Consortium Agent

Karayan's page

302 posts. Organized Play character for Magabeus.


Full Name

Karayan Ionacu

Race

AC 14, T 10, FF 14 | CMD 11 | F +0 R +3 W+8 (+2 vs disease or mind, -1 vs pos energy) | Init +0, Bluff +10, Diplo +12, Intimidate +10, Percept +5 | Concentration +6

Classes/Levels

trick 5/5 | spells 3/3 | charm 1/1 | command 1/1 | reroll 0/1

Gender

hp 13/13

Strength 10
Dexterity 10
Constitution 10
Intelligence 14
Wisdom 12
Charisma 19

About Karayan

Karayan
Male moroi-born dhampir (svetocher) mesmerist (spirit walker) 2 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Occult Adventures 38, 97)
CN Medium humanoid (dhampir)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
hp 13 (2d8)
Fort +0, Ref +3, Will +8; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . mwk sword cane +2 (1d6)
Special Attacks hypnotic stare (-2), mesmerist tricks 5/day (fearsome guise, shadow splinter), painful stare (+1)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—charm person (DC 16), command (DC 16)
Mesmerist (Spirit Walker) Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—burst of adrenaline[OA], ill omen[APG], murderous command[UM] (DC 17)
. . 0 (at will)—daze (DC 15), detect magic, mage hand, prestidigitation, unwitting ally[APG] (DC 15)
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Statistics
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Str 10, Dex 10, Con 10, Int 14, Wis 12, Cha 19
Base Atk +1; CMB +1; CMD 11
Feats Spell Focus (enchantment)
Traits domineering, extremely fashionable
Skills Bluff +10, Diplomacy +12, Intimidate +10, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +8, Knowledge (religion) +6, Perception +5, Sense Motive +6, Spellcraft +7, Survival +1 (+3 to avoid becoming lost), Use Magic Device +9; Racial Modifiers +2 Diplomacy, +2 Knowledge (nobility)
Languages Aklo, Common, Varisian
SQ heir to undying nobility, resist level drain, undead inception
Combat Gear potion of inflict light wounds, wand of inflict light wounds (50 charges), acid (2), alchemist's fire (2), antiplague[APG], antitoxin; Other Gear mithral chain shirt, dagger, mwk sword cane[APG], wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, blue book[UE], blue book[UE], earplugs[APG] (10), flint and steel, grappling hook, noble's outfit (2), powder[APG] (10), signet ring, silk rope (50 ft.), smoked goggles[APG], spell component pouch, jewelry with noble’s outfit: see chronicle 8, 62 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Heir to Undying Nobility Can use command and charm person each once per day.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mesmerist Tricks (120 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Painful Stare (+1, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Undead Inception (Su) You can affect undead with your hypnotic stare.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.