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17 posts. Organized Play character for supervillan.

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Mesmerist 1 | hp 10/10 | AC 14 T 12 FF 13 | F:+2 R:+3 W:+1 | CMD 10 | Init +1 | Perc +5, lowlight | Spells (-. 2/2) | Tricks 3/5






"When this old you reach, look this good you will not."




Chaldira Zuzaristan

About Gnoda

"Judge me by my size, do you?"


Stay out of melee!

Use painful stare every round; use your spells and SLA's. Aim to keep a Colour Spray for really dangerous fights.

Use whip or x-bow only if you absolutely must.


Male Gnome Mesmerist 1
NG Small Humanoid (Gnome)
Init +1; Senses lowlight vision; Perception +5

AC 14, touch 12, flat-footed 13 (+2 armour, +1 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +1; +2 vs illusion, +4 vs poison, disease

Base Atk +0; CMB -1; CMD 10
Speed 20ft
sword cane, +1; 1d4/x2
whip, +1; 1d2/x2 nonlethal

light x-bow, +2; 1d6/19-20x2

Spell-Like Abilities (CL 1; concentration +5):

Level 0 (1/day each)
Ghost Sound (DC15)

Level 1 (1/day each)
Grease (DC15), Silent Image (DC16)

Spells Known (CL 1; concentration +5):

Level 0
detect psychic significance, daze (DC14), mage hand, unwitting ally (DC14)

Level 1 (2/day)
colour spray (DC16), recharge innate magic



Str 10 Dex 12 Con 14 Int 14 Wis 9 Cha 18


Breadth of Experience


efficient packer, lessons from Chaldira


8 ranks + 1 fcb
Bluff 1+3+4+1 = 9
Diplomacy 1+3+4 = 8
Intimidate 1+3+4 = 8
Knowledge (arcana) 1+3+2+2 = 8
Knowledge (history) 1+3+2+2 = 8
Knowledge (local) 1+3+2+2 = 8
Knowledge (religion) 1+3+2+2 = 8
Knowledge (other) 2+2 = 4
Perception 1+3-1+2 = 5
Profession (all) 2-1 = 1
Stealth 1+4 = 5
Use Magic Device 1+3+4 = 8




Gear from current scenario

Combat Gear
20 bolts
2 acid flasks
leather armour

Other Gear
50' silk rope
smoked goggles
oil flask (1)
journal and scrivener's kit
Pen and ink

4 CP; 7 SP; 1GP


Mesmerist tricks (3/5)

gm reroll 1/1
chaldira reroll 1/1

Special Abilities
racial abilities:
Faerie Dragon Magic (SLAs, see above; +1 DC to my illusions)
Nosophobia (+4 Fort saves vs poison and disease)
Lowlight vision
Defensive Training (+4 dodge bonus to AC vs giants)
Hatred (+1 to attack rolls vs reptilian humanoids and goblinoids)
Ilusion resistance (+2 to saves vs illusions)
Keen senses (+2 Perception)
Weapon familiarity - gnome

class abilities:
Consumate liar: A mesmerist adds 1/2 his mesmerist level (currently 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.


Mesmerist Tricks (5/day; max 1 implanted); 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 (14)

Tricks known (1):
Psychosomatic Surge: 1d8 temp hp, duration 1 hour. This trick can be triggered when the subject takes damage. If the triggering attack would reduce the subject to 0hp or fewer the subject gains an additional 1d8 temp hp.

Painful stare: 1 precision damage vs target of hypnotic gaze, free action (even when not your turn) whenever the target takes damage.

tricks implanted:

Psychosomatic Surge: Quensha


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