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About Rufus TealeafPFS # 35561-2
COMBAT STATS
DEFENSE
OFFENSE
TRAITS
FEATS
SKILLS
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:
1st LVL:
2nd LVL:
Spells per Day 1st lvl: 4
Class Abilities:
Consummate Liar:
Hypnotic Stare (Su)
Mesmerist Tricks (Su)
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:
Linked Reaction:
Mask Misery:
Painful Stare (Su)
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)
Bold Stare (Su)
Disorientation:
Touch Treatment (Su)
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.
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