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1. EL LUGAR DE IDEAS II EN EL PROYECTO HUSSERLIANO

1.3 E L CONCEPTO DE NATURALEZA

Mediums gain access to the following spells. Many of these spells are found in the Core

Rulebook; the spells marked

with an asterisk (*) appear in Chapter 4 of this book, and those found elsewhere are marked with superscript abbreviations denoting their source.

The medium casts all spells as psychic spells.

0-Level Medium Spells: Bleed, dancing lights, daze, detect

magic, detect psychic significance*, f lare, ghost sound, grave words*, guidance, haunted fey aspectUC, light, mage hand,

message, open/close, prestidigitation, read magic, resistance, siftAPG, stabilize, virtue.

1st-Level Medium Spells: Ant haulAPG, anticipate perilUM,

bleed gloryMA, borrow skillAPG, burst of insight*, calm spirit*, cause

fear, charge object*, command, compel hostilityUC, comprehend

languages, confusion (lesser), deathwatch, decompose corpseUM,

decrepit disguise*, delusional prideUM, detect undead, discern next

of kinACG, disguise self, disguise weaponACG, ear-piercing screamUM,

enlarge person, expeditious retreat, heightened awarenessACG,

identify, ill omenAPG, invigorateAPG, liberating commandUC, long

armACG, mindlink*, murderous commandUM, negative reactionUC,

object reading*, oneiric horror*, paranoia*, protection from chaos/ evil/good/law, psychic reading*, quintessence*, reduce person, remove fear, restore corpseUM, share gloryMA, share languageAPG,

silent image, summon minor monsterUM, summon monster I,

true strike, unerring weaponUC, unprepared combatantUM, unseen

servant, ventriloquism, vocal alterationUM, whispering loreARG,

youthful appearanceUM.

2nd-Level Medium Spells: Aid, alter self, analyze aura*,

apport object*, augury, bear’s endurance, bestow curse, bestow insightARG, bestow weapon proficiencyUC, blood biographyAPG, blur,

bull’s strength, cast outAPG, cat’s grace, catatonia*, clairaudience/

clairvoyance, cognitive block*, compassionate allyUM, create treasure

mapAPG, darkvision, daze monster, detect mindscape*, detect

thoughts, disguise otherUM, eagle’s splendor, enshroud thoughts*,

extreme f lexibilityACG, false life, find traps, focused scrutinyACG,

fox’s cunning, gentle repose, ghostly disguiseUM, haste, helping

hand, heroism, hidden speechAPG, hideous laughter, hold person,

hostile levitationUC, hypercognition*, inflict pain*, instigate psychic

duel*, investigative mindACG, invisibility, knock, lend pathMA,

levitate, locate object, magic mouth, minor dreamARG, minor image,

mirror image, misdirection, mythic severanceMA, nondetection,

object possession (lesser)*, oneiric horror (greater)*, oppressive boredomUM, owl’s wisdom,

pilfering handUC, placebo

ef fect*, purge spirit*, qualmUC, restore mythic

powerMA, riding possession*,

rope trick, scare, sealed life*, seek thoughtsAPG, sessile spirit*,

share memoryUM, slow, speak

with dead, speak with hauntACG,

spectral hand, spider climb, spiritual weapon, status, steal voiceUM, suggestion, summon

monster II, tactical acumenUC,

tongues, touch of idiocy, water walk, whispering wind, zone of truth.

3rd-Level Medium Spells: Adjustable disguiseACG, apport

animal*, aura alteration*, borrow fortuneAPG, burst of speedUC, call

spirit*, daze (mass)UM, detect scrying, dimension door, dimensional

anchor, discern lies, dispel magic, displacement, divination, dream, enter imageAPG, erase impressions*, false life (greater), f ly, gaseous

form, invisibility (greater), locate creature, magic circle against chaos/evil/good/law, major image, mind probe*, mind swap*, mindscape door*, node of blasting*, paragon surgeARG, phantasmal

killer, pierce disguiseACG, planar ally (lesser), possession*, remove

curse, retrocognition*, scrying, sending, share sensesAPG, summon

monster IV, thaumaturgic circle*, vampiric touch, witnessUM.

4th-Level Medium Spells: Adjustable polymorphACG,

battlemind link UM, break enchantment, command (greater), create

mindscape*, darkvision (greater)UM, death ward, deathlessMA,

dismissal, dream council*, dream scan*, entrap spirit*, false vision, fear, feeblemind, freedom of movement, hold monster, inf lict pain (mass)*, legend lore, mage’s private sanctum, mindwipe*, modify memory, nightmare, object possession*, persistent image, planar adaptationAPG, planar binding (lesser),

plane shift, reincarnate, remote viewing*, seeming, spirit-bound blade*, spiritual allyAPG, summon monster V, telepathic bond,

telepathy*, teleport, thoughtsense*, true seeing.

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Mesmerist

Experts at charm and deceit, mesmerists compel others to heed their words and bend to their will. Psychic powers, primarily those of enchantment and illusion, give mesmerists the tools they need to manipulate others—usually for their own personal gain. The very gaze of a mesmerist can hypnotize someone into following his whims. Mesmerists frequently form cults of personality around themselves, and they develop skills and contingency plans in case their ploys are discovered. They draw their magic from the Astral Plane, and many consider their minds to be conduits to enigmatic spaces others can’t comprehend.

Role: Mesmerists wield power over lesser minds,

suppressing foes’ wills to weaken them. Priding themselves

on their trickery and inventiveness, they also support their allies—and often themselves—with magical tricks, most of which offer protection. Their limited healing ability primarily provides temporary hit points, so mesmerists aren’t the strongest primary healers, but they can easily remove conditions that typically affect the mind.

Alignment: Any. Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105 gp).

CLASS SKILLS

The mesmerist’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

CLASS FEATURES

The following are the class features of the mesmerist.

Weapon and Armor Proficiency: A mesmerist is proficient

with all simple weapons, plus the hand crossbow, sap, sword caneUE, and whip. He is proficient with light armor, but not

with shields.

Spells: A mesmerist casts psychic spells drawn from the

mesmerist spell list (see page 44). He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a mesmerist must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a mesmerist’s spell is 10 + the spell’s level + the mesmerist’s Charisma modifier.

Like other spellcasters, a mesmerist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–4: Mesmerist on page 39. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).

The mesmerist’s selection of spells is limited. A mesmerist begins play knowing four 0-level spells and two 1st-level spells of the mesmerist’s choice. At each new mesmerist level, he learns one or more new spells, as indicated on Table 1–5: Mesmerist Spells Known. Unlike a mesmerist’s spells per day, the number of spells a mesmerist knows isn’t affected by his Charisma score; the numbers on Table 1–5 are fixed.

At 5th level and every 3 levels thereafter, a mesmerist can choose to learn a new spell in place of one he already knows. In effect, the mesmerist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of

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Occult Classes

Occult Classes

1

the spell being exchanged, and it must be at least 1 level lower than the highest-level mesmerist spell the mesmerist can cast. A mesmerist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A mesmerist need not prepare his spells in advance. He can cast any mesmerist spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Consummate Liar: A mesmerist adds 1/2 his mesmerist

level (minimum 1) 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.

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. This penalty changes to –3 at 8th level. 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. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the 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, as noted on Table 1–5. 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.

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 a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). 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).