Balazar

Gnoda's page

174 posts. Organized Play character for supervillan.


Full Name

Gnoda

Race

Gnome

Classes/Levels

Mesmerist 2| hp 17/17 | AC 16 T 12 FF 15 | F:+2 R:+4 W:+6 | CMD 11 | Init +1 | Perc +6, lowlight | Spells (-. 3/3) | Tricks 5/5

Gender

M

Size

S

Age

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

Alignment

N

Deity

Irori

About Gnoda

"Judge me by my size, do you?"

BOT ME:

Stay out of melee!

Use painful stare every round; use your spells and SLA's. Mental Block can deny an enemy access to spells and special abilities for a couple of rounds. Aim to keep a Colour Spray for really dangerous fights.

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

Gnoda

Male Gnome Mesmerist 2
N Small Humanoid (Gnome)
Init +1; Senses lowlight vision; Perception +6

--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 15 (+4 armour, +1 Dex, +1 size)
hp 17 (2d8+4)
Fort +2, Ref +4, Will +6; +2 vs illusion, +4 vs poison, disease

--------------------
Offense
--------------------
Base Atk +1; CMB +0; CMD 11
Speed 20ft
Melee
sword cane, +2; 1d4/x2
whip, +2; 1d2/x2 nonlethal

Ranged
light x-bow, +3; 1d6/19-20x2

Spell-Like Abilities (CL 2; concentration +6):

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

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

Spells Known (CL 2; concentration +6):

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

Level 1 (3/day)
colour spray (DC16), mental block (DC15), unseen servant

--------------------
Statistics
--------------------

Abilities:

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

Feats:

Breadth of Experience

Traits:

efficient packer, scholar of the great beyond (+1 know: planes, history; know: planes is a class skill)

Skills:

16 ranks + 2 fcb
[2] Appraise 2+3+2 = 7
[1] Bluff 1+3+4+1 = 9
[2] Diplomacy 2+3+4 = 9
[1] Intimidate 1+3+4 = 8
[2] Knowledge (arcana) 2+3+2+2 = 9
[2] Knowledge (history ) 2+3+2+2+1 = 10
[1] Knowledge (local) 1+3+2+2 = 8
[1] Knowledge (planes) 1+3+2+2+1 = 9
[1] Knowledge (dungeoneering) 1+3+2+2 = 8
[1] Knowledge (religion) 1+3+2+2 = 8
[0] Knowledge (other) 2+2 = 4
[2] Perception 2+3-1+2 = 6
[0] Profession (all) 2-1 = 1
[0] Stealth 1+4 = 5
[2] Use Magic Device 2+3+4 = 9

ACP - 1

-----------------------------
Occult skill unlocks

Hypnotism (Diplomacy):

You use the power of suggestion and subtle psychic influence to alter a subject’s mind and dredge up repressed memories.

Check: You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects.

Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, You implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher.

Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.

Action: Hypnotism takes 1 minute of calm interaction.

Try Again: Yes. You can try to hypnotize the same creature more than once, but only once per day.

Phrenology (Know:Arcana):

You examine the skulls of intelligent creatures to analyze the subjects’ psychological attributes, since the shape of the brain influences the shape of the skull.

Check: Once per day, you can use your fingertips to examine the shape of a creature’s skull. Reading a creature’s skull requires 1 minute of concentration and scrutiny while

You physically manipulate the skull. This technique can be used on a willing, helpless, or paralyzed creature, or on decomposed remains (as long as the skull is intact or can be pieced together). This skill can’t be used on creatures without discernible skulls, such as constructs, elementals, oozes, or plants. After the minute is up, the GM attempts a secret Knowledge (arcana) check. The DC is typically modified by the subject’s Hit Dice. With a single check, You determine all the information whose DC you meet.

For instance, if you had a result of 22 when examining a creature with 2 HD, you would learn that creature’s race and age, gender, alignment, and class, but not its level or HD.

Task DC
Determine race and age 10
Determine gender 15
Determine alignment 15 + creature’s HD*
Determine class 20 + creature’s HD*
Determine level or HD 25 + creature’s HD*
*A dead creature’s skull uses the HD the creature had when alive.

Action: Reading a creature’s cranium requires 1 minute of uninterrupted study.

Try Again: Yes. Reexamining a skull may provide new insights. You can attempt only one such check per day.

Psychometry (Appraise):

You can read the psychic impressions left on objects or in places by previous owners and events.

Check: Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate.

If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true.

Action: Reading an object requires at least 1 minute of uninterrupted concentration.

Try Again: Yes. Multiple readings on an object or place always give the same results unless its circumstances or ownership have changed, but additional checks might reach further back into an object’s history. You don’t reroll the saving throw to determine if a psychic imprint is false.

You can still use psychometry only once per day.

Read Aura (Perception):

Your psychic sensitivity allows you to read the psychic and magical auras of creatures and objects.

Check: Once per day, you can examine the natural aura of a creature or object to discern the subject’s alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading.

Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn’t have, but you get no results. The DC varies depending on the aura, as shown on the table.

Read Alignment Aura: You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura’s strength depends on the creature’s Hit Dice or item’s caster level, as noted in the description of the detect evil spell.

Read Emotion Aura: The colors within the target’s aura reveal its emotional state. If successful, you learn the target’s disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check’s DC, You gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.

Read Health Aura: Viewing the flow of vital force, you assess a creature’s physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource.

Read Magic Aura: You attempt to determine the number and power of all magical auras on a target creature or object (see detect magic to determine a magic aura’s power). If the check is successful, you can attempt Knowledge (arcana) or Spellcraft checks to determine the school or identify properties of a magic item, as normal. If the item is affected by magic aura or a similar spell, you can realize this and determine the actual properties of the item if your check result exceeds the DC by 5 or more. If the spell is of a higher level (such as aura alteration), increase this threshold DC by 2 for every spell level beyond 1st.

Task DC
Read alignment aura 15 + creature’s HD or item’s caster level
Read emotion aura 20 + creature’s HD or item’s caster level*
Read health aura 15 + creature’s HD
Read magic aura 20 + creature’s HD or item’s caster level
* Intelligent items only.

Action: Reading an aura requires 10 minutes of study.

Try Again: Yes. You can read a creature or object’s aura more than once, whether you read the same aura or a different one. You can still attempt only one skill check to read an aura per day.

-------------------------

Languages:

Common
Gnome
Sylvan
Draconic
Elven

Equipment:

Gear from current scenario

Combat Gear
16 bolts
10 cold iron bolts
2 acid flasks
1 alchemist's fire
1 tanglefoot bag
masterwork chain shirt

Other Gear
flint&steel
torch
50' silk rope
earplugs
smoked goggles
masterwork backpack
oil flask (1)
waterskin
chalk
journal and scrivener's kit
Candle
Pen and ink
soap
wayfinder

Coin
3 CP; 7 SP; 1485GP

--------------------

TRACKED RESOURCES:

Mesmerist tricks 5/5

wand of clw 50/50
wand of recharge innate magic 50/50

gm 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:
Mesmerist
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.

Spells

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 (15)

Tricks known (2):
Psychosomatic Surge: 1d8+1 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.

Fearsome Guise: as Disguise Self; trigger when the subject attacks a creature to make an Intimidate check against the target of the attack. The normal restrictions on Intimidate (demoralise) apply. [Obi-wan Krait Dragon trick!]

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

Towering Ego: add CHA to Will saves, except when you would be unable to complete spells with an Emotion component (ie you are under the effect of a hostile Emotion spell).

tricks implanted:

Faction Journal Card:

Concordance (season 10)
INURED TO THE ELEMENTS (2+ goals): Once per adventure before rolling a saving throw against an effect with the acid, air, cold, earth, fire, electricity, or water descriptor, you can gain a bonus on the save equal to 1 + half the number of goals you have completed
ELEMENTAL RAY (4+ goals): Once per adventure, you can shoot a ray of elemental energy at a target within 30 feet as a spell-like-ability. This is a touch attack that deals a number of points of acid, cold, electricity, or fire damage equal to 1d6 × half your character level.
ELEMENTAL AEGIS (7+ goals): You begin each day with a shield that functions as protection from energy. Whenever you or an ally within 30 feet of you would take acid, cold, electricity, or fire damage, the shield absorbs the damage. The shield can absorb a number of points of damage equal to 3 × the number of goals you have completed, after which the shield dissipates.

[][] Participate in an adventure in the Hao Jin Tapestry or an area significant to Hao Jin and her collections.

[][] Peacefully resolve an encounter with a creature with the air, earth, fire, or water subtype.

[][] Help grow the Concordance by recruiting a named NPC with either a significant connection to the natural world (such as a druid) or a significant connection to another plane (such an extraplanar outsider). Recruitment requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.

[x][] Forgo your Downtime to map ley lines attuned to the elements. Doing so requires a successful Craft (maps), Knowledge (geography), Knowledge (planes), or Profession (cartographer) check with a DC equal to 15 + your character level.

[] Restore balance to an area by closing a planar portal or removing a significant elemental disturbance.

[] Recover a valuable magic item that produces an effect that is strongly tied to air, earth, fire, or water during the course of an adventure. To qualify, this item must be worth at least 400 gp plus 100 gp × your character level.

[] Have a number of ranks in one of the following skills equal to your character level (minimum 4): Diplomacy, Handle Animal, or Knowledge (planes).

[][][]/[][] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Checking 3 boxes counts as one goal for the purpose of earning faction rewards; checking all 5 counts as two goals.

Chronicles:

4 XP 7 Fame 2 Prestige

1. Master of the Fallen Fortress, 1xp, 1PP
2. The Consortium Compact, 1xp, 2PP
3. The Confirmation, 1xp, 2PP
4. Trouble in Tamran, 1xp, 2PP

Boons:

Inside knowledge: +2 to Know.local checks vs aspis, can attempt untrained; cross off boon to take 20 on one such check.
Lord Avid's recommendation: +2 circumstance bonus on all CHA checks vs nobility on Isle of Kortos; cross off boon to get a +4 instead vs anybody on Kortos.
Confirmed Field Agent: personalised wayfinder for 1PP
Explore, Report, Cooperate: gain a hint from GM pertaining to secondary success conditions.
Friend of Janira Gavix: +1 to knowledge checks within the grand lodge.
Karela's gratitude: 1 only, spend 1600gp to purchase 10 pieces of magical ammunition or 800gp to purchase 5 pieces, from the following list: +1 keen, +1 and coated in blue whinnis poison, +1 merciful, +1 disruption (1 only).