Male Human Negotiator 5
LN, Size: Medium
Experience (13600/15000):
+1200 контакты
+2400 основание государства
+1200 тренировка
+1200 основана столица
+1600 заселено 5 гексов
ABILITY SCORES: 25PB
STR 7 [-2] 7 (Base)
DEX 10 [+0] 10 (Base)
CON 10 [+0] 10 (Base)
INT 16 [+3] 16 (Base)
WIS 12 [+1] 12 (Base)
CHA 21 [+5] 18 (Base)+2 (Race)+1 (4lvl)
SAVING THROWS:
Fort: +1 = +1(Class) + 0(CON)
Ref: +4 = +4(Class) + 0(DEX)
Will: +5 = +4(Class) +1(WIS)
COMBAT STATS:
Hit Points: 40 = 8*5+0con*5
AC: 11 (10 touch, 11 flat-footed) +0(Dex) +1(armor) +0(shield)
BAB: +3
CMB: +1 = +3(BAB) -2(STR)
CMD: 11 = 10 +3(BAB) -2(STR) +0(DEX)
Initiative: +0 = +0(DEX)
Speed: 30' = 30(Base)
TRAITS:
● ЛебедаSuccess through Grace
Ваш дом имеет множество торговых связей на побережьях озера Рейкал.
Вы получаете дополнительный язык (Skald), и +2 trait bonus на руководство проектами связанными с установлением торговых путей и связей.
● AmbitiousYou gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.
● EmissaryYou gain a +2 trait bonus on Diplomacy checks when dealing with aberrations, monstrous humanoids, undead, and creatures with the giant subtype.
RACE FEATURES:
LanguagesHumans begin play speaking Common + Draconic(INT), Hallit(INT), Skald(Л trait).
Focused StudyAll humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Silver TonguedHuman are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
CLASS FEATURES:
Favored Class Bonuses +3 0th lvl, +2 1st lvl
Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Weapon and Armor ProficiencyA bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Hard BargainerA negotiator adds half his class level (minimum 1) on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks. This ability replaces bardic knowledge.
Bardic Performance standard action, rounds per day = 4 + 2*4(levels) + 5(Cha) = 17
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Rogue Talents 2lvl rogue talent = Charmer,
At 2nd level, a negotiator gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the negotiator gains an additional rogue talent. A negotiator cannot select a rogue talent that modifies the sneak attack ability.
This ability replaces versatile performance.
List of Bardic PerformancesCounterargument (Su) Perform (oratory) = +13
This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument.
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the counterargument he makes a Perform (act, comedy, oratory, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the counterargument is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the counterargument, but it must use the bard’s Perform skill check result for the save. Counterargument does not work on effects that don’t allow saves. Counterargument relies on audible components.
Distraction (Su) Perform (oratory) = +13
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su) 2 creature, Will save DC 17 (10 + 2 + 5)
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Fast Talk (Su) Perform (oratory) = +13, -2 save vs enchantment and illusion, -2 save vs Appraise checks
At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator’s level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 20% more or less (negotiator’s choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object’s perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components.
This performance replaces inspire courage.
Inspire Competence (Su) Perform (oratory) = +13, 2 competence bonus
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Well-Versed (Ex) Will save vs bardic performance, sonic, and language-dependent effects = +8
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Master of Rhetoric (Ex) 1/day, take 10 on Bluff 27, Diplomacy 32, Intimidate 27, Knowledge (local) 22, Sense Motive 21, take 20 on Bluff 37, Diplomacy 42, Intimidate 37, Knowledge (local) 32, Sense Motive 31
At 5th level, the negotiator can take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check if he has ranks in that skill.
A negotiator can choose not to take 10 and can instead roll normally. In addition, the negotiator can take 20 on one of those skill checks (without spending any additional time). The negotiator can do this once per day at 5th level, twice per day at 11th level, and three times per day at 17th level.
FEATS:
● [1HD Focused Study Feat] Skill Focus [Diplomacy]
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
● [1HD Feat] Persuasive
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
● [2HD Rogue Talent] Charmer
Once per day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
● [3HD Feat] Sycophant
As a standard action, you can attempt to force an enemy to show you mercy by succeeding at a Diplomacy check (DC = 15 + the target’s Will saving throw bonus) If you succeed, your target’s next successful attack against you deals nonlethal damage (the target does not take the usual attack penalty for dealing nonlethal damage). Whether you succeed or fail, you cannot target the same creature with this feat again for 24 hours.
● [5HD Feat] Call Truce
While in combat, as a 1-round action (as if it were a spell with a 1-round casting time, you can call for a truce with any creatures that have an Intelligence score of 4 or greater and can understand you. When doing so, you can’t be wielding a weapon or threatening implement, such as a charged spell, wand, or anything else the creatures you are entreating might consider threatening. You must also be in plain sight of most the creatures you are entreating.
Once you’ve called for a truce, if any of your allies attack or take any threatening action against those you are entreating before the start of your next turn, your call is unsuccessful.
At the start of your next turn, attempt a single Diplomacy check (DC = 30 + the Charisma modifier of the creature with the highest Charisma modifier in the opposing group). If you are successful, combat ceases for 1 minute, or until any creature in the opposing group is threatened or attacked.
If you fail the check by 5 or more, you cannot use Diplomacy again with any creature you attempted to entreat for 1d4 hours. If anyone in your group instead plans to use the parley to gain a combat advantage, the opponents can attempt a Sense Motive check against each such member of your group to get a hunch, with a DC equal to either 20 or the result of that character’s Bluff check, whichever is higher.
Special: If the parley would inherently result in the opponents surrendering or losing, if the opponents are mind-controlled or fanatics, or if there are other appropriate circumstances at the GM’s discretion, you might not be able to use this feat. For instance, if the opponents’ main advantage over your group comes from a short-duration spell that would end during a parley (see Calling for a Cease-Fire), you cannot use this feat. Circumstances could potentially increase the check’s DC by 5, 10, or even up to 20.
Choice list:
Charmer
Roll two dice when using Diplomacy and take the better result
Coax Information
Substitute Bluff or Diplomacy for Intimidate
Thoughtful Reexamining+
Reroll a Knowledge, Sense Motive, or Perception check
Honeyed Words
Roll two dice when making a Bluff check and take the better result
Convincing Lie
Those who believe your lies use your Bluff skill when repeating the lies
Choice list:
01 Persuasive
+2 bonus on Diplomacy and Intimidate checks.
02 Sycophant
You can attempt to use Diplomacy to force an enemy to show you mercy.
03 Call Truce
Call for a truce in combat. (Cha 15, Persuasive, Diplomacy 5 ranks).
04 Sense Loyalties
After at least an hour of interaction, you can attempt a Sense Motive check to get a hunch what god, government, leader, or patron a creature is loyal to or worships. (Knowledge (nobility) 1 rank, Knowledge (religion) 1 rank).
05 Spellsong
Combine spellcasting and bardic performance. (Cha 13, bard performance class feature, ability to cast 1st-level spells).
06 Nerve-Racking Negotiator
Target of Intimidate doesn’t turn against you later. (Persuasive).
07 Persuasive Bribery
Bribe effectively and without offending others (Persuasive).
08 Sense Assumptions
Discern which lies would be unbelievable. (Sense Motive 3 ranks).
09 Insightful Advice
Aid allies all day long. (Perform (oratory) 3 ranks).
10 Rhetorical Flourish
Use verbal misdirection while making Diplomacy check. (Cha 13, Persuasive).
SKILLS:
Total: 40 = (+6(Class)+2(Int))x5
+ 00 = 0(Rank) +0(Class) +0(DEX) Acrobatics (Dex)*
+ 06 = 1(Rank) +3(Class) +2(INT) Appraise (Int)*
+ 17 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +2(ST trait) Bluff (Cha)*
- 02 = 0(Rank) +0(Class) -2(STR) Climb (Str)*
+ 02 = 0(Rank) +0(Class) +2(INT) Craft (Int)*
+ 22 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +3(SF feat) +2(PR feat) +2(ST trait) Diplomacy (Cha)*
+ 24 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +3(SF feat) +2(PR feat) +2(ST trait) +2(Em trait) Diplomacy (Cha)* vs aberrations, monstrous humanoids, undead, giant subtype creatures
+ 26 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +3(SF feat) +2(PR feat) +2(ST trait) +4(Am trait) Diplomacy (Cha)* vs +5 HD more creatures
+ 28 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +3(SF feat) +2(PR feat) +2(ST trait) +2(Em trait) +4(Am trait) Diplomacy (Cha)* vs aberrations, monstrous humanoids, undead, giant subtype with +5 HD more creatures
+ 05 = 0(Rank) +0(Class) +5(CHA) Disguise (Cha)*
+ 00 = 0(Rank) +0(Class) +0(DEX) Escape Artist (Dex)*
+ 00 = 0(Rank) +0(Class) +0(DEX) Fly (Dex)
+ 01 = 0(Rank) +0(Class) +1(WIS) Heal (Wis)
+ 17 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +2(PR feat) Intimidate (Cha)*
+ 12 = 5(Rank) +3(Class) +2(INT) +2(HB cls ftr) Knowledge (local) (Int)*!
+ 06 = 1(Rank) +3(Class) +2(INT) Knowledge (geography) (Int)*!
+ 06 = 1(Rank) +3(Class) +2(INT) Knowledge (history) (Int)*!
+ 06 = 1(Rank) +3(Class) +2(INT) Knowledge (nobility) (Int)*!
+ 06 = 1(Rank) +3(Class) +2(INT) Knowledge (religion) (Int)*!
N/A = 0(Rank) +0(Class) +2(INT) Knowledge (other) (Int)*!
+ 06 = 1(Rank) +3(Class) +2(INT) Linguistics (Int)*!
+ 01 = 0(Rank) +0(Class) +1(WIS) Perception (Wis)*
+ 13 = 5(Rank) +3(Class) +5(CHA) Perform (oratory) (Cha)*
+ 05 = 0(Rank) +0(Class) +5(CHA) Perform (other) (Cha)*
+ 05 = 1(Rank) +3(Class) +1(WIS) Profession (merchant) (Wis)*!
+ 00 = 0(Rank) +0(Class) +0(DEX) Ride (Dex)
+ 11 = 5(Rank) +3(Class) +1(WIS) +2(HB cls ftr) Sense Motive (Wis)*
+ 04 = 1(Rank) +3(Class) +0(DEX) Sleight of Hand (Dex)*!
+ 06 = 1(Rank) +3(Class) +2(INT) Spellcraft (Int)*!
+ 00 = 0(Rank) +0(Class) +0(DEX) Stealth (Dex)*
+ 01 = 0(Rank) +0(Class) +1(WIS) Survival (Wis)
- 02 = 0(Rank) +0(Class) -2(STR) Swim (Str)
+ 09 = 1(Rank) +3(Class) +5(CHA) Use Magic Device (Cha)*!
legend:
HB cls ftr - Hard Bargainer class feature.
ST trait - Silver Toungue race tait.
SF feat - Skill Focus feat.
PR feat - Persuasive feat.
Em trait - Emissary trait.
Am trait - Ambitious trait.
* - class skills.
! - can't be made untrained.
SPELLS
Cantrips (Sp)Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells
DC
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Table: Bard Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
5th 6+3 4+2 3 — — — —
-----------------------------------------------------
Table: Bard Spells Per Day
Level 0th 1st 2nd 3rd 4th 5th 6th
5th * 4+2 2+1 — — — —
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Level 0 known 9 = 6 +3(fav class), use unlimited
[Detect Magic] [Light] [Lullaby] [Mending] [Message] [Read Magic] [Resistance] [Sift] [Unwitting Ally]
Detect MagicSchool divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
LightSchool evocation [light]; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School wood 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
LullabySchool enchantment (compulsion) [mind-affecting]; Level bard 0, psychic 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area living creatures within a 10-ft.-radius burst
Duration concentration + 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
MendingSchool transmutation; Level bard 0, cleric/oracle 0, druid 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School metal 0
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
MessageSchool transmutation [language-dependent]; Level bard 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School air 0
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.
Read MagicSchool divination; Level antipaladin 1, bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, paladin 1, psychic 0, ranger 1, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
ResistanceSchool abjuration; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
SiftSchool divination; Level bard 0, inquisitor 0, psychic 0
Casting Time 1 standard action
Components V, S
Range 30 ft.
Area one 10-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Unwitting AllySchool enchantment (charm) [mind-affecting]; Level bard 0, psychic 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You befuddle the target’s mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies’ ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell’s effect.
Level 1 known 4 +2(fav class), use 6 = 4 +2(high CHA)
[Cultural Adaptation] [Innocence] [Share Language] [Tap Inner Beauty] [Comprehend Languages] [Hidden Diplomacy]
Cultural AdaptationSchool divination; Level bard 1, cleric 1, medium 1, occultist 1, psychic 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF (a document written in the language of the culture to be emulated)
Range personal
Target you
Duration 10 minutes/level
When casting this spell, you must concentrate on a culture or subculture to which you wish to adapt. If you speak the native language of the culture in question, then for the duration of this spell, you speak the language with a native accent. The spell doesn’t teach you the language in question, but can be combined with tongues or a similar spell. Your body language and gestures mark you as a native of the culture, and you unconsciously make small decisions that help you blend in. Combined, these grant you a +2 circumstance bonus on Diplomacy checks to influence members of the culture to which you have adapted, which doesn’t stack with other circumstance bonuses you might possess by virtue of being a member of the chosen culture. You also gain a +2 circumstance bonus on Disguise checks to pass yourself off as if you were a member of the culture, if you are not.
This doesn’t provide benefits when disguising yourself as a specific member of the culture, though it negates any circumstance penalties you might otherwise have taken due to not acting appropriately for that person’s culture. Finally, the DCs of enchantment (charm) spells you cast against natives of the culture to which you are attuned increase by 1.
InnocenceSchool transmutation; Level bard 1
Casting Time 1 standard action
Components V, S
Range personal
Targets you
Duration 1 minute/level (D)
You surround yourself with an aura of innocence and trustworthiness. You gain a +10 competence bonus on Bluff skill checks to convince others of your innocence. They find it difficult to believe you capable of any wrongdoing. 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.
Share LanguageSchool divination; Level bard 1, cleric/oracle 2, druid 2, medium 1, mesmerist 1, occultist 2, psychic 1, sorcerer/wizard 2; Subdomain cooperation 2, language 2
Casting Time 1 standard action
Components V, S, M (a page from a dictionary)
Range touch
Targets creature touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language which you already know. For every 5 levels you possess, you can grant the use of another language you know, to a maximum of 5 languages at 20th level. The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental capacity to grasp an actual language, it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or guesswork.
Similarly, this spell does not affect the basic nature of the target, or its disposition toward you or anyone else, so convincing it to actually carry out these instructions could require negotiation, threats, or outright bribery.
Tap Inner BeautySchool divination; Level bard 1, cleric/oracle 1, witch 1
Casting Time 1 standard action
Components V, M (a tiny mirror)
Range personal
Target you
Duration 1 minute/level
This spell allows you to tap into the natural beauty of your soul and let it shine from your eyes and your speech. While the spell is active, you gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.
Comprehend LanguagesSchool divination; Level alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1; Domain knowledge 1; Subdomain language 1
Casting Time 1 standard action
Components V, S, M/DF (pinch of soot and salt)
Range personal
Target you
Duration 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Hidden DiplomacySchool enchantment (compulsion) [mind-affecting]; Level bard 1, cleric 1, inquisitor 1, magus 1, mesmerist 1, psychic 1
Casting Time 1 standard action
Components V, S, M (a bent coin)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instant; see text
Saving Throw Will negates; Spell Resistance yes
As part of casting this spell, you can attempt a single Intimidate skill check to make a target act friendly toward you. If you succeed, the target assists you normally, but hidden diplomacy clouds the memory of any threats or pressure you applied. The target remembers assisting you, but can’t remember why, and its attitude toward you doesn’t worsen as a result of being intimidated.
Whether a creature fails or succeeds at its saving throw, it becomes immune to further castings of hidden diplomacy for 24 hours.
Choice list:
01 Cultural Adaptation You gain the correct native accent and mannerisms when you speak a language with a spell like tongues, granting you bonuses to interactions with native speakers of that language. PZO1134
02 Innocence Gain +10 on Bluff checks to seem innocent. PZO1115
03 Share Language Subject understands chosen language. PZO1115
04 Tap Inner Beauty You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks. PC:FoP
05 Comprehend Languages You understand all languages. PZO1110
06 Hidden Diplomacy Attempt a Intimidate check to make a target act friendly toward you but not remember why after the spell ends. PZO9469
07 Memory Lapse Subject forgets events back to last turn. PZO1115
Level 2 known 3, use 3 = 2 +1(high CHA)
[Focused Scrutiny] [Tongues] [Voluminous Vocabulary]
Focused ScrutinySchool divination; Level alchemist 2, bard 2, inquisitor 2, psychic 2, shaman 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 minutes/level (D)
You gain heightened sensitivity to the mannerisms, reactions, and body language of one creature you can perceive, allowing you to sense its state of mind and easily influence it. You gain a +10 bonus on Perception, Sense Motive, and Survival checks attempted against the target creature, as well as a +5 bonus on Diplomacy and Intimidate checks attempted against it.
TonguesSchool divination; Level alchemist 3, bard 2, cleric/oracle 4, inquisitor 2, medium 2, mesmerist 2, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3; Subdomain agathion 3, language 3; Bloodline aberrant 3; Elemental School wood 3
Casting Time 1 standard action
Components V, M/DF (a clay model of a ziggurat)
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance no
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Tongues can be made permanent with a permanency spell.
Voluminous VocabularySchool divination; Level alchemist 3, bard 2, cleric 3, inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, witch 3
Casting Time 1 standard action
Components V, S, M (a quill)
Range touch
Target creature touched
Duration 8 hours (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You choose any language (except for secret languages, such as Druidic). The target gains the ability to speak, understand, read, and write that language. When you cast this spell, you can attempt a DC 15 Linguistics check. If you succeed, choose an additional language, plus one more language for every 10 by which your check result exceeded the DC.
Written material can be read at the rate of one page (250 words) per minute. As with comprehend languages, this spell doesn’t impart insight into material the target read, just the literal meaning, and it doesn’t allow the target to read magical writing or decipher codes.
If the target lacks the mental capacity to grasp a language, it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell endows the target merely with a temporarily enhanced vocabulary, the person offering instructions to nonsentient creatures must take care to avoid metaphors or any other ambiguity.
Choice list:
01 Focused Scrutiny Gain skill bonuses when interacting with the target. PZO1129
02 Tongues Speak and understand any language. PZO1110
03 Voluminous Vocabulary Grant ability to speak, read, and write one or more languages for 8 hours. PZO1134
04 Eagle’s Splendor Subject gains +4 to Cha for 1 min./level. PZO1110
05 Suggestion Compels subject to follow stated course of action. PZO1110
06 Honeyed Tongue Roll 2 dice when using Diplomacy, take higher roll. PZO1115
07 Share Language, Communal As share language, but you may divide the duration among creatures touched. PZO1118