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An NPC Val Baine from my my PF1 Iron Gods campaign from 2015-2017 will be visiting my current PF2-converted Ironfang Invasion campaign this Friday or maybe the following Friday. She might accompany the party for a few sessions, so I need to make this PF1 character operate under PF2 rules. Another NPC from Iron Gods, Casandalee III, has already made appearance in Ironfang Invasion.
Trouble arises in that Val Baine is a bloodrager and PF2 does not yet have a bloodrager class. Thus, I am inventing a Bloodline Instinct for barbarians to be able to mimic a bloodrager in PF2. Klaam posted a Bloodrager Instinct in the Homebrew forum in September 2019 and Pigusta220 posted a Bloodrage Class Archetype in November 2022, but I needed a bloodrager version with more emphasis on the sorcerer bloodline.
Bloodline Instinct
Your instincts seek the magic in your blood, a gift from your sorcerous ancestors. You gain Sorcerer Multiclass Dedication even if you do not meet the prerequisite. You can choose Charisma as your key ability score.
Anathema
Letting an insult to your ancestors slide is anathema to your instinct. You must demand respect for either your ancestors or for the power they granted you.
Bloodline Rage (Instinct Ability)
You can Cast a Spell and Sustain a Spell for spells from your sorcerer multiclass archetype, including focus spells, while raging despite their concentration trait. When you take the Rage action, once during that turn you may reduce the number of actions to Cast a Spell by 1 (minimum a free action).
Specialization Ability 7th
You are an expert in spell attack rolls and DCs of the magical tradition of your bloodline and of your sorcerer focus spells. You gain Basic Sorcerer Spellcasting sorcerer multiclass archetype feat. If you already have Basic Sorcerer Spellcasting, then you gain Bloodline Breadth instead and you gain its additional 1st-level spell in your repertoire and spell slots immediately.
If you have greater weapon specialization, damage-dealing spells cast while raging deal an additional 8 damage, distributed among the affected creatures and objects, or if the spell affects your weapon or unarmed strike, you may instead give the weapon damage a +8 status bonus.
Raging Resistance 9th
You resist damage you take from spells and abilities with the magical tradition associated with your bloodline, regardless of the type of damage.
I also made a barbarian class feat that requires Bloodline Instinct. Leaving the Bloodline Instinct barbarian limited to a pair of cantrips until a near-mandatory 4th-level feat seemed disappointing. The PF1 bloodrager does not gain any spells before 4th level, but it gains a bloodline power at 1st level. Bloodline Breakout is similar to the bloodrager's bloodline power.
Bloodline Breakout Feat 2
Barbarian
Prerequisites Bloodline Instinct
You gain your bloodline’s initial bloodline spell. At 2nd and 3rd level, you can cast this bloodline spell only while raging. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus without any specific activity.
Special This feat counts as Basic Bloodline Spell from your sorcerer multiclass archetype.

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Val Baine had been an NPC without a stat block in Fires of Creation, the 1st module in the PF1 Iron Gods adventure path. The module had her as an endearing 12-year-old girl who wanted the party to find her lost wizard father Khonnir Baine and offered them housing in their tavern. When we fit the PC dwarf gunslinger Boffin into Khonnir's life as his smithing assistant, Khonnir's time in the town Torch extended by five years, so Val aged to 17 years old. The players and I soon figured out that the three-member party with a strix skald, a dwarf gunslinger, and a half-elf magus needed some muscle. I offered that they could recruit an NPC, such as a town guard or a temple cleric. They instead chose Val, because she deserved a chance to search for her father herself. They suggested that Val could embrace her Kellid heritage as a barbarian, but I had envisioned her as an apprentice wizard. The closest to a barbarian/wizard hybrid was the bloodrager, a barbarian/sorcerer hybrid, so Val became a bloodrager.
Playing a GMPC is tricky, because the GMPC is both an NPC, who should never steal glory away from the PCs, and a party member, who should have their share of the limelight. Thus, I built Val as a dedicated sidekick. She was meant to work side by side with each party member rather than on her own. She wielded a firearm like the gunslinger and a sword like the fighter. She spiced her weapons with spells like the magus. She performed on stage beside the strix skald and at 8th level flew alongside her via her Air Elemental bloodline. When Boffin acquired a robot as a Leadership cohort, Val acquired a clockwork familiar in unity with her. She was also a crafting assistant for all the PCs, putting skill ranks in seven different crafting specialties: alchemy, armor, bow, clockwork, mechanical, tools, and weapons.
The challenge is to find a way to repeat those abilities under the PF2 rules. The three players who recruited Val Baine during Iron Gods campaign are also playing in Ironfang Invasion, so I want Val's visit to Ironfang Invasion to seem the same as she was in Iron Gods, except for small changes that could occur in two and a half years.
I had given Val a custom bloodrager archetype, Savage Spellslinger based on barbarian's Savage Technologist, and two official archetypes Bloodline Familiar and Primalist. And Val's familiar Sparky had the Valet archetype. But PF2 does not swap class features with archetypes, so the features have to come from other means. For example, in PF2 sorcerers can gain a familiar without an archetype, via the Familiar class feat 1. That does not grant the Dualistic Energy of the Bloodline Familiar archetype, but Sparky never used Dualistic Energy anyway.

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Val Baine Bloodline Instinct* Barbarian 18
* denotes homebrew or technological elements
Female human (sylph) barbarian with Air Elemental bloodline
Perception M +25; low-light vision
Languages Common, Hallit, Dwarven, Androffan, Auran
Skills Acrobatics T +24, Athletics T +25, Crafting L +28, Deception M +28, Diplomacy L +30, Intimidation T +24, Nature T +21, Performance T +24, Society T +22, Stealth T +24, Survival T +21, Engineering Lore T +22, Piloting Lore L +28, Untrained Improvisation
Str +5, Dex +4, Con +4, Int +2, Wis +1, Cha +4
Items
+2 greater striking greater corrosive ghost-touch khopesh,
+2 striking returning dagger,
+2 greater striking disrupting flaming dueling pistol
+2 striking zero pistol* (technological, 10 charges, range incr. 50 feet) 2d6 cold //Crit Specialization Target takes a –10-foot status penalty to its speeds for 1 round.
+2 greater resilient armored coat (Comfort, Flexible) +4 item bonus to AC, +2 to saves, Dex Cap 2
Bottled Air
Specialist's Robe (Evocation)*
Engineering Repair Tools
Familiar Satchel
Gloves of Storing
Hat of Disguise
Healer's Tools
Belt pouches containing Crafter's Eyepiece (Greater), 2 silverdisk batteries*, 20 firearm rounds, 2 moderate elixirs of life, cheese, bread, apple.
Catfall, Experienced Smuggler, and Legendary Negotiation skill feats
Alchemical Crafting, Craft Anything, Inventor, Quick Repair, Technological Crafting*, and Technologist* crafting feats
Cooperative Nature and Cooperative Soul human feats
Familiar Sparky
AC E 38; Fort L +32 juggernaut, Ref E +28, Will M +27 indomitable
HP 296; Raging Resist 7 primal tradition
Instinct Bloodline* (Air Elemental)
Rage 22 temp hp, crit specialization, Bloodline Rage* +8 spell damage, Mighty Rage and Quick Rage features
Deny Advantage feature
Adrenaline Rush and Shake It Off barbarian feats
Pistol Twirl and Sword and Pistol pistol phenom archetype feats
Speed 30 feet, Fly 30 feet
Melee [One Action] +2 greater striking greater corrosive ghost-touch khopesh +31 (trip) Damage 3d8+11 (+2 more raging) slashing + 1d6 acid Crit Specialization The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Melee [One Action] +2 striking returning dagger +31 (agile, finesse, thrown 10 feet, versatile S) 2d4+11 (+1 more raging) piercing Crit Specialization The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Ranged [One Action] +2 greater striking disrupting flaming dueling pistol +30 (Concealable, Concussive, Fatal d10, range incr. 60 feet) 3d6+6 (+2 more raging) piercing Crit Specialization The target must succeed at a Fortitude save against your class DC or be stunned 1.
Ranged [One Action] +2 striking zero pistol* (technological, 10 charges, range incr. 50 feet) 2d6 cold Crit Specialization Target takes a –10-foot status penalty to its speeds for 1 round.
Bloodline Focus Spells DC 38, attack +28, 1 Focus Point; 9th elemental ammunition +9d6 electricity, see below
Sorcerer Primal Spontaneous Spells DC 38, attack +28
7th (1/day) plane shift
6th (1/day) true seeing
5th (2/day) elemental form, soothing spring (5th)
4th (2/day) elemental gift, resist energy (4th)
3rd (2/day) blazing dive, nondetection
2nd (2/day) phantom steed (signature), mending (signature)
1st (2/day) burning hands (bludgeoned by wind, signature), expeditious excavation
Cantrips (9th) electric arc, light, prestidigitation
Elemental Ammunition* Focus 1
Uncommon, Evocation, Sorcerer
Based on Elemental Toss, Core Rulebook pg. 404 and Elemental Assault, Ancestry Guide pg. 110.
Bloodline elemental
Cast [Two Actions] somatic, verbal
Targets 1 piece of ammunition that you carry
You infuse your shots with elemental energy. If you Strike using the targeted ammunition before the end of the turn, your Strike deals an additional 1d6 damage of the type corresponding to your bloodline's element: electricity for air, bludgeoning for earth, fire for fire, or cold for water. If you load the targeted ammunition into a weapon with Reload 1 or more before the end of the turn, then the Strike with extra damage can be performed any turn before you cast Elemental Ammunition again. If the ammunition hits many creatures, then each damage die of the Elemental Charge damages only one creature. This spell and the Strike have your element as a trait.
Heightened (+1) The damage increases by 1d6.
Sparky Robotic Familiar* 18
Based on Clockwork Familiar Grand Bazaar pg. 23
Required Number of Abilities 3
Granted Abilities darkvision
Tiny robot in form of a toy dragon
Perception +22; darkvision
Skills Acrobatics +22, Athletics +22, Crafting +22, Stealth +22
AC 34; Fort +30, Ref +26, Will +25
HP 90; Immune see Technological Construct
Speed 25 feet
Technological Construct*
Sparky is made of metal rather than flesh and bone, although it is still delicate enough in certain places to be vulnerable to violence in the same manner as a living creature. It is immune to death effects, disease, doomed, drained, fatigued, healing, necromancy, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing.
While constructs are usually immediately destroyed at 0 Hit Points, Sparky is a little harder to destroy. When it reaches 0 Hit Points, it becomes broken and begins sparking and might be destroyed if you don't Repair it. This works the same as the normal dying rules and determines if your construct is destroyed, with the following two changes. First, most effects that end the dying condition don't work to save Sparky, but it can be stabilized using the Administer First Aid action, using the Crafting skill instead of Medicine. Second, instead of gaining and tracking the wounded condition, if your construct becomes broken in this way more than twice within a 10-minute period, it's destroyed, and you'll need to reconstruct it by spending a day of downtime.
Sparky's body contains a power core built by Androffan technology that grants it power to perform various tasks. This energy flows through it much like the blood, leaving it susceptible to bleed, nonlethal attacks, and unconsciousness like a living creature. It doesn't need to eat, drink, or sleep, but it still needs a daily period of rest. During this period of rest, it must enter a recuperating standby state for 2 hours, which is similar to sleeping except it is aware of its surroundings and don't take penalties for being unconscious. Much like with sleeping, if it goes too long without entering your standby state, it become fatigued and can't recover until it enters standby for 2 hours.
Crafting Advice* Sparky's modifier for Crafting equals Val's level plus her Charisma modifier. It can use the Aid action for Craft skill checks, despite its lack of manual dexterity.
Skilled (Advanced Player's Guide pg. 146 2.0): Sparky's modifier for Athletics equals Val's level plus her Charisma modifier. Val sometimes choses Deception (disguise as a ferret) or Performance instead of Athletics.

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Suprisingly, PF2 Val Baine has fewer homebrew elements than PF1 Val Baine. She needed Bloodline Instinct to make her a bloodrager. A single variant focus spell, Elemental Ammunition, replaced the Spell Loading feature of her Savage Spellslinger archetype, but the Pistol Phenom archetype replaced many other features of Savage Spellslinger. The technological items and feats of the PF1 Technology Guide had to be homebrewed, too, but one day Paizo will port them to PF2. The Specialist's Robe is to replace her PF1 Robe of Arcane Heritage; it functions like a Specialist's Ring, but works for non-wizards, too.
My game-design revelation about PF2 is that I required less homebrew because PF2 design is more versatile than PF1 design. Good work, Paizo!
Val's stats changed slightly due to the different abilitiy score systems in the two editions:
PF1 Val had Str 20, Dex 14, Con 20, Int 13, Wis 10, Cha 18
PF2 Val has Str +5, Dex +4, Con +4, Int +2, Wis +1, Cha +4
so her Dexterity grew by +2, her Constitution shrunk by -1, her Intelligence was rounded up, and her Wisdom increased by +1.
Recreating Val's clockwork familiar Sparky was the challenging homebrew. Val had adopted Sparky partly to match her friend Boffin gaining a robot cohort, but the other reason was that the PF1 Clockwork Familiar had "Advice (Ex) Clockwork familiars have an innate understanding of how things work, granting their masters a +2 bonus on all Craft and Use Magic Device checks." This was a rare PF1 boost to all Craft checks, not just the check in a single specialty, so it greatly aided Val in being good at seven crafting specialties. But PF2 no long splits crafting into specialties, so it was not vital to PF2 Val. Worse, the PF2 Clockwork Familiar lacks any crafting bonus and gains some abilties that Sparky never used in the Iron Gods campaign.
Therefore, PF2 Sparky had no reason to remain a clockwork familiar. Val will tell a story that she rebuilt Sparky into a robotic familiar using Androffan technology. I homebrewed the robotic familiar so that Val would still have Sparky assisting her in the workshop.
The stat block format for Val Baine is easiest to type as text, but it leaves out her character progression over the levels. Here is the notes on her progression with some campaign notes.
Val's background is Mechanic, due to tinkering with her father. I had considered Barkeep, because she and her father ran the Foundry Tavern in the town of Torch, but Hobnobber feat and Alcohol Lore did not fit. Her background boosted Strength and Charisma.
Her skill proficiencies came from the following sources:
Acrobatics (barbarian 3+int)
Athletics (barbarian)
Crafting (background, 3 skill increases)
Deception (barbarian 3+int, 2 skill increases)
Diplomacy (barbarian 3+int, 3 skill increases)
Intimidation (bloodline)
Nature (bloodline)
Performance (natural skill at 5th level)
Society (barbarian 3+int)
Stealth (barbarian 3+int)
Survival (natural skill at 5th level)
Engineering Lore (background)
Piloting Lore (additional lore at 8th level)
Feat selection:
Ancestry Human with Sylph Heritage Storywise, Val is a mutant rather than a sylph
Ancestry 1st: Cooperative Nature
Ancestry 5th: Natural Skill (Performance, Survival) The party moved to Scrapwall at 4th level pretending to be refugees. They made connections at 5th level by holding a concert.
Ancestry 9th: Wings of Air PF1 Val gained flying while raging at 8th level through her bloodline powers. She took Wings of Air at 11th level for flight outside of raging.
Ancestry 13th: Cooperative Soul
Ancestry 17th: Eternal Wings Val's bloodline did not give permanent flight, so this ancestry enables it instead
Background: Quick Repair
Instinct: Sorcerer Multiclass Dedication, Elemental Air Bloodline
Specialization Ability 7th: Bloodline Breadth
Class 1st: Adrenaline Rush Val had used her enhanced Strength from PF1 rage to carry things
Class 2nd: Bloodline Breakout
Class 4th: Basic Sorcerer Spellcasting
Class 6th: Basic Blood Potency -> Familiar
Class 8th: Advanced Blood Potency -> Enhance Familiar Val had gained Sparky at 7th level
Class 10th: Pistol Phenom Dedication Replacing the pistol tricks from Savage Spellslinger.
Class 12th: Expert Bloodline Spellcasting Val would have taken Advanced Blood Potency to gain Advanced Bloodline for Elemental Motion for more flight, but retrained it away at 17th level upon gaining Eternal Wings.
Class 14th: Sword and Pistol PF1 Val had been using Sword and Pistol since 3rd level, so this is out of place.
Class 16th: Shake It Off PF1 Val had Renewed Vitality rage power.
Class 18th: Master Sorcerer Spellcasting
General 3rd: Multilingual The party learned how to speak Androffan at 3rd level.
General 7th: Untrained Improvisation Val had put one skill point into all her class skills.
General 11th: Ancestral Paragon -> Arcane Tattoos (Electric Arc) PF1 Val had 6 cantrips. At 11th level, Val met the Ghost Wolf Tribe and learned more about her Kellid culture.
General 15th: Fleet I could not fit barbarian Fast Movement into her class feats.
Skill 2nd: Technologist PF1 Val had it, though currently in PF2 this feat does nothing.
Skill 4th: Alchemical Crafting One of Val's crafting specialties was alchemical.
Skill 6th: Catfall Replaces the PF1 sylph feat Airy Step.
Skill 8th: Additional Lore (Piloting) The party acquired a spaceship. Val trained as the backup pilot via Profession(pilot).
Skill 10th: Inventor
Skill 12th: Experienced Smuggler Val sneaked Sparky into Starfall without the Technic League noticing.
Skill 14th: Technological Crafting PF1 Val had Craft Technological Items. Currently in PF2 this feat does nothing.
Skill 16th: Craft Anything
Skill 18th: Legendary Negotiation Val's current job is a teacher at the Technic School and diplomat to Kevoth Kul, soverign of Numeria.
PF2 Val lost PF1 Val's electrical resistance from her Air Elemental, but that was never significant.
Val's spell repertoire changed greatly. PF1 Val knew seven 1st-level spells, seven 2nd-level spells, six 3rd-level spells, and five 4th-level spells. PF2 Val knows at most two spells per level, but the levels go up to 7th.
PF1 Val's armored coat was a weird story that lost its weirdness in PF2. She decided to try a technological scatterlight suit for armor against energy weapons. The suit was merely +1 armor against physical attacks, so she wore an PF1 armored coat for its +4 armor bonus. But an armored coat was medium armor, and her PF1 sylph's Wings of Air let her fly only while wearing no armor or light armor. So she would take off her coat and carry it in her arms for non-combat flight. She gave up on the scatterlight suit and switched to a Robe of Arcane Heritage under her armored coat. And she made a mithral armored coat that counted as light armor for movement purposes, such as flight. PF2 Val kept the armored coat to maintain her style, but had no reason to make it out of mithral. And I homebrewed a Specialist's Robe to replace the Robe of Arcane Heritage.

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And another Bloodrager conversion thread has appeared, "Barbarians Are Already Bloodragers" - Making a "Bloodrager" within the existing rules

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The thread "Barbarians Are Already Bloodragers" - Making a "Bloodrager" within the existing rules revived this Wednesday in comment #34. I want to respond to magnuskn's comment #42, but this thread is a better place for a side discussion about porting skald class to PF2.
Val Baine's visits to my PF2-converted Ironfang Invasion campaign went reasonably well. She went with the party to defeat Queen Arlantia and served as an inglorious punching bag to two nasty minions (details at comment #7 in that other thread) but she also sometimes showed up as the liaison between the Ironfang-Invasion party and their Numerian allies during downtime. But toward the end of the adventure path, I needed a grandmaster diplomat with even more credentials than Val. I needed to port the player character Kirii, a strix skald.
I tried to make a Skald Instinct for PF2 barbarian, but it did not work. A Skald Muse for bard was also unworkable. The playstyle of Kirii is that her rage song had grown more powerful with more features as Kirii leveled up, and PF2 bard is built around one song with one feature at a time. I instead built a PF2 skald class from the ground up.
And I didn't finish. I found a workable idea that required a lot of feats. I invented the feats for Kirii and her apprentice skald Tay. I invented some more feats based on PF1 skald archetypes. And then I lost momentum. I had what I needed for the two visitors to the campaign and I had other parts of the campaign to work on.
The basic idea is that the PF2 Skald hangs all their rage powers off of their Raging Song, which would be a focus spell. This is distinct from Rage because Rage is not a spell and because Tay was a Spell Warrior skald with a Weapon Song rather than a Raging Song. And a PF2 Skald starts with one feature in their song, called an Inspiration, and adds more Inspirations to their song with feats. For example, the Raging Inspiration starts a barbarina Rage. The Healing Inspiration is based on the Greater Skald's Vigor PF1 skald feat. The Weapon Inspiration is based on the Spell Warrior skald archetype's Weapon Song.
The focus spell to share all the skald's Inspirations in a song I named Depict Inspiration.
Kirii Strix Skald 20
Female strix skald, Nightglider heritage, Musical Prodigy background
Perception +29(expert); darkvision
Languages Common, Strix, Hallit, Orc, Androffan, Dwarven, Kasathan
Skills Acrobatics +27, Athletics +25, Crafting(master) +29, Deception(expert) +33*, Diplomacy(legendary) +37*, Music Lore +25, Strix Lore +25, Occultism +25, Performance(legendary) +37*, Society +25, Stealth(expert) +29; Untrained Improvisation +20+ability bonus
Str +3, Dex +5, Con +3, Int +3, Wis +2, Cha +7*
*increased by Mask of Allure
Items
Mask of Allure, +3 greater resilient spacesuit (same stats as scale mail), +3 greater striking adamantine long hammer, +3 greater striking plasma thrower, Healer's Tools, Artisan's Tools, many other basic supplies
Skill Feats Multilingual, Sign Language, Virtuosic Performer(singing), Group Impression, Legendary Negotiation, Magical Crafting, Technologist (homebrew - can use Androffan tech without glitches), + 4 more
General Feats Fleet, Toughness, Untrained Improvisation + 2 more
Class Features
Focus Pool
Inspiration (first one--Raging Inspiration--for free, others cost feats)
Occult Spellcasting
Spell Repertoire
Deny Advantage
Spell Kenning (see below)
Weapon Specialization (get an additional 3 damage from weapon and unarmed attacks and can apply critical specializations)
Class Feats
Versatile Performance
Death from Above (see below)
Timely Inspiration (see below)
Another Inspiration (twice - Spirit Inspiration and Healing Inspiration)
Advanced Inspiration (twice - Raging Inspiration and Spirit Inspiration)
Improved Inspiration (Raging Inspiration)
Inspirational Focus (refocus for 2 focus points)
Inspirational Performance (see below)
Focus Pool with 3 focus points, Refocus via performing for 10 minuntes. Depict Inspiration counts as performance.
Depict Inspiration [One Action] Focus 1
Auditory, Linguistic, Skald, Visual
Duration Up to one minute
You gain the effects of all your Inspirations. During the duration of Depict Inspiration any ally within 60 feet may spend an action to accept your Inspiration and gain the effect your your theme's Inspiration, too, for as long as Depict Inspiration lasts. Any ally who accepted the Inspiration can depart the Inspiration by spending another action. An ally who departs the Inspiration cannot accept the same Depict Inspiration again, but can accept a later Depict Inspiration. You can end Depict Inspiration as a free action.
Raging Inspiration
You grant the barbarian's Rage as your inspiration. You and allies rage and ignore the rage restrictions on fatigue or recent raging or currently raging. An ally who was already raging when they accept Raging Inspiration renews their rage and gains a fresh set of temporary hit points. Any abilities of an ally that modify Rage, such as Barbarian Instincts, still apply.
Rage
Barbarian Concentrate Emotion Mental
Source Core Rulebook pg. 84 4.0
Requirements You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Advanced Raging Inspiration
Raging characters who accept your Raging Inspiration can use concentrate actions.
Improved Raging Inspiration
Increase the additional damage from Raging Inspiration's Rage from 2 to 6.
Healing Inspiration
You and your allies gain fast healing 2
Spirit Inspiration
Spirits gather around you to help. You and allies become concealed. As the nature of this effect still leaves their locations obvious, you and they can't use this concealment to Hide or Sneak.
Advanced Spirit Inspiration
Once per turn as a single action, you or an ally can send the spirits to attack a target within 30 feet of them. The spirits' attack bonus is your spell attack bonus +33 and the damage is 2d8+7 spirit damage. This attack uses and contributes to your or the ally's multiple attack penalty.
Timely Inspiration [Reaction] Focus 2
(this is not an inspiration; instead, I kept the original name for nostalgia.)
Abjuration, Fortune, Occult, Linguistic,
Trigger An ally fails a saving throw, attack roll, or skill check, but not critically fais.
Effect You inspire a last-second correction. Reroll the failed check. Use the best of the orginal roll or the reroll as the result of the roll.
Death From Above [Two Actions] Feat 2
Flourish, Skald
You charge with an advantage from higher ground. Stride, Burrow, Climb, Fly, or Swim if you have the corresponding movement type and then make a melee Strike at an enemy within reach. If your movement put you higher than your target before the Strike, you gain a +2 circumstance bonus to the attack roll.
Inspirational Performance [Three Actions] Feat 20
Skald
Prerequisite Inspirational Focus
You inspire yourself. Make a DC 30 Performance check.
Critical Success You gain one focus point and the DC of your next Inspirational Performance increases by 5.
Success If you continue the performance for 3 minutes, you gain a focus point and the DC of your next Inspirational Performance increases by 5.
Failure You cannot try again for another minute.
Critical Failure You cannot try again for another minute and the DC of your next Inspirational Performance increases by 5.
AC 44(master); Fort +31 (master and juggernaut), Ref +31(expert), Will +30 (master and resolve)
HP 248
Speed 30 feet; Fly 40 feet
Melee (master) [One Action] +3 greater striking adamantine long hammer +29 [+31 with Death from Above] (Brace, Dwarf, Reach, Trip, Versatile P) 3d8+6 bludgeoning, maybe +6 from rage. Crit Specialization The target is knocked prone.
Ranged (master) [One Action] +3 greater striking plasma thrower +31 (Hands 2; Range 60 ft.; Reload Charged from Silverdisk; 10 charges; Activated, Plasma, Technology, Fatal d10, Rare) Damage 3d8+3 fire Crit Specialization The target must succeed at a Fortitude save against your class DC 43 or be stunned 1.
Occult Spontatneous Spells (master) DC 43, attack +33
9th (2/day)
Foresight https://2e.aonprd.com/Spells.aspx?ID=127
Overwhelming Presence https://2e.aonprd.com/Spells.aspx?ID=212
8th (2/day)
Dispel Magic (8th level) https://2e.aonprd.com/Spells.aspx?ID=78
Spirit Song https://2e.aonprd.com/Spells.aspx?ID=303
7th (2/day)
Soothe (7th level) https://2e.aonprd.com/Spells.aspx?ID=291
Tongues https://2e.aonprd.com/Spells.aspx?ID=340
6th (2/day)
Soothe (6th level) https://2e.aonprd.com/Spells.aspx?ID=291
True Seeing https://2e.aonprd.com/Spells.aspx?ID=344
5th (2/day)
Blink Charge https://2e.aonprd.com/Spells.aspx?ID=872
See Invisibility (5th level) https://2e.aonprd.com/Spells.aspx?ID=271
4th (2/day)
Discern Lies https://2e.aonprd.com/Spells.aspx?ID=74
Invisibility (4th level) https://2e.aonprd.com/Spells.aspx?ID=164
3rd (2/day)
Haste https://2e.aonprd.com/Spells.aspx?ID=147
Heroism https://2e.aonprd.com/Spells.aspx?ID=149
2nd (2/day)
Invisibility https://2e.aonprd.com/Spells.aspx?ID=164
Mirror Image https://2e.aonprd.com/Spells.aspx?ID=197
1st (2/day)
Celestial Accord https://2e.aonprd.com/Spells.aspx?ID=1220
Soothe https://2e.aonprd.com/Spells.aspx?ID=291
Cantrip (9th)
Daze https://2e.aonprd.com/Spells.aspx?ID=61
Detect Magic https://2e.aonprd.com/Spells.aspx?ID=66
Mage Hand https://2e.aonprd.com/Spells.aspx?ID=177
Prestidigitation https://2e.aonprd.com/Spells.aspx?ID=229
Read Aura https://2e.aonprd.com/Spells.aspx?ID=246
Spell Kenning [Three Actions]
Frequency 3 times per day
Your occult insight has unseen depths. Add an occult spell to your spell repertoire until your next daily preparations.