Nivian Priest

Aatish e Khorshid's page

344 posts. Organized Play character for noral.


Race

| HP 30/47| Riding dog HP 6/13 | AC 23 T 10 FF 22 | CMD 8 | Darkvision | Speed 15 ft (40ft on riding dog) | F: +8 (+2 vs. Death Effects, +4 vs. Diseases/Poisons), R: +7, W: +14* | Init: +9 | Perc. +5, Dipl. +19, Intim. +19, Sense M. +5, Bluff +18

Classes/Levels

| Retroactive bonus 4/5 | Tricks 9/9 | Breath 3/5 | Reroll 0/1 | Spells: 1st 6/6, 2nd 4/4 | Active conditions:

Gender

LN Male Gnome follower of Asmodeus | Mesmerist 5 | usually enjoying his intimidating aura and allegedly superior presence |

About Aatish e Khorshid

.

LN Male Gnome follower of Asmodeus | Mesmerist 5

_________________________________________________________________

-- STATS --
Str: 5, Dex: 9, Con: 16, Int: 14, Wis: 12, Cha: 22*

*Lvl 4, +2 Headband
_________________________________________________________________

-- COMBAT --

• Initiative +9: Cha +6 (Noble Scion of War) + 3 Circlet of Persuasion

• AC 23, T 10, FF 22 (+10 Armor, -1 Dex, +3 Shield, Size +1)

• Armor Check Penalty - 6: +1 Full Plate [-5], 1 Wooden Heavy Shield [-1] OR Heavy Load up to 45 lbs [-6]

• CMB -1 (BAB +3, Str -3, Size -1)

• CMD 8 (BAB +3, Str -3, Dex -1, Size -1)
_________________________________________________________________

-- SAVES --

• Fortitude: +8 (Con +3, Mesmerist +1, Cloak of Resistance +2, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait) (+2 vs. Death Effects, +4 vs. Diseases or Poisons)

• Reflex: +7 (Dex -1, Mesmerist +4, Cloak of Resistance +2, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)

• Will: +14* (Wis +1, Mesmerist +4, Mesmerist Towering Ego* +5, Cloak of Resistance +2, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait) *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.

_________________________________________________________________

-- SKILLS --

• Bluff +18 (Rank +5, Class +3, Cha +6, Gnome Gift of Tongues trait +1, Circlet of Persuasion +3)
• Craft alchemy +6 (Rank +1, Class +3, Int +2)
• Diplomacy +19 (Rank +5, Class +3, Cha +6, Gnome Gift of Tongues trait +1, Memorable trait +1, Circlet of Persuasion +3)
• Disguise +13 (Rank +1, Class +3, Cha +6, Circlet of Persuasion +3)
• Intimidate +19 (Rank +5, Class +3, Cha +6, Mindwyrm Mesmer Innate Coercion ½ level +2, Circlet of Persuasion +3) *A mindwyrm mesmer never takes penalties on Intimidate checks for being smaller than his target.
• Kn Arcana +6 (Rank +1, Class +3, Int +2)
• Kn Dungeoneering +6 (Rank +1, Class +3, Int +2)
• Kn History +6 (Rank +1, Class +3, Int +2)
• Kn Local +6 (Rank +1, Class +3, Int +2)
• Kn Nature +6 (Rank +1, Class +3, Int +2)
• Kn Nobility +8 (Rank +1, Class +3, Int +2, Noble Scion feat +2)
• Kn Religion +6 (Rank +1, Class +3, Int +2)
• Kn Planes +6 (Rank +1, Class +3, Int +2)
• Linguistics +10 (Rank +5, Class +3, Int +2)
• Perception +5 (Rank +1, Class +3, Wis +1)
• Sense Motive +5 (Rank +1, Class +3, Wis +1)
• Spellcraft +5 (Rank +1, Class +3, Int +2)
• UMD +15 (Rank +3, Class +3, Cha +6, Circlet of Persuasion +3)

TOTAL 35 Skill Points = Lvl 5 x 7 (6 Mesmerist + 1 Int) Skill Points

--Languages--
Racial: Common, Gnome, Sylvan
Int: Draconic, Giant
Linguistics*: Tien, Infernal, Celestial, Aklo, Abyssal, Polyglot, Ignan, Auran, Aquan, Terran

*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.

_________________________________________________________________

-- GEAR --
Meditation tea (+2 mind-aff.), 0lb
‘Ghermez’ riding dog
Military saddle
Heavy wooden Shield +1, 5 lbs
Full Plate +1, 25 lbs
Dagger
Backpack, Masterwork, 4 lbs.
Air bladder, 0 lbs.
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Cold weather gear
Universal solvent
Noble's outfit and fitting jewelry & signet ring
Smoked goggles
Circlet of Persuasion
Headband of Charisma +2
Lucky Horseshoe
Cloak of resistance +2
3 x Alchemist Grease
Smelling Salts, 0 lbs. (in bag of holding)
Vermin repellent, 0 lbs(in bag of holding)
Potion of of ‘Remove fear’
2 x Oil of ‘Unwelcome Halo’
5 x Alchemical Grease
Scroll of Adoration
Scroll of Comprehend Languages
Scroll of Detect Secret Doors
Scroll of Detect Undead
Scroll of Diagnose Disease
Scroll of Disguise Self
Scroll of Faerie Fire
Scroll of False Face
Scroll of Grease
Scroll of Heightened Awareness
Scroll of Innocence
Scroll of Invigorate
Scroll of Memorize Page
Scroll of Obscuring Mist
Scroll of Psychic Reading
Scroll of Recharge Innate Magic
Scroll of Remove Fear
Scroll of Share Language
Scroll of Telempathic Projection
2 x Potion of 'Touch of Sea', 0 lbs.
Wand of Infernal Healing, 39 charges

_________________________________________________________________

–– GOLD ––

* Currently: 1153 gp

_________________________________________________________________

–– XP / PRESTIGE POINTS / FAME ––
TOTAL OVERVIEW:
* Currently: 12 XP / 8 PP / 20 Fame
* Spent: 12 PP

_________________________________________________________________

–– PRESTIGE PURCHASES / RETRAINING ––:

• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10 gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.

_________________________________________________________________

–– HIT POINTS ––
Lvl 1: 11 Hit Points = 8 Mesmerist + 3 Con
Lvl 2 & 3: 10 Hit Points = 5 Mesmerist + 3 Con + 2 Retraining
Lvl 4 & 5: 8 Hit Points = 5 Mesmerist + 3 Con

TOTAL: 47 Hit Points

_________________________________________________________________

–– MESMERIST SPELLS ––
• 0 level [6]: Detect Magic, Daze, Message, Read Magic, Open/Close, Detect psychic significance
• 1st level [4]: Grease, Vanish, Hideous Laughter, Murderous Command
• 2nd level [3]: glitterdust, suggestion, blindness

–– SPELLS PER DAY ––

• 1st level: 6 = 4 + 2 Cha
• 2nd level: 4 = 2 + 2 Cha

–– Concentration ––
• Concentration Check +14 = CL 5 + Cha +6 + 3 Circlet of Persuasion
______________________________________________

–– MESMERIST ABILITIES––

Tricks: 9 = ½ Mesmerist Level + Cha +6 + ⅓ Mesmerist Level (Gnome Favored Class Bonus per level: Increase the number of mesmerist tricks the mesmerist can use per day by 1/3.)

Phantasmagorical Breath: 6 = Cha +6 (3d6 acid, DC 18 Will negates)

Feign Destiny: 6 = Cha +6 (Immediate action within 30 ft +1 competence bonus on a failed attack roll, saving throw, or skill check. 6th level, the bonus increases to +2, 10th level +5)

_________________________________________________________________

-- FEATS --
• Lvl 1: NOBLE SCION: Prerequisites: Cha 13, must be taken at 1st level. Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
• Lvl 3: REFLEXIVE TRICK: Prerequisites: Mesmerist tricks class feature. Benefit: Whenever the triggering condition for one mesmerist trick that you have not implanted in yourself occurs, you can implant that trick in yourself as an immediate action. You can then immediately trigger the mesmerist trick as if it were implanted in you when the triggering condition occurred. You can’t use this ability if you have already implanted the maximum number of mesmerist tricks in yourself.
• Lvl 5: INTIMIDATING GLANCE (Combat) Prerequisites: Hypnotic stare class feature. Benefit: You can attempt to demoralize the target of your hypnotic stare as a swift action. Normal: Attempting to demoralize an opponent is a standard action.

_________________________________________________________________

-- TRAITS--

• MEDIATOR (Social): You have a way with calming tempers, using cool logic to sooth heated disagreements, and you were always the one to settle arguments among your friends, family, and community. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
• FATE’s FAVORED (Faith): Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

_________________________________________________________________

-- CLASS ABILITIES --

* CLASS ABILITIES - MESMERIST (Mindwyrm Mmesmer, Chart Caster) *

MESMERIST CLASS DETAILS
MINDWYRM MESMER ARCHETYPE DETAILS
CHART CASTER ARCHETYPE

— Mesmerist Tricks —
• 1st Level: MESMERIC MIRROR: An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.
• 2nd Level: MASK MISERY: The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. The mesmerist doesn’t need to have touch treatment to choose or use this trick.
• 4th Level: PSYCHOSOMATIC SURGE: Psychic magic soothes the subject, alleviating her wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + 1/2 the mesmerist’s level. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged.
— Bold Stares —
• 3rd Level Trick: 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.

_________________________________________________________________

—GNOME RACIAL TRAITS --
• Str: -2, Con: +2, Cha: +2
• TYPE: Humanoid (Gnome)
• SIZE: Small
• Automatic Languages: Common, Gnome, Sylvan
• Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
• 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.
• Genial Magic: Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—charm person, guidance, message, and prestidigitation. 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. This racial trait replaces gnome magic.
• Nosophobia: Gnomes are humanoid, rather than fey, and are therefore not particularly susceptible to the Darkblight contagion afflicting the fey of the Fangwood. Nevertheless, many gnomes grow up fearing its taint and are obsessive about training their bodies to stave off illness of all kinds. These gnomes gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces obsessive.
• Fey Fortitude: Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This replaces weapon familiarity.

---

Potential future build plans:

Mesmerist tricks

Spectral Smoke (Occult Adventures pg. 42): A cloud of smoke pops up around the subject, foiling attacks. The mesmerist can trigger this trick when the subject is targeted by an attack or by a spell that requires an attack roll. A smoke cloud appears in the subject’s square and in a 10-foot radius around it. This cloud lasts for 1 round per mesmerist level. The cloud functions as fog cloud, but is an illusion (figment) effect that can’t be dispersed by wind and can be used underwater. A creature that interacts with the cloud can attempt a saving throw to disbelieve the effect. The radius of the cloud increases by 5 feet for every 5 caster levels the mesmerist possesses, to a maximum of 30 feet at 20th level.

Slip Bonds (Occult Origins pg. 12): While implanted with this trick, the subject gains a +2 circumstance bonus on Escape Artist checks. If the subject becomes grappled, pinned, shackled, or otherwise personally restrained, the mesmerist can trigger the trick and cause the subject to become incorporeal just long enough to slip her bonds (unless they can otherwise restrain an incorporeal creature). This effect doesn’t last long enough for the subject to move through walls or other barriers. If the mesmerist is 12th level, the subject remains incorporeal until the beginning of the mesmerist’s next turn.

Reflect Fear (Occult Realms pg. 16): The mesmerist can trigger this trick when the subject is affected by a fear effect or is the target of an Intimidate check to demoralize it. When the trick is triggered, the subject suppresses the fear effect that triggered the trick for 1d4 rounds, and any creature that caused this effect must succeed at a Will save or become shaken for 1 round. The rounds during which the subject ignores the triggering fear effect still count against the effect’s duration. If the duration of the reflect fear trick is longer than the fear effect lasts, the subject isn’t affected by the fear effect at all.

Psychosomatic Surge (Occult Adventures pg. 41): Psychic magic soothes the subject, alleviating her wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + 1/2 the mesmerist’s level. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged.

Life Revier (Blood of the Beast pg. 19): The mesmerist can trigger this trick when the subject attempts an Intelligence or Knowledge check to remember a previous experience. The subject receives flashes of her entire life up to this point. She can use the mesmerist’s Charisma modifier in place of her Intelligence modifier on the check, and she can attempt the check untrained. The subject cannot learn information that she has not previously read, heard, or otherwise experienced at some point during her life when using this ability.

Astounding Avoidance (Occult Adventures pg. 40): The subject can avoid damage from magical and unusual attacks. The mesmerist can trigger this trick when the subject attempts a saving throw against an attack or spell that normally deals half damage on a successful save, before the subject rolls the save. If the subject succeeds at her save, she takes no damage. If the mesmerist is 12th level or higher, the subject takes only half damage if she fails her save. The benefits of this trick don’t stack with those of the evasion or stalwart class features.