About 'Mal' Sunscale------------------------------
Init +2; Senses Perception +4 (Darkvision ‘60) ------------------------------
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AC 15, touch 12, flat-footed 13 (+3 Armour, +2 Dex)
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Speed 30 ft. Melee
Ranged
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Str 15 (+2), Dex 14 (+2) , Con 11 (0), Int 10 (0), Wis 10 (0), Cha 18 (+4),
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CL 1
Knacks:
Level-1:
DC 15
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Celestial Ressistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Scion of Humanity:
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. Skilled:
Aasimars have a +2 racial bonus on Diplomacy and Perform checks. Spell-like Ability:
As a move action, you can manifest or dismiss a halo around your head that sheds coloured light as a torch. Blight Burned:
You gain a +2 trait bonus on Con saving throws against disease and your scar (Over Heart) now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures. Omen:
You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action. Vain:
Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours. Innocent:
When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely. ------------------------------
Enforcer:
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. ------------------------------
Accursed:
A foul curse has a deep hold on your body and soul. Your resentment toward the one who cursed you has taken on a life of its own. You notice slights against you by everyone around you, and can gain solace only by punishing them.
Catalyst The corruption begins with a hateful curse, visitations from a night hag, or another relentless magical torment. These curses most often originate with hags, witches, gods, fey, depraved genies, or insidious divs. Even if the curse is lifted, its corruption lingers upon your soul. Progression The progression is tied to spiteful actions you take that have lasting consequences. When you inflict a permanent or long-lasting curse, such as bestow curse, or engage in brutal retaliation (what constitutes brutal retaliation is up to the GM, but usually includes disproportionate acts of violence against living creatures), you must attempt a Will saving throw (DC = 15 + your manifestation level). You must also attempt a saving throw after any month in which you have failed to perform a number of spiteful retaliations equal to or greater than your manifestation level. If you fail any of these saving throws, you must use the most severe punishment at your disposal against the next creature that wrongs you, even in a minor way. If you fail the save but your allies or others prevent you from exacting your retribution for three consecutive slights, you shake off this urge. You avoid having to exact retribution for the time being, and your corruption doesn’t progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack each time you shake off this urge, and they last until your corruption reaches the next corruption stage. Corruption Stage 1: The first time you engage in disproportionate punishment (voluntarily or because of a failed save), your alignment shifts one step toward evil and your face changes, making you memorably ugly or beautiful. Corruption Stage 2: The second time you engage in this behavior, your alignment shifts another step toward evil and you take on an inhuman appearance, increasingly resembling the type of creature that cursed you. Corruption Stage 3: The third time you engage in this behavior, you are utterly consumed by your hatred and become an NPC under the GM’s control. Removing the Corruption Lifting the corruption requires breaking the original curse and either killing or earning forgiveness from the one who laid the curse. If you killed or permanently impaired any creatures unfairly, you must undo the harm and atone. Manifestations: Undying Hatred:
You can’t rest while those you hate go unpunished.
Gift: Once per day, if you would die from hit point damage, instead your hit point total becomes –1 and you stabilize. This ability doesn’t work against death effects. Observers believe you to be dead unless they study you closely and succeed at a DC 25 Heal check. After 1 minute, you regain 1 hit point and regain consciousness. Stain: When you begin your turn with a helpless foe within 5 feet of your reach, you must attempt a Will save. If you fail, you must attempt a coup de grace against that foe this round if possible. The DC of this Will save is equal to 15 + your manifestation level. ------------------------------
Appraise +4 (1+0+3)
ACP -3 Languages Common, ------------------------------
Consummate Liar:
A mesmerist adds 1/2 his mesmerist level (minimum 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:
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. Mesmerist Trick:
A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).
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. The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once. Trick: False Flanker:
A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect. Painful Stare:
When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round. ------------------------------
Leather Armour 15lbs
Carrying Capacity
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Background:
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