Uncle Thwin CN
Character Name Alignment
Troubadour 5 , Evangelist 8 , L. Cleric (Cloistered, Embodiment) 13
Character Level
Natura Morta
Humanoid (Half Construct)
M
Race Size
Male -
Gender Age
- -
Height Weight
- -
Hair Eyes
Won
10,12,14,11,10,18
Player
Bornarak -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
10 +0 N/A +0
Dex
Dexterity
12 +1 N/A +1
Con
Constitution
16 +3 N/A +3
Int
Intelligence
11 +0 N/A +0
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
26 +8 N/A +8
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
130
0
0
Initiative
Dex
Modifier
+3
+1
+2
BAB
+9
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+0
+0
+1
Size
Natural
Deflection
Misc
+0
+0
+2
+5
Touch
18
Flat Footed
17
Flat Footed + Touch
17
SAVING THROWS
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
Saving Throw Notes

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
CMB BaB STR Size Misc
+9 +9 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
20 10 +9 +0 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
30 (Average)
-
-
-
Languages

Common, Ancient Osirian, Sylvan

Spell List

General AugmentsFaith
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.
Creation +2 CL
  • Alter:Destroy
    Standard Action; Touch; SR: Yes; Target must be non-magical, unattended, inanimate, non-artifact object. You deal damage to the object equal to 1d4 + 1/2 your caster level. This bypasses all hardness. An object reduced to less than half its hit points gains the broken condition.
    Forge
    Standard Action; Touch; SR: Yes; Target must be non-magical, unattended, inanimate, non-adamantine, non-artifact object. You may spend a spell point to shape material. This is an instantaneous effect, as you are literally changing the shape of the material in question. You can only affect materials you can create, and you may only make crude changes such as forming walls, trenches, doors, coffers and other basic shapes. Detailed work (such as forging armor) is not possible, and there is a 30% chance that anything with moving parts simply does not work. You may affect targets up to your normal Creation Size, but when working with a mineral the size you may affect is reduced by half.

    You may spend an additional spell point to produce items of great detail. You must succeed at the appropriate skill check to make complex items and work at a rate of 1 round per 10 cubic feet when working in this manner.
    Repair
    Standard Action; Touch; SR: Yes; Target must be non-magical, unattended, inanimate, non-artifact object. You may repair a damaged object, healing it for a number of hit points equal to 1d4 + 1/2 your caster level. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. This ability cannot restore warped or transmuted items, but it can still repair damage done to such items.
  • Create: Creation Size
    CLSizeMax WeightFall Damage
    1S251d6
    2M1251d8
    4L6252d6
    8H3,1253d6
    16G15,6254d6
    32C78,1255d6
    64C+390,6256d6
    Material List
    • Vegetable Matter: Wood, Hemp, Cotton, Herbs, etc.
    • Alchemical Items & Poisons: See Alchemical Creation
    • Liquid Water: (3 cubic feet is 1 small object)
    • Non-Harmful Material with Hardness <= 5: glass, ice, leather, or etc.
    • Stone & Specific Minerals: (Double Maximum Weight and Fall Damage dealt to dropped on target)
      • Basic Metals: Copper Iron, Steel
      • Precsious Metals: Gold, Silver
      • CL-15) Gems
      • CL-15) Specialty/Rare Metals: Cold Iron, Mithral
    SubstanceHardnessHP
    Glass11/inch thick
    Paper/Cloth02/inch thick
    Rope02/inch thick
    Ice03/inch thick
    Leather or Hide25/inch thick
    Wood510/inch thick
    Stone815/inch thick
    Cold Iron/Iron/Steel1030/inch thick
    Mithral1530/inch thick
    Alchemical Creation
    You may create items that require processing, such as alchemical items and poisons. You may spend 1 spell point to create an alchemical item or poison worth up to 25 gp per caster level. This functions exactly as the normal alchemical item or poison, except that any DC is 10 + your casting ability modifier + 1/2 your caster level and any hit point damage it deals is increased by your casting ability modifier. These alchemical items or poisons remain for the normal duration of a created object, at which point they disappear as usual (but any effects inflicted on creatures or objects remain).

    At 5th caster level and every 5 caster levels thereafter, the total value you may create increases by an additional 25 gp per caster level.
    CLGP Value Created
    125/CL (25-100)
    550/CL (250-450)
    1075/CL (750-1,150)
    15100/CL (1,500-1,900)
    20125/CL (2,500-5,000)

    You may also alter mundane alchemical items or poisons up to a maximum value equal to the value of alchemical items your can create, enhancing their potency in the same way for the normal duration, at which point the items return to their normal damage and saving throw DC. This does not stack with other effects that increase the item’s DC.
    Create
    As a standard action, you may spend a spell point to create a non-magical, unattended object out of a material type on your Material List, in either your hand or an adjacent square. You may create objects with multiple materials, provided you can create all the materials required. The object may be of equivalent size to one Small object per caster level (see Creation Size) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level. When creating an object you may spend an additional spell point to allow that object to persist for 1 hour per caster level without concentration. A created object may be dismissed as a standard action. You may spend 2 spell points to create an object as an instantenous effect, thus making it so it cannot be dispelled and has no duration.

    If the created object is especially large, it must begin in an adjacent square and must be completely contained within close range. You may choose to create objects that can be moved easily, or can create objects that are anchored to an unattended surface large enough to hold that part of the object (such as a bridge being anchored to both sides of a gap, or a wall growing out of the ground). You cannot create an object directly onto a creature or attended object (summoning manacles onto someone’s wrists, etc.).

    When attempting to break an object that does not have a predetermined Break DC, the Break DC is equal to 10 + the object’s hardness +1 per inch in the item’s thickness. For example, a 2-inch thick stone wall would have a Break DC of 10 + 8 hardness + 2 inches, or DC 20.

    Generally speaking, you cannot create materials that deal damage on contact or items that carry special properties or knowledge you do not possess (rare herbs, the key to a lock you did not construct, etc.). While simple objects such as candles, folds of cloth, simple furniture, or basic weapons are easy to create; particularly complex objects (mechanics, crossbows, objects with moving parts) require a Craft check made against the object’s Craft DC, though this check can be made using Charisma in place of Intelligence. Likewise, non-magical common herbs can be created through a successful Knowledge (Nature) check, such as wolfsbane or the night tea plant. For herbs and items with no predetermined Craft DC, the check DC is assumed to be equal to 10 +1/5gp in the item’s cost OR 20+1/200gp in the item's cost, whichever is lower. Failure means the object comes into being broken and unusable, or otherwise incorrect.

    A DC 15+CL Appraise check reveals the object as a magical fake. Fabricated objects have a lingering magical aura that can be detected as magic, although the objects themselves are not magical, a caster attempting to detect this aura must however make a Magic Skill Check to detect the aura.
  • Magic Item Crafting: Master of the Craft
    You can craft any magic item even if you do not have the feat required to do so, although you must meet that feat’s prerequisites. If you do not have the feat to craft the item, the cost of crafting the item is increased by 50% (to 75% of the item’s normal market price).
    Cost reductions
    • Crafting Feat: 50% (75% if not in possession of appropriate crafting feat)
    • Hedge Magician: 95%
    • Spark of Creation: 95%
    • Celebrity Discount: If all costs before this modification are below 8,000 gold pieces, gain a 90% cost multiplier.
LifeMagus: 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).
Invigorate
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
Time
  • Alter Time: Mass Time
    When using an alter time effect that targets creatures, you may spend an additional spell point to affect an additional 1 creature per 2 caster levels (minimum 1) at the same time. Each target must be within range and must be affected by the same alter time effect. Once created, each alter time effect is considered a separate sphere effect. Alternatively, you may spend an extra spell point to double the size of an alter time effect that targets an area.
    Haste
    Standard Action; Medium Range; SR: Yes. You grant the target increased speed. The target gains a +10 feet enhancement bonus to all forms of movement, as well as a +1 bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. This increases by +10 feet per 5 caster levels, and a +1 bonus per 10 caster levels. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.

    The target may also either make an additional attack at their highest base attack bonus when making a full attack, or make additional attacks of opportunity during the round (+1 attack of opportunity, +1 for every 5 caster levels you possess). The target may only benefit from one such benefit per round; if they make a full attack with a bonus attack, they do not gain additional attacks of opportunity that round. This effect is not cumulative with similar effects, such as that provided by the haste spell or a speed weapon, and taking a full attack with a bonus attack from such a source counts as choosing that option for Haste for that round.

    When applying Haste to a target, you may spend an additional spell point to grant them the ability to take 1 additional move or swift action each round for the duration of the effect. This cannot be spent for an additional immediate action.

    If a Haste and Slow ability are used on the same creature, the second caster must attempt a magic skill check against the effect of the first caster. On a failure the target is unaffected. On a success, the effects counter each other, leaving neither in place.
    Slow
    Standard Action; Medium Range; SR: Yes. You slow the target’s movements and perception of time. The target has its movement speeds halved (minimum 5 feet) and suffers a -1 penalty to attack rolls, AC, and Reflex saves (Will negates). This penalty increases by 1 per 10 caster levels you possess. You must concentrate to maintain this effect, but may spend a spell point as a free action to increase its duration to 1 round per caster level without concentration.

    If a Haste and Slow ability are used on the same creature, the second caster must attempt a magic skill check against the effect of the first caster. On a failure the target is unaffected. On a success, the effects counter each other, leaving neither in place.
  • Other Time Effects: Reversion
    You gain the ability to allow a character to completely retrain the last class level they gained by returning them to an earlier point in time. You must spend 10 spell points and remain in physical contact with the target for 1 minute, at the end of which they may immediately retrain the last class level they gained, choosing a new class, feats, spells, skills, or other class options as appropriate. The target of this ability must still rest to regain any bardic performance rounds, rage rounds, spell points, spell slots, or other limited use abilities granted by this new class level.
  • Magus: Complete Reversion
    When using the Reversion talent, you may allow the target to retrain any and all class levels they possess, choosing a new class, feats, spells, skills, or other class options as appropriate. The target of this ability cannot immediately use limited-use powers gained in this fashion that it did not previously have, and must rest to regain any bardic performance rounds, rage rounds, spell points, spell slots, or other limited use abilities granted by these new class levels.
SLAStrategic Adversary
Anticipate Peril 3/day, Daze Monster 2/day, & Twilight knife 1/day
Tempest Artisan
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.
Command the Storm
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.

Spellcasting Notes

Spell Points

Spell Points: 25+16=41
Faith Points: 6+6+8=20
Casting Tradition
  • Casting Type: Divine
  • Casting Modifier: Cha
  • Proficiencies
  • Class: Proficient with all simple weapons, light armor, and bucklers.
  • Equipment Sphere:
    1. Firearm Proficiency: Gain Proficiency with all Firearms (except siege weapons).
    2. Toolkit Training: You are adept at using adventuring tools as impromptu weapons of war. You gain proficiency with the battle ladder, battle stein, battle wrench, climbing pick, fishing tackle, garrote, grappling hook, iron brush, machete, net, ten foot pole, torch, and whip.
  • CL
  • Power Spheres: 13
  • Alchemy/Tinker: 13
  • Might Spheres: 9
  • Athletics
    Fly Package, Expanded Training (x2), Sparrow's Path, Eagle's Path
    Creation
    Base, Alchemical Creation, Exquisite Detail, Expanded Materials, Forge, Fabricate, Lengthened Creation, Create Materials
    Equipment
    Craftsman (Painting), Firearm Proficiency, Natural Materials (x2), Toolkit Training, Unarmored Training
    Time
    Base, Improved Haste, Mass Time, Ranged Time (x2), Reversion, Temporal Haste
    Tinker
    Base (Transmission), Energy Set, Advanced Energy Set (A), Medical Set, Repair Kits, Restoration Mastery (A)

    Talent Sources
    Blended Talents: 9 TalentsMight Talents: 13 TalentsPower Talents: 10 Talents
    • Embodiment: 6 Talents
    • Esoteric Romance: 3 Talents
    • Martial Tradition: 6 Talents
    • Tinker Tradition: 3 Talents
    • Troubadour+Evan: 6
    • 1st Casting Class: 2 Talents
    • Domain Connection: 6 Creation/Enhancement/War talents
    • Troubadour+Evan: 2

    Adventuring Skills
    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

    * only usable when trained (rank 1 and higher)
    Skill Notes
    Skill Points/Level
    6+2[background]+1[int]+1[cleric]+2[cloistered cleric]+1[craftsman]+1[tinker]+4[Athletics]=18
    18*13=234
    Feats

    Non-Leveling FeatsFlaw) Capture Spell
    Flaw) Distill Compound
    Major Drawback) Craft Apparatus
    Background) Cooperative Crafting
    Firearm Proficiency) Gunsmithing
    Leveling Feats1, 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:
    Sphere CraftVancian Craft
    Capture SpellScribe Scroll
    Craft ApparatusCraft Rod
    Craft Implement of PowerCraft Staff
    Craft Spell EngineCraft Wand
    Craft Marvelous ItemCraft Wondrous Item
    Distill CompoundBrew Potion
    Forge CharmForge Ring
    Forge ConstructCraft Construct
    Smith Magical Weapons and ArmorCraft Arms and Armor
    -Gunsmithing
    3) Deific Obedience
    Class FeatsL. 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.
    L. Cleirc 5) Skill Unlock (Knowledge Religion & Knowledge Engineering)
    • 5 Ranks: When you successfully identify a creature, you gain one additional piece of information for every 5 ranks you possess in that Knowledge skill.
    • 10 Ranks: When you successfully identify a creature, you gain a +1 competence bonus on attack rolls, opposed ability checks, skill checks, and caster level checks against creatures of that kind (e.g., glabrezu demons, but not other demons or evil outsiders) for 1 minute. This bonus increases by 1 for every 5 ranks beyond 10 you possess in that Knowledge skill.
    • 15 Ranks: When you fail a Knowledge check, you can reroll the check at a –10 penalty. The competence bonus above also applies to saving throws against exceptional, spell-like, or supernatural abilities used by creatures you identify.
    • 20 Ranks: Whenever you attempt a Knowledge check, you can roll twice and take the better result.

    Special Abilities

    Athletics Sphere
    • Climb: Climb Alterations
      You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty.
    • Fly: Fly Alterations
      You do not need to make a Fly check to remain flying when moving less than half your speed on your turn and count as being one size larger when determining the effects of wind on you while flying. This does not give you the ability to fly; it simply augments your movement abilities if you possess a means of flight. You may gain ranks in the Fly skill even if you do not possess a means of flight.
      - Eagle's Path
      You gain a fly speed equal to your base speed, with a maneuverability of Average. This is a supernatural effect.
    • Leap: Jumping/Falling Alterations
      You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC.
    • Run: Run Alterations
      You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running.
      - Both Leap & Run
      Gain a competence bonus to Acrobatics checks equal to half BAB
    • Swim: Swim Alterations
      You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action (as opposed to 1/2 your base land speed) or 1/2 your base land speed as a move action (as opposed to 1/4th your base land speed).
    Equipment SphereCraftsman (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.
    Natural Materials
    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.
    Unarmored Training
    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 3Tradition: Kotima
    • Associated Skill
      Craft (Arcatech)
    • Boon Points
      5 point: +1 gizmo/rank
      Environmental Devices
      Your gizmos are immune to any harmful effects of their environmental dependency (if they would be subject to them) and gain a +1 competence bonus to their effective gizmo level while exposed to that environmental dependency
    • Environmental Vulnerability (Heat)
      Whenever your activated gizmos are exposed to an environmental vulnerability, the gizmo must attempt a Fortitude save against the originating effect’s DC. If the environmental vulnerability does not have a saving throw DC (such as a gizmo being submerged in a pool of water, dropped in a sandy dune, or exposed to unfavorable weather), the gizmo instead attempts its Fortitude saving throw against 10 + 1/2 its gizmo level. If a gizmo fails its saving throw against an environmental vulnerability, the gizmo deactivates within a number of rounds equal to 1 + its practitioner modifier and becomes depleted until the Tinker practitioner can repair it when maintaining their gizmos. If the gizmo leaves the environmental vulnerability before this number of rounds ends, it does not deactivate. Environmental vulnerabilities that are ongoing (such as rain or a sandstorm) require the gizmo to attempt a new saving throw every 10 minutes of continuous exposure after the initial saving throw.
      Mana Engineering
      Gizmos you craft, as well as any effects generated by your gizmos, are considered magical effects with a caster level equal to their gizmo level. Gizmos, and their effects, can likewise be dispelled, are subject to spell resistance, and can be suppressed by antimagic field and similar effects. Gizmos use their crafter’s ranks in the associated skill as their magic skill bonus (“MSB”) for the purposes of magic skill checks and calculating their magic skill defense. When a gizmo is dispelled, it is depleted for 1d4 rounds, deactivated, and must be activated normally after this duration. The gizmos also generate a magical aura.
      Augmentation, Mechanoid, ModificationDetector, TransmitterProstheticRoutineOther
      EnhancementDivinationAlterationMindEnhancement
      Production Facility
      You may only craft and maintain their gizmos in a “production facility”. You may establish a production facility with 8 hours of work in a safe and/or stable environment. You may only have one production facility established at a time and establishing a new production facility abandons the previous production facility. A production facility must be in a relatively fixed location, or a location that does not move faster than 10 miles per hour (or other distance increment, subject to GM discretion). For example, a production facility located in a citystate that occupies a sky fortress would be ok, whereas the truck bed of an oddly large “steampunk pickup truck” would likely not be.
      • A Tinker practitioner may use another Tinker practitioner’s production facility, provided they belong to the same Tinker tradition.
      Explosive Instability
      Whenever a gizmo you crafted would be destroyed, it explodes, dealing 1d6 + gizmo level points of electricity damage to all creatures (and objects) within 5 feet. A successful Reflex save (DC equal to the gizmo’s gizmo DC) halves this damage. A combined gizmo only explodes a single time; each gizmo that is part of a combined gizmo is destroyed when one of the included gizmos explodes this way. If a creature would be subject to multiple exploding gizmos simultaneously, each gizmo’s explosion damage is halved (after the first)
      • A gizmo crafted with this Tinker drawback may also be primed as a standard action, exploding at the end of your turn. If the gizmo is small enough to be thrown, the gizmo may be thrown as a splash weapon with a range increment of 10 feet.
      Environmental Dependancy
      Your gizmos have their effective gizmo level reduced by -2, increasing by -1 per 10 gizmo levels, when not exposed to water; if the gizmo’s gizmo level would be reduced to 0, it immediately deactivates. A mechanoid crafted using this Tinker tradition drawback instead suffers a -1 penalty to all d20 rolls when not exposed to its environmental dependency
      Limitation
      Can gain a base maximum of 2 Legendary Talents (Advanced Energy Set, Restoration Mastery). Additional Legendary Talents may be earned.

    Talent List: Transmission
    Transmission Package
    Universal
    Multifunctional Gizmos, Excavation Set

    Gizmos:

    Basic Gizmos: Battery
    A 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.
    Body Bag (Minor)
    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.
    • Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 24 hours. For the gizmo’s duration, a body stored in the body bag is preserved and does not decay (treating the time passed as though it were 0 days for the purposes of reanimation effects; this can keep a body preserved indefinitely if gizmos are continually used).
    Health Monitor (Minor)
    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).
    • Health Optimizer (+1 gizmo cost, +1 expensive gizmo cost): A health optimizer routine records and assists the user when they receive medical attention. This routine only provides benefits when installed in a health monitor. This routine records all hit point damage (lethal and nonlethal), ability damage and drain, as well as any status conditions gained or lost. This information is stored as 10 words per recorded event (i.e. individual change of hit points, status condition gained or lost) and is retained in the health monitor for up to 24 hours (and may be stored in a storage routine).
      • Battery Use: The user may deplete 1 battery as a free action that can be taken even when it is not the user’s turn to improve this gizmo’s functions for 1 round per gizmo level. For the gizmo’s duration, whenever the user benefits from an effect that restores hit points or removes ability damage or ability drain, the healing, ability damage removal, or ability drain removal increases by up to +1 per gizmo level (to a maximum of the original amount restored).
    Power Pack (Minor)
    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).
    • Wireless Charger: Your power pack gizmos may be crafted as a transmitter. The power pack no longer needs to be attached to other gizmos and instead grants its benefits (allowing other gizmos to use its attached batteries) so long as those gizmos are within the power pack’s signal range. If a gizmo would leave a wireless charger’s signal range while depleting an attached battery, the gizmo’s battery use ability ends immediately and the battery is fully depleted.
    Repair Kit
    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
    • Jumper: This repair kit helps jumpstart key functionality. When a jumper is used, the user chooses to grant the target refocus or restart:
      • Refocus: The target regains their martial focus (or similar ability). If the target would have multiple abilities of this kind (such as both martial focus and the Spheres of Power Mental Focus general casting drawback), the target regains a single “focus” of their choice. This does not allow a target to regain martial focus more than once per round.
      • Restart: The target may attempt a new saving throw with a +2 bonus against any single, non-permanent ongoing effect they are currently suffering from that normally grants a saving throw using the original DC, even if they have already failed the initial save and would not normally be granted another. Effects that can worsen on a failed saving throw do not count this saving throw as a failure when determining such effects if it is unsuccessful.
    • Patch: This repair kit restores structural integrity. When a patch is used, the user chooses to grant the target bolster or repair:
      • Bolster: The target gains a number of temporary hit points equal to 1d4 per 2 gizmo levels + 1/2 your practitioner modifier (minimum 1). These temporary hit points last for 1 minute per gizmo level. Unlike other temporary hit points, these temporary hit points are always lost first.
      • Repair: The target regains a number of hit points equal to 1d6 per 2 gizmo levels + your practitioner modifier.
    • Reanimation: A reanimation kit may only be applied to a dead creature that has been dead for less than 1 day per gizmo level. A creature must be willing to be reanimated; if the creature is unwilling, the reanimation kit fails.

      Being reanimated causes the target to gain two permanent negative levels; if the creature is 1st level, it instead takes 2 points of Constitution drain (if this would reduce its Constitution to 0 or less, it cannot be raised). A creature reanimated by this effect has a number of hit points equal to its current Hit Dice, and any ability scores damaged to 0 are raised to 1. Poisons and diseases are removed in the process of reanimating the subject, but magical diseases, curses and other maladies are not. The target corpse must be in a substantially whole state, and missing body parts are still missing; otherwise, mortal wounds and lethal damage to the body are repaired.

      A creature turned into an undead creature cannot be reanimated by this kit. If the subject was killed by a death effect, the user must attempt a gizmo penetration check with a DC equal to the death effect’s MSD (or 10 + the source’s CR as appropriate; subject to DM discretion).
    • Restoration: A Restoration Kit restores a destroyed piece of technology (such as a gizmo, timeworn technology, construct, non-magical object, or target healed as though it were an object and would be destroyed when it reaches 0 hit points). The target’s hit points are restored to 2 hit points per gizmo level (to a maximum of the target technology’s maximum hit points). If the technology was destroyed, depleted, or otherwise inoperable, it is returned to a usable state.

      If the restored technology has expendable resources or limited contents, they are not restored (such as an automaton’s core, if removed, would remain gone).

    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.
    Overcharge
    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).
    • Battery Use: The user may deplete 1 battery as a free action to replenish the healer’s kit uses possessed by this gizmo.
    Mechanical Sensor
    This detector senses mechanical items and gives information about their effects. Determine the detected objects’s signature strength:
    Gizmo Level1-56-1112-2021+
    StrengthWeakConsideratePotentAstounding
    Lingering Signal Duration1d6 rounds1d6 Minutes 1d6 x 10 minutes1d6 days
    In addition to the signature strength, the user may attempt a Knowledge (engineering) check to identify a detected mechanical object and its properties.

    Active Gizmo: (Limit 6+2rank=32)


    Projects

    Energy Cables
    Energy 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.).
    Power Plant
    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.
    SizeSpeedLimitMaximumWeightRanksCost
    Small210+1/5GL250 lbs.1100gp
    Medium415+1/5GL4250 lbs.3200gp
    Large625+2/5GL81,250 lbs.5400gp
    Huge830+3/5GL126,250 lbs.7800gp
    Gargantuan1045+4/5GL1631,250 lbs.101,600gp
    Colossal1260+5/5GL32156,250 lbs.153,200gp
    Power plants deactivate if made smaller than their original size (such as by a size altering effect) and cannot be activated until returned to their normal size. This includes any power plants made as innate gizmos for mechanoids.

    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.
    PersonaMagus Thwin (Hero/Mentor)
      • Hero: The hero gains a base attack bonus equal to the troubadour’s class level instead of using that listed on Table: Troubadour. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal. The hero may treat his troubadour levels as fighter levels when meeting the prerequisites for feats. (BAB 18)
      • Mentor: The mentor gains a caster level equal to the troubadour’s class level instead of using that listed on Table: Troubadour. He adds this value to any other caster levels gained from other classes or racial Hit Dice as normal. (CL 16)
      • Magic Training: Complete Reversion
      • Magic Training: Base Life Sphere
      • Magic Training: Deeper Healing
      • Magic Training: Instill Life
      • Magic Training: Esoteric Healing

    Traits

    TraitsFriends 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.
    Curator of Mystic Secrets (Magic Exemplar)
    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.
    Hedge Magician (Magic)
    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%.
    Spark of Creation (Magic)
    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%.
    DrawbacksEasy Target (Major Drawback)
    -1 AC
    Frail (Flaw)
    -1 HP/HD
    Poor Impulse Control (Drawback)
    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.
    Vulnerable (Flaw)
    -1 AC
    Racial TraitsAbility Scores
    +2 Con & Cha
    FCB
    +13/2 Faith Points
    Enter Painting
    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.
    Immortal
    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 Construct Traits
    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.
    Spark of Creation
    Natura Morta gain a +2 racial bonus on Craft (Paintings) checks.

    Arms & Equipment

    Magic ItemsCreation Implement +2 (8,000)
    Amazing Tools of Manufacture (Painting) (12,000)
    ProjectsPower Plants (5-L-3, 4-M-1) (6,840)
    3 Large 5 rank Power Plants, 1 Medium 4 rank Power Plant

    Class Features

    L. ClericAura
    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).
    Channel Positive Energy (7d6; DC 24; 11/day)
    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.
    Artifice Domain
    • Crafter’s Eye (Ex): A skilled eye for detail replaces any need for magic in identifying magic items. You can use Craft in place of Spellcraft to identify magic items. By spending 1 point of faith you can do so at a glance, taking a swift action rather than 3 rounds to identify a magic item.
    • Master of the Craft (Ex): At 4th level you gain Master Craftsman as a bonus feat. You can craft any magic item even if you do not have the feat required to do so, although you must meet that feat’s prerequisites. If you do not have the feat to craft the item, the cost of crafting the item is increased by 50% (to 75% of the item’s normal market price).
    • Sharpen (Su): At 8th level you can spend 1 point of faith as a standard action to make a quick, temporary improvement on a weapon or suit of armor. This increases the enhancement bonus of that weapon, armor, or shield by +1 for 1 minute. This bonus can increase an enhancement bonus above +5 or +10.
    • Rapid Crafter (Ex): You can craft with speed like no other. When crafting items, you require only 4 hours of work per 1,000 gp of the item’s base price, or 2 hours per 1,000 gp if you increase the DC by 5.
    War Domain
    • Warrior-Disciple (Ex): You are proficient with all martial weapons and treat your base attack bonus from your cleric level as equal to your cleric level for the purpose of meeting prerequisites. In addition, your levels in cleric count as levels in fighter for the purpose of meeting prerequisites
    Troubadour + EvangelistActor Training
    • 2) Renown (Social - Uncle Thwin; Vigilante - Magus Thwin: You know how to work a town to gain fame or notoriety. You gain the Renown vigilante social talent, treating your base persona as your social identity and any one persona you choose as your vigilante identity for this purpose. Establishing your renown in a community makes your face recognizable; when within the area of your renown, any persona you adopt that has the same face is instantly recognized by all as belonging to your base persona.

      Alternately, when you gain this actor training you may choose one of your personas to be your social identity for this purpose, but beginning a reputation from nothing is much more difficult; it takes twice as long the first time you establish the persona’s renown within a community. If you dissolve this persona, you may choose a new persona to be your social identity.

      You may select this actor training multiple times. Each time it is gained, you may choose and gain a new vigilante social talent, so long as it possesses Renown as a prerequisite.

      You must meet the prerequisites for this talent, and may treat your troubadour levels as vigilante levels when doing so.
    • 4) Renown - Celebrity Discount: The vigilante’s social identity is popular enough to receive discounts in his area of renown. Whenever he buys an item in his area of renown that costs 500 gp or less, he can buy it at 90% of the market price, rather than the full price. If he has the great renown social talent, the gp limit increases to 2,000 gp, and if he possesses the incredible renown social talent, the gp limit increases to 8,000 gp. A vigilante must be at least 3rd level and have the renown social talent to select this talent.
    • 6) Uncanny Imitation: You are considered to possess a bonus to all of your ability scores equal to your troubadour level when meeting the prerequisites for feats.
    • 8) Renown - Great Renown: The vigilante is known on a broader scale. He can gain renown in a single community of up to 5,000 individuals (a large town) or up to two communities of no more than 2,000 individuals each (two small towns). The bonus while he is in his social identity remains unchanged, but the circumstance bonus on Intimidate checks from his renown social talent while he is in his vigilante identity increases to +6. A vigilante must be at least 7th level and have the renown social talent to select this talent.
    • 10) Black Market Connections: You gain the Black Market Connections rogue talent. A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table: Settlement Statistics) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table.
      Settlement SizeThorpHamletVillageSmall TownLarge TownSmall CityLarge CityMetropolis
      DC1012151820253035
    • 12) Renown - Incredible Renown: The vigilante is incredibly famous in both identities. He can gain renown in a single community of up to 25,000 individuals (a large city) or up to two smaller cities of no more than 10,000 individuals each (two small cities). The bonus while he is in his social identity remains unchanged, but the circumstance bonus to Intimidate from his great renown social talent while in he is in his vigilante identity increases to +8. A vigilante must be at least 11th level and have the great renown social talent to select this talent.
    Performer's Synergy
    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.
    Persona (4)
    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.
    Method Acting (2 Tropes, 5 Quirks)
    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.
    Master or Disguise (+8)
    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.
    Quick Change (3/day)
    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.
    Flexible Truth (DC 21)
    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.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    M.Grom.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

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