About GM Xavier Kahlvet
Nox Neuropastum He couldn't stealth past a thin green ray.
Arnaut Danièl A crit from the shadows spelled his momentary end.
Vendalfek CR 8
Faerie dragon mesmerist (vexing trickster) 7 (Pathfinder Player Companion: Psychic Anthology 19, Pathfinder RPG Bestiary 3 91, Pathfinder RPG Occult Adventures 38)
CG Tiny dragon
Init +7; Senses darkvision 60 ft., low-light vision; Perception +14
AC 24, touch 22, flat-footed 17 (+3 deflection, +7 Dex, +2 natural, +2 size)
hp 77 (10 HD; 7d8+3d12+27)
Fort +11, Ref +19, Will +13
Immune paralysis, sleep; SR 13
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +9 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks bold stares (devilbane mundanity, disorientation[OA]), breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 13 negates, usable every 1d4 rounds), hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 9/day (compel alactrity, false flanker, linked reaction, mesmeric mirror), painful stare (+3 or +2d6+3)
Spell-Like Abilities (CL 3rd; concentration +9)
. . 3/day—greater invisibility (self only)
Sorcerer Spells Known (CL 3rd; concentration +9)
. . 1st (7/day)—grease, silent image (DC 17), sleep (DC 19)
. . 0 (at will)—daze (DC 18), detect magic, ghost sound (DC 16), mage hand, prestidigitation
Mesmerist (Vexing Trickster) Spells Known (CL 7th; concentration +13)
. . 3rd (2/day)—fool's teleport, synesthesia[OA] (DC 19)
. . 2nd (5/day)—glitterdust (DC 18), heckle (DC 20), pilfering hand[UC], suggestion (DC 20)
. . 1st (6/day)—lesser confusion (DC 19), deja vu[OA], fumbletongue[UM] (DC 19), hideous laughter (DC 19), unnatural lust[UM] (DC 19)
. . 0 (at will)—detect magic, detect psychic significance[OA], haunted fey aspect[UC], lullaby (DC 18), open/close (DC 16), prestidigitation
Str 9, Dex 24, Con 15, Int 18, Wis 12, Cha 22
Base Atk +8; CMB +13; CMD 25 (29 vs. trip)
Feats Bouncing Trick, Combat Expertise, Contingent Trick, Flyby Attack, Greater Spell Focus (enchantment), Spell Focus (enchantment), Split Trick
Skills Acrobatics +17 (+9 to jump), Bluff +22, Diplomacy +19, Disguise +9, Fly +32, Perception +14, Sense Motive +14, Spellcraft +17, Stealth +31, Swim +28, Use Magic Device +19
Languages Common, Draconic, Elven, Infernal, Sylvan; telepathy 100 ft.
SQ consummate trickster +3, manifold hijinks (2 tricks)
Other Gear belt of incredible dexterity +2, cloak of resistance +1, cloak of resistance +4, headband of alluring charisma +2, ring of protection +1, ring of protection +3
Bouncing Trick When implant trick, add extra uses to move implant to new foe in 30 ft.
Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 13 negates, usable every 1d4 rounds
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Consummate Trickster +3 Bonus on Bluff, Disguise, Sleight off Hand, and Stealth Checks.
Contingent Trick When implant trick, can apply two.
Darkvision (60 feet) You can see in the dark (black and white only).
Devilbane Mundanity The hypnotic stare penalty also applies to the target's spell resistance.
Disorientation (Su) Hypnotic stare penalty applies on attack rolls.
Fly (60 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifold Hijinks (2 tricks) (Su) Implant multiple modified tricks into the mind of a target simultaneously.
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (170 feet, 9/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+3 or +2d6+3, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Resistance (13) You have Spell Resistance.
Split Trick When implant trick, choose 2 targets. On trigger, choose one to benefit.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
For my own copy-pasting benefits:
First off, *Inhales!* For some of the NPCs there is sometimes no image given so I have to improvise using Google and my own lackluster editing skills. If there is a discrepancy between the image and what I write as a description then that is why. All credit to the original artists, etc. etc. etc.
Okay, important stuff:
(Because this is technically for the Online Support Program I need people's emails in order to properly fill that out. Some are not comfortable with having their emails out in the open on the forums, so by all means feel free to PM me your email if that would make you feel more comfortable).
Once again, I expect posts as frequently as possible, but bare minimum of once per day (with some leeway for weekends).
I frequently use spoilers to keep things organized and not too crowded, so for future reference, any spoilers in any of my posts contain public information that can be viewed by everyone with three significant exceptions: Any spoiler labeled with a specific check along with the DC (i.e. "Perception 30"), any spoiler specifically directed toward a particular player, or any spoiler labeled "GM Screen." Additionally, I sometimes put spoilers inside of spoilers, but I have to get creative with the labels for spoilers inside of spoilers (you can't label it normally or else the coding breaks), so I put such labels in bold and ooc; if there isn't such a label directly above such a spoiler then don't open it unless prompted to do so. Example:
]]]]]]]]]]spoiler=Perception ##]You find a thing!
Knowledge (history) ## to open the spoiler below
You know about the thing!
Spellcraft ## to open the spoiler below. If you exceed the DC by 10+ then also open the spoiler two below. If you fail by 5 or more, instead open the spoiler three below
It's the MacGuffin!
The MacGuffin is Cursed!
You get magical backlash of energy!
Three other miscellaneous things:
I do not allow readying an action outside of initiative, for players or NPCs.
I understand that I must run the scenario/module/whatever as written, but I consider a clear mathematical error in an enemy's stat block (i.e. an attack bonus of +25 when it's written as +23 or a Con-based DC being written as 15 when it's actually 19) to be a typo of the scenario/module/whatever and I subsequently change it to be mathematically correct, whether it's to the players' benefit or detriment; if you feel that's overstepping my bounds as a PFS GM, then by all means report me to a VC and I will happily make my case.
Another thing I do is that with confusion I roll 1d4 and multiply it by 25 rather than roll a d%; makes things faster.
Finally, I believe that Pathfinder is a game of remembering, so if you forget an ability, a bonus, or anything of the like and don't correct yourself of said mistake soon thereafter and I as the GM don't call you out on it, then we continue onward; I'm not going to do a fleshed-out retcon to satisfy a single mistake and if you expect that of me, then I'll shrug and say "Sorry! Remember next time." Likewise, if I make a mistake and am not called out on it in time, then I will say "Welp, the players reap the rewards of my lack of remembering" and move on. There are exceptions to this, such as when a retcon would be simple ("Just heal X damage since you didn't take it because the attack missed.") or if PC death is on the line.
With all that said, good luck and happy adventuring!