About Timm Tones
Coming originally from fey-infested lands on the northeartern parts of Avistan, from a very early age Timm was part of a nomadic caravan led by his father - which would go from land to land selling metal services, usually always towards South trying to escape the harsh winters.
While he learned most of the tools of the trade, he was a more "scholar" type of body and couldn't even be considered a true adventurer until completing almost four decades. If even to these days the gnome can't really be a fearful combatant with weapons, the decades that came made him capable of defending himself and particularly streetwise.
So much to the point that, when his father passed and he became a solo traveller, he shifted the family business towards using their abilities with illusions and deception to make quick and easy gold. But this wasn't a well succeeded venture for a long time and, in fact, by several occasions Timm saw himself close to a sure death.
This was until he came to the lands of Galt and, while exploring the outskirts, found out about the catacombs from the local storytellers. While the place was eerie and scary, yet it proved to be the ideal locale for the gnome to collect rare herbs with the privacy granted by the fear the commonfolk had of walking on the dreadful place.
Now scarred by his past failures, free to pursue his destiny under the stars of Desna and owning a business with very few if any competitors, Timm used his talent for fast-talking and bluffing to travel the surrounding lands selling the most varied inventory of good-for-nothing potions and by times applying his own magical knack to fool customers into believing the reliability of his unique ingredients and formulae.
Concept and Inspiration:
Snake Oil Salesman 1
Timm is inspired on the Old West conmen who usually sold miraculous concotions that actually didn't do anything special. He's a friendly and cunning liar with an appetite for gold but a truly good heart; one of those likable charlatans with a fancy hat and positive attitude.
A traveller by Nature - and worshipper of Desna - he always ends up bringing his wagon (pulled by his loyal mare, Laura) back to the outskirts of Galt offering new potions and seeking quick compensation. Every night he likes dancing under the stars and practicing his faith on the mystery of Heavens.
Although not expertly capable as a herbalist, many of the ingredients he uses on his miraculous curing elixirs come from the Catacombs and nearby vegetation. Knowing very few would adventure on those parts, he specialized in getting quickly in and out with the right amount of leaves to brew new (not useful for anything really) potions.
Timm is a Master Tinker gnome and somewhat skilled in crafting armors, weapons and other wondrous items. He keeps them mostly well hidden across his "smuggling" wagon, and the many years on the road made him fairly capable of defending himself with his starknives - many times having them hidden under the veil of "decrepit disguise".
As a mesmerist illusionist, Timm relies upon his own imagination and naivety of his audience to produce his tricks. As much of a coward as he might be, he wouldn't shy from doing what's for the greater good if necessary (especially if it involved a good reward on gold).
Appearance and Personality:
Weight 37 lbs.
Age 117 years
Eyes Dark Green
Hair Bright White
Timm is short and skinny even for a gnome. Most of the time he uses a somewhat extravagant purple-and-gold artisan clothing set, full of false jewels, and this ends up diverting the attention from his frail, not made-for-combat-at-all body.
With big dark green eyes, pointy bright white eyebrows and mustache, and a very easy smile, he has an obviously friendly aura about him. His voice is loud and not surprisingly high pitched and he constantly gestures with arms and torso.
Timm is a conman, a charlatan, and that is transparent to the very few who escape the power of his bluffing skills. He is a master liar, but also someone with good intentions at the end of the day. He can be as much of a fiercely loyal friend as he can be a seller of miraculous cures.
Reason for Staying: Isarn is a dangerous place without the promise of wealth nor power. If you're from Galt, why has your character chosen to stay? If you character is not from Galt, what brought them to Galt?
Timm is not from Galt. In truth, he's a traveller and prefers the open fields than being in Isarn per se - from a clear perspective, to avoid the dangers. Gnomes are fairly rare around these lands. However, he always sticks around because he knows the place well enough to extract the rare herbs he uses for his "miraculous" elixirs and concotions, and knows most people won't adventure and find out from where he finds such ingredients.
Goals: Working with the Cerulean Council is an opportunity to change Galt on a large scale, but what does your character want for themselves?
Timm doesn't want actual political power over any region, mainly because he feels he shouldn't tie himself to a fixed place; however, political influence is a whole different story. It's great for business to be part of a regulatory group, for instance. With the right influence, things like exploration rights and economically sweetened monopolies can really sway an old gnome.
Vision for Galt's Future: The Cerulean Council is clearly opposed to Goss's demagoguery, but each can hold their own vision for the "proper" future of Galt. Think of what type of governance your character believes would best serve Galt.
Timm is much more interested in himself, but in truth - in his core - he is a good person and a sweetheart. As a businessman, he truly believes in stability; his gold doesn't come from wars, but from peaceful and naive customers worried about recovering the hair they lost, making their sick child boy grow tall and strong or strengthening their nails to attract the attention of the rich baker down the street. The gnome expects to conquer enough influence to pull the governance towards something not exactly populist, but focused on empowering the small businessmen (land of the Free! Desna!) and investing on engineering and technology.
Strengths: What are your character's strengths? The Cerulean Council wants talented specialists for their missions. Where does your character shine? How does your character solve their problems?
Besides being a master tinker with numerous crafting abilities and great communicator, with the perfect friendly attitude and underground connections, Timm also knows his ways to navigate the Catacombs - which is something that can prove valuable to the Council very soon. Timm is also skilled as a trapfinder and a great support to any adventuring group with his illusion and enchantment-oriented spells and healing abilities.
Out of combat, Timm has many knowledge skills and - focused in Charisma - can be a force to be recognized in terms of intrigue, counting with strong Bluff and solid Diplomacy and Disguise. He's also a master tinker with four trained Craft skills and feats to support magical crafting.
Timm has also skills mostly focused on the role-playing side of the game, such as Perform (dance) - very natural for an Evangelist of Desna which ritualizes his obedience every night under the stars - and Profession (Herbalism), to help him collect his rare herbs. He navigates the Catacombs with the help of his Knowledge (Engineering), and guides his wagon (and his loyal companion, the mare Laura) with Handle Animal.
The gnome isn't really much cut for combat, but can still be useful. His damage is mediocre when compared to more martial classes or specialized spellcasters, relying mostly in a combination of using his Charisma-based-combat starknives and painful stare.
He has some interesting defensive tricks on his sleeve, which he usually applies to himself or party members. He has a certain level of debuffing and crowd control spells and abilities, maybe mostly accentuated by his use of illusion (pattern) spells combined with mental potency and awesome display.
While dungeon crawling, Timm can bring to the table abilities to track and scout, including darkvision, low-light vision, trapfinding and supporting spells. He has also minor healing capabilities and the always useful "Touch Treatment" class ability. He has solid Perception, Disable Device and Use Magic Device skills.
In terms of equipment, besides combat equipment, he carries dozens of professional toolkits including an alchemist's lab. He also carries a formula book, despite not being an alchemist, which is where he writes his "useful-for-nothing" elixirs.
Male gnome evangelist 2/mesmerist 4/oracle (seeker) 1 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Occult Adventures 38)
CG Small humanoid (gnome)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11 (+15 to avoid surprise)
AC 23, touch 14, flat-footed 20 (+7 armor, +2 Dex, +1 dodge, +2 shield, +1 size)
hp 53 (7d8+15)
Fort +4, Ref +7, Will +14; +2 vs. illusions
Speed 25 ft. (20 ft. in armor)
Melee +1 returning starknife +12 (1d3+7/×3) or
. . starknife +11 (1d3+6/×3) or
. . starknife +11 (1d3+6/×3) or
. . starknife +11 (1d3+6/×3) or
. . unarmed strike +3 (1d2-2 nonlethal)
Special Attacks bold stare (psychic inception[OA]), hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 9/day (astounding avoidance, compel alactrity, mesmeric mirror), painful stare (+2 or +1d6+2)
Spell-Like Abilities (CL 7th; concentration +13)
. . 1/day—dancing lights, ghost sound (DC 17), prestidigitation, speak with animals
Mesmerist Spells Known (CL 7th; concentration +13)
. . 2nd (4/day)—hypnotic pattern (DC 19), invisibility, mirror image
. . 1st (6/day)—color spray (DC 18), lesser confusion (DC 17), decrepit disguise[OA] (DC 18), disguise self
. . 0 (at will)—detect magic, detect poison, mage hand, message, open/close (DC 16), read magic
Oracle (Seeker) Spells Known (CL 1st; concentration +7)
. . 1st (5/day)—cure light wounds, dream feast, ears of the city
. . 0 (at will)—create water, guidance, light, purify food and drink (DC 16)
. . Mystery Heavens
Str 6, Dex 14, Con 14, Int 14, Wis 12, Cha 22
Base Atk +4; CMB +1; CMD 14
Feats Combat Expertise, Craft Magic Arms & Armor, Craft Wondrous Item, Deadly Aim, Deceitful, Deific Obedience, Divine Fighting Technique (desna's Shooting Star), Power Attack
Traits catacombs dweller, magical knack
Skills Acrobatics +0 (-4 to jump), Bluff +20, Craft (alchemy) +10, Craft (armor) +10, Craft (firearms) +10, Craft (weapons) +10, Diplomacy +13 (+16 on checks pertaining to the catacombs, their navigation, or events therein, +15 to use the hypnotism skill unlock), Disable Device +11, Disguise +12, Escape Artist +1, Handle Animal +10, Intimidate +10, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +12 (+15 on checks pertaining to the catacombs, their navigation, or events therein), Knowledge (local) +6, Knowledge (planes) +6, Knowledge (religion) +8, Linguistics +6, Perception +11 (+15 to avoid surprise), Perform (dance) +10, Profession (herbalist) +5, Sense Motive +5, Sleight of Hand +1, Spellcraft +12, Stealth +5, Survival +1 (+4 on checks pertaining to the catacombs, their navigation, or events therein), Use Magic Device +16; Racial Modifiers +2 Craft (weapons)
Languages Common, Draconic, Giant, Gnome, Sylvan, Undercommon
SQ consummate liar +2, gnome magic, master tinker[APG], oracle's curse (lame), revelation (awesome display), touch treatment 9/day (Minor), trapfinding +1
Other Gear +1 breastplate, heavy wooden shield, +1 returning starknife, starknife, starknife, starknife (8), boots of striding and springing, headband of alluring charisma +2, alchemist's lab, bandolier[UE], bedroll, flint and steel, formula book, golden holy symbol of Desna[UE], hypnotist's locket[OA], ink, inkpen, masterwork armorsmithing tools, masterwork backpack[APG], masterwork gunsmithing tools, masterwork thieves' tools, masterwork weaponsmithing tools, pot, smuggler's light wagon (high-quality concealment), spell component pouch, spider's silk rope (50 ft.)[APG], stationery[UE], trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, light horse (combat trained), 18 gp, 6 sp, 2 cp
+4 to Perception to avoid surprise +4 to Perception to determine if you are aware of foes just before a surprise round.
Astounding Avoidance (Su) The subject can avoid damage from magical and unusual attacks. The mesmerist can trigger this trick when the subject attempts a saving throw against an attack or spell that normally deals half damage on a successful save, before the subject rolls the save. If the subject succeeds at her save, she takes no damage. If the mesmerist is 12th level or higher, the subject takes only half damage if she fails her save. The benefits of this trick don’t stack with those of the evasion or stalwart class features.
Awesome Display -6 (Su) Your Illusion (pattern) spells treat observers as -6 HD lower than their actual HD.
Catacombs Dweller You've spent a significant portion of your time traversing or living in the Catacombs beneath Isarn. Benefit: You begin the adventure with more detailed information about some locations in the catacombs. Additionally, you can locate the nearest catacomb access by making a DC 25 Knowledge: Engineering or Survival check. Finally, receive a +3 trait bonus on any Diplomacy, Knowledge: Engineering, or Survival checks pertaining to the catacombs, their navigation, or events therein.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Compel Alacrity (15 feet) (Su) A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round.
Consummate Liar +2 Counts as Combat Expertise for some feats.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Master Tinker You are proficient with any weapon you have personally crafted.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmeric Mirror (2 duplicates, 5 minutes) (Su) An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.
Mesmerist Tricks (150 feet, 9/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+2 or +1d6+2, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Psychic Inception (Su) Hypnotic stare can affect creatures that are mindless or immune to mind-affecting effects. All creatures under hypnotic stare can be targeted with mind-affecting spells and abilities.
Touch Treatment (Minor, 9/day) (Su) Remove certain conditions from creature touched.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Laura CR –