Prinzessin:Divine Mind
Contents
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.