Shaakhib

Proximus Borealis's page

22 posts. Organized Play character for Helikon.


Full Name

Proximus Borealis

Race

Ganzi

Classes/Levels

Mesmerist

Stats:
12/12HP // AC 16 T 12/FF14 // F3 R5 W2 // Ini +2 Perc +4

Gender

male

Size

medium

Age

18

Special Abilities

Consummate liar, hypnotic stare, painful stare

Alignment

CG

Deity

Cayden callian

Location

Absolom

Strength 8
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 18

About Proximus Borealis

Data:

Name: Proximus Borealis
Race: Ganzi
Job: Mesmerist 1
Age: 18
Height: 6´2"
Weight: 160 lbs
Alignment: CG
Personality: Determind, polite
Likes: Swordmanship, Dwarven drinking Songs, Politness, Tattoos W
Dislikes: Demons, Evil spellcasters, cold soups
Favorite foods: Dwarven Ale, fresh baked bread with Bacon and egg
Hobbies: Tattoing, reading about the heroics of old heroes
Physical Description: White skin, Red hairs braided to the back, strong limbed, with a few scars.
Deity: Gorum
Languages: Common,

XP: 0
Combat:

Hit Points: 12
Initiative: +2
Armor Check Penalty:
Speed: 30 feet
Armor Class: 17 (10 + 2 Dex + 4 Armor+0 shield)
Touch: 12
Flat-footed: 15
Saves:
Fortitude: +4(0 +3 Con+1trait)
Reflex: +4 (2 +2 Dex)
Will: +2 (0 +2 Wis)

Situational Bonuses:

Combat:

Base Attack Bonus: +0
Melee Attack Bonus: -1 (0 BAB - 1 Str)
Range Attack Bonus: +2 (0 BAB+ 2 Dex)
Combat Maneuver Bonus: -1 (0 BAB - 1 Str)
CMD: 11 (10+ 0 Base -1 Str + 2 Dex)

Racial & Class Traits:

Ganzi
+2 Constitution, +2 Charisma, –2 Intelligence: Ganzis are passionate, creative, and resilient, but they have difficulty focusing on intellectual pursuits.
Native Outsider: Ganzis are outsiders with the native subtype.
Medium: Ganzis are Medium creatures and have no bonuses of penalties due to their size.
Normal Speed: Ganzis have a base speed of 30 feet.
Darkvision: Ganzis can see in the dark up to 60 feet.
Maelstrom Resistance: Ganzis have acid resistance 5, electricity resistance 5, and sonic resistance 5, and they gain a +2 racial bonus on saving throws against spells of the polymorph subschool.
Skilled: Ganzis gain a +2 racial bonus on Sense Motive and Survival checks.
Quibble (Su) For most ganzis, the influence of chaos is relatively subtle and manifests as an ability to infect others with entropy and unexpected luck (be it good luck or bad). Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 20 feet, forcing it to reroll a single d20 roll it has just made. The target must take the second result, even if it is worse. A ganzi can use this ability after the target has rolled but must use it before the GM declares whether the roll was a success or failure. Unwilling creatures can resist a ganzi’s quibble with a successful Will save (DC = 10 + half the ganzi’s level + the ganzi’s Charisma modifier). This is a curse effect.
Urban Ranger
Weapon and Armor Proficiency: A mesmerist is proficient with all simple weapons, plus the hand crossbow, sap, sword caneUE, and whip. He is proficient with light armor, but not with shields.

Spells: A mesmerist casts psychic spells drawn from the mesmerist spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a mesmerist must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a mesmerist’s spell is 10 + the spell’s level + the mesmerist’s Charisma modifier.

Like other spellcasters, a mesmerist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–4: Mesmerist on page 39. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).

The mesmerist’s selection of spells is limited. A mesmerist begins play knowing four 0-level spells and two 1st-level spells of the mesmerist’s choice. At each new mesmerist level, he learns one or more new spells, as indicated on Table 1–5: Mesmerist Spells Known. Unlike a mesmerist’s spells per day, the number of spells a mesmerist knows isn’t affected by his Charisma score; the numbers on Table 1–5 are fixed.

At 5th level and every 3 levels thereafter, a mesmerist can choose to learn a new spell in place of one he already knows. In effect, the mesmerist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level mesmerist spell the mesmerist can cast. A mesmerist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A mesmerist need not prepare his spells in advance. He can cast any mesmerist spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

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.

Knacks: Mesmerists learn a number of knacks, or 0-level spells, as noted on Table 1–5. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal.

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.

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.

Feats, Traits & Skills:

Feats:
Level 1:
Improved Iniative
Traits:
Resilient
Bonus Trait +1 to Fortitude saving throws
Creative Reality
Straightforward answers bore you, for they only encourage people to depend on others rather than find out for themselves. You have grown adept over the years at convincing people of falsehoods and couching your honest answers in so much doublespeak they may as well be lies. You gain a +1 trait bonus on Bluff checks, which increases to +5 when attempting to convince someone an honest answer is a falsehood.
Skills:
• Skillpoints gained/level (6) 6+ 0(int)
• Acrobatics: 0 (0 ranks;+0 trained; +2 Dex; -2armor)
• Appraise: +0 (0 ranks; +0 trained; +0 Int)
• Bluff: 9 (1 ranks; +3 trained; +4 Cha+1Class)
• *Climb: -3 (0 ranks; +0 trained; -1 Str; -2 armor)
• Diplomacy: 8 (1 ranks; +3 trained; +4 Cha)
• Disable Device: 0 (0 ranks;+0 trained; +2 Dex; -2armor)
• Disguise: 4 (0 ranks; +0 trained; +4 Cha)
• Escape Artist: 0 (0 ranks;+0 trained; +2 Dex; -2armor)
• Fly: N/A (0 ranks;+0 trained; +2 Dex; -2armor)
• *Heal: +0 (0 ranks; +0 trained; +3 Wis)
• Handle Animal -1 (0 ranks; +0 trained; -1 Cha)
• Intimidate: -1 (0 ranks; +0 trained; -1 Cha)
• Know (arcana): 0 (0 ranks; +0 trained; +0 Int)
• Know (Dung): 0 (0 ranks; +0 trained; +0 Int)
• Know (geography): 0 (0 ranks; +0 trained; +0 Int)
• Know (local): 4 (1 ranks; +3 trained; +0 Int)
• Know (nature): 0 (0 ranks; +0 trained; +0 Int)
• *Know (nobility): 0 (2 ranks; +0 trained; +0 Int)
• Know (planes): 0 (0 ranks; +0 trained; +0 Int)
• *Know (religion): 0 (0 ranks; +0 trained; +0 Int)
• Linguistics: 0 (0 ranks; +0 trained; +0 Int)
• Perception: +4 (1 ranks; +3 trained; +0 Wis)
• *Ride: 0 (0 ranks;+0 trained; +2 Dex; -2armor)
• *Sense Motive: +6 (1 ranks; +3 trained; +0 Wis+1Rac)
• Stealth: 0 (0 ranks;+0 trained; +2 Dex; -2armor)
• Spellcraft: NA (0 ranks; +0 trained; +0 Int)
• Survival: +2 (0 ranks; +0 trained; +0 Wis+2rac)
• Swim: -3 (0 ranks; +0 trained; -1 Str; -2 armor)
• *Use magic Device: 8 (1 ranks; +3 trained; +4 Cha)

Spells:

Level 0: Daze, Ghost Sound, Message, Prestidigation,
Level 1
Color Spray, Grease

Equipment:

Light X-bow
Lamellar Armor
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Miscenellous:
Kit, Rangers 9gp
This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
----------------------------------------------------
Carrying Capacity:
Light Load: 0 lbs - 100 lbs
Medium Load: 101 lbs - 200 lbs
Heavy Load: 200 lbs - 300 lbs
Lift Over Head: 300 lbs
Lift Off Ground: 600 lbs
Push or Drag: 1500 lbs
Carried Possessions (84 lbs):
Pouch with Coins (1 lbs):
CP:
SP:
GP: 4
PP:

Character Description:

Story/Background:

The Concordance:

INURED TO THE ELEMENTS (2+ goals): Once per adventure before rolling a saving throw against an effect with the acid, air, cold, earth, fire, electricity, or water descriptor, you can gain a bonus on the save equal to 1 + half the number of goals you have completed.
ELEMENTAL RAY (4+ goals): Once per adventure, you can shoot a ray of elemental energy at a target within 30 feet as a spelllike ability. This is a touch attack that deals a number of points of acid, cold, electricity, or fire damage equal to 1d6 × half your character level.
ELEMENTAL AEGIS (7+ goals): You begin each day with a shield that functions as protection from energy. Whenever you or
an ally within 30 feet of you would take acid, cold, electricity, or fire damage, the shield absorbs the damage. The shield can
absorb a number of points of damage equal to 3 × the number of goals you have completed, after which the shield dissipates.
---------------------------------------------------------------
[][]Participate in an adventure in the Hao Jin Tapestry or an area significant to Hao Jin and her collections.
[][]Peacefully resolve an encounter with a creature with the air, earth, fire, or water subtype.
[][]Help grow the Concordance by recruiting a named NPC with either a significant connection to the natural world
(such as a druid) or a significant connection to another plane (such an extraplanar outsider). Recruitment requires a
successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
[][]Forgo your Downtime to map ley lines attuned to the elements. Doing so requires a successful Craft (maps), Knowledge
(geography), Knowledge (planes), or Profession (cartographer) check with a DC equal to 15 + your character level.
[]Restore balance to an area by closing a planar portal or removing a significant elemental disturbance.
[]Recover a valuable magic item that produces an effect that is strongly tied to air, earth, fire, or water during the course
of an adventure. To qualify, this item must be worth at least 400 gp plus 100 gp × your character level.
[]Have a number of ranks in one of the following skills equal to your character level (minimum 4): Diplomacy, Handle
Animal, or Knowledge (planes).
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Introduction:
Geirahöð Bjornsdottiris a massive woman, with hard muscles and strong arms. She has a lightly tanned skin and very long hair in the colour of deep red wine with many braids, and usually wears an earthen coloured leather breeches and a sandstone coloured Tunic. She has an ugly scar on her forehead
In battle she is armored in a breastplate and a darkwood shield with the crest of a griffon, and carries a Falcatta as her main weapon.
Her voice is a beautiful alt.