domenica 21 aprile 2019

The Witch Raider, Level 5

Fifth part of the build!
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The Witch Raider (Inquisitor/Troubadour) CR 5
Half-elf inquisitor (Expulsionist, Shield of the Gods, Soldier of the Gods) 3/troubadour 2
NG Medium humanoid (elf, human)/outsider (native)
Init +5; Senses low-light vision, Perception +13

Defense
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 31 (5d8+5)
Fort +5, Ref +7, Will +9. +2 racial bonus against enchantment spells and effects; +1 morale bonus when in his base persona.
Defensive Abilities covenant with the gods 1/day, performer’s synergy +1; Immune sleep

Offense
Speed 30 ft.
Melee mwk rapier +6 (1d6, 18-20), mwk whip +6 (1d3, nonlethal), +1 bastard sword one-handed +6 (1d10, 19-20), or +1 bastard sword two-handed +4 (1d10,19-20)
Ranged mwk hand crossbow +6 (1d4, 19-20)
Special Attacks channel energy 5/day (2d6, DC 13; harm or turn undead or evil outsiders only)
Spell-Like Abilities (CL 3rd; concentration +5)
At will- detect chaos, detect evil, detect good, detect law

Magic
Caster Level 3; MSB +5, MSD 16, Concentration +8
Tradition Inquisitor (Drawbacks: Verbal Casting, Focus Casting, Somatic Casting); CAM Wis
Spell Points 11
Divination Sphere - DC 14; Duration Divine (Concentration), Sense (3 Hours); Range Medium (130 ft); Talents Discern Individual (Bonus: Detect Loyalties, Divine Alignment, Divine Fate, Divine Protection, Divine Enhancement); Drawbacks none
- Divine (Divine, Detect Loyalties, Divine Alignment, Divine Fate, Divine Protection, Divine Enhancement)
- Sense (Read Magic, Discern Individual)
Enhancement Sphere - DC 14; Duration Concentration or 3 minutes; Range Self; Talents Mental Enhancement +2; Drawbacks Personal Magics
- Enhance (Enhance Equipment +1, Mental Enhancement +2)
Fate Sphere - DC 14; Duration Concentration or 1 min/level; Range Consecration (20 ft.), Word (30 ft.); Talents Divine Force (good); Drawbacks none
- Consecration (Serendipity, Divine Force)
- Word (Hallow)
Protection Sphere - DC 14; Duration Aegis (3 hours), Ward (Concentration; 3 rounds); Range Aegis (touch), Ward (up to 25 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 14, Talents Expert Reloading, Finesse Fighting, Rogue Weapon Training
- expert reloading (decrease a crossbow’s reloading time)
- finesse fighting (add your Dex bonus to attacks 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. +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person)
Gladiator sphere- DC 14, Talents Inspiring Pose, 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.)
Scout sphere - DC 14, Talents Deadly Strike, Drawbacks none
- scout (swift action, identify creature's weaknesses)
- deadly strike (deal more damage with first attack to creatures unaware of your presence)

Statistics
Str 10, Dex 14, Con 12, Int 13, Wis 17, Cha 14
Base Atk +3; CMB +3; CMD 15
Traits Mediator, Schooled Inquisitor
Feats Alignment Channel*, Fast Learner, Mystic Focus, Planar Heritage (aasimar), Skill Focus* (Heal), Turn Undead*
Skills Diplomacy +11, Heal +14, Intimidate +11, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (planes) +9/+11, Knowledge (religion) +9/+10/+11, Perception +11, Sense Motive +12/+13, Stealth +10/+15
Languages Common, Elven, Sylvan
SQ actor training (lost in the crowd +5), cunning initiative, divine magics, expel spirit, expulsionist lore +1, master of disguise +5, method acting, personas (cunning servant, mentor), quick change 1/day, stern gaze +1
Gear +1 bastard sword (2,335 gp), shield of close calls (1,575 gp), effortless lace (2,500 gp), inquisitor’s kit (30 gp), +1 studded leather armor (1,175 gp), mwk hand crossbow (400 gp) with 20 bolts (2 gp), 20 incendiary bolts (10 gp) and one splitting bolt (346 gp), mwk rapier (320 gp), ring of resistance +1 (1,500 gp), mwk whip (301 gp), 6 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: 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.

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 + 1/2 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.

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

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.

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 + ½ 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 + 1/2 the expulsionist’s inquisitor level + her Charisma modifier.
This ability replaces domain.

Expulsionist Lore (Ex) At 1st level, an expulsionist gains a bonus equal to 1/2 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: 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.

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 + 1/2 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: 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.

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” and “holy purifier” as personas prepared, but may spend 10 minutes 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 persona that the character is not currently using fails.
- LG male Half-Elf Master Detective (Cunning Servant trope)
Inspiration (2 points, +1d4)
- NG male Half-Elf Holy Purifier (Mentor trope)
Caster Level 2 (4 total)

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.

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.

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).

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.

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