Race |
HP 71/71, AC 12, T12, F 12; F+7, R+10, W+12/18*, CMD 17; Init +6, Perc +0 |
About Imbroglio "Vinnie" Guarini
Imbroglio Guarini
CN Human Male Sorcerer (Fey) 8/Mesmerist 3; Exchange Faction (30 XP, 51 fame, 43 PP)
Init +6; Senses Perception +0
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+x armor, +2 dex)
hp 78 (8d6+3d8+22+8FC)
Fort +8, Ref +10, Will +12/19*
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OFFENSE
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Spd 30'
Melee morningstar +5 (1d8)
Ranged light crossbow +7 (1d8)
Space 5'; Reach 5'
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STATISTICS
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Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 23
BAB +6/1; CMB +6; CMD 18
Feats (2) eschew materials*, spell focus (enchantment), combat casting, greater spell focus (enchantment), skill focus (sense motive), spell penetration, improved initiative*, greater spell penetration, intimidating glance (You can attempt to demoralize the target of your hypnotic stare as a swift action)
Skills (4 skills+8 skills) Bluff +22, Diplomacy +22, Intimidate +23, Knowledge (local) +12, Profession (gambler) +9, Sense Motive +20
Sorcerer Spells/Day (-/8/7/5/4, DC 17+level; concentration +19)
0th level (6): daze (DC 21), detect magic, acid splash, mage hand, dancing lights, disrupt undead, prestidigitation, read magic
1st level (3): burning hands, charm person (DC 20), entangle, bungle (DC 21), color spray, magic missile
2nd level (1): oppressive boredom (DC 23), hideous laughter* (DC 23), pilfering hand (+15 CMB to steal or disarm), scorching ray
3rd level: suggestion (DC 24), deep slumber* (DC 24), lightning bolt
4th level: confusion (DC 25)
Mesmerist Spells/Day (-/5, DC 17+level; concentration +12)
0th level (5): ghost sound, haunted fey aspect, lullaby (DC 21), open/close, read magic, unwitting ally (DC 19)
1st level (3): deja vu, mindlink, vanish, forbid action (DC 22)
Special Abilities: laughing touch 9/day, woodland stride, consummate liar, hypnotic stare, mesmerist tricks (7/day, DC 17: astounding avoidance, slip bonds), painful stare (+1 damage/+1d6 damage), towering ego, touch treatment (shaken), bold stare (Psychic Inception(Occult Adventures pg. 43): The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.
Traits: world traveler, bad reputation
Languages Common, Varisian, Orc
Possessions (x gp) morningstar (8 gp), light crossbow (35 gp) and 20 bolts (2 gp), pathfinder's kit (12 gp), courtier's outfit and jewelry (80 gp)
Purchases: wand of mage armor (3 charges), wand of magic missile (CL 3, 6/21 charges, 990 gp), wand of cure light wounds (0/10 charges, 150 gp, used up), smuggler's wayfinder holding a wand of cure light wounds (34 charges) (2 PP), headband of alluring charisma +4 (16000 gp), nexus crystal, first aid gloves (4,500 gp), cloak of resistance +3 (9,000 gp), Caravan prestige purchase (5 pp), lesser piercing metamagic rod (-5 TO SR) (3,000 gp), wand of scorching ray (47 charges, 4,500 gp), boots of levitation (7,500 gp), bead of newt prevention (1,000 gp), snapleaf (750 gp, feather fall and invisibility for 5 rounds, immediate action), swan boat feather token (450 gp), upgrade headband to +6 (20,000), staff of Edasseril's Scorn (#7-04, 16,200 gp), 10371 gp
Boons
Magic Boon: As a standard action, you may recall a spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through this boon.
Mesmerist Tricks:
Astounding Avoidance: The subject can avoid damage from magical and unusual attacks. The mesmerist can trigger this trick when the subject attempts a saving throw against an attack or spell that normally deals half damage on a successful save, before the subject rolls the save. If the subject succeeds at her save, she takes no damage. If the mesmerist is 12th level or higher, the subject takes only half damage if she fails her save. The benefits of this trick don’t stack with those of the evasion or stalwart class features.
Slip Bonds: While implanted with this trick, the subject gains a +2 circumstance bonus on Escape Artist checks. If the subject becomes grappled, pinned, shackled, or otherwise personally restrained, the mesmerist can trigger the trick and cause the subject to become incorporeal just long enough to slip her bonds (unless they can otherwise restrain an incorporeal creature). This effect doesn’t last long enough for the subject to move through walls or other barriers. If the mesmerist is 12th level, the subject remains incorporeal until the beginning of the mesmerist’s next turn.
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Stat Math:
Str 10 (0 points)
Dex 14 (4 points)
Con 13 (3 points +1 4th level)
Int 12 (2 points)
Wis 10 (0 points)
Cha 25 (10 points +2 racial +6 headband +1 8th level)