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.
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.
