Salomon Archibald Thrausvult, immortal godfather

LE Medium undead (augmented)
Str
14 8, 6
Dex
22 16, 4, 2
Con
Int
14 12, 2
Wis
14 12, 2
Cha
26 17, 2, 1, 4, 2
Race
Human
Vampire
Mastermind
Noble Dead
Class
Mesmerist 7
Gaslighter
Projectionist
VMC
Sorcerer
Ghoul Bloodline
Deity
Calistria
Senses
Darkvision 60ft.
Speed
30 ft.
Climb 20 ft.
Languages
Common, Necril, Dwarven, Elven, Draconic
Special
You don't breathe, eat, or sleep.

Vampire ©Carmen Cornet
traits
Ascendant Recollection
Carefully Hidden
Quick Reactor
Reactionary
vampire
Alertness bonus
Combat Reflexes bonus
Dodge + Mobility bonus
Improved Initiative bonus
Lightning Reflexes bonus
Toughness bonus
bonus
Additional Traits
Weapon Finesse
human
Spell Focus (Enchantment) min.1
level 1
Geater Spell Focus min.1
mesmerist 1
False Flanker
mesmerist 2
Shadow Splinter
mesmerist 3
Bold Stare: Disorientation
level 5
Bleeding Stare min.5
mesmerist 5
Hidden Presence bonus
mesmerist 6
Fearsome Guise
mesmerist 7
Bold Stare: Allure

77 ranks. Other class skills: Craft, Profession.


  • 12 Init 6 dex, 2 trait, 4 feat
  • 123 HP 7 mesmerist: 8 class, 8 cha, 1 feat; 7 fc; -3 rolled
    DR 10/magic & silver
    Resist 10 cold, electricity
    Fast Healing 5
    When HP reaches 0, assume gaseous form and return to home coffin.
    Immune nonlethal
  • 34 AC touch 18, flat-footed 27 10, 6 dex, 6 armor, 2 shield, 1 dodge, 8 natural, 1 deflection
    +2 dodge vs AoO from moving
  • Fort 8 cha, 2 class, 1 resistance
  • 15 Ref 6 dex, 5 class, 1 trait, 2 feat, 1 resistance
  • 17 Will 2 wis, 5 class, 8 cha, 1 trait, 1 resistance
  • +2 trait vs divination
  • Channel resistance +6
  • Immune mind-affecting, sleep, stunning, exhaustion, fatigue
  • Immune bleed, death, disease, paralysis, poison
  • Immune ability drain (all), ability damage (physical stats)
  • 11 CMB; 25 CMD 5 bab, 2 str, 6 dex, 1 dodge, 1 deflection

Ghoulish Claws (Su) 11 rounds/day

Full Attack: 2 Claws, 1 Slam

Claw 20×2 S

+11 vs AC 5 bab, 6 dex
1d4+2 2 str
Paralyzes for 1d4+1 round (Fort DC 21 negates, elves are immune)
Counts as magic.
+2 negative levels (Will DC 21 negates, 1/round)

Hypnotic Stare

As a safe swift action, choose a target within 30ft.
It gets -2 to Will & Attack rolls & Perception & Initiative. This is mind-affecting. The target can't simply avert their eyes. You can do it while blinded (with Concentration DC 20). If you use gaze attacks, you must use this target.

Painful Stare 1/round

As a safe free action when the subject of your Stare takes damage, add 3 dmg precision, 2 dmg bleed, and if you caused the initial damage 2d6 dmg precision.

Horrid Mask 11/day

As a safe standard action, augment your Hypnotic Stare if the subject is within 30ft of a mirror. You can now deal Painful Stare damage anytime. The subject must either flee or attack the mirror (Will DC 21 negates). This is mind-affecting & fear. The target can avert their eyes.

Mesmerist Tricks 11/day

As a safe standard action, implant a trick, max 1/subject and 2 in total. As a safe free action, activate a trick.

False Flanker
When activated, the subject has a flanking partner this round.
Shadow Splinter
When the subject takes damage, prevent 11 damage: a shadow illusion emerges from the attacker and attacks another creature, dealing that much damage. This creature believes the attacker willingly attacked them. Will DC 21 negates.
Implant Consciousness
Fill an object representing you with your consciousness. You can use Hypnotic Stare and Painful Stare.
Fearsome Guise
Subject benefits from disguise self. When the subject attacks, you can attempt to demoralize.

Slam 20×2 B

+11 vs AC 5 bab, 6 dex
1d4+2 2 str
Counts as magic.
+2 negative levels (Will DC 21 negates, 1/round)

Weaknesses

Garlic / Mirror / Holy Symbol
Recoil 5ft. Can be overcome after a round with Will DC 25.
Private home
Cannot enter unless invited
Direct Sunlight
Staggered on the first round, destroyed on the second round
Running Water
Take 32 dmg each round when immerged (destroyed if killed)
Wooden Stake
Killed if stabbed in the heart. Revives if removed, unless head is severed and anointed.

Blood Drain

As you establish/maintain a pin, deal 1d4 CON damage and heal 5 HP.

Children of the Night 1/day

As a safe standard action, summon 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves.
They arrive in 2d6 rounds and stay for 1 hour.

Create Spawn

Creatures slain by Blood Drain or negative levels become spawns.

Shadowless / Mirrorless

Mastermind (Su)

You can have up to 24 enslaved spawns, and can communicate via telepathy as a safe standard action.


Your Spell DC is 10 + the spell level + your Charisma modifier.
To make a concentration check, add your caster level + your Charisma modifier.
To affect foes with spell resistance, make a caster level check ≥SR.

Occult Magic Rules

Somatic → Emotion (cannot be cast while under [emotion|fear] effect)
Verbal → Thought (concentration -10, safe move action negates)
Undercasting (If I know Summon Monster IV, I also automatically know Summon Monster III, II, I)

Level 0

Level 1 6/day

Level 2 5/day

Level 3 3/day

DC

Your spells have +2 DC.

Scrolls

Potions

Vampire Spells (Su) at-will



Guides used: The Grandeur of Delusions ©Nova Wurmson, Magic in the Blood ©Cartmanbeck.

Salomon Archibald Thrausvult is a crime lord. His highest-ranked underlings are Vanessa Leroux and Sylvestre McSween, which he vampirised himself. As his enslaved spawns, he can still communicate with them via telepathy. He knows everything about them, including their rivalry, which he considers a good thing: it's not too overt yet, and if they're invested against each other, they're not invested against him.

Salomon has been one of the first to cross the rift to the New World. His wealth bought him many friends and many secrets, and in those wild days, not too many questions were asked when somebody disappeared without a trace. He chose to stay around Caxton: the dwarves were sure to craft wondrous items that would draw riches to the area, and their military-style hierarchy meant that no greedy, hereditary king would be around to collect taxes.

When he was still human, like many vampires by choice, he was obsessed with immortality. He studied as many ways to find it as possible. His rich parents and opulent upbringing gave him all the time he needed to pursue such goals, but he was not the most talented student, and realised that arcane was not his path. He turned to occult arts, dabbled in necromancy, never really crossing the line to reanimating the dead.. But with his natural status giving him the feeling that he was above the rest, and his new mastery of forces no one understood, he lost a lot of his humanity.

Occult arts lead him on a path to secrets buried deep within his bloodline. Ghoul blood from generations long forgotten awakened within him, and as he realised his link to undeath, he saw the path of vampirism opened to him. He is a self-made first-generation vampire.

This awakening caused enormous issues across his country. Undeath swirled in the air, and for miles, corpses would rise and spirits would linger. His family tried to keep the secret, but the blood awakened within them too, and most succumbed to this sudden incontrollable force. Salomon's hunger eventually drew attention to him, after a century or two. By then, the country was in shambles, most villages were abandonned, the people were angry, superstitious and exhausted, and civil war was in the air. Adventurers were coming for him: they got everyone else of his lineage. The problem, Salomon thought, was that he was too well known: adventurers knew he was there, the people had recovered and copied maps of his fort, his weaknesses and tactics were discussed, analyzed, and countered. Salomon decided to leave it all behind and move to the New World, where nobody would suspect his presence.

As a first-generation vampire, Salomon's power has enormous growth potential. He knows he must hunt and defeat other first-generation if possible, and not to sire too many insubordinate second-generation vampires. He is also well-acquainted with the risks of the transformation. Furthermore, if there are too many vampires, it might become known that there are vampires in the New World: so far, none were reported. Thus, he is very selective about his subordinates. Despite living in a dwarven citadel, he won't transform dwarves, because 1) their longevity opens other, better paths to immortality for them, 2) they might retain some loyalty to the citadel, and he wants complete fealty, 3) the transformation to undeath is less suited to dwarves than other races.

Salomon speaks with a haughty french accent. He likes mirrors and statues of himself, and not only as conduits for his abilities. He might spare a craftsman that can make something extra luxurious for him.

Qualities
Fair & a great leader
Fault
Betrayed
Eyes
Grey
Hair
Dark
Age
483
Weight
181 lbs
Height
6' 3''

Salomon – Art by Carmen Cornet

Vampire ©Carmen Cornet