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Iron Mind

(Races of Stone variant, p. 114)

Elite warriors trained to resist mental compulsions of all kinds, members of the iron mind prestige class defend dwarf and gnome kingdoms against intrusions by mind flayers, dark elf enchanters, and the like.

Requirements

Base Attack Bonus: +3

Skills: Concentration 8 ranks

Feats: Armor Proficiency (heavy) , Invest Armor , Iron Will

Powers: Able to manifest one 1st-level psionic power.


Hit die

d10

Skill points

2 + Int

Class Features

*Weapon and Armor Proficiency: Iron minds gain no proficiency with any weapon or armor.

Powers Known: At every level except 1st and 6th, an iron mind gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of iron mind to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an iron mind, she must decide to which class she adds the new level of iron mind for the purpose of determining power points per day, powers known, and manifester level.

Armored Mind (Su): An iron mind trains extensively in her armor, learning to trust its protective qualities implicitly. An iron mind wearing heavy armor can expend her psionic focus to add a morale bonus equal to the armor bonus from her armor (not including any enhancement bonus) to a single Will save. Using armored mind is an immediate action (see the Swift and Immediate Actions sidebar, page 136). The iron mind must decide whether or not to use this ability before rolling the saving throw. An iron mind can use this ability once per day at 1st level, twice per day at 4th level, three times per day at 7th level, and four times per day at 10th level.

Damage Reduction (Ex): When psionically focused and wearing heavy armor, an iron mind of 2nd level or higher gains damage reduction 1/—. This damage reduction stacks with damage reduction of the same sort (such as that of a barbarian), but not with other types. An iron mind's damage reduction improves by 1 point every three levels above 2nd (to 2/— at 5th level and 3/— at 8th).

Mind Over Body (Ex): An iron mind trains to ignore pain, focus her will, and overcome her body's natural responses through sheer willpower. Once per day, an iron mind of 3rd level or higher can use her Will save modifier in place of her Fortitude or Reflex save modifier. The save is still treated as a Fortitude or Reflex save, and the result determined as normal for such a saving throw. For example, if an iron mind had evasion and used mind over body to apply her Will save modifier to a Reflex save against a fireball in place of her normal Reflex save modifier, she would take no damage on a successful save, as normal for evasion. An iron mind can use this ability once per day at 3rd level, twice per day at 6th level, and three times per day at 9th level. Using mind over body is an immediate action (see the Swift and Immediate Actions sidebar, page 136). The iron mind must decide whether or not to use this ability before rolling the saving throw.

Mettle of Will (Ex): Beginning at 5th level, an iron mind's mental prowess allows her to shrug off many effects that would otherwise harm her. If she makes a successful Will saving throw against any spell or special ability that would normally be reduced by a successful save, she suffers no effect from the attack. This includes any effect with a saving throw entry of "Will half" or "Will partial," as well as any other attack that applies a lessened effect with a successful Will saving throw. This ability applies only when the iron mind wears heavy armor.

Lend Resolve (Ex): At 8th level and higher, an iron mind can expend her psionic focus to grant an ally within 30 feet a bonus to his Will save equal to the iron mind's class level. The iron mind must be able to see the ally in question. Using lend resolve is an immediate action (see the Swift and Immediate Actions sidebar, page 136). The iron mind must decide whether or not to use this ability before the ally rolls the saving throw.

Barbed Mind (Su): Any time a 10th-level iron mind succeeds on a Will saving throw against a mind-affecting effect, the creature that caused her to attempt the saving throw takes 1d6 points of nonlethal damage and 1 point of Wisdom damage from contacting the character's mind. This ability only applies when the iron mind wears heavy armor.

Adaptation

This prestige class is more difficult to deconstruct and modify than others because it draws on so many disparate themes: enmity toward mind controllers, the dwarven desire for collective defense, and the power of psionics. Changing any one of these elements results in a different class. For example, the drow might have a prestige class designed for protection against mind flayers, but it would eliminate the Armor Proficiency (heavy) requirement and replace the damage reduction class feature (and perhaps the lend resolve class feature) with abilities more evocative of the drow, such as better spell resistance or new spell-like abilities.

Advancement

Level BAB Fort Ref Will Special Power per Day
1st +0 +0 +0 +2 Armored mind 1/day
2nd +1 +0 +0 +3 Damage reduction 1/— +1 level of existing manifesting class
3rd +2 +1 +1 +3 Mind over body 1/day +1 level of existing manifesting class
4th +3 +1 +1 +4 Armored mind 2/day +1 level of existing manifesting class
5th +3 +1 +1 +4 Damage reduction 2/—, mettle of will +1 level of existing manifesting class
6th +4 +2 +2 +5 Mind over body 2/day
7th +5 +2 +2 +5 Armored mind 3/day +1 level of existing manifesting class
8th +6 +2 +2 +6 Damage reduction 3/—, lend resolve +1 level of existing manifesting class
9th +6 +3 +3 +6 Mind over body 3/day +1 level of existing manifesting class
10th +7 +3 +3 +7 Armored mind 4/day, barbed mind +1 level of existing manifesting class

Class skills

Skill name Key ability Trained only Armor check penalty
Autohypnosis WIS yes no
Climb STR no yes
Concentration CON no no
Craft INT no no
Jump STR no yes
Knowledge (psionics) INT yes no
Profession WIS yes no
Psicraft INT yes no
Sense Motive WIS no no
Swim STR no yes

Spells for Iron Mind

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