1: Mentat Trance
2: Core: Threat Algorithm
3: Mag Bauble
4: Trapfinding
5: Calculated Defense
6: Tactics
7: Mentat Assessment
8: Trapsense +1
9: Mag Bauble
10: Mnemonic Conditioning
11: Sneak Skirmish Lance I
12: Trapsense +2
13: Mentat Projection
14: Mag Bauble
15: Advanced Tactics
16: Trapsense +3
17: Sneak Skirmish Lance II
18: Mag Bauble
19: Mentat Awareness
20: Mechanical Logic
At 1st level, a mentat can engage in a meditative state to help organize data, sort facts, and memorize information.
A mentat trance enables the mentat to recall a known fact or personal observation upon demand, regardless of whether she deemed the information to be important at the time of inception. During the mentat trance, a character can attempt to surmise the basic truth, nature or character of what he observes, filtering and organizing the minutia for use when performing higher order mentat functions. Any time a mentat discovers a fact or motivation through the use of more conventional skills, she may attempt to enter a mentat trance to analyze the detail and commit it to memory. A successful Autohypnosis check indicates the fact has been analyzed and stored accurately—it may be recalled as a free action. A mentat can also make basic (and advanced) mathematical calculations in her head without the need for a computer or calculator.
This ability is always without error.
At 4th level Mentats, like rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has aDC of 25 + the level of the spell used to create it.
They can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.
A Mentat who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it
By 5th level, a mentat has learned to use brains as well as dexterity.
From this point on, the mentat applies his Intelligence bonus as well as his Dexterity bonus to his Defense. Any situation that would otherwise deny the mentat his Dexterity bonus to Defense also denies the Intelligence bonus.
At 6th level, a mentat can use his tactical knowledge to direct his allies during a battle.
Solo Tactical Coordination:
By using his attack action, the mentat can grant any one ally (not including himself) within range (see below) a competence bonus on attack rolls or a dodge bonus to Defense and Reflex saving throws. The bonus is equal to the mentat’s Intelligence bonus and lasts a number of rounds equal to 1d4 + the mentat’s Charisma modifier.
Squad Tactical Coordination:
With a full-round action, the mentat can grant the selected bonus to himself and all of his allies within range. In this case, the bonus lasts a number of rounds equal to the mentat’s Charisma modifier. All allies to be affected must be within sight and voice range of the mentat, and must be able to understand him.
Advanced Tactics
At 15th level, the mentat requires less time to direct his allies. He can direct a single ally with a free action, or all allies with an attack action.
Even so, the mentat can use advanced tactics only once per round.
At 7th level, a mentat can assess the motives or background of a single enemy or assailant by analyzing the scene of a crime and studying minute clues.
The mentat relies on his familiarity with criminal behavior and his deep-rooted analytical abilities to piece together the available clues.
When examining the scene of a crime or violent attack, the mentat can make a Sense Motive check.
The result determines what information the mentat can derive from the scene. Each time the mentat encounters another crime scene belonging to the same perpetrator, he gains a +5 circumstance bonus to this check. (The GM might wish to apply this bonus secretly if the mentat doesn't know the identity of the perpetrator.)
By analyzing a crime scene extensively, a mentat can piece together a comprehensive picture of his enemy. “Relative level” is given in terms of being much lower than the mentat (four or more levels lower); approximately the same (within three levels); or higher than the Mentat (four or more levels higher).
A GM can allow a Mentat to gain other kinds of information as well, at his discretion.
A Mentat gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Defense against attacks made by traps. These bonuses rise to +2, and eventually 3 at level 16.
Trap sense bonuses gained from multiple classes stack.
At 10th level, a mentat has conditioned his memory to take in everything down to the last detail with near perfect recall. To any Knowledge skill check the mentat makes, he adds his Wisdom bonus, if any, to the skill bonus again. Additionally, the mentat can now make an Autohypnosis check to memorize large chunks of data as a free action.
Can choose between Sneak and Skirmish and Deadly Lancer.
The choice is locked for when the skill gains an additional increase at level 17.
At 13th level, a mentat can make astonishing leaps in logic, even with a small amount of information. Mentat projection enables a mentat to forecast future actions,
events or results based on accumulated data including motives, facts, actions or events. Whether predicting behavior stemming from identified motives or deducting probably outcomes for intended courses of action. Mentat projection extrapolates future consequences from a wealth of factual data, and represents the ultimate
science of cause and effect.
He adds his mentat level to his Sense Motive check opposed by the DCs listed below to deduce hidden links contained within the current scene or to glean
connected facts and motivations contained in other scenes scripted further forward in the narrative chronology.
Attempted projection Time DC
Glean facts relevant to immediate 10 min 15
future of characters in this scene
Predict future behavior of characters in 30 min 20
future scenes based on info in this scene
Deduce motives of organization 1 hour 25
Deduce future behavior of character 6 hours 30
Deduce future motives of character based 8 hours 40
on actions the mentat predicts he will take
At 19th level, a mentat has honed his logic and information skills to the point where he can read people as easily as books, developing the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Mentat must be able to see and hear the individual under scrutiny. With a successful Sense Motive check opposed by the subject’s Bluff check result or against DC 10 (whichever is greater), the Mentat can tell whether the subject is deliberately and knowingly speaking a lie. This ability doesn’t reveal the truth, uncover unintentional inaccuracies or necessarily reveal omissions in information.
At 20th level, a Mentat has let logic take over to the point where he is able to completely disengage his emotions while solving a problem.
The Mentat may perform an additional Knowledge check each round that is normally a free action. If the Mentat wishes to perform this action while otherwise engaged, he may spend 5 control Points to allow the multitasking to take place.
Starting Meseta: 1500