UI > クラス・オプション > メスメリスト



出典 Ultimate Intrigue pg. 36
 くすしは、気付かれずに操作できるようになる念術能力を開花させることに人生を捧げている。While the target of a mesmerist’s hypnotic stare might not realize that the mesmerist is the source of the strange thoughts invading his mind, an enigma takes that mental obfuscation to a more extreme level. Enigmas often end up serving as master spies and infiltration experts.
 Solipsism(超常)/Solipsism: At 1st level, whenever the enigma uses hypnotic stare on a creature, instead of applying a penalty on the creature’s saving throws, the enigma begins to fade from the creature’s view. Until the enigma’s next turn, the enigma gains the effects of concealment against that creature (unless it can see invisible creatures). Starting on the enigma’s next turn, he gains the effect of invisibility against that creature. These effects last as long as the enigma continues to use his hypnotic stare, but if he takes an action that would end invisibility, it ends his hypnotic stare immediately. The enigma can reinstate this effect whenever he wishes, but each time it begins with 1 round of concealment. At 8th level, attacks that would end invisibility do not end the enigma’s hypnotic stare, and after 1 round of concealment, he gains the benef its of greater invisibility against the target of his stare. For the purpose of bold stare improvements, the enigma’s hypnotic stare always has a penalty of ?1.
 This ability alters hypnotic stare.
 Veiled Steps/Veiled Steps: An enigma gains a bonus to his Stealth checks equal to 1/4 his mesmerist level (minimum +1).
 This ability replaces consummate liar.
 Enigmatic Stare(超常)/Enigmatic Stare: The target of an enigma’s hypnotic stare takes a ?4 penalty on Perception checks to notice the enigma. At 8th level, this penalty increases to ? 6.
 This ability replaces painful stare.
 Transfer Affliction(超常)/Transfer Affliction: At 3rd level, the enigma can afflict others with the harmful conditions that he endures. This ability functions as the touch treatment ability, but can only be used to remove harmful conditions from the enigma, not other creatures. In order to remove these harmful effects, the enigma must succeed at a touch attack against another creature. The creature touched gains the chosen harmful effect for whatever duration it would have afflicted the enigma and the effect is removed from the enigma, unless the creature succeeds at a Will save (DC = 10 + 1/2 the enigma’s mesmerist level + his Charisma modifier). Using this ability is always a standard action. At 14th level, the enigma can instead expend one use of touch treatment to replicate the effects of bestow curse, delivered as a touch attack as part of using this ability. Transfer affliction is a mind-affecting effect.
 This ability alters touch treatment.
 Sneak Attack(変則)/Sneak Attack: At 5th level, an enigma gains the sneak attack ability of a rogue. This sneak attack damage is +1d6 at 5th level, and increases by +1d6 every 4 mesmerist levels thereafter.
 This ability replaces manifold tricks.
 Detection Void(超常)/Detection Void: At 11th level, an enigma can elude detection spells (spells with “detect” in their name). A creature using this sort of magic against the enigma must succeed at a caster level check against a DC equal to 15 + the enigma’s class level to succeed (as if the enigma was under the effect of a nondetection spell); failure means the magic fails to detect the enigma, as if he did not exist.
 This ability replaces glib lie.
 Absentia(超常)/Absentia: At 20th level, all creatures adjacent to the enigma subconsciously ignore him. Adjacent creatures are always treated as flat-footed to the enigma and are not considered to be directly observing the enigma for the purpose of the Stealth skill. This effect ends immediately if the enigma makes a successful attack against any creature, but automatically resumes at the beginning of his next turn.
 This ability replaces rule minds.


出典 Ultimate Intrigue pg. 36
Mesmerists focus their abilities through the eyes, drawing forth their power as the windows to the mind and soul. Eyebiters take this a step further. An eyebiter’s eyes become so infused with psychic might that they can leave the eyebiter’s body and move about on their own.

Eyeball Familiar(変則)/Eyeball Familiar: An eyebiter imbues one of his eyes with limited sentience, so that he can pluck it out and allow it to move on its own. The eyeball familiar functions similarly to the tumor familiar alchemist discovery (Pathfinder RPG Ultimate Magic 17) except as follows. The eyeball familiar does not have fast healing. The eyeball familiar doesn’t resemble an animal, and its size is Fine for a Medium or smaller eyebiter (or one size category larger for every size category the eyebiter is larger than Medium). It has a fly speed of 20 feet (perfect maneuverability) and no physical attacks (though it can still deliver touch spells once the eyebiter has reached 3rd level). The eyeball has a Strength score of 1, a Dexterity score of 12, and a Constitution score of 10. It has no set Hit Die, base saves, or skill ranks of its own, though it uses its master’s when a familiar normally would. It doesn’t grant its master any familiar bonus, nor can it ever be an improved familiar.

Whenever the eyebiter’s eyeball familiar leaves his body, he is dazzled until it returns (if it is destroyed, the eyebiter loses that eye until he gains the effects of a regeneration). An eyebiter must have at least one eye to use this ability, and an eyebiter with only one eye is blinded instead of dazzled until his familiar returns.

This ability replaces consummate liar and the mesmerist trick gained at 1st level.

Ocular Occlusion(超常)/Ocular Occlusion: At 3rd level, an eyebiter gains the ability to cloud the sight of others with a melee touch attack. He can use this ability as a standard action a number of times per day equal to 3 + his Charisma modifier. A successful Will save negates the effect (DC = 10 + 1/2 the eyebiter’s mesmerist level + his Charisma modifier); this is a mind-affecting ability. If the eyebiter chooses to use an ocular occlusion of a lower level than the highest-level effect he has gained, he can instead use a standard action to target a creature within 30 feet with that effect as a ranged touch attack.

Clouded Vision/Clouded Vision: At 3rd level, the eyebiter can cause the target to become dazzled for 1 minute and suffer a 20% miss chance on all attacks the target makes against opponents within 60 feet. Opponents more than 60 feet away have total concealment from the target.

Cause or Cure Blindness/Cause or Cure Blindness: At 6th level, the eyebiter can blind the target for 1 minute or affect it as per the spells remove blindness.

Eyeless Horror/Eyeless Horror: At 10th level, the eyebiter creates a powerful illusion that causes the target’s eyes to appear as if they have been ripped out, with blood pouring from the sockets. The target is blinded and shaken for 1 round per the eyebiter’s mesmerist level, taking 1d4 points of nonlethal damage each round. The target can attempt a second Will save when attacked to negate the shaken effect and the nonlethal damage.

Spellblight/Spellblight: At 14th level, the eyebiter can afflict the target with the ebon eyes, the eldritch cataracts, or the hemoculysis spellblight (Ultimate Magic 95).

This ability replaces all instances of touch treatment.

Staring Eye(超常)/Staring Eye: At 5th level, an eyebiter can expend one use of his daily mesmerist tricks to either see through his eyeball familiar as if it were an arcane eye, or to use his hypnotic stare (including related abilities like painful stare and bold stare), as well as any gaze attack he possesses (like burning gaze and eyebite) through his eyeball familiar, as if he were at its location.

This ability replaces mental potency.

Omnivisual(変則)/Omnivisual: At 11th level, an eyebiter’s roving eyeball familiar is constantly watching in all directions. As long as his eyeball familiar is outside his body and near enough to see the same things (such as being in the same room), the eyebiter gains all-around vision (Pathfinder RPG Bestiary 2 294) and cannot be flanked.

This ability replaces glib lie.

Fey Trickster(アーキタイプ)

出典 Ultimate Intrigue pg. 37
Most mesmerists draw psychic power from the Astral Plane, but a few gain their powers in an unusual way: from a brush with the fey. Prisoner-guests of the fey, these souls find themselves changed when they return to the mortal world, infused with the eldritch energy of their former hosts.

クラス技能: A fey trickster adds Handle Animal, Knowledge (nature), and Survival to her list of class skills, instead of Appraise, Knowledge (dungeoneering), and Profession.

This alters the mesmerist’s class skills.

Nature’s Lure/Nature’s Lure: Rather than casting psychic spells from the mesmerist spell list, a fey trickster casts divine spells drawn from the druid and ranger spell lists, in just the same way as a hunter does. This means that she gains orisons instead of knacks. This doesn’t change her number of spells per day or spells known. The fey trickster’s mesmerist spells and spell-like abilities count as if they were fey spell-like abilities for the purpose of effects like resist nature’s lure that apply against fey spell-like abilities.

This alters the mesmerist’s spellcasting.

Feytouched(変則)/Feytouched: At 2nd level, a fey trickster’s time with the fey has granted her strange powers, as well as resistance to further fey mischief. The fey trickster gains the druid’s resist nature’s lure and woodland stride abilities, and she counts as both fey and her original creature type for the purpose of spells and effects.

This ability replaces towering ego.

Fey Veil(擬呪、超常)/Fey Veil: At 3rd level, a fey trickster’s physical form begins to shift, as she gains some of the impossible allure of the fey. At the same time, she begins able to use fey veils to assist herself and her allies in befuddling and bewitching their opponents. She can use her fey veils a number of times per day equal to 3 + her Charisma modifier. Using the ability is a standard action (or a swift action if the fey trickster calls up a veil over herself ). If she targets another ally, the fey trickster must be able to contact the ally bodily, usually with a kiss. When she uses her fey veil, the fey trickster subtly alters the appearance and aura of her target, granting one of the powers allowed by her mesmerist level. t 3rd level, she can grant the ally a +2 circumstance bonus on her choice of Diplomacy, Intimidate, or Handle Animal checks for 1 minute. At 6th level, she can change the ally’s form so thoroughly that the ally gains a +10 bonus on Disguise checks until the next sunrise (similar to the bonus from disguise self, but it also disguises touch and sound, and it doesn’t allow a saving throw to disbelieve).

At 10th level, the fey trickster can make the ally and her aura so attractive or repulsive for 10 minutes that the veil automatically adjusts the moods of those who see the ally and fail their saving throw, as telempathic projectionOA. At 14th level, a fey trickster can create a veil so powerful that it fools even reality, granting the full effects of both the 6th-level fey veil and alter self to the target for 1 hour. Each of these abilities, even the 14th-level ability, is an illusion and glamer effect, though the last ability counts as a size-changing polymorph effect for the limit of only one polymorph or size-changing effect on a creature.

This ability replaces touch treatment.

One with the Fey/One with the Fey: At 20th level, a fey trickster fully transforms into a fey, though she can still choose to count as her original creature type as well whenever it would be advantageous to her (such as if she is a humanoid and wishes to be affected by reduce person). She gains low-light vision as well as an additional ability depending on which type of fey she chooses to most closely associate with. Some examples follow.

Erlking/Erlking: The fey trickster is constantly under the effects of haste.

Nymph/Nymph: The fey trickster gains the nymph’s unearthly grace ability (Pathfinder RPG Bestiary 217)

Quickling/Quickling: The fey trickster gains the quickling’s supernatural speed ability (Pathfinder RPG Bestiary 2 227).

Rusalka/Rusalka: The fey trickster gains the rusalka’s tresses ability and four tress primary natural attacks similar to those of a rusalka (Pathfinder RPG Bestiary 3 232).

This ability replaces rule minds.

Thought Eater(アーキタイプ)

出典 Ultimate Intrigue pg. 38
Mesmerists that learn to pierce deep into the minds of their victims are known as thought eaters, dangerous individuals capable of devouring thoughts and assuming the knowledge those notions represent for themselves.

Assume Identity(超常)/Assume Identity: When a thought eater targets a creature with his hypnotic stare ability, the thought eater gains a bonus on Disguise checks to appear as that creature. This bonus is equal to the thought eater’s mesmerist level, and lasts for 24 hours, or until he uses his hypnotic stare ability on a different creature.

This ability replaces consummate liar.

Assume Morality(超常)/Assume Morality: At 2nd level, the thought eater’s alignment matches that of the target of his assume identity ability for the purposes of spells and effects that discern alignment. This includes any increase to alignment aura strength from class features, such as a cleric’s aura ability.

This ability replaces towering ego.

Assume Knowledge(超常)/Assume Knowledge: At 3rd level, the thought eater can choose one Knowledge skill possessed by the target of his hypnotic stare. He uses the target’s number of ranks in that skill, instead of his own, to calculate his bonus (but not for other purposes, such as meeting the prerequisites of feats) to a maximum number of ranks equal to his mesmerist level. This ability lasts for 24 hours or until he uses his hypnotic stare ability on a different creature.

This ability replaces touch treatment.

Consume Identity(超常)/Consume Identity: At 20th level, when the thought eater kills a target of his hypnotic stare, he can choose to entirely consume the creature’s identity, mind, body, and soul as a free action. The target’s corpse dissolves and as long as the thought eater lives, the target of consume identity cannot be brought back from the dead until the thought eater releases the identity (a standard action) or uses consume identity on another target. The creature’s soul can also be released by a wish or miracle (which ends the effect of consume identity). When the thought eater has consumed an identity, all divination spells identify him as (and consider him to be) the creature whose identity he consumed rather than himself. This ability fools any spell short of discern location. Discern location pinpoints the thought eater’s location, whenever either the thought eater or the consumed creature is the target of that spell.

This ability replaces rule minds.


出典 Ultimate Intrigue pg. 38
While many mesmerists focus on beguiling their foes or taking overt control of others with their mental powers, viziers carve out a subtler niche for themselves as advisors. An adventuring vizier is delighted that enemies focus on the raging barbarian or spell-slinging wizard first, not realizing the threat posed by the vizier until it’s too late.

Insidious Influence(超常)/Insidious Influence: A vizier subtly influences his allies and others who trust him, making it more likely they will follow his suggestions. Allies with mesmerist tricks implanted by the vizier take penalties on Will saves made to resist the vizier’s abilities and spells, and on Diplomacy, Intimidate, Sense Motive checks attempted against the vizier. This penalty equals that imposed by the vizier’s hypnotic stare. If the vizier uses his hypnotic stare against such an ally, these penalties stack.

At 3rd level, the vizier automatically gains the susceptibility bold stare improvement, and it also applies to the DCs of any influence check to manipulate the target (even if it isn’t Diplomacy or Intimidate).

This ability replaces consummate liar and the bold stare improvement gained at 3rd level.

Power Behind the Throne(超常)/Power Behind the Throne: At 2nd level, the vizier can use his mesmerist powers to make it seem like he is just a hanger-on who isn’t contributing to a combat or social situation. This includes making it seem like one of his allies is casting his spells instead. When the vizier casts a spell, once the vizier’s spell is complete, a glamer subtly alters onlookers’ memories and perception of the spell’s casting such that all the usual manifestations of the spell indicate that the caster was one of the vizier’s allies with an implanted trick. Creatures who observed the spellcasting can attempt a Will save (DC = 10 + 1/2 the vizier’s mesmerist level + his Charisma modifier) to disbelieve the glamer. Since this effect only comes into play after the spell’s casting is complete, any attempts to ready an action against the spellcasting, counterspell, or take attacks of opportunity still work as normal. This ability does not prevent or otherwise hinder creatures from correctly targeting such attacks and abilities against the vizier (for instance, a creature readying an action to shoot an arrow to interrupt the spellcasting would still shoot the vizier). Additionally, when the vizier triggers an ally’s implanted trick, flashy effects make it appear as if the ally was using an activated ability of her own.

At 5th level, the vizier doesn’t provoke attacks of opportunity when using power behind the throne, as if under the effects of a constant illusion of calmUC. A creature that disbelieves this second effect becomes immune to that vizier’s illusion of calm for 24 hours.

This ability replaces towering ego and mental potency.


出典 Ultimate Intrigue pg. 39
Most mesmerists practice their mental manipulation through their entrancing gaze, but others have learned to practice their skill through the lilt and intonation of their voice. From sibilant whispers to overwhelming imprecations that resonate with the force of pure will, a vox unleashes the power of his mind with every silken syllable and shattering shout.

Spells/Spells: A vox adds the following spells to his class list: 1st?ear-piercing screamUM; 2nd? cacophonous callAPG, disrupt silenceUI, distracting cacophonyUM, piercing shriekUM, sonic screamACG; 4th?shout, sonic thrustUM, wall of soundUM; 5th?cacophonous call (mass) APG, echolocationUM, resonating wordUM; 6th? magnifying chimeACG, shout (greater), sonic formACG. Unlike most psychic spells, a vox’s mesmerist spells use both thought and verbal components; like a bard, a vox cannot remove the verbal components of his spells.

This alters the mesmerist’s spellcasting and replaces towering ego, the mesmerist trick normally gained at 10th level, and touch treatment (break enchantment).

Compelling Voice(超常)/Compelling Voice: A vox can focus the sound of his voice on one creature within 30 feet as a swift action, sapping that target’s willpower and rendering her more vulnerable to mind-affecting powers, rather than using a stare like other mesmerists. A vox can use his compelling voice even while deafened, but it has a 20% chance to fail, just like casting a spell with a verbal component. The target does not need to be able to understand what the vox is saying, but does need to be able to hear the sound of the vox’s voice (for instance, this ability cannot be used if either the vox or his target is in an area of magical silence). Otherwise, the vox’s compelling voice has the effects of the standard mesmerist’s hypnotic stare, and it gains further benefits as normal from abilities like the painful stare and bold stare class features.

This ability alters hypnotic stare.

Wounding Words(超常)/Wounding Words: At 3rd level, a vox can focus the power of his voice to magnify the force of his blows in melee. As a standard action, a vox can make a melee touch attack that deals 1d6 points of sonic damage plus 1 point per mesmerist level. Alternatively, he can make a single attack with a melee weapon as a standard action, adding the listed sonic damage to the damage dealt by his weapon on a successful attack. He can use this ability a number of times per day equal to 3 + his Charisma modifier. If the target of the vox’s wounding words is also the target of his compelling voice, that creature must succeed at a Will save (DC = 10 + 1/2 the vox’s mesmerist level + his Charisma modifier) or take a ?2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round. This penalty doesn’t stack with the effects of the Concussive SpellUM metamagic feat.

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

Subsonic Strike(超常)/Subsonic Strike: At 10th level, a vox is able to unleash a deadly flurry of his wounding words as a standard action. He can target a number of creatures or objects equal to his Charisma modifier (minimum 1) within 30 feet, requiring a ranged touch attack against each target. If the target of his compelling voice is within 30 feet, he can choose to instead target only that creature with a single ranged touch or melee touch attack, dealing double normal damage on a successful attack. Whatever choice he makes, the vox must expend one use of wounding words.

This ability replaces touch treatment (major).