Sosiel Vaenic

-Mask-'s page

21 posts. Alias of Doomed Hero.


Tricks 5/6, Spells: 1st 2/3

Strength 12
Dexterity 12
Constitution 12
Intelligence 11
Wisdom 10
Charisma 20

About -Mask-

Mask is an urban legend. No one knows what the person called Mask really looks like, or where they came from. There are only stories.

A person wrongfully imprisoned somehow delivered evidence of their innocence to their family without ever being let out of prison.
A corrupt judge was caught soliciting bribes. He claims he was in bed asleep, a story confirmed by his mistress. How could he have been in two places at once?
A wealthy but cruel miser withdrew a substantial amount of money from the bank and distributed it to the needy just before winter. The man swears it was not him.
A spiteful Hellkight officer was found dead in his bed in the officer's barracks. The room had no doors or windows and no one but him was seen coming or going.

Whoever mask is, they seem to be on the side of the poor and downtrodden, but not every story is benevolent. Some say Mask is for hire, for the right job and the right price.

Whoever Mask is, it's clear that they have it out for the ruling class of Westcrown.

Init +1

HP: 15 (13 mesmerist, +2 con)

===== Defense =====


16 AC (+4 armor, +1 shield, +1 dex)
14 FF
11 Touch

13 CMD (10, +1 bab, +1 str, +1 dex)

+1 Fort (+1 con)
...+cha vs sleep and exhaustion
+4 Ref (+3 mesmerist, +1 dex)
+2 Will (+3 Mesmerist, -1 wis)
...+cha vs sleep and exhaustion



BaB +1, CMB +1


Sap +2, 1d4+1 nonlethal
Punching dagger, +2, 1d4+1, x3 crit
Morningstar, +2, 1d8, x2 crit

=====Traits and Feats=====


Honeyed Words: You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Child of Infamy: You gain a +1 trait bonus on Perform (act) skill checks, and the skill is always considered a class skill for you. Furthermore, you begin play with an additional 300 gp.

Simple weapons, hand crossbow, sap, sword cane, and whip
Light and Medium armor
Realistic Likeness (1st)
Magical Tail 1 (racial bonus)



(6 Mesmerist, +1 int, +2 background*) x2
Total: 18

ACP -3

+5 Perception (2 rank, +3 class)
+5 Stealth (2 rank, +1 dex , +3 class, +2 eq, -3 acp)
+11 Bluff (2 rank, +5 cha, +3 class, +1 mesmerist)
...+10 to pretending to be human
+11 Diplomacy (2 rank, +5 cha, +3 class, +1 trait)
+10 Intimidate (2 ranks, +5 cha, +3 class)
+5 Sense Motive (2 rank, +3 class)
+10 Use Magic Device (2 rank, +5 cha, +3 class)
+4 Knowledge: Local (1 rank, +3 class)
+10 Perform: Acting* (1 rank, +3 class, +5 cha, +1 trait)
+4 Linguistics* (1 rank, +3 class)
+11 Disguise (1 rank, +5 cha, +3 class, +2 eq) not need to make disguise checks to appear human.
...+10 circumstance bonus to impersonate specific humans
...+10 from checks made with Disguise Self

=====Spells and Consumables=====


-Kitsune SLAs-
Dancing Lights x1 per day
Disguise Self x2 per day

-Mesmerist Spells Known-
Enchantment spells marked in Italics (+1 DC)
Nonviolent compulsions or enchantments marked in bold (+1 dc)

--0th (4 Known, at will)--
Mage Hand
Ghost Sound
Dancing Lights

--1st (2 known, 2 per day, +2 bonus)--
Hideous Laughter
Charm Person
Murderous Command

=====Race Abilities=====


They gain +2 Dexterity, +2 Charisma, and –2 Strength.

Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.

Naturalized: Kitsune who live their entire lives around humans are able to perfectly mimic how humans talk, act, and think. While in human form, the kitsune no longer needs to make Disguise checks in order to appear human and he can take 10 on Bluff checks to convince others that he is human. This racial trait replaces agile.

Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune’s level).

Nine-Tailed Inheritor: The kitsune is a wellspring of magical energy that manifests as additional tails. The kitsune gains Magical Tail as a bonus feat at 1st level. In addition, he adds Magical Tail to all class lists of bonus feats as initial feat choices for those lists, including all ranger combat styles and all sorcerer bloodlines. For example, a monk can select Magical Tail when he gains his first bonus feat at 1st level while a ranger can select it when he gains his first combat style feat at 2nd level. Additionally, the kitsune treats Magical Tail as all types of feats (except teamwork) when determining which feats he can select with a class’s bonus feats feature. A kitsune with this racial trait cannot select Magical Tail as a class bonus feat and as a feat from character advancement during the same level. This racial trait replaces natural weapons.

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Other Racial Traits

Favored Class:

1) +1/3 of a mesmerist trick per day
2) +1/3 of a mesmerist trick per day

=====Mesmerist Abilities=====


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 (Su) 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 Tricks (Su) 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.

Fearsome Guise: A veil of illusion makes the subject appear to be someone else and then transform into a hideous monster at an opportune time. While this trick is implanted, the subject’s appearance is altered, as disguise self. The mesmerist can trigger this trick when the subject attacks a creature. The illusory appearance brief ly makes the subject appear monstrous, then ends. The mesmerist attempts an Intimidate check to demoralize the target of the triggering attack. The restrictions on attempts to demoralize a target (the target being within 30 feet and able to see and hear the creature attempting the Intimidate check) apply to the subject of the trick. This is an illusion (glamer) effect.

Painful Stare (Su) 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.

A dreamstalker’s painful stare deals nonlethal damage. This ability alters painful stare.

Somnomancer At 1st (level, a dreamstalker gains the slumber hex. The dreamstalker’s effective witch level is equal to her mesmerist level, and she can activate them only by expending two daily uses of mesmerist tricks. The save DCs for her hexes are Charisma-based. She can take certain additional hexes in place of mesmerist tricks, selecting nightmares or vision at 10th level and higher, or eternal slumber at 18th level and higher.

When she would normally gain a new mesmerist trick, she can learn additional spells instead. Each time she does so, she adds two of the following spells of a level she can currently cast to her list of spells known: 1st—oneiric horror, sleep; 2nd—detect mindscape, greater oneiric horror, instigate psychic duel; 3rd—deep slumber, minor dream; 4th—create mindscape, dream, forgetful slumber, mindscape door, sleepwalk, sleepwalking suggestion; 5th—cloak of dreams, dream council, dream scan, symbol of sleep, waves of fatigue; 6th—dream travel, greater create mindscape, waves of exhaustion.

This alters mesmerist tricks and replaces the 1st-level mesmerist trick.

Slumber Hex Aa creature within 30 feet falls into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.
This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Sleepless: At 2nd level, a dreamstalker gains immunity to sleep effects and a bonus equal to her Charisma bonus on saving throws against fatigue and exhaustion. She loses both benefits when under an effect that would prevent her from providing an emotion component.
This replaces towering ego.



Armor: Chain Shirt
Shield: Buckler
Wrist: Sleeves of Many Garments

-Worn/In Pouches/On belt-
Skeleton Key x2
Deck of Cards
Lucky coin
Soft-sole boots (masterwork stealth tool)

Tanglefoot bags
Alchemist Fire

Bear trap x2
Spare clothing


710 gp
3 sp
7 cp

Devious Plans:

Ability Focus Slumber Hex
Throat Slicer
Amplified Hex
Hexing Runes
Cruel weapon
Sadist's Lash