About Volsung DreambornPFS #226993-12
Expended:
6 charges wand of burst of insight, 0/7 Mesmerist Tricks, 3 charges wand of CLW Bot Me – General:
Volsung is generally quiet and reserved. He is usually more concerned about others’ mental suffering than physical injury. Volsung will take time to speak with and comfort civilians and innocents who have been the victims of evil. He makes little distinction between the “real” world and the world of dreams and will often use terms and concepts from one to describe events in the other. He knows a wide range of languages (truespeaker alternate racial trait) and speaks with, or at least greets, others in their native language if possible
Volsung is not averse to being at the front of the party as it moves, but he has learned the importance of watching the rear and flanks of the group to avoid being taken by surprise. Bot Me – Combat:
Volsung’s preferred melee weapon is his +1 Keen Rapier of Iridescent Bubbles. Whenever possible, Volsung will attack an enemy under the effect of his Hypnotic Stare in order to get Painful Stare/Intense Pain precision damage (the Psychic Inception Bold Stare allows Volsung to do this to mindless enemies as well as those with immunity to mind-affecting effects). If members of the party need flanking partners, Volsung will use his Acrobatics +8 and Parry ability to move to provide flanking.
Volsung’s default Mesmerist Trick is Mesmeric Mirror which he uses on himself and triggers when first attacked. Volsung will also try to Parry attacks if he has 3+ Panache points and will Riposte if he has an immediate action available.
[dice=Rapier to hit]1d20+8[/dice] [dice=magic/piercing damage plus Painful Stare precision damage]1d6+5+3d6+6[/dice][/spoiler] Appearance:
In terms of physical build and features, Volsung Dreamseer appears to be a slim male. However, other elements of his appearance are much more unusual and clearly indicate his extra-planar heritage. His skin has a light violet hue, and his hair is metallic gold in color. Finally and most strikingly, Volsung's eyes are a hypnotic, luminescent pale blue. Personality:
Volsung is quiet, generally speaking only necessary and almost never raising his voice. He is very aware and slightly self-conscious of his appearance and aasimar nature, part of the reason for Volsung’s quiet nature. Volsung doesn’t use any coercive mind powers against any non-enemy individuals, always asking permission of any and all non-enemies. ______________________________________________________
Defense:
AC 22, touch 15, flat-footed 18 (+5 armor, +4 Dex, +2 shield, +1 deflection) hp 76 Fort +8, Ref +14, Will +14 Resist acid 5, cold 5, electricity 5 Offense:
Speed 30 ft. Melee dagger +5/+0 (1d4-1/19-20) or +1 Keen Rapier of Iridescent Bubbles +17/+7 (1d6+5/15-20) Ranged light crossbow +10 (1d8/19-20) Special Attacks bold stare (manifold stare, psychic inception), deeds (derring-do, dodging panache, opportune parry and riposte), hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 9/day (astounding avoidance, compel alacrity, false flanker, mesmeric mirror), painful stare (+4 or +3d6+4), panache (7) Spell-Like Abilities (CL 8th; concentration +14) 1/day—glitterdust (DC 18) Mesmerist Spells Known:
(CL 9th; concentration +16) 3rd (4/day) – confusion (DC 20), dispel magic, displacement 2nd (6/day) – oneiric horror (DC 19), honeyed tongue, placebo effect, suggestion (DC 19) 1st (6/day)—burst of adrenaline, burst of insight, color spray (DC 18), deja vu, silent image (DC 18), vanish 0 (at will)—detect magic, detect psychic significance, lullaby (DC 17), message, read magic, unwitting ally (DC 17) Statistics:
Str 9, Dex 18, Con 16, Int 10, Wis 10, Cha 22 Base Atk +6; CMB +5; CMD 20 Feats Combat Reflexes, Fencing Grace, Weapon Focus (rapier), Improved Initiative, Intense Pain, Manifold Stare Traits Magical Knack (mesmerist), Reactionary Skills Acrobatics +8, Appraise +9, Bluff +13, Climb +3, Diplomacy +16, Disguise +10, Escape Artist +8, Heal +1, Intimidate +10, Knowledge (arcana) +4, Knowledge (planes) +1, Linguistics +11, Perception +10, Perform (sing) +10, Sense Motive +11, Spellcraft +4, Stealth +8, Survival +0 (+2 to avoid becoming lost), Use Magic Device +10 Languages Aklo, Celestial, Common, Draconic, Elven, Gnome, Halit, Kelish, Orc, Polyglot, Skald, Sylvan, Thassilonian, Undercommon, Varisian, Vudrani SQ consummate liar +3, inspired panache, truespeaker, touch treatment 9/day (moderate) Handy Haversack:
Scroll of Lesser Restoration Antitoxin Allnight 2x Blood-Boiling Pills Blood-Chilling Pill 2x Alchemist’s Fire Light crossbow 10x Crossbow bolts Holy water Waterskin Wand of Cure Light Wounds (50-21 charges) Wand of Burst of Insight (50-33 charges) Wayfinder (Cracked Dusty Rose Prism Ioun Stone) Oil of Bless Weapon Oil of Magic Weapon 3x Potion of Fly Page of Spell Knowledge (vanish) Cold Weather Outfit Furs Skis Spring Loaded Wrist Sheaths:
potion of remove fear, potion of cure moderate wounds Other Gear:
+1 mithral chain shirt, +1 mithral buckler, +1 keen rapier iridescent bubbles, belt of physical might +2 (Dex, Con), boots of the cat, cloak of resistance +3, headband of alluring charism +2, lesser talisman of freedom, ring of protection +1, dagger Special Abilities:
Automatic Writing (Linguistics +11, 1/week) You can produce mysterious writing that pertains to the immediate future. Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Consummate Liar +3 Counts as Combat Expertise for some feats. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance - Acid (5), Cold (5), Electricity (5) Faith Healing (Heal +1, 1/day) – Temporarily suspend or remove curses, disease, and ability damage. [b]Fencing Grace Use Dexterity on rapier damage rolls Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves. Hypnotism (Diplomacy +16, 1/day) Use power of suggestion to alter subject's mind or recover memories. Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits. Mesmerist Tricks (150 feet, 7/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes. Manifold Tricks (Su) – Up to 2 tricks implanted at a time (no more than one per person). Painful Stare (+2 or +1d6+2, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Prognostication (Sense Motive +11, 1/day) You are skilled in means of folk divination. Psychic Inception (Su) Hypnotic stare can affect creatures that are mindless or immune to mind-affecting effects. Psychometry (Appraise +9, 1/day) Read the psychic impressions left on objects or in places. Read Aura (Perception +10, 1/day) Read the psychic impressions left on objects or in places. Touch Treatment (Moderate, 9/day) (Su) Remove certain conditions from creature touched. Truespeaker Learn two languages for each rank you put in Linguistics. |