Only one aura may be switched at a time, and only one aura may be switched per round, even if the divine mind has more than one aura active. |
| kyeudo09-07-07, 12:22 PM | Looks alot like a fix I did a while back, only I amped up aura powers instead of adding a smite attack in. Instead of having limited times per day that they can smite, I'd have them expend their psionic focus to trigger the smite, personaly. |
| Suldarr'essalar09-07-07, 02:00 PM | I really don't like divine grace, and the fact that you need 1 hour to refocus our auras. The Smite is OK, it opens doors to different options but generaly IMO it lacks flavor. Also I don't know if you're not violating author rights with putting mechanical information about Mantle auras from CPsi (which are not OGL). I'll stick to my wargeist. |
| Enchanter_Tom09-07-07, 07:03 PM | ...The divine mind only needs an hour to meditate for a few levels. He can then switch auras as a standard action. The reason I threw in smite opposition was because the divine mind is clearly supposed to be the psionic paladin, and I figured that, with the focus on religious beliefs and zeal, smiting was appropriate. It is, of course, weaker than the paladin's smite, but it can be applied in more situations. Looks alot like a fix I did a while back, only I amped up aura powers instead of adding a smite attack in. Instead of having limited times per day that they can smite, I'd have them expend their psionic focus to trigger the smite, personaly. That's not a bad idea. |
| Scion of Coldshard09-08-07, 03:46 PM | My personal fix is to double the range of their aura, move their 'powers known and max powers know' columns up by 3 levels, double the amount of pp's given, increase their skill points to 4 each level, and create a feat that makes it so that they count as being 5 levels higher for their aura abilities (also increasing the cap on each by 1) and their effective level for speed of changing their auras. To me that fixes the majority of the problems with the class. Another simple fix would be to move their 'powers known/max' up by 1 level, move their skill points up to 6 per level, and give it full BAB. I think either of those works out pretty well, although I prefer the first. With the first change a 3rd level Divine Mind with the feat would be changing his auras as a standard action and give allies within 20' his mantle bonuses at +1 higher than normal for most. He would also have 2 first level powers and 4 base power points to spend on them but a manifester level of only 2. I like it. |
| Enchanter_Tom09-09-07, 03:52 AM | Changed the "smite" mechanic. |