Noble Marius

Psychic Vampire

This corrupted mind mage grants potent psychic powers to those who would seek the truth.

Summoning Rules

Spirit Level: 5th
Constellation: Skull
Binding DC: 22
Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:

  • You have been possessed by another creature prior to binding with Marius (binding of any kind does not fulfill this requirement).
  • You killed someone of royal lineage and use 1 pint of that person’s blood to draw Marius’s seal.
  • The mirror used in Marius’s ceremony is elaborately decorated with countless faces; the mirror must be an antique that costs at least 5,000 gp.

Ceremony: You meditate while within the seal, using a mirror to search for the reflection of your shadow self. Manifestation: The shadows around the seal grow deeper as Marius’s murmurings echo out of them, waiting for you to begin with paranoia in his voice.

Legend

A famous theatrical tragedy, La Vampiro de la Mente tells the tale of a young man who was born to aristocracy with a special gift: He had the ability to read and tamper with the others’ minds. As the story progressed, the young man was approached by his emperatriz and asked to use his talents against those who threatened her rule. The young man did as she asked and was rewarded greatly for his heroism. But with every mind-erasing kiss that he placed on the lips of those whom he seduced, he felt a fiendish presence build inside of his mind that threatened to tear him apart. The tragedy reaches its climax when the young man finally meets his empress in body and succumbs to the presence while overcome with desire. When he awakens, the young man has murdered the empress and the dark presence informs him that it was the empress who implanted the presence within the man in the first place. Stricken with grief and rage, the young man erases his own mind to destroy both himself and the dark presence inside of him. The name of that young man, the titular star of the show, is Marius.

Granted Abilities

Major Granted Abilities

  • Mind-Leeching Kiss: While grappling an opponent, you may attempt to kiss it as a standard action. You must succeed on a grapple check opposed by the opponent’s CMD in order to kiss it. If you succeed, the creature suffers the effects of feeblemind unless it succeeds on a Will save. After using this ability, it is expended for 5 rounds.
  • Capstone Empowerment: You gain a +4 insight bonus to your Intelligence, Wisdom, or Charisma for 1 minute per binder level if your target fails its Will save against mind-leeching kiss.

Minor Granted Abilities

  • Noble Guise: You gain an insight bonus on Bluff, Disguise, and Knowledge (nobility and royalty) checks equal to ½ your binder level.
  • Read Psychic Residue: You can witness past events involving the area surrounding you. Doing so requires 1-hour ritual and when it is complete, you witness a major event that occurred within 100 feet of you within the past 100 years. At 11th level and every 2 binder levels thereafter, increase the number of events that you witness by 1 and how far back you can read by 100 years. You witness these events in chronological order, and even if you see nothing of note in your vision, you have a chance to gain a helpful piece of information equal to 70% + your binder level, chosen by the GM. Alternatively, you can focus on an object you are holding and witness events that happened to or involved that object. You can use this ability a number of times each day equal to your Charisma bonus (minimum 1).
  • Telekinesis: This ability functions as the spell of the same name. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Vampire’s Embrace: You gain the benefits of Improved Grapple for the duration of the pact. In addition, you can use your binder level in place of your base attack bonus when calculating your CMB for grapple attempts (whichever is higher).

Signs and Influence

Physical Sign: A thumb-sized blood-red circular mark appears on your forehead. Whenever you activate one of Marius’s granted abilities, the mark oozes blood down the sides of your face.
Personality: You become jittery and prone to panic attacks. You also avoid all but the blandest food and drink.
Favored Ally: Humanoids (any psychic) and Undead (any psychic)
Favored Enemy: Aberrations (any psychic) and Monstrous Humanoids (any psychic)

Vestigial Companion

You mentally connect yourself and a single creature together, as telepathic bond. You can connect one additional creature per 3 binder levels beyond 9th that you possess. Connected creatures are considered your vestigial companions but they gain no benefits for being such except for this special quality. For example, they do not gain the share granted abilities special quality. This granted ability replaces telekinesis.

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