Mentalist

Mentalists have learned to channel their minds and their wills into psionic powers that manifest in the world. They tend to be less flashy than Mystics, but no less powerful or potentially deadly for it. Mentalist often employ esoteric meditation practices, derived either from faraway cultures or from personal investigation. Mentalists manifest their psi-powers mostly through intuition, and though they can certainly learn from each other, there is no fraternity of psionic study.

Sample Character: Force Majeure

Hit Die: d4
Power Die: d12

 

Skill Points at 1st Level: (3 + Intelligence per level) x 4
Skill Point per Level: 3 + Intelligence modifier

Class Skills: Authohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int) (visual art, writing), Diplomacy (Cha), Knowledge (Int), Perform (Cha), Psicraft (Int), Sense Motive (Wis), Use Device (Cha).

Proficiencies: 2

 

Mentalist

Level Base Attack Fort Ref Will Def Rep Class Features
1 +0 +0 +0 +2 +0 +0 Brawl, Psi-Power Level 1, Psicrystal Affinity
2 +1 +0 +0 +3 +0 +0 Psionic Meditation
3 +1 +1 +1 +3 +1 +0 Psi-Power Level 2
4 +2 +1 +1 +4 +1 +1 Narrow Mind
5 +2 +1 +1 +4 +1 +1 Psi-Power Level 3
6 +3 +2 +2 +5 +2 +1 Bonus Feat
7 +3 +2 +2 +5 +2 +2 Psi-Power Level 4
8 +4 +2 +2 +6 +2 +2 Speed of Thought
9 +4 +3 +3 +6 +3 +2 Psi-Power Level 5
10 +5 +3 +3 +7 +3 +3 Mind Blade
11 +5 +3 +3 +7 +3 +3 Psi-Power Level 6
12 +6/+1 +4 +4 +8 +4 +3 Bonus Feat
13 +6/+1 +4 +4 +8 +4 +4 Psi-Power Level 7
14 +7/+2 +4 +4 +9 +4 +4 Mind Blade Enhancement
15 +7/+2 +5 +5 +9 +5 +4 Psi-Power Level 8
16 +8/+3 +5 +5 +10 +5 +5 Up the Walls
17 +8/+3 +5 +5 +10 +5 +5 Psi-Power Level 9
18 +9/+4 +6 +6 +11 +6 +5 Bonus Feat
19 +9/+4 +6 +6 +11 +6 +6 Mind Blade Enhancement
20 +10/+5 +6 +6 +12 +6 +6 Psionic Endowment

Brawl (Ex): At level 1, you get the Brawl feat for free because all superheroes need to throw the occasional punch.

Barred from Powers: Mentalists cannot buy any powers, including traits and items.

Psionic Manifestation: Mentalists get the base power at character creation.

Starting Psi-Powers (PL):At level 1, Mentalists start to awaken 1st-level psi-powers from within their consciousness, and can learn to master a number equal to their Charisma modifiers +4. At each level thereafter, they gain a number of psi-powers equal to their Charisma modifier.

Psicrystal Affinity (Ex):At level 1, Mentalists gain this feat.

Psionic Meditation (Ex):At level 2, Mentalists gain this feat.

Narrow Mind (Ex):At level 4, Mentalists gain this feat.

Bonus Feats: At levels 6, 12, and 18. Feat groups: Defensive , Psionic, Saves.

Speed of Thought (Ex):At level 8, Mentalists gain this feat.

Mind Blade (PL):At level 10, Mentalists gain the ability to manifest a semi-solid blade composed of psychic energy. Manifesting a Mind Blade takes a move action. The blade has the same statistics as a short sword (1d6 damage, crit 19–20/x2). Mentalists apply their Charisma modifier to attack and damage with a Mind Blade, instead of their Strength modifier. A Mentalist’s personality affects the appearance of her Mind Blade. An upright, righteous Mentalist’s blade might be a straight shaft of pure white light. A playful, chaotic mind could produce a dancing blade of flame. A malevolent and villainous Mentalist’s blade could be pitch black and covered in spikes. Mentalists who are smaller or larger than medium-sized create mind blades that are proportionate to their size. Consult the SRDs to determine the damage of over- or under-sized weapons.

Mind Blades have Hardness 10 and 10 hit points, so they can be sundered, but Mentalists can create another one on their next move action. The moment they relinquish their grip on their blade, it dissipates. A Mind Blade is a Super weapon (Psionic Origin) for the purposes of bypassing DR.

Mentalists wield Mind Blades just like mundane weapons, therefore they can use them in conjunction with feats like Power Attack and Weapon Specialization. Psi-powers, spells, or other effects that would enhance a normal weapon work on Mind Blades, although obviously such effects are not permanent and like bonuses don’t stack.

In addition to the Psionic weapon enhancements in Chapter 6, you can also load your Mind Blade with the following:

  • Keen: Double weapon’s critical threat range.
  • Merciful: 2d6 NL instead of 1d6 HPs.
  • Mighty Cleave: One additional Cleave attack (if you have Cleave already)
  • Vicious: The Mind Blade does an additional 2d6 damage to the victim as well as 1d6 to the wielder.

Mind Blade Enhancement (PL): At levels 14 and 19, the Mind Blade receives a +4, either in the form of a bonus to attack/damage, or an equivalent enhancement (player’s choice), or some combination of the two (player’s choice). See Chapter 6: F/X, for Psionic enhancements. As of level 14, Mentalists can also purchase enhancements for their Mind Blades at a cost of 2CP per +1 (or equivalent), but a single Mind Blade can have a maximum +10 to hit/damage and +10 in equivalent enhancements (total +20). In this respect, the Mind Blade behaves just like an  Esoteric Item, see Chapter 5: Powers)

In addition to the enhancements in Chapter 6: F/X, Mentalists can apply the following enhancement to a Mind Blade:

  • Ranged Mind Blade: The Mind Blade is so coherent that its wielder can throw it like a ranged weapon. It dissipates when it either misses or hits its target. Thrown mind blades have a range increment of 30 feet. (Moderate psychokinesis; EML 10th, Craft Psionic Arms and Armour, concussion blast, +1 bonus.)

Up the Walls (Ex):At level 16, Mentalists gain this feat.

Psionic Endowment (Ex): At level 15, Mentalists gain this feat.

Multi-Classing: Upon taking the Mentalist class, you receive a number of psi-powers equal to your Charisma modifier +6, just like starting Mentalists.

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