Z-Mentalist

The Mentalist is a psychic badass, proving the powers of the body and spirit are nothing compared to those of the mind. They may speak without words, push illusions on their enemies, or outright crush their Resolves. The Mentalist's mind is both a sword and shield.

Armor proficiency: The Mentalist is proficient with all tier 1 armors, and up to tier 2 kai armors.

Bonus defense: +3 Resolve, +2 Reaction, + 1 Repulse

Hit points at first level: 10 + body

Hit points per level: 3

Bonus surges per day: 3

Physical Damage[P]: 1d6

Energy Damage [K]: 1d8

Class features

Mental skill: Choose one of the following options. You gain a +1 bonus to powers with that keyword. Illusion, Domination. You gain a +2 to defense against powers with those keywords.

Versatile: A mentalist is not bound to a limit of techniques quite like the others are. A mentalists power slots may be used to activate any power of that class from the mentalist power list provided they meet the required level. Filling a slot with a  power from another path, advanced path, or destiny fills that slot as normal. You may not use a power more than it's class would allow (I.e. You can not use the same encounter power more than once per encounter)

Domineering: The DC to save against powers with the psychic keyword are increased by 1+tier

Action generation: Generate action points when....
You defeat a number of opponents equal to half your level in one day
You inflict a status effect for half level rounds in one day
You hit an opponent with your chosen mental skill a number of times equal to your discipline in one day

Level 1 At-Will powers

Swift betrayal

You force an opponent to attack one of their allies with a quick attack

At-Will ✦ Martial, Psychic, Domination

Standard Action ranged 8

Target: One creature in range

Attack: Discipline versus Resolve

Hit: The enemy in question launches an energy blast at any enemy within the range of this power as though the struck enemy was the one who used this attack. The enemy rolls a basic ranged attack that deals [1d8+spirit]

Distracting thought

You plant a small seed of distraction

At-Will ✦ Martial, Psychic, Illusion

Standard Action Ranged 10

Target: One creature

Attack: Instinct vs Resolve

Hit: The enemy must pass a save or is distracted and takes a -tier penalty to all D20 rolls until the end of his next turn. A creature already under the effects of this ability can not be affected again.

Trick shot

you fire a blast that takes an erratic path to an enemy, suddenly bee lining for them as it grows close.

At-Will ✦ Martial, Ki

Standard Action Ranged 8

Target: One creature

Attack: Discipline+2 vs Reaction

Hit: 1[k] +spirit damage.

Hook kick

You attack an enemy with a straight kick to the head, using your knees as a hook.

At-Will ✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: strength vs Reaction

Hit: 1[p] + strength damage. If your speed is higher than the opponents Reaction, you deal additional damage equal to your speed

Level 1 encounter powers

Piss off!

Encounter ✦ Martial, Psychic, Domination

Standard Action Burst 3

Target: All enemies in range

Attack: Instinct vs Resolve

Hit: All enemies in range immediately retreat their full movement speed regardless of conditions that would slow them.

Phantasmal Silence

Encounter ✦ Martial, Psychic, Illusion

Standard Action Burst 3

Target: All enemies in range

Attack: Discipline vs Resolve

Hit: All enemies in range are considered deaf until they pass a save.

Eye Gouge

Encounter ✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 2[p] + strength damage, and the target is blinded (save ends).

Level 1 Daily powers

Forbidden action

Daily ✦ Martial, Psychic, Domination

Standard Action Ranged 6

Target: One creature

Attack: Discipline vs Resolve

Hit: The enemy must pass a save, on fail, Choose a specific action. The creature you hit is dominated and can not perform the action you've chosen. This lasts until the end of their next turn. This ability allows you to forbid ONE action, you can not use it to make the enemy skip his turn or waste it doing nothing.

Phantoms

Daily ✦ Martial, Psychic, Illusion

Standard Action Ranged sight

Target: All creatures who can see you

Effect: All creatures must make a save. On failure, All creatures perceive a number of phantom enemies equal to your Tier. Any creature attacking you has an even chance to try and attack you or a phantom. A struck phantom is destroyed. This power ends at the end of the encounter.

Spitball

Daily ✦ Martial, Ki

Standard Action Area Burst 3

Target: One square within 10, burst targets all enemies

Attack: Discipline vs Repulse

Hit: 3[k] + spirit damage. For each struck creature, deal an additional damage to all struck targets.

Miss: Half damage, no additional damage.

Level 2 Utility powers

Psychic guard

Daily ✦ Martial, Psychic

Immediate Reaction Personal

Trigger: An enemy declares an attack on you

Effect: You put up a psychic barrier, lowering the damage of the attack by your intelligence+ tier+2. If this barrier negates half the damage, you gain advantage over the enemy. When this is resolved, spend a surge.

Mental static

Encounter ✦ Martial, Psychic

Standard action burst 3

Target: All enemies in burst

Attack: Intelligence vs Resolve

Hit: All struck creatures can hear a mind numbing static. For a number of rounds equal to your intelligence, struck creatures have a -2 penalty to attack and damage rolls (save ends)

SUFFER!

Daily ✦ Martial, Psychic, Domination

Immediate Re-action Ranged Sight

Trigger: An enemy you can see would gain hit points without spending a surge.

Effect: The enemy does not gain the hit points, and instead suffers damage equivalent to that effect.

Level 3 encounter powers

Illusory bindings

Encounter ✦ Martial, Psychic, Illusion

Standard action Ranged 8

Target: One creature in range

Attack: Discipline vs Resolve

Hit: Target becomes immobilized for a maximum number of rounds equal to your mind. Each round the target may attempt to break free with a save. A failed save incurs 1[k] damage that ignores DR.

Elbow Take down

Encounter ✦ Martial, Unarmed

Standard action Melee

Target: One creature in range

Attack: Strength vs Reaction

Hit: 2[P] + strength damage and knock the target prone.

Zero point energy release

Encounter ✦ Martial, Ki, Reliable

Standard action Melee

Target: One enemy in range

Attack: Speed vs Repulse

Hit: 2[k] + spirit damage. If your Discipline is higher than the opponents body, they take an additional tier D8 damage

Level 5 daily powers

Mental overload

Daily ✦ Martial, Psychic, Domination

Standard Action Ranged 15

Target: Any creature you're aware of in range

Attack: Discipline vs Resolve

Hit: You overload the enemies mind with simple commands, inflicting the slowed condition. Every round the enemy makes a save against the slow. On success, they are no longer are slowed, on failure they take 1[k] damage. This lasts a maximum of mind rounds.

Bullet storm

Daily ✦ Martial, Ki

Standard action Line 8

Target: All creatures in range

Attack: Instinct+3 vs Repulse

Hit: 3[k] + spirit damage.

Miss: Half damage

Cross over kicks
Daily ✦ Martial, Unarmed
Standard action Melee
Target: One creature two attacks, or a second creature in range
Attack: Strength vs Reaction
Hit: 1[p] + strength damage. If both kicks hit then the target(s) are knocked prone.

Level 6 utility powers

Mind's eye

Daily ✦ Martial, Psychic,

Standard action Power up

Effect: Spend a surge to activate. You open your third eye, the mind's eye, and increase your psychic power. All attacks with the psychic tag deal an additional die of damage. This lasts four rounds.

Meditation

Encounter ✦ Healing

Fullround Action Personal

Effect: You fall prone, but may spend instinct surges to heal.

Mental preparation

Daily ✦ Martial, Stance

Minor action Stance

Effect: While in this stance your intelligence is increased by your tier. This stance lasts for two rounds.

Level 7 encounter powers

Same team!

Encounter ✦ Martial, Psychic, Dominationbr>
Standard action Ranged 8

Target: pne creature in range

Attack: Intelligence vs Resolve

Hit: You convince an enemy that you're on their team! For mind+2 rounds the struck enemy can not target you with attacks. Attacking the enemy immediately breaks this effect.

Arc kick

Encounter ✦ Martial, Unarmed

Standard action Melee

Target: One creature in range

Attack: Strength vs Reaction

Hit: 2[P] + strength damage. If your speed was higher than the foes, you deal an additional amount of damage equal to tier D6

Psi hole

Encounter ✦ Martial, Psychic, Illusion

Standard action Blast 3

Target: All enemies in range

Attack: Intelligence vs Resolve

Hit: The enemies must pass a save. On fail, The area becomes impassable terrain to those struck by the attack.

Level 9 Daily powers

Drop and gimmie 20!

Daily ✦ Martial, Psychic, Domination

Standard Action Shout

Target: All enemies who can hear you

Attack: Tenacity vs Resolve

Hit: Struck enemies immediately drop prone. They may not stand up until they pass a save or 4 rounds have passed, whichever comes first. A saga villain may take action normally after two rounds.

Phantasmal Beast

Daily ✦ Martial, Psychic, Illusion, Fear

Standard action Personal

Target: All enemies who can see you

Attack: Intelligence vs Resolve

Hit: Enemies must pass a save. You appear as a hulking monster to all struck foes, inflicting 2 fear conditions on them. They immediately do everything in their power to flee from you. If a struck creature starts it's turn adjacent to you it retreats its full movement distance regardless of what's around him. If an enemy is immobilized and can not flee, he may attack.

Scouring blast

Daily ✦ Martial, Ki

Standard action Blast 4

Target: All creatures in blast

Attack: Discipline vs Repulse

Hit: 3[k] + spirit damage. The area becomes impassable terrain

Miss: Half damage

Level 10 utility powers

Mental overdrive

Daily ✦ Martial, Psychic,

Minor Action Power up

Target: One ally

Effect: The ally in question gains a +2 morale bonus to attack rolls and gains a +4 movement speed bonus. This power up ends after Tier+1 rounds.

Astral projection

Daily ✦ Martial, Psychic,

Sustained Personal

Effect: You leave your body behind, awareness traveling without it. While astrally projected, you may travel intelligence x10 miles from your body. Your body is considered helpless while your mind is projected and your projection can neither attack or be attacked.

Psychic Cancel

Daily ✦ Martial, Psychic,

Immediate Re-action Personal

Trigger: An enemy hits you or an ally you can see with a psychic power Effect: You immediately prevent the power from affecting your allies. Roll an intelligence check, if your result is higher than the opponents mind, the power affects them instead. When this resolves, spend a surge.

Level 13 encounter powers

Phantasmal Weariness

Encounter ✦ Martial, Psychic, Illusion

Standard Action Ranged 14

Target: One enemy in range

Attack: Intelligence vs Resolve

Hit: The enemy becomes fatigued for mind rounds.

Phantasmal Nightmare

Encounter ✦ Martial, Psychic, Illusion, Fear

Standard Action Ranged 14

Target: Two creatures who can see each other.

Attack: Intelligence vs Resolve

Hit: They perceive the other as more of a threat and attack each other. When this attack hits, both creatures may attempt to save, on failure being dominated as normal. This powers effects last for 2 + tier rounds max. If any creatures allied to you strikes these enemies, the illusion wears off instantly.

Cross up

Encounter ✦ Martial, Ki, Unarmed

Standard Action Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 2[p] + strength damage.

Secondary target: One creature within 8 other than the primary target

Secondary attack: Intelligence vs Reaction

Hit: 2[k] + Spirit damage.

Level 15 daily powers

Vexing Visions

Daily ✦ Martial, Psychic, Illusion

Standard Action Blast 4

Target: All enemies in range

Attack: Intelligence vs Resolve

Hit: Struck enemies must make a save, on fail, targets take a -2 to their attack rolls and defenses for 4 rounds

Mental shut down

Daily ✦ Martial, Psychic, Domination

Standard Action Ranged 5

Target: One creature

Attack: Tenacity vs Resolve

Hit: 4[k] + Mind damage. If your Mind is higher than the foes, they are immobilized and considered unconscious. This lasts for intelligence rounds or until they save, whichever comes first.

Binary Blast

Daily ✦ Martial, Ki

Standard Action Ranged 15

Target: One creature in range

Attack: Discipline vs Reaction

Hit: 3[k] + Spirit damage. And the target becomes “charged”. This charge lasts for intelligence rounds. Your next ki attack against that foe, so long as they're charged, causes a burst 4 centered on them that deals 3[k] + intelligence damage to all creatures in range EXCEPT the charged target.

Level 16 utility powers

Enhance Wounds

Encounter ✦ Martial, Psychic, Illusion

Minor Action Ranged 10

Effect: Mark the target. They take additional damage equal to your mind every time they take damage. This mark lasts for mind rounds or until the target is killed. It can be overwritten as normal.

Counter Stroke

Encounter ✦ Martial, Unarmed

Immediate Reaction Melee

Trigger: An enemy damages you with a melee attack

Target: Triggering Enemy

Effect: Make an attack. Strength+2 vs Reaction on the triggering enemy. On hit you deal 2[p] + strength damage and reduce the damage from the melee attack by your body. Can not be activated against ultimates

Ignore Wounds

Daily ✦ Martial, Psychic, Illusion

Minor Action Ranged 10

Target: One ally who can see you in range

Effect: The target gains 2d10+intelligence temporary hit points. If the combination of these temporary hitpoints and their current hit points is above their bloodied total, they are no longer considered bloodied.

Level 17 encounter powers

Spiraling drop kick

Encounter ✦ Martial, Unarmed

Standard action Melee

Attack: Strength vs Reaction

Target: One creature in range

Hit: 3[P] + strength damage and the target is weakened (save ends)

Desperate blaster

Encounter ✦ Martial, Ki

Standard action Wide beam 13

Target: All creatures in range

Attack: Tenacity vs Repulse

Hit: 3[k] + spirit. For every 25% of your health you've lost, you deal an additional damage die.

Miss: If you are bloody when this attack misses, you may regain hit points as though you had spent 3 healing surges. If you're not bloodied, there is no miss effect.

Look out!

Encounter ✦ Shout, Psychic

Standard Action Shout

Target: All allies

Effect: You psychically warn all allies of enemies sneaking up on them. For the next 3 rounds, you and your allies can not be considered flanked.

Level 19 Daily powers

Turn the other cheek

Daily ✦ Martial, Psychic, Domination

Standard Action Ranged 6

Target: one creature in range

Attack: Intelligence vs Resolve

Hit: For the next two rounds the enemy may not activate immediate reactions against you or take Attacks of opportunity against you.

Turncoat

Daily ✦ Martial, Psychic, Domination

Standard Action Ranged 12

Target: one creature in range

Attack: Intelligence vs Resolve

Hit: You dominate the mind of the struck creature. For the next int mod rounds they do your bidding, following the rules of the dominated condition (save ends). This power lasts only 2 rounds against bosses, and cannot be used against Saga Villains.

Psi storm

Daily ✦ Martial, Psychic, Lightning

Standard Action Blast 5

Target: All creatures in range

Attack: Intelligence+3 vs Reaction

Hit: 4[k] + spirit damage, and targets are stunned (save ends)

Miss: Half damage, and no stun

Level 22 Utility powers

Psychic Nullify

Daily ✦ Martial, Psychic,

Immediate Reaction Personal

Trigger: You fail to nullify a ki attack

Effect: You nullify the attack anyway, suffering ½ damage from dailies. You are fatigued for [1d6] rounds afterwards.

Instinctive retreat

Daily ✦ Martial, Psychic,

Immediate Reaction Personal

Trigger: An enemy declares a charge on you.

Effect: You immediately Shift instinct + tier squares away from the opponent. If this puts you beyond their charge range, their charge fails.

Psychic Mask

Daily ✦ Martial, Psychic,

Minor Action Melee

Target: One willing Ally

Effect: The ally in question becomes invisible for tier+1 rounds, he can not be sensed or visually detected. While this power lasts you can not use any other powers with the psychic tag. If the ally attacks a creature, this effect immediately breaks.

Level 23 Encounter powers

Mental tearing

Encounter ✦ Martial, Psychic, Domination

Standard Action Ranged 10

Target: One enemy in range

Attack: Discipline vs Resolve

Hit: 4[k] + Mind damage. The opponents Resolve defense falls by your Mind for Tier rounds.

Reopen wounds

Encounter ✦ Martial, Psychic, Illusion

Standard Action Ranged 14

Target: One enemy in range

Attack: Tenacity vs Resolve

Hit: The enemy takes the damage of the last attack that hit him again. If the creature possess temporary hit points, this attack deals 1.5 times that damage to the temporary hit points instead.

Six sided strike

Encounter ✦ Martial, Unarmed

Standard Action Burst 2

Target: Up to three enemies in range, 2 attacks against each

Attack: Strength vs Reaction

Hit: 1[P]+strength damage. If all attacks hit an enemy, that enemy is knocked prone. If all attacks hit all enemies, they are also weakened and slowed.

Level 25 Daily powers

Phantasmal Injury

Daily ✦ Martial, psychic, Illusion

Standard Action Ranged 10

Target: one enemy in range

Attack: Tenacity vs Resolve

Hit: the enemy suffers the crippled condition to a limb of your choice for a maximum of mind rounds. Every round the creature may attempt to save. If they do not save within tier rounds, they suffer 3[k] + mind damage.

Bullet hell

Daily ✦ Martial, Ki

Standard Action Blast 5

Target: All creatures in range

Attack: Tenacity vs Repulse

Hit: 5[K]+spirit damage. If all attacks hit an enemy, that enemy is knocked prone. If all attacks hit all enemies, they are also weakened and slowed.

Burn out

Daily ✦ Martial, Psychic, Domination

Fullround Action Ranged 10

Target: 3 creatures in range

Attack: Intelligence vs Resolve

Hit: 5[K]+ mind damage. If the damage exceeds Double the targets mind, their mind falls to 0.

Level 27 Encounter powers

Phantasmal Army

Encounter ✦ Martial, Psychic, Illusion,

Standard Action Burst 3

Effect: You spawn illusions of yourself in an area around yourself, preventing enemies from getting near you. For mind rounds an enemy must roll a save to see through your illusion. An enemy who fails to see through it, can't willingly pass through your burst. Once an enemy has seen through your illusion, it does not affect them.

Hook shot

Encounter ✦ Martial, Ki

Standard action Ranged 14

Target: One creature in range

Attack: intelligence vs Reaction

Hit: 4[k] + spirit damage. If the attack misses an enemy, immediately re-roll it with a +2 to hit, but dealing only half damage. If the attack misses again, the power has failed.

Absolute Command

you issue a psychic command so strong into a creature he has no choice but to do it.

Daily ✦ Martial, Psychic, Domination

Standard Action Ranged 8

Target: One creature

Attack: Intelligence vs Resolve

Hit: Issue the enemy a command he is capable of following in one round. The enemy must perform your given command, or ignore this command and instead take 5[k] damage. Either way, the effects of this ability wear off once the enemy has performed the given action, or taken the damage. The command MUST be something the creature is capable of doing in one turn. You may not issue a command that is impossible for that creature to force them to take damage.

Level 29 ultimate powers

Mind crush

Daily ✦ Martial, Psychic, Domination

Fullround Action Ultimate Ranged 15

Target: One enemy in range

Attack: Intelligence vs Resolve

Hit: 7[k] + mind damage. If your mind is higher than the opponents, you deal half the damage again as total damage. If this damage exceeds double the targets mind, their intelligence score drops to 0 and they fall unconscious. The effects of this power can only be reversed by the dragon balls.

Phantasmal killer

Daily ✦ Martial, Psychic, Illusion

Fullround Action Ultimate Ranged 8

Target: Two enemies in range

Attack: Intelligence vs Resolve

Hit: 7[k] + mind damage. If this damage surpasses the creatures mind, he is stunned for tier+2 rounds. If this attack strikes a bloodied creature and the damage surpasses his mind, his hit points fall to 0 and he is treated as dead until a mentalist or leader dispel the effect. This attack DOES NOT actually deal damage.

Tracer Swarm

Daily ✦ Martial, Ki

Fullround Action Ultimate Blast 10

Target: All enemies in range

Attack: Discipline+4 vs Reaction

Hit: 7[k] +spirit damage.

Miss: Half damage

Utter Chaos

Daily ✦ Martial, Psychic, Domination

Fullround Action Ultimate burst 5

Target: All creatures in range

Attack: Intelligence vs Resolve

Hit: All struck creatures can no longer tell friend from foe, and have a 50% chance to go after an ally or an enemy. Effects that target allies or enemies specifically now target all creatures in range. This effect lasts for 1d4+tier rounds