If you think you are getting sleepy, that just might be the wrath of this week’s new mesmerist archetype, the trance master. These mesmerists function in many ways like the stock mesmerist, but offer a greater variety of mesmerism techniques at the cost of some of the synergy and power of the hypnotic stare.
New Mesmerist Archetype
Trance Master
Trance masters are mesmerists who practice the art of the trance, placing others in altered mind states to accomplish various effects. These trances can make individuals more docile, more violent, sleepier, or downright confused. As they increase in power, trance masters gain access to more trance states and can more easily manipulate those that they place in these states.
Trance (Su): At 1st level, a trance master can use a watch, crystal, or other pendulum to place a character into a trance, altering her mind state. Placing a character into a trance is a standard action that does not provoke attacks of opportunity, and can be maintained on subsequent rounds with a swift action. A character must be within 30 feet of the trance master and able to clearly see and hear him in order to fall under his trance. When a trance master places a character in a trace, he can choose to impose one of the following effects: a –1 penalty on attack and damage rolls, a –2 penalty to AC, or a –3 penalty to skill checks and ability checks. A trance lasts for as long as the trance master chooses to maintain the effect. The trance master 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.” A trance master can initially place only one character in a trace at a time, but can place an additional character under the influence of his trance at 8th level, and again at 15th level.
This ability replaces the hypnotic stare class feature.
Trance Spells (Su): At 1st level, a trance master can attempt to use a trance in order to enhance the effects of his magic. A trance master can cast a spell against a character under his trance and imbue it with extra magic. If he does, the trance master can enhance the spell in any of the following ways
This ability replaces the painful stare class feature.
Alter Mental State (Su): At 3rd level, and every 4 levels thereafter, the trance master gains the ability to alter the mind state of those he places into a trance, altering their behavior to better suit his whims. When he gains this ability, he can choose one of the following altered states, which he may apply to a character caught in his trance. Applying an altered mental state is a move action that does not provoke attacks of opportunity. At 7th level, and every 4 levels thereafter, the trance master can choose a new mental state to apply his targets.
Amorous (Su): The target becomes romantically attached to the trance master and begins to harbor pleasant feeling towards him. If the target is not hostile, then her attitude towards the trance master is increased by 1 step for as long as the trance continues. Additionally, the subject must perform any romantic or erotic activity suggested by the trance master, unless that activity poses risk to the target, or she succeeds on a Will save (DC = 10 + 1/2 the trance master’s level + the trance master’s Charisma modifier). If the target succeeds on her saving throw, she cannot be compelled to perform a romantic action for 24 hours.
Confused (Su): The target must attempt a Will save (DC = 10 + 1/2 the trance master’s level + the trance master’s Charisma modifier) or gain the confused condition for as long as the trance persists.
Drowsy (Su): The target becomes very sleepy, gaining the fatigued condition for as long as she remains in the trance. Additionally, the target is treated as having half as many Hit Dice as she actually does for the purposes of spells that can affect creatures with a certain number of Hit Dice.
Enraged (Su): The target is filled with rage and anger, which must be vented at all costs. The target gains a +6 enhancement bonus to her Strength score for the duration of the trance. Additionally, each the trance master maintains this trance, he may designate any creature that both he and the target can see. If he does, the target must attack that creature with a held weapon until the beginning of her next turn, unless she succeeds on a Will save (DC = 10 + 1/2 the trance master’s level + the trance master’s Charisma modifier). If the target succeeds on this saving throw, she can choose to break out of the enraged mind state, losing the enhancement bonus to Strength, but calming herself. If the target chooses to break free in this way, then she cannot be affected by this altered mind state again for 24 hours.
Frozen (Su): The target cannot move from the spot on which she stands, unless she succeeds on a Will save (DC = 10 + 1/2 the trance master’s level + the trance master’s Charisma modifier) each round. If she succeeds on this save, she can move for 1 round before becoming frozen in place again.
Suggestion (Sp): The trance master can attempt to compel the target to perform a specific course of action, as with the spell suggestion. The target can attempt a Will save (DC = 10 + 1/2 the trance master’s level +the trance master’s Charisma modifier) to resist the effect, otherwise she must perform the chosen action. Once the action is completed, the trance is automatically ended and the target cannot be placed under another trance for 24 hours.
Wild (Su): The target begins to act and behave as an animal, unless she succeeds on a Will save (DC = 10 + 1/2 the trance master’s level + the trance master’s Charisma modifier). An affected character does her best to emulate the animal of the trance master’s choice, and takes no hostile actions against any character unless threatened. A character that succeeds on her saving throw cannot be affected by this altered mind state for 1 hour.
This ability replaces the bold stare class feature.