Xaivanshee Rasivrein

Saeras Illthyr's page

178 posts. Alias of Lessah.


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' |


Active Effects:

About Saeras Illthyr

Saeras Illthyr, House Kewadin "HR" Guy


Saeras Illthyr comes from a small but somewhat successful line of merchants. Grandfather Illthyr figured out a somewhat novel way of using luminous mushrooms to grow small apple trees, the foundation of the business. But himself have grander dreams then peddling fruit! (And besides; the three older siblings would make murdering himself up to inheritance way too tedious in relation to the rewards... And make the monthly family dinner awkward.) No - Saeras wants to *be* something, something grand!

To that end, he always carries himself with grace and etiquette; frequently overdressed but never out of style. While actual nobility may sometimes* (*almost always) roll their eyes at his extravagant flourishes his act of compassionate overlord usually sways the lower classes, aided by a few elegantly flipped coins of course. Nodding understandingly to the statement "why yes, I had pit-roasted rat for lunch" while dressed in silk coats and gloves never fails to provoke a chuckle!

The vibrant clothes may be the most eye-catching part of Saeras attire, but far from the deadliest. The thin cane he frequently wields as a lordly sceptre conceals a hidden blade slick in poison, an extra little edge many of his bolts also share - even if his hand-crossbow isn't really flaunted in polite company.


Height - 5'8"
Weight - 155 lb
Skin Color - Black, slight tint of purple
Hair Color - White
Eye Color - Lavender

House Kewadin

As a commoner working for other commoners, advancements to societies upper reaches is all but impossible. As a commoner working for nobles however, that power may just be within ones grasp. So Saeras watched the noble houses like a hawk, ever vigilant for when they needed another retainer. Eventually his talents was found useful for House Kewadin - and he was more then willing to leap up the social ladder from 'no-one particular' to 'almost no-one'.

His duties mainly consisted of helping wrangle the households stable of reluctant forced employees, or put in a cruder way - slaves. While whipping very efficiently employed to motivate before Saeras recruitment, his approach of adding a bit of magical carrot to the equation had the benefit of cutting down on the way-too-early-morning-screams. A fact that allowed the ladies and lords of the house to enjoy a few more hours of decadent sleep, if they desired. And if a refreshing chorus of agony is desired, he knows a few tricks for that too.

In addition to this more mundane work Saeras has been inching his way towards the diplomatic missions, seeking to apply his skills to the house interaction with the lesser, but momentarily free, peoples - something that no doubt wound allow him to carefully build some alliances and further his own egomaniacal goals ...

Ambitions, Goals and Dreams

To be the very best, like no-one ever was ...

The Illithid are rumoured to know much about psychic magic. Saeras would give a great deal for a chance to pick their brain on the subject, so to say.

Lust for power is of course a certainty. And while more personal, obvious power would be nice that would paint too much of a target on Saeras. So for now, he strives to improve the standing of House Kewadin while making sure every increase bears his mark.

The abandoned holds of fallen houses litter the roof of Menzoberranzan like ripe fruit - still holding the last remnants of their wealth. But plucking that bounty is forbidden and carries steep penalties of the sort Saeras would be most unwilling to endure. Perhaps there is another way to add their wealth to his own - but how?

There is no secret that Saeras is looking to climb the social ladder. Being a commoner the quickest step would be marrying into nobility proper - but that also means relinquishing much of his personal ability to decide. How do one find a suitable mate at the upper levels of power that is easily manipulated? (And another problem Saeras has given little thought; why the heck would anyone with real power want him?)

Random titbits

Favourite colour - Purple. It is the colour of nobility, after all!
Favourite dish - Surfacer fruit. Just not apples. Any fruit but apples really.
Favourite drink - The salty tears of his enemies.
Favourite family member - Little sister Arianna
Disliked childhood nickname - 'Little lord'. Dammit Arianna you are just half an inch taller!
Most disliked family member - Little sister Arianna
Magic - Saeras is not classically schooled; his powers manifested on their own like a sorcerers. The only one he has shown it to in his family would be his old grandmother (whom is considered just a bit too insane even by drow standards) whom proudly proclaimed that they were probably a result of that time she made out with a mindflayer. Eww gross grama!

Drow Mesmerist
NE Medium humanoid (elf)
Init +3; Senses Perception +10; Darkvision 120 ft.


AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 27 (4d8+4)
Fort +3, Ref +8, Will +9, +2 vs Enchantment (unless promises of wealth and/or power is made)
Immune: (Magical) Sleep
SR 10


Speed 30 ft.
Melee +4 Sword Cane (1d6 x2) or +2 Whip
Ranged +7 Hand Crossbow (1d4 19-20x2)
usually plus poison (Drow Poison: DC 13, 1/min for 2min, unconscious for 1 min/2d4 hours)

Mesmerist Spells Known (CL 4rd; concentration +7)
2nd (2/day; DC 15)—Glitterdust, Silence
1st (4/day; DC 14)—Burst of Adrenaline, Colour Spray, Charm Person (+1 DC), Fool's Gold
0th (at will; DC 13)—Detect Magic, Detect Poison, Mage Hand, Message, Prestidigitation, Read Magic


Str 10, Dex 16, Con 12, Int 14, Wis 12, Cha 16
Base Atk +3; CMB +3; CMD 16
Feats Nimble StepsB, Deceitful, Cunning Caster
Traits Domineering (Magic), Friends in Low Places (Social), Pomp and Pageantry (Regional), Power-Hungry (Drawback)
Skills (24 class, 8 int, 4 favoured class): Bluff (4) +14, Diplomacy (4) +10, Disguise (3) +11, Intimidate (4) +10, Knowledge ([dungeoneering] 1) +6, Knowledge ([local] 4) +9, Perception (4) +10, Sense Motive (4) +8, Stealth (4) +10, Use Magic Device (4) +10
Background Skills (8 PC class): Appraise (1) +6, Knowledge ([nobility] 2) +7, Perform ([Dance] 1) +7, Sleight of Hand (4) +10
rSQ Defensive Traits, Keen Senses, Stalker, Poison Use, Voice in the Darkness
cSQ Consummate Liar (+2), Hypnotic Stare (-2 Will), Knacks, Mesmerist Trick (Fearsome Guise, Shadow Splinter, Slip Bonds), Painful Stare (+2/+1d6+2), Towering Ego, WIPBold Stare (Sapped Magic), Touch Treatment (6/day; minor conditions [Shaken, Fascinated])
Languages Undercommon, Drow, Drow Sign Language, Common
Worn Gear Sleeves of Many Garments [Wrist], Cloak of Resistance +1 [Back], Mwk Chain Shirt, Mwk Hand Crossbow (/w 10 Bolts, 2 poisoned), Mwk Sword Cane, Whip, CLW Potions, Antitoxin x2, Set of Manacles, Tar Bombs x3, Tanglefoot Bag, Smokestick, Tindertwigs x10
Other Gear Spare Bolts, Disguise Kit

-200 Sleeves of many garments
-345 Mwk Sword Cane
-400 Mwk Hand Crossbow
-250 Mwk Chain Shirt
-1000 Cloak of Resistance +1
-225 Drow Poison x3
-50 gp mundane tools, whips n crap

530 left

-100 Potion of Cure Light Wounds x2
-100 Antitoxin x2
-45 Tar Bombs x3
-50 Tanglefoot Bag
-20 Smokestick
-10 Tindertwigs x10


Circlet of Persuasion
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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.

Fearsome Guise wrote:
A veil of illusion makes the subject appear to be someone else and then transform into a hideous monster at an opportune time. While this trick is implanted, the subject's appearance is altered, as disguise self. The mesmerist can trigger this trick when the subject attacks a creature. The illusory appearance brief ly makes the subject appear monstrous, then ends. The mesmerist attempts an Intimidate check to demoralize the target of the triggering attack. The restrictions on attempts to demoralize a target (the target being within 30 feet and able to see and hear the creature attempting the Intimidate check) apply to the subject of the trick. This is an illusion (glamer) effect.
Shadow Splinter wrote:
The mesmerist protects the subject against an attack and redirects the harm to someone else. The mesmerist can trigger this trick when the subject takes damage from an attack. The damage the subject takes is reduced by an amount equal to 3 + the mesmerist's Charisma modifier (to a maximum of the total amount of damage the attack deals). Another creature within range of the original attack, other than the attacker, is affected by a shadow illusion that makes it appear as if the attacker is attacking that creature instead of the attacker's actual target. This second creature takes an amount of damage equal to the amount by which the attack's damage was reduced. This shadow doesn't require a roll to hit and ignores cover and concealment, but the target can attempt a Will save to disbelieve the effect. If it succeeds at this save, it neither takes the damage nor believes the attacker targeted it. This trick can't be triggered if there's no eligible second creature within range to take the redirected damage. This is an illusion (shadow) effect.
Slip Bonds wrote:
While implanted with this trick, the subject gains a +2 circumstance bonus on Escape Artist checks. If the subject becomes grappled, pinned, shackled, or otherwise personally restrained, the mesmerist can trigger the trick and cause the subject to become incorporeal just long enough to slip her bonds (unless they can otherwise restrain an incorporeal creature). This effect doesn’t last long enough for the subject to move through walls or other barriers. If the mesmerist is 12th level, the subject remains incorporeal until the beginning of the mesmerist’s next turn.



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.

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.

Note: There are special "stare" feats that modify the painful stare class ability. Stare feats allow a mesmerist to apply additional effects to his painful stare ability. Characters without the Compounded Pain feat can apply the effects of only one stare feat to an individual attack; a mesmerist with multiple stare feats must choose which to apply before the damage roll is made.

Bold Stare (Su)

At 3rd level and every 4 levels thereafter, 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.

Sapped Magic: The hypnotic stare penalty also applies to the DCs of spells and spell-like abilities used by the target, and to the target's spell resistance (if any).