Fetchling mesmerist 1 (Pathfinder RPG Bestiary 2 123, Pathfinder RPG Occult Adventures 38)
LE Medium outsider (native)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +4 (+1 trait bonus vs. mind-affecting effects)
Defensive Abilities shadow blending; Resist cold 5, electricity 5, issian
Speed 30 ft. (20 ft. in armor)
Melee sword cane +2 (1d6-1) or
. . unarmed strike +2 (1d3-1)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hypnotic stare (-2), mesmerist tricks 5/day (mask misery), painful stare (+1)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—disguise self Mesmerist Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—obscuring mist, vanish[APG] (DC 15)
. . 0 (at will)—detect magic, light, prestidigitation, read magic
Str 8, Dex 14, Con 10, Int 10, Wis 14, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats Combat Expertise, Deadly Aim, Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Finesse
Traits destined diplomat, eyes and ears of the city, issian
Skills Acrobatics -4 (-8 to jump), Bluff +9, Diplomacy +8 (+10 vs. outsiders, +10 to use the hypnotism skill unlock), Intimidate +8, Perception +7, Sense Motive +6, Sleight of Hand +0, Stealth -2, Use Magic Device +8; Racial Modifiers +2 Stealth
SQ consummate liar +1
Other Gear lamellar (leather) armor[UC], crossbow bolts (20), light crossbow, sword cane[APG], backpack, bedroll, belt pouch, entertainer's outfit, flint and steel, hypnotist's locket[OA], ink, inkpen, pot, stationery[UE], torch (10), trail rations (5), waterskin, 3 gp
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Consummate Liar +1 Counts as Combat Expertise for some feats.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mesmerist Tricks (110 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+1, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shadow Blending (50% miss chance) (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
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Jarryn is the product of the union between a wizard and his Fetchling mother as part of an arrangement in payment for her services for obtaining several hard-to-get items. He has known this his entire life, but harbours no ill will towards his parents. Indeed, it has helped to mold the person he is today.
Jarryn thrives on the pursuit of power. Although not magical, like his father, he does possess racial traits present in many fetchlings and a modicum of psychic power - perhaps more useful given his pursuits.
However, even with his relentless pursuit of power behind him, Jarryn has, to date, managed only to scale the heights of assistant to the mayor of his sleepy town in Issia. He finds himself denied at each attempt to break into the circle of minor nobility, and this frustrates him eternally.
An opportunity has presented itself to join an expedition into the Stolen Lands - to carve out his own position of power and short-cut the established nobility completely. This is music to Jarryn's ears, and although he is not enthralled with the idea of having to 'rough it', it is a price he is willing to pay for the long term plan.
It is not through his contact with the Mayor that his opportunity presents itself, but rather his father's ties with the nobility of Brevoy. His father has often assisted the Brevic nobility in matters that require a delicate, and most importantly unconnected, touch. In calling in a few of these favours, his father has secured his invite.