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About Doctor Rupert LockeWriting Sample, Backstory Hook
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The audit is coming and I need notes in place. Might as well play the part to its entirety. It would be a lie if I said I didn't enjoy the fruits of my labor though, especially when a family has some problem child that actually has no problem... Day 1, Thursday March 14, 1897.
Day 5, Monday March 18, 1897
Day 7, Wednesday March 20, 1897
Day 12, Monday March 25, 1897
Day 15, Thursday March 28, 1897
Day 19, Monday April 1, 1897
Day 20, Tuesday April 2, 1897
Day 22, Thursday April 4, 1897
Day 23, Friday April 5, 1897
Day 24, Saturday April 6, 1897
Day 25, Sunday April 7, 1897
Day 27, Tuesday April 9, 1897
Day 31, Saturday April 13, 1897
Day 47, Monday April 29, 1897
Day 51, Friday May 3, 1897
Should you find these notes in your dream, read them and know that the night is dark, the creatures exist, and one must never think of a dream as just a dream. Pray for me, I will seek salvation in between dream and reality. My terrible deeds have wrought judgement on myself.
Overview
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Doctor Rupert Locke is a self proclaimed somnologist and parapsychologist with an intense focus on the study of the mind beneath the illness. He has been disfigured by some unknown creature from the world of dreams that has been stalking him. His studies have lead him to be able to suppress his dream-like state and his waking reality by merging them together and the once good doctor straddles the edge of sanity as he barely knows what is real anymore. Prior to his days as a doctor, he had created a name for himself using mesmerism by travelling town to town and earning coin. Eventually he realized he had a knack that allowed him to exploit the rich and fearful of the times and with a stroke of pure fortune he happened upon a dead man with the name Doctor Locke. He wondered how such a man died and noticed that he was able to figure it out, and decided this could be an identity he could relax in for a while. The birth of 'Doctor' Locke happened and with his charlatan's tongue and his near instinctual understanding of hypnosis he quickly made a proper name for himself; fully realizing that such a thing was rife with rich patrons who were always worried and required discretion. With his ill-gotten gains he was actually able to fit into this refined society; it helped that he was quite adept at understanding people and the intricacies that made them tick. Given tenure at a sanitarium for his 'excellence in the field of parapsychology', he had begun his research and work into the mind and the study of dreams right at the height of the occult craze of the century's turn. He learned to enjoy the work, it was something far better than taking money from fools on the street with performances, and with much better reward and intangible benefits. While some of his practices could be considered unethical, he did provide results for those who came to him, and was able to quell phobias, understand dreams, and prescribe what was needed to deal with numerous psychoses. What was good for them was good for him afterall, the results kept the money coming and kept the new doctor busy with a skill he actually started growing to enjoy. A calculating and cold man, he has become a lot more detached from reality due to the hypnotism that he needs to undergo himself in order to escape his metaphysical pursuer. That being said he is quite intelligent, dedicated and helpful (should the stars align and he gets helped as well). Virtue: Learned, Open to Ideas, Diligent, Versatile
Belief Deep Down: "A fool and their money are easily parted, the rich have a lot of both. It's only natural that they have a predator to balance the books."
Basic Stats
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Human (charlatan: bluff, sleight of hand) Mesmerist (Dreamstalker) 3 HP 21/21 (8 + 2d8 + 3*1) BAB +2 Fort +3 Ref +7 Will +3 (+4 Mind Affecting)
AC 16 (10 + 2 Light Armor Table + 3 Dex + 1 Enhancement)
Character Traits: Precise Treatment (Magic), Forbidden Knowledge (Regional), Scarred (Drawback) Favored Class: Mesmerist [Nagaji] [3/5] (+1/5th HD to HD related Enchantment/Illusion spells for Mental Potency) Rolled Stats: 9, 9, 11, 14, 16, 16 Offense
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Sap - +5 (1d4-2/20/2x/nonlethal) +1 Revolver - +6 (1d8+1/20/4x/B and P) [20 feet] [Capacity 6] [Misfire 1] --> Risky Attack - +5 (1d8+3/20/4x/B and P) 2/Round +1 nonlethal damage to a target under hypnotic stare or 1d6+1 nonlethal damage if the damage is dealt by himself.
Skills
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33 Total (18 Class, 6 Background*, 6 Intelligence, 3 Skilled) Note: Charlatan grants me Sleight of Hand and Bluff which are already class skills for the Mesmerist :( Escape Artist +9 (3 Rank, 3 Trained, 3 Dex)
Appraise* +2 (2 Int)
Perception +5 (3 Rank, 3 Trained, -1 Wis)
Bluff +9 (3 Ranks, 3 Trained, 4 Charisma, 1 Consummate Liar, -2 Drawback)
Class Features
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Spells, Spontaneous, Charisma --- 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. --- Somnomancer: At 1st level, a dreamstalker gains the slumber hex. The dreamstalker’s effective witch level is equal to her mesmerist level, and she can activate them only by expending two daily uses of mesmerist tricks. The save DCs for her hexes are Charisma-based. She can take certain additional hexes in place of mesmerist tricks, selecting nightmares or vision at 10th level and higher, or eternal slumber at 18th level and higher. When she would normally gain a new mesmerist trick, she can learn additional spells instead. Each time she does so, she adds two of the following spells of a level she can currently cast to her list of spells known: 1st—oneiric horror, sleep;
--- 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. --- Dreams of Pain (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 nonlethal 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. --- Sleepless (Ex): At 2nd level, a dreamstalker gains immunity to sleep effects and a bonus equal to her Charisma bonus on saving throws against fatigue and exhaustion. She loses both benefits when under an effect that would prevent her from providing an emotion component. --- Bold Stare (Su): At 3rd level and every 4 levels thereafter, a mesmerist’s hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can’t be changed later. The mesmerist can’t choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist’s bold stare improvements affect the target as long as it is affected by the mesmerist’s hypnotic stare. --- Touch of Night (Su): At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list. Minor Conditions: Fascinated, fatigue, sleep.
A 14th level, the mesmerist can instead expend one use of touch treatment to replicate the effects of break enchantment. This targets only one creature the mesmerist is touching and follows all other restrictions of touch treatment.
Bold Stares
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Psychic Inception (Occult Adventures pg. 43): 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. Mesmerist Tricks
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1st - Slumber (Su) - Costs 2 Trick uses, Charisma for the save, otherwise functions as a Witch hex of my Mesmerist level. --- 2nd - Unwitting Messenger (Su): The mesmerist describes a recipient to the subject while implanting this trick, then recites a verbal message no longer than five words per mesmerist level. The subject of unwitting messenger has no memory of the message or the target recipient. When the subject encounters the specified recipient, she repeats the message verbatim, but does not recall speaking the message or its contents. The message remains buried in the subject’s subconscious for 24 hours, after which time it disappears if not delivered. The subject of unwitting messenger can be fooled by mundane disguises or illusions, causing her to deliver the message to the wrong recipient.
Spells Known
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* Taken in place of a Mesmerist Trick via Dreamstalker 0th - Lullaby, Detect Psychic Significance, Detect Magic, Dancing Lights, Message, Daze
Feats
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HD 1: Steadfast Personality Hu 1: Intimidating Glance HD 3: Manifold Stare Automatic Bonus Progression
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Note: +1 Level due to low magic 2nd - Resistance +1
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