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Author Topic: Battlemind [3.5 Baseclass]  (Read 483 times)
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cooperflood
Ring-Tailed Lemur
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Posts: 25



« on: December 02, 2010, 04:59:07 PM »

Battlemind



Hit Die: d8
BAB: Good
Fort: Good
Ref: Poor
Will: Good

Class Skills (4 + Int modifier per level, x4 at 1st level): 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).

1 Mindblade
2 Battle Tactics
3 Enhanced Mindblade
4 Battle Tactics
5 Master of Initiative
6 Battle Tactics
7 Quick Mindblade
8 Battle Tactics
9 Battle Master
10 Battle Tactics
11 Versatile Tactican
12 Battle Tactics
13 Whirlwind of Battle
14 Battle Tactics
15 Superior Mindblade
16 Battle Tactics
17 Might is Right
18 Battle Tactics
19 Tactical Ambush
20 Battle Tactics

Class Features
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 psionic 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.  Additionally 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): 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): 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): 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.
« Last Edit: December 03, 2010, 04:32:56 PM by cooperflood » Logged
RobbyPants
Organ Grinder
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Posts: 7139



« Reply #1 on: December 03, 2010, 07:50:37 AM »

So, it looks like a fighter//soul blade gestalt, but far less sucky.  All in all, I like the concept. Big Grin


Mindblade (Su):  As a move action, a battlemind can create a single weapon of solid psionic 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 down (+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. 
Can you bring your actual enhancement bonus above +5?  I know given how Enhanced Mindblade works, it makes sense to have to total bonus go above 5 for allocating to abilities, but if you choose no abilities, how high can the bonus get?


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.
Nice.  I like the retraining aspect.


Enhanced Mindblade (Su): A battlemind can forgo some of his enhancement bonus when creating his mindblade day 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 up whose value does not exceed the enhancement bonus he decides to give up.  Additionally these enchantments may not have any abilities that can only be a limited number of times per day.
I like this.  My only complaint is you give it out at level 3 and it's literally impossible to use until level 4 (when you'd need a net +2 bonus to be able to pick up a +1 ability and still have your weapon have a minimum +1 enhancement bonus).


Battle Master (Ex): 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.
Cool.  Can you do this more than once in a round?  It's probably not overpowered to allow it.  I'm just curious.


Whirlwind of Battle (Ex): 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).
I like this a lot.


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 .
This could be awesome as hell.  It will mess with the rest of your magic swag, but it will also mess with a lot of other stuff that didn't think to buy a shrunken metal hat.
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cooperflood
Ring-Tailed Lemur
**
Posts: 25



« Reply #2 on: December 03, 2010, 02:38:20 PM »

So, it looks like a fighter//soul blade gestalt, but far less sucky.  All in all, I like the concept. Big Grin

I basically wanted a fighter type class that was very flexible, but it's hard to be flexible when you're locked into a specific weapon.  By combining retrainable feats, with an improved soulknife a battlemind can be a solid archer in one encounter, a super-charger in the next, and a chaingun tripper 10 minutes later.  My intent was to be Tier 3, do you I accomplished that?

Can you bring your actual enhancement bonus above +5?  I know given how Enhanced Mindblade works, it makes sense to have to total bonus go above 5 for allocating to abilities, but if you choose no abilities, how high can the bonus get?

My intent was to allow +10 enhancement bonus if you wanted.  I should add some language specifying that, even though it probably it's strictly necessary.

My only complaint is you give it out at level 3 and it's literally impossible to use until level 4 (when you'd need a net +2 bonus to be able to pick up a +1 ability and still have your weapon have a minimum +1 enhancement bonus).

You should actually gain a net +2 at level 3. It was suppose to say rounded up.  I got the text wrong, but the example right.

Cool.  Can you do this more than once in a round?  It's probably not overpowered to allow it.  I'm just curious.

Yes, you can take as many 5ft steps as circumstances allow.

I like this a lot.

This or something similar should almost be required for most of the more traditional martial classes.  They are too reliant on Full-Attacking for them not to be able to do so consistently.

This could be awesome as hell.  It will mess with the rest of your magic swag, but it will also mess with a lot of other stuff that didn't think to buy a shrunken metal hat.

Inspired by the Runescarred Berserker (UA).
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Carnap
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Posts: 110


« Reply #3 on: March 11, 2011, 02:53:51 PM »

Hey, my name is Carnap and I'm you friendly neighborhood thread necromancer.

So I like this class a lot, but it lacks an edge. Bonus feats and few cool class features are too little.
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