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Requirements
To qualify to become a war mind, a character must fulfill all the following criteria.
Skills
Knowledge (history) 4 ranks, Knowledge (arcana) 4 ranks
Incarnum
Must have a power point reserve of at least 1 point of essentia and shape one soulmeld.
Special
Must have had some instruction by another war mind of either psionic or incarnum version of this
class.
Class Skills
The war mind’s class skills (and the key ability for each skill) are Concentration (Con), Intimidate
(Cha), Knowledge (history) (Int), Knowledge (arcana) (Int), and Spellcraft.
Class Feature
All the following are class features of the war mind prestige class.
Meldshaping: You have the ability to shape a small number of soulmelds. At 2nd level, you can shape
one meld at the beginning of each day, at 6th level, you can shape up to two per day, and at 10th level
you can shape up to three per day. The maximum number of soulmelds that you can have shaped
simultaneously equals your Constitution score minus 10. You select your soulmelds from the soulborn
class list. Your meldshaper level for these soulmelds equals your warshaper warrior level, and the save
DC (if applicable) is 10 + (invested essentia x 2) + your Con modifier. This ability otherwise follows
the normal rules for meldshaping.
A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a
war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally;
however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.
At 8th level, the war mind receives a bonus feat. This feat must be chosen from among the fighter or
incarnum feats that the war mind meats the prerequisite for.
Chain of Overwhelming Force (Su)
At 10th level, a war mind learns the fourth principle of warfare for the individual combatant: to
discover the underlying violence of the world and deliver it in a perfectly executed attack. The war
mind taps into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of
damage. A war mind can use this power once per day. Activating this power is a free action. If the
attack misses, the power is wasted.