About Vatilda Lateef
Human Oracle/Mesmerist 7 (gestalt)/Hierophant 2
Base Atk +5; CMB +5; CMD 18
Melee +1 Morningstar +6 (1d8+1/x2) B and P
Feats Extra Revelation, Oracular Intuition, Spell Focus (Illusion), Spell Focus (Enchantment), Intense Pain, Mythic Spell Focus (Enchantment)
Oracle Spells Known (CL 7): (Concentration check d20+15) (one bonus spell known from FCO)
3 (4/day) Bestow Curse (Will DC 20), Chain of Perdition, Communal Share Language, Cure Serious Wounds (4/4 3rd level spells remaining)
2 (6/day) Cure Moderate Wounds, Hold Person (Will DC 19), Oracle's Burden (Will DC 19), Pilfering Hand (d20+13 vs CMD), Communal Protection from Evil, Visualization of the Mind (6/6 2nd level spells remaining)
1 (8/day) Bane (Will DC 18), Cure Light Wounds, Detect Demon, Haze of Dreams (Will DC 18), Protection from Evil, Murderous Command (Will DC 18), Ill Omen (Will DC 18) (8/8 1st level spells remaining)
0 (at will) Create Water, Detect Fiendish Presence, Read Magic, Detect Magic, Detect Poison, Mending, Spark (DC 14)
Mesmerist Spells Known (CL 7): (Concentration check d20+15)
Skills and Languages:
Skills (49+6 FCO; ACP reduced to -1 when shield is not held)
+8 Acrobatics 3(+2/-2ACP) +5
+2 Climb 4(+0/-2ACP)
+16 Diplomacy 7(+6/+3) (add +3 when one-on-one)
+5 Escape Artist 1(+3/+3/-2ACP)
+10 Heal 6(+1/+3)
+16 Intimidate 7(+6/+3) (add +3 when one-on-one)
+5 Kn(arcana) 2(+0/+3)
+5 Kn(local) 2(+0/+3)
+5 Kn(planes) 2(+0/+3)
+10 Perception 6(+1/+3)
+1 Ride (+3/-2ACP)
+12 Sense Motive 6(+1/+3)+2 (add +3 when one-on-one)
+10 Spellcraft 5(+0/+3)+2
+5 Stealth 1(+3/+3/-2ACP)
+1 Swim 3(+0/-2ACP)
Languages Aklo, (Taldane only out of combat)
Curse: Tongues (Aklo)
Whenever you are in combat, you can only speak and understand the
selected language. This does not interfere with spellcasting, but it
does apply to spells that are language dependent. You gain the selected
language as a bonus language.
At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate,
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) (9/day; up to two implanted at a time)
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) (3/3+4d6 damage)
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) (+6 to will saves)
Bold Stare (Su)
Touch Treatment (Su) (9/day)
>Minor Conditions: Fascinated, shaken.
>Moderate Conditions: Confused, dazed, frightened, sickened.
>Greater Conditions: Cowering, nauseated, panicked, stunned.
Manifold Tricks (Su)
Mental Potency (Ex)
Recalled Blessing (Su) (swift action)
You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.
Faith’s Reach (Su)
Flexible Counterspell (Su)
Ability Score (+2 Charisma)
Mythic Feat (Mythic Spell Focus - Enchantment)
Hard to Kill (Ex)
Mythic Power (Su)
Amazing Initiative (Ex)
Worn Gear (45.5 lbs) Mithral Chainmail, Explorer's outfit, +1 Light steel quickdraw shield,
+1 Heavy mace, Reinforced scarf, Headband of Charisma +2, Boots of Elvenkind,
Heavyload Belt, Silver Ankh, Bandolier, Handy Haversack
Compass (strung to bandolier)
(3) CLW potions (1d8+3)
(2) CMW potions (2d8+6)
(1) vial anti-toxin
(1) vial anti-plague
Handy Haversack:Encumbrance light 46.5lbs [(light 114 lbs or less) (med 115-228 lbs) (heavy 229–345 lbs)]
(35 lbs) Bedroll, Blanket, 50' Silk rope (2), Scrivener’s kit, Grooming kit,
Trail rations (10), Waterskin (empty), Candles (10)
Current Wealth 332gp, 8sp
Vatilda was born the twin of a reincarnated being - the seed of a witch's patron. This is what little she can piece together about her past from what little she was told, and her fractured memories.
Her father came home to find his pregnant wife missing, as well as the midwife he had hired to care for her. After weeks of tracking, he came to a small abandoned camp within the Estrovian Forest. There he found his wife in terrible shape, and a newborn girl. His wife's dying words were "The midwife... Gilvorgionne took your son."
With the little girl (Vatilda) in tow and mostly neglected, the man went in search of the witch who had posed as a midwife. When he finally found Gilvorgionne, his son was no longer with her. The witch told him that she would tell him where she had taken his son in exchange for his daughter (it was now clear to her that Vatilda had absorbed considerable power in the womb... she could use her). Though he seemed to consider it, the man refused. The witch dropped him with a gesture, and took Vatilda despite his efforts.
It was years later that the two came across those who were more resistant to the witch's abilities. The contingent of crusaders were about to snuff both of them when the witch pleaded for the girl's life. (By this time, Vatilda's stubborn struggle against the temptations of dark power may have put cracks in the crone's stony heart.) The crusaders asked how they could trust the child-witch. Gilvorgionne told them of the girl's curse; Vatilda's inability to deceive. A simple falsehood would double her over in pain. A broken vow would bring crippling agony until fulfilled.
Not comfortable with killing even an aberrant child in the first place, the crusaders agreed to take her back to Kenabres. Vatilda's will and perseverance became quite impressive, and she grew at twice the rate of a normal child. Her curse shaped her into a woman whose nature, demeanor, and behavior were in lock step. She lived with a foster family for years, but the Worldwound always called to her - a pull she could not describe, but she somehow knew the mysteries behind her birth or even her brother lay within.
When she turned 20, she joined the crusaders. Her foster parents were saddened but supportive (They are an older couple who had lost both of their sons to the Worldwound). Though her appearance brought distrust to her peers at first, her noble presence and integrity helped her rise through the ranks. Her abilities and drive made her a hero.
Vatilda has slightly dramatic mannerisms, and is a little overly serious at times. She does enjoy humor; something of which she has had little exposure.
She is capable of things in battle of which she is not aware. Her expression turns cold, her eyes darken, and she speaks in an otherworldly tongue. She comes to with a clouded memory of fighting. It used to upset her, but she has learned to live with it and recovers immediately when she regains full consciousness.
It still makes her slightly anxious anticipating the loss of control during tense moments... when emotions run high.
Vatilda has porcelain skin with a pale blue hue, and reddish eyes. She wears dark makeup and her hair up in a wild bouffant to make her appearance seem more of a stylistic choice rather than traits of an unnatural birth.
Vatilda wears a leather overtunic covering most of a light blue cotton hooded dress. Over this, she wears a fine quality chain shirt which hangs below her waist slitted into bands, and a white and grey scarf wrapped loosely around her neck... it hangs stiffly, reinforced with chain and steel plates. Her heavy leather boots are just barely visible below the hem of her nearly floor length dress. She protects her wrists with wide corded suede; wrapped from her fingerless gloves to halfway up her forearm.
Gear cost and weight:
Mithral Chainmail 4150/20
+1 Morningstar 2008/6
+1 Quickdraw light shield 1309/7
Headband of Charisma +2 4000/1
Cloak of Resistance +2 4000/1
Boots of Elvenkind 2500/1
Handy Haversack 2000/5
Heavyload Belt 2000/3
Reinforced scarf 10/1
scrivener kit 2/1
MC Droba Vor Narlin