Mentalist (3.5e class) – dungeons and dragons wiki 9gag instagram logo


Appraise ( Int), Autohypnosis ( Wis), Balance ( Dex), Bluff ( Cha), Climb ( Str), Concentration ( Con), Control Shape ( Wis), Craft ( Int), Decipher Script ( Int), Diplomacy ( Cha electricity experiments for preschoolers), Disable Device ( Int), Disguise ( Cha), Escape Artist ( Dex), Forgery ( Int), Gather Information ( Cha), Handle Animal ( Cha), Heal ( Wis), Hide ( Dex), Intimidate ( Cha), Jump ( Str), Knowledge ( Int), Listen ( Wis), Move Silently ( Dex), Open Lock ( Dex), Perform ( Cha), Profession ( Wis), Ride ( Dex), Search ( Int), Sense Motive ( Wis), Sleight of Hand ( Dex), Speak Language (None), Spellcraft ( Int), Spot ( Wis), Survival ( Wis), Swim ( Str), Tumble ( Dex), Use Magic Device ( Cha).

Spells: A Mentalist cast spells spontaneously, however instead of drawing on arcane or divine source she instead relies on her own occult research and mind. She does not need to prepare her spells in advance, much like other spontaneous casters, she is drawing on a pool of spell known. Unlike other spontaneous casters however, whenever a mentalist rest to regain her spell she may trade one of her spell known for another of the same level.

Unlike most spellcasters, a mentalist do not need material, vocal or somatic components to cast most of her spells. If her spell as a focus, she always replace that focus with a ‘hypnotic focus’ such as a pendulum or a watch to mitigate this limitation, which also add somatic component and a focus to the spell. If one of her spell require her to give an order or speak, it has vocal components. Finally because of the intense focus required to cast her spell, a mentalist is unable to cast defensively. Her spells are not immediately obvious static electricity sound effect, as a result to notice she cast a spell and take the attack of opportunity or identify it a creature must succeed a DC 20 Sense Motive check.

2nd— Aura of doom, Cain’s curse of covetousness, calm emotions, covert transposition, daze monster, detect thoughts, dire wound, Dyfen’s violent flashback, enthrall, expeditious invisibility, greater hypnotism, hold person, hypnotic light, minor image, mirror image, rage, still invisibility, suggestion, totemic power, touch of idiocy, touch of madness.

Mentalist Stare ( Su): As a swift action, a Mentalist can direct her focus at a creature within 30 feet of her and start subtly hypnotizing it. The target of the Mentalist stare take a -2 penalty on Will saves. The penalty last until the mentalist switch target, either move more than 30 feet or the mentalist fall unconscious or dies. A Mentalist’s Stare is a mind-affecting, which require line of sight but not line of effect. The target do not realize that it is affected by the Mentalist Stare but other creature might, as the Mentalist show some display such as glowing eyes which are not registered by the target.

Subconscious Trick ( Su): A Mentalist can create hypnotic bonds between herself and her allies, implanting psychic suggestions in their minds that he can later activate. She may only have a single trick implanted in each creature and up to two tricks in total. At 5th level and 5 levels thereafter she may implant two additional tricks, but she is still limited gas stoichiometry practice sheet to one per creature.

To implant gas block install a subconscious trick, the mentalist must take a minute to hypnotize the target, the target must be willing and within touch range. The mentalist can trigger the subconscious trick as a free action, even if it isn’t her turn. The subject must be within medium range (100 feet + 10 feet per level) for the mentalist to trigger the trick. The subject must have an Intelligence score of 3 or above in order to be implanted a subconscious trick.

The mentalist monitors for the trick’s triggering condition through a subtle telepathic connection, so she doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents her from triggering tricks. An implanted trick lasts for 24 hours, they can be changed for another trick by the mentalist by simply implanting a new trick in their mind.

Once triggered, a trick stay implanted and may be triggered again and again. Each day, she can trigger a number of these suggestion equal to 1/2 her mentalist level (minimum 1) plus her Charisma bonus (if any). Implanting a trick do not consume a daily use, but triggering it does. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any subconscious or expert trick that requires a saving throw or skill check is 10 + 1/2 the mentalist’s level + the mentalist’s aspect key ability modifier.

The mentalist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). The mentalist may implant any tricks she know. Unless specifically noted in the subconscious trick’s description, a mentalist can’t choose a particular trick more than once. Whenever she rest to regain her spell, the Mentalist may induce herself in an hypnotic session to replace a single Subconscious Trick she know with gas konigsforst another.

• Control of Will ( Su): The subject fall under the control of the mentalist as per dominate person, the subject must be willing. While under your control the subject ignore any negative status effect you could negate with Hypnotic Therapy as well as any non-harmless [Mind-Affecting] effect. You cannot use this trick on yourself. This trick last for 1 round.

• Predict Movement ( Ex): The subject is granted the ability to see how exactly a foe will react, all of it possible movements and how to strike it weak point. The next attack the subject make catch it target flat-footed and the subject may move 10 feet as part of the attack. For the duration the threatening range of the subject is increased by 10 feet (but not it reach). This ability last for 1 round per class level or until discharged upon making an attack.

Psychic Suffering ( Su): A 2nd level Mentalist can inflict tremendous suffering in the psyche of her gas monkey monster truck driver target, whenever the target of her Mentalist Stare take damage she may activate this ability as a free action usable outside of her turn. The creature take an amount of extra damage equal to twice the Mentalist’s class level. Psychic Suffering may only be activated once per round, no matter how many time the creature take damage.

Alternatively the mentalist may cause catastrophic psychic damage herself, she must make a melee attack against the target of her Mentalist Stare as a standard action (she may even deliver with a simple touch, which require a melee touch attack but deal no innate damage). If it hit, the attack trigger Psychic Suffering and deal 1d6 extra damage, which increase grade 9 electricity formulas by 1d6 at each odd class level thereafter.

At 14th level after triggering Psychic Suffering herself, she may force the damaged creature to make a Fortitude save (DC 10 + 1/2 Class Level + aspect key ability modifier) or die outright from the pain. This can be done a number of times per day equal to half her Charisma modifier, a creature who succeed it save is immune to this instantaneous death for 24 hours. This is a [death] effect.

Hypnotic Therapy ( Su): At 3rd level Mentalist can attempt remove any condition or status effect with a non-instantaneous duration on a willing creature within close range as a full-round action. The creature is allowed to reroll electricity tower vector their save to end the effect, if the effect didn’t offer a saving throw then Hypnotic Therapy cannot remove it. If it a [Compulsion], [fear] or a [pain]-effect the creature is granted a +4 bonus on it saving throw. If she fail to remove a status effect she may not attempt to do so again for She may use Hypnotic Therapy can be attempted a number of times per day per equal to 3 + the Mentalist’s aspect key modifier. The Mentalist may use Hypnotic Therapy on herself and on the target of her Mentalist Stare as a swift action.

Mesmeric Stare ( Su): At 3rd level and each 4 levels thereafter, the Mentalist augment her Mentalist Stare. She choose a single ability from the list below which increase the potency of her Mentalist Stare, they require no activation unless specified otherwise, they simple enhance the already existing stare. She may choose a single Mesmeric Stare once unless specified otherwise and may not change them after she choose them. The DCs of any Mesmeric stare is DC 10 + 1/2 Class Level + Aspect Key Ability Modifier.

• Deep Hypnosis: You are able to induce a powerful subconscious hypnosis, allowing you to now affect creatures immune to mind-affecting effect with your Mentalist Stare. If a creature is under the effect of your Mesmeric Stare it loses any immunity to mind-affecting effect, including charm, compulsion and fear effect against your abilities for as long as it under your stare and for 1 round thereafter. In the case of mindless creature they have 50% chance of not being affected by any of such effect each round while under your Mentalist Stare.

• Gaslighting Stare: If the target of your stare successfully see through your lies, even with magic, it must make a Will save or fail to believe that you lied. It will accept the lie even if otherwise impossible, questioning it own sanity before your words. If you made the target believe an impossible lie this way, it make an additional gas company Will save at a +4 bonus after it cease being the target of your Mentalist Stare, on a success it realize the deception.