
Imnotgoodwithnames |

PERFORMER
You are a master of artistry, a scholar of hidden secrets, and a captivating persuader. Using powerful performances, you influence minds and elevate souls to new levels of heroics. You might use your powers to become a charismatic leader, or perhaps a counselor, manipulator, scholar, scoundrel, or virtuoso. While your versatility allows some to consider you a jack-of-all-trades and a beguiling ne’er-do-well who spends too much time in nightclubs, it’s dangerous to dismiss you as a master of none.
Associated Deities: Arshea, Desna, Eloritu, Hylax, Talavet
Associated Skills: Profession (musician or actor) and Culture
Spells: 1st—5th Enthrall*; replaced by 1st—Charm Person, 2nd—Calm Emotions*, 3rd—Suggestion, 4th—Confusion, 5th—Enthrall, 6th—Suggestion, Mass
*Semi New Spells (From Pathfinder)
Empowered Composition (Su) 1st Level
As a move action, you can spend 1 Resolve Point to add a flourish to your composition to extend its benefits. You must attempt a Profession (musician or actor) check with a DC equal to 15 + your target’s CR or ally’s level, but the GM can assign a different DC based on the circumstances. You draw upon the power of your muse to empower your allies. On a successful check choose one of the following effects to add to your composition:
- The composition lasts an additional 2 rounds. If you beat the DC by 10 you may add an additional round.
- The composition affects an additional target. If you beat the DC by 10 you may add an additional target.
- The composition area increases by 20 ft. If you beat the DC by 10 you may add an additional 10ft.
Versatile Performance (Su) 3rd Level
In social situations, you can rely on the grandeur of your performances rather than ordinary social skills. You can use Profession (musician or actor) instead of Diplomacy to Change Attitude and instead of Intimidation to Demoralize. You can also use an acting performance instead of Deception to Impersonate.
Greater Inspire Courage (Su) 6th Level
Your inspire courage composition spell gains the following effects: its aura range increases to 30ft, the bonus to damage rolls equals half of the inspired ally’s bonus from weapon specialization, and now grants a +2 moral bonus to saves versus fear.
Quick Composition (Su) 9th Level
You can cast a composition spell as a move action. You can spend 2 Resolve Points to cast a quickened 0-level composition spell. At 15th level, when you spend 2 Resolve Point to quicken a composition it is cast as a swift action instead of a move action.
Play to the Crowd (Su) 12th Level
If you use a composition that only targets one ally, you can spend 1 Resolve Point to add a flourish to your composition to extend its benefits. You must attempt a Profession (musician or actor) check with a DC equal to 15 + ally’s level, but the GM can assign a different DC based on the circumstances. If it succeeds then you may choose an additional ally within range to receive the benefits.
Virtuoso (Su) 15th Level
You gain more control over your Enchantment spells. The DCs of your Enchantment spells are increased by +1. This stacks any bonuses provided by the Spell Focus feat.
Symphony of the Muse (Su) 18th Level
You are able to weave countless performances together into a solo symphony. You are no longer limited to a single composition spell each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects remain.
New Spells
Composition: This is a new descriptor for spells. To cast a composition spell, you use a type of performance for the spell such as playing an instrument, acting, dancing, etc. This sometimes calls for a skill check Profession of the corresponding performance. The spell gains all the traits of the performance you used. You can cast no more than one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, ongoing effects from your previous composition spell end immediately.
Inspire Courage
Level Mystic 0
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 10-foot aura
Duration 1 round
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You inspire your allies with words or tunes of encouragement. You and all allies in the aura gain a +1 insight bonus to attack rolls, damage rolls, and a +1 morale bonus to saves against fear.
Summon Instrument
Level Mystic 0
School conjuration (summoning)
Casting Time 1 round
Range 0 ft.
Duration 1 min./level
Saving Throw none; Spell Resistance no
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting. You can’t summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell or if the spell is cast anew.
Counter Performance
Level Mystic 0
School Enchantment (mind-affecting, composition)
Casting Time reaction
Area 30-foot aura
Targets one humanoid creature
Duration 1 round
Saving Throw none; Spell Resistance yes
You protect yourself and allies through performance. When you or an ally within 30 feet are forced to roll a saving throw against an auditory or visual effect, you may roll a Profession (musician or actor) check with a DC equal to 15 + your target’s CR. The chosen target receives an insight bonus equal to your Profession connection skill bonus on their saving throw.
Fascinate
Level Mystic 0
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 60-foot aura
Targets one humanoid creature
Duration see text
Saving Throw Will negates; Spell Resistance yes
You can cause one or more creatures to become fascinated with you. Each creature to be fascinated must be within 60 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers increases the DC of the Will save by 4. If a creature's saving throw succeeds, you 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 you continues to maintain it. While fascinated, a target takes a –4 penalty on all 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.
Inspire Competence
Level Mystic 0
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 30-foot aura
Targets one creature
Duration 1 round
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Your encouraging words inspire your ally to succeed at a task. That ally must be within 30 feet and be able to hear you. The ally receives an insight bonus equal to your Profession connection skill bonus on skill checks with a particular skill of your choice. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. You can't inspire competence in yourself. Inspire competence relies on audible components.
Enthrall
Level Mystic 1-5
School Enchantment (mind-affecting, composition)
Casting Time 1 round
Range medium (100 ft. + 10 ft./level)
Targets any number of creatures
Duration see text
Saving Throw Will negates; Spell Resistance yes
If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
1st: When you cast enthrall as a 1st-level spell, it affects all living creatures of CR 1 or lower at close range (25 feet + 5 feet/2 levels). A target with 2 or more HD or with a Wisdom score of 14 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
2nd: When you cast enthrall as a 2nd-level spell, it affects all living creatures of CR 3 or lower at medium range (100 feet + 10 feet/level). A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
3rd: When you cast enthrall as 3rd-level spell, it affects all living creatures of CR 6 or lower. A target with 7 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
4th: When you cast enthrall as 4th-level spell, it affects all living creatures of CR 9 or lower. A target with 10 or more HD or with a Wisdom score of 18 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
5th: When you cast enthrall as 5th-level spell, it affects all living creatures regardless of CR. A target with a Wisdom score of 20 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you.
Calm Emotions
Level Mystic 2
School Enchantment (mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Area creatures in a 20-ft.-radius spread
Duration concentration, up to 1 round/level
Saving Throw Will negates; Spell Resistance yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a performer's ability to inspire courage or rage abilities. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Dirge of Doom
Level Mystic 3-5
School Enchantment (emotion, fear, mind-affecting, composition)
Casting Time 1 standard action
Area 30-foot aura
Targets see text
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
With a single mental nudge, you can unlock one or more targets’ deepest nightmares. To be affected, an enemy must be within 30 feet and able to see and hear the your performance. The effect persists for as long as the enemy is within 30 feet and you continue to concentrate on the spell.
3rd: When you cast dirge of doom as 3rd-level spell, you use a performance to foster a sense of growing dread in enemies, causing them to become shaken. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect.
4th: When you cast dirge of doom as 4th-level spell, you use a performance to foster a sense of growing dread in enemies, causing them to become frightened. This performance cannot cause a creature to become panicked, even if the targets are already frightened from another effect.
5th: When you cast dirge of doom as 5th-level spell, you use a performance to foster a sense of growing dread in enemies, causing them to become panicked.
Inspire Greatness
Level Mystic 4
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 30-foot aura
Targets one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You inspire greatness in yourself or a single willing ally within 30 feet, granting extra fighting capability. To inspire greatness, the target must be able to see and hear you. A creature inspired with greatness regains a number of Stamina Points (up to his maximum) equal to twice your mystic level + your Wisdom modifier, a +2 insight bonus on attack rolls, and a +1 morale bonus on Fortitude saves. Once an ally has benefited from your inspiring greatness, that ally can’t gain the benefits of your inspire greatness again until he takes a 10-minute rest to recover Stamina Points.
Soothing Ballad
Level Mystic 5
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 60-foot aura
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You draw upon the power of your muse to soothe your allies. Choose one of the following three effects:
The spell attempts to dispel fear effects on the targets.
The spell attempts to dispel paralysis effects on the targets.
Soothing ballad restores Stamina Points equal to 7d6 plus your spellcasting ability modifier to the targets.
Inspire Heroics
Level Mystic 6
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 30-foot aura
Targets one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You inspire tremendous heroism in yourself or a single ally within 30 feet. To inspire heroics, all of the targets must be able to see and hear you. Inspired creatures gain a +4 morale bonus on saving throws and a +4 insight bonus to AC.
Feats
Melodious Spell
You subtly weave magic into your performances unnoticed.
Benefit
When you cast a spell with a composition descriptor, you can spend 1 Resolve Point to to conceal the manifestation of casting the spell. You must attempt a Profession (musician or actor) check against all observers’ Perception DCs. If your Performance check is successful against an observer’s Perception DC, that observer doesn’t notice that you are casting a spell. This conceals only the spell’s spellcasting actions, not any of the spell’s physical effects, so an observer might still see a ray streak out from you or see you disappear if you turn invisible.
Harmonize
The a spell becomes a harmonized composition.
Prerequisite
Profession (musician or actor) 6 ranks.
Benefit
A harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized composition. Casting another harmonized composition ends any harmonized composition you have in effect.
Spellsinger
You draw upon your mystical power to enhance your performances with magical energy.
Benefit
You may lose a spell slot to increase the duration of a composition for a number of rounds equal to the spell slot used.