Wildmind (3.5e Class)
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A mind full of wild talent and primal psychic fury, the Wildmind is a combination of Wilder, War Mind and Wrathmind. 20 1 Moderate Good Poor Good Psionics, Other Other
Wildmind[edit]
Much like a Wrathmind, the Wildmind is a creature of rage-filled psionic power, and expresses it differently than the aforementioned class, instead being more similar to a Wilder in design.
Making a Wildmind[edit]
Abilities: Strength and Charisma are needed to make you a destructive force of pain on the battlefield, while Constitution helps you take some pain as well. Dexterity helps with your mediocre AC, making Intelligence and Wisdom your least-important stats, mechanically.
Races: Any.
Alignment: Any non-Lawful.
Starting Gold: 5d4×10 gp (125 gp).
Starting Age: Simple.
Level | Base Attack Bonus |
Saving Throws | Special | Fury Points/Day |
Powers Known |
Maximum Power Level Known | |||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +2 | +0 | +2 | Fury +1, Work Up, Mantra of Personal Superiority | 1 | 1 | 1 | |||||||||||||||||||||||||||||||||
2nd | +1 | +3 | +0 | +3 | Ego Shield, Elude Touch | 3 | 1 | 1 | |||||||||||||||||||||||||||||||||
3rd | +2 | +3 | +1 | +3 | No Fear, Uncanny Dodge, Mantra of Defensive Posture | 5 | 2 | 1 | |||||||||||||||||||||||||||||||||
4th | +3 | +4 | +1 | +4 | Fury +2, Surging Euphoria | 7 | 3 | 2 | |||||||||||||||||||||||||||||||||
5th | +3 | +4 | +1 | +4 | Volatile Mind, Quick To Anger | 9 | 3 | 2 | |||||||||||||||||||||||||||||||||
6th | +4 | +5 | +2 | +5 | Elude Blast, Mantra of the Sweeping Strike | 11 | 4 | 2 | |||||||||||||||||||||||||||||||||
7th | +5 | +5 | +2 | +5 | Power Reduction 5, Fury +3 | 13 | 5 | 3 | |||||||||||||||||||||||||||||||||
8th | +6/+1 | +6 | +2 | +6 | Volatile Backlash, Improved Fury | 15 | 5 | 3 | |||||||||||||||||||||||||||||||||
9th | +6/+1 | +6 | +3 | +6 | No Sorrow, Mantra of the Enduring Body | 17 | 6 | 3 | |||||||||||||||||||||||||||||||||
10th | +7/+2 | +7 | +3 | +7 | Tireless Fury, Mettle | 19 | 7 | 4 | |||||||||||||||||||||||||||||||||
11th | +8/+3 | +7 | +3 | +7 | Disruptive Aura, Fury +4 | 21 | 7 | 4 | |||||||||||||||||||||||||||||||||
12th | +9/+4 | +8 | +4 | +8 | Mantra of Overwhelming Force, Boundless Elusion | 23 | 8 | 4 | |||||||||||||||||||||||||||||||||
13th | +9/+4 | +8 | +4 | +8 | Power Reduction 10, Greater Fury | 25 | 9 | 5 | |||||||||||||||||||||||||||||||||
14th | +10/+5 | +9 | +4 | +9 | 27 | 9 | 5 | ||||||||||||||||||||||||||||||||||
15th | +11/+6/+1 | +9 | +5 | +9 | No Death, Fury +5 | 29 | 10 | 5 | |||||||||||||||||||||||||||||||||
16th | +12/+7/+2 | +10 | +5 | +10 | 31 | 11 | 6 | ||||||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +10 | +5 | +10 | 33 | 11 | 6 | ||||||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +11 | +6 | +11 | 35 | 12 | 6 | ||||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +11 | +6 | +11 | Fury +6, Power Reduction 15 | 37 | 13 | 6 | |||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +12 | +6 | +12 | Mighty Fury | 39 | 13 | 6 | |||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Wildmind.
Weapon and Armor Proficiency: Wildminds are proficient with all simple and martial weapons, with light and medium armor, and with shields (But not tower shields).
Fury Points/Day: A Wildmind’s ability to manifest powers is limited by the Fury Points he has available; Fury points work like Power Points, but can only be used to manifest and augment Wildmind powers and abilities, but Power Points can also be used to manifest and augment Wildmind powers and abilities. His base daily allotment of fury Points is given on Table: Wildmind. In addition, he receives bonus Fury Points per day if he has a high Strength score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus Power Points per day, as may certain feats and items.
Powers Known: The save DC of a Wildmind's Powers is equal to 10 + the Power's level + the Wildmind's Charisma modifier. Wildminds choose their powers from the Psychic Warrior power list.
Maximum Power Level Known: This column determines the highest level power a Wildmind can learn at this level. To learn or manifest a power, a Wildmind must have a Charisma score of at least 10 + the power’s level.
Fury (Ex): As a free action, the Wildmind can expend his Psionic Focus to fly into a form of rage. During this Fury, the Wildmind temporarily gains a +2 bonus to Strength and Charisma, +1 bonus to Manifester Level, and treats his BAB gained from Wildmind levels as equal to his Wildmind level instead of its normal value. Additionally, he gains one temporary Fury Point per round; These stack, but a Wildmind can only have a maximum number of temporary Fury Points gained in this way equal to their manifester level (Including the bonus from Fury). Any temporary Fury Points remaining when Fury ends (If Psychic Enervation does not occur) are added to your daily Fury Point pool, as your rage lingers to fuel your psionics.
While in Fury, the Wildmind can't use any Intelligence-, Dexterity- or Charisma-based skills, except Balance, Escape Artist, Intimidate and Ride. They also can't use Combat Expertise, metamagic or item creation feats, nor can they cast spells, but they can manifest their Wildmind Powers and abilities, thought this requires a Concentration check in order to do so (DC 15 + twice the number of Fury Points spent on the Power), and Powers gained from other classes, as well as other magic and psionic items (Like dorjes and scrolls), are impossible to use while in Fury. If the Wildmind fails their Concentration check made to manifest a Power, the rage ends as if cancelled, and they automatically suffer Psychic Enervation.
A Wildmind can remain in Fury for up to 1 round per class level, plus 1 round per point of Constitution bonus they have; Ending Fury is a free action. When Fury ends, they have a chance to suffer Psychic Enervation (See below), and are Fatigued (Bypassing all immunity) for 2 rounds for every round they were in Fury - So a Wildmind who used Fury for 3 rounds would be fatigued for 6 rounds. Fury has no limit of daily uses, but cannot be activated when Fatigued. Unlike normal Wild Surge, you can use Fury with the Overchannel feat, but doing so automatically incurs Psychic Enervation.
At 4th, 7th, 11th, 15th and 19th level, the number of temporary Fury points gained per round, as well as the potential bonus to Manifest level, both increase by +1. You can choose, when you begin your Fury, how much of the bonus to manifester level to use (Though you can never reduce it below +1).
At 8th, 13th and 20th level, the bonus to Strength and Charisma increase by +2, up to a total of +8 at 20th level.
Fury counts as Rage and Wild Surge for the purposes of prerequisites (Every +1 for Fury being equal to Rage 1/day and Wild Surge +1), and feats that only function during Rage, Frenzy or Wrath function during Fury as well.
Psychic Enervation (Ex): Pushing yourself into a psionic rage using Fury is dangerous. When Fury ends, you have a chance to suffer Psychic Enervation; This chance is 5% per point of Manifester Level increase granted by Fury. When Psychic Enervation occurs, you're Dazed for 1d4 rounds (No saving throw, ignores immunity to Dazing) and you lose a number of Fury Points equal to your Manifester Level.
Work Up (Ex): As the Wrathmind class feature of the same name, as a Standard Action, you can grant yourself a Morale bonus to your next attack roll equal to twice your class level (Minimum of +8). You can also grant this bonus to an ally within 30ft, though its value is cut in half (Minimum +4), but doing so also grants them the opportunity to make a single attack instantly, even though it's not their turn.
Mantras (Su): Over your career as a Wildmind, you learn to tap into the primal, collective mind of conflict and battle when you focus your mind, granting you a number of abilities. These function as Mantras, and each one counts as a Mantra feat for the purpose of prerequisites. You can only use one Mantra at a time, and Mantras cannot be used at the same time as Fury - Fury cancels all active Mantras without granting their normal effects, and you cannot activate a Mantra during Fury.
At 1st level, when you gain Psionic Focus, you can choose to increase the Concentration check DC by +5 in order to gain the benefits of the Mantra of Personal Superiority. If you succeed, you gain a +2 Insight bonus on Strength and Constitution for up to 1 minute, so long as you maintain Psionic Focus. You can also, at any point while this Mantra is active, expend your Psionic Focus as an immediate action to end the Mantra. In doing so, you end its normal benefits, instead gaining an Insight bonus to Strength and Constitution equal to your class level (Min +4) until the beginning of your next turn.
At 3rd level, when you gain Psionic Focus, you can choose to increase the Concentration DC by +5 in order to gain the benefits of the Mantra of Defensive Posture. If you succeed, you gain a +2 Insight bonus to AC for up to 1 minute, so long as you maintain Psionic Focus. You can also, at any point while this Mantra is active, expend your Psionic Focus as an immediate action to end the Mantra. In doing so, you end its normal benefits, instead gaining an Insight bonus to AC equal to 1/2 your class level (Min +4) until the beginning of your next turn.
At 6th level, when you gain Psionic Focus, you can choose to increase the Concentration DC by +5 in order to gain the benefits of the Mantra of the Sweeping Strike. If you succeed, you gain Sweeping Strike for up to 1 minute, so long as you maintain Psionic Focus. Sweeping Strike allows all of your melee attacks, including attacks of opportunity and Cleave attempts, to strike a second target in addition to their primary target, though any secondary target has to be both within your melee reach and adjacent to the primary target. You can also, at any point while this Mantra is active, expend your Psionic Focus as a standard action to end the Mantra. In doing so, you end its normal benefits, instead making a single melee attack and applying it to the AC of each target within your melee reach.
At 9th level, when you gain Psionic Focus, you can choose to increase the Concentration DC by +5 in order to gain the benefits of the Mantra of the Enduring Body. If you succeed, you gain DR 1/- for up to 1 minute, so long as you maintain Psionic Focus. You can also, at any point while this Mantra is active, expend your Psionic Focus as an immediate action to end the Mantra. In doing so, you end its normal benefits, instead gaining DR X/-, where X is equal to 1/3 your class level (Min 2) until the beginning of your next turn.
At 12th level, when you gain Psionic Focus, you can choose to increase the Concentration DC by +5 in order to gain the benefits of the Mantra of Overwhelming Force. If you succeed, your melee attacks deal additional damage equal to the weapon's normal base damage for up to 1 minute, so long as you maintain Psionic Focus. You can also, at any point while this Mantra is active, expend your Psionic Focus as a swift action to end the Mantra. In doing so, you end its normal benefits, instead adding +1d6 damage per Manifester level to your next single melee attack made within 1 minute.
Ego Shield (Su): Beginning at 2nd level, the Wildmind adds their Charisma modifier as a bonus to Will saves. This doesn't stack with any other effect that adds Charisma to your Will saves.
Elude Touch (Ex): Beginning at 2nd level, the Wildmind's intuition allows them to get out of the way of unusual attacks. This grants the Wildmind a bonus to AC against Touch Attacks (Including rays and incorporeal touch attacks) equal to their Charisma modifier. However, their Touch AC can never exceed their normal AC by means of this class feature.
Beginning at 6th level, you also add your Charisma as a bonus to Reflex saving throws, which doesn't stack with other effects that allow you to add your Charisma bonus to Reflex saves.
Beginning at 12th level, your Touch AC gained by this feature is no longer capped by your normal AC.
No Fear (Ex): At 3rd level, the Wildmind gains immunity to fear.
Uncanny Dodge (Ex): Beginning at 3rd level, the Wildmind gains Uncanny Dodge. At 5th level, or if they already possess Uncanny Dodge from another source, they gain Improved Uncanny Dodge.
Surging Euphoria (Ex): Beginning at 3rd level, whenever Fury ends and you don't suffer Psychic Enervation, you gain a bonus on attack rolls, damage rolls and saving throws equal to the manifester level increase granted to you by that instance of Fury. The bonus lasts for 1 round per +1 of the manifester level increase.
Volatile Mind (Ex): Any Telepathy power manifested on a Wildmind of 5th level or higher costs an additional number of Power Points equal to the maximum Manifester Level increase they could gain from their Fury. This can force the manifester to exceed the usual limit of power points per manifester level, and doesn't augment the Power; Instead, these power points are simply wasted. If the added cost from Volatile Mind would increase the cost of the power beyond the number of power points the manifester has, then the rest of the manifester's power points are depleted and the power simply fails.
At 8th level, your mind lashes back when someone tries to enter it using a Telepathy power. In addition to the usual cost, when a Telepathy power is manifested on a Wildmind of 8th level or higher, the manifester of the Telepathy power suffers 1 point of ability damage to their manifesting ability score (The ability score that determines the save DC for their Powers) per +1 manifester level you could gain from your Fury. The manifester can attempt a Will save (DC 10 + 1/2 Wildmind's manifester level + Wildmind's Charisma modifier) to avoid the ability damage. however.
So, if a Psion manifests a Telepathy power on an 11th-level Wildmind, the power would cost 4 more power points than usual, and the Psion would suffer 4 points of damage to their Intelligence score, unless they succeed the Will save.
Quick To Anger (Ex): Beginning at 5th level, whenever you expend your Psionic Focus to end a Mantra early, you can also enter Fury as part of the same action. In the case of the Mantras of Personal Superiority, Defensive Posture and the Enduring Body, this allows you to enter Fury as an immediate action. This cannot be done if you are Fatigued or Exhausted, and at the end of a Fury that was entered via this ability, you are Exhausted for 3 rounds before the Fatigue duration begins. Thus if you expended the Mantra of Defensive Posture to gain a bonus to AC and enter Fury, and remained in Fury for 3 rounds, you would be Exhausted for 3 rounds after the Fury ended, then Fatigued for another 6 rounds.
Power Reduction (Ex): Beginning at 7th level, you reduce the damage you take from psionic powers and abilities, regardless of damage type, by 5. This only applies to hit point damage, not damage to your ability scores or etc., and increases to a reduction of 10 at 13th level, and to 15 at 19th level.
No Sorrow (Ex): Beginning at 9th level, you are immune to despair and other negative emotions, making you immune to morale penalties. Additionally, the value of any Morale bonus granted to you, so long as you didn't generate it, is increased by +2.
Tireless Fury (Ex): Beginning at 10th level, when determining how long you are fatigued after your Fury ends, you reduce the duration of your Fury by 1 round for every +1 manifester level you can potentially gain by entering Fury - Thus at 11th level, you treat your Fury as 4 rounds shorter than it was for the purposes of determining the duration of your Fatigue. If this reduction reduces the "counted" duration of your Fury to or below 0 (Such as being in Fury for 4 rounds or less at 11th level), you're only Fatigued for 1 round.
Mettle (Ex): Beginning at 10th level, making a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save, such as a spell with a saving throw entry of Will half or Fortitude partial, negates the effect entirely.
Disruptive Aura (Su): Beginning at 11th level, your mind is so tumultuous that it disrupts those around you. Manifesters and spellcasters within 10 ft. of the Wildmind must make a concentration check of 10 + 1/2 the Wildmind's class level + Charisma bonus, or lose the spell or power as if they were distracted.
No Death (Ex): Beginning at 15th level, the Wildmind's anger persists beyond even death. If slain through hit point damage (and not by a death effect or other non-hp effect), the Wildmind immediately enters a free Fury state (Even if they were Fatigued) and continues to fight for 1 round per point of Charisma bonus. No amount of hit point damage will take down the Wildmind in this state, and they receive their Charisma bonus as a morale bonus to their attack rolls, damage rolls, and saving throws. Regardless if the Wildmind has been healed above -10 by the end of the duration, they still die at the end. Effects which destroy the body, such as disintegrate, prevent them from entering a state of No Death. This ability may be used a maximum of 1/week.
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Article Balance | Very High + |
Author | Zhenra-Khal + |
Base Attack Bonus Progression | Moderate + |
Class Ability | Psionics + and Other + |
Class Ability Progression | Other + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 1 + |
Rating | Undiscussed + |
Reflex Save Progression | Poor + |
Skill | Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Intimidate +, Jump +, Knowledge +, Listen +, Profession +, Psicraft +, Ride +, Search +, Sense Motive +, Spot +, Survival +, Swim + and Tumble + |
Skill Points | 4 + |
Summary | A mind full of wild talent and primal psychic fury, the Wildmind is a combination of Wilder, War Mind and Wrathmind. + |
Title | Wildmind + |
Will Save Progression | Good + |