User:MisterSinister/Sublime Battlemind

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Author: MisterSinister (talk)
Date Created: 8th June 2011
Status: Mechanically complete
Editing: Clarity edits only please
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Sublime Battlemind[edit]

"Reality is what you believe." "Free up your mind, and you will see the truth." "Peer behind the veil, and the workings become obvious." These common sayings hide within them a truth that few become aware of - the fact that reality is a thin and fragile thing, the manipulation of which is easier than anyone would think. Reality is but a game, and as will all games, it has rules. But like all rules, some of these can be bent, and others can be broken.

Not all have the capability to do this - many simply lack the imagination or strength of will, while others are unwilling to take on the work required to gain such capabilities. However, those that do become mighty individuals, using the psionic arts to control reality and make it do their bidding. Others, however, choose to take a different path, using their bodies and minds for battle and warfare, becoming better than any 'conventional' warrior could be. These are the Sublime battleminds, and they are truly feared, for they bolster their capable minds and their abilities by their training in the Sublime Way.

Sublime battleminds represent a relatively new development in the Sublime Way, as they represent a 'merging' of the techniques of psionics and martial maneuvers which have not been integrated to this degree previously. While many swordsages and battle minds are intently studying how precisely the followers of this new method of fighting approach what they do, so far, only the Sublime battleminds know the full secret - and as they say, the safest place for anything is inside the mind.

Making a Sublime Battlemind[edit]

[stuff to come here]

Abilities: [stuff to come here]

Races: [stuff to come here]

Alignment: [stuff to come here]

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Complex

Table: The Sublime Battlemind

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Maneuvers Known Maneuvers Granted Stances Known
Fort Ref Will
1st +1 +0 +2 +2 Mental acrobat, trance 9 2 + 1 per round 2
2nd +2 +0 +3 +3 Mental weapon, speed of the mind 10 2 + 1 per round 2
3rd +3 +1 +3 +3 11 2 + 1 per round 3
4th +4 +1 +4 +4 12 2 + 1 per round 3
5th +5 +1 +4 +4 13 2 + 1 per round 4
6th +6 +2 +5 +5 14 2 + 1 per round 4
7th +7 +2 +5 +5 15 2 + 1 per round 5
8th +8 +2 +6 +6 16 3 + 1 per round 5
9th +9 +3 +6 +6 17 3 + 1 per round 6
10th +10 +3 +7 +7 18 3 + 1 per round 6
11th +11 +3 +7 +7 19 3 + 1 per round 7
12th +12 +4 +8 +8 20 3 + 1 per round 7
13th +13 +4 +8 +8 21 3 + 1 per round 8
14th +14 +4 +9 +9 22 3 + 1 per round 8
15th +15 +5 +9 +9 23 3 + 1 per round 9
16th +16 +5 +10 +10 24 3 + 2 per round 9
17th +17 +5 +10 +10 25 3 + 2 per round 10
18th +18 +6 +11 +11 26 3 + 2 per round 10
19th +19 +6 +11 +11 27 3 + 2 per round 11
20th +20 +6 +12 +12 28 3 + 2 per round 11

Class Skills (6 + Int modifier per level, ×4 at 1st level)
[add in class skills] Balance (Dex), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Sublime battlemind.

Weapon and Armor Proficiency: Sublime battleminds are proficient with all simple and martial weapons, as well as with their mental weapons (see below). They are proficient with no armour or shields.

Maneuvers: A Sublime battlemind has access to the Sublime Way in the form of maneuvers. They have access to the Anima River, Diamond Mind ToB, Infinite Lotus and Mental Grip disciplines. Their initiator level for their maneuvers is always equal to their character level, and the DCs for their maneuvers are equal to 10 + 1/2 the Sublime battlemind's character level + the Sublime battlemind's Intelligence modifier. They start off knowing nine maneuvers and two stances, and learn more, as described on Table: The Sublime Battlemind.

While they may know many maneuvers, they cannot call upon all of them at the same time. By spending 15 minutes practicing and concentrating, the Sublime battlemind can prepare (make available for use) six of their maneuvers. Note that stances never need to be prepared in this manner - they are always available for use.

When a Sublime battlemind trances (see below), they are granted a number of their maneuvers initially (normally 2, but improves to 3 at 9th level). These 'granted' maneuvers are determined randomly when the trance begins from among the maneuvers the Sublime battlemind had readied, as these come to them in moments of perfect clarity. At the beginning of each subsequent round of trance, they are granted an additional maneuver (an additional two starting from 16th level).

A Sublime battlemind can only use maneuvers that are both readied and granted to them. If they use a granted and readied maneuver, it becomes 'expended', which makes it no longer granted, and returns it to the 'pool' of maneuvers available to be granted at random to the Sublime battlemind as they trance. If the rage ends, all maneuvers become expended. If the Sublime battlemind ever has all of their maneuvers granted to them, on the next round, they all become expended, and their initial granted number is randomly granted to them again, as if the trance had just begun.

Starting at 3rd level, and every odd-numbered class level after that, a Sublime battlemind can replace a maneuver or stance they know with another maneuver or stance that they could have learned at that level.

Mental Acrobat: A Sublime battlemind has honed their body and mind, by rejecting the reality that others would impose and making it their own. A Sublime battlemind always has ranks in Autohypnosis and Tumble equal to their class level + 3 without needing to spend skill points. Note that this can never give them more ranks in either skill than their normal maximum.

Additionally, the Sublime battlemind has Two-Weapon Fighting as a bonus feat.

Lastly, the Sublime battlemind receives a +4 armour bonus to AC, but only while unarmoured and not carrying more than a light load. At every odd-numbered character level after 1st, this receives a +1 enhancement bonus to its AC bonus (+1 at 3rd, +2 at 5th, etc).

A Sublime battlemind who multiclasses permanently loses both the bonus feat and the AC bonus granted by this ability. If the Sublime battlemind had five or more levels in this class, they retain these abilities even when multiclassed.

Trance (Ex): In any situation where the Sublime battlemind could not 'take 10' on a skill check, they can spend a swift action to enter a highly-focused, highly-aware state, where time seems to slow and reality seems to bend a little. While in trance, they are granted maneuvers (see above). They also receive a +2 insight bonus on attack rolls, and a +2 insight bonus on Reflex saves, and a +2 insight bonus to AC. They also receive a +2 morale bonus on any Strength and Dexterity-based checks they have to make, and may make an additional attack per round at their highest attack bonus. If they choose to make this extra attack, all attacks they make that round have a -2 penalty on their attack roll.

While trancing, a Sublime battlemind may not cast spells, activate magic items, use spell-like abilities, or drop their weapons or shield (which includes dismissing their mental weapons). When the situation changes so that the Sublime battlemind can 'take 10' on a skill check again, the trance ends, and cannot be used until 10 minutes pass. The Sublime battlemind can voluntarily end their trance prematurely by making a DC 20 Will save.

Mental Weapon (Su): From 2nd level, a Sublime battlemind gains sufficient focus and training to manifest weapons made out of the power of their mind.

Leader Of The Tribes Follower Numbers and CR
BAB + Wisdom modifier Follower CRs and Number
0.5 ½ 1 10.5 ½ 2 20.5 ½ 3 4 5 6 7 8 9 10
1 1 - - - - - - - - - - - -
2 1 - - - - - - - - - - - -
3 1 - - - - - - - - - - - -
4 2 - - - - - - - - - - - -
5 2 1 - - - - - - - - - - -
6 3 1 - - - - - - - - - - -
7 4 2 1 - - - - - - - - - -
8 6 3 1 - - - - - - - - - -
9 8 4 2 1 - - - - - - - - -
10 12 6 3 2 1 - - - - - - - -
11 16 8 4 3 2 1 - - - - - - -
12 20 10 5 4 3 2 1 - - - - - -
13 30 15 9 8 7 6 3 1 - - - - -
14 42 21 10 9 8 7 3 1 - - - - -
15 56 28 14 13 12 11 5 2 1 - - - -
16 70 35 17 16 15 14 7 3 1 - - - -
17 80 40 20 19 18 17 8 4 2 1 - - -
18 90 45 22 21 20 19 9 4 2 2 - - -
19 100 50 25 24 23 22 11 6 3 2 1 - -
20 120 60 30 28 26 24 12 6 4 2 2 - -
21 150 75 35 30 28 26 13 7 5 3 2 1 -
22 175 80 40 35 30 28 14 7 5 3 2 2 -
23 200 100 50 40 35 30 15 8 5 3 2 2 1
24 250 125 60 50 40 35 17 8 6 4 3 2 2
25 275 130 65 60 50 40 20 10 6 4 4 3 2
26 300 150 75 65 60 50 25 12 6 5 4 3 3
27 or higher 350 175 80 75 65 60 30 15 7 5 4 3 3






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