A Divine Mind fix. You can also call it a Marshal fix if you want. It sort of takes both classes, mushes them together, sprinkles in some Psychic Warrior power progression, and stirs until it thickens.
Completed and spun off
into its own thread.
[spoiler]
Table: The Divine Mind Hit Die: d8
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +2 +0 +2 Mantle, Minor Aura
2 +1 +3 +0 +3 Mantle, Mantle Aura +1
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4 Mantle
6 +4 +5 +2 +5 Mantle Aura +2
7 +5 +5 +2 +5
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6 Mantle
10 +7/+2 +7 +3 +7 Mantle Aura +3
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8 Extra Aura
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9 Mantle, Mantle Aura +4
15 +11/+6/+1 +9 +5 +9
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11 Mantle Aura +5
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12 Aura Mastery, Mantle
Power Maximum Minor
Points Powers Power Auras
Level Per Day Known Level Known
1 0 1 1st 2
2 1 2 1st 3
3 3 3 1st 4
4 5 4 2nd 4
5 7 5 2nd 5
6 11 6 2nd 5
7 15 7 3rd 6
8 19 8 3rd 6
9 23 9 3rd 7
10 27 10 4th 7
11 35 11 4th 8
12 43 12 4th 8
13 51 13 5th 9
14 59 14 5th 9
15 67 15 5th 10
16 79 16 6th 10
17 91 17 6th 11
18 103 18 6th 11
19 115 19 6th 12
20 127 20 6th 12
Powers: As Psychic Warrior, but uses Cha instead of Wis. Powers chosen from mantles.
Minor aura: As Marshal. You need not make yourself heard as your psionic powers subtly influence your allies even if you cannot communicate with them.
Mantle: Gain 2 mantles at 1st level, and one more at 2nd, 5th, 9th, 14th, and 20th.
Mantle Aura: Gain the ability to project auras based on the mantles you possess. Your mantle aura bonus is 1, +1 per 4 levels after 2nd. Otherwise as Marshal's Major Auras. Affects you and your allies unless it specifically states otherwise. Save DC (if applicable) is 10 + 2x your aura bonus + your Charisma modifier.
Chaos: Allies gain a bonus on saves and to AC against lawful opponents and lawful spells/effects. Non-chaotic summoned creatures cannot touch you or your allies. PR can allow them to bypass this effect (your manifester level is your class level + your aura bonus).
Communication: Allies can communicate with each other, as though with telepathy. Bonus to saves vs. language-dependent or fear effects.
Conflict: Bonus on attack rolls.
Consumption: Heal aura bonus on any successful attack, to a maximum of 1/2 the damage dealt.
Corruption and Madness: Enemies within aura that attempt to attack you or an ally within the aura must make a Will save or be confused for 1 round (after resolving the attack). A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save does not grant immunity. If your aura bonus is at least +4, the effect is no longer mind-affecting.
Creation: Matter appears and disappears almost randomly within the aura, hindering your foes. Enemies treat the area as difficult terrain, even flying or incorporeal enemies, and even if there is no terrain at all. Allies within the aura gain a bonus to AC against ranged attacks.
Death: Enemies lose 1 hp/aura bonus each round.
Deception: Bonus on bluff, disguise, and hide checks.
Destruction: Bonus on damage rolls equal to 1d4 per point of bonus.
Elements: Gain resistance to acid, cold, electricity, fire, and sonic damage eqaul to 5x aura bonus.
Energy: Deal additional energy damage equal to 1d4 per point of bonus. Can be cold, electricity, fire, or sonic, chosen when the aura is activated or switched as the same type of action as switching auras.
Evil: Allies gain a bonus on saves and to AC against good opponents and good spells/effects. Non-evil summoned creatures cannot touch you or your allies. PR can allow them to bypass this effect (your manifester level is your class level + your aura bonus).
Fate: Gain 1 reroll/encounter/aura bonus, usable by anyone in the aura as an immediate action after rolling but before determining the result. Uses are shared by everyone. Can be used on any d20 roll.
Freedom: Allies ignore difficult terrain and gain a bonus on Escape Artist checks, Grapple checks to resist or escape a grapple, move silently checks, and saves against movement-imparing effects.
Force: Attacks (both weapon and otherwise) are charged with force, allowing them to strike incorporeal and ethereal targets normally. Damage rolls ignore up to 2 points of DR or resistance per aura bonus.
Good: Allies gain a bonus on saves and to AC against evil opponents and evil spells/effects. Non-good summoned creatures cannot touch you or your allies. PR can allow them to bypass this effect (your manifester level is your class level + your aura bonus).
Guardian: Gain DR/- equal to 2x aura bonus. Stacks with other sources of DR.
Justice: Enemies suffer a penalty to attack your allies (but not you) equal to twice your aura bonus.
Knowledge: Bonus on knowledge, sense motive, gather information, spot, and listen checks, and on saves against illusions and mind-affecting effects.
Law: Allies gain a bonus on saves and to AC against chaotic opponents and chaotic spells/effects. Non-lawful summoned creatures cannot touch you or your allies. PR can allow them to bypass this effect (your manifester level is your class level + your aura bonus).
Life: Gain fast healing equal to aura bonus. Cannot heal above 50% of max hp.
Light and Darkness: Allies within the aura can pinpoint all creatures within the aura. Bonus on saves against darkness and light effects.
Magic: Gain SR equal to 5 + level + 2x aura bonus. Usual nonaction raise/lower stuff.
Mental Power: Gain PR equal to 5 + level + 2x aura bonus. Usual nonaction raise/lower stuff.
Natural World: Bonus to all movement speeds equal to 5 ft. per aura bonus. Bonus to balance, climb, swim, and survival checks.
Pain and Suffering: Stable and can act normally at negative HP, similar to Diehard. While at 0 or lower hp, gain 5 temp hp per aura bonus each round, lasting until the aura ends (does not stack).
Physical Power: Bonus on damage rolls equal to 1d4 per point of bonus.
Repose: Enemies within aura that attempt to attack you or an ally must make a Will save or be dazed for 1 round (which may interfere with the attack). A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save does not grant immunity. If your aura bonus is at least +4, the effect is no longer mind-affecting.
The Planes: Bonus on saves against teleportation effects. Allies can teleport up to 5 ft. per aura bonus as a standard action. If your aura bonus is at least +3, it's a move action instead.
Time: Bonus on initiative, spot, and listen checks. Bonus on saves against time-related effects.
Extra Aura: Emit 2 mantle auras at once starting at 12th level.
Aura Mastery: 1/day at 20th level, emit all mantle auras for 1 round/Cha mod.
[/spoiler]