Race |
HP 39/39 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | See profile for immunities | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 | |
Classes/Levels |
ALL WHO COME WITHIN 60' AND SEE OR HEAR HER MUST SAVE (WILL DC17) OR BE SHAKEN UNTIL THEY LEAVE THE AREA |
Gender |
NE Dark Tapestry Nightmare Soulbound Doll / Mesmerist | |
About Doll #23, also known as Cindy
Nightmare Soulbound doll
CR: 5 (2 base + 2 templates + 1 class level)
Templates:
PC - Psychic Creature; (clairaudient/clairvoyant/empath); +0 CR
NC - Nightmare Creature; +1 CR
DT - Dark Tapestry Creature; +2 CR
DR - Drunk (flavored as detached from reality); -1 CR
Class Levels: Mesmerist (Fey Trickster) 1
NE Tiny Aberration Augmented Construct (evil)
Init +8
Senses darkvision 120' (NC); lifesense 120' (DT); low-light vision (base)
DETACHED FROM REALITY: -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks
DEFENSE
AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural (base), +2 size)
hp 39; fast healing 5 (silver or good)
Fort +1, Ref +7, Will +5
DR 2/magic (base), 5/good or silver (NC)
Defensive Abilities feign death (NC); Illusion Resistance (NC); Distort Reality (DT)
Immune construct traits (base), illusions (NC), cold (DT), confusion (DT), electricity (DT), fire (DT), insanity (DT)
Weaknesses susceptible to mind-affecting effects (base), vulnerable to acid, sonic (DT)
OFFENSE
Speed 20 ft., fly 10 ft. (perfect)
Melee dagger +4 (1d2-2/19-20)
Space 2.5 ft.; Reach 0 ft.
Special Attacks:
NC - Fear Aura, Frightful Presence, Night Terrors
DT - Brush of the Incomprehensible, Overwhelming Madness
Class - Hypnotic Stare, Painful Stare
Spell-Like Abilities (CL 6th; concentration +10)
..Constant NC: Protection From Good
..At will PC: ventriloquism (DC 15)
..3/day
Base: Light, Mage Hand, Open/Close (DC15), Prestidigitation
PC: Oppressive Boredom (DC17), Remove Fear, Detect Magic, Ghost Sound (DC15)
NC: Detect Thoughts (DC17), Dream, Nightmare (DC20), Suggestion (DC18)
..1/day
Base: Deep Slumber (DC18), Levitate
PC: Sound Burst (DC17), Detect Secret Doors, See Invisibility, Cause Fear (DC16), Scare (DC17), Hideous Laughter (DC16)
NC: Shadow Walk (DC21)
Class Abilities
Animal Companion Link: +4 to checks for handling or pushing companion
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.
Hypnotic Stare: Focus stare on one creature within 30 feet as a swift action. That creature takes a -2 penalty on Will saving throws. Can maintain 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.
Painful Stare: When an attack that deals damage hits the target of 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.
Shadow Splinter: (DC15; 5/day) - Redirect 8HP of damage from attack on implanted ally to another creature within range of the attack (not the attacker). No attack roll or AC modifiers affect this but new target can Will save in order to not have either target take the redirected damage
Mesmerist Spells (CL 1st; concentration +6; melee touch +4; ranged touch +10)
L0 - Bleed (DC15), Daze (DC15), Lullaby (DC15), Message
L1 (2/day) - Beguiling Gift (DC16), Expeditious Retreat
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STATISTICS
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Str 7, Dex 18, Con --, Int 13, Wis 10, Cha 21
Base Atk +4; CMB +6; CMD 14
Feats Animal Ally (Class), Improved Initiative (Base), Iron Will (PC), Nature Soul (traded for toughness from base)
Skills Acrobatics +4 (-2 to jump), Bluff +15, Climb +4, Diplomacy +14, Disguise +5, Escape Artist +4, Fly +20, Intimidate +21, Know(Nature) +8, Perception +18, Ride +5, Sense Motive +10, Stealth +26, Survival +5, Swim +4
Background Skills Craft(Carpentry) +8, Craft(Dollmaking) +9, Handle Animal +12
Languages Common, Sylvan
SQ alignment variation, nightmare spellcasting, soul focus
Gear dagger, carpentry tools, dollmaking tools, Headband of Alluring Charisma +2, Ribbon of Terror (cast blistering invective at will, DC15)
SPECIAL ABILITIES
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Damage Reduction (5/good or silver, 2/magic) You have Damage Reduction against all except Good or Silver attacks)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Darkvision (120 feet) You can see in the dark (black and white only).
Lifesense (120 feel) As blindsense but only for living creatures
Construct Immunities ability damage, ability drain, bleed, Death and Necromancy effects, diseases, energy drain, exhaustion, fatigue, Nonlethal Damage, paralysis, poison, sleep effects, stuns.
Nightmare Creature Immunities illusions
Dark Tapestry Creature Immunities cold, confusion, electricity, fire, insanity
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Brush of the Incomprehensible (DC 17) On successful attack (dealing damage or opponent fails save against spell/SLA) opponent must make will save or be instantly inflicted with a madness affliction ignoring its onset time and replacing its normal DC.
...Schizophrenia: A schizophrenic character has lost his grip on reality, and can no longer tell the difference between what is real and what is not. Effect -4 penalty on Wisdom and Charisma based skill checks, cannot take 10 or take 20, and each time a schizophrenic character finds himself in a stressful situation (such as combat) he must make a Will save (DC 17) or be confused for 1d6 rounds.
Distort Reality Dark Tapestry creatures have a 50% chance to simply ignore an attack, spell, or other action targeting or affecting it. Acid and sonic attacks ignore this ability. The Dark Tapestry creature may NOT voluntarily fail this check to allow a beneficial action caused by other creatures to affect it.
Fear Aura (60 ft., DC 17) Any creature within 60 feet of a nightmare creature must succeed on a Will save or become shaken each time it comes within 60 feet of the nightmare creature. This also effects creatures that cannot see the nightmare creature. Success means immune for 24 hours
Feign Death (DC 17) Can appear dead with a successful Bluff check.
Frightful Presence (DC 17) On charge, surprise attack, DC15 intimidate, or DC15 perform, any creature within 30 feet must succeed on a Will save or be panicked for 2d6 rounds. Success means immune for 1 hour.
Night Terrors (DC 17) A nightmare creature can enter the dreams of a sleeping creature at will as a standard action. This ability has the same effect as a dream spell, except that once inside the dream of another creature, the nightmare creature can control the dream and the target must succeed on a will save every hour or take 1d4 CHA damage. Success means awakening. A target whose CHA is reduced to 0 dies.
Nightmare Spellcasting A nightmare creature's effective caster level for fear, phantasm, and shadow spells is +2 over the base creature.
Overwhelming Madness (DC 17) When a non-aberration creature makes mental contact with a Dark Tapestry creature, it must make a will save or be instantly subjected to the effects of Brush of the Incomprehensible. On a successful save, the creature is staggered for 1 round. This occurs whether the Dark Tapestry creature initiates mental contact or another creature attempts to do so.
Soul Focus (Su) The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll's eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20.
Susceptible to Mind-Affecting Effects (Ex) Not immune to mind-affecting effects, despite being a construct.
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How I came to be in the employ of Lucian Aldor:
I'm not really sure who or where I was before Mommy woke me up, but I was ecstatic to hear her voice when she gave me the warm welcome of "Finally...hopefully this one will be better than the other 22 useless things." THAT is how I knew that I was special, and also that my lucky number was 23! Anyways, she put me in a misty room with lots of weird brown things and told me that I was supposed to watch out for strangers and let one of the bigger people know if I saw any. She even gave me the important job of putting strangers to sleep if I saw them go into the spiky room over there! She may not act like she loves me, but I know she does, and I'm going to make her proud. She tries to hide it, even calls me by my birth name 'Doll #23' but I just know she really thinks of me as Cindy.
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Cindy's motivations:
-Initially, Cindy initially just wanted to make her Mommy proud. Whatever that took, never mind if it be putting strangers to sleep, keeping Sevren company, or mopping the floor. She just wanted her to admit that they really are a family eventually.
-When Lucian went away, she was distraught and wanted to try and find a new family. She wanted to fine them and love them and love them and love them until they loved her back.
-Over time, she began to search for family in a different way, collecting trinkets and making dolls that both reminded her of things she'd done as well as creating a surrogate family. She also came into contact with some kind of presence that she initially thought came from the forest, which she started to view as her new Mommy, although now she suspects it might come from farther away. This presence has given her a bear friend as a companion, and has started to leech into her brain bit by bit, causing her to start to lose touch from time to time.
- Now, she still is searching for a family but the more disconnected she gets, the more she will start to think of her dolls as being real creatures, her bear as being her child, and some of the random people that she meets as being candidates for family as well.
Cindy's personality: Cindy only has some vague concepts of things due to a small sliver of her mortal soul remaining so she tends to view some things (like love) in drastically extreme ways, while not understanding other common social concepts at all. She also tends to alternate between being active and almost inert. When active she has a personality similar to a naive young girl and is filled with energy and excitement, but when inactive she speaks little, seems depressed, and acts in a robotic fashion. My psychologist tells me this is because she has a hard time reconciling the evil things she does for Mommy (or by accident) with her innocent little girl brain. Additionally, as might be expected...she is lonely.
- As she becomes more detached, the two outward personalities (the child and the silent inert doll) are also mixed in with a darker personality that speaks in a more ominous, darker tone and shows more of her melding with the aberrant presence that is poking at her brain more often.
Cindy's appearance: Cindy is a baby doll made out of hard porcelain with one glass eye, one ruby eye (her soul focus), and a pastel blue dress. She has braided hair, is almost always dirty, and is beginning to show small cracks in the surface of her head and arms. She always carries a small dagger which she never uses, but since Mommy gave it to her she'll never put it down.