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Old 06-18-2012, 03:07 PM   Top  -  End  -  #1
eggs
Ogre in the Playground
 
 
Join Date: Feb 2012
Default The Divine Mind Handbook

THE DIVINE MIND'S HANDBOOK
Or: Not Minding the Nonsense


OPENING GOALS AND INDEX

This guide stemmed out of a conversation I had with a friend about the Divine Mind, which turned into bold claims, then to build outlines, then to advice sheet and finally into the outline of a handbook.

I was surprised by the number of decisions involved in building a Divine Mind (Deities, Mantles, Powers within those Mantles). I think those decisions actually make the Divine Mind a better candidate for a handbook than more rigid classes, despite its unpopularity (and the weirdness that justifies it).

OVERVIEW
(Goals, Color Code, Sources/Abbreviations/Update History)
THE CLASS
(Role, Abilities, Class Features, Alternate Class Features, Multi/Prestige Classing)
RACES
(Races, Templates)
MANTLES AND DEITIES
FEATS AND SKILLS
ITEMS
SAMPLE BUILDS

OVERVIEW
GOALS
This guide is written for someone with some familiarity with psionics and practical optimization. I'm going to try to stay pretty grounded, but I may have slipped in some community jargon or a term or two that might not be familiar to new players. If you're a new player and that's going to spook you off, good. The Divine Mind is a weird class, it's not a particularly strong class, and it's a good way for a new player to play a frustrating campaign.

That said, built properly, a Divine Mind has the tools to play in the same game as Swordsages and Binders, especially past the early-game hump. This guide will discuss how.
COLOR CODE
I'm going to shamelessly steal the old traditional color code, because it's easy and close to a standard:

Red – These are bad options, mentioned either for completeness or because they are misleading.
Black – These options are average or unremarkable. They aren't going to hurt to take, but they aren't going to carry a build on their own.
Blue – These are good options. They're almost always safe choices, and they should contribute something really powerful or unique to a build.
Bluer – These are the amazing options that should probably make you drool a little, if you aren't paying attention. If you can get your hands on these, do so immediately.
SOURCES AND ABBREVIATIONS
I'm fairly friendly to third-party material, but I know many other forumgoers aren't. I will make comments relating to the psionics support provided in Bruce Cordell's Hyperconscious, the Dreamscarred Press SRD and Dragon Magazine, but to avoid confusion, I will not address them outside the blurbs for their own content.

I will try to label the sources of all relevant materials, and link where applicable. My abbreviation key is as follows:
Spoiler


UPDATE HISTORY
Spoiler


Last edited by eggs : 08-31-2012 at 05:39 PM.
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Old 06-18-2012, 03:08 PM   Top  -  End  -  #2
eggs
Ogre in the Playground
 
 
Join Date: Feb 2012
Default Re: Straining Credulity: A Divine Mind Handbook

THE CLASS
I'll be blunt about the Divine Mind. It's not a good class. It has a good claim for being the weakest manifesting class that WotC published, its flavor doesn't make a whole lot of sense, it doesn't have the basic features that you'd normally expect of a melee class and it doesn't have the basic features you'd expect of a manifester. And it has a silly picture. But with some system familiarity and a bit of savvy, it can be salvaged.

The Divine Mind's biggest obstacles come at low levels - until ECL 8, there aren't enough daily uses of Ectopic Ally (discussed later) to use in each of a day's fights, and the class's Aura selection is strategically binding. At ECL 8 and beyond, the class matures relatively well (as well or better than most non-full caster/manifesters).
ROLE
The Divine Mind does three things at any time, with varying degrees of support:
  • Buffer: The Divine Mind's Psychic Aura provides passive buffing to any allies within a limited radius. Its buffs aren't bad, but alone, they aren't going to crank the Divine Mind's numbers to the same degree as a more focused melee class.
  • Fighter: The Divine Mind has a framework that's designed to withstand melee – big hit dice, good saves, class abilities that boost those further. But it lacks some straightforward offense – its base attack is compromised, and the Psychic Aura bonuses might somewhat compensate, but alone, they don't keep pace with martial classes that provide both full BA and class abilities to excel.
  • Manifester: The Divine Mind learns powers from the Ardent's Mantles. But the Divine Mind has some additional limitations – its Mantle selection comes predetermined based on its religious affiliations, it only learns powers of up to 6th level (and only one of those), it only learns 9 powers total and its manifester level has a -4 penalty.
Taken together, the Divine Mind appears to have been designed as a Jack of All Trades – a function which has been repeatedly demonstrated to be difficult to maintain.

The best form of integration available to the Divine Mind involves focusing on its Manifesting aspects – that is the element which provides both the means to crank numeric values and a level of versatility that is not normally available to classes like the Fighter or Barbarian, which are primarily driven by numeric boosts.
ABILITIES
Strength – Either this or Dexterity is going to be your primary weapon attribute. Keep one moderately high; don't worry too much about the other.
Dexterity – Either this or Strength is going to be your primary weapon attribute. If you need to prioritize Strength, just grab a set of full plate and don't sweat it too hard.
Constitution – HP, Fortitude and Concentration. Don't let it get low.
Intelligence – With a bad skill list and no direct applications, if you need a mental dump stat, Int is there.
Wisdom – This is your key ability score. Crank it.
Charisma – Adds to saves and Mind Control. Nice if you can crank it up, but it's not doing your heavy lifting. Not blue because it doesn't need much cranking - if it's going to be too low to use for Divine Grace, go ahead and tank it. The Stygian Path ACF + some Nightsticks will open other useful options with Domain and Divine feats.
CLASS FEATURES
Mantles – The major differentiating abilities between Divine Minds. New mantles are gained at levels 1, 6 and 12, leaving one of the associated deity's mantles untouched.
Wild Talent – The class has a Power Point reserve. I have no idea why it got this feat. But the trick with the Divine Mind is not to stop too often to ask "Why?" That way lies madness.
Psychic Aura – This provides scaling numeric bonuses to various features. The bonuses actually aren't bad, but the radius on the aura starts terrible. It takes 7-9 levels just to kick it up to a useful spread. The default Auras are:
  • Attack – Morale bonus to Attack and Damage rolls: +1 bonus, +1 per 5 levels. This is a nice bonus, but it doesn't stack well with Cleric or Bard buffs or Inspire Courage. Typically, it's probably going to be what you want to have going once combat's started.
  • Defense – Morale bonus to Armor class: +1 bonus, +1 per 5 levels. Morale bonuses to defense are rare, which makes this a nifty aura to have. But this is probably going to be the aura that gets the least use.
  • Perception – Morale bonus to Initiative, Spot and Listen: +2 bonus, +1 per 5 levels. Morale bonuses to Initiative are rare, and are worth stacking. At high levels, when you have a practical method of switching auras in combat, or alongside another Morale-based offensive buffing character, this is a good aura to default to before fights start.
Divine Grace – Nobody ever complained about Divine Grace. It's a nice benefit, but unlikely to crank as high as it would on a Shaman or Sorcadin build.
ALTERNATE CLASS FEATURES
Ectopic Ally (ME) – I need to make this even bluer. You want this, It's not even a question, it's just downright good. To appreciate this ACF, you may need to review the Psi-Like Ability rules. It's Astral Construct as a standard action, fully augmented to the Divine Mind's class level. That's very powerful on its own, but the kicker is that it has a mechanism to augment even further without level-based constraints. For 5ft of aura radius, this is an incredible exchange. Literally incredible - I'd bet that the author didn't know what he was writing. But in its favor, this ACF is basically the one good reason to play a Divine Mind, so it's going to get some focus.
Hidden Talent (ME) – Even though Hidden Talent is a strict improvement over Wild Talent, I don't rate this blue because it is limited to the Divine Mind's first Mantle. In many cases, this will leave the Divine Mind needing Tap Mantle to learn a worthwhile new power at level 5. In those situations, it can be prudent to avoid this ACF and take the Hidden Talent feat instead (which is more flexible, and adds 2 PP to the Divine Mind's pool).
Stygian Path (ME) – This is a pretty even trade. Divine Grace is a powerful ability, but so is fueling Divine and domain feats
Skilled City Dweller (CS web)– Allows Ride to be traded for Tumble. Without a robust built-in mount, this trade is usually a good one, but saddling up an Ectopic Ally
MULTI/PRESTIGE CLASSING
Typically, Multiclassing is to be avoided – it fails to advance the Divine Mind's major class features* and almost inevitably costs manifester levels, which drops DM beyond the scope of a simple Practiced Manifester patchup and pushes its first 6th level power into Epic levels.
But there are a couple options which aren't strictly awful:
Monk – Yeah. Two classes often regarded as the lowest of the low. Tashalatora provides strong enough offensive options to take the load off Divine Mind's PP. This can improve DM's endurance, even if it comes at a meaningful cost. It's true that Tashalatora is RAW-legal without any Monk levels, but there are two reasons a quick Monk dip can be worth it:
  1. It's not uncommon for a DM to be averse to ghost levels.
  2. There's that feat starvation thing I've been grinding on – Tash at level 6 without Monk levels means no Practiced Manifester, no Psionic Meditation, no Hidden Talent, no Serenity, etc. Monk 1 is worth two bonus feats on top of its decent frame, AC boost and various abilities.
Cleric - Cleric is a fantastic dip - opening feats, magic item access, miscellaneous domain abilities and turning (or a second turning pool through shenanigans like Expedition to Castle Ravenloft's Lightbringer ACF or Azurin Cleric substitution levels). The one downside is that it doesn't advance anything that you're probably wanting to advance, if you're putting levels in Divine Mind.
Bard - Dragonfire Inspiration builds require very few Bard levels to be useful, but often have action economy/endurance troubles meshing Morale boosts with DFI. Even just one level of Bard + a couple feats will dramatically increase the Divine Mind's buffing.
Thoughtsinger (DSP) - Like Bard, but psionic. Because Thoughtsong isn't titled "Bardic Music" (even though its effects are the same), most Bardic Music benefits don't work with it by strict RAW; in that environment, it's terrible. If it's treated as Bardic Music, it's pretty balanced with the Bard (more PP, UPD and a low-ML power known, but no Inspirational Boost or UMD).
Ghostbreaker (HC) – Essentially Psionics' Abjurant Champion in an otherwise very well balanced book: 5-levels full BA, full ML. The only level a DM is going to be interested in is the first, which grants Turning, which can then be flipped to fuel Divine and Domain feats. Especially useful to cap off builds once 9th level Ectopic Allies are already an option.
Psionic Abjurant Champion (CMag)- This is psionics' Abjurant Champion (outlined in the AbjChamp adaptation section). It's not totally clear how the mechanics are supposed to work, but the general takeaway is 5/5 BA, 5/5 ML, d10 HD at the cost of a crappy feat. Not blue because its active abilities involve spending PP, its passive abilities probably don't affect many of the Divine Mind's powers, its framework isn't a huge upgrade and it doesn't improve Ectopic Ally. The biggest draws here are the slight BA boost (still possibly useful as a ECL17+ cap) and Martial Arcanist Psionicist, which could facilitate more dips out of Divine Mind (though it take some serious mental gymnastics to justify using Divine Mind over Ardent for that kind of build).
Storm Disciple (CPsi) – This looks like a prestige class designed for the Divine Mind. That's cool, except it's terrible.
*"Major class features" is an alternate spelling for "Ectopic Ally"

Last edited by eggs : 09-20-2012 at 01:44 PM.
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Old 06-18-2012, 03:10 PM   Top  -  End  -  #3
eggs
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Join Date: Feb 2012
Default Re: Straining Credulity: A Divine Mind Handbook

RACES
There are hundreds of races to choose from. I'm only going to list the PHB races and more notable alternative options.

Human – An extra feat slot and extra skills. Those are both things a Divine Mind absolutely craves.
Azurin (MoI) – Human with skills traded out for Essentia. Niche advantage with Incarnum tricks.
Strongheart Halfling (PGtF) – Halfling with a bonus feat. Not well suited to melee, but small size is excellent for anyone who's not expecting to be snatched up or forced to make AoOs.
Anthropomorphic Bat (SS) – Huge Wis boost, flight, and a side of well-deserved shame. It's good, it's first party and it can help the Divine Mind patch its issues, but it's an option that really earns some scorn.
Kureshim (HC) - Bonus psionic feat, minor skill, save and PP bonuses. Competitive with Humans, depending on the necessity of bonus skills.
Aasimar – Outsider (hello, metamorphosis abuse) with elemental resistances and bonuses to two of the Divine Mind's useful abilities. Comes in three common varieties:
Aasimar (MM): Cha +2, Wis +2, Outsider, LA +1; black without Unearthed Arcana's LA buyoff.
Aasimar (web): Cha +2, Outsider, LA +0.
Lesser Aasimar (PGtF): Cha +2, Wis +2, Humanoid, LA +0
Buomman (PlH) - Wisdom bonus with a charisma penalty, humanoid type. Combines nicely with Dragonborn.
Dragonborn of Bahamut (RotD) – Template-like race. Add +2 Con, -2 Dex, strip the base race's class features and add flight. Add to a race with a Wisdom bonus (Vanara
Elan (EPH) – As usual, one of the stronger races. Before someone cries "MAD," the only place an Elan Divine Mind is going to notice its Charisma hit is in its slightly smaller save bonus.
Kalashtar (RoE) – A good bunch of numeric bonuses and lots of bonus PP (though not as much as ). Access to some unique class feats (though none are particularly useful to the Divine Mind) and MoE's Quorri Embedded Shards (which are particularly useful for a Divine Mind).
Synad (CPsi) – Extra swift action 1/day, a couple extra PP, flexible numeric bonuses.
Vanara (OA) – Wisdom bonus at 0 LA is nice, and neither climb speed nor stealth skill bonuses hurt. The Intelligence boost isn't particularly remarkable, but it could help fuel Knowledge Devotion. It may be worth noting that Dragon Magazine's Oriental Adventures update drops the Wisdom bonus, which would cut the appeal of the race.
Dwarf - The Charisma hit isn't fun, but Constitution is good, Stability is good, Magic/Poison save bonuses are good and Divine Minds are typically heavily armored anyway.
Gnome - Small Size is a nice advantage and Con bonuses are always worthwhile. Works well as long as you stay out of melee range (focusing on archery or manifesting)
Half-Giant (EPH) - Red without LA buyoff. But otherwise, a strong melee race for Divine Minds who want to conserve their precious PP by whacking things, which also grants a couple PP.
Halfling - The small size and and save bonus help. Can make a workable ranged combat build.
Elf - The Constitution hit hurts more than Dexterity helps. None of the other abilities are relevant.
Half-Elf - Nothing about this race matters, and taking it means not taking something with abilities that do help.
Half-Orc - Marginal bonuses that don't really matter, a penalty to Charisma and an opportunity cost of better races. It's not crippling, but it is unappealing.
TEMPLATES

Dragon Magazine has some seriously broken templates. I feel bad listing them, so I'm just going to pretend I didn't say anything about third-party content for this bit.
Divine Minion (web) - LA +1 to +2. Outsider type, Fear Immunity and limited Wild Shape. With LA buyoff, it's not a bad deal.
Draconic (RotD) – LA +1. Red without LA buyoff. Charisma, Constitution and Strength boost, plus claws, other minor bonuses.
Feral (SS) - LA +1. Gives any melee build everything it could want, comes with a Wisdom boost and a reputation for brokenness. Its sizable intelligence penalty is going to hurt, but you can manage, if you want to. I wouldn't recommend touching it outside of a high-op game.
Lolth-Touched (MM4) – LA +1. Red without LA buyoff. +6 Strength and Constitution, plus fear immunity and stealth bonuses. This is downright silly for a melee build, and Divine Minds tend to take to melee.
Voidmind (MM3) – LA +1. Red without LA buyoff. Loses a point of charisma, doesn't gain wisdom, but gains in just about everything else. Lots of useful defensive abilities, a tentacle attack and a powerful slime vomit power.
Phrenic (EPH) – LA +2. Red without LA buyoff. PR, Wisdom and Charisma bonuses, a bunch of very nicely scaling PLAs and 1 PP.
Saint (BoED) - LA +2. Bonuses to all the stats you care about, some astounding defenses, and miscellaneous bonuses like extra damage and Outsider type. Still black without LA buyoff.
OTHER
Major Bloodlines (UA) – Using the common interpretation outlined by PlzBreakMyCampaign here, a Major Bloodline will both accelerate the Divine Mind's Manifester level acquisition and Ectopic Ally advancement. These are both absolutely invaluable, address many of the Divine Mind's most pressing issues and are well worth a Divine Mind spending around half of its career one HD behind the norm. With custom bloodlines, the extra feats also become quite remarkable. Only not light blue because reading or explaining he rules tends to feel like that scene in Scanners.

Last edited by eggs : 06-24-2012 at 01:04 AM.
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Old 06-18-2012, 03:12 PM   Top  -  End  -  #4
eggs
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Join Date: Feb 2012
Default Re: Straining Credulity: A Divine Mind Handbook

MANTLES
Spoiler


DEITIES
[I'm going to screw with my rating system here, for the sake of a sortable list. Don't let it throw you.
Just to be super-explicit:

* = bad
** = unremarkable
*** = good
**** = amazing
Deity Book Rating Mantles
Boccob PHB *** Deception, Fate, Knowledge, Magic
Corellon Larethian PHB ** Chaos, Good, Guardian, Magic
Ehlonna PHB ** Good, Guardian, Light and Darkness, Natural World
Erythnul PHB * Chaos, Destruction, Evil, Pain and Suffering
Fharlanghn PHB **** Communication, Fate, Freedom, Time
Garl Glittergold PHB ** Good, Guardian, Deception, Knowledge
Gruumsh PHB ** Chaos, Destruction, Evil, Physical Power
Heironeous PHB *** Conflict, Good, Justice, Law
Hextor PHB ** Conflict, Destruction, Evil, Law
Kord PHB ** Chaos, Conflict, Good, Physical Power
Moradin PHB *** Creation, Good, Guardian, Law
Nerull PHB * Consumption, Death, Destruction, Evil
Obad-Hai PHB *** Communication, Elements, Life, Natural World
Olidammara PHB **** Chaos, Communication, Deception, Freedom
Pelor PHB * Good, Force, Life, Light and Darkness
St. Cuthbert PHB ** Energy, Law, Justice, Physical Power
Vecna PHB * Corruption and Madness, Evil, Knowledge, The Planes
Wee Jas PHB ** Death, Law, Magic, Mental Power
Yondalla PHB *** Communication, Freedom, Good, Repose
Ilsensine EPH ** Evil, Law, Magic, Mental Power
Zuoken EPH *** Conflict, Knowledge, Mental Power, Physical Power
Azuth FRCS ** Knowledge, Law, Magic, Mental Power
Bane FRCS ** Conflict, Destruction, Evil, Law
Chauntea FRCS *** Good, Guardian, Life, Natural World
Cyric FRCS * Chaos, Corruption and Madness, Deception, Evil
Eilistraee FRCS ** Chaos, Good, Freedom, Light and Darkness
Gond FRCS *** Creation, Elements, Knowledge, Repose
Helm FRCS ** Guardian, Law, Physical Power, Repose
Ilmater FRCS * Good, Law, Life, Pain and Suffering
Kelemvor FRCS *** Death, Fate, Guardian, Law
Kossuth FRCS * Destruction, Elements, Energy, The Planes
Lathander FRCS ** Good, Life, Light and Darkness, Time
Lolth FRCS * Chaos, Destruction, Evil, Light and Darkness
Malar FRCS ** Chaos, Evil, Natural World, Physical Power
Mask FRCS ** Deception, Evil, Fate, Light and Darkness
Mielikki FRCS *** Freedom, Good, Life, Natural World
Mystra FRCS ** Deception, Good, Knowledge, Magic
Oghma FRCS **** Communication, Fate, Freedom, Knowledge
Selune FRCS *** Chaos, Freedom, Good, Light and Darkness
Shar FRCS ** Deception, Evil, Knowledge, Light and Darkness
Shaundakul FRCS ** Chaos, Elements, Freedom, The Planes
Silvanus FRCS ** Guardian, Life, Natural World, Repose
Sune FRCS ** Chaos, Communication, Good, Guardian
Talos FRCS ** Chaos, Destruction, Evil, Natural World
Tempus FRCS ** Chaos, Conflict, Force, Physical Power
Torm FRCS *** Good, Guardian, Law, Physical Power
Tymora FRCS *** Chaos, Fate, Freedom, Good
Tyr FRCS ** Good, Justice, Knowledge, Law
Umberlee FRCS ** Chaos, Destruction, Evil, Natural World
Uthgar FRCS *** Conflict, Justice, Natural World, Physical Power
Waukeen FRCS *** Consumption, Freedom, Guardian, Knowledge
Silver Flame ECS ** Good, Guardian, Law, The Planes
Arawai ECS *** Good, Guardian, Life, Natural World
Aureon ECS ** Knowledge, Law, Magic, Mental Power
Balinor ECS *** Elements, Guardian, Natural World, Repose
Boldrei ECS ** Communication, Good, Justice, Law
Dol Arrah ECS ** Conflict, Good, Law, Light and Darkness
Dol Dorn ECS ** Chaos, Conflict, Good, Physical Power
Kol Korran ECS *** Communication, Consumption, Guardian, Freedom
Olladra ECS ** Fate, Good, Guardian, Life
Onatar ECS ** Creation, Energy, Force, Good
The Devourer ECS ** Destruction, Evil, Natural World, Pain and Suffering
The Fury ECS * Consumption, Corruption and Madness, Deception, Evil
The Keeper ECS *** Consumption, Death, Evil, Time
The Mockery ECS ** Conflict, Destruction, Deception, Evil
The Shadow ECS * Chaos, Evil, Light and Darkness, Magic
The Traveler ECS *** Chaos, Creation, Deception, Freedom
Blood of Vol ECS ** Death, Evil, Knowledge, Law
Dragon Below ECS * Corruption and Madness, Elements, Evil, The Planes
Path of Light ECS ** Guardian, Law, Light and Darkness, Repose
Undying Court ECS ** Death, Fate, Good, Life

Last edited by eggs : 09-20-2012 at 01:54 PM.
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Old 06-18-2012, 03:14 PM   Top  -  End  -  #5
eggs
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Join Date: Feb 2012
Default Re: Straining Credulity: A Divine Mind Handbook

FEATS AND SKILLS

GENERAL FEATS


Psionic Meditation (EPH) – Every psionic character who can afford this, wants this. Psionic focus regulates so many elements of a Divine Mind (Linked Power, mantle abilities, feats, Linked Power…) that restoring it without losing is a standard action is very high priority.
Psicrystal Affinity (EPH) – Minor bonuses, shared powers and the benefits of a second character. Much more powerful if abusing Metamorphosis.
Psicrystal Containment (EPH) – A second psionic focus you can use for class abilities, Linked Power and any other psionic feats or abilities you might pick up.
Dialate Aura (FC2) - Double aura range once per encounter. With the Divine Mind's aura range issues, you'd think this would be useful, but given its starvation for other better feats, it's really not.
Serenity (DR#306, DMC) – Key Divine Grace and Turning (if applicable) off Wisdom. The feat's utility varies based on ability scores and access to ability boosts.
Metamorphic Transfer (EPH) – Highly abusable for any high-level Divine Mind with access to Natural World (or an Expanded Knowledge feat to spare).
Quick Recovery (LoM)– Almost always listed as a good filler feat. It is. But Divine Minds seriously can't afford filler feats.
Improved Toughness (CWar) – See above.
Improved Initiative – As above, but feat slots get a bit cheaper at higher levels, and in arena style designs, initiative becomes even more important; endurance less so.
Tap Mantle (CPsi) – As a feat with no direct benefit, it's usually something you're going to want to try to avoid. But if it's the difference between learning Metamorphosis and Sustenance at level 14, just suck it up and take the feat. Does not restrict options by deity.
Don Mantle (CPsi) - Gain a mantle's granted ability. This can open some interesting options for a feat slot, but they tend to lack power-wise, compared to manifesting improvements.
Extra Aura (CPsi) - Gain a new aura option based on your mantle. You're probably not going to get enough out of the difference between your base auras and the new aura to justify a feat.
MANIFESTING FEATS
As with the rest of 3e, Magic[ is everything. In this case, psionics are everything. By patching up the Divine Mind's crappy manifesting mechanics, you can both increase its brute casting abilities (with more effective powers delivered more regularly and more efficiently), and its combat abilities (by making its buffs easier to apply and more powerful when they are applied). Addressing those manifesting problems is almost always the first priority with feat slots.
Practiced Manifester (CPsi) – With the butchered copy/paste from Practiced Spellcaster, it's unclear whether this grants bonus PP from ability scores. Normally, that would change the rating, but either way, every Divine Mind is going to take this as early as possible. It's worth noting that despite the Divine Mind's lack of manifesting until ECL 5, it qualifies at level 1 - making this useful for either retraining or comboing with Hidden Talent to get a jump start on manifesting.
Linked Power (CPsi) – This feat is what makes psigishes so good. It essentially turns manifestations into free actions. Either link two powers you want to manifest, or link a power you want to a low-level swift or immediate-action power, and you're essentially winning free actions. And as a general tactical rule, whoever can take the most actions is the closest to winning.
Hidden Talent (EPH, p.67) – 2 PP and a power known from any power list. This feat can be useful in place of the ACF, due to the ACF's restriction to a mantle you already have.
[[SUGGESTIONS – Expansion, Grip of Iron, Synchronicity, Claws of the Beast, Astral Construct, Dimension Hop, Psionic Charm, Synesthete, Psionic Minor Creation Entangling Ectoplasm]]
Boost Construct (EPH) – Makes Ectopic Ally even stronger.
Quicken Power (EPH) – I list this because it's a power almost every primary manifester will want. But it's expensive – more expensive than a Divine Mind is typically able to afford. With Linked Power on the table (you're using CPsi anyway), Quicken is very rarely going to be a worthwhile choice.
Extend Power (EPH) – Extending buffs can mean manifesting them less often, and saving PP. In practice, this can sometimes be difficult with shorter-duration powers, but it's still a solid feat choice.
Overchannel (EPH) - Turn HP into manifester levels. Generally speaking, you're going to have an abundance of HP and a great shortage of Manifester levels. Very appealing feat.
Expanded Knowledge (EPH) – Learn a new power from any list. Due to their crappy manifesting, Divine Minds use this less effectively than other classes, but due to their crappy casting, they often need it more.
Psychic Meditation (ME) – This feat has a few benefits. The one that matters most to a Divine Mind is the bonus PP. This is essentially one feat for extra PP equal to a character's ML. Compare it to Wild or Psionic Talent, and it's pretty clearly a good deal.
Greater Psychic Meditation (ME) – Same as Psychic Meditation, except it's functionally double a character's ML in PP for one feat which can be taken multiple times. Sneaking this in once or twice is excellent for a Divine Mind's endurance.
Psycarnum Infusion (MoI) + Midnight Augmentation (MoI) – You can invest Essentia into Midnight Augmentation to reduce augmentation costs. You can discharge your psionic focus with Psycarnum Infusion to treat an incarnum receptacle as full. Combine them for best results (requires Psionic Meditation or Psicrystal Containment).
Combat Manifesting (EPH) - You need to crank Concentration up anyway to assume Psionic Focus. At low levels, when defensive manifesting is still problematic, you won't be manifesting often enough to justify the feat. Skip this noise.
Shielded Manifesting (RoS) - Don't provoke AoOs while manifesting, If you ignored the advice above and took Combat Manifesting, this isn't a bad feat. But I would strongly recommend not ignoring the advice above.
COMBAT FEATS

Power Attack – It's a staple of melee feats, but with their medium base attack and general feat starvation, Divine Minds have a hard time using it effectively, and it comes at the cost of a feat that could help to patch the Divine Mind's crippled manifesting.
Improved Bull Rush+Shock Trooper (CW) – Shock Trooper is a great benefit – especially to pouncing Divine Minds. For most classes, I'd color Shock Trooper a bright light blue, but with Divine Mind, the three-feat cost absolutely cripples the class's manifesting, and DM still struggles to charge effectively.
Psionic Strike (EPH) – Red not because an extra 2d6 damage is harmful, but because both the feat slot and psionic focus could be used for greater benefit in mantle abilities or metapsionics.
Deep Impact (EPH) – With Hustle, this can make for an expected damage increase when applied to one of the Divine Mind's iterative attacks. Without Hustle, this is either 1/encounter or comes at the cost of a full attack action – either way, its two-feat cost becomes very difficult to justify, compared to the free option of full attacking.
Stand Still (EPH) - This is one of the cheapest and easiest ways for a character to function as a melee controller, and it works as nicely for the Divine Mind as it does for most other classes.
Point Blank Shot+Rapid Shot – Divine Minds are able to scrounge more damage-boosting abilities than most classes, making archery one of the few areas where the class actually shines. Adding attacks multiplies the benefits of those damage boosts.
Zen Archery (CWar) – Use Wis in place of Dex on melee attack; can be useful for Divine Mind archers.
Knowledge Devotion (CCha) – Taking 10 with the Knowledge Mantle, it's +2 to +3 attack and damage on its own. Adding ranks, skill tricks and items, it's not hard to cap out with +5 insight to attack and damage fairly inexpensively.
Master of Poisons (DotU) – Poisoncrafting and poison-using are typically ways to make mediocre classes capable in combat. Master of Poisons is one of the tools to doing that well – it's poison use and swift weapon application rolled into one feat. The other tool is Psionic Minor Creation; if you go this route, try to get both.
Exotic Weapon Proficiency - Paying a feat for proficiency can hurt, but a couple weapons can justify it. The three I would consider using the feat for are Spiked Chain, Chain (OA) and Mancatcher (CWar).
Heavy Armor Optimization (RoS) + Deflective Armor (RoS) - Boost heavy armor bonuses by 1 and add your armor bonus to touch AC while focused. I do recommend heavy armor, and neither of these abilities hurts to have, but these feats are something of a luxury. These aren't bad feats, but be sure to have your manifesting bases covered before thinking about grabbing them.
MANTRA FEATS
Mantra feats were introduced by Dreamscarred Press (so WotC-only posters can just skip on by); they provide temporary benefits when a character gains psionic focus, as well as a greater benefit when focus is expended again. They combine handily with several mantles' discharge abilities, as well as Linked Power-user tactics. I have only listed the more useful options.
Fury of the Storm (DSP) – Gain a Flurry of Blows-like ability after assuming psionic focus. Discharge for a second extra attack at a greater penalty. Even with attack penalty, increases chances of hit.
Rage of the Fallen (DSP) – Charge temporary Hit Points as allies take damage, gain a full attack as an immediate action if an ally drops. Even assuming you don't count as your own ally for this feat, your summons probably do, which could give you a very usable HP/Attack engine.
Riding the Waves (DSP) – Use Wisdom on melee attacks in place of Strength, expend focus to add Wisdom to damage rolls for one round.
Student of the Mind (DSP) – Powers cost 1 PP less (doesn't affect maximum augmentations, but does help endurance), discharge for PR 10+ML.
DIVINE/DOMAIN FEATS
For Divine Minds with access to Turn Undead (through Stygian Path or dips), these use the Divine Mind's potentially high Charisma bonus or Nightsticks to fuel various benefits.
Animal Devotion (CCha) – Swift activation, nicely stacking Strength bonus, fly speed or Charisma-based poison bite attack damaging Constitution. One minute of daily use, plus one minute per three daily Turn attempts permanently sacrificed. All are useful abilities – especially flight for Divine Minds lacking the Freedom domain.
Death Devotion (CCha) – As a swift action, deal Negative levels with melee attacks. One minute of daily use, plus one minute per three daily Turn attempts permanently sacrificed. Useful for Divine Minds who want to do melee debuffing.
Divine Might (CWar) – Burn a Turn attempt to add Charisma to damage for a round. Nice effect, but for two feats, Turning access and a turning use, it's a bit skimpy.
Divine Shield (CWar) – Burn a Turn attempt as a standard action to add Charisma to AC for a few rounds. Again, good effect, but for its investment, it's just okay.
Divine Vigor (CWar) – Burn a Turn attempt as a standard action to gain a speed boost and temporary HP for a few minutes. The longer duration makes me friendlier to this than CW's other divine feats, but it's still a lot of investment, and prebuffing time is sometimes difficult to manage.
Evil Devotion (CCha) – As a swift action, allies' weapons count as Evil allies gain DR/Good. One minute daily use, plus one minute per Turn attempt permanently sacrificed. Useful for its swift activation, party-wide buffing and low Turn cost, works well with aura tactics.
Good Devotion (CCha) – As Evil, but with the alignments flipped.
Law Devotion (CCha) – Large bonuses to attack or AC as a Swift Action. One minute per day; extra daily use costs three turn undead attempts. Useful because the bonuses are huge.
Plant Domain (CCha) – Activate as an immediate action, increase natural armor, gain scaling fortification for one minute daily, plus one activation per two Turn attempts sacrificed. Useful for nice defensive bonus, relatively inexpensive turning cost.
Protection Devotion (CCha) – Sizable AC boost to all allies in 30 ft. One minute per day; extra uses cost three turn undead attempts. Useful for party-wide buffing as a swift action. Works well with aura tactics.
Sacred Vitality (LM) – Lose a turn attempt to gain immunities to ability damage, ability drain and negative levels for a minute as a standard action. It's a bit of a stretch to spare a feat for it, but in certain combinations, it can be useful (especially those involving ability burn, as it's a specific type of ability damage).
Strength Devotion (CCha) – Activate as a swift action for one minute, ignore hardness and DR/adamantine, gain a natural attack, add one extra use per turn undead attempt sacrificed. Useful for inexpensive extra uses, extra attack and for facilitating the simple joys of smashing **** up.
Travel Devotion (CCha) – Activate as a swift action, for one minute, move your speed as a swift action; gain one extra minute per two turn undead attempts sacrificed. Useful for providing the much-sought ability to move and full attack.

COHORT FEATS
Due to the lack of a cap on the number of allies included in their passive buffing mechanisms, Divine Minds tend to gain more from feats that grant companions/secondary characters than most other classes. Unfortunately, those feats are already utterly broken.
Wild Cohort (web) – The most reasonable cohort feat. Gain a nerfed animal companion.
Leadership – Not the most reasonable cohort feat. Gaining extra characters is very powerful, and this does it in the most straightforward way (as well as providing a slew of back-up characters). Gain a cohort of your character's level -2.
Improved Cohort (HoB) – The cohort gains a level. Because Leadership needs to be stronger.
Undead Leadership (LM) – Leadership, but specifically for undead followers.
Dragon Cohort (Drac) – Gain a high-level dragon companion.
SKILLS
Autohypnosis – Useful skill applies to all sorts of nifty things. Especially useful to crank in the low-level game.
Climb – Stops mattering when flight and teleportation creep into the game.
Concentration – Required for combat manifesting and recovering psionic focus. Those are vital to what the Divine Mind does. This should be capped out at all times.
Craft – Blue with Psionic Minor Creation. As mentioned with Master of Poisons, poisoncrafting and poison-using are typically workable methods for recovering a weak class; this is one of the tools to do that well.
Jump – Stops mattering when flight and teleportation creep into the game.
Knowledge (psionics) – Useful for qualifying for Knowledge Devotion; expensive to do more than dabble after that.
Knowledge (religion) – Useful for qualifying for Knowledge Devotion; expensive to do more than dabble after that.
Profession – I like flavor skills as much as the next guy, but you don't have many skill points. You can't afford this noise.
Psicraft – 4 ranks required for Practiced Manifester. It'd be nice to afford more; it's a useful skill. But Intelligence is typically not going to be a Divine Mind's strong point, and skill points are always scarce.
Ride – Without a built-in level-appropriate mount, riding isn't always practical. But Ectopic Ally is built-in and level appropriate; there are some possibilities there. You're still probably going to want to trade this out for Tumble, though.
Swim - Situational. Can be trivialized without much difficulty, but can be a devastating skill to lack if unprepared.
Tumble – From Skilled City Dweller; Tumble allows you to avoid Attacks of Opportunity while moving in melee. If you plan on being in melee, those are checks you will be rolling.
SKILL TRICKS
Back on Your Feet (CSco) – Stand up from prone as an immediate action. Negates common melee lockdown tactics. Requires Tumble ranks.
Collector of Stories (CSco) – An additional +5 to Knowledge Devotion rolls.
Nimble Stand (CSco) – Don't provoke AoOs when standing up from prone. Weakens common melee lockdown tactics. Requires Tumble ranks.
Swift Concentration (CSco) – Maintain concentration as Swift action. Use depends on power selection.
Walk the Walls (CSco) – Climb short distances as part of movement. Requires Tumble ranks.

Last edited by eggs : 09-20-2012 at 02:10 PM.
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Old 06-18-2012, 03:16 PM   Top  -  End  -  #6
eggs
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Default Re: Straining Credulity: A Divine Mind Handbook

ITEMS
I'm going to leave aside the obvious items like Wisdom enhancements, resistance save bonuses, a variety of AC boosts, etc. Just covering all those with a quick rule of thumb, if it makes a number you care about go up, and it does so at minimal expense, you want it.

This list is not comprehensive, but it's where I'd start:

WEAPON:
Type:
The Divine Mind doesn't have a lot of abilities that encourage any one weapon style over another - its BA gives it trouble using Power Attack on two-handed weapons, it doesn't have the bonus damage or the feat selection to effectively use Two-weapon fighting, and archery can be problematic with high demands on low-level feat slots. The most effective weapon setups for a divine mind tend to be:
  • Ranged Weaponry - If you can muster the feats early, ranged weapons allow easy full attacks, multiplication of the Psychic Aura's damage boosts and more affordable damage enhancements than melee weaponry (remember that while enhancement bonuses to bows and arrows don't stack in 3.5, enhancement effects like Bane or Collision do).
  • Reach Weapons - With a Guisarme or Glaive, the Divine Mind can at least act as a battlefield controller. Stand Still is able to generate challenging DCs even without sources of high bonus damage.
  • Weapon+Shield - This is an unpopular fighting style in 3.5 because it's usually not an effective way to deal damage (and because of the Animated shield enhancement). This holds for the Divine Mind, but with one exception - past level 8, the useful abilities that the Divine Mind brings to the table aren't coming from its melee; they're coming from its PLAs, Auras and powers. It's often more useful to save some GP from shield animation and just turtle up to defend your manifestations.
Deep Crystal Weapon (EPH) – 1,000 gp. Special material. Spend 2 PP to deal 2d6 damage with weapon attack. Trading PP for damage is typically not a good trade for the PP-starved Divine Mind, but this is at least more cost-effective than direct blasting.
Manifester Weapon – 16,000 gp. Decent ability on its own. Gets silly (read: shamefully abusive) when ammunition pricing is brought into the mix.
Sudden Stunning Weapon (DMG2) – 2,000 gp. Forces a Charisma-based stun with daily uses equal to your Charisma bonus.
Initiative (OA) – 10,000 gp. +2 Luck to Initiative
Eager (MIC) - +1 Bonus +2 to Initiative and damage in the first round.
Warning (MIC) – +1 bonus. +5 Insight to Initiative
Greater Dispelling (MIC) – +2 Bonus. CL 15 Greater Dispel Magic on target struck in melee 3/day.
Spellblade (PGtF) – 6,000 gp. Immunity to any spell. If prevents a spell, recast it as a free action the subsequent round.
Splitting (UE) - +3 bonus for archers. Doubles number of arrows. A bit too good, but a workable method to carry a slouching archer build.
Force - +2 bonus, also for archers. Arrows turn into force attacks, ignoring the DR that murders volley builds.
Sizing (MIC) - Keep weapons size-appropriate while using morph powers.
HEAD
Scout's Headband (MIC) – 3,400 gp. Various perception abilities including See Invisibility and True Seeing. Useful for Divine Minds without Touchsight or Steadfast Perception.
Crown of the White Raven (ToB) – 3,000 gp. Learn a White Raven Maneuver of 3rd level or lower. Recommended: Douse the Flames
Circlet of Rapid Casting (MIC) – 15,000 gp. Receives major benefits from Magic-Psionics transparency: quicken standard action powers using charges based on level.
Surge Crystal (MIC) - 18,000 gp. Mini-Overchannel from an item. It's not as good as the real thing, but any way you spin it, raising ML is exactly what you want to do.
EYES
Corsair's Eyepatch (MIC) – 3,000 gp. 3/day See Invisibility as a Swift action.
Eyes of Truth (MIC) – 5,500 gp. 1/day True Seeing as a Swift action.
Blindfold of True Darkness (MIC) – 9,000 gp. 30ft. Blindsight.
Third Eye Concentrate (EPH) – 10,000 gp. +10 Concentration
NECK
Amulet of Tears (MIC) – 2,300 gp. 12 Temp HP as a swift action 3/day.
Devoted Spirit Amulet (ToB) – 3,000 gp. Learn a Devoted Spirit Maneuver of 3rd level or lower. Recommended: Shield Block
Torc of Power Preservation - Both iterations are invaluable. The EPH version is better if it can both be afforded and allowed into a game despite revision.
Torc of Power Preservation (MIC) – 4,000 gp. Powers cost 1 PP less to manifest 5/day.
Torc of Power Preservation (EPH) – 36,000 gp. Powers cost 1 PP less to manifest.
TORSO
Winged Vest (MIC) - 12,000 gp. Swift flight, short duration and limited uses, but plenty for most days' use at a fairly low cost.
BODY
Type:
This is typically where your armor goes. As a Divine Mind, where Dexterity is typically low priority, there are two general approaches you're going to take with armor:
  • Heavy - Get a suit of fullplate, load it with enhancements. Most Divine Minds won't have the dexterity for its limits to be noticeable, and the armor boost is always nice.
  • None - Don't wear armor at all. Instead, put on a Monk's belt for Wisdom-to-AC, throw on some Inertial or Mage armor (both are inexpensive through items or allied casting) and free up the body magic item slot.
Iron Heart Vest (ToB) – 3,000 gp. Learn an Iron Wind Maneuver of 3rd level or lower. Recommended: Wall of Blades
Slick Armor (DMG) – 3,750 gp to 33,750 gp. Escape Artist bonus (+5 to +15); don't get grappled (unless you're using a Grappling build).
Mantle of Second Chances (DMG2) - 6,000 gp. Reroll one d20 roll per day.
Owlflight Armor (MIC) – 8,160 gp. Inexpensive multiuse item of flight. Useful for Divine Minds without the Freedom mantle (or with it; PP isn't free).
Skin of the Proteus (EPH) – 84,000 gp. Continual Metamorphosis. Expensive, but Continual Metamorphosis.
WAIST
Healing Belt (MIC) – 750 gp. Inexpensive self-healing for low levels.
Stone Dragon Belt (ToB) – 3,000 gp. Learn a Stone Dragon Maneuver of 3rd level or lower. Recommended: Mountain Hammer
Belt of Battle (MIC) – 12,000 gp. Extra actions. You want those.
Monk's Belt (DMG) – 13,000 gp. Wisdom to AC, plus other minor benefits. For a Wis-heavy class, it's gold.
SHOULDERS
Cloak of Elemental Protection (Minis) – 1,000 gp. Immediate Energy resistance.
Shadow Cloak (DotU) - 5,500 gp. Immediate teleport when attacked.
ARMS
Armband of Elusive Action (MIC) – 800 gp. Don't provoke AoO 1/day.
Bracers of the Entangling Blast (MIC) – 2,000 gp. 3/day damaging power entangles target for 1d3 rounds (no save). You probably won't want blasting powers, but if you have them, this is brilliant.
Bracers of the Blast Barrier (MIC) – 3,200 gp. 3/day Turn blasting power into a temporary damaging wall. An alternative to Entngling Blast which works better with Entangling Ectoplasm.
Bracers of Blinding Strike (MIC) – 5,000 gp. +2 Competence to Initiative and Haste 3 rounds/day.
HANDS
Shadow Hands (ToB) – 3,000 gp. Learn a Shadow Hand Maneuver of 3rd level or lower. Recommended: Shadow Jaunt
Gauntlets of War (CCha) – 4,000 gp. +3 damage if you worship one of the gishly deities.
RINGS
Ring of the Diamond Mind (ToB) – 3,000 gp. Learn a Diamond Mind Maneuver of 3rd level or lower. Recommended: Emerald Razor
Stormfire Ring (MIC) – 4,000 gp. Faerie Fire 5/day, plus damage effect.
Ring of Enduring Arcana (CM) - 3,000 gp. Manifester level counts as 4 higher against dispels.
Ring of Negative Protection (MIC) – 36,000 gp. Immunity to negative levels.
FEET
Anklets of Translocation (MIC) – 1,400 gp. 10 ft. Teleport as a Swift action 2/day (requires line of effect).
Steadfast Boots (MIC) – 1,400 gp. Bonuses to avoid combat maneuvers, and count as readied against charge attacks.
Slippers of the Setting Sun (ToB) – 3,000 gp. Learn a Setting Sun Maneuver of 3rd level or lower. Recommended: Counter Charge
Quicksilver Boots (MIC) - 3,200 gp. Move land speed as swift action 2/day.
Boots of Big Stepping (MIC) – 6,000 gp. 60 ft. Teleport as Standard action 3/day (does not require line of effect). ML boost for teleportation powers.
Boots of Speed (DMG) – 12,000 gp. Haste 10 rounds per day.
Boots of Temporal Acceleration (MIC) – 43,000 gp. Temporal Acceleration for 2 rounds per day. Short use, but huge benefit.
TOOLS/OTHER
Heward's Fortifying Bedroll (CM) - 3,000 gp. Spend 1 hour resting to benefit from a full 8 hours' rest. This is useful both to give a Divine Mind more time in a day and to facilitate degenerate nova/narcolepsy tactics (which are lame, but which help the Divine Mind disproportionately, given its small PP pool and the benefits of power augmentation).
Power Link Quori Shard (MoE) - 3,000 gp. Ruin one of the balancing rules of psionics at a low price. These are ridiculous; avoid them unless playing very high op (if you're trying to use a DM there, you're going to need them)
Nightsticks (LM) - 7,500 gp. For any Divine Mind with Turning Access (either through a dip or Stygian Path), Nightsticks provide 4 daily Turnings apiece. The important metagame takeaway is that it allows a Divine Mind to tank Charisma and still come out ahead.
Inspiration Shield (FoW) - 11,000 gp enhancement. Double your aura radius for a flat cost. If you want party buffing to be a meaningful part of your repertoire, you'll probably need this. Fairly pricey though.
Quiver of Energy (CPsi) - 15,750 gp. Arrows stored in the quiver deal an additional +1d6 elemental damage. The price tag is rather steep, but for an archer, it's cheaper than buying damage enhancements. Consider it a long-term investment.
Orange Ioun Stone (DMG)– 30,000 gp. +1 Manifester Level.
Cognizance Crystals (EPH) – 1,000 to 81,000 gp. Extra Power Points for gold.
Power Repository Quori Shard (MoE) - 3,000 to 48,000 gp. Swap powers known for powers from any other list of equal level. The 3rd and 4th level shards get spendy, but freedom from the Mantle mechanic is always useful.

Last edited by eggs : 12-13-2012 at 04:48 PM.
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Old 06-18-2012, 03:18 PM   Top  -  End  -  #7
eggs
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Default Re: Straining Credulity: A Divine Mind Handbook

Road Warrior of Fharlanghn - standard control-oriented gish build.
Spoiler

Wrassler of Torm - stretching the DM in a grapplinger direction.
Spoiler

Zen Archer of Zuoken - Pretty standard archer build
Spoiler

Last edited by eggs : 09-20-2012 at 12:32 PM.
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Old 06-18-2012, 03:21 PM   Top  -  End  -  #8
Surzt and Gurzt
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Default Re: Straining Credulity: A Divine Mind Handbook

I am thoroughly interested in the contents of this handbook.
You may want to include powers/mantles in a spoiler, they take up ALOT of space.

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Old 06-18-2012, 03:25 PM   Top  -  End  -  #9
Psyren
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Default Re: Straining Credulity: A Divine Mind Handbook

Quote:
Originally Posted by eggs View Post
This is happening.
You are a far braver man than I, sir. (or woman/madam.) *Salutes*

(And yes, ectopic ally is the ****)


EDIT: Another good race for you are Buommans from Planar Handbook. Medium, 0 LA, +2 Wis, -2 Cha. They have a vow of silence, which of course doesn't interfere with psionics in any way.

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Old 06-18-2012, 03:42 PM   Top  -  End  -  #10
Urpriest
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Default Re: Straining Credulity: A Divine Mind Handbook

While this is a minor point, in your entry on Vanaras you may want to point out that they don't have the Wis bonus in 3.5, if you're using the Dragon Magazine update.
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Old 06-18-2012, 03:48 PM   Top  -  End  -  #11
eggs
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Default Re: Straining Credulity: A Divine Mind Handbook

Quote:
Originally Posted by Psyren View Post
You are a far braver man than I, sir. (or woman/madam.) *Salutes*
Until there's a handbook for everything, our work isn't done!
Quote:
Originally Posted by Psyren View Post
Another good race for you are Buommans from Planar Handbook. Medium, 0 LA, +2 Wis, -2 Cha. They have a vow of silence, which of course doesn't interfere with psionics in any way.
Added!
Quote:
Originally Posted by Urpriest View Post
While this is a minor point, in your entry on Vanaras you may want to point out that they don't have the Wis bonus in 3.5, if you're using the Dragon Magazine update.
Good catch. Also a drag, but I'll mention it. Thanks!

Last edited by eggs : 06-18-2012 at 03:53 PM.
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Old 06-18-2012, 03:56 PM   Top  -  End  -  #12
Surzt and Gurzt
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Default Re: Straining Credulity: A Divine Mind Handbook

My I ask why Ghostbreaker isn't Blue ? A Divine Mind 15/Ghostbreaker 5 gets alot of great stuff without losing much.
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Old 06-18-2012, 04:07 PM   Top  -  End  -  #13
eggs
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Default Re: Straining Credulity: A Divine Mind Handbook

Quote:
Originally Posted by Surzt and Gurzt View Post
My I ask why Ghostbreaker isn't Blue ? A Divine Mind 15/Ghostbreaker 5 gets alot of great stuff without losing much.
I was looking at in terms of lower-level advancement, when it'd be screwing with Ectopic Ally.

But capping off a build, you're absolutely right - with an expected 4 encounters a day and the CPsi nerf, Divine Mind 16 wouldn't have much of anything left to gain from more DM levels, but it would get some nice abilities and a 4th attack from Ghostbreaker 4.

EDIT:
Actually, that raises a question I had when I was writing this: I know there aren't any first-party Epic Astral Constructs, but does anyone know of any level 10+ ACs that ever cropped up in Dragon or other well-done 3rd party sources?

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Old 06-18-2012, 04:47 PM   Top  -  End  -  #14
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Default Re: Straining Credulity: A Divine Mind Handbook

Quote:
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Until there's a handbook for everything, our work isn't done!
Hear, hear!

Thank you for taking this up!
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Old 06-18-2012, 06:00 PM   Top  -  End  -  #15
Flickerdart
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Default Re: Straining Credulity: A Divine Mind Handbook

Personally, this is what I think handbooks and optimizers in general should be doing - taking classes nobody likes, and showing how to make them marginally acceptable. Great work!
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Old 06-18-2012, 06:00 PM   Top  -  End  -  #16
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Default Re: Straining Credulity: A Divine Mind Handbook

I salute you for taking up this task!

I'm definitely going to be keeping an eye on this.

Just one concern - perhaps you've posted too much information about the Divine Mind's mantles/abilites? I wouldn't want to see this taken down.
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Old 06-18-2012, 06:20 PM   Top  -  End  -  #17
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Default Re: Straining Credulity: A Divine Mind Handbook

Classy. Handbooking is hard work, so kudos. I'll be watching this with some interest.
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Old 06-18-2012, 06:32 PM   Top  -  End  -  #18
eggs
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Default Re: Straining Credulity: A Divine Mind Handbook

Thanks!
Quote:
Originally Posted by Kuulvheysoon View Post
Just one concern - perhaps you've posted too much information about the Divine Mind's mantles/abilites? I wouldn't want to see this taken down.
I hope not; addressing build options on a unit-by-unit basis was one of the major features I found useful in LogicNinja's wizard handbook and Dictum Mortuum's guides, and was one of the major goals I had with this.

I don't think the specificity should be an issue - I haven't provided enough information to use the Divine Mind content without referencing CPsi, the lists of abilities are greatly modified from their original presentations and all the ability and power rundowns are more focused on which powers and abilities are worth using than they are on how the powers are used.

But if any mods tracking this still think it's a problem, please PM me - I'd be willing to make the information a bit murkier if the alternative is a thread wipe.
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Old 06-18-2012, 07:09 PM   Top  -  End  -  #19
Psyren
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Default Re: Straining Credulity: A Divine Mind Handbook

Quote:
Originally Posted by Flickerdart View Post
Personally, this is what I think handbooks and optimizers in general should be doing - taking classes nobody likes, and showing how to make them marginally acceptable. Great work!
I agree, but see that as a tertiary job. Their primary job is taking difficult or new classes (not many of those left outside PF, but still) and breaking them/their options down into layman's terms.

The secondary job is taking older handbooks and dusting them off, adding in the newer options from subsequently-printed splats.

Having said that, A Divine Mind handbook was long overdue. (As I said in my Psyrogue handbook though, I didn't have the stomach for such an undertaking myself.)
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