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The internuncio of good is the collective voice of the gods of good, a mouthpiece that brings their will into the world. The internuncio of good is able to drag the unrighteous into the light, humiliating them before those who would oppose injustice.
Alignment
An internuncio of good is a hand of light in a world of ever-present darkness. An internuncio of good must be good. An internuncio of good whose alignment changes cannot gain new levels as a mesmerist but retains all mesmerist abilities.
Smite Evil (Su)
The internuncio of good seeks out the agents of evil, bringing them into the light before subjecting them to a painful, humiliating defeat. Once per day as a swift action, the internuncio of good chooses one target within sight to smite. If this target is evil, the mesmerist adds his Cha bonus (if any) to his attack rolls and adds his mesmerist level to all damage rolls made against the target of his smite. If the target of smite law is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the mesmerist possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the internuncio of good gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the mesmerist targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the mesmerist rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the internuncio of good may smite evil one additional time per day, to a maximum of seven times per day at 19th level.
This replaces hypnotic stare
Painful Stare (Ex)
The internuncio of good and his allies deal additional damage from his painful stare to the target of his smite and to creatures he drags into the light (see below).
This modifies painful stare
Drag into the Light (Su)
At 2nd level, the internuncio of good can cast detect evil at-will as a spell-like. The mesmerist can, as a standard action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the internuncio of good does not detect evil in any other object or individual within range.
If the mesmerist detects that his target is evil-aligned, he may call that creature out as a move action. Doing so requires a Perform (oratory) check. The DC of this check is equal to 10 + the target’s Bluff modifier. On a success, good creatures gain a +1 morale bonus on attack and damage rolls against the affected creature for a number of rounds equal to his charisma modifier. This bonus increases by +1 8th level.
This replaces the mesmerist trick gained at 2nd level
Shame Evil (Su)
At 3rd level, when the internuncio of good smites an evil creature, it drops its head in shame. It treats each creature as though they had concealment.
At 7th level, target of the internuncio of good's smite cannot use gaze attacks.
At 11th level, target of the internunio of good's smite treats all other creatures as though they had total concealment.
At 15th, the target of the internuncio of good's smite is staggered for the first round of the smite.
At 19th level, the target of the internuncio of good's smite is lit by a holy aura. This aura increases the light level as per daylight, and all penalties incurred by targets with light sensitivity or vulnerability are doubled while within the illuminated area.
This replaces bold stare
Utter Humiliation (Sp)
At 20th level, when the internuncio of good strikes a creature who has been dragged into the light, that creature retreats to an outer plane in embarrassment. This functions as dismissal (DC 20 + the mesmerist's Cha modifier).
This replaces rule minds
An internuncio of good is a hand of light in a world of ever-present darkness. An internuncio of good must be good. An internuncio of good whose alignment changes cannot gain new levels as a mesmerist but retains all mesmerist abilities.
Smite Evil (Su)
The internuncio of good seeks out the agents of evil, bringing them into the light before subjecting them to a painful, humiliating defeat. Once per day as a swift action, the internuncio of good chooses one target within sight to smite. If this target is evil, the mesmerist adds his Cha bonus (if any) to his attack rolls and adds his mesmerist level to all damage rolls made against the target of his smite. If the target of smite law is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the mesmerist possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the internuncio of good gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the mesmerist targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the mesmerist rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the internuncio of good may smite evil one additional time per day, to a maximum of seven times per day at 19th level.
This replaces hypnotic stare
Painful Stare (Ex)
The internuncio of good and his allies deal additional damage from his painful stare to the target of his smite and to creatures he drags into the light (see below).
This modifies painful stare
Drag into the Light (Su)
At 2nd level, the internuncio of good can cast detect evil at-will as a spell-like. The mesmerist can, as a standard action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the internuncio of good does not detect evil in any other object or individual within range.
If the mesmerist detects that his target is evil-aligned, he may call that creature out as a move action. Doing so requires a Perform (oratory) check. The DC of this check is equal to 10 + the target’s Bluff modifier. On a success, good creatures gain a +1 morale bonus on attack and damage rolls against the affected creature for a number of rounds equal to his charisma modifier. This bonus increases by +1 8th level.
This replaces the mesmerist trick gained at 2nd level
Shame Evil (Su)
At 3rd level, when the internuncio of good smites an evil creature, it drops its head in shame. It treats each creature as though they had concealment.
At 7th level, target of the internuncio of good's smite cannot use gaze attacks.
At 11th level, target of the internunio of good's smite treats all other creatures as though they had total concealment.
At 15th, the target of the internuncio of good's smite is staggered for the first round of the smite.
At 19th level, the target of the internuncio of good's smite is lit by a holy aura. This aura increases the light level as per daylight, and all penalties incurred by targets with light sensitivity or vulnerability are doubled while within the illuminated area.
This replaces bold stare
Utter Humiliation (Sp)
At 20th level, when the internuncio of good strikes a creature who has been dragged into the light, that creature retreats to an outer plane in embarrassment. This functions as dismissal (DC 20 + the mesmerist's Cha modifier).
This replaces rule minds