War Mind

War minds are almost unequaled experts of an incredibly powerful combat technique that melds the body and mind into one perfect warrior. They achieve this through studying ancient techniques known as the chains of war. Some study under the guidance of a single war mind, often in the role of apprentice and master; some choose to find this path through meditation and intense studies of the Codex of War, an ancient but well-respected tome that teaches the necessary mindset and training to awaken the chains of war in a psionically talented warrior.

Psychic warriors, soulknives, and fighters are the most common to study the Codex of War and become war minds, although any character with psionic power can become a war mind.

Role

A war mind will stand at the front lines of a battle, meting out punishment and enduring the onslaught of enemies. He excels at melee combat and uses his manifesting ability to enhance his martial prowess.

Entry Requirements

Base Attack Bonus: +3.
Skills:
Academics 2 ranks, Psi Lore 5 ranks.
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must have had some instruction by another war mind, have access to the Codex of War, or belong to an organization that has access to the Codex of War.

Table: The War Mind

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialPsionic Manifesting
Power
Points
Powers
Known
Max Level
Known
1st+1+1+1+0Chains of psionic warfare,
chain of personal superiority +2
211st
2nd+2+1+1+0Chain of defensive posture +2521st
3rd+3+2+2+1Enduring body (DR 2/—)932nd
4th+4+2+2+1Well of power1432nd
5th+5+3+3+1Sweeping strike2043rd
6th+6+3+3+2Enduring body (DR 4/—)2843rd
7th+7+4+4+2Chain of personal superiority +43754th
8th+8+4+4+2Chain of defensive posture +44754th
9th+9+5+5+3Enduring body (DR 6/—)5865th
10th+10+5+5+3Chain of overwhelming force7075th
Hit Die: d10
Class Skills (2 + Int modifier per level): Academics, Arms Lore, Intimidate, and Psi Lore.

Class Features

Weapon and Armor Proficiency

A War Mind gains no proficiency with any type of weapon, armor, or shield.

Psionic Manifesting

Warrior’s Journey

If you previously had manifesting in the psychic warrior or soulknife class, you can choose to instead progress your psionic manifesting in that class at each class level instead of gaining the war mind’s exclusive psionic manifestation abilities.

War Mind Manifesting

As a war mind, you manifest psionic powers, which are drawn from the psychic warrior power list.

Your key ability score is Wisdom.

To learn or manifest a power, you must have a key ability score equal to at least 10 + the power’s level. The Difficulty Class for saving throws against your psion powers is 10 + the power’s level + your key ability modifier.

Your manifester level is equal to your class level. You can manifest any power that has a total power point cost equal to or lower than your manifester level.

Power Points/Day

Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The War Mind. In addition, you receive bonus power points per day if you have a high key ability score.

Powers Known

You begin play knowing two 0-level psychic warrior talents and one 1st-level psychic warrior power of your choice. Each time you achieve a new level, you might unlock the knowledge of new powers as shown on the table.

You simply know your powers; they are ingrained in your mind. You do not need to prepare or access them in the way that some spellcasters must, though you must gain the benefits of a Long Rest each day to regain all your spent power points.

Maximum Power Level Known

You begin play with the ability to learn o-level talents and 1st-level powers. As you attain higher levels, you may gain the ability to master more complex powers.

To learn or manifest a power, you must have a key ability score of at least 10 + the power’s level.

Chains of Psionic Warfare

At 1st level, you begin to learn the secrets of the Codex of War, learning powerful principles that can greatly enhance your effectiveness in combat. You can use your chains of psionic warfare powers 3 times per day plus 1 additional time for each even-numbered war mind level (4 per day at 2nd, 5 per day at 4th, and so forth). Each chains of psionic warfare ability is described in a separate entry below. These abilities are: Chain of Personal Superiority, Chain of Defensive Posture, and Chain of Overwhelming Force.

Chain of Personal Superiority

At 1st level, you learn the first principle of psionic warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, you can provide yourself with a +2 insight bonus to Strength and Constitution for up to 1 minute. Activating this power is a free action that costs a single use of chains of psionic warfare. At 7th level, the insight bonus to Strength and Constitution improves to +4.

Chain of Defensive Posture

At 2nd level, you learn 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, you can provide yourself with a +2 insight bonus to Armor Class for up to 1 minute. Activating this power is a free action that costs a single use of chains of psionic warfare. At 8th level, the insight bonus to Armor Class improves to +4.

Enduring Body

At 3rd level, you learn 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 you, granting you damage reduction 2/—. This is a bonus from esoterica. At 6th level, your damage reduction improves to 4/—. At 9th level, your damage reduction improves to 6/—.

Well of Power

Beginning at 4th level, you can tap your psionic energy to activate your war mind abilities more than would normally be possible. If you have already expended all your daily uses of chains of psionic warfare, you may spend 4 power points to regain one daily use. You can do this as many times as you want in a day, provided you have available power points.

Sweeping Strike

At 5th level, you gain the ability to make great, sweeping swings with a melee weapon. On each melee attack you make, you can choose squares you threaten that are adjacent to each other, and your attacks apply to creatures in those two squares equally. You can use this ability on any attack, even an attack of opportunity or a cleave attempt.

You cannot use this ability if you have moved more than 10 feet since the end of your last turn. If you hit one or both of your foes with a sweeping strike, you can attempt a cleave normally; however, you make only one cleave attempt per sweeping strike, even if you successfully hit more than one foe.

Chain of Overwhelming Force

At 10th level, you learn 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. You tap into this underlying energy and apply it to a single melee attack, dealing an extra 10d6 points of damage. Activating this power is a free action made as part of the attack action that costs two daily uses of chains of psionic warfare. If the attack misses, the power is wasted.