Bulgulp's page

47 posts. Organized Play character for Tech5bb.




Messmerist 3 | Ninja 2 | Wizard 1 HP 25/46 | AC 20/16T/15FF | Fort +4, Ref +12, Will +5 | Init +13 | Perception +11 (+12 for traps) | CMD 17 | Trap Spotter 10ft ]


Heightened Awareness + 2 Perception 50mins



Strength 10
Dexterity 20
Constitution 15
Intelligence 13
Wisdom 9
Charisma 16

About Bulgulp


Grippli Ninja 2 | Mesmerist 2 | Wizard 1
Male grippli mesmerist (vexing trickster) 3/ninja (trapsmith) 2/diviner (foresight[APG]) 1 (Pathfinder Player Companion: Psychic Anthology 19, Pathfinder RPG Advanced Player's Guide, 145, Pathfinder RPG Bestiary 2 149, Pathfinder RPG Occult Adventures 38, Pathfinder RPG Ultimate Combat 13)
CG Small humanoid (grippli)
Init +13; Senses darkvision 60 ft.; Perception +11
AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size)
hp 46 (6 HD; 1d6+5d8+14)
Fort +4, Ref +12, Will +5
Speed 30 ft., climb 20 ft.
Melee +1 wakizashi +10 (1d4+1/18-20 plus 2d6 sneak attack)
Ranged darkwood blowgun +10 (1 plus 2d6 sneak attack) or
shuriken +9 (1 plus 2d6 sneak attack) or
wrist launcher +9 (special plus 2d6 sneak attack)
Special Attacks bold stare (sapped magic[OA]), hypnotic stare (-2), mesmerist tricks 4/day (false flanker, vanish arrow), painful stare (+1 or +1d6+1), poison, sneak attack +2d6
Mesmerist (Vexing Trickster) Spells Known (CL 5th; concentration +8)
1st (4/day)—heightened awareness[ACG], ill omen[APG], mental block[OA] (DC 15), vanish[APG] (DC 14)
0 (at will)—detect magic, ghost sound (DC 13), light, mage hand, prestidigitation, read magic
Diviner Spells Prepared (CL 1st; concentration +2)
1st—expeditious retreat, magic weapon, true strike
0 (at will)—mending, open/close (DC 11), resistance
Opposition Schools Conjuration, Necromancy
Str 10, Dex 20, Con 15, Int 13, Wis 9, Cha 16
Base Atk +3; CMB +2; CMD 17
Feats Accomplished Sneak Attacker, Alertness, Combat Expertise, Reflexive Trick, Spell Focus (divination), Split Trick, Weapon Finesse
Traits magical knack, reactionary
Skills Acrobatics +12, Bluff +10, Climb +8, Craft (traps) +5, Disable Device +14, Disguise +4, Escape Artist +11, Knowledge (local) +6, Linguistics +6, Perception +11, Sense Motive +5, Sleight of Hand +13, Spellcraft +5, Stealth +19, Use Magic Device +11
Languages Common, Grippli, Ignan, Osiriani, Tien
SQ arcane bond (Arcane Familiar, greensting scorpion), consummate trickster +1, forewarned, ki pool (4 points), ninja trick (trap spotter), poison use, prescience (4/day)
Combat Gear haunt siphon, haunt siphon, potion of cure light wounds (2), wand of lucky number (50 charges), alchemist's fire; Other Gear +1 studded leather, +1 wakizashi[UC], blowgun darts (10), darkwood blowgun, featherweight dart[UI] (10), shuriken (20), wrist launcher[UI], belt of incredible dexterity +2, cloak of resistance +1, cracked deep red sphere ioun stone, cracked dusty rose prism ioun stone, greater talisman of beneficial winds[OA], headband of alluring charisma +2, ioun gauntlet, wizard starting spellbook, wrist sheath, spring loaded, 8,017 gp, 5 sp
Special Abilities
Climb (20 feet) You have a Climb speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Consummate Trickster +1 Bonus on Bluff, Disguise, Sleight off Hand, and Stealth Checks.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Ki Pool (4/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Mesmerist Tricks (130 feet, 4/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Painful Stare (+1 or +1d6+1, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Poison (1/day, DC 15) (Ex) Skin or weapon—contact and injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Prescience (4/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Reflexive Trick As an imm action, implant trick in self and trigger at same time condition met.
Sapped Magic (Su) Hypnotic starer penalty applies to DCs of spells and spell-like abilities, and SR.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Divination) Spells from one school of magic have +1 to their save DC.
Split Trick When implant trick, choose 2 targets. On trigger, choose one to benefit.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.