出典Ultimate Intrigue pg. 38
Insidious Influence（超常）／Insidious Influence：A vizier subtly influences his allies and others who trust him, making it more likely they will follow his suggestions. Allies with mesmerist tricks implanted by the vizier take penalties on Will saves made to resist the vizier’s abilities and spells, and on Diplomacy, Intimidate, Sense Motive checks attempted against the vizier. This penalty equals that imposed by the vizier’s hypnotic stare. If the vizier uses his hypnotic stare against such an ally, these penalties stack.
At 3rd level, the vizier automatically gains the susceptibility bold stare improvement, and it also applies to the DCs of any influence check to manipulate the target （even if it isn’t Diplomacy or Intimidate）.
This ability replaces consummate liar and the bold stare improvement gained at 3rd level.
Power Behind the Throne（超常）／Power Behind the Throne：At 2nd level, the vizier can use his mesmerist powers to make it seem like he is just a hanger－on who isn’t contributing to a combat or social situation. This includes making it seem like one of his allies is casting his spells instead. When the vizier casts a spell, once the vizier’s spell is complete, a glamer subtly alters onlookers’ memories and perception of the spell’s casting such that all the usual manifestations of the spell indicate that the caster was one of the vizier’s allies with an implanted trick. Creatures who observed the spellcasting can attempt a Will save （DC ＝ 10 ＋ 1／2 the vizier’s mesmerist level ＋ his Charisma modifier） to disbelieve the glamer. Since this effect only comes into play after the spell’s casting is complete, any attempts to ready an action against the spellcasting, counterspell, or take attacks of opportunity still work as normal. This ability does not prevent or otherwise hinder creatures from correctly targeting such attacks and abilities against the vizier （for instance, a creature readying an action to shoot an arrow to interrupt the spellcasting would still shoot the vizier）. Additionally, when the vizier triggers an ally’s implanted trick, flashy effects make it appear as if the ally was using an activated ability of her own.
At 5th level, the vizier doesn’t provoke attacks of opportunity when using power behind the throne, as if under the effects of a constant illusion of calmUC. A creature that disbelieves this second effect becomes immune to that vizier’s illusion of calm for 24 hours.
This ability replaces towering ego and mental potency.
出典Ultimate Intrigue pg. 39
Most mesmerists practice their mental manipulation through their entrancing gaze, but others have learned to practice their skill through the lilt and intonation of their voice. From sibilant whispers to overwhelming imprecations that resonate with the force of pure will, a vox unleashes the power of his mind with every silken syllable and shattering shout.
Spells／Spells：A vox adds the following spells to his class list：1st―ear－piercing screamUM； 2nd―cacophonous callAPG, disrupt silenceUI, distracting cacophonyUM, piercing shriekUM, sonic screamACG； 4th―shout, sonic thrustUM, wall of soundUM； 5th―cacophonous call （mass） APG, echolocationUM, resonating wordUM； 6th―magnifying chimeACG, shout （greater）, sonic formACG. 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（超常）／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. 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.
This ability alters hypnotic stare.
Wounding Words（超常）／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 SpellUM metamagic feat.
This ability replaces touch treatment （minor） and touch treatment （moderate）.
Subsonic Strike（超常）／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）.