Seneka Volstadt

Mira Wulff's page

267 posts. Alias of MordredofFairy.


Classes/Levels

HP: 46/46 | AC: 18 / T: 13 / FF: 16 | Fort: +5, Ref: +9, Will: +13 | CMB: 7, CMD: 19 | Init: +2, Perception: +8

About Mira Wulff

Mesmerist 7
CN Medium Human
FCB: Increase the mesmerist’s towering ego bonus by 1/3 point (to a maximum increase of +2). 6/6

Init 2 = 2(dex)
Senses Perception 8

Background:
Mira grew up as a noble's daughter. A good life, in Taldor. She had tutors, she could learn and play, and there were few expectations of her except that one day she would be married off and become a faithful wife bearing children for her husband.
Mira had always been...ambitious, but not sufficiently so to question the system. She pushed her teachers to cover advanced topics, she dressed as a commoner and slipped away to learn about people, she followed politics and dabbled with a bit of magic by herself after learning she had a gift for it.
But all that changed one fateful day - her father had spoken out against Maxillar Pythareus, after refusing orders to sacrifice a unit to draw out rebels - the commander did not take it well, claiming insubordination and putting her father before a military tribunal that found him guilty. He was summarily executed, and only brother was sent off to take over his fathers place in the campaign - and was killed in combat shortly after he arrived. With primogeniture, a distant uncle was next in line to inherit her fathers(and then brothers) titles and lands - in a few short days she fell from respected nobles daughter to a nobody tolerated at the estate. But it came worse - she learned that said uncle arranged for what happened with some higher-ups in the Taldan military, and achieved what he hoped for - to inherit his cousins titles. When the 50-something man 'graciously' offered to marry Mira, she abandoned the estate and made her way to the capital.
At first, her plan was only to find revenge - to somehow get back at her uncle and those who helped him disgrace her family.
She found refuge at the local temple of Calistria - her drive for vengeance burned bright enough to make her welcome there. But her uncle was searching for his wayward niece, and she learned to remain hidden, to pretend to be something she was not. To blend in better with her hosts, she took to pretending to be an Elf, or Half-Elf, on occasion.
But she also learned more about politics, knowing she would need to thread carefully. She wanted her revenge, but preferably, she would survive taking it. During that time, she also learned not all other countries did have primogeniture - that SHE could have been next in line for her familys titles - and could make a compelling case for a return of the titles and estates, especially if she could prove her uncles involvement in what had happened. That proved difficult, though, as the military was cautious.
But she was resourceful, and she listened. And the people at Calistrias temple had oh so much to talk about. Including a name that came up more than once or twice: Lady Martella Lotheed. Mira was unsure if Martella was the connection point she NEEDED to get involved with people who could help further her goals, but she could not pass up the opportunity to contact her...

Description:
Mira is a very beautiful young woman, with slightly wavy blonde hair and a slightly exotic beauty that betrays an unnatural heritage in her bloodline(Rakshasa). She has a melodic voice and deep green eyes that seem to stare right at one's soul. She is of a slender build, having a girlish frame, and likes to dress in colorful clothing. She wears a large pendant with Calistrias holy symbol around her neck, and a spiked whip on her belt. More often than not, she is disguised as an Elven girl, rather than as a Human.

Personality:
Mira is manipulative and charming. She has witnessed the ruthlessness of politics first-hand when her family fell, and learned the pettyness of people while staying in Calistrias temple. She is realistic and quite capable to estimate her own abilities - and limits. She is also ruthless and willing to do quite everything that furthers her goals. She definitely has some trust issues but is not averse to long-term cooperation and could learn to put faith in people again. She is also very self-conscious about how others perceive her - a relic of her training in decorum and lady-like manners, and tries very hard to make a good first impression.(Vain Drawback and Gregarious Trait)

Daily Abilities:

Tricks: 8/8 = 3(Half Level)+5(Cha)
Touch Treatment 8/8 = 3+5(Cha)
Silver Tongue 8/8 = 3+5(Cha)

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Spells
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Level 0= inf:
Level 1= 6/6 = 4+2(Cha)
Level 2= 4/4 = 3+1(Cha)
Level 3= 2/2 = 1+1(Cha)

Spells Known:
Level 0: Detect Magic, Detect Poison, Prestidigitation, Light, Ghost Sound, Mage Hand
Level 1: Color Spray, Sow Thought, Murderous Command, Innocence, Telempathic Projection
Level 2: Glitterdust, Suggestion, Stricken Heart
Level 3: Glibness, Displacement

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Defense
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AC 19 10+2(Dex)+5(Armor)+(Shield)+1(Deflection)+1(Natural), ACP = 0
hp 46 = 8(Class)+1(Con)+5*(5(class)+1(Con)+1*(5(class)+1(Con)+1(FCB))
Fort 5 , Ref 9 , Will 13

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Offense
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Speed 30 ft
MELEE Longsword +7 1d8+2(19-20/x2)
RANGED

2/round: Free action Painful Stare: +3 damage(all)/+2d6 damage(self)

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Statistics
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Str 14, Dex 14, Con 12, Int 14, Wis 7, Cha 20
Base Atk +5; CMB +7; CMD 19

Languages: Common, Elven, Gnome + Sylvan

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Special Abilities
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=====Feats=====
Level 1: Deceitful
Level 1(Focused Study): Skill Focus(Disguise)
Level 3: Eldritch Heritage(Rakshasa)
Level 5: Voice of the Sibyl
Level 7: Manifold Stare (Combat, Stare)
Level 8(Focused Study): Skill Focus(Bluff)
Level 9: Cunning Caster
Level 11: Improved Eldritch Heritage
Level 13: Manifold Stare (Combat, Stare)
Level 15: Improved Eldritch Heritage
Level 16(Focused Study): Skill Focus(Diplomacy)
Level 17: Greater Eldritch Heritage
Level 19: Spell Focus(Enchantment)

Alternative Feat Path::

Level 1: Deceitful (=> Level 11 replaced by Greater Spell Focus(Enchantment))
Level 1(Focused Study): Skill Focus(Disguise)
Level 3(VMC): Silver Tongue (Su)
Level 5: Spell Focus(Enchantment)
Level 7(VMC): Mind Reader (Sp)
Level 8(Focused Study): Skill Focus(Bluff)
Level 9: Cunning Caster
Level 11(VMC): Deceitful
Level 13: Voice of the Sibyl
Level 15(VMC): Hide Aura (Sp)
Level 16(Focused Study): Skill Focus(Diplomacy)
Level 17: Manifold Stare (Combat, Stare)
Level 19(VMC): Alter Self (Sp)

=====Eldritch Heritage (Rakshasa)=====

Silver Tongue (Su): At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

=====Racial Qualities=====

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

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Class Abilities
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Consummate Liar: A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks.

=====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.

Bold Stare (Su): At 3rd level and every 4 levels thereafter, a mesmerist’s hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can’t be changed later. The mesmerist can’t choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist’s bold stare improvements affect the target as long as it is affected by the mesmerist’s hypnotic stare.

Level 3: Susceptibility: The hypnotic stare penalty also applies to the target’s Sense Motive checks to oppose Bluff checks, and to the DCs of Diplomacy and Intimidate checks made against the target.
Level 7: Disorientation: The hypnotic stare penalty also applies on attack rolls.
Level 11: Sabotage: The hypnotic stare penalty also applies to Diplomacy and Intimidate checks.
Level 15: Timidity: The hypnotic stare penalty also applies to damage rolls.
Level 19: Psychic Inception: 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.

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.

Towering Ego (Su): At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws.

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).
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:

Level 1: Misdirection
Level 2: Psychosomatic Surge
Level 4: Mesmeric Mirror

Level 6: Gift of Will
Level 8: Mesmeric Pantomime
Level 10: Compel Alacrity
Level 12: Free in Body
Level 14: Vision of Blood
Level 16: Cursed Sanction
Level 18: Spell Anticipation
Level 20: Faked Death

Touch Treatment (Su): At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.
Minor Conditions: Fascinated, shaken.
Moderate Conditions: Confused, dazed, frightened, sickened.
Greater Conditions: Cowering, nauseated, panicked, stunned.
A 14th level, the mesmerist can instead expend one use of touch treatment to replicate the effects of break enchantment.
This targets only one creature the mesmerist is touching and follows all other restrictions of touch treatment.

Manifold Tricks (Su): At 5th level, the mesmerist can have two tricks implanted at a time. The number of concurrent tricks increases by one for every 4 mesmerist levels he possesses beyond 5th. Each creature can still be the subject of only one trick at a time. If the mesmerist implants a new trick while he already has his maximum number of concurrent tricks implanted, he must choose one implanted trick to dismiss without triggering (the dismissed trick still expends a daily use of the mesmerist’s tricks).

Mental Potency (Ex): At 5th level, the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5thlevel mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level.

=====Skills=====
6(class)+2(int)+2(Background)

Adventuring Skills

Acrobatics(ACP) = (ranks)+(Dex)
23 Bluff = 7(ranks)+5(Cha)+3(class)+3(ConLiar)+2(racial)+2(Feat)+1(Feat)
Climb(ACP) = (ranks)+(Str)
18 Diplomacy = 7(ranks)+5(Cha)+3(class)+2(racial)+1(Feat)
-- Disable Device(ACP) = (ranks)+(Dex)
20 Disguise = 7(ranks)+5(Cha)+3(class)+3(Feat)+2(Feat)
Escape Artist(ACP) = (ranks)+(Dex)+3(class)
Fly(ACP) = (ranks)+(Dex)
Heal = (ranks)+(Wis)
11 Intimidate = 3(ranks)+5(Cha)+3(class)
6 Knowledge (arcana) = 1(ranks)+2(Int)+3(class)
6 Knowledge (dungeoneering) = 1(ranks)+2(Int)+3(class)
6 Knowledge (local) = 1(ranks)+2(Int)+3(class)
- Knowledge (nature) = (ranks)+(Int)
3 Knowledge (planes) = 1(ranks)+2(Int)
6 Knowledge (religion) = 1(ranks)+2(Int)+3(class)
8 Perception = 7(ranks)-2(Wis)+3(class)
Ride(ACP) = (ranks)+(Dex)
8 Sense Motive = 7(ranks)-2(Wis)+3(class)
6 Spellcraft = 1(ranks)+2(Int)+3(class)
9 Stealth(ACP) = 4(ranks)+2(Dex)+3(class)
Survival = (ranks)+(Wis)
Swim(ACP) = (ranks)+(Str)
15 Use Magic Device = 7(ranks)+5(Cha)+3(class)

Background Skills

6 Appraise = 1(ranks)+2(Int)+3(class)
Artistry = (ranks)+(Int)+3(class)
Craft = (ranks)+(Int)+3(class)
6 Handle Animal = 1(ranks)+5(Cha)
3 Knowledge (engineering) = 1(ranks)+2(Int)
3 Knowledge (geography) = 1(ranks)+2(Int)
6 Knowledge (history) = 1(ranks)+2(Int)+3(class)
6 Knowledge (nobility) = 1(ranks)+2(Int)+3(class)
6 Linguistics = 1(ranks)+2(Int)+3(class)
6 Lore(Taldan Military) = 1(ranks)+2(Int)+3(class)
10 Perform(Oratory) = 1(ranks)+5(Cha)+3(class)+1(Feat)
9 Perform(Dance) = 1(ranks)+5(Cha)+3(class)
10 Perform(Sing) = 2(ranks)+5(Cha)+3(class)
10 Perform(String(Harp)) = 2(ranks)+5(Cha)+3(class)
Profession()= [/b]= (ranks)-2(Wis)+3(class)
-- Sleight of Hand(ACP) = (ranks)+(Dex)+3(class)

=====Gear=====

Belt - nothing
Head - nothing
Body - nothing
Headband - Headband of Alluring Charisma +2
Chest - nothing
Neck - Amulet of Natural Armor +1
Eyes - nothing
Shoulder - Cloak of Resistance +2
Feet - nothing
Wrists - nothing
Hand - nothing
Ring - Ring of Protection +1
Ring - nothing
Slotless - nothing

1k +1 Chainmail
4k +2 Headband of Alluring Charisma
2k +1 Ring of Protection
2k +1 Amulet of Natural Armor
1k +1 Cloak of Resistance

+2 Cloak of Resistance
Wand of Lightning Bolt (Charges 21)

=====Traits=====

Campaign:
Disgraced Noble (Campaign)
Your noble family used to matter, until your father took a stand against Maxillar Pythareus, the commander of Taldor’s military. True or not, the accusations Pythareus leveled against your family in return destroyed your reputation and isolated you from the society you grew up in. Now the only thing that matters to you is clawing your way back up the social ladder, either for your own quality of life or to clear your family’s name. You’ve had to practice deception as you began working your way back into Taldan social circles
Benefit: You gain a +2 trait bonus on Bluff checks to conceal your identity and a +2 bonus on Linguistics checks to spot or produce forgeries, and one of these skills is always a class skill for you. Once each day, you can choose a single humanoid you believe to have been involved in the conspiracy to destroy your family; you gain a +1 morale bonus on attack and damage rolls against that NPC for a number of rounds equal to your character level. At 10th level, this bonus increases to +2

Arodenite Sword Training (Combat)
Your family has passed down training in Aroden’s favored weapon, even though the god no longer answers their prayers.
Benefit: You are proficient with the longsword. If your class grants longsword proficiency as well, you gain a +1 trait bonus on attacks of opportunity with longswords.

Gregarious (Social)
At least once in your childhood, your family moved for a reason you didn’t understand and you were forced to leave behind your old friends and make new ones. Ever since, you have always been the first to meet strangers, make new friends, and welcome travelers. You learned that first impressions are the most important, and have a knack for making a good one.
Benefit(s): Once per day, when you attempt a Diplomacy check to improve a creature’s attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.

Vain
You are sensitive about the way others perceive you.
Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

=====Attributes=====:

STR 14=14(Buy)
DEX 14=14(Buy)
CON 12=12(Buy)
INT 14=14(Buy)
WIS 7= 7(Buy)
CHA 20=15(Buy)+2(Race)+1(Level 4)+2(Headband)