Battleminds are warriors who combine skill at arms with psionic power.
Prerequisites: Psionics, BAB +3, 3 Weapon Proficiencies.
Hit Points: 4 hit points per class level.
Combat Ability: Fair Attack, fair Defense.
Saving Throws: Good Reflex, fair Will, poor Fortitude.
Skills: 2 skill points per class level, fair skill selection.
Weapons and Armour: No new proficiencies gained.
Class Talents: Battlemind talents at 4th, and 8th levels.
Talent Trees: Psionics, Sneaky Combat, Strategy, Weapon Focus.
Special Abilities: Psionics, Attribute Increase (at 5th and 10th).
To be eligible for the battlemind advanced class, a character must meet the following prerequisites:
Dexterity and Charisma are important attributes for a battlemind. A battlemind tends to rely more on swift reflexes and subterfuge than brute strength, and a strong psyche is needed for his mental powers. The fastest path into this advanced class is from the enforcer basic class, though outlanders are also common.
Hit Points: Battleminds gain 4 hit points per class level.
Combat Ability: Battleminds have fair attack and defense progressions.
Saving Throws: Battleminds have good Reflex saves, fair Will saves, and poor Fortitude saves.
Skills: Battleminds have a fair skill selection but gain only 2 + Int modifier skill points at each class level.
The battlemind's class skills are: Acrobatics, Athletics, Awareness, Bluff, Craft (Metalworking), Diplomacy, Endurance, Handle Animal, Knowledge (Home Region, Tactics), Operate Vehicle, Sense Motive, Sleight of Hand, Sneak, and Profession.
The character's background can provide additional class skills to choose from. Some skills (indicated by italics) may be unavailable or of limited use to characters from low-tech backgrounds.
Weapons and Armour: Battleminds do not gain any new weapon or armour proficiencies.
Battlemind Talents: At 4th and 8th levels, the battlemind selects a class talent from the Psionics, Sneaky Combat, Strategy, or Weapon Focus talent trees. (These talents are detailed in the enforcer, scavenger, and thinker class description and the Psionics page.) The player may choose to substitute a general talent, if desired. The character's genotype can also provide additional talents to choose from.
Psionics: The battlemind gains psionic abilities as he increases in level (see the Psionics page for full details). A battlemind's manifester level for psionic powers is equal to one-half his class level, rounded up.
| Class Level | Base ISP | Powers Known | Max Grade |
|---|---|---|---|
| 1 | 1 | 1 | Minor |
| 2 | 2 | 1 | Minor |
| 3 | 4 | 2 | Minor |
| 4 | 6 | 2 | Minor |
| 5 | 9 | 3 | Medium |
| 6 | 12 | 3 | Medium |
| 7 | 16 | 4 | Medium |
| 8 | 20 | 4 | Medium |
| 9 | 25 | 5 | Major |
| 10 | 30 | 5 | Major |
A battlemind's ability to manifest psionic powers is limited by the ISP he has available. His daily allotment of ISP is given on the table above. In addition, he receives bonus ISP per day equal to his Charisma modifier. His genotype may also provide bonus ISP, as can certain talents.
At 1st level, a battlemind adds one psionic power of your choice. At every subsequent odd-numbered class level after 1st, he unlocks the knowledge of new powers. Choose the powers known from the general psionic powers list. A battlemind can choose to augment applicable powers by an amount of ISP equal to or lower than his manifester level.
The total number of powers a battlemind can manifest in a day is limited only by his daily ISP, though he must get a good night's sleep each day to regain all his spent ISP.
The base Difficulty Classs for saving throws against psionics is 11 for minor powers, 13 for medium powers, and 15 for major powers. Add the battlemind's Charisma modifier to the save DC.
A battlemind begins play with the ability to learn minor psionic powers. As he attains higher levels, he may gain the ability to master more complex powers. A battlemind must have a Charisma score of at least 12+ to learn or manifest minor psionic powers, 14+ for medium powers, and 16+ for major powers. When an adept gains access to psionic powers of a given grade (minor, medium, or major), he also adds any innate powers of the same grade that he may possess to his 'powers known' list, as long as he meets the Charisma prerequisite.
Attribute Increase: At 5th level and again at 10th level, the battlemind increases his Dexterity or Charisma score by 1 point. These attribute increases stack with the benefits provided by the Increased Dexterity and Increased Charisma talents.
| Level | Att | Def | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|---|
| 1 | +1 | +0 | +0 | +2 | +1 | Psionics |
| 2 | +2 | +1 | +0 | +3 | +2 | |
| 3 | +2 | +1 | +1 | +3 | +2 | |
| 4 | +3 | +2 | +1 | +4 | +2 | Battlemind Talent |
| 5 | +4 | +2 | +1 | +4 | +3 | Attribute Increase (+1 Dex or Cha) |
| 6 | +4 | +3 | +2 | +5 | +3 | |
| 7 | +5 | +3 | +2 | +5 | +4 | |
| 8 | +6 | +4 | +2 | +6 | +4 | Battlemind Talent |
| 9 | +6 | +4 | +3 | +6 | +4 | |
| 10 | +7 | +5 | +3 | +7 | +5 | Attribute Increase (+1 Dex or Cha) |
Battleminds gain 4 hit points and 2 skill points per class level.