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cooperflood
2011-03-22, 10:37 AM
Battlemind


http://www.wizards.com/dnd/images/cpsi_gallery/96348.jpg"A wise man adapts himself to circumstances as water shapes itself to the vessel that contains it" -Anonymous


Game Rule Information

Abilities: Strength and Intelligence are important abilities for a battlemind. Strength increases his melee attack and damage rolls. Many of his class features provide a bonus for high Intelligence and additional skill points are always valuable. Constitution is important for a battlemind as they often found in the think of combat. Dexterity increases her defense in combat, as well as opening access to certain feats.

Starting age: As Fighter (PH 109)
Starting gold: 6d4 X 10 gp (150 gp)

Alignment: Any
Hit Die: d8
Skill points at 1st level: (4 + Int) X4
Skill points at each additional level: 4 + Int
Class Skills: The battlemind’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentrate (Con), Craft (Int), Intimidate (Cha), Knowledge (All taken Individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Table: Battlemind
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Mindblade

2nd|
+2|
+3|
+0|
+3|Battle Tactics

3rd|
+3|
+3|
+1|
+3|Enhanced Mindblade

4th|
+4|
+4|
+1|
+4|Battle Tactics

5th|
+5|
+4|
+1|
+4|Master of Initiative

6th|
+6/+1|
+5|
+2|
+5|Battle Tactics

7th|
+7/+2|
+5|
+2|
+5|Quick Mindblade

8th|
+8/+3|
+6|
+2|
+6|Battle Tactics

9th|
+9/+4|
+6|
+3|
+6|Battle Master

10th|
+10/+5|
+7|
+3|
+7|Battle Tactics

11th|
+11/+6/+1|
+7|
+3|
+7|Versatile Tactician

12th|
+12/+7/+2|
+8|
+4|
+8|Battle Tactics

13th|
+13/+8/+3|
+8|
+4|
+8|Whirlwind of Battle

14th|
+14/+9/+4|
+9|
+4|
+9|Battle Tactics

15th|
+15/+10/+5|
+9|
+5|
+9|Superior Mindblade

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Battle Tactics

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Might is Right

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Battle Tactics

19th|
+19/+14/+9/+4|
+11|
+6|
+11|Tactical Ambush

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Battle Tactics[/table]

The following abilities are class features of the battlemind:

Weapon and Armor Proficiency: Battleminds are proficient with all simple weapons and martial weapons, with all types of armor (heavy, medium, light) and shields (excluding Tower Shields).

Mindblade (Su): As a move action, a battlemind can create a single weapon of solid mental energy to assault his foes with. Despite the name, this weapon does not have to be a bladed weapon, but can take the form (and all traits thereof) of any weapon with which the battlemind is proficient*. A mindblade has an enhancement bonus of 1/2 class level rounded up (+1 at 1st, +2 at 3rd, +3 at 5th, ect). The mindblade is considered a standard weapon for any attacks, feats, spells, class features, or other powers that depend upon the use of a weapon or deal specifically with weapons. The enhancement bonus on this class feature is not capped at +5 like traditional magic weapons.

The blade can be broken (it has hardness 10 and hitpoints 10); however, a battlemind can simply create another on her next action. The moment he relinquishes hold of his Mind Blade it dissipates, unless used as a part of a ranged attack, in which case the Mind Blade reappears in hand after hitting or missing. A battlemind may only have a single mindblade at any one time, creating a second mindblade causes the first to dissipate.

*Ranged Weapon Note: A mindblade can be created as a ranged weapon. If the weapon created requires ammunition, the battlemind creates this ammunition from his mind, having an infinite supply of sling bullets, arrows, bolts, etc.

Battle Tactics (Ex): The battlemind gains a bonus feat at 2nd level and every two battlemind levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from feats noted as fighter bonus feats or battlemind bonus feats. A battlemind must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. For the purpose of battle tactics (but not any other feat) a battlemind is considered be fighter of level equal to his battlemind level.

A battlemind may retrain these bonus feats by meditating for 5 minutes. If a battlemind uses a battle tactics feat as a prerequisite for any class, or non-battle tactics feat he loses the ability to retrain that feat.

Enhanced Mindblade (Su): A battlemind can forgo some of his enhancement bonus when creating his mindblade for an equivalent value in weapon enchantment properties. A battlemind can never lower his enhancement bonus below +1 in this way, but can choose any enchantments which values does not exceed the enhancement bonus he decides to give up. These enchantments may not have any abilities that can only be a limited number of times per day.

The DC of any saving throw from any enchantments on a battlemind’s mindblade is 10 + 1/2 class level + INT and the caster level of any enchantment is equal to his class level.

Master of Intitiative (Ex): Your keen understanding of the ebb and flow of battle provides you with significant advantage in battle. A battlemind may add his Intelligence bonus as a bonus to his Initiative. Readying or delaying doesn’t change a battlemind’s initiative. Additionally a battlemind may ready a full attack action in addition to the options listed in the PHB.

Quick Manifestation (Su): At 7th level a battlemind may create a mindblade as a swift action.

Battle Master (Ex): A battlemind is relentless in combat, always pressing never giving his foe a moment to recover. Whenever an adjacent foe takes a five foot step, a battlemind may also take a five foot step. Additionally damage you deal is considered on-going damage for the purposes of concentration checks.

Versatile Tactican (Ex): At 11th level a battlemind gains the ability to change his battle tactics feats as a full round action.

Whirlwind of Battle (Ex): You have such an innate understanding of your place in combat that world seems to slow once conflict begins. A battlemind gains an additional Move Action each round which may only be spent on movement. Additionally all bonus attacks gained from BAB are made at only a penalty of 5 (20/15/15/15 for a level 20 battlemind).

Superior Mindblade (Su): At 15th level a battlemind gains the ability to create his mindblade with enchantments that may only be use a limited number of times per day.

Might is Right (Su): As a swift action a battlemind can create an Anti-Magic Field effect that last for one round. He may use this ability a number of times per day equal to his Intelligence. His mindblade still works in this zone despite being an Supernatural ability, however it is still supressed as normal in other Anti-Magic Fields .

Tactical Ambush (Ex): Once per day you may create a mindblade and retrain your bonus feats as a free action. This action may be made at anytime including but not limited to: during an opponent’s turn, before you have acted in combat, or during a surprise round.

Gideon Falcon
2011-03-22, 04:51 PM
Interesting concept. Blending the Soulknife and Fighter together into a single class, sort of like Jiriku's Ranger and Paladin fixes.

unosarta
2011-03-22, 05:05 PM
Needs HD. Other than that, looks pretty solid. I like that the enhancement bonus for the mindblade isn't capped at +5, makes it a very good alternative to using weapons.

Can the Battlemind make ranged weapons with this ability?

The Dark Fiddler
2011-03-22, 05:33 PM
Needs HD. Other than that, looks pretty solid. I like that the enhancement bonus for the mindblade isn't capped at +5, makes it a very good alternative to using weapons.

Can the Battlemind make ranged weapons with this ability?

Yes, and with infinite ammunition.

unosarta
2011-03-22, 09:38 PM
Yes, and with infinite ammunition.

Not that big of a deal. He also cannot give his arrows enhancements, and he cannot make them of a certain material, to bypass DR.

cooperflood
2011-03-22, 09:39 PM
Needs HD. Other than that, looks pretty solid. I like that the enhancement bonus for the mindblade isn't capped at +5, makes it a very good alternative to using weapons.

Can the Battlemind make ranged weapons with this ability?

Added HD (d8).

Ranged Weapons: There is a footnote at the bottom of the Mindblade Entry explaining how ranged weapons work.

Nopraptor
2011-03-23, 01:52 PM
Awesome class man, unosarta I think with the whole replacing bonuses with enchantments thing he could put elemental stuff to get past DR (right?)
I like the versatility of this class, infinite flame javelins away!!!!

unosarta
2011-03-23, 02:08 PM
Awesome class man, unosarta I think with the whole replacing bonuses with enchantments thing he could put elemental stuff to get past DR (right?)
I like the versatility of this class, infinite flame javelins away!!!!

That could work, if he could make the weapon do a specific elemental damage type, instead of physical damage. But it would still come up against resistances, which I suppose isn't altogether that terrible.

cooperflood
2011-03-23, 06:00 PM
DR should be less of a problem for a Battlemind than any other other traditional D&D class. First off he should have plenty of money in reserve for a backup weapon. Second he can use ANY weapon enhancement, including such things as metalline (+2, MiC) and force (+2, MiC).

Quote taken from the Archery Handbook (http://http://brilliantgameologists.com/boards/index.php?topic=642.0)
Force (+2 price) [MIC Pg. 35]
Archers usually have relatively low damage per arrow. That means Damage Reduction is a real bitch (save for very specific Sniper-builds). Enter Force. This +2 ability allows you to completely ignore Damage Reduction against everything except the Über Epic monster Force Dragon (CR Larger Than You'll Ever Face). Not only that, but it gives you perfect accuracy against Incorporeals and Ethereals. Oh, and since your arrow becomes Force Attack, Windwall - the perennial bane of Archers everywhere - doesn't work against it either.

In other words, for a simple +2 ability, you get to ignore three of the biggest thorns Archers face. Thank you sir, may I have another? Even archers with natural abilities to overcome DR will want to consider this. The only reason not to get Force bow is if you already happen to have Energy Bow (or play in a campaign without MIC).

Science Officer
2011-03-23, 07:25 PM
Your anonymous quote sounds a lot like this one from Sun Tzu:

"Water shapes its course according to the nature of the ground over which it flows; the soldier works out his victory in relation to the foe whom he is facing."

The Dark Fiddler
2011-03-23, 09:30 PM
Not that big of a deal. He also cannot give his arrows enhancements, and he cannot make them of a certain material, to bypass DR.

I... wasn't saying it was a problem. :smallconfused:

unosarta
2011-03-23, 09:40 PM
I... wasn't saying it was a problem. :smallconfused:

Oh. It seemed like you were, and I was pointing out how it wasn't a very powerful ability. :smallsmile: