
| Uncle Thwin | CN | ||
| Character Name | Alignment | ||
| Troubadour 5 , Evangelist 8 , L. Cleric (Cloistered, Embodiment) 13 | |||
| Character Level | |||
| Natura Morta
Humanoid (Half Construct)
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M | ||
| Race | Size | ||
| Male | - | ||
| Gender | Age | ||
| - | - | ||
| Height | Weight | ||
| - | - | ||
| Hair | Eyes | ||
| Won
10,12,14,11,10,18
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| Player | |
| Bornarak | - |
| Deity | Homeland |
| - | 0 |
| Domain/Oath/Patron/School | XP |
| SAVING THROWS | ||||||
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| Save | Total | Base | Ability | Magic | Misc | Temp |
| Fortitude | +11 | +8 | CON +3 | +0 | +0 | +0 |
| Reflex | +9 | +8 | DEX +1 | +0 | +0 | +0 |
| Will | +8 | +8 | WIS +0 | +0 | +0 | +0 |
You take a -2 penalty on saving throws against mind-affecting effects and to the DC of skill checks to give you emotion conditions; this increases to -3 if the saving throw is against an anger condition.
| Combat Maneuver Bonus CMB | |||||
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| CMB | BaB | STR | Size | Misc | |
| +9 | +9 | +0 | +0 | +0 | |
| Combat Maneuver Defense CMD | ||||||
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| CMD | Base | BaB | STR | DEX | Size | Misc |
| 20 | 10 | +9 | +0 | +1 | +0 | +0 |
Common, Ancient Osirian, Sylvan
| General Augments | Faith
When casting a spell, they can expend 1 point of faith to increase their effective caster level by 1 or increase the DC of the spell by 1.
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| Creation +2 CL |
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| Life | Magus: Cure
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 2d8 + your caster level + (1/5 CL)d8. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)). Can be instilled
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| SLA | Strategic Adversary
Anticipate Peril 3/day, Daze Monster 2/day, & Twilight knife 1/day
Once per day, you may touch a piece of equipment or a weapon and improve it as per the Greater Magic Weapon or Fabricate spells (caster level equal to your HD), transforming it to better withstand the elements or repair significant damage.
Once per day, you may cast Control Weather (caster level equal to your HD) as a standard action. The changes are swift and chaotic, lasting only an hour, but within this time, you are immune to the harmful effects of the weather you create.
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Casting Tradition
| Proficiencies
| CL
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| Blended Talents: 9 Talents | Might Talents: 13 Talents | Power Talents: 10 Talents |
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| Adventuring Skills | |||||
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| CS | Skill | Total | AB Mod | Ranks | Misc |
| Acrobatics | +21 | (DEX) +1 | +13 | +7 | |
| Bluff | +24 | (CHA) +8 | +13 | +3 | |
| Climb | +16 | (STR) +0 | +13 | +3 | |
| Diplomacy | +12 | (CHA) +8 | +0 | +4 | |
| Disguise | +24 | (CHA) +8 | +13 | +3 | |
| Escape Artist | +17 | (DEX) +1 | +13 | +3 | |
| Fly | +14 | (DEX) +1 | +13 | +0 | |
| Heal | +4 | (WIS) +0 | +0 | +4 | |
| Intimidate | +12 | (CHA) +8 | +0 | +4 | |
| Knowledge: Arcana | +4 | (INT) +0 | +0 | +4 | |
| Knowledge: Dungeoneering | +4 | (INT) +0 | +0 | +4 | |
| Knowledge: Local | +4 | (INT) +0 | +0 | +4 | |
| Knowledge: Nature | +4 | (INT) +0 | +0 | +4 | |
| Knowledge: Planes | +4 | (INT) +0 | +0 | +4 | |
| Knowledge: Religion | +24 | (CHA) +8 | +13 | +3 | |
| Perception | +4 | (WIS) +0 | +0 | +4 | |
| Ride | +5 | (DEX) +1 | +0 | +4 | |
| Sense Motive | +16 | (WIS) +0 | +13 | +3 | |
| Spellcraft* | +16 | (INT) +0 | +13 | +3 | |
| Stealth | +5 | (DEX) +1 | +0 | +4 | |
| Survival | +4 | (WIS) +0 | +0 | +4 | |
| Swim | +16 | (STR) +0 | +13 | +3 | |
| Use Magic Device* | +24 | (CHA) +8 | +13 | +3 | |
| Background Skills | |||||
| CS | Skill | Total | AB Mod | Ranks | Misc |
| Appraise | +4 | (INT) +0 | +0 | +4 | |
| Craft: Alchemy | +16 | (INT) +0 | +13 | +3 | |
| Craft: Arcatech | +16 | (INT) +0 | +13 | +3 | |
| Craft: Armor | +16 | (INT) +0 | +13 | +3 | |
| Craft: Weapons | +16 | (INT) +0 | +13 | +3 | |
| Craft: Bows | +16 | (INT) +0 | +13 | +3 | |
| Craft: Locksmithing | +16 | (INT) +0 | +13 | +3 | |
| Craft: Painting | +24 | (INT) +0 | +13 | +11 | |
| Knowledge: Engineering | +4 | (INT) +0 | +0 | +4 | |
| Knowledge: Geography | +4 | (INT) +0 | +0 | +4 | |
| Knowledge: History | +4 | (INT) +0 | +0 | +4 | |
| Knowledge: Nobility | +4 | (INT) +0 | +0 | +4 | |
| Custom Skills | |||||
| CS | Skill | Total | AB Mod | Ranks | Misc |
| Non-Leveling Feats | Flaw) Capture Spell
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| Leveling Feats | 1, 5-13) All spheres crafting feats, except Capture Spell, Distill Compound, & Craft Apparatus
paired with the four other craft feats, we craft the whole table:
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| Class Feats | L. Cleric 4) Master Craftsman (Painting)
Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.
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| Athletics Sphere |
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| Equipment Sphere | Craftsman (Alchemy)
You are skilled at crafting and repairing gear. When you first gain this ability, you gain ranks in a single Craft skill of your choice equal to your total Hit Dice; whenever you gain a Hit Die (such as when you gain a level) you gain an additional rank. When crafting a mundane item, you may do so in half the usual time.
You do not need kits to create combat or skill sphere effects that do not possess a costly material component (such as an alchemy kit to create formulae from the Alchemy sphere). The materials are assumed to be gathered from your natural environment or generated by you. This talent treats you as always possessing the appropriate kit for combat or skill sphere effects (such as an alchemy crafting kit’s reduced poison crafting time for Alchemy sphere).
You may substitute your practitioner or operative modifier for your Intelligence modifier when attempting Craft checks to create combat or skill sphere effects. You may take this talent a second time. If you do, you no longer require a free hand to use combat or skill sphere effects based on your creations. This may mean spitting a formula rather than throwing it (using the same range), licking a weapon to poison it, or disgorging a trap or gizmo as you plant it. This does not reduce the action needed to perform any of these actions. In addition, your creations are stored within your body rather than on your person, preventing them from being stolen or sundered. Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities. This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Tinker Sphere CL 3 | Tradition: Kotima
Talent List: Transmission Transmission Package
Multifunctional Gizmos, Excavation Set
Gizmos:Basic Gizmos: BatteryA battery is a gizmo that is used to power other gizmos. The nature of the battery can vary: from a liquid storing an electrical charge, a prepared pre-wound coil for clockwork, or something even more exotic. Batteries are always considered activated and cannot be deactivated.
Batteries can be attached to another gizmo in your possession as a swift action. Attaching a battery to a gizmo is treated as reloading a ranged weapon (provoking attacks of opportunity as normal) and may have the action required to attach a battery reduced by the Rapid Reload feat (selecting the Tinker sphere as the chosen weapon), the Equipment sphere Expert Reloading talent, and similar abilities (reducing the action required to attach a battery from a swift action to a free action). Multiple batteries can be attached to a single gizmo. A battery that is already attached to a gizmo may be removed or re-attached to a different gizmo with the same action. When a battery is depleted by a gizmo to activate its battery use ability (or other battery-depleting effect), the battery cannot be used to power another gizmo until restored (generally by maintaining your gizmos). If a battery is abandoned or removed from a gizmo it is powering, any battery-related effects immediately end. A body bag gizmo is a water and air-tight container that slows the rate of decomposition and allows for storage of creatures. A body bag can fit 1 Medium-sized or smaller willing, helpless, or dead creature stored as a full-round action. A body bag can be crafted to count as more than one minor gizmo (effectively taking multiple minor gizmo “slots”). For each minor gizmo a body bag counts as beyond the first, the body bag can accommodate a creature 1 size larger (Large, Huge, etc.).
A corpse stored in a body bag slows the passage of time and decay. While a corpse is stored, every 2 days is treated as 1 day passing for the purposes of reanimation effects (such as the raise dead spell), +1 day per 4 gizmo levels (treating every 6 days as 1 day at gizmo level 20). A body bag can only effectively preserve a single body at a time - no matter how many bodies could fit.
This worn gizmo can be donned or removed as a swift action. The health monitor records and tracks whether the creature is affected by any conditions, including whether they are harmed or unharmed, have lost hit points within the previous minute, or are suffering from the bleed, confused, death, disabled, dying, staggered, or other status conditions. The monitor also shows the existence of magical effects afflicting them, noting them as anomalous or unnatural, but cannot identify them.
Creatures gain a +2 insight bonus on skill checks to identify an ongoing affliction affecting the user. This bonus increases by +1 for every 4 gizmo levels. When you craft a health monitor, you may choose to have it constantly transmit data. Your transmitters can receive information from your health monitors, allowing the transmitter’s user to know the relative position of the health monitor and status of the creature at all times (as though able to read the health monitor at range).
This gizmo is a container for battery gizmo storage while also allowing stored batteries to be used more easily. A power pack consists of a section to attach batteries and a series of cables that can be attached to other gizmos.
The user can don/remove a power pack as a standard action, and can attach/detach the cables to other gizmos in their possession as a free action, even outside of their turn. This connection is very weak however, and if the gizmo ever leaves the user's possession, the power pack’s cables automatically detach. A gizmo attached to the power pack with one of its cables treats batteries attached to the power pack as if they were attached. This does not allow a single battery to be used by multiple gizmos. If a gizmo is detached while depleting a battery stored in the power pack, the gizmo’s effects end and the battery is depleted. If a power pack gizmo is attached to a power plant, the batteries crafted by the power plant are automatically attached to the power pack (if there are multiple power packs, the power plant will evenly attach batteries between the available power packs).
Gizmos crafted using this talent (“repair kit gizmos”) do not need to be activated and are depleted when used. Repair kit gizmos grant their benefits to objects or creatures. Repair kit gizmos can be used as a standard action to grant their effects to the user or a target within the user’s natural reach. If the repair kit’s gizmo level is 5th or higher, the repair kit may be used as a move action if the user expends their martial focus. A creature or object may only be affected by a repair kit gizmo a number of times per day equal to the 3 + the crafter’s practitioner modifier. If multiple Tinker practitioners would have this talent, this limitation is shared between sources (tracking uses between users). A Repaire Kit must be crafted as one of a Jumper Kit, a Patch Kit, a Reanimation Kit, or a Restoration Kit
Accommodations: Communicator As an accommodation, you may craft a gizmo with a communicator transmitter. A gizmo built with this accommodation may be used as a swift action to send a text-based message of up to 25 words to one or more active gizmos within signal range, or as a free action that can be taken out of turn to send an audio stream. The user must be aware of the gizmos they are sending a message to (a gizmo outside of signal range does not receive the message). Allows an aid another to be attempted at range and potentially as an immediate action to benefit any ally which can recieve a message.
Gizmos you craft can be overcharged. Overcharging a gizmo allows the user to activate that gizmo’s battery use ability without depleting a battery; however, the gizmo becomes depleted at the end of the gizmo’s duration.
Detectors: Chemalyzer This gizmo functions as both an alchemy lab and a healer’s kit with 10 uses. When using this gizmo, the user gains a competence bonus equal to 2 +1 per 2 gizmo levels on Craft (alchemy) and Heal checks, as well as skill checks made to identify diseases, poisons, and chemical substances.
In addition, the user may spend a swift action to determine if a substance within signal range of this gizmo has chemical qualities (such as being a disease, poison, alchemical or manufactured substance, etc.). If the chemalyzer detects chemical qualities, the user may immediately attempt a skill check to determine its nature (such as Craft (alchemy) for a substance, Heal or Knowledge (nature) for a disease or poison, or other appropriate check subject to GM discretion).
This detector senses mechanical items and gives information about their effects. Determine the detected objects’s signature strength:
Active Gizmo: (Limit 6+2rank=32)ProjectsEnergy CablesEnergy cables allow for long distance transfers of energy. Every 10 feet of energy cable requires 1 gp of project material; longer cables may be constructed by paying the appropriate cost (such as 5 gp of project material for a single 50-foot cable). An energy cable can be attached or detached to an unattended gizmo within the user’s reach as a swift action. An energy cable can be connected to other energy cables, and connecting gizmos to an energy cable does not need to be done at the cable’s end points (such as attaching a gizmo to a midpoint of the energy cable).
Gizmos attached to the ends of the energy cable cannot move further than the energy cable’s total length and the energy cable must be able to occupy all the spaces it passes through (such as bending around corners, threaded through holes, etc.). If two gizmos connected by an energy cable would be moved further apart from each other than the energy cable’s length, they must first be disconnected from the cable or the energy cable must be broken. Any gizmo attached to an energy cable treats any batteries attached to the energy cable as being attached to them and can use those batteries to power their functions (similar to a power pack). While your energy cables are attached to a transmitter or other gizmo capable of generating a signal, all gizmos attached to that energy cable are treated as being within the transmitter’s signal range (regardless of distance, intervening materials, etc.). This gizmo creates batteries. Each power plant requires an engineering kit as an additional component, which cannot be removed without first disassembling the power plant.
A power plant crafts batteries at a set rate, has a maximum number of batteries they can craft in a 24-hour period, and a maximum number of batteries they can have crafted at any given time. Batteries generated by a power plant do not count towards your gizmo limit. Power plants will naturally stop crafting batteries once they reach their daily limit (or maximum crafted). Alternatively, a power plant may be activated to recharge depleted batteries. The user may place a number of batteries equal to 5 times the power plant’s speed, recharging the batteries in 1 minute (as opposed to the 15 normally required to craft or maintain batteries). Recharging batteries counts against the power plant’s craft limit for that day.
You may maintain up to 2 power plants at one time, plus an additional power plant at 5 ranks and every 5th rank thereafter. Each power plant you maintain produces and maintains its own batteries separately. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Persona | Magus Thwin (Hero/Mentor)
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| Traits | Friends in High Places (Social)
You have often seen lawbreakers go free when they demonstrate they have friends in high places, and so you put special effort into befriending powerful people yourself. Whenever you are in an area in which you have used the Diplomacy skill to gather information, you gain a +1 trait bonus on Diplomacy and Intimidate checks. This bonus increases to +2 when dealing with government officials.
Your broad collection of lore grants unparalleled understanding of magic’s underlying principles. Twice per day when spontaneously casting a spell altered by metamagic, you can do so without increasing the spell’s casting time. For each other magic trait you have, you can use this trait’s benefit an additional time each day.
You apprenticed for a time to an artisan who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age. You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
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| Drawbacks | Easy Target (Major Drawback)
-1 AC
-1 HP/HD
You take a -2 penalty on saving throws against mind-affecting effects and to the DC of skill checks to give you emotion conditions; this increases to -3 if the saving throw is against an anger condition.
-1 AC
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| Racial Traits | Ability Scores
+2 Con & Cha
+13/2 Faith Points
Due to their guarded nature, Natura Morta have developed a natural defense against those attempting to find or hurt them. As a standard action, Natura Morta can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
Natura Morta can use their normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the Natura Morta can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the Natura Morta gains the freeze universal monster ability to appear as part of the painting. Natura Morta can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the Natura Morta entered. If someone destroys or damages the painting, the Natura Morta is unharmed, but exits the image. Natura Morta do not age naturally and cannot die of old age. While some might be painted at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a Natura Mortal as normal.
Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected. Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health. Natura Morta gain a +2 racial bonus on Craft (Paintings) checks.
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| Magic Items | Creation Implement +2 (8,000)
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| Projects | Power Plants (5-L-3, 4-M-1) (6,840)
3 Large 5 rank Power Plants, 1 Medium 4 rank Power Plant
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| L. Cleric | Aura
A cleric treats their level as 5 higher when determining the strength of their alignment aura. If they worship a deity or an aligned faith, they gain a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
A cleric can release a wave of energy by channeling the power of their faith through a divine focus, typically a holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. At 1st level, the cleric must choose whether they channel positive or negative energy.
A cleric who channels positive energy can choose to deal damage to undead creatures or to heal living creatures. A cleric who channels negative energy can choose to deal damage to living creatures or to heal undead creatures. Channeling energy creates a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. When channeling, they can select a number of targets in the area of up their Wisdom modifier. These targets are unaffected by the channel (this counts as having the Selective Channeling feat as well as 13 Charisma for the purpose of meeting prerequisites). The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + ½ the cleric’s level + the cleric’s Wisdom modifier. A cleric may channel energy a number of times per day equal to 3 + their Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include themselves in this effect.
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| Troubadour + Evangelist | Actor Training
A troubadour has played so many parts in his life that he can pull expertise from them at a moment’s notice to give himself insight and resilience of mind and heart. Whenever the troubadour is in his base persona, he gains a +1 morale bonus to all saving throws. This bonus increases by 1 at 5th level and every 4 levels thereafter.
At 10th level, the troubadour’s ability to perform a variety of parts means he no longer needs to prepare a persona to access a trope’s benefit. As a move action, the troubadour can grant his base persona one trope of his choice, so long as he has at least one persona with that trope. He does not, however, gain any persona quirks. The troubadour retains this trope indefinitely, until he spends another move action to choose a different trope benefit to gain, which then replaces the first. Abilities with a limited number of uses (such as the lover or cunning servant trope powers) share their uses between the base persona and any other personas that possess them. At 20th level, the troubadour can grant his base persona two trope benefits as a move action, rather than only one. A troubadour is an expert actor, who not only can appear to become someone different, but with practice and dedication can begin to think and act like them as well. For all intents and purposes, when the troubadour adapts a persona, he becomes another person entirely. A troubadour can only adopt one persona at a time.
Along with his true self (his ‘base persona’, which may never be changed), the troubadour begins play with two additional personas of his own creation. These alternate personas can have the same characteristics as his base persona, but may also have a different name, a different appearance, a different alignment (but only within 1 step of the troubadour’s true alignment), and may even be of a different race (although the troubadour does not gain that race’s size, racial abilities, etc.). These changes can qualify the troubadour for feats and other abilities that would normally be outside his ability to gain, but for the purpose of all feats, talents, and abilities, the troubadour only gains the benefits while in a persona that meets all the prerequisites. A troubadour gains an additional persona for every 5 troubadour levels he possesses, and gains these personas instantly when he gains the appropriate level, as it is assumed he has been working on these new personalities in his spare time during his adventures. Although a persona may possess any number of traits, adopting a persona is not the same as appearing as that persona. If a persona possesses the same race and appearance as the troubadour, no disguise is required (however, any creature familiar with two or more personas with the same face will immediately recognize they are the same person). However, the troubadour may choose to mix a persona with a disguise, allowing the persona to appear as a completely different person. In this case, a Disguise check is required, but only when the troubadour encounters people familiar with two or more of his personas, when the troubadour suffers a penalty to his Disguise check (for example, when the troubadour is attempting to pass himself off as a different race, size, or gender) or in other situations where the troubadour is attempting to derive a specific benefit from his disguise or otherwise hide his true identity (for example, when using an orc persona to gain access to an orc stronghold). It takes 10 minutes for a troubadour to prepare a persona, during which time the troubadour usually applies makeup and costume, recites lines, or performs other mental exercises to shift themselves into the character. This change is as much mental as physical, and while the troubadour can don a Disguise as part of this change, items that apply quick disguises (such as a hat of disguise) do not reduce this required time. A troubadour can change his prepared persona at any time, provided he can spend 10 minutes preparing the new persona. Once a persona has been prepared, the troubadour can switch between his base persona and his prepared persona as a free action, usable once per round. Switching to his base persona does not remove any disguise, but breaking character in any way (reverting to a base persona or switching to a different persona without changing appearance) immediately reveals the truth about the troubadour’s multiple personas (although with GM permission, some fast Disguise and Bluff checks might manage to hide the truth). It is possible for a troubadour to permanently change one of his personas into a completely different persona, but doing so requires 5 days of work. This follows the rules for creating a magic item (8 hours of work per day, this work may be divided up over multiple days, and development may be done while traveling on foot or mounts, but doing so reduces the amount of time that may be dedicated per day in half (4 hours), and such work on the move is only half as effective (netting only 2 hours of development)). While working to create a new persona, the troubadour must choose an old persona for it to replace, other than his base persona. This persona is removed from the troubadour’s list of personas at the time he begins work on the new persona. The troubadour may cease work on one persona to begin creating a different persona, but all work on the previous persona is lost when the change is made. If the troubadour is attempting to recreate a persona he used in the past (same name, same alignment, same abilities as far as were available at the level it was last used), development takes half the usual time. Although a troubadour does not need to hide his true face to adopt a persona, if the people the troubadour is interacting with are not aware that the troubadour possesses other personas, he gains a number of special benefits. So long as knowledge about his multiple personas is unknown, Knowledge checks about one of the troubadour’s personas do not reveal information about the other personas. Any attempts to scry or otherwise locate the troubadour only work if the troubadour is currently in the persona the creature is attempting to locate (or if the creature knows that the two personas are the same individual). Otherwise, the spell or ability has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. Beyond these, there may be other benefits, as determined by the GM. For example, so long as two personas are not connected to the same individual, criminal activity and other actions taken by one persona do not affect the social standing of the other personas. Note: If the troubadour possesses the dual identity class feature (such as from vigilante class levels), he may choose to make his vigilante identity a persona, gaining the benefits of the method acting class feature while in his vigilante identity. The troubadour uses the lesser time required when changing into a vigilante persona. Every non-base persona a troubadour maintains has its own unique abilities, based upon what trope that persona falls into, and as the troubadour steps into those roles, he acquires those abilities. Each persona may possess only one trope. If the troubadour gains a skill rank, feat, or talent as part of his base persona that was also granted to him by a persona, he may immediately replace that skill rank, feat, or talent on the non-base persona.
Each trope grants a trope benefit at 1st level, as well as access to a list of persona quirks. Each persona gains one persona quirk of the troubadour’s choice at 3rd level and every 2 levels thereafter from those granted by its trope or tropes. Unless specified otherwise, a persona quirk cannot be granted to the same persona more than once. At 7th level, the troubadour’s ability to create complex, believable personas improves. Each of the troubadour’s personas can now possess up to 2 tropes instead of 1, gaining the trope benefit of each, and being able to choose from both lists when picking persona quirks. A troubadour gains a +5 circumstance bonus to Disguise checks and Bluff checks made to appear as, as well as protect the identities of, his personas. This bonus increases by +1 per 4 troubadour levels.
At 2nd level, the troubadour may adopt or change a prepared persona much more quickly than normal, but doing so is very mentally taxing and cannot be done often. Once per day, the troubadour can change his prepared persona as a move action. This does not allow the troubadour to adopt a disguise to appear as that persona as part of that same move action. The troubadour can use this ability an additional time per day at 6th level, and every 4 troubadour levels thereafter.
At 3rd level, the troubadour has become so adept at living multiple ‘truths’ through his personas that he can make himself temporarily believe anything, making it possible for him to fool truth-detecting magic or magic that detects his thoughts. A creature using this sort of magic against the troubadour must succeed on a caster level check (MSB check) against a DC of 15 + 1/2 the troubadour’s class level to succeed; failure means the magic doesn’t detect the troubadour’s lies or force him to speak only the truth, and if the magic is reading his mind, this lets the troubadour choose what thoughts to display. If the troubadour possesses a similar ability (such as through skill unlocks), only use the higher DC; do not roll the check twice.
This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts. |
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