Sironu

Adurra Nivek's page

19 posts. Organized Play character for JakBlitz.


Gender

Male Kitsune Mesmerist (Vexing Daredevil) 1 |HP 10/10 |AC 17/T 13/FF 15 | F+2/R+5/W+2 | CMB - 0 | CMD 13|Init +3 | Perc -1

Alignment

NG

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 8
Charisma 19

About Adurra Nivek

Adurra Nivek
Kitsune Mesmerist (Vexing Daredevil) 1
NG Medium Humanoid (Kitsune Shapechanger)
Init +3; Senses Low-Light Vision.; Perception -1
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Defense
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AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Armor)
hp 10 (1d8+1+1)
Fort +2, Ref +5, Will +2
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Offense
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Speed 30 ft.
Ranged Touch +3
Melee Scimitar +0 (1d6/18-20)
Natural Form Bite +0 (1d4)
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Statistics
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Str 10, Dex 16, Con 12, Int 10, Wis 8, Cha 19
Base Atk +0; CMB -2; CMD 12
Feats Realistic Likeness
Traits Resilient and Adopted Carefully Hidden (+1 Fort, +1 Will, +2 Vs Divination)
Kitsune Magic +1 DC of Enchantment, 3/Day Dancing Lights
Change Shape (Su) Standard Action change into any Human type seen, +10 Disguise
Skills Acrobatics +9, Know Arcana +4, Perform Dance +8, Use Magic Device +8, Stealth +7, Bluff +9; Racial Bonus + 2 Acrobatics
Languages Common, Kitsune, Tian
Other Gear Chain Shirt, 4xdagger, Mesmerist Kit
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Special Abilities
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Spells:

Knacks (At-Will)
Light
Detect Magic
Prestidigitation
Read Magic
1st Level Spells (2/Day)
Hideous Laughter (DC16)
Sleep (DC16)

Martial Weapon Proficiency:

As a Vexing Daredevil Adurra is proficient with the Scimitar

Consummate Liar:

A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.

Hypnotic Stare(Su):

A mesmerist can focus his stare on one creature within 30 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.

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.

The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick's description, a mesmerist can't choose a particular trick more than once.


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.

CompletedScenario:

4-05 The Sanos Abduction [3-7] (Applied as first level credit)