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About Ian Palmer, Esquire. . . . Ian Palmer, Esquire
Size / Type: Medium Humanoid (Human)
Attributes
BAB +0
HD 10 (1d8 Mesmerist + 1 Con / Level + 1 Con First Level) AC 17 (10 Base + 2 Dex + 3 Armour + 2 Natural Armour) Saves
10 / Level (7 Base + 2 Int + 1 Favoured) Class Skills: Bluff, Diplomacy, Kn Occult, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth Notes:
Fey Bloodline
Infernal Bloodline
Career Path: Legal (Attorney)
Conference: During formal meetings, you gain +2 to Bluff, Diplomacy, and Sense Motive checks.
Dabbler: You’ve always had a thing for the occult. You gain plus 1 trait bonus to Kn Occult Checks. A Curious Book (Arcana): Popular media and Hollywood filled you with a special need, and when you finally encountered a special book, you did what every fool or adventurer does. You opened the book. You gain a +1 trait bonus on Knowledge (occult) skill checks, and Knowledge (occult) is always a class skill for you.
Crossblooded: You gain 1 Blood Point and can take Boodline abilities from both the Fey Bloodline and the Infernal Bloodline. (Human Bonus Feat) Weapon Finesse: You can use Dexterity instead of Strength for attacks made with light or certain one-handed melee weapons. (Level 1 Feat) Bonded Weapon: With a single non-firearm weapon of your choice, you gain proficiency, +1 trait bonus to hit to a single combat maneuver, and the ability to use the psychic weapon ability through this weapon. (Mesmerist 1 Bonus Feat) Psychic Strike: As a swift action you can imbue your bonded weapon with psychic power. For 1 minute, your weapon deals +1 damage and is considered magical for the purpose of overcoming damage reduction. (Mesmerist 1 Bonus Feat)
Proficiencies: Simple weapons, the sap, the swordcane, the whip, your bonded weapon, and a single firearm. Light armour, but not shields. Consummate Liar: A mesmerist adds 1⁄2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. The mesmerist also counts as having Combat Expertise for Improved Feint, Greater Feint, or any feats that require Improved Feint or Greater Feint. Psychic Stare: As a swift action you stare at one creature within 30 feet. They take a -2 penalty on Will Saving Throws. This is in effect until you stare at a new target, the opponent dies, the distance between you exceeds 30 feet, or you fall unconscious or die. You can remove the memory of your stare from the target's mind, they don't remember being affected (or realise they are being affected) unless you allow it. This is a psychic effect, and relies more on your focus than the target's perception of your stare. It cannot be avoided in the same way a gaze attack can. The mesmerist can use this while blinded but must succeed a DC 20 Concentration Check. This is a mind-affecting effect. Painful Stare: Once per round you can cause the target of your Psychic Stare to take additional damage equal to 1/2 your Mesmerist class level. This is a free action and can be used even if it is not your turn. If you use it to increase your own damage, it increases by 1d6 for every three class levels you possess. This damage is precision and is not multiplied on a critical hit. Pierce the Veil: The mesmerist has the ability to see past the illusions that separate the Invisible World from the normal world. Mesmerist Tricks (3 / Day): You can create hypnotic bonds with your allies a number of times per day equal to 1/2 your mesmerist level (min 1) plus your Cha bonus. You can only have one trick implanted at a time, and implanting a new one removes the old one (it still counts as spent). Implanting a trick is a standard action and requires you to touch the willing creature. The trick is activated as a free action when the triggering condition is met, even if it is not the mesmerist's turn. The subject must be within medium range (100 ft + 10 ft / level) for it to be triggered. The trigger happens by way of a telepathic connection and does not require line of sight, but can be prevented by anything that blocks telepathic contact. An implanted tricks until the next time the mesmerist regains his spells. The duration of the effect depends on the trick. The DC for any trick is 10 + 1/2 the mesmerist's level + the mesmerist's Charisma modifier.
Bard spell list, any you know without preparation. All of them have verbal components. The saving throw against your spells is 10 + the spell level + your Charisma modifier. Racial
0-Level (X/Day)
1-Level (2/Day)
Currency: $1,151
Carrying Capacity (Light): 24 lbs / 33 lbs Clothes: Suit, Shirt, Tie, and Boots
Weapons (3 lbs):
Messenger Bag containing (19 lbs):
Vehicle:
Ian Palmer, Occult Attorney
After finishing up his law degree and learning the basics of being an occult magician, Ian turned to being a traveling lawyer, often overseeing business for his clients that are less inclined or able to travel. This can be ironing out contracts in NYC, or securing real estate in Hong Kong, or anything in between. The stranger and more remote the place, the more Ian is interested in it, hoping to uncover and learn more of the world beyond what we perceive, and uncover what really happened to Morgane. Ian has been known to represent clients in criminal investigations from time to time (often when there is the potential for an occult angle), but mostly travels between NYC, Boston, London, and Japan working out larger corporate deals. He has some loose training in medicine, and knows how to handle a firearm, often citing his wide range of skills as “I adapt to what my clients require”, though it’s more likely because of occupational hazards related to his own investigations. Personality-wise, Ian is proper and professional, though that can slip when he's particularly excited or scared. He's endlessly curious, and prefers largely to "learn by doing". His wife's death has left him a little cold and distant from others, but he does care about them. For the rumour, he came across the La Vierge rumour while visiting his wife's family in France. |