About Kaden the Sleepwalker
Kaden was living comfortably making his living as a hypnotist working with a circus. They had once been a traveling show, but a wealthy patron had taken a liking to them and the Ringmaster had set up a permanent camp. Kaden didn't like it much, but there wasn't much he could do about it. He had a steady gig and he was good at it. Fleecing the poor patrons was pathetically easy. He probably could have kept doing it forever, but he discovered that there were more important things than grifting people. He discovered his true nature when the one person to ever notice his hypnotic suggestions also informed him of his heritage. This will be a PC, chosen later.
That was how he joined the Coven. They were the family he never had, and when things started to slip for them he tried to help as much as he could. He couldn't mesmerize every authority in Restov so when it was suggested that the Coven take the charter and go to the Stolen Lands, he jumped at the opportunity. He didn't have many possessions to begin with and life had started to get a little stale. Maybe it was time he stopped denying his wanderlust?
Besides, There was a growing number of people who were starting to realize they might not have gotten what they paid for when they received a hypnotherapy session or a fortune telling seance. There were also a growing number of wealthy, powerful people who did not look fondly on his dalliances with their wives, daughters and sometimes mothers. In a few cases they overlapped.
He was certain the coven's troubles weren't his fault, but it definitely seemed like it was time to leave.
Appearance and Personality:
Kaden is a sharply dressed man in his thirties with intense, unnaturally pale eyes that he hides behind smoked glasses. He looks perpetually amused and speaks with a cultured accent (which is a practiced fake). He prefers the night, does not sleep much, and absolutely hates being alone.
Kaden is a shameless womanizer and con artist. In spite of that, there are ethical lines he will not cross, particularly where romance is concerned. He is aware that he could bend the will of nearly anyone he fancied, but he has never done so. He takes pride in the skill and charisma required for a bonafide seduction. Something in his past, orphaned by a mother who cast him away, makes him painfully aware of what false love and abandonment feels like. So, while he is perfectly willing to enjoy a dalliance with an attractive woman, he is really looking for companionship, which cannot be faked by any kind of spell or hypnosis. That is why he quickly became so loyal to his Coven. They offer him the sense of belonging and support that he never had.
He is a rake and a scoundrel, quick with a quip and quicker with a complement. He'll steal anything not nailed down, but would never steal a heart not freely given.
HP: 10 (8 mesmerist, +2 con)
===== Defense =====
20 AC (+4 armor, +1 shield, +5 cha)
11 CMD (10, +1 str)
+2 Fort (+2 con)
BaB +0, CMB +0
=====Traits and Feats=====
Honeyed Words: You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Two-World magic: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list. (Prestidigitation)
6 Mesmerist, +2 background*
+4 Perception (1 rank, +3 class)
=====Spells and Consumables=====
dancing lights x1
detect magic x1
disguise self x1
pass without trace x1
-Mesmerist Spells Known-
--0th (4 Known, at will)--
--1st (2 known, 2 per day, +2 bonus)--
-Oracle Spells Known-
--0th (4 known, at will)
--1st (2 known, 3 per day, +2 bonus)
Ability Modifiers: +2 str, +2 cha, -2 wis.
Hag Racial Trait: +2 racial bonus on saves vs. mind-affecting effects.
Hag Magic: Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1,
Darkvision: Changelings see perfectly in the dark up to 60 feet.
Favored Class: Oracle
Shadowbound Curse: Your pigmentation is oddly colorless, and your eyes are highly sensitive to light. You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet.
At 5th level, the range of your darkvision increases by 30 feet
At 10th level, add shadow conjuration to your list of 4th-level oracle spells known and shadow evocation to your list of 5th-level oracle spells known
At 15th level, add shadow walk to your list of 6th-level oracle spells known.
Bonus Spells: fumbletongue (2nd), dust of twilight (4th), rage (6th), moonstruck (8th), aspect of the wolf (10th), litany of madness (12th), lunar veil (14th), blood mist (16th), polar midnight (18th).
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.
A dreamstalker’s painful stare deals nonlethal damage. This ability alters painful stare.
Somnomancer At 1st (level, a dreamstalker gains the slumber hex. The dreamstalker’s effective witch level is equal to her mesmerist level, and she can activate them only by expending two daily uses of mesmerist tricks. The save DCs for her hexes are Charisma-based. She can take certain additional hexes in place of mesmerist tricks, selecting nightmares or vision at 10th level and higher, or eternal slumber at 18th level and higher.
When she would normally gain a new mesmerist trick, she can learn additional spells instead. Each time she does so, she adds two of the following spells of a level she can currently cast to her list of spells known: 1st—oneiric horror, sleep; 2nd—detect mindscape, greater oneiric horror, instigate psychic duel; 3rd—deep slumber, minor dream; 4th—create mindscape, dream, forgetful slumber, mindscape door, sleepwalk, sleepwalking suggestion; 5th—cloak of dreams, dream council, dream scan, symbol of sleep, waves of fatigue; 6th—dream travel, greater create mindscape, waves of exhaustion.
This alters mesmerist tricks and replaces the 1st-level mesmerist trick.
====Revelations, Hexes and Tricks===
Prophetic Armor Revelation (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.
Slumber Hex Aa creature within 30 feet falls into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.
Coven Hex (gm bonus): The witch counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch’s caster level for 1 round. This bonus applies to the witch’s spells and all of her hexes.
Armor: Studded Leather w/ Armor Kilt
-Worn/In Pouches/On belt-