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Dr. Peter Venkman
Male Gnome Mesmerist 4
CN Medium humanoid (human)
Init +8; Senses Perception +8, Darkvision
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor, +0 dexterity)
hp 35 (4d8 +16)
Fort +5, Ref +5, Will +12 (+2 vs Poison)
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Offense
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Speed 20 ft.
Melee dagger -1 (1d4/19-20)
Mesmerist Spells Known (CL 4th; concentration +7)
1st (5/day)—Silent Image (DC 19), Color Spray (DC 19), Charm Person (DC 17) Vanish
2nd (3/day)-Glitterdust (DC 18) Hypnotic Pattern (DC 20)
0 (at will)— Unwitting Ally (DC 16), ghost sound (DC 18), Read Magic, Detect Magic, prestidigitation, Mage Hand
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Statistics
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Str 6, Dex 10, Con 16, Int 10, Wis 12, Cha 22 (Headband)
Base Atk +3; CMB -1; CMD 9
Feats Noble Scion of War, Effortless Trickery
Skills Bluff +10, Diplomacy +12, Disguise +10, Escape Artist +4, Intimidate +9, Knowledge (local, Arcana, Religion, Dungeoneering) +4, Perception +8, Perform (Comedy) +10 Sense Motive +5, Spellcraft +6, Use Magical Device +12
Languages Common, Gnome, Fey
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Special Abilities
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Hypnotic Stare (Su)
Mesmerist Tricks (Su, 8/day) False Flanker, Gift of Will, Spectral Smoke
Touch Treatment (lesser) 8 / Day
I am DR Venkman. My Degrees in psychology and parapsychology mean that I am perfectly capable of writing detailed dissertations on my adventures with the society, given that you use the magic word (besides it beats a career in the house cleaning or food service industry).
FIRST ADVENTURE - 6-06 Hall of the flesh eaters OR "So they wanted to play rough? We can play rough!"
Using my mastery of the mind I used a big green force wall to split the first encounter, leaving the BSF's a pretty easy set of mop-up duty. I prepped each encounter by Gift of Willing our BSF
I blew 2 color sprays into the
SECOND ADVENTURE - 05-24 Assault on the Wound OR "I don't think they make Nike's in her Size"
Obviously not much character specific besides the super high initiative. Skills helped out a bit in the upfront Gather Info. I GL'd the

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THIRD ADVENTURE - #3-18 The Gods Market Gamble
Didn't end up needing many illusions and there was a distinct lack of flank required. There is definitely some questions of action economy on the mesmer tricks as they require two actions. This means that deciding whether to use the trick or keep your illusion going has to be determined too early, limiting the effectiveness of an effortless trickery build. Inside the scenario the skill level kept me extremely effective out of combat. Color Spray still pretty great in this one.
FOURTH ADVENTURE - #04 - The Night March of Kalkemedes
When I hit 5, I noticed that Loathsome Veil was on the spell list as a second level spell. I imagine this was similar to how I also get Suggestion, but Loathsome Veil is pretty game-breaking in middle levels.
Round 1- Glitterdust / Veil / Hypnotic Pattern (immediate to give flank) At some point this becomes Persistent and gets super crazy.
Round 2- Threatening Illusion
Round 3 - Sustain, move , implant
Round 4 - sustain, move, trigger implant
(repeat 3 and 4)