domenica 2 giugno 2019

The Witch Raider, Level 19 plus a Warning & Thanks to My Patrons!

Last-but-one level, with the character gaining a new cohort whose base stats will be given next Saturday.
By the way, starting this week I will reduce advertising on Facebook groups to one a week, for both my blog and Patreon posts. This is because I received some complaints and one unexpected ban for the posts’ number. Sorry again to everyone I bothered.
On a happier note, this is the day of the month I publicly thank my patrons who donate at least $3 to my Patreon page. So thank you very much to Cecil Maye and Zabor! I could not do what I do without your support!

The Witch Raider (Inquisitor/Troubadour) CR 19
Half-elf inquisitor (Expulsionist, Shield of the Gods, Soldier of the Gods) 10/troubadour 9
NG Medium humanoid (elf, human)/outsider (native)
Init +13; Senses low-light vision, Perception +31

Defense
AC 35, touch 23, flat-footed 29 (+8 armor, +5 deflection, +6 Dex, +6 shield)
hp 165 (19d8+76)
Fort +18 (+22), Ref +22, Will +25. +15 on Will vs. illusions as long as he has martial focus. +3 morale bonus when in his base persona. +2 racial bonus against enchantment spells and effects. +2 bonus against effects with the evil descriptor. +2 bonus vs. effects with the emotion descriptor.
Defensive Abilities covenant with the gods 4/day, flexible truth (DC 19), performer’s synergy +3, second shield; Immune sleep

Offense
Speed 30 ft.
Melee mwk whip +20/+15/+10 (1d3+9, nonlethal), +5 cunning jurist sacrosanct bastard sword one-handed +25/+20/+15 (1d10+13,19-20), or +5 cunning jurist sacrosanct bastard sword two-handed +22/+17/+12 (1d10+8,19-20)
Ranged +1 endless ammunition hand crossbow +20 (1d4+4,19-20); +2 on attacks and damage vs. evil creatures
Special Attacks bane 10 rounds/day, channel energy 8/day (5d6, DC 20; harm or turn undead or evil outsiders only)
Spell-Like Abilities (CL 10th; concentration +15)
At will- detect chaos, detect evil, detect good, detect law

Magic
Caster Level 11; MSB +19, MSD 30, Concentration +26
Tradition Inquisitor (Drawbacks: Verbal Casting, Focus Casting, Somatic Casting); CAM Wis
Spell Points 36
Divination Sphere - DC 22; Duration Divine (Concentration), Sense (11 Hours); Range Medium (210 ft); Talents Discern Individual, Dowsing, Expanded Divinations, See Hazard, Trapfinding (Bonus: Detect Loyalties, Divine Alignment, Divine Fate, Divine Protection, Divine Enhancement, Divine Undead, Divine Illusions, Divine Charm); Drawbacks none
- Divine (Divine, Dowsing, Detect Loyalties, Divine Alignment, Divine Fate, Divine Protection, Divine Enhancement, Divine Undead, Divine Illusions, Divine Charm)
- Sense (Read Magic, Discern Individual, See Hazard, Trapfinding)
- Expanded Divinations
Enhancement Sphere - DC 22; Duration Concentration or 11 minutes; Range Self; Talents Mental Enhancement +4; Drawbacks Personal Magics
- Enhance (Enhance Equipment +3, Mental Enhancement +4)
Fate Sphere - DC 22; Duration Concentration or 1 min/level; Range Consecration (20 ft.), Word (50 ft.); Talents Atonement, Bless, Divine Force (good), Divine Pressure (evil), Geas, Greater Geas, Judgment, Perfect; Drawbacks none
- Consecration (Serendipity, Divine Force, Divine Pressure, Judgment)
- Word (Hallow, Bless, Perfect, Atonement)
- Geas
- Greater Geas
Protection Sphere - DC 22; Duration Aegis (11 hours), Ward (Concentration; 11 rounds); Range Aegis (touch), Ward (up to 65 ft); Talents Repel Evil; Drawbacks Aligned Protection (evil)
- Aegis (Deflection)
- Ward (Barrier, Repel Evil)

Martial
Tradition Inquisitor (Equipment sphere: Expert Reloading, Finesse Fighting, Rogue Weapon Training; Scout sphere); PAM Wis
Equipment sphere - DC 23, Talents Expert Reloading, Finesse Fighting (x2), Rogue Weapon Training
- expert reloading (decrease a crossbow’s reloading time)
- finesse fighting x2 (add your Dex bonus to attacks and ½ your BAB to damage with finessable weapons)
- rogue weapon training (discipline) (proficiency with blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. +4 competence bonus to Sleight of Hand checks made to conceal a weapon on your person)
Gladiator sphere- DC 23, Talents Fan Favorite, Inspiring Pose, Self Confidence, Drawbacks none
- boast (prowess: roll the next weapon attack twice and take the better result; inspiring pose: allow an ally a new saving throw)
- demoralization (strike fear: spend martial focus to intimidate all targets within 30 ft.)
- fan favorite (perform a boast as a free action even when it is not your turn whenever you succeed on a saving throw)
- self confidence (perform a boast as a standard action to recover your martial focus)
Guardian sphere - DC 23, Talents Defend Other, Drawbacks none
- patrol (as a full-round action, increase your threatened area by 10 ft.)
- defend other (grant an ally within your threatened zone a competence bonus to their AC equal to ½ your BAB against an attack. and take the damage their place; you may move to put the ally within your reach)
Scout sphere - DC 23, Talents Deadly Strike, Discern Illusions, Discern Tells, Great Senses, Drawbacks none
- scout (swift action, identify creature's weaknesses)
- deadly strike (deal more damage with first attack to creatures unaware of your presence)
- discern illusions (gain a bonus to all Will saves against illusions equal to ½ your ranks in Perception, or extend this bonus to your allies)
- discern tells (gain a bonus on Sense Motive against scouted creatures)
- great senses (bonus ranks in Perception)

Statistics
Str 16, Dex 22, Con 18, Int 19, Wis 24, Cha 20
Base Atk +13; CMB +16; CMD 32
Traits Mediator, Schooled Inquisitor
Feats Alignment Channel*, Angelic Blood, Fast Learner, Fearless Curiosity, Improved Mystic Assault, Intimidating Confidence, Leadership, Mystic Assault, Mystic Focus, Planar Heritage (aasimar), Skill Focus* (Heal), Turn Undead*, Weapon Focus (bastard sword)
Skills Bluff +27/+34, Diplomacy +28 (+30), Disable Device +28/+33, Disguise +27/+34, Heal +33, Intimidate +32 (+34), Knowledge (dungeoneering) +26, Knowledge (engineering) +26, Knowledge (planes) +26/+28, Knowledge (religion) +26/+28/+31, Perception +31, Perform (oratory) +27 (+29), Sense Motive +34/+38, Stealth +43/+50
Languages Celestial, Common, Dwarven, Elven, Infernal, Sylvan
SQ actor training (illicit connections, lost in the crowd +7, rapid change, seducer), cunning initiative, divine magics, expel spirit, expulsionist lore +5, master of disguise +7, method acting, personas (cunning servant/hero, mentor/hero, cunning servant/scoundrel), quick change 2/day, quirks, spirit sleuth, stern gaze +5
Gear badge of authority (1,500 gp), +5 cunning jurist sacrosanct bastard sword (103,335 gp), shield of close calls (102,750 gp), belt of physical perfection +6 (144,000 gp), effortless lace (2,500 gp), glyphbane gloves (9,000 gp), inquisitor’s kit (30 gp), +5 greater shadow studded leather armor (58,925 gp), +1 endless ammunition hand crossbow (18,400 gp), headband of mental superiority +6 (144,000 gp), musketeer’s hat (50 gp), plume of panache (1,000 gp), righteous fist amulet (4,000 gp), ring of protection +5 (50,000 gp), ring of resistance +5 (37,500 gp), saving stone (200 gp), vest of resonating fortitude (7,000 gp), vitalist’s secret tonic (500 gp), mwk whip (301 gp), 9 gp

Special Abilities

Actor Training A troubadour is a consummate professional, always accumulating bits of lore, stories, songs, and strange personalities for use in his work. At 2nd level and every 2 levels thereafter, a troubadour gains an actor training, representing the different tricks and skills he has developed through his travels. Unless otherwise noted, a troubadour cannot take any actor training more than once.

Actor Training: Illicit Connections You gain the Black Market Connections rogue talent.

Actor Training: Lost in the Crowd (Ex) The troubadour can move through crowds without any movement penalty, and gains a +5 bonus to Stealth checks made to hide inside of a crowd. This bonus increases by +1 every 4 levels.

Actor Training: Rapid Change (Ex) The troubadour only needs one minute to prepare a persona for use, including adopting a disguise to appear as that persona.

Actor Training: Seducer (Ex) When attempting to change a creature’s attitude with the Diplomacy skill, the troubadour can shift a creature’s attitude up to three steps rather than two. This does not stack with other, similar effects.

Bane (Su) At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Covenant with the Gods: The shield of the gods can use sphere abilities to protect and enhance herself. As a swift action, she may use any (aegis) talent of the Protection sphere, any (consecration) talent of the Fate sphere, or any (enhance) talent from the Enhancement sphere that can be cast on a creature on herself and that has a duration greater than instantaneous. She can not include other creatures in this casting. She may use a talent she does not possess in this casting, provided she has all the prerequisites and she possesses the base sphere.
The sphere ability lasts for 1 minute without concentration and can not be extended beyond this, nor can they be sacrificed to activate other abilities (such as sacrificing an aegis to activate a succor ability). If an aegis is used, the shield of the gods spends 1 spell point less to create it (minimum: 0). Any other spell point costs must be paid normally. When cast this way, the shield of the gods may use her class level as her caster level. This stacks with other caster level sources normally.
The shield may use this ability once per day, plus an additional time every 3 levels after the 1st, up to a total of 7 times per day at 19th level.
This replaces judgement. Other class features that interact with judgment (such as true judgment) interact the same way with this ability.

Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp) At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Divination Sphere You can predict the future and gain information not available to the usual 5 senses.

Divination: Divine You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining.
When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + ½ the caster level.

Table: Aura Strength
Caster Level
Aura Strength
1-5
Faint
6-11
Moderate
12-20
Strong
20+
Overwhelming

A magical aura lingers after its original source dissipates (in the case of a spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Table: Lingering Aura
Original Strength
Duration of Lingering Aura
Faint
1d6 Rounds
Moderate
1d6 Minutes
Strong
1d6 x 10 Minutes
Overwhelming
1d6 Days

When using Spellcraft to identify the properties of a magic item, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Divination: Alternate Divinations If you possess certain other spheres, you may divine for information other than magical auras. These alternate divinations are detailed below.

Death: Detect Undead If you possess the Death sphere, you may divine for undead creatures. The strength of an undead aura is determined according to Chart: Undead.

Chart: Undead
HD Strength Lingering Aura Duration
1 or lower Faint 1d6 Rounds
2-4 Moderate 1d6 Minutes
5-10 Strong 1d6 x 10 Minutes
11 or higher Overwhelming 1d6 Days

Enhancement: Divine Enhancement Instead of using your divine ability to detect magic in general, instead you focus in on specifically what short-term effects creatures you have pinpointed are undergoing. If you possess the Enhancement sphere, you may divine all creatures you can see within range and determine which (if any) are benefiting from temporary bonuses, and the sources of the bonuses be they magical, alchemical, supernatural, etc.

Fate: Detect Loyalties If you possess the Fate sphere, you may divine the top three general things matter most to the creatures you can see within range. Examples of base loyalties may include but are not limited to: Country, Faith, Family, Power, and Self. Subcategories for base loyalties may also exist where appropriate such as Self (survival) or Self (perfection). While you do not learn specific details such as proper names of the associated loyalties, you do acquire the order in which the loyalties stand. Mindless creatures might have only 1 loyalty such as Self (survival), whereas creatures with low animal-like intelligence might only have 2 loyalties such as Family (pack) and Self (survival). Only the top three loyalties are revealed, even if they have more.

Fate: Divine Alignment If you possess the Fate sphere, you may divine for a specific part of the alignment spectrum: evil, good, lawful, or chaotic. The strength of these auras are determined according to Chart: Alignment.
Traps, poisons, and other potential perils have no alignment. Creatures with aligned intents (killing in anger, aiding those in need for their own sakes, etc.) may temporarily detect according to their actions.
Creature/Object
Aura Power





None
Faint
Moderate
Strong
Overwhelming
Aligned Creature1 (HD)
4 or lower
5-10
11-25
26-50
51 or higher
Aligned Undead (HD)
-
2 or lower
3-8
9-20
21 or higher
Aligned Outsider (HD)
-
1 or lower
2-4
5-10
11 or higher
Cleric or Paladin of an Aligned Deity2 (class levels)
-
1
2-4
5-10
11 or higher
Aligned Magic Item or Spell (Caster Level)
5 or lower
6-10
11-15
16-20
21 or higher
1 Except for Undead and Outsider, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Fate: Divine Fate If you possess the Fate sphere, you may divine the alignment auras of creatures you can see within medium range of you. Such creatures emit a colored aura depending upon what alignments or loyalties you share with them. Creatures that share the same moral alignment (Good/Neutral/Evil) emit a red aura. Creatures that share the same ethical alignment (Law/Neutral/Chaos) emit a blue aura. Creatures that share a primary base loyalty (see divine loyalties) emit a yellow aura. Creatures that share multiple colors have their colors combined, i.e. a creature that shares the primary base loyalty of family and the ethical alignment of chaos will emit a green aura. Creatures that share all three primary colors (Red, Blue, and Yellow) emit a glowing white aura. Refer to Chart: Divine Fate below for more information on how colored auras combine. Creatures that do not share any alignment or loyalties do not emit any aura that you can see.

Chart: Divine Fate
Primary Colors    Secondary/Combination Color
Blue and Red             Purple
Blue and Yellow         Green
Red and Yellow        Orange
Blue, Red, and Yellow     White

Illusion: Divine Illusions If you possess the Illusion Sphere, you may divine for illusions. This grants you a free Will save or Perception check (in the case of illusionary disguises or invisibility) against any illusions or invisibility within the area.

Mind: Divine Charm If you possess the Mind sphere, you may divine for the presence of charm, compulsion, possession, and mind sphere effects. You do not need to make a Knowledge (arcana) check to identify the school or sphere of these abilities.

Protection: Divine Protection If you possess the Protection sphere, you may divine all creatures you have pinpointed within range and determine which of those creatures have the lowest and highest armor class. Alternatively, you may divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes.

Divination: Sense As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.

Divination: Read Magic (sense) You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + ½ caster level).
Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.

Divination: Discern Individual (sense) You may spend a spell point to gain a sense granting an insight bonus to Monster Lore checks equal to ½ your caster level (minimum 1). You may make Monster Lore checks untrained.

Divination: Dowsing (divine) You may spend a spell point to divine the location of a creature or object within range. This may be a specific creature or object or a kind of creature or object, but either way you must have a clear mental image of the creature or object to divine for it (thus, you could not divine broadly for traps, creatures of a broad creature type, etc.). If divining for a kind of creature or object, you only locate the closest item of that kind. This method of using divine is not blocked by wood or stone, but is still blocked by lead.

Divination: Expanded Divinations Pick any three alternate divinations which you do not currently possess. You gain access to those alternate divinations as if you possessed the requisite spheres. If the alternate divination has an additional prerequisite such as the Nature sphere’s Divine Elements, you pick which one you gain access to upon acquiring it. This talent may be taken multiple times, each time you may pick three alternate divinations which you do not possess.

Divination: See Hazard (sense) You may spend a spell point to gain a free Perception check to notice traps and hazards when you are within 10 ft of them, be they mechanical (trip wires, dart throwers, etc.) magical (rune spells, sigils, etc.) or natural (quick sand, pit falls, etc.). This does not give you insight into disabling such traps or hazards.

Divination: Trapfinding (sense)
Prerequisites: Divination sphere, See Hazard, 1st caster level or higher.
You may spend a spell point to gain a special sense that lets you add ½ your caster level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). In addition, you may disable magical traps as a rogue.

Divine Magics: At 1st level, the shield of the gods receives a bonus magic talent of her choice from either the Enhancement, Fate, or Protection spheres.
This replaces track.

Enhancement Sphere You may place enhancements on creatures and objects, altering their properties.
Personal Magics You may only target yourself and your own equipment with your enhance ability. You cannot take the Ranged Enhancement talent, and any magic (except for the Bestow Intelligence, Lighten, and Animate Object talents) bestowed on an object ceases to function when wielded by another creature.

Enhancement: Enhance As a standard action, you may enhance a creature or object within Close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that doesn’t want to be enhanced (or an item in a creature’s possession that doesn’t want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. When you gain the enhancement sphere, you gain the following enhancement:

Enhancement: Enhance Equipment (enhance) You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed, to a total of +5 at 20th level. This does not stack with any enhancement bonus already possessed by the item.
Enhancement: Mental Enhancement (enhance) You may enhance creatures, granting them a +2 enhancement bonus to either their Intelligence, Wisdom, or Charisma scores. This increases to +4 at 7th caster level and +6 at 14th caster level.
Equipment: Expert Reloading Whenever you reload a ranged weapon with which you are proficient, you may decrease the required time; hand and light crossbows become free actions, heavy crossbows and one-handed firearms become move actions, and two-handed firearms become standard actions. If you possess the Crossbow Mastery feat, you do not provoke attacks of opportunity when reloading any crossbow. Associated Feat: Rapid Reload.

Equipment: Finesse Fighting You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add ½ your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.

Equipment: Rogue Weapon Training (discipline) You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

Expel Spirit (Su) At 1st level, an expulsionist receives Alignment Channel and Turn Undead as bonus feats. She can channel energy a number of times per day equal to 3 + her Charisma modifier as per a cleric with an effective level equal to her inquisitor level, but only to harm or turn evil outsiders or undead (treating all evil outsiders as undead creatures for the purpose of determining whether they can be affected by Turn Undead). She can take other feats that add to this ability, such as Extra Channel or Improved Channel, but not other feats that fundamentally alter this ability, such as Elemental Channel, and she cannot select Alignment Channel multiple times. The DC to save against this ability is equal to 10 + ½ the expulsionist’s inquisitor level + her Charisma modifier.
At 8th level, an expulsionist can expend one use of her channel energy ability to attempt to force a possessing creature from its host body. The expulsionist must make a melee touch attack against the possessed creature; if successful, the expulsionist deals damage to the possessing creature as if it were targeted by the expulsionist’s channel energy ability (regardless of the possessing creature’s creature type), and the possession effect ceases as the possessing creature is ejected from the host body. A successful Will save (DC = the expulsionist’s channel energy DC) halves the damage taken and negates the expulsion.
This ability replaces domain.

Expulsionist Lore (Ex) At 1st level, an expulsionist gains a bonus equal to ½ her inquisitor level (minimum +1) on skill checks to notice haunts and incorporeal creatures; on Knowledge (religion) checks to identify the abilities and weaknesses of haunts and incorporeal creatures; and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.
This ability replaces monster lore.

Fate Sphere You command cosmic forces including luck, destiny, and alignment.

Fate: Word As a standard action, you may invoke a word of power, affecting a single creature within Close range.
Some (word) talents (especially Align Object and Subvert Weapon, allow you to target objects. These, and any other (word) effects affecting objects, have the same range as any other words and Echoing Word allows you to affect multiple objects with them, up to the same number as the number of creatures you could affect with other words.
When you gain the Fate sphere, you gain the following word:

Fate: Hallow (word) You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.
The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.
Some Fate talents are marked (word). These talents grant you additional words.

Fate: Consecration As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:

Fate: Serendipity (consecration) You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Fate talents marked (consecration) grant you additional consecrations.

Fate: Atonement (word)
Prerequisites: Fate sphere, 10th caster level or higher.
You may act as an intermediary on behalf of your alignment. If you are connected to a deity or another source of power, you may also intercede on its behalf.
By spending 2 spell points, you may allow the target to change its alignment or make amends for indiscretions in one of the following ways:
Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.
Restore Class or Magic: A paladin, cleric, druid, or any other caster whose casting tradition dictates their power comes from an aligned source may lose their powers through indiscretions or alignment changes. You may use this ability to restore that character’s class levels or magic powers. Sometimes you or the deity you represent may require the target to undertake a quest, make a sacrifice, or perform some other action to prove its desire to atone before it can have its power restored in this fashion.
Redemption/Temptation: You grant the creature the chance to instantly change its own alignment to match yours. The target may freely choose whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. Unless specified by the GM, this cannot work on outsiders or any other creature incapable of changing its alignment naturally.
Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.

Fate: Bless (word) When you or one of your allies is making an attack roll, skill check, ability score check, or saving throw, you may spend a spell point as an immediate action to allow them to make the roll twice and take the highest roll. You must use this word before the roll in question is made.

Fate: Divine Force (consecration) You may fill an area with the influence of an alignment type you are connected to (good, evil, lawful, or chaotic). You must possess this alignment type. Creatures of that alignment’s opposite (good for evil, lawful for chaotic, etc.) within this area suffer one of the following detriments, chosen at random (Fortitude negates):
  1. blind 1 round
  2. deaf 2d4 rounds
  3. staggered 1d4 round
  4. sickened 1d4 round
  5. dazed 1 round
  6. shaken 1d4 round
As this power is cosmic in origin, it can affect undead, even though undead are usually immune to some of these conditions. If you are True Neutral, you may choose neutrality with this consecration, in which case all creatures at the extremes of the alignment spectrum (Lawful Good, Lawful Evil, Chaotic Good, and Chaotic Evil) suffer the ill effects. This is an instantaneous effect.

Fate: Divine Pressure (consecration) You may spend a spell point to fill an area with an enduring presence of an alignment type you are connected to (chaotic, evil, good, or lawful). Choose an end of the alignment spectrum (chaotic, evil, good, or lawful) and one of the following: deafened, exhausted, or sickened.
You must choose an alignment that you possess. Any creature of the opposed alignment (evil for good, lawful for chaotic, etc.) who enters or begins their turn inside the consecration must make a Fortitude saving throw or suffer the chosen status ailment until they leave the area of the consecration or the consecration ends. As this power is cosmic in origin, it can affect undead and constructs, even though they are usually immune to effects requiring a Fortitude saving throw. If you are true neutral, you may choose neutrality with this consecration, in which case all creatures at the extremes of the alignment spectrum (chaotic evil, chaotic good, lawful evil, and lawful good) suffer the ill effects.
You must concentrate to maintain this consecration. You may always spend an additional spell point as a free action to allow this consecration to continue for 1 minute per caster level without concentration.

Fate: Geas (curse)
Prerequisites: Fate sphere, 10th caster level or higher.
You may spend 2 spell points and 10 minutes to place a geas on a touched target with fewer hit dice than your caster level. A geas is a magical command that compels the target to carry out some service or to refrain from some action or course of activity, as declared when the geas is placed. The target is allowed a Will save to negate this effect. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the geas remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions.
If the subject is prevented from obeying the geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.
A geas cannot be dispelled, but it may be broken through the Break Enchantment Life talent, as well spells such as break enchantment, limited wish, remove curse, miracle, or wish. You may remove a geas that you placed on a target as a standard action.

Fate: Greater Geas
Prerequisites: Fate sphere, Geas, 10th caster level or higher
Your geas becomes more powerful. Targets of your geas no longer gain a saving throw against the effect, and you may target any creature, not only those with fewer hit dice than your caster level. In addition, the geas can only be broken through the Break Enchantment Life talent or the remove curse or break enchantment spells if the target’s caster level is at least two higher than yours. Limited wish, miracle, and wish may still remove a geas.

Fate: Judgment (consecration) You may spend a spell point to create a consecration that dictates the actions of all creatures within its area of effect. When you create this consecration, you must declare a course of action that is at most one sentence long and whether this action is to be avoided or emulated. Example judgments include “No one can attack”, “everyone must trade fairly”, etc. If your judgment would cause a creature to attack itself or perform another obviously suicidal action, they are immune to that judgment. For as long as you maintain this consecration, all creatures within this area must obey this judgement. Each individual creature is allowed a Will save to negate this requirement and allow itself to act normally. If a creature succeeds at their saving throw, they become immune to that judgment for the rest of its duration. You must always follow your own judgment. You must concentrate to maintain this consecration, to maximum of 1 minute per caster level. You may always spend a spell point as a free action to allow this consecration to continue for 1 minute per caster level without concentration.

Fate: Perfect (word) You may spend a spell point to place a word on a creature that enhances its existing strengths. Choose an ability score. The target gains a +1 bonus to ability checks and skill checks based on that ability score. In addition, the target is granted a benefit for the chosen ability score as detailed below.
Ability Score
Bonus
Strength
The target does not provoke attacks of opportunity when performing a bull rush, overrun, or trip maneuver. If the target can already perform one of these combat maneuvers without provoking an attack of opportunity, they instead gain a +2 bonus to CMB checks to perform that maneuver. This bonus increases by +1 for every 4 caster levels
Dexterity
The target gains a +10 ft. bonus to all movement speeds and whenever they move the first square is not considered threatened by any enemy. This bonus increases by +5 ft. for every 5 caster levels.
Constitution
The target gains 1 temporary hp each round, plus 1 temporary hp for every 5 caster levels. Each round the new temporary hp replaces the previous round’s.
Intelligence
The target treats all untrained skills as though they had one skill rank in them, and gains a +2 bonus bonus to all trained skills. This bonus increases by +1 for every 5 caster levels
Wisdom
The target can make either a Perception or Sense Motive check as a free action once per round and gains a +1 bonus to initiative checks. This bonus increases by +1 for every 5 caster levels
Charisma
The target may use Intimidate to demoralize as a swift action (or a free action once per round if they can already do so as a swift action) and attempt to influence a creature’s attitude using Diplomacy in 1 round by taking a -10 penalty.
This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.

Flexible Truth 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 + ½ 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.

Focus Casting Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + ½ the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

Gladiator Sphere Practitioners of the Gladiator sphere are experts at fighting with flair and style in order to manipulate the emotions and actions of their enemies, their allies, or the crowd. The gladiator understands that winning is a mental game; if you can convince your enemy that you should be feared, the battle is half-finished already. When you gain the Gladiator sphere, you gain 5 ranks in the Intimidate skill, plus 5 ranks per additional talent spent in the Gladiator sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in Intimidate you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Gladiator: Boast As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be effected. Boasts have a range of close (25 ft. + 5 ft. per 2 ranks in Intimidate you possess). When you gain the Gladiator sphere, you learn the following boast:

Gladiator: Prowess (boast) You may roll the next weapon attack you make before the end of your next turn twice and take the better result.

Gladiator: Demoralization Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor. When you gain the Gladiator sphere, you learn the following (demoralization) ability:

Gladiator: Strike Fear (demoralization) As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus. Associated Feat: Dazzling Display.

Gladiator: Fan Favorite You may perform a boast as a free action even when it is not your turn whenever you succeed on a saving throw against an effect originating from a hostile creature.

Gladiator: Inspiring Pose (boast) One allied creature within range may make a new saving throw against any 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. For every 4 ranks in Intimidate you possess, you may affect an additional ally. Failing this additional save does not progress the effects of poisons, diseases, or similar effects that are normally incurred on a failed save.

Gladiator: Self Confidence You may perform a boast as a standard action to recover your martial focus. Doing so does not require the normal triggering condition for a boast.

Guardian Sphere Guardians specialize in protecting their allies and drawing the ire of their enemies.
You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.
Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn.
In addition, choose one of the following packages: (chosen: Patrol)

Guardian: Patrol As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. Associated Feat: Combat Patrol.
Talents with the (zone) tag grant additional effects to this ability. Each patrol may only benefit from one (zone) talent.

Guardian: Defend Other When an ally within your threatened area is the target of an attack roll, you may spend an immediate action to grant them a competence bonus to their armor class equal to 1/2 your base attack bonus (rounded down, minimum +1) against that attack. If this attack would still hit, you may choose to take the damage in your ally’s place.
If you possess the (patrol) package, when using this talent you may move to put the ally within your reach (with the normal limits for moving as part of your patrol) as part of activating this talent.

Master of Disguise (Ex) 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.

Method Acting Every non-base persona a troubadour possesses possesses 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.

Performer’s Synergy (Ex) 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 increase by 1 at 5th level and every 4 levels thereafter.

Personas (Ex) 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.

The Witch Raider has “master detective”, “holy purifier”, and “vindicator” as personas prepared, but may spend 1 minute to replace a prepared persona with a new one. The character can switch between prepared personas once each round as a free action. Attempts to gather information or scry on a persona that the character is not currently using fails.
- LG male Half-Elf Master Detective (Cunning Servant/Scoundrel tropes)
Inspiration (8 points, +1d4)
Sneak attack +4d6
Quirks: applied engineering, expanded inspiration, rogue talent (canny observer), underworld inspiration

- NG male Half-Elf Holy Purifier (Hero/Mentor trope)
Base Atk 9 (16 total)
Caster Level 9 (16 total)
Quirks: divine nature, greater divine nature (Reformation inquisition, DC 21, 7/day), magic training x2 (Fallen Fey sphere, Fairy Flight), martial prowess (Weapon Specialization [bastard sword])
Inspired Rhetoric (Ex): You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (oratory) checks. Perform (oratory) is an inquisitor class skill for you.
Blessed Correction (Ex): At 4th level, when you make a Diplomacy, Intimidate, or Perform (oratory) check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.
Awaken Discontent (Su): At 8th level, you can deliver a stirring speech condemning the mistakes of those in power and calling for reform, causing the target of your rhetoric to be affected by charm person with a caster level equal to your inquisitor level and a save DC of 10 + ½ your inquisitor level + your Wisdom modifier. You may use this ability a number of times per day equal to your Wisdom modifier.

- LG male Half-Elf Vindicator (Cunning Servant/Hero tropes)
Base Atk 9 (16 total)
Inspiration (8 points, +1d4)
Quirks: heroic surge +9, martial prowess (Weapon Specialization [bastard sword]), applied engineering, resolute +4

Protection Sphere You are a user of the magics of preservation.

Aligned Protection Choose an end of the alignment spectrum that you possess (good, evil, lawful, or chaotic). Your wards and aegis only provide protection against creatures of the opposite alignment (evil for good, lawful for chaotic, etc.). Creatures who possess your selected alignment or are neutral (those who possess neither your selected alignment nor its opposite) are not stopped by your barriers, hindered by your wards, and your aegis provides no protection against attacks that originate from those creatures.

Protection: Ward As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:

Protection: Barrier (ward) You may create a ward that creates a mostly-transparent wall at its perimeter, stopping attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks).
Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + ½ your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side. If you maintain your barrier through concentration, its HP is renewed each round on your turn.
Unless explicitly stated otherwise, barriers created with the Protection sphere are transparent force effects and block line of effect, but do not block line of sight or teleportation. Barriers can grant cover, but not concealment (unless explicitly stated otherwise).

Protection: Aegis As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis.
Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.
You gain the following aegis when you gain the Protection sphere:

Protection: Deflection (aegis) You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.
Protection: Repel Evil (ward) You may create a ward that repels creatures of one end of the alignment spectrum (good, evil, lawful, chaotic), chosen by you when this ward is created. All creatures of that alignment cannot cross the edge of this ward unless they succeed at a Will save. Once a creature has succeeded at this Will save, they may cross the barrier without trouble and are immune to your repel ward for 24 hours. If a creature is already within this warded area when it is created, or if the ward is moved into their space, they instantly become immune to the ward, as if they had succeeded at their saving throw. You cannot repel an alignment that you yourself possess.

Quick Change (Ex) 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.

Scout Sphere Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scout sphere gain the following ability:

Scout: Scout As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

Scout: Deadly Strike Whenever you initiate an attack against a creature while they are unaware of your presence due to your use of Stealth, you deal additional precision damage to the target equal to ½ your ranks in Stealth (minimum 1) with your first attack. If you have successfully used the scout ability to identify the target’s weaknesses, you instead deal additional precision damage equal to your ranks in Stealth.

Scout: Discern Illusions As long as you have martial focus, you gain a bonus to all Will saves against illusions (including glamers, figments, and any effects created by the illusion school or the Illusion sphere) equal to ½ your ranks in Perception (minimum 1). As a swift action, you can expend martial focus to share this bonus with all allies within 30 ft. for a number of rounds equal to your practitioner modifier.

Scout: Discern Tells You gain a competence bonus to your Sense Motive checks equal to 1/2 your ranks in Perception (minimum 1) against any creature you have successfully scouted. Training in this talent allows you to use Sense Motive to resist a Bluff attempt to feint if desired, even if you are not trained in Sense Motive.

Scout: Great Senses You gain 5 ranks in the Perception skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Perception skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Second Shield (Ex) At 8th level, whenever a shield of the gods uses her covenant with the gods, she may gain two sphere abilities and use both of them on herself. This only consumes one use of her covenant with the gods ability.
This replaces second judgment.

Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

Spirit Sleuth (Ex) At 5th level, upon interacting with a rejuvenating undead (such as a ghost) or haunt for the first time (such as by attacking the ghost or channeling energy to damage the haunt), an expulsionist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit of haunt (DC = 20 + the target’s CR).
This ability replaces discern lies.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to ½ her inquisitor level (minimum +1).

Superior Actor 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.

Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.

Cinder, Wyrgrove Faerie Dragon Cohort Sphere Sorcerer 13
A pair of brightly colored butterfly wings sprouts from the back of this miniature dragon.
CG Tiny dragon
Init +9; Senses darkvision 60 ft., low-light vision; Perception +18

Defense
AC 25, touch 17, flat-footed 20 (+6 armor, +4 Dex, +1 dodge, +2 natural, +2 size)
hp 109 (3d12+13d6+45)
Fort +9, Ref +11, Will +13
Immune paralysis, sleep; SR 13

Offense
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +16 (1d3)
Space 2-½ ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 15 negates, usable every 1d4 rounds), laughing touch 8/day (DC 21)

Magic
Caster Level 16; MSB +16, MSD 27, Concentration +21
Tradition Fey Magic (Drawbacks: Somatic Casting (2), Wild Magic, Emotional Casting; Boons: Easy Focus, Overcharge); CAM Cha
Spell Points 32
Fallen Fey Sphere - DC 23; Duration 1 minute/level; Range none; Talents Beckoning Call, Fairy Dust, Misplacement, Spores; Drawbacks Cold Iron Allergy
- Fey-Link
- Fey Blessing (Nature-Connection [forest], Beckoning Call, Fairy Dust, Misplacement, Spores)
Illusion Sphere - DC 24; Duration Concentration (max 1 minute/CL) or 1 minute/level (Tricks); Range Close (65 ft); Talents Blur, Deceive Dweomer, Distracting Phantoms, Illusionary Disguise, Illusionary Sound, Invisibility, Lingering Illusion, Mage Feint, Manipulate Aura, Overwhelming Sensations, Silence; Drawbacks none
- Illusion (Deceive Dweomer, Illusionary Disguise, Illusionary Sound, Invisibility, Silence)
- Trick: Alter (Blur, Deceive Dweomer, Invisibility, Manipulate Aura)
- Trick: Effects (Distracting Phantoms, Illusionary Sound)
- Lingering Illusion
- Mage Feint
- Overwhelming Sensations
Mind Sphere - DC 25; Duration none; Range Close (65 ft); Talents Enthrall; Drawbacks none
- Suggestion (Lesser, Greater)
- Enthrall (Lesser, Greater)

Statistics
Str 11, Dex 19, Con 14, Int 20, Wis 14, Cha 20
Base Atk +9; CMB +11; CMD 21 (25 vs. trip)
Feats Ability Focus (breath weapon), Acrobatic, Cantrips*, Dodge, Extra Combat Talent (Unarmored Training), Improved Initiative*, Mobility, Skill Focus* (Knowledge/Nature), Sphere Focus (Illusion), Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +19 (+11 when jumping), Bluff +21, Diplomacy +21, Fly +25, Knowledge (nature) +27, Perception +18, Sense Motive +18, Stealth +28, Swim +24, Use Magic Device +21
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
SQ bloodline (fey), bloodline arcana, fleeting glance 9 rounds/day, woodland stride

Special Abilities

Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.

Fallen Fey Sphere

Cold Iron Allergy When a creature (including yourself) under the effects of your fey-link takes damage from a cold iron weapon, you must succeed on a concentration check with a DC equal to 10 + half the damage dealt or have the fey-link end immediately.

Fey-Link As a swift action, you may change your creature type to fey for 1 minute per caster level. You are treated as a fey and no longer count as your previous creature type for all purposes including spells, magic items, etc. You still possess any subtypes you previously possessed (thus, an elf using this ability would change from a humanoid with the elf subtype to a fey with the elf subtype).
Whenever fey-link is active, you may spend 1 spell point as a free action to gain the benefits of a fey-blessing until the end of the fey-link. There are no limit to the number of fey-blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the fey-link. Renewing a fey-link does not increase the duration of a fey-blessing, and ends all fey-blessings you currently possess.
When you gain the Fallen Fey sphere, you gain the following fey-blessing:

Fallen Fey: Nature-Connection (fey-blessing) You gain a +1 bonus on initiative checks and Knowledge (geography), Survival, Stealth, and Perception skill checks made within one terrain of your choice (chosen when this fey-blessing is cast). This bonus increases by +1 for every 5 caster levels you possess. Consult the ranger list of favored terrains to see potential terrain types. You may gain this fey-blessing multiple times, gaining this bonus in a different terrain each time.
Magic talents marked as (fey-blessing) grant additional fey-blessings.
Some (fey-blessing) talents have the polymorph descriptor. A creature may be under multiple of these fey-blessings at one time if they are from the same source.

Fallen Fey: Beckoning Call (fey-blessing) You gain the ability to, as a standard action, sing, speak, or dance in such a manner as to cause any creature of one non-fey specific form of creature (humans, rats, orcs, birds, etc., chosen when this fey blessing is activated) within 60 ft. who can see and hear you to become fascinated with you (Will negates). A creature that successfully saves cannot be targeted with your beckoning call for 24 hours. If a creature fails its saving throw, it approaches to sit before you, and follows you if you move, so long as you take a standard action each round to maintain the effect. As normal, fascinated creatures suffer a -4 penalty to Perception, but cease to be fascinated if attacked or approached with an obviously hostile intent, such as someone drawing a weapon. This is a mind-affecting effect.

Fallen Fey: Fairy Dust (fey-blessing) By activating this fey-blessing, you gain a pouch of fairy dust. This pouch has hardness 5 and 5 hit points per caster level. The pouch is weightless and may not be used to hold anything other than the fairy dust it contains. If the pouch is destroyed, this fey-blessing ends. Destroying the pouch fills a 10-ft. radius with the chosen fairy dust, affecting all creatures in the area, including the caster. A successful saving throw against any effect that allows it grants the affected creature immunity to that effect from that caster for 24 hours. You gain knowledge of two types of fairy dust when you gain this talent; you may activate any one type of dust that you know when activating this fey-blessing. Choose from the following options:

Amnesia Affected creatures must succeed on a Will save or forget the past minute. This otherwise functions as the Amnesia talent of the Mind sphere. You must spend an additional spell point for this option.

Charm Affected creatures must succeed on a Will save or have its disposition toward you increase by 1 step to a maximum of friendly for 1 minute.
Bleed Affected creatures must succeed on a Fortitude save or bleed profusely when wounded. The next time the creature takes hit point damage, it begins taking bleed damage equal to your caster level. These bleed damage may be stopped by a DC 15 Heal check or by receiving any amount of healing. If this dust is applied to a weapon, the weapon attack triggers the bleed damage.

Blind Affected creatures must succeed on a Reflex save or treat all other creatures as having concealment for 1 round per caster level.

Fear Affected creatures must succeed on a Will save or be shaken for 1 round per caster level. You may spend an additional spell point as part of activating the fey-blessing to instead have affected creatures be frightened for 1 round per caster level on a failed save and shaken for 1 round on a successful save.

Glitter For 1 round per caster level, affected creatures take a penalty to Stealth equal to caster level and do not gain concealment from any effect that provides invisibility.

Poison Affected creatures must succeed on a Fortitude save or suffer from itching poison, being compelled to scratch at the wound for 1 round (treat this as being dazed) and taking 1d2 Strength damage per round for 1 minute or until they succeed on a Fortitude save. You must spend an additional spell point for this option.

Sleep Affected creatures must succeed on a Will save or fall asleep for 1 round per caster level. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). You must spend an additional spell point for this option.

As a standard action, you may fill a 5-ft. cube within close range with the dust, affecting any creature in that space. As a move action, you may apply fairy dust to a weapon, natural weapon, or piece of ammunition, or to a number of weapons or pieces of ammunition equal to your casting ability modifier (minimum 2) as a standard action. A creature that is struck by the weapon within 1 round per caster level of it being so treated suffers from the effects of the dust. You may chose to end this fey-blessing early, drawing and throwing the pouch to create a 20-ft. radius spread of fairy dust within close range, affecting all creatures within the area.
The duration of multiple applications of dust stack. The pouch replenishes itself as a free action for the duration of the fey-blessing, then disappears when it ends. You may have multiple instances of this fey-blessing active at once; select a different option you know for each. Each instance creates a separate pouch. You may select this talent multiple times; each time you gain two more types of fairy dust. If the pouch is not in your possession at the start of your turn, you can summon it to yourself as a move action as long as you have line of sight to it.

Fallen Fey: Spores (fey-blessing)You may activate the following abilities as fey-blessings:

Anxiety Spores As a swift action or move action, you may coat a weapon, piece of ammunition, or natural weapon you possess with anxiety spores. You may coat those of a willing ally as a move action. The next time that the coated weapon (or piece of ammunition) is used to deal damage to a creature, that creature must succeed on a Fortitude save or be infested with the spores.

Anxiety Spores: Disease—injury; save Fort DC (sphere DC); onset 1 round; frequency 1/minute; effect cumulative –1 penalty on saving throws against emotion and fear effects (maximum –5); cure 2 consecutive saves

As a standard action, you can spend a spell point to cause mushrooms to erupt from any creature within close range already infected with its anxiety spores. The targeted creature takes 1d2 points of Charisma damage (Fortitude negates) as the growing spores siphon away its emotions. This damage increases by one die size for every 4 caster levels (1d3, 1d4, 1d6, 1d8, etc.). If the affected creature is currently shaken, frightened, or panicked, any creature within 10 ft. gains the same condition for 1d4 rounds (Will save negates). This is a mind-affecting fear effect.

Fungal Snare You may create and hurl a fungal mass up to 30 ft. as a standard action, which explodes in a mass of sticky filaments with a radius of 5 ft. + 5 ft. per 7 caster levels. Once you do so, you may not use this ability again for 1d4 rounds. All creatures within this area must succeed on a Reflex save or be entangled and unable to move. Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the effect’s save DC. Additionally, the area counts as difficult terrain for 1 minute per caster level. The filaments may be destroyed by dealing 3 damage per caster level; doing so if sufficient to clear a single 5-ft. square. The filaments have vulnerability to fire.

Fey Bloodline The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.
Class Skill: Knowledge (nature).
Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2.
Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Illusion Sphere You may craft images and impressions of things that aren’t there. Illusion sphere abilities have a range of Close and do not allow spell resistance unless placed on a creature with resistance (Such as with the Illusionary Disguise talent). Unwilling targets are allowed a Will save to resist an illusion or trick being placed upon them. An illusion may shed as much normal light as a torch and may cast a shadow.

Illusion: Trick As a standard action, you may create small, simple illusions called tricks, which persist for 1 minute per level or until dismissed.

Illusion: Trick: Effects You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent).
Illusion: Trick: Alter You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.

Illusion: Illusion (sensory: sight) As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires.

Table: Illusion Maximum Size
Caster Level    Illusion Maximum Size    Maximum Size in cubes
1st    Medium    5 ft cube
3rd    Large    10 ft cube
5th    Huge    15 ft cube
8th    Gargantuan    20 ft cube
11th    Colossal    30 ft cube
15th    Colossal+    40 ft cube
20th    Colossal++    50 ft cube
25th    Colossal+++    60 ft cube
Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.
You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.

Table: Example Illusions
Example of Illusion    Required Talents
An illusionary wall    Base sphere only
A glen full of trees    Complex Illusion
A warrior blocking the target's way    Illusionary Sound, Illusionary Touch (to engage in combat w/ target)
A table laden with food    Illusionary Odor, Illusionary Touch (to be consumed by target)
A room filled with fire    Illusionary Sound, Illusionary Touch
An army of orcs chasing the target    Illusionary Sound, Complex Illusion, Illusionary Touch (to engage in combat w/ target)
If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + ½ your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.

Illusion: Blur (figment, glamer) As a trick you may designate a single 5-ft. cube as distorting to perception. This distortion lasts for one round per caster level. Any effect originating from a source whose line of sight crosses this area incurs a 20% miss chance + 5% per caster level (maximum 50%) due to concealment. Any creature may make a Will save to ignore this miss chance for 1 round. You may only have one such disruption at a time. Using this trick a second time immediately end the duration of the previous casting of this trick.
As an illusion you may create a distorting figment. This creates a figment version of the distortion created by the trick.
As an illusion you may create a distorting glamer. This functions in all other ways as the trick except it does not allow for a Will save to ignore the miss chance and has the duration of a standard illusion.
Stacking Miss Chance: There are several sources that potentially cause an attack to automatically miss that stack. Rolling percentile three or more times for each attack against a well-prepared target can definitely slow down combat. Alternatively, when calculating multiple miss chances from separate sources, a single roll will suffice to produce the same probability of a miss.
Greatest counts for full. Second-highest counts for ½. Third-highest counts for ¼. Fourth-highest counts for ⅛. And so on, rounded down to the nearest 5%.
When using this method, the miss chance may become greater than 50%, but should never be allowed to be higher than 95%. For additional effects that depend on the source (such as determining if a decoy was destroyed), roll an additional die to randomly select what effect ultimately caused the attack to miss.

Illusion: Deceive Dweomer
Prerequisites: Manipulate Aura, 1st caster level or higher.
As a trick, you may add half your caster level as an enhancement bonus to Use Magic Device checks to emulate a race, class feature, ability score or alignment. This bonus lasts for 1 minute.
You may now use the manipulate aura trick to add, modify or conceal auras of alignment, race, creature type, level or any other descriptor that may be detected or discerned by a spell or sphere effect.

Illusion: Distracting Phantoms (figment) As a trick you may designate a 5 ft. cube within your illusion range as a flanking partner for you and your allies. This partner remains for one round per caster level. You may only have one phantasmal flanking partner at a time. Creating a new cube causes the previous one to immediately dissipate.
As a trick you may use the aid another action on attack or defense within range of your illusions. Instead of an attack roll the target is allowed a Will save to ignore this effect. Your figments count as flanking partners with reach appropriate for their size against all creatures that have failed their Will save to disbelieve.

Illusion; Illusionary Disguise (glamer) You may attach an illusion directly onto a creature or object, making it appear as something or someone else entirely. This grants a +10 circumstance bonus to Disguise checks. Targets who interact with the disguise receive a Will save to disbelieve, and some actions can simply give the disguise away. (For example, touching a target disguised as a different size category, or seeing a creature disguised as an inanimate object move.)

Illusion: Inspire Doubt (figment) Anyone who successfully saves against your figments takes a -1 penalty to all saving throws and MSD against your other sphere effects and abilities for the next minute or until they attempt a save against one of your sphere effects. This penalty increases by an additional one per 5 caster levels you possess.

Illusion: Illusionary Sound (sensory: sound) You may add whatever sounds you desire to an illusion. You cannot make more sound than four normal humans per caster level could make. (A horde of rats running and squeaking is equal to eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans.)
As a trick, you may create effects of non-specific noises (feet marching, laughing and muttering of a party) or throw your voice, making it appear as if it comes from somewhere else within your range. Targets are allowed a Will save as usual to disbelieve these sounds, or recognize your voice is not actually coming from where it appears to be.

Illusion: Invisibility (glamer) You may make things disappear. As a trick, you may add ½ your caster level to Sleight of Hand checks made to palm a small object or hide a light weapon.
You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square. Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.
Illusion: Lingering Illusion When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond Medium range of where it was placed. Giving an illusion a new series of programmed activities is a move action.

Illusion: Mage Feint As a trick you may aid another on any target within your illusion range with attack or defense.
As a trick you may force a target to make a Will save or lose their Dexterity bonus to armor class until their turn. This trick is treated as a feint for feats, talents, and effects that trigger off of a feint.
As a trick you may create a harmless sensory disruption around a target. The target must make a Will save or this triggers any readied actions the target may have regardless of their actual trigger.
You may spend a spell point to use any of these tricks as a swift action.
Illusion: Manipulate Aura (sensory: magic) As a trick, you may change a creature or object’s magical aura to appear to be non-magical, or to appear as a magic item you specify, or as if under the effects of a spell or sphere ability you specify for up to 1 day per caster level. A target examining this aura through detection magic is allowed a Will save to see through the trick, but on a failure believes the aura and does not detect this trick. Artifacts are too powerful to have their auras hidden or altered in this manner.

Illusion: Overwhelming Sensations As a trick you may force a target to make a Will save or suffer extreme sensation for one round per two caster levels (minimum 1). Select one of the following effects based on what sensory talents you possess.

Sense    Effect
Magic    Treat your caster level as 5 higher when creating, but not concealing or modifying, auras using the Manipulate Aura trick.
Odor    Sickened
Sight    Dazzled, this becomes staggered for 1 round if the target is already dazzled.
Sound    Shaken, this becomes frightened for 1 round if the target is already shaken.
Touch    Fatigued
Illusion: Silence (figment) (glamer) (suppression) You may place an illusion on a creature or in an area that negates sound. The creature (or creatures standing in the area of effect) makes no noise, and cannot perform verbal components of any skill or magic. Creatures in an area of silence are immune to sonic or language-based attacks, spells, and effects, and gain a +4 bonus to Stealth checks.
Mind Sphere You gain the ability to alter the minds of others, causing them to act as you see fit. All mind sphere abilities are Enchantment (compulsion) mind-affecting abilities.

Mind: Charm You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.
When you gain the Mind sphere, you gain the following charm:

Mind: Suggestion (charm) You may plant thoughts into a target’s mind.
Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

Enthrall (charm) You cause a creature to regard you as its friend. If you or your allies are attacking or threatening the creature, they gain a +5 bonus to their saving throw against this charm. A DC 25 Sense Motive check reveals the target of this charm has been enchanted. This is an enchantment (charm) effect instead of an enchantment (compulsion) effect.
Lesser Charm: You increase the target’s disposition toward you by 1 step to a maximum of friendly for 1 minute per caster level (Will negates).
Greater Charm: You increase the target’s disposition toward you to friendly for 1 minute per caster level (Will negates). You may make requests of the target, but asking it to do anything it would not normally do requires an opposed Charisma check, and it never obeys requests that are obviously fatal or against its nature, although the target may be convinced dangerous things are worth doing.

Prestidigitator A wyrgrove faerie dragon gains Cantrips as a bonus feat.

Sorcerous Blood: The sphere sorcerer gains 1 additional spell point for every sorcerer level gained.
This replaces all bloodline spells.

Spell Points A wyrgrove faerie dragon gains a small reservoir of energy that it can call upon to create wondrous effects, called a spell pool. This pool contains a number of spell points equal to ½ its racial HD + its Charisma modifier.

Spheres and Talents A wyrgrove faerie dragon uses sphere and talent abilities as a High caster, with a caster level and a number of talents equal to its racial HD. Wyrgrove faerie dragons do not naturally possess a casting tradition, but they may gain one if they gain class levels in a casting class.

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