The Merry Rider

The Merry Rider is a first-level sample character for the Mountebank class, suitable for use as a PC or as an NPC. Information on its build rules, and how to adjust for different rules, is included below. This character was created by the community.

The Merry Rider (Dionysian Mountebank)
Half-elf mountebank 1
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision, Perception +2


AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2. (+2 racial bonus vs. enchantment spells and effects. +2 trait bonus on Fort vs. poison and drugs, and +4 trait bonus on Fort vs. effects of alcohol)
Immune sleep


Speed 30 ft.
Melee rapier +0 (1d6, 18/20)
Ranged shortbow +3 (1d6, x3)
Special Attacks thief’s mark +1 (3/day)


Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Dionysian (Mind sphere; Nature sphere; Boons: Virtuoso, Wild Will (forest); Drawbacks: Skilled Casting (Perform/String, DC 16), Somatic Casting, Verbal Casting, Variant Wild Magic); CAM Cha
Spell Points 4; Boons Bound Creature; Drawbacks Focus Casting (DC 20), Witchmarked
Conjuration Sphere - DC 13; Duration Concentration, 1 min/level; Range adjacent; Talents Bestial; Drawbacks none
- Summon
- Bestial (form) (claws)
Illusion Sphere - DC 13; Duration Concentration, 1 min/level; Range Close (25 ft); Talents none; Drawbacks none
- Trick (effects, alter)
- Illusion
Mind Sphere - DC 13; Duration None; Range Close (25 ft); Talents none; Drawbacks Animal Shaman
- Suggestion (Lesser, Greater)
Nature Sphere - DC 13; Duration 1 round, Concentration; Range Close (25 ft); Talents Animal Friend; Drawbacks Nature Spirit
- Animal Friend (spirit)


Tradition Dionysian (Alchemy sphere (formulae) package, Panacea; Barroom sphere, Charming Drunk; Equipment sphere: Rogue Weapon Training); PAM Cha
Alchemy Sphere - DC 13, Packages formulae, Talents Panacea, Drawbacks none
- formulae (panacea)
Barroom Sphere - DC 13, Talents none, Drawbacks none
- brutal breaker (don't suffer penalties w/ improvised weapons)
- hard drinker (move action, retrieve and drink an elixir, potion, or beverage; if alcoholic gain drunk status for 2 rounds)
-charming drinker
Equipment Sphere - DC 13, Talents Rogue Weapon Training
-rogue weapon training (discipline) (proficiency with blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person)
Scoundrel sphere - DC 13, Duration None, Talents none, Drawbacks none
- swift hands
- marked target (-2 penalty)


Str 10, Dex 16, Con 12, Int 12, Wis 11, Cha 16
Base Atk +0 (+7 with dirty trick or steal); CMB +0 (+3 with dirty trick or steal); CMD 14
Traits Compassion, Iron Liver
Feats Brew Potion, Skill Focus (Perform/Strings)
Skills Acrobatics +7, Bluff +7, Craft (alchemy) +5, Diplomacy +7, Heal +7, Perform (strings) +10, Sense Motive +4, Sleight of Hand +7/+9, Stealth +7
Languages Common, Dwarven, Elven, Sylvan
SQ elf blood, fey thoughts (Sleight of Hand, Stealth)
Gear alchemist’s kit, lute, rapier, shortbow with 20 arrows, rosewood armor, 5 gp.

Special Abilities

Alchemy Sphere Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects.

When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
In addition, choose one of the following packages: Formulae or Poison. (Chosen: Formulae)

Alchemy: Formulae Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period.

Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half.

Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. When you first gain this package, you may learn any one (formulae) talent you qualify for.

Alchemy: Panacea (formulae) You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:

  • DC 20: Deafened, fatigued, shaken, sickened.
  • DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
  • DC 40: Frightened, blinded, deafened, paralyzed, stunned.

Barroom Sphere Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew. Practitioners of the Barroom sphere gain the following ability: Brutal Breaker.

Barroom: Brutal Breaker You do not suffer any penalty when using an improvised weapon, be it ranged or melee, and may treat improvised weapons you are wielding as manufactured weapons for the purpose of being able to be targeted by spells and other effects. You may grab an unattended object within your natural reach and make an attack action with it as part of the same standard action.

Additionally, you may treat any improvised weapon made of any material with a hardness of 5 or lower (wood, glass, etc.) as having the fragile weapon special feature for the purpose of any feats or talents you possess. This does not apply to magic items, nor to creatures being used as improvised weapons.

Some talents allow you to grant a fragile weapon the broken condition in exchange for a benefit. If you apply a second such benefit to a weapon, it is destroyed. You cannot apply more than 2 benefits that break a weapon to the same weapon attack.

Note: Talents which would allow you to add the broken condition or destroy an improvised weapon cannot be used while using a creature as an improvised weapon.

Barroom: Hard Drinker Whenever you imbibe an alcoholic drink (normally a standard action), you gain the drunk status for a number of rounds equal to your Constitution modifier (creatures without a Constitution score cannot gain this status). As a move action, you may retrieve an alcoholic drink, elixir, or potion (but not extract) from your person or grab one within your natural reach and drink it, all without provoking an attack of opportunity. For every 4 points of base attack bonus you possess, the drunk status last for one additional round.

Barroom: Charming Drunk As long as you have the drunk status when you make a Bluff or Diplomacy check, you gain a +1 competence bonus on it. This bonus increases by +1 for every 5 base attack bonus you have. You may also expend your drunk status as a free action to reroll a Bluff or Diplomacy check, but you must take the new result, even if it is worse. If you do so, you take a -5 on Bluff and Diplomacy checks for the next 10 minutes.

Bound Creature Your magic is tied to a magical creature, who shares essence and power with you.
You gain the Conjuration sphere (or the Extra Companion talent if you already possess the Conjuration sphere), and a companion who serves as the source of your power. Unlike a normal companion, this companion is not an extraplanar, and you may choose upon gaining the companion what creature type it possesses (although it does not gain the immunities or other qualities of its creature type). Your companion’s first (form) talent should reflect its creature type. This bound creature cannot be summoned or dismissed, and costs no spell points to use. You do not suffer a chance of failure from the Focused Casting drawback so long as your bound creature is on the same plane as you and is within Long range (400 ft + 40 ft per caster level). If your bound creature dies, you suffer a chance of spell failure as outlined in the Focused Casting drawback until you gain another bound creature. You cannot bond with a new creature for 30 days or until you gain another level, whichever comes first. The new bound creature must be the same creature type as your previous bound creature.

A caster must possess the focus drawback to select this boon. You may gain a dragon companion as outlined in the Halfling Dragonrider racial archetype (see The Player's Guide to Skybourne, by Drop Dead Studios), but this boon instead costs 4 drawbacks.

Conjuration Sphere You have made contracts with outsiders, calling them to your side when you are in need.

Conjuration: Summon As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion’s presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per caster level without concentration.
Companions can take many forms; a caster could contract with sympathetic angels or demons, elemental spirits, or primordial beings only given form after the contract is made. Thus, a companion could have the form of a knight in armor, a demonic dog, a flying anthropomorphic cat, or indeed virtually any other form. You cannot choose a companion with the exact same appearance as another creature.

When you gain the Conjuration sphere, you automatically gain a single companion of your choice. If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hp, they instantly disappear and cannot be summoned until the following day.

A companion only recovers hp and resources (unless restored through the Heal skill or magical means) when the caster rests to recover spell points. A companion may be dismissed as a free action.

Companions may not carry equipment or items back and forth when summoned and so cannot be used to store items in their home plane or bring items to the caster’s plane. The exception to this rule is equipment gained through Conjuration talents.

Whenever you gain a companion, they immediately gain 1 (form) talent of your choice. Whenever you select a (form) talent as a magic talent, apply its effects to only a single companion. You may select (form) talents multiple times, but no more than once per companion, unless the talent says otherwise.

Conjuration: Bestial (form) Your companion gains a new set of natural attacks chosen from the list below. A companion must possess the prerequisite limbs and cannot already have a natural attack attached to that limb. A companion may gain this talent multiple times. Each time they gain this talent, they gain a new set of natural attacks.

  • 2 claw attacks (primary, 1d4, 1d3 small, requires arms).
  • 2 hoof attacks (secondary, 1d4, 1d3 small, requires 2 legs, but creature must possess at least 4).
  • 1 tentacle attack (secondary, 1d4, 1d3 small, no requirement).
  • 2 wing buffets (secondary, 1d4, 1d3 small, requires wings).
  • 1 tail slap (secondary, 1d6, 1d4 small, requires tail).
  • 1 bite attack (primary, 1d6, 1d4 small, requires head).
  • 1 gore attack (primary, 1d6, 1d4 small, requires head).
  • 2 slam attacks (primary, 1d4, 1d3 small, requires arms).
  • 2 pincers (secondary, 1d6, 1d4 small, requires arms).
  • 1 sting (primary, 1d4, 1d3 small, requires tail).
  • 2 talons (primary, 1d4, 1d3 small, requires 2 legs and creature must be airborne to use).

Equipment: Rogue Weapon Training (discipline) You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

Focus Casting Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

Illusion Sphere You may craft images and impressions of things that aren’t there. Illusion sphere abilities have a range of Close and do not allow spell resistance unless placed on a creature with resistance (Such as with the Illusionary Disguise talent). Unwilling targets are allowed a Will save to resist an illusion or trick being placed upon them. An illusion may shed as much normal light as a torch and may cast a shadow.

Illusion: Trick As a standard action, you may create small, simple illusions called tricks, which persist for 1 minute per level or until dismissed.

Illusion Trick: Alter You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.

Illusion Trick: Effects You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent)

Illusion: Illusion (sensory: sight) As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires.

Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.
You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.

If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + 1/2 your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.

Mind Sphere You gain the ability to alter the minds of others, causing them to act as you see fit. All mind sphere abilities are Enchantment (compulsion) mind-affecting abilities.

Mind: Animal Shaman You may affect animals and vermin with your charm effects, but not any other creature type. This does not grant a bonus talent.

Mind: Charm You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.
When you gain the Mind sphere, you gain the following charm:

Mind: Charm: Suggestion You may plant thoughts into a target’s mind.

  • Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
  • Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

Nature Sphere You can command the very terrain to do your bidding.

Nature Spirit You cannot use geomancing powers, only (spirit) talents. You cannot gain talents that augment the geomancing power, but you may select any (spirit) talent, even if it would normally require a geomancing package you do not possess. You must select a (spirit) talent with the bonus talent granted by this drawback.

Nature: Animal Friend (spirit) You may spend a spell point as a standard action to cause animals to treat you as a friend for 1 minute per caster level. Indifferent animals (such as domesticated animals) become Friendly to you, while Unfriendly animals (such as wild animals) become Indifferent to you. This means that wild animals will not attack unless provoked, and you may make requests of animals, provided you may communicate with them (if you cannot communicate with a creature, only basic commands such as ‘go’, ‘come’, ‘fight’, or ‘stay’ may be communicated). This has no effect on animals who are hostile to you (such as those already in combat), and an animal with a master (such as an animal companion) will still attack if commanded to by its master.

Once during the duration of this ability, you may call the nearest animal of a particular type you designate (provided the animal’s CR is equal to or less than your caster level) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within this effect’s duration, you are aware of this fact.

Scoundrel Sphere Masters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have. When you gain the Scoundrel sphere, you gain 5 ranks in the Sleight of Hand skill, plus 5 ranks per additional talent spent in the Scoundrel sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sleight of Hand skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

All practitioners of the Scoundrel sphere gain the following abilities: Marked Target and Swift Hands.

Scoundrel: Marked Target You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.

Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.

Scoundrel: Swift Hands You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

Skilled Casting You must create your magic through singing, drawing, or some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.

A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing heavy armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so quietly and not break stealth.

Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

Thief’s Mark (Ex) At 1st level, whenever a mountebank successfully uses her ‘marked target’ sphere ability from the Scoundrel sphere against a creature, she gains a +1 circumstance bonus to attack and damage rolls against the marked creature for 1 minute. A mountebank can only use this ability against a creature a number of times equal to her casting ability modifier every 24 hours.

Variant Wild Magic You have a base wild magic chance of 10%. This wild magic chance does not stack with wild magic chance from other sources.

Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.

Virtuoso Your magic is blended into your performance making it more difficult to identify. Whenever you make a Skilled Casting check, onlookers make their Spellcraft check against your result or against the typical DC (whichever is higher) to identify the sphere talent or ability. In addition, if they fail their check by 5 or more, they interpret your casting as nonmagical activity.

In addition, if you purchase this boon with either somatic casting or verbal casting in addition to Skilled Casting, you do not automatically alert nearby creatures to the casting of your sphere talents or abilities by those drawbacks alone. Creatures specifically observing you for the purpose of detecting spellcasting are still entitled to their Spellcraft check as written above. You must possess the Skilled Casting drawback to select this boon.

Wild Will Choose an environment from the ranger’s favored terrain list. Animals, vermin, and magical beasts commonly found in your selected environment are especially susceptible to your magic; your talents are treated as 2 caster levels higher when affecting these creatures. Vermin common to these environments are treated as animals with an Intelligence score of 1 for the purposes of affecting them with your mind-affecting talents.

This boon may be taken multiple times, each time using a different environmental setting.

Witchmarked Some aspect of your characteristics is a dead giveaway about your magical nature. This could be any purely cosmetic modification or sensation that is hard to hide such as a vestigial tail (or tails), glowing eyes, an aura visible to the naked eye or the stench of death clinging to you. The intensity of this trait grows proportional to your power. You take your caster level as a circumstance penalty to Disguise checks. Anyone who sees you and/or beats your Disguise check is able to identify you as magical and may make a Knowledge (arcana) check DC: 20 - your caster level (minimum DC 0) to learn your caster level and what base magic spheres you possess.

You may not take this drawback if you also have the Magical Signs drawback.

Dionysian Tradition (Unified Tradition)

Dionysians are a variant of wild sidhe devoted to the deities of wine and nature, always ready for a merry drink and often accompanied by animal friends. They gain sylvan or treant as a bonus language. Dionysians are part of the bardic magic tradition.

Bonus Combat Talents:

  • Equipment: Rogue Weapon Training
  • Alchemy sphere
  • Barroom sphere
  • Variable: One additional talent from the Alchemy, Barroom, or Equipment spheres.

Bonus Magic Talents: Nature sphere and their choice of either the Illusion or Mind spheres.

Drawbacks: Skilled Casting (Perform), Somatic Casting, Verbal Casting, Variant Wild Magic.

Boons: Virtuoso, Wild Will.

Giant Cat Companion

CG Medium animal
Init +2; Senses Perception +0

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 6 (1d10+1)
Fort +3, Ref +4, Will +0

Speed 40 ft.
Melee bite +3 (1d6+2), 2 claws +3 (1d4+2)

Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15

Feats Weapon Finesse

Skills Climb +6


The Merry Rider is built with a 20-point buy and 150 gp starting wealth. Favored Class Bonus is +⅙ magic talent (elf FCB). If using a lower point buy, you can lower Strength and Wisdom. If using a higher point buy (or rolling really well), your most important attributes are Charisma and Dexterity. Charisma is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool; Dexterity makes you a great finesse warrior and archer, increases your initiative and bolsters AC. Constitution is important too, since it helps you hold your alcohol, and Intelligence helps in crafting alchemical items and reflects your dabbling and mingling into many fields, as well as your talent as a gossip-monger and skill monkey.

Playing a Merry Rider

The descendant of a satyr, you sport short horns, cloven feet, and a love for nature and alcohol. You are a cheerful drinker, a brewer, an artist, and a friend of animals. Your companion could be the result of strange alchemical experiments, and never goes too far from your side. Both of you are deceptively playful but more clever than people think. Few can imagine your agility and versatility in battle seeing you always staggering from your last drinking night. You usually fight with a rapier in melee or the shortbow from afar; two-weapon fighting with blade and tankard is favored when you have no spell points left. When your weapons are not at hand, you use bottles, chair legs, and everything you can find, and you never say no to a good tavern brawl. You keep your ears open for informations, sing and play for money, brew healing potions to sell or donate, protect your friends with hoaxes as well as with your rapier, and are a romantic at heart.

Future Abilities

Magic Talents Altered Size (large), Courage, Inspiration, Life sphere (Medicinal drawback), Monstrous Attacks (grab), Mount, Natural Aspect (pounce), Overwhelming Sensations, Rejuvenation, Sleep, Speak with Animals, Water of Life, Wild Instinct (x2).

Martial Talents Alchemical Dragon, Bottle Rocket, Drunken Insight, Had a Few, Improved Alchemist’s Fire, Improved Itching Powder, Improved Sneezing Powder, Miracle Drink, Salve.

Social Talents Beginner’s Luck, Companion to the Lonely, Discreet Inquiries, Entrepreneur, Gossip Collector, Intrigue Feats, Notorious Fool, Safe House, Skill Familiarity, Social Grace.

Skill Unlocks Bluff, Diplomacy, Heal, Perform, Stealth.

Feats Barroom Brawler, Deceptive Advisor, Divine Fighting Technique (Blade and Tankard), Drunkard’s Recovery, Silver Tongue, Skill Focus (Heal), Truth in Wine, Two-Weapon Fighting, Weapon Finesse

Skills Concentrate on your healing and diplomacy abilities; put some ranks in Perform (sing) to better cast spells without being noticed as part of your performance. Appraise and Disguise are useful too.

Use the alternate class bonus for Elf, Half-Elf, or Human (or a mix of the three) to gain more magic, martial, and social talents. Increase your companion’s Dexterity to make it a giant old soft ball of fur of unsuspected speed and agility, and give it Alertness to compensate for its missing animal senses, and maybe Extra Combat Talent for some wrestling ability.

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The Technomancy Sphere Treasures of the Spheres The Wraith ClassU Wild Magic
Woodfaring Adventures Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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