NG Medium humanoid (elf, human)
Init +3; Senses lowlight vision; Perception +6
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DEFENSE
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AC 14, touch 11, flat-footed 13
(+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +2; +2 against enchantment, +1 will against fey
Immune magical sleep
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OFFENSE
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Speed 30 ft.
Melee quarterstaff +2 (1d6+3)
or dagger +2 (1d4+2 19-20 x2)
Ranged dagger +1 (1d4+2 19-20 x2)
Mesmerist Spells Known (CL 1st; concentration +4)
1st (2/day)— entangle, shillelagh
0 (at will)— create water, detect magic, light, mending
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STATISTICS
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Str 14, Dex 12, Con 14, Int 12, Wis 11, Cha 16
Base Atk +0; CMB +2 CMD 13
Feats intimidating glance, Skill focus (intimidate)
Traits Noble born (Medvyed), elven reflexes
Skills Bluff +8, Diplomacy +7 (+2 against fey), Handle Animal +7, Intimidate +10, Knowledge (nature) +5, Knowledge (nobility) +5, Perception +6, Sense Motive +4, Spellcraft +5, Survival +4
Languages Common, Elven, Sylvan
SQ
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SPECIAL ABILITIES
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Hypnotic Stare 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.
Mesmerist Trick 4/day
False Flanker: A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect.
Painful StareWhen 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.
Gear:
wooden armor 20 gp 25 lbs
quarterstaff - gp 4 lbs
dagger 2 gp 1 lb
backpack 2 gp 2 lbs
spell component pouch 5 gp 2 lbs
explorer's outfit - gp 8 lbs
2 traveler's outfit 2 gp 10 lbs
belt pouch 2 gp 1 lbs
flint and steel 1 gp - lb
chalk (10 pieces) 1 sp - lb
charcoal (2 sticks) 1 gp - lb
Medvyed signet ring 5 gp - lb
journal 10 gp 1 lb
scrollcase 1 gp 1/2 lb
10 sheets of parchment 2 gp - lb
ink 8gp - lb
scrivener's kit 2 gp 1 lb (This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler)
sealing wax 1 gp 1 lb
donkey 8 gp (100 lbs carrying capacity)
-Pack saddle 5 gp 15 lbs
-bedroll 1 sp 5 lbs
-blanket 5 sp 3 lbs
-firewood 1 cp 20 lbs
-mess kit 2 sp 1 lb
-10 days of trail rations 5 gp 10 lb
-fishing kit 5 sp 3 lbs
-grooming kit 1 gp 2 lbs
-rope 1 gp 10 lbs
-jug 3 cp 9 lbs
-cauldron 1 gp 5 lbs
-10 pitons 1 gp 5 lbs
-hammer 5 sp 2 lbs
-2 sacks 2 sp 1 lb
88 gp 1 sp 4 cp 56 lbs (donkey 91 lbs)
Coin 16.86 gp -> 14 gp 26 sp 26 cp
Description
Faolan is a handsome and young half-elf. He is unusually tall at 6ft 5in and weighs 176 lbs. He wears hi shoulder length platinum hair in a low ponytail when out and about, but really prefers to wear it loose. His pale green eyes seem to have an eerie glow when you're not looking at him directly. His skin is smooth and alabaster.
He despises ornate clothing and his standard outfit consists of sturdy boots, black wool breeches with a sturdy belt, brown shirt, black vest and a forest green hooded cloack.
He tends to prefer solitude, but despite certain je ne sais quoi that makes him slightly unnerving he is very charming and personable. He reveres various nature deities, but is more in tune with nature itself that with any religious sentiment.
Background
Faolan was born 23 years ago the result of a tryst between August (a minor cousin of the Medvyed family) and Elara (forlorn elf and wandering huntress). His mother left them shortly after giving birth and Faolan was brought up by his father, who managed a farm on a plot of land right next to the Gronzi Forest.
When he was 7 years old he disappeared during the celebrations of Firstbloom at their village. His father and the other villagers searched for him to no avail, and even asked Lord Gurev for help, but Faolan had vanished without trail. Then, precisely six months later, during the Swallowtail Release he appeared amid the cloud of released butterflies. Faolan doesn't remember much from his time away, but sometimes a leaf may remind him of hair that exact shade of green, or the smell of a flower evokes otherworldy joy...
That experience changed Faolan in mystical ways, giving him a strange power over the will of creatures and a connection to fey magics. He was trained by the local priest of Erastil, but the other people tended to shun him, which made him even more decided to be likeable (in spite of preferring to wander alone in the forest).
Although farming with his father has given him a good physique, he longs for the thrill of adventuring and discovering more about his fey powers. That's why when he heard of the challenges for the Charters he left the farm as soon as possible, looking for a group of like-minded people to obtain the right to explore and settle a new territory.