Melodie d'Valois's page

1,671 posts. Alias of Nikolaus de'Shade.

Full Name

Melodie d'Valois


RETIRED | HP:71/93 | AC: 25 (17 Tch, 21 Fl) | CMB: 11, CMD: 25 | F: +8, R: +17, W: +17 | Init: +8 | Perc/SM +23, Bluff +44(49), Dip +38, I +34, Dis +34, UMD +22, Spcft + 18, KnwA +16| Speed 30ft |


Spells: 1: 7/8, 2: 6/7, 3: 5/7, 4: 4/6, 5: 6/6, 6: 1/3 | Tricks: Alac, Curse (M), Free (M), Gift, Visions (M) 10/17+1; Words: 10/12 | Mask: DT (DC20) 9/9, TS 1/1 | Active: See Invisbility, Echolocation


Female NG Changeling Mesmerist (Vox) 17






Beginning Date: 14 Calistril, 4718 Born: 1 Arodius, 4698




Common, Celestial, Minkaian, Tien Varisian, [Shoanti]


Dilettante Singer

Strength 8
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 16
Charisma 29

About Melodie d'Valois

Her 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):
Heroism (Str) - 3 (raised x3)
Subterfuge (Dex) - 4 (raised x4)
Sacrifice (Con) - 7 (raised x7)
Genius (Int) - 2 (raised x2)
Sagacity (Wis) – 3 (14+ in stat, raised x2)
Charm (Cha) – 10 (14+ in stat, raised x9)

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
Female Changeling Mesmerist (Vox) 17
NG Medium Humanoid (Changeling)

Init +8 (+4 Dex, +4 feat)

Senses: Perception +23. Darkvision 60ft.

AC 25, touch 17, flat-footed 21 (+8 armour, +4 dex, +3 deflection).

HP 93/93 [(8+0)+16x(5+0)]

Fort +8 (5 base, 0 Con, +3 magic)
Ref +17 (10 base, +4 Dex, +3 magic)
Will +17 (10 base, +3 Wis, +3 magic, +1 sacred)
+2 vs disease/poison

Scion's Dagger +21/+16/+11, d4+4 [+5d6{+2d6}+8+d6+17] 19-20 x2.
+1 Returning Chakram, +13, d8-1+1 [+4d6+8+d6+17]

Spd 30 ft

Space 5 ft.; Reach 5 ft.

0 (DC19): Daze (DC22), Detect Magic, Lullaby, Mage Hand, Prestidigitation, Read Magic. (∞/day)
1 (DC20): Charm Person (DC23), Comprehend Languages, Ear-Piercing Scream, Hideous Laughter (DC23), Innocence, Shadow Trap. (5+3/day)
2 (DC21): Disrupt Silence, Hold Person (DC24), Glitterdust, Mirror Image, Silence. (5+2/day)
3 (DC22): Bestow Curse, Charm Monster (DC25), Dispel Magic, Invisibility Sphere, See Invisibility, Terrible Remorse (DC25). (5+2/day)
4 (DC23): Dimension Door, Dominate Person (DC26), Greater Assume Appearance, Hold Monster (DC26). (4+2/day)
5 (DC24): Echolocation, Feeblemind (DC27), Shadow Walk, Vengeful Outrage. (4+2/day)
6 (DC25): Irresistible Dance (DC28), Overwhelming Presence (DC28), Waves of Ecstacy (DC28). (2+1/day)

1/day (DC as caster): Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace, Comprehend Languages.

Str 8 (-1)
Dex 18 (+4) (14 base, +4 enhancement)
Con 10 (0)
Int 12 (+1) (14 base, -2 racial)
Wis 16 (+3) (14 base, +2 racial)
Cha 28 (+9) (15 base, +2 racial, +1 level 4/8/12/16, +6 enhancement, +2 inherent)

Base Atk +12/+7/+2 (+12 Mesmerist)
CMB 11 (12 BAB, -1 Str)
CMD 25 (10, +12 BAB, +4 Dex, -1 Str)

Spell Focus (Enchantment) [Level 1]: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Weapon Finesse [Level 3]: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Deceitful [Level 5]: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Persuasive [Persona Bonus]: You get a +2 bonus on all Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Coalition Leader [Level 7]: You gain a cohort as described in the Leadership feat. Determine your leadership score as described in the feat’s text but with the following exceptions: Instead of adding your Charisma modifier to your character’s level to determine your base leadership score, you can add the Rank of any facet of your persona. Additionally, you can direct your cohort to send agents on an operation, instead of accompanying you. If you do so, you gain a +2 bonus on your Operation check, but your cohort is unavailable until the beginning of the next persona phase. Finally, you do not gain followers as listed in the Leadership feat. Instead, you can perform the recover agent operation (see below on this page) once per persona phase; this does not count as an operation.
Leadership Score - 26 (Level 15 + Charm 10 + Fairness 1).
Greater Spell Focus: Enchantment [Level 9]: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Spell Penetration [Level 11]: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Greater Spell Penetration [Level 13]: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.
Intense Pain [Level 15]: When you use your painful stare ability to increase your own damage, you deal an additional 1d6 points of damage. This damage increases to 2d6 at mesmerist level 12th and to 3d6 at mesmerist level 18th.
When you use painful stare to augment an ally’s damage, the target of the painful stare takes 1 additional point of damage for every 4 mesmerist levels you possess.
Improved Initiative [Level 17]: You gain a +4 feat bonus to initiative.

Child of Oppara (Campaign): You gain a +1 trait bonus on Appraise and Knowledge (nobility) checks, and one of these skills is always a class skill for you. The Noble Scion feat (see the sidebar) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
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.

Appraise* +7 (2 ranks, +1 Int, +3 class, +1 trait)
Bluff +48 (17 ranks, +9 Cha, +3 class, +7 class feature, +5 trait, +4 feat, +3 competence)
Diplomacy +38 (17 ranks, +9 Cha, +3 class, +4 feat, +5 competence)
Disguise +34 (15 ranks, +9 Cha, +3 class, +4 feat, +3 competence)
Handle Animal* +11 (2 ranks, +9 Cha)
Intimidate +34 (15 ranks, +9 Cha, +3 class, +4 feat, +3 competence)
Knowledge (Arcana) +16 (12 ranks, +1 Int, +3 class)
Knowledge (History)* +8 (2 ranks, +1 Int, +3 class, +2 sacred)
Knowledge (Local) +8 (4 ranks, +1 Int, +3 class)
Knowledge (Nobility)* +12 (5 ranks, +1 Int, +3 class, +1 trait, +2 sacred)
Linguistics* +7 (3 ranks, +1 Int, +3 class)
Perception +23 (17 ranks, +3 Wis, +3 class)
Perform (Oratory)* +27 (11 ranks, +9 Cha, +3 class, +3 competence)
Perform (Sing)* +27 (11 ranks, +9 Cha, +3 class, +3 competence)
Sense Motive +23 (15 ranks, +3 Wis, +3 class, +2 sacred)
Spellcraft +18 (14 ranks, +1 Int, +3 class)
Stealth +9 (+4 dex, +5 competence)
Use Magic Device +22 (7 ranks, +9 Cha, +3 class, +3 competence)

Total Points: 160 [16x(6 Mesmerist + 1 Int + 1 fcb + 2 background)]
AC penalty is 0

Common, Celestial, Minkaian, Tien, Varisian, [Shoanti]

Noble's Outfit (free)
Entertainer’s Outfit (free)
Signet Ring (free)
Silken Ceremonial Armour (30gp) [4lbs]
Jewelry (355gp)
Royal Outfit x2 (200gp)
Disguise Kit (8 uses)

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)
Bracers of Armour +3
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
Scrolls: Invisibility, Dispel Magic, Dream Ward x2, MMM x3.
Wands: Sending (38)

73,871 gold 120 silver 6 copper
Weight Carried: 8lbs.

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 40ft 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.
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.
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...
After her appointment as Tribune of Stachys, and particularly after her wedding, Melodie has matured considerably. Now blessed with the purpose she previously lacked, and the love and support of her wife, she has become more forceful and passionate - finally living her life without the constraints of her upbringing. Despite the threatening presence of her birth mother and the pressure to start a family of her own Melodie has begun to truly come into her own.