Pathfinder Society -hahmot

With a fashion sense like that, no wonder people look him in the eyes.
"Heads you pay me, tails I make you pay me."

Popos Lugwell Rizzlefunk

"I am mister Rizzlefunk. You may call me mister Rizzlefunk. (Or, if you make the mistake of calling me 'short', 'funny', or 'small', you WILL me MASTER Rizzlefunk...) I am a specialist in languages, a psychologist extraordinaire, and one very persuasive gentleman."
"On earth there is nothing great but man; in man there is nothing great but mind. And gentlemen: language is the key to one's mind. Language is everything you have: it affects who you are, how you think, and what you want."

Male Gnome Mesmerist 4
N Small Humanoid (gnome)
Player Lasikanuuna (150675-8)
Xp 9
Faction The Exchange
Prestige/Fame 14/18


Init +3
Senses darkvision 60ft; Perception +8


AC 16, touch 12, flat-footed 15; (+4 armor, +1 Dex, +1 size)
hp 34
Fort +4 (+1 class, +2 Con, +1 resistance)
Ref +6 (+4 class, +1 Dex, +1 resistance)
Will +12 (+4 class, +2 Wis, +1 resistance, +5 Towering Ego)

  • (+2 vs language-dependent, glyphs, symbols)

Speed 20ft.
Melee small dagger +1 (1d3-2/19-20)
Special Attacks hypnotic stare (-2 Will, 40 feet), mesmerist trick 7/day, painful stare (2 damage)


Gnome Spell-Like Abilities (CL 4th; concentration +9)

1/day — arcane mark, comprehend languages, message, read magic

Mesmerist Spells Known (CL 4th; concentration +9)

2nd (2/day) — invisibility, suggestion (DC 19)
1st (5/day) — charm person (DC 17), command (DC 18), disguise self, mental blockOA (DC 16)
Knacks (at will) — daze (DC 16), detect magic, detect poison, detect psychic significance, mage hand, read magic

Spell Components (V -> T, S -> E)

  • charm person: T,E
  • command: T
  • disguise self: T,E
  • invisibility: T,E,M
  • mental block: T
  • suggestion: T,M

Str 7, Dex 12, Con 14, Int 12, Wis 14, Cha 20
Base Atk +2; CMB -2; CMD 9
Feats

  • Extended Stare (1st)
  • Spell Focus (enchantment) (3rd)

Skills (ACP-0)

  • Appraise +5 (1)
  • Bluff +16 (4)
  • Diplomacy +14 (4)
  • Disguise +12 (4)
  • Escape Artist +5 (1)
  • Intimidate +6 (0)
  • Knowledge (local) +7 (1)
  • Linguistics +8 (4)
  • Perception +9 (4)
  • Perform (act) +9 (1)
  • Sense Motive +6 (1)
  • Stealth +10 (2)
  • Use Magic Device +10 (2)

Traits reactionary (combat), Extremely Fashionable (equipment) (+1 trait bonus on Bluff, Diplomacy and Intimidate while wearing outfit and/or jewelry worth at least 150gp)
Alternate Racial Traits

  • Gift of TonguesAPG: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
  • Magical LinguistAPG: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces the gnome magic and illusion resistance racial traits.
  • AcademicianAPG: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill (local). This racial trait replaces the obsessive racial trait.
  • DarkvisionARG Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

Languages Common, Gnome, Sylvan, Elven, Orc, Dwarven, Undercommon, Aklo, Giant, Draconic, Abyssal, Infernal
SQ
FCB hp +3, skill ranks +1


On person headband of alluring charisma +2, dagger, mithral chain shirt, spell component pouch, cloak of resistance +1, wand of cure light wounds, potion of remove fear, hypnotist's locket, signal whistle, bell, entertainer's outfit with jewelry worth 150gp
In backpack waterskin, wand of disguise weapon
Other/Stored
Wealth 3302gp 7sp
Encumbrance 12.25 lb. without backpack, 13.75 lb. with backpack (23 lb. light/46 lb. medium/70 lb. heavy)


Spells

  • charm person: close, one humanoid creature, 1 hour/level. This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
  • command: close, one creature, 1 round. You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. APPROACH: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. DROP: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. FALL: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. FLEE: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. HALT: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
  • mental block: close, one creature, 1 round/level. The target loses all skill ranks, spells known, spells prepared, and activated feats, as well as its extraordinary, supernatural, and spell-like abilities. Each round at the end of the target's turn, the target can attempt another Will save to end this effect.

Hypnotic Stare (Su): A mesmerist can focus his stare on one creature within 30 (40 with Extended Stare feat) feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; The creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. It can't be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist's focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.
Painful Stare (Su): When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.
Mesmerist Tricks (Su): A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick). To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick's description), even if it isn't his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick.

The mesmerist monitors for the trick's triggering condition through a subtle telepathic connection, so he doesn't need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells. Once triggered, a trick is no longer implanted, and can't be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick's entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist's level + the mesmerist's Charisma modifier.
Bold Stare (Su): At 3rd level and every 4 levels thereafter, a mesmerist's hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can't be changed later. The mesmerist can't choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist's bold stare improvements affect the target as long as it is affected by the mesmerist's hypnotic stare.
Psychic Inception: The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it's under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn't end the effect, but does allow the creature to act normally for that round.
Touch Treatment (Su): At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list. Minor Conditions: Fascinated, shaken.

Mesmerist Tricks (7/day)

Meek Facade: The subject magically seems like a weak target, goading an enemy into attacking her. The mesmerist can trigger this trick when the subject misses a creature with an attack (even if it's part of a full attack in which she hits that creature with another attack). The enemy must attack no one other than the subject, and the subject gains a +2 dodge bonus to AC against the triggering enemy's attacks. Both of these effects last for 1 round. The bonus to AC increases by 1 for every 5 levels the mesmerist possesses. This is a mind-affecting compulsion effect.
Compel Alacrity: A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy's reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can't move farther than her speed in this way. The movement from this trick doesn't count against the subject's movement speed for that round.
False Flanker: A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can't actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect.

Wondrous Items

  • Head
  • Headband headband of alluring charisma +2
  • Face/Eyes
  • Neck
  • Shoulders cloak of resistance +1
  • Chest
  • Body
  • Armor mithral chain shirt
  • Belt
  • Wrist
  • Hand
  • Ring A
  • Ring B
  • Feet

Pelatut skenaariot

TunnusSkenaarioGMRyhmäMuuta
 Master of the Fallen FortressLasikanuuna GM credit
#5-21The Merchant's WakeRoppaThorian? (tengu skald), Ezren by Exiled, Kyra-botTällöin hahmona Kaspar, luokkana nekrovelho
#2-17Shades of Ice II: Exiles of WinterMreikonHakkat?, Snek?, Grena?, Brute, Baolo? 
#2-19Shades of Ice III: Keep of the Huscarl KingMreikonMuraxhar, Tauno?, Grena?, Tim? the gravedigger summoner, Skraan? 
#3-01The Frostfur CaptivesLasikanuuna GM credit
#5-01The Glass River Rescue  Paizolassa PbP
#7-12The Twisted Circle  Paizolassa PbP
#7-00The Sky Key SolutionmosillanMugi?, Kyria?, Halli?, Mel, Ayou 
#7-22Bid for AlabastrineSwyrlynJh'tael, Frankin bloodrager, Lem-botti 

Trivia

Height104 cm (3 ft. 5 in.)
Weight18.2 kg (40 lbs.)
Blood typeB
Date of BirthRova 19th, 4655 AR (age 61)
BirthplaceVarisia
Hobbiesshopping, studying languages
Likescontrol
Dislikesbeing called "funny"

Mekanismin wiki pyörii PmWikin päällä ulkoasunaan UnStrapped