Lann

Esh Kethar's page

359 posts. Organized Play character for Zinou.


Race

HP: 53/53 | AC: 18 | T: 13 | FF: 15 | CMD: 15 | Fort: +5 | Ref: +10 | Will: +10 (+2 vs polymorph spells) | Init: +7 | Perc: +5 | Sense Motive: +7 | Speed: 30 ft.

Classes/Levels

Tracked Resources:
Spells: 0 - 6 ; 1 - 2/4 ; 2 - 0/2 ; Tricks: 5/6 ; Panache: 4/5 ; Quibble: 1/1 ; Touch Treatments: 7/7

Gender

Ganzi Blade of Chaos 5 | ER: Acid 5, Electricity 5, Sonic 5 |

Size

Medium

Age

25

Alignment

CN

Deity

Calistria

Strength 7
Dexterity 16
Constitution 16
Intelligence 8
Wisdom 12
Charisma 18

About Esh Kethar

Macros:

[dice=Perception]1d20+5[/dice]
[dice=Initiative]1d20+7[/dice]

[dice=+1 Rapier]1d20+9[/dice]
for [dice=Piercing]1d6+4[/dice]
and [dice=Pain]1d6[/dice]

Don't forget Painful Stare!

Tricks / Hypnotic stare / Spells / Quibble / Touch Treatments / Panache...

Esh Kethar
Male Ganzi Swashbuckler (Inspired Blade) 1 / Mesmerist 4 | 5.1
CN Medium Outsider (Native)
Init +7 ; Senses Darkvision 60 feet ; Perception +5

Appearance:
A young man, or one that seems so, sits with a large grin. His appearance is very unsettling as half his face is covered in serpent-like scales but has an elven ear. The other part of his face has a long canine but appears completely human, even if his right eye is completely black with a white pupil. However, what is the most awkward is his hair who at first glance seem to be dreadlocks but are long human-like fingers.
The man bows with his head and smiles at each one of you, making wide gestures, as if he were really excited to be part of the adventure.

Background:
Coming soon !

Defense
AC 18, touch 13, flat-footed 15 (+5 Armor, +3 Dex)
HP 53
Fort +5, Ref +10, Will +10 (+2 vs polymorph spells)
Energy Resistance Acid 5, Electricity 5 and Sonic 5

Offense
Speed 30 ft.
Melee +1 Rapier +9 (1d6+4/18-20/x2)
Ranged Light Crossbow +7 (1d8/19-20/x2), Ammo 20, 80ft.

Mesmerist Spells (CL 5th [thanks to Magical Knack], Concentration +9)
0 (at will) – Dancing Light ; Detect Magic ; Ghost Sound ; Mage Hand ; Message ; Prestidigitation ; DC 14
1st (4/day) – Fumbletongue ; Mental Block ; Murderous Command ; Vanish ; DC 15
2nd (2/day) - Blistering Invective (DC 16) ; Silence ; DC 16

Psychic Magic

Special Abilities
Active
Quibble (DC 16): Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 30 feet, forcing it to reroll a single d20 on a roll it has just made. The target must take the second result, even if it is worse. A ganzi may use this ability after the target has rolled, but must use it before the GM declares if the roll was a success or failure. Unwilling creatures may resist a ganzi’s influence with a successful Will save (DC = 10 + 1/2 the ganzi’s level + the ganzi’s Charisma modifier). This is a curse effect.

Deeds and Panache | 5/day:

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Mesmerist Tricks (Su) | 6/day:

Tricks Known: False Flanker ; Mask Misery ; Break Stupor

-------------------

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 a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). 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).

To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick. The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.

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 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier.

The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). 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 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.

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.

Bold Stare (Su):

Bold Stares Known:
Psychic Inception: 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.

-------------------

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 Treatment (Su) | 7/day:

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, shaken.
Moderate Conditions: Confused, dazed, frightened, sickened.
Greater Conditions: Cowering, nauseated, panicked, stunned.

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.

Passive
Darkvision 60 feet
Skilled: Ganzi have a +2 racial bonus on Sense Motive and Survival checks ;

Maelstrom Resistance: Ganzi have acid resistance 5, electricity resistance 5, and sonic resistance 5, and gain a +2 racial bonus on saving throws against spells of the polymorph subschool.

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 (see page 144), he loses this bonus on saving throws.

Statistics
Str 7, Dex 16, Con 16, Int 8, Wis 12, Cha 18
Base Atk +4; CMB +2 ; CMD 15

Feats Weapon Focus (rapier), Weapon Finesse (rapier only), Fencing Grace, Improved Initiative, Toughness

Traits Magical knack, Trustworthy.

Skills
Acrobatics +8 (2 ranks)
Appraise -1
Bluff +15 (5 ranks)
Climb -2
Diplomacy +13 (5 ranks)
Disguise +7 (1 rank)
Escape Artist +7 (1 rank)
Heal +1
Intimidate +10 (3 ranks)
Knowledge (Arcana) +3 (1 rank)
Perception +5 (1 rank)
Perform (Oratory) +8 (2 ranks)
Ride +3
Sense Motive +7 (1 rank)
Sleight of Hand +7 (1 rank)
Spellcraft +3 (1 rank)
Stealth +7 (1 rank)
Survival +1
Swim -2

Languages Common, Vudrani

Consumables
Wand of CLW (33 charges)

Other Gear
+1 Rapier, +1 Mithral Chainshirt, light crossbow, Alchemical Silver Rapier, Cloak of Resistance +1,

Boons:

None!

PFS information for the GM:
PFS #93583-8
XP: 12 (normal advancement)
Faction: The Exchange
Fame: 18 / Prestige: 16
Esh's additional resources can be scanned on demand for GMs, please ask via PM.

Chronicles applied:
#1 - 2015 GM Boon #1 (play an Aasimar character)
#2 - 2015 GM Boon #2 (play a Tiefling character or combine with a boon that enables to play an Aasimar character to play a Ganzi character)
#3 - Module Godsmouth Heresy (3 xp, 4 fame, GM Credit)
#4 - #7-07 Trouble in Tamran (1 xp, 2 fame)
#5 - #7-10 The Consortium Compact (1 xp, 2 fame, GM Credit)
#6 - #3-05 Tide of Twilight (1 xp, 2 fame)
#7 - #4-05 The Sanos Abduction (1 xp, 2 fame, GM Credit)
#8 - #7-27 Beyond Azlant Ridge (1 xp, 2 fame)
#9 - #6-05 Slave Ships of Absalom (1 xp, 2 fame, GM Credit)
#10 - #8-14 To Seal The Shadow (1 xp, 2 fame)