Cursed Vampire Guard

Danior's page

21 posts. Alias of rutaskadis.


F Dhampir Mesmerist from Varisia | HP 6/6 | AC 14 | Perception +5 | Foe of the Strange

About Danior

Current Status:
Spells L1 1/2 | Mesmerist Tricks 4/5 | Implanted Trick: Mesmeric Mirror

NE Dhampir (Varisian) Mesmerist
Speed 30 Initiative +2 Perception +5
Low-Light Vision and Darkvision 60ft

HP 6
AC 14 FF 12 T 12
CMD 10
Fort -2 Ref +4 Will +1

+2 racial bonus on saving throws against disease and mind-affecting effects.

Mesmerist Tricks 5/5
Hypnotic Stare: 1 creature within 30ft takes a –2 penalty on Will saving throws
Painful Stare: target of Hypnotic Stare takes +1 or +1d6 precision damage once per round

Str 7 Dex 15 Con 7 Int 9 Wis 9 Cha 18

Attribute Breakdown:

13+2 racial
9-2 racial
16+2 racial


Bluff +11 (1 rank+4 cha+3 class+2 racial+1 Consummate Liar)
Diplomacy +8 (1 rank+4 cha+3 class)
Intimidate +8 (1 rank+4 cha+3 class)
Perception +5 (1 rank-1 wis+3 class+2 racial)
Sense Motive +3 (1 rank-1 wis+3 class)

Kn. History +3 (1 rank-1 int+3 class)
Sleight of Hand +6 (1 rank+2 dex+3 class)

Racial Features:

Manipulative: Dhampirs gain a +2 racial bonus on Bluff and Perception checks.

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Negative Energy Affinity: Though they’re living creatures, dhampirs react to positive and negative energy as if they were undead; positive energy harms them, and negative energy heals them.

Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability (with a caster level equal to the dhampir’s character level).

Resist Level Drain: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Mesmerist Features:

Consummate 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.

Mesmerist Tricks:

Mesmeric Mirror: An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.


0-Level Spells (4 known)
Detect Psychic Significance
Touch of Fatigue

1-Level Spells 2 (2 known)
Murderous Command


Foe of the Strange (Campaign): You awake feeling emboldened after a terrifying nightmare. Instead of being frightened by the bizarre creatures from your nightmares, these experiences have steeled you against these startling alien beings. You know that you fell victim to strange circumstances and loathsome forces, but you refuse to give in to a creeping sense of helplessness. Instead, you vow to fight back against whoever or whatever is responsible for your current situation. The creatures of your nightmares won’t hold fear over your head. You’ll take the fight to them.

You gain a +1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther’s gibbering or an intellect devourer’s confusion). In addition, whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result.

Undead Slayer (Racial): Filled with wrath against the monsters whose unclean blood makes you an outcast, you gain a +1 trait bonus on attack and damage rolls against undead creatures.

Varisian Wanderer (Regional): You were raised among or have spent time with a group of Varisian nomads, whether travelers, Sczarni criminals, or entertainers, and have learned their ways. Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand. You gain a +1 trait bonus on this skill, and it is always a class skill for you.


Spell Focus (Enchantment)


The sound of a gasp and the taste of blood.

Being led by a Varisian woman down a forest path, clutching the woman’s skirt and shielding her eyes against the painfully bright sunlight that filters through the trees.

The smell of woodsmoke as dozens of people laugh and dance around a huge bonfire.

Hands shaking, sore, and blistered as they carve a stake from a branch of hawthorn.

A beautiful human girl with blood dripping from a wound on her lip.