Virtuoso (Apath)

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Unofficial rules compendium

Virtuosos are performing artists who affect the world itself with their art.

Background

Virtuosos are magical performers, tapping the powers of the cosmos through the performing arts. Performing for the forces of nature as much as for people, virtuosos have reality-changing powers. Their magic resembles that of witches or sorcerers combined with that of bards, they gain their power from a mysterious heritage or patron but have to learn to express that magic through performance like a bard. Coming into their abilities through a mixture of talent and training, many virtuosos begin their careers studying to be bards, but as they come into their own they discover their calling is different from that of their peers.

Even more than bards, the power of virtuosos lies in their magical performances, known as voices. A voice can do almost anything, including feats of physical magic. A virtuoso's performances are polyphonic, they combine several voices into one whole. Each voice is a performance in itself, but a virtuoso can combine several voices to compliment each other.

Class Information

The virtuoso is a prestige archetype based on the bard that collects the argent dramaturge and ashavic dancer prestige classes and several bard archetypes into a single prestige archetype. A virtuoso cannot multiclass as a bard or use any of the bard's archetypes or alternate classes and may work poorly with any prestige class that gives abilities similar to voices.

Role: Virtuosos are magical performers extraordinaire and come loaded with abilities to aid their comrades, solve situations, and hinder or defeat enemies. They are magical fighting, support, and utility characters rather than jack of all trades and scholars.

Alignment: Any. Some themes have alignment restrictions, see the theme class features. A virtuoso totally focused on performance is neutral in alignment, ignoring ethical and moral considerations to be able study all the themes of virtuoso magic for their own sake.

Hit Die: d8

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The virtuoso’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

Class Features

All of the following are class features of the virtuoso.

Weapon and Armor Proficiency

A virtuoso is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, and sword cane. Virtuosos are also proficient with light armor but not with shields. A virtuoso can cast virtuoso spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a virtuoso using a shield or wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass virtuoso still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

Table: Virtuoso
Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th
1 4 2
2 5 3
3 6 4
4 6 4 2
5 6 4 3
6 6 4 3
7 6 5 4 2
8 6 5 4 3
9 6 5 4 4
10 6 5 4 4 2
11 6 6 4 4 3
12 6 6 4 4 4
13 6 6 4 5 4 2
14 6 6 4 5 4 3
15 6 6 4 5 4 4
16 6 6 4 5 5 4 2
17 6 6 5 6 5 4 3
18 6 6 5 6 5 4 4
19 6 6 5 6 5 5 4
20 6 6 5 5 5 5 5

A virtuoso casts arcane spells. What spell list she uses depends on her choice of greater theme. Regardless of what class originally used the spell list, all virtuoso spells are arcane spells. A virtuoso cannot learn or cast spells that affect class abilities she does not have, like the inquisitor's judgments or the magus' spell combat.

A virtuoso can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a virtuoso must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a virtuoso’s spell is 10 + the spell level + the virtuoso’s Charisma modifier. The voice of power ability can increase this further.

Like other spellcasters, a virtuoso can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Virtuoso. In addition, she receives bonus spells per day if she has a high Charisma score. See Table: Ability Modifiers and Bonus Spells.

The virtuoso’s selection of spells is extremely limited. A virtuoso begins play knowing four 0-level spells and two 1st-level spells of the virtuoso’s choice. At each new virtuoso level, she gains one or more new spells, as indicated on Table: Virtuoso Spells Known. Unlike spells per day, the number of spells a virtuoso knows is not affected by her Charisma score. Upon reaching 4th level, and at every third virtuoso level after that (7th, 10th, and so on), a virtuoso can choose to learn a new spell in place of one she already knows. In effect, the virtuoso “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A virtuoso may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A virtuoso need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Cantrips: Virtuosos learn a number of cantrips, or 0-level spells, as noted on Table: Virtuoso Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Greater Theme

At first level a virtuoso must select a greater theme. As well as gaining voices of this theme at level 1, 3, 8, 13, and 18, the greater theme also dictates which spell list the virtuoso uses to learn and cast spells, see spells above. The choice of greater theme cannot be changed.

Themes have none, one, or two forbidden alignments. A virtuoso cannot choose a theme if she is of an alignment forbidden by that theme, and if she changes to a forbidden alignment she cannot use the voices of this theme, but can continue to use other virtuoso abilities, including spells.

A full list of themes and voices are given below, in its own section.

Voice (Su or Sp)

Voices are similar to bardic performances, but are even more magical. A virtuoso performs not only for intelligent creatures, she can also affect the world itself with her performances. A voice can stand on its own or be one part of a multi-voice performance that is polysymphonic or even a cross-platform spectacle. Unless otherwise noted, a voice can involve any Perform skill, even those that do not rely on sound. A virtuoso can use this ability for a number of rounds per day equal to 5 + her Charisma modifier. At each level after 1st a virtuoso can use voice for 5 additional rounds per day. Virtuosos have access to the same bardic performances bards use, and gain them at the same levels. These performances all work like voices when used by a virtuoso. In addition, virtuosos have access to unique voices available only to this class. These voices are grouped in themes, and virtuosos have one greater theme and a number of lesser themes they gain voices from. Finally, all virtuosos learn the voice of power. These abilities are explained under their own headings.

At level 1 the virtuoso learns the bard's countersong, distraction, fascinate, and inspire courage performances as voices and the first voice of her greater theme.
At level 3 the virtuoso learns the bard's inspire competence performance as a voice and the second voice of her greater theme.
At level 4 the virtuoso learns the first voice of her lesser theme(s).
At level 6 the virtuoso learns the bard's suggestion performance as a voice.
At level 8 the virtuoso learns the bard's dirge of doom performance as a voice and the third voice of her greater theme.
At level 9 the virtuoso learns the bard's inspire greatness performance as a voice and the voice of power (see below).
At level 10 the virtuoso learns the second voice of her lesser themes.
At level 12 the virtuoso learns the bard's soothing performance as a voice.
At level 13 the virtuoso learns the fourth voice of her greater theme.
At level 14 the virtuoso learns the bard's frightening tune performance as a voice.
At level 15 the virtuoso learns the bard's inspire heroics performance as a voice and the fourth voice of her lesser themes.
At level 18 the virtuoso learns the bard's mass suggestion performance as a voice and the fifth voice of her greater theme.
At level 20 the virtuoso learns the bard's deadly performance as a voice and the fourth voice of her lesser themes.

Once learned, there is no difference between the voices of a greater or lesser theme, the effects are always based on the virtuoso's full class level.

Starting a voice is a standard action (that does not trigger an attack of opportunity), but it can be maintained each round as a free action. Changing a voice from one effect to another requires the virtuoso to stop the previous performance and start a new one. A voice cannot be disrupted, but it ends immediately if the virtuoso is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. At 7th level, a virtuoso can start a voice as a move action instead of a standard action. At 13th level, a virtuoso can start a voice as a swift action or a move action. Unlike a bard's performances, a virtuoso can maintain multiple voices at the same time. (This applies even to voices that are also bardic performances.) Each voice must be started and maintained separately, meaning the virtuoso can expend her daily rounds of voice very fast. It is not possible to maintain more than one simultaneous instance of the same voice. Many voices allow the virtuoso to spend an action to create an effect while that voice is maintained. This action is always in addition to the action to begin and maintain the voice. If the ability to be activated is spell-like, this action triggers attacks of opportunity like a spell would, and can be cast defensively.

Voices require audible, visual, somatic, and/or verbal components, as noted in the description of each voice. These components are required throughout a performance. Some voices merely require verbal or somatic components, like spells. Others rely on audio and visual components, requiring targets to see or hear the virtuoso. If a voice has a visual component, the targets must have line of sight to the virtuoso for the performance to have any effect. A blind virtuoso has a 50% chance to fail when attempting to start a voice with a visual component. If she fails this check, the attempt counts as one round of voice against her daily limit. Blind creatures are immune to voices with visual components. A voice that requires a visual component also requires a somatic component. If a voice has audible components, the targets must be able to hear the virtuoso for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf virtuoso has a 20% chance to fail when attempting to start a voice with an audible component (this does not stack with the failure chance for having a verbal component). If she fails this check, the attempt counts as one round of voice against her daily limit. Deaf creatures are immune to voices with audible components. A voice that requires an audio component also requires a verbal component. If a voice allows a choice of components, the virtuoso makes that choice.

Voices that allow a saving throw always have a saving throw DC of 10 + 1/2 the virtuoso's class level + her Charisma modifier. The spell-like abilities of voices always have a caster level equal to the virtuoso's class level and are equivalent to a spell level of half the virtuoso's class level (maximum 9). Unless otherwise noted, a virtuoso is always considered her own ally for the effects of voices.

Virtuoso Components (Su)

Virtuosos gain Eschew Materials as a bonus feat at first level. A virtuoso can satisfy verbal components of spells and voices either by speaking or by using a musical instrument to make sounds. A virtuoso can satisfy the somatic components of spells and voices by having a free hand that is not used for a weapon, shield (except a buckler), or other handheld item like a rod or wand. A hand used to hold or use a musical instrument is considered a free hand for this purpose. A virtuoso can satisfy the components of multiple voices, performances, and spells simultaneously. Virtuosos do not have the bard's limitation that all bard spells have verbal components.

Versatile Performance (Ex)

At 2nd level, a virtuoso can choose one type of Perform skill. She can use her bonus in that skill in place of her bonus in two associated skills. When substituting in this way, the virtuoso uses her total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not she has ranks in that skill or if it is a class skill. At 10th level and 18th level, the virtuoso can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Except for the levels it is gained at, this is the same as the bard ability of the same name.

Well-Versed (Ex)

At 2nd level, the virtuoso becomes resistant to the bardic performance of others, and to sonic effects in general. The virtuoso gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Voices count as bardic performances for this ability, so a bard gains a +4 bonus on all saving throws against voices. This is the same as the bard's class feature of the same name.

Lesser Theme

At 4th level, the virtuoso chooses a lesser theme and learns the first voice of this lesser theme. At level 10, 15, and 20, she learns the second, third, and fourth voice of her chosen lesser themes. She cannot choose a theme if she is of an alignment forbidden by that theme, and if she changes to a forbidden alignment she cannot use the voices of this theme. Unlike the greater theme, a lesser theme has no effect on her spell list. At level 7, the virtuoso can choose an additional lesser theme and gains voices in the same manner from this theme. When advancing to level 12 or higher, a virtuoso can exchange one lesser theme she knows for another lesser theme that she qualifies for.

Voice of Power (Su)

At 9th level, virtuosos learn the voice of power. While the virtuoso maintains this voice, the save DC of all spells she gained from the virtuoso class have their save DCs increased by one. At level 16, the bonus to save DCs increases by two. Voice of power does not work with supernatural or spell-like effects of any kind. Voice of power relies on verbal and somatic components.

Table: Virtuoso

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 1st voice (greater), cantrips, countersong, distraction, fascinate, inspire courage +1, virtuoso components 1
2nd +1 +0 +0 +3 Versatile performance, well-versed 2
3rd +2 +1 +1 +3 2nd voice (greater), inspire competence +2 3
4th +3 +1 +1 +4 1st voice (lesser), lesser theme (1st) 3 1
5th +3 +1 +1 +4 Inspire courage +2 4 2
6th +4 +2 +2 +5 Suggestion 4 3
7th +5 +2 +2 +5 Inspire competence +3, lesser theme (2nd) 4 3 1
8th +6/+1 +2 +2 +6 3rd voice (greater), dirge of doom 4 4 2
9th +6/+1 +3 +3 +6 Inspire greatness, voice of power (+1) 5 4 3
10th +7/+2 +3 +3 +7 2nd voice (lesser), versatile performance 5 4 3 1
11th +8/+3 +3 +3 +7 Inspire competence +4, inspire courage +3 5 4 4 2
12th +9/+4 +4 +4 +8 Lesser theme (change), soothing performance 5 5 4 3
13th +9/+4 +4 +4 +8 4th voice (greater) 5 5 4 3 1
14th +10/+5 +4 +4 +9 Frightening tune 5 5 4 4 2
15th +11/+6/+1 +5 +5 +9 3rd voice (lesser), deadly performance 5 5 5 4 3
16th +12/+7/+2 +5 +5 +10 Voice of power (+2) 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Inspire courage +4 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 5th voice (greater), mass suggestion, versatile performance 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Inspire competence +6 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 4th voice (lesser), deadly performance 5 5 5 5 5 5

Themes and Voices

The following themes are available to a virtuoso as greater and lesser themes. Themes are magical inclinations, passions, talents, bloodlines, or mysterious patrons that shape a virtuoso's magic.

Alien

A virtuoso of the alien theme finds her inspiration in the dark between the stars and in the depths of the oddest planes. These songs create an alien reality around the virtuoso, maddening to some, enlightening to others.

Forbidden Alignments: good, lawful.

Spell List: mesmerist.

Startling Insanity (Su): At 1st level (4th level for a lesser theme, the virtuoso can startle her enemies out of their senses with gibbering, erratic capering, or atonal music. Any enemy within 30 feet who can perceive the voice suffers a -2 penalty on saves against compulsion, confusion, corruption, fascination, madness, and sanity loss effect and against effects that cause ability damage or drain to Intelligence, Wisdom, or Charisma. Startling insanity works with either audio or visual components; the virtuoso can use both and its enough that targets perceive one of them.

Symphony of Silence (Su): At 3rd level (10th level for a lesser theme) the alien virtuoso’s voice muffles all sounds within a 30-foot radius. All allies in the area gain a +2 bonus on Stealth checks and on all saving throws made against sonic attacks or language-dependent effects. This bonus increases to +3 at 8th level, +4 at 13th level, and +5 at 18th level. Enemies have trouble making sounds or speak, enemies casting spells with verbal components in the area must succeed at a concentration check (DC 15 + 1/2 the virtuoso's class level + the level of the spell cast) or lose the spell. Symphony of silence relies on verbal components, but these sounds cannot be located and do not penalize the virtuoso's Stealth. The sounds are eerie and likely to make listeners suspicious.

Maddening Harmonics (Su): At 8th level (15th level for a lesser theme) the virtuoso can create a voice so baffling and discordant that it usurps all thought within a 30-foot radius with chaos and entropy. Activating this voice is always a standard action. The alien virtuoso can select which creatures in this area are affected by the maddening harmonics and which are not. All targeted creatures within this area who can her the voice must succeed at a Will saving throw (DC = 10 + 1/2 the virtuoso’s level + the virtuoso’s Charisma modifier) or be confused for as long as they can hear the voice. If a creature succeeds at its saving throw, it is immune to this ability for 24 hours. This voice relies on audible components.

Ceaseless Serenade (Su): At 13th level (20th level for a lesser theme) the alien virtuoso can continue taking the free action to maintain a voice even when she is unable to act or control her own actions. Even if the virtuoso is killed, she can continue to take the free action to maintain her performance or voice as long as she has rounds of performance remaining. Only the utter destruction of the alien virtuoso's body (such as via destruction or disintegrate, or by reducing the virtuoso to a negative hit point total equal to 10 × her Constitution score) causes the performance to end. Each round of ceaseless serenade expends one round of voice, in addition to the cost of any other voice maintained. Activating ceaseless serenade is not an action and can be done as a reaction to any event that necessitates it.

Song of the Conjunction (Sp): At 18th level, the virtuoso can harmonize with the alien chorus beyond the music of the spheres, creating a portentous cosmic alignment. This effect duplicates a gate used to travel. The virtuoso must use this voice for three rounds before the gate opens and it remains open as long as she maintains the voice. She can maintain the voice from either side of the gate. Song of conjunction relies on verbal and somatic components.

Celestial

The celestial theme opens realms of stars and imagination.

Forbidden Alignment: evil.

Spell List: mesmerist..

Wanderer’s Hymn (Su): At 1st level (4th level for a lesser theme) the celestial virtuoso can use a voice to hasten her speed. As long as she maintains this voice, she gains a +30-foot enhancement bonus to all her speed ratings. At 3rd level and every five levels thereafter, the celestial virtuoso can affect two additional allies within 60 ft. who can hear her. Wanderer's hymn depends on audible components.

Sweet Dreams (Su): At 3rd level (10th level for a lesser theme) the celestial virtuoso can spend 1 round of voice to protect a sleeper. Each round of performance, one creature within 30 ft. becomes immune to nightmare and other mind-affecting effects that attack a sleeping target, such as a night hag’s dream haunting ability, for one hour per virtuoso level. In addition, those creatures gain the benefits of dream feast. Sweet dreams relies on audible components, but will not wake up a sleeper

Butterfly (Sp): At 8th level (15th level for a lesser theme) the butterfly voice lets the virtuoso explore the skies. While she maintains this voice, she gains the benefits of fly. After 10 consecutive rounds of voice, she gains the benefits of overland flight for that spell's normal duration. Both of these effects have a caster level equal to the celestial virtuoso’s Class level. While under either effect, targets gain large illusory butterfly wings. At 13th level and every five levels thereafter, the celestial virtuoso can affect two additional allies within 60 ft. who can see her. Butterfly depends on visual components.

Guide My Steps (Sp): At 13th level (20th level for a lesser theme) the celestial virtuoso learns to use song as a guide to her goal. To use this ability, she must perform the voice for six rounds. At the end of this performance, the celestial virtuoso gains the benefits of find the path at a caster level equal to her character level. If the celestial virtuoso chooses, she can perform guide my steps without a clear destination in mind. At the GM’s discretion, the celestial virtuoso may be guided to something particularly interesting, such as a new romantic opportunity, a good place to watch the sunset, or an exotic monster’s den; otherwise, she merely wanders aimlessly until the effects end. Guide my steps depends on somatic components.

Serendipitous Serenade (Su): At 18th level, the celestial virtuoso’s performance is so lively and delightful that the powers of fate take notice, blessing her with peerless luck. While she maintains this voice, whenever the celestial virtuoso rolls a d20, she can roll twice and take the more favorable result. Serendipitous serenade can use verbal or somatic components, as the virtuoso chooses.

Chaos

The chaos theme teases the audience, using their own prejudices against them.

Forbidden Alignment: lawful.

Spell List: bard.

Lamentable Belaborment (Ex): At 1st level (4th level for a lesser theme) the virtuoso can bewilder a creature. Activating this ability is always a standard action. The target must make a Will save (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (virtuoso's choice) for as long as the voice continues. If the target takes damage, this effect ends immediately. At 3rd level, and every 5 levels thereafter, the virtuoso can affect an additional target with this ability. This mind-affecting compulsion ability relies on audible components.

Mock (Su): At 3rd level (10th level for a lesser theme) the virtuoso can use her performance to cause one or more creatures to become furious with her. Each creature to be mocked must be within 20 feet, able to see, hear, and understand the virtuoso. The virtuoso need not be able to see the creatures affected.

Each enemy within range receives a Will save (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, the virtuoso cannot successfully mock that creature for 24 hours. If its saving throw fails, the creature becomes furious at the virtuoso. While the virtuoso maintains the mocking voice, the target takes a –2 penalty on all attack rolls, saving throw DCs, skill checks, Armor Class and CMD until it has successfully caused damage to the virtuoso. Mock is an enchantment (charm), emotion, mind-affecting, language-dependent ability that relies on audible and visual components.

Disappearing Act (Su): A 8th level (15th level for a lesser theme) chaos virtuoso can use performance to divert attention from an ally. Activating this ability is always a standard action. All creatures within 60 feet (including those who come in range because of movement during the voice) that fail a Will save (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Cha modifier) treat one creature chosen by the virtuoso as if it were invisible as long as she maintains the voice. If a target takes any action that would break invisibility, that target becomes visible to everyone. This invisibility is a phantasm. The ability to see invisibility or senses that do not rely on sight, such as scent, blindsight, blindsense, or tremorsense cannot perceive the invisible creature, but true seeing and anything that protects against a mind-affecting illusion (phantasm) effect allows a creature to see the target.

This voice can hide two additional allies at 13th level and 18th level. Onlookers make a single saving throw to see all or none of the hidden creatures. Disappearing act is a mind-affecting illusion (phantasm) effect that requires somatic components.

Punch Line (Su): At 13th level (20th level for a lesser theme) the virtuoso masters physical comedy. During this performance, the virtuoso can spend a move action to make an adjacent creature nauseated for one round. A virtuoso can use this ability more than once per round, but only once per round against any one creature. A Fortitude saving throw (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Charisma modifier) means the target is only sickened. Punch line relies on visual components and can affect any creature with an intelligence of 3 or higher. A virtuoso of 18th level or higher can use the punch line effect against all enemies within 15 ft. as a standard action.

Stage World (Sp): At 18th level, a chaos virtuoso can use performance to overlay reality with a demiplane of her construction for a limited time. The chaos virtuoso must begin by building the desired demiplane in her mind while using this voice, as create demiplane. The area has a maximum radius of 30 ft. per round of performance spent on preparation. When the performance ends, the demiplane is superimposed on normal reality; the virtuoso must manifest the demiplane with herself inside. Effectively, the area ceases to exist for the duration and is replaced by the virtuoso's demiplane. All creatures in the area are moved into the demiplane, and any creature that enters the area by any means ends up in the demiplane as close to its former position as it can safely do. All attended physical objects move into the demiplane along with their owners, but unattended objects do not. Unless the demiplane is self-contained, a creature can enter and leave the demiplane simply by moving across the border, a self-contained demiplane requires planar travel to enter or exit. The demiplane lasts one hour per round of performance spent creating it. The creator can invest additional rounds of performance to change parts of the demiplane and to add to the duration. This is a conjuration (creation) effect that requires verbal and somatic components.

Cosmos

The virtuoso plays with the foundations of the universe.

Forbidden Alignment: none.

Spell List: occultist. The virtuoso has no implements and simply picks any spells from the combined list of all implement schools.

Dawn of Light (Ex): At 1st level (4th level for a lesser theme) the virtuoso can spread light. The area of light grows as long as the voice is maintained and then slowly shrinks again. Each round of voice, she can create a light effect. For each round after the end of the voice, one light effect of the virtuoso's choice disappears. At 8th level the virtuoso can use daylight instead. At 18th level, after maintaining this voice for two rounds, creating a new area of light each round, the virtuoso can produce a daylight and a sunburst on the third round of voice, both centered on the same spot. The count then starts over; after two more rounds of voice the virtuoso can use sunburst on round six, and so on. Dawn of light is an evocation [light] effect and relies on verbal components.

Cosmic Night (Sp): At 3rd level (10th level for a lesser theme) the virtuoso can cover large areas in darkness. This darkness grows as long as the voice is maintained and then slowly shrinks again. Each round of voice, she can create a darkness effect. For each round after the end of the voice, one darkness effect of the virtuoso's choice disappears. At 8th level, and every 5 levels thereafter, the radius of each darkness effect increases by 10 ft. Cosmic Night is an evocation [darkness] effect and relies on verbal components.

Song of Timelessness (Sp): At 8th level (15th level for a lesser theme) the virtuoso learns the song of timelessness. Activating this voice is always a standard action. She can envelop a single creature in temporal stasis with a caster level equal to the virtuoso’s class level. A Fort save (DC 10 + 1/2 class level + the virtuoso's Cha modifier) negates the effect. When the voice stops, the subject immediately returns to normal. As far as the target is concerned, no time has passed. At level 13, this ability can be used at a range of 30 ft. Song of timelessness relies on verbal and somatic components.

Song of Cosmic Fire (Sp): At 13th level (20th level for a lesser theme) the virtuoso learns the song of cosmic fire. While maintaining this voice, the virtuoso can spend a standard action to use disintegrate with range of touch and a caster level equal to the virtuoso’s class level. At level 18, this ability can be used a ranged touch attack with a range of 30 ft. Song of cosmic fire relies on verbal and somatic components.

Revealing Melody (Sp): At 18th level the virtuoso can reveal all things as they actually are. All allies within 30 feet who can see and hear the virtuoso’s performance are affected as if by a true seeing spell with a caster level equal to the virtuoso’s class level. The effect lasts as long as the virtuoso maintains the voice.

Dragon

Table: Dragon Virtuoso
Dragon
Type
Energy
Type
Breath
Shape
Forbidden
Alignments
Black Acid 60-foot line good
Blue Electricity 60-foot line chaotic
Green Acid 30-foot cone good
Red Fire 30-foot cone lawful, good
White Cold 30-foot cone lawful
Brass Fire 60-foot line lawful
Bronze Electricity 60-foot line chaotic
Copper Acid 60-foot line lawful
Gold Fire 30-foot cone chaotic, evil
Silver Cold 30-foot cone evil

Virtuosos of the dragon theme sing the praise of the mighty dragons, and are rewarded with draconic abilities. Creatures that idolize dragons, like kobolds, are likely to become dragon virtuosos. Each dragon virtuoso must choose a type of dragon, this choice dictates their forbidden alignment(s) and affects many of their voices.

Forbidden Alignment: per the chosen dragon type.

Spell List: magus.

Yapping Song (Su): At 1st level (4th level for a lesser theme) a dragon virtuoso can use performance to annoy enemies within 30 ft. that hear it, causing them to take a –1 penalty on attack and damage rolls against all creatures except the dragon virtuoso as long as the dragon virtuoso continues performing. This penalty increases by 1 at 3rd level and every 5 levels thereafter. Yapping song is a mind-affecting ability that uses audible components.

Dragon Scales (Su): At 3rd level (10th level for a lesser theme) the dragon virtuoso can use voice to wrap a single ally in the colors and scales of her chosen dragon. The dragon virtuoso and her target must be within 60 ft. and able to see each other. While the virtuoso performs, the target gains resistance equal to twice the dragon virtuoso’s level to the energy type associated with the dragon virtuoso’s dragon, and a +1 enhancement bonus to natural armor. The number of creatures affected and the enchantment bonus to natural armor increases by one at level 8 and every five levels thereafter. Dragon scales relies on visual components.

Breath of the Dragon (Su): At 8th level (15th level for a lesser theme) the dragon virtuoso gains the ability to rain down her patron’s wrath on her enemies. As a standard action the virtuoso can use a breath weapon dealing 4d6 energy damage of the appropriate type. A Reflex save is allowed for half damage (DC 10 + 1/2 the virtuoso's level + the virtuoso's Charisma bonus). This breath weapon is either a 30 ft. cone or a 60 ft. line, as appropriate to the chosen type of dragon. Damage increases by 1d6 for every 2 class levels beyond level 8. The dragon virtuoso must wait 1d4 rounds before unleashing another dragon breath, but need not be using this voice during that time. In addition to unleashing dragon breath, all the dragon virtuoso's weapon, natural, and unarmed attacks add 1d6 additional energy damage of the chosen type. Breath of the dragon requires verbal components.

Frightful Song (Su): A dragon virtuoso of 13th level (20th level for a lesser theme) or higher can amplify her voice to sound like an actual dragon. Enemies within 60 feet at any time during the voice become frightened for the duration of the performance unless they succeed at a Will save (DC 10 +1/2 the dragon virtuoso’s level + the dragon virtuoso’s Charisma modifier). A successful save renders targets immune to this ability for 24 hours. Creatures with more Hit Dice than the virtuoso's class level are only shaken on a failed save, while creatures with 4 HD or less are panicked. Frightful song is a mind-affecting fear effect that uses audible components.

Dragon Dance (Su): A dragon virtuoso of 18th level can duplicate the effects of form of the dragon I, II, or III. The virtuoso chooses the power of the spell used and assumes the form of her dragon type when she begins the performance. Depending on the spell chosen, the effect may persist after the performance ends. If she chooses form of the dragon I the the effect persists 10 minutes per round of performance. If she chooses form of the dragon II the the effect persists 1 minute per round of performance. If she chooses form of the dragon III the effect only lasts as long as she performs.

Ego

An ego virtuoso is a diva beloved by her audience.

Forbidden Alignment: good.

Spell List: bard.

Mockery (Su): An ego virtuoso of 1st level (4th level for a lesser theme) can subtly ridicule and defame a specific individual. The virtuoso selects one target within 30 ft. who can hear her performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the virtuoso continues performing. This penalty increases by –1 at level 3 every five levels thereafter. Mockery is obvious to the person who suffers the effect, but just seems like witty comments to onlookers and is not considered an attack. Mockery is a language-dependent, mind-affecting ability that relies on audible or visual components, as chosen by the virtuoso.

Gather Crowd (Su): At 3rd level (10th level for a lesser theme) the ego virtuoso is skilled at drawing an audience to her performances. If she is in a settlement or populated area, she can use voice to make herself noticed in order to attract an audience. 1d10 creatures arrive during each round of performance until a number of people equal to the result of the virtuoso’s Perform check have arrived. If the virtuoso fails to engage the crowd (such as by performing, kissing babies, trying to use fascinate, and so on), it disperses over the next 1d10 minutes. An enemy within 10 ft./level that hears the call can make a Will save (DC = 10 + 1/2 the virtuoso's level + the virtuoso's Charisma modifier) to resist the call, on a failure it approaches the virtuoso by at least 15 ft each round the voice is active, but it can use the rest of its actions as it likes. Targets get a new saving throw to end the effect each round and it always ends when they get within 30 ft. of the virtuoso. This is a sonic, mind-affecting, charm effect.

At 8th level and every 5 levels thereafter, the size of the crowd and the number who arrive each round trebles, x3 at 8th level, x9 at 13th level, and x27 at 18th level. If a majority of the crowd is of particularly powerful or discerning creatures (generally with a challenge rating more than half the virtuoso's level), this increase does not apply.

Satire (Su): An ego virtuoso of 8th level (15th level for a lesser theme) can use performance to undermine the confidence of all enemies within 30 ft. who hear the voice, causing them to take a –2 penalty on attack and damage rolls and a –2 penalty on saves against fear and enchantment effects as long as the virtuoso continues performing. This penalty increases by –1 at 13th and 18th level. Satire is a language-dependent, mind-affecting ability that uses audible components.

Glorious Epic (Su): An ego virtuoso of 13th level (20th level for a lesser theme) can weave captivating tales that engross those who hear them. Enemies within 30 feet cannot take attacks of opportunity and lose their Dexterity bonus to Armor Class (as from a successful use of Bluff to feint) and suffer the -5 distraction penalty to Perception unless they succeed at a Will save (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Cha modifier). A save renders them immune to this virtuoso's use of this ability for 24 hours. The range of this ability increases to 60 ft. at level 18. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.

Shining Celebrity (Su): At 18th level, the ego virtuoso has learned how to focus attention on herself so thoroughly that even the presence of danger does not distract her adoring crowd. The ego virtuoso can use a performance to daze all enemies within 30 ft., Will negates (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Charisma modifier). The daze lasts as long as the ego virtuoso performs. Each round a target takes damage or sees a loved one take damage it is allowed one additional saving throw to end the effect. A successful save does not make targets immune to further use of this voice. This is a mind-affecting compulsion effect that depends on visual or audio components.

Evil

A virtuoso of the evil theme is a master instigator.

Forbidden Alignment: good.

Spell List: bard.

Damning Voice (Su): At 1st level (4th level for a lesser theme) the virtuoso can damn someone with this voice. Each round during the performance, as a standard action, a creature of her choice within 30 ft. who can hear her becomes less friendly to an existing group of creatures of the virtuoso's choice for 10 minutes per virtuoso level. The target's’ attitude toward the chosen group are reduced by one step. A Will save (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Cha modifier) means the target's attitude is unaffected. Save or not, target are immune to this virtuoso's damning voice for 24 hours. If the virtuoso reveals information during the performance that would reduce the target's attitudes even without the voice, there is no saving throw and those attitudes worsen by an additional step for the duration. Damning voice is an enchantment (compulsion), mind-affecting, language-dependent, emotion effect that relies on audible components. At level 3, and every 5 levels thereafter, add one to the number of creatures that can be affected each round.

Toadying (Su): At 3rd level (10th level for a lesser theme) the virtuoso can use this voice to appear meek and unworthy of being attacked. While using this performance, the virtuoso gains an AC of 10 + her Perform (act, comedy, dance, oratory) skill modifier and she can use half her Perform (act, comedy, dance, oratory) skill modifier as her saving throw modifier. The bonus gained is a dodge bonus, and is lost if the virtuoso is flat-footed or has lost her Dexterity bonus to Armor Class. A creature that has been attacked by the virtuoso in the last 10 minutes ignores the defense from toadying. Toadying requires audible or visual components.

Incite Violence (Sp): At 8th level (15th level for a lesser theme) the virtuoso can use her performance to fan the fury of a crowd of people who can hear her. Activating this ability is always a standard action. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Cha modifier) negates the effect, and that creature is immune to this ability for 24 hours. Incite violence is a language-dependent, mind-affecting emotion ability that uses audible components.

Demagoguery (Sp): At 13th level (20th level for a lesser theme) the virtuoso can use demagoguery. The virtuoso must perform for one round per creature she wishes to influence, outlining a course of action she wants targets to take. Once she ends the demagoguery, these targets will act upon her instructions, as suggestion, with a caster level equal to her Class level. A successful Will save (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Cha modifier) negates the effect, and that creature is immune to this ability for 24 hours. This mind-affecting compulsion has a range of 30 ft. and relies on visual and audible components.

Indoctrination (Su): At 18th level, the virtuoso can use indoctrination. This works like demagoguery, above, except that the spell used is life of crime. This is not a curse and can be dispelled normally. A target of good alignment can attempt an additional saving throw each day to negate the effect.

Flame

The flame virtuoso sings for bonfires and harps while cities are burning.

Forbidden Alignment: lawful.

Spell List: magus.

Fire Dance Break (Su): At 1st level (4th level for a lesser theme) a flame virtuoso learns to protect herself and others from the pain of fire and extreme temperature. Each round of fire dance, she rolls an Acrobatics or Perform (act, dance, sing, or string) check. Any ally within 30 feet of the virtuoso that has caught on fire or is affected by a fire effect or extreme heat can use the virtuoso’s Perform check result in place of its saving throw against that fire. Any ally within 30 feet of the virtuoso gains endure elements for 1 hour per round of consecutive performance. At 3rd level allies gain resist fire 10 as long as the performance is maintained. At 8th level this resistance increases to 20. At 13th level, this resistance increases to 30. At level 18, targets gain immunity to fire. Fire dance relies on audible or visual components, as chosen by the virtuoso.

Flashfire Steps (Su): At 3rd level (10th level for a lesser theme) the flame virtuoso and all allies within 60 ft. can run like a flashfire. As long as the voice is maintained and the ally starts its turn within range and able to see the serenader they gain a 30 ft. enhancement bonus to land speed and can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow her to see normally. Flashfire steps relies on visual components.

Words of Fiery Swords (Su): At 8th level (15th level for a lesser theme) the fire virtuoso awakens flame on the weapons of her allies. The natural, unarmed, and manufactured weapons of all allies with 30 ft. who can hear the fire virtuoso gain the flaming weapon property as long as the fire virtuoso performs. Words of fiery swords relies on audible components.

Fire Snake Serenade (Sp): At 13th level (20th level for a lesser theme) the flame virtuoso can perform the fire snake serenade. Each round during the performance the flame virtuoso can spend a standard action to create a fire snake. The effect allows a Reflex save (DC 10 + 1/2 the virtuoso's class level + the virtuoso's Charisma modifier) for half damage. Fire snake serenade relies on verbal and somatic components.

Life of Flame (Sp): At 18th level, the flame virtuoso can become a creature of living flame. While performing this voice, the flame virtuoso gains the effect of fiery body. Life of flame relies on somatic components.

Good

The good theme makes the virtuoso an exemplar of virtue.

Forbidden Alignment: evil.

Spell List: bard.

Group Effort (Su): A virtuoso of the good theme of 1st level (4th level for a lesser theme) can use her voice to help a group of allies succeed at a task. The allies must be within 30 feet and able to see and hear the good virtuoso. Each ally gets a +1 morale bonus on skill checks with a particular skill chosen by the virtuoso as long as they continue to hear the good virtuoso. This bonus increases by +1 at level 3 and for every five levels the good virtuoso has attained beyond 3rd (+2 at 3rd, +3 at 8th, +4 at 13th, +5 at 18th). A 8th level virtuoso can grant a bonus on two different skills, a 13th level virtuoso can give a bonus on three skills, and a 18th level virtuoso can give a bonus on four different skills. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. Group effort relies on audio and visual components.

Song of Surrender (Su): A good virtuoso of 3rd level (10th level for a lesser theme) can use this voice to encourage a single enemy to surrender. Activating this ability is always a standard action. To be affected, an enemy must be within 30 feet and be able to see and hear the virtuoso. An affected enemy feels the irresistible urge to pack up any held items and surrender. The affected enemy takes no actions other than to lie prone, although it is not considered flat-footed or helpless. This effect lasts as long as the virtuoso maintains the voice. A Will saving throw (DC 10 + 1/2 the good virtuoso’s level + the good virtuoso’s Charisma modifier) negates the effect and makes the creature immune to this virtuoso's song of surrender for 24 hours. Nonlethal damage and nondamaging effects like combat maneuvers allow a new saving throw (max 1/round). If the target takes any lethal damage the additional saving throw is automatically successful. Song of surrender is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible and visual components.

At 13th level this voice can affect multiple creatures. Each use of the ability can affect a number of creatures within 60 ft. equal to the virtuoso's skill bonus in Perform (keyboard, oratory, percussion, sing, or wind). If any target is killed while affected by mass song of surrender, the voice immediately ends and all targets become immune to this virtuoso's song of surrender for 24 hours.

Inspired Plan (Su): At 8th level (15th level for a lesser theme) a good virtuoso can instill a bardic performance so it affects a single ally at a later time. The virtuoso uses this voice to explain her plan to that ally for any number of rounds. At any time before the good virtuoso recovers performance rounds for the next day, the inspired character can activate the performance as a free action wherever the ally is. When activated, the altered performance affects only the inspired ally and has no audible or visible components. It lasts the number of rounds the virtuoso spent voicing the inspired plan, or half that if the bardic performance inspired is one that only affects a single creature.

The virtuoso can alter only the countersong, distraction, inspire courage, inspire competence, inspire greatness, and inspire heroics bardic performances in this way. The good virtuoso makes any necessary choices when establishing the performance, though in the case of countersong and distraction, the good virtuoso attempts Perform checks once her ally triggers the plan, ignoring any temporary bonuses or penalties, no matter whether they applied when she explained the plan or when the ally triggers it. A character can be subject to only one inspired plan at a time. The good virtuoso can have dormant plans ready to trigger on as many different allies as she can afford to affect at once. Inspired plan relies on visual and audio components.

Righteous Cause (Sp/Su): At 13th level (20th level for a lesser theme) a virtuoso can lift the emotions of creatures within 60 ft. and turn them toward a common purpose. Typical uses of this ability are overthrow an evil king, build an orphanage, or to donate money to a cause. Targets who go along with the idea gain the benefits of the bard performances inspire competence (for a relevant skill of their own choice), inspire greatness, and inspire heroics as long as the voice is maintained—these are supernatural effects. Once per round the virtuoso can attempt to persuade one creature, outlining a course of action she wants the target's to take. This works as suggestion that lingers with them for one day. Targets are allowed a Will save to negate this effect (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Charisma modifier), on a success they are immune to the virtuoso's use of this ability for 1 month. Using righteous cause for selfish ends is always an evil act. This is a enchantment (compulsion), language-dependent, mind-affecting effect. Righteous cause relies on audio and visual components.

Righteous Judgement (Sp): At 18th level, a virtuoso of the good theme can use this voice to cast a wide variety of spell-like abilities. Each spell-like ability requires a number of rounds using this voice equal to the spell's wizard spell level (4 rounds for atonement and mark of justice). Each spell-like ability requires the same components as the spell. When used as punishment or to create a prison they have a permanent duration. A helpless creature automatically fails any save against these effects. The following spell-like effects can be used: atonement, binding, break enchantment, conditional curse, freedom, geas/quest, imprisonment, mark of justice, plane shift, polymorph any object, prismatic sphere (centered on a helpless creature up to 50 ft. away), scribe's binding, sequester, and soul bind.

Harlequin

A harlequin theme virtuoso is a witty romantic hero.

Forbidden Alignment: evil.

Spell List: bard.

Distracting Motley (Su): At 1st level (4th level for a lesser theme) a harlequin can startle her allies back to their senses with joyful capering or by fluttering multi-colored clothing. Each round during this voice, the harlequin attempts an Acrobatics or Perform (comedy, dance, percussion, string) check. Any ally (including the harlequin herself) within 30 feet can use this check in place of her own saving throw against compulsion, corruption, fascination, madness, or sanity effects and against effects that penalizes or causes ability damage or drain to Intelligence, Wisdom, or Charisma. Those already under a compulsion, confusion, fascination, or madness effect can attempt a new save each round using the harlequin's Acrobatics or Perform check. Distracting motley doesn’t work against effects that don’t allow saving throws. This is a mind-affecting effect that uses visual components.

Knock Out (Su): At 3rd level (10th level for a lesser theme) a harlequin may use this serenade to direct willing creatures within 30 ft. to knock out rather than kill. While this voice is maintained, all allies within 30 ft. can make nonlethal attacks without suffering the usual -4 attack penalty and even spells and effects that deal damage can deal nonlethal damage with no penalties, all at the user's option. Knock-out uses visual components.

Defuse Tension (Su): At 8th level (15th level for a lesser theme) a harlequin can use a silly performance to comfort a beleaguered ally. That ally must be within 30 feet and be able to see the harlequin. All fear conditions and the confused, dazed, fatigued and exhausted conditions on the target are suppressed as long as the target continues to see the harlequin's performance. Each round during the performance, one suppressed condition of the victim's choice is reduced one step in severity per the following.

From confused to dazed to nothing.
From exhausted to fatigued to nothing.
From panicked to frightened to shaken to nothing.
From cowering to shaken to nothing.

This performance affects two additional creatures at 13th level and another two at 18th level. Defuse tension relies on visual components.

Madcap Prank (Su): At 13th level (20th level for a lesser theme) a harlequin can use this voice to disorient all enemies she moves close to, causing creatures to bump into each other, stand dazed, or otherwise act the fool in their attempts to catch the harlequin. Each round the voice is in progress each enemy that can see and hear the harlequin and is within 10 ft. of the harlequin at any point of the harlequin's turn must make a Reflex save (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Cha modifier) each round, or become confused and be unable to make attacks of opportunity until the beginning of the harlequin's next turn. Madcap prank requires audible and visual components, but unlike the confusion spell it is not a mind-affecting effect.

Deus ex Machina (Sp): At 18th level the harlequin virtuoso can use gate to call an extra-planar creature. The virtuoso must make a Perform check (DC = 2x the creatures CR) to succeed. If this check fails, she cannot attempt to call this type of creature again for 24 hours. The creature is always uncontrolled but well-disposed against a virtuoso of similar alignment. It stays as long as the voice is maintained. This is a conjuration (calling) effect and requires verbal and somatic components but has no monetary cost.

Healing

Lull afflictions and invigorate the sick and suffering.

Forbidden Alignment: evil.

Spell List: inquisitor.

Invigorating Artistry (Su): At 1st level (4th level for a lesser theme) a healing virtuoso can use this voice to bolster her allies’ endurance when they need it most. All allies within 30 feet automatically stop all bleed effects, stabilize if they are dying, and gain a +4 morale bonus on saving throws against curses, mind-affecting effects, poisons, and disease. When an ally within 30 ft. attempts a Heal check and fails, she can immediately reroll the check and take the better result. When the virtuoso or an ally within 30 ft. uses a magic item to cast a spell of the conjuration (healing) subschool, they can use the healing virtuoso's Class level as the caster level, if better than the item's own caster level. The range increases to 60 ft. at level 8 and 120 ft. at level 18. This performance relies on audible components.

Hymn of Healing (Sp): At 3rd level (10th level for a lesser theme) the healing virtuoso can literally sing ailments away. Each round using this voice, she can take a standard action to use cure light wounds, polypurpose panacea, or purify food and drink.

At 8th level, add cure serious wounds, delay poison, and remove disease to the list.

At 13th level, add breath of life, cleanse, and restoration to the list.

All these spell-like abilities have a range of touch and use the healing virtuoso's class level as caster level. These spell-like abilities cannot be used to harm undead. Hymn of healing relies on verbal and somatic components.

Soul Voice (Su): At 8th level (15th level for a lesser theme) a healing virtuoso can use her performances to protect and heal a target’s soul. Each round of performance, one creature within 30 ft. gains an additional saving throw with a +3 bonus against curses, possession, domination, and mind control. A successful save negates the effect. In addition, creature was within 30 ft. when the voice is active are protected for 10 minutes per round of voice; they gain a +3 bonus on saving throws against curses, possession, compulsion, and saving throws against the progress of corruption. The bonuses increases by 1 by one for every 5 levels after level 8. Invigorating artistry depends on visual and audio components.

Hospital Hymn (Sp): At 13th level (20th level for a lesser theme) the healing virtuoso can send willing or helpless creatures to an extradimensional hospital, as mage's magnificent mansion except that the entry point only exists where and when she performs this voice. Each round of performance, one touched willing or helpless creature of the virtuoso's choice is shunted into the extra-dimensional hospital. When the hymn is being performed, creatures can exit the hospital adjacent to the healing virtuoso, otherwise they exit the hospital at the same point they entered it. The servants provided have a Heal skill bonus equal to the healing virtuoso's best Perform skill bonus. Creatures sent to the hospital can be placed under a sequester effect to render them harmless by using an additional round of voice per creature. Sequestered creatures heal as if resting under care. If the voice is not used at all for 48 hours, the extradimensional hospital winks out of existence and all creatures within are expelled at the virtuoso's position. Hospital Hymn needs verbal and somatic components.

Triumphant Invigoration (Sp): At 18th level the healing virtuoso use the spell-like abilities granted by hymn of healing to affect every creatures within 30 ft. all at once. A level 3 hymn of healing can be used as a swift action, a level 8 hymn of healing as a move action and a level 13 hymn of healing as a standard action. Triumphant invigoration relies on verbal and somatic components.

Heroism

Never ever surrender.

Forbidden Alignment: lawful.

Spell List: bard.

Sustaining Song (Su): At 1st level (4th level for a lesser theme) the virtuoso can use Performance to rally and sustain dispirited or dying allies, assisting their recovery. Each round he makes a Perform (comedy, keyboard, wind, or percussion) check. Any ally (including the virtuoso) within 30 feet may use this check in place of his own Fortitude saving throw or Will saving throw against fear and emotion effects. Those already under a fear or emotion effect can attempt a new save each round using the virtuoso’s Perform check. Rallying cry does not work on effects that don’t allow saves. In addition, each round that the song continues, all allies within 30 feet of the virtuoso automatically become stable (if dying) or regain 1 hit point (if stable). A sustaining song provides no healing to allies with 0 or more hit points. This is an abjuration effect that uses audible components.

Knowledgeable Tactics (Ex): At 3rd level (10th level for a lesser theme) a virtuoso can use Perform to share strategies for defeating a creature identified with a Knowledge check appropriate to its type. (The virtuoso need not have made the identification herself.) The virtuoso and allies within 30 feet gain a +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 8th level and every five levels thereafter.

Unbroken Stride (Su): At 8th level (15th level for a lesser theme) the virtuoso imbues his allies with grace and speed. While using this voice, allies within 60 ft. gain an insight bonus equal to half his virtuoso level on all Acrobatics, Climb, Fly, and Ride checks. In addition, while maintaining this performance, the same allies gain the benefits of the ranger’s woodland stride ability and a +10-foot enhancement bonus to base speed. The speed bonus persist for one hour per round of voice. At 13th level, unbroken stride also gives freedom of movement. At 18th level the enhancement bonus to base speed increases to +30 feet.

Host of the Slain (Sp): At 13th level (20th level for a lesser theme) the virtuoso can use voice to summon an einherji, as summon monster VII. For every 2 levels beyond 13, another einherji appears. The virtuoso has the option to replace two einherji with one sleipnir. A sleipnir can be summoned in another willing creature's space, in which case that creature is automatically mounted. At 18th level an additional valkyrie appears to lead by example and judge the deeds of the fallen. The creatures remain until slain, dismissed, or the voice ends. It is not uncommon for the living to recognize the slain, who will then taunt them into foolhardy acts of heroism with promises of an afterlife of joyful battle. Host of the Slain is an conjuration (summoning) effect and relies on verbal and somatic components.

Heroic Comeback (Sp): At 18th level a virtuoso who maintains this voice can spend a standard action to affect one ally within 30 ft. with break enchantment, freedom or heal (cl = class level). This also removes all fear conditions.

History

The history theme re-creates the glories of the past.

Forbidden Alignment: none.

Spell List: bard.

Chant of Recall (Su): At 1st level (4th level for a lesser theme) a history virtuoso gains total recall. She can spend one round of voice to memorize one page or image, or a scene as seen from her current position (scenes have no more detail than a good image would). At any point after memorizing an image this way, the history virtuoso can visualize this image by spending a round of voice and recall it as if she was looking at it in person, and retains prefect recall for an hour before it returns to being a stored history. Reading or making observations from memory takes as long as reading from a normal image. A history virtuoso unfamiliar with a written language can relay what is written by copying the shapes of the letters so another person can read them. Chant of recall relies on verbal components.

Dancing Memories (Su): At 3rd level (10th level for a lesser theme) a history virtuoso learns to use her performances to project various memories into the minds of her allies to disrupt divination attempts. Each round of dancing memories she makes a Perform (act, comedy, dance, keyboard, oratory, or sing) check. Any allies within 60 feet of the virtuoso that have their thoughts read, their aura or alignment detected, or the veracity of their statements magically tested, may use the virtuoso’s Perform check result in place of its saving throw (whichever is higher). If an ally within range of dancing memories is already under the effect of a non-instantaneous thought, truth or aura-reading effect, that ally gains another saving throw against the effect each round, but it must use the virtuoso’s Perform skill check result for the save. Dancing memories is automatic against effects that do not allow a saving throw. If an ally succeeds on a saving throw while affected by dancing memories, the virtuoso automatically understands what the effect was and can allow the effect to continue, but provide whatever information she chooses to the divining character rather than the true results of the divination effect. In addition, for 1 hour per round of continuous using this voice, the virtuoso immediately notices any attempt to read thoughts, auras, alignment, or the veracity of her statements of an ally within 60 ft., and can resume the voice as an immediate action when this happens. Dancing memories relies on somatic components and is subtle, it is not apparent that the virtuoso is using this voice.

Dreams of the Past (Sp): At 8th level (15th level for a lesser theme), each round using this voice, the history virtuoso performing can spend a standard action to cause one creature within 30 ft. to fall asleep, as sleep, except that the Hit Dice limitation is equal to the virtuoso's Hit Dice. A Will saving throw (DC 10 + 1/2 the virtuoso's level + the virtuoso's Charisma modifier) negates the effect and makes the creature immune to this virtuoso's dreams of the past for 24 hours. If not awakened, affected creatures sleep for an hour, possibly more if in need of rest. A target affected by this ability that sleeps for a full hour dreams of past events in the area or relating to an item in its possession, as legend lore. At 18th level, a history virtuoso can use dreams of the past to affect any number of creatures within 30 feet. This is a mind-affecting compulsion effect that relies on audible components.

Restore History (Sp): A history virtuoso of 13th level (20th level for a lesser theme) can use this voice to restore a creature or object to an earlier, more complete state. This targets a single creature or all objects in a 10 ft. cube and the range is 30 ft. The caster level is the history virtuoso's class level. The history virtuoso chooses the area and which effect to use each round of performance. On a living this has the effect of cure critical wounds or restoration. On an undead creature this has the effect of inflict critical wounds. As an area effect, this has the effect of expeditious excavation and make whole (without the level cap on healing). Entire ruined cities can be re-created this way. Restore history relies on audible and visual components.

Enter the Past (Su): At 18th level, a history virtuoso can recreate a scene from history, as a combination of major image and mirage arcana that re-creates a setting and plays out a scene from the past of the current location. The virtuoso can specify the scene either by date or by an even such as "queen Daisy's birth" or "the most memorable fight". If the events in the vision moves, the virtuoso has to move along or end the effect. The vision lasts as long as the voice is maintained and does not require concentration.

Improvisation

An improvisateur changes her tune every time she plays.

Forbidden Alignment: lawful.

Spell List: bard.

Unchain Skills (Ex): A 1st level (4th level for a lesser theme) improvisation virtuoso can inspire skill unlocks. This affects a number of allies equal to the virtuoso's Charisma modifier, all within 30 ft. Each ally unlocks the same skill(s), as if they had a number of skill ranks in the skill equal to the virtuoso's class level +3. At 1st level, the virtuoso can unchain a single skill. At 3rd level, and every 5 levels thereafter, increase the number of skills unchained with each use of the ability by one. Unchain skills can use audible or visual components.

Inspire Flexibility (Ex): At 3rd level (10th level for a lesser theme) the alien improvisation virtuoso can use this voice to gain the use of a combat feat neither she nor her audience posses. The virtuoso must meet all feat prerequisites. Allies (other than the virtuoso) need not fulfill prerequisites to gain and use these feats. All allies gain the same feats. This affects a number of allies equal to the virtuoso's Charisma modifier, all within 30 ft. Inspire flexibility can use audible or visual components. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit for the creature that used it. At 8th level, an virtuoso can use this ability to give the benefit of two combat feats at the same time. She may use feats gained from inspire flexibility to meet prerequisites of other feats gained from inspire flexibility. At 13th level, an virtuoso gains the ability to inspire the use of teamwork feats. She can use this ability to give the benefit of three feats at the same time, with any combination of combat feats and teamwork feats. At 18th level, the virtuoso can select a total of four feats of the combat or teamwork type. Inspire flexibility relies on visual components.

Improvise Spell (Su): At 8th level (15th level for a lesser theme) the virtuoso gains the use of a spell while using this voice. Choose a spell from the virtuoso's spell list the virtuoso doesn't already know. The spell must be of a level she can cast. She temporarily adds this spell to her list of known spells. Casting it expands the virtuoso's spell slots normally. Improvise spell relies on verbal and somatic components.

Uncanny Dolce (Su): At 13th level (20th level for a lesser theme) the virtuoso can bestow uncanny dodge on all allies within 30 ft.; the ability to react to danger before her allies' senses would normally allow them to do so. Affected allies cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to AC if they are immobilized. They can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action. Uncanny dolce relies on audio components.

Improvise Theme (Su): A 18th level, the virtuoso can improvise the use of a virtuoso theme. Select one virtuoso theme the improviser qualifies for. While maintaining this voice, the virtuoso can use the voices of this theme as if it was one of her lesser themes. Improvise theme relies on verbal and somatic components.

Iron

The iron theme praises the unyielding hardness of iron, steel, and admantine. It stands in opposition to the powers of chaos, such as demons and fey. Despite their lawful inclination, iron virtuosos are popular in barbarian cultures.

Forbidden Alignment: chaotic.

Spell List: inquisitor.

Inspiring Blow (Su): A 1st level (4th level for a lesser theme) iron virtuoso roars her war-cries with each telling blow. When she confirms a critical hit, she can start this performance as an immediate action to gain temporary hit points equal to her class level times the critical damage multiplier of her weapon. Any remaining temporary hit points disappear when the virtuoso ends this voice. Inspiring blow uses verbal components.

Bladethirst (Su): An iron virtuoso of 3rd level (10th level for a lesser theme) or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every four levels after 3rd (maximum +5 at 20th level). These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: axiomatic, bane (fey, outsiders [chaotic]), defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. Additionally, all weapons affected by bladethirst are considered cold iron weapons. At 8th level the damage they do is lawful damage. At 13th level they gain a hardness equal to the virtuoso's class level. At 18th level, they are considered to be adamantine weapons. At 8th level, and every five levels thereafter, the virtuoso can affect two additional weapons with bladethirst. The benefit granted each weapon must be identical—if some weapons are not eligible for a benefit, they do not gain that benefit. Bladethirst requires verbal components.

Battle Trance (Su): At 8th level (15th level for a lesser theme) a iron virtuoso can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature within 30 ft. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with DR given by admantine armor and class abilities that give damage reduction, like those of the barbarian. At 13th level, and every five levels thereafter, the virtuoso can affect two additional targets with battle trance. This mind-affecting ability requires audible components.

Song of Iron (Sp): An iron virtuoso of 13th level (20th level for a lesser theme) can use use this voice to cover herself in iron as long as she maintains this voice. This works as iron body, except that the virtuoso still breathes and does not get the immunizes provided by the spell. At 18th level, the virtuoso gains the full benefits of the spell. Iron armor depends on verbal components. The virtuoso can use potions and wind instruments when using this voice and never suffers arcane spell failure from it.

Song of the Fallen (Sp): At 18th level, a iron virtuoso can keep allies fighting despite all hindrances, even after they would normally be dead. Select an ally within 60 ft. who can see and hear the virtuoso (including the virtuoso herself). All conditions and effects that hinder or control the ally are suppressed. The ally can fight normally at negative hit points or when dead or destroyed, but continues to take damage and acquire conditions normally. The target can be healed during the effect, even if damage taken would normally have been enough to kill them. When the voice ends, the creature again suffers the full effects of all damage, conditions, and effects that remain, and might well die. Song of the fallen relies on verbal components.

Law

The theme of law creates order out of social chaos.

Forbidden Alignment: chaotic.

Spell List: bard.

Diplomatic Immunity (Sp): A 1st level (4th level for a lesser theme) law virtuoso can use voice to generate a sanctuary effect upon herself. The save DC against this effect is 10 + 1/2 the virtuoso’s level + the virtuoso’s Charisma modifier. Each round the voice is maintained, a new sanctuary is cast, requiring new saving throws. Any attack by the virtuoso negates the sanctuary and prevents the use of this ability for the next minute. Diplomatic immunity relies on audio or visual components.

Inspire Teamwork (Ex): A 3rd level (10th level for a lesser theme) law virtuoso can use this voice to grant the use of a teamwork feat neither she nor her allies posses. The law virtuoso must meet all the prerequisites of the chosen teamwork feat, but allies need not. The virtuoso and a number of allies equal to the law virtuoso's Charisma modifier all gain the same feat. At 8th level, the law virtuoso no longer needs to fulfill the prerequisites of the selected teamwork feats. At 13th level, an law virtuoso can use this ability to give the benefit of two teamwork feats at the same time. At 18th level, an law virtuoso can use this ability to give the benefit of three teamwork feats at the same time. Inspire teamwork can use audible or visual components and targets must either see or hear the virtuoso, as appropriate. The law virtuoso must choose which component to use when starting her performance.

Ritual of Reconciliation (Su): An law virtuoso of 8th level (15th level for a lesser theme) can use her performance to improve the attitudes of nearby creatures by two steps. To be affected, a creature must be within 30 feet and able to hear the virtuoso. Creatures whose attitude toward the virtuoso becomes indifferent or better immediately cease attacking the virtuoso and her allies, but may otherwise act as they please. The effect persists for as long as the creature is within 30 feet and the virtuoso maintains this voice. After the voice ends the creatures' attitude remains improved by a single step for a 10 minutes for each round it was affected by the voice. A successful Will saving throw (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Charisma modifier) negates the effect and makes the creature immune to the virtuoso's use of this ability for 24 hours. The same applies if one of the virtuoso’s allies attacks any affected creature. Ritual of reconciliation relies on audible components.

Binding Contract (Sp): At 13th level (20th level for a lesser theme) the law virtuoso can bind a promise with a lesser geas. First a deal must be negotiated, then that deal is sealed when the virtuoso uses this voice for one round per creature to be affected. It is obvious to all targets who is being targeted and all affected creatures must be willing. Binding contract acts as geas, except that the duration is permanent. If a binding contract is negated for any participant, it ceases to affect any of them. Binding contract is a curse, enchantment (compulsion), lawful, mind-affecting, language-dependent ability that relies on audible components.

Symbolic Serenade (Sp): At 18th level, the virtuoso can use this voice to create magical symbols (sp). This includes all spells on the cleric or wizard spell list with "symbol" in the name. Creating a symbol requires a number of rounds of voice equal to the symbol spell's spell level as a cleric or wizard spell (whichever is less). The virtuoso can chose whether to be affected by her own symbol or not, as long as she maintains this voice allies within 60 ft. also gain this benefit.

Magic

The magic theme charms spells and magic.

Forbidden Alignment: none.

Spell List: magus.

Dweomercraft (Su): A 1st level (4th level for a lesser theme) magic virtuoso can use performance to manipulate magical energies. Allies within 30 ft. gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 8th level and again at 18th level. At 3rd level a virtuoso with this voice active can cast any spell that takes a full-round action to cast because of metamagic or that has a casting time of one round as a standard action. At 13th level any spellcaster affected by this voice gains the level 3 benefit. Dweomercraft relies on visual and audible components.

Stealspell (Su): A 3rd level magic virtuoso (10th level for a lesser theme) can use performance to steal spells from her foes and add them to her list of spells known. The virtuoso can steal a prepared spell or a spell known from another creature within 30 ft. as a standard action. The target receives a Will save (DC 10 + 1/2 the virtuoso’s level + the virtuoso’s Cha bonus) to negate the effect. The magic virtuoso may choose a spell to steal, but if the target does not possess the spell, the voice immediately ends. Otherwise the spell stolen is random, but it is always the highest level of spell available to the target that the virtuoso can cast. The spell need not be on the virtuoso's spell list, and it is always cast at the level of spell it is for the target, even if the virtuoso has it on her own spell list at a different level. The target loses the prepared spell or spell known and the magic virtuoso adds it to her list of spells known for as long as the performance continues, after which it reverts to the original target. While the spell is stolen, the virtuoso can cast the spell using her available spell slots, like any arcane spell on her spell list and list of known spells. This use does not consume the stolen spell. If the virtuoso steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components.

At 13th level, when a target fails a save against her stealspell performance, the magic virtuoso discovers its spell resistance (if any) and all spells it has prepared or knows. She can then choose which spell to steal. The magic virtuoso may forgo stealing a spell and instead reduce the target’s SR by an amount up to her virtuoso level +10 (to a minimum of SR 0) and gain spell resistance equal to the spell resistance the target lost for as long as she maintains the voice. If she steals a spell, steals another creature's spell resistance, or ceases performing, the spell resistance immediately reverts back to its original owner.

Counterspell Cantata (Su): A 8th level (15th level for a lesser theme) a magic virtuoso can use performance to make herself ready to counter the spells of her foes. While performing the counterspell cantata she can attempt to counter any spell with an immediate action, as if she had readied an action to do so. This voice requires verbal components.

Virtuoso Spell (Su): At 13th level (20th level for a lesser theme) a magic virtuoso gains the use of a spell while using this voice. Choose a spell list and a spell from this spell list, using the spells spell level for the relevant class. The spell must be of a level she can cast. She temporarily adds this spell to her spell list and list of known spells. The spell is an arcane spell for the virtuoso, and casting it expands the virtuoso's spell slots normally. Virtuoso spell relies on verbal and somatic components.

Spell Catching (Su): A 18th level, a magic virtuoso can use this voice to rebound the spells of her foes. While maintaining the spell catching voice, as an immediate action when another creature casts a spell that affects her, she can attempt a caster level check (DC 10 + the spell’s original caster level). If this succeeds, the magic virtuoso negates the spell and immediately recast that spell (using the original caster’s level and save DC) or any spell she knows of that level or lower without expending a spell slot.

Nature

Nature virtuosos often perform for wild animals, or for an audience of rocks and trees.

Forbidden Alignment: none.

Spell List: druid. The nature virtuoso can only cast druid spells of level zero to six. Druid spells of level 7 or higher are not on the virtuoso's spell list, and she does not learn to use such spells from spell completion (scrolls) and spell trigger (staff and wand) items.

Nature's Voice (Su): At 1st level (4th level for a lesser theme) a nature virtuoso can use voice to summon a creature, as summon nature's ally I The creatures remain until slain, dismissed, or the voice ends. At 3rd level and every two levels thereafter, this ability acts like the next higher version of summon nature's ally (summon nature's ally II at 3rd level, summon nature's ally III at 5th level, and so on), to a maximum summon nature's ally IX at 17th level. Nature's voice is an conjuration (summoning) effect and relies on verbal and somatic components.

Soothe the Wild Beast (Su): At 3rd level (10th level for a lesser theme) an nature virtuoso can use this voice to influence animals. This works like the druid ability wild empathy, except she only needs to use voice on each animal for 1 round and makes a Perform (dance, percussion, sing, or wind) check instead of a normal animal empathy check.

Song of the Wild (Su): At 8th level (15th level for a lesser theme) the nature virtuoso can grant an animal aspect to an ally within 30 ft., as if that ally had the hunter’s animal focus class feature. The ally must be able to hear or see the performance. The nature virtuoso uses her virtuoso level as her hunter level for determining the effect of the animal aspect. The nature virtuoso can affect two additional allies with this voice for every 5 levels after level 8. Song of the wild relies on audible or visual components.

Lay of the Land (Sp): At 13th level (20th level for a lesser theme) an nature virtuoso can shape natural terrain in a circular area centered on the virtuoso. Each round of voice, the radius of the effect expands by 100 ft. In the area, the virtuoso can add or remove difficult terrain and affect selected parts of the area with control water, diminish plants, move earth, and plant growth as desired. This has no effect on areas with roads or buildings, and creatures in the area remain unaffected. At level 18, the radius of effect grows by 500 ft per round of voice. This makes it just barely possible to affect an entire 12-mile wilderness hex using 60 rounds of voice. Lay of the land requires verbal and somatic components.

World Wave (Sp): At 18th level, the nature virtuoso can cause the effects of world wave (caster level = class level) as a voice. The tsunami version of this lasts as long as the virtuoso performs. The wave version lasts one hour per round of continuous performance. The saving throws against this ability have a DC of 10 + 1/2 the virtuoso's class level + the virtuoso's Charisma bonus.

Portrayal

It was not lies, Jenny, it was acting!—Neville Sinclair, The Rocketeer (1991).

The world is a stage and every moment is a chance to act. Portrayal voices are part of the act, and never interfere with disguises.

Forbidden Alignment: none.

Spell List: alchemist, with bard cantrips. The portrayal virtuoso uses the alchemist formula list as if it was a spell list, not a formula list. Portrayal virtuosos use level zero bard spells (cantrips) as the alchemist formula list has no level zero spells.

Seamless Guise (Ex): At 1st level (4th level for a lesser theme) a portrayal virtuoso learns to alter her own mind to conform to that of an assumed role. She gains a +10 insight bonus on Bluff checks to act out her assumed role, and her thoughts, aura, alignment, type, subtype, and what is true for her changes to fit the role. Any transmutation (polymorph) or illusion (glamer) spells on the virtuoso cannot be detected with detect magic and similar abilities. All effects that vary depending on alignment type, subtype, and all effects that read or detect alignment, aura, type, subtype, thoughts, or lies detect the portrayal virtuoso's assumed role.

For ten minutes per round of continuous performance, the portrayal virtuoso automatically senses any attempt to sense her alignment, aura, type, subtype, thoughts, lies, or magic on her person. During this time, she can reactivate seamless guise as an immediate action. Seamless guise depends on somatic components.

Exaggerated Pose (Su): At 3rd level (10th level for a lesser theme) a portrayal virtuoso can enhance her own skills simply by altering her posture. When she starts this performance, the portrayal performer chooses a skill. While maintaining the voice, this skill counts as a class skill and the virtuoso gains 2 additional skill ranks with that skill. The final number of ranks in a skill cannot exceed the virtuoso's Hit Dice. The number of ranks gained increases to 5 ranks at 8th level, 8 ranks at 13th level, and 12 ranks at 18th level. The portrayal performer can change the chosen skill as an immediate action. Exaggerated pose relies on somatic components.

Stage Combat (Su): At 8th level (15th level for a lesser theme) a portrayal performer gains mastery of a weapon or set of attacks while using this voice. She must choose a single weapon, all natural weapons, or all unarmed attacks. She gains proficiency and Weapon Focus with the selected weapon, Improved Unarmed Strike, and one additional combat feat she fulfills the prerequisites for as a bonus feats. As usual when temporarily gaining a feat, if the feat she chooses has any limitations on uses, such as Stunning Fist’s daily uses, all uses of that combat feat while maintaining stage combat count toward that feat’s limit. She can use feats gained from stage combat as prerequisites for other feats gained from stage combat At level 13 and 18, the portrayal virtuoso gains an additional combat feat she fills the prerequisites for while using the stage combat voice. Stage combat relies on somatic components.

Stage Magic (Su): At 13th level (20th level for a lesser theme) a portrayal virtuoso gains the use of a spell while using this voice. Choose a spell from the spell list of the class the portrayal virtuoso is currently disguised as, using the spell's spell level for the relevant class. The spell must be of a spell level she can cast. She temporarily adds this spell to her spell list and list of known spells. The spell is an arcane spell for the virtuoso, and casting it expands the virtuoso's spell slots normally. Stage magic relies on verbal and somatic components.

Multiplicity of Masks (Sp): At 18th level, a portrayal virtuoso can cause any number of her allies to assume the form of the virtuoso. To be affected, an ally must be within 60 feet of the portrayal virtuoso and able to see her. The effect lasts as long as the virtuoso performs. The virtuoso and allies seem to move in a confusing manner, making it impossible to keep track of which affected creature is which. If the portrayal virtuoso is under a transmutation (polymorph) effect, using the seamless guise, exaggerated pose, stage combat, and/or stage magic voices, all affected allies gain the same benefits the portrayal virtuoso gains from these effects. Multiplicity of masks is a transmutation effect that relies on visual components.

Resonance

Master physical sound to create deadly sonic effects.

Forbidden Alignment: chaotic.

Spell List: bard.

Devastating Aria (Su): At 1st level (4th level for a lesser theme) the resonance virtuoso can perform a devastating aria. Each round of this performance she can spend a standard action to deal 1d6 points of nonlethal sonic damage to a creature within 20 ft., Fortitude save for half damage (DC 10 + 1/2 the resonance virtuoso's class level + the resonance virtuoso's Charisma modifier). Undead, constructs, and objects take lethal damage from this performance. Hardness does not reduce this damage, nor is it halved as energy damage dealt to objects normally is. The damage increases by 1d6 at level 3 and every 2 levels thereafter. At 8th level, the range of the effect increases to 5 ft. per virtuoso level. In addition, as a full round action, the resonance virtuoso can cause the effect in a cone of 5 ft. per 2 virtuoso levels. The resonance virtuoso can reduce the size of the cone if desired. Devastating aria is a sonic effect and uses verbal components.

Scathing Tirade (Su): A resonance virtuoso of 3rd level (10th level for a lesser theme) can use this voice to verbally lash out. This works like devastating aria, but instead of inflicting damage it makes targets frightened. A Will save (DC 10 + 1/2 the resonance virtuoso's class level + the resonance virtuoso's Charisma modifier) negates the effect and makes the creature immune for 1 hour. Otherwise the target is frightened for as long as the virtuoso is within 30 feet and continues her performance. This performance cannot cause a creature to become panicked, even if the target is already frightened from another effect. Scathing tirade is a mind-affecting fear effect, and relies on audible components.

Descant of Destruction (Su): At 8th level (15th level for a lesser theme) the resonance virtuoso can perform a descant of destruction. This works like devastating aria, but instead of inflicting nonlethal damage descant of destruction deals lethal sonic damage. It allows a Reflex save (for half damage) and has no special effect against objects. Descant of destruction is a sonic effect and relies on verbal components.

Dazing Display (Su): At 13th level (20th level for a lesser theme) the resonance virtuoso can add a daze effect to her other resonance voices. This counts as additional voice that the resonance virtuoso must maintain. As long as dazing display is active, a target that fails a saving throw against another of the virtuoso's resonance voices must make an additional Fort saving throw (same DC) or be dazed for 1 round.

Bring Down the House (Sp): At 18th level, the resonance virtuoso can quite literally bring down the house. Each round of performance, she can spend a standard action to cause earthquake in a 50 ft. cone. All Reflex saves of this earthquake have a DC of 10 + 1/2 the resonance virtuoso's class level + the resonance virtuoso's Charisma modifier The resonance virtuoso can reduce the size of the cone if desired.

Sea

Charms waves and sculpt water.

Forbidden Alignment: lawful.

Spell List: magus.

Sea Shanty (Su/Sp): At 1st level (4th level for a lesser theme) a sea virtuoso learns to counter seasickness and exhaustion during sea voyages. Each round of a sea shanty, she makes a Perform (oratory, wind, sing, or string) skill check. Allies within 60 feet (including the sea virtuoso) may use her Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the virtuoso’s Perform check for the save. Success removes the effect. A sea shanty automatically removes effects that do not allow a saving throw.

A sea shanty also calms rough waters within 60 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the virtuoso’s level (to a minimum of DC 10) for as long she maintains the voice. She can extend this duration to 1 hour by playing for 5 consecutive rounds. Sea shanty requires audible components.

Watersong (Sp): At 3rd level (10th level for a lesser theme) a sea virtuoso can use this voice to manipulate and control the shape of water within 30 feet., animating water in a 5-foot-cube. The water animated must come from within the 30 ft. range, but need not originate in the volume in which it is controlled. The sea virtuoso can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. The manipulated water can be made slippery, requiring an Acrobatics check (DC = Perform (oratory, wind, sing, or string) skill bonus) to avoid falling prone when moving. This ability cannot create forms more complex than what could be carved in normal ice. For example, the sea virtuoso could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. Changing the shape or location of the manipulated water requires that the vice be restarted. While under the virtuoso’s control, the water has hardness 0 and 3 hit points per inch of thickness, with maximum hit points equal to the Perform check result or 1 hit point per pint of water used (8 pints per gallon), whichever is less. The break DC is the water's hit points + hardness.

At 8th level the sea virtuoso can manipulate water in two 5 ft. cubes and the manipulated water has a hardness of 3. At 13th level the number of 5 ft. cubes cubes increases to four and the manipulated water has a hardness of 6. At 18th level the sea virtuoso can control eight 5 ft. cubes and the manipulated water has a hardness of 9. The manipulated water retains its shape for 1 round after the voice ends.

During a watersong, the sea virtuoso can spend a standard action to cast create water or purify food and drink, with a caster level equal to her virtuoso level. Watersong relies on verbal and somatic components.

Waterstrike (Su): At 8th level (15th level for a lesser theme) the sea virtuoso can cause water to strike out. During this voice, she can make a melee attack that inflicts 4d6 or bludgeoning, cold, piercing, slashing, or nonlethal damage (virtuoso's choice). The damage increases by 1d6 for every two class levels after level 8. This melee attack can originate from the sea virtuoso herself or from a square of water controlled by watersong. When the waterstrike voice is active, any square of water controlled by watersong counts as an ally for flanking purposes and the sea virtuoso can make waterstrike attack as attacks of opportunity from those squares, up to her normal limit on attacks of opportunity per round. At 13th level, waterstrike attacks gain a reach of 10 ft. Waterstrike relies on verbal and somatic components.

Lifewater (Sp): At 13th level (20th level for a lesser theme) the sea virtuoso can affect the water inside a creature with the lifewater voice. In each round of voice she can spend a standard action to manipulate the water, blood, and other fluids within a creature’s body to attempt a dirty trick, reposition, or trip combat maneuver, using her Perform skill modifier as her CMB. Add nauseated to the list of possible effects of a dirty trick using lifewater. The virtuoso is not affected by a failed CMB check. Alternatively, the sea virtuoso can spend a standard action each round to replicate the effects of either cure critical wounds, neutralize poison, or remove disease. All spell-like effects of lifewater have a caster level equal to the virtuoso's class level. Lifewater has a range of 30 feet, relies on visual and audio components, and only works on creatures whose bodies contain fluid.

Tsunami (Sp): At 18 level, a sea virtuoso can use this voice to cause a tsunami (sp) with a caster level equal to her virtuoso level, that lasts as long as she maintains the voice. The save DC is 10 + 1/2 the virtuoso's class level + the virtuoso's Cha modifier. She can choose to not damage certain creatures, objects, or buildings in the tsunami's path, bypassing them or carrying them along harmlessly. Tsunami relies on verbal and somatic components.

Shadow

Conjure shades of the dead and living.

Forbidden Alignment: good.

Spell List: spiritualist.

Shadow Puppets (Sp): At 1st level (4th level for a lesser theme) a shadow virtuoso can use voice to create one quasi-real shadowy creature resembling a monster from the summon monster II list. These shadowy creatures otherwise work like shadow conjuration, and targets interacting with them get a Will saving throw (DC 10 + 1/2 the shadow virtuoso's class level + shadow virtuoso's Charisma bonus) to treat them as only 10% real. The shadow puppets always have only 10% of their normal hit points (minimum 1 hp). The creatures remain until slain, dismissed, or the voice ends. At 3rd level and every two levels thereafter, this ability acts like the next higher version of summon monster (summon monster III at 3rd level, summon monster IV at 5th level, and so on) and becomes 10% more real, to a maximum of 80% real and summon monster IX at 15th level. Shadow puppets is an illusion (shadow) effect and relies on somatic components.

Dance of the Dead (Sp): At 3rd level (10th level for a lesser theme) a shadow virtuoso can use her voice to create undead that act and fight at her command. This ability functions like animate dead with a range of 60 ft. Created undead remain animate only as long as the shadow virtuoso maintains the voice. Once she stops, any created undead collapse back into what they were made from. At 8 level, this can duplicate create undead. At 13th level, this can duplicate greater create undead. If the shadow virtuoso has suitable corpses to animate, the undead created are real. If she does not, the shadowy undead created work like shadow conjuration, have only 20% of normal hit points, and targets interacting with them get a Will saving throw (DC 10 + 1/2 the shadow virtuoso's class level + the shadow virtuoso's Charisma bonus) to treat them as only 20% real. At level 5 and every 2 class levels after, the shadow undead become 10% more real, to a maximum of 80% real at 15th level. Dance of the dead is an evil necromancy effect and relies on verbal components.

Shadow Sonata (Sp): At 8th level (15th level for a lesser theme) the shadow virtuoso can spread darkness with shadow sonata. This darkness grows as long as the voice is maintained and then slowly shrinks again. Each round of voice, she can create a darkness effect. For each round after the end of the voice, one darkness effect of the virtuoso's choice disappears. While she maintains the voice, the shadow virtuoso and all allies within 30 ft. can see in this darkness as if it was normal light, even if the area was darker than this before the voice. Allies blinded by or vulnerable to normal light ignore this weakness inside darkness created by shadow sonata.

At level 13, the shadow virtuoso can use deeper darkness instead of darkness. At level 18, the shadow virtuoso can use hungry darkness. Shadow sonata relies on verbal components.

Dirge (Sp): At 13th level (20th level for a lesser theme) the shadow virtuoso can create a shadow duplicate of a formerly living or undead creature that has been dead or destroyed no more than 24 hours. The creature must have died/been destroyed within 100 ft. of where the voice is used, a part of its corpse must be within the area, or the area must have something precious to the creature before it was killed or destroyed. The creature returns at full hit points and with all items, spell, and abilities restored (as its stat block). When the voice ceases, the duplicate and all gear immediately disappears. The shadow creature fights as ordered, but is not otherwise compelled to help the virtuoso; it will only share information with the shadow virtuoso if inclined or compelled to do so. A creature of good alignment or with a challenge rating equal to the shadow virtuoso's class level or greater is allowed a Will saving throw (DC 10 + 1/2 her virtuoso level + her Charisma bonus) to resist the resurrection and each round to end the effect. A successful save means this virtuoso can never again call that creature using dirge.

The creature is only semi-real. This works like shadow conjuration, except the creature has 80% of normal hit points, and targets interacting with it get a Will saving throw (DC 10 + 1/2 the shadow virtuoso's level + her Charisma bonus) to treat it as 80% real. Dirge is an evil illusion (shadow) effect and relies on verbal or somatic components.

Valley of Shadows (Sp): At 18th level, while the voice is active, the shadow virtuoso can spend a standard action to affect one target as maze with a caster level equal to the virtuoso's class level. The labyrinth is made of shadows and each unsuccessful attempt to escape the maze gives a cumulative +2 circumstance bonus on Intelligence rolls to escape. A target that has escaped valley of shadows cannot be affected again by the same shadow virtuoso's use of the power until 24 hours have passed. When the voice ends, the maze disappears and all trapped creatures are instantly released. Valley of shadows relies on somatic components.

Silver

Find the inspiration to oppose evil in the purity of silver.

Forbidden Alignment: evil.

Spell List: Inquisitor.

Song of Silver (Su): A silver virtuoso of 1st level (4th level for a lesser theme) can perform the song of silver. It can affect allies within a 30-foot radius of the silver virtuoso. A number of targets equal to the silver virtuoso’s Charisma modifier (minimum 1 target) become immune to fear effects and gain a +4 sacred bonus on saving throws against charm and compulsion effects.

In addition the weapons (both unarmed, natural and manufactured) of all allies in the area are treated as if they were silver for the purpose of overcoming damage reduction. At 3rd level, weapons are considered magic weapons against damage reduction and glow as if affected by light. At 8th level, as an immediate action, a silver virtuoso can grant a single ally who is currently benefiting from the saving throw bonus from the song of silver the effects of a breath of life spell (CL = the silver virtuoso’s class level). This immediately ends the song of silver. At 13th level, weapons also do good damage and glow as if affected by daylight. At 18th level, weapons are also considered mithral weapons and gain hardness 15.

Holy Vibration (Sp): At 3rd level (10th level for a lesser theme), each round during the voice, the silver virtuoso can imbue one door, window, or other object within 30 feet with holy vibrations that last 10 minutes/level. Imbued objects glow like light. Against undead and outsiders with the evil subtype the object gains a hardness equal to twice the virtuoso's class level, and a break DC ten higher than that, if it is not already higher. If the object is moved or destroyed, the vibration ends. At 8th level, undead and outsiders of the evil subtype who can become ethereal, incorporeal, or are able to use a teleportation effect are unable to use such abilities within or into the area within 20 feet of an object imbued with holy vibration. Such creatures that are adjacent to the warded area can use a full-round action to attempt a Charisma check against the enhanced break DC of the vibrating object to break it. At 13th level, holy vibrations also works against evil-aligned aberrations and constructs. Holy vibrations uses verbal components.

Break Bonds (Sp): At 8th level (15th level for a lesser theme) a silver virtuoso can suppress a single enchantment, transmutation, or curse affecting an ally within 30 feet that she is able to see and hear. Each round the silver virtuoso uses break bonds, she attempts a Perform check against the original save DC of the effect. If successful, she suppresses the effect for 1 round. After she has suppressed the effect for 4 consecutive rounds, she can take a free action to attempt a caster level check to remove the effect as if she had cast break enchantment with a caster level equal to her class level, using the virtuosos best Perform skill bonus as the caster level. Successful or not, this ends the voice, but it can be restarted normally. At level 13, this affects all effects of the virtuoso's choice on a single ally. At level 18, it can affect all the ailments on up to three allies. Break bonds uses visual components.

Righteous Chord (Sp): At 13th level (20th level for a lesser theme) a silver virtuoso can produce a righteous chord. During this voice the silver virtuoso can spend a standard action to affect a single evil outsider within 60 feet as per the spell banishment, treating her class level as her caster level. If the outsider has DR/silver or DR/good the voice counts as an additional substance the target fears or hates. The saving throw DC of this ability is 10 + 1/2 the silver virtuoso's class level + her Charisma modifier.

Silver Peace (Su): At 18th level, a silver virtuoso can create a silver glow that fills a 30 ft. radius around her with bright light. Undead, aberrations, constructs, and outsiders that have an evil alignment and enter or start their turn in this area must make a Will save (DC 10 + 1/2 the silver virtuoso's class level + her Charisma modifier) or cannot use or gain the benefits of the following effects until the beginning of their next turn: concealment, damage reduction, ethereal, evil effects, fast healing, incorporeal, invisibility, planar travel, regeneration, spell resistance, and teleport effects. This is an evocation [light] effect that relies on verbal components.

Solace

The theme of solace brings peace to the dead and undead.

Forbidden Alignment: evil.

Spell List: inquisitor.

Deathwaking Dance (Su): At 1st level (4th level for a lesser theme) a solace virtuoso can use this voice to unravel undead and haunts. While maintaining this voice the virtuoso can spend a standard action to channel positive energy to harm undead like a cleric. All haunts and undead creatures within 30 feet take 1d6 positive energy damage. This damage increases by 1d6 at level 3 and every two levels thereafter. An undead creature is allowed a Will save (DC 10 + 1/2 the virtuoso's level + the virtuoso's Charisma modifier) to halve this damage. The virtuoso can use channeling feats with this ability. Deathwaking dance relies on visual components.

Untethering Steps (Su): At 3rd level (10th level for a lesser theme) an solace virtuoso can use her voice to hinder all undead creatures within 30 feet to which the she has line of sight. When she spends a standard action on this voice, either to start it or when maintaining it, the solace virtuoso attempts a Perform (act, comedy, dance, string) skill check and compares the result to the CMD of each target. Any target whose CMD is equaled or exceeded by the result of the Perform check becomes sickened by the virtuoso’s movements for 1 round. Any target with a CMD that is exceeded by 10 or more also becomes staggered for 1 round. Untethering steps relies on visual components.

Exorcist’s Waltz (Sp): At 8th level (15th level for a lesser theme) an solace virtuoso can use this voice to attempt to end a single ongoing enchantment, fear, transmutation, curse, or possession effect each round. The performer must see the target and be within 30 feet. This functions as break enchantment, using the solace virtuoso's caster level for the effect, and is also capable of ending possession. Any possessing entity cast out in this manner cannot attempt to possess that target again for 24 hours. Exorcist's waltz relies on visual and audio components.

True Guidance (Su): At 13th level (20th level for a lesser theme) an solace virtuoso can lure the dead back into their graves. The virtuoso chooses one undead when she begins the voice. Each round the target is within 30 feet and the virtuoso maintains this voice, the targeted undead must resist the effects with a successful Will save (DC 10 + 1/2 the virtuoso's level + the virtuoso's Charisma modifier). If the creature first became undead within the affected area, or if an open grave under the effects of hallow or consecrate is in the area, the undead takes a –4 penalty on this saving throw. On a successful saving throw, the target’s speed is halved for 1 round (this includes all forms of movement). If the undead fails its save, it immediately takes 10 points of positive energy damage per class level of the solace virtuoso and is staggered for 1 round. True guidance relies on visual and audio components.

Psycopomp's Lead (Su/Sp): At 18th level, the solace virtuoso can use psychopomp's lead to create a funnel to the land of the dead. At the virtuoso's option, any undead destroyed and any living creature that dies within 60 ft. of her have their souls sent directly to the plane they are destined for. Such creatures cannot be restored, rejuvenated, raised, or resurrected without the approval of the powers governing that plane. If the virtuoso has a black sapphire suited to hold a dying creatures soul, the virtuoso can use soul bind (sp) as a standard action while maintaining this voice. Psycopomp's lead relies on somatic components.

Spheres

The music of the spheres permeates all things.

Forbidden Alignment: chaotic.

Spell List: unchained summoner.

Wolno Warding (Sp): At 1st level (4th level for a lesser theme) the virtuoso can ward all allies within 30 ft. from attacks by summoned or extra-dimensional creatures. Warded creatures gain a +2 bonus to AC and saves against attacks made or effects created by summoned or extra-dimensional creatures. This bonus increases by one at level 3 and every 5 levels thereafter, to a maximum of +6 at level 18. The ward also prevents bodily contact by summoned creatures (but not extra-dimensional creatures which are not summoned). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Wolno warding relies on audio components.

Resonance of the Spheres (Su): At 3rd level (10th level for a lesser theme) the spheres virtuoso can create a planar resonance in a 30 ft. radius around herself with this voice. This imbues the area with planar vibrations, strengthening summoned and extra-planar creatures. Every summoned or extra-planar creature in the area gains a +2 bonus on all attack rolls, damage rolls, and saving throws. A creature summoned into this area gains +2 hit points per HD, and this bonus persists even when the creature is no longer in the area. These bonuses increase by one at level 8 and every five levels thereafter. Resonance of the spheres requires verbal components.

Disjunct Dismissal (Sp): At 8th level (15th level for a lesser theme), while maintaining this voice, the virtuoso can cast dismissal (sp) as a standard action. The effect has a save DC of 10 + 1/2 the virtuoso's class level + her Charisma modifier.

Dimensional Deest (Sp): At 13th level (20th level for a lesser theme) the virtuoso can use this voice to create a dimensional lock. The effect lasts as long as the virtuoso maintains the voice. At 18th level the virtuoso can maintain the effect for 8 rounds to give it a duration of 1 day/level.

Private Paradise (Sp): A 18th level, the virtuoso can use this voice to use create demiplane, greater with an instantaneous duration. A virtuoso can only create a single demiplane in her lifetime with this ability. For each round of voice, the virtuoso can use a standard action to add or modify a 10-ft. cube, or to teleport one creature within 30 ft. to any point in her demiplane, even from another plane. A Will save (DC of 10 + 1/2 the virtuoso's class level + her Charisma modifier) negates a teleport and makes the creature immune to this ability for 24 hours.

Stars

There are thousands of stars in the night sky, and the theme of stars idolizes each of them.

Forbidden Alignment: none.

Spell List: bard.

Summon Star Sign (Su): At 1st level a virtuoso with stars as her greater theme can use voice to summon a creature, as summon monster I The creatures remain until slain, dismissed, or the voice ends. At 3rd level and every two levels thereafter, this ability acts like the next higher version of summon monster (summon monster II at 3rd level, summon monster III at 5th level, and so on), to a maximum summon monster IX at 17th level. A virtuoso that has stars as a lesser theme does not learn this voice, see star serenade, below. Summon star sign relies on verbal and somatic components.

Star Serenade: At 3rd level (4th level for a lesser theme) the stars virtuoso learns a bardic masterpiece. A virtuoso that has stars as a greater theme learns bardic masterpieces in place of all voices except the first. She gains a bardic masterpiece she fulfills the prerequisite for at level 3, 8, 13, and 18, just as if she had spent a feat to learn the masterpiece. A virtuoso that has stars as a lesser theme does not learn summon star sign, above. Instead she learns a masterpiece at level 4, 10, 15, and 20. When a virtuoso that knows this voice advances in level, she can exchange one bardic masterpiece for another bardic masterpiece she fulfills the prerequisites for.

Virtuoso Masterpieces
Count virtuoso levels as bard levels and rounds of voice as rounds of performance when learning and using bardic masterpieces.

All virtuosos use bardic masterpieces as if they were voices and can use a bardic masterpiece and a voice at the same time, as long as she can expend the actions and rounds of voice required for each.

Thriae

The thriae virtuoso gains a couple of unique performances, similar to the thriae dancer's inspiring dance ability but able to affect all allies, not only thriae.

Forbidden Alignment: chaotic.

Spell List: druid. The nature virtuoso can only cast druid spells of level zero to six. Druid spells of level 7 or higher are not on the virtuoso's spell list, and she does not learn to use such spells from spell completion (scrolls) and spell trigger (staff and wand) items.

Dance of Passion (Su): At 1st level (4th level for a lesser theme) the virtuoso can bestow a +1 competence bonus on attack and damage rolls to all allies within 60 ft. who can see her. This bonus increases by 1 at level 3 and every 5 levels thereafter and by a further +1 if three or more allies are performing a dance of passion within range. This voice depends on visual components.

Dance of Grace (Su): At 3rd level (10th level for a lesser theme) the virtuoso can use the dance of grace. All allies within 60 ft. who can see her gain a +1 insight bonus to AC and on Reflex saves. At 8th level, and every 5 virtuoso levels thereafter, this bonus increases by +1, to a maximum of +4 at 18th level. This bonus increases by an additional +1 if three or more allies are performing a dance of grace within range. This voice depends on visual components.

Dance of Fervor (Sp): At 8th level (15th level for a lesser theme) the virtuoso masters the dance of fervor. All enemies within 30 ft. who can see her are affected by confusion and rage for as long as the virtuoso maintains the voice. A Will save (DC 10 + 1/2 the devotee's level + the devotee's Cha modifier) negates both effects. When a effect is saved against or ends, affected creatures are fatigued for a number of rounds equal to the time they were affected and are immune to dance of fervor for 24 hours. This voice depends on visual components.

Dance of Vehemence (Sp): At 13th level (20th level for a lesser theme) the virtuoso can use voice to summon a hellwasp swarm, as summon monster VI The creatures remain until slain, dismissed, or the voice ends. At 15th level, and level thereafter, this ability summons an additional hellwasp swarm. Dance of vehemence is an conjuration (summoning) effect and relies on visual components, any swarm that cannot see the virtuoso at the end of its turn is dismissed.

The Queen's Dance (Su): A 18th level, the virtuoso can use this voice to gain some of the abilities of a thriae queen. The virtuoso gains fast healing 10 and the merope coat and launch merope abilities of a thriae queen. Launch merope requires 1d4 rounds of voice before it is ready to be used, and each use requires a standard action. This voice depends on somatic components.

Thunder

The bass is thunder, the soprano is lightning!

Forbidden Alignment: lawful.

Spell List: magus.

Lightning Libretto (Sp): At 1st level (4th level for a lesser theme), when she spends a standard action on this voice, either to start it or when maintaining it, the thunder virtuoso can spend a standard action to summon bolts of lightning, as per the spell call lightning with a caster level equal to her class level. This effect causes 1d6 electricity damage at level 1 (1d10 in a stormy area), and the damage increases by one die at level 3 and every 2 levels thereafter. The effect allows a Reflex save (DC 10 + 1/2 the virtuoso's class level + the virtuoso's Charisma modifier) for half damage. Lightning libretto relies on verbal and somatic components.

Wind Gusto (Sp): At 3rd level (10th level for a lesser theme) the thunder virtuoso can call a powerful torrent of wind. When she spends a standard action on this voice, either to start it or when maintaining it, she can create a gust of wind with a caster level equal to the virtuoso's class level. Gust of wind relies on somatic components.

Thunder Call (Sp): At 8th level (15th level for a lesser theme) the thunder virtuoso can use voice to unleash a deafening peal of thunder. While performing this voice, the thunder virtuoso can spend a standard action to create an a sound burst for 1d8 sonic damage. At 11th level and every 3 class levels thereafter, the damage increases by 1d8. The effect has a caster level equal to the virtuoso's class level and allows a Fortitude save (DC 10 + 1/2 the virtuoso's class level + the virtuoso's Charisma modifier) to negate the stun effect. Thunder call relies on verbal and somatic components.

Whistle for Wind (Sp): A thunder virtuoso of 13th level (20th level for a lesser theme) can whistle for wind to cast control winds with a caster level equal to her virtuoso level. The effect begins immediately and lasts as long as she performs. She cannot reduce the strength of the wind. By performing for 7 consecutive rounds and succeeding at a DC 30 Perform check, the thunder virtuoso can cast or control weather that manifests immediately with normal duration and the ability to reduce wind strength. Whistle for wind relies on audio components.

Storm of Vengeance (Sp): At 18th level, the thunder virtuoso can cause the effects of storm of vengeance (caster level = class level) as a voice. She must maintain the voice to gain the effects of later rounds of the spell. Saving throws against this ability have a DC of 10 + 1/2 the virtuoso's class level + the virtuoso's Charisma bonus.

Urban

Celebrating city life—and its darker side.

Forbidden Alignment: chaotic.

Spell List: bard.

Persuasive Performance (Su): At 1st level (4th level for a lesser theme) the virtuoso can deliver a performance that sways the attitude of his audience. Each round of voice, the virtuoso can spend a full-round action to make a Perform check as if he had spent a minute making a Diplomcy check to improve the attitude of a single creature within 10 ft. This voice can try to improve the attitude of a particular creature only once per day, but it does not hinder the use of Diplomacy to do the same. Persuasive performance is a mind-affecting enchantment (charm) effect and relies on visual and audio components.

Rat Piper (Sp): At 3rd level (10th level for a lesser theme) the urban virtuoso can use this voice to summon 1 rat swarm to a point within 30 ft.; it remains and is under her control as long as she maintains the voice. For every 2 levels beyond level 3, she summons an additional rat swarm. At 8th level, the swarms do 1d6 additional acid damage. At 13th level, the swarms gain SR 6 + the virtuoso's class level. At 18th level, the swarms ignore all damage reduction and hardness. Rat piper relies on visual or audio components.

Jarring Song (Su): At 8th level (15th level for a lesser theme) the virtuoso can inhibit spellcasting. Any enemy within 30 feet attempting to cast a spell during a jarring song must make a Concentration check with a DC equal to the virtuoso’s Perform skill bonus +10 to avoid losing the spell. The radius increases to 60 ft. at level 13 and 90 ft. at level 18.

Home Sweet Home (Sp): At 13th level (20th level for a lesser theme), each round during this voice, the virtuoso can use word of recall to teleport one willing creature within 30 ft. All allies are teleported to the same location, chosen when the voice is begun. When the voice ends, the urban virtuoso herself is automatically teleported to this location as well, even if the serenade ends because she died. Home sweet home is a conjuration (teleportation) effect that relies on audio or visual components.

Mindbending Melody (Sp): At 18th level the virtuoso can cause her audience to enter a trance where they willingly go where she leads. All creatures of the virtuoso's choice who come within 30 ft. at any point during the voice must make a Will save (DC 10 + 1/2 the virtuoso's level + the virtuoso's Charisma modifier) or become nauseated and dominated as long as they can perceive the voice, as dominate person but affecting any type of creature. Those that pass the save are nauseated for one round and become immune to the effect for one hour. Mindbending melody is a mind-affecting, enchantment (compulsion) ability that relies on visual and audio components.

Equipment

Items usable to any performer.

Serenader (Bard Archetype)

The serenader is a bard that knows one of the voices of a virtuoso. A serenader has all the bard's class features, except as follows.

A serenader chooses one of the virtuoso's themes at first level and can use the voices of this theme as if they were bardic performances. She cannot maintain multiple performances, regardless of type. She learns these performances at the same levels a virtuoso would learn them as voices. This replaces the fascinate, inspire competence, suggestion, soothing performance, and mass suggestion performances.

Feats

These feats compliment the virtuoso prestige archetype.

Additional Theme (General)

You expand your repertoire of voices by mastering a new theme.

Prerequisites: Lesser theme (virtuoso class feature).

Benefits: Select a theme you have not selected as either greater or lesser theme. You learn this theme as a lesser theme.

Special: You can take this feat several times, the benefits do not stack. Each time you can select a new lesser theme.

Extra Voice (General)

You can use your voice ability more often than normal.

Prerequisite: Voice class feature.

Benefit: You can use voice for 15 additional rounds per day.

Special: You can learn Extra Voice multiple times. Its effects stack.

Improvised Instrument (General)

You can use most objects as musical instruments.

Publisher: Purple Duck Games.

Benefit: You can use any object of hardness 5 or more as a percussion instrument. You can use a bow or sling as a sting instrument. You can have any shafted or bladed object modified into a wind instrument at a cost of 10 gp. Such an instrument is only usable by someone with this feat. If the object you are using as an instrument has an enchantment bonus of +1 or more, it counts as a masterwork musical instrument when you use it. When you use bard or virtuoso abilities that require somatic or visual components, a hand holding an improvised instrument is considered a free hand.

Perform Voice (General)

You can use a single voice as if it was a performance.

Publisher: Purple Duck Games.

Benefit: You learn a single voice from a virtuoso theme as a bardic performance. You count as a lesser theme virtuoso of your level in the class that grants bardic performance for the purpose of qualifying for voices. You use this voice as if it was a bardic performance. This means you cannot use the voice in the same round you use another bardic performance.

Special: You can learn Voice Performance multiple times, each time selecting a new voice.

Vocalized Instrument (General)

You can vocalize to imitate musical instruments.

Publisher: Purple Duck Games.

Benefit: You can emulate musical instruments using your voice. This allows you to use Perform (sing) as if it was Perform (keyboard, percussion, string, wind) without having a musical instrument. If you are using bard or virtuoso spells or abilities you can replace somatic components with verbal components.

Special: You cannot use Perform (sing) as Perform (keyboard, percussion, string, wind) with the bard's versatile performance ability.

OGL

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Section 15

  • System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  • Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. (Genie, Marid)
  • Lands of Porphyra © 2015, Purple Duck Games; Authors: Ken Austin, Thomas Baumbach, Carl Cramér, Daniel Denehy, Perry Fehr, Mark Gedak, August Hahn, Noble Hays, John Hazen, Sam Hing, Sean Holland, N. Jolly, Christopher Kaiser, James H. Lewis, Chris Longhurst, Liz Mackie, Josh McCrowell, Christopher Mennell, Scott Messer, Angel “ARMR” Miranda, Julian Neale, Daniel M. Perez, David Pryzbyla, Marc Radle, David N. Ross, Treyson Sanders, Justin Sluder, Todd Stewart, Stefen Styrsky, Mike Welham, Jeremy Whelan, Patricia Willenborg.
  • Pathfinder Adventure Path #81: Shifting Sands © 2014, Paizo Inc.; Authors: Richard Pett, with Benjamin Bruck, Adam Daigle, Thurston Hillman, Michael McCarthy, Patrick Renie, Amber E. Scott, and Russ Taylor.
  • Pathfinder Campaign Setting: Horror Realms © 2016, Paizo Inc.; Author: Thurston Hillman, Tim Hitchcock, James Jacobs, Patrick Renie, David N. Ross, and Linda Zayas-Palmer.
  • Pathfinder Campaign Setting: Inner Sea Intrigue © 2016, Paizo Inc.; Authors: David N. Ross, with Ross Byers.
  • Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  • Pathfinder Player Companion: Bastards of Golarion © 2014, Paizo Publishing, LLC; Authors: Judy Bauer, Neal Litherland, Ryan Macklin, and David N. Ross.
  • Pathfinder Player Companion: Champions of Balance © 2014, Paizo Publishing, LLC; Authors: Matt Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz.
  • Pathfinder Player Companion: Faiths & Philosophies © 2013, Paizo Publishing, LLC; Authors: Savannah Broadway, Paris Crenshaw, Neall Raemonn Price, David Ross, Owen K. C. Stephens, and James L. Sutter.
  • Pathfinder Player Companion: Healer’s Handbook © 2016, Paizo Inc.; Authors: Alexander Augunas, David N. Ross, and Stephen Rowe.
  • Pathfinder Player Companion: Heroes of the High Court © 2017, Paizo Inc.; Authors: Isabelle Lee, Luis Loza, Ron Lundeen, and Jacob W. Michaels.
  • Pathfinder Player Companion: Kobolds of Golarion. © 2013 Paizo Publishing, LLC; Authors: Tork Shaw, Mat Smith, and Jerome Virnich.
  • Pathfinder Player Companion: Monster Summoner’s Handbook © 2015, Paizo Inc.; Authors: Alexander Augunas, Tyler Beck, Anthony Li, Luis Loza, David N. Ross, Owen K.C. Stephens, and Linda Zayas-Palmer.
  • Pathfinder Player Companion: Paths of the Righteous © 2016, Paizo Inc.; Authors: Alexander Augunas, John Compton, Jenny Jarzabski, Isabelle Lee, Stephen Rowe, and Owen K.C. Stephens.
  • Pathfinder Player Companion: Pirates of the Inner Sea © 2012, Paizo Publishing, LLC; Author: Amber E. Scott.
  • Pathfinder Player Companion: Varisia, Birthplace of Legends © 2012, Paizo Publishing, LLC; Authors: F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, and Jerome Virnich.
  • Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  • Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  • Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.
  • Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  • Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
  • Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  • Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  • Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  • Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.