![]() About TernaName: Terna Strumpleholff
Background:
Terna was born 95 years ago, back in the good times when the Asmodeus was openly worshiped and recognized as the preeminent god in Talingarde. Her parents, Limna and Thostrompularn Strumplehoff were ministers with sway in the lands surrounding Daveryn. They had power and exercised it as was proper to provide for their own comfort for themselves and their daughter. They weren’t overly cruel to those beneath them, but the rightful place of everyone in the well ordered hierarchy was well understood.
When the fall started and the Mitrans were tearing down everything that made Talingarde great, replacing it with the chaotic messy system that exists today, Limna and Thostrompularn could see the writing on the wall well ahead of time. The sent Terna, then still just in her teens barely able to understand the situation, with their trusted human stewart Frandorlo to hide her away in obscurity somewhere near Farholde. Should the uprising be put down Terna could return when it was safe, but if things continued as it seemed likely they would, at least they would have spared the life of their beloved daughter so that she could carry on their legacy and maybe even someday avenge them. Frandorlo raised Terna the best he could, though her new life was nothing like the one she had been torn away from in Daveryn. He made sure that Terna learned her family history, the politics of the past and the present, her rightful powers and responsibilities and the teachings of Asmodeus. He taught her everything he knew about languages and contracts, how to use them with precision and how to influence people into doing what she wanted them to do regardless of where their own interests might lie. Most importantly, he taught her that it was her destiny to return this land to the order that had been so unceremoniously stripped from it. As Franoldo aged, he made a new family in the village that was their seat of exile. A family who would be Terna’s only servants for most of her life. They did their best to serve her, and she appreciated their efforts, rewarding them as she could, but because they must do so in secret, the effects were often far more limited than they should be. Franoldo died in his sixties, carrying out a mission of vengeance for Terna over a slight from a nearby noble, Baron Anton Blustov, and Terna mourned the passing of a most useful tool. The past decade Terna has started to feel that the time to act must be near if she’s going to be able to gain any benefit from a return to order herself. As such she spent the better part of those ten years building up a loyal following of the humans in the village around her to overthrow Anton’s Grandson, Baron Justinar Blustov as the very first steps of the campaign to take back Talingarde. She had begun to reach out to others who shared similar interests in other parts of the country, slowly and carefully so that a concerted act could be in many places at once. Sadly, it seems that Terna did not act carefully enough, and at least one of her attempts to contact potential allies got the attention of those loyal to King Markadian. Terna doesn’t know who, but someone tipped of Baron Blustov that Terna’s loyal villagers were starting to dig tunnels under the walls of his castle in anticipation of the strike which would be coming sometime in the future. When they confessed what they were doing, why they were doing it, and who they worked for, Terna didn’t even have time to consider flight before the guards had her in chains and she was on a wagon bound for Branderscar. When she arrived, her conviction for the act of Sedition was handed down with impressive speed, and now she finds herself on the verge of literally losing her head. Spells:
Mesmerist Knacks: Daze (DC 16), Detect Magic, Message, Unwitting Ally (DC 16) Mesmerist Spells Level 1: Command (DC 19), Sow Thought (DC 17) Daily Resources:
Arcane mark SLA: 1/1 Comprehend languages SLA: 1/1 Mesmerist Level 1 Spells: 3/3 Mesmerist Tricks: 6/6 Message SLA: 1/1 Read magic SLA: 1/1 Defense:
AC 10 + 1 Dex +1 Size = 12 TAC 12 FF 11 HP 8 +2 Con = 10 Fort +2 Ref +3 Will +1 Special Defenses: –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power; +2 bonus on saves vs. spells with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. Offense:
Melee NA Ranged Daze (Knack) DC 16 Command (Level 1) DC 19 Statistics:
-------------------- STR 8 - 2 R = 6 (-2) DEX 12 (+1) CON 12 +2 R = 14 (+2) INT 15 (+2) WIS 9 (-1) CHA 18 + 2 R = 20 (+5) BAB 0 CMB -3 CMD 8 Move 20 feet Powers and Abilities:
Arcane Mark SLA Comprehend Languages SLA Excellent Penmanship: DC to detect forgeries increases by 2. +2 to Bluff, Intimidate or Persuade via writing. Hypnotic Stare: Swift action to give -2 to will saves to target within 30 feet. Mesmerist Trick: False Flanker: Free action to cause illusion to appear adjacent to target until the end of the turn. Message SLA Painful Stare: Once per turn, when target of Hypnotic stare free action to add 1 point of damage. Feats:
Spell Focus (Enchantment) Level One (1): +1 bonus on save DCs for Enchantment Spells. Traits:
Domineering (Command) Magic: When you were young, you attracted a group of devoted companions thanks to your impressive talent, and the experience inspired in you a powerful self-assurance and air of superiority. Your confidence is so strong that others feel naturally compelled to follow your commands. Benefit: Choose one 1st-level enchantment spell you are capable of casting. The DC of that spell increases by 1. Excellent Penmanship Social: You are a master of calligraphy.
Power-Hungry Drawback:You’re addicted to power.
Sedition Campaign: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Skills:
6 ranks + 2 Intelligence +2 Background +1 FCB = 11
Acrobatics +1 Dex = +1 *Appraise +2 int +3 Class +1 Rank = +6 (1) *Bluff +5 Cha +3 Class +1 Race +1 Trait +1 Consummate Liar +1 Rank = +12 (+16 to mimic sounds) (1) Climb -2 Str = -2 *Craft +2 Int = +2 *Diplomacy +5 Cha +3 Class +1 Race +1 Rank = +10 (1) Disable Device NA *Disguise +5 Cha = +5 *Escape Artist +1 Dex = +1 Fly NA Handle Animal NA Heal -1 Wis = -1 *Intimidate +5 Cha = +5 *Knowledge (Arcana) +2 Int +3 Class +1 Rank = +6 (1) *Knowledge (Dungeoneering) NA Knowledge (Engineering) NA Knowledge (Geography) NA *Knowledge (History) +2 Int + 3 Class +1 Rank = +6 (1) *Knowledge (Local) NA Knowledge (Nature) NA *Knowledge (Nobility) +2 Int +3 Class +2 Race +1 Rank = +8 (1) Knowledge (Planes) NA *Knowledge (Religion) +2 Int +3 Class +1 Rank = +6 (1) *Linguistics +2 Int +3 Class +1 Rank = +6 (1) *Perception -1 Wis +3 +2 Race Class +1 Rank = +5 (1) *Perform +5 Cha = +5 *Profession NA Ride +1 Dex = +1 *Sense Motive -1 Wis +3 Class +1 Rank = +3 (1) *Sleight of Hand +1 Dex = +1 *Spellcraft +2 Int = +2 *Stealth +2 Dex +4 Size = +6 Survival -1 wis = -1 Swim -2 Str = -2 *Use Magic Device +5 Cha +3 Class + 1 Rank = +9 (1) Languages:
Common, Gnome, Draconic, Dwarven, Elven, Infernal, Sylvan Racial Traits:
Academician (Nobility): Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level. This racial trait replaces gnome magic and illusion resistance. Sound Mimicry: Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check. This replaces weapon familiarity.
Mesmerist Class Features:
Weapon and Armor Proficiency: A mesmerist is proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip. He is proficient with light armor, but not with shields. 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: Mesmerist Trick Level One. 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. 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.
Favored Class Bonus: +1 Skill Rank.
Equipment:
Prisoner’s clothing. |