Bleachling Lunatic

Sans Voiz's page

3 posts. Alias of mourge40k.


Full Name

Sans Voiz

Race

Tengu

Gender

Male

Alignment

NG

Deity

Desna

Occupation

Wanderer and Former Bandit

Strength 10
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 7
Charisma 18

About Sans Voiz

Sans Voiz
Mesmerist 1; Favored Class Bonus - +1/3 Trick per Day
N Small humanoid (Gnome)
Init +2; Perception + , Low Light Vision

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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
HP 11 (1d8+3)
Fort +3, Ref +4, Will +0

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Offense
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Speed: 20 ft.
Ranged:
Melee:
Spells (CL 1st, concentration +4)
Knacks (at will): Detect Magic, Prestidigitation, Unwitting Ally, Light
1st-level (2/day): Color Spray (DC 15), Hideous Laughter (DC 15)

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Statistics
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Str 10, Dex 14, Con 16, Int 12, Wis 7, Cha 18
Base Atk +0; CMB -1; CMD 11
Languages Common, Gnome

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Feats
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Improved Feint

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Traits and Drawbacks
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Excitable: You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people’s sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it’s also trained you to start moving a split second before everyone else, and that’s saved your hide a few times as well. You gain a +2 trait bonus on all Initiative checks.

Starchild: Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.

Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Forgetful: You are easily distracted and prone to forgetting important things. Whenever you leave a location you have been at for longer than 1 hour, you must attempt a DC 10 Wisdom check. If you fail, you leave behind one random mundane item (a purse of money counts as an item).
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Skills
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Acrobatics +
Appraise +
Bluff +9
Climb +
Craft +
Diplomacy +8
Disguise +
Escape Artist +
Heal +
Intimidate +
Knowledge (arcana) +
Knowledge (dungeoneering) +
knowledge (history) +2
knowledge (Local) +5
Knowledge (nobility) +2
Knowledge (religion) +7
Linguistics +
Perception +4
Ride +1[-1]
Sense Motive +2
Sleight of Hand +
Spellcraft +
Stealth +10
Swim +
Use Magic Device +8

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Gear
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Special Abilities
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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.

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.

Background:

The Questions:
"Why should the swordlords trust you with this important job?"

- Sans gets on well with most people even without taking his particular abilities into account. Combined with the debt he owes the swordlords, his dislike for this Stag Lord who is causing so much trouble, and his desire for interesting experiences, it should come as no surprise that Sans was one of the individuals sent to take hold of the Stolen Lands.

"How do you plan to set up a new nation and establish the trust and loyalty of the people?"

- A nation is nothing without people. In order to build a nation, one must first build up its people. Sans, as most gnomes, thinks that people have far more in common than they do differences. He also acknowledges that a lot of folks put their faith into particular sets of individuals, and that sometimes these individuals can not get past their differences (as is sadly common for the tall folk). If he has to use his powers to start making some see this, then so be it. All that matters is that they do see it in the end, and realize that they can work together to build up a wonderfully entertaining world.

"What sorts of religious and legal strictures do you think should be part of a new nation?"

- Sans doesn't particularly mind any religions. After all, faith is simply one more thing that some people have in common, even if he doesn't have much of it himself. That being said, he finds the more evil inclined religions... distasteful. They can be interesting, but they refuse to understand others at times. As a former bandit and a gnome both, Sans doesn't really think about laws in the same way most of the tall folk do, so he intends to leave that in the hands of whoever in his group has the most authority in that regard.

"Do you have particular plans and goals? Why should the swordlords support those goals?"

- Sans is not really a goal-oriented person. It just doesn't fit his nature. However, while allied with the leader that the swordlords sent, Sans will more likely than not try to support them as best as he can, provided they at least try to understand the commonalities others have first.

"Do you have a criminal background? Is there anything we should know now that might cause problems later in your political future if it were to get out to the public?"

- Sans was a bandit. However, his banditry leaned towards a gnome's typical trickery rather than any harm, and many of his victims eventually found part of what was stolen returning their way. That being said, Sans doesn't believe that it's an issue.