Trickery Sphere

You are a master of illusions and deceptions.

Granted Powers:
You gain Poisoner’s Channel as a bonus feat, even if you do not meet the prerequisites.In addition, you add Bluff (Cha), Disguise (Cha), and Stealth (Dex) to your list of class skills.

Sphere Powers: You can select your sphere powers from the powers and revelations granted by the following sources.
  • Domain/Subdomain: Trickery/Ambush, Deception, Espionage, Greed, Innuendo, Thievery
  • Blessing: Trickery
  • Inquisition: Conversion, Heresy
  • Mystery: Dark Tapestry (cloak of darkness and pierce the veil revelations only), Intrigue, Lunar (eye of the moon and prophetic armor revelations only), Outer Rifts (planar haze and telepathy revelations only), Time (temporal celerity and time flicker revelations only)

You can also choose one of the following sphere power.
  • Face in the Crowd (Sp): As a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your vicar level + your Wisdom modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to 3 + your Wisdom modifier, or until the illusion is dispelled. This is a mind-affecting phantasm effect. This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability. Using this ability expends one use of your divine reservoir.

Divine Eminence (Sp): You can cast trickster’s gambit once per week as your divine eminence ability.

Sphere Spells: You add the following spells to your spell list, at the indicated spell levels.
  • 0th—ghost sound, haunted fey aspect
  • 1st—abstemiousness, alarm, aspect of the falcon, blend, detect secret doors, disguise self, grease, hide from animals, liberating command, magic aura, negate aroma, silent image, sow thought, stumble gap, stunning barrier, tracking mark, vanish
  • 2nd—alter self, blur, create treasure map, darkness, find traps, hideous laughter, invisibility, masterwork transformation, minor image, mirror image, misdirection, muffle sound, pilfering hand, silence, undetectable alignment
  • 3rd—blink, blot, discern value, displacement, healing thief, hide campsite, illusory poison, illusory script, invisibility sphere, locate object, major image, obscure object, nondetection, secret page, stunning barrier (greater), suggestion
  • 4th—aura of the unremarkable, confusion, invisibility (greater), master’s escape, mirror transport, nondetection (communal), shadow haven, shadow step, symbol of laughter
  • 5th—false vision, illusory wall, secret chest, seeming, spellsteal, treasure stitching
  • 6th—cat’s grace (mass), guards and wards, mislead, permanent image, programmed image, suggestion (mass), veil
  • 7th—ethereal jaunt, project image, screen
  • 8th—create demiplane, invisibility (mass), irresistible dance,
  • 9th—etherealness, time stop