Pathfinder 1e: Blood Scion Archetype
We’ve said before that we revised the Book of Heroic Races: Occult Intrigue in the Wilderness based on feedback. JBE wants to produce the highest quality gaming material on the market and your feedback concerning when we mess up is a critical part of that.
One of the revised archetypes is the Blood Scion for those that want to play a dhampir mesmerist. This class archetype now exude flavor of vampire and the mechanics work as intended. Read the full archetype and download the book at the JBE Shop while it is 40% off for the GM’s Day Sale.
Vampires are known for their supernatural ability to charm others, which they often use to lure their prey into vulnerable positions. All dhampirs inherit some of this charm, but those with an affinity for psychic magic can tap into their bloodline to emulate their sires. These blood scions can charm even their enemies with a well-timed look, and the creatures of the night heed their call just as they would a true vampire’s.
Associated Class: mesmerist
Associated Race: dhampir
Replaced Abilities: touch treatment, mental potency, glib lie
Enchanting Stare (Su): At 3rd level, the blood scion can lock eyes with the target of his hypnotic stare as a standard action. The target must make a Will saving throw (DC 10 + 1/2 the blood scion’s mesmerist level + his Charisma modifier) or begin to see the blood scion as a friend, as per the spell charm person. The blood scion must be able to see the target to use this ability. The target remains charmed as long as it is under the effect of the blood scion’s hypnotic stare. Regardless of whether or not the target succeeds on its saving throw, it cannot be targeted by this ability again for the next 24 hours. The creature has no memory of a blood scion’s enchanting stare once the effect ends.
Servants of the Night (Sp): At 5th level, the blood scion can call allies once per day, much like a vampire. As a full-round action, he can cast summon nature’s ally III, though he can summon only dire rats, wolves, or a dire bat. At 10th level, this ability can be used three times per day and functions as summon nature’s ally IV (allowing him to summon additional creatures of these types), and the blood scion can also choose to summon a dire wolf. At 15th level, this ability functions as summon nature’s ally V, and at 20th level, it functions as summon nature’s ally VI.
Enthralling Stare (Su): At 11th level, the blood scion’s hypnotic stare can bend individuals to his will, drawing on his vampiric lineage. The blood scion must take a standard action and lock eyes with the target of his hypnotic stare in order to use this ability. The target is allowed a Will save (DC 10 + 1/2 the blood scion’s level + his Charisma modifier). On a failure, the target is affected as if by a dominate person spell. The blood scion must be able to see the target to use this ability. The target remains dominated for as long as it is under the effects of the blood scion’s hypnotic stare. So long as the target of this ability remains dominated, the blood scion can maintain his hypnotic stare against it regardless of the distance between them. Regardless of whether or not the target succeeds on the saving throw, it cannot be targeted by this ability again for the next 24 hours. The creature has no memory of a blood scion’s enthralling stare once the effect ends.
Greater Servants (Su): At 14th level, creatures the blood scion summons with servants of the night gain the advanced creature template.