User:Leziad/Mentalist/Subconscious Trick List

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Subconscious Tricks

A Mentalist select her subconscious trick from the following list:

  • Avert Traps (Ex): The subject gain trapfinding and trap sense as a Rogue of it level as well as Evasion against trap and natural hazard. This trick last for 1 hour per class level.
  • Cognitive Hazard (Su): When the subject is targeted by a [charm] or [compulsion] or another creature attempt to read it mind, the source of the effect take 1d6 + half your class level in madness and must make a Will save or lose the effect.
  • Control of Will (Su): The subject fall under the control of the mentalist as per dominate person, the subject must be willing. While under your control the subject ignore any negative status effect you could negate with Hypnotic Therapy as well as any non-harmless [Mind-Affecting] effect. You cannot use this trick on yourself. This trick last for 1 round.
  • False Courage (Ex): The subject become immune to fear-effect and gain a +10 morale bonus to it speed. This trick last for 1 round, after the duration any fear-effect that was on the subject are reduced by 1 step, if shaken they instead no longer suffer from any fear effects.
  • Ignore Wounds (Ex): The subject gain DR/- equal to half your class level and all damage dealt to it this turn are non-lethal damage, if it immune to non-lethal damage the later part does not take effect. This trick last for 1 round.
  • Incredible Dodge (Ex): The subject gain a +2 dodge bonus to AC, reflex save and the benefit of Evasion.This trick last for 1 round.
  • Masterful Reflexes (Ex): The subject gain the benefit of the Combat Reflexes feat using your Charisma of their Dexterity, whichever is higher. The subject also gain a +4 bonus on attack roll with attacks of opportunity. This trick last for 1 round.
  • Maximum Capacity (Ex): All of the subject's inhibition are released, allowing them to bring their body to their full potential. The subject's Strength score increase by +4 or to 20, whichever is higher. This trick last for 1 round per two class level.
  • Mental High (Ex): The subject increase any morale bonuses it receive by +2. This trick last for 1 round.
  • Mind Over Matter (Ex): The subject become immune to pain and ignore any pain-based effect currently affecting it and gain 1 temporary hit point per HD they possess. This trick last for 1 round per class level.
  • No Perception (Ex): The subject is unable to perceive one hazard, such as a dangerous sound or a creature with a gaze attack. This make them immune to it hazrdous effect, but they are essentially invisible to the subject. This trick last for 1 round per level.
  • Perfect Focus (Ex): The subject gain a +20 bonus on all Concentration and Autohypnosis checks, if they are psionic they may recover their psionic focus as a free action. This trick last for 1 round.
  • Placebo Healing (Ex): The subject may treat any edible drink or food as either an antiplaguePathfinder, antitoxin or other healing item worth 50 gp per class level or less. This last for 1 hour or until the item is consumed.
  • Shadow Flanker (Ex): The subject believe that she is flanking her current opponent, all attacks against that creature are made with all flanking bonus as if she was actually flanking. This trick last 1 round.
  • Subconscious Tumble (Ex): The subject do not provoke for her first 5 feet of movement, when she withdraw she do not provoke for movement at all. This trick last for 1 round.
  • Temporal Lapse (Su): The subject become unable to act for 1 round, however any non-harmless effect have their duration reduced by 1 hour. You are not helpless during this time.

Expert Tricks

At 12th level, a Mentalist may select tricks from the following:

  • Actions Without Thoughts (Ex): The subject take a standard action, this cannot be done to interrupt another creature's action. This trick may only be used once per encounter.
  • Cellular Regeneration (Su): The subject gain fast healing equal to half your class level or increase it current fast healing by 2 (whichever is better). This trick last for 1 round per class level.
  • Combat Evolution (Ex): The subject gain a single [Fighter] feat it meet the prerequisite for. This trick last for 1 round per class level.
  • Express Recovery (Su): The subject is instantly cured of any status effect that could be removed by your Hypnotic Therapy ability and regain 1 hit point per HD. This cost an uses of both abilities.
  • Hamedo (Ex): The subject may make an attack at it highest attack bonus against a creature who attack it or target it with a spell or ability, the subject's attack is resolved first.
  • Heracles Principle (Ex): You may only implant this trick within yourself. The Heracles Principle allow you to activate any of your known subconscious trick (including other expert trick) as if you had implanted them with yourself unless it couldn't be implanted within yourself.
  • Perfect Synchronicity (Ex): The subject roll a 20 on it initiate check, gain a +4 bonus to initiative and act in a surprise round. This trick last for an encounter and must be triggered as initiative is rolled.
  • Terrible Wound (Ex): Upon being triggered this trick make the next attack made by the subject psychically charge, dealing double damage and forcing the creature to make a Will save or be stunned for 1 round. This trick last for 1 round or until discharged.