About "Dr." Carl ZigmundMale gnome mesmerist 2 (eye biter)
OFFENSE
Known Mesmerist Spells (CL 2nd, concentration +7): 1st (4/day)—color spray (DC 16), hideous laughter (DC 16), Paranoia
STATISTICS
Skills Bluff +7 , Diplomacy +11 , Intimidate +10 , Knowledge (Arcana) +4 , Knowledge (Local) +6 , Linguistics(Ancient Osiriani) +4 , Perception +5 , Spellcraft +4 , Stealth +11 , Use Magic Device +9 Traits mediator, two-world magic Languages Ancient Osiriani, Common, Gnome, Sylvan, Thassilonian SQ academician, bonus mesmerist tricks (2x), consummate liar, darkvision, darkvision, gift of tongues, gnome magic, hypnotic stare, illusion resistance, knacks, mesmerist tricks (Mesmeric Mirror), painful stare, towering ego Combat Gear acid (flask) (2), alchemist's fire (flask) (2), scroll (comprehend languages), scroll (remove fear), scroll (remove sickness/cleric/1st/divine/minor), scroll (faerie fire/druid/1st/divine/minor), scroll (share language/bard/1st/arcane/minor), feed (per day) (20); Other Gear chain shirt (small/mithral), buckler (small/mithral), acid (flask) (2), MW tool Diplomacy crystal ring, MW tool crystal intimidate coin, alchemist's fire (flask) (2), backpack (masterwork) (small), mesmerist's kit, cart, donkey, cure light wand. Spoiler:
SPECIAL ABILITIES
Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait. Bonus Mesmerist Tricks (2x) Increase the number of mesmerist tricks the mesmerist can use per day by 1/3. Consummate Liar A mesmerist adds 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. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial traits. Gnome Knowledge Selection (Knowledge (Local)) Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities. 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. 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. 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. Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Knacks Mesmerists learn a number of knacks, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal. Mediator You have a way with calming tempers, using cool logic to sooth heated disagreements, and you were always the one to settle arguments among your friends, family, and community. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a Suggestion to lay down arms. Mesmerist Tricks (Su) A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant 5 of these tricks. He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).
Once triggered, a trick is no longer implanted, and can't be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick's entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 15. The mesmerist knows 2 trick(s). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick's description, a mesmerist can't choose a particular trick more than once. 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 1 additional damage. The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. 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. Towering Ego (Su) A mesmerist gain a 4 bonus on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional components of psychic spells, he loses this bonus on saving throws. Two-World Magic You have bridged the gap between the natural magic of the Mwangi peoples and the refined magic of the Chelish colonists. Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. Eyeball familair (Sage/Figment):
DEFENSE
OFFENSE
STATISTICS
Skills Fly +16, Knowledge Nature 0, Knowldege Planes +6, Knowldege Religion +5 Stealth +13, |
