Imrijka

Shoann's page

2 posts. Alias of infomatic.


Full Name

Shoann Haabo (aka Shoann Lum, aka The Poisoned Eye)

Race

Half-Orc

Classes/Levels

Mesmerist 9

Gender

F

Size

M

Age

27

Alignment

NE

Deity

Wendo

Location

Shackles

Strength 8
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 22

About Shoann

background:

Even among pirates, the story of Captain Calais Haabo’s rise to power a quarter-century ago was a grim one. Marooned by the ship Stirge on the Cannibal Isles for some forgotten crime, he reappeared some weeks later commanding a group of lacedons. Within an hour, Calais was the Stirge’s new Captain, with his old crewmates either drowned or devoured.

Shoann was born some months later on the island where Calais had been left, daughter to the Orc necromancer Lum, Daughter of Dust. Lum often took lost or abandoned sailors as lovers or partners, rewarding her favorites with summoned or commanded minions, and raising the resulting offspring that showed magical prowess (and eating the rest).

Shoann showed enough talent to avoid the cooking pot. But she proved incapable of the sort of magic Lum craved, and her mother eventually lost interest in her. She made her way off the island as her father arrived, entrancing a pirate crew to sail her away.

Since then she's made her way around the Shackles as a sometimes-sailor, sometimes-soothsayer. She's avoided her father as much as possible -- neither of them really wants a conflict, though that hasn't stopped her from using his surname on occasion.

personality:

Both mother and father issues. Her mother cast her out, obviously, so there’s some bitterness there and a desire to prove herself. Her father denies she’s his. He’s sought to tamp down rumors of exactly how he came to command the Stirge, and the existence of a enchantress daughter raises questions he doesn’t want to answer.

Leans into the creepy-witch vibe, but it’s only partly sincere — she is her mother’s daughter when it comes to the dead, but she’s also aware how off-putting it is to others, which she feels gives her and advantage.

Feels like the world owes her something.

Female Half-Orc Mesmerist (Spirit-Walker)8/Swashbuckler(Inspired Blade) (Occult Adventures)
CN Medium humanoid
Init +2; Senses Darkvision; Perception +9

—--
Defense
—--
AC: 20 (+6 armor, +3 Dex, +1 deflection)
HP 67 (8 + 8d8 + 1d10)
Fort:+7,Ref +10, Will+8 (+14 w/Towering Ego)
Defensive abilitiesDodging Panache, Opportune parry

—--
Offense
Speed 30 ft.
Melee Swashbuckler’s Rapier +12/+5 (1d6+4/18-20)
Ranged Spit (Acid Spash)1d3
Special Attacks:
Hypnotic Stare (Range 30ft)
Painful stare 2d6+8

Mesmerist Spells Known:
(CL 9th, Concentration xx
3rd (4/day) - Fear, Confusion, Scrying
2nd (5/day) - Blistering Invective, Haunting Mists, False Life, Suggestion
1st (6/day) - Burst of Adrenaline, Heightened Awareness, Murderous Command, Mental Block, Vanish
0 - Acid Splash, Detect Magic, Detect Poison, Prestidigation, Mage Hand, Light, Message

--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 22
Base Atk +6; CMB +5; CMD xx
Feats Spell Focus (enchantment), Conceal Spell, Fencing Grace, Intimidating Glance, Combat Casting. Bonus: Command Undead, Weapon Finesse, Weapon Focus (rapier)
Traits: Buccaneer’s Blood, Two-world magic

Skills: Bluff +25, Diplomacy +15, Intimidate +24, Know (Arc) +9; Know (nob): +5, Perception +12, Prof (Sailor), +10, Sense motive +9, Spellcraft +5, Swim +2, Use Magic Device +21
Languages: Common, Orc

skills breakdown:

Total skills (8*7) + 5 = 61 (no background skills?)
Bluff: 9 ranks + 6 Cha + 3 Circlet + 4 Mesmerist + 3 CS = +25
Diplomacy: 3 ranks + 6 Caa +3 Circlet + 3 CS = +15
Intimidate: 9 ranks + 6 Cha + 3 Circlet + 1 trait + 2 racial + 3CS = +24
Know (arcana): 5 ranks + 1 Int + 3CS = +9
Know (Nobility): 1 rank + 1Int +3S = +5
Perception: 9 ranks + 3CS = +12
Profession (sailor): 6 ranks +1 trait + 3CS = +10
Sense Motive: 6 ranks + 3CS = +9
Spellcraft: 1 rank + 1 Int + 3S = +5
Swim: 3 ranks -1 Str = +2
Use Magic Device: 9 ranks + 6 Cha + 3 circlet +3CS = +21

Combat Gear, Swashbuckler's Rapier belt of incredible dexterity +2, cloak of resistance +2, headband of alluring charisma +4, circlet of persuasion, Kimle Coat ring of protection +1, belt pouch, masterwork backpack[APG],

Racial:

Half-Orc
+2 CHA
Intimidating: +2 to intimidate
Dark vision
Projection (+1 DC to pain/fear spells), replaces Ferocity, Weapon Familiarity)

Class:

Consummate Liar: +1/2 level to Bluff Checks, Qualify for feint feats w/o requirements

Hypnotic Stare: 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.

Painful Stare: When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take 3d6+9 damage. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round

Towering Ego: CHA to will saves

Undead Inception: Undead affected by Hypnotic Stare and mind-affecting spells/abilities

Continued Animation (Su): At 3rd level, when a spirit walker is using hypnotic stare on a humanoid target and the target dies, as an immediate action the spirit walker can force the target’s soul to remain in the body. The spirit walker can then control the target as if using dominate person for a number of rounds equal to 1/2 the spirit walker’s class level. The creature gains a number of temporary hit points equal to 2 × the spirit walker’s class level and continues acting as though it were alive and conscious until it loses those temporary hit points or the duration expires. During this time, the creature counts as undead, but it can’t be healed by negative energy. The spirit walker can use this ability once per day for every 3 mesmerist levels he possesses. The target receives a Will saving throw (DC = 10 + 1/2 the spirit walker’s class level + his Charisma modifier) to avoid this effect and die normally.

Command Undead (Su): At 6th level, a spirit walker gains Command Undead as a bonus feat. A spirit walker can use Command Undead a number of times per day equal to 1 + his Charisma modifier (minimum 1), using his mesmerist level as his cleric level. At 10th level, the DC to resist this effect increases by 2

Tricks: 8/day, 3 at once
Level 1: Mask Misery: The subject can ignore the effect of conditions for 1d4 rounds, after which the subject takes the full effect.
Level 2: Fearsome Disguise: As Disguise self, plus dismiss to demoralize as swift action
Level 4: Mesmeric Mirror: Mirror image, 2 images
Level 6: Compel Alacrity
Level 8

Bold Stare: Disorientation (stare penalty to attack), Sapped Magic (DCs, SR)