Arclord of Nex

Guinfa Mlumbi's page

250 posts. Organized Play character for Oykiv.


Full Name

Guinfa Mlumbi

Race

Ganzi

Classes/Levels

Mesmerist 3 HP: (27/27) | AC: 19 | T: 12 | FF: 17 | CMD: 12 | Fort: +5| Ref: +6 | Will: +5 (+4 to will if not under fear, +2 vs polymorph, +2(4) vs undead SU & EX ) | Init: +4| Perc: +6

Gender

Male

Strength 7
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 18

About Guinfa Mlumbi

Male Ganzi Mesmerist 3
CN Medium Outsider (native)
Init +4; Perception +6

Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
Resistance 5 to acid, electricity and sonic
hp 27
Fort +5, Ref +6, Will +5 (+4 will unless under fear, +2 vs polymorph)

Offense
Speed 30 ft. 30 ft. in armor
Melee Spiked gauntlet -1 1d4-2
Whip +0 1d3-2 Disarm, nonlethal, reach, trip
Ranged Sling +3; 1d4-3

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.

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) (2/5 day tricks used):

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.


-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.
-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.

Towering Ego (Su):
At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws.

Bold Stare (Su):a mesmerist's hypnotic stare imposes a further effect upon its target:
->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) (0/7 used): 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.

Minor Conditions: Fascinated, shaken.

Boons:

-Snowmask Induction You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.
-Fighting of corruiption: When you take negative energy damage, you reduce the damage taken by 1 point per damage die. You gain a +2 sacred bonus on saving throws to resist the extraordinary and supernatural abilities of undead creatures (+4 against ghoul paralysis).

Spells Known
0st— Detect magic, open/close, Mage hand, Detect poison, Read magic, Unselected
1st— (DC 15) (0/4 slots used)— Color spray, Grease, Charm person (DC 17), Murderous command (DC 17)

Statistics
Str 7 , Dex 14, Con 16, Int 10, Wis 12, Cha 18
Base Atk +2; CMB 0; CMD 12

Feats: Spell focus (Enchantment), Greater Spell focus (Enchantment)

Traits: Muscle of society, Reactionary

Special: Quibble; 1/day as inmediate action force to reroll a D20 to a creature at 30ft. DC 15 Will save if unwilling. Curse effect.

Skills: Bluff +11, diplomacy +10, Intimidate +9, Knowledge arcana, +4, Knowledge (local) +6, Liguistics +4, Perception +6, Sense motive +6, Spellcraft +4, Survival +3, Use magic device +9

Languages: Common, Garundi, Draconic

Combat Gear: +1 Darkleaf lamellar armor (buyed in last scenario), Heavy Darkwood shield, Whip, Spiked gauntlet, Sling, Wand of cure light wounds (7/50 charges used). Cape of resistance +1 (buyed in last scenario)

Consumibles: 9 crossbow bolts, 2 Alchemist´s fire, 2 Holy water (1 used), 1 Acid

Scrolls: Comprehend languajes, Faery fire, Obscuring mist, Remove fear, Remove sickness.

Other Gear: Hot weather outfit (worn), Cold weather outfit (at home)