Male human (Chelaxian) mesmerist 6 (Pathfinder RPG Occult Adventures 38)
LE Medium humanoid (human)
Init +5; Senses Perception +9
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 natural)
hp 66 (6d8+18)
Fort +4, Ref +8, Will +9
Speed 30 ft.
Melee mithral dagger +9 (1d4+3/19-20)
Special Attacks bold stare (disorientation[OA]), hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 7/day (false flanker, gift of will, meek facade, mesmeric mirror), painful stare (+3 or +2d6+3)
Mesmerist Spells Known (CL 6th; concentration +12)
. . 2nd (4/day)—cat's grace, detect thoughts (DC 16), glitterdust (DC 16), oneiric horror[OA] (DC 16)
. . 1st (5/day)—disguise self, grease, hideous laughter (DC 15), vanish[APG] (DC 15)
. . 0 (at will)—detect magic, detect psychic significance[OA], light, message, prestidigitation, read magic
Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 19
Base Atk +4; CMB +4; CMD 17
Feats - Custom Feat -, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (dagger)
Traits focused mind, reactionary
Skills Bluff +16, Diplomacy +13, Disguise +9, Intimidate +13, Knowledge (local) +9, Knowledge (planes) +5, Linguistics +4, Perception +9, Sense Motive +9, Stealth +10, Use Magic Device +13
Languages Common, Infernal
SQ consummate liar +3, touch treatment 7/day (Moderate)
Combat Gear potion of eagle's splendor, potion of protection from evil; Other Gear mwk studded leather, mithral dagger, amulet of natural armor +1, cracked dusty rose ioun stone (worth 500 gp), wrist sheath, spring loaded (dagger) (worth 5 gp), 2,145 gp
Consummate Liar +3 Counts as Combat Expertise for some feats.
Disorientation (Su) Hypnotic stare penalty applies on attack rolls.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (160 feet, 7/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+3 or +2d6+3, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Slashing Grace (Dagger) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Touch Treatment (Moderate, 7/day) (Su) Remove certain conditions from creature touched.
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People are mostly not evil at heart. They’re just weak. Leading a life free from chaos and disorder is hard work. They body and soul sag under the burden of always being asked, compelled to deny their base impulses and put the good of society ahead of their own. Naturally people are wary of complaining to the wrong people but the soul longs to unburden itself and people find themselves speaking freely with kindred spirits. In private rooms and empty taverns there are casually murmurs of discontent, that can be traced to whispers of sedition, than can further be traced to plots and schemes. Deeper still lie the misguided fools at the heart of the constant war against disorder. They practice rebellion, cabalism, unsanctioned summonings and the worship unfortunate gods.
When he was young he saw the results first hand. The son of common working people with little to offer he spent his time in the shadow of colorful characters and outsized personalities that scrabble for a living at the margin of society. He knew gamblers and charlatans, drug addicts and mad poets. Tybalt was always the sort of person people would talk to. People feel their natural caution eroding the more the speak to him. Barely realizing it when they’ve said something totally compromising.
He was eventually invited to participate in petty criminal schemes. Passing messages and small packages back and forth. It seemed harmless enough. It was not though. His easy success in these petty criminal endeavors led deeper into a network of debauchery. Forbidden practices grew more common in the social circles he was exposed to. He saw dark things happen, he knew people that disappeared.
Then he met it. Some group of fools had summoned an atropocustra and promptly lost control. The addiction devil had run amok spreading shiver, crush, and heathensnuff throughout an ever expanding network. When it became aware of Tybalt it chose to personally ensnare the young man. It hadn’t realized the sheer force of will it was dealing with. Tybalt resisted it’s beguiling gift, recognized what he saw and fled. His psychic powers flaring to life in order to save him. He took his information to the Order of the Gate.
He understood now that people are fragile and foolish. They cannot be trusted with their own freedom, and wherever harmless mutters of discontent flourish darker things can lurk underneath. Faced with a devil he saw real power. Power than can’t be left uncontrolled but must be mastered or else it will consume the legions of weak minded followers that populate the world. He feels no sympathy any longer for those that walk astray. Society Cannot Survive Mercy. The Order of the Gate is the way forward for him. To protect his people and master the darkness.
Impressed with his incipient psychic power the Order has allowed him to train as an armiger for The last three years. He has mastered the weapon of his order, turning it into a deadly slashing extension of his iron will. Armed with a dagger and a burning gaze he waits for his chance.