Unchained Troubadour

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Troubadours are those who refuse to walk only a single path, taking on many disparate roles in different moments. Whatever their origins, they learn to embrace their multiple lives with all the fervor and richness of any other.

Role: The troubadour is a flexible hero who learns to take on many roles, choosing the one that most helps her party’s needs the best at the moment.

Alignment: Any

Hit Dice: d8

Starting Wealth: 3d6 × 10 gp (Average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Self-taught

Class Skills: The troubadour’s class skills are Artistry (Int), Craft (Int), Lore (Int), Perception (Wis), Perform (Cha), and Profession (Wis). In addition, if this is the character’s first level, she chooses a trade tradition. Her trade rank is adroit. If this is not the character’s first level, she instead chooses one trade talent from the Vocation sphere as a bonus talent.

Skill Ranks per Level: 6 + Int modifier

Special: You may not have levels in both the unchained troubadour and troubadour classes.

Class Features§

Blended Talents
Class LevelBABPoor SavesGood SavesSpecialCaster LevelAnyUtility
1+0+0+2Casting, spell pool, blended training, personas, diverging paths, many faces, troubadour aspect+001
2+1+0+3Persona talents (one talent), quick change (1/day)+101
3+2+1+3Persona quirk+202
4+3+1+4Troubadour aspect+312
5+3+1+4Persona talents (two talents)+313
6+4+2+5Persona quirk, quick change (1/day)+413
7+5+2+5Troubadour aspect+514
8+6/+1+2+6Persona talents (three talents)+624
9+6/+1+3+6Complex personas, persona quirk+625
10+7/+2+3+7Troubadour aspect, quick change (3/day)+725
11+8/+3+3+7Persona talents (four talents)+826
12+9/+4+4+8Persona quirk+936
13+9/+4+4+8Troubadour aspect+937
14+10/+5+4+9Persona talents (five talents), quick change (4/day)+1037
15+11/+6/+1+5+9Persona quirk+1138
16+12/+7/+2+5+10Troubadour aspect+1248
17+12/+7/+2+5+10Persona talents (six talents)+1249
18+13/+8/+3+6+11Persona quirk, quick change (5/day)+1349
19+14/+9/+4+6+11Troubadour aspect+14410
20+15/+10/+5+6+12Master of roles, persona talents (seven talents)+15510

Weapon and Armor Proficiencies§

Troubadours are proficient with simple weapons, light armor, and bucklers.

Casting§

A troubadour may combine spheres and talents to create magical effects. A troubadour is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature).

Spell Pool§

A troubadour gains a reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her troubadour level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training§

The theorist gains 1/4ths of a magic or skill talent per level, according to Table: Unchained Troubadour. In addition, they gain a utility talent that can be spent on magic or skill talents at every even level. A troubadour’s casting ability modifier determines their operative modifier.

Personas (Ex)§

A troubadour has multiple personas that can be so distinct that, in effect, they are different people. A troubadour begins with a single alternative persona, in addition to her true self (her ‘base persona’). These alternative personas may have different names, ages, genders, appearances, alignments (but only within 1 step of her base persona’s alignment), and may even be of a different race.

At any one time, she has a single active persona. She may adopt the mindset of a different persona by focusing for 1d4+1 rounds. This requires concentration, as if the troubadour were casting a sphere effect with a caster level equal to her class level. Should this concentration be interrupted, her attempt to change personas fails. She does not automatically change her appearance to look like her new persona, and must separately disguise herself to match the appropriate appearance.

While each of a troubadour’s personas is an extension of her, each persona is, in many ways, treated like a completely different being. As long as a magic-user does not know that her various personas are all part of the same being, any attempts they make to scry on or locate one of her personas with magic only functions when that persona is currently active. Likewise, attempts to divine information about one persona does not reveal information about any others.

Diverging Paths (Ex)§

Through her personas, a troubadour lives many different lives, gaining an unmatched depth of experience. Each of her personas has separate abilities that she may only use when they are active.

She may choose a single trope for each of her personas (including her base persona), granting her the base benefit and saves of that trope as long as she is adopting that persona. The trope may additionally grant her a casting, combat or trade tradition specific to the persona. If she already has a tradition of that type, she replaces her innate tradition with the one specific to her persona.

If one persona has more spell points than the other because their casting tradition grants more bonus spell points, the extra spell points are used last. For example, if she has one persona with 8 spell points and another with 6, once she has used 6 spell points, she would have 2 available in the first persona and none in the second.

A troubadour may take any talents, feats and other features any one of her personas qualify for. These features only function if her active persona possesses all the prerequisites it would normally require to buy that feature naturally. When she adopts a different persona, all non-instantaneous effects from talents and spheres she no longer possesses or qualifies for end, as if she had lost a temporary talent.

At 3rd level and every 3 levels thereafter, the troubadour gains a persona quirk for each of her personas. Tropes and their associated persona quirks are listed at the end of this page.

Many Faces (Ex)§

The troubadour gains the Subterfuge sphere as a bonus sphere, as well as the Impressionist drawback, gaining the Unrecognizable Mannerisms talent as part of gaining the drawback.

You may don a disguise as part of the same action you take to switch personas, taking the same amount of time as the longer of the two actions (rolling only once if both have the same random duration). When you use fast disguise to appear like one or your personas, you never take a penalty for creating a disguise quickly and increase the circumstance bonus to Bluff and Disguise checks to +5. This bonus increases by +1 per 4 troubadour levels.

Troubadour Aspect (Ex)§

Each troubadour has their own reasons for their many lives, and different skills they picked up in that process.At first level and every 3 levels thereafter, a troubadour gains a troubadour aspect. Unless otherwise noted, a troubadour cannot take any aspect more than once.

Additional Persona§

The troubadour gains an additional alternative persona each time she chooses this troubadour aspect. This aspect may be chosen a second time at 7th level and a third time at 16th level.

Divided Self§

The troubadour allows her personas to take on a life of their own, acting more like separate personalities than simple guises. She possesses different motivations in each of her personas and may create personas of any alignment. You do not need to make a Bluff check to maintain different mannerisms.

The troubadour is treated as if she were her active persona’s alignment rather than her true alignment by all effects, whether beneficial or harmful. Sense Motive, mind reading spells, and other similar effects can only reveal thoughts and memories relevant to her active persona.

Fabricated Past§

The troubadour learns to weave false histories into all her alternative personas. For each of her non-base personas, she may choose different background traits to use in place of her base persona’s. When the troubadour creates a persona of a different race, age, or gender, she is considered to have those qualities with that persona active for all purposes. Magic that seeks to reveal her memories or past history only reveals the fabricated history of her active persona in place of her true history.

Note: If your campaign does not use traits, this troubadour aspect does not allow you to gain them.

Fool Spell§

Whenever the troubadour succeeds at a saving throw against mind-affecting magic that exerts control over the troubadour (such as charm person, dominate person, or similar effects), she can so thoroughly pretend that it has affected her that he can even fool the magic itself. To the caster, it appears that the troubadour failed his saving throw, but the troubadour is not under the caster’s control. If the spell provides a telepathic link, it functions normally, but the troubadour is under no obligation to follow the caster’s commands. The troubadour can always dismiss the fooled magic as a standard action. Fool spell can be used when the troubadour succeeds at a subsequent saving throw against an ongoing effect.

Magical Disguise (requires Transformation feat, Illusion sphere, or Alteration sphere)§

The troubadour creates her disguises using magical rather than mundane means. She may associate a specific form she can take on through Transformation (including her base form), a specific shapeshift, or a specific glamer with a persona. When she applies the disguise of a persona using many faces, she may change into that form or apply the appropriate glamer or shapeshift as part of the same action, as if she possessed the Morphic Disguise feat.

She may create personas of any appearance she can disguise herself as using her magic, and any race and creature type. She is treated as that race and creature type by all effects, whether beneficial or harmful.

Manifest Story (requires Magical Disguise troubadour aspect)§

When you shapeshift into a non-base persona or apply a Transformation for a non-base persona using Magical Disguise, instead of losing your Form origin talents as normal for polymorph effects, you replace all your origin talents with a set specific to that persona. If your campaign uses races rather than origins, you instead replace your racial traits with the traits of a race of your choice (excluding racial bonuses and penalties to ability scores).

If you possess the create reality class feature or the Shadow Infusion talent, you additionally apply this benefit when using a glamor. If you do so, the effect is only partly real. The drawbacks of Shadow Infusion apply to the effects of any origin talents or racial traits you gain this way.

Note: You cannot replace origin talents granting you the Extra Troubadour Aspect feat in this way. You cannot gain this troubadour aspect through a feat gained through a racial trait.

Mental Compartmentalization§

When the troubadour is affected by a mind-affecting ability, she may choose to have it only affect her when her current persona is active. Then, she may spend a spell point to use quick change as an immediate action.

Thousand Faces§

The troubadour learns to fabricate new convincing identities as she needs them. She may maintain a single social guise, plus one per 5 troubadour levels she possesses. A social guise functions as an additional persona based on another existing persona and can be adopted as normal for one.

The social guise possesses the same tropes, talents, persona quirks, or other traits granted by troubadour aspects as the persona it is based on. However, it still counts as a separate persona for all other purposes, and possesses its own name, alignment (up to one step away from its base persona), apparent race, gender, and appearance. You may adopt a social guise based on your current persona or a social guise based on it as a standard action.

Unlike ordinary personas, a troubadour may swap out her social guises freely. She may create a new social guise or replace one of her existing ones entirely in a process that requires 2 days of work. This follows the rules for creating a magic item.

True Form (requires Magical Disguise troubadour aspect)§

Whenever you shapeshift into a persona using Magical Disguise, it becomes an instantaneous effect as if you had used the Permanent Transformation talent. Whenever you apply the glamer of a persona using Magical Disguise, it becomes a permanent effect as if you had used the Permanent Image talent.

Persona Talents (Ex)§

At 2nd level, for each persona she possesses, the troubadour may pick a single talent that persona would qualify for. The types of talent she may pick for each persona depends on its tropes. As long as she has adopted a persona, she gains all talents she has chosen for it. At 5th level and every 3 levels thereafter, she chooses an additional talent for each persona.

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 her 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 unless she can use fast disguise as a move action. The troubadour can use this ability an additional time per day at 6th level, and every 4 troubadour levels thereafter.

Complex Personas (Ex)§

At 9th level, the troubadour’s ability to create complex personas improves. You may gain a second trope for a persona in place of a persona quirk. That persona gains the trope benefit, traditions and improved saves of the second trope. You may select future quirks and talents based on either trope a persona possesses.

Master of Roles (Ex)§

At 20th level, the troubadour becomes a master of all of her roles. Whenever she adopts a persona without using the quick switch feature, she may choose a second persona as her prepared persona. She may adopt her prepared persona and set her active persona as her prepared persona as a free action usable once per round.

Tropes§

The Detective§

The detective separates truth from illusions in a complex web of lies. She is the one to stand above when all the other characters are caught in the villain’s manipulations, and eventually frees them from the lies that bind them to their will.

Base Characteristics: The detective treats reflex and will as good saves. She gains a martial and trade tradition specific to her persona, and may choose combat or skill talents for her persona talents.

Trope Benefit: The detective gains an inspiration pool as per the investigator class feature. She only gains a +1d4 bonus when she spends inspiration, and may treat her troubadour levels as investigator levels for this purpose. If the troubadour possesses multiple detective personas, they share the same inspiration pool.

Persona Quirks§

Greater Insight (Ex): Increase the size of your inspiration die from d4 to d6.

Hidden Knacks (Ex): Choose three skills, at least one of which must be a background skill. You unlock skill leverage with those skills. You may gain this persona quirk multiple times. Each time it is selected, you unlock skill leverage with three additional skills.

Investigative Talent: You gain your choice from the applied engineering, expanded inspiration, inspired intelligence, inspired intimidator, unconventional inspiration, and underworld inspiration investigator talents. You may take this quirk multiple times, and gain a different talent each time.

Illusions to Illusions (Ex): You gain a +3 competence bonus to saving throws against illusion effects and mind-affecting abilities.

The Everyman§

The everyman grounds the story to the concerns of the common man, a reflection of the mundane skills and talents that drive the real world. Through them, even the most ordinary of audience members can relate themselves to the story.

Base Characteristics: The everyman treats reflex and will as good saves. They gain a trade tradition specific to their persona, and may choose skill talents for their persona talents.

Trope Benefit: The everyman gains the methodical edge of a professional method as per the professional class. They treat their troubadour levels as professional levels for the purpose of this ability.

Persona Quirks§

Improved Methods: You gain the methodical progression of your professional method. You must be 9th level to select this quirk. At 18th level, you may take this quirk a second time to gain the methodical conclusion.

Professional Specialization: You gain the professional interest class feature and the savvy method of your professional method. At 12th level, you may take this quirk a second time to gain the innovative method of your professional interest.

Skilled Prowess: Gain a feat for which you meet the prerequisites. This feat must require skill talents or specific skill ranks as prerequisites. You may take this quirk multiple times. Each time it is taken, gain a new feat.

Utility Training: Gain two utility talents of any sort you could gain through Persona Talents for this persona.

The Faerie§

The faerie is the protector who stands guard over the world from beyond the watchful eye of humanity. She may appear at any point in the story, intervening at the right moment to change the tides of war, only to disappear back to her hidden world.

Base Characteristics: The faerie treats fortitude and will as good saves. She gains a martial and casting tradition specific to her persona, and may choose combat or magic talents for her persona talents.

Trope Benefit: You may form a mystical bond with a single ally within 30 feet as a standard action, or a swift action by spending a spell point. This counts as a guard as per the warden class, and interacts with other guards as such. As long as this ally remains within 25 feet + 5 feet per 2 troubadour levels of you, you may cast spells with a range of touch and use the aid another action on them as if you were adjacent to them.

Persona Quirks§

Fae Domain: You gain a vigil as per the warden class feature. You gain the sphere associated with the vigil as a bonus sphere, and the 3rd level vigil ability. The vigil ability applies to your mystical bond as if it were your guard. You may use this ability as if you had the guard bonus of warden of a class level equal to your troubadour level, but do not actually grant a guard bonus to your charge.

Greater Aid (Ex): Whenever you use the aid another action, you grant the target a +4 bonus rather than a +2 bonus. This does not stack with other, similar effects.

Improved Conservatorship (Ex): You may form two mystical bonds at a single time and your bonded allies gain a +1 bonus to AC. You must be at least 6th level to select this persona quirk.

Swift Aid (Su): As an immediate action, you may spend a spell point to use the aid another action on an ally you are bonded with.

Vigilant Watch (Ex): You may add your casting ability modifier as an insight bonus to initiative checks, up to a maximum bonus equal to your troubadour level. In addition, you always act during a surprise round.

The Fool§

The fool is usually either very low class or very high class; someone with exaggerated mannerisms that can elicit a laugh at any given moment. While audiences love the fool, they, like the other characters, will often underestimate him, which makes it all the more powerful of a twist when the fool ends up saving the day.

Base Characteristics: The fool treats all saves as good saves. He gains a martial, casting, and trade tradition specific to his persona, and may choose combat, magic or trade talents for his personal talents.

Trope Benefit: Whenever you fail an attack roll, CMB check, skill check, saving throw, or ability check with a natural dice roll of 3 or less, you perform a ‘fumble’. A fumble can only be achieved when performing an action you want to succeed that carries real risk; most checks made in combat can produce a fumble, but you cannot perform simple skill checks in hopes of producing a fumble before attempting a more important check. The GM is the final arbiter of which checks are capable of producing a fumble.

Whenever you fumble, you may choose a single attack roll, CMB check, skill check, saving throw, or ability check made the next round. You may roll that roll or check twice and take whichever result you wish.

Persona Quirks§

Charming Fool (Ex): Whenever you make a Charisma-based skill check and roll a fumble, you may immediately reroll that skill check. You must take this second roll, no matter what it is.

Greater Fumble (Ex): You may trigger a fumble on a roll of 6 or lower instead of only 3 or lower. The roll must still fail to be counted as a fumble.

Greater Karma (Su): When using your fool trope benefit to roll twice, you gain an extra +2 luck bonus to the rolls. Hopeless Bumbler (Ex): Whenever you fumble, you appear so hopeless that until the beginning of your next turn, any target that wishes to attack you must pass a Will save (DC 10 + 1/2 your troubadour level + your Charisma mod) or be unable to do so.

Lingering Karma (Su): When you roll a fumble, you may choose a roll made within two rounds to roll twice, rather than one.

Oblivious (Ex): Your persona has a mind that can become completely void at a moment’s notice. Whenever you make a Will saving throw, you may roll twice and take whichever result you desire. If you make a Will saving throw against an effect that has a lesser result on a successful save, it instead has no effect on a successful save.

Slapstick (Ex): Your failings can be quite theatrical; you don’t just fail, you often trip, flail, and generally make a complete spectacle of yourself, which distracts those around you as they laugh or leap to get out of your way. All enemies who are within 5 ft. of you when you fumble suffers a -2 penalty to attack rolls, CMB checks, saving throws, skill checks, and ability checks for 1 round. This is a mind-affecting effect.

The Maiden§

The maiden consorts with the divine, sacrificing her freedom and life in exchange for the safety of her people. Often, the hero uproots her from her post, showing her the greater world and encouraging her to use her abilities to protect the world as a whole.

Base Characteristics: The maiden treats fortitude and will as good saves. She gains a casting and trade tradition specific to her persona, and may choose magic or skill talents for her persona talents.

Trope Benefit: The maiden may channel energy as a cleric of her level, a number of times per day equal to her Charisma modifier. If the troubadour possesses multiple maiden personas, they share the same number of uses of channel energy.

Persona Quirks§

Divine Nature: Gain a cleric domain of your choice, treating your troubadour levels as cleric levels for this purpose. You do not gain the higher level domain power. If you already possess this domain through another class, these levels stack when determining the power of this domain.

Greater Channeling: Your ability to channel energy improves. You may now channel energy a number of times per day equal to 3 + your Charisma modifier.

Greater Divine Nature: Choose a domain granted through the Divine Nature persona quirk. You may gain the higher level power of this domain, provided you have enough levels to unlock it.

Skillful Channeling: Gain one feat that possesses channel energy as a prerequisite. You must meet all of the prerequisites for that feat. You may take this quirk multiple times. Each time it is taken, gain a new channeling feat.

The Lover§

Be they the damsel in distress or the best friend in hard times, the lover is the one the audience falls in love with. The lover possesses a beauty of body, mind, and spirit that lifts the hearts of the other characters in troubled times, and when a lover feels sad, it makes the audience weep. Some of the greatest stories ever told have been about winning the heart of, or returning to the side of, a lover.

Base Characteristics: The lover treats reflex and will as good saves. He gains a casting and trade tradition specific to their persona, and may choose magic or skill talents for their persona talents.

Trope Benefit: The lover serves as an inspiration to her allies, building them up to greater heights than were otherwise possible. The lover gains the bardic performance class feature as per a bard. He may use his performance a number of rounds per day equal to 2 + his Charisma modifier, and gains an additional round of performance every troubadour level after the first. If the troubadour possesses multiple lover personas, they share the same pool of rounds.

He treats his troubadour levels as bard levels when determining the power of his bardic performances, and begins with the inspire courage bardic performance.

Persona Quirks§

Distracting: You gain the Countersong and Distraction bardic performances.

Eternal Feminine (Ex): Your persona serves as an inspiration to others, helping them pull through difficult situations they otherwise would not be able to survive. Once per day as an immediate action, you can grant a number of temporary hit points equal to your troubadour level to an ally within 30 ft. who can both see and hear you. You may gain this persona quirk multiple times. Each time it is gained, increase the number of times you may use this ability per day by 1.

Fascination: You gain the Fascinate bardic performance. At 6th level, you gain the suggestion bardic performance. At 18th level, you gain the mass suggestion bardic performance.

Ingenue (Ex): You can appear so weak and innocent when you wish that people find it difficult to believe you capable of any wrongdoing. You gain a +5 competence bonus on Bluff skill checks to convince others of your innocence, +1 at 5th level and every 4 levels thereafter. This bonus does not apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating secret messages via innuendo, nor does it apply to any use of the skill to convince anyone of anything other than your complete innocence and blamelessness.

Inspire: You gain the Inspire Competence bardic performance.

Inspire Greatness: You gain the Inspire Greatness bardic performance. You must be at least 9th level to select this quirk.

Inspire Heroics: You gain the Inspire Heroics bardic performance. You must be at least 15th level to select this quirk.

Soothing Performance: You gain the Soothing Performance bardic performance. You must be at least 12th level to select this quirk.

The Heart: You can inspire your team without words simply through your force of personality. You may activate your bardic performance as a move action, and targets needn’t be able to hear you to receive its effects (although they must still be able to see you).

The Hero§

The hero is the driving force of a story; They’re the one who makes the decisions, and often the story is told from their perspective. No matter how large the odds may loom, it is the hero’s job to find a way to surmount them.

Base Characteristics: The hero treats fortitude and reflex as good saves. They gain a martial tradition specific to their persona, and may choose combat talents for their persona talents.

Trope Benefit: The hero gains a base attack bonus equal to the troubadour’s class level instead of using that listed on Table: Troubadour. They gain a single combat sphere specialization as per the conscript class feature, but do not automatically gain the benefits from conscript levels.

Persona Quirks§

Greater Specialization: Gain the 3rd level benefit of your specialization. At 9th level, you may take this quirk a second time to gain the 8th level specialization. At 18th level, you may take this quirk a third time to gain the 20th level specialization. Treat your troubadour levels as conscript levels for the purposes of these abilities.

Martial Prowess: Gain a combat feat for which you meet the prerequisites. You may take this quirk multiple times. Each time it is taken, gain a new combat feat.

The Monster§

Less human than the villain, the monster is a bloodthirsty creature of darkness, stalking the shadows in search of her prey.

Base Characteristics: The monster treats fortitude and reflex as good saves. She gains a martial and casting tradition specific to her persona, and may choose combat and magic talents for her persona talents.

Trope Benefit: The monster gains the Alteration sphere as a bonus magic talent, and uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources. When the troubadour adopts a monster persona, she may immediately shapeshift herself as if she possessed the Magical Disguise actor training.

Persona Quirks§

Catgirl’s Roar: You gain a purring feat as a bonus feat. You may take this quirk multiple times, gaining a different purring feat each time.

Monstrous Evolution: You gain a beastial talent as per the shifter class feature. Treat your troubadour levels as shifter levels for purposes of these abilities. You may take this quirk multiple times, gaining a different beastial talent each time.

Wild Empathy (Ex): You gain the wild empathy ability of a druid of your level.

The Sage§

The sage is the wise recluse the other characters in the story visit to learn of the secrets of the world they need to complete their journey. When they intervene directly, they wield secret magics to correct the path of the story back to its destined end.

Base Characteristics: The sage treats will as a good save. They gain a casting tradition specific to their persona, and may choose magic talents for their persona talents.

Trope Benefit: The sage gains a caster level equal to the troubadour’s class level instead of using that listed on Table: Troubadour. They gain a single magic sphere specialization as per the incanter class feature, but do not automatically gain the benefits from incanter levels.

Persona Quirks§

Greater Specialization: Gain the 3rd level benefit of your specialization. At 9th level, you may take this quirk a second time to gain the 8th level specialization. At 18th level, you may take this quirk a third time to gain the 20th level specialization. Treat your troubadour levels as incanter levels for the purposes of these abilities.

Magical Prowess: Gain one feat with the casting feature or a magic sphere or talent as prerequisite. You must meet all the prerequisites for that feat. You may take this quirk multiple times. Each time it is taken, gain an additional feat with the same requirements.

The Scoundrel§

Sometimes known by the name ‘bad boy’ or ‘femme fatale’, a scoundrel can be a hero, villain, or both. Scoundrels bring an unpredictable element to the story, for no matter what role they may play initially, the audience is never entirely sure if or when the scoundrel will metaphorically (or physically) stab someone in the back.

Base Characteristics: The scoundrel treats reflex as a good save. They gain a combat and skill tradition specific to their persona, and may choose martial or skill talents for their persona talents.

Trope Benefit: The scoundrel gains sneak attack, as the rogue class feature. At 1st level, this is +1d4, but increases to +1d6 at 3rd level. At 6th level and every 3 levels thereafter, the scoundrel deals an additional +1d6 sneak attack damage.

Persona Quirks§

Black Widow (Su): When making a sneak attack against a flat-footed target that has an attitude of friendly or helpful to you, your sneak attack dice deal maximum damage.

Ninja Trick: Gain a ninja trick, treating your troubadour levels as ninja levels when meeting its prerequisites and determining its effects. This does not allow you to gain master ninja tricks, unless that feature is available through another class. You may take this persona quirk multiple times. Each time it is gained, select an additional ninja trick.

Rogue Talent: Gain a rogue talent, treating your troubadour levels as rogue levels when meeting its prerequisites and determining its effects. This does not allow you to gain advanced rogue talents, unless that feature is available through another class. You may take this persona quirk multiple times. Each time it is gained, select an additional rogue talent.

Uncanny Ability (Su): You may spend spell points as if they were ki points when powering rogue talents and ninja tricks. As a swift action, you may spend a spell point to grant yourself a +20 bonus to speed for 1 round, to grant yourself a +4 bonus to stealth for 1 round, or a +20 bonus on a single Acrobatics check made to jump.

Class-Specific Feats§

Extra Troubadour Aspect§

Prerequisites: Troubadour Aspect class feature

Benefit: You gain an additional troubadour aspect.

Archetype - Champion of Names§

A champion of names’ personas are born of the touch of the First World, rather than simple acting or a fractured identity. Her names crystalize into her myriad forms and magics, eclipsing her mortal origins entirely.

Law of Names (Ex)§

A champion of names’s true name holds power over her as it does the fey. Her original name that she was given at birth or another name that holds equal importance to her former self becomes her true name. Her personas (including her base personas) must bear different names from each other and may not bear her true name.

As long as a magic-user does not know her true name, their magic treats her personas as separate people, even if they know they are part of the same being. However, she suffers a -2 penalty to AC and all saving throws against anyone that both knows her true name and that her active persona is part of that entity.

This alters personas.

Blessing of the Many (Ex)§

The champion of names may draw on the essence of the First World to truly change her form, rather than relying on simple disguises. She is treated as a fey creature with the shapechanger subtype rather than as a humanoid (or whatever her creature type was) for the purpose of spells and magical effects.

She chooses a unique humanoid form and appearance for each of her personas. When she adopts a persona (including by using Quick Change), must shift her base form to match that persona as an instantaneous polymorph effect. As this changes your form on a fundamental level, Disguise checks are not required to uphold the disguise and Perception checks alone may never pierce the deception.

This replaces many faces and the troubadour aspect gained at 1st level, but counts as the troubadour aspect class feature and the magical disguise troubadour aspect for the purpose of qualifying for prerequisites.

Troubadour Aspects§

The following troubadour aspects behave differently when taken by a champion of names:

Manifest Story (requires Magical Disguise troubadour aspect)§

You may replace your Origin talents with a different set of talents for each non-base persona you possess. This counts as part of the polymorph effect granted by Blessing of the Many.

Note: You cannot replace origin talents granting you the Extra Troubadour Aspect feat in this way. You cannot gain this troubadour aspect through a feat gained through a racial trait.

True Form (requires Magical Disguise troubadour aspect)§

You may not gain this talent, as it is redundant with Blessing of the Many.

Archetype - Questant§

For most, the quest for identity and selfhood is intense but brief, long over by the time they embark on any adventure through the world. Others never quite find that answer – and of those, a rare few find a strange power in exploring their possible selves and possible paths to their furthest possible reaches.

The Fool’s Journey (Ex)§

A questant’s personas fundamentally reflect the different paths she may take as herself, rather than alternative identities. She may not pick different ages, races or appearances for her personas, and is not treated as a different person in her different personas. She may create personas of any alignment, and is treated as her active persona’s alignment by all effects, whether beneficial or harmful.

For each of her personas, she chooses a set of keystone motivations, representing the core motives that persona uniquely represents. The keystone motivations of her active persona count as major motivations and the keystone motivations of her other personas count as minor motivations.

This alters personas.

Brilliant Transformation (Su)§

As a full-round action, the questant may transform the appearance of her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. She may do this as part of the same action as switching personas, including with Quick Switch. This transformation creates a display of lights and sounds that breaks stealth.

This effect lasts until she dismisses it as a full-round action, her clothes leave her person or uses this ability a second time.

This replaces Many Faces.

Troubadour Aspects§

The following troubadour aspects are unique to questants or behave differently when taken by a questant:

Divided Self§

Questants cannot take Divided Self, as a variant of its abilities are included in the The Fool’s Journey class feature.

Fabricated Past§

The questant cannot fabricate histories entirely with this troubadour aspect. She may hide different events from her past through her magic, but may not fabricate events.

Magical Disguise (requires Transformation feat, Illusion sphere, or Alteration sphere)§

The questant’s personas must possess a form that is immediately recognizable as herself. She does not gain the usual benefits to Disguise that being polymorphed or having a glamer applied grant.

Mystical Guide (requires The Fool’s Journey class feature)§

The questant gains a creature born of her subconscious that reflects her meandering path through life. She gains a familiar, as the wizard’s arcane bond option, using her questant levels as wizard levels for this purpose. This familiar exchanges the Improved Evasion feature (or any features from a familiar archetype that replaces it) for the Recurring Dream feature of the Figment familiar archetype.

For each of her personas, she chooses a familiar bonus and an appearance for her familiar. Her familiar takes on the form associated with her active persona and uses the chosen familiar bonus in place of its usual one. The change in form is purely visual and does not affect its statistics in any way. Each of these forms is considered as a different creature by magic, as if the familiar possessed the personas class feature.

Thousand Faces§

Questants cannot take Thousand Faces.

Mythic Class Features§

Mythic Personas§

Drawing on mythic power, you imbue your personas with abilities far beyond your own. For each of your non-base personas, you may assign them a different set of ability scores and assign skill ranks differently. For any pool of resources (such as uses of Channel Energy or Spell Points) that changes depending on your ability scores, use the same rules as for spell points of different sizes between personas.

Mythic Diverging Paths§

You may gain an additional trope for each persona you possess as a persona quirk. Additionally, for each odd mythic tier, you may select a persona to gain an additional persona quirk. You cannot gain more than one quirk per persona this way.

Mythic Troubadour Aspect§

You may select this mythic feature once for each troubadour aspect you possess.

Mythic Additional Persona§

You gain an additional alternative persona.

Mythic Divided Self§

You gain the dissonant heart class feature of the dissident class. Treat your troubadour levels plus mythic tiers as dissident levels for this purpose.

Mythic Fabricated Past§

You gain an additional trait for each persona.

Mythic Fool Spell§

When you are affected by any ability that allows a saving throw, and succeed against a saving throw to negate it, you may choose to be truly affected by it regardless by spending a use of mythic power. When you do so, you may end the effect and reverse any effects it had on you as a free action that may be taken regardless of any restrictions that the effect would normally place upon you.

Mythic Mental Compartmentalization§

You compartmentalize your form equally to your mind. You may apply the effects of Mental Compartmentalization to any non-harmless effect that applies to specific creatures.

Mythic Thousand Faces§

You may swap out one of your personas and all its characteristics by spending 7 days altering it in the same way you may exchange social guises.

Mythic Persona Talents§

For each mythic tier, you may select a persona to gain an additional talent. You cannot gain more than one talent per persona this way. At 5th mythic tier, you may gain an additional talent for each persona.

Mythic Quick Change§

You may spend a use of mythic power to use quick change as a free action that may only be taken on your turn, any number of times a day.

Mythic Master of Roles§

You may adopt new personas as a move action.

Mythic Archetype Features§

Mythic Brilliant Transformation§

Whenever you rest to recover spell points, you may assign each of your personas with a set of magic items, armor or weapons in your possession. You may choose to have any armor or weapons equipped by a persona to instead use the enhancement bonus and special abilities of the armor or weapon equipped by a different persona. You may assign the same item to multiple personas, but may not use the enhancement bonus and special abilities of a single item for more than one item per persona (including the original item).

This equipment is stored in an extradimensional space, and remains there until it is summoned or is no longer associated with a persona. You may summon the equipment associated with your active persona whenever you use Brilliant Transformation. Any equipment summoned in this way returns to the extradimensional space when it leaves your person for more than a round or when you summon a different persona’s equipment.

When you activate Brilliant Transformation when untransformed, all equipment you have equipped is stored in the extradimensional space until you deactivate Brilliant Transformation.