Ultimate Mentalist
From LiMaWiki
Mentalists (Mnt) have the following game statistics.
- Abilities: Same as in Expanded Psionics Handbook.
- Alignment: Any.
- Hit Points per Level: 1d10 + Con modifier.
- Hit points are maximized at 1st character level.
- Skill Points per Level: 4 + Int modifier.
- Skill points are multiplied by 4 at 1st character level.
Class Skills: The mentalist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).
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[edit] Class Table
Base Fort Ref Will Level Attack Bonus Save Save Save Special . 1st +1 +0 +2 +2 Mental induction (1st ability), wild talent 2nd +2 +0 +3 +3 Mental induction (2nd ability) 3rd +3 +1 +3 +3 Psychic infusion (1st step) 4th +4 +1 +4 +4 Inner weapon +1 5th +5 +1 +4 +4 Mental induction (3rd ability) 6th +6/+1 +2 +5 +5 Bonus feat 7th +7/+2 +2 +5 +5 Psychic infusion (2nd step) 8th +8/+3 +2 +6 +6 Inner weapon +3, bonus feat 9th +9/+4 +3 +7 +7 Mental induction (4th ability) 10th +10/+5 +3 +7 +7 Bonus feat 11th +11/+6/+1 +3 +7 +7 Psychic infusion (3rd step) 12th +12/+7/+2 +4 +8 +8 Inner weapon +5, bonus feat 13th +13/+8/+3 +4 +8 +8 Mental induction (5th ability) 14th +14/+9/+4 +4 +9 +9 Bonus feat 15th +15/+10/+5 +5 +9 +9 Psychic infusion (4th step) 16th +16/+11/+6/+1 +5 +10 +10 Inner weapon +7, bonus feat 17th +17/+12/+7/+2 +5 +10 +10 Mental induction (6th ability) 18th +18/+13/+8/+3 +6 +11 +11 Bonus feat 19th +19/+14/+9/+4 +6 +11 +11 Psychic infusion (5th step) 20th +20/+15/+10/+5 +6 +12 +12 Inner weapon +9
[edit] Class Features
All of the following are class features of the mentalist.
Weapon and Armor Proficiency: Mentalists are proficient with all simple weapons, with any weapon generated by their mental induction ability, and with light armor and shields (except tower shields).
Wild Talent: At 1st level a mentalist gains wild talent feat for free.
[edit] Mental Induction
A mentalist can evoke semi-real object (usually a weapon) made of energy of some sort, depending on his specialization. Whatever the mental induction ability creates, it is referred to as inner weapon, even if it's actually not a weapon in traditional sense. With all but the exoskin inner weapon you may add your strength modifier to your armor class. At 1st level, a mentalist must decide the type of mental induction he can perform. The available choices are: ectowhip, exoskin, holohammer, mind blade, and soul disc.
Ectowhip (Su): As a move action, a mentalist can create one or two (one for each hand) semisolid whips composed of ectoplasm that grow from his hands. Each ectowhip is similar to whip, but it looks different, is light weapon, and deals damage as dagger of the same size (1d4 for medium-sized mentalists) to creatures regardless of their armor. Unlike a whip, merely attacking with ectowhip does not provoke attacks of opportunity. The mentalist gains all other benefits and restrictions of a whip. Each whip can be cut by slashing weapons (it has hardness 10 and 10 hit points); however, a mentalist can simply create another on his next move action. A mentalist cannot sever ectowhip from his hand, but he can make it vanish as a move-equivalent action that does not provoke attacks of opportunity. An ectowhip is considered a magic weapon for the purpose of overcoming damage reduction. A mentalist can use feats with his inner weapon just as if it were a normal weapon. He can also choose ectowhip for feats requiring a specific weapon choice, such as Improved Critical. Powers or spells that upgrade weapons can be used on an ectowhip. Even in places where psionic effects do not normally function (such as within a null psionics field), a mentalist can attempt to sustain his ectowhips by making a DC 20 Will save. On a successful save, the mentalist maintains his ectowhips for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the ectowhips vanish. As a move action on his turn, the mentalist can attempt a new Will save to rematerialize his ectowhips he remains within the psionics negating effect.
- Weapon Focus: At 1st level, a mentalist gains Weapon Focus (ectowhip) and Two-Weapon Fighting (but only when using ectowhips) feats for free.
- Tentacles (Ex): At 2nd level, mentalist’s control over ectowhips improves and he learns how to use them outside combat. When his ectowhip are present, a mentalist gains +1 bonus on grapple, Balance, Climb, and Escape Artist checks per ectowhip.
- Double Whip (Su): At 5th level, a mentalist can create up to four ectowhips (two for each hand). Don’t treat additional ectowhips as separate weapons, except for when enemy is attempting to sunder them. Each additional ectowhip beyond the first on any hand simply adds +1d4 points of damage upon successful hit.
- Fine Manipulation (Ex): At 9th level, a mentalist learns how to use ectowhips with precision. He can use ectowhips as if he was using hands when carrying tasks that require hands (such as writing or lock opening), but suffers –5 penalty on any skill check that might be required. Ectowhips have small endings that can wrap around objects and control them as mentalist wills.
- Triple Whip (Su): At 13th level, a mentalist can create up to six ectowhips (three for each hand). Don’t treat additional ectowhips as separate weapons, unless when enemy is attempting to sunder them. Each additional ectowhip beyond the first on any hand simply adds +1d4 points of damage upon successful hit.
- Storm of Lashes (Ex): At 17th level, a mentalist can control his ectowhips to such a degree, that he can gain an upper hand in combat by attacking from different angles. If a mentalist attacks an enemy of the same or lower size who is within 10 feet with both hands with ectowhips, the enemy is considered flanked by mentalist.
Exoskin (Su): As a move action, a mentalist can cover his entire body with psionic goo that instantly hardens to form second skin that is hard yet flexible. In addition, exoskin has muscles on its own and helps (or enables) the mentalist to perform amazing stunts of agility. The armor grants mentalist +4 armor bonus to AC and is treated as light armor that has no weight, no maximum Dexterity bonus, no armor check penalty, but has 10% chance of arcane spell failure. Exoskin can have a vast variety of factures and colors, ranging from scale-like, stone like (which is favored by dwarves), organic, spider web-like (favored by drow), crystalline, and many, many others. The exoskin can be destroyed (it has hardness 5 and 40 hit points); however, a mentalist can simply create another on his next move action. A mentalist can undress from the exoskin as a move action (that doesn’t provoke attacks of opportunity) simply by willing it to fall off. The exoskin dribbles down and forms a pool of harmless goo that vaporizes after few minutes. A mentalist can use feats with his exoskin just as if it was a normal light armor. He can also choose exoskin for feats requiring a specific armor choice. Powers or spells that upgrade armors can be used on an exoskin. Even in places where psionic effects do not normally function (such as within a null psionics field), a mentalist can attempt to sustain his exoskin by making a DC 20 Will save. On a successful save, the mentalist maintains his exoskin for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the exoskin turns into goo. As a move action on his turn, the mentalist can attempt a new Will save to rematerialize his exoskin he remains within the psionics negating effect.
- Skin Warrior (Ex): At 1st level, a mentalist is infused with psionic knowledge from his exoskin of how to use it efficiently. He gains benefits of Improved Unarmed Strike and Weapon Focus (unarmed strike) feats when in his exoskin. In addition, he deals +1 points of acid damage with unarmed strikes in his exoskin.
- Ectoshell (Su): At 2nd level, a mentalist’s exoskin shields him from outside harm. He gains cold and electricity resistance 5 and gains +2 bonus on saving throws against blinding and deafening effects, as well as inhaled poisons and similar gaseous threats. In addition, bonus acid damage to unarmed strikes increases to +2.
- Living Armor (Su): At 5th level, a mentalist can make his exoskin protect him better. Exoskin grants him +5 armor bonus to AC (instead of normal +4). Mentalist’s living armor is constantly slowly moving on mentalist’s body, which causes –2 penalty on any roll to confirm a critical threat against mentalist. In addition, bonus acid damage to unarmed strikes increases to +3.
- Muscle Layer (Su): At 9th level, a mentalist learns how to coordinate exoskin’s movements with his own and make a good use of skin’s muscles. As a result, he gains +4 bonus on all Jump checks, as well as +2 bonus on Climb, Escape Artist, Move Silently, Swim, and Tumble checks. In addition, bonus acid damage to unarmed strikes increases to +4.
- Greater Living Armor (Su): At 13th level, a mentalist can make his exoskin protect him better. Exoskin grants him +6 armor bonus to AC (instead of normal +4). Mentalist’s living armor is constantly slowly moving on mentalist’s body, which causes further –2 penalty (to a total of –4) on any roll to confirm a critical threat against mentalist. In addition, bonus acid damage to unarmed strikes increases to +5.
- Second Skin (Su): At 17th level, a mentalist’s exoskin shields him much better from outside harm than before. He gains cold and electricity resistance 10, fire and acid resistance 5, and gains another +2 bonus (for a total of +4) on saving throws against blinding and deafening effects, as well as inhaled poisons and similar gaseous threats. In addition, bonus acid damage to unarmed strikes increases to +6.
Holohammer (Su): As a move action, a mentalist can create a semisolid hammer composed of light. The hammer is identical in all ways (except visually) to a heavy mace of a size appropriate for its wielder. For instance, a Medium mentalist materializes a Medium heavy mace that he can wield in one hand, and the hammer deals 1d8 points of damage. Mentalists who are smaller or larger than Medium create hammers identical to heavy maces appropriate for their size. The wielder of a holohammer gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The hammer can be broken (it has hardness 10 and 20 hit points); however, a mentalist can simply create another on his next move action. The moment he relinquishes his grip on his hammer, it dissipates (unless he intends to throw it; see below). A holohammer is considered a magic weapon for the purpose of overcoming damage reduction. A mentalist can use feats with his inner weapon just as if it were a normal weapon. He can also choose holohammer for feats requiring a specific weapon choice, such as Improved Critical. Powers or spells that upgrade weapons can be used on a holohammer. Even in places where psionic effects do not normally function (such as within a null psionics field), a mentalist can attempt to sustain his holohammer by making a DC 20 Will save. On a successful save, the mentalist maintains his holohammer for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the holohammer vanishes. As a move action on his turn, the mentalist can attempt a new Will save to rematerialize his holohammer he remains within the psionics negating effect.
- Weapon Focus: At 1st level, a mentalist gains Weapon Focus (holohammer) for free.
- Throw Holohammer (Ex): At 2nd level, a mentalist of 2nd level or higher can throw his holohammer as a ranged weapon with a range increment of 20 feet. Whether or not the attack hits, a thrown holohammer then dissipates. A mentalist of 3rd level or higher can use psychic infusion (see below) with a thrown holohammer and can use the hammer in conjunction with other special abilities.
- Sculpt Holohammer (Su): At 5th level, a mentalist gains the ability to change the form of his holohammer. As a full round action, he can change his holohammer to replicate a warhammer (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a maul (new weapon described in appendix). If a mentalist shapes his holohammer into the form of a maul, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a mentalist can split his holohammer into two identical heavy maces, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply, but treat those maces as light weapons.) However, both holohammers have an enhancement bonus 1 lower than the mentalist would otherwise create with a single holohammer.
- Quake (Su): At 9th level, a mentalist can create a earth-shaking shockwave by violently striking ground with his holohammer as a standard action. Each creature standing on the ground within 10 feet per mentalist’s Strength bonus must make either Reflex save (DC 10 + half mentalist’s levels + mentalist’s Strength modifier) or Balance check (DC as above but +5). Failure means the creature falls prone. A mentalist is immune to effects of his own quake.
- Photonic Disruption (Su): At 13th level, a mentalist can use his holohammer to destroy psionic glamers, light, and darkess. Whenever a mentalist touches (in combat it may require touch attack) a effect of power from glamer subschool, or a power with light or darkness with an intent of destroying it, both mentalist and the power hit make opposed rolls. Mentalist makes a d20 roll and add the result to his base attack bonus. Power hit uses manifester level check of its creator and adds the power’s level to the result. If mentalist’s roll is higher the power is dispelled (with no further checks).
- Holographic Strike (Su): At 17th level, a mentalist’s attacks with holohammer ignore up to 4 points of armor and/or shield bonus to AC (in any combination). If the armor or shield has enhancement bonus, this bonus still applies to AC, natural armor also protects against holographic strikes.
Mind Blade (Su): A mentalist can create blade-shaped fields of energy with power of his mind alone. Same as in Expanded Psionics Handbook.
- Weapon Focus: At 1st level, a mentalist gains Weapon Focus (mind blade) for free.
- Throw Mind Blade (Ex): At 2nd level, a mentalist can use his mind blade as thrown weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Soul Wound; see below).
- Shape Mind Blade (Su): At 5th level, a mentalist can change the form of his mind blade to more efficient one. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.
- Bladewind (Su): At 9th level, a mentalist inner weapon (bastard sword only) inflicts 1d12 damage. A mentalist can shatter his mind blade to form many identical ones for short time. As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade. When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). The mind blade immediately reverts to its previous form after the bladewind attack.
- Improved Shape Mind Blade (Su): At 13th level, a mentalist can transform his mind blade to a variety of weapons. This works the same way as shape mind blade ability, but the mentalist can change his mind blade to any slashing weapon that at least vaguely resembles a sword (DM’s call). If he changes his mind blade into an exotic weapon, he is considered proficient with that shape (but he is still not proficient with normal exotic weapons of any sort).
- Multiple Throw (Ex): At 17th level, a mentalist can throw more blades than ever. A soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make.
Soul Disc (Su): As a move action, a mentalist can create a semisolid disc made of shimmering energy. The disc can be used both as melee or thrown weapon and is nearly identical to war disc (new weapon described in appendix). The disc is of appropriate size for the wielder. For instance, a Medium mentalist materializes a Medium disc that he can wield in one hand, and the disc deals 1d6 points of damage. Mentalists who are smaller or larger than Medium create soul discs identical to war discs appropriate for their size. The wielder of a soul disc gains the usual benefits to his attack roll and damage roll from a high Strength or Dexterity bonus. A soul disc created by mentalist has range increment of 10 feet. The disc can be broken (it has hardness 10 and 10 hit points); however, a mentalist can simply create another on his next move action. The moment he relinquishes his grip on his disc, it dissipates (unless he intends to throw it). A soul disc is considered a magic weapon for the purpose of overcoming damage reduction. A mentalist can use feats with his inner weapon just as if it were a normal weapon. He can also choose soul disc for feats requiring a specific weapon choice, such as Improved Critical. Powers or spells that upgrade weapons can be used on a soul disc. Even in places where psionic effects do not normally function (such as within a null psionics field), a mentalist can attempt to sustain his soul disc by making a DC 20 Will save. On a successful save, the mentalist maintains his soul disc for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the soul disc vanishes. As a move action on his turn, the mentalist can attempt a new Will save to rematerialize his soul disc while he remains within the psionics negating effect.
- Weapon Focus: At 1st level, a mentalist gains Weapon Focus (soul disc) for free.
- Sentry (Su): At 2nd level, a mentalist can, as a move action, make his soul disc fly around him and acting as a sentry. When he does so, he can create another soul disc in his hand. Sentry hovers around mentalist rotating at any rate the mentalist wishes it to. The disc will attack any creature that attacks the mentalist (after that creature makes its attack), and will do so just like if it was wielded by him and will vanish after making first successful attack. A mentalist can grasp flying soul disc a move equivalent action, or make it vanish as a free action.
- Greater Sentry (Su): At 5th level, a mentalist can have two sentries at once. In addition, if a mentalist throws his soul disc and misses, the disc immediately returns to his hand and can be used as soon as in the same turn in next attack.
- Launch Sentry (Su): At 9th level, a mentalist can, as an attack action, command a sentry to fly with great velocity (comparable to speed of an arrow) toward a target. Treat this as normal ranged attack as if mentalist made it. Sentries launched by mentalist do not come back if they fail to hit the target.
- Swarm of Saws (Su): At 13th level, a mentalist can have up to three sentries at once. In addition, he can spend standard action to launch all his sentries at the same time. Each sentry can attack any target which the mentalist making a ranged attack normally could.
- Hunter/Killer (Su): At 17th level, when a mentalist throws soul disc or launches a sentry at a target and the attack fails, the disc stays in air and tries to hit the target after all in subsequent rounds. The disc can move up to 150 feet and make one attack each round unless it hits. Treat each such attack as normal ranged attack as if mentalist made it. If the disc cannot hit its target for 3 rounds, it vanishes. Disc psionically detects its target and ignores concealment and invisibility. It will avoid visible barriers such as trees or walls, but will not detect magical dangers and can end up bashing wall of force or disappear in a dead magic zone. A mentalist can declare a disk as a hunter/killer after determining whether an attack misses or hits, but before performing any other actions. A mentalist cannot launch hunter/killer if another one is already attacking its target.
Psychic Infusion (Su): By focusing on his inner weapon, a mentalist can bolster one of its functions with dischargeable property. Using this ability is a move action that does not provoke attacks of opportunity. A mentalist can use this ability as many times as he wishes, but after each use the infusion is gone and the inner weapon must be charged again. Once a mentalist has infused his inner weapon, it holds the extra energy until it is used. For example, even if the mentalist drops his mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the mentalist next materializes it. The mentalist knows one type of infusion of his choice at 3rd level, and at 7th, 11th, 15th, and 19th levels he learns one additional type. Even once the mentalist knows more than one infusion, he can only have his inner weapon powered with one infusion at a time.
- Electric Saturation: A mentalist drenches his inner weapon in his bioelectrical energy which can cause spasm and jacitation. This ability works the same way as psychic strike, but instead of adding +1d8 points of damage, it causes a -1 penalty to attack rolls per step in this ability for their next turn. For example, a 19th level mentalist would cause –5 penalty on attack rolls.
- Mind Wound: A mentalist can imbue his inner weapon with energy that disrupts minds of psionic creatures. This ability works the same way as psychic strike, but instead of adding +1d8 points of damage, it drains extra 1d6 power points per step of this ability to the target. For example, a 19th level mentalist would drain 5d6 power points.
- Pseeker: A mentalist infuses his inner weapon with his own thought patterns so it can think for itself to a limited degree and thus find mentalist’s enemies easier. A mentalist can decide to use the infusion before he makes any attack roll with his inner weapon. If he does, he gains +2 bonus per step of this ability on the attack roll and than the infusion is discharged. For example, a 19th level mentalist would add +10 on his attack roll.
- Psychic Strike: A mentalist can infuse his inner weapon with destructive mental force, which deals extra 1d8 points of damage per step of this ability. For example, a 19th level mentalist would add +5d8 on his attack roll. Same as in Expanded Psionics Handbook.
- Soul Wound: A mentalist can imbue his inner weapon with energy that disrupts souls of other creatures. When he infuses his inner weapon, a mentalist chooses either Intelligence, Wisdom, or Charisma. This ability works the same way as psychic strike, but instead of adding +1d8 points of damage, it deals extra one point of chosen ability damage per step of this ability to the target. For example, a 19th level mentalist would add +5 points of Wisdom damage. Damage caused by soul wound cannot reduce ability scores below one.
[edit] Inner Weapon
A mentalist’s inner weapon improves as the character advances. At 4th level the inner weapon gains +1 enhancement (same way magic and psionic weapons). That bonus increases by +2 every four levels (+3 at 8th level, +5 at 12th level, +7 at 16th level, and +9 at 20th level). Only half or less (rounded up) of that bonus can be actual enhancement bonus (bonus on attack and damage rolls). The rest must be used to buy special weapon properties. For example, a 20th level mentalist could have +1 holohammer with abilities worth +8 enhancement, or +5 holohammer with abilities worth +4 enhancement, or something in between. The weapon enhancement and abilities remain the same every time the mentalist activates his inner weapon. If the mentalist is capable of altering his inner weapon, the enhancement and abilities apply to any form the inner weapon takes. A mentalist can reassign the abilities and enhancement bonus he has applied to his inner weapon. To do so, he must first spend 8 hours in concentration. After that period, the inner weapon materializes with the combination of enhancement bonus and abilities selected by the mentalist. However, if the mentalist selected any ability that has limited number of uses per day, his new inner weapon materializes with all uses already spent. Each type of inner weapon has its own list of available enhancements, as presented below. Exoskin is an exception here. It can be enhanced with weapon abilities (and those take effect when mentalist is attacking with unarmed strikes), and the enhancement bonus always relates to armor, not weapon. It also has its own unique set of available armor enhancements.
Weapon Enh. Ecto- Exo- Holo- Mind Soul Enhancement Cost Source whip skin hammer Blade Disc Defending +1 DMG No No No Yes No Dissipater +1 XPH Yes No No No No Distance +1 DMG No No No No Yes Flaming +1 DMG Yes No No Yes No Frost +1 DMG Yes No No Yes No Ghost touch +1 DMG Yes No No No Yes Keen +1 DMG No No No Yes Yes Ki focus +1 DMG No Yes No No No Lucky +1 XPH Yes No Yes Yes Yes Merciful +1 DMG Yes Yes No No No Mighty cleaving +1 DMG No No Yes Yes No Power storing +1 XPH Yes No Yes Yes Yes Psychokinetic +1 XPH Yes Yes Yes Yes Yes Seeking +1 DMG Yes No No No Yes Shock +1 DMG Yes Yes No Yes No Sundering +1 XPH No Yes Yes Yes No Thundering +1 DMG No No Yes No No Vicious +1 DMG No No Yes Yes No Anarchic +2 DMG No No No No Yes Axiomatic +2 DMG No No No No Yes Collision +2 XPH No Yes Yes Yes Yes Disruption +2 DMG No No Yes No No Flaming burst +2 DMG Yes No No Yes No Holy +2 DMG No No No No Yes Icy burst +2 DMG Yes No No Yes No Mindcrusher +2 XPH Yes No Yes Yes Yes Psychokinetic burst +2 XPH Yes Yes Yes Yes Yes Shocking burst +2 DMG Yes Yes No Yes No Suppression +2 XPH Yes No Yes Yes Yes Unholy +2 DMG No No No No Yes Wounding +2 DMG No No No Yes Yes Bodyfeeder +3 XPH Yes No Yes Yes Yes Dislocator +3 XPH No No Yes No Yes Mindfeeder +3 XPH Yes No Yes Yes Yes Soulbreaker +3 XPH No No Yes Yes Yes Brilliant energy +4 DMG No No Yes No No Great dislocator +4 XPH No No Yes No Yes Coup de grace +5 XPH Yes Yes Yes Yes Yes Vorpal +5 DMG No No No Yes Yes
Armor Enh. Exo- Enhancement Cost Source skin Landing +1 XPH Yes Floating +1 XPH Yes Fortification, light +1 DMG Yes Linked* +1 XPH Yes Quickness +1 XPH Yes Seeing +1 XPH Yes Silent Moves** +1 XPH Yes Slick** +1 XPH Yes Acid resistance +2 DMG Yes Fire resistance +2 DMG Yes Power Resistance (13) +2 XPH Yes Spell Resistance (13) +2 DMG Yes Ectoplasmic +3 XPH Yes Invulnerability +3 DMG Yes Fortification, moderate +3 DMG Yes Gleaming +3 XPH Yes Power Resistance (15) +3 XPH Yes Spell Resistance (15) +3 DMG Yes Cold resistance, improved +4 DMG Yes Electricity resistance, improved +4 DMG Yes Power Resistance (17) +4 XPH Yes Spell Resistance (17) +4 DMG Yes Fortification, heavy +5 DMG Yes Power Resistance (19) +5 XPH Yes Spell Resistance (19) +5 DMG Yes
Bonus Feat: At 6th, 8th, 10th, 12th, 14th, 16th, 18th levels a mentalist gains a bonus feat from list below.
- Feats (Player’s Handbook): Armor proficiency (medium), Blind-Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Greater Two-Weapon Fighting, Improved Critical (with appropriate inner weapon), Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two-Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Whirlwind Attack.
- Feats (Expanded Psionics Handbook): Deep Impact, Fell Shot, Ghost Attack, Greater Psionic Fist, Greater Psionic Weapon, Greater Psionic Shot, Psionic Charge, Psionic Dodge, Psionic Fist, Psionic Shot, Psionic Weapon, Sidestep Charge, Speed of Thought, Unavoidable Strike, Up the Wall, Wounding Attack.
- New Feats (see below): Claws of the Beast, Immediate Materialization, Inner Weapon Focus.
[edit] Epic Mentalist
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Int modifier.
Mentalist Level Special 21th - 22th Bonus feat 23th Psychic infusion (6th step) 24th Inner weapon +10 25th - 26th Bonus feat 27th Psychic infusion (7th step) 28th Inner weapon +11 29th - 30th Bonus feat
Bonus Feat: An epic mentalist gains bonus feat at 22nd level and every 4 levels thereafter (26th, 30th, 34th, and so on). Whenever he gains a bonus feat from this ability, he may either take an epic psionic feat (same as in Expanded Psionics Handbook, page 33), or two non-epic feats.
Psychic Infusion (Su): An epic mentalist’s infusion increases by one step at 23rd level and every 4 levels thereafter (27th, 31st, 35th, and so on).
Inner Weapon (Su): A mentalist’s inner weapon continues to advance at epic levels, albeit at slower rate. Total enhancement bonus increases by +1 at 24th level and every 4 levels thereafter (28th, 32nd, 36th, and so on).

