Difference between revisions of "Virtuoso (Apath)"

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At 3rd level, the voice of the wild can use bardic performance to grant an animal aspect to an ally, as if using the hunter’s animal focus class feature. The ally must be able to hear or see the performance. The voice of the wild uses his bard level as his hunter level for determining the effect of the animal aspect. The bard can affect a second ally with this performance at 10th level and a third at 17th level. Song of the wild relies on audible or visual components.
 
At 3rd level, the voice of the wild can use bardic performance to grant an animal aspect to an ally, as if using the hunter’s animal focus class feature. The ally must be able to hear or see the performance. The voice of the wild uses his bard level as his hunter level for determining the effect of the animal aspect. The bard can affect a second ally with this performance at 10th level and a third at 17th level. Song of the wild relies on audible or visual components.
  
This ability replaces all increments of inspire competence, dirge of doom, and inspire heroics.
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== Watersinger ==
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=== Watersong (Su) ===
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At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger 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. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard’s control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.
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=== Waterstrike (Su) ===
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At 3rd level, the watersinger can spend 1 round of bardic performance to command any water he is currently manipulating with his watersong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of water the bard is manipulating, and the water can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The water can make multiple attacks per round if your base attack bonus allows you to do so. At 10th level, the water’s slam damage increases to 1d8 points and the water gains a reach of 10 feet. At 15th level, the water’s slam damage increases to 2d6 points. At 20th level, the water’s slam damage increases to 2d8 points.
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=== Lifewater (Su) ===
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At 5th level, the watersinger can spend 1 round of bardic performance as a standard action to manipulate the water, blood, and other fluids within a creature’s body, causing the target to become sickened for 1d4 rounds. Alternatively, he may use this ability to attempt a reposition combat maneuver, using his base attack bonus and his Charisma modifier as his CMB. This ability has a range of 30 feet, only works on creatures whose bodies contain fluid, and does not affect creatures that are immune to critical hits.
  
 
== Wit ==
 
== Wit ==

Revision as of 09:14, 4 August 2017

Notepad.png This is a work in progress.

Animal Speaker

Soothing Performance (Su)

At 3rd level, an animal speaker can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal.

This ability replaces inspire competence.

Attract Rats (Su)

At 6th level, the animal speaker can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing. At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3.

Arcane Duelist

Rallying Cry (Su)

At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

Bladethirst (Su)

An arcane duelist of 6th level 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 three levels after 6th (maximum +5 at 18th 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: 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.

Mass Bladethirst (Su)

An arcane duelist of 18th level or higher can use his bladethirst performance to enhance the weapons of as many allies as desired within 30 feet. The bonus provided by this power is +4 if conferred on two allies, +3 for three allies, +2 for four allies, and +1 for five or more allies. The power granted to each weapon must be identical.

Archivist

Naturalist (Ex)

An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 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 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

Lamentable Belaborment (Ex)

At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components.

Pedantic Lecture (Su)

At 18th level, an archivist can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused.

Argent Dramaturge

Song of Silver (Su)

The recovery of the lost lyrics and melody of the famed “Song of Silver” aided the Silver Ravens immeasurably in their fight against the Chelish tyrant Barzillai Thrune. While the true “Song of Silver” must be performed in the Kintargo Opera House by a skilled performer, argent dramaturgeshave learned to create a lesser version of the “Song of Silver” that can take effect when performed in any location. When the argent dramaturge uses her argent performance to create the “Song of Silver,” all weapons (both natural and manufactured) within a 30-foot radius of the argent dramaturge are treated as if they were silver for the purpose of overcoming damage reduction, and a number of targets equal to the argent dramaturge’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.

At 5th level, once per day as an immediate action, an argent dramaturge 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 argent dramaturge’s character level). Granting this effect immediately ends the “Song of Silver” performance, and the argent dramaturge must wait 3 rounds before activating a new “Song of Silver” (but she can activate other argent or bardic performances in the meantime).

At 5th level, the “Song of Silver” affects a 60-foot-radius area around the argent dramaturge.

Anchoring Aria (Su)

At 3rd level, the argent dramaturge can use her knowledge of the magical melodies woven into the Song of Silver to block the dimensional travel of fiends. As long as she maintains the aria, any evil outsider that attempts to use spells or spell-like abilities of the teleportation subschool within a 30-foot radius of the argent dramaturge must succeed at a caster level check (DC = 11 + her character level) or else the spell or spell- like ability fails. An evil outsider that uses a teleportation effect to appear within this 30-foot-radius area or that is summoned into this area must succeed at a Will saving throw or it is staggered for 1 round. At 5th level, this argent performance affects a 60-foot-radius area around the argent dramaturge.

Righteous Chord (Sp)

At 9th level, as a standard action that costs 2 rounds of argent or bardic performance, the argent dramaturge can affect a single evil outsider within 60 feet as per the spell banishment, treating her character level as her caster level. As a free action, the argent dramaturge can attempt a Perform check with a DC equal to 10 + the HD of the targeted outsider. If successful, she is treated as having presented the targeted outsider with one object or substance the target fears or hates for the purpose of determining the effects of the banishment spell. Activating this argent performance does not end a currently active argent or bardic performance.

Ashavic dancer

Deathwaking Dance (Su)

At 1st level, an Ashavic dancer can unravel undead and haunts. When he starts the performance and each round he maintains it, all haunts and undead creatures within 30 feet take positive energy damage equal to 1d6 + the Ashavic dancer’s Charisma modifier. A successful Will save negates this damage.

Untethering Steps (Su)

At 3rd level, an Ashavic dancer can use his performance to hinder one or more undead creatures within 30 feet to which the dancer has line of sight. For every 2 class levels the Ashavic dancer has attained beyond 3rd, he can target one additional creature. Each round he maintains the performance, the Ashavic dancer attempts a Perform (dance) skill check and compares the result to all of the targets’ CMD scores. Any target whose CMD is equaled or exceeded by the result of the Perform (dance) check becomes sickened by the dancer’s movements for 1 round. Any target with a CMD that is exceeded by 10 or more also becomes staggered for 1 round.

Soothing Performance (Su)

At 6th level, an Ashavic dancer gains the soothing performance bardic performance.

Exorcist’s Waltz (Su)

At 7th level, an Ashavic dancer can use his Ashavic performance to attempt to end an ongoing compulsion or possession effect. Using this ability requires 4 rounds of consecutive performance, and the target must be able to see the dancer perform and be within 30 feet. If the target is possessed, the target gains a new saving throw to end the possession effect; otherwise, this functions as break enchantment, using the Ashavic dancer’s caster level for the effect. Any possessing entity cast out in this manner cannot attempt to possess that target again for 24 hours.

True Spark’s Guidance (Su)

At 10th level, an Ashavic dancer can lure the dead back into their graves. He can target one undead creature within 60 feet each round he maintains this performance—the targeted undead can resist the effects with a successful Will save. 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 such as fly or swim). If the undead fails its save, it immediately takes 10 points of damage per class level of the Ashavic dancer and is staggered for 1 round, and it takes a –4 penalty on future saving throws against this performance for 24 hours.

Buccaneer

Song of Surrender (Su)

A buccaneer of 4th level or higher can use his performance to encourage an enemy to surrender. To be affected, an enemy must be within 30 feet and be able to see and hear the buccaneer’s performance. An affected enemy feels the irresistible urge to drop any held weapons and fall prone. This effect lasts for 1 round—essentially, the affected enemy takes no actions on its next turn other than to lie prone, although it is not considered flat-footed or helpless. A Will saving throw (DC 10 + 1/2 the buccaneer’s level + the buccaneer’s Charisma modifier) negates the effect. This ability affects only a single creature. Song of surrender is an enchantment(compulsion), mind-affecting, language-dependent ability and relies on audible components.

Mass Song of Surrender (Su)

This ability functions just like song of surrender but allows a buccaneer of 16th level or higher to affect all enemies within 30 feet. Enemies within range of this effect still receive a saving throw. Mass song of surrender is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

Court Fool

Distracting Motley (Su)

At 1st level, a court fool can startle his allies back to their senses with erratic capering or by fluttering multicolored clothing. Each round, he attempts an Acrobatics check. Any ally (including the court fool) within 30 feet can use this check in place of her own saving throw against confusion and fascination effects. Those already under a confusion or fascination effect can attempt a new save each round using the court fool’s Acrobatics check.

A court fool wearing an entertainer’s outfit gains a +2 bonus on these Acrobatics checks. Distracting motley doesn’t work on effects that don’t allow saves. This is a mind-affecting effect that uses visual components.

Defuse Tension (Su)

At 3rd level, a court fool can use a silly performance to comfort a beleaguered ally. That ally must be within 30 feet and be able to see the court fool. The ally ignores the fatigued and shaken conditions (but not more extreme conditions, such as exhausted or frightened) as long as she continues to see the court fool’s performance.

This performance affects one additional creature at 7th level and every 4 bard levels thereafter. A court fool can’t use defuse tension on himself. Defuse tension relies on visual components.

Diva

Devastating Aria (Su)

At 3rd level, the Diva can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage + the diva’s level to an object, or half this damage to a living creature.

Scathing Tirade (Su)

A Diva of 8th level or higher can use her performance to verbally lash out at another creature, causing it to become frightened. To be affected, the target enemy must be within 30 feet and be able to see and hear the diva’s performance. The effect persists for as long as the enemy is within 30 feet and the diva continues her performance, plus 1d4 rounds. Although the diva can only direct the effect at one creature at a time, its effects persist for as long as she continues the performance, even if directed at a different creature. For example, she could direct her tirade at an innkeeper, who becomes frightened, then focus her wrath on the captain of the guard, and the innkeeper remains frightened for 1d4 more rounds even though her attention is no longer directed at him.

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 it relies on audible and visual components.

Flame Dancer

Fire Dancer (Su)

At 1st level, a fire dancer learns to protect himself and others from the pain of fire, and discovers how to control the flame while enduring its heat. Each round of the fire dance, he rolls a Perform (dance or sing) check. Any ally within 30 feet of the bard that has caught on fire or is affected by a fire effect or extreme heat can use the bard’s Perform check result in place of its saving throw against that fire. Any ally within 30 feet of the bard who is suffering from heatstroke can ignore the fatigue from heat exposure so long as the bard maintains this performance. Fire dance relies on audible or visual components.

This ability replaces countersong.

Song of the Fiery Gaze (Su)

At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components.

Fire Break (Su)

At 6th level, a fire dancer’s performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 20 as long as the performance is maintained. At 11th level, this resistance increases to 30. Fire break relies on audible or visual components.

This ability replaces suggestion.

Impervious Messenger

Chant of Perfect Recall (Su)

At 1st level, an impervious messenger can spend 1 round of his bardic performance to commit something to memory. This ability functions exactly as per memorize page, but the impervious messenger is the only recipient and he requires only 1 round to commit a single page to memory. An impervious messenger can commit additional pages worth of material to memory by using additional rounds of his bardic performance, but he can never memorize more than half his total bard level in pages (minimum 1).

Song of Subterfuge (Su)

At 6th level, an impervious messenger learns to use his performances to project various thoughts into his own mind to disrupt divination attempts. This acts similarly to distraction, except it only affects the impervious messenger and allows him to use the result of his Perform check in place of saving throws against attempts to read his mind, such as detect thoughts.

At 18th level, if the impervious messenger succeeds on a saving throw while using song of subterfuge, the character who attempted the divination effect must succeed on a Will save (DC = 20 + the impervious messenger’s Charisma modifier) or else the impervious messenger instantly learns the nature of the effect and can allow the effect to continue, but provide whatever information he chooses to the divining character rather than the true results of the divination effect.

Unbroken Stride (Su)

At 8th level, an impervious messenger draws upon his bardic abilities to imbue himself with grace and speed. While using this bardic performance, an impervious messenger gains an insight bonus equal to half his bard level on all Acrobatics, Climb, Fly, and Ride checks. In addition, while maintaining this performance, he gains the benefits of the ranger’s woodland stride ability and a +10-foot enhancement bonus to his base land speed. At 12th level, an impervious messenger using his unbroken stride bardic performance also acts as if under the effect of freedom of movement. In addition, the enhancement bonus to his base land speed increases to +30 feet.

Magician

Dweomercraft (Su)

A magician can use performance to manipulate magical energies. Allies of the magician 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 5th level and every six levels thereafter. This ability relies on visual and audible components.

This ability replaces inspire courage.

Spell Suppression (Su)

A 8th level, a magician can use performance to counter the spells of his foes. Once the bard begins using this performance, he tracks the number of rounds it has been in use. While performing, as an immediate action, he can attempt to counter any spell that he can identify using Spellcraft, so long as that spell’s level is equal or less than the total number of rounds he has been performing spell suppression. The attempt to counter the spell is made as if using dispel magic, using the bard’s level as the caster level. If successful, the bardic performance immediately ends. This ability requires audible components.

This performance replaces dirge of doom.

Metamagic Mastery (Ex)

At 14th level, a magician can use performance to apply a metamagic feat to a spell he is about to cast without increasing the casting time. The bard must still expend a higher-level slot to cast this spell. This causes the performance to immediately end. This ability requires audible components.

This performance replaces frightening tune.

Mute Musician

Symphony of Silence (Su)

At 3rd level, the mute musician’s music muffles all other sounds within a 30-foot radius. All creatures in the area of effect gain a +2 bonus on all saving throws made against sonic attacks or language-dependent effects. This bonus increases to +3 at 7th level, +4 at 11th level, +5 at 15th level, and +6 at 19th level. Symphony of silence relies on audible components. This bardic performance replaces inspire competence.

Maddening Harmonics (Su)

At 14th level, the mute musician can create a performance so baffling and discordant that it usurps all thought within a 30-foot radius with chaos and entropy. The mute musician can select which creatures in this area are affected by the maddening harmonics and which are not. All targeted creatures within this area must succeed at a Will saving throw (DC = 10 + 1/2 the bard’s level + the bard’s Charisma modifier) or be confused for as long as they can hear the performance. If the creature succeeds at its saving throw, it is immune to this ability for 24 hours. This performance relies on audible components. This bardic performance replaces frightening tune.

Ceaseless Performance (Su)

At 15th level, the mute musician can continue taking the free action to maintain a bardic performance even while confused, cowering in fear, dazed, nauseated, panicked, paralyzed, petrified, silenced, staggered, stunned, or unconscious. Even if the mute musician is killed, she can continue to take the free action to maintain her performance as long as she has rounds remaining. Only the utter destruction of the mute musician’s body (such as via destruction or disintegrate, or by reducing the bard to a negative hit point total equal to 10 × her Constitution score) causes the performance to end. This ability replaces inspire heroics.

Song of the Conjunction (Su)

At 18th level, the mute musician 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, save that the destination point must be on the same plane as the bard, but it is not otherwise limited by distance. This bardic performance replaces mass suggestion.

Ringleader

Inspire Competence (Su)

At 3rd level, a ringleader can use his performance to help an ally succeed at a task.

This ability acts as the inspire competence bardic performance with the following additions.

At 8th level, the ringleader’s ally gains a competence bonus on an additional skill (for a total of two skills). In addition, he can end the effect to reroll a check with one of the affected skills (the reroll still applies the bonus from inspire competence). Each ally can only use this latter ability once per day, regardless of the number of skills affected and the number of times they are affected by inspire competence.

At 14th level, the ringleader’s ally gains a competence bonus on an additional skill (for a total of three skills). In addition, he can take 10 on the affected skills when stressed or distracted.

Sandman

Re-conceptualized as one who has spells as an audience.

Stealspell (Su)

A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components.

This performance replaces inspire courage.

Slumber Song (Sp)

At 6th level, a sandman can use his performance to cause a creature he has already fascinated to fall asleep (as deep slumber, but with no HD limit). Otherwise, this ability functions like suggestion.

This performance replaces suggestion.

Dramatic Subtext (Su)

At 9th level, a sandman can use bardic performance to cast spells without obvious visual or audible components while retaining the spell’s normal effects. Observers must succeed at a Perception check opposed by a sandman’s Sleight of Hand check to notice that the sandman is the source of the spellcasting (though spellcasting still provokes attacks of opportunity). The bard must use this performance for at least 2 rounds before casting a spell; otherwise he is automatically detected and the performance ends.

This ability replaces inspire greatness.

Greater Stealspell (Su)

A sandman’s stealspell power improves at 15th level. When a target fails a save against his stealspell performance, the sandman discovers its spell resistance (if any) and all spells it has prepared or knows. He can then choose which spell to steal. The sandman may forgo stealing a spell and instead reduce the target’s SR by an amount equal to half his bard level and gain that amount of spell resistance for as long as he continues performing. If he steals additional spell resistance, it stacks with previously stolen SR. If he steals a spell or ceases performing, the spell resistance immediately reverts back to its owner.

This performance replaces inspire heroics.

Mass Slumber Song (Sp): At 18th level, a sandman can use slumber song to affect any number of fascinated creatures within 30 feet. Otherwise, this ability functions like mass suggestion.

This performance replaces mass suggestion.

Spell Catching (Su)

At 20th level, a sandman who saves against a spell or spell-like ability that targets only him (not including area spells) may use bardic performance as an immediate action. He must attempt a caster level check (DC 10 + the spell’s original caster level). If it succeeds, the sandman can absorb the spell effect without harm and immediately recast that spell (using the original caster’s level and save DC) or any spell he knows of that level or lower. Using this ability consumes a number of rounds of bardic performance equal to the spell’s level, even if the check fails.

This performance replaces deadly performance.

Sea Singer

Sea Shanty (Su)

A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his 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 bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.

This performance replaces countersong.

Still Water (Su)

At 3rd level, a sea singer can use performance to calm rough waters within 30 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 bard’s level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components.

This performance replaces inspire competence.

Whistle the Wind (Su)

A sea singer of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds.

This performance replaces suggestion.

Call the Storm (Su)

At 18th level, a sea singer can use performance to duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level. Using this ability requires 1 round of continuous performance per level of the spell (as if he were a druid). These effects continue for as long as the bard continues performing (the effects of control weather happen immediately), but not longer than the spell’s normal duration.

Shadow Puppeteer

Shadow Servant (Sp)

At 1st level, the puppeteer can create a shadow servant to perform simple tasks. The shadow servant is identical to an unseen servant (caster level equal to the shadow puppeteer’s bard level), except it appears as a formless shadow. Shadow servant relies on visual components.

Shadow Puppets (Sp)

At 1st level, a shadow puppeteer can use bardic performance to create one quasi-real shadowy creature resembling a monster from the summon monster I list. These shadowy creatures otherwise work like shadow conjuration, and targets interacting with them get a Will saving throw (DC 10 + 1/2 your bard level + your Charisma bonus) to treat them as only 20% real. At 4th level and every three levels thereafter, this ability acts like the next higher version of summon monster (summon monster II at 4th level and so on).

Silver Balladeer

Break Curse (Su)

At 6th level, a silver balladeer can suppress a single curse affecting an ally within 30 feet that is able to see and hear her. Each round the silver balladeer uses break curse, she attempts a Perform check against the original DC of the curse. If successful, she suppresses the curse for 1 round. After she has suppressed the curse for 4 consecutive rounds, she can attempt a caster level check to remove the curse as if she had cast remove curse.

Holy Vibration (Su)

At 9th level, a silver balladeer can spend a round of bardic performance to make a single door or a window within 30 feet resonate with a holy vibration. Undead and creatures with the evil subtype are unable to open a door or window affected in this way (as arcane lock) for 10 minutes per bard level. If such a creature has the incorporeal subtype, it is unable to move through the affected door or window, or through any walls, floors, or ceilings within 20 feet of it. Incorporeal creatures can attempt Charisma checks to break through areas warded by holy vibration, using the same break DC as for the object the creature is trying to move through.

Mass Break Curse (Su)

At 18th level, a silver balladeer can suppress all curses among any number of allies within 30 feet when using break curse. Every 4 consecutive rounds of using this performance, the silver balladeer can attempt a caster level check to remove a single curse on a single ally affected by this performance, as if she had cast remove curse.

Songhealer

Healing Performance (Su)

A bard of 14th level or higher can use his performance to create an effect equivalent to heal on a living target (or harm on an undead target), using the bard’s level as the caster level. Using this ability requires 5 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance. The healing performance relies on audible and visual components.

Sound Striker

Wordstrike (Su)

At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.

Weird Words (Su)

At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

Sphere Singer

Wanderer’s Hymn (Su)

At 1st level, the sphere singer can use music to hasten her steps. As long as she maintains this starsong performance, she gains a +30- foot enhancement bonus to her base land speed.

Sweet Dreams (Su)

At 3rd level, the sphere singer can spend 5 minutes performing and expend 5 rounds of starsong to protect sleepers. Any creature that remains within 30 feet of the sphere singer during the entire 5 minute performances becomes immune to nightmare and other effects that attack a sleeping target, such as a night hag’s dream haunting ability, for one night’s rest. In addition, those creatures gain the benefits of dream feast.

Butterfly (Su)

At 5th level, the sphere singer’s music lets her explore the skies. While she maintains this starsong, she gains the benefits of fly. Alternately, by spending 5 minutes performing and expending 10 rounds of starsong performance, she can gain the benefits of overland flight. Both of these effects manifest at a caster level equal to the sphere singer’s total Hit Dice. While under either effect, the sphere singer grows large butterfly wings.

Guide My Steps (Su)

At 7th level, the sphere singer learns to use song as a guide to her goal. To use this starsong, she must spend 3 rounds performing and expend 6 rounds of starsong performance. At the end of this performance, the sphere singer gains the benefits of find the path at a caster level equal to her character level. If the sphere singer chooses, she can perform guide my steps without a clear destination in mind. At the GM’s discretion, the sphere singer 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.

Fortune’s Favor (Su)

At 9th level, the sphere singer’s song is so lively and delightful that the associated deity herself takes notice, blessing her with peerless luck. While she maintains this starsong, whenever the sphere singer rolls a d20 (but no more often than once per round), she can roll twice and take the more favorable result.

Thundercaller

Thunder Call (Su)

At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level.

This performance replaces inspire competence.

Incite Rage (Su)

At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier).

Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components.

This performance replaces suggestion and mass suggestion.

Call Lightning (Su)

At 8th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes.

This performance replaces dirge of doom.

Call Lightning Storm (Su)

At 14th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning storm. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes.

Voice of the Wild

Song of the Wild (Su)

At 3rd level, the voice of the wild can use bardic performance to grant an animal aspect to an ally, as if using the hunter’s animal focus class feature. The ally must be able to hear or see the performance. The voice of the wild uses his bard level as his hunter level for determining the effect of the animal aspect. The bard can affect a second ally with this performance at 10th level and a third at 17th level. Song of the wild relies on audible or visual components.

Watersinger

Watersong (Su)

At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger 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. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard’s control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.

Waterstrike (Su)

At 3rd level, the watersinger can spend 1 round of bardic performance to command any water he is currently manipulating with his watersong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of water the bard is manipulating, and the water can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The water can make multiple attacks per round if your base attack bonus allows you to do so. At 10th level, the water’s slam damage increases to 1d8 points and the water gains a reach of 10 feet. At 15th level, the water’s slam damage increases to 2d6 points. At 20th level, the water’s slam damage increases to 2d8 points.

Lifewater (Su)

At 5th level, the watersinger can spend 1 round of bardic performance as a standard action to manipulate the water, blood, and other fluids within a creature’s body, causing the target to become sickened for 1d4 rounds. Alternatively, he may use this ability to attempt a reposition combat maneuver, using his base attack bonus and his Charisma modifier as his CMB. This ability has a range of 30 feet, only works on creatures whose bodies contain fluid, and does not affect creatures that are immune to critical hits.

Wit

Cutting Remark (Su)

At 3rd level, a wit can wound with his words. The wit can spend 1 round of bardic performance as a standard action to deal 1d4 points of nonlethal damage + the wit’s bard level to a creature within 30 feet. Damage Reduction applies to this damage.

At 8th level, a target who takes damage from cutting remark is also sickened for as long as it remains within 30 feet of the wit and for 1 round thereafter. Additionally, the nonlethal damage counts as magic for purposes such as overcoming damage reduction.

At 14th level, a target who takes damage from cutting remark must also succeed at a Will save (DC = 10 + 1/2 the wit’s bard level + his Charisma modifier) or be dazed for 1 round. A creature that makes a successful save is immune to the dazing effect of the wit’s cutting remark for 24 hours.

Cutting remark is a mind-affecting, language-dependent effect, and relies on audible components.


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