Halfling Slinger

Rufus Tealeaf's page

390 posts. Organized Play character for Merck.


Race

Mes 4 / Ftr 1 [ HP 39/39 | AC 21 T 14 FF 17 | CMD 17 | F +6 R +9 W +10 | Init +5 Per +12]

Deity

Milani

Languages

Common, Halfling, Dwarven

About Rufus Tealeaf

PFS # 35561-2
STR 12, DEX 16, CON 13, INT 10, WIS 12, CHA 17
Halfling
Male
Small Size
Alignment CG
Fighter 1 / Mesmerist 5

COMBAT STATS
BaB +4
Init +5; Senses Perception 10
CMB +4 (+4BaB +1strength -1size)
CMD 17 (+4BaB +1strength +3dexterity -1size +10)
Favored class Mesmerist (+4 HP at lvl 5)

DEFENSE
AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 Buckler, +1size)
HP 39/39 (1d10+4d8+5)(+4 Favored Class)
Fort +6
Ref +9
Will +10 (+2 fear)

OFFENSE
Speed 30 ft, 30 ft Armored
Melee Morningstar +5, dmg 1d6+1, crit ×2.
Melee Cestus +5, dmg 1d3+1, crit 19-20x2.
Ranged +1 C. Longbow +9, dmg 1d6+3, crit x3, range 110 ft.
Space 5 ft; Reach 5 ft

TRAITS
Reactive: +2 on initiative rolls.
Vagabond Child: Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

FEATS
Point Blank Shot
Precise Shot
Rapid Shot
Deadly Aim

SKILLS
Bluff 9 (3+1rank+3cha+2class)
Climb 4 (+1rank+1str+2circumstance)
Diplomacy 7 (3+1rank+3cha)
Disable Device 14 (3+5rank+3dex+1trait+2circumstance)
Intimidate 7 (3+1rank+3cha)
Knowledge Religion 4 (3+1rank+0int)
Knowledge Arcana 4 (3+1rank+0int)
Knowledge Local 4 (3+1rank+0int)
Perception 12 (3+5rank+1wis+3racial)
Profession Sailor 5 (3+1rank+1wis)
Sense Motive 6 (3+2rank+1wis)
Spellcraft 4 (3+1rank+0int)
Stealth 14 (3+4rank+3dex+4small)
Use Magical Device 7 (3+1rank+3cha)

EQUIPMENT:

Breastplate 6/3/-2, 200gp, 25 lbs.
Buckler +1/–1, 5 gp, 5 lbs.
Cestus (B or P) 1d3 dmg, crit 19-20x2, 5gp, 1 lbs
Morningstar(B and P) dmg1d6, crit ×2, 8 gp, 6 lbs.
+1 Composit Longbow (STR 12) (P) 1d6, crit x3, range 110 ft., 2500 gp, 3 lbs.
Arrow x40, 2gp, 6 lbs.
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
Masterwork Thieves' Tools +2 circumstance bonus on Disable Device checks, 100gp, 2lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs
Grappling Hook, 1gp, 4 lbs
5x Oil (1 pint flask), 0.05gp, 5 lbs
Miner's Lantern, 15 gp, 2 lbs.
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs
Waterskin, 1gp, 4 lbs
3x Trail Rations, 0.15gp, 3
Wand of Cure Light Wounds 43/50 charges
Climber's Kit +2 circumstance bonus on Climb checks, 80gp, 5lbs
Cloak of Resistence +1

GP left:

SPELLS:

Know

0 lvl:
Read Magic
Dancing Lights
Detect Magic
Mage hand
Message
Prestidigitation

1st LVL:
Command
Charm Person
Graese
Color Spray

2nd LVL:
Babble
Invisibility
Blindness/Deafness

Spells per Day

1st lvl: 4
2nd lvl: 2

Class 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.

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.

Linked Reaction:
A hive mind allows the mesmerist and an ally to share one another's reaction times. The mesmerist can trigger this trick when either the subject or the mesmerist is surprised and the other isn't (even if the mesmerist would normally be unable to take actions because of being surprised). Both the mesmerist and the subject can act in this surprise round. The mesmerist can't implant this trick on himself.

Mask Misery:
The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor 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. The mesmerist doesn't need to have touch treatment to choose or use this trick.

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.

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.

Disorientation:
The hypnotic stare penalty also applies on attack rolls.

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.

Halfing Abilities:

Standard Racial Traits: +2 Dexterity, +2 Charisma, and –2 Strength.

Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Background:

Like so many of his kind Rufus Tealeaf was born a slave. His parents worked as sailors on the chelish merchant fleet. His destiny would have been the same if not for an Andorian warship that defeated the slaver where his family labored and freed all its captives. At that time Rufus was still a child.

Growing up in Andoran he took to the heart the ideals of that nation. Eventually the halfling joined the church of Milani as a devout and through it started to colaborete with the Bell Flower Network. He was sent to Absalon to research the Pathfinders and infiltrate their ranks having as his main objective to steer the organization's goals toward a world without slaves where justice would be the norm and not the exception.