Diamond Minds
"The mind is a weapon, a powerful weapon, one that is not apparent from appearances, and is oft underestimated. But, just like a weapon, it must be sharpened and honed to a dangerous edge."
-- Polixo Phenerol, Diamond Mind and crazy inventor
The Diamond Minds are an organization dedicated to mental perfection. They are believed to be an offshoot cult dedicated to Akhat, formed by a schism with the Fists of Stone, as to what the focus of their meditations should be. It is a widespread organization, with ties and groups from nearly every race known on the face of the world. They were first accounted for some time within ten generations of the Cataclysm known by, among other names, the Rain of Fire. The name, the Diamond Minds, is attributed to the gnomish civilization, who has a larger than average contingent of the Minds.
Joining the Minds means dedicating everything: resources, time, the very lifeforce, to pursuit of mental perfection. Even before joining up, most members exhibit signs of great mental aptitude and force of will. Monks are the most common adherents to the class, with their focus of perfection and self-knowledge. Tinkerers and artificers also popularly pursue the art, to greater enhance their already formidable mental capabilities.
Entry Requirements
Base Saves: Will +3 OR Iron Will featSkills: Concentration 6 ranks
Abilities: Int 13+ OR Wis 13+
Class Features
BAB: 1/2
Saves: Good Will; Bad Ref, Fort
Weapon and Armor Proficiency: Diamond Minds gain no weapon or armor proficiencies.
Monk Abilities: Diamond Mind levels stack with monk levels for the purpose of determining bonus movement speed and bonus AC.
Rooted Mind (1): A diamond mind has received begun to better understand the nature of their own minds, the fears and impulses that act upon it. They gain a +2 to all will saves.
Perception of Reality (1): The diamond mind is better equipped to being able to distinguish between the real and illusions. They gain a +4 bonus to saving throws against illusions.
Mental Development (2): The diamond mind chooses a mental ability to concentrate on developing. This ability gains a permanent +2. At level 4, this bonus increases to +4, and the other ability (Wis if first was Int, Int if first was Wis) increases by +2.
Aura of Reality (4) (Su): The diamond mind has a solid grip on what is really there. Allies within 50 feet now gain the save bonus against illusions as well. In addition, any illusion that comes within 20 feet of the Mind may be dispelled: the caster of the illusion makes a check (1d20+caster level) against a DC of 10 + Diamond Mind levels + Wis mod + Int mod; if they fail, the illusion shatters, if they succeed, the illusion holds and is immune to the Aura effect for the next hour.
Mental Projection (5) (Ex): By separating their mind and segmenting it, the diamond mind can send part of their spirit and intelligence where their flesh goes not. In order to do this, they must first concentrate for three rounds, making DC 20 Concentration checks; to make these checks is a standard action. Their projection can travel through walls or barriers. The projection has its own move action, and can move up to 50 feet a round. The projection sees the world as it is: it does not perceive illusions directly, but can see invisible and phased creatures just fine. In the event the Mind wants to do something else (move, attack, etc) while maintaining the projection, they must make a DC 30 concentration check each round as a free action; if they fail the check their mind reforms and the projection returns to them; they must start over with the initial checks.
Class Skills: Concentration(Con), Craft(Int), Knowledge(all)(Int), Listen(Wis), Profession, Spot(Wis)
8 + (Int bonus) skill points per level