Tchucko
Male tengu mesmerist 1 (Pathfinder RPG Bestiary 263, Pathfinder RPG Occult Adventures 38)
CN Medium humanoid (tengu)
Init +3;
Senses low-light vision; Perception +7
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +0,
Ref +5,
Will +3
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Offense
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Speed 30 ft.
Melee cold iron morningstar +0 (1d8) or
. . silver sickle +0 (1d6-1) or
. . sword cane +0 (1d6) or
. . bite -5 (1d3)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks hypnotic stare (-2), mesmerist tricks 4/day (shadow splinter), painful stare (+1)
Mesmerist Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—murderous command[UM] (DC 14), sleep (DC 14)
. . 0 (at will)—daze (DC 13), ghost sound (DC 13), touch of fatigue (DC 13), unwitting ally[APG] (DC 13)
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Statistics
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Str 10,
Dex 16,
Con 10,
Int 13,
Wis 12,
Cha 16
Base Atk +0;
CMB +0;
CMD 13
Feats Improved Feint
Traits power of suggestion, undermarket smuggler
Skills Bluff +9, Diplomacy +7 (+9 to use the hypnotism skill unlock), Handle Animal +4, Perception +7, Profession (fortune-teller) +5, Sense Motive +5, Sleight of Hand +7, Stealth +4;
Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Tengu, Tien
SQ consummate liar +1, gatefinder (perception), gifted linguist, hypnotism (diplomacy), prognostication (sense motive), read aura (perception), swordtrained
Combat Gear oil of bless weapon,
oil of magic weapon,
potion of cure light wounds,
scroll of color spray,
scroll of unnatural lust,
wand of cure light wounds (50 charges), acid (2), alchemist's fire (2), holy water (2);
Other Gear studded leather, cold iron morningstar, crossbow bolts (10), crossbow bolts (10), light crossbow, silver sickle, sword cane[APG], backpack, bedroll, belt pouch, candle (2), chalk, entertainer's outfit, everburning torch, flint and steel, fortune-teller's deck[APG], hammer, hypnotist's locket[OA], ink, inkpen, piton (4), pot, sack (2), silk rope (50 ft.), spell component pouch, stationery[UE], sunrod (3), tindertwig (4), trail rations (5), waterskin, monkey, 42 gp, 5 cp
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Special Abilities
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Consummate Liar +1 Counts as Combat Expertise for some feats.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mesmerist Tricks (110 feet, 4/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+1, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
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