Mentalist

## Description

The Mentalist uses the power of their mind and in the case of the Medium a little extra guidance from the beyond.

## Base Abilities

**Pieces of the Puzzle (Buff):** The Caster sharpens their sight and mind focusing on revealing truths that may be hidden. (Gather Information +6 Perception +6)

**Caltrops:** The Caster tosses dozens of barbed metal objects onto the floor near {target}. The small painful objects deal moderate damage and Snare the target for the next Two Turns.

To Target: 2d4 + Mind and Snare for Two Turns.

**Guided Strike:** The Caster offers useful combat information about the current foe. On their next turn if they miss their attack they may immediately use their Class Path Basic attack against that same foe. This attack is considered a Critical Hit if they roll a 15 to 20 and will trigger other Classes Critical Synergies if target rolls one of those numbers!

**Logical Conclusion**: The Caster convinces the target they are better off delaying their action for this round of combat. Insinuating that whatever they choose to do will result in dire consequences for them. The Target may only take move actions on their next turn.

**Watchful Gaze:** The Caster takes watch over the Target calling out potential threats before target falls victim to them. For the duration of this effect {target} cannot be Critically Hit as long as the caster remains within 2 Tiles of target.  The target also gains a small boost to their Agility while the caster watches over them. (Adjust any Hitpoints lost to a Critical Hit manually)

**My Mind is a Fortress (Buff):** The caster's mind hardens, becoming shielded from assaults on it. For the duration of this effect {caster} gains the Combat Condition Indomitable as well as a modest boost to their Mind Stat. To Caster: Gain Indomitable, +4 Mind

## Detective

The Detective walks with flair and purpose, a traditional gum shoe with all the swagger in tow. Detectives favored tool apart from their intellect is the whip. Using the weapon to stave off attacked while it glides through the air with purposeful flourishes. Detectives rarely find themselves in a situation they can't think their way out of and are prized for their inventiveness on their feet.

* Lash a target within two tiles with you whip, having a small chance to make them bleed.
* Use your whip to create a fantastic performance with the attempt to make others think twice about hitting you. The first to strike you afterwards will have themselves opened up to retaliation with the Lash ability if within range.
* Even the most alien or difficult task can be easily resolved or overcome by the Detective when they apply their mind to it. Activating this ability treats the next skill check the Detective rolls as if it was a Natural 20. In addition this ability can be used alternatively to avoid a Failed Willpower Saving Throw. *Special: This Ability can be used immediately to avoid a failed Will save.*

## Agent

The Agent seeks knowledge from the most dangerous areas, delving deep into enemy territory they use all of the mental prowess to blend in, infiltrate, and acquire what they seek. Trained with the repeating crossbow when the time for a fight rears its head the Agent is eager to greet it with volumes of rapid fire attacks! Agents work great in teams as a scout and even better on their own where they can fully utilize all of their talents. Having an agent around ensures you never enter a battle without proper preparation and information.

* Fire at a target within three tiles.
* When activated successfully, you may use their Insight Skill in place of any Disguise, Stealth, Athletics, or Acrobatics check and also gives a bonus to defenses. This ability to use the Insight Skill ends if any Ally is within 4 Tiles of {caster}, the defensive bonuses remain until dispelled or the buff runs its duration.
* Single out a target within six tiles to fire on a weak-point. Inflicts Prone and Addled on Critical Hit for a turn.

## Medium

The Medium seeks truth from beyond, coexisting with the Ethereal they have learned to harness their Ethereal Avatar and manifest it on the Physical Realm. The medium is calm, collected, and always in tune with their environment.  They are best suited supporting their allies with their Foresight and when needed, bonding their own Avatar to an Ally to bolster them to untold strengths.

* Send an ethereal scream at a target within two tiles. Inflicts Fear for two turns on Critical Hit and lowers armor.
* If successfully activated, grant Hastened (gives them another attack that turn) to an ally each turn for three turns. The ally does not have to be the same from round to round.
* If successful, sends your ethereal avatar into a target within three tiles. During this effect, your body is useless and defenseless, meanwhile your target gains temporary hit points equal to your own, gains Regenerating and Indomitable. You can use your Basic Path Attack while bound to them on their turn. Each of the HPs set to 1 when effect ends via one of two dying or voluntary end.