katarl
2010-05-14, 03:55 PM
Battlemind v2
http://critical-hits.com/wp-content/uploads/2010/03/githyanki1.jpg
Tacticians without peer, Battleminds use their intellect and keen analytical skills to analyse the situation, create the perfect plan to win, and see that plan through to fruition. Physically weaker than the less cerebral fighter, and less skillful than the daring rogue, the Battlemind is noneless able to take on creatures many times his own size and power and take them down reliably, time after time.
Unlike the marshal, who specialises in leading small groups of soldiers, the Battlemind is equally capable without allies around him.
Class Information
forthcoming
Skills
Skill Points gained at level One: 4x(4+Int Modifier)
Skill Points gained at each additional level: 4+Int Modifier
Class Skills
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str).
Hit Die: d6
Battlemind
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
One|
+0|
+0|
+2|
+2| Planning it Out, Prepared for the Worst 1/encounter
Two|
+1|
+0|
+3|
+3| Assistance +1, Alacrity
Three|
+2|
+1|
+3|
+3| Instant Analysis
Four|
+3|
+1|
+4|
+4| Teamwork, Set-up
Five|
+3|
+1|
+4|
+4| Bonus Feat, All according to Plan
Six|
+4|
+2|
+5|
+5| Retaliation
Seven|
+5|
+2|
+5|
+5| Prepared for the Worst 2/encounter
Eight|
+6|
+2|
+6|
+6| Draw Fire
Nine|
+6|
+3|
+6|
+6| Up his Sleeve
Ten|
+7|
+3|
+7|
+7| Instinctive Reaction
Eleven|
+8|
+3|
+7|
+7| Assistance +2
Twelve|
+9|
+4|
+8|
+8| Know your Enemy
Thirteen|
+9|
+4|
+8|
+8| Prepared for the Worst 3/encounter
Fourteen|
+10|
+4|
+9|
+9| Punishment
Fifteen|
+11|
+5|
+9|
+9| Bonus Feat
Sixteen|
+12|
+5|
+10|
+10| Turncoat
Seventeen|
+12|
+5|
+10|
+10| Contingency Plan
Eighteen|
+13|
+6|
+11|
+11| Intuitive Defence
Nineteen|
+14|
+6|
+11|
+11| Prepared for the Worst 4/encounter
Twenty|
+15|
+6|
+12|
+12| Master Plan, Assistance +3[/table]
Weapon and Armour Proficiencies
A Battlemind is proficient with light armour, and with all simple and martial weapons.
Class Features
Planning it Out
Random chance can spoil the best laid of plans. An unexpected fall or failing to make that crucial jab could mean the difference between life and death for an adventurer. A Battlemind's keen insight and trust in an outcome can ensure that the party is able to depend on their skills rather than on chance.
The battlemind rolls a number of d20 equal to half the battlemind’s level plus his intelligence modifier at the beginning of each day and notes them down. He may later replace the natural roll of an attack, saving throw or skill check made by himself or an ally with a result from that list as an immediate action.
An ally must be within sight of the battlemind and able to hear the battlemind for this ability to work. Once used, the result is removed from the list. These rolls do not pass onto the next day, they are subsumed by the new set of rolls.
Prepared for the Worst
A successful Battlemind knows how to read his opponents movements, and so can begin to react even before they finish their action.
Once per encounter, as a swift action the battlemind can choose an enemy and a prescribed action, as if he were readying an action. This action must be specific- i.e. making an attack or casting spell wouldn’t be specific enough, but making a charge attack on Regdar, or casting a spell at Mialee would be.
If and when this precondition is met by the specific enemy, the battlemind immediately either gets a move action or a free attack, initiated just before the enemy finishes his action, which may put him out of range of an attack.
Assistance
Battleminds realise that not every situation can be handled alone, and few realise the power of a reassuring word or a warning as well as they do.
The battlemind’s granted circumstance bonus for aiding another increases by 1, and becomes usable at a range of 30ft. At level ten, the bonus increases by another 1, and at level 20, it increases by 1 again.
Alacrity
He who strikes first often strikes last. The hope to end a conflict before it begins leads Battleminds to develop their reaction speed.
A battlemind of 2nd level or higher adds his intelligence modifier to initiative checks as an insight bonus.
Instant Analysis
Often knowing where to strike can be more important than the force with which it is delivered. By studying anatomy and developing an intuition for hurt no doubt after suffering much of it himself, a Battlemind can analyse his opponents for injury.
As a swift action, a battlemind can scan a single target and determine his remaining hitpoints.
Teamwork
A Battlemind's abilities ultimately stem from genius, not magic or unique abilities, they actually *know* what it is they're doing and so they prove to be superb instructors to others.
A team that trains with a battlemind of 3rd level or higher to gain a teamwork benefit learns that benefit in twice the usual time, and companion spirits that have a battlemind of 3rd level or higher among the group cost half as much to create.
Set-Up
Through a mixture of feints and offputting language, a Battlemind can set his enemies up for his allies to strike.
As a Standard action, a battlemind of 4th level or higher can set up an opponent for his allies. The battlemind chooses a target within line of sight, who must make a will save at dc 10+the number of ranks the battlemind has in bluff, or become dazed and flat footed for 1 round.
Bonus Feat
Studying the battle strategies of other races, Battleminds learn how to apply force in non-traditional ways.
May choose any tactical feat as a bonus feat.
All according to Plan
It takes a special kind of confidence to affect your enemies as you do your friends, but that's exactly the kind of confidence the Battleminds have in their plans.
At 5th level, a battlemind’s Planning it Out ability can affect enemies as well as allies. Since you can't know before the result is declared what the enemy rolled, your imposed result may be higher than what the dm rolled.
For the purposes of this ability, a natural 1 doesn't mean an automatic failure.
Retaliation
Nothing is going to stop the battlemind's perfectly laid plans, least of all that orc pulling his falchion through that crucial ally's innards.
When an ally is successfully damaged within the battlemind’s line of sight, he may make a single attack at a -5 penalty at the enemy who damaged the ally as an attack of opportunity. He may only do this a maximum of once per round.
Draw Fire
Because sometimes it's better to be the centre of attention, if it allows another to get something done.
As a Standard action, a battlemind of 8th level or higher can draw fire away from his allies. All enemies within sight of the Battlemind make a will save at a dc of 10+ the number of ranks the battlemind has in intimidate. Those who fail take a -10 penalty to attack against all but the battlemind next turn. If for any reason, the battlemind becomes an invalid target, this penalty is negated.
Up his Sleeve
Tricks and Battleminds were born to be together, both are sly, often unexpected and when combined, devastating.
The battlemind gains an additional skill point per level for the purposes of purchasing skill tricks. If by this level, he already had any skill tricks, he gains 2 skill points for each he had previously. Additionally, he may regain a use of an expended trick a number of times per encounter equal to his intelligence modifier.
Instinct
Realising that the best armour to have is distance, Battleminds train their minds to react to danger as it occurs.
A battlemind of 10th level or higher adds his intelligence modifier to reflex saves as an insight bonus.
Know your Enemy
Battleminds keep their friends close, and begin to be able to accurately second-guess their enemies every time.
As a Standard action, a battlemind of 12th level or higher determine what an enemy is about to do. The battlemind chooses a target within sight, who must then make a will save at a dc of 10+ the number of ranks the battlemind has in sense motive. If the save fails, the battlemind may then immediately ready an action against the enemy without declaring a trigger. He may put this action into effect any time during that enemy's turn.
Punishment
Battleminds predict the attacks of their enemies, and savagely punish them for it.
The battlemind’s Retaliation attack no longer suffers a -5 penalty, and may consider himself an ally for the purposes of this ability.
Turncoat
The greatest weapon to have is to turn an enemy into a friend. This is not that weapon, but with honeyed words and trickery, the battlemind is able to maneuvre his enemies just as if they were allies.
As a Standard action, a battlemind of 16th level or higher can trick an enemy into performing actions not in their own interests. The battlemind chooses a target within sight, who must make a will save at a dc of 10+ the number of ranks the battlemind has in diplomacy. If the save fails, the Battlemind may dictate exactly what that enemy does with his move action at any point during the enemy's turn. The enemy will not perform any obviously suicidal actions, though you could trick him into a trap, or lead him to suffer attacks of opportunity.
Instead of choosing a move action, you may choose to force the enemy who fails his save to make a single attack as a standard action against any legal target, or repeat any action he performed last turn.
Contingency Plan
When it hits that fan, it pays to have a plan b.
Once per round, if the battlemind fails an attack roll, saving throw or skill check, he may ignore the result and roll again. That roll stands, even if it turns out to be worse than the original result.
Intuitive Defence
Ultimately, there is always a limit to the number of choices an enemy can make. By analysing these choices, and predicting the most likely outcomes, the Battlemind learns to avoid blows he would be otherwise unable to physically dodge.
A battlemind of 18th level or higher adds his intelligence modifier to his armour class as an insight bonus.
Master Plan
Many tactics all hinge entirely upon one detail. It had better be perfect.
As a Standard action, a battlemind of 20th level or higher may make a knowledge (tactics) check, the result of which he may then add as a special roll for his Plan it Out ability, except that this will replace the final result of an attack, save or skill, rather than the natural roll. He may only do this once a day.
Feats
It Pays to be Prepared
You know to expect the unexpected
Prerequisites: Prepared for the Worst 1/encounter
Benefit: You gain another Prepared for the Worst use per encounter.
Encouragement
Your companions draw strength from your trust in them.
Prerequisites: Assistance +1, Cha 13+
Benefit: Instead of granting a bonus when using the aid another action, you may grant a number of temporary hitpoints equal to 5+your class level to the chosen ally. Remember that temporary hit points do not stack.
Dual Reflex
You think two moves ahead, regardless of what they're about to do.
Prerequisites:Prepared for the Worst 1/encounter
Benefit: You may assign 2 triggers for each use of your Prepared for the Worst ability instead of 1.
http://critical-hits.com/wp-content/uploads/2010/03/githyanki1.jpg
Tacticians without peer, Battleminds use their intellect and keen analytical skills to analyse the situation, create the perfect plan to win, and see that plan through to fruition. Physically weaker than the less cerebral fighter, and less skillful than the daring rogue, the Battlemind is noneless able to take on creatures many times his own size and power and take them down reliably, time after time.
Unlike the marshal, who specialises in leading small groups of soldiers, the Battlemind is equally capable without allies around him.
Class Information
forthcoming
Skills
Skill Points gained at level One: 4x(4+Int Modifier)
Skill Points gained at each additional level: 4+Int Modifier
Class Skills
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str).
Hit Die: d6
Battlemind
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
One|
+0|
+0|
+2|
+2| Planning it Out, Prepared for the Worst 1/encounter
Two|
+1|
+0|
+3|
+3| Assistance +1, Alacrity
Three|
+2|
+1|
+3|
+3| Instant Analysis
Four|
+3|
+1|
+4|
+4| Teamwork, Set-up
Five|
+3|
+1|
+4|
+4| Bonus Feat, All according to Plan
Six|
+4|
+2|
+5|
+5| Retaliation
Seven|
+5|
+2|
+5|
+5| Prepared for the Worst 2/encounter
Eight|
+6|
+2|
+6|
+6| Draw Fire
Nine|
+6|
+3|
+6|
+6| Up his Sleeve
Ten|
+7|
+3|
+7|
+7| Instinctive Reaction
Eleven|
+8|
+3|
+7|
+7| Assistance +2
Twelve|
+9|
+4|
+8|
+8| Know your Enemy
Thirteen|
+9|
+4|
+8|
+8| Prepared for the Worst 3/encounter
Fourteen|
+10|
+4|
+9|
+9| Punishment
Fifteen|
+11|
+5|
+9|
+9| Bonus Feat
Sixteen|
+12|
+5|
+10|
+10| Turncoat
Seventeen|
+12|
+5|
+10|
+10| Contingency Plan
Eighteen|
+13|
+6|
+11|
+11| Intuitive Defence
Nineteen|
+14|
+6|
+11|
+11| Prepared for the Worst 4/encounter
Twenty|
+15|
+6|
+12|
+12| Master Plan, Assistance +3[/table]
Weapon and Armour Proficiencies
A Battlemind is proficient with light armour, and with all simple and martial weapons.
Class Features
Planning it Out
Random chance can spoil the best laid of plans. An unexpected fall or failing to make that crucial jab could mean the difference between life and death for an adventurer. A Battlemind's keen insight and trust in an outcome can ensure that the party is able to depend on their skills rather than on chance.
The battlemind rolls a number of d20 equal to half the battlemind’s level plus his intelligence modifier at the beginning of each day and notes them down. He may later replace the natural roll of an attack, saving throw or skill check made by himself or an ally with a result from that list as an immediate action.
An ally must be within sight of the battlemind and able to hear the battlemind for this ability to work. Once used, the result is removed from the list. These rolls do not pass onto the next day, they are subsumed by the new set of rolls.
Prepared for the Worst
A successful Battlemind knows how to read his opponents movements, and so can begin to react even before they finish their action.
Once per encounter, as a swift action the battlemind can choose an enemy and a prescribed action, as if he were readying an action. This action must be specific- i.e. making an attack or casting spell wouldn’t be specific enough, but making a charge attack on Regdar, or casting a spell at Mialee would be.
If and when this precondition is met by the specific enemy, the battlemind immediately either gets a move action or a free attack, initiated just before the enemy finishes his action, which may put him out of range of an attack.
Assistance
Battleminds realise that not every situation can be handled alone, and few realise the power of a reassuring word or a warning as well as they do.
The battlemind’s granted circumstance bonus for aiding another increases by 1, and becomes usable at a range of 30ft. At level ten, the bonus increases by another 1, and at level 20, it increases by 1 again.
Alacrity
He who strikes first often strikes last. The hope to end a conflict before it begins leads Battleminds to develop their reaction speed.
A battlemind of 2nd level or higher adds his intelligence modifier to initiative checks as an insight bonus.
Instant Analysis
Often knowing where to strike can be more important than the force with which it is delivered. By studying anatomy and developing an intuition for hurt no doubt after suffering much of it himself, a Battlemind can analyse his opponents for injury.
As a swift action, a battlemind can scan a single target and determine his remaining hitpoints.
Teamwork
A Battlemind's abilities ultimately stem from genius, not magic or unique abilities, they actually *know* what it is they're doing and so they prove to be superb instructors to others.
A team that trains with a battlemind of 3rd level or higher to gain a teamwork benefit learns that benefit in twice the usual time, and companion spirits that have a battlemind of 3rd level or higher among the group cost half as much to create.
Set-Up
Through a mixture of feints and offputting language, a Battlemind can set his enemies up for his allies to strike.
As a Standard action, a battlemind of 4th level or higher can set up an opponent for his allies. The battlemind chooses a target within line of sight, who must make a will save at dc 10+the number of ranks the battlemind has in bluff, or become dazed and flat footed for 1 round.
Bonus Feat
Studying the battle strategies of other races, Battleminds learn how to apply force in non-traditional ways.
May choose any tactical feat as a bonus feat.
All according to Plan
It takes a special kind of confidence to affect your enemies as you do your friends, but that's exactly the kind of confidence the Battleminds have in their plans.
At 5th level, a battlemind’s Planning it Out ability can affect enemies as well as allies. Since you can't know before the result is declared what the enemy rolled, your imposed result may be higher than what the dm rolled.
For the purposes of this ability, a natural 1 doesn't mean an automatic failure.
Retaliation
Nothing is going to stop the battlemind's perfectly laid plans, least of all that orc pulling his falchion through that crucial ally's innards.
When an ally is successfully damaged within the battlemind’s line of sight, he may make a single attack at a -5 penalty at the enemy who damaged the ally as an attack of opportunity. He may only do this a maximum of once per round.
Draw Fire
Because sometimes it's better to be the centre of attention, if it allows another to get something done.
As a Standard action, a battlemind of 8th level or higher can draw fire away from his allies. All enemies within sight of the Battlemind make a will save at a dc of 10+ the number of ranks the battlemind has in intimidate. Those who fail take a -10 penalty to attack against all but the battlemind next turn. If for any reason, the battlemind becomes an invalid target, this penalty is negated.
Up his Sleeve
Tricks and Battleminds were born to be together, both are sly, often unexpected and when combined, devastating.
The battlemind gains an additional skill point per level for the purposes of purchasing skill tricks. If by this level, he already had any skill tricks, he gains 2 skill points for each he had previously. Additionally, he may regain a use of an expended trick a number of times per encounter equal to his intelligence modifier.
Instinct
Realising that the best armour to have is distance, Battleminds train their minds to react to danger as it occurs.
A battlemind of 10th level or higher adds his intelligence modifier to reflex saves as an insight bonus.
Know your Enemy
Battleminds keep their friends close, and begin to be able to accurately second-guess their enemies every time.
As a Standard action, a battlemind of 12th level or higher determine what an enemy is about to do. The battlemind chooses a target within sight, who must then make a will save at a dc of 10+ the number of ranks the battlemind has in sense motive. If the save fails, the battlemind may then immediately ready an action against the enemy without declaring a trigger. He may put this action into effect any time during that enemy's turn.
Punishment
Battleminds predict the attacks of their enemies, and savagely punish them for it.
The battlemind’s Retaliation attack no longer suffers a -5 penalty, and may consider himself an ally for the purposes of this ability.
Turncoat
The greatest weapon to have is to turn an enemy into a friend. This is not that weapon, but with honeyed words and trickery, the battlemind is able to maneuvre his enemies just as if they were allies.
As a Standard action, a battlemind of 16th level or higher can trick an enemy into performing actions not in their own interests. The battlemind chooses a target within sight, who must make a will save at a dc of 10+ the number of ranks the battlemind has in diplomacy. If the save fails, the Battlemind may dictate exactly what that enemy does with his move action at any point during the enemy's turn. The enemy will not perform any obviously suicidal actions, though you could trick him into a trap, or lead him to suffer attacks of opportunity.
Instead of choosing a move action, you may choose to force the enemy who fails his save to make a single attack as a standard action against any legal target, or repeat any action he performed last turn.
Contingency Plan
When it hits that fan, it pays to have a plan b.
Once per round, if the battlemind fails an attack roll, saving throw or skill check, he may ignore the result and roll again. That roll stands, even if it turns out to be worse than the original result.
Intuitive Defence
Ultimately, there is always a limit to the number of choices an enemy can make. By analysing these choices, and predicting the most likely outcomes, the Battlemind learns to avoid blows he would be otherwise unable to physically dodge.
A battlemind of 18th level or higher adds his intelligence modifier to his armour class as an insight bonus.
Master Plan
Many tactics all hinge entirely upon one detail. It had better be perfect.
As a Standard action, a battlemind of 20th level or higher may make a knowledge (tactics) check, the result of which he may then add as a special roll for his Plan it Out ability, except that this will replace the final result of an attack, save or skill, rather than the natural roll. He may only do this once a day.
Feats
It Pays to be Prepared
You know to expect the unexpected
Prerequisites: Prepared for the Worst 1/encounter
Benefit: You gain another Prepared for the Worst use per encounter.
Encouragement
Your companions draw strength from your trust in them.
Prerequisites: Assistance +1, Cha 13+
Benefit: Instead of granting a bonus when using the aid another action, you may grant a number of temporary hitpoints equal to 5+your class level to the chosen ally. Remember that temporary hit points do not stack.
Dual Reflex
You think two moves ahead, regardless of what they're about to do.
Prerequisites:Prepared for the Worst 1/encounter
Benefit: You may assign 2 triggers for each use of your Prepared for the Worst ability instead of 1.