Wrathmind (3.5e Class)

Wrathmind
A furious anger overtakes your body, your vision turns red and your aldrenaline is pumping. You've entered a mighty rage! For barbarians, raging is how things get done. However sometimes a barbarian rages and in the process ends up discovering his hidden psychic talent. Rather than work on pure muscle and sweat, the wrathmind is powered bu hotblooded obstinance and psionic augmentations at a moment's notice. Similar in emotion to a wilder, but trained like a psychic warrior, the wrathmind fuses them into a deadly combination.

Making a Wrathmind
Abilities: No self respecting wrathmind would be without his strength to muscle his way through problems, but a wrathmind also needs good charisma to power his psionics and protect his mental scores. A lack of good armor means dexterity is important, and being a melee attacker constitution cannot be forgotten. Intelligence and wisdom are least important, though they are useful for powering skills and helping his poor will save.

Races: Any.

Alignment: Any non-lawful.

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: As rogue.

Class Features
All of the following are class features of the wrathmind.

Weapon and Armor Proficiency: A wrathmind is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

His base daily allotment of power points is given on Table: Wrathmind. In addition, he receives bonus power points per day if he has a high Charisma 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.

His number of powers known is extremely limited. Every three levels, he unlocks the knowledge of a new power. Choose the powers known from the wrathmind power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a wrathmind to learn powers from the lists of other classes.) A wrathmind can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points.

A wrathmind simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against wrathmind powers is 10 + the power’s level + the wrathmind’s Charisma modifier. Wrathminds choose their powers from the following list:

1st&mdash;adrenaline boostCP, avauntHyper, biofeedback, bite of the wolf, boundHyper, burst, call armorCP, call weaponry, catfall, chrysalisHyper, circumstance shieldHyper, clotHyper, claws of the beast, compression, conceal thoughts, defensive precognition, deflection fieldCP, demoralize, detect psionics, dissipating touch, distract, distracting shoutCP, empty mind, expansion, extend rangeCP, force screen, foxholeUP, grip of iron, hammer, inertial armor, matter agitation, metaphysical claw, metaphysical weapon, mighty springCP, mind thrust, offensive precognition, offensive prescience, primal fearCP, psionic endure elementsCP, psionic resistanceHyper, skate, stomp, synesthete,telepathic threatUP, thicken skin, urban striderCP, vigor

2nd&mdash;alloyed hideHyper, animal affinity, body adjustment, body purification, claws of darknessCP, concealing amorpha, concussion blast, construct toughnessHyper, damp powerCP, detect hostile intent, dissolving touch, dissolving weapon, empathic transfer, energy burst, energy retort, extend reachCP, flourishUP, id insinuation, incite braveryCP, inflict pain, hustle, mental disruption, moment of insightCP, physical accelerationUP, psionic levitate, painful strike, power clawsCP, power weaponCP, prowess, psionic lion's charge, psionic scent, psychic interferenceUP, share pain, specified energy adaptation, strength of my enemy, sustenance, stygian erasureCP, stygian weaponCP, thought shield, wall walker

3rd&mdash;claws of the vampire, danger sense, dimension slide, dispatchUP, duodimensional claw, earthshakerUP, empathic adaptionUP, empathic feedback, escape detection, evade burst, exhalation of the black dragon, exhalation of the bronze dragonCP, graft weapon, greater concealing amorpha, hostile empathic transfer, localized windstormUP, mental barrier, mental turmoilCP, mindfireCP, personality parasite, psionic keen edge, psychic containmentCP, realized potentialCP, skeletal eruptionUP, stygian baneCP, ubiquitous vision, vampiric blade

4th&mdash;claw of energy, energy adaption, immovability, inertial barrier, maledictionUP, planar apotheosisCP, psionic dimension door, psionic freedom of movement, rending riftUP, schism, steadfast perception, stygian disruptionCP, weapon of energy, zealous furyUP

5th&mdash;adapt body, barrageUP, catapsi, empower weaponCP, greater stompCP, induce cascadeUP, kinetic auraUP, mnemonic fugueUP, oak body, perfect reposteCP, power resistance, protection from psionicsCP, psychic crush, psychofeedback, psychotic breakCP, shatter mind blank, telekinetic bufferCP, tower of iron will, unleash idbeastHyper

6th&mdash;blackstone hammerCP, breath of the black dragon, brutalize woundsHyper, cranial delugeCP, crownfireHyper, defer fatalityHyper, energy conversion, dispelling buffer, form of doom, inconsistent locationCP, iron body, mind over energyCP, personal mind blank, rage of the remorhazCP, spirit of warCP, temporal acceleration, true metabolism, ultrablast



To learn or manifest a power, a wrathmind must have an Charisma score of at least 10 + the power’s level.

 : The wrathmind can purposefully boost his ego to grant himself success in his abilities. As a standard action he works himself into focus, gaining twice his class level as a morale bonus to attack rolls (minimum +8) on a single attack next round. He can also give this benefit to one ally in 30 feet, though the bonus is halved (minimum +4) and they may take their enhanced attack right away. If not used within 1 round the bonus is lost. Work Up consumed 1 power point in use.

 : A wrathmind can fly into a state of wrath a certain number of times per day. In a wrath, a wrathmind temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the wrathmind's hit points by 2 points per level, but these hit points go away at the end of the wrath when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While in a state of wrath, a wrathmind cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), or any abilities that require patience or concentration except for his wrathmind powers (which he may make concentration checks for). For other powers and abilities he can manifest, and activating psionic items that require a command word, a mental trigger (such as a dorjes), or spell completion (such as a scroll) they are restricted as normal. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of wrath lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A wrathmind may prematurely end his wrath. At the end of the wrath, the wrathmind loses the wrath modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level wrathmind, at which point this limitation no longer applies).

A wrathmind can fly into a wrath only once per encounter. At 1st level he can use his wrath ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a wrath takes no time itself, but a wrathmind can do it only during his action, not in response to someone else’s action.

Wrath is effectively rage, and can be used with feats and classes which grant to augment rage. Wrath does not stack with rage, but if you possess both rage and wrath, you may combine their uses per day to use either rage or wrath at your choosing.

 : At 2nd level a wrathmind's strong presence and ego protect him from that which would break his mind. He gains his Charisma modifier as a bonus to Will saves. This bonus does not stack with similar bonuses from the paladin and crusaderToB classes.

While the wrathmind is unable to use his powers and magic while in a state of wrath, he may use a wrath power in a state of wrath. In fact, he can only access his wrath powers while in a state of wrath. Wrath powers consume power points when used, and unless otherwise stated can be done once per round as a free action, only on their turn. You are limited by your manifester level as normal. Other wrath powers are a continuous effect, requiring no action or activation. The saving throw for any wrath power is 10 + 1/2 HD + Charisma modifier.

 "": A wrathmind can activate this ability while making a skill check, and gain a bonus on any Str, Dex, or Con based skill checks equal to +1 bonus per power point spent.

 " ": For every 1 power point spent you gain a +5 enhancement bonus to speed for 1 round.

 " ": With a blast of psionic energy channeled through his weapon, a wrathmind may ignore 1 point of hardness and damage reduction per 1 power point spent. This benefit lasts for 1 round.

 " ": Your ego shield spreads to defend you from magic. By spending 5 power points as an immediate action, you receive your Charisma bonus to AC against one magical touch or ranged touch attack.

 " ": You gain a +2 insight bonus to grapple checks and are considered one size large than normal for what you can grapple (or who can grapple you) for 1 round by spending 1 power point. You do not receive the size bonus to grapple for being "one size larger" from this ability. For every additional 3 points the bonus increases by +1. Alternatively for every additional 1 point the duration increases by 1 round.

 " ": You gain a +1 insight bonus to attack rolls for 1 round by spending 1 power point. For every additional 3 points the bonus increases by +1. Alternatively for every additional 1 point the duration increases by 1 round.

 " ": You gain a +2 insight bonus to damage for 1 round by spending 1 power point. For every additional 3 points the bonus increases by +2. Alternatively for every additional 1 point the duration increases by 1 round.

 " ": You gain a +1 insight bonus to AC and saving throws for 1 round by spending 1 power point. For every additional 3 points the bonus increases by +1. Alternatively for every additional 1 point the duration increases by 1 round.

 " ": By spending 3 power points, you can ignore any effect which would immobilize you such as dazing, stunning, paralysis, petrification, and others, but not death or unconsciousness. This benefit lasts for 1 round. For every additional 6 power points you may ignore the effect an additional round.

 "": You can extend your wrath 1 round beyond its normal duration by spending 1 power point. Each round after, the cost to extend doubles (2 points on the second round, 4 on the third, 8 on the forth, and so forth).

 " ": Your weapon is covered in force-energy, dealing an extra +1 point of force damage and enabling your attack to strike ethereal and incorporeal creatures as if using a ghost touch weapon. You may attack force effects such as wall of force and attempt to break them. If doing so, their effective hp is 5 points per caster level, and a break DC of 20 plus spell level. This benefit lasts for 1 round.

 "": Your mind is protected by your ego, granting you a +2 bonus on Will saves and giving you immunity to compulsions. Great Ego consumes 1 power point a round while active. An unconscious wrathmind does not gain the benefit of great ego.

 "": Your body is fortified by your ego, granting you a +2 Con bonus, and you do not fail Fortitude saves on a natural 1. Great Constitution consumes 1 power point a round while active. An unconscious wrathmind does not gain the benefit of great constitution.

 "": Your body is accelerated by your ego, granting you a +2 Dex bonus, and you you can stand up from prone as a immediate action that does not provoke attacks of opportunity. Great Dexterity consumes 1 power point a round while active. An unconscious wrathmind does not gain the benefit of great dexterity.

 "": Your body is strengthened by your ego, granting you a +2 Str bonus, and you are never slowed or encumbered by armor or a heavy load. You can move your normal speed in medium and heavy armor. Great Strength consumes 1 power point a round while active. An unconscious wrathmind does not gain the benefit of great strength.

 " ": As a standard action you incite others into a wrath as well. One ally per manifester level in 30 feet can be effected, gaining the effects of wrath as a level 1 wrathmind. Their wrath lasts for 1 round they are not fatigued afterwards. Incite Wrath consumes 1 power point, and for every 2 additional power points the effect lasts for 1 additional round.

 "": You charge an item to be projected far at range using your muscles and mind. You may throw a weapon and use your Strength modifier to attack rolls instead of Dexterity. This ability consumes 1 power point and lasts for 1 round. For an additional 3 points you may throw a two-handed weapon as a standard weapon, or for an additional 5 points you may throw one as an attack action. For an additional 5 power points, the weapon teleports back into your hand ready for use for another throw if you have additional attacks that round.

 "": A wrathmind can resist magical or unusual attacks with great willpower of fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. Psionic Mettle consumes 1 power point a round while active. An unconscious wrathmind does not gain the benefit of mettle.

 " ": The power of your disruptive aura increases by +2. You must have the disruptive aura ability to take this wrath power. You may also take this power multiple times, each time increasing the bonus by +2. Psionic Pressure consumes 1 power point a round while active regardless of the bonus granted. An unconscious wrathmind does not gain the benefit of psionic pressure.

 " ": As an immediate action you can hit yourself with a burst of healing psionic energy. You consume 1 power point and gain 1d8+1 hit points. For every 3 power points spent, the healing increases by an additional 1d8+1 in healing.

 "": The wrathmind can wriggle free from magical effects that would otherwise control or compel him. If a wrathmind with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on her saving throw. This is an immediate action and consumes 5 power points when used.

 : At 3rd level, a wrathmind denies the possibility of anything frightening him. He gains immunity to fear.

 : At 3rd level, a wrathmind retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a wrathmind already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

 : At 5th level, a wrathmind can no longer be flanked. This defense denies a rogue the ability to sneak attack the wrathmind by flanking him, unless the attacker has at least four more rogue levels than the target has wrathmind levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

 : At 7th level a wrathmind's angry aura is ever-present, to the point of disrupting powers and magical abilities which move to effect him. He gains power reduction 5, which functions much like energy resistance but reduces the damage of a magical or psionic attack by 5 regardless if it is energy damage, mental damage, or even untyped. It does not protect against ability damage, only damage to your hit points. At 13th, the power reduction increases to 10. At 19th the power reduction increases to 15.

 : At 9th level a wrathmind has no use for feeling sad and depressed. He does not take any morale penalties, and instead improves any morale bonuses he receives by +2! This bonus does not apply to effects generated by by himself (such as Work Up), unless the bonus came from another wrathmind using Work Up on him.

 : At 10th level, a wrathmind's bonuses to Strength and Constitution during his wrath each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2. He can now attempt to use his powers granted by this class while in a wrath, but only if he succeeds a Concentration check DC 15 + power points used.

 : At 11th level a wrathmind's furious mind constantly transmits the roaring crackle of anger into the minds of others, disrupting those not used to the din. Manifesters and spellcasters within 10 ft. of the wrathmind must make a concentration check of 10 + 1/2 the wrathmind's class level + Charisma bonus, or lose the spell as if they were distracted.

 : At 15th level, a wrathmind won't die even if you killed him! If slain through hit point damage (and not by a death effect or other non-hp effect), the wrathmind immediately enters a free wrath state (even if he has no uses remaining) and continues to fight for 1 round per Charisma bonus. No amount of hit point damage will take down the wrathmind in this state, and he receives his Charisma bonus as a morale bonus to his attack, damage, and saving throws. Regardless if the wrathmind has been healed above -10 by the end of the duration, he still dies at the end. Effects which destroy the body, such as disintegrate, prevent him from entering a state of No Death. He may use this ability a maximum of 1/week.

 : At 17th level, a wrathmind no longer becomes fatigued at the end of his wrath.

 : At 20th level, a wrathmind's bonuses to Strength and Constitution during his wrath each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2. Additionally he may use his powers from this class in a wrath without needing to make a Concentration check.

Ex-Wrathminds
A wrathmind who becomes lawful loses the ability to enter a wrath, and the no fear, no sorrow, and no death abilities. He cannot gain more levels as a wrathmind. He retains all the other benefits of the class (power reduction, work up, and uncanny dodge).

Epic Wrathmind
Power Resistance: At 25th and every six levels beyond (31st, 37th, etc) the power resistance increases by 5.

Wrath: At 24th and every four levels beyond, you gain an additional use of wrath per day.

Wrath Power: At 22nd and every two levels beyond, you gain an additional wrath power.

Human Wrathmind Starting Package
Weapons: Greatsword.

Skill Selection: Pick a number of skills equal to 3 + Int modifier.

Feat: Power Attack.

Bonus Feats: Dodge.

Gear: Leather Armor.

Gold: 65 gp.

Playing a Wrathmind
Religion: Wrathminds are not overtly religious, but every so often in the midsts of battle a wrathmind might look up to the heavens and offer a prayer to a god of war and battle for the sake of victory. And if the god does not listen, to hell with thee!

Other Classes: Wrathminds and Psychic Warriors can appreciate each others skill, and wilders have an emotional familiarity to wrathminds. Outside of fellow psions, barbarians are their next in kin, and ultimately classes which are good for those three are often good classes for a wrathmind.

Combat: Wrathminds are straightforward to say the least, "Hit it again!" is the plan. Yet they do have more than one way to hit, and their buffs allow them to bypass barriers that mundane warriors would be caught up in. Stay in the front lines, you're no squishy psion or wizard.

Advancement: Classes which work well with psychic warriors, barbarians, and wilders often work well with wrathminds. Wrathminds do count as a class with rage and can function accordingly.

Wrathminds in the World
"WHO THE HELL DO YOU THINK I AM!?"

Daily Life: Wrathminds tend to be quick to anger, and quick to other emotions. They live big, they rage big, and they enjoy the full spectrum of their emotions without fear or regret.

Notables: PENDING.

Organizations: Wrathminds, given their personalities, tend to be disjointed. When in groups, they are intermixed with their non-psionic barbarian kin and rarely seek out one another.

NPC Reactions: To the average man there is no difference between barbarians and wrathminds. They're warriors with anger issues and the muscles to back it up. However those who watch closely will witness things falling into place for the wrathmind, subconcious assistance aiding him in his battle.

Wrathmind Lore
Characters with ranks in Knowledge Psionics can research wrathminds to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Wrathminds in the Game
Adaptation: Wrathminds could draw power from specific emotions. They make great Red Lanterns.

Sample Encounter: Driven to a murderous rage by the death of a loved one the PCs were responsible for, the vengeful wrathmind hunts them down to destroy them personally.

EL 10: PENDING