This class has been revised and reposted. See
for the revised version.
A Divine Mind fix. You can also call it a Marshal fix if you want. It sort of takes both classes, mushes them together, sprinkles in some Psychic Warrior power progression, and stirs until it thickens.
(4 + Int modifier per level): Autohypnosis, Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (all skills, taken individually), Listen, Perform, Psicraft, Ride, Sense Motive, Speak Language, Spot, Survival, and Swim.
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).
Manifesting: A Divine Mind learns and manifests powers as a Wilder, except that her power list consists only of the powers on her chosen mantles.
Psychic Auras (Su): As a Divine Mind, your conviction and force of will exerts an effect on allies in your vicinity. You can learn to produce different effects, or auras, over the course of your career. You may project one minor aura and (starting at 2nd level) one mantle aura at a time. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a Divine Mind 2/Marshal 2 would be able to project both a major aura and a mantle aura at the same time, but only a single minor aura.
Projecting an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind (mantle or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.
Activating a psychic aura is a purely mental action. Unless otherwise noted, your aura affects all allies within 60 feet (including yourself), even if they cannot hear you. An ally must have an Intelligence score to gain the bonus (mindless creatures cannot benefit from your psychic auras). Your aura is dismissed if you are unconscious, confused, dominated, brain locked, or otherwise unable to think your own thoughts. Your aura is also dismissed if you unwillingly lose your psionic focus (such as due to the Psionic Hole feat) or if are are unable to gain your psionic focus (such as due to having no power points remaining).
Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your level + your Charisma modifier.
All modifiers granted by a your psychic auras are morale bonuses (or penalties) that do not stack with each other. These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura. This ability otherwise functions as and counts as the Marshal's Auras ability.
Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. Your minor aura bonus is equal to your Charisma modifier (minimum +1). You begin play knowing two minor auras of your choice. As your Divine Mind level increases, you gain access to new auras, as indicated on the table above.
• Accurate Strike: Bonus on rolls made to confirm critical hits.
• Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
• Blitz: Bonus to damage rolls against flat-footed opponents.
• Combat Tactics: Bonus to damage rolls on attacks of opportunity.
• Demand Fortitude: Bonus on Fortitude saves.
• Determined Caster: Bonus on rolls to overcome spell resistance.
• Determined Manifester: Bonus on rolls to overcome power resistance.
• Distant Aim: Bonus to ranged attack rolls. This cannot raise a character's ranged attack modifier above his or her normal ranged attack modifier within the first range increment.
• Force of Will: Bonus on Will saves.
• Lethal Strike: Bonus to damage rolls on confirmed critical hits.
• Long Haul: Bonus to Strength for the purpose of carrying capacity. Bonus to checks and rolls modified by the Endurance feat.
• Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
• Master of Tactics: Bonus on damage rolls when flanking.
• Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
• Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
• Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
• Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
• Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
• Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
• Over the Top: Bonus on damage rolls when charging.
• Reliable Strike: Double bonus to percentile miss chance rolls.
• Sublime Focus: Bonus on skill checks made as part of maneuvers.
• Tough It Out: Double bonus to current and maximum hit points. These hit points are not lost first like temporary hit points, and disappear when the aura is lost.
• Warning Shout: Bonus to Armor Class while denied Dexterity to AC. This cannot raise a character's Armor Class above his or her normal Armor Class. Still considered denied Dex to AC.
• Watchful Eye: Bonus on Reflex saves.
Mantle Aura: Beginning at 2nd level, you can project a mantle aura in addition to your minor aura. A mantle aura grants allies bonuses or harms enemies. The magnitude of the bonus granted by your mantle auras is initially +1, and it improves by 1 at 6th level and every 4 levels thereafter. You know and can project the auras of every mantle you possess.
• Air: Allies gain resistance to electricity damage equal to five times your aura bonus. In addition, strong winds blow your enemies away. Opponents move at half speed within your aura when moving towards you. As this aura does not directly affect opponents, all enemies within the area are so impeded, even if they are mindless.
• Chaos: Allies gain a bonus on saves and to AC against lawful opponents and lawful spells and effects. Non-chaotic summoned creatures cannot touch you or your allies. Power resistance can allow them to bypass this effect, similar to bypassing a protection from law spell. Your effective manifester level for this purpose is equal to your class level plus your aura bonus.
• Communication: Allies can communicate with each other, as though with telepathy. Bonus on saves against language-dependent or fear effects, and on decipher script and forgery checks.
• Conflict: Allies gain a bonus on attack rolls.
• Consumption: Allies heal an amount of hit points equal to your aura bonus on any successful attack, to a maximum of half the damage dealt.
• Corruption and Madness: Enemies within your aura that attempt to attack you or an ally within the aura must make a Will save or be confused for 1 round (after resolving the attack). A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save only grants immunity for 1 round. If your aura bonus is at least +4, the effect is no longer mind-affecting.
• Creation: Matter appears and disappears almost randomly within the aura, hindering your foes. Enemies treat the area as difficult terrain, even flying or incorporeal enemies, and even if there is no terrain at all. Allies within the aura gain a circumstance bonus to Armor Class against ranged attacks equal to your aura bonus. As this aura does not directly affect creatures, all creatures within the area are affected, even if they are mindless.
• Death: Each round at the beginning of their turn, living enemies in the aura take damage from negative energy equal to your aura bonus. You gain a number of temporary hit points equal to the total hit points lost this way. These temporary hit points stack with each other, but only last for 1 round.
• Deception: Attacks against allies suffer a 10% miss chance, plus 5% per point of aura bonus (maximum 50%).
• Destruction: Melee attacks that hit allies cause the attacker to suffer 1d6 damage per point of aura bonus.
• Earth: Allies gain resistance to acid damage equal to five times your aura bonus. Allies gain a bonus on balance checks and on checks, rolls, and saves made to resist being bull rushed, tripped, or forcibly moved.
• Elements: Allies gain resistance to acid, cold, electricity, fire, and sonic damage equal to five times your aura bonus.
• Energy: Allies deal additional energy damage on each damaging weapon attack equal to 1d4 per point of aura bonus. This damage can be either cold, electricity, fire, or sonic, chosen when the aura is activated or switched as the same type of action as switching auras.
• Evil: Allies gain a bonus on saves and to AC against good opponents and good spells/effects. Non-evil summoned creatures cannot touch you or your allies. Power resistance can allow them to bypass this effect, similar to bypassing a protection from good spell. Your effective manifester level for this purpose is equal to your class level plus your aura bonus
• Fate: Once per encounter per point of aura bonus, you can spend an immediate action to allow yourself or an ally within the aura to reroll a single d20 roll that he or she has just made. You can use this ability after the roll has been made, but before the results have been determined.
• Freedom: Allies ignore difficult terrain and gain a bonus on Escape Artist checks, Grapple checks to resist or escape a grapple, move silently checks, and saves against movement-impairing effects.
• Fire: Allies gain resistance to fire damage equal to five times your aura bonus. Each round at the beginning of their turn, enemies in the aura take fire damage equal to twice your aura bonus.
• Force: Allies' attacks (both weapon and otherwise) are charged with force, allowing them to affect incorporeal and ethereal targets normally. Damage rolls made by allies ignore up to 2 points of damage reduction or resistance per point of aura bonus.
• Good: Allies gain a bonus on saves and to AC against evil opponents and evil spells/effects. Non-good summoned creatures cannot touch you or your allies. Power resistance can allow them to bypass this effect, similar to bypassing a protection from evil spell. Your effective manifester level for this purpose is equal to your class level plus your aura bonus
• Guardian: Allies gain DR/- equal to twice your aura bonus. This damage reduction stacks with other sources and forms of damage reduction.
• Justice: Enemies suffer a penalty to attack rolls against your allies (but not you) equal to twice your aura bonus.
• Knowledge: Allies gain a bonus on knowledge, sense motive, gather information, spot, and listen checks, and on saves against illusions and mind-affecting effects.
• Law: Allies gain a bonus on saves and to AC against chaotic opponents and chaotic spells/effects. Non-lawful summoned creatures cannot touch you or your allies. Power resistance can allow them to bypass this effect, similar to bypassing a protection from chaos spell. Your effective manifester level for this purpose is equal to your class level plus your aura bonus
• Life: Allies gain fast healing equal to your aura bonus. This fast healing cannot heal any creature above half its maximum hit points.
• Light and Darkness: Allies within the aura gain blindsense out to 5 feet per point of aura bonus and can see through nonmagical darkness within the aura. Bonus on saves against darkness and light effects.
• Magic: Allies gain spell resistance equal to 5 plus your level plus twice your aura bonus. Allies can raise or lower their spell resistance without an action, even if it is not their turn, they are unable to act, or they are unaware.
• Mental Power: Allies gain power resistance equal to 5 plus your level plus twice your aura bonus. Allies can raise or lower their power resistance without an action, even if it is not their turn, they are unable to act, or they are unaware.
• Natural World: Allies gain a bonus to all movement speeds equal to 5 feet per point of aura bonus. Bonus on balance, climb, swim, and survival checks.
• Pain and Suffering: Allies within the aura that are reduced to 0 or lower hp automatically stabilize, can act normally, are are not at risk of damage from performing strenuous actions. While at 0 hp or lower, allies gain 5 temporary hit points per point of your aura bonus each round at the beginning of your turn. These temporary hit points last until the beginning of your next turn.
• Physical Power: Allies gain a bonus on weapon damage rolls equal to 1d4 per point of aura bonus.
• Repose: Enemies within your aura that attempt to attack you or an ally within the aura must make a Will save or be dazed for 1 round (after resolving the attack). A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save only grants immunity for 1 round. If your aura bonus is at least +4, the effect is no longer mind-affecting.
• The Planes: Allies gain a bonus on saves against teleportation effects. Allies within the aura can teleport up to 5 ft. per aura bonus as a standard action, as long as the destination is within the aura. If your aura bonus is at least +3, teleporting in this way requires only a move action instead of a standard action.
• Time: Allies gain a bonus on initiative, spot, and listen checks, and on saves against time-related effects.
• Water: Allies gain resistance to cold damage equal to five times your aura bonus. Allies' bodies take on some of the fluidity of water, granting them a 15% chance to negate the extra damage from critical hits and precision damage per point of your aura bonus.
Mantle: You gain two mantles of your choice at 1st level, and another mantle of your choice at each of 2nd, 5th, 9th, 14th, and 20th level. This ability otherwise functions as and counts as the Ardent's ability to gain mantles.
Wild Talent: You gain Wild Talent as a bonus feat at 1st level, even if you do not qualify for it. This grants you the power points you need to project your psychic auras at 1st level.
Dilate Aura (Ex): Starting at 3rd level, the range of your psychic auras increases by 30 feet (to a total of 90 feet). Their range increases by 30 feet again at each of 7th, 11th, and 16th level.
Aura Shift (Su): Starting at 8th level, you can change one of the auras you project as an immediate action.
Extra Aura (Ex): Starting at 12th level, you can project one more mantle aura at once than normal (to a total of 2).
Aura Mastery (Su): Beginning at 20th level, once per day as a free action, you can project up to 7 mantle auras at once (instead of 2) for a number of rounds equal to your Charisma modifier (minimum 1).