| Full Name |
Bast Fibblemegoth |
| Race |
Gnome |
| Classes/Levels |
Mesmerist 3 / Spirit Guide Oracle 3 |
| Gender |
F |
| Size |
S |
| Strength |
8 |
| Dexterity |
14 |
| Constitution |
12 |
| Intelligence |
10 |
| Wisdom |
14 |
| Charisma |
18 |
About Bast Fibblemegoth
Proficiencies
Simple Weapons, plus hand crossbow, sap, sword cane and whip
Light Armor, Medium Armor and Shields (except tower shields)
Gnome Racial Traits
+2 Con, +2 Cha, -2 Str
+1 size bonus to AC
+1 size bonus on attack rolls
-1 penalty on combat maneuver checks and CMD
+4 size bonus on Stealth
20 foot speed
Low-Light Vision
Defensive Training - +4 dodge bonus to AC against monsters of the giant type
Genial Magic - +1 to enchantment spell DC savings throws; once a day can cast charm person, guidance, message and prestidigitation (caster level equal to gnome level; DC equal to 10 + spell's level + Cha mod)
Hatred - +1 bonus on attack rolls against reptilian and goblinoid subtypes
Illusion Resistance - +2 racial bonus on saving throws against illusion spells or effects
Blended View - Darkvision 60 feet
Obsessive - +2 racial bonus on Craft-Alchemy checks
Weapon Familiarity - any weapon with "gnome" in its name is a martial weapon
Languages - Common, Gnome and Sylvan
Mesmerist - Favored Class (increase # of tricks/day by 1/3)
First Level Feat - Combat Casting
+4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled
Traits and Drawbacks
Voices of Solid Things (Region)
Apply Charisma modifier to Spellcraft checks; Spellcraft is a class skill
Magical Lineage - Ill Omen (Basic Magic)
When applying metamagic feats that add at least 1 level to Ill Omen, treat its actual level as 1 lower for determining the spell's final adjusted level
Occult Bargain (Drawback)
-1 penalty on concentration checks
Must invoke the entity's name by word or text each day or be unable to regain spell slots that day.
Efficient Packer (Race)
Treat your Strength score as 2 points higher when calculating your carrying capacity
Mesmerist Spells
Mage Hand, Open/Close, Prestidigitation, Touch of Fatigue, Haunted Fey Aspect, Detect Psychic Significance
Ill Omen, Bane, Charm Person, Vanish
Oracle Spells
Detect Magic, Read Magic, Spark, Stabilize, Detect Fiendish Presence
Barbed Chains, Remove Fear, Cure Light Wounds, Unseen Servant, Protection from Evil
Consummate Liar
+1 bonus on all Bluff checks
Hypnotic Stare
Swift Action - Focus on one creature within 30 feet
-2 penalty on Will saves
pyschic, mind-affecting effect
Bold Stare - Psychic Inception
Hypnotic Stare and penalties can affect mindless creatures or those immune to mind-affecting effects. Can also partially affect such creatures with my mind-affecting spells and abilities if I'm staring at them
These creatures get +2 bonus on saving throws and, if affected, still have a 50% chance each round of ignoring the effect. Ignoring doesn't end the effect, but they can act normally for that round.
Painful Stare
Once per round, free action
target of hypnotic stare takes damage can trigger and deal an extra 1 precision damage (if someone else attacked) or 1d6 precision damage if I hit
Mesmerist Tricks
6/day, only one trick implanted at a time
Standard Action, touch to implant
Free Action, within 100 ft + 10 ft/level to activate
Lasts until triggered or until mesmerist regains spells
Reflect Fear (1st level)
Slip Bonds (2nd level)
Towering Ego
+ Cha mod bonus (+4) on Will saving throws (lose it if under an effect that would prevent me from providing emotional component of psychic spells)
Touch Treatment
7/day, standard action (swift if used on myself)
One condition from one target with each touch
Minor Conditions: Fascinated, shaken
Oracle Mystery - Ancestor
First Level Revelation - Spirit Shield
+4 armor bonus, 1 hour/day per oracle level, used in 1-hour increments
Oracle's Curse - Powerless Prophecy
Can take no actions in a surprise round, including free actions
In the absence of a surprise round, you are staggered for the entire first round of combat.
Uncanny Dodge
Cannot be caught flat-footed or lose Dex bonus to AC if attacker is invisible
Loses Dex bonus to AC if immobilized or is successfully feinted against
Bonded Spirit
Forms a temporary bond with a spirit, as the shaman's wandering spirit class feature. Selects each day when refreshing spells.
Gains one hex of my choice from the list of available hexes; swaps Wisdom for Charisma and vice versa when determining the hex's effects
Day One - Stone
Skills
Diplomacy, Spellcraft, Bluff, Intimidation, Sense Motive, Perception, Use Magic Device, Knowledge Arcana, Knowledge Planes, Stealth
Background: Craft (Alchemy), Linguistics, Appraise