About Harry Dirtson
Harry Dirtson 8.0 Mez
Half-orc mesmerist 5/pathfinder savant 3 (Pathfinder Campaign Setting: Seekers of Secrets, Pathfinder RPG Occult Adventures 38)
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft., glyph-finding; Perception +10
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Defense
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AC 10, touch 10, flat-footed 10
hp 64 (8 HD; 3d6+5d8+24)
Fort +5, Ref +5, Will +13
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Offense
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Speed 30 ft.
Special Attacks bold stare (timidity[OA]), hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 9/day (astounding avoidance, gift of will, see in darkness), painful stare (+4 or +1d6)
Mesmerist Spells Known (CL 7th; concentration +14)
. . 3rd (3/day)—synaptic pulse[OA] (DC 22), terrible remorse[UM] (DC 22)
. . 2nd (5/day)—glitterdust (DC 19), perceive cues[APG], pilfering hand[UC], suggestion (DC 21)
. . 1st (6/day)—forbid action[UM] (DC 20), grease, mental block[OA] (DC 18), ray of enfeeblement (DC 18), vanish[APG] (DC 18)
. . 0 (at will)—daze (DC 19), detect magic, ghost sound (DC 17), mage hand, open/close (DC 17), read magic
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Statistics
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Str 8, Dex 10, Con 16, Int 10, Wis 10, Cha 24
Base Atk +4; CMB +3; CMD 13
Feats Greater Spell Focus (enchantment), Logical Spell[OA], Magical Aptitude, Spell Focus (enchantment)
Traits honest, reactionary
Skills Bluff +13, Diplomacy +17 (+17 to influence friendly or helpful creatures), Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (religion) +4, Perception +10, Sense Motive +4, Spellcraft +11, Use Magic Device +20; Racial Modifiers +2 Intimidate, master scholar
Languages Common, Orc
SQ adept activation, consummate liar +2, esoteric magic, esoteric magic, half-orc mesmerist, orc blood, scroll master, tenacious, touch treatment 10/day (Minor)
Combat Gear scroll of faerie fire, scroll of levitate; Other Gear belt of mighty constitution +2, headband of alluring charisma +2, 125 gp
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Special Abilities
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+2 painful stare damage Increase the mesmerist's bonus damage from painful stare by 1/2 point.
Adept Activation (Ex) Can always take 10 on Use Magic Device, except when activate blindly.
Consummate Liar +2 Counts as Combat Expertise for some feats.
Darkvision (60 feet) You can see in the dark (black and white only).
Esoteric Magic (Gallant Inspiration) (Ex) Add chosen spell (any list) to base spellcasting class' spell list.
Esoteric Magic (Haste) (Ex) Add chosen spell (any list) to base spellcasting class' spell list.
Glyph-Finding (Ex) Use Spellcraft to find written magic traps only, otherwise as trapfinding.
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.
Logical Spell You can eschew emotional components by exercising logic.
Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Master Scholar +1 (Ex) Can always take 10 on Knowledge (arcana) and Spellcraft.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (150 feet, 9/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Painful Stare (+4 or +1d6) (Su) 1/round, target of hyp. stare takes extra damage from attack.
Scroll Master (Su) Use own CL instead of item's for scrolls/spell completion.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Tenacious (1/day) Reroll a failed Fortitude/Will save or Constitution check, must keep second result even if worse.
Timidity (Su) Hypnotic stare penalty also applies to damage rolls.
Touch Treatment (Minor, 10/day) (Su) Remove certain conditions from creature touched.