Shavaran

Jon Rooi's page

166 posts. Organized Play character for Zin Z'arin.


Full Name

Jon Rooi

Race

| HP: 15/15 | AC: 15 (12 Tch, 13 Fl) | CMB: +0, CMD: 12 (10 Fl) | F: +4, R: +8, W: +9 | Init: +6 | Perc: +3, SM +2

Classes/Levels

| Speed 30ft | Active conditions: none

Gender

Male CG Half-Orc Mesmerist 2

About Jon Rooi

Male Half-Orc Mesmerist 2
CG Medium Humanoid (human, orc)
Init +6; Senses Perception +3

Str 8, Dex 14, Con 12, Int 12, Wis 7, Cha 20

Resources:

Rerolls
. . Cthulhu Brew t-shirt [ ]

Boons
. . [ ][ ][ ] Aspis Profiteer (obtain item less than or equal to 75 gp x # of goals completed)
. . Confirmed Field Agent [ ] (purchase wayfinder for 1 pp)
. . (Tier 3-4) Duskwarden's Favor [ ] (gain ranger favored terrain +2 underground for scenario)
. . Explore, Report, Cooperate [ ] (GM advice on proposed action)
. . New Contacts (Make single purchase at Fame +2)
. . New Contacts Cyran [ ] (+2 to Knowledge (planes) before rolling)
. . New Contacts Irith [ ] (+2 to Knowledge (nobility) before rolling)
. . New Contacts Vayde [ ] (+2 to Knowledge (religion) before rolling)
. . (Tier 3-5) Trapmaker [ ] (place and set a swinging axe trap)

1st Level 4/day [ ][ ][ ][ ]

Mesmerist Tricks 6/day [ ][ ][ ][ ][ ]-[x]

Occult Skill Unlocks
. . Automatic Writing (Linguistics, 1/week) [ ]
. . Phrenology (Knowledge (arcana), 1/day) [ ]
. . Prognostication (Sense Motive, 1/day) [ ]
. . Read Aura (Perception, 1/day) [ ]

Wands
* Use Magic Device DC 20 to activate
. . *burning hands (CL 3; 4 charges) [ ][ ][ ][ ]
. . *cure light wounds (50 charges) OOOO[ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]
. . *summon monster II (10 charges) [ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]

Potions
. . remove fear (1) [ ]

Ammunition
. . crossbow bolts (8) [ ][ ][ ][ ][ ]-[x][x][x]

Gear
. . alchemist's fire [ ]
. . chalk (10) [ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]
. . charcoal [ ]
. . paper (5) [ ][ ][ ][ ][ ]


Scenario Notes:

Purchases
wand of burning hands (CL 3; 4 charges; 180 gp) from 5-08 The Confirmation
wand of summon monster II (10 charges; 900 gp) from 7-22 Bid for Alabastrine
cloak of resistance +1 (1000 gp)

Scenario Items

Faction Goal Priorities
9: 4 > 7+
9 - Visit Bloodcove, Eledar, Kibwe, Kalabuto, Nantambu, or Senghor, purchase item)
9 - Resolve combat encounter with bribery, diplomacy, trickery or similar
9 - unique item on chronicle sheet
9 - create lasting impression (intimidate) or know 7 languages including Polyglot


Boons:

Persistant
. . 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.
. . Gnoll Tactics: (from 192785-2 CS 16) So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
. . New Recruits: (from 192785-8 #9) Your faction's success enables it to recruit and train new members. You may designate one newly created PC under your Pathfinder Society Number who shares your faction as a new recruit. This additional training grants that PC one of the faction's traits as a bonus trait, though the PC cannot have more than one faction trait. You must include a copy of this Chronicle sheet with the new PC's records, though that PC gains no additional boons, equipment, or wealth from this Chronicle sheet.

Periodic

Limited
. . [ ][ ][ ] Aspis Profiteer (2 goals) You have learned to spin others’ frustration against the Aspis Consortium into profit. When you participate in a scenario that features the Aspis Consortium, ask your GM to initial a box before this boon. Once per adventure, you can cross off an initialed box to obtain an item whose gp price is no more than 75 gp × the number of goals you have completed. These items have a resale value of 0 gp.
. . 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).
. . (Tier 3-4) Duskwarden's Favor: Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon off your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario.
. . 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 off your Chronicle sheet.
. . New Contacts (The Exchange): You can count your fame as 2 higher for the purpose of a single purchase, to a maximum of twice your XP. When you do so, check off the box before this boon.
. . New Contacts (The Exchange) Each potential contact grants you a +2 bonus on a relevant Knowledge check (before rolling).
Cyran: Knowledge (planes)
Irith: Knowledge (nobility)
Vayde: Knowledge (religion)
When you use this bonus, cross the contact’s name off your Chronicle sheet.

. . Prophet’s Ally: You can purchase the following modified version of the Prophets of Kalistrade vanity for 4 Prestige Points. If you already have the vanity, it upgrades to the version below.
Prophets of Kalistrade (4 PP): You adhere to the philosophy of the Prophecies of Kalistrade. As such, you follow strict sexual and dietary restrictions, and hold the amassing of vast personal wealth as your primary motivation in life, and have no patron deity. So long as you maintain these strictures, you can spend 1 PP to reroll a Day Job check. You must take the result of the reroll, even if it is lower. When you spend 1 PP to reroll a Day Job check, you may increase the cap on your earnings. A DC 45 Day Job check now earns you 200 gp, and a DC 50 Day Job check earns you 300 gp. Alternatively, you can spend 1 PP before using a reroll that you gain from another source to receive this expanded range of rewards for the Day Job check. You can’t spend more than 1 PP from this vanity on a single Day Job check.
. . (Tier 3-5) Trapmaker: A kobold from the Sewer Dragon tribe taught you a few trap-making tricks and provided you with a few specialized supplies. You can use these supplies, together with materials that you have collected in your adventures, to assemble the swinging axe trap below with a successful Craft (traps) check. You can attempt to make the trap more deadly, at the cost of making it more difficult to craft. Before attempting the check, you may increase the DC of the Craft (traps) check by up to +1 per character level. For each point by which you increase the Craft DC, increase the trap’s Perception and Disable Device DCs by 1, its attack bonus by 1, and the damage it deals to each target by 2. Assembling the trap takes 5 minutes. If you fail the Craft (traps) check, you do not create a functioning trap, but you still expend the materials. Once you use this boon, cross it off your Chronicle Sheet.


Defense:

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex); CMD 12 (10 Fl)
hp 15 (1d8, +1 Con)
Fort +4, Ref +8, Will +9

Special Defenses
. . cloak of resistance +1 resistance bonus on saving throws
. . Sacred Tattoo +1 luck bonus on all saving throws (+2 with Fate's Favored)
. . Towering Ego add Charisma bonus to Will saving throws; lose bonus to Will saves if under any effect that prevents using the emotional component of spells


Offense:

BAB +1; CMB +0
Speed 30 ft.
Melee
. . dagger +0 (1d4-1/19-20, P/S)
. . unarmed strike +0 (1d3-1 nonlethal, B)
. . touch +0
Ranged
. . mwk hand crossbow +4 (1d4/19-20, P, 30')
. . dagger +3 (1d4-2/19-20, P/S, 10')
. . ranged touch +3

Special Attacks


Spells:

Mesmerist Spells Known (CL 2nd; concentration +7; vs. SR +2)
1st level
. . bane (Will DC 16) 1 action, T/E/DF, 50 ft rad burst, 1 min/level
. . murderous command (Will DC 16) 1 action, T, close, 1 living creature, 1 rd
. . telempathic projection (Will DC 16) 1 action, T/E, medium, 1 min/level

Cantrips
. . detect magic 1 action, T/E, 60 ft, concentration up to 1 min/level
. . detect poison 1 action, T/E, close, instant
. . enhanced diplomacy 1 action, T/E, creature touched, 1 min or until discharged
. . guidance 1 action, T/E, creature touched, 1 min or until discharged
. . stabilize 1 action, T/E, close, 1 living creature, instant

Spell Modifiers


Feats & Traits:

Feats
. . Improved Initiative gain +4 bonus on Initiative checks

Traits
. . Fate's Favored increase all luck bonuses by 1
. . Gold Finger +1 trait bonus on Disable Device and Sleight of Hand; one (Disable Device) becomes class skill
. . Memorable attitude change from Diplomacy/Intimidate last 1 1/2 times as long; fear or mind-affecting effects that impose a penalty or bonus of at least 2 rounds last 1 round longer

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . City-Raised No penalty on attacks made with whips and longswords
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skill Points 16 (6 Mesmerist, +1 Int, +1 skilled)
ACP -0 (-0 Armor, -0 Encumbrance)
* ACP applied to these skills

[ ] *Acrobatics +2
[ ] Appraise +1
[2] Bluff +11
[ ] *Climb -1
[ ] Diplomacy +5
[ ] Disable Device n/a (+10 with skeleton key)
[ ] Disguise +5
[ ] *Escape Artist +2
[ ] *Fly +2
[ ] Heal -2
[2] Intimidate +12
[1] Knowledge (arcana) +5 (+1 in the Grand Lodge)
Knowledge (dungeoneering) (+1 in the Grand Lodge)
Knowledge (history) (+1 in the Grand Lodge)
[1] Knowledge (local) +7 (+1 in the Grand Lodge)
Knowledge (nobility) (+1 in the Grand Lodge)
[1] Knowledge (religion) +5 (+1 in the Grand Lodge)
[1] Linguistics +5
[2] Perception +3
[2] Perform (oratory) +10
[ ] Perform (other) +5
[ ] *Ride +2
[1] Sense Motive +2
Sleight of Hand
[1] Spellcraft+5
[ ] *Stealth +2
[ ] Survival -2
[ ] *Swim -1
[2] Use Magic Device +10

Skill Modifiers
. . City-Raised +2 racial bonus on Knowledge (local) checks
. . Consummate Liar +1 add half mesmerist level (min 1) on Bluff checks
. . Friend of Janira Gavix gain a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge
. . Gold Finger +1 trait bonus on Disable Device and Sleight of Hand checks
. . Intimidating +2 racial bonus on Intimidate checks
. . skeleton key may attempt Disable Device untrained at +10 bonus; attempt only once per lock

Languages Common, Draconic, Orc, Shoanti


Special Abilities:

Half-Orc Abilities
+2 to one ability score: Charisma
. . City-Raised +2 racial bonus on Knowledge (local) checks; proficient with whips and longswords; replaces weapon familiarity
. . Intimidating +2 racial bonus on Intimidate checks
. . Orc Blood count as both human and orc for effects based on race
. . Sacred Tattoo +1 luck bonus on all saving throws; replaces orc ferocity
. . Skilled gain 1 additional skill rank per level; replaces darkvision

Mesmerist Abilities
. . Consummate Liar add half mesmerist level (min 1) on Bluff checks; ignore Intelligence 13 and Combat Expertise prerequisites for Improved/Greater Feint and feats with Improved/Greater Feint as a prerequisite
. . Hypnotic Stare -2 (30 ft; swift) (Su) creature takes –2 penalty on Will saving throws (–3 at 8th level); can maintain stare against one opponent at a time; remains in effect until mesmerist stares at new target, opponent dies, opponent moves farther than 30 feet away, or mesmerist falls unconscious/dies; can remove memory of stare from target’s mind; creature doesn’t remember (nor realize that it is currently being affected) unless mesmerist allows; psychic effect that relies more on mesmerist’s focus than target’s perception; can’t be avoided as gaze attacks can; can use ability even while blinded, but must succeed at DC 20 concentration check; stare requires focus, so if mesmerist uses gaze attack or similar ability, must target subject of stare or voluntarily end stare; penalties from multiple stares don’t stack, nor do they stack with penalties from witches’ evil eye hexes; mind-affecting effect
. . Mesmerist Tricks (110 ft; 5/day) (Su) can create hypnotic bonds with allies, implanting magical suggestions in minds that can later activate; can implant number of tricks equal to 1/2 mesmerist level (minimum 1) plus Charisma bonus (if any); can have only one trick implanted at a time; implanting new trick ends previous one; standard action to implant trick; either touch a willing creature or implant trick in self; creature can be subject of only one trick at a time; mesmerist can activate trick as free action when triggering condition is met; subject must be within medium range to trigger trick; doesn’t need line of sight to trigger trick, but anything that blocks telepathic contact prevents triggering tricks; implanted trick lasts until the next time the mesmerist regains spells
. . Painful Stare +1 (1/rd) (Su) when an attack deals damage to target of hypnotic stare, mesmerist can cause target to take additional damage equal to half mesmerist level (min 1); if mesmerist is source of damage, additional damage increases by 1d6 per 3 mesmerist levels; precision damage not multiplied on critical hit; can trigger only once per round
. . Towering Ego add Charisma bonus to Will saving throws; lose bonus to Will saves if under any effect that prevents using the emotional component of spells

Mesmerist Tricks
. . Fearsome Guise (Su) subject appears to be someone else and then transforms into hideous monster; while implanted, subject’s appearance is altered as disguise self; mesmerist can trigger when subject attacks a creature; subject briefly appears monstrous; mesmerist attempts Intimidate to demoralize target of attack; restrictions on attempts to demoralize (within 30 feet and able to see and hear creature attempting Intimidate check) apply to subject of trick; illusion (glamer) effect
. . Mesmeric Mirror (1 image) (Su) illusory image appears near subject; trigger trick when subject is attacked or becomes target of spell that requires an attack roll; duplicate of subject appears and attacker must determine randomly which it hits (as mirror image); for every 5 mesmerist levels, one additional image appears to maximum of five; images last 1 minute per mesmerist level or until destroyed; illusion (figment) effect


Gear:

Light up to 26 lbs. Medium up to 53 lbs. Heavy up to 80 lbs.
Current Load Carried 22.8 (Light)
Money 463 gp 1 sp 0 cp

Containers
Belt pouch

Slots
Traveler's Outfit
Head:
Headband:
Eyes:
Shoulders: cloak of resistance +1
Neck:
Chest:
Body:
Armor: leaf armor (+3 AC, +5 Max Dex, -0 ACP, 15% arcane failure)
Belt:
Wrists:
Hands:
Ring:
Ring:
Feet:

Weapons
. . mwk hand crossbow (10 bolts)
. . dagger

Belt Pouch
Money
. . potion of remove fear
. . wand of burning hands
. . wand of cure light wounds
. . wand of summon monster II
. . alchemist's fire
. . aura goggles
. . automatic writing planchette
. . blanket
. . chalk (10)
. . charcoal
. . paper (5)
. . prismatic crystal
. . signal whistle
. . skeleton key
. . waterskin

At home
. . phrenologist's kit
. . prognostication manual


Items Available for Purchase:

Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 10
. . items up to 1,500 gp

6-99 True Dragons of Absalom
. . (Tier 3-5) potion of enlarge person (CL 3rd, 150 gp, limit 1)
. . (Tier 3-5) wand of magic missile (11 charges; 165 gp, limit 1)
. . (Tier 3-5) wand of shocking grasp (11 charges; 165 gp, limit 1)
. . (Tier 3-5) wand of sleep (11 charges; 165 gp, limit 1)
9-09 Beyond the Halflight Path
. . (Tier 3-4) circlet of persuasion (4,500 gp)
. . (Tier 3-4) ring of protection +1 (2,000 gp)
5-08 The Confirmation
. . amulet of natural armor +1 (2,000 gp)
. . scroll of mage armor (CL 6th; 150 gp)
. . wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)
7-22 Bid for Alabastrine
. . headband of unshakeable resolve (5,600 gp)
. . miser's mask (3,000 gp)
. . (Tier 4-5) everwake amulet (8,000 gp)
. . (Tier 4-5) helm of comprehend languages and read magic (5,200 gp)
. . (Tier 4-5) scabbard of vigor (1,800 gp)
. . (Tier 4-5) wand of summon monster IV (5 charges; 2,100 gp, limit 1)


Bot Me:

In Combat

Out of Combat


Background:

Shoanti: sacred tattoo is from them, not orc.
City-raised: represents the large nomadic village that got tore down and setup every few weeks.
From largest Shoanti tribe

Appearance


Chronicle Sheets:

192785-8 Chronicle #9 wrote:

5-99 The Paths We Choose

Boons Awarded
New Recruit

Chronicle #1 wrote:

6-99 True Dragons of Absalom

Starting XP: 0
XP earned: 1
Final XP: 1

Starting Prestige / Fame: 0 / 0
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 2 / 2

Starting Gold: 150 gp
Scenario Gold: 500 gp
Day Job: Perform (sing) 33 = 100 gp
Final Gold: 750 gp

Chronicle #2 wrote:

9-09 Beyond the Halflight Path

Starting XP: 1
XP earned: 1
Final XP: 2

Starting Prestige / Fame: 2 / 2
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 4 / 4

Starting Gold: 750 gp
Scenario Gold: 500 gp
Day Job: Perform (sing) 26 = 50 gp
Final Gold: 1300 gp

Chronicle #3 wrote:

5-08 The Confirmation

Starting XP: 2
XP earned: 1
Final XP: 3

Starting Prestige / Fame: 4 / 4
Prestige earned: 2
Prestige spent: 2 (wand of cure light wounds)
Final Prestige / Fame: 4 / 6

Starting Gold: 1300 gp
Scenario Gold: 430 gp
Day Job: Perform (oratory) 10 = 5 gp
Purchases: 1133.9 gp
Final Gold: 601.1 gp

Chronicle #4 wrote:

7-22 Bid for Alabastrine

Starting XP: 3
XP earned: 1
Final XP: 4

Starting Prestige / Fame: 4 / 6
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 6 / 8

Starting Gold: 601.1 gp
Scenario Gold: 1207 gp
Day Job: Perform (oratory) 10 = 20 gp
Purchases: 80 gp
Final Gold: 1748.1 gp

Chronicle #5 wrote:

0-24 Decline of Glory

Starting XP: 4
XP earned: 1
Final XP: 5

Starting Prestige / Fame: 6 / 8
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 8 / 10

Starting Gold: 1748.1 gp
Scenario Gold: 775 gp
Day Job: 20 gp
Final Gold: 2543.1 gp

Advancement:

Level 1
Str 8, Dex 14, Con 12, Int 12, Wis 7, Cha 18 (20 point buy)
Half-Orc: +2 Charisma
CG, Desna
Mesmerist
Favored Class Bonus: +½ painful stare damage
hp 9 (d8 max at level 1, +1 Con)
+0 Fortitude save, +2 Reflex Save, +2 Will save
+0 BAB
Mesmerist: Consummate Liar
Mesmerist: Hypnotic Stare -2
Mesmerist: Painful Stare
Mesmerist Trick: Mesmeric Mirror
Mesmerist 0-level orisons (4): detect magic, enhanced diplomacy, guidance, stabilize
Mesmerist 1st level spells (2): bane, murderous command
Feat: Improved Initiative
Traits: Memorable, Fate's Favored
New Recruits Faction Trait: Gold Finger
Skill points (8): Bluff, Intimidate, Knowledge (local), Linguistics, Perception, Perform (oratory), Sense Motive, Use Magic Device
Languages (racial): Common, Orc, Draconic
Langages (linguistics): Shoanti
Faction: The Exchange

Level 2
Mesmerist
Favored Class Bonus: +½ painful stare damage
hp 6 (d8, +1 Con)
+0 Fortitude save, +1 Reflex Save, +1 Will save
+1 BAB
Mesmerist: Towering Ego
Mesmerist Trick: Fearsome Guise
Mesmerist 0-level orison (1): detect poison
Mesmerist 1st level spell (1): telempathic projection
Skill points (8): Bluff, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Perform (oratory), Spellcraft, Use Magic Device


Planning:

3-5: Mesmerist
6+: Evangelist

fcb 3-4: +½ painful stare
fcb 5: +1 skill point

3 ranks Knowledge (religion) by 3rd for Deific Obedience
5 ranks any skill for Evangelist
1 rank Disable Device & Sleight of Hand to turn those skills on for Gold Finger

Bold Stare
3: Psychic Inception
7: Sapped Magic
11: Allure

Tricks
4: Mask Misery
6: Linked Reaction
8: False Flanker
10:

Feats
3: Deific Obedience
5: Spell Focus (enchantment)
7: Ready for Battle
9: Intense Pain
11: Greater Spell Focus (enchantment)

22,301 gp: sadist’s lash (touch enchantment spells with whip)