Mentalist (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Descriptions missing.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Mentalist[edit]

“What you do in this world is a matter of no consequence. The question is what can you make people believe you have done.”


—Arthur Conan Doyle

A Study in Scarlet

<-fluff about this prestige class->

Becoming a Mentalist[edit]

<-why characters persue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Skills: Knowledge (Psionics) 8 ranks, Psicraft 8 ranks.
Feats: 3 Psionic feats, one of which must be Psionic Body.
Psionics: Able to manifest 3rd-level powers.

Table: The Mentalist

Hit Die: d<-6->

Level Base
Attack Bonus
Saving Throws Special Manifesting
Fort Ref Will
1st +0 +2 +0 +2 Draw Power +1 of existing class
2nd +1 +3 +0 +3 Psionic Crafting I, Bonus Feat +1 of existing class
3rd +2 +3 +1 +3 Trigger Power +1 of existing class
4th +3 +4 +1 +4 Bonus Feat +1 of existing class
5th +3 +4 +2 +4 Psionic Crafting II +1 of existing class

Class Skills (<-skill points-> + Int modifier per level)
<-list of class skills->.

Class Features[edit]

Manifesting: At each level, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a mentalist, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Draw Power: This class feature allows the mentalist to expend their psionic focus in order to regain a number of power points equal to their mentalist level, and may be used a number of times per day equal to their mentalist levels (maximum 5). Using this class feature is a full-round action.

Psionic Crafting I: This acts as the feat Craft Cognizance Crystal, but the Mentalist acquires one for free as well.

Trigger Power: The mentalist selects one power . From now on, they can attempt to use that power without paying the cost. The mentalist must have enough power points to manifest the power normally, and any augmentative power points spent are deducted as normal. The DC to trigger powers are: 1st (20), 2nd (22), 3rd (24), 4th (26), 5th (28) 6th (30), 7th (32), 8th (34) and 9th (36), and is a standard Psicraft check. However, the DC for manifesting the power again in the same day increases by 1 upon every successful attempt. This of course resets back to normal when the mentalist rests.

Psionic Crafting II: This feature gives the psion the Craft Universal Item feat for free, and also a free rainbow ioun stone.

Bonus Feat: At the level indicated, the Mentalist gains a bonus feat. This feat must be a psionic, metapsionic or psionic item creation feat. Psionic heritage feats count as psionic for this purpose.

Campaign Information[edit]

Playing a <-class name->[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



Back to Main Page3.5e HomebrewClassesPrestige Classes

Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors