Improved Divine Mind
( ⇪ Classes )
The Divine Mind is massively underpowered as-is, and needs more paladin-like flavor. Remember to read the setting-specific errata for this class .
Hidden Talent: Instead of Wild Talent, you gain the Hidden Talent feat, but with the following modifications: The 1st-level power gained must come from your first mantle’s list and the power is manifested using your Wisdom instead of your Charisma. The 2 extra power points are added to your normal point points per day (giving 2 at 1st level). If your mantle only has one 1st-level power, at 5th level your new power can be from the psion/wilder list.
Psychic Aura (Su) Improvements: The psychic aura of a divine mind of a chaotic, evil, good, or lawful deity registers as corresponding to the deity’s alignment (see the detect evil spell for details) as if it was a spell with a caster level equal to your class level. While your psychic aura is active, this aura registers you personally as if you were a cleric of that deity of your class level.
A divine mind can make the edge of his psychic aura visible (as a nearly-transparent shimmering rainbow-colored bubble) or invisible to his allies, enemies, or both as a free action. He can also change who counts as an ally or enemy (or neither) for the purposes of his psychic aura as a free action.
Further, a divine mind gains three new non-mantle-specific aura options.
Insight: While you are psionically focused, you and your allies within your aura gain a +1 insight bonus on all skill checks except for Balance, Climb, Control Shape, Jump, Listen, Spot, Swim, and Tumble. You can expend your psionic focus as a free action to give yourself or an ally within your aura an insight bonus on a single skill check (excluding those same skills) equal to half your class level.
Thorns: While you are psionically focused, whenever a creature attacks you or an ally within your aura with a melee attack or melee touch attack that would deal lethal damage, after the attack resolves (regardless of whether the attack hit) that creature takes lethal damage equal to the minimum possible for their attack. This damage is divine in origin instead of the original damage’s normal type(s), and thus cannot be mitigated through damage reduction, resistances, or immunities. For example, an attack that would deal 1d10+3 damage to an ally within your psychic aura would deal 4 divine damage back to the attacking creature.
Weakening: You can expend your psionic focus as a swift action and any number of power points up to your class level or manifester level (whichever is higher) to deal 5 times the spent power points in nonlethal damage, FP loss, RP loss, WP loss, or strife (pick one when you expend psionic focus) to up to two designated enemies per power point spent that you can see within your psychic aura. If a designated enemy worships your deity, this aura has no effect on them. Otherwise, if you choose nonlethal damage or strife and a designated enemy’s alignment has at least one component that is opposite that of your deity, that enemy instead takes 10 lethal damage for each power point spent and half that on a successful Will save. This lethal damage is divine in origin and thus cannot be mitigated through damage reduction, resistances, or immunities. The save DC is Charisma-based.
Aura Sight (Ps): You can expend a power point as a standard action to manifest the aura sight power as a psi-like ability, except that instead of detecting along an alignment axis, it detects alignment components that are opposite of your deity’s. If your deity’s alignment is true neutral, this ability operates as the original power but takes three rounds for each step. The power manifests at your class level or manifester level (whichever is higher), but is otherwise unaugmented despite being a psi-like ability. Unlike most psi-like abilities, the power is manifested using your Wisdom instead of your Charisma.
Aura Surge (Ex): Once per day, you can as a swift action treat your divine mind level as four levels higher for the purposes of determining the radius of your psychic aura. This effect lasts for as many rounds as your Charisma Modifier (minimum 1 round). You gain additional daily uses of this ability at 2nd and 16th levels.