Narava

"Allure"'s page

61 posts. Organized Play character for Emmjay.


Race

| HP 10/10 | AC 14 T 12 FF 12 | CMB -1, CMD 11 | F: +1, R: +2, W: +4 | Init: +4 | Bluff:+10,Per:+9,SM:+6

Classes/Levels

| Speed 30ft || Spells: 1st 2/2 | Active conditions: None.

Gender

F Samsaran mesmerist 1

About "Allure"

PFS # 224344-13
Experience 1
Faction Dark Archive
Wealth 458 GP, 0 PP 2 Fame
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Name Allure
Mesmerist 1
N Medium humanoid (Samsaran)
Init +4; Senses Perc +9, SM +6,

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Defense
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AC 14, touch 12, flat-footed 12
HP 10/10
Fort +1, Ref +4, Will +4
RACIAL BONUS: +2 to checks vs Death, Negative Energy, Negative Levels (Lifebound)

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Offense
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Speed 30 ft.
Melee Club -1 (1d6-1)
Ranged Masterwork Underwater Crossbow +3 (1d8) (20/20 Bolts)
Space 5 ft.
Special Attacks
Spell-Like Abilities

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Statistics
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Str 8, Dex 14, Con 12, Int 12, Wis 14, Cha 16
Base Atk +0; CMB -1; CMD 11
Feats
Armor (Light)
Simple Weapon
Point Blank Shot

Traits
Reactionary
Seeker

Languages
Common
Aquan
Samsaran

Skills
Bluff +10
Escape Artist +2
Know(Religion)+5
Perception +9
Profession (Courtesan)+6
Sense Motive +6
Spellcraft +5
Use Magic Device +7

Combat Gear
Lamellar Curiass (+2)

Other Gear:

Backpack
Bedroll
Entertainers Outfit
Flint and Steel
Hypontists Locket
Ink,
Inkpen
Pot
Stationary
Rations x5
Waterskin

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Special Abilities
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My Magic Items:

Wand of Color Spray (0/50)

My Spells:

0 Detect Magic
0 Flare
0 Ghost Sound
0 Light
1 Grease
1 Obscuring Mist

Mesmerist Abilities:

Consummate Liar: A mesmerist adds 1/2 his mesmeristlevel (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.

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.

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 f lanking, 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 f lanker can attempt a saving throw to disbelieve the 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.

My Boons:

2017 GM Boon #3 - Reincarnated Heritage (Samsaran Character)

Scenarios Completed:

06-10 (GM Copy)