Class Title
| Level | Base Attack |
Saves | Special | Mentalist Spells per Day
|
||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Refl | Will | ||||||||||||||
| 1 | +0 | +0 | +0 | +2 | Mentalist Feat, Talents |
|
||||||||||
| 2 | +1 | +0 | +0 | +3 |
|
|||||||||||
| 3 | +1 | +1 | +1 | +3 | Mentalist Feat |
|
||||||||||
| 4 | +2 | +1 | +1 | +4 |
|
|||||||||||
| 5 | +2 | +1 | +1 | +4 |
|
|||||||||||
| 6 | +3 | +2 | +2 | +5 | Mentalist Feat |
|
||||||||||
| 7 | +3 | +2 | +2 | +5 |
|
|||||||||||
| 8 | +4 | +2 | +2 | +6 |
|
|||||||||||
| 9 | +4 | +3 | +3 | +6 | Mentalist Feat |
|
||||||||||
| 10 | +5 | +3 | +3 | +7 |
|
|||||||||||
| 11 | +5 | +3 | +3 | +7 |
|
|||||||||||
| 12 | +6/+1 | +4 | +4 | +8 | Mentalist Feat |
|
||||||||||
| 13 | +6/+1 | +4 | +4 | +8 |
|
|||||||||||
| 14 | +7/+2 | +4 | +4 | +9 |
|
|||||||||||
| 15 | +7/+2 | +5 | +5 | +9 | Mentalist Feat |
|
||||||||||
| 16 | +8/+3 | +5 | +5 | +10 |
|
|||||||||||
| 17 | +8/+3 | +5 | +5 | +10 |
|
|||||||||||
| 18 | +9/+4 | +6 | +6 | +11 | Mentalist Feat |
|
||||||||||
| 19 | +9/+4 | +6 | +6 | +11 |
|
|||||||||||
| 20 | +10/+5 | +6 | +6 | +12 |
|
|||||||||||
History:
Mentalists are rare talents that are thought to have been introduced by the mixing of bloodlines with powerful outsiders. Many cultures persecute mentalists because they feel that they are posessed by demons. Even wizards have been known to look down upon them, as mentalists are thought to not truly understand the powers they wield.
However the truth is that Mentalists learn to weave the magical energies that surround them without the use of arcane devices and manipulation of ancient texts. They see the patterns of the magics and are able to duplicate them with some study and reproduce their power. Unfortunately, very few Mentalists has been able to cross the divide of being able to manipulate the powers they wield and make an entirely new spell, only simulate the effects of powers and effects of the arcane powers they have witnessed.
Role:
Mentalists offer a lot of flexibility in their spellcasting, and are free from forced memorization. They also are able to wield most metamagic feats more effectively than their wizard counterparts, but suffer from a far smaller spell selection and an inablity to study or adapt new spells once they have mastered all the powers they are permitted. A Mentalists cannot research new powers the way a wizard can, and magic item creation is much more difficult. Still, a Mentalists can make a formidable foe or ally in any setting.
Game Rule Information:
Prerequisites: Mentalists can show up in almost any culture, so there are no specific prerequisites.
Skill Points: 4 + Int Modifier/LevellThe Mentalists's class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), and Spellcraft (Int).
Hit Die: d4
Weapon and Armor Proficiency: Mentalists are proficient with
all simple weapons. They are not proficient with any type of armor, nor with
shields.
Spells: The mentalist is limited to a certain number of spells of each spell level per day, according to his class level. A mentalist naturally recharges spells by getting a good night's sleep and spending 1 hour meditating. A mentalist's bonus spells are based on charisma.
At first level, the mentalist learns 4 0-level and 2 first level powers, otherwise known as spells. Each successive level grants the mentalist the ability to learn 2 more powers at any spell level, provided he is capable of casting spells of that spell level. The number of powers he can learn is also mproved by his bonus spells, if any. Once a power has been selected, he can not unlearn it in favor of selecting another power. A mentalist may only cast spells from the powers he knows. All powers are chosen from the mentalist spell list.
A mentalist is limited to casting a certain number of spells of each level
per day, but he need not prepare his spells in advance. The number of spells
he
can cast per day are improved by his bonus spells, if any.
A mentalist may use a higher-level slot to cast a lower-level spell if he
so chooses. The spell is still treated as its actual level, not the level
of the
slot used to cast it.
To learn or cast a spell, a mentalist must have an charisma score of at
least 10 + the spell's level. The Difficulty Class for saving throws against
sorcerer
spells is 10 + the spell's level + the mentalist's Charisma modifier.
Mentalist spell list can be found here.
Talents: The mentalist cn cast a number of free 0-level spells per day equal to his charisma bonus. These bonus spells, also known as Talents, are in addition to the normal 0-level spells that the Mentalist can cast each day, but otherwise function identically to them.
Mentalist Feats: Every three levels, a mentalist gains a
bonus feat. This feat must be a mentalist, metamagic feat, an item creation
feat,
or Spell Mastery.
Learning New Powers: New powers are not automatically learned. Each time the Mentalist gains a level, they may attempt to learn one or more new powers by making a successful spellcraft check with a DC of 15 plus the powers' spell level. Once a power is learned, it cannot be unlearned, and permanently occupies the slot for the Mentalist.
Item Creation: Mentalist may create items just like Wizards.
MentalistClass Skills: Craft(Weaponsmithing), Craft(Armorer), Craft(Stonesmithing), Craft(Sculpture), Knowledge(Arcana), Concentration, Decipher Script
Header: Note text here.
Class Features:
Header: Detail Here.
Header: Detail Here.
Other Category:
Details here
Other Category 2
Details here..
