BATTLEMIND aka Psychic Warrior
"Once we have a war there is only one thing to do. It must be won. For defeat brings worse things than any that can ever happen in war." Battleminds are psionically powered individuals who are caught at a young age, and indoctrinated into the local military. They are warriors above all, and have a mindset quite different from most manifesters. They see the development of their psychic abilities not as a goal unto itself, but a tool to aid them in battle.
MAKING A BATTLEMIND Battleminds are not generalists. They specialize in a specific tactic, and then branch out from there to other disciplines which will support that tactic.
Abilities: Wisdom is your Key manifesting stat, your secondary choices will depend on your fighting style (but will most likely be Str, Dex or Con).
Races: Humans tend to have a marked preference for Battleminds, but they are found in all races.
Alignment: Any.
Starting Gold: As Fighter.
Starting Age: As Fighter.
Class Skills The Battlemind's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (psionics) (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str). Additional Skills are available depending on the Battleminds Military Occupational Specialty.
Aegis (Metacreativity) Spot (Wis)
Amplifier (Psychometabolism) Use Psionic Device (Cha)
Beckoner (Metacreativity) Spot (Wis)
Blocker (Clairsentience) Listen or Spot (Wis)
Commander (Telepathy) Diplomacy (Cha)
Elocator (Psychoportation) Tumble (Dex)
Ordnance (Psychokinesis) Spot (Wis)
Overseer (Psychokinesis) Spot (Wis)
Partisan (Psychometabolism) Intimidate (Cha)
Seditionist (Telepathy) Bluff (Cha)
Spoiler (Psychoportation) Spot (Wis)
Vanguard (Clairsentience) Listen or Spot (Wis)
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int
Hit Dice: d8
[b] BAB Fort Ref Will Abilities[/b]
1. +1 +0 +0 +2 Military Occupational Specialty
2. +2 +0 +0 +3 Bonus Feat
3. +3 +1 +1 +3 Military Occupational Specialty
4. +4 +1 +1 +4 Bonus Feat
5. +5 +1 +1 +4
6. +6 +2 +2 +5 Military Occupational Specialty
7. +7 +2 +2 +5 Bonus Feat
8. +8 +2 +2 +6
9. +9 +3 +3 +6 Military Occupational Specialty
10.+10 +3 +3 +7 Bonus Feat
11.+11 +3 +3 +7
12.+12 +4 +4 +8 Military Occupational Specialty
13.+13 +4 +4 +8 Bonus Feat
14.+14 +4 +4 +9
15.+15 +5 +5 +9 Military Occupational Specialty
16.+16 +5 +5 +10 Bonus Feat
17.+17 +5 +5 +10
18.+18 +6 +6 +11 Military Occupational Specialty
19.+18 +6 +6 +11 Bonus Feat
20.+20 +6 +6 +12 Veteran
[b] Max Power Level Known Powers Known PP/Day[/b]
1. 1 1 1
2. 1 2 2
3. 1 3 5
4. 2 4 7
5. 2 5 11
6. 2 6 15
7. 3 7 19
8. 3 8 23
9. 3 9 27
10. 4 10 35
11. 4 11 43
12. 4 12 51
13. 5 13 59
14. 5 14 67
15. 5 15 79
16. 6 16 91
17. 6 17 103
18. 6 18 115
19. 6 19 127
20. 6 20 139
Weapon Proficiencies: Battleminds are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Power Points/Day:A Battlemind’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given above. 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.
Powers Known: A Battlemind begins play knowing one Battlemind power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. He also gains one power per level from his Military Occupational Specialty, which don't count towards the maximum amount of powers you can know.
Choose the powers known from the Battlemind power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Battlemind to learn powers from the lists of other classes.) A Battlemind can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a Battlemind can manifest in a day is limited only by his daily power points.
A Battlemind 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 Battlemind powers is 10 + the power’s level + the Battlemind’s Wisdom modifier.
Maximum Power Level Known: A Battlemind begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power’s level.
Military Occupational Specialty: At 1st Level all Battleminds choose a Military Occupational Specialty. At 1st Level it initially only gives them access to a list of Powers for that Specialty (similar to a Psion's Disciplines). But at Levels 3, 6, 9, 12,15, and 18 it gives them some form of Ability as well. Aegis provde arms, armor and walls of crystal. Amplifiers boost psionic powers manifested on their person. Beckoners create walls or constructs out of ectoplasm when backup or defense are necessary. Blockers make it difficult for teleporters, and take advantage of opponents mistakes. Commanders use telepathy to direct their teams, and give them boosts. Elocators are nimble strikers who teleport around the battlefield, and strike opponents from odd angles. Ordnance provides ranged fire support with their psychokinetic blasts. Overseers use their telekinetic abilities to control the battlefield. Partisans are self-buffers who fight on the front lines. Seditionists use mind reading, telepathic domination and communication to commit sabotage and break up enemy forces. Spoilers use their teleportive abilities to steal from the enemies or move them around. Vanguards are scouts who use clairvoyance to view the battlefield and predict outcomes.
Aegis At 3rd Level, powers you manifest from the Aegis list that allow you to create objects make objects with an additional 5 hit points.
At 6th Level, powers you manifest from the Aegis list that allow you to create objects make Objects with an additional +2 Hardness.
At 9th Level, powers you manifest that make weapons or armor create them with a +1 Enhancement Bonus (this stacks with any Bonus granted by the power).
At 12th Level, powers you manifest from the Aegis list that allow you to create objects make objects with an additional 10 hit points.
At 15th Level, powers you manifest from the Aegis list that allow you to create objects make Objects with an additional +5 Hardness.
At 18th Level, powers you manifest that make weapons or armor create them with a +2 Enhancement Bonus (this stacks with any Bonus granted by the power).
Amplifier At Levels 3, 6, 9, 12, 15, and 18 you gain one Bonus Psionic or Metapsionic Feat you qualify for. Allies may manifest beneficial powers on you that have a range of Personal as though they have a range of Touch. In addition if you pay the costs you may apply an applicable Psionic or Metapsionic Feat to the power as though you had manifested it yourself (this may be done once per round as an Immediate Action).
Beckoner At 3rd Level, powers you Manifest from the Metacreativity Discipline such as Ectoplasmic Walls or Astral Constructs (i.e. anything with hit points) gain temporary hit points equal to half your Manifester Level.
At Levels 6, 12, and 18 you gain Ectopic Form as a Bonus Feat.
At Level 9 you can Manifest the Astral Construct Power as a Standard Action a number of times per day equal to your Wisdom Modifier.
At 15th Level you can Manifest multiple Astral Constructs. Spending +2 Power Points gains you 2 Level 1 Constructs. Spending +4 Power Points gains you 3 Level 1 Constructs. Spending +6 Power Points gains you 4 Level 1 Constructs.
Blocker At 3rd Level, whenever an Opponent attempts to Manifest a power from the Psychoportation Discipline within 10 feet of you, he must make an opposed check against you (you both roll 1d20 plus your key manifesting stats modifier), or his power fails (he does not lose the power points he attempted to use to manifest it.
At 6th Level you may choose to either increase the range of your ability an additional 10 feet, gain a +2 Bonus on the opposed check, or you can make Psychoportation powers that successfully manifest in the area of your ability cost +1 power point. Any of these may chosen again at future levels, and they stack. For example if you choose the last option three times, manifesting a psychoportation power in your area of effect costs +3 power points.
At 9th Level you may choose one of the options from Level 6, or you can choose the following: If your Opponent fails the opposed check to manifest his power, he must make a Willpower Save (Save DC is Wis based) or lose his psionic focus. If this option is chosen again at a later level, your opponent doesn't get a Save.
At 12th Level you may choose one of the options from Level 9, or you can choose the following: If your Opponent fails the opposed check to manifest his power, he must make a Willpower Save (Save DC is Wis based) or lose half the power points (round down) he used to attempt manifesting the power. If chosen again at a later level, your opponent doesn't get a save. If chosen a third time he loses all the power points, not half.
At 15th Level you may choose one of the options from Level 12, or you can choose the following: If your Opponent fails the opposed check to manifest his power, he must make a Willpower Save (Save DC is Wis based) or be Flat-footed for one round. If chosen again at a later level, your opponent doesn't get a save.
At 18th Level you may choose one of the options from Level 15, or you can choose the following: If your Opponent fails the opposed check to manifest his power, he must make a Willpower Save (Save DC is Wis based) or temporarily lose the use of that power for the next 24 hours.
Commander Beginning at 3rd Level, when you Manifest powers from your Military Occupational Specialty list, they cost one less power point.
Beginning at 6th Level, the power point cost of applying a Metapsionic Feat to one of the powers from your MOS list is reduced by 1
Beginning at 9th Level, powers from your MOS list have their Save DC increased by +1 (this stacks with Feats like Psionic Endowment).
Beginning at 12th Level, when you Manifest powers from your Military Occupational Specialty list on an Ally, they last a number of rounds longer than normal equal to your Wisdom Modifier.
Beginning at 15th Level, when you Manifest one of your MOS powers on one of your Allies, they gain a +2 Morale Bonus to attack and damage rolls for the duration of the power.
Beginning at 18th Level, powers from your MOS list have their Save DC increased by +2 (this stacks with Feats like Psionic Endowment).
Elocator At 3rd level, an elocater’s feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round.
While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the psionic levitate power.
Beginning at 6th level, an elocater’s hyperawareness of spatial relations gives her an instinctive view of the battlefield, which allows her to make a cunning attack against distracted opponents. The elocater gains a +2 insight bonus on her attack roll and her damage roll (if the attack hits) for the first attack she makes against an opponent that has been dealt damage in melee by another character since the elocater’s last action.
An elocater of 9th level or higher can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.
At 12th level, an elocater can take an extra 5-foot step in any round when she doesn’t perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. The character can take the extra 5-foot step immediately after taking the first, or wait until the end of her other actions for the round. In all other ways, the rules for taking a 5-foot step apply.
At 15th Level an Elocator who uses a power from the Teleport subdiscipline can move part of the distance, attack, and then move the rest of the distance so long as he can Manifest the power as a Swift, Immediate, Free, or Move Action. For example let us say an Elocator uses Psionic Dimension Door (augmented to be a Move Action). Your movement is limited by range (which in this case is well over 400 feet), so you can move just about any distance short of the full amount, take a Standard Action (usually an attack) and then move the rest of the distance remaining.
When she attains 18th level, an elocater can accelerate herself and thereby take more actions than normal. An elocater can accelerate herself for a total of 5 rounds per day. She can choose to parcel out her accelerated actions in 1-round increments. (This effect is not cumulative with similar effects that provide additional actions, such as schism or a haste spell—and in fact an elocater can’t take an accelerated action if affected by these or similar effects.)
If she makes a full attack while accelerated, an elocater can make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. If the elocater uses her accelerated action to move, she gains an enhancement bonus to her speed of +30 feet. The elocater can use her accelerated action to manifest a power, as long as she has not already manifested a power in the current round and the one she wants to manifest has a manifesting time of 1 standard action or shorter. While accelerated, she gains a +2 dodge bonus on attack rolls and Reflex saves and a +2 dodge bonus to Armor Class. Any condition that makes her lose her Dexterity bonus to Armor Class (if any) also makes her lose these dodge bonuses.
Ordnance Beginning at 3rd Level, when you Manifest powers from your Military Occupational Specialty list, they cost one less power point.
Beginning at 6th Level, the power point cost of applying a Metapsionic Feat to one of the powers from your MOS list is reduced by 1
Beginning at 9th Level, powers from your MOS list do +1d6 damage.
Beginning at 12th Level, when you Manifest powers from your Military Occupational Specialty list, they cost two less power points.
Beginning at 15th Level, when you apply a Metapsionic Feat to one of your MOS powers you do not need to lose your psionic focus
Beginning at 18th Level, powers from your MOS list do +3d6 damage.
Overseer Beginning at 3rd Level, when you Manifest powers from your Military Occupational Specialty list, they cost one less power point.
Beginning at 6th Level, the power point cost of applying a Metapsionic Feat to one of the powers from your MOS list is reduced by 1
Beginning at 9th Level, powers from your MOS list have their Save DC increased by +1 (this stacks with Feats like Psionic Endowment).
Beginning at 12th Level, when you Manifest powers from your Military Occupational Specialty list that allow you to make an opposed combat check (bull rush, trip, etc) you gain a +2 Bonus to the Check (this stacks with Augments).
Beginning at 15th Level, powers from your MOS list that allow you to make an attack roll gain a +2 Competence Bonus.
Beginning at 18th Level, powers from your MOS list have their Save DC increased by +2 (this stacks with Feats like Psionic Endowment).
Partisan Beginning at 3rd Level you can harden your body as a Free Action 3/day (this is a Supernatural Ability). At Level three you gain a +2 Insight Bonus to Str and Con for 1 Minute.
At 6th Level you may use this ability an additional time per day, and may now opt to gain a +2 Insight Bonus to AC instead. If you want to raise both Ability Scores and AC you may use 2 Daily uses of this ability at once, but it is now a Swift Action to use.
At 9th Level you may use this ability an additional time per day, and may now opt to gain DR 2/- instead. If you want to use all three options, it costs three daily uses of this power, and is a Standard Action.
At 12th Level you may use this ability an additional time per day, and when using it to boost your Str/Con the Insight Bonus is now +4.
At 15th Level you may use this ability an additional time per day, and when using it to boost your AC the Insight Bonus is now +4.
At 18th Level you may use this ability an additional time per day, and when using to to give your self damage reduction you now get DR 4/-.
Seditionist At 3rd Level Powers from the Seditionist List have their Save DC increased by +1 (This stacks with Feats and other abilities producing similar effects).
At 6th Level Powers from the Seditionist List cost 1 power point less to Manifest.
At 9th Level Powers from the Seditionist List are Manifested at +1 Manifester Level.
At 12th Level Powers from the Seditionist List have their Save DC increased by +1
At 15th Level Powers from the Seditionist List cost 2 power points less to Manifest.
At 18th Level Powers from the Seditionist List are Manifested at +2 Manifester Levels.
Spoiler At 3rd Level Powers from the Spoiler List that are a Standard Action to use, you may now use as a Move Action a number of times per day equal to your Wisdom Modifier.
At 6th Level Powers from the Spoiler List cost 1 power point less to Manifest.
At 9th Level Powers from the Spoiler List are Manifested at +1 Manifester Level.
At 12th Level Powers from the Spoiler List that allow you to Teleport have their maximum movement range increased by +10 ft.
At 15th Level Powers from the Spoiler List cost 2 power points less to Manifest.
At 18th Level Powers from the Spoiler List that are a Standard Action to use, you may now use as a Swift Action a number of times per day equal to your Wisdom Modifier.
Vanguard At 3rd, 6th, 9th, 12th, 15th and 18th Levels you may choose to permanently gain one of the following:
A +1 Insight Bonus to AC
A +2 Insight Bonus to one skill
A +1 Insight Bonus to attack rolls
A +1 Insight Bonus to damage rolls
A +1 Insight Bonus to a specific Saving Throw (Fort, Ref or Will)
A +1 Insight Bonus to Initiative rolls
Each of these Bonuses may be taken multiple times, and stack if they are.
Bonus Feat: At 2nd level, a Battlemind gets a bonus combat-oriented feat. The psychic warrior gains an additional bonus feat at 2nd level, and one more at Levels 4, 7, 10, 13, 16, and 19. These bonus feats must be drawn from the feats noted as Fighter bonus feats or Psionic/Metapsionic feats. The Battlemind must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A Battlemind 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.
Veteran: Your focus becomes extraordinary once you reach 20th Level. The DC check to gain your Psionic Focus is only a 15, and only requires a Swift Action. In addition you retain your focus, even when sleeping, unconscious, or after your power point reserve drops to 0.
PLAYING A BATTLEMIND Brief description on how to play the class you are designing.
Religion: A brief description of the different religions that the class commonly follows. It's best to state your sources if you are using non-core gods.
Other Classes: An in detail section on how your class interacts with other classes. Best to state your sources if your going to refer to non-core classes.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
BATTLEMINDS IN THE WORLD A quote of somebody else talking about your class! A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
BATTLEMINDS IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
EPIC BATTLEMIND Hit Die: d8
Skills Points at Each Level : 4 + int
Powers The Battlemind’s manifester level is equal to her class level. The Battlemind’s base power points do not increase after 20th level. The epic Battlemind gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th (22nd, 24th, 26th, and so on).
Psicrystal The epic Battlemind’s psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal’s natural armor bonus and Intelligence each increase by 1. The psicrystal’s power resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master’s choice.
Military Occupational Specialty At Level 22 the Battlemind gains it's final ability from it's MOS:
Aegis Powers you manifest from the Aegis list that allow you to create objects have their duration extended to 24 hours. You may use this ability a number of times per day equal to your Wisdom modifier.
Amplifier Allies may manifest beneficial powers on you that have a range of Personal as though they have a range of Medium (100 ft. + 10 ft./ level).
Beckoner Powers you Manifest from the Metacreativity Discipline such as Ectoplasmic Walls or Astral Constructs (i.e. anything with hit points) have a duration of 24 hours. You may use this ability a number of times per day equal to your Wisdom modifier.
Blocker Powers from the Psychoportation list cannot be manifested adjacent to you, or be used to move adjacent to you. This ability does not interfere with your possible use of Psychoportation powers, and you may turn this ability on or off as a Free Action once per round (usually to allow an Ally to manifest a power).
Commander When you Manifest one of your MOS powers on one of your Allies, they gain one additional attack per round at their highest BAB for the duration of the power.
Elocator The Elocator may now use her 18th Level ability for 10 rounds per day instead for 5, and while accelerated her Dodge Bonuses now increase to +4.
Ordnance Powers from your MOS list can be manifested as though they were manifested with the Maximize Power Feat for a number of times per day equal to your Wisdom modifier.
Overseer All powers you manifest from your MOS list now have a range of Long (400 feet + 40 feet per caster level).
Partisan When using your harden body ability, one daily use of it now grants you a +8 Insight Bonus ot Str, Con, and AC; as well as DR 8/-.
Seditionist A number of times per day equal to your Wisdom modifier, you can ignore an opponents Power Resistance when manifesting a power from your Seditionist list.
Spoiler When using any power that allows you to Teleport that you can manifest as a Move Action, you may attack after the teleport, and you get a +4 Bonus on the attack and damage rolls.
Vanguard One Insight Bonus of your choice is increased by +4.
Bonus Feats: The Epic Battlemind gains a Bonus Feat at 21st level and every three levels thereafter.