🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Traveling ActorCreature 3


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +12
Languages Common, Up To 4 Other Languages
Skills Lore +9, Acrobatics +7, Athletics +7, Deception +10, Performance +10, Society +9
Str +2, Dex +3, Con +0, Int +1, Wis +1, Cha +4

AC 18; Fort +6; Reflex +12; Will +9;
HP 35
Speed 25 feet

Wooden Sword One Action +12 (+8, +4) to hit (agile, finesse, shove) 1d4+6 Bludgeoning
Fist One Action +12 (+8, +4) to hit (agile, finesse, nonlethal, unarmed) 1d4+6 Bludgeoning

Dramatic Death Reaction

Trigger The traveling actor takes any damage


Effect The traveling actor falls Prone and dramatically announces their death. They appear to have died. Anyone who is suspicious of this "death" can Seek to attempt a secret perception check against the traveling actor's Performance DC. On a success, they see through the ruse.

Versatile Performance

The traveling actor can use Performance instead of Diplomacy to [/act make-an-impression statistic=performance] and instead of Intimidation to [/act demoralize statistic=performance].

Overacted Strike Two Actions (emotion, fear, mental, visual)

The traveling actor puts all their expertise into an attack that strikes fear in those who witness it. The traveling actor Strikes. On a success, the traveling actor chooses another creature within 30 feet who can see the attack, who becomes Frightened 1 (or Frightened 2 on a critical success).


The life of a traveling actor is, contrary to belief, not one of glamor but effort. To be on the road going from town to town wearing a thousand faces invites little reward, save the adoration of the crowd. Even so, this is where they thrive. Actors typically travel in troupes, composed not only of other actors but also of stagehands, drivers, and assorted hangers-on. All of them fall under the thumb of a singular director, acting as both parent and manager to all within the troupe.


Performances come in a wide variety of forms, from musical methods like singing and instruments to physical dancing and juggling to simple orating and conversing.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.