Difference between revisions of "Virtuoso (Apath)"

From Action
Jump to navigation Jump to search
m (→‎Spells: -> Magic)
Line 309: Line 309:
 
=== Bring Down the House (Sp) ===
 
=== Bring Down the House (Sp) ===
 
At 19th level, the sonic serenader can quite literally bring down a house. Each round of performance, he can spend a standard action to cause ''[http://www.d20pfsrd.com/magic/all-spells/e/earthquake/ earthquake]'' in a cone of 5 ft. per 2 serenader levels. The sonic serenader can reduce the size of the cone if desired.
 
At 19th level, the sonic serenader can quite literally bring down a house. Each round of performance, he can spend a standard action to cause ''[http://www.d20pfsrd.com/magic/all-spells/e/earthquake/ earthquake]'' in a cone of 5 ft. per 2 serenader levels. The sonic serenader can reduce the size of the cone if desired.
 
== Spells==
 
The alien serenader finds his inspiration in the dark between the stars and in the depths of the oddest planes. These songs create an alien reality around the serenader, maddening to some, enlightening to others.
 
 
'''Forbidden Alignment:
 
lawful.
 
 
'''Spell List:
 
mesmerist.
 
 
=== 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.
 
 
=== 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.
 
 
=== 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.
 
 
=== 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.
 
 
=== 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.
 
 
=== 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.
 
 
=== 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.
 
  
 
== Thunder==
 
== Thunder==

Revision as of 22:35, 12 August 2017

Notepad.png This is a work in progress.
ApathApath Logo
Unofficial rules compendium

Alien

The alien serenader finds his inspiration in the dark between the stars and in the depths of the oddest planes. These songs create an alien reality around the serenader, maddening to some, enlightening to others.

Forbidden Alignment: lawful.

Spell List: mesmerist.

Insane Focus (Su)

At 1st level, a an alien serenader can startle his allies back to their senses with erratic capering or atonal music. Each round, he attempts an Acrobatics or Perform (act, comedy, dance) check. Any ally (including the serenader) 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 to ed that effect, using the court fool’s Acrobatics check.

Distracting motley doesn’t work on effects that don’t allow saves. This is a mind-affecting effect that uses visual components.

Symphony of Silence (Su)

At 4th level, the alien serenader’s performance muffles all sounds within a 30-foot radius. All creatures in the area of effect gain a +2 bonus on Stealth checks and 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. Spells using verbal components cast in the area requires a concentration check (DC 15 + 1/2 the serenader's class level + the level of the spell cast). Symphony of silence relies on audible components, but these sounds cannot be located and do not penalize the serenader's Stealth. They may make listeners suspicious.

Maddening Harmonics (Su)

At 9th level, the serenader 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.

Ceaseless Performance (Su)

At 14th level, the alien serenader can continue taking the free action to maintain a bardic performance or serenade even while confused, cowering in fear, dazed, nauseated, panicked, paralyzed, petrified, silenced, staggered, stunned, or unconscious. Even if the serenader 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 serenader to a negative hit point total equal to 10 × her Constitution score) causes the performance to end. Each round of ceaseless performance expends one round of bardic performance, in addition to the cost of any performance or serenade maintained. Activating ceaseless performance is not an action.

Song of the Conjunction (Su)

At 19th level, the serenader 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 serenader must use this serenade for three rounds before the gate opens.

Dreams

The dream serenader opens realms of dream and imagination.

Forbidden Alignment: evil.

Spell List: mesmerist.

Wanderer’s Hymn (Su)

At 1st level, the dream serenader can use a serenade to hasten her steps. As long as she maintains this serenade, she gains a +30- foot enhancement bonus to her base land speed.

Sweet Dreams (Su)

At 4th level, the dream serenader can spend 5 rounds of serenade to protect sleepers. Any creature that remains within 30 feet of the dream serenader during the entire performance 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 9th level, the serenader’s performance lets her explore the skies. While she maintains this serenade, she gains the benefits of fly. Alternately, by spending 10 rounds of serenade, she can gain the benefits of overland flight. Both of these effects manifest at a caster level equal to the dream serenader’s total Hit Dice. While under either effect, the dream serenader grows large butterfly wings.

At 14th level the serenader can give the benefits of this serenade to one or more allies within 90 ft. She must expend rounds of performance for each ally each round.

Guide My Steps (Su)

At 14th level, the dream serenader learns to use song as a guide to her goal. To use this serenade, she must spend 6 rounds of serenade. At the end of this performance, the dream serenader gains the benefits of find the path at a caster level equal to her character level. If the dream serenader chooses, she can perform guide my steps without a clear destination in mind. At the GM’s discretion, the dream serenader 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 19th level, the dream serenader’s song is so lively and delightful that the powers of fate take notice, blessing her with peerless luck. While she maintains this serenade, whenever the dream serenader rolls a d20, she can roll twice and take the more favorable result.

Flame

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

Forbidden Alignment: lawful.

Spell List: magus.

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 an Acrobatics or Perform (dance, or string, 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.

Fire Break (Su)

At 4th 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 10 as long as the performance is maintained. At 9th level this resistance increases to 20. At 14th level, this resistance increases to 30. In addition any ally within 30 feet of the bard 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. Fire break relies on audible or visual components.

Words of Fiery Swords (Su)

At 9th level, the fire serenader awakens flame on the weapons of his allies. The natura, unarmed, and manufactured weapons of all allies with 30 ft. gains the flaming weapon property as long as the fire serenader performs. Words of fiery swords relies on audible components.

Lash of the Fire Snake (Su)

At 14th level, the flame serenader can lash out with an enormous snake of fire. Each round during the performance the flame serenader creates the effect of fire snake. This is a supernatural ability, not a spell. It cannot be counterspelled, countered with spell resistance, or dispelled. It has the save DC of a serenade, not a spell.

Life of Flame (Su)

At 19th level, the flame serenader can become a creature of living flame. While performing, the flame serenader gains the effect of firery body. This is a supernatural ability, not a spell. It cannot be counterspelled, countered with spell resistance, or dispelled. It has the save DC of a serenade, not a spell.

History

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

Forbidden Alignment: chaotic.

Spell List: bard.

Song of Subterfuge (Su)

At 1st level, a history serenader learns to use his performances to project various thoughts into the minds of his allies to disrupt divination attempts. Each round of the song of subterfuge he makes a Perform (act, comedy, oratory, or sing) skill check. Any allies within 30 feet of the serenader (including the serenader himself) that is has their thoughts read, their aura or alignment detected, or the veracity of their statements magically tested may use the serenader’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the song of subterfuge is already under the effect of a non-instantaneous thought, truth or aura-reading effect, it gains another saving throw against the effect each round it hears the song of subterfuge, but it must use the serenader’s Perform skill check result for the save. Song of subterfuge renders allies immune to mind, thought, and aura reading effects that do not allow a saving throw.

If the history serenader (not an ally) succeeds on a saving throw while using song of subterfuge, the character who attempted the divination effect must succeed on a Will save (DC = 10 + half the history serenader's level + the history serenader’s Charisma modifier) or else the history serenader 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.

Song of subterfuge relies on audible components.

Chant of Perfect Recall (Su)

At 4th level, a history serenader gains a perfect memory. He can spend one round of bardic performance to memorize one page or image, including a natural scene. At any point after memorizing an image this way, the history serenader can visualize this page by spending a round of bardic performance and recall it as if he was looking at it in person, including minute details visible to close scrutiny by the naked eye, and retains this memory for an hour before it returns to being a stored memory. The memory includes text and images, such as a drawing or a map, but reading from memory takes as long as reading from a normal page. A history serenader 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 perfect recall relies on audible components.

Dreams of the Past (Su)

At 9th level, a history serenader can use his performance to cause a creature within 30 ft. to fall asleep. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). This is a mind-affecting compulsion effect that cannot target unconscious creatures, constructs, or undead creatures. if not awakened before, affected creatures sleep for an hour. A target affected by this ability that sleeps for a full hour of past events in the area or relating to an item in its possession (as decided by the serenader), as legend lore. This is a supernatural ability, not a spell. It cannot be counterspelled, countered with spell resistance, or dispelled. It has the save DC of a serenade, not a spell.

Restore History (Sp)

A history serenader of 14th level or higher restore a creature or object to an earlier, more complete state. This targets either one creature or a 5 ft. cube that must be within 30 ft. The caster level is the history serenader's class level. The history serenader chooses the target 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.

On a construct or object, this has the effect of expeditious excavation or make whole (without the level cap on healing and affecting an entire 5 ft. cube). Entire cities can be re-created this way by continuously performing.

Restore history relies on audible and visual components.

Mass Dreams of the Past (Sp)

At 19th level, a history serenader can use dreams of the past to affect any number of creatures within 60 feet.

Iron

The iron serenader praises the unyielding hardness of iron, steel, and admantine. They have an aversion to the powers of chaos, such as demons and fey. Despite their lawful inclination, iron serenaders are popular in barbarian cultures.

Forbidden Alignment: chaotic.

Spell List: bard.

Inspiring Blow (Su)

A iron serenader roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action. He gains temporary hit points equal to his class level. These temporary hit points remain until the serenader ends his performance.

Bladethirst (Su)

An iron serenader of 4th 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 four levels after 4th (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: 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.

Battle Trance (Su)

At 9th level, a iron serenader 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 the damage reduction class ability of barbarians. This mind-affecting ability requires audible components.

Mass Bladethirst (Su)

An iron serenader of 14th level or higher can use his bladethirst serenade 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.

Song of the Fallen (Sp)

At 19th level, a iron serenader can keep allies fighting even after they are dead. Select an ally within 60 ft. (including the serenader himself). That ally is freed from all restraints and control each round of the performance (as freedom of movement and freedom) and ignores all penalties and conditions. 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 lethal. When the serenade ends, the creature again suffers the full effects of damage and conditions that remain, and might well die. This is a transmutation effect effect and relies on audible and visual components.

Nature

The nature serenader finds his inspiration in the wild and hidden places of nature. She often pefrorms for wild animals, or for an audience of rocks and trees.

Forbidden Alignment: lawful.

Spell List: druid.

Soothing Performance (Su)

At 1st level, an nature serenader can use serenade to influence animals. This works like the druid ability wild empathy, except he only needs to serenade each animal for 1 round and makes a Perform check instead of a normal animal empathy check.

Attract Rats (Su)

At 4th level, the nature serenader can use serenade to summon 1 rat swarm; they remain as long as he continues performing. For every 2 levels beyond level 4, he summons an additional rat swarm. At 9th level the swarms have the advanced creature simple template. At 14th level, the swarms also gain the chtonic creature simple template. At 19th level, the swarms ignore all damage reduction and hardness.

Song of the Wild (Su)

At 9th level, the nature serenader can grant an animal aspect to an ally, 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 serenader uses his bard level as his hunter level for determining the effect of the animal aspect. The nature serenader can affect an additional ally with this performance for every 3 levels after level 9. Song of the wild relies on audible or visual components.

Unbroken Stride (Su)

At 14th level, an nature serenader can draw upon this serenade to imbue all allies within 30 ft. with grace and speed. Each target gains the druid's woodland stride ability, an insight bonus equal to half the serenader's class level on all Acrobatics, Climb, Fly, and Ride checks, and a +30-foot enhancement bonus to all kinds of speed.

Wrath of the Wild (Su)

At 19th level, the nature serenader can cause the effects of storm of vengeance as a serenade. He must serenade continuously to gain the effects of later rounds of the spell. This is a supernatural ability, not a spell. It cannot be counterspelled, countered with spell resistance, or dispelled. It has the save DC of a serenade, not a spell.

Repose

The death serenader brings solace and peace to the dead and undead.

Forbidden Alignment: evil.

Spell List: spiritualist.

Deathwaking Dance (Su)

At 1st level, an death serenader 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 1d6 positive energy damage. This damage increases by 1d6 at level 3 and every two levels thereafter. A successful Will save halves this damage.

Untethering Steps (Su)

At 4th level, an death serenader can use his performance to hinder all undead creatures within 60 feet to which the performer has line of sight. Each round he maintains the performance, the death serenader attempts a Perform 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 performer’s movements for 1 round. Any target with a CMD that is exceeded by 10 or more also becomes staggered for 1 round.

Exorcist’s Waltz (Su)

At 9th level, an death serenader can use his serenade to attempt to end an ongoing compulsion or possession effect. The target must be able to see the performer 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 death serenader's caster level for the effect. Any possessing entity cast out in this manner cannot attempt to possess that target again for 24 hours. In addition, all creatures within 60 ft. of the death serenader become immune to possession and influence, as protection from evil.

True Spark’s Guidance (Su)

At 14th level, an death serenader 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 death serenader and is staggered for 1 round, and it takes a –4 penalty on future saving throws against this performance for 24 hours.

Psycopomp's Lead (Su)

At 19th level, the death serenader can use psychopomp's lead to create a funnel to the land of the dead. Any undead destroyed within 60 ft. of him, and any living creature that dies within 10 ft. of him 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.

Shadow

The shadow serenader reaches out to realms of shades and shadow, conjuring them into this world.

Forbidden Alignment: good.

Spell List: spiritualist.

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 the shadow serenader's class level + shadow serenader's Charisma bonus) to treat them as only 10% real. The creatures remain until slain, dismissed, or the performance ends. Shadow puppets relies on visual components.

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 and so on) and becomes 10% more real, to a maximum of 90% real at 17th level.

Dance of the Dead (Sp)

At 4th level, a shadow serenader can use his bardic performance to create undead out of shadow and fight at his command. This ability functions like animate dead with a range of 60 ft. Created undead remain animate only as long as the shadow serenader continues the performance. Once it stops, any created undead disappear into shadow.

At 9 level, this can duplicate create undead. At 14th level, this can duplicate greater create undead.

If the shadow serenader has suitable corpses to animate, the undead created are real. If he does not, the shadowy undead created work like shadow conjuration, and targets interacting with them get a Will saving throw (DC 10 + 1/2 the shadow serenader's class level + shadow serenader's Charisma bonus) to treat them as only 50% real. For every 2 class levels after level 9, the shadow undead becomes 10% more real, to a maximum of 90% real at 17th level.

Shadow Sonata (Sp)

At 9th level the shadow serenader can spread darkness with a serenade. Each round of performance, he can create a darkness effect. This darkness lasts as long as the performance is maintained and then slowly shrinks again. For each round after the end of the performance, one darkness effect of the serenader's choice disappears. The shadow serenader and all allies within 30 ft. can ignore this darkness, but it still provides protection for light-sensitive creatures.

After maintaining this performance for four rounds, creating a new area of darkness each round, the shadow serenader can produce an area of hungry darkness. The count then starts over; after four more rounds the shadow serenader can use hungry darkness on round ten, and so on. The number of rounds of preparation decreases as the shadow serenader increases in level. At level 14, it takes two rounds of performance to enable hungry darkness, and at 19th level it takes no time.

Dirge of Shadow (Sp)

At 14th level the 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 you use this performance, or at least half its corpse must be within the area. The creature returns at full hit points and with all items, spell, and abilities restored (as its stat block). When you cease this performance, the duplicate immediately disappears.

The creature obeys your every command. A creature of good alignment or with a challenge rating equal to your class level or greater is allowed a Will saving throw (DC 10 + 1/2 your bard level + your Charisma bonus) to resist the resurrection and each round to negate the effect.

This otherwise works 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 80% real.

Dirge of shadow relies on audible components.

Lay of the Path of Shadows (Sp)

Each round during the performance, the shadow serenader can affect one target as maze with a save DC of 10 + half the shadow serenader's level + the shadow serenader's Cha modifier. The labyrinth is made of shadows and each unsuccessful attempt to escape the maze gives a cumulative +2 circumstance bonus to Intelligence rolls to escape. A target that has saved against or escaped the maze cannot be affected again by the same shadow serenader's lay of the path of shadows until 24 hours have passed. When the performance ends, the maze disappears and all trapped creatures are released. It is not possible to maintain more than one simultaneous use of lay of the path of shadows. It requires audible or visual components.

Silver

The silver serenader finds his inspiration in the purity of silver, and opposes evil outsiders.

Forbidden Alignment: evil.

Spell List: bard.

Song of Silver (Su)

When a silver serenader of 1st level can perform the song of silver. All weapons (both unarmed, natural and manufactured) within a 30-foot radius of the silver serenader are treated as if they were silver for the purpose of overcoming damage reduction, and a number of targets equal to the silver serenader’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 4th level, the “Song of Silver” affects a 60-foot-radius area around the silver serenader.

At 9th level, once per day as an immediate action, an silver serenader 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 serenader’s character level). Granting this effect immediately ends the “Song of Silver” serenade, and the silver serenader must wait 3 rounds before activating a new “Song of Silver” (but she can activate other serenades or bardic performances in the meantime).

Holy Vibration (Su)

At 4th level, a silver serenader can imbue a door, window, or other object with holy vibrations. Each round during the performance, he can make a single door, window, or object within 30 feet resonate with a holy vibration. Undead and creatures with the evil subtype are hindered from to opening or breaking a door or window affected in this way for 10 minutes per serenader level, as arcane lock.

At 9th level, undead and creatures of the evil subtype with the incorporeal subtype or able to use an effect of the teleportation subschool, it is unable to use such abilities within 20 feet of an object imbued with holy vibration. Incorporeal and teleporting 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.

Break Curse (Su/Sp)

At 9th level, a silver serenader can suppress a single curse affecting an ally within 30 feet that is able to see and hear him. Each round the silver serenader uses break curse, she attempts a Perform check against the original save 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 with a caster level equal to her class level.

Righteous Chord (Sp)

At 14th level, a silver serenader can produce a righteous chord. Each round of this performance, the silver serenader can affect a single evil outsider within 60 feet as per the spell banishment, treating her class level as her caster level. As a free action, the silver serenader 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. The saving throw DC of this ability is 10 + half the silver serenader's class level + his Charisma modifier.

Mass Break Curse (Su/Sp)

At 19th level, a silver serenader can suppress all curses among any number of allies within 30 feet when using break curse. After 4 consecutive rounds of using this performance, the silver serenader can attempt a caster level check to remove a single curse on a single ally affected by this performance each round he performs, as if he had cast remove curse.

Sonic

The alien serenader finds his inspiration in the dark between the stars and in the depths of the oddest planes. These songs create an alien reality around the serenader, maddening to some, enlightening to others.

Forbidden Alignment: chaotic.

Spell List: bard.

Devastating Aria (Su)

At 1st level, the sonic serenader can perform a devastating aria. Each round of this performance he 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 + half the sonic serenader's class level + the sonic serenader'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 4th level, the range of the effect increases to 5 ft. per serenader level. In addition, as a full round action, the sonic serenader can cause the effect in a cone of 5 ft. per 2 serenader levels. The sonic serenader can reduce the size of the cone if desired.

Scathing Tirade (Su)

A sonic serenader of 4th level can use her performance to verbally lash out at another creature, causing it to become frightened. Each round of performance, the sonic serenader can target a single enemy must be within 30 feet and is able to see and hear the sonic serenader’s performance. The effect persists for as long as the enemy is within 30 feet and the sonic serenader continues her performance, plus 1d4 rounds.

This performance cannot cause a creature to become panicked, even if the target is already frightened from another effect. A creature that saves against scathing tirade cannot be affected again for 1 hour, but a creature that leaves the area or becomes unaffected because the serenader ends the performance can be affected again.

At 9th level, the range of the effect increases to 5 ft. per serenader level. In addition, as a full round action, the sonic serenader can cause a sonic effect that affects a cone of 5 ft. per 2 serenader levels. The sonic serenader can reduce the size of the cone if desired.

Scathing tirade is a mind-affecting fear effect, and relies on audible and visual components.

Descant of Destruction (Su)

At 9th level, the sonic serenader can perform a secant of destruction. Each round of this performance he can spend a standard action to deal 5d6 points of sonic damage to a target within 30 ft., Reflex save for half damage (DC 10 + half the sonic serenader's class level + the sonic serenader's Charisma modifier).

The damage increases by 1d6 at level 11 and every 2 levels thereafter.

At 14th level, the range of the effect increases to 5 ft. per serenader level. In addition, as a full round action, the sonic serenader can cause the effect in a cone of 5 ft. per 2 serenader levels. The sonic serenader can reduce the size of the cone if desired.

At 9th level the sonic serenader can perform a descant of destruction. This is the same as devastating area except that the range is 5 ft per serenader level. In addition, as a full round action, the sonic serenader can cause a sonic effect that affects a cone of 5 ft. per 2 serenader levels. The sonic serenader can reduce the size of the cone if desired.

Dazing Display (Su)

At 14th level, the sonic serenader can add daze effect to her other sonic serenades. This counts as additional serenade that the sonic serenader must maintain. As long as dazing display is active, a target that fails a saving throw against another sonic serenade must make an additional Will saving throw (same DC) or be dazed for 1 round.

Bring Down the House (Sp)

At 19th level, the sonic serenader can quite literally bring down a house. Each round of performance, he can spend a standard action to cause earthquake in a cone of 5 ft. per 2 serenader levels. The sonic serenader can reduce the size of the cone if desired.

Thunder

The alien serenader finds his inspiration in the dark between the stars and in the depths of the oddest planes. These songs create an alien reality around the serenader, maddening to some, enlightening to others.

Forbidden Alignment: lawful.

Spell List: mesmerist.

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.

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.

Watersinger

The alien serenader finds his inspiration in the dark between the stars and in the depths of the oddest planes. These songs create an alien reality around the serenader, maddening to some, enlightening to others.

Forbidden Alignment: lawful.

Spell List: mesmerist.

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.

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.

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.

OGL

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.

Section 15 Addendum

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.