domenica 12 maggio 2019

The Witch Raider, Level 10

Here’s another level, a little late!
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The Witch Raider (Inquisitor/Troubadour) CR 10
Half-elf inquisitor (Expulsionist, Shield of the Gods, Soldier of the Gods) 5/troubadour 5
NG Medium humanoid (elf, human)/outsider (native)
Init +7; Senses low-light vision, Perception +19

Defense
AC 23, touch 13, flat-footed 20 (+6 armor, +3 Dex, +4 shield)
hp 68 (10d8+20)
Fort +9 (+12), Ref +10, Will +13. +2 racial bonus against enchantment spells and effects. +2 morale bonus when in his base persona.
Defensive Abilities covenant with the gods 2/day, flexible truth (DC 17), performer’s synergy +2; Immune sleep

Offense
Speed 30 ft.
Melee mwk whip +10/+5 (1d3+3, nonlethal), +2 bastard sword one-handed +12/+7 (1d10+5, 19-20), or +2 bastard sword two-handed +9/+4 (1d10+2,19-20)
Ranged +1 hand crossbow +10 (1d4+1, 19-20)
Special Attacks bane 5 rounds/day, channel energy 6/day (3d6, DC 15; harm or turn undead or evil outsiders only)
Spell-Like Abilities (CL 5th; concentration +8)
At will- detect chaos, detect evil, detect good, detect law

Magic
Caster Level 5; MSB +10, MSD 21, Concentration +14
Tradition Inquisitor (Drawbacks: Verbal Casting, Focus Casting, Somatic Casting); CAM Wis
Spell Points 19
Divination Sphere - DC 16; Duration Divine (Concentration), Sense (5 Hours); Range Medium (150 ft); Talents Discern Individual, See Hazard, Trapfinding (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, See Hazard, Trapfinding)
Enhancement Sphere - DC 16; Duration Concentration or 5 minutes; Range Self; Talents Mental Enhancement +2; Drawbacks Personal Magics
- Enhance (Enhance Equipment +2, Mental Enhancement +2)
Fate Sphere - DC 16; Duration Concentration or 1 min/level; Range Consecration (20 ft.), Word (35 ft.); Talents Divine Force (good), Divine Pressure (evil); Drawbacks none
- Consecration (Serendipity, Divine Force, Divine Pressure)
- Word (Hallow)
Protection Sphere - DC 16; Duration Aegis (5 hours), Ward (Concentration; 5 rounds); Range Aegis (touch), Ward (up to 35 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 17, 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. +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person)
Gladiator sphere- DC 17, 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.)
Guardian sphere - DC 17, Talents none, Drawbacks none
- patrol (as a full-round action, increase your threatened area by 10 ft.)
Scout sphere - DC 17, 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 16, Con 14, Int 15, Wis 18, Cha 16
Base Atk +6; CMB +6; CMD 19
Traits Mediator, Schooled Inquisitor
Feats Alignment Channel*, Fast Learner, Leadership, Mystic Focus, Planar Heritage (aasimar), Skill Focus* (Heal), Turn Undead*, Weapon Focus (bastard sword)
Skills Diplomacy +17 (+18), Disable Device +16, Heal +23, Intimidate +18 (+19), Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (planes) +15/+17, Knowledge (religion) +15/+17, Perception +19, Sense Motive +19/+21, Stealth +16/+22
Languages Celestial, Common, Elven, Sylvan
SQ actor training (lost in the crowd +6, rapid change), cunning initiative, divine magics, expel spirit, expulsionist lore +2, master of disguise +6, method acting, personas (cunning servant, hero, mentor), quick change 1/day, quirks, spirit sleuth, stern gaze +2
Gear +2 bastard sword (8,335 gp), shield of close calls (9,300 gp), belt of physical  +2 (Dex, Con) (10,000 gp), effortless lace (2,500 gp), inquisitor’s kit (30 gp), +3 studded leather armor (9,175 gp), +1 hand crossbow (2,400 gp) with 20 bolts (2 gp) and 20 incendiary bolts (10 gp), headband of mental prowess +2 (Int, Cha) (10,000 gp), righteous fist amulet (4,000 gp), ring of resistance +2 (6,000 gp), mwk whip (301 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.

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.

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.

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.

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 1/2 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 + 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 + ½ 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 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: 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.

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: 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.

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.

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 persona that the character is not currently using fails.
- LG male Half-Elf Master Detective (Cunning Servant trope)
Inspiration (4 points, +1d4)
Quirks: applied engineering, underworld inspiration

- NG male Half-Elf Holy Purifier (Mentor trope)
Caster Level 5 (8 total)
Quirks: divine nature, greater divine nature (Reformation inquisition)
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.

- LG male Half-Elf Vindicator (Hero trope)
Base Atk 5 (8 total)
Quirks: heroic surge +5, resolute

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.

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).

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.

Reja, Cassisian Cohort, Shifter 4
NG Small outsider (angel, extraplanar, good)
Init +5; Senses darkvision 60 ft., detect evil, low-light vision; Perception +9
Aura lesser protective aura
Defense
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size) (+2 deflection vs. evil)
hp 36 (2d10+4d8+4)
Fort +7, Ref +8, Will +5; +4 vs. poison; +2 resistance vs. evil
Defensive Abilities evasion; DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10
Offense
Speed fly 60 ft. (perfect)
Melee slam +4 (1d3–2) or heavy mace +5 (1d6–2)
Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 11 half, usable every 1d4 rounds), enhanced attacks (magic)
Spell-Like Abilities (CL 3rd; concentration +3)
Constant–detect evil, know direction
1/day–aid, daylight
1/week–commune (six questions, CL 11th)
Magic
Caster Level 3 (4 with Alteration); MSB +4; MSD 15; Concentration +6
Tradition Monastic (Somatic Casting x2); CAM Wis
Spell Points 8
Alteration Sphere - DC 14; Duration 4 minutes, Concentration; Range Self; Talents Aerial Agility, Avian Transformation, Lingering Transformation, Object Transformation x2, Size Change; Drawbacks Lycanthropic
- Shapeshift (Aerial Agility, Avian Transformation, Blank Form, Lingering Transformation, Object Transformation x2, Size Change)

Statistics
Str 7, Dex 13, Con 10, Int 9, Wis 15, Cha 10
Base Atk +5; CMB +3; CMD 14 (can’t be tripped)
Feats Endurance, Improved Initiative, Iron Will, Weapon Focus (heavy mace)
Skills Diplomacy +4, Fly +13, Knowledge (planes) +6, Knowledge (religion) +6, Perception +9, Sense Motive +7, Stealth +10
Languages Celestial, Draconic, Infernal; truespeech
SQ bestial traits (evasion), change shape (2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph), lingering transformation, perfect memory, quick transformation, wild empathy +4

Special Abilities
Alteration Sphere You have the ability to change the physical makeup of creatures.

Lycanthropic You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.

Alteration: Shapeshift As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.
Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.
With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.
Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).
This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.
When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Alteration: Blank Form Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.

Darkvision 60 ft
Low-light vision
2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

Alteration: Aerial Agility
You may add the following additional traits to your forms:
  • Hover: The target can halt its movement while flying, allowing it to hover without needing to make a Fly check. If the target is Large or larger and hovers within 20 ft. of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 ft. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 ft. Creatures have concealment at 15 to 20 ft. (20% miss chance). At 25 ft. or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). (Requires a fly speed)
  • Improved Maneuverability: The target’s flight maneuverability improves by one step. This trait can be taken multiple times, the effects stack to a maximum of perfect maneuverability. (Requires a fly speed)
  • Wingover: Once each round, the target can turn up to 180 degrees as a free action without making a Fly check. This free turn does not consume any additional movement. (Requires a fly speed)
Alteration: Avian Transformation You may grant the form of a flying animal or magical beast with your shapeshift. The target gains a head, 2 legs, 2 wings, and a 30 ft land speed. The target gains low-light vision and 2 talon attacks (Primary, 1d4, 1d3 small) and a +2 natural AC bonus, which increases by 1 for every 5 caster levels. The target takes no damage when falling and may glide, moving with a speed of 30 ft with maneuverability (poor), but falling 1 ft for every 5 ft traveled. At 5th caster level, the target gains a fly speed of 30 ft with maneuverability (poor). This improves by 20 ft for each 5 additional caster levels.
In addition, you may add the following traits to any form:

2 talon attacks as those granted by the Avian form. This may be granted once per pair of legs the creature possesses. The target must possess wings or another means of being airborne to attack with talons.
2 wings and its benefits or flight speed as that granted by the Avian form.
2 wing attacks (Secondary, 1d4, 1d3 small) May be given once per pair of wings possessed.

Alteration: Lingering Transformation Your shapeshift effects linger for 2 additional rounds after you stop concentrating. Additionally, when you spend a spell point to continue your shapeshift without concentration, the duration is doubled. This increase stacks with the Extend Spell metamagic feat and other similar effects.

Alteration: Object Transformation You may spend a spell point to grant the form of an object with your shapeshift. The target gains the appearance of a single simple object composed of vegetable matter such as wood, hemp, or cotton. The target has no functional limbs and has a 20 ft. move speed, but retains its normal senses and gains a slam attack (primary, 1d6 medium, 1d4 small). Like an object, the target takes half damage from energy and ranged attacks. The target gains hardness equal to either half your caster level or the hardness of the mimicked material, whichever is lower and a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%.
You may take this talent twice. Upon taking it a second time, you may gain the ability to emulate other materials per the below table and to grant the form of complex objects. Complex objects, such as those with moving parts, require an appropriate Craft check at the object’s craft DC. Failure means the target is not usable as an object. A creature under the effect of this talent does not truly become an object, thus is not a valid target for the Enhancement sphere Animate Object talent or similar effects. A creature that takes the form of a ranged weapon must be supplied with ammunition as normal, but is capable of loading and firing itself. A creature under the effects of this talent that is used as ammunition is not destroyed when used as ammunition, but takes damage equal to the damage dealt by the attack it was used for.
Caster Level
Material
1st
Ice, stone
5th
Basic metals (iron, steel, copper)
10th
Precious metals (gold, silver)
15th
Gems, specialty metals (cold iron, mithril)
You may add the following traits to your forms:

Freeze: The target may take 20 without a time increase on its Stealth check to hide in plain sight as an inanimate object that matches its shape. (Requires the form of an object or construct)

Alteration: Size Change As a trait, you may change a creature’s size. You may enlarge or reduce a creature’s size by one category, plus an additional size category per 5 caster levels. You cannot enlarge beyond Huge size, nor reduce a creature beyond Diminutive size. Creatures gain a +1 bonus to attack rolls and to AC, as well as a +2 bonus to Fly checks and a +4 bonus to Stealth checks for every size category they are reduced, and suffer a -1 penalty to attack rolls and AC, as well as a -2 penalty to Fly checks and a -4 to Stealth checks for every size category they are enlarged. (These numbers are doubled when moving to or from Diminutive size.) Ability scores are also adjusted according to the charts below; these increases and decreases are cumulative for each category increased or decreased (thus, moving from Medium to Huge would cumulate in a +8 bonus to Strength and a -4 to Dexterity).

Table: Size and Reach
Size Category
Space
Reach
Diminutive
1 ft
0
Tiny
2 1/2 ft
0
Small
5 ft
5 ft
Medium
5 ft
5 ft
Large
10 ft
10 ft
Huge
15 ft
15 ft

Table: Enlarge
Adjusted Size
Str
Dex
Con
Diminutive
-
-2
-
Tiny
+2
-2
-
Small
+4
-2
-
Medium
+2
-2
-
Large
+4
-2
+2
Huge
+4
-2
+2

Table: Reduce
Adjusted Size Str Dex Con
Diminutive -2 +2 -
Tiny -4 +2 -
Small -2 +2 -
Medium -4 +2 -2
Large -4 +2 -2
Huge -4 - -2

Bestial Trait At 2nd level and every 4 levels thereafter, the shifter gains a bestial trait, representing the ways she has changed through her assumption of other forms. The shifter may choose to keep these traits when she assumes other forms, even if the trait would normally be removed (such as natural claws).

Bestial Trait: Evasion (Ex) You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor, or no armor, and carrying no more than a light load. If you are helpless, you lose the benefit of evasion.

Endurance (Ex) At 3rd level the shifter gains Endurance as a bonus feat.

Enhanced Attacks (Su) Starting at 4th level, the shifter’s magic begins to augment her natural attacks, in both his normal and transformed shapes. All the shifter’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7th level they are treated as silver and cold iron weapons. At 10th level, the shifter has come to embody fluidity so much that her natural attacks are treated as Chaotic weapons for the purpose of overcoming damage reduction. At 16th level, they are treated as adamantine weapons for this purpose.

Lesser Protective Aura (Su) A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.

Lingering Transformation At 4th level, when the shifter applies a shapeshift to herself and maintains it through concentration or decides not to maintain the shapeshift at all, the shapeshift lasts an additional number of rounds equal to ½ her shifter level before ending.

Perfect Memory (Ex) Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.

Quick Transformation The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.

Shapeshifter At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources.

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.

Wild Empathy (Ex) A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose.

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