Great Mind (Prestige Class) [3PP]
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The City of 7 Seraphs
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Spheres of Might Users: This prestige class can gain Practitioner talents through the Martial Scholar specialty. This class also has access to content from other systems, including Path of War and Ultimate Psionics from Dreamscarred Press.


Great minds rarely actually think at all alike. They are in fact masters of unique skills and innovations of genius pushing forward the edges of the known.

Role: Eccentric geniuses who tend to fill a variety of roles, the great minds of the Colleges District display esoteric knowledges and strange sciences that baffle even the most learned scholars. Their ability to pursue their specialties crosses lines often thought insurmountable and they are able to achieve unique effects unheard of elsewhere.

Alignment: Great minds tend to be driven by passion and are often non-lawful, but some methodical and deliberate individuals demonstrate that any alignment is possible.

Hit Die: d8

Requirements: To qualify to become a great mind, a character must fulfill all of the following criteria.

  • Skills: Max ranks in at least 3 skills and at least 5 ranks in them. These skills must use mental ability scores.
  • Special: A great mind must have an ability score of 18 or higher in at least one mental ability.

Class Skills: The great mind’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Performance (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks at Each Level: 6 + Int modifier.

Class Features

Table: Great Mind Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +1 +1 genius pool, specialty
2nd +1 +1 +1 +1 aligned class, specialty
3rd +2 +1 +2 +2 aligned class, innovation
4th +3 +1 +2 +2 aligned class, specialty
5th +3 +2 +3 +3 innovation, specialty

Genius Pool (Su)

At 1st level, the great mind gains access to a pool of staggering insights into the workings of reality called a genius pool. This pool has points equal to the ranks in the highest mental score-based skill the character possesses plus their great mind level plus the highest mental ability score modifier the character possesses. These points may be used to achieve supernatural acts of skill and expertise as determined by the character’s specialties. A genius pool recovers 1 point per hour of rest or completely with 8 hours of uninterrupted rest. All effects created by genius pool points have a caster or manifester level equal to the skill ranks in the specialty and have DCs equal to 10+1/2 the ranks in a specialty plus that skill’s mental ability score modifier. The great mind can also spend a genius pool point to gain an insight bonus to a skill check that relies on a mental ability score equal to their class level.

Specialty (Su)

At 1st, 2nd, 4th, and 5th levels the great mind may select a skill from the following list to gain a supernaturally powerful expression of that they may achieve using genius pool points. Many specialties allow the great mind to select a spell or power effect they can use genius pool points to create, to select a spell or power for an effect they must have twice the rank of the effect in the skill. Spells, powers, and other effects should be considered to have a caster or manifester level equal to the number of ranks they have in the specialty skill. Psionic powers should be considered augmented to the number of ranks in the specialty skill. Specialties include:

Craft (alchemy)

A great mind specializing in Craft (alchemy) can use bombs similar to the ones created by an alchemist. These bombs deal fire damage equal to 1d6 for every 2 skill points in Craft (alchemy) and splash damage equal to half the skill ranks + the great mind’s intelligence modifier. Each bomb uses one point of the great mind’s genius pool as part of the attack action to activate and throw it.

Craft (carving/sculpting)

A great mind specializing in Craft (carving/sculpting) may impart life to their creations in a manner similar to an animate objects spell. For 2 points of genius the great mind can imbue life in a small size object, and can increase the size of the object animated by one category per 2 additional points of genius spent. The great mind may not spend more genius than half their Craft skill rank total in this way.

Knowledge (arcana)

A great mind specializing in Knowledge (arcana) may select one evocation spell effect for every 2 ranks they possess in Knowledge (arcana). As a standard action by expending points from the great mind’s genius pool equal to the spell level one of these spell’s effect may be added as a rune to the surface of a weapon to release in a manner like a spell storing weapon.

Knowledge (the Planes)

A great mind specializing in Knowledge (the Planes) may select one conjuration (summoning) spell effect for every 2 ranks they possess in Knowledge (the Planes). As an action that takes 1 round this spell may be replicated through express application of will to a summoning circle that they rapidly sketch as though activating a wondrous item by expending points from the great mind’s genius pool equal to the spell level.

Knowledge (martial lore)

A great mind specializing in Knowledge (martial lore) may select one martial discipline maneuver for every 2 ranks they possess in Knowledge (martial lore). They must still meet other prerequisites as normal. As a swift action a selected maneuver may be spontaneously readied by expending points from the great mind’s genius pool equal to the maneuver level.

Knowledge (psionics)

A great mind specializing in Knowledge (psionics) gains the collective feature of a tacticianUP of a level equal to the ranks they posses in Knowledge (psionics). For 1 genius pool point, you may manifest effects as though modified by the Shared PowerUP feat, gaining a network descriptor.

Knowledge (religion)

A great mind specializing in Knowledge (religion) may select to imbue themselves with either positive or negative energy. As a standard action they can choose to express their energy as 1d6 per 2 ranks in Knowledge (religion) of healing or damage of the appropriate type in a 30 ft. burst. This ability allows a Will save for half damage and counts as channel energy for feats and other game effects. Using this ability expends 2 points from your genius pool.

Martial Scholar

If you are using the Spheres of Might system the great mind becomes a proficient practitioner and gains access to either a tradition or one martial sphere and one talent in that sphere.

Perform (any)

A great mind specializing in Perform may select one enchantment school spell effect for every 2 ranks they possess in Perform. As a swift or move action this spell effect may be added to the Perform check’s skill usage or as part of an action used to maintain a performance by expending points from the great mind’s genius pool equal to the spell level. If the spell has a single target it must be in close range (regardless of normal range) and area of effect spells must target creatures able to perceive the performance.

Profession (brewer)

A great mind specializing in Profession (brewer) may select one personal range spell or psionic effect for every 2 ranks they possess in Profession (brewer). One of these spells effect may be infused into a beverage they create over the course of one hour by expending points from the great mind’s genius pool equal to the spell or power level+1.

They may create multiple beverages in the same hour if they spend enough genius pool points. Treat these beverages as though potions of a selected spell or power that retain potency as potions 24 hours. Unused beverages expire after 24 hours.

Profession (cook)

A great mind specializing in Profession (cook) may select one transmutation spell or psychometabolism psionic effect that targets a single creature for every 2 ranks they possess in Profession (cook). One of these spell or power effects may be imbued into a meal they create over the course of one hour by expending points from the great mind’s genius pool equal to the spell or power level. They may create multiple meals in the same hour if they spend enough genius pool points. Meals take 1 minute to consume per level of imbued effect. After consuming a meal, a creature may activate the imbued effect as a swift action to begin its normal duration. Uneaten meals and untriggered effects expire after 24 hours.

Sense Motive

A great mind specializing in Sense Motive may select one clairsentience or telepathy discipline psionic power that targets a creature for every 2 ranks they possess in Sense Motive. As a full-round action a selected power effect may be manifest by expending points from the great mind’s genius pool equal to the power level. The power is considered to be fully augmented for as many power points as the great minds Sense Motive ranks.

Spellcraft

A great mind specializing in Spellcraft may select 1 metamagic feat per 2 skill points in Spellcraft. They may expend 2 points of genius pool per spell level adjustment as a swift action to apply the effects of a selected feat to one of their spells or powers as it is cast. The effective adjusted spell or power level cannot exceed half their ranks in Spellcraft. As a readied standard action this can instead be activated targeting a touched ally’s spell or power. You do not know the selected metamagic feats normally unless taken as normal feats.

Use Magic Device

A great mind specializing in Use Magic Device may attune one magic item per 2 skill points in Use Magic Device. They may expend 2 points of genius pool when activating an attuned item to replace its caster or manifester level with their ranks in Use Magic Device and calculate DCs off of their highest mental ability score.

Aligned Class

Great minds come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the great mind must choose a class they belonged to before adding the prestige class to be their aligned class. They gain all the class features for this class, essentially adding every great mind level indicated on the table (2nd, 3rd, and 4th) to her aligned class to determine what class features she gains. They still retain the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of the aligned class as well as those of the great mind prestige class.

Innovation (Ex/Su)

A great mind learns how to blend their various specialties into new hybrid effects. At 3rd and 5th level the great mind may select one of the following innovations:

Carved Vessel [Craft (carving or sculpting) and Knowledge (the Planes)]

By combining their specialties the great mind can instead summon a creature using a crafted effigy. This allows them to select a creature from a summon monster list and summon it for 1 minute per rank of the lower of the two skills. They must expend points equal to the summon monster spell of the list they choose from.

Combustive Consumables [Craft (alchemy) and Profession (brewer or cook)]

You may spend 1 additional genius pool point in addition to other costs for consumables and a bomb to cause targets benefiting from beverages or food you imbued to explode with alchemical vengeance the first time they drop below 50% of their total hit points, inflicting bomb damage and effects in a blast at the damaging creature if they are with Close range.

Delayed Genius [Spellcraft and any specialty]

By expending 1 point of genius pool in addition to another effect the great mind may delay a specialty effect as a rune that triggers at a set number of rounds up to 1 minute later. They may extend this duration by up to a minute per additional genius pool point spent.

Energetic Prodigy [Knowledge (arcana) and Knowledge (the Planes)]

By expending 1 point of genius pool in addition to another effect the great mind may alter the energy descriptor of a damage type from acid, cold, fire, electricity, or sonic to another of those types. Damage changed from other energies to sonic is resolved at -1 point per die of damage.

Magical Music [Perform and any other specialty]

By expending 2 additional points of genius while using a Perform skill you may activate another specialty at range anywhere your performance may be perceived.

Mindsong [Perform and Knowledge (psionics)]

You gain the telepathy feature of the tacticianUP class. You may conduct bardic performances and the perform specialties on a purely psychic level without noise.

Multidisciplinary Synergy

You may add an additional point per great mind level and points equal to a second mental ability score modifier to your genius pool.

Portion Savvy [Profession (brewer) or (cook)]

You may spend 1 additional genius pool when preparing a beverage or food to portion it into multiple uses. Each portion must contain an amount of the duration of the effect created but may be divided for multiple creatures to use

Radiant Breakthrough [various]

You may spend as many additional genius pool points as desired in addition to those required to create an effect. When the spell or power first takes effect the target (or targets) gains 1 point of temporary essence for 1 minute for each additional genius point spent.

Spellbombs [Craft (alchemy) and any Knowledge]

You may spend 1 additional genius pool point in addition to other costs to cause a spell effect or other specialty effect to occur as part of the bombs detonation. The effect only targets the principle bomb target and only on a successful hit.

Swift Glyphs [Knowledge (arcana) and either Knowledge (martial lore) or Martial Scholar]

You may sacrifice one attack during a full attack action to apply your evocation glyph to a weapon you are holding or single piece of ammunition. You may activate it on a successful hit as a free action.

Theatre of the Mind [Knowledge (psionics) and various]

You may spend 2 additional genius pool points to manifest the effects of another specialty on a member or members of your collective in a telepathic microcosm. Food is eaten, songs sung, and drink flows free but all in a single moment of inspired imagining. All time requirements of the specialty involved are collapsed into a single standard action and conducted mentally so long as all targets benefiting from the abilities are in your collective.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
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Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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