Tarquin

Jerbrick Fantasticork's page

71 posts. Alias of heavydisking.


Race

"Jerb" male gnome mesmerist 1 | HP 11/11, tricks 8/8 | AC 16, T 13, FF 14 | F +2, R +4, W +0 (+2 vs. illusion) | CMB -2, CMD 11 | Spd 20' | Perc +4 | Init +4

Classes/Levels

| current trick: misdirection (Myth)

About Jerbrick Fantasticork

JERB
male gnome mesmerist 1
neutral good small humanoid (gnome)

Init +4; Senses low-light vision; Perception +4

XP 2 Fame 4 Prestige 2
PFS # 161871-12 Faction Grand Lodge

DEFENSE
AC
16, touch 13, flat-footed 14 (+3 armor, +2 dex, +1 size)
HP 11 (1d8 +2 Con +1 FC)
Fort +2, Ref +4, Will +0
Special Defenses +2 saves vs illusions

OFFENSE
Speed
20 feet
Melee club (1d4-1, B)
Ranged mwk light crossbow +4 (1d6, 19-20/x2, 80’, P)
Special Attacks hypnotic stare, painful stare, tricks 8/day (misdirection)

STATISTICS
Str
8 (-1), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 7 (-2), Cha 20 (+5)
BAB +0, CMB -2, CMD 11

Feats
Extra Mesmerist Tricks:
You can implant two additional mesmerist tricks per day.

Traits
Reactionary:
You gain a +2 trait bonus on initiative checks.
Fast-talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Skills 6 skill points/level + 0/level (Int) = 6
Bluff +12, Diplomacy +10, Linguistics +4, Perception +4, Spellcraft +4, Stealth +5, Use Magic Device +9
AC Penalty -1

Languages
Common, Gnome, Sylvan, Goblin, Draconic

Racial Abilities
Size:
Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Gift of Tongues: 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.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

SQ
Weapon and Armor Proficiency:
A mesmerist is proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip. He is proficient with light armor, but not with shields.
Spellcasting: A mesmerist casts psychic spells drawn from the mesmerist spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a mesmerist must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a mesmerist’s spell is 10 + the spell’s level + the mesmerist’s Charisma modifier. Like other spellcasters, a mesmerist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Mesmerist. In addition, he receives bonus spells per day if he has a high Charisma score. The mesmerist’s selection of spells is limited. A mesmerist begins play knowing four 0-level spells and two 1st-level spells of the mesmerist’s choice. At each new mesmerist level, he learns one or more new spells, as indicated on Table: Mesmerist Spells Known. Unlike a mesmerist’s spells per day, the number of spells a mesmerist knows isn’t affected by his Charisma score; The numbers on the table are fixed. At 5th level and every 3 levels thereafter, a mesmerist can choose to learn a new spell in place of one he already knows. In effect, the mesmerist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level mesmerist spell the mesmerist can cast. A mesmerist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A mesmerist need not prepare his spells in advance. He can cast any mesmerist spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Knacks: Mesmerists learn a number of knacks, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal.
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: 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: 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.
Misdirection: An enemy’s perception of an attack by the subject shifts, making the foe unprepared to defend against the attack. The mesmerist can trigger this trick when the subject makes an attack or uses a spell that requires an attack roll. The mesmerist attempts a Bluff check to feint against a single target of the subject’s attack. Unlike a normal feint, this ability can be used on non-melee attacks. If the feint succeeds, the target of the attack is denied its Dexterity bonus to AC against the triggering attack. The target doesn’t suffer any additional effects that the mesmerist or the subject would cause on a normal feint or Bluff check. This is an illusion (glamer) effect.
Painful Stare: 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.

Spells
Caster Level:
1 Concentration: +4
1 (2/day): color spray (DC 17), grease
0 (at will): detect magic, flare, mage hand, message

Spell-like Abilities
1/day: dancing lights, ghost sound, prestidigitation, speak with animals

GEAR
Combat Gear

masterwork light crossbow, 20 bolts, club, studded leather, 2 flasks acid

Other Gear
2x scroll of shield, wand of cure light wounds (50 charges), explorer's outfit, monk's kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 659 gp

FLUFF
Description
Jerb, like many gnomes, is unusual in dress and manner. Somehow, when one observes him, everything else seems to shift slightly.

History Jerb, short for Jerbrick Fantasticork, found his way to Absalom and the Pathfinder Society Grand Lodge after emerging from the deep fey forest where he was reared. He was sent to live with the mortal world and subsequently wandered aimlessly for years, using his psychic powers to get by and making friends among various races, both civilized and not.

Age 49

Chronicles:

5-08: The Confirmation:
XP Earned: 1
PP Earned: 2
Gold Earned: 430
Day Job: 0

Boons:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Items Available for Purchase:
amulet of natural armor +1 (2,000 gp)
bracers of armor +1 (1,000 gp)
cloak of resistance +1 (1,000 gp)
elixir of swimming (250 gp)
pearl of power (1st-level spell; 1,000 gp)
potion of barkskin (300 gp)
ring of protection +1 (2,000 gp)
scroll of gust of wind (150 gp)
scroll of mage armor (CL 6th; 150 gp)
wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1)
wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)

4-18: The Veteran's Vault:
XP Earned: 1
PP Earned: 2
Gold Earned: 519
Day Job: 0

Items Available for Purchase:
potion of cure moderate wounds (300 gp)
ring of protection +1 (2000 gp)
scroll of summon monster II (150 gp)