Performance
Table of Contents
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Spheres of Guile
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Operatives of the Performance sphere are creators of various creative endeavors, be it brilliant ballads, complex choreography, or musical melodies; a performer’s ability to draw the eye and instill hope and emotion into those around them is astounding.

Associated Skill: Perform (depending on your chosen package below).

You gain the following benefits when you gain the Performance sphere.

When you gain a package, you choose one of the package’s associated skills to determine the effects of its talents, and you gain 5 ranks in the chosen associated skill, plus 5 ranks per additional talent spent in the Performance sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill you may immediately retrain them.

Skill Leverage: You unlock skill leverage with the Perform skill chosen as your package’s associated skill, in addition to one Artistry or Perform skill of your choice.

Package: When you gain the Performance sphere, you gain one of the following packages with its included abilities. You choose one of the package’s associated skills to be the associated skill for that package and its effects. You may take the Expanded Repertoire talent to gain additional packages.

Bonus Talent: You gain a single (act), (dance), (instrumental), or (lyric) talent, depending on the package you chose. It cannot be an exceptional talent. If the bonus talent you choose is a [utility] talent, you can take the base sphere as a [utility] talent.


Performance Sphere Packages

Act Package

You can begin an act as a move action by adopting the approach associated with it. Starting an act provokes attacks of opportunity. An act grants its effects to all enemies or allies within a 20-foot radius + 5 feet per 5 ranks in this package’s associated Perform skill for as long as the act is active, up to a maximum of 1 minute.

While an act is active, allies in the area that can perceive you may spend actions to contribute to the act’s scenes, completing them. Once a scene has been completed, it confers its effects to the act until it ends, and cannot be completed again (unless otherwise specified).

All acts have a finale, which requires all of the act’s scenes to be completed before you may use it. Once you activate an act’s finale, it ends the act and its associated benefits other than the finale’s effects at the end of your next turn.

Associated Skill: Perform (act or comedy).

Dance Package

As a move action, you can move up to half your speed to begin a dance, gaining the benefits of a single (dance) talent you possess. Allies within 10 feet + 5 feet per 5 ranks in this package’s associated Perform skill of you may either spend a move action and move up to half their speed, or take a 5-foot step, to gain the benefits of your dance until the start of their next turn. For every 10 minutes that a dance is maintained, you become fatigued; you cannot begin a dance while exhausted.

Creatures benefiting from your dance (including yourself) are called dancers. You must maintain the dance each round by moving up to half your speed (minimum 10 feet), usually as part of any action spent to move, or it ends at the end of your turn. Movement made as part of a dance still provokes attacks of opportunity.

Associated Skill: Perform (dance).

Instrumental Package

As a standard action, you can play an instrument to create a 30-foot radius area centered on you that moves as you do, applying a single (instrumental) talent to the area. An instrumental must be maintained each turn as a move action, which does not provoke attacks of opportunity. For every 10 minutes that an instrumental is maintained, you become fatigued; you cannot begin an instrumental while exhausted.

Unwilling creatures may attempt a Will saving throw (unless otherwise specified) at the start of each turn they remain within the area (or if they move within the area) to ignore the instrumental’s effects for 1 round; a creature can only attempt a saving throw in this way once per round. Instrumentals are mind-affecting, emotion, and auditory effects.

Associated Skill: Perform (keyboard, percussion, string, or wind).

Lyric Package

As a standard action, you may inspire or discourage a single creature within close range with a lyric that lasts for 1 minute (Will negates if unwilling). A lyric grants a constant effect, which can be expended as a swift action (unless otherwise stated) by the creature affected by the lyric, for a stronger short-term effect, after which the effect ends. When expended, the lyric’s initial effects persist until the end of the target’s turn (or action if used as an immediate action). A creature can only benefit from a single lyric at one time; if a creature uses a lyric on a creature currently under the effects of another lyric, the previous effect ends.

All lyrics are mind-affecting, emotion, language-dependent effects that rely on auditory components (unless using Perform (comedy), which can instead use visual components, chosen when using the lyric), and do not provoke attacks of opportunity.

Associated Skill: Perform (comedy, oratory, or sing).


Performance Talent Types

Act, Dance, Lyric, and Instrumental

Some Performance talents are marked (act), (dance), (lyric), or (instrumental), granting you additional options when performing with the corresponding package.

Sidebar: Performance Sphere and Ally Coordination

Some Performance sphere abilities assume there is a level of coordination or planning between you and your allies (mainly the (act) and (dance) packages). You can coordinate with your allies as part of your daily preparations as to the style and actions needed with your talents. Certain styles of act or dance may not require this level of prior preparation.


Performance Talents

Combat Juggling

You can begin to juggle (or add or remove another object to juggle) as part of retrieving a stowed object, drawing a weapon, catching an object, or picking up an unattended object within your reach (usually as a move action), allowing you to still use your hands in between tosses. You can use and wield objects that you are juggling (but not shields), as long as they can be wielded in one hand; these objects are treated as if you are holding them. This does not allow you to make more attacks than you would normally be allowed to. You must be able to hold and wield an object in one hand to sufficiently juggle it, and may only juggle an amount of objects equal to 1 + the number of usable hands you possess, plus 1 per 5 ranks you possess in one of your packages' associated skills.

You must spend half your speed to continue juggling each round, and you may only juggle while you are not fatigued or exhausted. As long as you are juggling one fewer object than the maximum number of objects you can juggle, you are treated as though you have a free hand. You must concentrate while juggling, and must succeed at a Perform check to avoid losing concentration, treating the spell level as twice the number of objects being juggled.

If you cease juggling (such as not spending half your speed, becoming fatigued, or failing a concentration check), you drop all juggled objects except one of your choice; you can spend an immediate action to instead catch two objects when you cease juggling in this way.

Expanded Repertoire

You gain one Performance sphere package which you do not already possess, including its associated skill. You unlock skill leverage with the package’s associated skill, in addition to gaining a bonus talent from that package as normal (which does not count toward your number of Performance talents for the number of ranks you get in your associated skills). This talent has the [utility] tag if the bonus talent you choose to gain with it has the [utility] tag. You may select this talent multiple times, each time selecting a different package.

Flowing Theatrics

If you possess the (act) package, whenever you would adopt the approach of an act, it does not count towards your normal limit to the amount of approaches you may adopt at one time (but you may not perform more than one act at a time). Additionally, you can adopt the approach associated with an act as a swift action instead of a move action.

If you possess the (dance) package, while you dance, each ally within the area can spend an immediate action to move 5 feet and join your dance. If the ally moves in response to an attack or an effect that allows a Reflex saving throw, it resolves before they leave their current space but the ally gets a +1 dodge bonus to AC against the attack or save. The movement provokes attacks of opportunity from anyone other than an attacker being avoided this way. For every 6 ranks you have in the (dance) package’s associated skill, the dodge bonus increases by 1.

If you possess the (lyric) package, your inspiring lyrics can be expended as a free action that can be taken even when it is not the target’s turn. Your discouraging lyrics must be expended using two swift actions or one standard action. (The lyric’s expended effect only activates after the second swift action is expended.) Additionally, you may use a lyric as a swift action. If you do so, the lyric only lasts until the end of your next turn; if it is an inspiring lyric, it cannot be expended.

If you possess the (instrumental) package, you may maintain an instrumental as a swift action instead of a move action.

Gather Crowd [utility] [plan]

You may spend 1 minute or reveal a plan performing within a settlement or populated area to attract a crowd to observe you. The size of this crowd may be altered depending on the area, but generally gathers a crowd containing a number of 5-foot squares of people equal to your ranks in one Perform skill of your choice (chosen when using this talent) + your operative ability modifier. The crowd then remains for as long as you perform, to a maximum of 1 hour, dispersing afterwards.

When you have the attention of a crowd, you can dismiss your influence over the crowd by spending 1 round directing them, choosing one of the following benefits:

  • Chaotic: The crowd becomes incredibly difficult to move through. To successfully enter a square where the crowd occupies (or whenever a creature attempts to move through the crowd), a creature must succeed at a Strength or Acrobatics check against your Performance sphere DC + 5 or be unable to move within the crowd; if this check is failed by 5 or more, the creature also falls prone.
  • Shielding: The crowd becomes dedicated to keeping you and your allies hidden. Squares that the crowd occupies grant a +4 circumstance bonus to Stealth checks, and actively attempt to disrupt any creatures attempting to find you.

Once the crowd completes your direction, they disperse and usually cannot be gathered once more until the next day. You can spend 1 use of skill leverage to double the radius of the crowd.

Laugh It Off [utility]

Whenever you would fail a Bluff check to lie, a Diplomacy check to make a request, or an Intimidate check to change a creature’s attitude, you may attempt a Perform (comedy) check opposed by the target’s Sense Motive check as an immediate action to veil the failed attempt, making it an amusing joke. If you succeed, you suffer no consequences for the previous failed check (such as a penalty on future checks, or a reduced attitude). If you fail, you cannot use this ability again on the creature in the same conversation.

The creature’s attitude towards you may worsen, and future attempts to use this ability on the same creature within the same day incurs a cumulative –5 penalty, although you can spend 1 use of skill leverage to ignore this penalty for such an attempt.

Orchestrator [utility]

Whenever you teach a creature a Perform skill, you reduce the time to do so to 10 minutes, and may spend 1 use of skill leverage and choose a single Performance sphere [utility] talent you possess. The taught creature may use the chosen talent a single time, as long as it is used before they take 8 hours of rest. The creature uses their own ranks in the skill used to teach when determining the effects of the talent, or half your number of ranks in the skill, whichever is higher, but is still affected by any sphere-specific drawbacks you may possess. A specific creature can only remember a single taught talent at one time; teaching another requires them to forget the previous one.

Performance Mastery

If you possess the (act) package, whenever you begin an act, you can choose a single scene from a different (act) talent you possess; your act has the chosen scene. You cannot choose a scene that requires a previous scene or the other act’s approach to function (such as the Pity the Weak scene from The Lowly Peasant talent). Additionally, you can choose a single scene or the finale from your act when you begin it (including one you added from this talent); the action cost to complete the scene is reduced by one step (full-round to standard, standard to move, move to swift, swift to free).

If you possess the (dance) package, whenever you maintain a dance, you may change the (dance) or (instrumental) talent used as part of the action used to maintain the performance. In addition, if you move at least half your speed to begin a dance, you can apply two (dance) talents to the dance instead of one.

If you possess the (instrumental) package, whenever you maintain an instrumental, you may change the (instrumental) talent used as part of the action to maintain it. Additionally, if you play and maintain an instrumental using two hands, you have two options to improve the effect: either you can apply two (instrumental) talents instead of one, or you can treat the effects of the instrumental as if you had 5 additional ranks in the associated skill.

If you possess the (lyric) package, whenever you would use a lyric, you may increase the required action to begin the lyric by one step (swift to move, move to standard, standard to full-round, and full-round to 1 round) to allow you to target one creature with an inspiring lyric and another creature with a discouraging lyric. Whenever either lyric would be expended, the other lyrics effects are removed (but do not gain the effects from expending the lyric); unless you outwit the target of the discouraging lyric as a cost when using the lyric, allowing both to be expended separately.

Suave Performer [approach] [utility]

Adopting this approach is a swift action. While you maintain this approach, whenever you use a Performance sphere ability, you can attempt a Perform check associated with the sphere ability’s package as if it were an impressive display of skill as a swift or immediate action.

Additionally, whenever you use a Performance sphere ability, you can choose to have it be covert, making its existence and effects difficult to identify except to its target(s). Other observers must attempt a Perception or Sense Motive check against your Performance sphere DC + 5 to realize you used a Performance sphere ability.

Finally, you regain 1 use of skill leverage whenever you would gain the attention of an important individual through your performance, or when you inspire or deter someone from pursuing a motivation through your performance (up to GM discretion).

Once you do, you cannot regain skill leverage that way until you regain it in a different manner.

Ventriloquism [utility]

You can make your voice (or any sound you can normally make vocally) seem to originate from anywhere within 10 feet plus 5 feet per 3 ranks in Perform (comedy, oratory, or sing) you possess.

You can choose to have your voice seem to emerge from another creature within range, allowing them to roll a Bluff, Diplomacy, Intimidate, or Perform check using your ranks in the skill instead of their own, as long as the check is vocal in nature. A creature can attempt a Perception or Sense Motive check opposed by your Perform (comedy, oratory, or sing) check to determine if you are the original source of the sound or not.

At 5 ranks in Perform (comedy, oratory, or sing), you can instead allow a creature to use your entire skill bonus instead of just your ranks whenever they attempt a Bluff, Diplomacy, Intimidate, or Perform check.

Well-Timed Distraction [plan] [utility]

As part of preparing this plan, you carefully plan a group of performers, loud noise, or another similar distraction to come at an important time. You can reveal this plan as an immediate action to cause a group of observers you are aware of to become distracted until the end of your next turn. You and any number of creatures within 30 feet of you also gain a +4 circumstance bonus to Sleight of Hand and Stealth checks made against the distracted creatures for as long as they remain distracted.

This plan can also be revealed when you or a creature (or multiple) you can see gains the results of a Sleight of Hand or Stealth check, allowing any number of creatures to reroll the check, potentially changing the result. If you do so, you forgo the granted circumstance bonus.


Act Talents

A Gilded Tower (act) [utility]

You present an individual who always naturally attracts the spotlight, and quickly begins to love the position they are in… until people learn who they truly are.

Eye-Catching (approach): When you begin this act, choose a single ally in the area, becoming the focus of the act. If the chosen ally leaves the area, this act ceases to function until a new ally is chosen as a swift action.

The chosen creature can attempt to create a diversion as a move action, and they receive a +2 morale bonus to Bluff checks to lie, create a diversion or feign a condition, and to Perform checks, increasing by 1 per 5 ranks in this package’s associated skill you possess.

All Eyes on You (scene, standard action): Whenever the chosen creature creates a diversion and they are the chosen diversion, any affected observers become oblivious (instead of distracted). Additionally, the chosen creature can spend an immediate action whenever an action or noise would make an observer more alert to attempt another Bluff check opposed by the observer’s Sense Motive. On a successful Bluff check, the noise or action is simply interpreted to be part of the performance, and observers who fail remain oblivious.

Glimmer of Doubt (scene, move action): All creatures that are distracted (or oblivious) by the chosen creature become uncertain for the rest of the act’s duration.

Sudden Reveal (finale, immediate action): All creatures that are distracted (or oblivious) by the chosen creature become shocked for 1 round, and must succeed at a Will saving throw or become either enraged toward or frightened of the chosen creature (your choice when you perform the finale) for a number of rounds equal to your operative ability modifier (minimum 1). A frightened creature’s condition improves to shaken when they can no longer see the chosen creature. A creature who is oblivious to the chosen creature suffers a -2 penalty to this saving throw.

Love, Hate, And The Space Between (act)

The display shows the strength that friends can grant you in the face of adversity, and how to tear down the adversity that only seeks to hurt people.

Confidence in Numbers (approach): Whenever an enemy misses an attack roll against an ally and both creatures are in the area, any ally in the area can spend an immediate action to force the attacker to succeed at a Will saving throw or suffer a -2 penalty to their attack rolls for 1 minute, or until the attacker hits with an attack, whichever comes first. This penalty increases by 1 per 5 ranks in this package’s associated skill you possess.

Always Prepared (scene, swift action): Allies in the area increase the AC bonus granted by total defense, fighting defensively, and the attack bonus granted by flanking by 1. Additionally, affected allies may still make attacks of opportunity while taking the total defense action.

Diminish Bravado (scene, move action): Enemies in the area decrease the AC bonus granted by total defense, fighting defensively, and the attack bonus granted by flanking by 1.

This scene can be completed a second time (but need not be to activate the finale); if it is, the AC and attack bonus is decreased by 1 again. If this reduces the bonus due to flanking to 0, the creature gains no benefits due to flanking (such as sneak attack).

Tear Down the Ivory Tower (finale, standard action): Enemies in the area must succeed at a Will saving throw or become shocked for a number of rounds equal to your operative ability modifier (minimum 1); on a successful save, they are instead uncertain for the duration. A shocked creature can make a Will save to reduce the condition as a standard action.

Additionally, enemies who fail their saving throw against this finale have the benefits of any competence or morale bonuses that they are benefiting from suppressed for the duration of this finale, still counting towards the effect’s duration.

The Bonds Forged In War (act)

You speak of the bonds forged between a small group of soldiers; as the group slowly dwindles, their ferocity and determination grows.

Relentless (approach): Allies in the area can postpone the start of any unwanted emotion effects for 1 round, plus 1 round per 5 ranks in this package’s associated Perform skill you possess. After this period, the effect’s duration begins as normal.

Forged in Blood (scene, standard action): Whenever an enemy successfully damages an ally in the area, all other allies within the area gain a +1 morale bonus to attack and damage rolls against the attacker until the end of the attacker’s next turn; this bonus is cumulative to a maximum equal to your operative ability modifier (minimum 1).

Fight for Your Life (scene, move action): All allies in the area gain a number of temporary hit points equal to 2 + your operative ability modifier (minimum 1). These temporary hit points are replenished for an ally whenever they confirm a critical hit.

Stand Together (finale, standard action): For 1 minute, allies in the area gain damage reduction 1 that cannot be overcome and they do not immediately fall unconscious when they are reduced to 0 hit points or below, unless they choose to. Allies who benefit from this ability are still disabled, but do not suffer damage after taking a standard action. The value of the damage reduction increases by 1 for every 3 ranks you possess in the associated Perform skill.

The Fortunate Beggar (act)

You depict a performance of a beggar that, despite their terrible standard of living, is able to turn their situation around with their incredible luck.

Humbling Charity (approach): All allies in the area may provide first aid as a move action or administer a potion to an ally as a standard action. Whenever an ally in the area successfully uses the aid another action, the ally gains a +2 morale bonus to saving throws until the end of their next turn; this bonus increases by 1 per 6 ranks in this package’s associated Perform skill you possess.

Optimistic View (scene, move action): The character takes the aid another action as part of performing this scene. Attack rolls by allies in the area do not automatically miss on a natural 1. This scene can be performed repeatedly.

A Second Chance (scene, standard action): The next skill check by the one who performed this scene is rolled twice and uses the higher result. Whenever an ally in the area rerolls a die and rolls lower than their original result, they can reroll the die again. This roll must be taken, even if it is lower than the previous roll.

Great Fortune (finale, standard action): The final act shows the rewarding nature of sharing what you have. Whenever an ally in the area would roll a natural 3 or below on a d20, the ally may choose to immediately reroll the attempt, taking the new result, even if it is worse. The benefits of this act may only be used once per round per ally, and lasts for 1 minute.

The Joy Of Life (act)

Your performance follows a group of young, optimistic adolescents struggling with their own issues, eventually persevering with their cheery attitude.

Excited (approach): All allies in the area gain a +2 morale bonus to Acrobatics and Escape Artist checks. These bonuses increase by 1 per 4 ranks in this package’s associated Perform skill you possess.

Time of Our Lives (scene, move action): All allies in the area can spend a swift action to move up to half their speed (which provokes attacks of opportunity as normal). Each ally can do so only once with this scene. If you possess at least 10 ranks in the associated Perform skill, they can move up to their speed.

Know No Bounds (finale, full-round action): For 1 minute, allies in the area may spend an immediate action to do any of the following:

  • Remove the uncertain condition or lessen shocked to uncertain.
  • May use the first aid, treating a wound, or treating poison Heal skill uses.
  • Attempt an Escape Artist check.
  • Stand up from prone.
  • Drink a potion.

The Lowly Peasant (act)

You present the life of a submissive peasant, who draws the sympathy of those around them. The story culminates as the peasant is struck down after attempting to defend themselves, only to have their close friends defend them from the threat.

Weak and Frail (approach): When you begin this act, choose a single ally in the area. Enemies in the area suffer a -2 penalty to attack rolls made against the chosen ally, and the chosen ally suffers a -2 penalty to attack rolls. The penalty to enemies (but not to the ally) increases by 1 per 5 ranks in this package’s associated Perform skill you possess. If the chosen ally leaves the area, this act does not function; you can designate a new chosen ally as a swift action.

Pity the Weak (scene, standard action): If an enemy in the area attempts to target the chosen ally with an attack roll, the attacker must succeed at a Will save or decide to not attack them, targeting a different creature. If the chosen ally is the only viable option (such as being the only target available), the target may attempt to knock them unconscious through nonlethal methods, or simply leave (up to the GMs discretion).

To The Rescue (finale, immediate action): Any allies in the area may immediately move up to half their speed as a free action that can be taken outside of their turn, as long as their movement brings them closer to the chosen ally. Additionally, for 1 round plus 1 round per 5 ranks in this package’s associated skill, whenever the chosen ally is successfully hit by an attack roll, an adjacent ally in the area can spend an immediate action to suffer the damage instead as if they were the original target.

During this time, if an ally uses an ability to directly assist another ally (such as first aid, a beneficial spell, etc.), they may move up to half their speed as a free action usable once per turn as part of doing so.

The Patient Protector (act)

Your performance depicts the ever-patient protector of a simple group of travelers, and the benefits of waiting for the right moment to react to something.

Patience (approach): All allies in the area can ready multiple actions on their turn by spending an action of the same kind, instead of just any one action as a standard action (so they could ready a swift action as a swift action, a move action as a move action, etc.). The ally must specify the action they will take with each action, and each action requires its own trigger (which must differ from each other). Their initiative count is moved each time they take a triggered action.

Watch (scene, swift action): All allies in the area increase the DC to affect them with Charisma- and Dexterity-based skill checks by 4, and gain a +2 morale bonus to opposed skill checks, attacks of opportunities, and to skill checks attempted in reaction to something (such as a Spellcraft check attempted to identify a spell as it is being cast). These bonuses increase by 1 per 5 ranks in this package’s associated Perform skill you possess.

React (finale, full-round action): For 1 minute, whenever an ally in the area triggers a readied action to attack, the target is denied its Dexterity modifier to AC against the attack. Additionally, the ally’s threatened area is treated as being 5 feet larger for determining when a readied action could be triggered; if such an action would require them to be within reach of a creature, they can spend an immediate action to move 5 feet towards the creature so that the triggering action can be resolved. If it cannot be resolved, the readied action is wasted.


Dance Talents

Averting Switch (dance)

Whenever a dancer would be the target of an attack or included in an instantaneous area effect that allows a Reflex save, another willing dancer that can reach them can spend an immediate action to swap spaces or the attacked dancer can spend a swift or immediate action to swap places with a willing dancer. Either way, the other dancer becomes the new target of the attack (or saving throw) and gets a +2 dodge bonus to their AC or Reflex save against the attack or effect. The bonus increases by 1 for every 6 ranks in this package’s associated skill you possess. After the attack is resolved, those dancers may choose to swap places again without using another action (if both agree).

If you have at least 5 ranks in the associated skill, the attacked dancer can also use this ability on an unwilling creature within their natural reach as an immediate action. The dancer must succeed at a reposition combat maneuver (Pathfinder Roleplaying Game: Advanced Player’s Guide) against the creature to swap places, using your ranks in this package’s associated skill in place of their base attack bonus (if they wish). As long as the dancer exceeds the creature’s CMD by 5 or more, they can choose to swap places again after the attack is resolved.

Coordinated Throw (dance)

As part of the action to join the dance or as a swift action, a dancer can move up to 10 feet and can launch off of an adjacent dancer. The stationary dancer throws the moving dancer to another square within 10 feet, plus 5 feet per 3 ranks in this package’s associated skill you possess.

Alternatively, instead of launching the predetermined amount, the moving dancer can attempt an Acrobatics check as if they were jumping and had a running start. This movement does not provoke attacks of opportunity.

Dynamic Pace (dance)

Whenever a dancer moves by spending a move action (including starting, joining, or maintaining a dance), they can split their movement up throughout their turn, as long as the total distance they move does not exceed their speed.

Associated Feat: Spring Attack.

Encouraging Jaunt (dance)

All dancers gain a +2 morale bonus on Acrobatics, Perform, and Sleight of Hand checks, increasing by 1 per 5 ranks in the associated skill you possess.

Additionally, whenever a dancer is benefiting from a morale bonus to a particular type of roll, another dancer can apply that morale bonus to a roll they make of that type without using an action, usable once per round per dancer. For example, the Courageous Chorus lyric on one dancer could be used by one other dancer on one saving throw against a fear or charm effect. A specific effect can only be shared to a specific dancer a number of times per day equal to 2 + 1 per 4 ranks in this package’s associated skill you possess; separate lyric and instrumental uses are considered to be different effects for this purpose.

Associated Feat: Spirit of the Corps (Pathfinder Roleplaying Game: Monster Codex).

Entwining Prance (dance)

All dancers begin to weave closely around nearby opponents. Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).

Guarded Twist (dance)

A creature can pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone as part of the movement required to join or maintain this dance. Dancers taking the actions listed above do not provoke an attack of opportunity (including when they initially take the action to become a dancer).

Additionally, whenever you begin or maintain a dance with this talent, roll a Perform (dance) check with a circumstance bonus equal to the number of dancers, which cannot exceed your operative ability modifier (minimum +1). All dancers may use your Perform (dance) check result in place of any Acrobatics check to avoid provoking an attack of opportunity for as long as they continue the dance.

If you have at least 6 ranks in the associated skill for this package, the dancers also get a +1 dodge bonus to AC for every 6 ranks you possess.

Liberating Shift (dance)

All dancers gain a +2 morale bonus to Escape Artist checks, combat maneuver checks made to escape a grapple, and to saving throws against mind-affecting effects, effects that would slow or restrict their actions, and effects that inflict the entangled, paralyzed, staggered, or stunned conditions. The dancers also get an equivalent dodge bonus to Combat Maneuver Defense. This bonus increases by 1 per 5 associated skill ranks you possess.

If a dancer is already grappled or suffering from such an effect, they may spend an immediate action to attempt to break free of a grapple, or attempt a new saving throw against a single applicable effect they are currently suffering from that normally grants a saving throw against the original DC, ending that effect on a success. This dance only allows each dancer to attempt one new saving throw or check against a specific effect or grapple.

Synchronized Rhythm (dance) [utility]

Whenever a dancer attempts an Acrobatics check made to balance, jump, soften a fall, or wall hop, Climb check, Escape Artist check made to squeeze, Fly check, Sleight of Hand check, or Swim check, they can choose to use your Perform (dance) bonus when making such a check, gaining a morale bonus equal to the number of dancers within your dance (maximum bonus equal to your operative modifier). Any penalties they are suffering to the check still apply.

Toppling Dive (dance)

Whenever a dancer attempts a trip combat maneuver, the dancer may use your ranks in this package’s associated skill instead of their base attack bonus when calculating their CMB.

Additionally, whenever a creature lands prone in a square a dancer threatens, the dancer can spend an immediate action to either pick them up from prone (without provoking attacks of opportunity) or force the target to succeed at a Fortitude saving throw or suffer an amount of bludgeoning damage equal to your ranks in this package's associated Perform skill and become exhausted for 1 round; a successful save results in them being fatigued for 1 round instead.


Instrumental and Lyric Talents

Assuring Anthem (instrumental, lyric)

Allies affected by this instrumental or lyric may reroll any ability check, saving throw, or skill check that results in a natural 1 or 2 and keep the new result, even if it is worse. An ability check or skill check can only be rerolled this way once per 10 minutes (although the ally may spend 1 use of skill leverage to ignore this restriction for a roll), whereas an attack roll or saving throw can only be rerolled once per round. This ability cannot benefit abilities or skill uses that take longer than the ability lasts.

When used as an instrumental, if you maintain it on your next turn, all allies within the area may also reroll any attack rolls that result in a natural 1 or 2.

When used as an inspiring lyric, the natural die result needed for a reroll increases by 1 for every 5 ranks in this package’s associated skill you possess.

The lyric can be expended as an immediate action before attempting an ability check, saving throw, or skill check to roll the attempt twice, taking the higher result.

Courageous Chorus (instrumental, lyric)

Allies affected by this instrumental or lyric gain a +3 morale bonus to saving throws against charm and fear effects, increasing by 1 for every 5 ranks in this package’s associated Perform skill you possess.

When used as an instrumental, if you maintain it on your next turn, all allies within the area gain a +1 morale bonus to attack rolls, +1 per 10 ranks in this package's associated Perform skill you possess.

When used as an inspiring lyric, the target gains a morale bonus to attack rolls equal to half the bonus granted by the lyric.

The lyric can be expended as an immediate action to attempt a new saving throw against a single charm or fear effect they are suffering from (as long as the effect allowed a save).

Dispiriting Lament (instrumental, lyric) [utility]

Enemies affected by this instrumental or lyric suffer a -2 penalty to ability checks and skill checks attempted using a single ability score of your choice (chosen when you use the ability), in addition to the DC to affect them with skills of the chosen ability score. This penalty increases by 1 per 4 ranks in this package’s associated skill you possess.

When used as a discouraging lyric, the penalty instead applies to all ability checks and skill checks. The lyric can be expended as an immediate action before attempting an ability check or skill check to roll the attempt twice, taking the lowest result.

Using this talent is not a hostile action.

Dissonant Clamor (instrumental, lyric)

Enemies affected by this instrumental or lyric suffer a -2 penalty to concentration checks, saving throws against auditory and sonic effects, and to Perception checks dependent on hearing. Additionally, the target suffers a 20% chance whenever they use an ability with a verbal component (including spells or activating a magic item with a command word) for the action to fail, wasting it and any resources spent; this is cumulative with similar sources (including spell failure chance). These penalties increase by 1 and 5% respectively for every 4 ranks in this package’s associated skill.

When used as a discouraging lyric, the target becomes livid towards you or an ally both you and the target can see within range; the penalties of the livid condition do not stack with this lyric's penalties. Additionally, they provoke attacks of opportunity if they fail to cast a spell defensively.

The lyric can be expended as a swift action as part of using an ability with a verbal component (that requires at least a standard action), forcing them to succeed at a concentration check (DC equal to 10 + your ranks in this package's associated skill + your operative modifier) or lose the effect.

If the creature cannot use such an ability, the lyric can instead be expended to force the target to attempt a hostile or otherwise aggressive action towards you (or the chosen ally) before their next turn requiring at least a standard action. This could involve attacking, insulting, or calling their allies to them in frustration.

Harrowing Dirge (instrumental, lyric)

Enemies affected by this instrumental or lyric take -3 penalty on saving throws against charm and fear effects, and to the DC required to demoralize them. These penalties and reductions in DC increase by 1 for every 5 ranks in this package’s associated Perform skill you possess.

When used as an instrumental, if you maintain it on your next turn, all enemies within the area gain a penalty to attack rolls equal to half the penalties granted by this instrumental.

When used as a discouraging lyric, the target gains a penalty to attack rolls equal to half the penalty granted by the lyric. The lyric can be expended to become shaken for a number of rounds equal to your operative ability modifier (minimum 1); if the creature is already shaken, the duration of both conditions stack.

Informative Narration (instrumental, lyric) [utility]

When used as an instrumental, allies within the area gain a +3 morale bonus to saving throws against effects that would give them any disorientation condition (and to the DC to affect them with such effects), increasing by 1 per 5 ranks in this package’s associated skill.

Additionally, affected allies increase the bonus from being taught (new skill use) by 1 and unlock skill leverage with one skill you have unlocked (chosen when you begin or maintain the instrumental).

When used as an inspiring lyric, the target gains 1 temporary use of skill leverage and unlocks skill leverage with all the skills you have unlocked. A single creature may only benefit from this lyric once every day. Using the skill leverage counts as expending the lyric (if the lyric could not be expended, they cannot gain the benefits of this lyric). This does not count as a creature regaining skill leverage for the purposes of abilities that rely on it.

You may spend 1 use of skill leverage when using this lyric to grant the target 1 use of skill leverage, regardless of whether or not they have already benefited from this lyric.

Lively Chime (instrumental, lyric)

Allies affected by this instrumental or lyric immediately wake up, and gain a +3 morale bonus to saving throws against effects that inflict the asleep, dazed, exhausted, fascinated, and fatigued conditions, in addition to any effect that would reduce their state of awareness. This bonus increases by 1 per 5 ranks in this package’s associated skill.

When used as an instrumental, if you maintain it on your next turn, affected allies halve any of the penalties associated with the exhausted, fatigued, and stunned conditions, in addition to allowing them to automatically succeed at concentration checks required due to vigorous motion, violent motion, or violent weather.

When used as an inspiring lyric, the morale bonus also applies to concentration and initiative checks. When this lyric is expended, for 1 round the target gets a +10-foot enhancement bonus to speed and can act normally despite a condition or effect that reduces the actions they can take (such as the confused, dumbfounded, exhausted, dazed, fatigued, staggered, stunned conditions).

Pleasant Serenade (instrumental, lyric) [utility]

Allies affected by this instrumental or lyric gain a +2 morale bonus to Charisma checks, in addition to one or more of Bluff, Diplomacy, Handle Animal, or Perform checks, determined by how you perform. The bonus increases by 1 per 4 ranks in this package’s associated skill you possess.

When used as an instrumental, the bonus applies to one skill chosen when the performance is begun or maintained.

When used as an inspiring lyric, the bonus applies to all listed skills. The lyric can be expended as part of attempting any of the listed Charisma checks to either allow them to roll the check twice, taking the highest result or use your associated Perform skill modifier instead of their own bonus when making the attempt.

Rallying Tune (instrumental, lyric)

When used as an instrumental, allies within the area gain a number of temporary hit points equal to 2 + 1/2 the number of ranks in this package’s associated skill you possess. These temporary hit points are replenished whenever you maintain the instrumental.

When used as an inspiring lyric, the target gains a number of temporary hit points equal to 1d4 + your operative ability modifier (minimum 1). These temporary hit points are replenished whenever the target confirms a critical hit.

The lyric can be expended to gain an amount of temporary hit points equal to 1d8 + your ranks in this package’s associated Perform skill, which last until the end of their next turn and stack with the above source. This lyric can also be expended as an immediate action.


Exceptional Talents

All The World's A Stage

Prerequisites: Associated skill 7 ranks, Performance sphere.

If you have the (lyric) package, the range of your lyrics increases to medium.

If you have the (act), (dance), or (instrumental) package, the area of your acts, dances, or instrumentals increase to a close-range radius.

You may select this talent a second time when you possess 15 ranks in an associated skill. If you do, the area or range of the associated Performance sphere ability increases by one step (close to medium, medium to long).

Cacophonous Screech (instrumental, lyric) (Su)

Prerequisites: Associated skill 5 ranks, Performance sphere ((instrumental) package or (lyric) package).

Enemies affected by this instrumental or lyric suffer 1d6 sonic damage at the start of each of their turns, plus 1d6 per 5 ranks in this package’s associated skill you possess; affected creatures attempt a Fortitude saving throw (instead of a Will save) each round to halve this damage. This is a sonic effect.

When used as an instrumental, on a failed save, enemies within the area also become deafened while they remain within the area, plus an additional 1 minute after leaving the area. If the instrumental is maintained on the subsequent turn from starting it, the sonic damage dealt increases to d8s.

When used as a discouraging lyric, the target gains sonic vulnerability. When the lyric is expended, the target suffers 1d8 sonic damage + 1d8 per 4 ranks in this package’s associated skill you possess (the vulnerability from this lyric does not apply to this damage), and becomes deafened for a number of rounds equal to your operative ability modifier (minimum 1). A successful Fortitude save halves the damage and negates the deafened condition.

Invigorating Words (Su)

Prerequisites: Associated skill 5 ranks, Performance sphere ((lyric) package).

Whenever you would use an inspiring lyric, you can choose to make it an invigorating lyric, healing the target 1d12 hit points. When an invigorating lyric is expended, the target heals an additional 1d12 hit points, plus 1d12 per 4 ranks in this package’s associated Perform skill you possess. A creature can only be targeted by your invigorating lyric a number of times per day equal to your operative ability modifier (minimum 1).

Limitless Words (Su)

Prerequisites: Associated skill 5 ranks, Performance sphere ((lyric) package).

Your lyrics use tone, empathy, or similar methods of conveying meaning without language, no longer treating them as language-dependent effects, in addition to allowing you to use either verbal or visual components for your lyrics.

You may select this talent a second time when you possess at least 10 ranks in Perform (comedy, oratory, or sing). If you do, you can have your lyrics be conveyed purely through telepathic thought and intent, removing the need for any components for a lyric used this way; a mindless creature still cannot be affected by a lyric used this way.

Petrifying Pause (dance) (Su)

Prerequisites: Associated skill 10 ranks, Performance sphere ((dance) package).

As long as a dancer has not moved from their square since their last turn, they may spend an immediate action to hold perfectly still when an enemy enters a square in their threatened area, forcing the enemy to make a Will saving throw. On a failed save, the enemy is paralyzed for as long as the dancer remains motionless (not taking any actions it would be impossible to take while paralyzed). The dancer may end the paralysis as a free action that can be taken outside of their turn. The enemy may attempt a new saving throw at the end of each of their turns to free itself from the condition.

Once a creature succeeds at a saving throw against this talent, it is immune to this talent for 24 hours.

Resonant Notes (instrumental, lyric) (Su)

Prerequisites: Performance sphere ((instrumental) package or (lyric) package).

When used as an instrumental, allies within the area gain a +2 circumstance bonus to saving throws against the deafened condition, in addition to sonic and language-dependent effects. These bonuses increase by 1 per 4 ranks in this package’s associated skill you possess. If the instrumental is maintained on the subsequent turn from starting it, the affected allies also gain sonic resistance equal to your ranks in this package’s associated skill.

When used as an inspiring lyric, the target deals an additional 1d6 points of sonic damage with successful weapon attacks (including ammunition), increasing by 1d6 per 6 ranks in this package’s associated skill you possess.

The lyric may be expended as a free action that can be taken outside of their turn whenever they successfully confirm a critical hit to deal an additional 1d10 points of sonic damage, plus 1d10 per 5 ranks in this package’s associated skill you possess. This damage is not multiplied on a critical hit.

Associated Feat: Discordant Voice (Pathfinder Roleplaying Game: Ultimate Combat).

Shattering Resonance [utility] (Su)

Prerequisites: Associated skill 3 ranks, Performance sphere ((instrumental) package or (lyric) package).

You may use instrument-based Perform skills to deal sonic damage to objects (as the Perform (sing) skill use). When using Perform to deal sonic damage to an object with an associated Perform skill, you increase the amount of damage dealt by 1d6 per 4 ranks in that skill, and may affect any object with a hardness of 5 or lower.

Additionally, this damage is not halved before applying hardness like most energy damage.

Soliloquy Of Rusted Masks (act) (Su)

Prerequisites: Associated skill 8 ranks, Performance sphere ((act) package).

You recount a tale of a lone and recluse individual, learning to open themselves up to others and the trials and tribulations they endured to remain empathetic.

Broken Walls (approach): Allies within the act’s area suffer a -4 penalty to saving throws against emotion effects, but gain an amount of temporary hit points equal to 1/2 your ranks in this package’s associated Perform skill plus your operative ability modifier as long as they can perceive an ally within your act’s area.

Breaking Point (scene, 1 immediate action): This scene can only be used whenever an ally within your act’s area would attempt a saving throw. The creature activating this scene grants the chosen ally a morale bonus to the saving throw equal to your operative ability modifier (minimum +2). If the ally still fails the saving throw, this scene is not yet completed but can be performed again.

Catharsis (scene, 1 swift action): Whenever an ally succeeds a saving throw against an emotion effect, the temporary hit points granted by this act’s approach are replenished. If the temporary hit points are already full, they instead gain a +4 morale bonus to saving throws against emotion effects for 1 round. If an ally fails a saving throw against an emotion effect, they can choose to become staggered for 1 round to replenish their temporary hit points (but do not gain the alternate effect if the temporary hit points are already full).

Realiation (finale, 1 standard action): All enemies within the act’s area gain vulnerability to all damage types for 1 round; a successful Will saving throw reduces this to just one damage type, chosen when you complete this finale (applying to all creatures who fail). All allies within the act’s area gain immunity to mind-affecting effects for a number of rounds equal to your operative ability modifier (minimum 1).

Skittering Steps (dance)

Prerequisites: Associated skill 10 ranks, Performance sphere ((dance) package).

Dancers can move up to 10 feet as an immediate action. This movement provokes attacks of opportunity. If this action is used to avoid the area of an effect as it begins or to get out of range of an attack, the creature is not affected but the attacker can choose a different action. The distance increases by 5 feet for every 5 ranks you gain in the associated skill beyond 10.

Soporific Nocturne (instrumental) (Su)

Prerequisites: Associated skill 5 ranks, Performance sphere ((instrumental) package).

All enemies within your instrumental range must succeed at a Will saving throw or become fatigued for as long as they remain within your instrumental range, plus an additional 1 minute after leaving the area. If they are already fatigued, they become exhausted. If they are already exhausted, they fall asleep.

Creatures that remain in the area must save again at the end of each turn you maintain the effect, and those that move into the area must save immediately (to a maximum of one saving throw per round).

Thaumic Sync (dance) (Su)

Prerequisites: Associated skill 10 ranks, Performance sphere ((dance) package).

As long as a dancer is benefiting from a magical effect that lasts for more than 2 rounds, another dancer can spend a swift action to gain that effect for 1 round. Once a specific effect has been shared this way, it cannot be done again by that dancer for 1 minute.

Additionally, any time a dancer is damaged or magically healed by an instantaneous effect, another dancer can take any amount of the damage healed or dealt as an immediate action. In the case of healing being redirected, it is still limited by effects that would limit the original healing (such as being unable to heal them above a certain threshold, or if they would usually be harmed by the healing effect).


Drawbacks

Dramaturge [alternate start]

You prefer assisting others in their performance, rather than performing yourself. You use Artistry instead of Perform for you chosen package’s associated skill, depending on the package—Acting: Artistry (choreography, literature, philosophy, playwriting), Dance: Artistry (choreography), Instrumental: Artistry (musical composition), Lyric: Artistry (criticism, literature, musical composition, philosophy).

You gain the Orchestrator talent from this alternate start, and you can only use your own Performance sphere abilities when you use Orchestrator to teach yourself a talent (which you can do as part of teaching other creatures, despite normally being unable to teach yourself). When using the Orchestrator talent, you can also grant non-utility Performance sphere talents.

Emotional Performance

Your performances require intense emotional displays to feel genuine to yourself and your audience. When subject to a non-harmless effect that evokes an emotion (such as fear effects, demoralization, or spells with the emotion descriptor), you are unable to use your Performance sphere abilities. You gain a free talent from a package from this drawback.

Instrumental Acoustics (requires (act), (dance), or (lyric) package)

Without your own melodies as a base, you find it difficult to sing with proper tempo and rhythm. In order to begin or maintain an act, dance, or lyric, you must play an instrument with at least 1 hand (or at least enough hands to play the instrument). You gain an (act), (dance), or (lyric) talent.

One-Person Show (requires (act) or (dance) package)

Whether it is not wanting to rely on the ineptitude of others, or being averse to having such a physical exchange with another person, you cannot stand to act or dance with other creatures. You cannot form a dance with another creature, instead granting the benefits of the dance to only yourself. Other creatures cannot contribute to your act’s scenes by spending actions. You gain the Flowing Theatrics talent from this alternate start.

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