Unchained Troubadour
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. Troubadours are proficient with simple weapons, light armor, and bucklers. 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). 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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 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. 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 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. 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 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. 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 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. 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. 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. 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 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. 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. 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. 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 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. 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. 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. 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. Prerequisites: Troubadour Aspect class feature Benefit: You gain an additional troubadour aspect. 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. 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. 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. The following troubadour aspects behave differently when taken by a champion of
names: 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. You may not gain this talent, as it is redundant with Blessing of the Many. 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. 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. 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. The following troubadour aspects are unique to questants or behave differently when
taken by a questant: Questants cannot take Divided Self, as a variant of its abilities are included
in the The Fool’s Journey class feature. 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. 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. 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. Questants cannot take Thousand Faces. 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. 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. You may select this mythic feature once for each troubadour aspect you possess. You gain an additional alternative persona. You gain the dissonant heart class feature of the dissident class. Treat your
troubadour levels plus mythic tiers as dissident levels for this purpose. You gain an additional trait for each persona. 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. 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. 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. 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. 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. You may adopt new personas as a move action. 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.Class Features§
Blended Talents Class Level BAB Poor Saves Good Saves Special Caster Level Any Utility 1 +0 +0 +2 Casting, spell pool, blended training, personas, diverging paths, many
faces, troubadour aspect +0 0 1 2 +1 +0 +3 Persona talents (one talent), quick change (1/day) +1 0 1 3 +2 +1 +3 Persona quirk +2 0 2 4 +3 +1 +4 Troubadour aspect +3 1 2 5 +3 +1 +4 Persona talents (two talents) +3 1 3 6 +4 +2 +5 Persona quirk, quick change (1/day) +4 1 3 7 +5 +2 +5 Troubadour aspect +5 1 4 8 +6/+1 +2 +6 Persona talents (three talents) +6 2 4 9 +6/+1 +3 +6 Complex personas, persona quirk +6 2 5 10 +7/+2 +3 +7 Troubadour aspect, quick change (3/day) +7 2 5 11 +8/+3 +3 +7 Persona talents (four talents) +8 2 6 12 +9/+4 +4 +8 Persona quirk +9 3 6 13 +9/+4 +4 +8 Troubadour aspect +9 3 7 14 +10/+5 +4 +9 Persona talents (five talents), quick change (4/day) +10 3 7 15 +11/+6/+1 +5 +9 Persona quirk +11 3 8 16 +12/+7/+2 +5 +10 Troubadour aspect +12 4 8 17 +12/+7/+2 +5 +10 Persona talents (six talents) +12 4 9 18 +13/+8/+3 +6 +11 Persona quirk, quick change (5/day) +13 4 9 19 +14/+9/+4 +6 +11 Troubadour aspect +14 4 10 20 +15/+10/+5 +6 +12 Master of roles, persona talents (seven talents) +15 5 10 Weapon and Armor Proficiencies§
Casting§
Spell Pool§
Blended Training§
Personas (Ex)§
Diverging Paths (Ex)§
Many Faces (Ex)§
Troubadour Aspect (Ex)§
Additional Persona§
Divided Self§
Fabricated Past§
Fool Spell§
Magical Disguise (requires Transformation feat, Illusion sphere, or Alteration
sphere)§
Manifest Story (requires Magical Disguise troubadour aspect)§
Mental Compartmentalization§
Thousand Faces§
True Form (requires Magical Disguise troubadour aspect)§
Persona Talents (Ex)§
Quick Change (Ex)§
Complex Personas (Ex)§
Master of Roles (Ex)§
Tropes§
The Detective§
Persona Quirks§
The Everyman§
Persona Quirks§
The Faerie§
Persona Quirks§
The Fool§
Persona Quirks§
The Maiden§
Persona Quirks§
The Lover§
Persona Quirks§
The Hero§
Persona Quirks§
The Monster§
Persona Quirks§
The Sage§
Persona Quirks§
The Scoundrel§
Persona Quirks§
Class-Specific Feats§
Extra Troubadour Aspect§
Archetype - Champion of Names§
Law of Names (Ex)§
Blessing of the Many (Ex)§
Troubadour Aspects§
Manifest Story (requires Magical Disguise troubadour aspect)§
True Form (requires Magical Disguise troubadour aspect)§
Archetype - Questant§
The Fool’s Journey (Ex)§
Brilliant Transformation (Su)§
Troubadour Aspects§
Divided Self§
Fabricated Past§
Magical Disguise (requires Transformation feat, Illusion sphere, or Alteration
sphere)§
Mystical Guide (requires The Fool’s Journey class feature)§
Thousand Faces§
Mythic Class Features§
Mythic Personas§
Mythic Diverging Paths§
Mythic Troubadour Aspect§
Mythic Additional Persona§
Mythic Divided Self§
Mythic Fabricated Past§
Mythic Fool Spell§
Mythic Mental Compartmentalization§
Mythic Thousand Faces§
Mythic Persona Talents§
Mythic Quick Change§
Mythic Master of Roles§
Mythic Archetype Features§
Mythic Brilliant Transformation§