Male Gnome Mesmerist 4
N Small Humanoid (gnome)
Player Lasikanuuna (150675-8)
Faction The Exchange
Senses darkvision 60ft; Perception +8
AC 16, touch 12, flat-footed 15; (+4 armor, +1 Dex, +1 size)
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)
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)
Mesmerist Spells Known (CL 4th; concentration +9)
Spell Components (V -> T, S -> E)
Str 7, Dex 12, Con 14, Int 12, Wis 14, Cha 20
Base Atk +2; CMB -2; CMD 9
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
Languages Common, Gnome, Sylvan, Elven, Orc, Dwarven, Undercommon, Aklo, Giant, Draconic, Abyssal, Infernal
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
Wealth 3302gp 7sp
Encumbrance 12.25 lb. without backpack, 13.75 lb. with backpack (23 lb. light/46 lb. medium/70 lb. heavy)
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.
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.
|Master of the Fallen Fortress||Lasikanuuna||GM credit|
|#5-21||The Merchant's Wake||Roppa||Thorian? (tengu skald), Ezren by Exiled, Kyra-bot||Tällöin hahmona Kaspar, luokkana nekrovelho|
|#2-17||Shades of Ice II: Exiles of Winter||Mreikon||Hakkat?, Snek?, Grena?, Brute, Baolo?|
|#2-19||Shades of Ice III: Keep of the Huscarl King||Mreikon||Muraxhar, Tauno?, Grena?, Tim? the gravedigger summoner, Skraan?|
|#3-01||The Frostfur Captives||Lasikanuuna||GM credit|
|#5-01||The Glass River Rescue||Paizolassa PbP|
|#7-12||The Twisted Circle||Paizolassa PbP|
|#7-00||The Sky Key Solution||mosillan||Mugi?, Kyria?, Halli, Mel, Ayou|
|#7-22||Bid for Alabastrine||Swyrlyn||Jh'tael, Frankin bloodrager, Lem-botti|
|Height||104 cm (3 ft. 5 in.)|
|Weight||18.2 kg (40 lbs.)|
|Date of Birth||Rova 19th, 4655 AR (age 61)|
|Hobbies||shopping, studying languages|
|Dislikes||being called "funny"|