Mind Melder
The unholy alliance of mind and machine is the forte of the Mind Melder. Through strong mental forces, they bend the static will of technology into submission.
Ability Score Increase:
Level 1: +1 Foresight +1 Intellect Level 4: +1 Foresight +2 Intellect +1 Perception -1 Magic Level 7: +4 Foresight +3 Intellect -2 Magic Level 10: +3 Endurance +5 Foresight +4 Intellect +3 Perception -5 MagicClass Level Abilities
Level 1
Active Abilities
Mechanical Domination: As a full-round action, Mind Melders can attempt to take over the next action that a machine would make. The machine must make a simple FOR save or fall under the influence of the Mind Melder for 1 action. For each third level after the first increase the save success category by one.Conditional Abilities
Passive Abilities
Magical Apathy: Mind Melders possess an innate affinity for technology, which comes at the cost of their magical potential. When a character adopts this class, they immediately lose 10 points from their Magic attribute, and lose an additional 1 point of Magic for every level gained in Mind Melder. However, they gain Magic Resistance equal to the total amount of Magic lost in this way. Characters with this ability cannot multi-class into the Oracle class. Mind over Machine: Due to their special nature, effects caused by Mind-Melders ignore the usual resistances that technology has against psychic damage and mind effects. Personal Artifact: Choose one artifact from the Artifact Guide under Mind Melder. This is an item you acquired and know how to use it and are proficient in it. You are NOT proficient in anything else on the list. GM's discretion for more list choices. This special feature does not count if you take this through multiclassing. If the artifact requires PU to operate, start with 2 Solar Cells. Psychic Shield, Lesser: The Mind-Melders’s mental fortitude gives strength at resisting the effects of psychic powers on their mind. They gain a +10 Psychic resistance. Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill. Technologically Minded: Mind Melders seem to have a natural affinity for this technology. Gain a +12 Original Technology. Technopath: This class counts as both the Psionic Class Group and Technological Class Group for the purpose of multiclassing.Level 2
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 3
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 4
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 5
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 6
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 7
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 8
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 9
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 10
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.
Class Currency Modifier: 1.5
Mind-Melder Starting Artifacts