Nombre | Velithrae Azrinae | Clase | Mesmerist | Nivel | 7 | PX actuales | 800 |
---|---|---|---|---|---|---|---|
Alineamiento | NM | Raza | Drow | Fe | Abraxas | ||
Sexo | Mujer | Altura | 1,80m | Peso | 70 Kg | Pelo | Blanco Plateado |
Edad | 117 | Ojos | Amatista | Piel | Morada | Ciudad Natal |
Total | Mod | |
---|---|---|
FUE | 11 | 0 |
DES | 23 | 6 |
CON | 12 | 1 |
INT | 16 | 3 |
SAB | 13 | 1 |
CAR | 19 | 4 |
Hit Points | 10 | HD | 7d8+14 | Velocidad | 30' | |||
---|---|---|---|---|---|---|---|---|
Tricks | 7/7 | |||||||
Touch Treatment | 7/7 |
AC | = | Base | Armor | Shield | Dex | Size | Natural | Mejora | Dodge | Deflection | Other | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | = | 10 | 5 | 6 | 0 | 0 | 1 | ||||||
Toque | Desprevenido | BA | Iniciativa | RD/ | RC | RE | |||||||
20 | 16 | 5 | 6 | 13 | |||||||||
Carga Ligera | 38 lb | Carga Media | 39-76 lb | Carga Máxima | 77-115 lb | ||||||||
Alzar | 115 lb | Levantar | 230 lb | Empujar | 575 lb |
Inmunidades | |
---|---|
Idiomas | Infracomún, Drow, Aklo, Dracónico, Abisal |
Total | Base | Stat | Resist. | Otros | Temp. | Condicionales | |
---|---|---|---|---|---|---|---|
Fort. | 5 | 2 | 1 | 2 | |||
Ref. | 13 | 5 | 6 | 2 | |||
Vol. | 12 | 5 | 1+4 | 2 |
Total | Base | BA | FUE | DES | Tamaño | Magia | Otros | Condicionales | ||
---|---|---|---|---|---|---|---|---|---|---|
CMB | 5 | = | 5 | 0 | NO | - | ||||
CMD | 22 | 10 | 5 | 0 | 6 | 1(desvío) |
Armor | AC Bonus | Dex. máx. | AP | Speed | Special |
---|---|---|---|---|---|
Spider-silk bodysuit +2 | 5 | 8 | 0 | 30' |
Habilidad | Atributo | TOTAL | Base | Rangos | Clase | Otros | ACP |
---|---|---|---|---|---|---|---|
Acrobacias | DES | 6 | 6 | ||||
Artesanía | INT | 3 | 3 | ||||
Averiguar Intenciones | SAB | 11 | 1 | 7 | 3 | ||
Buscar | INT | 12 | 3 | 7 | 2(drow) | ||
Concentración | CON | 11 | 1 | 7 | 3 | ||
Conocimiento de Conjuros | INT | 13 | 3 | 7 | 3 | ||
Curar | SAB | 1 | 1 | ||||
Diplomacia | CAR | 14 | 4 | 7 | 3 | ||
Disfrazarse | CAR | 10 | 4 | 1 | 3 | 2(circunstancia) | |
Engañar | CAR | 17 | 4 | 7 | 3 | 3(mesmerist) | |
Escapismo | DES | 16 | 6 | 7 | 3 | ||
Interpretar(danza) | CAR | 11 | 4 | 4 | 3 | ||
Interpretar(canto) | CAR | 10 | 4 | 3 | 3 | ||
Intimidar | INT | 13 | 3 | 7 | 3 | ||
Montar | DES | 6 | 6 | ||||
Nadar | DES | 6 | 6 | ||||
Percepción | SAB | 13 | 1 | 7 | 3 | 2(drow) | |
Saber (arcano) | INT | 7 | 3 | 1 | 3 | ||
Saber(cultura general) | INT | 7 | 3 | 1 | 3 | ||
Saber (mazmorras) | INT | 7 | 3 | 1 | 3 | ||
Saber (local) | INT | 7 | 3 | 1 | 3 | ||
Saber(nobleza) | INT | 7 | 3 | 1 | 3 | ||
Saber (Religión) | INT | 7 | 3 | 1 | 3 | ||
Sigilo | DES | 16 | 6 | 7 | 3 | 5(competence) | |
Supervivencia | SAB | 1 | 1 | ||||
Tasación | INT | 7 | 3 | 1 | 3 | ||
Trepar | DES | 6 | 6 | ||||
Usar Objeto Mágico | CAR | 14 | 4 | 7 | 3 | ||
Volar | DES | 6 | 6 | ||||
Rasgos raciales | |
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Spell Resistance | Drow possess spell resistance (SR) equal to 6 plus their total number of class levels. |
Weapon Familiarity | Drow are proficient with the hand crossbow, rapier, and shortsword. |
Keen Senses (Ex) | Drow gain a +2 racial bonus on Perception and Search checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it |
Elven Agility(Ex) | elves (including dark elves) tend to be exceptionally agile in all their movements, and they rely on agility to perform athletic feats, rather than brute strength. Benefit: Use the Dexterity modifier instead of the Strength modifier on Climb and Swim checks. |
Spell-Like Abilities (Su) | Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level. |
Inherently Magical Race | 1 spell point/HD |
Poison Use | Drow are skilled in the use of poisons and never risk accidentally poisoning themselves. |
Superior Darkvision | Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet. |
Seducer | Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow’s character level). |
Light Blindness | As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. |
Dotes | |
Whip Mastery |
You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus. |
Improved Whip Mastery | While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object. |
Manifold Stare I | You can trigger your painful stare one additional time per round. |
Combat Reflexes | A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. |
Características de Clase | |
Weapon and Armor Proficiency | A mesmerist is proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip. He is proficient with light armor, but not with shields. |
Spellcasting |
A mesmerist casts psychic spells drawn from the mesmerist spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a mesmerist must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a mesmerist’s spell is 10 + the spell’s level + the mesmerist’s Charisma modifier. Like other spellcasters, a mesmerist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Mesmerist. In addition, he receives bonus spells per day if he has a high Charisma score. The mesmerist’s selection of spells is limited. A mesmerist begins play knowing four 0-level spells and two 1st-level spells of the mesmerist’s choice. At each new mesmerist level, he learns one or more new spells, as indicated on Table: Mesmerist Spells Known. Unlike a mesmerist’s spells per day, the number of spells a mesmerist knows isn’t affected by his Charisma score; The numbers on the table are fixed. At 5th level and every 3 levels thereafter, a mesmerist can choose to learn a new spell in place of one he already knows. In effect, the mesmerist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level mesmerist spell the mesmerist can cast. A mesmerist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A mesmerist need not prepare his spells in advance. He can cast any mesmerist spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Knacks: Mesmerists learn a number of knacks, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal. |
Consumate Liar | A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn’t have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint. |
Hypnotic Stare(Su) | A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes. This is a mind-affecting effect. |
Mesmerist Tricks(Su) |
A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick). To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick. The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells. Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier. The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once.
|
Painful Stare(Su) |
When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round. |
Towering Ego(Su) | a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws. |
Bold Stare(Su) |
a mesmerist’s hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can’t be changed later. The mesmerist can’t choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist’s bold stare improvements affect the target as long as it is affected by the mesmerist’s hypnotic stare.
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Touch Treatment (Su) |
the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list. Minor Conditions: Fascinated, shaken. Moderate Conditions: Confused, dazed, frightened, sickened. A 14th level, the mesmerist can instead expend one use of touch treatment to replicate the effects of break enchantment. This targets only one creature the mesmerist is touching and follows all other restrictions of touch treatment. |
Manifold Tricks (Su) | the mesmerist can have two tricks implanted at a time. The number of concurrent tricks increases by one for every 4 mesmerist levels he possesses beyond 5th. Each creature can still be the subject of only one trick at a time. If the mesmerist implants a new trick while he already has his maximum number of concurrent tricks implanted, he must choose one implanted trick to dismiss without triggering (the dismissed trick still expends a daily use of the mesmerist’s tricks). |
Mental Potency (Ex) | the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5thlevel mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level. |
CONJUROS:
Nivel de lanzador: 7
Puntos: 33 = 7 (drow) + 17 (bardo) + 9 (carisma)
Condicionales: +1 CD encantamiento, +1 DG afectado, +1 objetivo, hechizos de encantamiento/ilusión.
SLA (CD 17):
1/day: dancing lights, darkness, faerie fire, charm person.
CONJUROS CONOCIDOS:
Nivel 0 [0]: detect magic, light, mage hand, message, prestidigitation, open/close.
Nivel 1 [1]: hermean potential, ill omen, silent image, heightened awareness, vanish, illusion of calm.
Nivel 2 [3]: mirror image, animus mine, anticipate thoughts, inflict pain.
Nivel 3 [5]: conditional curse, charm monster
Equipo | |||||
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Objeto | Posición | Peso | Valor | Especial | |
Cabeza | |||||
Frente | |||||
Ojos | |||||
Piwafwi | Hombros | es una capa color oscuro tejida con seda de araña, y encantada por magos drows. Es una versión evolucionada de la capa élfica (o sea, potencia el sigilo del personaje al ayudarle a camuflarse con el ambiente), aunque la magia drow se deteriora al ser expuesta a la luz del sol, perdiendo sus propiedades mágicas después de una hora de exposición continuada a la luz solar. Las propiedades mágicas relacionadas con el sigilo se activan al echarse la capucha sobre la cabeza (estas propiedades pueden ser mejoradas posteriormente). Cada piwafwi puede tener tejidas una o más runas mágicas que se activan tocándolas como acción estándar y energizándolas con puntos de conjuro del portador o de perlas de poder (el número de puntos de conjuro depende de la potencia de la runa). +2 resistencia a TS, +5 competencia a Sigilo, Runa (1 pc): illusion of calm | |||
Cuello | |||||
Pecho | |||||
Cuerpo | |||||
Glamered Spider-silk bodysuit +2 | Armadura | Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when it is disguised. | |||
Cintura | |||||
Brazos | |||||
Manos | |||||
Sello Personal | Anillo 1 | Es un anillo que Vel usa como sello para firmar documentos. Además, tiene los siguientes encantamientos: +1 protección, y dureza (+1 hp/nivel). El anillo contiene un espacio extradiomensional para guardar una sola poción, daga, pergamino o varita, u otro objeto de similar tamaño; extraer el objeto es una acción de movimiento. | |||
Anillo 2 | |||||
Pies | |||||
Agile Whip +1 | Arma 1 | ||||
Hand, Crossbow | Arma 2 | ||||
Arma 3 | |||||
Arma 4 | |||||
Escudo | |||||
Insigna Casa Azrinae | Sin Hueco | Son medallones forjados en metal o hueso de demonio, que normalmente se usan en una cadena o en una bolsa atada al cuello. Cada uno lleva un símbolo de una casa noble de una ciudad drow en particular y requiere una palabra de comando secreta para activarse. Cada insignia es ligeramente diferente, incluso las de la misma casa noble, por lo que es posible que alguien consciente de la forma única de la insignia de un drow pueda localizar mágicamente a esa persona, y además a más rango dentro de la Casa, más encantamientos mágicos tiene la insignia. La insignia está sintonizada con las protecciones de la casa drow, de forma que permite el paso de su portador a determinados recintos y partes de la fortaleza no accesibles de forma general. La insignia no ocupa lugar de espacio mágico, pero hay que sintonizarse con ella durante 24 horas antes de que funcione mágicamente (una medida para ponérselo difícil a los espías), y solo una insignia puede estar activar a la vez para una persona dada. Una palabra de poder y el imbuirla con 3 puntos de poder (propios o procedentes de un objeto) activa la runa situada en la parte posterior del medallón, creando el conjuro Reflective disguise. Este efecto es mágico, no psiónico. | |||
Varita Eterna (Minor Image) | Sin Hueco | Una varita eterna tiene 2 cargas/día y funciona al NL y CD del portador. Las varitas psionicas suelen estar hechas de cristal. | |||
Varita Eterna (Esplendor de Águila) | Sin Hueco | Una varita eterna tiene 2 cargas/día y funciona al NL y CD del portador. Las varitas psionicas suelen estar hechas de cristal. | |||
Cristal de Poder 3 | Sin Hueco | engarzado en joyería. | |||
Sin Hueco | |||||
Consumibles | |||||
Objeto | Tipo | Cantidad | Peso | Valor | Especial |
Kit de Disfraz | Kit | 10 | +2 (circunstancia) a disfrazarse | ||
Munición | |||||
Miscelánea | |||||
Objeto | Localización | Cantidad | Peso | Valor | Especial |
Handy Haversack | Puesta | 1 | 4 | 2000 | |
Joyería Pija | Puesta | 1 | 500 | ||
Mochila | 1 | ||||
Mochila | 1 | ||||
Cintura | 1 | ||||
Mochila | 1 | ||||
Dinero y riqueza | |||||
Objeto | Tipo | Cantidad | Peso | Valor | Especial |
Monedas de platino | Dinero | 0 | 0 | ||
Monedas de oro | Dinero | 0 | 0 | ||
Monedas de plata | Dinero | 0 | 0 | ||
Monedas de cobre | Dinero | 0 | 0 | ||
Gemas | |||||
Arte | |||||
Inmueble | |||||
Peso y valor totales |