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Castamira Oberon

Guildmaster Castamira Oberon

Physical Description

General Physical Condition

Physically, Castamira is in good shape. She is short with pale skin, blonde hair and green eyes.

Special abilities

Strength

Athletics

  • Climb
    Climb
    SINGLE ACTION

    Requirements You have both hands free.
    Description You move up, down, or across an incline. 
    Applications Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.   Degrees of Performance
    • Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
    • Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
    • Critical Failure YYou fall. If you began the climb on stable ground, you fall and land prone.
  • Disarm
    Disarm
    SINGLE ACTION

    Requirements You have at least one hand free. Your target can’t be more than one size larger than you.
    Description You try to knock something out of an opponent’s grasp.
    Applications Attempt an Athletics check against the opponent’s Reflex DC.   Degrees of Performance
    • Critical Success You knock the item out of the opponent’s grasp. It falls to the ground in the opponent’s space.
    • Success You weaken your opponent’s grasp on the item. Until the start of that creature’s turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.
    • Critical Failure You lose your balance and become flat-footed until the start of your next turn.
  • Force Open
    Force Open
    SINGLE ACTION

    Description Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls.    
    Applications Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.
    • Untrained fabric, flimsy glass
    • Trained ice, sturdy glass
    • Expert flimsy wooden door, wooden portcullis
    • Master sturdy wooden door, iron portcullis, metal bar
    • Legendary stone or iron door
      Degrees of Performance
    • Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.
    • Success You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.
    • Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
  • Grapple
    Grapple
    SINGLE ACTION

    Requirements You have at least one free hand. Your target cannot be more than one size larger than you.
    Description You attempt to grab an opponent with your free hand.
    Applications Attempt an Athletics check against their Fortitude DC. You can also Grapple to keep your hold on a creature you already grabbed. Degrees of Performance
    • Critical Success Your opponent is restrained until the end of your next turn unless you move or your opponent Escapes.
    • Success Your opponent is grabbed until the end of your next turn unless you move or your opponent Escapes.
    • Failure You fail to grab your opponent. If you already had the opponent grabbed or restrained using a Grapple, those conditions on that creature end.
    • Critical Failure If you already had the opponent grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
  • High Jump
    High Jump
    DOUBLE ACTION

    Requirements You have at least one free hand. Your target cannot be more than one size larger than you.
    Description You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. 
    Applications If you didn’t Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.   Leap The Leap basic action is used for High Jump and Long Jump. Leap lets you take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. Degrees of Performance
    • Critical Success Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.
    • Success Increase the maximum vertical distance to 5 feet.
    • Failure You Leap normally.
    • Critical Failure You don’t Leap at all, and instead you fall prone in your space.
  • Long Jump
    Long Jump
    DOUBLE ACTION

    Requirements You have at least one free hand. Your target cannot be more than one size larger than you.
    Description You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. 
    Applications The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed. If you didn’t Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.   Leap The Leap basic action is used for High Jump and Long Jump. Leap lets you take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. Degrees of Performance
    • Success Increase the maximum horizontal distance you Leap to the desired distance.
    • Failure You Leap normally.
    • Critical Failure You Leap normally, but then fall and land prone.
  • Shove
    Shove
    SINGLE ACTION

    Requirements You have at least one free hand. Your target cannot be more than one size larger than you.
    Description You push an opponent away from you. 
    Applications Attempt an Athletics check against your opponent’s Fortitude DC.

    Forced Movement

    The Shove action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you’re not acting to move, this doesn’t trigger reactions triggered by movement. Degrees of Performance
    • Critical Success You push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
    • Success You push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
    • Failure You Leap normally.
    • Critical Failure You lose your balance, fall, and land prone.
  • Swim
    Swim
    SINGLE ACTION

    Description You propel yourself through water.
    Applications In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim. If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.  
    • Untrained- lake or other still water
    • Trained- flowing water, like a river
    • Expert- swiftly flowing river
    • Master- stormy sea
    • Legendary- maelstrom, waterfall
    Degrees of Performance
    • Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
    • Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
    • Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.
  • Trip
    Trip
    SINGLE ACTION

    Requirements You have at least one hand free. Your target can’t be more than one size larger than you.
    Description You try to knock an opponent to the ground.
    Applications Attempt an Athletics check against the target’s Reflex DC.  

    Falling

    When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you’re knocked prone when you land. If you fall into water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can’t be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter). You can Grab an Edge as a reaction to reduce or eliminate the damage from some falls. Degrees of Performance
    • Critical Success The target falls and lands prone and takes bludgeoning damage .
    • Success The target falls and lands prone.
    • Critical Failure You lose your balance and fall and land prone.

Weapons Proficencies

Enhanced Dexterity

Acrobatics

  • Balance
    Balance
    SINGLE ACTION

    Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
    Description You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground.
    Applications
    • Untrained tangled roots, uneven cobblestones.
    • Trained wooden beam.
    • Expert deep, loose gravel
    • Master tightrope, smooth sheet of ice
    • Legendary razor’s edge, chunks of floor falling in midair
      Degrees of Performance
    • Critical Success You move up to your Speed.
    • Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
    • Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
    • Critical Failure You fall and your turn ends.
  • Maneuver in Flight
    [
    Maneuver in Flight
    SINGLE ACTION

    Requirements You have a fly Speed.
    Description You try a difficult maneuver while flying.
    Applications Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
    • Trained steep ascent or descent
    • Expert fly against the wind, hover midair
    • Master reverse direction
    • Legendary fly through gale-force winds
            Degrees of Performance
    • Success You succeed at the maneuver.
    • Failure Your maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
    • Critical Failure As failure, but the consequence is more dire.
  • Squeeze
    Squeeze
    EXPLORATION ACTION

    Description You contort yourself to squeeze through a space so small you can barely fit through. 
    Applications This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.
    • Trained space barely fitting your shoulders
    • Master space barely fitting your head
    Degrees of Performance
    • Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.
    • SuccessYou squeeze through in 1 minute per 5 feet.
    • Critical Failure You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.
  • Tumble Through
    Tumble Through
    SINGLE ACTION

    Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
    Description You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space.
    Applications You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment. Degrees of Performance
    • Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
    • Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.

Stealth

  • Conceal an Object
    Conceal an Object
    SINGLE ACTION

    Description You hide a small object on your person (such as a weapon of light Bulk). 
    Applications When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).   You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.   Degrees of Performance Success The object remains undetected. Failure The searcher finds the object
  • Hide
  • Sneak
    Sneak
    SINGLE ACTION

    Description You can attempt to move to another place while becoming or staying undetected. 
    Applications Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.) If you’re undetected by a creature and it’s impossible for that creature to observe you (for a typical creature, this includes when you’re invisible, the observer is blinded, or you’re in darkness and the creature can’t see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be undetected if you lose cover or greater cover against or are no longer concealed from such a creature. At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature. Degrees of Performance
    • Success You’re undetected by the creature during your movement and remain undetected by the creature at the end of it. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
    • Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
    • Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.

Reflex Save

Trained

Enhanced Constitution

Fortitude

Trained  

Anscetry Abilities

  • Low-Light Vision
  • Whisper Elf Maestro's Muse
    Maestro Muse - Bardic Muse
    TRAIT

    Description Your muse is a virtuoso, inspiring you to greater heights. If it’s a creature, it might be a performance-loving creature such as a choral angel or lillend azata; if a deity, it might be Shelyn. As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities.
    Applications You gain the Lingering Composition feat and add soothe to your spell repertoire.

Spell Repertoire

Spell Repertoire
Spell Repertoire - Class Feature 1
TRAIT

Requirements Spellcasting
Description The collection of spells you can cast is called your spell repertoire.
Applications Spellcaster's learn an amount and types of spells as determined by their class. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level 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.  

Bards

At 1st level, Bards learn two 1st-level occult spells and five occult cantrips of thier choice.  

Sorcerers

At 1st level, Sorcerers learn two 1st-level spells and four cantrips of thier choice, as well as an additional spell and cantrip from thier bloodline. Sorcerers choose these from the common spells from the tradition corresponding to thier bloodline, or from other spells from that tradition to which they have access.   When sorcerers gain access to a new level of spells, thier first new spell is always a bloodline spell, they choose the other spells they gain.  

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 level. This spell can be a cantrip, but you can’t swap out bloodline spells.
Cantrips
First Level
2 per day

Composition Spells

Composition Spells
Composition Spells - Class Feature 1
TRAIT

Description You can infuse your performances with magic to create unique effects called compositions.
Applications 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 from the occult list. Generally, only feats can give you more composition cantrips. 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 inspire courage composition cantrip, which boosts your allies’ attacks, damage, and defense against fear.
Composition Cantrips
 

Class Abilities

  • Occult Spellcasting Occult Spellcasting
    Occult Spellcasting - Class Feature 1
    TRAIT

    Description You draw upon magic from esoteric knowledge.
    Applications You can cast occult spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Bards can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don’t need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.   Each day, you can cast up to two 1st-level 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 level 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.

    Heightening Spells

    When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.

    Cantrips

    Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up, which equals the highest level of spell you can cast. For example, as a 1st-level caster, your cantrips are 1st-level spells, and as a 5th-level caster, your cantrips are 3rd-level spells.
  • Maestro's Muse Maestro's Muse
    Maestro Muse - Bardic Muse
    TRAIT

    Description Your muse is a virtuoso, inspiring you to greater heights. If it’s a creature, it might be a performance-loving creature such as a choral angel or lillend azata; if a deity, it might be Shelyn. As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities.
    Applications You gain the Lingering Composition feat and add soothe to your spell repertoire.

Spell Repertoire

Spell Repertoire
Spell Repertoire - Class Feature 1
TRAIT

Requirements Spellcasting
Description The collection of spells you can cast is called your spell repertoire.
Applications Spellcaster's learn an amount and types of spells as determined by their class. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level 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.  

Bards

At 1st level, Bards learn two 1st-level occult spells and five occult cantrips of thier choice.  

Sorcerers

At 1st level, Sorcerers learn two 1st-level spells and four cantrips of thier choice, as well as an additional spell and cantrip from thier bloodline. Sorcerers choose these from the common spells from the tradition corresponding to thier bloodline, or from other spells from that tradition to which they have access.   When sorcerers gain access to a new level of spells, thier first new spell is always a bloodline spell, they choose the other spells they gain.  

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 level. This spell can be a cantrip, but you can’t swap out bloodline spells.
Cantrips
  • Detect Magic -
    Show spoiler
    Detect Magic - Cantrip 1
    DOUBLE ACTION

    Requirements somatic or verbal components
    Description Area- 30-foot emanation   You send out a pulse that registers the presence of magic.
    Applications You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.   You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.   Heightened (3rd) You learn the school of magic for the highest level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.   Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
  • Ghost Sound -
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    Ghost Sound - Cantrip 1
    DOUBLE ACTION

    Requirements somatic or verbal components
    Description
    • Range 30 feet
    • Duration sustained
      You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting.  
    Applications The sounds emanate from a square you designate within range. You can’t create intelligible words or other intricate sounds (such as music).
    • Heightened (3rd) The range increases to 60 feet.
    • Heightened (5th) The range increases to 120 feet.
               
  • Light -
    Show spoiler
    Light - Cantrip 1
    DOUBLE ACTION

    Requirements Somatic and verbal components
    Description
    • Range Touch
    • Targets 1 unattended, non-magical object of 1 Bulk or less
    • Duration until the next time you make your daily preparations
      The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
    Applications
    • Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet)
  • Mage Hand -
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    Mage Hand - Cantrip 1
    DOUBLE ACTION

    Requirements Somatic and verbal components
    Description
    • Range 30 feet
    • Targets 1 unattended object of light Bulk or less
    • Duration sustained
    You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet.
    Applications Because you’re levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.  
    • Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
    • Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
    • Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
  • Read Aura -
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    Read Aura - Cantrip 1
    SINGLE ACTION

    Requirements verbal components
    Description
    • Cast 1 minute (somatic, verbal)
    • Range 30 feet
    • Targets 1 object
    You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.        
    Applications If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell. Heightened (3rd) You can target up to 10 objects. Heightened (6th) You can target any number of objects.                                                        
First Level
2 per day
  • Color Spray-
    Show spoiler
    Color Spray - Illusion 1
    ILLUSIONINCAPACITATIONVISUAL

    Traditions Components
    arcane occult somatic verbal
    Cast Range Target Duration Saving Throw
    Two Actions 15-foot cone - 1 or more rounds Will
    Description
    • Cast Somatic and Verbal 
    • Swirling colors affect viewers based on their Will saves.
    • Critical Success The creature is unaffected.
    • Success The creature is dazzled for 1 round.
    • Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
    • Critical Failure The creature is stunned for 1 round and blinded for 1 minute. 
  • Illusory Disguise-
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    Illusory Disguise - Spell 1
    DOUBLE ACTION

    Requirements verbal and Somatic components
    Description
    • Duration 1 hour
      You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself.
    Applications The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn’t change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.   Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you’re untrained. You can Dismiss this spell.   Heightened (2nd) The spell also disguises your voice and scent, and it gains the auditory trait.   Heightened (3rd) You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait.  

Composition Spells

Composition Spells
Composition Spells - Class Feature 1
TRAIT

Description You can infuse your performances with magic to create unique effects called compositions.
Applications 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 from the occult list. Generally, only feats can give you more composition cantrips. 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 inspire courage composition cantrip, which boosts your allies’ attacks, damage, and defense against fear.
Focus Points- 2
  • Counter Performance-
    Show spoiler
    Counter Performance - Enchantment 1
    BARDCOMPOSITIONENCHANTMENTFORTUNEMENTALUNCOMMON

    Traditions Components
    occult verbal
    Cast Range Target Duration Saving Throw
    Reaction 60-foot emanation - - -
    Description
    • Cast reaction verbal 
    • 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: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. 
  • Lingering Composition-
    Show spoiler
    Lingering Composition - Conjuration 1
    BARDENCHANTMENTUNCOMMON

    Traditions Components
    occult verbal
    Cast Range Target Duration Saving Throw
    2 actions 60-foot cone - - Will
    Description
    • Cast free-action verbal 
    • 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.
Composition Cantrips
  • Inspire Courage -
    Show spoiler
    Inspire Courage - Conjuration 1
    BARDCANTRIPCOMPOSITIONEMOTIONENCHANTMENTMENTALUNCOMMON

    Traditions Components
    occult verbal
    Cast Range Target Duration Saving Throw
    1 action 60-foot Emanation Area 1 Ally 1 round Will
    Description
  • You inspire 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.
  •    

Apparel & Accessories

  • Money- 9 gp, 2 sp 
  • Armor- Studded Leather Armor  
  • Weapons- 20 Sling Bullets, Dagger , Rapier, Sling 
  • Gear- Adventurer's Pack, Bandolier , Sheath 
  • Mental characteristics

    Personal history

    She grew up in a middle-class Family. She was raised by her mother, her father having left when she was young.

    Entertainer 

    At a young age, Castamira demonstrated an aptitude for dance.

    Sexuality

    She is Kilisnyan who defines herself as gay.    She is currently single. Her most recent romance was with an evoker called Kathl Medows, who was 60 years older than her. They broke up because Kathl felt smothered by Castamira's generosity.   Castamira has one child with ex-girlfriend Kathl: Dulait aged 58.

    Education

    Bard

    Castamira was enrolled into Tolulepe's Bardic College; She finished school and then left academia.

    Employment

    Bardic Maestro 

    Castamira discovered her muse late one night, while she was a student of the college. She heard a song echoing into the harbor that drew her to the waterside. The Queen of Sirens was singing out  The song sought to pull her into the water, but in the notes and rhythm, Castamira found a dance.

    Intellectual Characteristics

    Enhanced Intelligence 

    Theater Lore 

    • Recall Knowledge
      Recall Knowledge
      SINGLE ACTION

      Description To remember useful information on a topic, you can attempt to Recall Knowledge. You might know basic information about something without needing to attempt a check, but Recall Knowledge requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use Medicine to learn the cause of death, you might need to conduct a forensic examination before attempting to Recall Knowledge.
      Applications The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM’s permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a golem, whereas Crafting could tell you about its sturdy resistance to physical attacks.
      • Arcana: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
      • Crafting: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
      • Lore: The subject of the Lore skill’s subcategory.
      • Medicine: Diseases, poisons, wounds, and forensics.
      • Nature: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
      • Occultism: Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes.
      • Religion: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
      • Society: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
      The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you’re using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence— instead of the skill’s normal physical ability score. Degrees of Performance
      • Critical Success You recall the knowledge accurately and gain additional information or context.
      • Success You recall the knowledge accurately or gain a useful clue about your current situation.
      • Critical Failure You recall incorrect information or gain an erroneous or misleading clue.
    • Earned Income
      Earn Income
      DOWNTIME

      Description You can use a skill—typically Crafting, Lore, or Performance—to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find. Because this process requires a significant amount of time and involves tracking things outside the progress of adventures, it won’t come up in every campaign.   In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using Religion in a monastery to study old texts—but giving sermons at a church would still fall under Performance instead of Religion. You also might be able to use physical skills to make money, such as using Acrobatics to perform feats in a circus or Thievery to pickpockets. If you’re using skill other than Crafting, Lore, or Performance, the DC tends to be significantly higher.   You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.   When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank. You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
      Applications Crafting Goods for the Market (Crafting)- Using Crafting, you can work at producing common items for the market. It’s usually easy to find work making basic items whose level is 1 or 2 below your settlement’s level. Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don’t occur as often and might have special requirements—or serious consequences if you disappoint a prominent client.   Practicing a Trade (Lore)- You apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there’s high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you’re attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant’s scale to buy and sell valuables in a market.   Staging a Performance (Performance)- You perform for an audience to make money. The available audiences determine the level of your task since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level. Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit. Degrees of Performance
      • Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
      • Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.
      • Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.
      • Critical Failure You earn nothing for your work and are fired immediately. You can’t continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.

    Occultism  

    • Recall Knowledge
    • Decipher Writing
      Decipher Writing
      EXPLORATION

      Description You attempt to decipher complicated writing or literature on an obscure topic.
      Applications This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.   The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Degrees of Performance
      • Critical Success You understand the true meaning of the text.
      • Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
      • Failure You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.
      • Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.
      -
    • Identify Magic
      Identify Magic
      EXPLORATION

      Description Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.
      Applications If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it. Degrees of Performance
      • Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
      • Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
      • FailureYou fail to identify the magic and can’t try again for 1 day.
      • Critical Failure You misidentify the magic as something else of the GM’s choice.
      -
    • Learn a Spell
      Learn a Spell
      EXPLORATION

      Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
      Description If you’re a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition.
      Applications You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.   To learn the spell, you must do the following:
      • Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
      • Have materials with the Price indicated.
      • Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM). Uncommon or rare spells have higher DCs. If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
      Degrees of Performance
      • Critical Success You expend half the materials and learn the spell.
      • Success You expend the materials and learn the spell.
      • FailureYou fail to learn the spell but can try again after you gain a level. The materials aren’t expended.
      • Critical Failure As failure, plus you expend half the materials.
      -

    Society

    • Decipher Writing
      Decipher Writing
      EXPLORATION

      Description You attempt to decipher complicated writing or literature on an obscure topic.
      Applications This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.   The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Degrees of Performance
      • Critical Success You understand the true meaning of the text.
      • Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
      • Failure You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.
      • Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.
      -
    • Create Forgery
      Create Forgery
      DOWNTIME

      Requirements You must have the proper writing material to create a forgery.
      Description You create a forged document, usually over the course of a day or a week.
      Applications When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so.   If the document’s handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus).   To forge a specific person’s handwriting, you need a sample of that person’s handwriting.   If your check result was below 20, the forgery has some obvious signs of being fake, so the GM compares your result to each passive observer’s Perception DC or Society DC, whichever is higher. Once the GM rolls your check for a document, that same result is used against all passive observers’ DCs no matter how many creatures passively observe that document. An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC (if they succeed, they know your document is a forgery). Degrees of Performance
      • Success The observer does not detect the forgery..
      • FailureThe observer knows your document is a forgery.
      -
    • Recall Knowledge
    • Subsist
      Subsist
      DOWNTIME

      Description You try to provide food and shelter for yourself, and possibly others as well.
      Applications The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments.   Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty. Critical Success Success Failure Critical Failure Degrees of Performance
      • Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
      • Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.
      • FailureYou’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.
      • Critical Failure You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of thirst if you continue failing.
      -

    Wisdom

    Medicine

    • Administer First Aid
      Administer First Aid
      DOUBLE ACTION

      Requirements You have healer’s tools
      Description You perform first aid on an adjacent creature that is dying or bleeding. 
      Applications If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. • Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). • Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Degrees of Performance
      • Success- If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.
      • Critical Failure- If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
    • Recall Knowledge
    • Treat Disease
      Treat Disease
      DOWNTIME

      Requirements You have healer’s tools
      Description You spend at least 8 hours caring for a diseased creature. 
      Applications Attempt a Medicine check against the disease’s DC. After you attempt to Treat a Disease for a creature, you can’t try again until after that creature’s next save against the disease. Degrees of Performance
      • Critical Success-You grant the creature a +4 circumstance bonus to its next saving throw against the disease.
      • Success- You grant the creature a +2 circumstance bonus to its next saving throw against the disease.
      • Critical Failure- Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.
    • Treat Poison
      Treat Poison
      SINGLE ACTION

      Requirements You have healer’s tools
      Description You treat a patient to prevent the spread of poison. 
      Applications Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Degrees of Performance
      • Critical Success- You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
      • Success- You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
      • Critical Failure- Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.
    • Treat Wounds
      Treat Wounds
      EXPLORATION

      Requirements You have healer’s tools
      Description You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). 
      Applications The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes). The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds. The result of your Medicine check determines how many Hit Points the target regains. Degrees of Performance
      • Critical Success- The target regains Hit Points , and its wounded condition is removed./li]
      • Success- The target regains Hit Points , and its wounded condition is removed.
      • Critical Failure- The target takes damage .

    Will

    Expert

    Charisma

    Deception

    • Create a Diversion
      Create a Diversion
      SINGLE ACTION

      Description With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures’ attention elsewhere.
      Applications If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits.   Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you’re trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute. Degrees of Performance
      • Success You become hidden to each creature whose Perception DC is less than or equal to your result. This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you Strike a creature, the creature remains flat‑footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
      • FailureYou don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
    • Fient
      Fient
      SINGLE ACTION

      Requirements You are within melee reach of the opponent you attempt to Feint.
      Description With a misleading flourish, you leave an opponent unprepared for your real attack.
      Applications Attempt a Deception check against that opponent’s Perception DC. Critical Success Success Critical Failure Degrees of Performance
      • Critical Success You throw your enemy’s defenses against you entirely off. The target is flat-footed against melee attacks that you attempt against it until the end of your next turn.
      • Success Your foe is fooled, but only momentarily. The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn.
      • Critical FailureYour feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.
    • Impersonate
      Impersonate
      EXPLORATION

      Description You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion.
      Applications In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Perception DC instead. If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others. Degrees of Performance
      • Success You trick the creature into thinking you’re the person you’re disguised as. You might have to attempt a new check if your behavior changes.
      • FailureThe creature can tell you’re not who you claim to be.
      • Critical FailureThe creature can tell you’re not who you claim to be, and it recognizes you if it would know you without a disguise.
    • Lie
      Lie
      EXPLORATION

      Description You try to fool someone with an untruth.
      Applications Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it’s impossible to get anyone to believe them.   At the GM’s discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it’s a lie. This usually happens if the creature discovers enough evidence to counter your statements. Degrees of Performance
      • Success The target believes your lie.
      • FailureThe target doesn’t believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.

    Diplomacy

    • Befriend a Local
      Request
      SINGLE ACTION

      Description You can make a request of a creature that’s friendly or helpful to you.
      Applications You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC-based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them. Degrees of Performance
      • Critical Success The target agrees to your request without qualifications.
      • Success The target agrees to your request, but they might demand added provisions or alterations to the request.
      • Failure The target refuses the request, though they might propose an alternative that is less extreme.
      • Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one.

      Changing Attitudes

      Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
      • Helpful Willing to help you and responds favorably to your requests.
      • Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
      • Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
      • Unfriendly Dislikes you and doesn’t want to help you.
      • Hostile- Actively works against you—and might attack you just because of their dislike.
      No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
    • Gather Information
      Gather Information
      EXPLORATION

      Description You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic.
      Applications The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts. Degrees of Performance
      • Critical Success You gain relevant information from the next Higher difficulty tier.
      • Success You collect information about the individual or topic. The GM determines the specifics.
      • Critical FailureYou collect incorrect information about the individual or topic.

      Sample Gather Information Tasks

      • Untrained talk of the town
      • Trained common rumor
      • Expert obscure rumor, poorly guarded secret
      • Master well-guarded or esoteric information
      • Legendary information known only to an incredibly select few, or only to extraordinary beings
    • Make an Impression
      Make an Impression
      EXPLORATION

      Description With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable.
      Applications At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise. Degrees of Performance
      • Critical Success The target’s attitude toward you improves by two steps.
      • Success The target’s attitude toward you improves by one step.
      • Critical Failure The target’s attitude toward you decreases by one step.

      Changing Attitudes

      Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
      • Helpful Willing to help you and responds favorably to your requests.
      • Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
      • Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
      • Unfriendly Dislikes you and doesn’t want to help you.
      • Hostile- Actively works against you—and might attack you just because of their dislike.
      No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
    • Request
      Request
      SINGLE ACTION

      Description You can make a request of a creature that’s friendly or helpful to you.
      Applications You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC-based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them. Degrees of Performance
      • Critical Success The target agrees to your request without qualifications.
      • Success The target agrees to your request, but they might demand added provisions or alterations to the request.
      • Failure The target refuses the request, though they might propose an alternative that is less extreme.
      • Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one.

      Changing Attitudes

      Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
      • Helpful Willing to help you and responds favorably to your requests.
      • Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
      • Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
      • Unfriendly Dislikes you and doesn’t want to help you.
      • Hostile- Actively works against you—and might attack you just because of their dislike.
      No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
      -

    Performance

    • Earn Income
    • Perform
      Perform
      SINGLE ACTION

      Description When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action.
      Applications This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes— if the GM sees fit.  
      • Untrained audience of commoners
      • Trained audience of artisans
      • Expert audience of merchants or minor nobles
      • Master audience of high nobility or minor royalty
      • Legendary audience of major royalty or otherworldly beings
      Degrees of Performance
      • Critical Success Your performance impresses the observers, and they’re likely to share stories of your ability.
      • Success You prove yourself, and observers appreciate the quality of your performance.
      • Failure Your performance falls flat.
      • Critical Failure You demonstrate only incompetence.

    Social

    Contacts & Relations

    • Culiosop- Castamira's Muse, Oberon discovered her gift for performance by dancing to the siren's song.
    • Hayden Scoril Castamira's best friend, They have a very firey friendship.

    Social Aptitude

    Castamira is a 170-year-old Dancer who enjoys walking, tree shaping and art galleries. She is kind and creative, but can also be very rude and a bit impatient.
    Current Location
    Species
    Elf
    Ethnicity
    Professions
    Year of Birth
    110 ZA 162 Years old
    Children
    Gender
    Female
    Eyes
    Green
    Hair
    Blonde
    Skin Tone/Pigmentation
    Pale White
    Aligned Organization
    Ruled Locations

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    Castamira Oberon

    BARD 1 CHAOTIC NEUTRAL ELF HUMANOID MAESTRO
    Class
    Bard 1
    Size
    Alignment
    CN
    XP
    Level
      1  
    Hero Points
    Deity
    Whisper Elf
    Entertainer
    30ft
    +0
    Str
    Modifier
    Strength
    Score
    10
    +2
    Dex
    Modifier
    Dexterity
    Score
    14
    +1
    Con
    Modifier
    Constitution
    Score
    12
    +2
    Int
    Modifier
    Intelligence
    Score
    14
    +0
    Wis
    Modifier
    Wisdom
    Score
    10
    +4
    Cha
    Modifier
    Charisma
    Score
    18
    Total
    17
    Base
    10
    Key
    4
    Item
    0
    Prof
    3
    U T E M L
      +2      

     
    Common, Elvish, Theves Cant, Draconic
    HP
    15/15
    Temp. HP
    0
    Total
    5
    Prof. Mod
    5
    Att. Mod (Wis)
    0
    Item Mod
    0
    U T E M L
        +4    

     
    Senses
    Low-Light Vision
    Total
    17
    AC Base
    10
    Dex Bonus (or AC Cap)
    2
    Item
    2
    Prof
    3
    U T E M L
      +2      

     
    Unarmored
    U T E M L
      +2      

     
    Light
    U T E M L
      +2      

     
    Medium
    U T E M L
    +0        

     
    Heavy
    U T E M L
    +0        

     
    Shield AC
    +0
    Hardness
    0
    Shield HP
    0 / 0
    BT
    0
    Save Total Mod Prof Item Prof. Bonus
    Fortitude (CON) 4 1 3 0 2
    Reflex (DEX) 5 2 3 0 2
    Will (WIS) 5 0 5 0 4
    Simple Weapons
    U T E M L
      +2      

     
    Martial Weapons
    U T E M L
    +0        

     
    Bardic Weapons (longsword, rapier, sap, shortbow, shortsword, and whip)Trained; UnarmedTrained
    Unarmmed 1d20+5 1d4 Blugeoning;
    Dagger 1d20+5 1d4 Piercing and Slashing;
    Rapier 1d20+5 1d6 Piercing;
    Sling 1d20+5 1d6 Blugeoning;
    Total Prof. Mod Ability Mod Item Mod Armor Mod
    +5 Acrobatics (dex) 3 2 0
    +2 Arcana (int)   2 0
    +3 Athlethics (str) 3 0 0
    +2 Crafting (int)   2 0
    +7 Deception (cha) 3 4 0
    +7 Diplomacy (cha) 3 4 0
    +4 Intimidation (cha)   4 0
    +3 Lore: theater 0 +3 0
    +3 Medicine (wis) 3 0 0
    +0 Nature (wis)   0 0
    +5 Occultism (int) 3 2 0
    +7 Performance (cha) 3 4 0
    +0 Religion (wis)   0 0
    +2 Society (int)   2 0
    +5 Stealth (dex) 3 2 0
    +0 Survival (wis)   0 0
    +2 Thievery (dex)   2 0
    • Ancestry- Whisperer elf

    • Skill- Fascinating Performance

    • Class- occult spellcasting, spell repertoire, composition spells, Maestro muse, Lingering Composition
    • Bulk 3 Bulk, 3 light;

    • Money 9 gp, 2 sp

    • Armor studded leather armor

    • Weapons 20 sling bullets, dagger, rapier, sling

    • Gear adventurer's pack, bandolier, sheath
    Spell Attack Roll
    Total Key Prof
    7 4 3
    Spell DC
    Total Base Key Prof
    17 10 4 3
    Magic Tradition
    Occult
    Spells Per Day
    Per Day 2
    Level 1 2 3 4 5 6 7 8 9 10
    Current
    Focus Points
    2
    Spellbook
    Focus Counter performance, Lingering Composition, Inspire Courage, 1st color spray, illusory disguise Cantrips detect magic, ghost sound, light, mage hand, read aura
    © Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

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