Ardent Mind


The ardent draws psionic power not from rigorous discipline and self-discovery, nor from unfettered passion, but from reflection upon the principles that govern the cosmos. They tap into their own mental wellspring through the filter of the overarching philosophies that are strongest to them.

Role: The role an ardent plays in a party is largely dependant on their choice of mantles. They can serve as the party's primary manifester, dealing with foes with directly offensive powers, or they can offer healing and support, or even augment themselves and serve as a secondary melee combatant. Though tougher, they have fewer powers known than a psion, so they tend to be more specialized.

Alignment: Any.

Hit Dice: d8

CLASS SKILLS
The ardent's class skills are Autohypnosis (Wis), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

CLASS FEATURES
The following are class features of the ardent.

Weapon and Armor Proficiency: The ardent is proficient with all simple weapons, with all types of armor (heavy, medium, light), and with shields (except tower shields).

Power Points/Day: An ardent's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Ardent. In addition, she receives bonus power points per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points, Psionics Unleashed Page 20). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: An ardent begins play knowing two ardent powers available to her based on her choice of mantles. At each additional level, she unlocks the knowledge of new powers.Choose the powers known from the ardent mantles she has selected. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow an ardent to learn powers from the lists of other classes). An ardent can manifest any power that has a power point cost equal to or lower than her manifester level.The total number of powers an ardent can manifest in a day is limited only by her daily power points.An ardent simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.The Difficulty Class for saving throws against ardent powers is 10 + the power's level + the ardent's Wisdom modifier.

Maximum Power Level Known: An ardent begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.To learn or manifest a power, an ardent must have a Wisdom score of at least 10 + the power's level.

Mantles: The first two mantles an ardent selects are her primary mantles. All others gained are secondary mantles. Primary mantles represent the two philosophies the ardent feels most strongly about and champions above all others. An ardent must maintain at least as many powers in her primary mantles as she takes in her secondary mantles, reflecting that personal allegiance. An ardent cannot choose a power from a secondary mantle if doing so would give her more powers known from that secondary mantle than she knows from either of her primary mantles.For example, an ardent has the Fate and Good mantles as primary mantles and the Law and Light and Darkness mantles as secondary mantles. When she gains a new level, she could only choose a power from one of her secondary mantles if she had fewer powers in those mantles than in either of her primary ones. The exception to this rule is that if the only choice an ardent can make at a given level would give her more powers in a secondary mantle than in a primary mantle. Under those conditions, that choice is allowed.An ardent can choose to swap the priority of two mantles—making one primary and one secondary—at 8th level, and again at 15th level. As an ardent gains experience, her worldview changes. Many find themselves more devoted to different concepts later in their careers. If an ardent knows fewer powers from a newly designated primary mantle, she must take powers known exclusively from that mantle at each of the next few levels until she has learned more powers from that mantle than the rest of the mantles she has.

Assume Psionic Mantle: An ardent chooses a pair of psionic mantles at 1st level and assumes one additional mantle at 2nd, 5th, 10th, and 15th level. Each mantle provides a list of powers (usually six or more) that an ardent can learn as she increases in level. Each mantle also provides an ardent with a special granted power. See below for a complete list of psionic mantles.Mantles represent a psionic distillation of a universal concept or philosophical idea that the ardents believe transcends the multiverse. These concepts exist beyond deities or any creation of a creature, whether mortal or immortal.An ardent can select any mantle she wants over the course of her advancement, even choosing two that seem diametrically opposed to one another, such as Good and Evil. Such ardents might seem to embody a series of contradictions, constantly seeking ways to balance (or not) the conflicting philosophies they endorse. Other ardents who pursue this approach are merely scholars seeking to understand these powerful universal truths. An ardent with both the Good and Evil (or Law and Chaos) mantles might share one or none of those alignment factors.

Favored Mantle (Ex): At 11th level, choose one of your primary mantles. Powers from that mantle now cost one less power point to manifest, at a minimum of 1 power point. Thus, unaugmented 2nd level powers would cost 2 power points rather than 3, but unagumented 1st level powers would still cost 1 power point.At 20th level, you gain this benefit with your other primary mantle as well.


 Level     BAB Fort Reflex Will Special
 1st +0 +2 +0 +2Assume psionic mantles (2), Psychic Aura 5'
2nd  +1 +3 +0 +3Divine Grace 
3rd  +1 +3 +1 +3Psychic Aura 10' 
4th  +2 +4 +1 +4Expanded knowledge 
5th  +2 +4 +1 +4Assume psionic mantle, Psychic Aura 15'
6th  +3 +5 +2 +5Change Aura 
7th  +3 +5 +2 +5Psychic Aura 20' 
 8th +4 +6 +2 +6 
 9th +4 +6 +3 +6Psychic Aura 25' 
 10th +5 +7 +3 +7Assume Psychic Mantle, 2nd Aura 
 11th +5 +7 +3 +7Psychic Aura 30'
 12th +6/+1 +8 +4 +8Change Aura 
 13th +6/+1 +8 +4 +8Psychic Aura 35' 
 14th +7/+2 +9 +4 +9 
 15th +7/+2 +9 +5 +9Assume Psionic Mantle, Psychic Aura 40' 
 16th +8/+3 +10 +5 +10 
 17th +8/+3 +10 +5 +10Psychic Aura 45' 
18th  +9/+4 +11 +6 +11Change Aura 
19th  +9/+4 +11 +6 +11Psychic Aura 50' 
20th +10/+5 +12 +6 +12Assume Psionic Mantle, 3rd Aura 


  Power
Points
 Powers Known Max Power Level
 1st 2 -
 2nd 6 1st
 3rd 11 1st
 4th 17 2nd
 5th 253 2nd
 6th 35 3rd
 7th 46 3rd
8th  58 4 4th
9th  62 5 4th
 10th 78 5 5th
 11th85  6 5th
12th 97  66th 
13th112  6th
 14th 126 7th
 15th 145 7th
 16th 1648th 
17th  17798th 
18th  1979th 
 19th 210 109th 
 20th 224 109th 

Psychic Aura: A 1st-level divine mind continuously projects an aura of psionic power that aids both herself and allies nearby. This psychic aura has a 5-foot radius at 1st level. For every two class levels thereafter, the aura's radius extends an extra 5 feet to a maximum of 50 feet at 19th level. 

The divine mind can choose from three different auras -- attack, defense, and perception. An aura adds a numerical bonus to certain rolls and checks, as noted in the class description. At 1st level, the bonus is +1. For every five class levels the divine mind gains, the bonus increases by +1 to a maximum of +4 at 20th level. 

A divine mind's mantles (see below) add more auras she can employ. At 10th level, a divine mind can have two auras active at once. At 20th level, the divine mind can have three auras active at once. At 1st level, a divine mind can change the aura she projects by expending her psionic focus and focusing for one full round. Beginning at 8th level, a divine mind can change an active aura as a standard action. At 14th level, a divine mind can change an active aura as a move action. At 18th level, a divine mind can change an active aura as a swift action.




Skill Focus (Concentration): Battle meditants of 6th level gain Skill Focus (Concentration) as a bonus feat. If he already possesses this feat, he gains no benefit.


Meditant Movement (Su): Battle meditants of 12th level or higher may add their Wisdom modifier in lieu of his Dexterity modifier to his armor class both when meditating and maintaining a psionic focus as a Dodge bonus to his armor class. Meditants using this ability can only be considered flat-footed against characters that can deal a number of sneak attack dice equal one-fourth of the Battle meditant’s class levels or higher.
Subpages (2): Mantles Psychic Aura
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