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Mentalist

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Dark Bunny Lord
Captain

PostPosted: Sat Oct 17, 2009 10:37 am


The Mentalist
The mentalist is a dominater of minds, a master of pulling strings and puppeteering his/her enemies. While the mentalist lacks the attack strength, defensive capabilities or movement of many of the other arcytypes it more than makes up for by being able to control combat.
One on one any arctype should fear the mentalist.

Strengths
The mentalist is a master of controlling foes, one on one a foe has very little chance at winning any encounter against a mentalist. They can take control of a foe and use all of there abilities on top of their own, effictively gaining multiple attacks by using a move action to command anyone under their thrall and using their own standard action to perform another attack power themselves.

Weaknesses
The mentalist is not as great in large scale combat because foes will often target them early one (as they well should). They can control multiple foes at a time, but they can only give commands to a maximum of two and if thats the case they aren't moving while doing so making them a sitting duck.
Mentalists are fairly frail as well, they have to make sure to get control of the biggest threat early on and use it to eliminate other foes.
Anyone with a high will save is a problem to the mentalist, the mentalist RELIES on gaining control of a foe. The mentalist must be quick with their commands as well, the more they control a foe the better and better chance they have of breaking free and regaining their will.
Lastly the Speedster is the mentalists biggest foe, not because they hit hard but because they can oft hit before the mentalist can, and often it can only take one hit to down one of these frail masters of the mind.
PostPosted: Sat Oct 17, 2009 6:58 pm


PL: 1
PP: 0/20
Super Group:

Attributes
-Stat Name: Total (without enhanced) / modifier-
Strength: 6 (6) / -2
Dexterity: 10 (10) / +0
Constitution: 6 (6) / -2
Intelligence: 14 (14) / +2
Wisdom: 14 (14) / +2
Charisma: 10 (10) / +0

(Trade Offs: None)

Saving Throws
-Save Name: (Base + Ability + Misc) = Total-
Toughness: (0-2+0) = -2
Fortitude: (2-2+0) = +0
Reflex: (3+0+0) = +3
Will: (3+2+0) = +5

Combat
-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 11 (1+0+0) / 10
-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 0 (0+0+0) / 0
-Name: Melee/Ranged (Specific if feat)-
Attack: 0/0

Luck Points: 1

Feats:

Skills:
-Name: Total = Skill Rank + Ability Mod + Misc-
Acrobatics (Dex): 0 = 0 + 0 + 0
Bluff (Cha): 0 = 0 + 0 + 0
Climb (Str): -2 = 0 - 2 + 0
Computers (Int): 2 = 0 + 2 + 0
Concentration (Wis): 2 = 0 + 2 + 0
Craft (Int): - = 0 + 2 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 2 + 0
Disguise (Cha): 0 = 0 + 0 + 0
Drive (Dex): - = 0 + 0 + 0
Escape Artist (Dex): 0 = 0 + 0 + 0
Gather Information (Cha): 0 = 0 + 0 + 0
Handle Animal (Cha): 0 = 0 + 0 + 0
Intimidate (Cha): 0 = 0 + 0 + 0
Investigate (Int): 2 = 0 + 2 + 0
Knowledge (Int): - = 0 + 2 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 2 = 0 + 2 + 0
Notice (Wis): 0 = 0 + 2 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 + 2 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 2 = 0 + 2 + 0
Sense Motive (Wis): 2 = 0 + 2 + 0
Slight of Hand (Dex): - = 0 + 0 + 0
Stealth (Dex): 0 = 0 + 0 + 0
Survival (Wis): 2 = 0 + 2 + 0
Swim (Str): -2 = 0 - 2 + 0


Copy/Paste Code:
[align=center][b]PL:[/b] 1
[b]PP:[/b] 0/20
[b]Super Group:[/b]

[b]Attributes[/b]
[size=11]-[i]Stat Name: Total (without enhanced) / modifier[/i]-[/size]
[u][i]Strength:[/i][/u] 6 (6) / -2
[u][i]Dexterity:[/i][/u] 10 (10) / +0
[u][i]Constitution:[/i][/u] 6 (6) / -2
[u][i]Intelligence:[/i][/u] 14 (14) / +2
[u][i]Wisdom:[/i][/u] 14 (14) / +2
[u][i]Charisma:[/i][/u] 10 (10) / +0

[b][i](Trade Offs: None)[/i][/b]

[b]Saving Throws[/b]
[size=11]-[i]Save Name: (Base + Ability + Misc) = Total[/i]-[/size]
[u][i]Toughness:[/i][/u] (0-2+0) = -2
[u][i]Fortitude:[/i][/u] (2-2+0) = +0
[u][i]Reflex:[/i][/u] (3+0+0) = +3
[u][i]Will:[/i][/u] (3+2+0) = +5

[b]Combat[/b]
[size=11]-[i]Name: Total (defense bonus + misc + size) / Flat Footed[/i]-[/size]
[u][i]Defense:[/i][/u] 11 (1+0+0) / 10
[size=11]-[i]Name: Total (Dex mod + Power + misc) / Flat Footed[/i]-[/size]
[u][i]Initiative:[/i][/u] 0 (0+0+0) / 0
[size=11]-[i]Name: Melee/Ranged (Specific if feat)[/i]-[/size]
[u][i]Attack:[/i][/u] 0/0

[b]Luck Points:[/b] 1

[b]Feats:[/b]

[b]Skills:[/b]
[i]-Name: Total = Skill Rank + Ability Mod + Misc-[/i]
Acrobatics (Dex): 0 = 0 + 0 + 0
Bluff (Cha): 0 = 0 + 0 + 0
Climb (Str): -2 = 0 - 2 + 0
Computers (Int): 2 = 0 + 2 + 0
Concentration (Wis): 2 = 0 + 2 + 0
Craft (Int): - = 0 + 2 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 2 + 0
Disguise (Cha): 0 = 0 + 0 + 0
Drive (Dex): - = 0 + 0 + 0
Escape Artist (Dex): 0 = 0 + 0 + 0
Gather Information (Cha): 0 = 0 + 0 + 0
Handle Animal (Cha): 0 = 0 + 0 + 0
Intimidate (Cha): 0 = 0 + 0 + 0
Investigate (Int): 2 = 0 + 2 + 0
Knowledge (Int): - = 0 + 2 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 2 = 0 + 2 + 0
Notice (Wis): 0 = 0 + 2 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 + 2 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 2 = 0 + 2 + 0
Sense Motive (Wis): 2 = 0 + 2 + 0
Slight of Hand (Dex): - = 0 + 0 + 0
Stealth (Dex): 0 = 0 + 0 + 0
Survival (Wis): 2 = 0 + 2 + 0
Swim (Str): -2 = 0 - 2 + 0
[/align]

Dark Bunny Lord
Captain


Dark Bunny Lord
Captain

PostPosted: Sun Oct 18, 2009 2:46 pm


POWERS


Dominate Mind
-Rank: 3
-Cost: 3pp per rank (3pp)
-Build: Mind Control + Sensory Link
-Action: Standard (active)
-Range: Perception
-Saving Throw: Will (DC:1D20 + power rank)
-Duration: Concentration (lasting)
-Description:
(Add your own description and perhaps even name for this power)
The mentalist can take hold of someones mind with this ability.
They gain a save every minute or each time a command is given that would make them perform an act they'd normally be opposed to (such as attacking an ally or killing themselves) with a bonus depending on how much they would "normally" oppose to performing the command (see the mind control power for details). The mentalist may, if they wish, use the mind controlled subjects senses as well.
------------------------------------------------------------------------------------

Mental Assault
-Rank: 1
-Cost: 4pp per rank +1 (5pp)
-Build: Damage + Range + Range + Alternate Save(Mental) + Subtle(PF)
-Action: Standard (active)
-Range: Perception
-Saving Throw: Will (DC:11)
-Duration: Instant
-Description:
(Add your own description and perhaps even name for this power)
A blast of mental energy lashes out at a foes mind, the mentalist can automatically hit anyone he/she can see without need for a hit roll thanks to this attacks becoming perception. The mentalists powerful blast damages the mind just like a physical blast would but requires a will save rather than a tough save making it easier to take down brutes or other such low will save foes.
------------------------------------------------------------------------------------

Psychic Shield
-Rank: 2
-Cost: 1pp per rank (2pp)
-Build: Protection
-Action: None (Passive)
-Range: Personal
-Saving Throw: None
-Duration: Permanent
-Description:
(Add your own description and perhaps even name for this power)
The mentalists pure psychic energy sways over them slowing damaging physical attacks. This is necessary to make up for the rather frail figure of most mentalists.
------------------------------------------------------------------------------------


Copy/Paste Code:
[align=center][size=11][u][b]POWERS[/b][/u][/align]

[b]Dominate Mind[/b]
-[u]Rank:[/u] 3
-[u]Cost:[/u] 3pp per rank (3pp)
-[u]Build:[/u] Mind Control + Sensory Link
-[u]Action:[/u] Standard (active)
-[u]Range:[/u] Perception
-[u]Saving Throw:[/u] Will (DC:1D20 + power rank)
-[u]Duration:[/u] Concentration (lasting)
-[u]Description:[/u]
(Add your own description and perhaps even name for this power)
The mentalist can take hold of someones mind with this ability.
They gain a save every minute or each time a command is given that would make them perform an act they'd normally be opposed to (such as attacking an ally or killing themselves) with a bonus depending on how much they would "normally" oppose to performing the command (see the mind control power for details). The mentalist may, if they wish, use the mind controlled subjects senses as well.
------------------------------------------------------------------------------------

[b]Mental Assault[/b]
-[u]Rank:[/u] 1
-[u]Cost:[/u] 4pp per rank +1 (5pp)
-[u]Build:[/u] Damage + Range + Range + Alternate Save(Mental) + Subtle(PF)
-[u]Action:[/u] Standard (active)
-[u]Range:[/u] Perception
-[u]Saving Throw:[/u] Will (DC:11)
-[u]Duration:[/u] Instant
-[u]Description:[/u]
(Add your own description and perhaps even name for this power)
A blast of mental energy lashes out at a foes mind, the mentalist can automatically hit anyone he/she can see without need for a hit roll thanks to this attacks becoming perception. The mentalists powerful blast damages the mind just like a physical blast would but requires a will save rather than a tough save making it easier to take down brutes or other such low will save foes.
------------------------------------------------------------------------------------

[b]Psychic Shield[/b]
-[u]Rank:[/u] 2
-[u]Cost:[/u] 1pp per rank (2pp)
-[u]Build:[/u] Protection
-[u]Action:[/u] None (Passive)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None
-[u]Duration:[/u] Permanent
-[u]Description:[/u]
(Add your own description and perhaps even name for this power)
The mentalists pure psychic energy sways over them slowing damaging physical attacks. This is necessary to make up for the rather frail figure of most mentalists.
------------------------------------------------------------------------------------
[/size]
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