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Full Name

Dr William Michael Sterne

Race

Human Mesmerist - Bard 6

Classes/Levels

INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

Gender

Male

Size

MEDIUM

Age

29

Alignment

NG

Languages

COMMON, SPANISH, FRENCH

Occupation

CRIMINAL PSYCHOLOGIST

Strength 10
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 14
Charisma 20

About Dr William Sterne

APPEARANCE:
Dr Sterne 6' tall. Black hair, dark brown eyes.
Slim athletic build.
Dr Sterne is of Spanish descent on his mothers side and would be considered by many to be tall dark and handsome. He has an easy smile and a professional well kept appearance as befits his Profession.
The majority of the time he will be wearing a suit, though he has a fondness for well cut designer suits and expensive shoes. He liked to dress well, not to show he had money.
In truth , his job did not earn him great riches but he was comfortably well off.
He can often times have an intense look about him especially when he is working and many of his patients and indeed those who know him feel that he can see straight through them.

background:

Dr William Michael Sterne
Male human therapist/ criminal psycologist
Bard- mesmerist
Age 28
Works for justice department, part of parole board.
Lives in greenwich village, 45 Christopher street apartment 4b.
When one too many criminals is granted parole despite his recommendations he begins to suspect something is very wrong within the system.
He has been suspicious of the system for a long time but he had no concrete proof that something was going on.
The mysterious escape of Frank Castle had further aroused his suspicions and now the punisher was back on the streets the body count was sure to rise.
Utilising his strange psychic powers he has made some tentative investigations but as yet has found little evidence.
He has also been trying to find out why so many recent parolees are missing their appointments with the parole board.
There has been a marked rise in this activity of late, there were always those who would ignore the terms of their parole but not on this scale.

Born to a Spanish mother and English father , William was schooled in Chicago achieving his doctorate in psychology and criminal psychology.
His father, a prominent heart surgeon had hoped his son would follow him into medicine and become a surgeon like himself.
His mother passed away when he was still in university, a rare form of lymphoma claiming her life.
Once he left university he moved to New York and there began his career with the board of justice.
He was currently assisting his boss and mentor Dr Arnold Thomson, a veteran criminal psychologist with over forty years experience working with the New York police department.
Dr Thomson still consulted with the newyork police but the justice department Parole board was his main focus.
He had taken on Willliam as a favour to his father who had operated on Dr Thomson a few years prior.
William and his mentor Dr Thomson were part of the trial of frank Castle.
They were approached to assess the punishers suitability to stand trial.

William had developed his mental powers during his teenage years but had soon come to realise that if people knew what he could do it would cause them to fear him.
He could use his powers in many ways to control those around him and further his own goals but this was something that he was loathe to do and he avoided using his powers unless the need was great.
He had told no one of his abilities, not his father his friends or his current girlfriend.
since the incident in New York and the subsequent events he felt now more than ever it was prudent to keep his powers hidden.
He did not want to end up on a register and monitored for the rest of his life.
He did not want people's perception of him to change, he did not want them to be afraid of him either and he wanted to keep his friends and family safe.
Successful and largely content with his life he could not help the nagging voice deep in his own subconscious that whispered to him.
"You could do so much more, help so many people" it said and he knew the truth of those words.

statblock:

Dr William Michael Sterne
Male human bard 6/mesmerist 6/gestalt 6 (Pathfinder RPG Occult Adventures 38)
NG Medium humanoid (human)
Init +1; Senses Perception +10
Defense
AC 17, touch 12, flat-footed 16 (+5 armor, +1 deflection, +1 Dex)
hp 45 (6d8+12) (currently 20)
Fort +5, Ref +7, Will +15; +4 vs. bardic performance, language-dependent, and sonic
Offense
Speed 30 ft.
Ranged baretta 9 mm +6 (1d6+1/×3)
Special Attacks bardic performance 19 rounds/day (countersong, distraction, fascinate [DC 18], inspire competence +2, inspire courage +2, suggestion [DC 18]), bold stare (disorientationOA), hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 8/day (gift of will, mesmeric mirror, psychosomatic surge, vanish arrow), painful stare (+3 or +2d6+3)
Bard Spells Known (CL 6th; concentration +11)
2nd (4/day)—blood biographyAPG (DC 17), cacophonous callAPG (DC 19), cure moderate wounds, scare (DC 17)
1st (6/day)—auditory hallucinationUI (DC 16), borrow skillAPG (DC 16), charm person (DC 18), cure light wounds, ears of the city, feather fall, hideous laughter (DC 18), remove fear, saving finaleAPG (DC 16), vanishAPG (DC 16)
0 (at will)—daze (DC 17), detect magic, know direction, read magic, siftAPG, vacuous vessel (DC 15)
Mesmerist Spells Known (CL 6th; concentration +11)
2nd (4/day)—blistering invectiveUC (DC 17), hold person (DC 19), mirror image, lesser restoration
1st (6/day)—color spray (DC 16), command (DC 18), psychic readingOA, wizened appearanceUI (DC 16)
0 (at will)—detect poison, detect psychic significanceOA, ghost sound (DC 15), lullaby (DC 17), mage hand, open/close (DC 15)
Statistics
Str 10, Dex 12, Con 14, Int 14, Wis 14, Cha 20
Base Atk +4; CMB +4; CMD 16
Feats EmpathOA, Greater Spell Focus (enchantment), Improved Iron Will, Iron Will, Spell Focus (enchantment)
Skills Acrobatics +7, Appraise +6, Bluff +16, Climb +4, Diplomacy +13, Knowledge () +5, Knowledge (culture) +12, Knowledge (lifescience) +10, Knowledge (medicine) +9, Knowledge (meta human) +12, Knowledge (mysticism) +12, Knowledge (physical science) +11, Linguistics +6, Perception +10, Sense Motive +10, Sleight of Hand +9, Stealth +5
Languages Common, Custom Language, french, spanish
SQ automatic writing (linguistics), bardic knowledge +3, consummate liar +3, gatefinder (perception), hypnotism (diplomacy), lore master 1/day, prognostication (sense motive), psychometry (appraise), read aura (perception), touch treatment 8/day (Moderate), versatile performances (act, oratory)
Other Gear eac 15, baretta 9 mm, arrows (30), courtier's outfit, 1,520 gp
Special Abilities
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (standard action, 19 rounds/day) Your performances can create magical effects.
Consummate Liar +3 Counts as Combat Expertise for some feats.
Disorientation (Su) Hypnotic stare penalty applies on attack rolls.
Empath You can use either Percep or Sense Mot when read emo aura w/ read aura skill unlock.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
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 (2 tricks, 160 feet, 8/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.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Touch Treatment (Moderate, 8/day) (Su) Remove certain conditions from creature touched.
Versatile Performance (Acting) (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Performance (Oratory) (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks