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About Nel’setsya FeymantleNel’setsya Feymantle
Mesmerist Spells Known (CL 4th; concentration +9)
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In combat, she will first impose her Hypnotic Stare on obvious brutish enemies and attempt to cast lullaby or sleep (or both, if situation allows). In other situations, she will use Ventriloquism and/or Ghost Sound in combination with her Sound Mimicry ability in order to confuse, disorient or delay the enemy (or for fun purposes, in social situations).
Bold Stare Tracker Chain of Eyes 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 4 minutes 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. 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. False Flanker A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can't actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect. Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial traits. Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities. 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. Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks. 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. Language Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. 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 6 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. Nosophobia Gnomes are humanoid, rather than fey, and are therefore not particularly susceptible to the Darkblight contagion afflicting the fey of the Fangwood. Nevertheless, many gnomes grow up fearing its taint and are obsessive about training their bodies to stave off illness of all kinds. These gnomes gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. 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. Psychic Inception The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it's under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn't end the effect, but does allow the creature to act normally for that round. Psychosomatic Surge Psychic magic soothes the subject, alleviating her wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains 1d8 +2 temporary hit points. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged. Sound Mimicry Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check. This replaces weapon familiarity. Touch Treatment (Su) The mesmerist can help allies shake off harmful conditions-especially those that affect their minds-by channeling psychic energy through his healing hands. He can use touch treatment 7 times per day. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability from the following list: fascinated, shaken . Towering Ego (Su) A mesmerist gain a 4 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. |