Mesmerism (Su): You can send false information into the mind of a target, causing it to believe something that isn’t true. This allows you to make Bluff checks to deceive (rather than to feint or send secret messages) at range against a target you can see. You do not have to speak to or share a language with your target, though it must have an Int of 2 or greater. Using mesmerism is a standard action, regardless of how complex a lie you attempt to convince your target is true.
If you attempt to convince a target of the falsehood of
something it can directly observe (such as claiming you are holding a banana,
rather than a gun) the target may choose to resist your Bluff check with a
Perception check (rather than a Sense Motive check). You suffer normal
penalties for attempting to convince your target of unlikely or impossible
lies, but gain no bonus for having proof of your lie.
Mesmerism has no obvious visible or audible effects. Someone observing you may make a Perception check opposed by your mesmerism check to realize you are intently focused on your target (and if your target begins acting in an obviously unusual way, such observers may conclude you are responsible, even if they do not know exactly how).
While you are not dependent on language, trying to use mesmerism on a radically different mind is difficult. When attempting mesmerism on a creature of a different type than you own, you suffer a -4 penalty.
If your Bluff check against a target is successful it is unaware that you influenced it (though a target can later contemplate its behavior, and how you benefited from it, and conclude you are somehow responsible). If your Bluff check fails, the target makes a Will save (DC 10 +1/2 your total Bluff bonus) to realize you are somehow attempting to alter its perception of reality. On a failed check, you suffer no penalty to future efforts to use mesmerism to Bluff the target.