Mentalist class: By Will (address all complaints, however, to Paul who has the final say)
Only those that have psionic abilities may be mentalists
Races: any
Hit dice: d6 Gains Hit dice up to same level as a thief.
Exp: as Mage
Thac0: as thief
Saves: as thief
Armor allowed: up to studded leather: As with spell casting, large amounts of metal
interfere with mental powers.
Weapons allowed: as Mage
Stat requirements: int 13 wis 13 cha12
Benefits:
Bonus PSP are always at least doubled (only if the characters first class is Mentalist)
Starts with at least 2 minor and 1 major power (only if the characters first class is Mentalist)
Gain 20 PSP per level of experience.
Gain new powers each level (see chart)
Control over gained powers. When a new power develops roll randomly and chose among the power rolled and the powers directly above and below it
Greater mastery: each level as a Mentalist counts as +2 levels for calculating mastery of powers
Gain a new attack and defense, rolled randomly) every 3 levels (3,6,9,etc)
The Mentalist pays less PSP for powers; he may subtract one PSP from the cost of all powers for every 5 levels he has as a Mentalist (min cost 1)
Mentalists are immune to class restrictions of powers and count as the best class for each power (see cell adjustment and body weapon)
Min base PSP is 75 (only if the characters first class is Mentalist)
Regain PSP faster. They add their mastery level to the number of PSP they regain each hour.
Chart:
Powers gained after creation are covered, as well as the mastery of each level.
New powers are rolled randomly as described above.
The player should mark his starting powers in case he should become dual class.
Level Minor powers Major powers Mastery
1 2 1 3
2 3 2 4
3 5 2 5
4 6 3 6
5 8 4 7
6 9 4 8
7 11 5 9
8 12 5 10
9 14 6 11
10 15 6 12