All characters

Alistair Quickstep

Level 7 Wellspring Gnome Entertainer Bard Desna

Size
Small
Key attribute
Charisma
Hero points
3 / 3

Exported on 2026-10-28 from Foundry VTT 14.368, pf2e 8.5.0

Attributes

Strength
+0
How
  • -1 Gnome (flaw)
  • +1 Level 1 boost
Dexterity
+4
How
  • +1 Gnome (ancestry)
  • +1 Entertainer (background)
  • +1 Level 1 boost
  • +1 Level 5 boost
Constitution
+2
How
  • +1 Gnome (ancestry)
  • +1 Level 5 boost
Intelligence
+0
How
    Wisdom
    +2
    How
    • +1 Level 1 boost
    • +1 Level 5 boost
    Charisma½
    +4
    How
    • +1 Gnome (ancestry)
    • +1 Entertainer (background)
    • +1 Bard (key attribute)
    • +1 Level 1 boost
    • +½ Level 5 boost

    Defenses

    Armor ClassT
    24
    10 + DEX 3 + Trained 9 + Studded Leather 2
    Hit points
    58 / 78
    Gnome HP 8 + Bard HP × 7 56 + CON × 7 14
    FortitudeT
    +12
    CON 2 + Trained 9 + Mountain Shrine Enlightenment 1
    ReflexE
    +16
    DEX 4 + Expert 11 + Bridge Shrine Enlightenment 1
    WillE
    +14
    WIS 2 + Expert 11 + Garden Shrine Enlightenment 1
    Resistances & immunities
    None
    Conditions
    None
    Active effects
    Bridge Shrine Enlightenment, Lamp Lighter Boon, Garden Shrine Enlightenment, Mountain Shrine Enlightenment

    Perception, speed & class DC

    PerceptionE
    +13
    WIS 2 + Expert 11
    InitiativeE
    +15
    WIS 2 + Expert 11 + Incredible Initiative 2
    Speed
    25 ft
    Gnome speed 25
    Class DCT
    23
    10 + CHA 4 + Trained 9
    Senses
    Low Light Vision
    Languages
    Common, Fey, Gnomish

    Skills

    SkillModRankBreakdown
    Acrobatics +3 U
    DEX 4 + Untrained 0 − Studded Leather (check penalty) 1
    Arcana +0 U
    INT 0 + Untrained 0
    Athletics -1 U
    STR 0 + Untrained 0 − Studded Leather (check penalty) 1
    Crafting +1 U
    INT 0 + Untrained 0 + Effect: Lamp Lighter Boon 1
    Deception +13 T
    CHA 4 + Trained 9
    Diplomacy +16 E
    CHA 4 + Expert 11 + Hairpin of Blooming Flowers 1
    Intimidation +13 T
    CHA 4 + Trained 9
    Medicine +12 T
    WIS 2 + Trained 9 + Effect: Lamp Lighter Boon 1 (not stacking: Healer's Gloves +1)
    Nature +2 U
    WIS 2 + Untrained 0
    Occultism +9 T
    INT 0 + Trained 9
    Performance +17 M
    CHA 4 + Master 13
    • +2 circumstance: Virtuosic Performer (Singing)
    • +1 item: Maestro's Instrument (Lesser)
    Religion +2 U
    WIS 2 + Untrained 0
    Society +1 U
    INT 0 + Untrained 0 + Effect: Lamp Lighter Boon 1
    Stealth +12 T
    DEX 4 + Trained 9 − Studded Leather (check penalty) 1
    Survival +2 U
    WIS 2 + Untrained 0
    Thievery +3 U
    DEX 4 + Untrained 0 − Studded Leather (check penalty) 1
    Theater Lore +9 T
    INT 0 + Trained 9
    Willowshore Lore +9 T
    INT 0 + Trained 9

    Strikes

    Melee

    WeaponAttackRankDamageTraits
    Rapier +13 / +8 / +3 T 1d6 piercing Deadly D8DisarmFinesse
    Breakdown
    Trained 9 + DEX 4
    Damage: 1d6
    Fist +13 / +9 / +5 T 1d4 bludgeoning AgileFinesseNonlethalUnarmed
    Breakdown
    Trained 9 + DEX 4
    Damage: 1d4

    Ranged

    WeaponAttackRankDamageTraits
    Shortbow60 ft +13 / +8 / +3 T 1d6 piercing Deadly D10
    Breakdown
    Trained 9 + DEX 4
    Damage: 1d6
    Delicate Clay Vial20 ft +14 / +9 / +4 T 2d8 vitality AlchemicalBombConsumableSplashVitality
    Breakdown
    Trained 9 + DEX 4 + Item bonus 1
    Damage: 2d8

    Weapon proficiencies

    • T Unarmed
    • T Simple
    • T Martial
    • U Advanced

    Armor proficiencies

    • T Unarmored
    • T Light
    • U Medium
    • U Heavy

    Feats & abilities

    LevelAncestry, skill & generalClass
    1
    Heritage
    Wellspring GnomeSome other source of magic has a greater hold on you than the primal magic of your fey lineage does. This connection might come from an occ…

    Some other source of magic has a greater hold on you than the primal magic of your fey lineage does. This connection might come from an occult plane or an ancient occult song; a deity, celestial, or fiend; magical effluent left behind by a mage war; or ancient rune magic.

    Choose arcane, divine, or occult. You gain one cantrip from that magical tradition's spell list. You can cast this spell as an innate spell at will, as a spell of your chosen tradition. A cantrip is heightened to a spell rank equal to half your level rounded up. Whenever you gain a primal innate spell from a gnome ancestry feat, change its tradition from primal to your chosen tradition.

    Look up on Archives of Nethys

    Background
    EntertainerThrough an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a music…

    Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer.

    Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.

    You're trained in the Performance skill and the Theater Lore skill. You gain the Fascinating Performance skill feat.

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    Background skill feat
    Fascinating PerformanceWhen you Perform, compare your result to the Will DC of one observer. If you succeed, the target is Fascinated by you for 1 round. If the o…

    When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is Fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.

    If you're an expert in Performance, you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time.

    Look up on Archives of Nethys

    Ancestry feat
    First World MagicYour connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell l…

    Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.

    Look up on Archives of Nethys

    Attribute boostsCHA, WIS, DEX, STR
    Class feature
    Spell RepertoireBard The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choi…

    Bard The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

    Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

    Swapping Spells in Your Repertoire

    As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

    Oracle The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

    Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

    Swapping Spells in Your Repertoire

    As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

    Psychic The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-rabk spell and two cantrips listed in your conscious mind, which you cast as psi cantrips.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-rank spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.

    Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn't give you another spell slot, and vice versa.

    Swapping Spells in Your Repertoire

    As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

    Sorcerer The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table above), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that's listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.

    Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa.

    Swapping Spells in Your Repertoire

    As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.

    Summoner The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn't give you another spell slot, and vice versa.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2–4: Summoner Spells per Day), you add a spell of the same rank to your spell repertoire. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level you gain your second and your spell repertoire reaches its maximum size of five spells.

    At 5th level, in addition to adding two 3rd-rank spells to your repertoire, you lose your lowest rank of spell slots. Any time you lose a rank of spell slots, you lose two spells in your repertoire as well. These can come from spells you already know or out of the number of new spells you're learning. On levels in which you don't change your spell slots, you can swap out multiple spells, as described below.

    Swapping Spells in Your Repertoire

    As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. If it's a rank at which you lose a set of lower-rank slots, you can replace the two in either order. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.

    At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a rank you can cast. When you do, you must keep at least one spell you can cast with your lowest rank of spell slots so you don't end up with slots you can't use. For instance, at 6th level you would need to keep at least one 2nd-rank spell, but all your other spells could be 3rd rank.

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    Class feature
    Composition SpellsYou can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that oft…

    You can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse.

    Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You learn the Counter Performance composition spell, protecting against auditory and visual effects.

    Composition Cantrips

    Composition cantrips are special composition spells that don't cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose with bard spellcasting. Unlike other cantrips, you can't swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via retraining.

    You learn the Courageous Anthem composition cantrip, which boosts your allies' attacks, damage, and defense against fear.

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    Class feature
    Occult SpellcastingYou draw upon magic from esoteric knowledge. You are a spellcaster and can cast spells of the occult tradition using the Cast a Spell activ…

    You draw upon magic from esoteric knowledge. You are a spellcaster and can cast spells of the occult tradition using the Cast a Spell activity.

    As a bard, when you cast spells, your incantations might be musical riffs or clever limericks, your gestures might incorporate dance and dramatic pantomiming, and you might accompany your spellcasting by playing a musical instrument.

    Each day, you can cast up to two 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

    As you increase in level as a bard, your number of spells per day increases, as does the highest rank of spells you can cast.

    Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.

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    Class feature
    MusesAs a bard, you select one muse at 1st level. This muse leads you to great things and might be someone you know, a supernatural creature, lo…

    As a bard, you select one muse at 1st level. This muse leads you to great things and might be someone you know, a supernatural creature, location, deity, philosophy, or captivating mystery. Depending on the type of inspiration you receive, your 1st-level muse grants you a specific 1st-level bard feat and adds a spell to your repertoire.

    In addition to this, each muse opens the door to many later bard feats. If one type of inspiration is not enough to represent your muse, consider the Multifarious Muse feat.

    • Enigma

    • Maestro

    • Polymath

    • Warrior

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    2
    Skill feat
    Virtuosic Performer (Singing)You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If yo…

    You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it's unclear whether the specialty applies, the GM decides.

    SpecialtyExamples

    ActingDrama, pantomime, puppetry

    ComedyBuffoonery, joke telling, limericks

    DanceBallet, huara, jig, macru

    KeyboardsHarpsichord, organ, piano

    OratoryEpic, ode, poetry, storytelling

    PercussionChimes, drum, gong, xylophone

    SingingBallad, chant, melody, rhyming

    StringsFiddle, harp, lute, viol

    WindsBagpipe, flute, recorder, trumpet

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    Class feat
    Hymn of HealingYou learn the Hymn of Healing composition spell, which imbues your music with rich melodies that help your allies recover from harm.

    You learn the Hymn of Healing composition spell, which imbues your music with rich melodies that help your allies recover from harm.

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    3
    General feat
    Bon MotYou launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will…

    You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

    Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute.

    The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.

    Success As critical success, but the penalty is –2.

    Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

    Effect: Bon Mot

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    Class feature
    Reflex ExpertiseYou've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.

    You've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.

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    Class feature
    Signature SpellsExperience allows you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a sign…

    Experience allows you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

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    4
    Skill feat
    Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a pen…

    You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.

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    Class feat
    Uplifting OvertureYou learn the Uplifting Overture composition cantrip, which aids your allies' skills with the inspiring nature of your performance.

    You learn the Uplifting Overture composition cantrip, which aids your allies' skills with the inspiring nature of your performance.

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    5
    Ancestry feat
    Gnome ObsessionYou might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. You gain the Additional Lore feat an…

    You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. You gain the Additional Lore feat and the Assurance feat for the chosen Lore. As gnome obsessions can come and go quickly, you can retrain Gnome Obsession to a different Lore subcategory in 1 day of downtime.

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    Attribute boostsDEX, CON, WIS, CHA
    6
    Skill feat
    Distracting PerformanceYour performances are especially distracting, allowing your allies to Sneak away with ease. You create-a-diversion statistic=performance, e…

    Your performances are especially distracting, allowing your allies to Sneak away with ease. You create-a-diversion statistic=performance, except you roll a Performance check instead of Deception, and the benefits of successful checks apply to an ally of your choice instead of you. The effects of a success last until the end of that ally's turn, and can end early based on the ally's actions. You don't need to be observing your ally or know where they are, but you need to know they're present to choose them.

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    Class feat
    Dirge of DoomYou learn the Dirge of Doom composition cantrip, which frightens your enemies and keeps them from fully recovering from their fear.

    You learn the Dirge of Doom composition cantrip, which frightens your enemies and keeps them from fully recovering from their fear.

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    7
    General feat
    Incredible InitiativeYou react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

    You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

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    Class feature
    Expert SpellcasterAnimist The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert…

    Animist The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

    Bard Your magical techniques grow stronger. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.

    Druid Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

    Magus Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.

    Oracle The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.

    Psychic Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.

    Sorcerer Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to expert.

    Summoner As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for spell attack modifier and spell DC for spells of your eidolon's tradition increase to expert.

    Witch You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

    Wizard Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

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    8
    Skill feat
    Class feat
    9
    Ancestry feat
    10
    Skill feat
    Attribute boosts
    Class feat
    11
    General feat
    12
    Skill feat
    Class feat
    13
    Ancestry feat
    14
    Skill feat
    Class feat
    15
    General feat
    Attribute boosts
    16
    Skill feat
    Class feat
    17
    Ancestry feat
    18
    Skill feat
    Class feat
    19
    General feat
    20
    Skill feat
    Attribute boosts
    Class feat

    Bonus & granted feats

    • Maestrofrom MusesYour muse constantly inspires you to greater heights of artistic prowess. For many bards, a teacher or rival fills this role, although some…

      Your muse constantly inspires you to greater heights of artistic prowess. For many bards, a teacher or rival fills this role, although some set their sights higher and attempt to surpass great composers of the past or blaze a new trail entirely. If your muse is a supernatural creature, it might be one who loves to perform, such as a choral angel or a lyrakien azata; if a deity, it might be Shelyn. Art inspired by a maestro muse is precise and inventive, a formalist achievement.

      As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities.

      Muse Feat Lingering Composition

      Muse Spell Soothe

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    • Lingering Compositionfrom MaestroBy adding a flourish, you make your compositions last longer. You learn the Lingering Composition focus spell.

      By adding a flourish, you make your compositions last longer. You learn the Lingering Composition focus spell.

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    • Additional Lorefrom Gnome ObsessionYour knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th leve…

      Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

      Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

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    • Assurancefrom Gnome ObsessionEven in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for tha…

      Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

      Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

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    Inventory

    Bulk carried
    5; 7L
    Encumbered above
    5
    Maximum
    10
    PP
    0
    GP
    21
    SP
    0
    CP
    0
    • ShortbowWorn · 1 BulkThis smaller bow is made of a single piece of wood and favored by skirmishers and cavalry.

      This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry.

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    • RapierWorn · 1 BulkThe rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.

      The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.

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    • ShortswordStowed · L BulkThese blades come in a variety of shapes and styles, but they are typically 2 feet long.

      These blades come in a variety of shapes and styles, but they are typically 2 feet long.

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    • Studded LeatherWorn · 1 BulkThis leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with…

      This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.

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    • Arrows ×12Worn · 1; 2L BulkThese projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end an…

      These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.

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    • BackpackWorn · — BulkA backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stow…

      A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible

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      • Healer's ToolkitStowed · 1 BulkThis kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or T…

        This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's toolkit, you can draw and replace it as part of the action that uses it.

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      • Flask of FellowshipStowed · L BulkThis is a metal drinking flask, 4 inches in diameter and 10 inches tall. Its screw top is covered by four simple metal cups that nest toget…

        This is a metal drinking flask, 4 inches in diameter and 10 inches tall. Its screw top is covered by four simple metal cups that nest together.

        Activate Make an Impression

        Effect If you share drinks from a flask of fellowship as part of your Make an Impression action, the drink that pours from the flask happens to be exactly what the target of your efforts would most like to have a dram or two of-wine, spirits, hot ginger tea, or ice cold water with lemon, for example. You gain a +1 item bonus on your Diplomacy check.

        The GM can disallow the flask's use if it doesn't make sense in the moment for you to pull out a flask and start pouring, if drinks are inappropriate for the occasion, or if your target is absolutely not interested in sharing a drink with you. Drinks from the flask of fellowship are entirely social; they won't intoxicate anyone, nor alleviate serious thirst.

        Effect: Flask of Fellowship

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      • Keymaking ToolsStowed · L BulkThese thieves' tools provide their owner the ability to have continued control over a lock while leaving it in place. They grant a +1 item…

        These thieves' tools provide their owner the ability to have continued control over a lock while leaving it in place. They grant a +1 item bonus to Thievery checks to Pick a Lock. Upon completely opening a lock by picking it with these tools, the tools produce a temporary copy of the key for the picked lock. This phantom key can lock or unlock the lock just like the original key. The key appears attached to the thieves' tools case by a fine silver chain and lasts for 12 hours before it fades into nothing. Only one key created this way can exist in the same set of thieves' tools. Creating a new key replaces the previous one.

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      • Antidote (Lesser)Stowed · L BulkActivate A (manipulate) An antidote protects you against toxins. Upon drinking an antidote, you gain a +2 item bonus to Fortitude saving th…

        Activate A (manipulate)

        An antidote protects you against toxins. Upon drinking an antidote, you gain a +2 item bonus to Fortitude saving throws against poisons for 6 hours.

        Effect: Antidote (Lesser)

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      • Shining AmmunitionWorn · — BulkShining ammunition gives off a faint glow. When shot, it sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10…

        Shining ammunition gives off a faint glow. When shot, it sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can remove the ammunition with an Interact action, but the ammunition itself continues to glow for the rest of the duration or until destroyed.

        Effect: Shining Ammunition

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      • Feather Token (Ladder) (Ammunition)Worn · — BulkEach feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. A…

        Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.

        Activate A Strike from a ranged weapon

        When activated, this feather transforms permanently into a 20-foot-long wooden ladder.

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      • Mesmerizing Opal ×2Stowed · — BulkActivate A (concentrate) This silver-bound opal pendant is afire with iridescence. When you activate it, attempt a Deception check to Feint…

        Activate A (concentrate)

        This silver-bound opal pendant is afire with iridescence. When you activate it, attempt a Deception check to Feint. If the outcome is a success, you get a critical success instead. If the outcome is a critical failure, you get a failure instead.

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      • BedrollStowed · L BulkA rolled up bed.
      • Flint and SteelStowed · — BulkFlint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to b…

        Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.

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      • RopeStowed · L Bulk50 feet of rope.
      • WaterskinStowed · L BulkWhen it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.

        When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.

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      • SoapStowed · — BulkBar of soap.
      • Predictable Silver PieceStowed · — BulkThis seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You ca…

        This seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You can toss the coin without activating it, in which case it follows the normal laws of probability.

        Activate 1 Interact

        Effect You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved- letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm-it always lands with the side you rubbed face up.

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      • Chalk ×10Stowed · — Bulk
      • RationsStowed · L Bulk
      • Oil of PotencyStowed · L BulkActivate A (manipulate) When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent…

        Activate A (manipulate)

        When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute.

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    • Maestro's Instrument (Lesser)Held (2 hands) · 1 BulkA maestro's instrument can be crafted in the form of any variety of handheld musical instruments. A maestro's instrument grants you a +1 it…

      A maestro's instrument can be crafted in the form of any variety of handheld musical instruments. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument.

      Activate—Charming Performance 2 (manipulate)

      Frequency once per day

      Effect You play the instrument, causing it to cast a DC 17 Charm spell.

      Craft Requirements You must supply a casting of charm of the appropriate rank.

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    • Delicate Clay VialWorn · L BulkFunctions as a moderate Ghost Charge Usage held in 1 hand Activate A Strike These spring-loaded metal canisters contain a mixture of chemic…

      Functions as a moderate Ghost Charge

      Usage held in 1 hand

      Activate A Strike

      These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures.

      A ghost charge gives a +1 item bonus to attack rolls, deals 2d8 positive damage and 2 positive splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. A primary target that takes damage from a ghost charge becomes Enfeebled 1 until the start of your next turn.

      Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead.

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    • Bright Blue OrchidWorn · L BulkFunctions as Healing Vapor (Lesser) Activate 3 Interact Healing vapor is a substance that accelerates natural recovery processes by dispers…

      Functions as Healing Vapor (Lesser)

      Activate 3 Interact

      Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a type:burst|distance:5, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains 1 Hit Point every 2 minutes. While affected, a creature also gains a +1 item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.

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    • Hairpin of Blooming FlowersWorn, invested · — BulkThe flower that adorns this hairpin is a blooming lotus flower that varies in color; it regrows in a day after the item is activated. As lo…

      The flower that adorns this hairpin is a blooming lotus flower that varies in color; it regrows in a day after the item is activated. As long as you wear it, you gain a +1 item bonus to Diplomacy checks.

      Activate – Petal Storm 2 (concentrate, manipulate, plant, wood)

      Frequency once per day

      Effect You pluck the flower from the hairpin and scatter the petals, creating a flurry of color in a type:burst|distance:15 up to 60 feet away. A creature that enters or starts its turn in the storm takes 1d10 slashing,1d10 vitality damage with a DC 23 Reflex save.

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    • Spirit-Sealing FuluWorn · — BulkUsage affixed to one undead creature Duration 1 round This classic fulu seals the negative energy within an undead, freezing it in its trac…

      Usage affixed to one undead creature

      Duration 1 round

      This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a DC 17 Will save or be Paralyzed for 1 round.

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    • Healer's GlovesWorn, invested · L BulkThese clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bo…

      These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.

      Activate A Interact

      Frequency once per day

      Effect You can soothe the wounds of a willing, living, adjacent creature, restoring (2d6+7)[healing]{2d6+7 Hit Points} to that creature. This is a positive healing effect. You can't harm undead with this healing.

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    • Scroll of Wall Of Mirrors (Rank 4)Worn · L BulkWall Of Mirrors Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using…

      Wall Of Mirrors

      Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

      To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

      Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

      Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.

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    Actions & reactions

    Actions and activities

    • Blend InExplorationOvercome DC 35 Deception, DC 37 Society, DC 35 Stealth Sometimes the best option for crossing a crowded party is to act natural and join th…

      Overcome DC 35 Deception, DC 37 Society, DC 35 Stealth

      Sometimes the best option for crossing a crowded party is to act natural and join the crowd.

      If a PC successfully Blends In, roll a secret DC 34 Perception for them to notice that something seems off about one of the guests. On a success, inform them about the Dispel a Disguise Opportunity.

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    • Avoid NoticeExplorationYou attempt a Stealth check to avoid notice while traveling at half speed. If you're Avoiding Notice at the start of an encounter, you usua…

      You attempt a Stealth check to avoid notice while traveling at half speed. If you're Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).

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    • RefocusConcentrateExplorationRequirements You have a focus pool. You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point t…

      Requirements You have a focus pool.

      You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a holy deity can usually Refocus while tending the wounds of their allies.

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    • Demoralize◆AuditoryConcentrateEmotionFearMentalWith a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you w…

      With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target doesn't understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

      Critical Success The target becomes Frightened 2.

      Success The target becomes Frightened 1.

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    • Bon Mot◆AuditoryConcentrateEmotionGeneralLinguisticMentalSkillYou launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will…

      You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

      Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute.

      The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.

      Success As critical success, but the penalty is –2.

      Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

      Effect: Bon Mot

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    • Distracting Performance◆GeneralSkillYour performances are especially distracting, allowing your allies to Sneak away with ease. You create-a-diversion statistic=performance, e…

      Your performances are especially distracting, allowing your allies to Sneak away with ease. You create-a-diversion statistic=performance, except you roll a Performance check instead of Deception, and the benefits of successful checks apply to an ally of your choice instead of you. The effects of a success last until the end of that ally's turn, and can end early based on the ally's actions. You don't need to be observing your ally or know where they are, but you need to know they're present to choose them.

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    Free actions and reactions

    Spells

    Occult Spontaneous Spells

    Occult · Spontaneous · CHA

    Spell attackE
    +15
    CHA 4 + Expert 11
    Spell DCE
    25
    10 + CHA 4 + Expert 11
    Rank1234
    Slots / day3332
    Remaining3332

    Cantrips

    • Figment◆◆CantripConcentrateIllusionManipulateSubtleYou create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words o…

      You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.

      Spell Effect: Figment

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    • Forbidding Ward◆◆CantripConcentrateManipulateYou ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and s…

      You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.

      Spell Effect: Forbidding Ward

      Heightened (6th) The status bonus increases to +2.

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    • Guidance◆CantripConcentrateYou ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw…

      You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

      Spell Effect: Guidance

      Effect: Guidance Immunity

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    • Light◆◆CantripConcentrateLightManipulateYou create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you c…

      You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.

      You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.

      Spell Effect: Light

      Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).

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    • Shield◆CantripConcentrateForceYou raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the sta…

      You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

      While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.

      Spell Effect: Shield

      Effect: Shield Immunity

      Heightened (+2) The shield's Hardness increases by 5.

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    Rank 1 repertoire

    • Force Barrage◆–◆◆◆Rank 1ConcentrateForceManipulateYou fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each addit…

      You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

      Heightened (+2) You fire one additional shard with each action you spend.

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    • Command◆◆Rank 1AuditoryConcentrateLinguisticManipulateMentalYou shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the Fleeing condition), relea…

      You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the Fleeing condition), release what it's holding, drop Prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save.

      Success The creature is unaffected.

      Failure For the first action on its next turn, the creature must use a single action to do as you command.

      Critical Failure The target must use all its actions on its next turn to obey your command.

      Heightened (5th) You can target up to 10 creatures.

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    • Runic Weapon◆◆Rank 1ConcentrateManipulateThe weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon , gaining a +1 item bonus…

      The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

      Heightened (6th) The weapon is +2 greater striking.

      Heightened (9th) The weapon is +3 major striking.

      Spell Effect: Runic Weapon

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    • Soothe◆◆Rank 1SignatureConcentrateEmotionHealingManipulateMentalYou grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Sp…

      You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.

      Spell Effect: Soothe

      Heightened (+1) The amount of healing increases by 1d10+4.

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    • Summon Fey◆◆◆Rank 1SignatureConcentrateManipulateSummonYou summon a creature that has the fey trait and whose level is –1 to fight for you. Heightened As listed in the summon trait.

      You summon a creature that has the fey trait and whose level is –1 to fight for you.

      Heightened As listed in the summon trait.

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    • Illusory Object◆◆Rank 1ConcentrateIllusionManipulateVisualYou create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animat…

      You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.

      Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

      Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. The duration increases to 1 hour.

      Heightened (5th) As the 2nd-rank version, but the duration is unlimited.

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    • Fear◆◆Rank 1SignatureConcentrateEmotionFearManipulateMentalYou plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is Frightened 1. F…

      You plant fear in the target; it must attempt a Will save.

      Critical Success The target is unaffected.

      Success The target is Frightened 1.

      Failure The target is Frightened 2.

      Critical Failure The target is Frightened 3 and Fleeing for 1 round.

      Heightened (3rd) You can target up to five creatures.

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    Rank 2 repertoire

    • Laughing Fit◆◆Rank 2ConcentrateEmotionManipulateMentalThe target is overtaken with uncontrollable laughter. It must attempt a Will save. Critical Success The target is unaffected. Success The t…

      The target is overtaken with uncontrollable laughter. It must attempt a Will save.

      Critical Success The target is unaffected.

      Success The target is plagued with uncontrollable laughter. It can't use reactions.

      Failure The target is Slowed 1 and can't use reactions.

      Critical Failure The target falls Prone and can't use actions or reactions for 1 round. It then takes the effects of a failure.

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    • Inner Radiance Torrent2 to 2 roundsRank 2SignatureForceLightYou gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage…

      You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness.

      2 (somatic, verbal) The line is 60 feet long.

      3 (material, somatic, verbal) The line is 120 feet long.

      Two Rounds The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you.

      Heightened (+1) The initial damage, as well as the additional damage for the 2-round casting time, each increase by 2d4, and the damage to adjacent creatures dealt while in your shining state increases by 1.

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    Rank 3 repertoire

    • Slow◆◆Rank 3ConcentrateManipulateYou dilate the flow of time around the target, slowing its actions. Critical Success The target is unaffected. Success The target is Slowed…

      You dilate the flow of time around the target, slowing its actions.

      Critical Success The target is unaffected.

      Success The target is Slowed 1 for 1 round.

      Failure The target is Slowed 1 for 1 minute.

      Critical Failure The target is Slowed 2 for 1 minute.

      Heightened (6th) You can target up to 10 creatures.

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    • Haste◆◆Rank 3ConcentrateManipulateMagic empowers the target to act faster. It gains the Quickened condition and can use the extra action each round only for Strike and Strid…

      Magic empowers the target to act faster. It gains the Quickened condition and can use the extra action each round only for Strike and Stride actions.

      Heightened (7th) You can target up to 6 creatures.

      Spell Effect: Haste

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    Rank 4 repertoire

    • Translocate◆◆Rank 4ConcentrateManipulateTeleportationYou instantly transport yourself and any items you're wearing and holding from your current space to an unoccupied space within range you c…

      You instantly transport yourself and any items you're wearing and holding from your current space to an unoccupied space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost.

      Heightened (5th) The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are then temporarily immune for 1 hour.

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    Occult Focus Spells

    Occult · Focus · CHA

    Spell attackE
    +15
    CHA 4 + Expert 11
    Spell DCE
    25
    10 + CHA 4 + Expert 11

    Focus points: 3

    • Courageous Anthem◆CantripBardCompositionConcentrateEmotionMentalYou inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack…

      You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

      Spell Effect: Courageous Anthem

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    • Uplifting Overture◆CantripBardCompositionConcentrateEmotionMentalYour performance makes allies feel they can succeed at anything. This counts as having prepared to Aid your ally on a skill check of your c…

      Your performance makes allies feel they can succeed at anything. This counts as having prepared to Aid your ally on a skill check of your choice. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed.

      The GM might rule that you can't use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to Sneak quietly or maintain a disguise).

      Spell Effect: Uplifting Overture

      Look up on Archives of Nethys

    • Dirge of Doom◆CantripBardCompositionConcentrateEmotionFearMentalEnemies within the area are Frightened 1. They can't reduce their frightened value below 1 while they remain in the area.

      Enemies within the area are Frightened 1. They can't reduce their frightened value below 1 while they remain in the area.

      Look up on Archives of Nethys

    • Lingering Composition◇Rank 1BardConcentrateFocusSpellshapeYou add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 ro…

      You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.

      Critical Success The composition lasts 4 rounds.

      Success The composition lasts 3 rounds.

      Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.

      Look up on Archives of Nethys

    • Counter Performance⤾Rank 1BardCompositionConcentrateFocusFortuneManipulateMentalTrigger You or an ally within 60 feet rolls a saving throw against an auditory or visual effect. Your performance protects you and your all…

      Trigger You or an ally within 60 feet rolls a saving throw against an auditory or visual effect.

      Your performance protects you and your allies. Roll a Performance check for a type you know—it must be an auditory performance if the trigger was auditory or a visual one for a visual trigger, and this action gains the traits for the type of performance. You and allies in the area can use the better result between your Performance check and the saving throw.

      Look up on Archives of Nethys

    • Hymn of Healing◆◆Rank 1BardCompositionConcentrateFocusHealingVitalityYour glorious singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and…

      Your glorious singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and the first time each round you Sustain the Spell, the target gains 2 temporary Hit Points, which last for 1 round.

      Spell Effect: Hymn of Healing

      Heightened (+1) The fast healing and temporary Hit Points each increase by 2.

      Look up on Archives of Nethys

    Primal Innate Spells

    Primal · Innate · CHA

    Spell attackE
    +15
    CHA 4 + Expert 11
    Spell DCE
    25
    10 + CHA 4 + Expert 11
    • Rousing Splash◆◆CantripConcentrateManipulateWaterYou cause a splash of cold water to descend on an ally's head, granting some temporary vigor. The target gains 1d4 temporary Hit Points, wh…

      You cause a splash of cold water to descend on an ally's head, granting some temporary vigor. The target gains 1d4 temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance.

      Heightened (+1) The amount of temporary Hit Points granted increases by 1d4.

      Spell Effect: Rousing Splash

      Look up on Archives of Nethys

    Arcane Innate Spells

    Arcane · Innate · CHA

    Spell attackE
    +15
    CHA 4 + Expert 11
    Spell DCE
    25
    10 + CHA 4 + Expert 11
    • Electric Arc◆◆CantripConcentrateElectricityManipulateAn arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save. Heightened (+1) Th…

      An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.

      Heightened (+1) The damage increases by 1d4.

      Look up on Archives of Nethys

    Origin, personality & notes

    Ethnicity
    Wellspring Gnome
    Nationality
    Po Li
    Age
    55
    Gender & pronouns
    male
    Height
    3'2"
    Weight
    55
    Appearance

    An attractive, well groomed, dark haired gnome in his early adulthood, always a smile on his face.

    Backstory

    The eldest son of a shady merchant who had bought his way into the notoriously corrupt court of Changdo, Alistair grew up learning the social graces befitting a Noble and the arts of trickery befitting a scoundrel.

    Using both his good looks and his skills, he proved himself an adept and worthy heir to his father's fortune.

    He eventually met a female gnome from another family, who managed to gain his confidence. He was determined to manipulate her to climb the social ladder and take over her family's empire as his own. After a brief courtship they were determined to be wedded.

    Little did Alistair realize he was trying to play a player. His mark had been using her proximity to him to expose his father's corruption, and undermine their business ventures. Eventually, his family was stripped of all titles, wealth, lost most of its connections, and was kicked out on the street.

    No longer welcome in his own family, and weary of growing up in the viper pit of the capital city, Alistair set out for a simpler life. He used the last of his influence to work his way into the employ of a logging operation in the remote city of Willowshore.

    Alistair decided to put his skills to good use, only without the ambition. He moved to Willowshore around 7101, where he took a genuine interest in the wellbeing of the town. He realized he could make a modest living as a performer and left the logging operation shortly thereafter. Ever since, he tries to be at least somewhat less dishonest and ambitions, and in return he is exceptionally well liked and has many who would count themselves among his friends.

    Yet, he is reluctant to fully trust his fellow villagers. Every now and then he begins to wonder if he could use his talents for something... grander...