Found 4403 matches

Menacing Gaze
Prerequisites: Intimidate

When you attempt an Intimidate check to demoralize foes, you can forgo your expertise die to attempt to briefly demoralize a small group as a full action. You attempt an Intimidate check against foes within 60 feet, no two of which can be more than 20 feet apart. The DC of this check is equal to the highest DC to demoralize any one of the foes. If you are successful, the targets gain the shaken condition (see page 277) for 1 round (even if your result exceeded the DC by 5 or more). Once you use this ability against a creature, it is immune to this talent for 24 hours.

Mending
Level:

Technomancer 0

School: transmutation Casting Time: 10 minutes Range: 10 ft. Duration: instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: yes (harmless, object)
Mental Anguish
[Level: 9]

As a standard action, you can tweak the pain centers in the brain of a foe within 60 feet, causing it to suffer intense agony. The target must succeed at a Will save or be nauseated for 1 round. Regardless of the save, the creature becomes immune to this ability for 24 hours. This is a mind- affecting pain effect.

Mental Mark
[Level: 8]

When an enemy fails a Will save against one of your technomancer spells, it takes a –2 penalty to saving throws and AC for 1 round. When an enemy succeeds at a Will save against one of your technomancer spells, it takes a –1 penalty to saving throws against your spells for 1 round. A creature can take only one penalty from a mental mark at a time.

Mentalist’s Bane
[Level: 6]

If you fail your Will saving throw against a mind-affecting effect with a duration of 1 round or more, you can attempt another saving throw against the effect 1 round later at the same DC. You get only one extra chance to save per effect.

If you succeed at a saving throw against a charm or compulsion effect, you can prevent the effect’s originator from knowing you succeeded. You gain basic knowledge of what the mental effect would have made you do or feel, and you can attempt a Bluff check to pretend you are under that effect. If the mental effect would provide a link between you and the originator (like the dominate person spell), you can choose to allow the link without the control.

Mephit CR: 3 XP: 800 N Small outsider (extraplanar) Init.: +4 Senses: darkvision 60 ft. Perception: +8 HP: 40 EAC: 14 KAC: 16 Fort: +5 Ref: +7 Will: +2 Speed: 30 ft., fly 40 ft. (Ex, average) Melee: claws +12 (1d6+3 S) Ranged: None Offensive Abilities: breath weapon (15-ft. cone, DC 12, usable every 4 rounds) Str: +0 Dex: +4 Con: +1 Wis: +0 Int: -2 Cha: +2 Skills: Acrobatics +8, Bluff +8, Stealth +13 Languages: Common
Merciful
[Level: 2]

A weapon with the merciful fusion often hums pleasantly when at rest and makes soft, airy musical noises when it is used to make an attack. The magic of this fusion subdues the damaging effect of the weapon it is added to. While this fusion is active, the weapon’s regular damage becomes nonlethal damage. If the weapon deals two types of damage, both of the damage types become nonlethal. You can activate or deactivate the merciful fusion as a swift action.

Mercy Pistol, Illuminator
Level: 1 Price: 275 Bulk: L Damage: 1d6 F Range: 20 ft. Capacity: 20 charges Usage: 2 Special:

Nonlethal

Mercy Pistol, Infrared
Level: 6 Price: 4,300 Bulk: L Damage: 2d6 F Range: 20 ft. Capacity: 20 charges Usage: 2 Special:

Nonlethal