Lady Origena Devy

Alour Balash's page

2 posts. Alias of BinkyBo.


About Alour Balash

NE Human Mesmerist 1
Init +2 , Per +

Str 11.. AC , tch , ff
Dex 14.. HP 9
Con 12.. BAB+0
Int 10.. Fort+1
Wis 12.. Ref+4
Cha 16.. Will+3

CMB+0 , CMD 12; Move 30'

Melee
cold iron kunai + (1d4+ ) 10ft, B or P

Ranged
sling + (1d4+ ) 50ft

Magic
0 (at will) Detect Magic, Light, Lullaby, Prestidigitation.
1st (2/day) Murderous Command, Sleep.

Feats + Traits

Skills

Class Abilities:

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.

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)
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.

>Levitation Buffer (trick): A mesmerist's telekinetic assault renders
foes around the subject less of a threat. The mesmerist can trigger
this trick when either an enemy moves adjacent to the subject or the
subject begins her turn with one or more enemies adjacent to her. The
mesmerist can either lift all enemies adjacent to the subject slightly
into the air or push them all away from the subject.

Lifting enemies causes them to move at half speed and take a –4 penalty
to their CMDs against bull rush, drag, and reposition attempts for 1
round (Will negates). The speed reduction and CMD penalty don't stack
with those from hostile levitation. Pushing enemies away requires the
mesmerist to attempt a bull rush combat maneuver check using his
mesmerist level + his Charisma modifier as his CMB. Any enemy that's
successfully pushed moves away from the subject of the trick using the
normal rules for a bull rush.

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Jimbli Willit
Male Halfling Nomad/Cutpurse Scout 5 (Gestalt psion/unchained rogue) / Elocater 2/ trickster 3
CG Small Humanoid (Halfling)
Init +8; Senses Low-Light Vision; Perception +14; Detect Psionics (at will); Trap Spotter
--------------------
AC 26, touch 19, flat-footed 17. (+4 armor, +6 Dex, +1 size, +1 deflection, +1 attunement, +2 dodge, +1 natural)
Wounds 24 Vigor 68
Fort +7, Ref +14, Will +10 (+2 vs fear)
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Spd 40 (50ft. when focused); 30' fly; 60' nomad step
Melee Cela Fang Silver Shortsword +12 (1d4+8, 19-20 x2) P (attuned +2) Legendary Surge 4/4
+3d6 sneak attack
Ranged Dagger +10 (1d3+7, 19-20 x2) P or S; 10' range
3/day Sonic Lance (from sword) +10 (5d8 sonic); 45' range
--------------------
Str 10, Dex 22, Con 14, Int 18, Wis 16, Cha 10
Base Atk +4; CMB +3(+9); CMD 19
Feats Skill Focus (Bluff), Skill Focus (Stealth), Speed of Thought (bonus), Fast Step, Dodge
Precise Shot, Deadly Throw (add dex to thrown damage), Mythic Dodge,
Extra Path Ability, Gravitic Stability, Nomad's Jump
Traits Focused Mind (+2 to concentration checks), Ambush Training (+1 init +1 damage in surprise rd)
Hero Points 5/5 Mythic Surge 5/9
-------------------- 8 for 6 levels +5 FCO + 10 for 2 levels=78 +14 background skills
+18 Acrobatics 5(+6/+3) (+4 from Fly)
+12 Appraise 5(+4/+3) (background skill)
+12 Autohypnosis 6(+3/+3)
+12 Bluff 6(+0/+3)+3
+ 6 Climb 3(+0/+3)
+14 Disable Device 5(+6/+3) (+2 with tools)
+12 Escape Artist 3(+6/+3)
+18 Fly 4(+6/+3) (+5 from Acrobatics)
+12 Know(psionics) 5(+4/+3)
+11 Know(geography)) 4(+4/+3) (background skill)
+10 Know(history) 3(+4/+3)
+10 Know(local) 3(+4/+3)
+10 Know(nature) 3(+4/+3)
+14 Perception 6(+3/+3/+2) (+4 to hear distant conversation or find concealed and secret objects)
+10 Profession(caravan guard) 4(+3/+3) (background skill)
+12 Sense Motive 6(+3/+3)
+14 Sleight of Hand 5(+6/+3) (background skill)
+12 Spellcraft 5(+4/+3)
+22 Stealth 6(+6/+3/+4) +3
+10 Survival 4(+3/+3)

Languages Common, Halfling, Dwarven, Elven, Draconic.

Worn Gear Pickpocket's Outfit, Reversible Cloak (black, light sand), Masterwork Lizard Hide Shirt (attuned +2),
Legendary Silver Shortsword (attuned +2), Cold Iron Dagger (in spring-loaded wrist sheath), waterskin.
Adventurer's Sash (7.25lbs) (16.25 total) trail rations (3), 50' silk rope, tinderbox, mwk thieves's tools, bedroll
Wealth

Racial and Class Features:

Swift as Shadows - reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10
Fearless - +2 racial bonus on all saves against fear.
Halfling Luck - +1 racial bonus on all saving throws.
Keen Senses - +2 to perception checks
Wild Talent
Poison Use
Evasion - take no damage instead of half on successful Ref saves.
Nomad's Step - if focused, move action (with Fast Step feat) teleport 45' LoS. (carrying up to medium load)
Nomad's Jump - Elocater stacks with levels of nomad for determining the
range of nomad’s step.
In addition, when you use nomad’s step, you may split your distance
traveled into two steps and determine your line of sight at the end of
the first step. The total distance traveled must not exceed your
maximum range for nomad’s step and you may perform no other actions
during the steps.
Bonus feat - Speed of Thought +10 to movement if focused.
Finesse Training (Shortsword) - weapon finesse plus use dex toward damage for chosen weapon type.
Measure the Mark - mark rolls perception before steal attempt. may opt against attempt, bluff vs sense motive to avoid suspicion.
Stab and Grab - full round action. free steal attempt with successful sneak attack.
Rogue Talent - Canny Observer, Trap Spotter
Scout’s Charge (Ex) - deal sneak attack damage when charging.
Debilitating Injury (Ex) - when dealing sneak attack damage, also debilitate the target for 1 round (Bewildered, Disoriented, or Hampered)
>Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue.
>Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.
>Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Rogue's Edge - Skill unlocks: Acrobatics

Psionics:

Talents (at will if focused)
Catfall - reduce falling damage as if height were 20' less.
Burst - Auditory, swift action, +10' movement for one round.

Power points 47 (47/47 remaining)

Sense Link - Visual, std action, Range Medium (160 ft.)Target One willing creature,Duration Conc, up to 6min, use one of target's senses.
Power Points 1 (A) +2 to reverse
Dimension Swap - Visual, std action, Range (45 ft.) Targets You and one ally in range, or any two allies in range, Instantaneous, swap positions
Power Points 3
Missive - Mental, std action, Range (45 ft.), Target One creature, Instantaneous, Mental message up to ten words delivered to subject
Power Points 1 (A)
Telepathic Lash - Material and mental, std action, Range (45 ft.), Target One humanoid creature 4 HD or less, Duration 1 round, DC15 Will negates (PR yes), dazes target
Power Points 1 (A)
Distract - Mental, std action, Range (45 ft.)Target One creature, Duration Conc up to 6min, DC15 Will negates (PR yes), -4 to perception and sense motive
Power Points 1
Cloud Mind - no display, std action, Range (45 ft.),Target One creature, Duration 6 min, DC16 Will negates (PR yes), make yourself undetectable to the subject
Power Points 3
Thought Shield - Auditory, immediate action, Duration 1 round, gain PR 13 against all mind-affecting powers.
Power Points 3
Defy Gravity - Olfactory, std action, duration 60 min, move yourself, another creature, or an object up and down as you wish (up to 400lbs).
Power Points 3
Sustenance - Material, instantaneous, go without food and water for one day.
Power Points 3
Astral Caravan 1 hour manifesting
Power Points 5
Sharpened Edge 60 minutes
Power Points 5
Touchsight 6 minutes
Power Points 5
Guarded Sleep std action, until target wakes
Power Points 5

Mythic:
Hard to Kill (Ex)

Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Amazing Initiative (Ex)

At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Surprise Strike (Ex)

As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Titan’s Bane (Ex)

You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature’s space. When sharing a larger opponent’s space, you gain cover against all melee and ranged attacks it makes, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.

Path Dabbling:Discipline Boost (Su)

When determining the effects of your psionic discipline abilities, you’re considered 4 levels higher. This increases the effects of abilities you have access to, but doesn’t grant you abilities at a lower level than normal. If you have a discipline ability that can be used multiple times per day, such as ectoplasmic protection, you gain a number of extra uses of that power equal to half your tier (minimum 1). You must have the discipline class feature to select this ability. If you have more than one discipline, you must choose which discipline this ability uses when you select this ability. This ability can be selected once for every discipline you have. (adds 20' to nomad step)

Dodge (Mythic)

Benefit: The bonus to AC from Dodge increases by 1. As an immediate action, you can expend one use of mythic power to grant yourself an additional +10 dodge bonus to AC against one attack.

Mirror Dodge (Su)

When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.

Recuperation (Ex)

At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Legendary Item
Cela Fang: Soul of the Celabadon (Silver Sword)
Int 12
Wis 16
Cha 14
Ego 8
Legendary Surge 4/day
Telepathy
Foe-biting (use surge to double damage - including precision)
Sonic Ray 3/day (45' range, 5d8 damage, Saving Throw none, SR yes)

3 points
>Intelligent: A legendary item with this ability becomes an intelligent magic item. When this ability is first selected, the legendary item starts with base Intelligence, Wisdom, and Charisma scores of 10. The item gains speech as a supernatural ability. It can speak Common plus a number of additional languages based on its Intelligence score. The additional languages can be any that the bonded creature wants, except for secret languages (such as Druidic). The item gains senses with a range of 30 feet. Furthermore, this item always has the alignment of the bonded creature who first selected this ability. An intelligent legendary item has an Ego score, just like a non-mythic intelligent item, but it can never become dominant in its relationship with its bonded creature as long as the bonded creature’s alignment corresponds to the item’s (using the normal rules for intelligent items). This is a persistent ability. An intelligent legendary item gains a +4 bonus to its Ego when interacting with non-mythic wielders. You can select this ability more than once. Each time you do, you can increase its ability scores (to a maximum of 20 each) and select one of the following special abilities. You can increase all three of its ability scores by 2 points, or one of these ability scores by 4 points and one other ability score by 2 points. The special abilities are listed below. Some have another ability as a prerequisite.

-->Spellcasting (Silent Ray): This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it’s taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class’s spell list. No spell can have a level higher than the bonded creature’s tier. The caster level for these spells is equal to double the bonded creature’s tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature’s tier.

-->Telepathy: This item can hold private mental conversations with its bearer, regardless of whether they share a known language. The item must be in physical contact with a creature to communicate this way.

1 point
>Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the amount of damage as one would with a confirmed critical.

1 point
>Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability.

Elocater:

Aerial Acrobatics (Su)
The elocater adds her ranks in Acrobatics as a bonus to any Fly checks,
and her ranks in Fly as a bonus to any Acrobatics checks, due to her
ability to control her personal gravity. She also treats all Acrobatics
checks to jump as if she had a running start.

Personal Gravity (Su)
As long as the elocater is within 1 foot of a sufficiently stable solid
or liquid surface, she can change her personal gravity with a thought
(free action). As a result, she may move on walls, ceilings, etc. as if
they were level floors, including being able to run, jump, and take 5′ steps.

Personal gravity is constantly active, even when unconscious, unless the
elocater deliberately suppresses it (a free action), is heavily
encumbered, or is slain. If the elocater is carrying a medium load or
wearing heavy or medium armor while using personal gravity, her speed
reduces to 10 feet per round.

Scorn Earth (Su)
At 1st level, an elocater’s feet lift from the ground. From now on, she
can float a foot above the ground, but still move and act as if she
were standing on solid ground. At distances greater than 1 foot from
any sufficiently stable surface, her speed diminishes to 10 feet per
round, but she can move in any direction (including straight up or
down). Melee and ranged attacks suffer increasing penalties as if she
were the subject of the defy gravity power.

Scorn earth is constantly active, even when unconscious, unless the
elocater deliberately suppresses it (a free action), is heavily
encumbered, or is slain. If the elocater is carrying a medium load or
wearing heavy or medium armor while using scorn earth, her speed
reduces to 10 feet per round.

>Gravitic Stability - Any time your movement speed would be reduced to
10 ft. as a result of using personal gravity or scorn earth (such as
from wearing heavy armor or being more than 1 ft. away from a stable
surface), your speed is instead reduced to 10 ft. plus any bonuses to
your movement (such as from freerunning). You do not take any penalty
for attacking while using scorn earth at distances greater than 1 ft.
from the ground or a stable surface. You gain a bonus to your CMD equal
to your elocater class level against any bull rush or trip attempt.

Terminal Velocity (Su)
As long as either personal gravity or scorn earth is active, if the
elocater would be in a position to fall (for example, stepping over a
pit), she instead hovers at her current position, as if standing on
solid ground. As a move action, she can safely float or jump down 30′
(she can float down an additional 30′ per additional move action spent
in this way).

Freerunning (Ex)
Beginning at 2nd level, an elocater’s land speed increases by 10 feet.
This is treated as a circumstance bonus (it does not stack with
terrain-based circumstance bonuses, such as the circumstance bonus from
using skate on a decline). This bonus increases to 20 feet at 5th level
and to 30 feet at 8th level.

Spatial Awareness (Ex)
Beginning at 2nd level, an elocater’s hyperawareness of spatial
relations lets her use the battlefield to her advantage. When she
attacks with a bonus from higher ground or is flanking the attacked
enemy with an ally, the first attack she makes against that enemy each
round gains a +2 insight bonus to her attack roll and damage roll (if
the attack hits). Furthermore, due to her ability to reorient herself,
enemies no longer gain a bonus when attacking her from higher ground.
At 5th level the insight bonus increases to +4, and at 8th level the
insight bonus increases to +6.

Background:

Jimbli's parents left their clan and lived as nomads - choosing hard life over the vicious ways of their upbringing. His stubborn and idealistic father had continually butt heads with the leaders enough to become unwelcome. They lived in a slave village near Raam for a time while his mother became pregnant, but did not feel accepted by the others who did not look kindly upon halflings. A few years after he was born, his sisters were killed and his father terribly wounded by raiders. They then decided to attempt integration with civilization in the nearby city-state of Raam.

In his teens, he fell in with a band of thieves which eventually led to inroads with the black market and greater underworld network of Raam. He did well, and in time his powers and skills improved. They made sure to prey only on travelers to avoid relentless retribution of the templars... until they erred.

Jimbli mistook a mark as an outsider who was in fact a young member of a reputable house. What's worse, the young man had considerable psionic abilities, and detected the attempted theft. He made moves to apprehend Jimbli, his eye was skewered by Jimbli's blade. Not long after, he was compelled to serve a Raamite merchant caravan. He stayed on for quite some time, until the caravan was beset by an overwhelming force of Dray.

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Jimbli has met very few other halflings, and has spent a good deal of time maintaining he is not like "those savages". As a result, he does not have the usual camaraderie halflings display to their fellow kin. He has a bit of a chip on his shoulder, and often acts like one with something to prove. He has a fearlessness stemming from never having had a bad situation he could not bamf away from.