Siwar Kurash

The Enigma Thestil Shadowtongue's page

48 posts. Alias of Rogar Valertis.


Full Name

The Enigma

Race

Doppelganger

Strength 20
Dexterity 13
Constitution 16
Intelligence 15
Wisdom 12
Charisma 18

About The Enigma Thestil Shadowtongue

Few within the Aspis Consortium know Thestil’s true identity. Far more know the mysterious figure’s reputation for stealth and efficiency.

THESTIL SHADOWTONGUE
Female doppelganger mesmerist (toxitician) 4 (Pathfinder RPG Bestiary 89, Pathfinder RPG Occult Adventures 38, 98)
N Medium monstrous humanoid (shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +12

DEFENSE
AC 19, touch 12, flat-footed 17 (+3 armor, +1 Dex, +1 dodge, +4 natural)
hp 72 (4d8+4d10+24)
Fort +7, Ref +9, Will +13
Immune charm, sleep

OFFENSE
Speed 30 ft.
Melee +1 bladed belt +13/+8 (1d12+8/×3) or
2 claws +12 (1d8+5)
Ranged dart +8 (1d4+5) or
injection dart +8 (1d4+5)
Special Attacks mesmerist tricks 6/day (compel alactrity, gift of will, mesmeric mirror)
Spell-Like Abilities (CL 18th; concentration +22)
At will—detect thoughts (DC 16)
Mesmerist Spells Known (CL 4th; concentration +8)
2nd (2/day)—glitterdust (DC 16), tongues
1st (4/day)—burst of adrenalineOA, doom (DC 15), murderous commandUM (DC 15), ray of enfeeblement (DC 15)
0 (at will)—detect poison, ghost sound (DC 14), mage hand, message, prestidigitation, read magic

STATISTICS
Str 20, Dex 13, Con 16, Int 15, Wis 12, Cha 18
Base Atk +7; CMB +12; CMD 24

Feats Dodge, Great Fortitude, Mobility, Vital Strike

Skills Bluff +15 (+19 while using change shape), Climb +10, Diplomacy +11, Disguise +15 (+35 while using change shape), Knowledge (arcana, local, nobility) +9, Perception +12, Sense Motive +12, Sleight of Hand +14, Stealth +12, Swim +10; Racial Modifiers +4 Bluff, +4 Disguise

Languages Common, Undercommon, Vudrani

SQ change shape (alter self), deft fingers, injection improvement (natural armor decreaseOA), injections, mimicry, painful injection, perfect copy, touch treatment 7/day (minor), treatment vials
Combat Gear +1 bladed beltUE, cape of the mountebank, scroll of strong jaw, scroll of vampiric touch (CL 10th), wand of cure moderate wounds (5 charges), wand of magic missile (CL 5th, 5 charges), acid (2), alchemist’s fire (2); Other Gear +1 malleable armor, longarm bracersUE, darts (6), injection darts (3), grappling hook, silk rope, sunrods (2), ornate bronze Aspis badge, 46 gp

SPECIAL ABILITIES
+1 Bladed Belt On command, Thestil can transform this belt into a single slashing and/or piercing melee weapon of her choice; the weapon has a +1 enhancement bonus. As long as she is holding the weapon, she can also revert it back to belt form with a command. Her Melee entry above assumes she wields the belt as a +1 greataxe.

Change Shape (Su) Thestil can change her form to that of any Small or Medium humanoid as if using alter self; however this does not adjust her ability scores. She can remain in this form indefinitely.

Deft Fingers (Ex) Thestil gains a +2 bonus Sleight of Hand checks. This bonus is already applied to her stat block.

Injections (Su) Thestil creates eight psychic injections each day. She can activate one as a swift action, after which she can apply it by touching a creature as a standard action. The target takes a –2 penalty on Will saves and to its natural armor bonus for 2 minutes. When applying an injection, Thestil can attempt a DC 20 Sleight of Hand check to apply it without the target noticing; the target can spot the attempt with an opposed Perception check. If secretly applied, Thestil can choose to delay the injection’s effects until she triggers them as a free action while within 140 feet of the target. The effects of multiple injections do not stack.

Injection Dart This behaves like a normal dart but stores a dose of Thestil’s psychic injection. If she hits, she can choose to affect the target with her injection. The dart breaks after being thrown.
Longarm Bracers Three times per day as a swift action, Thestil can stretch her arms beyond their normal limits, increasing her reach by 5 feet until the start of her next turn. Her weapon attack rolls take a –4 penalty, but her attack rolls with her claws take no penalty.

Malleable Armor Thestil wears special armor that behaves like +1 leather armor. She can change the armor’s appearance whenever she uses her change shape ability, and when doing so, she can choose to increase the armor’s thickness and flexibility. Doing so increases the suit’s total armor bonus to +7 (increasing her AC to 23), decreases her speed to 20 feet, and imposes a –4 armor check penalty until she uses her change shape ability again and reverts the armor to its original composition.

Mesmerist Tricks (Su) Thestil can create hypnotic bonds with an ally she can touch as a standard action up to six times per day. She can have only one trick implanted at a time, and implanting a new trick ends the previous trick. Thestil can trigger the implanted trick as afree action, even if it isn’t her turn. She must be within 140 feet of the ally, and triggering the trick expends it.

Compel Alacrity Thestil can trigger this trick when the subject begins his turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The movement from this trick doesn’t count against the subject’s movement speed for that round.

Gift of Will Thestil can trigger this trick when the subject attempts a Will saving throw or a Sense Motive check, or is targeted by an Intimidate check to demoralize him. For a saving throw, the subject uses Thestil’s Will saving throw bonus instead of his own. For a Sense Motive check or Intimidate check, he adds Thestil’s Charisma bonus as a morale bonus on the check or to the DC. Thestil can’t implant this trick on herself.

Mesmeric Mirror This trick creates a decoy duplicate of the subject when the subject is attacked or becomes the target of a spell that requires an attack roll. The triggering attack has a 50% chance of striking the decoy rather than the intended target. Once hit, the image disappears; otherwise, it lasts for 1 minute. This is an illusion (figment) effect.

Mimicry (Ex) Thestil is proficient in all weapons, armor, and shields. In addition, she can use any spell-trigger or spell-completion item as if the spells were on her spell list, with an effective caster level of 4. She must attempt a caster level check to use these scrolls or suffer a mishap: strong jaw (DC 7) and vampiric touch (DC 10).

Painful Injection (Su) Once per round, when an attack that deals damage hits the target of Thestil’s injection, she can cause the creature to take 2 additional points of damage. If Thestil uses this ability to increase her own damage, it instead takes 1d6 extra points of damage.

Perfect Copy (Su) When Thestil uses her change shape ability, she can assume the appearance of specific individuals.

Touch Treatment (Su) Four times per day as a standard action, Thestil can touch a creature and remove the fascinated or shaken condition. This ability is a swift action if she uses it on herself.

Towering Ego (Su) Thestil adds her Charisma bonus to her Will saving throws. This is already applied to her stat block.

Treatment Vials (Su) Every day Thestil prepares three tonics that apply the benefits of her touch treatment ability when imbibed as if they were potions.
Psychic Spellcasting As a mesmerist, Thestil casts psychic spells that lack somatic and verbal components. Instead, her spells have emotion (in place of somatic) and thought (in place of verbal) components. It is impossible to cast a spell with an emotion component while Thestil is under the influence of a non-harmless effect with the emotion or fear descriptor. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. When casting a spell with a thought component, Thestil can take a move action before beginning to center herself; she can then use the normal DC instead of the increased DC.
Spells Thestil can cast the following spells.

Burst of Adrenaline As an immediate action when she is about to make a d20 roll based on Strength, Dexterity, or Constitution, Thestil gains a +8 enhancement bonus to that ability score for that roll. Afterward, she is fatigued for 1 round.

Murderous Command Thestil can command one living creature within 35 feet to attack its nearest ally for one round with a melee weapon or natural weapon (DC 15 Will negates). If necessary, it moves toward the ally to attack.

Consortium leadership sometimes pokes fun at what they perceive as Thestil’s overdramatic “mysterious stranger” shtick, but they cannot doubt her effectiveness. She has twice turned down promotion to silver agent, so her superiors have instead issued her an elaborate bronze badge to recognize her feats without imposing further responsibilities. She approves; it lets her continue to act as the power behind the figurative throne without risking the scrutiny that would pierce her disguise. Ever since Pathfinders interfered with her operations in Magnimar and framed her for treason during the Lissalan campaign—for which she was acquitted long ago—she has been itching for a chance to face a true challenge and reestablish her credentials.