To qualify to become a war mind, a character must fulfill all the following criteria.
Base Attack Bonus
Knowledge (history) 2 ranks, Knowledge (psionics) 8 ranks.
Must have a power point reserve of at least 1 power point.
Must have had some instruction by another war mind.
The war mind's skill groups are Mxticism and Social.
Skill Points at Each Level
2 + Int modifier.
Table: The War Mind
|Level ||Base |
|Special ||Power Points/ |
|Maximum Power |
|1st ||+1 ||+2 ||+2 ||+0 ||Chain of personal superiority +2 ||2 ||1 ||1st |
|2nd ||+2 ||+3 ||+3 ||+0 ||Chain of defensive posture +2 ||5 ||2 ||1st |
|3rd ||+3 ||+3 ||+3 ||+1 ||Enduring body (DR 1/-) ||9 ||2 ||1st |
|4th ||+4 ||+4 ||+4 ||+1 ||- ||14 ||3 ||2nd |
|5th ||+5 ||+4 ||+4 ||+1 ||Sweeping strike ||20 ||3 ||2nd |
|6th ||+6 ||+5 ||+5 ||+2 ||Enduring body (DR 2/-) ||28 ||4 ||3rd |
|7th ||+7 ||+5 ||+5 ||+2 ||Chain of personal superiority +4 ||37 ||4 ||3rd |
|8th ||+8 ||+6 ||+6 ||+2 ||Chain of defensive posture +4 ||47 ||5 ||4th |
|9th ||+9 ||+6 ||+6 ||+3 ||Enduring body (DR 3/-) ||58 ||5 ||4th |
|10th ||+10 ||+7 ||+7 ||+3 ||Chain of overwhelming force ||70 ||6 ||5th |
All the following are class features of the war mind prestige class.
Weapon and Armor Proficiency
War minds gain no proficiency with any weapon or armor.
A war mind can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The War Mind. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items. If a war mind has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.
A war mind chooses his powers from the psychic warrior power list. At 1st level, a war mind knows one psychic warrior power of your choice. At every even-numbered level higher than 1st, he learns one new power. A war mind can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a war mind can manifest per day is limited only by his daily power points.
A war 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 war mind powers is 10 + the power's level + the war mind's Wisdom modifier.
Maximum Power Level Known
A war mind gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each even-numbered level beyond 2nd, a war mind gains the ability to master more complex powers.
To learn or manifest a power, a war mind must have a Wisdom score of at least 10 + the power's level.
Chain of Personal Superiority (Ex)
At 1st level, a war mind learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.
Chain of Defensive Posture (Ex)
At 2nd level, a war mind learns 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, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 8th level, the insight bonus to Armor Class improves to +4.
Enduring Body (Ex)
At 3rd level, a war mind learns 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 a war mind, granting him damage reduction 1/-. At 6th level, his damage reduction improves to 2/-. At 9th level, his damage reduction improves to 3/-.
Sweeping Strike (Ex)
At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.
A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.
Chain of Overwhelming Force (Su)
At 10th level, a war mind learns 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.
The war mind taps into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of damage. A war mind can use this power once per day. Activating this power is a free action. If the attack misses, the power is wasted.