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Divine Mind
Topic Started: Sep 19 2012, 08:57 PM (188 Views)
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Who you calling Chocobo Head...
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- Increase their skill points to 4 + int mod per level.
- Increase their BAB progression to good from average.
- Upon reaching 9th level, and at every odd divine mind level after that, a divine mind can choose to learn a new power in place of one she already knows. In effect, the divine mind "loses" the old power in exchange for the new one. The new power’s level must be the same as that of the power being exchanged, and it must be at least two levels lower than the highest-level divine mind power the divine mind can manifest.
- A Divine Mind’s manifester level is equal to her Divine Mind level.
- Replace Wild Talent with Hidden Talent, the feat based on Wisdom, not Charisma.
- Change the Ectopic Ally alternate class feature from Mind Eyes to;
Ectopic Ally
You gain the ability to manifest a single type of ectopic construct as an ally to aid you in your cause. You must choose a single type of ectopic construct that represents you and your faith, and this cannot be changed once chosen.
Replaces: Reduce your psychic aura size by 20 feet, so that it is 10 feet at 1st level, increasing to 20 feet at 7th level, and by another 10 ft. every odd level thereafter.
Benefit: You can manifest the astral construct power as a psi-like ability once per day for every three divine mind levels (minimum once a day). The power manifests at your class level. You must pick a single Ectopic Form Astral Construct that your psi-like ability can call up and only call on.
- Mantle: A divine mind starts with two mantles at 1st level. You gain an additional mantle at 3rd level and 7th level.
- Psychic Aura: The size of this aura is 30 ft. at 1st level, increasing to 40 ft. at 7th level and by another 10 ft. every odd level thereafter. Gain two auras at once at 9th level, and three at 17th level. The ability to change auras is already a standard action. The class feature reduces the action to a move action at 8th level, a swift action at 14th level, and an immediate action at 18th level. If you have the ability to emit two or more types of psychic auras, you may change one or all of them at a time.
- Bonus Feat: A Divine Mind gains a bonus feat at 2nd level and every 3 levels thereafter. She can select any divine or psionic feat she meets the prerequisites for.
- Rote Detect Psionics (Ps): A 2nd level divine mind gains Detect Psionics 1/day as a psi-like ability. This becomes 3/day at 6th level and at will at 10th level.
- Divine Grace: A Divine Mind’s Divine Grace is based on her wisdom modifier, not her charisma modifier.
- Extra Power: At 9th and 19th level, the divine mind gains an additional power known. This can be any power that she could normally select, but must be two levels lower than the highest level she could normally learn.
- Divine Mind Empowerment (Ex): A divine mind that single handily focuses on her discipline can employ her powers more often. At 11th level a divine mind gains an additional power point, gaining another power point every level thereafter.
- Make the following changes to their auras:
Attack/Defense/Energy/Guardian: Improves the bonus by 1 for every 4 levels.
Chaos/Law: Increase the bonus by 1 for every 5 levels.
Conflict: Change this to a competence bonus and increase the bonus to +4. Improve the bonus by 1 every 5 levels.

Divine Mind Manifesting
LevelPower Points/DayPowers KnownMaximum Power Level Known
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Attachments: Divine_Mind_Tyrus.docx (14.68 KB)
Edited by Cloud, Mar 21 2013, 11:22 PM.
"I pity you. You just don't get it at all...there's not a thing I don't cherish!"
Cloud Strife, Final Fantasy VII Advent Children

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