Arcane Mentalist (3.5e Prestige Class)
Arcane Mentalist
“ | "Now I understand..." | ” |
All wizards spend countless hours in study, and contemplative meditation in an attempt to perfect their art. The process of constantly memorizing arcane formulas, and then having the knowledge of the spells leave ones mind once a spell is cast is a form of mental aerobics that strengthens and hones the mind. However, some practitioners view the mental exercises they practice as an end in itself rather than simply a means to greater power. They want to forge their mind into the perfect tool, one that surpasses all others. Not satisfied with the normal mental strengthening that a wizard experiences, these practitioners seek out masters who can train them in memory strengthening exercises, new forms of meditation, provide mental endurance training, and other mental self improvement training. When possible a teacher will train their students in the requirements of the class. The best of these students become arcane mentalists and attain a higher level of focus and clarity than most dream possible.
Unlike a Mind Bender Arcane mentalists unlock the secrets of their own minds, rather than the secrets of controlling others’.
Becoming an Arcane Mentalist
The Arcane Mentalist class is most often taken by Wizards, few others can meet the prerequisites. Druids and bards find the fundamental ideology behind prestige class alien and very few follow the roads that lead to it.
Alignment: | Any non Chaotic, Chaotic characters lack the self discipline to follow the road of the arcane mentalist. |
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Skills: | Conentration 9 ranks, Knowledge (Arcane) 9 Ranks |
Feats: | Skill Focus (Concentration), Iron Will |
Spellcasting: | Ability to prepare and cast third level arcane spells |
Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Eidetic Memory | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Personal Expansion +1 | +1 caster level | |||||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +4 | Slippery Mind | +1 caster level | |||||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Personal Expansion +2 | +1 caster level | |||||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Analytical Mind | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level) |
Class Features
All of the following are class features of the Arcane mentalist.
Spellcasting: At 2nd, 3rd and 4th level you gain new spells per day and an increase in caster level and spells known as if you had also gained a level in a spellcasting 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 spellcasting class before becoming an Arcane Mentalist you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spells: To cast a particular spell, you must have an intelligence score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int bonus (if any).
Eidetic Memory (Ex): The character gains a +1 bonus to all Knowledge skills and a +4 bonus to Intelligence checks to remember past events. She also proves immune to magical and psionic attempts to alter her memory (such as with a forget spell).
Personal Expansion (Ex): This ability represents the Arcane Mentalist’s mind growing and becoming more developed. The character gains a +1 Insight bonus to her Intelligence, Wisdom and Charisma. This bonus increases to +2 at fourth level. If the higher Intelligence score would entitle them to more skill points then they receive these skill points.
Slippery Mind (Ex): This ability represents the Arcane Mentalist’s ability to struggle free from magical effects that would otherwise control or compel her. If an Arcane Mentalist with slippery mind is affected by an enchantment (or Telepathy) spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Analytical Mind (Ex): As the character develops the hidden powers of their mind, he becomes the equivalent of a living computer. They can provide a detailed analysis of a complex issue in a matter of moments. When using an Intelligence-based skill, the character counts his d20 result as a 20 in relaxed circumstances and as a 10 in difficult or stressful ones, such as combat. He may opt to roll instead, if he so chooses, but he must take the die roll result in any case. The character does not need to take extra time to make the skill check when using this ability.
Note. The class skills and Analytical Mind ability are copied from “Transcendence” an Arcana Evolved source book by Monte Cook. The Eidetic Mind ability is the same as the Eidetic Mind Talent from “Arcana Evolved” by Monte Cook.
Playing an Arcane Mentalist
Combat: In general Arcane Mentalists prefer not to enter combat when possible. They like to use their minds to find ways to win without the need to endanger themselves. However, many turn their attention to learning skills that can be used in combat to give them edge over other wizards (such at tumble).Otherwise they bring to bear their arcane might.
Advancement: Once an Arcane Mentalist has mastered the fundamentals their art, they generally continue their pursuit of magical lore either by becoming wizards, or loremasters. However, some are drawn to the excitement of living off of their wits alone and become rogues. A few, wishing to enhance their understanding of the mind are drawn to become Mind Benders. Few Arcane Mentalists agree on what they should do with their minds when they become fully developed.
Resources: Mentalists often form Student / Teacher relationships, with students eventually leaving their teachers, improving their skills in solitude, and then one day becoming teachers themselves. Rarely, large groups of Arcane Mentalists gather together in one place to trade lore, pit their minds against one another and demonstrate refinements to their art.
Arcane Mentalists in the World
Arcane Mentalists are often better known for being renaissance men rather than the fact that they are Mentalists. A great sword smith, a historian, chess master, the advisor to the king, all these people could be mentalists or all could be a single mentalist. Of course there are exceptions; some choose to advertise their secrets to attract students.
Arcane Mentalist Lore
Characters with ranks in Knowledge (Acana) can research Arcane Mentalists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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11 | “Arcane Mentalists are spellcasters who specialize on techniques of improving their minds. They are sometimes employed as advisors by powerful patrons.” |
16 | “Arcane Mentalists have enough mental power to pursue multiple mental tracks at once and often learn skills that most wizards don’t have the time to master.” |
21 | “Some Arcane Mentalists become like living computers able to analyze a complex situation in a matter of moments. Some would rather go to a mentalist than a prophet to sort out their troubles.” |
26 | Characters who achieve this level of success can learn important information regarding specific Arcane Mentalists in your campaign, as well as the nature of their research. |
Arcane Mentalists in the Game
Arcane Mentalists often have a hard time understanding the actions of those less “developed” than themselves and their training often gives them a big head. PC’s who take levels in this class often become irritated at other’s shortcomings that they do not possess (after all, THEY overcame them after all). However, few mentalists are blind of their own short comings.
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