Divine Mind

Created by Teera (Homebrew by Jeriah)

The divine mind seemed to be intended to be the psionic paladin, but, much like the soulborn, became the Paladin Lite™. The exact role of the divine mind is determined by which mantles he takes and the granted powers they give him. In general, however, I wanted the class to be a party buffer, which appears to have been the original intention of the designers, though they tended more towards gimpy manifester than warrior. The original divine mind gained access to 6th level powers at level 20, but I lower it to 5th and increased the rate of gain to be in line with the other reworked paladin-like classes.

The main class feature, the psychic aura, if effectively a permanent boost to nearby allies or penalty to nearby enemies. Again, like the soulborn, I think that the concept behind this class was solid but was implemented too weakly to be viable. You might notice that the divine mind has fewer actual class features on the table when compared to the other classes, such as smite and but this is due to wanting to expand upon the psychic aura.

Alignment: Typically, a divine mind is the same alignment as his deity, though some divine minds are one step away from their respective deities in alignment.

The Divine Mind

Hit Die: d10    Alignment: Must be within one step of chosen deity
Level Base Attack
Special Psychic
Max Power
Level Known
1st +1 +2 +0 +2 Mantle (1st), alignment aura, psychic aura +1 5 ft. 0 1st
2nd +2 +3 +0 +3 Serenity, body adjustment 5 ft. 1 1st
3rd +3 +3 +1 +3 Mettle 10 ft. 2 1st
4th +4 +4 +1 +4 Focus psyche 10 ft. 3 2nd
5th +5 +4 +1 +4 Psychic aura +2, Psicrystal Affinity 15 ft. 4 2nd
6th +6/+1 +5 +2 +5 Mantle (2nd), Bonus Feat 15 ft. 6 2nd
7th +7/+2 +5 +2 +5 Second psychic aura 20 ft. 8 3rd
8th +8/+3 +6 +2 +6 Change aura (standard action) 20 ft. 10 3rd
9th +9/+4 +6 +3 +6 Psychic aura +3 25 ft. 12 3rd
10th +10/+5 +7 +3 +7 Bonus Feat 25 ft. 16 4th
11th +11/+6/+1 +7 +3 +7 Mantle (3rd), improved mettle 30 ft. 20 4th
12th +12/+7/+2 +8 +4 +8 Third psychic aura, change aura (move action) 30 ft. 24 4th
13th +13/+8/+3 +8 +4 +8 Psychic aura +4 35 ft. 28 5th
14th +14/+9/+4 +9 +4 +9 Bonus Feat 35 ft. 32 5th
15th +15/+10/+5 +9 +5 +9 Improved Psycrystal 40 ft. 40 5th
16th +16/+11/+6/+1 +10 +5 +10 Change aura (swift/immediate action) 40 ft. 48 5th
17th +17/+12/+7/+2 +10 +5 +10 Psychic aura +5 45 ft. 56 5th
18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat 45 ft. 64 5th
19th +19/+14/+9/+4 +11 +6 +11 Fourth psychic aura 50 ft. 76 5th
20th +20/+15/+10/+5 +12 +6 +12 Change aura (free action) 50 ft. 88 5th
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Autohypnosis, Climb, Concentration, Craft, Jump, Knowledge (psionics), Knowledge (religion), Profession, Psicraft,
Ride, and Swim.

Game Rule Information

Divine minds have the following game statistics.

Abilities: Wisdom is necessary for a divine mind to manifest his powers (requiring a score of 15 or higher to use the highest-level powers, and at least 11 to be able to manifest any at all) and several of his class features. He also cares about Strength, Constitution, and Dexterity because of their importance in combat.

Class Features

The following are class features of the sohei.
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).

Power Points/Day: A divine mind's 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 Divine Mind. In addition, he receives bonus power points per day if he has a high Wisdom score. A 1st-level divine mind gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest any powers he knows with those power points.

Powers Known: A divine mind begins play with a single mantle of his choice. He knows all the powers of his mantle up to the highest level power he can manifest. When a divine mind gains access to a new level of powers, he
automatically knows all the powers for that level given by his chosen mantles.
    A divine mind's manifester level is equal to his class level.
    A divine 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 divine mind powers is 10 + the power's level + the divine mind's Wis modifier.

Maximum Power Level Known: A divine mind 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 divine mind must have a Wisdom score of at least 10 + the power’s level. For example, a psychic warrior with a Wisdom score of 13 can manifest powers of 3rd level or lower.

Psychic Aura (Su): All divine minds know three basic auras: attack, defense, and perception (see below). In addition, your chosen mantle adds a specialized aura to your options. You chose one aura to manifest, and its benefits take effect in a radius around you as given on the table. Most auras affect either you and your allies or just your enemies. As you become more powerful, your aura spreads to encompass a wider area. If you know multiple mantles, you chose which aura to manifest when you meditate. You can spend one minute in meditation to change your aura.
    The bonus or penalty from the aura is considered a morale bonus, unless a specific ability state otherwise. At first level, the strength of the aura is +1. At 5th level, and every four divine mind levels after that, this bonus increases by 1.
    At 7th level, a divine mind can have two auras active at once. At 12th level, a divine mind can have three auras active at once, and at 19th level, he can have four active at once.

    Attack: You and all allies within your aura gain a bonus on attack and damage rolls.

    Defense: You and all allies within your aura gain a bonus to Armor Class.

    Perception: You and all allies within your aura gain a bonus on Initiative, Listen, and Spot checks equal to twice the strength of your aura. +2 at 1st level, +4 at fifth, etc.

Mantle (Ex): At 1st level, a divine mind chooses a deity to follow. He then chooses from among that deity's mantles, picking one that he adopts and learns to manifest powers from. A deity's mantles will mirror his domains as closely as possible. It's up to the DM to determine which mantles are appropriate to which deities.
    You begin play with access to a mantle and its mantle power. Each mantle has a specific granted ability that you can use. The powers in the mantle are considered on your list for the purpose of using dorjes and other items. When you gain a power known, select it from the mantle's list of powers. At 6th level, you gain a second mantle; at 11th, you gain a third, and final mantle. The mantles and their aura powers are given below.
+-Mantle Powers+-
Alignment Aura (Ex): A divine mind of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Serenity (Su): Beginning at 2nd level, you gain a bonus equal to your Wisdom bonus (if any) on all saving throws.

Body Adjustment (Ps): A divine mind can use body adjustment as a psi-like ability a number of times per day equal to his divine mind level with a manifester level of one, meaning that this ability only ever heals 1d12 damage.

Mettle (Ex): At 3rd level and higher, a divine mind can resist even magical and unusual attacks with his force of will. If he makes a successful Fortitude of Will saving throw against an attack that normally has a lesser effect on a successful save, he instead takes no damage. An unconscious or sleeping divine mind does not gain the benefit of mettle.

Focus Psyche (Su): When a divine mind reaches 4th level, he gains the supernatural ability to focus his psyche through intense effort to temporarily increase the strength of his psyhic aura. Once per round as a free action, a divine mind can grant himself a bonus on his psychic aura equal to his Wisdom bonus or one-half his divine mind level (whichever is lower), minimum 1. This bonus lasts for 1 round.
    A divine mind can use this ability a number of times per day equal to 3 + his Wisdom modifier.
    A divine mind can use this ability in place of turn or rebuke undead to qualify for any divine feat, and can spend daily uses of this feat to power divine feats as if they were daily uses of turn or rebuke undead (though doing so requires a standard action rather than a free action unless the feat states otherwise). He may also take the Extra Turning feat to gain additional uses of this ability.

Psicrystal Affinity: At 5th level, the divine mind gains Psicrystal Affinity as a bonus feat.

Bonus Feat: At 6th level and every four levels thereafter, the divine mind gains a bonus feat. The feat can be any one of the following for which the paladin meets the prerequisites: any Divine feat, any Fighter feat, any Psionic feat, Skill Focus (Ride), and Toughness.

Change Aura (Ex): At 8th level, a divine mind gains the ability to change between your mantle auras much more quickly. It takes only a standard action to change between auras. You can switch auras as a move action at 12th level, and at 16th level you can change your aura as a swift action. At 20th leve, you can change your aura as a free action once per turn.

Improved Psicrystal: At 15th level, a divine mind gains Improved Psicrystal as a bonus feat.

Ex-Divine Minds

A divine mind who changes alignment to more than one step away from his patron deity or grossly offends his deity loses his ability to manifest powers and all supernatural and psi-like abilities. He retains all other abilities.
    Once his alignment is back within one step of his deity, his powers can be restored by an atonement spell.

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