About Mandrake the Magnificent
Mandrake the Magnificent
Male human (Varisian) mesmerist 1 (Pathfinder RPG Occult Adventures 38)
NG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +0, Ref +4, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee sword cane +2 (1d6-1)
Ranged hand crossbow +2 (1d4/19-20)
Special Attacks hypnotic stare (-2), mesmerist tricks 5/day (psychosomatic surge), painful stare (+1)
Mesmerist Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—color spray (DC 15), hideous laughter (DC 15)
. . 0 (at will)—detect magic, ghost sound (DC 14), prestidigitation, read magic
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Statistics
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Str 8, Dex 14, Con 10, Int 14, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Dodge, Weapon Finesse
Traits friend in every town, on the payroll
Skills Acrobatics -1 (-5 to jump), Bluff +9, Diplomacy +9 (+11 to use the hypnotism skill unlock), Disguise +8, Knowledge (history) +6, Knowledge (local) +7, Linguistics +6, Perception +5, Sense Motive +5, Spellcraft +6
Languages Azlanti, Common, Halfling, Sylvan, Varisian
SQ automatic writing (linguistics), consummate liar +1, hypnotism (diplomacy), manifestation points, ability scores, prognostication (sense motive), read aura (perception)
Other Gear chain shirt, crossbow bolts (20), hand crossbow, sword cane[APG], belt pouch, hypnotist's locket[OA], hireling, backpack, bedroll, cards, Clownish makeup (0.5 lb), club, Colored handkerchiefs (0.5 lb), Entertainer props, simple (0.5 lb), entertainer's outfit, flint and steel, ink, inkpen, Juggling balls (0.5 lb), pot, stationery, torch, trail rations, waterskin, 46 gp, 5 sp
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Special Abilities
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Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Consummate Liar +1 Counts as Combat Expertise for some feats.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Manifestation Points, Ability Scores ([none], 15/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Mesmerist Tricks (110 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+1) (Su) 1/round, target of hyp. stare takes extra damage from attack.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
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Robert
Human commoner 1
NG Medium humanoid (human)
Init +0; Senses Perception +0
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Defense
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AC 10, touch 10, flat-footed 10
hp 10 (1d6+4)
Fort +0, Ref +0, Will +0
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Offense
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Speed 30 ft.
Melee club +1 (1d6+1)
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Statistics
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Str 12, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 11
Feats Endurance, Simple Weapon Proficiency (club), Toughness
Skills Climb +5, Handle Animal +4, Ride +4
Languages Common
Other Gear club, backpack, bedroll, cards[UE], clownish makeup (0.5 lb), colored handkerchiefs (0.5 lb), entertainer props, simple (0.5 lb), entertainer's outfit, flint and steel, ink, inkpen, juggling balls (0.5 lb), pot, stationery[UE], torch (10), trail rations (5), waterskin
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
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