Lem

Feliks Tzollikoffer's page

140 posts. Alias of Samnell.


Race

Skills:
Acrobatics +10, Bluff +11, Diplomacy +11, Climb +2, Escape Artist +9, Linguistics (B) +6, Perception +8, Sleight of Hand (B) +9, Stealth +14
Spells:
L1: 4/4

Classes/Levels

Male halfling enigma mesmerist 3

Gender

HP 21/21 l AC 16, T 14, FF 13 l CMD 14 l F +2, R +10, W +9 (+10 vs. fear, +4/+5 sans towering ego) l Init +12 | low-light vision; Perception +8 | Sanity 41/41, Threshold 5, Edge 20

About Feliks Tzollikoffer

Feliks Tzollikoffer
Male halfling enigma mesmerist 3
CG Medium humanoid (halfling)
Init +12; Senses low-light vision; Perception +7
DEFENSE
AC 17, touch 14, flat-footed 14
(+3 Dex, +1 Size, +3 armor)
hp 21 (3d6)
Fort +2, Ref +10, Will +9 (+10 vs. fear, +4/+5 sans towering ego)
OFFENSE
Speed 20 ft.
Melee heavy mace +3 (1d6)
Ranged light crossbow +6 (1d6)
Special Attacks bold stare, enigmatic stare, hypnotic stare, solipsism,
Masmerist Spells Known (CL 3; touch +2, ranged touch +5; concentration +9):
1st (3, 4/day)--Charm Person (TE, Will DC 16), Comprehend Languages (TE), Ill Omen (TE), [ur=http://www.d20pfsrd.com/magic/all-spells/p/paranoia]Paranoia[/url] (TE, Will DC 16), Rayof Enfeeblement (TE, Fort DC 16)
0th (6, at will)--Detect Magic (TE), Detect Psychic Significance (TE), Mage Hand (TE), Open/Close (TE), Read Magic (TE)
STATISTICS
Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 10 (+0), Wis 11 (+0), Cha 20 (+5)
Base Atk +2; CMB +1; CMD 14
Feats Extended Stare, Improved Initiative
Traits Arcane Temper, Reactionary, Twitchy ©, Drawback Doubt
Skills Acrobatics +10, Bluff +11, Diplomacy +11, Climb +2, Escape Artist +9, Linguistics (B) +6, Perception +8, Sleight of Hand (B) +9, Stealth +14; Racial Bonuses Acrobatics +2, Climb +2, Perc +2, Stealth +4
Languages Halfling (N), Varisian (N), Aklo, Gnome
SQ Mesmerist Tricks, Towering Ego
Gear leather armor, heavy mace, light crossbow, 10 bolts, backpack, bedroll, everburning torch, flint & steel, potion of darkvision, potion of cure light wounds, 5 days rations, traveler’s outfit, waterskin; weight of gear 22 lbs; 35.4gp
Special Abilities
Doubt:You lack confidence in your abilities or confidence in the universe at large.
Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.
Bold Stare 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.
Psychic Inception Stare works on mindless + immune to mind-affects. Spells of that type work on the target of the stare, but they get +2 to their will save and have a 50% chance to ignore effects that hit each round. Ignoring does not end the effect; have to roll again every round until duration ends.
Enigmatic Stare (Su):The target of an enigma's hypnotic stare takes a –4 penalty on Perception checks to notice the enigma. At 8th level, this penalty increases to – 6.
This ability replaces painful stare.
Hypnotic Stare (Su)[/b ] 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 40 feet away (thanks to extended stare), 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 eyehexes. This is a mind-affecting effect.
[b]Mesmerist Tricks
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.
Tricks Known
Mask Misery The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. The mesmerist doesn’t need to have touch treatment to choose or use this trick.
Solipsism (Su): At 1st level, whenever the enigma uses hypnotic stare on a creature, instead of applying a penalty on the creature's saving throws, the enigma begins to fade from the creature's view. Until the enigma's next turn, the enigma gains the effects of concealment against that creature (unless it can see invisible creatures). Starting on the enigma's next turn, he gains the effect of invisibilityagainst that creature. These effects last as long as the enigma continues to use his hypnotic stare, but if he takes an action that would end invisibility, it ends his hypnotic stare immediately. The enigma can reinstate this effect whenever he wishes, but each time it begins with 1 round of concealment. At 8th level, attacks that would end invisibility do not end the enigma's hypnotic stare, and after 1 round of concealment, he gains the benefits of greater invisibility against the target of his stare.
For the purpose of bold stare improvements, the enigma's hypnotic stare always has a penalty of –1.
This ability alters hypnotic stare.
Towering Ego 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, he loses this bonus on saving throws.
At 3rd level, the enigma can afflict others with the harmful conditions that he endures.
Transfer Affliction (Su) This ability functions as the touch treatment ability, but can only be used to remove harmful conditions from the enigma, not other creatures. In order to remove these harmful effects, the enigma must succeed at a touch attack against another creature. The creature touched gains the chosen harmful effect for whatever duration it would have afflicted the enigma and the effect is removed from the enigma, unless the creature succeeds at a Will save (DC = 10 + 1/2 the enigma’s mesmerist level + his Charisma modifier). Using this ability is always a standard action. At 14th level, the enigma can instead expend one use of touch treatment to replicate the effects of bestow curse, delivered as a touch attackas part of using this ability. Transfer affliction is a mind-affecting effect.
This ability alters touch treatment.
Veiled Steps: An enigma gains a bonus to his Stealth checks equal to 1/4 his mesmerist level (minimum +1). This ability replaces consummate liar.
Twitchy Campaign trait: +2 to initiative, +1 ref saves
Favored Class bonus: hit point

Reaction Scene:

What? Where? Why? Feliks cast about, taking in the city. How had he come here...before? Often. Yes, often. Many times. He sat by the dry fountain and names filled his mind: Lomar, Oriab, places he had never been, far away and long ago. Where had the people gone?
”Hullo? Is anyone there? Do you need help? I might...” It was a mad, stupid thing to do, but Feliks could not accept that the city was truly abandoned. Someone must remain. He looked up the still facades, and beheld the mad sky.
[i]No...no that’s not possible. There’s no sky like that! Black stars! How?![/b] The world seemed to spin around Feliks and he fell backwards, landing hard on the cold stone. The mist rolled down from above, through all the empty balconies. It rose inside open doors. And someone inside.
Feliks swallowed his fear. That person may need help.
”Can you hear me? Are you hurt?” he took a hesitant step toward the fog, but the way it moved and turned on itself broke his courage. He turned and ran, through the plaza, across the courtyard, the fog at his back. He could feel it staring like a thousand lidless eyes. Its jaundice breath touched his neck. Without an instant’s thought, Feliks chose the high path and raced toward the bedlam dome above.