About Esper ZevralStatistics:
PFS # 276820-10 Faction: Sovereign Court Experience 4 Fame 8, Prestige Points 4 Esper Zevral
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Spells Known (CL 2nd, Concentration +6)
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Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ 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 (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. 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. 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 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. Split Trick (feat): Whenever you implant a mesmerist trick in a target, you can designate that trick as a split trick. When doing so, you touch two targets and split the trick between them. This counts as implanting a mesmerist trick in both targets. The mesmerist trick functions as normal, except that when the trick’s triggering condition occurs, you must choose one of the split trick’s targets to receive the effects of the split trick. The other target receives no benefit from the trick. Towering Ego (Su): 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.
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear masterwork quarterstaff, dagger, dart (6), whip, acid (6), holy water (6), potion of cure light wounds (5), scroll of comprehend languages (4), wand of cure light wounds (45 charges), wand of disguise self (5 charges), wand of shield (49 charges) Possessions masterwork chain shirt, backpack, belt pouch, bedroll, charcoal, grooming kit, journal, scroll case, signet ring (sovereign court), business cards (sovereign court), waterskin Carrying Capacity Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb. Current Load Carried 32 lbs. Money 761 GP 5 SP 0 CP Temporary Gear:
Boons:
[] [] [] The Court Grows (Lady Darchana of House Madinani; Sovereign Court faction): You have impressed Lady Darchana, Second Spell Lord of Absalom, and taken an important step in recruiting her to Lady Gloriana Morilla’s cause. You can use this boon and check one of the boxes before attempting a Knowledge (arcana) or Spellcrat check on the Isle of Kortos to roll twice and take the better result. You can attempt such a check untrained. You cannot use this ability if all three boxes are checked, but the boon may grant other beneits in future adventures. [] [] [] Whispers of Evil - Chasing the ghoul witch Zaashakar throughout the city of Azir has left you with more questions than answers. A previously hidden evil has begun to stir, but now you’re aware of its movements. You can check a box next to this boon at the beginning of an adventure to gain a +1 circumstance bonus on all Perception and Sense Motive checks during that adventure.
Completed Scenarios:
#3-21: The Temple of Empyreal Enlightenment #3-0 First Steps, Part I: In Service to Lore #6-05: Slave Ships of Absalom --- #10-10: The Shattered Shield IN PROGRESS - None Background:
Esper grew up a street urchin in Thuvia, and used her wits, manners and budding psychic powers to slowly climb up out of poverty, and into the life of a scholar. She's had plenty of time to observe the upper class from the outside, and decided that not only could she do better, but it was the responsibility of all of the ruling class to endeavour to change the world for the better, for their country, and those around them who could not. Obviously, most of the noblemen and government officials she met were a huge disappointment, so she vowed to continue climbing the social ladder and making powerful connections, until she could either convince the ruling class to make a change, or she became a part of the ruling class, and set about changing the world herself. In her efforts to climb to greater and grander social heights, Esper joined the Pathfinders, and soon discovered like minded individuals in the Sovereign Court. With powerful allies at her back, Esper's ready to change the world, and has no problem getting her hands dirty to do so....
Appearance and Personality:
Esper is an exotic looking woman dressed in fine scholar's robes and elaborate scarves. Though her skin tone is quite pale, her features and attire clearly mark her as Kelishite. Her elaborate feathered earrings sway as she looks around, taking in her surroundings with golden eyes. Esper is poised, calm and respectful. She always tries to appear in control of her situation and surroundings. She takes on a leadership and mentorship role whenever possible, and places a lot of importance on networking and making allies.
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