Mind Warden
"The beast hungers."
- Kralava Draxila, Elven Mind Warden
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Making a Mind Warden
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Abilities: The Mind Warden does well to have strong physical statistics, for combat is his home and his purpose. Wisdom is the ability that the Mind Warden uses to give him extra spells.
Races: Mind Warden appear amongst all races, but are highly concentrated among those who live in and among nature.
Alignment: Mind Warden can be of any alignment, and there is no bias in any one direction.
Table 1: The Mind Warden
Level BAB Ref Fort Will Abilities 1st 2nd 3rd 4th
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1 +1 +2 +2 +0 Fast Movement, Close Combat Shot, Mind Blade, Favored Enemy — — — —
2 +2 +3 +3 +1 Weapon Focus (mind blade), Throw mind blade, Combat Style — — — —
3 +3 +3 +3 +1 Psychic strike +1d8, Uncanny Dodge — — — —
4 +4 +4 +4 +2 +1 mind blade 0 — — —
5 +5 +4 +4 +2 Free draw, shape mind blade, Favored Enemy 0 — — —
6 +6 +5 +5 +3 Mind blade enhancement +1, Speed of Thought, Improved Combat Style 1 — — —
7 +7 +5 +5 +3 Psychic strike +2d8 1 — — —
8 +8 +6 +6 +2 +2 mind blade 1 0 — —
9 +9 +6 +6 +3 Bladewind, Greater Weapon Focus (mind blade) 1 0 — —
10 +10 +7 +7 +3 Mind blade enhancement +2, Favored Enemy 1 1 — —
11 +11 +7 +7 +3 Psychic strike +3d8, Combat Style Mastery 1 1 0 —
12 +12 +8 +8 +4 +3 mind blade 1 1 1 —
13 +13 +8 +8 +4 Knife to the soul 1 1 1 —
14 +14 +9 +9 +4 Mind blade enhancement +3 2 1 1 0
15 +15 +9 +9 +5 Psychic strike +4d8, Favored Enemy 2 1 1 1
16 +16 +10 +10 +5 +4 mind blade 2 2 1 1
17 +17 +10 +10 +5 Multiple throw 2 2 2 1
18 +18 +11 +11 +6 Mind blade enhancement +4 3 2 2 1
19 +19 +11 +11 +6 Psychic strike +5d8 3 3 3 2
20 +20 +12 +12 +6 +5 mind blade, Favored Enemy 3 3 3 3
Game Rule Information
Mind Warden have the following game statistics.
Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)
Class skills
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering/geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
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Weapon and Armour Proficiency
Mind Warden are proficient with all simple and martial weapons, their mindblade, and light and medium armour, as well as shields (except tower).
Spells
Beginning at 4th level, a Mind Warden gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A Mind Warden must choose and prepare his spells in advance. To prepare or cast a spell, a Mind Warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mind Warden’s spell is 10 + the spell level + the Mind Warden’s Wisdom modifier. Like other spellcasters, a Mind Warden can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Mind Warden. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Mind Warden indicates that the Mind Warden gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Mind Warden does not have access to any domain spells or granted powers, as a cleric does. A Mind Warden prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Mind Warden may prepare and cast any spell on the Mind Warden spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a Mind Warden has no caster level. At 4th level and higher, his caster level is his Mind Warden level.
Fast Movement (Ex)
A Mind Warden’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Mind Warden’s speed because of any load carried or armor worn.
Mind Blade (Su)
As a move action, a Mind Warden can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword or composite shortbow of a size appropriate for its wielder. Wilding Knives who are smaller or larger than Medium create mind blades identical to weapons appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength or Dexterity bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a Mind Warden can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A Mind Warden can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A Mind Warden’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). If in bow form, the mind blade automatically provides ammunition with an enhancement bonus as listed here.
Even in places where psionic effects do not normally function (such as within a null psionics field), a Mind Warden can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Mind Warden maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the Mind Warden can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Weapon Focus (Mind Blade)
A Mind Warden gains Weapon Focus (mind blade) as a bonus feat.
Close Combat Shot (Ex)
A Mind Warden can attack with his mind blade in bow form while in a threatened square and not provoke an attack of opportunity.
Favored Enemy (Ex)
At 1st level, when a Mind Warden shapes his mind blade, he may select a type of creature from among those given on Table: Ranger Favored Enemies (see PHB/SRD). The Mind Warden gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter, the bonuses against his chosen favored enemy increases by 2.
If the Mind Warden chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Mind Warden’s bonuses do not stack; he simply uses whichever bonus is higher.
Throw Mind Blade (Ex)
A Mind Warden of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A Mind Warden of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
Combat Style (Ex)
At 2nd level, when a Mind Warden shapes his mind blade, he must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the Mind Warden selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Mind Warden selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Mind Warden’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Uncanny Dodge (Ex)
At 3rd level, a Mind Warden retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Mind Warden already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Psychic Strike (Su)
As a move action, a Mind Warden of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability or the mind blade is shaped as a bow). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a Mind Warden can imbue his mind blade with psychic energy again by taking another move action.
Once a Mind Warden has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Mind Warden drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the Mind Warden next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a Mind Warden’s psychic strike increases as shown on the Table above.
Free Draw (Su)
At 5th level, a Mind Warden becomes able to materialize his mind blade as a free action instead of a move action. He can make one attempt to materialize the mind blade per each attack granted by BAB.
Shape Mind Blade (Su)
At 5th level, a Mind Warden gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a Mind Warden shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a Mind Warden can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the Mind Warden would otherwise create with a single mind blade.
Finally, the Mind Warden can transform his mind blade into a composite longbow.
Improved Combat Style (Ex)
At 6th level, a Mind Warden’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery when he shaped his mind blade, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Mind Warden selected two-weapon combat when he shaped his mind blade, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Mind Warden’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Mind Blade Enhancement (Su)
At 6th level, a Mind Warden gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a Mind Warden can add to his weapon improves to +2, +3, and +4, respectively. A Mind Warden can choose any combination of weapon special abilities that does not exceed the total allowed by the Mind Warden’s level.
The weapon ability or abilities remain the same every time the Mind Warden materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities. When in bow form, some of these enhancements may be applied to the ammunition instead of the bow itself.
A Mind Warden can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Mind Warden.
Weapon Special Ability Enhancement Bonus Value
Bane +1
Defending +1
Distance +1
Flaming +1
Frost +1
Keen +1
Lucky +1
Merciful +1
Mighty Cleaving +1
Psychokinetic +1
Returning +1
Seeking +1
Shock +1
Sundering +1
Vicious +1
Anarchic +2
Axiomatic +2
Collision +2
Flaming Burst +2
Mindcrusher +2
Psychokinetic burst +2
Psibane +2
Shocking Burst +2
Suppression +2
Wounding +2
Bodyfeeder +3
Dislocator +3
Mindfeeder +3
Soulbreaker +3
Speed +3
Speed of Thought
A Mind Warden gains Speed of Thought as a bonus feat at 6th level.
Bladewind (Su)
At 9th level, a Mind Warden gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a Mind Warden can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the Mind Warden’s regular mind blade.
When using bladewind, a Mind Warden forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.
Greater Weapon Focus (Mind Blade)
A Mind Warden gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.
Combat Style Mastery (Ex)
At 11th level, a Mind Warden’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery when he shaped his mind blade, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Mind Warden selected two-weapon combat when he shaped his mind blade, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Mind Warden’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Knife to the Soul (Su)
Beginning at 13th level, when a Mind Warden executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A Mind Warden can combine extra dice of damage and ability damage in any combination.
The Mind Warden decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.
Multiple Throw (Ex)
At 17th level and higher, a Mind Warden can throw a number of mind blades per round equal to the number of melee attacks he could make.
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