About Lily Moore
Mesmerist Spells Known (CL 5th; concentration +7)
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 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).
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.