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About Miranda VaughnPFS Character Information
Game Statistics
AC: 16 (10 + 4 armor + 2 Dex)
Combat:
Melee
Ranged
Armor
Skills:
Skill Ranks Per Mesmerist Level: 6 + 0 Int + 1 Favored Class
• Acrobatics +1 (0 ranks + 2 Dex - 1 ACP) • Appraise +0 (0 ranks + 0 Int) • Bluff +10 (2 ranks + 3 class + 4 Cha + 1 class) • Climb -2 (0 ranks - 1 Str - 1 ACP) • Craft +0 (0 ranks + 0 Int) • Diplomacy +9 (2 ranks + 3 class + 4 Cha) [+3 to make request with a -2 to the DC] • Disguise +4 (0 ranks + 4 Cha) • Escape Artist +1 (0 ranks + 2 Dex - 1 ACP) • Fly +1 (0 ranks + 2 Dex - 1 ACP) • Heal +1 (0 ranks + 1 Wis) • Intimidate +9 (2 ranks + 3 class + 4 Cha) • Knowledge (Arcana) +4 (1 rank + 3 class + 0 Int) • Knowledge (Local) +4 (1 rank + 3 class + 0 Int) • Perception +6 (2 ranks + 3 class + 1 Wis) • Perform +4 (0 ranks + 4 Cha) • Ride -1 (0 ranks + 2 Dex - 1 ACP) • Sense Motive +6 (2 ranks + 3 class + 1 Wis) • Spellcraft +5 (2 ranks + 3 class + 0 Int) • Stealth +1 (0 ranks + 2 Dex - 1 ACP) • Survival +1 (0 ranks + 1 Wis) • Swim -2 (0 ranks - 1 Str - 1 ACP) Languages: Common, Sylvan Feats:
Spell Focus (Enchantment): +1 to the Difficulty Class for all saving throws against spells from Enchantment school. (1st level Feat) Traits:
Influential: When you make a suggestion, strangers often assume that it was their idea to begin with. You gain a +3 bonus on Diplomacy checks to make requests of a creature. Once per day, you may select one single spell you are casting with the language dependent descriptor; you increase the saving throw DC of that spell by 1. [Sovereign Court Trait]
Focused Mind: You gain a +2 trait bonus to concentration checks. [Magic Trait] Kitsune Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak. Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size. Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes. Normal Speed: Kitsune have a base speed of 30 feet. Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light. 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. Gregarious (Ex): Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile. 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. Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage. 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.
Mesmerist Abilities: Weapon and Armor Proficiency: A mesmerist is proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip. He is proficient with light armor, but not with shields. Spells:
Concentration: +7 0-Level Spells Known:
1-Level Spells Known (3/day):
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. Mesmerist Tricks: 5/5 remaining Tricks Known: Mesmeric Mirror: An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect. 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 (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 (see page 144), he loses this bonus on saving throws. Occult Skill Unlock: Hypnotism (Diplomacy):
You use the power of suggestion and subtle psychic influence to alter a subject’s mind and dredge up repressed memories. Check: You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects. Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, you implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher. Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to. Action: Hypnotism takes 1 minute of calm interaction. Try Again: Yes. You can try to hypnotize the same creature more than once, but only once per day.
Occult Skill Unlock: Prognostication (Sense Motive):
You are skilled in means of folk divination. The most common methods are cartomancy (reading cards), cheiromancy (reading a creature’s palms), crystallomancy (crystal-gazing), extispicy (reading animal entrails), horoscopy (reading a creature’s birth stars), oneiromancy (interpreting dreams), osteomancy (reading cast bones), and pyromancy (reading flames). Check: Once per day, you can predict a creature’s fortune for the near future. You spend 10 minutes interpreting the divination means at your disposal. The GM then attempts a secret Sense Motive check with a DC modified by the subject’s Hit Dice (see the table below). The result of the check can give you basic insight into the subject’s nature, including its alignment, class, and levels or Hit Dice, and might reveal clues to the creature’s immediate future. Determining the immediate future as an augury spell has a chance of successfully interpreting meaningful readings equal to 60% plus 5% for every point by which the check result exceeds the DC (to a maximum of 90%). With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when telling the fortune of a creature with 2 HD, you would learn that creature’s alignment and class, but not its level, HD, or fortune. Task; DC
Action: Reading a creature’s fortune requires 10 minutes of uninterrupted contemplation, and the subject creature must be present. Try Again: Yes. You can attempt to read a particular creature’s fortune repeatedly, but only once per 24 hours. Special: Specially crafted items purchased for the exclusive use of this skill grant a +2 circumstance bonus on Sense Motive checks to prognosticate.
Equipment:
Weapons MW Longspear [9 lbs] Dagger [1 lbs] Light Crossbow [4 lbs] 6 Bolts [1 lb] Armor
Gear
Total Weight carried: 33 lbs (Light)
Scenarios Played:
Pathfinder Quests: The Silverhex Chronicles (1xp/2pp/500gp) 06-10: The Wounded Wisp (1xp/2pp/430gp) 04-18: The Veteran's Vault (1 xp/2pp/519gp) [GM Credit] Pathfinder Society Special: Year of the Shadow Lodge (1xp/2pp/500gp) Boons:
Elixir of Treasure Seeking (From Silverhex Chronicles) One of the special treasures you recovered while seeking fame and fortune was a flask of liquid that glowed softly with golden light. Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure). When you use this boon, cross it of your Chronicle sheet. Impressive Find (From Silverhex Chronicles)
Pleasure Doing Business (From Silverhex Chronicles)
Explore, Report, Cooperate (From The Wounded Wisp)
Prized Find (From The Wounded Wisp)
[ ] Magic Boon (From Pathfinder Special: Year of the Shadow Lodge)
Resources Tracking:
Starting Gold: 150 gp Gold from Silverhex Chronicles: 500gp Gold from The Wounded Wisp: 430gp Gold from The Veteran's Vault: 519gp Gold from Year of the Shadow Lodge: 500gp Total Wealth Earned: 2099gp Starting Purchases:
Silverhex Chronicles Accounting:
The Wounded Wisp Accounting:
The Veteran's Vault Accounting:
Year of the Shadow Lodge Accounting:
Total Wealth Expenditures: 1651.5gp
Sovereign Court Season 7 Faction Card:
[ ] [ ] [ ] Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). [ ] Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign
[ ] Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure. [ ] [ ] [ ] Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future
[ ] [ ] Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level. [ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive. [ ] Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization. [X] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
Sovereign Court Season 9 Faction Card:
[ ][ ][ ] Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). [ ] Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure. [ ][ ]Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level. [ ][ ]Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal. [ ][ ]Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level. [ ] Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive. [ ] Participate in an adventure that takes place in Taldor or that involves a prominent organization based in Taldor, such as the Lion Blades or the Ulfen Guard. [ ][ ][ ]/[ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Faction: Sovereign Court PFS# 60133-14 |