Race |
| Init +2 | Perc +2 (darkvision) SM -2 | Speed 20' | |
Classes/Levels |
Active Conditions: Heightened Awareness |
Gender |
Male N Gnome Mesmerist 3 | HP 24/24 | AC 17 T 13 FF 15 | CMB +0 CMD 12 | F +5 R+6 W +7, +4 vs. disease & poison, +2 vs illusion |
About Fizzlebottom
PFS # 100198-13
Experience 6 XP (Level 3.0)
Faction Sovereign Court
Wealth 2010 GP, 4 PP 8 Fame
Link to Token Image
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13 Fizzlebottom 3.0
Male gnome mesmerist (vexing daredevil) 3 (Pathfinder RPG Occult Adventures 38, 98)
N Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 24 (3d8+6)
Fort +5 (+4 vs. disease and poison), Ref +6, Will +7; +2 vs. illusions
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Offense
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Speed 20 ft.
Melee spiked gauntlet +2 (1d3-1) or
. . unarmed strike +2 (1d2-1 nonlethal)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks hypnotic stare (-2), mesmerist tricks 7/day (false flanker), painful stare (+1 or +1d6+1)
Spell-Like Abilities (CL 3rd; concentration +8)
. . 1/day—charm person (DC 17), guidance, message, prestidigitation
Mesmerist (Vexing Daredevil) Spells Known (CL 3rd; concentration +8)
. . 1st (5/day)—color spray (DC 16), grease, mental block[OA] (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—daze (DC 16), detect magic, detect psychic significance[OA], light, mage hand, read magic
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Statistics
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Str 8, Dex 14, Con 14, Int 10, Wis 7, Cha 20
Base Atk +2; CMB +0; CMD 12
Feats Improved Feint, Intimidating Glance[OA], Martial Weapon Proficiency, Ranged Feint[UI]
Traits adopted, dirty fighter, resilient, the vessel between (daggermark)
Skills Acrobatics +6 (+2 to jump), Bluff +13 (+16 when feinting in combat), Climb -2, Diplomacy +10, Intimidate +10, Linguistics +4, Perception +2, Perform (oratory) +9, Stealth +10, Swim -2, Use Magic Device +9
Languages Common, Gnome, Sylvan, Thassilonian, Varisian
SQ automatic writing (linguistics), consummate liar +1, dazzling feint (outmaneuver), genial magic, hypnotism (diplomacy), nosophobia, read aura (perception)
Combat Gear wand of cure light wounds (50 charges), wand of heightened awareness (50 charges), acid (2), alchemist's fire; Other Gear lamellar (leather) armor[UC], crossbow bolts (20), light crossbow, spiked gauntlet, cloak of resistance +1, earplugs[APG], 2,009 gp, 9 sp, 7 cp
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Tracked Resources
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Acid - 0/2
Alchemist's fire - 0/1
Automatic Writing (Linguistics, 1/week) - 0/1
Charm Person (1/day) - 0/1
Crossbow bolts - 4/20
Guidance (1/day) - 0/1
Hypnotism (Diplomacy, 1/day) - 0/1
Mesmerist Tricks (130 feet, 7/day) (Su) - 0/7
Message (1/day) - 0/1
Painful Stare (+1 or +1d6+1, 1/round) (Su) - 0/1
Prestidigitation (1/day) - 0/1
Read Aura (Perception, 1/day) - 0/1
Wand of cure light wounds (50 charges) - 6/50
Wand of heightened awareness (50 charges) - 0/50
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Special Abilities
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Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Consummate Liar +1 Counts as Combat Expertise for some feats.
Darkvision (60 feet) You can see in the dark (black and white only).
Genial Magic Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day-charm person, guidance, message
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Intimidating Glance You can attempt to demoralize the target of your hypnotic stare as a swift action.
Mesmerist Tricks (130 feet, 7/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Nosophobia Gain +4 bonus on Fortitude saves vs. diseases and poisons.
Outmaneuver (Su) If next attack hits, +4 circ bonus to Acro to move through target's area for 1 rnd.
Painful Stare (+1 or +1d6+1, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Ranged Feint Feint with a ranged weapon
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
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At start of scenario, tell GM:
Notes to self:
Possible Buffs:
Situational Tactics:
Tracker for misc resources:
Relevant Rules Reminders:
Faction Journal Card Boons Available:
Chronicle Boons Available: