Battle Meditant (3.5e Class)
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 Battle Meditant
Battle meditants are beings that use their psychic abilities to morally support their allies via the psyche. Through their psychic auras, they instill confidence and competence to whomever they deem worthy.
 Making a Battle Meditant
Beings drawn to the battle meditant class are generally kind, soft-spoken, and supportive individuals.
Battle meditants are next to nothing without another that they can support. The do posses a limited manifesting ability; however, this ability is far inferior to many others in progression.
Abilities: Intelligence determines how powerful a power a battle meditant can manifest, how many powers he can manifest and how hard those powers are to resist. Intelligence also determines how potent a battle meditant's aura(s) can be. Constitution determines how hardy the battle meditant is, as well as in modifying checks to achieve and maintain a psionic focus.
Races: Any naturally psionic race has a possibility of becoming a battle meditant. However, the empathic characteristics required by the class make Thri-Kreen, Dromite, or Maenad battle meditants rare. Among non-psionic races, the class is unlikely a choice for any, and virtually unheard of amongst non-humanoids.
Starting Gold: 3d4×10 gp (75 gp).
Starting Age: Complex.
|Level 1|| Base
|Saving Throws||Special|| Power
| Maximum Power|
|1st||+0||+2||+0||+2||Psychic Aura (2), 20ft||2||0||-|
|3rd||+1||+3||+1||+3||Psychic Aura, 25ft||11||1||1st|
|5th||+2||+4||+1||+4||Psychic Aura, 30ft||25||2||2nd|
|6th||+3||+5||+2||+5||Skill Focus (Concentration)||35||3||3rd|
|7th||+3||+5||+2||+5||Psychic Aura, 35ft||46||3||3rd|
|9th||+4||+6||+3||+6||Psychic Aura, 40ft||72||4||4th|
|11th||+5||+7||+3||+7||Psychic Aura, 45ft||106||5||5th|
|13th||+6/+1||+8||+4||+8||Psychic Aura, 50ft||147||6||6th|
|15th||+7/+2||+9||+5||+9||Psychic Aura, 55ft||195||7||7th|
|17th||+8/+3||+10||+5||+10||Psychic Aura, 60ft||250||8||8th|
|19th||+9/+4||+11||+6||+11||Psychic Aura, 65ft||311||9||9th|
 Class Features
All of the following are class features of the battle meditant.
Weapon and Armor Proficiency: Battle meditants are proficient with the club, dagger, heavy crossbow, light crossbow,quarter staff, and shortspear. Battle meditants are proficient with no types of armor or shield. However, armor does not interfere with the manifestation of powers or psychic auras.
Power Points/Day: A battle meditants’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Battle Meditant. In addition, he receives bonus power points per day if he has a high intelligence 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: Battle meditants choose their powers from the psion/wilder list.
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, a Battle meditant must have an Intelligence score of at least 10 + the power’s level.
Psychic Aura (Ps): All battle meditants know three basic auras: offense, defense, and competence. The power point cost to manifest an aura varies by aura and augmentation. At 1st-level, a battle meditant may have two auras active at the same time. The number of auras you may have active simultaneously, as well as auras known, increases by one at every odd-numbered level. For example, a 5th-level meditant knows five auras, but may have four auras active at one time. All psychic auras affect the battle meditant and any creatures of the battle meditant’s choosing within the range given in the table The Battle Meditant.
Manifesting an aura requires a battle meditant to sit down (provoking an opportunity if starting from standing) and close his eyes. Thus, when a battle meditant is manifesting one or more psychic auras, he is flat-footed. (This is somewhat overridden when a battle meditant attains 12th-level). As long as at least one psychic aura is active, the battle meditant may send telepathic messages (such as if using the missive power) as an immediate action to any of the creatures affected by the aura. He is also under the effect of empathic link from every creature affected by the aura. All auras have a manifesting time of a free action, and have a duration of one round per manifester level.
A psychic aura functions exactly like a psionic power for the purposes of reacting and interfering with other effects and abilities. The maximum number of power points spent on all of the auras totaled may not exceed a battle meditant's manifester level.
Alignment: Grants the ability to deal damage with a descriptor of the character’s alignment for two power points per descriptor.
Body: Grants a +1 to Strength, Dexterity, or Constitution per power point spent in the current round.
Competence: Grants a +1to all skill checks per power point spent in the current round.
Darkness: Casts the area in “moonlight” for 1 power point, darkness for 3 power points, or magical darkness for 5 power points.
Defense: Grants a +1 to armor class and saves per power point spent in the current round.
Energy: Deals an additional point of fire, sonic, acid, or cold damage per attack per power point spent in the current round.
Enervation: Grants immunity to exhaustion, sleep, fatigue, and stunning for 4 power points.
Fate: Grants a +1 to any roll per power point spent in the current round, this use may be split up.
Force: Grants a 10% miss chance per power point spent in the current round, up to 5 power points.
Guardian: Grants DR 1/- per two power points spent in the current round.
Haste: Grants a +1 to initiative and an additional 5ft. movement speed per power point spent in the current round.
Heroics: Grants immunity to fear, cowering, and disease (magical, psionic, and mundane) for 4 power points.
Manifesting: Drops the power point cost for all other powers manifested by one per two power points spent in the current round.
Offense: Grants a +1 to attack and damage rolls per power point spent in the current round.
Penetration: Grants a +1 to bypass Power Resistance per power point spent in the current round.
Silence: Mutes all noises for 5 power points.
Soul: Grants a +1 to Intelligence, Wisdom, or Charisma per power point spent in the current round.
Stabilization: Immediately stabilizes a creature between -9 and -1 HP for one power point.
Sustenence: Slows the need for food, water, and air to (1/1+ per power point spent in the current round.)
Vitality: Heals 1HP per two power points spent in the current round.
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.
 Epic Battle Meditants
|21st||Psychic Aura, 70ft.|
|23rd||Psychic Aura, 75ft.|
|25th||Psychic Aura, 80ft.|
|27th||Psychic Aura, 85ft.|
|29th||Psychic Aura, 90ft.|
2 + Int modifier skill points per level.
Psychic Aura: An epic battle meditant learns a new psychic aura at every odd-numbered level. The range of all psychic auras also increase by 5 feet on every odd-numbered level.
Bonus Feats: The epic battle meditant gains a bonus psionic or item creation feat every three levels after 20th.
 Elan Battle Meditant Starting Package
Mylan Soulspark has a natural knack for psionics, like most of his race. Yet, his niche in the world couldn't be filled with the more conventional learnings of psionics. That is, until he began reaching out with his mind to help those whom he held dear.
Weapons: Quarterstaff (1d4, crit x2, 4 lbs., two-handed, blugeoning.
Armor: Leather (+2 AC, speed 30ft., 15lbs.)
Skill Selection: Pick a number of skills equal to 2 + Int modifier.
|Knowledge (the planes)||4||Int||-|
|Profession (candy striper)||4||Wis||-|
Feat: Narrow Mind.
Gold: 4d6 gp.
 Campaign Information