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. That creature takes a -2 penalty on Will saving throws. This bonus stacks with the bonus granted by Halfling Luck.Ī mesmerist can focus his stare on one creature within 30 feet as a swift action.
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Halflings receive a +2 racial bonus on saving throws against fear. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint. 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. Increase the number of mesmerist tricks the mesmerist can use per day by 1/3.Ī mesmerist adds 1 as a bonus on all Bluff checks. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinxed creature takes a -1 penalty on all saving throws.
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If your target makes this saving throw, it is immune to your jinx ability for 24 hours. The target gets a Will saving throw to resist this jinx (15 DC). This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. You can curse another creature with bad luck at will as a standard action. (Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.) ☐īattle Aspergillum, Bayonet, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Cestus, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Hair, Hanbo, Hook Hand, Javelin, Khakkhara, Kumade, Kunai, Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Pitchfork, Quarterstaff, Rock, Sap, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Stonebow, Sword Cane, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Weighted Spear, Whip On the round following a direct hit, the target takes an additional 1d6 points of damage.) ☐ (Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. Player: Character Name: Seraphina Ranwynd EQUIPMENT 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). On the round following a direct hit, the target takes an additional 1d6 points of damage.Įvery creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.ġH-P: One handed, primary hand. Created using 6.07.01-dev on Seraphina RanwyndĮvery creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash.