Burian was born and raised on a ship of witches (under the guise of
sea-faring port harlots) who preyed on pirates and privateers.
He stole away during his late teens, and became a sailor for a time.
Though the ghosts of his past drew the attention of those with whom
he was loathe to associate, he found a connection with the spirits of
ancestors who now guide him. He has learned which voices to trust.
While serving on a spice trader's ship, he encountered a mythic undead
menace the locals had named The Bone God. Though he put the demi-lich
to rest, Burian was the soul survivor of a battle hours long... in
which he was forced to face his shipmates as they rose from death -
stripped clean by the relentless bone swarms.
It took weeks with little rest to get the ship to port - which included
a failed boarding assault by pirates. Burian hired an executor who
found a buyer for the remaining goods, the ship, and the Bone God's
artifacts in Jalmerey. They both sailed to make the deal, and the
executor was sent off to distribute the gold to the kin of those who'd
lost their lives.
Appearance:
Burian is a short man at 5'6" with a pale complexion and a stern
resting face. His most notable feature is his long prehensile hair.
It is white - near clear crystalline with the right light, and usually
tucked away in a braid. The sides of his face and neck are scarred and
calloused from incidental self-inflicted wounds.
Under a bulky sky-blue cloak Burian wears light sandstone pants tucked
into 20 eyelet near-black boots. He wears a light cotton cream-
colored shirt under a durable cranberry vest which is embroidered and
crafted much like gnomish twistcloth.
Personality:
Burian is irritatingly playful with the mooks and henchies, but turns gravely serious against true threats.
He is fascinated by people with strong personalities, and enjoys trying to fit in within varied cultures - adopting local dialects, and common behaviors.
----- ----- ----- ----- -----
Burian Faldaeral of Shadowshore
NG Human Corsair 2/White-haired Witch 4)+(Mesmerist Vexing Daredevil) 6 gestalt/ Mythic Trickster 2
Init +5, Perception +12; low-light vision
Str 15 .. AC 15 tch13 ff12 (+3dex, +1deflection, +1armor attunement)
Dex 16 .. HP 60
Con 14 .. BAB+4
Int 22 .. Fort+7
Wis 12 .. Ref+9
Cha 18 .. Will+11 (+1 vs fear)
Feats
(b)Improved Unarmed Strike
Improved Grapple - Don't provoke AoO, +2 to grapple CMB and CMD
Weapon Focus (natural attack-hair)
(b)Improved Feint - feint as move action
(b)Greater Feint - effect last throughout round
(b)Spell Focus (enchantment) - +1 to DC
(b)Cleave - As a standard action, you can make a single attack at your
full base attack bonus against a foe within reach. If you hit, you
deal damage normally and can make an additional attack (using your
full base attack bonus) against a foe that is adjacent to the first
and also within reach. You can only make one additional attack per
round with this feat. (no -2 to AC)
Mythic Cleave - Whenever you use Cleave or Great Cleave, one of your
attacks can be made against a foe that is within your reach, but not
adjacent to the foe you attacked. You can expend one use of mythic
power when you use Cleave or Great Cleave to continue making attacks
against foes within your reach, regardless of their position, as long
as you continue to hit each foe. You can't use this ability to attack a
foe more than once per round.
Feral Combat Training - Choose one of your natural weapons. While using
the selected natural weapon, you can apply the effects of feats that
have Improved Unarmed Strike as a prerequisite, as well as effects
that augment an unarmed strike.
Bleeding Attack - When you damage an opponent with an unarmed strike,
you deal an extra 1d4 bleed damage.
Traits
Dueling Cloak Adept: While wearing a cloak and using a dueling sword,
you gain a +2 trait bonus on Bluff checks made to feint. Additionally,
every time you successfully feint while wearing a cloak, you gain a +1
dodge bonus to your Armor Class until your next turn.
Magical Knack: +2CL Witch
Racial and Class:
Heart of the Sea
Humans born near the sea are always drawn to it. They gain a +2 racial
bonus on Profession (sailor) and Swim checks, and these are always
class skills for them. They can hold their breath twice as long as
normal, and spellcasters gain a +4 racial bonus on concentration checks
when attempting to cast spells underwater. This racial trait replaces
skilled.
Pirate Weapons (Ex)
A corsair is well versed in the types of weapons favored by pirates.
When selecting a group of weapons for his Weapon Training ability, he
can select Pirate Weapons as a group.
The Pirate Weapons group consists of the crossbow, cutlass, dagger,
hook hand, rapier, and short sword.
Deck Fighting (Ex)
A corsair is used to fighting on crowded decks, and isn’t fazed by
fighting multiple opponents at once. At 2nd level, he gains Cleave as a
bonus feat. He may use this feat even if he does not meet the
prerequisites. A corsair does not take the normal –2 penalty to his AC
when using the Cleave feat.
This ability replaces the fighter’s 2nd-level bonus feat.
Bravery (Ex)
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against
fear. This bonus increases by +1 for every four levels beyond 2nd.
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 natural)
6HD, hp 30
Fort +2, Ref +8, Will +7
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.
Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +4; CMB +2; CMD 7
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5
Language: Common
Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness
feat.
Empathic Link (Su)
The master has an empathic link with her familiar to a 1 mile distance.
The master can communicate emphatically with the familiar, but cannot
see through its eyes. Because of the link's limited nature, only
general emotions can be shared. The master has the same connection to
an item or place that her familiar does.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw
for half damage, a familiar takes no damage if it makes a successful
saving throw and half damage even if the saving throw fails.
Share Spells
The witch may cast a spell with a target of “You” on her familiar (as
a touch spell) instead of on herself. A witch may cast spells on her
familiar even if the spells do not normally affect creatures of the
familiar's type (magical beast).
Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that
the witch knows. This does not allow the familiar to cast these spells
or use spell-trigger or spell completion magic items. Starting at 2nd
level, and every two levels thereafter, a witch’s familiar adds new
bonus spells to the witch’s spell list based on her patron. These
spells are automatically stored by the familiar and can be prepared as
normal once they are gained.
Deliver Touch Spells (Su)
If a witch is 3rd level or higher, her familiar can deliver touch
spells or hexes for her. If the witch and the familiar are in contact
at the time the witch casts a touch spell, she can designate her
familiar as the “toucher.” The familiar can then deliver the touch
spell just as the witch would. As usual, if the witch casts another
spell before the touch is delivered, the touch spell dissipates. If the
witch activates a hex, her familiar can be used to make the touch. She
does not have to be in contact with the familiar to use this ability.
White Hair:
At 1st level, a white-haired witch gains the ability to use her hair as
a weapon. This functions as a primary natural attack with a reach of 5
feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus
the witch’s Intelligence modifier. In addition, whenever the hair
strikes a foe, the witch can attempt to grapple that foe with her hair
as a free action* without provoking an attack of opportunity, using
her Intelligence modifier in place of her Strength modifier when making
the combat maneuver check. When a white-haired witch grapples a foe in
this way, she does not gain the grappled condition.
At 4th level and every four levels thereafter, a white-haired witch’s
hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.
The hair cannot be sundered or attacked as a separate creature.
In addition, a white-haired witch further improves her ability to
control her hair as she progresses in level, gaining the following
abilities:
>Constrict (Ex): At 2nd level, when the white-haired witch’s hair
successfully grapples an opponent, it can begin constricting her victim
as a swift action*, dealing damage equal to that of its attack.
>Trip (Ex): At 4th level, a white-haired witch who successfully strikes
a foe with her hair can attempt a combat maneuver check to trip the
creature as a swift action*.
(*FAQ changes from free to swift action - grapple remains free)
Mesmerist Vexing Daredevil:
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.
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.
Towering Ego (Su)
At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus
(minimum 0) on Will saving throws. 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.
Manifold Tricks (Su)
At 5th level, the mesmerist can have two tricks implanted at a time.
The number of concurrent tricks increases by one for every 4 mesmerist
levels he possesses beyond 5th. Each creature can still be the subject
of only one trick at a time. If the mesmerist implants a new trick
while he already has his maximum number of concurrent tricks
implanted, he must choose one implanted trick to dismiss without
triggering (the dismissed trick still expends a daily use of the
mesmerist's tricks).
Tricks (7/day)
>Astounding Avoidance: 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.
>Compel Alacrity: A dash of mental speed lets the subject push past her
physical limits to avoid an enemy. The mesmerist can trigger this trick
when the subject begins her turn within an enemy's reach. The subject
can move 10 feet as a free action without provoking attacks of
opportunity. The distance the subject can move increases by 5 feet for
every 5 levels the mesmerist possesses, to a maximum of 30 feet at
20th level. The subject can't move farther than her speed in this way.
The movement from this trick doesn't count against the subject's
movement speed for that round.
>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.
Mental Potency (Ex)
At 5th level, the mesmerist can affect more powerful creatures or a
greater number of creatures than normal with his mental effects. Both
the HD limit and the total number of HD affected with each enchantment
or illusion spell he casts increase by 1. For enchantment and illusion
spells he casts that target a number of creatures greater than one, the
number of creatures affected also increases by one (so a spell that
targets one creature per level would be affected, but a spell that
targets only one creature would not be). For example, a 5thlevel
mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1
HD worth of creatures with hypnotism, and change the categories for
color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The
number of additional HD or creatures increases by an additional 1 for
every 5 levels beyond 5th, to a maximum increase of 4 at 20th level.
Bonus Feats
A vexing daredevil gains Improved Feint as a bonus feat at 3rd level,
and Greater Feint as a bonus feat at 6th level...
These bonus feats replace touch treatment.
Dazzling Feint (Su)
At 3rd level, each time a vexing daredevil successfully feints against
a creature under the effect of her hypnotic stare, she also chooses
one of her dazzling feint benefits to activate. Unless otherwise
stated, a dazzling feint's benefit applies only on the vexing
daredevil's next attack this round. She selects one dazzling feint at
3rd level and another every 4 levels thereafter. The DC for any saving
throw against a dazzling feint's effect is equal to 10 + 1/2 the vexing
daredevil's class level + her Charisma modifier.
>Outmanuever:
The vexing daredevil's darting movements foil the target's attempts to
box her in. If her next attack hits, the vexing daredevil gains a +4
circumstance bonus on Acrobatics checks to move through the target's
space or threatened area for 1 round. She can also move up to half her
speed after the attack hits as a free action. If she wants to use
Acrobatics to move through the target's threatened area or an enemy's
space during this movement, she must reduce her speed or the DC of the
Acrobatics check increases by 10, as normal.
Mythic Abilities:
>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.
>Mythic Power (Su) (7/day)
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.
>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.
Subtle Magic (Ex) (path ability)
Whenever you cast a spell or activate a spell trigger or spell
completion magic item, you can attempt a Bluff skill check opposed by a
Sense Motive check from anyone that can see you. Those who fail the
opposed check don't know that you cast a spell or activated an item
unless it has an obvious effect that emanates from you. In addition,
the magical auras of magical effects on you and magic items you carry
(except for artifacts) can't be detected. (d20+16)
Compelling Feint (Ex) (path ability)
Your parries, attacks, and dodges are sporadic and difficult to predict
by those who oppose you. Whenever you feint, you can choose to feint
against all opponents within 10 feet, using the same Bluff check for
each opponent. If you expend one use of mythic power while you're
feinting, any target you successfully feint against is considered
flat-footed against the first attack any creature makes against it
before its next turn. You must use this ability after your Bluff check
is rolled but before the results are revealed. (d20+18)
Fleet Charge (Ex) (trickster attack)
As a swift action, you can expend one use of mythic power to move up to
your speed. At any point during this movement, you can make a single
melee or ranged attack at your highest attack bonus, adding your tier
to the attack roll. This is in addition to any other attacks you make
this round. Damage from this attack bypasses all damage reduction.
Gear:
Worn (33lbs... 28lbs w/o haversack)
Explorer's Outfit, Wand of Mage Armor (50), Body Wrap of Mighty Strikes (menacing),
Rod of Disruptive, Cloak of the Duskwalker, Featherstep Slippers, Cold Iron Dueling Sword,
Waterproof Familiar Satchel, Belt of Tumbling, Belt Pouch (Ioun Torch, Iron Spike)
--swift action
hypnotic stare
--move action
Feint (all within 10 feet) [dice]1d20+18[/dice]
--std action
Hair attack 10' reach [dice]1d20+8[/dice]
--free action if hits
mythic cleave (any within reach) [dice]1d20+8[/dice]
If second hits free grapple vs second. [dice]1d20+12[/dice]
Outmaneuver.. move 10' [dice=acrobatics roll vs foe CMD]1d20+12+4[/dice]