DIVINE MIND
A divine mind's role in most groups is that of a melee combatant. He can also contribute in other ways, however, even potentially providing some healing ability to the party (depending on the domains of his chosen deity). Abilities: While Wisdom helps a divine mind manifest the powers he’ll eventually be able to access (requiring a score of 16 or higher to use the highest-level powers, and at least 11 to be able to manifest any at all), he cares more about Strength because of its importance in combat. Races: Characters inspired to play a divine mind need merely to choose a deity. Among the humanoid races, humans seem most apt to follow such a course. Divine minds are rare among the savage and monstrous humanoids, since physical study of psionic lore is a requirement. Alignment: A divine mind's alignment must not be opposed to any of his chosen deity's alignment factors. For
TABLE 1–3: THE DIVINE MIND
CLASS FEATURES All the following are class features of the divine mind class. 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). Wild Talent: A divine mind gains Wild Talent as a bonus feat. This class feature provides the character with the psionic power he needs to call down a mantle's special power, even if he otherwise has no power points. 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 1 3: The Divine Mind. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2 1: Ability Modifiers and Bonus Power Points, EPH 18), plus the power points provided by his Wild Talent feat. His race might also provide bonus power points per day, as might certain feats and items. A 1st- through 4th-level divine mind gains no power points for his class levels; his bonus power points (if he is entitled to any) become available when he begins to accrue the power points provided by his class at 5th level. Powers Known: A divine mind begins play without knowing any powers. Beginning at 5th level, he learns one divine mind power of the player's choice. As he goes up in level, he continues to unlock knowledge of new powers as shown on the divine mind class table. Choose the power known from the list of powers belonging to the character's chosen mantle. At each additional level, a divine mind gains one additional power (if available) from his chosen mantles.
CLASSES
MAKING A DIVINE MIND
instance, a neutral good divine mind can choose a lawful good deity, but a chaotic good divine mind could not.
HIT DIE: D10
Level 1st
Base Attack Bonus +0
Fort Save +2
Ref Save +0
2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
+1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5
+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Will Save Special +2 Mantle (1st), psychic aura 5 ft., Wild Talent +3 +3 Psychic aura 10 ft. +4 Divine grace +4 Psychic aura 15 ft. +5 Mantle (2nd) +5 Psychic aura 20 ft. +6 Change aura (standard action) +6 Psychic aura 25 ft. +7 Psychic aura (second aura) +7 Psychic aura 30 ft. +8 Mantle (3rd) +8 Psychic aura 35 ft. +9 Change aura (move action) +9 Psychic aura 40 ft. +10 +10 Psychic aura 45 ft. +11 Change aura (swift action) +11 Psychic aura 50 ft. +12 Psychic aura (third aura)
Power Points/ Day 0
Powers Known 0
1 2 3 4 6 8 10 12 14 18 22 26 30 35 40 45 50 55 62
0 0 0 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9
Maximum Power Level Known
1st 1st 1st 2nd 2nd 2nd 3rd 3rd 3rd 4th 4th 4th 5th 5th 5th 6th
Class Skills (2 + Int modifier per level, ×4 at 1st level): Autohypnosis, Climb, Concentration, Craft, Jump, Knowledge (psionics), Knowledge (religion), Profession, Psicraft*, Ride, Swim. See the Player’s Handbook for standard skill descriptions. *See skills in Chapter 3: Skills in Expanded Psionics Handbook.
9
CHAPTER 1
A divine mind is a psionic character who channels the power of the divine through psionic talent instead of faith. "While a cleric or paladin must make do with whatever powers and abilities a deity decides to provide, a divine mind chooses among the domains of his deity for the ability he most requires to accomplish his goals, whether they are divinely inspired or not. Divine minds can also call upon a list of psionic powers as they grow in faith and mental strength. One of a divine mind's most noted abilities is his capacity to mentally distill a particular essence of his chosen deity and wear that essence as a mantle (see page 11). Wearing this divinely fashioned mantle in a framework of mental desire is but one part of the divine mind's strength he can also directly channel the beneficence of his deity into a mantle power.