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About Naomi RavaszBack in Gliocas "Greetings and good fortune to you, your majesty," the richly, but tastefully dressed emissary from Pitax offers her courtesies, "and assembled worthies. I am Naomi Ravasz of Pitax, diplomatic minister both extraordinary and plenipotentiary, and I bear an invitation from His Supreme and Inimitable Magnificence, Castruccio Irovetti, by the grace of the gods the rightful king of Pitax, Marvel of Numeria, Master of Mormouth, and Prince Regent of the Sellen. His Magnificence bids you welcome to the Jewel of the River Kingdoms that you might celebrate and compete in this, his Rushlight Tournament. Witness and indulge in the wonder and grandeur of Pitax, and it is His Magnificence's fondest hope that this will bring about true amity and bonhomie with his fellow River King who has so ably piloted the ship of state with perspicacity that has captured his admiration from afar." She rises, scroll and credentials at the ready to present to Sophiel should she request them. "And if I may, your majesty, it is not only His Magnificence who has become enraptured with the little wonders of your kingdom. I would be honored to serve as your liaison for your journey, and I hope that in so doing, we could form a bond as personal as it is political." "Don't worry, I'm right behind you..." Being in the spotlight is dangerous; Naomi Ravasz learned that young, born to a young mother who left her small caravan when she couldn't convince her family that her shapeshifting daughter wasn't just one of the many monsters of Ustalav. And so Naomi grew up, poor, careful, and always on the move whenever she failed to blend in. Life was always easier for her and her mother when they could get someone to help them, and luckily Naomi was very, very good at talking people into doing that. And when her magic began, she just got better. Still, in time, she had to leave. Ustalav held only grief for her, so she headed east into the Stolen Lands where at the very least opportunity lay waiting. She knew all too well that the more well her secrets were known, the more likely it was for her shapeshifting blood or mental influence to result in a mob that must be fled. So despite her sheer presence, she has never sought a crown, only the power that lies near one. Pitax wasn't the first kingdom, nor Irovetti the first king to whom she pledged her services, and now, watching him scheme and plan against enemies she fears will survive and overthrow him, she has decided he won't be the last one either. Appearance:
Defense:
HP 96
AC 26 (+7 Armor, +6 Dex, +1 Dodge, +2 Def) CMD 26 (+10 BAB, -1 Str, +4 Dex, +1 Dodge, +2 Def) Fort +12 (+4 Base, +2 Con, +5 Resistance, +1 Trait)
Offense::
Speed 30' Initiative +6 BAB +10/+5 CMB +9 (16) Rapier +19/+14 d6+7 18-20 Skills:
Acrobatics +10 (1 rank, +6 dex, +3 misc)
Appraise +9 (7 ranks, -1 Int, +3 misc) Bluff +23 (13 ranks, +7 Cha, +3 misc) (+4 vs. FE) Diplomacy +22 (12 ranks, +7 Cha, +3 misc, +2 circ) Intimidate +7 *+7 Cha) (+4 vs. FE) Knowledge (Nobility) +15 (13 ranks, -1 Int, +3 misc) (+4 vs. FE) Linguistics +8 (6 ranks, -1 Int, +3 misc) Perception +16 (13 ranks +3 misc) (+4 vs. FE) Sense Motive +15 (12 ranks +3 misc) (+4 vs. FE) Stealth +12 (3 ranks +6 Dex, +3 misc) Use Magic Device +19 (9 ranks, +7 Cha, +3 misc) ACP 0 Special Abilities:
Favored Class: Kitsune (Magic Tails)
Low-Light Vision: Naomi can see twice as far as humans in conditions of dim light. Change Shape: Naomi can assume the appearance of a specific single human form of the same sex. Naomi always takes this specific form when she uses this ability. In human form she 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 Naomi does not adjust her ability scores and can remain in this form indefinitely. Gregarious: Even among her own kind, Naomi's gift for making friends stands out. Whenever she successfully uses Diplomacy to win over an individual, that creature takes a -2 penalty to resist any of her Charisma-based skill checks for the next 24 hours. Kitsune Magic: Naomi adds 1 to the DCs of any saving throws to resist enchantment spells that she casts. She also gains the following spell-like ability: 3/day—dancing lights. Natural Weapons: In her natural form, Naomi has a bite attack that deals 1d4 points of damage. Panache (Ex): More than just a lightly armored warrior, Naomi is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, Naomi gains a number of panache points equal to her Charisma modifier + her Int Modifer (minimum 1) (8). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier, though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following way:
Derring-Do (Ex): Naomi can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (6). Dodging Panache (Ex): When an opponent attempts a melee attack against Naomi, she can as an immediate action spend 1 panache point to move 5 feet; doing so grants her a dodge bonus to AC equal to her Charisma modifier (7) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if Naomi had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. Swift Target (Ex): Naomi gains Dodge as a bonus feat. As long as she has at least 1 panache point, her base speed increases by 5 feet. Inspired Finesse (Ex): Naomi gains the benefits of Weapon Finesse with the rapier, and gains Weapon Focus (rapier) as a bonus feat. Hypnotic Stare (Su) (Psychic Inception, Sapped Magic): Naomi can focus her stare on one creature within 30 feet as a swift action. That creature takes a –3 penalty on Will saving throws, spell resistance, and the DCs of spells and SLAs. Naomi can maintain her stare against only one opponent at a time; it remains in effect until she stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or Naomi falls unconscious or dies. She can remove the memory of her 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 she allows it. The hypnotic stare can’t be avoided in the same ways a gaze attack can. Naomi 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 her focus, so if she uses a gaze attack or similar ability, she must target the subject of her hypnotic stare or voluntarily end the stare. This is a mind-affecting effect. The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). Naomi can also partially affect such a creature with her mind-affecting spells and abilities if it’s under the effect of her 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. Mesmerist Tricks (Su): Naomi can create hypnotic bonds with her allies, implanting magical suggestions in their minds that she can later activate. Each day, she can implant a number of these tricks equal to 1/2 her mesmerist level plus her Charisma bonus (11). She can have only one trick implanted at a given time, and implanting a new trick ends the previous one. To implant a trick, Naomi must take a standard action and either touch a willing creature or implant the trick in herself. A creature can be the subject of only one mesmerist trick at a time. Naomi 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 her turn. The subject must be within medium range (100 feet + 10 feet per level (220')) for her to trigger the trick. Naomi monitors for the trick’s triggering condition through a subtle telepathic connection, so she doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents her from triggering tricks. An implanted trick lasts until the next time Naomi regains her spells. Mask Misery - default on Naomi: The subject can shrug off a condition for a short time before succumbing to it. Naomi can trigger this trick when the subject becomes affected by a minor or moderate condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. Slip Bonds (Su): While implanted with this trick, the subject gains a +2 circumstance bonus on Escape Artist checks. If the subject becomes grappled, pinned, shackled, or otherwise personally restrained, the mesmerist can trigger the trick and cause the subject to become incorporeal just long enough to slip her bonds (unless they can otherwise restrain an incorporeal creature). This effect doesn’t last long enough for the subject to move through walls or other barriers. If the mesmerist is 12th level, the subject remains incorporeal until the beginning of the mesmerist’s next turn. Painful Stare (Su) (Out for Blood, Manifold Stare, Confusing Stare): When an attack that deals damage hits the target of Naomi’s hypnotic stare, she can cause the target to take an amount of additional damage equal to 1/2 her class level (6) and 1 point of bleed damage. The mesmerist can use this ability as a free action, and can use it even if it isn’t her turn. If the mesmerist uses this ability to increase her own damage, the additional damage increases by 1d6 points for every 3 class levels (4d6 and 4 bleed). This damage is precision damage and is not multiplied on a critical hit. Additionally, the target must succeed at a Will save (DC = 10 + 1/2 level + Cha - 23) or else become confused for 1 round. The target must roll twice to determine the result of its confused condition, and you select which roll is used.A mesmerist can trigger this ability only twice per round. Towering Ego (Su): Naomi gains a bonus equal to her Charisma bonus (7) on Will saving throws. If she is under any effect that would prevent her from providing the emotional component of psychic spells, she loses this bonus on saving throws. Touch Treatment (Su): Naomi can help others shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through her healing hands. She can use touch treatment a number of times per day equal to 3 + her Charisma modifier (10). Using the ability is a standard action, and the mesmerist must be able to touch her target. She can remove one condition from one target each time she uses this ability. (Fascinated, shaken, confused, dazed, frightened, sickened, cowering, nauseated, panicked, stunned Insidious Hatred (Su): Naomi can sow hatred and strife under the pretense of assisting others. As part of the action of using touch treatment, she can cast any targeted spell from the mental manipulator list that does not have a range of “personal” and has a casting time of 1 standard action or less, targeting only the creature that receives her touch treatment. That creature doesn’t realize Naomi has cast a spell, and considers any manifestations to be part of the touch treatment. Other creatures notice as normal. The target creature takes a –2 penalty on its saving throw and to its spell resistance against the spell. Xenophobe (Ex): Naomi has favored enemy (Fey), as per the ranger class feature. Her favored enemy bonus is +2 and increases by 2 for every 4 mesmerist levels after 5th (+4). Her favored enemy bonus also applies on Intimidate checks against her favored enemy. Insidious Emotions (Su): The power of Naomi’s psychic holds are more difficult to detect or to break. The DC of Sense Motive checks to notice if a creature is under the effects of her enchantments with the emotion descriptor increases by 5, as does the DC to identify her emotion spells. Magical divinations can detect her emotion effects only if the caster succeeds at a caster level check (DC = 11 + her mesmerist level) as if the affected creatures were the subject of nondetection. (Crushing Despair) Spells:
Knacks:
Detect Magic Ghost Sound Light Mage Hand Message Prestidigitation (Spells in bold are +1 CL for duration, and +1 more DC for Favored Enemies) Level 1: /day
Level 2: /day
Level 3: /day
Level 4: /day
SLAs
Feats::
Weapon Finesse
Weapon Focus Dodge Spell Focus (Enchantment) Greater Spell Focus (Enchantment) Manifold Stare Confusing Stare Magical Tail x4 Favored Enemy Spellcasting Spell Penetration Traits::
Equipment::
Inventory Tracking:
Earned: PURCHASED SOLD
140000 25k cloak of resistance
230 gp walking around money Gear Details:
Mesmerizing Tattoo: If the tattoo is visible, the wearer gains a +2 circumstance bonus on Diplomacy checks.
Whenever the bearer uses the hypnotism occult skill unlock, casts an enchantment spell that targets a single creature, or uses the hypnotic stare class feature, her target takes a –1 penalty on Will saving throws for the ability’s duration and the DC to affect the target with the hypnotism occult skill unlock is reduced by 1. This is a mind-affecting effect. Chastising Rod: A chastising baton adds 1 to the saving throw DC of any compulsion spell cast by the wielder and adds the pain descriptor to the spell. Creatures that succeed at a Will save against a compulsion spell cast by the wielder are racked with pain, taking 1d6 points of nonlethal damage and becoming sickened for 1 round. Gray Gambler's Hat: The wearer can use it as a hat of disguise, but only to disguise herself as a dwarf. Three times per day as a free action, the wearer can manipulate a rolled die within 10 feet (such as in a game of chance), altering the roll by a value of 1 in either direction. The wearer adds 1 to the DC of any enchantment (compulsion) spells she casts. "Seems to me as though His Magnificence was quite right as usual," Naomi opines innocently. "It's a good thing I don't go in much for that bravery nonsense, or my ego would surely suffer at least a little prick by having someone point out the many, many minions fighting and dying in front of me with their great big swords, while I skulked in the back sneering and sniveling between insults." Naomi advances, peering around the corner to seize his mind and thus his body, tucking herself back behind a wall to give her some protection from the sneering half-rat's arrows. Well, if this doesn't work, that is. Hold Monster DC 26 with a -1 penalty. She'll also Stare at the Yellow Warden, which in addition to a -4 to its Will Saves and other castery things, will make them take an extra 6 damage (and 1 bleed) from the first two hits against it before my next turn. They will also take a DC 23 Will save or be confused for 1 round. If so, then they roll twice and I pick the result. Priority is: Attack Nearest (if guaranteed to be an enemy) -> Hit themself -> Babble -> Attack Nearest (with no guarantee) -> Act Normally If he's not paralyzed, she'll fall prone |