TEXT: 1
  Mesmerists of 
  Porphyra
  Hollingsworth & Morton
  
  2
  Mesmerists of 
  Porphyra
  Author
  Blake Morton, Aaron 
  Hollingsworth
  Editing
  Perry Fehr, Mark Ge-
  dak
  Porphyra 
  Logo
  Rick Hershey
  Art
  Brett Neufeld
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Mesmerists of Porphyra is compatible with 
  the Porphyra Campaign Setting and 
  the Porphyra Wiki located at:
  http://porphyra.wikidot.com/
  If you have trouble locating reference content on the 
  site drop me an email at gedakm@gmail.com and I 
  will get the content updated and point you to it.
  
  3
  Introduction
  Beauty is fleeting and charm is deceptive, but those who fear the mesmerist 
  are wise indeed. Mesmerism is the mental art of drawing the eye, arresting 
  the senses, and enslaving the will of others. It is by its very nature an affront 
  to moral ideas of free will and personal liberty. Few forms of magic are more 
  imposing, more intrusive, and more violating than the preternatural power of 
  the mesmerist. 
     The following class options are intended for mesmerists in the Porphyra set-
  ting. These options draw inspiration from various sources, including ancient 
  Greek mythology, modern popular anime, horror films, and 16th century 
  European culture to match the world’s patchwork ecology.
  “There is nothing in your mind... nothing in your heart... nothing in your soul... 
  but Svengali... Svengali... Svengali... !”
   
  -from Svengali, 1931
  Tholaday, 13th of Fimonth, 177th year after The Calling
  The cordon of siege was passed today, and a new person has come into our desper-
  ate court!  A strange man, in dark but expensive clothing, with a heavy armed 
  warrioress, who seems strangely devoted to him. He said his name was Revien, or 
  something like that, and that he had “talked” his way past the Elementalist siege, 
  using “a few simple tricks”.  Our hearts are light, but it does trouble one as to 
  what might be his purpose… and his price.
   
  -excerpt from the journals of Duke 
  Hassig of Sowmoor, Middle Kingdoms
  Fortune favours the bold. 
  -Latin Proverb
  Archetypes
  The following archetypes are for the mesmerist base class. 
  Arcane Manipulator
  Some wield minds with the same abstract reason as they do the mystic arts. 
  Arcane manipulators are masterminds who bend those around them to their 
  whims. Their daring intellect grants them insight both into the actions of 
  others and how to twist those wills.
  
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  Armor Proficiencies: An arcane manipulator is not proficient in any form of 
  armor or shields. Armor can interfere with somatic components, making it a 
  liability to an arcane manipulator.
     This alters weapon and armor proficiencies. 
  Learned Spellcasting: An arcane manipulator’s spells are arcane instead of 
  psychic. Their 0-level spells are known as cantrips instead of knacks. Spells 
  cast by an arcane manipulator do not have emotion or thought components. 
  Instead, they have verbal or somatic components as appropriate to the spell. 
  Furthermore, all of the arcane manipulator’s spells are Intelligence based 
  instead of Charisma and any effect normally governed by Charisma in the 
  casting or learning of a Mesmerist spell uses Intelligence instead.
     An arcane manipulator cannot spontaneously cast spells and does not use 
  the Mesmerist Spells Known table. Instead, he carries a spellbook. From this 
  spellbook he must prepare spells every day to cast. This works the same as for 
  a wizard. He must have an Intelligence score equal to at least 10 + the spell’s 
  level in order to prepare a spell, same as casting or learning a spell. So long as 
  he has an Intelligence score of a high enough level he may prepare read magic 
  from memory instead of needing to prepare it from a spellbook.
     An arcane manipulator begins with a spellbook containing all 0-level mes-
  merist spells plus three 1st-level mesmerist spells of his choice. He can select 
  additional 1st-level spells from the mesmerist list to add to his spellbook up 
  to his Intelligence modifier. At every arcane manipulator level, he adds 2 
  spells to his spellbook of any level he can cast. He can also scribe new spells 
  into his book the same as a wizard or magus.
     This alters spellcasting and replaces knacks with cantrips.
  Arcane Gaze (Su): An arcane manipulator can focus his inner eye upon a 
  creature. This acts identically to hypnotic stare except where noted. The crea-
  ture takes a -1 penalty to all saving throws instead of a -2 increasing to -3 to 
  Will. The effect is arcane instead of psychic.
     This does not alter the value of the hypnotic stare penalty for the purposes 
  of bold stares and other effects based on that value. (-2 increasing to -3 at 
  8th level.) He may take the following unique bold stare at any level where he 
  could normally take a bold stare.
     Mind Break (Su): The hypnotic stare penalty also applies to the target’s Will 
  saves.
  This alters the hypnotic stare and bold stare class features.
  
  5
  Devious Intellect (Ex) At 2nd level, an arcane manipulator relies on his 
  steely mind to manipulate others. He adds his Intelligence modifier to Bluff, 
  Diplomacy, Intimidate, and Sense Motive checks. He counts as having Com-
  bat Expertise for the purposes of meeting the prerequisites of any improved 
  combat maneuver feats, as well as feats that require those improved combat 
  maneuver feats as prerequisites.
     This replaces consummate liar and towering ego.
  Magic Treatment: Beginning at 3rd level, an arcane manipulator adds ad-
  ditional spells to his spellbook and mesmerist spell list.
     At 3rd level he adds cure light wounds as a 1st-level spell. At 6th level he 
  adds remove disease as a 2nd-level spell. At 10th level, he adds neutralize poison 
  as a 4th-level spell. At 14th level, he adds cleanse as a 5th-level spell.
     This replaces touch treatment.
  Caretaker
  Caretakers guard the minds of others, protecting their wards from emotional 
  and even physical attacks. When adventuring, they keep a watchful eye over 
  allies that might be in danger of magical influence. Most caretakers belong to 
  a loose society dedicated to spreading cheer and platonic love throughout the 
  world, and are often marked by lucky tattoos on their abdomens. 
  Alignment: Caretakers must be of good alignment. A caretaker that becomes 
  lawful neutral, neutral, or chaotic neutral cannot progress as a caregiver. A 
  caregiver that becomes evil loses all supernatural abilities associated with this 
  archetype. 
  Friend To All (Ex): A caretaker adds 1/2 his mesmerist level (minimum 1) as 
  a bonus on all Diplomacy checks.
     This replaces consummate liar.
  Auspicious Stare (Su): A caretaker can focus his stare on one ally within 
  30 feet as a swift action. That ally gains a +2 penalty on Will saving throws. 
  This bonus changes to +3 at 8th level. A caretaker can maintain his stare on 
  only one ally at a time; it remains in effect until the caretaker stares at a new 
  ally, the ally dies, the ally moves farther than 30 feet away, or the caretaker 
  falls unconscious or dies. The auspicious stare is a psychic effect, and relies 
  more on the caretaker’s focus than the ally’s perception of his stare. It can’t be 
  avoided in the same ways a gaze attack can. The caretaker can use this abil-
  
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  ity even while blinded, but must succeed at a DC 20 concentration check to 
  do so. Staring at a creature requires the caretaker’s focus, so if he uses a gaze 
  attack or similar ability, he must voluntarily end the stare. The bonuses from 
  multiple caretakers’ stares don’t stack. This is a mind-affecting effect.
     This replaces hypnotic stare.
  Rescuing Stare (Su): When an attack that deals damage hits the target ally of 
  a caretaker’s auspicious stare, the caretaker can cause the damage to be con-
  verted into non-lethal damage.  
     The caretaker can use this ability as a free action, and can use it even if it 
  isn’t his turn. This ability does not function if the target ally is immune to 
  non-lethal damage. 
     This replaces painful stare.
  Healing Spells: At 3rd level, the caretaker adds the following spells to his list 
  of spells known and his mesmerist spell list.
     At 3rd level, he adds cure light wounds as a 1st-level spell. At 6th level, he 
  adds cure moderate wounds as a 2nd-level spell. At 9th level, he adds cure seri-
  ous wounds as a 3rd-level spell. At 12th level, he adds cure critical wounds as 
  a 4th-level spell. At 15th level, he adds mass cure light wounds as a 5th-level 
  spell.
     This replaces the bold stare class feature.
  Detect Evil (Su): At 11th level, the caretaker gains the detect evil class fea-
  ture, as per the paladin.
     This replaces glib lie.
  Care For All (Su): At 20th level, a caretaker achieves the zenith of his love for 
  all things. He can cast mass heal once per day as a spell-like ability.
     This replaces rule minds.
  Dazzling Flailer
  Filling the battlefield with deadly flourishes and whirling lethality, dazzling 
  flailers spin chained weapons with unnerving grace. Striking fear into his 
  enemies with his centrifugal prowess, the dazzling flailer breaks a foe’s resolve 
  before breaking their skulls.  
  Class Skills: Dazzling Flailers gain skill ranks per level equal to 4 + Int modi-
  fier.
  
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     This alters class skills. 
  Weapon and Armor Proficiencies: A dazzling flailer is proficient with 
  all simple weapons, plus the dire flail, flail, heavy flail, meteor hammer, 
  nunchaku, and spiked chain.
     This alters the mesmerist’s weapon proficiencies. 
  Dazzling Display (Ex): The dazzling flailer begins with the Dazzling Dis-
  play feat, even if he does not meet the requirements. He can apply this feat 
  to any of the following weapons: dire flail, flail, heavy flail, meteor hammer, 
  nunchaku, and spiked chain. At 8th level, targets successfully intimidated by 
  this ability are frightened instead of shaken
     This replaces hypnotic stare.
  Pendulous Strike (Ex): When wielding a dire flail, flail, heavy flail, meteor 
  hammer, nunchaku, or spiked chain, a dazzling flailer deals additional dam-
  age on successful melee attacks on targets that are affected his Dazzling Dis-
  play. This extra damage is equal to half his mesmerist level (rounded down).
     This replaces painful stare.
  Bold Display (Su): At 3rd level and every 4 levels thereafter, a dazzling 
  flailer’s Dazzling Display imposes a further effect upon its targets. The daz-
  zling flailer chooses one option each time he gains a new bold display im-
  provement, and the choice can’t be changed later. The dazzling flailer can’t 
  choose the same bold display improvement more than once unless otherwise 
  noted. All of the dazzling flailer’s bold display improvements affect the target 
  as long as it is affected by the dazzling flailer’s Dazzling Display. Alternatively, 
  a dazzling flailer can select a combat feat in place of a new bold display im-
  provement. 
  • 
  Allure: The Dazzling Display intimidation penalty also applies on initia-
  tive checks and Perception checks.
  • 
  Sapped Magic: The Dazzling Display intimidation penalty also applies 
  to the DCs of spells and spell-like abilities used by the target, and to the 
  target’s spell resistance (if any).
  • 
  Sluggishness: The target of the Dazzling Display intimidation penalty 
  has all of its speeds reduced by 5 feet (to a minimum of 5 feet), and the 
  hypnotic stare penalty also applies to the target’s Reflex saving throws.
  • 
  Susceptibility: The Dazzling Display intimidation penalty also applies to 
  the target’s Sense Motive checks to oppose Bluff checks, and to the DCs 
  
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  of Diplomacy and Intimidate checks made against the target.
  • 
  Timidity: The Dazzling Display intimidation penalty also applies to 
  damage rolls.
  This replaces and alters bold stare.
  Mesmerist Trick
  The following mesmerist trick is available to the Dazzling Flailer.
  Martial Hypnotism: The dazzling flailer can use a dire flail, flail, heavy flail, 
  meteor hammer, nunchaku, or  spiked chain as a hypnotist’s locket, granting 
  him a +2 circumstance bonus on Diplomacy checks for the hypnotism occult 
  skill unlock. If the weapon possess an enhancement bonus, this bonus also 
  applies to the check. 
  Elemental Eye
  The wild eyes of these mesmerists contain the very forces of creation. Yet, 
  concentration through their malicious will brings about violent destruction.
     In the tents of the southern zendiqi, there arise charismatic tribesmen that 
  seek not to lead camel warriors, but to channel the power of the Four through 
  their eyes and will.  The wild eyes of these mesmerists contain the very forces 
  of creation, conversely concentration through their malicious will brings 
  about violent destruction.  The cadres of elemental eyes in the NewGods War 
  were feared throughout Deist lands.
  Class Skills: An elemental eye adds Knowledge (planes) to their class skills. 
  They do not have Knowledge (religion) as a class skill. 
  Elemental Stare (Su): When an attack or spell that deals energy damage hits 
  the target of an elemental eye’s hypnotic stare, the elemental eye can cause 
  the target to take an amount of additional energy damage equal to 1/2 the 
  mesmerist’s class level (minimum 1). The elemental eye can use this ability as 
  a free action, and can use it even if it isn’t his turn. If the elemental eye uses 
  this ability to increase his own energy damage (caused by a weapon, spells, or 
  some special attack), the additional damage increases by 1d6 points for every 
  3 class levels the elemental eye possesses. This damage is energy damage and is 
  not multiplied on a critical hit. An elemental eye can trigger this ability only 
  once per round, but a single creature can take damage from multiple elemen-
  tal eyes’ elemental stares in a round.
  
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  This replaces painful stare.
  Bold Stares: The following bold stares are available an elemental eye. 
  • 
  Caustic Stare: The hypnotic stare penalty also applies to saving throws 
  against spells with the earth or acid descriptors. 
  • 
  Fiery Stare: The hypnotic stare penalty also applies to saving throws 
  against spells with the fire or light descriptors. 
  • 
  Icy Stare: The hypnotic stare penalty also applies to saving throws against 
  spells with the cold or water descriptors. 
  • 
  Shocking Stare: The hypnotic stare penalty also applies to saving throws 
  against spells with the air or electricity descriptors. 
   
  Gazer
  Even a Medusa’s glare is safer than that of a gazer mesmerist. These strange 
  beings channel psychic energy into devastating gaze attacks that can turns 
  others to stone, burn them to ash, captivate their minds, or raise an army of 
  the damned. The half-medusae of Sthenno pursue this discipline frequently, 
  to no one’s surprise.
  Weapon and Armor Proficiencies: A gazer is proficient with all simple and 
  martial weapons as wells as with hand crossbow and whips. They can wear 
  light and medium armor and carry shields (except tower shields).
  Psychic Gaze (Sp) A gazer can try to attack an opponent with a psychic 
  gaze attack. As a standard action, they make a psychic gaze attack against a 
  target of their hypnotic stare. To do so they must look into the eyes of their 
  target. This can be avoided or reflected in the same ways as the gaze universal 
  monster ability. The DC for this ability is equal to 11 + ⅓rd their mesmerist 
  level (minimum 0) + their Charisma modifier. This ability is useable up to a 
  number of times per day equal to ½th their mesmerist level + their Charisma 
  modifier. The caster level of psychic gaze is equal to the gazer’s mesmerist 
  level. The effects of a psychic gaze persist even after a gazer changes the target 
  of their hypnotic stare.
     The effect(s), duration, and saving throw(s) are determined by which 
  specific usage of a psychic gaze a gazer uses. To gain gaze abilities, gazer gains 
  a gazer school which corresponds to the schools of magic, excluding conju-
  ration. At 1st level, a gazer picks one school in which to specialize. At 5th, 
  11th, and 17th levels, a gazer picks an additional school of magic to add to 
  
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  their repertoire.
  Abjuration
  Users of the abjuration gaze school deteriorate the target’s ability to cast 
  spells. These antimagic gazers require a Will save or can implant targets 
  with a deteriorated ability to handle magic. This deteriorated ability lasts 
  for 1 round per mesmerist level. Targets must succeed at a concentra-
  tion check (DC 5 + ½ the mesmerist’s level) to cast spells or use spell-like 
  abilities. At 4th level, the DC increases to 10 + ½ the mesmerist’s level. 
  At 10th level, for as long as the target is afflicted by the psychic gaze they 
  are afflicted as if by a lesser spellcrash spell. They do not receive a saving 
  throw at the end of the round to prevent the effect, but every round they 
  receive a saving throw before losing a spell. If they succeed the spell is not 
  lost. At 16th level, failing the initial Will save makes the target the center 
  of an antimagic field as per the spell. This field has no effect on the gazer 
  or creatures the gazer chooses to allow to use magic. All abjuration gaze 
  effects now last for 1 minute per mesmerist level and the 10th level effect 
  functions as spellcrash instead of lesser spellcrash.
  Divination
  Divination gazers, sometimes called mind gazers, peer into the minds and 
  emotions of those around them. As such saving against these actions is a 
  Will save and they are considered mind-affecting effects. If a creature fails 
  their Will save the mind gazer gains a +2 bonus to AC and attack rolls 
  against the creature for 1 round per level. Every time the creature misses 
  an attack against the mind gazer this bonus increases by 1 to a maximum 
  of +5.
     At 4th level, a divination gaze instantly gives information on the target 
  as per the 1st, 2nd, and 3rd rounds of either a detect anxieties, detect de-
  sires, detect mindscapes, or detect thoughts spell (chosen by the mesmerist). 
  At 10th level, mind gazers can gain the information of all of the above 
  spells at once. (They can choose to leave some out so as to avoid being 
  stunned.) They are also aware of all the spell and spell-like effects on the 
  target be they friendly or enchantments or scrying or any other such ef-
  fect.
     At 16th level, the mind gazer’s bonuses against the creature last for 1 
  hour per mesmerist level. During this time, a mind gazer can keep track 
  of the creature. They are passively able to check on the creature’s anxieties, 
  desires, magical effects, mindscapes, and thoughts without using this abil-
  ity again. If the creature thinks of harming the gazer, that sets off an alarm 
  
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  that causes the gazer to refocus on the creature. By closing their eyes and 
  blocking out their own sense, the mind gazer can use all the senses of one 
  creature they have affected with this ability.
  Enchantment
  All enchantment gazes are mind-affecting effects that target the Will save. 
  There are two enchantment gazes. Charm and compulsion. Their users 
  are occasionally called bewitching gazers. The charm gaze functions as per 
  the charm person spell lasting for 1 hour per mesmerist level. At 4th level, 
  the charm gaze functions as per charm monster for 1 day per mesmerist 
  level. At 16th level, the duration is permanent. Creatures charmed by this 
  effect cannot be charmed again.
     The compulsion gaze functions as per a command spell which lasts for 
  1 round. At 10th level, the compulsion gaze functions as per dominate 
  animal or dominate person and lasts for 1 day per mesmerist level.
  Evocation
  Fire gazers burn the target with spiteful fire. They deal fire damage equal 
  to 1d6 per mesmerist level with a Reflex save for half damage. At 4th 
  level, the damage dice increase to d8 and failing to save causes a target 
  to catch on fire. The DC to extinguish this fire is equal to the DC of 
  the psychic gaze. Failure to extinguish it results in an additional 1d6 of 
  damage. At 10th level, they most also make a Will save against the gazer’s 
  psychic gave DC or be frightened for 1d4 rounds. At 16th level, pass-
  ing the Will save still results in being frightened for 1 round and failing 
  results in being panicked for 1d6 rounds. Failing the Reflex save results in 
  being blinded.
  Illusion
  All illusion gazes are phantasmal effects that require a Will saving throw. 
  Users of this school are sometimes called shadow gazers.
     Starting out they can turn invisible in the sight of the target for 1 round 
  per mesmerist level. Unlike an invisibility spell the effect is purely in the 
  mind of the target. Abilities such as blindsight and blindsense do not re-
  veal the gazer and small discrepancies such as leaves being pushed aside or 
  glitterdust landing on the mesmerist do not give them away. Any actions 
  that would end invisibility ends this effect.
     At 4th level, this lasts for 1 minute per mesmerist level. At 10th level, 
  they can alternatively use their gaze to install an illusion as per complex 
  hallucination. This effect also lasts for 1 minute per mesmerist level. At 
  
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  16th level, they can either choose to use both abilities with the same ac-
  tion and complex hallucination now acts as scripted hallucination. If they 
  do not turn invisible, they can install their hallucination with a trigger to 
  be used later. The triggering condition is set and rolling to overcome spell 
  resistance is done when the gaze attack is taken. The target must notice a 
  trigger with their own senses for it to active the illusion. The effect is per-
  manent until the trigger event is taken after which it lasts for the normal 
  1 minute per mesmerist level.
  Necromancy
  Necromantic gazers target living, dead, and undead creatures with their 
  gaze. They can use hypnotic stare on dead and undead creatures. To the 
  target of their hypnotic stare, they ignore the dead or undead creature’s 
  immunity to mind-affecting effects with all their mind-affecting mesmer-
  ist class features.
     Dead focused by a necro-gazer’s psychic gaze are treated as if affected by 
  a grave words spell. The necro-gazer does not have to touch them and this 
  does not consume a useage of psychic gaze. Dead never get saves against 
  necro-gazers.
     Undead targeted by a necro-gazer’s psychic gaze receive a Will save, 
  adding their channel resistance, or fall under the gazer’s control for 1 day 
  per mesmerist level. (This effect can be refreshed while the undead are still 
  controlled.) A necro-gazer can control any number of undead so long as 
  their total Hit Dice do not exceed the gazer’s mesmerist level. Intelligent 
  undead receive a new saving throw each day to shake off this effect. The 
  undead under a gazer’s control obey the mesmerist as per the spell control 
  undead.
     At 4th level, necro-gazers can use their gaze against against living crea-
  tures to have them make a Fortitude save or be rendered either blind or 
  deaf. This effect is permanent and which effect is used is chosen by the 
  necro-gazer. At 10th level, a necro-gazer can use their psychic gaze on 
  corpses to turn them into skeletons or undead. This functions as per the 
  spell raise dead, except without a range of touch. At 16th level, a necro-
  gazer can control undead up to twice their mesmerist level in Hit Dice 
  and the undead do not add their channel resistance against this ability. 
  When they raise dead they can choose to instead treat it as create un-
  dead using their mesmerist level as their caster level. They can attempt to 
  control the undead as they form with a second usage of their psychic gaze 
  ability.
  
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  Transmutation
  Transmutation gazers, sometimes known as stone gazers, try to paralyze 
  their opponents. Targets make a Fortitude save or are fatigued. Each 
  round they make take a full-round action to try and break the effect. 
  When they do so they roll again against psychic gaze’s DC. At 4th level, 
  they are paralyzed instead. At 10th level, this lasts for 1 minute per 
  mesmerist level and they can no longer take an action to fight it. At 16th 
  level, they are petrified and the duration is permanent.
  This replaces spell casting, knacks, and glib lie.
  Martial Acumen (Ex): Against the target of a gazer’s hypnotic stare a gazer 
  treats their base attack bonus from Mesmerist levels as being equal to their 
  Mesmerist level.
     This replaces consummate liar.
  Widening Stare (Su): At 3rd level, a gazer widens their mind’s eye. They 
  can affect an additional creature with their hypnotic stare. They can choose 
  another additional creature for every 3 mesmerist levels they possess. These 
  creatures can be chosen by the same swift action. They must be within a cone 
  shaped area in front of the mesmerist and otherwise valid targets for hypnotic 
  stare.
     By using their psychic gaze as a full-round action, they can affect multiple 
  targets of their hypnotic stare. To do so they expend uses of hypnotic stare 
  equal to the creatures affected + 1.
     This replaces painful stare.
  Bonus Feats: At 7th level and every 6 levels thereafter, a gazer gains a combat 
  feat as a bonus feat. They must meet the prerequisites for this feat.
  Master Gaze (Su): At 20th level, as an immediate action, a gazer may absorb 
  the power of a gaze attack used against them. For up to 2d4 rounds, they may 
  hold on to the power of this gaze attack. During this time they make take a 
  free action to unleash it.
     In addition, they chose one of their schools to master. Divination masters 
  have detect anxieties, detect desires, detect mindscapes, and detect thoughts as 
  constant spell-like abilities. Enchantment masters gain the rule minds ability, 
  except that instead of using it with a spell they use a gaze attack with a DC 
  equal to their psychic gaze DC. Necromancy masters can choose from create 
  greater undead monsters when they create undead and consider their level as 
  
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  5 higher when calculating how many Hit Dice of undead they can control. 
  Evocation and transmutation masters gain the universal monster ability gaze 
  with the effects and DC of their respective evocation or transmutation psy-
  chic gaze and a range of 30 feet.
     Illusion masters gain a 60 feet gaze attack as per the universal monster rules 
  that allows them to project a mindscape on all creatures subject to the gaze at-
  tack. All creatures are trapped in the same mindscape, but the gazer can chose 
  to veil victims in mental masks they are not aware of. If a creature passes a 
  Will save against the gazer’s psychic gaze DC they see the world as translucent 
  and past any veils the gazer put in place. All the traits of this mindscape are 
  chosen by the gazer. The gazer can manifest a mental duplicate on this mind-
  scape at will. Doing so requires virtually no effort and the duplicate is illu-
  sionary in nature, but capable of interacting with objects on the mindscape.
     This replaces rule minds.
  Kytonik
  A web of bloody chains extends far and wide over many lifetimes and blood-
  lines. Kytoniks are mesmerists descended from tortuous fiends obsessed with 
  pain and envy. 
  Unnerving Gaze (Su): Kytoniks have a gaze attack that manipulates the 
  perceptions of those who look upon them. A kytonik’s unnerving gaze has a 
  range of 20 ft., and imposes on all non-allies a -1 penalty to Will saves (no 
  save). This penalty increases by 1 at 5th, 10th, 15th, and 20th level. Kytoniks 
  are immune to the unnerving gazes of kytons. At 8th level, the range of the 
  unnerving gaze extends to 30 ft. Unnerving gaze is always a mind-affecting 
  fear effect.
     This replaces hypnotic stare. 
  Painful Gaze (Su): Whenever a target that is currently affected by a kytonik’s 
  unnerving gaze fails a Will saving throw, the kytonik can cause the target to 
  take an amount of additional damage equal to 1/2 the kytonik’s class level 
  (minimum 1). The kytonik can use this ability as a free action, and can use 
  it even if it isn’t his turn. This damage is precision damage. A kytonik can 
  trigger this ability only once per round, but a single creature can take damage 
  from multiple kytoniks’ painful gazes in a round.
     For the purposes of feats and abilities that use painful stare this counts as 
  the painful stare class feature.
     This replaces painful stare. 
  
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  Pain Tolerance (Su): At 2nd level, a mesmerist gains a bonus equal to his 
  Charisma bonus (minimum 0) on Fortitude saving throws. If the mesmer-
  ist is under any effect that would prevent him from providing the emotional 
  component of psychic spells, he loses this bonus on saving throws.
     This replaces towering ego.  
   
  Bold Gaze (Su): At 3rd level and every 4 levels thereafter, a kytonik’s unnerv-
  ing gaze imposes a further effect upon its targets. The kytonik chooses one 
  option each time he gains a new bold gaze improvement, and the choice can’t 
  be changed later. The kytonik can’t choose the same bold gaze improvement 
  more than once unless otherwise noted. All of the kytonik’s bold gaze im-
  provements affect the target as long as it is affected by the kytonik’s unnerving 
  gaze.
  • 
  Betraying Gaze: The kytonik can use the Dirty Trick Combat Maneuver 
  against the targets without provoking attacks of opportunity. 
  • 
  Cornering Gaze: The kytonik can use the Reposition Combat Maneuver 
  against the targets without provoking attacks of opportunity. 
  • 
  Covetous Gaze: The kytonik can use the Steal Combat Maneuver against 
  the targets without provoking attacks of opportunity. 
  • 
  Crumpling Gaze: The kytonik can use the Trip Combat Maneuver 
  against the targets without provoking attacks of opportunity. 
  • 
  Disarming Gaze: The kytonik can use the Disarm Combat Maneuver 
  against the targets without provoking attacks of opportunity. 
  • 
  Drawing Gaze: The kytonik can use the Drag Combat Maneuver against 
  the targets without provoking attacks of opportunity. 
  • 
  Driving Gaze: The kytonik can use the Bull Rush Combat Maneuver 
  against the targets without provoking attacks of opportunity. 
  • 
  Impending Gaze: The kytonik can use the Overrun Combat Maneuver 
  against the targets without provoking attacks of opportunity. 
  • 
  Overwhelming Gaze: The kytonik can use the Grapple Combat Maneu-
  ver against the targets without provoking attacks of opportunity. 
  • 
  Shattering Gaze: The kytonik can use the Sunder Combat Maneuver 
  against the targets without provoking attacks of opportunity. 
  This replaces bold stare.
  
  16
  
  17
  Macaroni
  The clothes make the person. Macaroni are the foppish social elite, urbane 
  slaves to fashion and setters of trends. To these machiavellian schemers, per-
  sonal appearance is an essential in one’s survival and prosperity. No wardrobe 
  is too big. No garment can be too extravagant. No gender role can confine 
  such excellence. While often mistaken for aristocratic snobs, macaroni usually 
  pride themselves in keeping an open mind. 
  Backhanded Compliment (Su): Whenever a target successful saves against 
  a macaroni’s charm spell, or when the charm spell’s duration has ended, the 
  target takes 1d6 points of force damage. 
     This replaces consummate liar.
  Social Trickery: A macaroni can select a vigilante social talent in place of 
  gaining a new mesmerist trick.
  Open Mind (Ex): At 3rd level, the macaroni learns to better accept things as 
  they are. He becomes immune to the shaken condition. At 6th level, he can 
  no longer be frightened. At 9th level, he cannot be panicked. 
     This replaces touch treatment.
  Slave to Fashion (Ex): At 11th level, a macaroni gains two extra worn item 
  body slots on his person. He is able to wear and gain the benefits from as 
  many as 17 worn magic items, instead of the usual 15. The macaroni can ar-
  range these two extra slots as he pleases, for fashions tend to change rapidly.
     This replaces glib lie.
  Master Mesmerist
  These rare mesmerists possess a narrower, yet more powerful range of spell-
  casting. 
  Spell Casting: Master mesmerists draw their spells from the divination, en-
  chantment, and illusion spells of the wizard spell list (this includes cantrips). 
  These arcane spells become psychic spells. Like wizards and sorcerers, master 
  mesmerists are 9 level spellcasters. Master mesmerists are spontaneous spell-
  casters that learn and gain new spells as per the sorcerer spell’s known chart.
     To learn or cast a spell, a master mesmerist must have a Charisma score 
  equal to at least 10 + the spell level. The Difficulty Class for a saving throw 
  against a master mesmerist’s spell is 10 + the spell level + the master mesmer-
  
  18
  ist’s Charisma modifier.
     Like other spellcasters, a master mesmerist can cast only a certain number 
  of spells of each spell level per day. Her base daily spell allotment is the same 
  as the druid class. In addition, she receives bonus spells per day if she has a 
  high Charisma score.
     This alters and replaces the mesmerist spellcasting and replaces mesmerist 
  tricks.
  Mirahoiru
  There are mesmerists in the fantastic Last Kingdom, colony of the Lung peo-
  ple that come from the ninja tradition, agents of remote clans that charm and 
  manipulate their targets and assignments. These master infiltrators are called 
  mirahoiru. Honing their social affinity into refined and subtle skill, mirahoiru 
  usually lie and cheat on behalf of their clan or employer. One hopes they do 
  not shift their allegiance to the evil oni of the mountains.
  Class Skills: The mirahoiru adds Acrobatics to his list of class skills.
  Weapon and Armor Proficiencies: A mirahoiru is proficient with all simple 
  weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short 
  sword, shuriken, siangham, and wakizashi. They are proficient with light 
  armor but not with shields. 
     This alters the mesmerist’s weapon proficiencies. 
  Diminished Spellcasting: A mirahoiru can cast one fewer spell of each level 
  than normal. If this reduces the number to 0, he may cast spells of that level 
  only if his Charisma allows bonus spells of that level.
  Sneak Attack: A mirahoiru gains the sneak attack ability as per the ninja class 
  feature, treating his mirahoiru level as his ninja level.
     This replaces painful stare, mental potency, and glib lie. 
  Ninja Tricks: A mirahoiru can select a ninja trick in place of mesmerist trick. 
  A mirahoiru treats his mesmerist level as his ninja level when it comes to 
  qualifying for ninja tricks. 
  Diminished Ego (Su): At 2nd level, a mirahoiru sacrifices their sense of 
  personal identity in order to become whomever is needed at the moment. He 
  gains a bonus equal to his Wisdom bonus (minimum 0) on Bluff,  Diplo-
  
  19
  macy, and Disguise checks. If the mesmerist is under any effect that would 
  prevent him from providing the emotional component of psychic spells, he 
  loses this bonus on these skill checks.
     This replaces towering ego.
  Panoptes
  Also called “All-Seeing Ones”, Panoptes often work as guardians to sacred 
  persons or places to prevent or witness mischief. Born with one hundred eyes 
  that cover their bodies, there is little that gets by them. Their existence is usu-
  ally a lonely one, so they befriend special peacocks to share time with. 
  Devoted Guardian (Ex): A panoptes adds 1/2 his mesmerist level (minimum 
  1) as a bonus on all Perception checks. In addition, the panoptes qualifies 
  for the Improved Disarm and Greater Disarm 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 Disarm or Greater Disarm.
     This replaces consummate liar. 
  One Hundred Eyes (Ex): Panoptes have one hundred eyes of various shape 
  and size all over the surface of their bodies. Most of the time, they keep most 
  of these eyes closed as to not frighten people or draw unwanted attention. 
  When a panoptes closes her extra eyes, they blend in seamlessly with her skin. 
  She has all-around vision, seeing all around her at once; a panoptes cannot be 
  flanked. In addition, the pantoptes gains a +2 bonus against paralysis, petrifi-
  cation, and gaze attacks. This bonus increases by 2 at 10th level. 
     This replaces painful stare.
  Peacock Familiar (Su): The panoptes begins with a peacock familiar, treating 
  his character level as his effective wizard level, to see her through her dangers. 
  A peacock familiar grants its master a +3 bonus to Intimidate checks 
     This replaces the mesmerist trick gained at 1st level. 
  Night Sight (Ex): At 2nd level, the panoptes gains darkvision 60ft. If she 
  already has darkvision, it improves by 30ft. In addition, the panoptes can 
  partially see invisible creatures, and has only a 25% miss chance when attack-
  ing them, instead of the normal 50%. 
     This replaces towering ego.
  
  20
  
  21
  Halting Presence (Su): At 20th level, the panoptes can cast mass hold monster 
  once per day as a spell-like ability, using her mesmerist level as her wizard 
  level. 
     This replaces rule minds.
  Siren
  Like the creatures they are named after, Sirens are bewitching singers. The 
  magical songs they weave twist around the souls of their victims till they 
  find themselves too far into their trap to escape. Guilds of sirens are said to 
  be popular among the alien femanx people, and are very common in their 
  colony on the Rainbow Island of Ghlidra-Yaam.
  Spellcasting: A siren’s mind-affecting spells contain both thought and verbal 
  components. These verbal components take the nature of a song. These com-
  ponents can be removed through means such as Metamagic.
     In addition, they add the following spells to their mesmerist spell list. 
     1st—alter musical instrument, aspect of the nightingale; 2nd—seducer’s eyes; 
  4th—shout; 5th—frozen note, song of discord; 6th—greater shout.
     This alters spellcasting and replaces towering ego.
  Singer (Ex): A siren adds their level to Perform (sing) checks. They add +1 
  to the DC of will saving throws against mesmerist spells using verbal compo-
  nents.
     This replaces consummate liar.
  Compelling Voice (Su) A siren does not use a hypnotic stare. Instead, they 
  focus their voice using the same action and mechanics. Any effect that ben-
  efits from painful stare benefits from compelling voice the same as normal. 
  They can freely use this while blinded or otherwise unable to see their target. 
  Any condition that would affect the siren’s ability to use her verbal compo-
  nents for spells affects her compelling voice in the same way. If the target 
  cannot hear the siren this ability automatically fails or ends. Unlike hypnotic 
  stare, the siren cannot totally erase the knowledge of her compelling voice. 
  Targets are still aware they heard some form of magical and mystical song. 
  Though, they are not aware of its effects unless the siren allows it.
     This alters hypnotic stare.
  Dedicated Singer (Ex): A siren’s mental potency class feature only works 
  with mesmerist spells containing verbal components.
  
  22
     This alters mental potency.
  Spellbinding Saint
  Sometimes charm is a gift bestowed by divine forces or the result of some cos-
  mic mishap. Spellbinding saints are mesmerists that do not draw their power 
  from gods or elemental lords, but rather, are themselves independently divine. 
  Many are miraculous bastards whose conception and birth was a supernatural 
  event involving a deity, a single mortal parent, or some fluke in the natural 
  order of the world. 
  Divine Spells: A spellbinding saint’s mesmerist spells are divine instead of 
  psychic. Their knacks become orisons. They do not have emotion or thought 
  components. Instead, they have verbal or somatic components as appropriate 
  to the spell.
     They do not learn knacks, but learn orisons which follow divine rules, but 
  are otherwise identical.
     This alters spells and replaces knacks with orisons.
  Saintly Blessings (Su): A spellbinding saint gains two minor blessings (as the 
  warpriest class feature). She uses her mesmerist level as her warpriest level for 
  determining the effects of that blessing. Any Wisdom-based aspects of that 
  blessing instead use the spellbinding saint’s Charisma. At 10th level, she gains 
  the major blessings. 
     A spellbinding saint can choose from the following warpriest blessings. 
  Other blessings can be selected at the GM’s discretion. 
  • 
  Charm Blessing
  • 
  Glory Blessing
  • 
  Luck Blessing
  • 
  Madness Blessing
  • 
  Nobility Blessing
  • 
  Trickery Blessing
  This ability replaces mesmerist tricks, manifold tricks, and masterful tricks.
  Inherently Deft (Ex): At 4th, 8th, 16th, and 18th level, the spellbinding 
  saint gains bonus combat feat or metamagic feat. 
  Miraculous Bastard (Su): At 20th level, the spellbinding saint can call upon 
  
  23
  the divine forces to make a miracle. He can cast miracle once every three days, 
  but must still supply the material component for the spell. 
  Vision
  Beauty is only skin deep, yet it can pierce the heart and mind as easily as 
  social wiles. Visions are living works of art born with supernatural comeliness. 
  With delicate features that stun and bodies abundant with life’s vigor, visions 
  are ideal perfection in form.
  Spellcasting: A vision does not gain access to mesmerist spells, and does not 
  have a mesmerist caster level or spell list. This is not considered a spellcasting 
  class.
  Suitor From Beyond: The astounding beauty of the vision attracts the at-
  tention of a powerful outsider who willingly accompanies the vision on her 
  adventures. The vision gains an eidolon, as per the unchained summoner class 
  feature. She does not gain any summoner class features relating to the eido-
  lon, such as life link. 
  Mesmerizing Body (Su): All of the vision’s supernatural mesmerist abilities 
  are based on her Constitution score instead of her Charisma score. This alters 
  all mesmerist supernatural abilities that rely on Charisma, including those 
  gained from other archetypes.
  Physical Potency (Su): At 5th level, a vision gains a +1 bonus on Fortitude 
  and Reflex saving throws. This bonus increases by 1 at 10th, 15th, and 20th 
  level.
     This replaces mental potency and glib lie.
  Immortalized (Su): At 20th level, the vision becomes immortal. Her type 
  changes to native outsider, she is no longer affected by the negative effects of 
  aging, and she becomes immune to disease, paralyzation, and petrification.
     This replaces rule minds. 
  Bold Stares
  The following new bold stare effects may be added with GM permission.
  • 
  Clumsiness: The hypnotic stare penalty also applies to Acrobatics, Climb, 
  
  24
  and Swim checks.
  • 
  Fumble Tongue: The hypnotic stare penalty also applies to Bluff and 
  Linguistics checks.
  • 
  Sapped Vigor: The hypnotic stare penalty also applies to the DCs of 
  extraordinary abilities and feats used by the target.
  • 
  Seduce: The target of hypnotic stare treats the Mesmerist and his allies as 
  one step more friendly. This does not apply to targets currently engaged 
  in combat.
  • 
  Targeted: So long as the arcane manipulator maintains his stare, he al-
  ways knows the exact location of the creature he is staring at and is unaf-
  fected by miss chances based on blindness or concealment.
  • 
  Vulnerability: The hypnotic stare penalty also applies to AC.
  Mesmerist Tricks
  The following tricks can be added to the list of possible mesmerist tricks 
  available for selection.
  Abettor to Deceit: The subject can take part in the mesmerist’s lies. This 
  can be triggered whenever the subject is lying. The subject uses the higher of 
  either the mesmerist’s Bluff skill rank and bonuses and modifiers or their own 
  Bluff skill rank and bonuses and modifiers with an additional bonus equal to 
  the mesmerist’s Charisma bonus.
  Berserker: The subject is launched into a mindless rage. This trick can be 
  triggered whenever the subject takes damage from an attack. The subject 
  gains a +1 morale bonus to Strength and Constitution. The bonus to Strength 
  and Constitution increases by +1 per 4 mesmerist levels up to a total of +6 at 
  20th level. They also gain a bonus to Will saves equal to half their Strength 
  and Constitution bonus (minimum 1). They take a -2 penalty to AC. Other-
  wise, this acts as a barbarian’s rage using the listed morale bonuses in place of 
  the normal bonuses. This lasts for a number of rounds equal to the mesmer-
  ist’s Charisma bonus.
  Confusing Anatomy: The subject’s internal organs reconfigure to better suit 
  the situation. The mesmerist can trigger this trick when the subject is targeted 
  by a critical hit or precision damage. The target gains a 25% chance to negate 
  the crit or precision damage. If the mesmerist is 7th level or higher, the sub-
  ject gains a 50% chance to negate the crit or precision damage.
  
  25
  Fellowship Mind: The mesmerist sets up a small psychic link to coordinate 
  collective efforts between allies. This trick can be triggered when the subject 
  could take place in a teamwork feat of the mesmerist. When this trick is 
  triggered, the subject treats themselves as possessing one of the mesmerist’s 
  teamwork feats for a number of round equal to the Mesmerist’s Charisma 
  modifier. If the subject is the mesmerist, then it instead triggers when an ally 
  could normally use a teamwork feat if the mesmerist possessed it. The mes-
  merist treats themselves as possessing the feat for 1 round.
  Lurking: The subject becomes scarier when sneaking. The mesmerist can 
  trigger this trick when the subject is discovered while failing a Stealth check. 
  As an immediate action, the subject can make an Intimidate check against 
  the creature that successfully beat the subject’s Stealth check with an opposed 
  Perception check. The subject adds the mesmerist’s Charisma bonus to this 
  Intimidation check.
  Sound Dampening: The subject’s eardrums dampen offensive noises. The 
  mesmerist can trigger this trick when the subject must make a saving throw 
  against a bardic performance, sonic, or language-dependant effects. The sub-
  ject becomes resistant to bardic performances, and to sonic effects in general 
  for a number of rounds equal to the mesmerist’s Charisma bonus. The subject 
  gains a +4 bonus on saving throws made against bardic performance, sonic, 
  and language-dependent effects. This does not stack with the well-versed class 
  feature.
  Soak Positive Energy: The subject’s body responds well to magical healing. 
  The mesmerist can trigger this trick when the subject is healed by positive 
  energy. The subject heals half again the amount of hit points. 
  Slow Venom: The subject’s body grows immunity to venom. The mesmerist 
  can trigger this trick when the subject is exposed to venom.  The subject gains 
  immunity to venom for 1d4 rounds. After which the subject is affected by the 
  poison as normal.
  Uncanny Dodging: The subject feel less inhibited in trying new forms of 
  dodging. The subject can avoid dangerous blows when surrounded. The 
  mesmerist can trigger this trick when the subject becomes flanked by two or 
  more opponents. The subject gains the benefits of the uncanny dodge class 
  ability for a number of rounds equal to the mesmerist’s Charisma bonus. If 
  the mesmerist is 6th level or higher, the subject gains the benefits of improved 
  
  26
  uncanny dodge.
  Wiley Avoidance: The subject, if unarmored and unencumbered, gains an 
  AC bonus equal to the mesmerist’s Charisma bonus. The mesmerist can trig-
  ger this trick when the subject is targeted for an attack roll.  The subject gains 
  this AC bonus for a number of rounds equal to the mesmerist’s Charisma 
  bonus.
  Vile Tricks
  Mesmerist tricks are normally quite benign to their allies. Yet, a darker route 
  exists known as vile tricks. This category of tricks are for all purposes mesmer-
  ist tricks. However, they are implanted so as to prove a boon to the mesmerist 
  at the cost of hurting their willing dupe. These tricks like normal mesmerist 
  tricks can only be implemented willingly. The subject does not need to be 
  told the nature of the trick, merely allow the mesmerist to implant it. Other-
  wise, the Mesmerist can also use the Subtle Implantation feat to force these 
  tricks on others.
     Due to the destructive nature of these abilities, GMs should take care in 
  what players they allow to take vile tricks. These are not fit for all tables, but 
  can provide for excellent roleplaying options in others. Players may want to 
  speak to their fellow players about their willingness to take these tricks or oth-
  erwise restrict their usage to NPCs.
  Blundering Confusion: The subject becomes confused when they make a 
  mistake. This trick can be activated whenever the subject rolls a natural 1 
  on a d20 roll. The subject immediately becomes confused as per the confu-
  sion spell until the end of its next turn. If the mesmerist is within 20ft of the 
  subject when this happens, they can immediately attempt the same d20 roll 
  with a +2 bonus.
  Careless Distraction: The subject fumbles around like an idiot. This trick 
  can be activated whenever the subject is flanking a creature the mesmerist tar-
  gets with a spell or ranged attack. The subject carelessly bumbles about taking 
  a -4 penalty to AC until the mesmerist’s next turn. This distracts the subject 
  from the mesmerist’s triggering spell or attack. Thus, granting a +2 flanking 
  bonus to the mesmerist on a single attack roll (if any) and all DCs directly 
  related to this action.
  Intercept Bolt: The subject takes a shot for the mesmerist. This trick can be 
  
  27
  activated after an opponent declares a ranged attack action against the mes-
  merist that passes within 5 feet of the subject’s square. The subject blocks for 
  the mesmerist, taking a -5 to AC against all the attacks in the action intended 
  for the mesmerist. If the attack succeeds against the subject they take the 
  attack instead of the mesmerist. If the attack fails the attacker may reroll to 
  attack the mesmerist. They treat the mesmerist as if they had cover against the 
  attack.
  Spell Sap Shift: The subject takes on the drawbacks of spells. Whenever the 
  mesmerist casts a spell that would cause temporary ability score damage, they 
  may trigger this trick. The subject receives the negative effects of the spell for 
  the mesmerist.
  Undead Ally: This trick is triggered whenever the subject would die. Instead 
  of dying, their soul is trapped in their body and their type changes to undead. 
  This undead uses the mesmerist’s Charisma score instead of their own for 
  their Fortitude save and effects based on Constitution. They gain hit points 
  up to their hit dice multiplied by the mesmerist’s Charisma score. This score 
  is considered their maximum hit points. Undead created this way fall back 
  into death and release the soul either when their hit points reach 0 or at the 
  end of the day.
  Unfortunate Assistance: The subject is used to help the mesmerist balance. 
  This can be triggered whenever the mesmerist would have to make a Reflex 
  check or a Strength or Dexterity based skill check and is within reach of the 
  subject. The mesmerist grabs on to the subject and uses them to balance 
  granting a +4 bonus to the check. The subject gains a -4 penalty to all Reflex 
  checks or Strength or Dexterity based skill checks for 1 round. These adjust-
  ments happen before the subject makes any saves that would be required by 
  the triggering event. If the subject is currenting using a Strength or Dexter-
  ity based skill check or checks, this trick triggers an additional skill check to 
  maintain their action.
  Witting Fool: The subject cannot help but believe in the mesmerist. This 
  trick can be activated whenever the mesmerist includes the subject in an 
  enchantment or illusion spell that requires a saving throw. The subject takes a 
  penalty equal to the mesmerist’s Charisma modifier against the spell’s DC.
  
  28
  Master Tricks
  The following master tricks can be added to the list of possible mesmerist 
  tricks available for selection.
  Charmed Grace: The subject gains an unearthly grace that aids them when 
  danger nears. The mesmerist can trigger this trick when the subject must 
  make a saving throw. The subject gains a bonus to the saving throw equal to 
  the mesmerist’s Charisma bonus.
  Counterspell: The mesmerist prepares to counter an enemy spell. To implant 
  this trick, the mesmerist must expend a spell slot with a specific spell he can 
  cast coupled to it. This trick can be triggered when an enemy spellcaster casts 
  a spell on the subject or otherwise includes the subject in a spell that the spell 
  coupled to this trick can attempt to counterspell. Then the mesmerist makes 
  a free counterspell check following all the other rules for a counterspell, but 
  having already provided the spell they are countering with.
  Greater Undead Ally: The mesmerist must possess undead ally in order to 
  select this talent. When they trigger undead ally, the undead ally must obey 
  the mesmerist as if they were controlled by command undead. They gain hit 
  points up to their hit dice multiplied by the result of the mesmerist’s Cha-
  risma score + 4. If the mesmerist possesses the disguise self spell or a spell 
  that functions as disguise self they may consume a casting of this spell while 
  implanting the trick to give the undead ally the disguise of their living self. If 
  the trick is never triggered, the spell is still lost.
  Hide Mind: The mesmerist avoids detection magic. This trick is automati-
  cally triggered whenever someone tries to cry or gather information about the 
  subject through divination magic. When the trick is triggered the mesmerist 
  is alerted to the attempt. They can attempt a spellcraft check with a -5 pen-
  alty in order to identify the spell. If the check to identify the spell succeeds by 
  10 or more then the mesmerist is granted a vague glimpse or hint about the 
  caster.
  Ice Block: This trick can be triggered just before the subject would other-
  wise fall below 0 HP. Immediately before the triggering event, they cover 
  themselves in ice. This ice is 2 feet thick and has a hardness of 0 and 5 hit 
  points per mesmerist level. While in the ice block the subject is paralyzed, but 
  completely protected from line of effect. Attacks which do not require line of 
  
  29
  effect can still target the subject. The subject gains 1 hit point per mesmerist 
  level every round while in the ice block and can end the block as a free action. 
  Otherwise, the block lasts for 1 round per 6 mesmerist levels. Ice block is a 
  evocation (cold) effect.
  Thousand Fists: This trick is triggered before a full action attack using 
  unarmed attacks. The subject grows four additional arms which can make 
  unarmed attacks and gains the benefits of the Multiweapon Fighting feat on 
  unarmed attacks.
  Feats
  The following feats enhance the ability of mesmerists.
  Animal Magnetism
  Your charming powers are more potent with animals and anthropomorphic crea-
  tures.
  Prerequisites: Animal Affinity, mesmerist level 1
  Benefit: The DCs for all of your mesmerist spells and class abilities are 
  increased by 2 when they are used to target animals or anthropomorphic crea-
  tures. The GM decides what is an anthropomorphic creature. 
  Everlasting Gaze
  Your hypnotic stare endures even when your target is no longer within sight.
  Prerequisite: Hypnotic stare class feature.
  Benefit: As a swift action, you can target a single subject that is currently 
  affected by your hypnotic stare to be subjected to your everlasting gaze. The 
  penalties of your hypnotic stare and bold stares remain with this target for the 
  next 24 hrs, even if they are no longer in sight. During this time, you cannot 
  use your hypnotic stare, painful stare, or bold stares on any other target. You 
  can choose to end your everlasting gaze as a free action. 
  Mesmerist Implants
  You have augmented your body to increase the potency of your stares.
  Prerequisite: Hypnotic stare class feature.
  Benefit(s): You gain a +1 bonus to Will saving throws. Technology has been 
  directly implanted into your head. What form this takes is up to you. When-
  ever you can choose a bold stare mesmerist ability you may choose one of the 
  following:   
  
  30
  • 
  Aura Scanner: You can view the aura of a creature affected by their 
  hypnotic stare. When you begin the hypnotic stare attempt a Sense Mo-
  tive check opposed by the target’s Bluff skill or Will save (whichever is 
  higher). This check is rolled in secret. Success instantly reveals one of the 
  target’s aura as per analyze aura. For every 5 by which you beat the check 
  you can view an additional aura. You maintain sight of these auras so long 
  as your hypnotic stare is on the creature. Failing the check by 5 or more 
  reveals false auras that grant misleading information.
  • 
  Cybernetic Interface: Your hypnotic stare can affect constructs and com-
  puters. Constructs affected by your hypnotic stare can be affected by your 
  mind-affecting spells and abilities. You gain a bonus of +6 on Knowledge 
  (engineering) checks against the target of your hypnotic stare.
  • 
  Data Recovery: You can access memories stored technologically by the 
  subject of your hypnotic stare. To access a memory attempt a Sense Mo-
  tive check opposed by the target’s Bluff skill or Will save (whichever is 
  higher). This check is rolled in secret. Success reveals the desired memory. 
  For every 5 by which you beat the check you gain an additional piece of 
  information. If you fail the check by 5 or more you gain false informa-
  tion.
  • 
  Hacking: Technology based cyborgs, constructs, and computers gain the 
  confused status. You can choose not to activate this bold stare at the start 
  of a round as a free action.
  • 
  Multi-Interface: Technology based cyborgs, constructs, and computers 
  affected by your hypnotic stare retain the effects of your hypnotic stare 
  after you stop using your hypnotic stare on them for 1 minute per mes-
  merist level.
  • 
  Mental Regulators: You gain a bonus equal to your hypnotic stare 
  penalty on Will saving throws and fear and emotional effects against the 
  target of your hypnotic stare.
  • 
  Predictive Algorithm: Whenever the target of your hypnotic stare attacks 
  you, you gain a bonus to AC equal to your hypnotic stare penalty.
  • 
  Shutdown: At the start of each round the target of your hypnotic stare 
  must succeed against a Will saving throw (DC 10 + ½ your mesmerist 
  level + your Charisma modifier).  If they fail you can choose to disable 
  any advanced weaponry, cybernetic implants, or other computerised parts 
  of the target for the round. You can choose not to activate this bold stare 
  at the start of a round as a free action.
  
  31
  Lasting Stare (Stare)
  You beat your stare into creature.
  Prerequisite(s): Mesmerist level 11th, painful stare class feature.
  Benefit(s): When a target is damaged by your painful stare, they can have the 
  effects of your hypnotic stare beaten into them. The target attempts a Will 
  saving throw (DC = 10 + 1/2 your mesmerist level + your Charisma modi-
  fier). Failure means that you can change the target of your hypnotic stare, and 
  the creature that failed this throw will still be considered under your hypnotic 
  stare’s effects. When a creature fails this throw you may change the target of 
  your hypnotic stare as an immediate action.
     Only one creature at a time may be afflicted by this feat and it lasts for 1 
  round per mesmerist level. For every 4 mesmerist levels past 11th you can af-
  flict another creature at a time with this feat.
  Spellbite Stare (Stare)
  You weave a spell into your stare.
  Prerequisite(s): Mesmerist level 13th, at least 2 other stare feats, painful stare 
  class feature.
  Benefit(s): Your painful stare does no damage. Instead, you cast a spell using 
  your painful stare action. This spell must directly target creatures and cannot 
  require an attack roll. It only affects the target of your painful stare, regardless 
  of how many creatures it can target normally.
     The spell is consumed normally and any effect that would affect the casting 
  of spells is applied normally. Effects that increase casting time cannot be used 
  with this feat. Using this feat counts as applying your painful stare damage 
  for the purposes of other effects. (Such as other Stare Feats so long as you 
  have an effect like Compound Pain to do so.)
  Special: If you possess Lasting Stare, you may affect multiple targets with the 
  spell cast through Spellbite Stare. To do so, they must all be damaged simulta-
  neously and the spell must normally be able to affect multiple creatures.
  Subtle Implantation
  You twist your implants into creatures whether they are willing or not.
  Prerequisite(s): Hypnotic stare and mesmerist trick class features.
  Benefit(s): You can implant your mesmerist tricks without the subject know-
  ing. When focusing a target with your hypnotic stare you can attempt to 
  implant a mesmerist trick in them. To do so, you must not be in combat and 
  make a Sleight of Hand check opposed by the subject’s Perception. If the tar-
  get notices, the attempt fails and the creature might shift in attitude towards 
  
  32
  hostile.
     If the target fails to notice, you touch the target and they must save at a 
  Will save against your mesmerist trick DC. If the save succeeds, the target is 
  unaffected, but does not notice your attempt to implant the trick and you 
  may try again. If the save fails, they have accepted your mesmerist trick.
  Vile Misdirection
  You can allow others to benefits from the victims of your vile tricks.
  Prerequisite(s): Mesmerist trick class feature.
  Benefit(s): The mesmerist can designate another creature as the mesmerist for 
  the purposes of their vile tricks. The benefits granted from the vile trick to the 
  mesmerist are instead granted to this creature.
  Special: This feat can only be used by a creature that possesses a vile trick.
  Wracking Stare (Stare)
  Your stares are particularly painful.
  Prerequisite: Painful stare class feature.
  Benefit(s): The target of your hypnotic stare takes 1 point of non-lethal dam-
  age per round. This does not affect creatures immune to non-lethal damage. 
  This damage increases by 1 for every 6 levels of mesmerist you possess.
  Wilting Stare (Stare)
  Your painful stare breaks the resolve of your enemies.
  Prerequisite(s): Mesmerist level 9th, painful stare class feature.
  Benefit(s): Whenever you apply your painful stare damage, the target takes a 
  -2 saving throw penalty to either your next Painful Stare feat or Will targeted 
  Mesmerist spell. This must be against the first of the two conditions to hap-
  pen and only counts during this combat.
  Equipment
  The following is a list of new gear intended for the mesmerist base class. 
  Masterwork Mesmerist’s Kit
  Price 560 gp; Weight 29-1/2 lbs. 
  This kit includes a masterwork backpack, a bedroll, a belt pouch, an enter-
  tainer’s outfit, tindertwigs (50), a hypnotist’s locket (pocket watch), ink (1 
  ounce), invisible ink (superior, 1 ounce), an inkpen, an iron pot, stationary, 
  journal, everburning torch, trail rations (10 days), and a waterskin.
  
  33
  Mesmer Eyes (Cybertech)
  Price 5,000 gp; Slot eyes; Weight 1 lb.; Install DC 28; Implantation 1
  Description
  This special brand of cybernetic eye is enhanced by cyber art art no additional 
  cost, giving it an unusual color or pattern. When a pair of eyes is installed, 
  the user gains a +2 circumstance bonus on Perception checks and a +4 resis-
  tance bonus on saving throws against blindness or visual effects. The bonus 
  on Perception checks stacks with circumstance bonuses on Perception checks 
  from other cybernetic sources. A pair of cybernetic eyes can be further en-
  hanced by one veemod at a price equal to twice the veemod’s normal price. 
  In addition, the cyber art constantly changes in kaleidoscopic patterns. Three 
  times per day, the user can use the eyes to produce a hypnotism effect, as per 
  the spell, with a range of 30 ft. and a DC of 15.  
     The listed price, implantation value, and install DC are for having two 
  eyes installed. A single cybernetic eye costs half the price and half the listed 
  implantation value, but a creature must replace all of its eyes to receive the 
  benefits above.
  Treatment Magnets
  Price 1,000 gp Weight 2 lbs.
  These specially created and psychically charged magnets allow a mesmerist 
  to use their touch treatment ability 1 additional time per day. The mesmerist 
  must keep these magnets on their person for 24 hours in order to gain their 
  benefits. Due to magnetic interference, a mesmerist cannot gain the benefits 
  of multiple treatment magnets. 
  Magic 
  The following are new special abilities for magic items relevant to the mes-
  merist class. 
  Spiraling (shield special ability)
  Aura moderate evocation; CL 7th; Craft Magic Arms and Armor, enthrall; 
  Price +1 bonus. 
  Description
  The surface of a shield with this ability whirls in a vortex of colorful patterns. 
  The wielder gains the mesmerist’s hypnotic stare ability, but with a -1 penalty 
  to Will saving throws instead of -2. If the wielder is a mesmerist with the 
  hypnotic stare class feature, the penalty of their hypnotic stare increases by 1.  
  
  34
  Painful (weapon special ability)
  Aura faint necromancy; CL 5th; Craft Magic Arms and Armor, doom; Price 
  +1 bonus
  Description
  When the wielder of a painful weapon deals extra damage with that weapon 
  as part of a mesmerist’s painful stare, the target takes 1d6 more points of 
  precision damage.  
  Corruption
  The following corruption is based on the new horror rule set. While it is tai-
  lored for mesmerists, it also compliments any spellcasting class that is reliant 
  on Charisma. 
  Narcissist
  Vanity and pride can grow beyond mere social annoyance; they can feed one’s 
  ego to a point of gluttonous self-seduction and an insatiable need for adora-
  tion. When powerful personal charm is turned inward, caring for anything 
  else becomes more difficult. Narcissists are charismatic individuals whose 
  sense of self-worth has corrupted them to a point of moral monstrosity. In 
  magical worlds where affability produces supernatural and magical effects, 
  charm can become an all-consuming fire that burns away all shreds of good-
  ness and decency. Delusions of grandeur become reality. Youth and appear-
  ance matter more than health and wisdom. One’s own love becomes a thing 
  too precious to share. 
  Catalyst
  The corruption begins with the constant use of Charisma-boosting magic, al-
  ways jilting worthy lovers without care for their feelings, or ceaselessly pursu-
  ing ways to ensure one’s own beauty and likability. These marks of pride and 
  vanity achieve a sense of confidence while eschewing humility and altruism.   
  Progression
  Once this corruption sets in, you feel a constant need for adoration, especially 
  from beings who are highly charming and beautiful. You yearn painfully for 
  love, yet it seems that none but you are worthy enough to give you the atten-
  tion you desire. Each day that you don’t spend at least 1 hour per manifesta-
  tion level gazing at your own reflection (or remaining in proximity of a highly 
  reflective surface that you can see) or you must succeed at a Will save (DC 
  
  35
  = 15 + your manifestation level). You also need to attempt such a Will save 
  whenever you are a target of (or in the area of) a spell or spell-like ability with 
  the charm descriptor. 
  • 
  Corruption Stage 1: Once your narcissism gives way to destructive 
  desires, you are overwhelmed by the idea of somehow losing your charm 
  and the power it brings. Your alignment shifts one step toward evil and 
  if you take Charisma damage or drain, attempts to restore your missing 
  Charisma points requires a successful caster check (DC = 15 + double 
  your manifestation level).  
  • 
  Corruption Stage 2: Your needs to feel adored and complimented are 
  ever present. Whenever you encounter a target you think might be more 
  attractive than you (with an equal or higher Charisma score), you attack 
  that person relentlessly until they flee, die, or their Charisma score is 
  lower than yours.
  • 
  Corruption Stage 3: The third time you fail to see yourself for long 
  enough, you lose yourself, becoming a sociopath fed only by the loving 
  despair of others. You will know your worth by the cries of hearts and 
  minds breaking before your entrancing personage -- a true narcissist un-
  der the GM’s control. 
  Removing the Corruption
  To quell this corruption you must care for someone other than yourself, and 
  you must prove this care by performing some heroic deed or sacrifice with 
  no help from your Charisma score, lest your pride trick you back into loving 
  yourself in abominable excess..
  Manifestations 
  The following are manifestations of the narcissist corruption. 
  Exploitive
  The power of your personality manifests as a supernatural ability.
  Gift: You gain an arcane exploit, treating your character level as your arcan-
  ist level. When first selecting this manifestation, you gain an arcane reservoir 
  equal to 3 + your character level.
  Stain: You permanently lose 1 point from your Wisdom score. This point 
  cannot be restored in any way as long as you possess this manifestation. 
  Special: This corruption can be gained multiple times. Each time, you gain a 
  new arcane exploit and lose another point of Wisdom. 
  
  36
  Illusional Thinking
  To you, illusions are a part of a sound and logical reality. Anything is true if you 
  deem it so. 
  Gain: Add ½ your manifestation level to your caster level when casting spells 
  with the [illusion] descriptor (minimum 1). 
  Stain: Whenever a target successfully saves against one of your illusion spells, 
  you take 1d4 points of damage per level of that spell.
  Inflated Ego
  Your selfishness helps to aid you in moments of peril. 
  Gift: You apply your Charisma bonus to all of your saving throws. 
  Stain: If you ever fail a Will saving throw against a charm or fear effect, the 
  duration of the effect is doubled.  
  Lack of Personal Boundaries
  You can close in on or around your prey with little worry. 
  Gift: As part of a move action, you can move a number of squares equal 
  to your Charisma bonus and not provoke attacks of opportunity in those 
  squares while moving through them. 
  Stain: You become too proud to run, and can no longer take the run action. 
  Marked By Arrogance
  You draw upon the charm of others in order to sustain your own.
  Gift: You can deliver a touch attack that deals 1d6 Charisma damage (Will 
  save DC = 10 + your Cha bonus + manifestation level). You can use this abil-
  ity a number of times per day equal to 3 + you Cha bonus. 
  Stain: If you do not successfully use this ability on an unwilling creature 
  before midnight each day, you become subject to this ability’s effect (no save). 
  Successfully using this ability on an unwilling creature automatically removes 
  the effect it has on you.
  Mirror, Mirror
  You gain an instrument to help you reflect on what matters most. 
  Gift: You gain a sturdy magic mirror that can be treated as a +1 masterwork 
  club. This mirror is treated as a bonded object, as per the wizard class feature. 
  Stain: The mirror is highly reflective and scintillates with vibrant colors. Even 
  when hidden on your person, the mirror still gives you a -10 to Stealth checks 
  based on sight.   
  
  37
  Sense of Entitlement
  You have only one word for the things that you desire: MINE!
  Gift: You add your Charisma bonus and manifestation level to all Steal Com-
  bat Maneuvers and Sleight of Hand checks. 
  Stain: You are constantly paranoid that others are trying to rob you. You take 
  a negative penalty equal to your Charisma bonus + your manifestation level 
  to all Sense Motive and Diplomacy checks and to CMD against the Dirty 
  Trick Combat Maneuvers.  
  Success Oriented 
  Part of being successful is ensuring the failure of others. 
  Gift: You gain the Betrayer feat, even if you do not meet the prerequisites. In 
  addition, you add your Charisma bonus + manifestation level to the single 
  melee attack (and possible damage) of the target you are betraying.
  Stain: If the target of your betrayal survives your betrayer attack and becomes 
  hostile, they gain a +2 bonus to attack and damage rolls against you for the 
  next 24 hrs. 
  Without Shame
  Your shamelessness allows you to ignore unwanted advice. 
  Prerequisite: Manifestation level 4.
  Gift: You become immune to spells with the compulsion descriptor. 
  Stain: You become slow to react when you’ve made a mistake. You take a 
  negative penalty on Reflex saves equal to your manifestation level. 
  Additional Spells
  The following spells from Purple Duck Games are considered to be on the 
  Mesmerist’s spell list.
     0-level spells—depilatory, mutual attraction, neglect, unseen musician.
     1st-level spells—armor, armor transformation, barren seed, fool’s gold, 
  friendly face, fumble, idol image, stupefy.
     2nd-level spells—beauty, enlarged image, forget, limited telepathy, pleasant 
  dreams, repulsiveness.
     3rd-level spells—alter other, attractiveness, idol image (distant), illusion of 
  invincibility, stun.
     4th-level spells—forget (mass), idol image (mass), stupefy (mass).
     5th-level spells—enhance fertility, enlarged image (greater).
  
  38
     6th-level spells—cross-fertility spell, stun (mass). 
  OPEN GAME LICENSE Version 1.0a
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax.
  Brownie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Cave Fisher from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Lawrence Schick.
  Crypt Thing from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Simon Muth.
  Demon, Nabasu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Neville White.
  Demon Lord, Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  material by Gary Gygax.
  Demon Lord, Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on material 
  by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  material by Gary Gygax.
  Demon Lord, Orcus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene and Clark Peterson, 
  based on material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on material 
  by Gary Gygax.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian 
  McDowell and Douglas Naismith.
  
  39
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene, based on original material 
  by Wizards of the Coast.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Hangman Tree from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Hippocampus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on 
  original material by Gary Gygax.
  Huecuva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Underworld Oracle. 
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene. 
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters.Kech from the Tome of Horrors Complete 
  © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Kobold Quarterly, Issue 7 © 2008, Open Design LLC, www.koboldquarterly.com; Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, 
  Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Quickling from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Pathfinder Player Companion: Animal Archive © 2013, Paizo Publishing, LLC; Authors: Amanda Hamon, Philip Minchin, Jason Nelson, Patrick Renie, Owen K.C. Stephens, and 
  Christina Stiles.
  Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. 
  Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen 
  K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, 
  Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. 
  Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emer-
  son, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, 
  Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, 
  Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, 
  Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend. 
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Lewis Pulsipher.
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Scarecrow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Roger Musson.
  Skulk from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Simon Muth.
  Slug, Giant from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  David Cook.
  Spriggan from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on 
  original material by Roger Moore and Gary Gygax.
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. 
  Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
  Vegepygmy from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Mesmerists of Porphyra © 2016, Purple Duck Games.; Authors Aaron Hollingsworth, Blake Morton.
  Open Game Content: All text is Open Game Content.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Mesmerists of Porphyra.pdf