Prinzessin:Divine Mind

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Divine Mind

Lvl	Class Feature				PP	Known	PL
1	Psychic Aura(Su) A1, Hidden Talent	0	0	-
2	Mantle(Ex) 1st				1	0	-
3	Psychic Aura(Su) A2			2	0	-
4	Divine Grace(Su)			3	0	-
5	Psychic Aura(Su) A3			4	1	1
6	Mantle(Ex) 2nd				6	2	1
7	Psychic Aura(Su) A4			8	2	1
8	Change Aura(Ex) Standard		10	3	2
9	Psychic Aura(Su) A5			12	3	2
10	Psychic Aura(Su) 2nd			14	4	2
11	Psychic Aura(Su) A6			18	4	3
12	Mantle(Ex) 3rd				22	5	3
13	Psychic Aura(Su) A7			26	5	3
14	Change Aura(Ex) Move			30	6	4
15	Psychic Aura(Su) A8			35	6	4
16	Mettle(Ex)	 			40	7	4
17	Psychic Aura(Su) A9			45	7	5
18	Change Aura(Ex) Minor			50	8	5
19	Psychic Aura(Su) A10			55	8	5
20	Psychic Aura(Su) 3rd			62	9	6

Class Features

Manifesting: Wis-based.

Hidden Talent feat, you must take power from your first mantle list (which means it determines which mantle you have to take at lvl2) and it's DC is Wis-based.

Psychic Aura(Su): You gain psychic aura of indicated area. You may project indicated number of psychic auras per time. Changing an Aura requires 1 h meditation.

  • Attack: Allies gain +1+1/5 lvl m on attack.
  • Defence: Allies gain +1+1/5 lvl m on AC.
  • Perception: Allies gain +2+1/5 lvl m on Initiative and Awareness.

Mantle(Ex): You gain Psychic Mantle of your choice. You may choose powers from this mantle and gain this mantle's Psychic Aura.

  • Chaos: Allies gain +2+1/5 lvl m on saves against non-chaotic.
  • Communication: Allies are affected by mindlink power.
  • Consumption: AT=S, spend a focus, opponent must manifest power. You steal 1 pp from that opponent. 2 pp at lvl 7, 3 pp at lvl 14, 4 pp at lvl 20.
  • Creation: Allied constructs heal 1 hp per h. 1 hp per 10 m at lvl 5, 1hp per 1 m at lvl 10 and 1hp per 1 r at lvl 15.
  • Destruction: Allis ignore half object's hardness during a sunder.
  • Air: Allies weapons overcome DR of air creatures, your weapons gain +1+1/5 lvl electricity damage.
  • Earth: Allies weapons overcome DR of earth creatures, your weapons gain +1+1/5 lvl damage.
  • Fire: Allies weapons overcome DR of fire creatures, your weapons gain +1+1/5 lvl fire damage.
  • Water: Allies weapons overcome DR of water creatures, your weapons gain +1+1/5 lvl cold damage.
  • Energy: +1+1/5 Divine Mind chosen energy damage on weapon attacks.
  • Force: Allies may strike incorporeal creatures without miss chance.
  • Freedom: Allies gain +2+1/4 lvl on Escape Artist an to resist grapple.
  • Good: Allies Weapons are good-aligned.
  • Guardian: Allies gain DR 1+Binder/5 /-.
  • Justice: Allies gain +1+1/6 lvl on attacks against opponent who attacked you or another ally during this round.
  • Knowledge: Allies gain +1+/6 lvl on knowledge checks.
  • Law: Allies gain +2+1/5 lvl m on saves against non-lawful.
  • Life: Allies gain +2+1/5 (max +5) against death.
  • Magic: Allies weapons counted as +1+1/5 lvl enhancement for purposes of overcoming DR.
  • Mental Power: Allies gain +2+1/6 lvl on saves against mind-affecting.
  • Natural World: Allied animals and plants heal 1 hp per h. 1 hp per 10 m at lvl 5, 1hp per 1 m at lvl 10 and 1hp per 1 r at lvl 15.
  • Physical Power: Allies gain +2+1/5 lvl on Str checks.
  • The Planes: Allies gain +2+1/6 lvl on SR penetration of outsiders.
  • Repose: Fatigue effect are reduced by one step for allies.

Divine Grace(Su): +Wis on saves, no more than level.

Change Aura(Ex): You may change your Psychic Auras projected by indicated action once per round.

Mettle(Ex):

Alternative Class Features

Ectopic Ally

Your Psychic Aura area reduced by 1 (meaning it can affect only you at first level).

1. Astral Construct(Ps): ML=Divine Mind, Divine Mind/2 per day. You may sacrifice uses per day for 2 pp augment.

Stygian Path

4. Turn(Su): TL=Divine mind, 3+Cha/day. R: Divine Grace(Su).

Unique Feats

Enhanced Beneficence: Area of your Psychic Aura is 1-1/2 more.

Mantle Focus: +1 DC for powers from chosen Mantle.

Tap Mantle: You gain access to Mantle's powers.

  • Don Mantle: You gain Mantle's granted power.
    • Extra Aura: You gain Mantle's Aura.