(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.
ABILITIES:
Level
1: Armoured Mind 1/day - Expend Psionic focus to add a bonus to a single saving throw.
2: Damage Reduction 1/-
3: Mind Over Body 1/day - The Iron Mind can use her Will save in place of a Fortitude or Reflex save.
4: Armoured Mind 2/day
5: Damage Reduction 2/-, Mettle of Will - If she succeeds on any spell with "Will half" or "Will partial", she suffers no effect from the spell or power.
6: Mind Over Body 2/day
7: Armoured Mind 3/day
8: Damage Reduction 3/-, Lend Resolve - You may expend psionic focus to grant an ally a bonus on Will saves equal to your class level.
9: Mind Over Body 2/day
10: Armoured Mind 4/day, Barbed Mind - Any time you succeed at a Will save against a mind-affecting effect, the caster takes 1d6 points of damage and 1 Wisdom damage.
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.