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About Melodie d'ValoisHer wife's profile can be found here. Persona Stats:
Max ranks in any one facet = level. (cap - 10)
Max total ranks in facets = 2x level. (34) Current Ranks (28/32):
Total Agents: 56 Benefits: Agents (All), Basic Operations (All), Skill Bonus +4 (Bluff/Diplomacy) +2 (Disable Device/Stealth/Intimidate/Perform/Heal/Survival/Perception/Sense Motive), Admirers (Unfriendly -> Friendly for Artists, Merchants and Nobles. Indifferent -> Friendly for Criminals and Politicians, Healers, Philanthropists, clerics of good deities), Bonus Feat: Persuasive, Diehard. Advanced Operations (Charm, Sacrifice), Friends in High Places (see below), Master of Operations (Charm). Friends in High Places:
Once a PC has 9 Ranks in one of her facets, her network of contacts has grown to include a highly placed individual. The PC leverages this alliance to gain access to spellcasting services. If the PC succeeds at an Operation check (DC = 15 + spell level), she can arrange for up to 750 gp worth of spellcasting services to be used at any time before the beginning of
the next persona phase as long as she would reasonably have access to an NPC spellcaster, even to cast raise dead (in this case, it is assumed the PC’s agents arrange for her resurrection on her behalf). The PC must pay for any focuses or expensive material components used. Mélodie d’Valois
Init +8 (+4 Dex, +4 feat) Senses: Perception +23. Darkvision 60ft. DEFENSE
HP 93/93 [(8+0)+16x(5+0)] Fort +8 (5 base, 0 Con, +3 magic)
OFFENSE
Spd 30 ft Space 5 ft.; Reach 5 ft. SPELLS
1/day (DC as caster): Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace, Comprehend Languages. STATISTICS
Base Atk +12/+7/+2 (+12 Mesmerist)
FEATS
TRAITS
SKILLS
Total Points: 160 [16x(6 Mesmerist + 1 Int + 1 fcb + 2 background)]
LANGUAGES
EQUIPMENT
1 farm in Stachys Scion's Dagger (Relic):
Scion’s Dagger is a +5 ghost touch mithral dagger. As a full-round action, the dagger’s owner can designate up to four willing creatures in her presence as her bodyguards. As a standard action, each of these creatures can determine the owner’s location and condition, as per status, as long as the owner is holding the blade. The dagger’s owner can change the designated bodyguards as a full-round action, with each chosen creature beyond four replacing a prior choice.
If the owner of Scion’s Dagger dies while carrying or wielding the blade, her body evaporates into smoke and her soul transfers into the black sapphire as per soul bind, except anyone holding the dagger can attempt to raise her as though they has access to her intact body. This effect fails if a soul already occupies the gem. Alternatively, a creature holding the dagger can instead speak a command word to release the trapped soul into the afterlife. 1st Triumph: Once per day, you can teleport any number of your bodyguards to your location as per teleport. They must be willing and within 100 miles, and when they arrive, they appear within 20 feet of the dagger’s wielder in unoccupied spaces chosen by the GM. 2nd Triumph: Scion’s Dagger is a +4 ghost touch mithral dagger. Once per day as a swift action, the wielder can gain DR 1/— and fast healing 3 for 1 minute. 3rd Triumph: Scion’s Dagger is a +5 ghost touch mithral dagger. When the wielder hits a humanoid with the dagger, she can activate the dagger as an immediate action to use dominate person on the creature (DC 23) with a duration of 1 round. After the domination ends, the target is immune to this effect for 24 hours Subtle Mask (Relic):
The wearer gains a +2 competence bonus on Sense Motive checks and can use comprehend languages once per day.
1st Triumph: The wearer can mentally activate the mask as a swift action while conversing with someone or observing a conversation to use detect thoughts (DC = 17 + 1 per additional triumph attained) on a single participant in the conversation. This requires spending the normal number of rounds to detect surface thoughts and can be used for a total of 9 rounds per day. These rounds don’t need to be consecutive. 2nd Triumph: The mask grants the wearer a +2 enhancement bonus to Charisma. When the wearer mentally activates the mask, she also detects magical effects as if she were using arcane sight and concentrating on the creature. This happens automatically during the first round of concentration. 3rd Triumph: the mask's enhancement bonus increases to +4 Charisma. 4th Triumph: The mask's enhancement bonus to Charisma is +6. When the wearer mentally activates the mask, she also detects whether the target is lying throughout the concentration, as per discern lies (DC 22). Once per day, the wearer can speak a command word to use true seeing. Sleeves of Many Garments (free) Engagement Ring of Eloquence Belt of Dexterity +4 Circlet of Persuasion Cloak of Resistance +3 Living Garments Ring of Protection +3 Mesmerizing Tattoo Lover's Bangle Golden Lions - can combine into a Dire Lion up to three times. After the third time they become permanently non-magical. Rod of Cancellation +4 Shadow Chain Shirt Torc of the Mesmerist (25k) Potions: Protection from Fire
73,871 gold 120 silver 6 copper
SPECIAL ABILITIES
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.
Tricks:
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.
Mask Misery: The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. The mesmerist doesn’t need to have touch treatment to choose or use this trick. Gift of Will: A small portion of the mesmerist’s vast mental power buttresses his ally’s mind. The mesmerist can trigger this trick when the subject attempts a Will saving throw or a Sense Motive check, or is targeted by an Intimidate check to demoralize her. For a saving throw, the subject uses the mesmerist’s Will saving throw bonus instead of her own. For a Sense Motive check or Intimidate check, she adds the mesmerist’s Charisma bonus as a morale bonus on the check or to the DC. The mesmerist can’t implant this trick on himself. Compel Alacrity: A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round. Slip Bonds: While implanted with this trick, the subject gains a +2 circumstance bonus on Escape Artist checks. If the subject becomes grappled, pinned, shackled, or otherwise personally restrained, the mesmerist can trigger the trick and cause the subject to become incorporeal just long enough to slip her bonds (unless they can otherwise restrain an incorporeal creature). This effect doesn’t last long enough for the subject to move through walls or other barriers. If the mesmerist is 12th level, the subject remains incorporeal until the beginning of the mesmerist’s next turn. Misdirection: An enemy’s perception of an attack by the subject shifts, making the foe unprepared to defend against the attack. The mesmerist can trigger this trick when the subject makes an attack or uses a spell that requires an attack roll. The mesmerist attempts a Bluff check to feint against a single target of the subject’s attack. Unlike a normal feint, this ability can be used on non-melee attacks. If the feint succeeds, the target of the attack is denied its Dexterity bonus to AC against the triggering attack. The target doesn’t suffer any additional effects that the mesmerist or the subject would cause on a normal feint or Bluff check. This is an illusion (glamer) effect. Visions of Blood (Master) When an enemy is struck by the subject, it believes its wound is far more severe, and the shock overwhelms it. The mesmerist can trigger this trick when the subject hits with an attack using a weapon, a natural weapon, or an unarmed strike. The attack’s target must succeed at a Will saving throw or be stunned for 1 round. If the triggering attack was a critical hit, the target doesn’t get a saving throw. Free in Body (Master): When constrained, the subject can easily slip loose. The mesmerist can trigger this trick when the subject begins its turn grappled or under an effect that impedes its movement (including paralysis, solid fog, slow, and web). The subject gains the benefits of freedom of movement for 1 minute. Cursed Sanction (Master): A ward curses an enemy who attacks the subject. While this trick is implanted, a visible, circular symbol appears on the subject’s forehead. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. The attacker takes a –4 penalty on attack rolls, saves, ability checks, and skill checks for 1 minute per mesmerist level (Will negates). This penalty applies to the triggering attack roll. This is a curse effect. Wounding Words: At 3rd level, a vox can focus the power of his voice to magnify the force of his blows in melee. As a standard action, a vox can make a melee touch attack that deals 1d6 points of sonic damage plus 1 point per mesmerist level. Alternatively, he can make a single attack with a melee weapon as a standard action, adding the listed sonic damage to the damage dealt by his weapon on a successful attack. He can use this ability a number of times per day equal to 3 + his Charisma modifier. If the target of the vox’s wounding words is also the target of his compelling voice, that creature must succeed at a Will save (DC = 10 + 1/2 the vox’s mesmerist level + his Charisma modifier) or take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round. This penalty doesn’t stack with the effects of the Concussive Spell metamagic feat. This ability replaces touch treatment (minor) and touch treatment (moderate). Bold Stare: At 3rd level and every 4 levels thereafter, a mesmerist’s hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can’t be changed later. The mesmerist can’t choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist’s bold stare improvements affect the target as long as it is affected by the mesmerist’s hypnotic stare. Stares:
Psychic Inception: The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.
Sapped Magic: The hypnotic stare penalty also applies to the DCs of spells and spell-like abilities used by the target, and to the target’s spell resistance (if any). Disorientation: The hypnotic stare penalty also applies on attack rolls. Sluggishness: The target of the hypnotic stare has all of its speeds reduced by 5 feet (to a minimum of 5 feet), and the hypnotic stare penalty also applies to the target’s Reflex saving throws. Manifold Tricks (5): At 5th level, the mesmerist can have two tricks implanted at a time. The number of concurrent tricks increases by one for every 4 mesmerist levels he possesses beyond 5th. Each creature can still be the subject of only one trick at a time. If the mesmerist implants a new trick while he already has his maximum number of concurrent tricks implanted, he must choose one implanted trick to dismiss without triggering (the dismissed trick still expends a daily use of the mesmerist’s tricks). Mental Potency: At 5th level, the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5th level mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level. Subsonic Strike: At 10th level, a vox is able to unleash a deadly flurry of his wounding words as a standard action. He can target a number of creatures or objects equal to his Charisma modifier (minimum 1) within 30 feet, requiring a ranged touch attack against each target. If the target of his compelling voice is within 30 feet, he can choose to instead target only that creature with a single ranged touch or melee touch attack, dealing double normal damage on a successful attack. Whatever choice he makes, the vox must expend one use of wounding words. This ability replaces touch treatment (major). Glib Lie: At 11th level, a mesmerist can deceive truthdetecting magic. A creature using this sort of magic against the mesmerist must succeed at a caster level check against a DC of 15 + the mesmerist’s class level to succeed (as if the mesmerist were under the effect of a glibness spell); failure means the magic doesn’t detect the mesmerist’s lies or force him to speak only the truth. This ability does not give the mesmerist the glibness spell’s bonus on Bluff checks. Masterful Tricks: At 12th level, a mesmerist can choose one of the following masterful tricks in place of a mesmerist trick. He gains an additional masterful trick every 2 levels thereafter. Using a masterful trick consumes two uses of the mesmerist trick class feature instead of one. Appearance: Melodie is of middling height, but fairly slender (enough that her detractors would call her skinny) and very pale. Her skin is, in fact, so pale that it is easy to make out her veins through the skin and Melodie uses this to her own advantage during grand occasions by painting her skin in a variety of colored lines to accentuate the natural effect. Her hair is long and a deep chestnut, 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. Despite having strikingly mismatched eyes, one green and one blue, Melodie's 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 sings for her parents or close friends. Personality: The possessor of a disease which means even a paper-cut could be fatal if not quickly treated, Melodie is by nurture a very careful person - keen to avoid risks and not adept at combat or violence generally. She prefers to deal with conflict peacefully, and usually plays the role of mediator - encouraging both sides to talk out their differences. This caution is tempered by a stubborn desire to 'never let it get the better of me', which means Melodie hates to be seen, or thought of, as weak. Melodie naturally enjoys meeting people and social situations, and is used to attracting praise for her excellent singing voice. However Melodie is, fundamentally, a young woman without a purpose. Having grown up in a privileged and protected environment Melodie lacks a clear sense of purpose and, unknowingly, seeks a goal in life. In game...
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