Iron Mind
(PRESTIGE CLASS)
Elite warriors trained to resist mental compulsions of all kinds, members of the Iron Mind class defend dwarf and gnome kingdoms against intrusions by mind flayers, dark elf enchanters, and the like. An Iron Mind becomes one with her armour, and its presence protects her from mental assault as thoroughly as it wards against physical blows. Iron Minds combine the protection and assurance that their armour provides with rigorous training to overcome physical injury through mental power into one seamless fighting technique.
- Hit Die: d10
- Proficiencies: An Iron Mind gains no additional proficiencies.
- Skill Points: 2 + Int Modifier
REQUIREMENTS:
Feats: Invest Armour, Armour Proficiency (Heavy), Iron Will.
Skills: Concentration 8 ranks.
Manifesting: Must be able to manifest 1st level powers.
Base Attack Bonus: +3.
BONUS MANIFESTING:
Upon reaching levels 2, 3, 4, 5, 7, 8, 9, 10 the Iron Mind gains a new manifester level, increasing his power points, total powers known, and maximum power level.
Skills
Class Skills | Cross-Class Skills |
---|---|
Abilities, Bonus Feats, and Saving Throws
Level | BAB | Fortitude | Reflex | Will | Abilities | Feats Granted | Bonus Feat |
---|---|---|---|---|---|---|---|
1 | 0 | 0 | 0 | 2 |
|
0 | |
2 | 1 | 0 | 0 | 3 |
|
0 | |
3 | 2 | 1 | 1 | 3 |
|
0 | |
4 | 3 | 1 | 1 | 4 |
|
0 | |
5 | 3 | 1 | 1 | 4 |
|
0 | |
6 | 4 | 2 | 2 | 5 |
|
0 | |
7 | 5 | 2 | 2 | 5 |
|
0 | |
8 | 6 | 2 | 2 | 6 |
|
0 | |
9 | 6 | 3 | 3 | 6 |
|
0 | |
10 | 7 | 3 | 3 | 7 |
|
0 |