メスメリスト

メスメリストの技 Mesmerist Tricks

Break Stupor/Break Stupor --出典:Blood of the Beast 18ページ--:The mesmerist can trigger this trick whenever the subject is under an effect such as the fascinated condition or magical slumber as per the sleep spell that would be ended by the subject taking damage or by an obvious threat. The trick sends a momentary phantom threat and sensation of pain, ending the effect. This ability works fast enough to prevent a sleeping creature from falling prone or dropping what it is holding, if the mesmerist uses it immediately. The mesmerist can also trigger the trick if the subject becomes confused as per confusion, but if he does so, the subject attacks the mesmerist on its next turn, as if the mesmerist attacked the subject.

Chain of Eyes/Chain of Eyes --出典:Occult Origins 12ページ--:The subject can share her senses with the mesmerist. The mesmerist triggers chain of eyes by closing his eyes and concentrating on the implanted subject, allowing the mesmerist to see and hear everything the target experiences with her own senses of sight and hearing(including any special senses or magical effects). Once triggered, chain of eyes lasts for 1 minute per mesmerist level or until the mesmerist shifts his field of vision back to himself as a free action. While viewing events from the target’s perspective, the mesmerist is flat-footed, even if he can see himself from another perspective.

Enchanting Words/Enchanting Words --出典:Blood of the Beast 18ページ--:The mesmerist can trigger this trick whenever the subject attempts a Diplomacy or Intimidate check to adjust a creature’s attitude. The subject can use the mesmerist’s Charisma modifier instead of her own Charisma modifier on the check. If the subject uses Intimidate, the adjustment in attitude lasts an additional number of minutes equal to 10 × the mesmerist’s Charisma modifier(minimum of 10 additional minutes).

Fleet in Shadows/Fleet in Shadows --出典:Occult Realms 16ページ--:The mesmerist can trigger this trick whenever the target enters an area with dim or darker light. The subject can move double its normal speed(up to an additional 30 feet) for 1 round, but only while moving through areas of dim or darker light. Additionally, the subject can move at its normal speed and use the bonus speed from this trick in areas of total darkness, even if it cannot see.

Life Revier/Life Revier --出典:Blood of the Beast 18ページ--:The mesmerist can trigger this trick when the subject attempts an Intelligence or Knowledge check to remember a previous experience. The subject receives flashes of her entire life up to this point. She can use the mesmerist’s Charisma modifier in place of her Intelligence modifier on the check, and she can attempt the check untrained. The subject cannot learn information that she has not previously read, heard, or otherwise experienced at some point during her life when using this ability.

Psychic Impression/Psychic Impression --出典:Heroes of Golarion 9ページ--:Objects retain psychic impressions of those who come in contact with them, and a powerful mind can read these impressions. The mesmerist can trigger this trick when the subject touches an object that another creature with an Intelligence score of 3 or more has touched in the last 10 minutes. The mesmerist receives a psychic impression of the emotional state of the last such creature to touch the object. This impression contains no images or languages and can’t show the mesmerist who the creature was if the mesmerist doesn’t already know.

Reflect Fear/Reflect Fear --出典:Occult Realms 16ページ--:The mesmerist can trigger this trick when the subject is affected by a fear effect or is the target of an Intimidate check to demoralize it. When the trick is triggered, the subject suppresses the fear effect that triggered the trick for 1d4 rounds, and any creature that caused this effect must succeed at a Will save or become shaken for 1 round. The rounds during which the subject ignores the triggering fear effect still count against the effect’s duration. If the duration of the reflect fear trick is longer than the fear effect lasts, the subject isn’t affected by the fear effect at all.

See in Darkness/See in Darkness --出典:Occult Realms 16ページ--:The subject gains darkvision with a range of 60 feet for 1 minute. The mesmerist can trigger this trick when the subject moves into an area of darkness.

Slip Bonds/Slip Bonds --出典:Occult Origins 12ページ--:While implanted with this trick, the subject gains a +2 circumstance bonus on Escape Artist checks. If the subject becomes grappled, pinned, shackled, or otherwise personally restrained, the mesmerist can trigger the trick and cause the subject to become incorporeal just long enough to slip her bonds(unless they can otherwise restrain an incorporeal creature). This effect doesn’t last long enough for the subject to move through walls or other barriers. If the mesmerist is 12th level, the subject remains incorporeal until the beginning of the mesmerist’s next turn.

Telepathic Link/Telepathic Link --出典:Heroes of Golarion 9ページ--:The subject can communicate telepathically with the mesmerist during a crisis. The mesmerist can trigger this trick when the subject and her allies are outnumbered in combat. For 1 minute per mesmerist level, the subject and the mesmerist can communicate telepathically. If the subject and the mesmerist are more than a medium distance(100 feet + 10 feet per level) apart, the telepathic connection is severed and cannot be regained unless the trick is implanted again. The mesmerist and the subject must share a language to be able to communicate.

Umbral Shield/Umbral Shield --出典:Occult Realms 16ページ--:The subject ignores any harmful effects of bright light or sunlight for 1 minute. The mesmerist can trigger this trick whenever the subject would be exposed to harmful bright light(such as sunlight is to a vampire). The subject is immune to the dazzled condition while this trick is in effect.

Unwitting Messenger/Unwitting Messenger --出典:Occult Origins 12ページ--:The mesmerist describes a recipient to the subject while implanting this trick, then recites a verbal message no longer than five words per mesmerist level. The subject of unwitting messenger has no memory of the message or the target recipient. When the subject encounters the specified recipient, she repeats the message verbatim, but does not recall speaking the message or its contents. The message remains buried in the subject’s subconscious for 24 hours, after which time it disappears if not delivered. The subject of unwitting messenger can be fooled by mundane disguises or illusions, causing her to deliver the message to the wrong recipient.


絶技 Masterful Tricks

Allay Pain/Allay Pain --出典:Occult Realms 16ページ--:The subject of this trick gains ダメージ減少 15/— against one attack that deals nonlethal damage. The mesmerist can trigger this trick whenever the subject is hit with an attack that deals nonlethal damage.

Concealing Veil/Concealing Veil --出典:Occult Origins 12ページ--:When this trick is triggered, the subject is affected by a nondetection spell for 1 round per mesmerist level.

Shadow Blend/Shadow Blend --出典:Occult Realms 16ページ--:The mesmerist can trigger this trick whenever the subject attempts a Stealth check while in an area of dim or darker light. The subject gains total concealment from all enemies(50% miss chance) as long as it remains within areas of dim or darker light. Against creatures with darkvision, the subject gains concealment(20% miss chance) rather than total concealment. Once triggered, this effect lasts for 1 round per mesmerist level or until the subject enters an area of normal or brighter light.

Willful Ignorance/Willful Ignorance --出典:Occult Origins 12ページ--:The subject gains the ability to tell one undetectable lie. When the subject attempts to lie, the mesmerist can trigger this trick. That particular lie resists truth-detecting magic, and creatures attempting to use such magic must succeed at a caster level check against a 難易度 equal to 15 + the mesmerist’s class level to succeed; failure means the magic doesn’t detect the subject’s lie or force her to speak only the truth.


強烈な視線 Bold Stares

動揺/Disquiet --出典:Occult Realms 16ページ--:完全な暗闇範囲にいる間、暗示の視線目標怯え状態となる。

散漫/Distracted --出典:Heroes of Golarion 9ページ--:暗示の視線ペナルティ精神集中判定にも適用される。

潜入/Infiltration --出典:Occult Realms 16ページ--:暗示の視線ペナルティ目標〈知覚〉判定戦技防御値にも適用される。

致死/Lethality --出典:Occult Realms 16ページ--:暗示の視線ペナルティ目標あるいは病気に対する頑健セーヴにも適用される。

/Nightblindness --出典:Occult Realms 16ページ--:暗示の視線目標暗視範囲は10フィート減少する。

悪夢/Nightmare --出典:Occult Realms 16ページ--:暗示の視線目標恐怖に対する意志セーヴを2回ロールし、い方の結果を採用しなければならない。

動揺/Oscillation --出典:Occult Realms 16ページ--:暗示の視線目標は30フィートを超えたすべての敵(メスメリストは除く)を視認困難(20%の失敗確率)を持っているかのように扱う。

制約/Restriction --出典:Occult Realms 16ページ--:暗示の視線目標は薄明るいかそれより暗い全ての範囲移動困難な地形として扱う。

サボタージュ/Sabotage --出典:Occult Realms 16ページ--:暗示の視線ペナルティ目標〈交渉〉〈威圧〉判定にも適用される。

感知/Sensed --出典:Heroes of Golarion 9ページ--:暗示の視線ペナルティ〈隠密〉判定にも適用される。

孤独/Unaided --出典:Heroes of Golarion 9ページ--:暗示の視線目標挟撃ボーナスを与えることも受け取る事もできない。


悪魔殺しの凝視 Devilbane Gazes

出典 Occult Origins

シェリアックスメスメリスト暗示の視線を洗練させ、来訪者との交渉や弱体化に役立つ一連の凝視攻撃を取りまとめた。それ以降数十年でこの秘密は、ヘルに縛られた国の国境を超えて、今では内海方全域、特に来訪者と頻繁に交流する地域で見かけることがある。

悪魔殺しの凝視メスメリスト強烈な視線強化のオプションとして3レベル点から選択できる。これらは標準的な強烈な視線強化よりも範囲が制限されているが、来訪者の存在の核心に切り詰めるものである。来訪者の種別を持つクリーチャーに対して悪魔殺しの凝視を使用する場合、悪魔殺しの凝視強化によって適用される暗示の視線が課す意志セーヴへのペナルティではない)。monikerにもかかわらず、悪魔殺しの凝視は全ての来訪者に等しく響を及ぼす。

魔殺しの拘束/Devilbane Binding --出典:Occult Origins 13ページ--:暗示の視線ペナルティプレイナー・バインディング呪文から逃れるための全ての【魅力】判定にも適用され、プレイナー・バインディング呪文抵抗するための目標呪文抵抗にも適用される。

魔殺しの減衰化/Devilbane Dampening --出典:Occult Origins 13ページ--:暗示の視線ペナルティメスメリスト凝視を開始したときに選択した1つのエネルギーに対する目標抵抗にも適用される。メスメリスト目標抵抗を持たないエネルギー種別目標にしている場合この強化には効果がない。

魔殺しの送還/Devilbane Dismissal --出典:Occult Origins 13ページ--:暗示の視線目標が発動する、あるいは現在目標響を及ぼしている召喚術招来呪文持続時間を半分にする。

魔殺しの妨害/Devilbane Impediment --出典:Occult Origins 13ページ--:暗示の視線目標は、擬似呪文能力のいずれかを起動する(通常呪文発動ではなく)ために精神集中判定難易度 = 15+呪文レベル)に成功しなければならない。目標判定に失敗した場合、擬似呪文能力機能しないが、依然として消費されたものとして扱われる。

魔殺しの世俗化/Devilbane Mundanity --出典:Occult Origins 13ページ--:暗示の視線ペナルティ目標呪文抵抗にも適用される。この能魔力衰弱強烈な視線強化累積しない。

魔殺しの萎縮化/Devilbane Withering --出典:Occult Origins 13ページ--:暗示の視線ペナルティ攻撃ロールダメージ・ロールにも適用されるが、目標来訪者である場合に限る。他の悪魔殺しの凝視とはことなり、この凝視来訪者の種別以外のクリーチャーには効果がなく、来訪者目標とした場合の効果ペナルティは2倍にならない。


メスメリストのアーキタイプ Mesmerist Archetypes

Autohypnotist Autohypnotist

出典 Psychic Anthology 17ページ

An autohypnotist has incredibly powerful psychic abilities that he can’t entirely control. As a result, maintaining his powers against an opponent hinders him as much as his target.

Autohypnosis(超常)/Autohypnosis:At 1st level, an autohypnotist has mastered techniques that make his hypnotic stare ability more potent, but at a terrible cost—the autohypnotist succumbs to his own power when he uses it. Whenever the autohypnotist focuses his stare on an opponent, the penalties that opponent takes from the hypnotic stare(as well as any bold stare improvements or stare feats that the autohypnotist has) increase by 1. However, the autohypnotist takes the same penalties as his target while focusing his stare, including those of any bold stare improvements he has.

An autohypnotist can reduce or negate the penalty he imposes upon himself with his hypnotic stare, but doing so allows his opponent an opportunity to escape from the stare as well. The autohypnotist can reduce the penalty he takes from his hypnotic stare ability by half for 1 round as a swift action. If he does so, there is a 25% chance that his hypnotic stare ends altogether. Alternatively, he can choose to negate the penalty he takes from his hypnotic stare for 1 round, but his hypnotic stare then has a 50% chance of ending.

This ability alters hypnotic stare.

Wide Stare(超常)/Wide Stare:At 5th level, whenever an autohypnotist is focusing his stare on a foe, he can broaden his hypnotic stare as a standard action. When he does so, all creatures within 10 feet of his opponent take penalties from the mesmerist’s hypnotic stare and bold stare class features as if he were maintaining his hypnotic stare against each of those creatures, except such creatures treat his hypnotic stare penalty as if it were 2 lower. When the autohypnotist uses this ability, he cannot exclude allies or any other creatures from this effect. If the autohypnotist’s hypnotic stare ends for the focused opponent, this effect ends.

This ability replaces mental potency.

Chart Caster Chart Caster

出典 Blood of the Ancients 8ページ

Lirgeni astrologists would divine their futures by consulting star charts, but some had no talent for astrology and simply faked their results. When prophecy died with Aroden, a few Lirgeni survivors continued with this “reliable” method.

クラス技能A chart caster adds Knowledge(nature) and Knowledge(planes) to his list of class skills.

This alters the mesmerist’s class skills.

Subject of the Stars(超常)/Subject of the Stars:A chart caster cannot implant tricks as a standard action. Instead, he can spend 5 minutes to implant multiple tricks in a single willing target. The number of tricks he can implant per day is unchanged from the regular mesmerist class, but he can apply as many of those tricks as he chooses on a single use of this ability.

If implanting tricks in himself, the caster merely spends 5 minutes in contemplation; otherwise, he consults star charts while ritually asking the creature questions, and still must touch them to do so. At 1st level, he can select multiple instances of the same trick to implant in a single subject. At 5th level, a chart caster can implant two different subjects with multiple instances of one trick each and can choose a different trick for each subject. The number of additional subjects increases by one for every 4 mesmerist levels he has beyond 5th.

Using this ability again on an existing subject or to implant any trick on a new subject ends all previously implanted tricks. The caster can trigger only one instance of the same trick on a given subject per round.

This alters mesmerist tricks and manifold tricks.

Feign Destiny(超常)/Feign Destiny:At 3rd level, as an immediate action, a chart caster can grant an ally a +1 competence bonus on a failed attack roll, saving throw, or skill check by reminding his ally of their destined success. The chart caster must use his ability within 1 round of the failed check, and his ally must be within 30 feet of him when he does. If the bonus is enough to turn the failure into a success, the ally succeeds at the check. At 6th level, the bonus increases to +2. At 10th level, it increases to +5. A chart caster can use this ability a number of times per day equal to his Charisma modifier.

This replaces touch treatment.

Material Manipulator Material Manipulator

出典 Psychic Anthology 18ページ

Rather than waste time limiting himself to ruling minds, a material manipulator forces his whims upon reality and uses his magic to ensure that those around him comply with his demands.

Manipulator Spells/Manipulator Spells:A material manipulator casts psychic spells drawn from the mesmerist spell list and augmented by a select list of sorcerer/wizard spells. All illusion(glamer), illusion(shadow), and transmutation spells of 6th level and lower are considered to be part of the material manipulator’s spell list. These are psychic spells.

This ability alters the mesmerist’s spellcasting and replaces consummate liar, the mesmerist trick gained at 2nd level, and manifold tricks.

Revision(超常)/Revision:At 3rd level, a material manipulator can revise a creature’s body to change its appearance. He can use revision a number of times per day equal to 3 + his Charisma modifier. Using revision is a standard action(or a swift action if the material manipulator uses it on himself ), and the material manipulator must be able to touch his target. An unwilling target must succeed at a Fortitude save(難易度 = 10 + half the material manipulator’s mesmerist level + his Charisma modifier) to negate the effect.

At 3rd level, the material manipulator can adjust the target’s height and weight, increasing it or decreasing it to any height or weight within the standard range for creatures of the target’s type and size category(Pathfinder RPG Core Rulebook 169). At 6th level, he can adjust the target’s gender, physical traits(such as nose size, fingernail length, and foot shape), and pigmentation(including eye, hair, and skin color) to any natural variation for creatures of the target’s type(and heritage, if applicable). At 10th level, he can adjust the target’s age, rewinding the target’s age to as young as a young adult(approximately 8 years old for a human) or progressing it to as old as venerable. This causes the target to gain aging bonuses and penalties and adjust its size as appropriate for its new age, but doesn’t confer any other benefits gained from aging(such as additional racial Hit Dice, supernatural abilities, and so on). At 14th level, he can adjust the target’s type or subtype, as per polymorph. At 20th level, he can instead adjust the target’s type as per greater polymorph. This ability is a polymorph effect, and the subject of a revision cannot end the effect early by any means unless the material manipulator permits it. The material manipulator can stack multiple adjustments from this ability into the same polymorph effect—for instance, a 14th-level material manipulator can adjust himself into an orc, reduce his age to that of a young adult, give himself large feet and a bulbous nose, and change his gender.

This effect lasts for 10 minutes per mesmerist level. At 10th level, the effect lasts for 1 hour per mesmerist level, or 1 minute per level if he uses it as polymorph. At 20th level, the effect lasts indefinitely, or 10 minutes per mesmerist level if the material manipulator uses it as greater polymorph and causes the target to assume a form with a different type than its true form. The mesmerist can dismiss this effect as a free action.

Clothing and equipment worn by the target is not affected by this effect—gear does not resize to suit the wearer’s new form, nor does it merge into her body. Gear unable to be worn or wielded as a result of this effect falls to the ground in the wearer’s space.

This ability replaces touch treatment and rule minds.

Mindwyrm Mesmer Mindwyrm Mesmer

出典 Legacy of Dragons 13ページ

the mindwyrm mesmer does not gain access to the threatening mien trick

While most mesmerists are subtle and manipulative schemers, mindwyrm mesmers emulate the confidence, swagger, and fear inspired by dragons to bully and browbeat others into obedience. These dragon-inspired psychic magic-users typically employ draconic imagery in their dress and the manifestations of their powers.

Innate Coercion/Innate Coercion:At 1st level, a mindwyrm mesmer gains a bonus equal to 1/2 his mesmerist level(minimum 1) on Intimidate checks. In addition, a mindwyrm mesmer never takes penalties on Intimidate checks for being smaller than his target.

This ability replaces consummate liar.

Phantasmagorical Breath(超常)/Phantasmagorical Breath:At 1st level, a mindwyrm mesmer has learned to mimic a true dragon’s destructive breath using his psychic ability. A number of times per day equal to his Charisma bonus(minimum 1 per day), a mindwyrm mesmer can unleash his phantasmagoric breath in either a 30-foot cone or a 60-foot line as a standard action. The breath induces a psychosomatic response in creatures caught in the area, dealing 1d6 points of energy damage at 1st level, plus an additional 1d6 points of energy damage at 3rd level and for every 2 mesmerist levels thereafter. The mindwyrm mesmer selects the type of energy damage this deals(acid, cold, electricity, or fire) when this ability is first gained; once made, this choice can’t be changed. Creatures affected can attempt a Will save(難易度 = 10 + 1/2 the mindwyrm mesmer’s mesmerist level + his Charisma modifier) to realize the true nature of the attack, which negates all damage. This is a mind-affecting effect.

This ability replaces painful stare.

Draconic Trick(超常)/Draconic Trick:The following new trick can be selected by a mindwyrm mesmer.

Threatening Mien/Threatening Mien:The subject’s actions appear to be lethal in the extreme. A mindwyrm mesmer can trigger this trick when the subject moves adjacent to an enemy. Enemies adjacent to the subject take a -4 penalty on attacks against targets other than the subject. This trick lasts for 1 round per mindwyrm mesmer’s mesmerist level.

Masterful Draconic Trick(超常)/Masterful Draconic Trick:The following new masterful trick can be selected by a mindwyrm mesmer of 12th level or higher.

Frightful Countenance/Frightful Countenance:The subject’s appearance changes into that which frightens an attacker to the core. The mindwyrm mesmer can trigger this trick when the subject is targeted by an attack or by a spell that requires an attack roll. The attacker must succeed at a Will save or the attack misses and the attacker immediately becomes shaken for 1d4 rounds. This is a mind-affecting fear effect.

Projectionist Projectionist

出典 Psychic Anthology 18ページ

Not content to simply command others from afar, a projectionist is able to use his mesmerizing powers to utterly dominate other creatures and objects by projecting his spirit from his body.

呪文A projectionist’s psychic powers manifest in an almost predictable manner, making them less versatile than other spellcasters. At each of the indicated levels, a projectionist must choose the indicated spell to learn—he cannot choose other spells. The spells that a projectionist must learn(and the level at which he must choose them) are enter imageAPG(4th), lesser object possessionOA(7th), riding possessionOA(10th), object possessionOA(13th), and greater object possessionOA(16th). The projectionist adds greater object possession to his spell list as a 6th-level spell.

This ability alters the mesmerist’s spellcasting.

Implant Consciousness(超常)/Implant Consciousness:At 4th level, a projectionist can spend one use of his mesmerist trick ability to create a psychic link between himself and one object that bears his likeness, such as a painting or a statue. This functions in all ways like implanting a mesmerist trick in a creature, except the target is an object. The projectionist can trigger the trick as a standard action at any time—upon doing so, his consciousness leaves his body and fills the target object, functioning as described by the “filling an image with your consciousness” use of the enter image spell(Pathfinder RPG Advanced Player’s Guide 219). Use the projectionist’s mesmerist level as the spell’s caster level. While filling an image with his consciousness, the projectionist can use and maintain his hypnotic stare on opponents, and can also trigger his painful stare. At 8th level, he can also use any purely mental action(including casting psychic spells) while filling an object with his consciousness.

Once he implants this trick in an object, the projectionist can fill the target with his consciousness whenever he pleases, regardless of distance or whether he is on the same plane as his target. Once he stops concentrating on maintaining the enter image effect, his consciousness returns to his body and he cannot fill the target with his consciousness again until he implants another mesmerist trick in that object.

This ability replaces the mesmerist tricks gained at 4th and 8th levels.

Hidden Presence/Hidden Presence:At 5th level, a projectionist gains Hidden PresenceOA as a bonus feat. He doesn’t need to meet the feat’s prerequisites. He benefits from Hidden Presence and feats that list Hidden Presence as a prerequisite while possessing objects(as with object possessionOA) or while filling an object with his consciousness(as described in the enter imageAPG spell), as well as when he possesses creatures, provided the feat is applicable. For instance, Intrusive PresenceOA cannot be used to read the mind of an inanimate object possessed via enter image or object possession, as objects possess no minds to be read.

This ability replaces the mesmerist’s mental potency.

Umbral Mesmerist Umbral Mesmerist

出典 Occult Realms 16ページ

Trained in secret, umbral mesmerists are clandestine weapons who spend years learning how to shape terrifying creatures from the inky darkness in which they revel.

Diminished Spellcasting/Diminished Spellcasting:An umbral mesmerist can cast one fewer spell of each level than normal. If this reduces the number of spells for a level to 0, he can cast spells of that level only if his Charisma score allows bonus spells of that level. This ability alters the mesmerist’s spellcasting.

Shadow Summoning(擬呪)Shadow Summoning:An umbral mesmerist gains the ability to summon quasi-real creatures as per summon monster I a number of times per day equal to 3 + his Charisma modifier. The umbral mesmerist can use this ability as a standard action, and the creatures remain for 1 minute per level(instead of 1 round per level). The creatures summoned are only partly real, but have normal effects unless a creature affected by the illusion succeeds at a Will save to disbelieve(as per shadow conjuration.) The 難易度 for this save is equal to 10 + 1/2 the umbral mesmerist’s mesmerist level + the umbral mesmerist’s Charisma modifier. This is an illusion with the shadowUM descriptor.

A shadow creature has half the hit points of a normal creature of its kind(regardless of whether it is recognized as a shadow creature). It deals the normal amount of damage and has all of the base creature’s normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is halved, and all special abilities that do not deal lethal damage are only 50% likely to work.(Roll for each use and each affected character separately.) Furthermore, the shadow creature’s アーマー・クラス bonuses are halved. A creature that succeeds at its save to disbelieve sees the summoned creature as transparent images superimposed on vague, shadowy forms. Objects automatically succeed at their Will saves against this spell. The umbral mesmerist cannot use this ability to summon creatures from more than one summon monster spell in this way at one time.

At 4th level and every 4 mesmerist levels thereafter, the power of this ability increases by 1 spell level, allowing the umbral mesmerist to summon more powerful creatures(to a maximum of summon monster VI at 20th level). This ability replaces the mesmerist tricks gained at 1st, 4th, 8th, 12th, 16th, and 20th levels.

Umbral Solipsism(超常)/Umbral Solipsism:At 2nd level, when a creature attempts a Will save to disbelieve a quasireal creature created by shadow summoning, it takes a penalty on the save equal to the mesmerist’s Charisma modifier(minimum 0). This ability replaces towering ego.

Ephemeral Stare(超常)/Ephemeral Stare:At 5th level, the umbral mesmerist is treated as if he were invisible by the target of his hypnotic stare(as per the invisibility spell), provided neither he nor any creatures conjured by shadow summoning take hostile actions against the target. Once the umbral mesmerist or any creature conjured by his shadow summoning ability takes a hostile action against the target, the mesmerist becomes visible to the target and the target cannot be affected again by that umbral mesmerist’s ephemeral stare ability for 24 hours(although it can be affected by other effects of his hypnotic stare). This ability replaces mental potency.

Vexing Trickster Vexing Trickster

出典 Psychic Anthology 19ページ

While many mesmerists are called to embrace the art of deception, using their mind-binding powers to make their foes believe that even the most outrageous realities are actually true, others indulge in the various hijinks their power enables. These mesmerists are known as vexing tricksters.

Consummate Trickster(変則)/Consummate Trickster:A vexing trickster gains a +1 bonus on Bluff, Disguise, Sleight of Hand, and Stealth checks. This bonus increases by 1 at 4th level and every 3 mesmerist levels thereafter(maximum +6).

This ability replaces consummate liar.

Trickster’s Ego(変則)/Trickster’s Ego:At 2nd level, a vexing trickster gains Combat Expertise as a bonus feat. If his Intelligence score is less than 13, his Intelligence counts as 13 for the purpose of meeting the prerequisites for combat feats.

This ability replaces towering ego.

ボーナス特技(変則)At 3rd level, a vexing trickster gains a trick feat as a bonus feat. He must meet the feat’s prerequisites. At 10th level, he gains a second trick feat as a bonus feat.

This ability replaces touch treatment(minor) and touch treatment(greater).

Manifold Hijinks(超常)/Manifold Hijinks:At 6th level, the vexing trickster learns to implant multiple mesmerist tricks that have been modified by trick feats(henceforth called modified tricks) in his targets’ minds simultaneously. At 6th level, the vexing trickster can implant up to two modified mesmerist tricks in a single target simultaneously. At 14th level, he can implant up to three modified mesmerist tricks in a single target simultaneously. This ability doesn’t allow a mesmerist to apply more than one trick feat to a single mesmerist trick at a time.

This ability replaces touch treatment(moderate) and touch treatment(break enchantment).


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