Proficiencies: Battleminds are proficient with simple weapons, as well as light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This modifies weapon and armor proficiencies.
Blended Training (Ex): A battlemind gains a combat or magic talent every time he gains a class level. A battlemind uses his casting ability modifier as his practitioner modifier.
This modifies magic talents. The battlemind does not gain pushed movement.
Psychic Leader: A battlemind gains the Leadership sphere as a bonus combat talent, selecting the (cohort) package. If he possesses the Leadership sphere but not the (cohort) package, he gains the Expanded Leadership talent, selecting the (cohort) package. If the (cohort) package is already possessed, he instead gains another talent from that sphere. If he is incapable of selecting the cohort package due to a drawback, he uses the bonus talent to buy off that drawback.
This replaces mental powers.
Cohort Telepathy (Su): At 1st level, the battlemind’s cohorts are considered to be under the effects of his mind link whenever they are within medium range (100 feet + 10 feet per class level) of him. This ability does not expend any rounds of psionics.
This replaces battlefield sense.
Commanding Mind Link: At 2nd level, creatures under the effects of the battlemind’s mind link count as his cohorts for the purpose of interacting with (cohort) talents, though do not count against the cohort Hit Dice limit. This does not allow you to make permanent changes, such as through the Drill Sergeant talent.
This replaces ESP.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book