
Nikolaus de'Shade |

Presenting Melodie Valois, Changeling Mesmerist and unwitting pawn of her Blood Hag mother...
Age: 15 + 1d6 ⇒ 15 + (4) = 19 19 years old.
Height, 5ft 2 +: 2d4 ⇒ (2, 3) = 5 5ft, 7"
Weight, 85lbs +: 2d4 ⇒ (2, 1) = 3*5 100lbs
Female Changeling Mesmerist (Vox) 1
NG Medium Humanoid (Changeling)
Init +2 (+2 Dex)
Senses: Perception +7.
DEFENSE
AC 13, touch 12, flat-footed 11 (+1 armour, +2 dex).
HP 8/8
Fort 0 (0 base, 0 Con)
Ref +4 (2 base, +2 Dex)
Will +5 (2 base, +3 Wis)
OFFENSE
Sword Cane -1, d6-1, x2.
Spd 30 ft
Space 5 ft.; Reach 5 ft.
SPELLS
0 (DC14): Daze, Detect Magic, Ghost Sound, Prestidigitation (∞/day)
1 (DC15): Charm Person, Ear-Piercing Scream (2/day)
STATISTICS
Str 8 (-1)
Dex 14 (+2)
Con 10 (0)
Int 12 (+1) (14 base, -2 racial)
Wis 16 (+3) (14 base, +2 racial)
Cha 17 (+3) (15 base, +2 racial)
Base Atk +0 (+0.75 Mesmerist)
CMB -1 (0 BAB, -1 Str)
CMD 11 (10, +0 BAB, +2 Dex, -1 Str)
FEATS
Point-Blank Shot [Level 1]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
TRAITS
Disgraced Noble? (Campaign): …
Switched at Birth (Racial): You were traded for another child in infancy and remained unaware of your origin as a changeling until some recent tragedy revealed the truth. Now the guilt of knowing you live because another child met a horrible fate haunts you and drives you forward in that child’s name. Once per day, you can attempt a Will saving throw in place of a Fortitude saving throw against a spell, effect, or condition.
Adopted (Social): You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. Innocent (Racial): When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.
Hemophilia: Your thin, almost translucent skin is delicate and tears easily. You take 1 point of bleed damage from slashing attacks that deal at least 1 point of damage to you.
SKILLS
Bluff +13 (1 rank, +3 Cha, +3 class, +1 class, +5 trait)
Diplomacy +17 (1 rank, +3 Cha, +3 class)
Intimidate +7 (1 rank, +3 Cha, +3 class)
Knowledge (Arcana) +5 (1 rank, +1 Int, +3 class)
Knowledge (History)* +5 (1 rank, +1 Int, +3 class)
Knowledge (Local) +5 (1 rank, +1 Int, +3 class)
Knowledge (Nobility)* +6 (1 rank, +1 Int, +3 class, +1 trait)
Perception +7 (1 rank, +3 Wis, +3 class)
Sense Motive +7 (1 rank, +3 Wis, +3 class)
Spellcraft +5 (1 rank, +1 Int, +3 class)
Total Points: 10 [1x(6 Mesmerist + 1 Int + 1 fcb + 2 background)]
AC penalty is 0
LANGUAGES
Common, Celestial
EQUIPMENT
Entertainer’s Outfit (free)
Silken Ceremonial Armour (30gp) [4lbs]
Sword Cane (45gp) [4lbs]
Jewelry (25gp)
5 gold 0 silver 0 copper
Weight Carried: 8lbs.
SPECIAL ABILITIES
Darkvision: Changelings see perfectly in the dark up to 60 feet.
Hag Magic: Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities. Agents of Evil.
Veil May: The Sense Motive check DC to gain a hunch about the changeling increases by 5.
Consummate Lair: A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
Knacks: Mesmerists learn a number of knacks, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal.
Spellcasting: A vox adds the following spells to his class list:
1st—ear-piercing scream;
2nd—cacophonous call, disrupt silence, distracting cacophony, piercing shriek, sonic scream;
4th—shout, sonic thrust, wall of sound;
5th—cacophonous call (mass), echolocation, resonating word;
6th—magnifying chime, shout (greater), sonic form.
Unlike most psychic spells, a vox’s mesmerist spells use both thought and verbal components; like a bard, a vox cannot remove the verbal components of his spells.
This alters the mesmerist’s spellcasting and replaces towering ego, the mesmerist trick normally gained at 10th level, and touch treatment (break enchantment).
Compelling Voice:A vox can focus the sound of his voice on one creature within 30 feet as a swift action, sapping that target’s willpower and rendering her more vulnerable to mind-affecting powers, rather than using a stare like other mesmerists. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A vox can use his compelling voice even while deafened, but it has a 20% chance to fail, just like casting a spell with a verbal component. The target does not need to be able to understand what the vox is saying, but does need to be able to hear the sound of the vox’s voice (for instance, this ability cannot be used if either the vox or his target is in an area of magical silence). Otherwise, the vox’s compelling voice has the effects of the standard mesmerist’s hypnotic stare, and it gains further benefits as normal from abilities like the painful stare and bold stare class features.
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.
This ability alters hypnotic stare.
Painful Stare: 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.
Mesmerist’s Tricks: 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.
Mesmeric Mirror: An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.
There may be some changes to the crunch when the campaign traits come out (mostly because I'm still unsure how she's going to fight...) but the basics are there. I'm expecting to go with Disgraced Noble but we'll have to see...
I really enjoyed Motteditor's background, so with his permission I present the second part of Redinald Delaval's great work:
THE WAR FOR THE CROWN
A treatise, with proper footnotes, on the 4718 Taldan succession struggle.
By Redinald Delaval, written in the year of Absalom Reckoning 4793.
--------------------------------------------------------------
Now we come to the second of ‘Eutropia’s Elites’, less well known than her compatriot Lady Katria Delaval, due largely to her penchant for remaining out of the limelight. Melodie d’Valois has eluded the gaze of historians for many years, but recent scholarship [302] has at last satisfactorily pinpointed her origins and more closely defined her role in the 4718 succession crisis.
Ms Melodie’s early years have remained obfuscated [303] but a few facts have been confirmed. She was born to Lord Phillipe and Lady Jeanne’d Valois, some twenty years after the birth of their son and heir, John. Rumors surrounded the birth but can safely be dismissed as exaggerations, unbecoming of a true historian. [304] What is certain is that, from a young age, Melodie was notable for two things – the beauty of her voice, and her unfortunate disease - hemophilia.
It is worth noting, that House Valois have long had a reputation for heavenly connections and a large number of their offspring including Lord Phillipe were recognized as aasimar. Therefore there is a correspondingly long history of Valois family members with unusual physical features and Melodie’s illness was no doubt a product of this family variation, rather than the curse which was popularly theorized around the time of the succession. [305]
At the time of the Primogeniture Vote, Melodie had fallen under some disgrace [306], and it is understood that her partnership with Lady Lotheed was an attempt to redeem herself in the eyes of Princess Eutropia and the aristocracy at large. Exactly what Lady Lotheed need Ms. Valois to do is unclear, but she was recognised as a vocal prodigy even at the tender age of twelve, and by the time of the Vote was well know for her powers of persuasion, so it may be that the legendary spymistress thought a well-spoken representative on the senate floor would be of use. Subsequent events, as history shows, made the consequences of that decision very clear…
303: No concrete records of her existence can be conclusively dated before 4709 as the Valois family refuse all access to their archives.
304: The claim that Lady Jeanne had actually suffered a false pregnancy and that Melodie was a changeling, switched into the Valois household at birth, for example, is ludicrous and has no factual basis, no matter how much traction the story may have in the popular imagination.
305: After exhaustive research I have traced the origin of these rumors back to Malphene Trant, a minor player in the War of Succession, who was no doubt envious of the success of Eutropia’s Elites and did what she could to slander them.
306: See previous footnotes regarding the accuracy of the common rumors on this subject.
--------------------------------------------------------------
Her hair is long and dark, apart from the thick white streak which falls from her right temple and has been part of her hair ever since it first grew. This, combined with how easily her skin tears, and her blood's extreme resistance to clotting has led some, less charitable souls, to whisper that Melodie is cursed but the young woman tries to rise above such whispers.
Melodies best feature is not actually visible. From an early age she was gifted with an enchanting voice. Her parents relate that, even as a baby, when she laughed others in the room could not help but do the same and when she cried she was immediately surrounded by concerned adults - even those not of her actual family. Learning to speak early Melodie has always loved music, singing and the spoken words, and although her private attempts at poetry are destined never to see the light of day, she often performs readings and songs at her parent's parties, or those of close friends.
Despite this necessary caution when in social situations Melodie is happy and confident. Naturally gifted at conversation, her powers of persuasion have grown as she ages and now Melodie is proud of her voice and her singing ability - pride which makes her, if not outright desirous of the spot-light, not unhappy when it settles on her. How much of this is simply youthful brashness is unclear but Melodie's friends and enemies alike all admit that, one to one, her voice can almost put one under a spell.

Maria Greyson |

Maria: Sorel's family was killed in Oparra. They snuck Sorel out of the city to protect him and were killed shortly there after under mysterious circumstances. Selor convinced those training him to hire someone to look into his family's death. Once Selor was old enough he returned to Oparra to try and uncover what happened. With Maria's father gone, the investigation would fall to her.
Ahk, that works. Maria's dad could have been hired by the ones training Selor and may have it stashed in amongst his cold cases.
Hey Maria, we play together in a couple other games, any thoughts on having a backstory connection if we are both fortunate enough to make it into this one?
Just thought of a potential connection, or at least the start of one; one of Jarek Greyson's cases took him to a temple of Calistria and Zileska could've been one of the people Jarek interviewed, perhaps one of the first cases where he brought Maria along with him.

Zileska Vestalina |

Zileska Vestalina wrote:Hey Maria, we play together in a couple other games, any thoughts on having a backstory connection if we are both fortunate enough to make it into this one?Just thought of a potential connection, or at least the start of one; one of Jarek Greyson's cases took him to a temple of Calistria and Zileska could've been one of the people Jarek interviewed, perhaps one of the first cases where he brought Maria along with him.
That's a good start! The hard-bitten noir detective interviewing the cool and calculating courtesan is a good trope. :)
This would've been 1-2 years before? Longer? Shorter?
Maria Greyson |

Maria Greyson wrote:
Zileska Vestalina wrote:Hey Maria, we play together in a couple other games, any thoughts on having a backstory connection if we are both fortunate enough to make it into this one?Just thought of a potential connection, or at least the start of one; one of Jarek Greyson's cases took him to a temple of Calistria and Zileska could've been one of the people Jarek interviewed, perhaps one of the first cases where he brought Maria along with him.That's a good start! The hard-bitten noir detective interviewing the cool and calculating courtesan is a good trope. :)
This would've been 1-2 years before? Longer? Shorter?
Say a year, Jarek hasn't been gone too long by the time the campaign starts. And it'd be less "hard-bitten noir detective" and more "Elementary version of Sherlock Holmes" - I'm starting to think that Maria has a habit of talking like her dad when getting engrossed in a case, like an unintentional mimicry.
Also, like Elementary's version of Holmes, he has an "enlightened view of the hedonic arts" (to steal a line from the show) - Maria just thinks it's because he's a widower but really Jarek and his wife just had an open relationship even before they had Maria, so if you wanted the mid-campaign reveal that Zileska had slept with Jarek... :P

Sorel Taragate |

Welp, had time to look through some of the other submissions and decided my background needed an overhaul. Looking now at Rising star or Senatorial hopeful for my campaign traits, but could reasonably expand to the others if they fit better.
Maria: Sorel would have discussed the case with you a few times through letters after learning of your father's disappearance. He'll not of met you yet in person as he'd of just returned to Oppara at the start of the campaign.
Excited about his new abilities, Sorel dove into his new studies hoping to return to his family in a few years as the best psychic negotiator and diplomat Taldor had ever seen. Sadly fate was not so kind as to wait for him to return. Intimidated by the rapid increase in power by a non-noble, unbearded family and the example they were making for other commoners, some upper members of the Senatorial colluded to take them down. Not long after leaving for his training, Sorel received the news that his family had all tragically died in a manor fire. Not wanting to watch him run back to Oparra untrained, Sorel’s teachers hired an investigator in Oparra to look into the obviously suspicious murder. With the death of his family fresh in his mind, his psychic training ground to a halt. Looking to pull him out of his stupor, his teachers began hiring him out to families and organizations to do what he does best: to convince people that his clients are right, the opposition is wrong and that the stupid deal is actually quite enticing. Though the death of his family was still painful, the focus that came from these jobs allowed him to continue on with his training. Years went by and slowly Sorel was able to master his mind powers and start incorporating them into his negotiations, with noone any the wiser that he was psychic at all. Along with his skills, his reputation as a go to problem solver and negotiator also began to grow.
With his powers under control and his reputation strong enough, Sorel finally decided it was time to return to Oparra. It was time to try and hunt down his family’s killers. Reports about the investigation came in from time to time over the years, but never seemed to contain any definite results. A recent report says that the case was being handed off to the investigators daughter, Maria. The weeks leading up to his return, he sent some letters back and forth with this Maria discussing the case and informing her of his imminent return to Oparra. Sorel’s reputation must of preceded him as no sooner had he found a room in Oparra, that a letter from the Lotheed family was delivered to him. Hmm a job involving the princess? Gaining allies like this would be important in finding and punishing his parents killers. Sorel decided he would need to talk with this Maria later after he gets more details on this job.
Though he is no stranger to the occasional fight, as some negotiations can go off the rails, Sorel does everything in his power to avoid them. Trusting in his wit and charm is what has always gotten him out of even the tightest situations. While he does try and stay above the level while doing his job, he has certainly never been against being underhanded to get ahead.

Gorgeous Jum |

If Erick is selected, I'd like to discuss tying in some back story with others. I prefer to wait until selected, because every time I do it pre-selection, either I get selected and the people I tied into don't, or they get selected and I don't. Very frustrating. :P
Indeed, same here.
And good luck to everyone. May whoever's chosen have a fantastic game for years to come!

DM Brainiac |

Alright, submissions are closed! Now comes the incredibly difficult part--narrowing down the field and selecting the lucky few. It's not going to be easy with so many great characters here. I will post later today with my decisions!
FINAL SUBMISSIONS:

DM Brainiac |

Alright, I spent several hours poring over all of the submissions. There were so many inspiring characters to consider, and it was very difficult to pare them down. It took me several hours of agonizing deliberations, and ultimately I decided to create two tables of 5 characters each to give as many of you as possible a chance to play. So without further ado:
Table 1
Please report to this discussion thread.
Table 2
Please report to this discussion thread.
Thank you to all who applied. Congratulations to those who made it, and apologies to those who didn't. I'm sure there will be soon be several more games opening, though, and I wish you good luck in your future recruitment efforts!