Lily Moore's page

403 posts. Alias of MadScientistWorking.

Full Name

Lily Moore




Mesmerist 5 HP 43/43 Fort: +3 Ref: +6 Will: +4/+6 AC:18 Init: 5 Staring At: Spells 5/5 1st 3/3 2nd Tricks 4/4 Used Status:




5ft 3in



Special Abilities

Common, Lip Reading, Goblin, Sylvan






Common Sylvan

Strength 10
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Lily Moore

Lily Moore
Female Human (Varisian) mesmerist 5 Archetypes Vexing Daredevil,
CG Medium humanoid (human)
Init +5, Senses Perception +8
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex, )
hp 43 ((5d8)+15)
Fort +3, Ref +7, Will +4, +2 trait bonus on Fort saves vs. Disease, + Will, unless affected by emotion or fear

Speed 30 ft.
Ranged longbow +6 (1d8/x3), within 30 ft. +7 (1d8+1)

Mesmerist Spells Known (CL 5th; concentration +7)
2nd(3/day)-false life(DC ), invisibility(DC 14), tongues(DC 14)
1st(5/day)-burst of adrenaline, disguise self(DC ), mental block(DC 13), vanish(DC 13)
0th(at will)-daze(DC 12), detect magic, ghost sound(DC 12), light, mage hand, read magic(DC )


Str 10, Dex 17, Con 14, Int 10, Wis 10, Cha 14,
Base Atk +3; CMB +3; CMD 16
Feats Improved Feint, Point-Blank Shot, Precise Shot, Ranged Feint
Skills Bluff +12, Craft (Alchemy) +6, Diplomacy +10, Disguise +7, Linguistics(Drow Sign Language, Goblin, Orc, Sylvan, Undercommon) +8, Perception +8, Stealth +10, Use Magic Device +10,
Traits Blight-Burned (Disease), Reactionary,
Languages Common, Drow Sign Language, Goblin, Orc, Sylvan, Undercommon, Varisian
SQ bonus feat, bonus feats, class skills, consummate liar, dazzling feint, hypnotic stare, knacks, manifold tricks, martial weapon proficiency (longbow), mental potency, mesmeric mirror, mesmeric pantomine, mesmerist tricks, painful stare, piercing strike, skilled, towering ego,
Combat Gear
Other Gear longbow, +1 chain shirt, 0.0 gp
Blight-Burned (Disease) You gain a +2 trait bonus on Fortitude saving throws against disease or poison (your choice), and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn't indicate their exact location). You can always act during the surprise round against such creatures, and you aren't considered flat-footed against such creatures in the first round of combat.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feats A vexing daredevil gains Improved Feint as a bonus feat. She doesn't need to meet the prerequisities for this feat.

Class Skills

Class Skills A vexing daredevil adds Acrobatics (Dex) to her list of class skills.

Consummate Liar A mesmerist adds 2 as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.

Dazzling Feint (Su) Each time a vexing daredevil successfully feints against a creature under the effect of her hypnotic stare, she also chooses one of her dazzling feint benefits to activate. Unless otherwise stated, a dazzling feint's benefit applies only on the vexing daredevil's next attack this round. The DC for any saving throw against a dazzling feint's effect is 14.

Hypnotic Stare (Su) A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a -2 penalty on Will saving throws. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; the creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.

Knacks Mesmerists learn a number of knacks, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal.

Manifold Tricks (Su) The mesmerist can have 2 tricks implanted at a time. Each creature can still be the subject of only one trick at a time. If the mesmerist implants a new trick while he already has his maximum number of concurrent tricks implanted, he must choose one implanted trick to dismiss without triggering (the dismissed trick still expends a daily use of the mesmerist's tricks).

Martial Weapon Proficiency (Longbow) (Ex) A vexing daredevil picks one martial weapon and becomes proficient in its use.

Mental Potency (Ex) The mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment and illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by 1 (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be).

Mesmeric Mirror An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. 2 duplicate(s) of the subject appears, and the attacker must determine randomly which it hits (as mirror image). Each image lasts for 5 minute(s) or until destroyed. This is an illusion (figment) effect.

Mesmeric Pantomine By orchestrating the movement of his ally's body, the mesmerist imparts to that ally his own skill at a physical task. The mesmerist can trigger this trick when the subject attempts a Strength- or Dexterity-based skill check. The subject either uses the mesmerist's bonus on the skill check in place of her own or gains a +2 morale bonus on the check, whichever results in a higher modifier. The mesmerist can't implant this trick on himself.

Mesmerist Tricks (Su) A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant 4 of these tricks. He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).
To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick's description), even if it isn't his turn. The subject must be within medium range (150 feet) for the mesmerist to trigger the trick. The mesmerist monitors for the trick's triggering condition through a subtle telepathic connection, so he doesn't need line of sight to trigger it-but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.
Once triggered, a trick is no longer implanted, and can't be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick's entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 14.
The mesmerist knows 2 trick(s). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick's description, a mesmerist can't choose a particular trick more than once.

Mesmerist Tricks Tracker

No Racial Subtype You have chosen no racial subtype.

Painful Stare (Su) When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take 2 additional damage. The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.

Piercing Strike By psychically amplifying the target's pain, the vexing daredevil causes more damage. If she hits with her next attack and deals damage with her painful stare, she increases the damage dice from d6s to d8s.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Towering Ego (Su) A mesmerist gain a 2 bonus on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional components of psychic spells, he loses this bonus on saving throws.