Virtuoso (Apath)
Unofficial rules compendium | |
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Serenaders are performing artists that affect the world itself with their serenades.
Background
Serenaders are magical performers, tapping the powers of the cosmos through the performing arts. Performing for the forces of nature as much as for people, serenaders tap reality-changing powers. Their magic resembles that of witches, sorcerers, and bards, in that they gain their power from a mysterious heritage or patron but have to learn to express that magic through performance much like a bard. Coming into their abilities through a mixture of talent and training, many serenaders begin their careers studying to be bards, skalds, and other performers, 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 serenaders lies in their magical performances, known as serenades. A serenade can do almost anything, including feats of physical magic. Able to simultaneously maintain several serenades, the power of serenaders to shape their surroundings is amazing, but restricted to a certain sphere of power.
Class Information
The serenader is based on the bard that collects several prestige classes and bard archetypes that grant new performances into a single prestige archetype. A serenader cannot multiclass as a bard or with any of the bard's archetypes or alternate classes and will work poorly with any prestige class that gives abilities similar to serenades.
Role: Serenaders are magical performers extraordinaire and fulfill a role in a party similar to that of a witch or sorcerer. They are support characters and magical combatants rather than than scouts or skilled experts.
Alignment: Any. Serenader colleges have alignment restrictions, see the college class feature.
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 serenader’s class skills are Appraise (Int), 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 serenader.
Weapon and Armor Proficiency
A serenader is proficient with all simple weapons, plus the longsword, rapier, sap, and shortsword. Serenaders are also proficient with light armor but not with shields. A serenader can cast serenader spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a serenader wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass serenader still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
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 serenader casts arcane spells. What spell list he uses depends on his choice of primary college. Regardless of what class originally uses the spell list, all serenader spells are arcane spells. A serenader cannot learn or cast spells that affect class abilities he does not have, like the inquisitor's judgements or the magus' spell combat.
A serenader can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a serenader must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a serenader’s spell is 10 + the spell level + the serenader’s Charisma modifier. The serenade of power ability can increase this further.
Like other spellcasters, a serenader can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Serenader. In addition, he receives bonus spells per day if he has a high Charisma score. See Table: Ability Modifiers and Bonus Spells.
The serenader’s selection of spells is extremely limited. A serenader begins play knowing four 0-level spells and two 1st-level spells of the serenader’s choice. At each new serenader level, he gains one or more new spells, as indicated on Table: Serenader Spells Known. (Unlike spells per day, the number of spells a serenader knows is not affected by his Charisma score. Upon reaching 5th level, and at every third serenader level after that (8th, 11th, and so on), a serenader can choose to learn a new spell in place of one he already knows. In effect, the serenader “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 serenader 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 he gains new spells known for the level.
A serenader need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Bardic Knowledge (Ex)
A serenader adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. This is the same as the bard ability of the same name.
Bardic Performance
A serenader is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 5 + his Charisma modifier. At each level after 1st a serenader can use bardic performance for 5 additional rounds per day.
Each round, the serenader can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the serenader to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the serenader is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A serenader cannot have more than one bardic performance in effect at one time. At 7th level, a serenader can start a bardic performance as a move action instead of a standard action. At 13th level, a serenader can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the serenader for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf serenader has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the serenader for the performance to have any effect. A blind serenader has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Serenaders have access to the same bardic performances bards use, and gain them at the same levels.
Except for the number of rounds per day, this is the same as the bard ability of the same name.
Cantrips (Sp)
Serenader’s learn a number of cantrips, or 0-level spells, as noted on Table: Serenader Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Components (Su)
A serenader's spells, performances and serenades might require verbal and/or somatic components. A serenader can satisfy verbal components of spells either by speaking or by using a musical instrument to make sounds. A serenader can satisfy a somatic component by having a free hand that is not used for a weapons, shield, 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 ability. Serenaders gain Eschew Materials as a bonus feat at first level.
College
There are many colleges a serenader can study. At first level a serenader must select a primary college. As well as gaining the serenades of this college, the primary college also dictates which spell list the serenader uses to learn and cast spells. This choice cannot be changed.
Colleges have none, one, or two forbidden alignments. A serenader cannot choose a college if he is of an alignment forbidden by that college, and if he changes to a forbidden alignment he cannot use the serenades of this college. Characters of a forbidden alignment can still use the spell list of their primary college.
A full list of colleges and serenades are given below, after the class description.
Serenade (Su or Sp)
Serenades are similar to bardic performances, but more magical in nature. A serenader performs not only for intelligent creatures, he can also affect the world itself with his performances.
At level 1, 4, 9, 14, and 19, the serenader learns a serenade specific to his chosen primary college, in order. At level 6 the serenader learns the first serenade of his second college. At level 8 all serenaders learn the serenade of power. At level 13 the serenader learns the second serenade of his second college. At level 20 the serenader learns the third serenade of his second college. Once learned, there is no difference between the serenades of a primary or second college, the effects of either are based on the serenader's full class level.
Except as noted a serenade is used much as a bardic performance, and counts against the same limitation of daily uses. Unlike bardic performances, a serenader can maintain multiple serenades at the same time. Each serenade must be started and maintained separately, meaning the serenader can expend his daily rounds of bardic performance very fast. It is not generally possible to maintain more than one simultaneous instance of the same serenade, but there are some serenades that allow this.
Like bardic performances, serenades rely on audio and somatic components. Unlike bardic performance, the target of a serenade only needs to be able to see and/or hear the serenader if so noted in the description of that serenade.
Many serenades allow the serenader to spend an action to create an effect while that serenade is maintained. This action is always in addition to the action to begin and maintain a serenade.
Serenades that allow a saving throw always have a saving throw DC of 10 + 1/2 the serenader's class level + the his Charisma modifier. Spell-like abilities always have a caster level equal to his class level. Unless otherwise noted, a serenader is always considered his own ally for effects.
Versatile Performance (Ex)
At 2nd level, a serenader can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the serenader uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 10th level and 18th level, the serenader 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 serenader becomes resistant to the bardic performance of others, and to sonic effects in general. The serenader gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex)
At 5th level, the serenader becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A serenader can choose not to take 10 and can instead roll normally. In addition, once per day, the serenader can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. This is the same as the bard ability of the same name.
Second College
At 6th level, the serenader chooses a second college and learns the first serenade of this second college. At level 13 and 20, he will learn the second and third serenade of his chosen second college. He cannot choose a college if he is of an alignment forbidden by that college, and if he changes to a forbidden alignment he cannot use the serenades of this college. Unlike the primary college, the second college has no effect on his spell list.
Serenade of Power (Su)
At 8th level, all serenaders learn the serenade of power. While the serenader maintains this serenade, the save DC of the serenader's spells gained from the serenader class have their save DCs increased by one. At level 16, the bonus to save DCs increases by two. Serenade of power relies on verbal and somatic components.
Table: Serenader
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 serenade (primary), bardic knowledge, bardic performance, cantrips, components, countersong, distraction, fascinate, inspire courage +1 | 1 | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Versatile performance, well-versed | 2 | — | — | — | — | — |
3rd | +2 | +1 | +1 | +3 | Inspire competence +2 | 3 | — | — | — | — | — |
4th | +3 | +1 | +1 | +4 | 2nd serenade (primary) | 3 | 1 | — | — | — | — |
5th | +3 | +1 | +1 | +4 | Inspire courage +2, lore master (1/day) | 4 | 2 | — | — | — | — |
6th | +4 | +2 | +2 | +5 | 1st serenade (secondary), suggestion, | 4 | 3 | — | — | — | — |
7th | +5 | +2 | +2 | +5 | Inspire competence +3 | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +2 | +2 | +6 | Dirge of doom, serenade of power (+1) | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +3 | +3 | +6 | 3rd serenade (primary), inspire greatness | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +3 | +3 | +7 | Versatile performance | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +3 | +3 | +7 | Inspire competence +4, inspire courage +3, lore master (2/day) | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +4 | +4 | +8 | Soothing performance | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +4 | +4 | +8 | 2nd serenade (secondary) | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +4 | +4 | +9 | 4th serenade (primary), frightening tune | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +5 | +5 | +9 | Inspire competence +5, inspire heroics | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +5 | +5 | +10 | Serenade of power (+2) | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +5 | +5 | +10 | Inspire courage +4, (lore master 3/day) | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +6 | +6 | +11 | Mass suggestion, versatile performance | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +6 | +6 | +11 | 5th serenade (primary), inspire competence +6 | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +6 | +6 | +12 | 3rd serenade (secondary), deadly performance | 5 | 5 | 5 | 5 | 5 |
Colleges and Serenades
The following colleges are available to a serenader as first and second colleges. Note that these colleges need not be actual schools, some are magic traditions, others are just inclinations that can shape a serenader's performance magic. Two serenaders of the same college need not know each other or have studied for the same teachers.
Alien
A serenader of the alien college 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: good, lawful.
Spell List: mesmerist.
Startling Insanity (Su): At 1st level, a an alien serenader can startle his enemies out of their senses with gibbering, erratic capering, or atonal music. Any enemy within 30 feet who can percive the serenade suffers a -2 penalty on saves against compulsion, confusion, fascination, and madness effect and against effects that cause ability damage or drain to Intelligence, Wisdom, or Charisma. Startling insanity can use audio or visual components as decided by the serenader.
Symphony of Silence (Su): At 4th level, the alien serenader’s serenade 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 serenade so baffling and discordant that it usurps all thought within a 30-foot radius with chaos and entropy. The alien serenader 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 serenade 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 serenade. If the creature succeeds at its saving throw, it is immune to this ability for 24 hours. This serenade relies on audible components.
Ceaseless Serenade (Su): At 14th level, the alien serenader can continue taking the free action to maintain a bardic performance or a serenade even while confused, cowering in fear, dazed, nauseated, panicked, paralyzed, petrified, silenced, staggered, stunned, or unconscious. Even if the serenader is killed, he can continue to take the free action to maintain his performance or serenade as long as he has rounds of performance remaining. Only the utter destruction of the alien serenader's body (such as via destruction or disintegrate, or by reducing the serenader to a negative hit point total equal to 10 × his Constitution score) causes the performance to end. Each round of ceaseless serenade expends one round of bardic performance, in addition to the cost of any other bardic performance or serenade maintained. Activating ceaseless serenade 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 and it remains open as long as he maintains the serenade. He can maintain the serenade from either side of the gate. Song of conjunction relies on audible and visual components.
Celebrity
A serenader of the celebrity college is a diva beloved by his audience.
Forbidden Alignment: good.
Spell List: bard.
Mockery (Su): A celebrity of 1st level can subtly ridicule and defame a specific individual. The serenader selects one target within 30 ft. who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the serenader continues performing. This penalty increases by –1 every four levels after 3rd. 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.
Gather Crowd (Ex): At 4th level, the celebrity serenader is skilled at drawing an audience to his performances. If he is in a settlement or populated area, he can use serenade to make himself noticed in order to attract an audience to his impromptu stage. The size of the crowd depends on the local population, but typically is a number of people equal to the result of the serenader’s Perform check. 1d10 creatures arrive during each round of performance until the maximum is reached. If the serenader fails to engage the crowd (such as by performing, kissing babies, trying to use fascinate, and so on), it disperses over the next 1d10 rounds.
At 9th level and every 5 levels thereafter, the size of the crowd and the number who arrive each round doubles, x2 at 9th level, x4 at 14th level, and x8 at 19th level. If the majority of the crowd is of particularly powerful or discerning creatures (generally with a challenge rating more than half that of the serenader), this increase does not apply.
Satire (Su): A celebrity serenader of 9th level can use performance to undermine the confidence of enemies who hear it, causing them to take a –2 penalty on attack and damage rolls and a –2 penalty on saves against fear and charm effects as long as the serenader continues performing. This penalty increases by –1 at 14th and 19th level level. Satire is a language-dependent, mind-affecting ability that uses audible components.
Glorious Epic (Su): A celebrity serenader of 14th level or higher 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) unless they succeed at a Will save (DC 10 + 1/2 the serenader’s level + the serenader’s Cha modifier). A save renders them immune to this ability for 24 hours. The range of this ability increases to 60 ft. at level 19. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.
Shining Celebrity (Su): At 19th level, the celebrity serenader has learned how to focus attention on himself so thoroughly that even the presence of danger does not distract his adoring crowd. The celebrity serenader can use a performance to daze all enemies within 60 ft., Will negates (DC 10 + 1/2 the serenader’s level + the serenader’s Charisma modifier). The daze lasts as long as the celebrity serenader performs. Targets that take damage or see close friends or loved ones take damage can take one additional saving throw each round to end the effect.
Celestial
The celestial college opens realms of stars and imagination.
Forbidden Alignment: evil.
Spell List: mesmerist.
Sweet Dreams (Su): At 1st level, the celestial serenader can spend 1 round of serenade to protect a sleeper. Each round of performance, one creature within 30 ft. becomes immune to nightmare and other effects that attack a sleeping target, such as a night hag’s dream haunting ability, for one hour per serenader level. In addition, those creatures gain the benefits of dream feast.
Wanderer’s Hymn (Su): At 4th level, the celestial serenader can use a serenade to hasten his speed. As long as he maintains this serenade, he gains a +30-foot enhancement bonus to all his speed ratings. At 9th level and every five levels thereafter, the celestial serenader can affect an additional ally within 30 ft.
Butterfly (Su): At 9th level, the butterfly serenade lets him explore the skies. While he maintains this serenade, he gains the benefits of fly. After 10 consecutive rounds of serenade, gains the benefits of overland flight. Both of these effects manifest at a caster level equal to the celestial serenader’s total Hit Dice. While under either effect, the celestial 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. He must expend rounds of performance for each ally each round.
Guide My Steps (Su): At 14th level, the celestial serenader learns to use song as a guide to his goal. To use this serenade, he must spend 6 rounds of serenade. At the end of this performance, the celestial serenader gains the benefits of find the path at a caster level equal to his character level. If the celestial serenader chooses, he can perform guide my steps without a clear destination in mind. At the GM’s discretion, the celestial 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, he merely wanders aimlessly until the effects end.
Serendipitous Serenade (Su): At 19th level, the celestial serenader’s song is so lively and delightful that the powers of fate take notice, blessing him with peerless luck. While he maintains this serenade, whenever the celestial serenader rolls a d20, he can roll twice and take the more favorable result.
Ceremony
A serenader of the college of ceremony creates order out of social chaos.
Forbidden Alignment: chaotic.
Spell List: bard.
Diplomatic Immunity (Sp): A 1st level ceremony serenader can use serenade to generate a sanctuary upon himself. The save DC against this effect is 10 + 1/2 the serenader’s level + the serenader’s Charisma modifier. Each round the serenader is maintained, a new sanctuary is cast, requiring new saving throws even for those who passed their saves on an earlier round. Any attack by the serenader negates the sanctuary prevents the use of this ability for the next minute.
Inspire Teamwork (Ex): A 4th level ceremony serenader can use serenade to grant the use of a teamwork feat neither he nor his allies posses. The ceremony serenader must meet all feat prerequisites. Allies (other than the ceremony serenader) need not fulfill prerequisites to gain and use these feats. The serenader and a number of allies equal to the ceremony serenader's Charisma modifier all gain the same feat. Inspire teamwork can use audible or visual components. The ceremony serenader must choose which component to use when starting his performance.
At 9th level, an ceremony serenader can use this ability to give the benefit of two teamwork feats at the same time. At 19th level, an ceremony serenader can use this ability to give the benefit of three teamwork feats at the same time. The ceremony serenader may use feats gained from inspire teamwork to meet prerequisites of other feats gained from inspire teamwork.
Ritual of Reconciliation (Su): An ceremony serenader of 9th level can use his 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 serenader. Creatures whose attitude toward the serenader becomes indifferent or better immediately cease attacking the serenader and his allies, but may otherwise act as they please.
The effect persists for as long as the creature is within 30 feet and the serenader continues his serenade. For each round of serenade, the creatures' attitude remains improved by a single step for a 10 minutes after the serenade ends.
The effect ends if one of the serenader’s allies attacks any affected creature. A successful Will saving throw (DC 10 + 1/2 the serenader’s level + the serenader’s Charisma modifier) negates the effect. Ritual of reconciliation relies on audible components.
Binding Contract (Sp): At 14th level, the ceremony serenader can bind another creature’s promise to the ceremony serenader with a geas. First, the ceremony serenader and the target must negotiate a deal, then that deal is sealed by serenade. The ceremony serenader must spend one round of performance for each creature to be affected. If any party in the negotiations (including the serenader if he is involved) is not included in the effect, the binding contract serenade fails.
Binding contract acts as lesser geas, except no single creature can have Hit Dice greater than the ceremony serenader’s level. A target that breaks the conditions can negate this effect with a successful Will save (DC = 10 + 1/2 the ceremony serenader’s level + the ceremony serenader’s Charisma modifier). The geas is discharged if all creatures on one side break their end of the bargain.
At 19th level, this has no HD limit, and the target cannot attempt a saving throw. Binding contract is an enchantment (compulsion), lawful, mind-affecting, language-dependent ability that relies on audible components.
Demagogue
A serenader of the demagogue college is a master instigator, creating upheaval and trouble.
Forbidden Alignment: good.
Spell List: mesmerist.
Damning Serenade (Su): At 1st level, a demagogue can perform a damning serenade. Each round during the performance, a creature of his choice within 60 ft. becomes less friendly to a target creature or group of the serenader's choice for 10 minutes per serenader level. Affected observers’ attitudes toward the target are reduced by one step. A Will save (DC 10 + 1/2 the serenader’s level + the serenader’s Cha modifier) means the target's attitude is unaffected and that target becomes immune to the demagogue's damning serenade for 24 hours.
If he reveals information during the performance that would reduce those creatures’ attitudes anyway, there is no saving throw and those attitudes worsen by an additional step for the duration. Damning serenade is an enchantment (compulsion), mind-affecting, language-dependent, emotion ability that relies on audible components.
At level 4, and every 5 levels thereafter, add one to the number of creatures that can be affected each round.
Lamentable Belaborment (Ex): At 4th level, a demagogue can bewilder a creature. The target must make a Will save (DC 10 + 1/2 the serenader’s level + the serenader’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (demagogue's choice) for as long as the serenade continues. If the target takes damage, this effect ends immediately. This mind-affecting compulsion ability relies on audible components.
Incite Violence (Su): At 9th level, the demagogue can use his performance to fan the fury of a crowd of people. 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 serenader’s level + the serenader’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.
Fast Talk (Sp): At 14th level, a demagogue can use serenade to suggest an action to any number of targets that can hear him. The demagogue must perform for one round per creature he wishes to fast talk, outlining a course of action he wants them to take. Once he ends the serenade, these targets will act upon his instructions, as suggestion, with a caster level equal to his serenader level and a Will save DC of 10 + 1/2 the serenader's class level + the serenader's Charisma modifier. This mind-affecting compulsion has a range of 30 ft. and relies on audible components.
Incite Riot (Su): At 19th level, an demagogue can make a Perform (act, comedy, oratory, percussion, wind, sing), and can affect as many creatures with lamentable belaborment as the perform check, all of whom must be within 60 ft. In addition, he may choose to cause targets to attack a chosen target or group rather than be dazed or confused, but this gives each target an additional saving throw to negate the effect each turn when the serenader maintains the performance. Incite riot is a language-dependent, mind-affecting emotion ability that uses audible components.
Dragon
Dragon Type |
Energy Type |
Breath Shape |
Forbidden Alignments |
Black | Acid | 60-foot line | good |
Blue | Electricity | 60-foot line | chaotic, good |
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 |
Serenaders of the dragon college sing the praise of the mighty dragons, and are rewarded with dragon abilities. Creatures that idolize dragons, such as kobolds, are likely to be dragon serenaders. Each dragon serenader must choose a type of dragon, this choice dictates their forbidden alignment(s) and affects many of their serenades.
Forbidden Alignment: per the chosen dragon type.
Spell List: magus.
Yapping Song (Su): A dragon serenader can use performance to annoy enemies within 30 ft. that hear it, causing them to take a –1 penalty on attack and damage rolls and a –1 penalty on saves against fear and charm effects as long as the dragon serenader continues performing. This penalty increases by 1 at 4th level and every 5 levels thereafter. Yapping song is a mind-affecting ability that uses audible components.
Dragon Scales (Su): At 4th level, the dragon serenader can use serenade to wrap a single ally in the colors and scales of his chosen dragon. The dragon serenader must be able to see his ally, and that ally must be able to perceive his performance. While the serenader performs, the target gains resistance equal to twice the dragon serenader’s level to the energy type associated with the dragon serenader’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 9 and every five levels thereafter.
Puff of the Dragon (Su): At 9th level, the dragon serenader gains the ability to rain down his patron’s wrath on his enemies. This can take the form of a breath weapon dealing 4d6 energy damage of the appropriate type. A Reflex save is allowed for half damage (DC 10 + 1/2 the serenader's level + the serenader's Charisma bonus for half). This breath weapon is either a 30 ft. cone or a 60 ft. line, as appropriate to the chosen type of dragon. This damage increases by 1d6 for every 2 class levels beyond level 9. The dragon serenader must wait 1d4 rounds before unleashing another dragon breath. In addition to unleashing dragon breath, all the dragon serenader's weapon, natural, and unarmed attacks add 1d6 additional energy damage of the chosen type. Puff of the dragon requires audio components.
Glorious Exit (Sp): At 14th level, the dragon serenader can perform a glorious exit serenade. Each round during this performance, the dragon serenader can use word of recall to teleport himself or one ally within 30 ft. All allies are teleported to the same location, chosen when the serenade begins. When the serenade ends, the dragon serenader himself is automatically teleported to this location as well, even if the serenade ends because he died.
Frightful Song (Su): A dragon serenader of 19th level or higher can amplify his voice to sound like an actual dragon. Enemies within 30 feet at any time during the serenade become frightened unless they succeed at a Will save (DC 10 +1/2 the dragon serenader’s level + the dragon serenader’s Charisma modifier). A successful save renders targets immune to this ability for 24 hours. Creatures with more Hit Dice than the serenader'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.
Esteem
A serenader of the college of esteem is a master whose presence allows him to command.
Forbidden Alignment: chaotic.
Spell List: bard.
Song of Surrender (Su): An esteem serenader of 1st level can use this serenade to encourage an enemy to surrender. To be affected, an enemy must be within 30 feet and be able to see and hear the esteem serenader. An affected enemy feels the irresistible urge to drop any held weapons and fall prone. This effect lasts as long as the serenader maintains the serenade—essentially, the affected enemy takes no actions other than to lie prone, although it is not considered flat-footed or helpless. A Will saving throw (DC 10 + 1/2 the esteem serenader’s level + the esteem serenader’s Charisma modifier) negates the effect, and the target gets a new saving throw each round when the serenader maintains the serenade. If the target takes any lethal damage, the effect is broken. Nonlethal damage and nondamaging effects like combat maneuvers does not end 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.
Group Effort (Su): A esteem serenader of 4th level or higher can use his serenade to help a group of allies succeed at a task. The allies must be within 30 feet and able to see and hear the esteem serenader. Each use of the ability can affect a number of creatures within 30 ft. equal to the esteem serenader's skill bonus in Perform (keyboard, oratory, percussion, sing, or wind). Each ally gets a +2 morale bonus on skill checks with a particular skill chosen by the serenader as long as they continue to hear the esteem serenader. This bonus increases by +1 for every five levels the esteem serenader has attained beyond 4th (+3 at 9th, +4 at 14th, +5 at 19th). A 9th level serenader can grant a bonus on two different skills, a 14th level serenader can give a bonus on three skills, and a 19th level serenader 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
Inspired Plan (Su): At 9th level, a esteem serenader can alter a bardic performance so it affects a single ally at a later time. The esteem serenader uses this serenade to explain his plan to that ally for any number of rounds.
At any time before the esteem serenader recovers performance rounds for the day, the inspired character can activate the performance as a standard 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 serenader spent on the inspired plan serenade, or half that if the bardic performance inspired is one that only affects a single creature.
A esteem serenader can alter only the countersong, distraction, inspire courage, inspire competence, inspire greatness, and inspire heroics performances in this way. The esteem serenader makes any necessary choices when establishing the performance, though in the case of countersong and distraction, the esteem serenader attempts Perform checks once his ally triggers the plan, ignoring any temporary bonuses or penalties, no matter whether they applied when he explained the plan or when the ally triggers it.
A character can be subject to only one inspired plan at a time and cannot gain the benefits of the esteem serenader’s inspired plan and any of the esteem serenader’s normal bardic performances at the same time, but the ally can benefit from other performances in the interim and can be affected by both a serenade and an inspired-plan induced performance at the same time. The esteem serenader cannot use inspired plan on himself, but he can have dormant plans ready to trigger on as many different allies as he can afford to affect at once.
Mass Song of Surrender (Su): This ability functions just like song of surrender but allows a esteem serenader of 14th level or higher to affect multiple creatures. Each use of the ability can affect a number of creatures within 60 ft. equal to the esteem serenader's skill bonus in Perform (keyboard, oratory, percussion, sing, or wind). Enemies within range of this effect still receive a saving throw. If any target is killed while affected by mass song of surrender, the serenade immediately ends and all targets become immune to this serenader's song of surrender for 24 hours. Mass song of surrender is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.
Righteous Cause (Sp/Su): At 19th level, an esteem serenader can make a Perform check and lift the emotions of this many creatures within 60 ft. and turn them toward a common purpose. Targets are allowed a Will save to negate this effect (DC 10 + 1/2 the serenader’s level + the serenader’s Charisma modifier). Those who fail are affected by mass suggestion of a plausible idea that lingers with them for one day. Targets also gain the benefits of the bard performances inspire competence (for a relevant skill), inspire greatness, and inspire heroics as long as the serenade is maintained —these are supernatural effects.
Typical uses of this ability are to spark rebellion, overthrow an evil king, build a useful structure such as an orphanage, dam or road, or to donate money to a cause. This is a enchantment (compulsion), language-dependent, mind-affecting effect. Using righteous cause for selfish ends is always chaotic action. Righteous cause relies on audio and visual components.
Flame
The flame college sings for bonfires and harps while cities are burning.
Forbidden Alignment: lawful.
Spell List: magus.
Fire Dance (Su): At 1st level, a flame serenader 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 (act, dance, 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 gains endure elements and can ignore fatigue and exhaustion so long as the bard maintains this performance and for 1 hour afterwards per round of consecutive performance. Fire dance relies on audible or visual components, as chosen by the serenader.
Fire Break Dance (Su): At 4th level, a flame serenader 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. Fire break dance 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 natural, 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.
Fire Snake Serenade (Sp): At 14th level, the flame serenader can perform the fire snake serenade. Each round during the performance the flame serenader can spend a standard action to create the effect of fire snake. The effect allows a Reflex save (DC 10 + 1/2 the serenaders's class level + the serenader's Charisma modifier) for half damage. Fire snake serenade relies on audible components.
Life of Flame (Sp): At 19th level, the flame serenader can become a creature of living flame. While performing, the flame serenader gains the effect of fiery body. Life of flame relies on somatic components.
Harlequin
A harlequin college serenader liberate his audiences and makes them see their own flaws and a better way.
Forbidden Alignment: evil.
Spell List: bard.
Distracting Motley (Su): At 1st level, a harlequin can startle his allies back to their senses with erratic capering or by fluttering multicolored clothing. A harlequin who has this ability and is wearing an entertainer’s outfit gains a +2 bonus on Acrobatics or Perform (comedy, dance) checks at all times, as if using masterwork tools.
Each round during this serenade, the harlequin attempts an Acrobatics or Perform (comedy, dance) check. Any ally (including the harlequin himself) within 30 feet can use this check in place of his own saving throw against compulsion, confusion, fascination, and madness effect and against effects that cause 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 saves. This is a mind-affecting effect that uses visual components.
Knock Out (Su): At 4th level, a harlequin may direct his and his allies' blows to knock out opponents. While this serenade 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. The serenader himself adds his Charisma bonus to the attack and damage of any nonlethal attack or combat maneuver he makes and his combat maneuvers don't trigger attacks of opportunity. This is a mind-affecting effect that uses visual components.
Defuse Tension (Su): At 9th level, 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. The ally becomes immune to fear and to the confused, dazed, fatigued and exhausted conditions as long as he 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 one additional creature at 14th level and 19th level. A harlequin can’t use defuse tension on himself. Defuse tension relies on visual components.
Punchline (Sp): At 14th level, the harlequin masters physical comedy. During this performance, the harlequin can spend a move action to make an adjacent creature nauseated for one round. A harlequin 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 serenader’s level + the serenader’s Charisma modifier) negates the effect. Punchline relies on visual components.
Mass Punchline (Sp): This serenade functions just like punchline, but also allows a harlequin of 19th level or higher to make all adjacent creatures nauseated as a standard action.
Healing
The healing college lull the forces of disease and invigorate the sick and suffering.
Forbidden Alignment: evil.
Spell List: inquisitor.
Mirth and Mercy (Su): At 1st level, a healing serenader can use this serenade to bolster his 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 +2 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, he can immediately reroll the check and take the better result. When the serenader or an ally within 30 ft. uses a scroll, potion, wand, or staff to cast a spell of the conjuration (healing) subschool, they can use the healing serenader's class level as the caster level, if better than the item's own caster level. This performance relies on audible components.
Hymn of Healing (Sp): At 4th level the healing serenader can literally serenade ailments away. Each round of serenade, he can take a standard action to use cure light wounds, polypurpose panacea, or purify food and drink.
At 9th level, add cure serious wounds, delay poison (communal, and remove disease to the list.
At 14th level, add breath of life, cleanse], and restoration to the list.
All these spell-like abilities have a range of touch. They use the healing serenader's class level as caster level. These spell-like abilities cannot be used to harm undead.
Invigorating Artistry (Su): At 9th level, a healing serenader can use his performances to protect and heal a target’s soul. The healing serenader can serenade to grant several benefits. Each round of performance, one creature within 30 ft. gain an additional saving throw with a +3 bonus against curses, possession spells and effects (such as magic jar), and domination and mind control spells and effects (such as dominate person). A successful save negates the effect.
In addition, for 10 minutes per round of continuous serenade all creatures within 30 ft. gain a +3 bonus on saving throws against curses, possession spells and effects (such as magic jar), and domination and mind control spells and effects (such as dominate person), and saving throws against a corruption progressing.
The bonus increases by 1 by one for every 3 levels after level 9. Invigorating artistry depends on visual and audio components.
Hospital Hymn (Sp): At 14th level, the healing serenader 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 he performs this serenade. Each round of performance, one willing or helpless creature of the serenader's choice (including himself) can enter the extra-dimensional hospital. When the hymn is being performed, creatures can exit the hospital adjacent to the healing serenader, otherwise they exit the hospital at the same point they entered it.
The extradimensional hospital lasts 48 hours and exists even when the serenade is not being performed; the performance only provides the opening. The effect is renewed the first time each day the serenade is held, refreshing supplies and repairing any damage to the hospital. If the serenade is not held at all for 48 hours, the extradimensional hospital winks out of existence and all creatures within are expelled in the position they entered. The liveried servants inside the hospital act as nurses and have a Heal skill bonus equal to the healing serenader's best Perform skill. These nurses can exit the hospital, but only to help carry patients adjacent to the healing serenader into the hospital.
Creatures sent to the hospital can be placed under a sequester effect to render them harmless by using an additional round of serenade per creature. Time spent sequestered counts as time under care and rest.
Hospital Hymn needs audio and somatic components.
Exclaimed Invigoration (Sp): At 19th level the healing serenader use the spell-like abilities granted by hymn of healing to affect every creatures within 30 ft. all at once. To select a level 9 hymn of healing effect, the serenader must first prepare himself using a full-round action with both serenades active. To select a level 14 hymn of healing, he must use two full-round actions to prepare.
History
The history college re-creates the glories of the past.
Forbidden Alignment: none.
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, oratory, percussion, sing, string, or wind) 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 offers no defense against 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, he automatically understands what the effect was and the character who attempted the divination effect must succeed on a Will save (DC = 10 + 1/2 the history serenader's level + the history serenader’s Charisma modifier) or else the history serenader 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, but is subtle, it is not apparent that the serenader is performing a serenade.
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 scene as seen from his current position. At any point after memorizing an image this way, the history serenader can visualize this memory by spending a round of bardic performance and recall it as if he was looking at it in person, 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 (Sp): At 9th level, each round during this serenade, the history serenader performing this serenade can spend a standard action to cause a creature within 30 ft. to fall asleep, as deep slumber, except that the Hit Dice limitation is 5 times the number of rounds the serenader has been performing dreams of the past. A Will saving throw (Dc 10 + 1/2 the serenader's level + the serenader's Charisma modifier) negates the effect and makes the creature immune to this serenader's dreams of the past for 24 hours. 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. If not awakened, affected creatures sleep for an hour. 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 decided by the serenader), as legend lore.
Restore History (Sp): A history serenader of 14th level or higher can use this serenade to restore a creature or object to an earlier, more complete state. This targets either one creature or a 5 ft. cube and the range is 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 ruined cities can be re-created this way.
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 college 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: inquisitor.
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. At 9th level, they are also considered magical. At 14th level they also do lawful damage. At 19th level, they are considered to be adamantine, but only for the purpose of penetrating damage reduction.
At 9th level, the iron serenader can start and maintain bladethirst on several weapons, each weapon counts as a separate serenade that must be started and maintained.
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 10/— class abilities like that of the barbarian. 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 four allies, +2 for eight allies, and +1 for nine 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 and relies on audible and visual components.
Magic
The magic college charms spells with music and influences them much like a bard influences intelligent creatures.
Forbidden Alignment: none.
Spell List: magus.
Dweomercraft (Su): A magic serenader 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 5th level and every six levels thereafter.
In addition, a magic serenader with this serenade active can apply a metamagic feat to a spell he is about to cast without increasing the casting time. The serenader must still expend a higher-level slot to cast this spell. This ability relies on visual and audible components.
Stealspell (Su): A 4th level magic serenader can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the serenader 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 serenader’s level + the serenader’s Cha bonus) to negate the effect.
The magic serenader may choose a spell to steal, but if the target does not possess the spell, the serenade immediately ends. Otherwise the spell stolen is random, but it is always the highest level of spell available to the target that the serenader can cast. The spell need not be on the serenader's spell list, and it is always cast at the level of spell it is for the target, even if the serenader has it on his own spell list at a different level. The target loses the prepared spell or spell known and the magic serenader 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 serenader can cast the spell using his available spell slots, like any arcane spell on his spell list and list of known spells. This use does not consume the stolen spell. If the serenader steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components.
Counterspell Cantata (Su): A 9th level, a magic serenader can use performance to counter the spells of his foes. While performing the counterspell cantata, as an immediate action, he can attempt to counter any spell that he can identify using Spellcraft. The attempt to counter the spell is made as if using dispel magic, using the serenader’s level as the caster level. This ability requires audible components.
Greater Stealspell (Su): A magic serenader’s stealspell power improves at 14th level. When a target fails a save against his stealspell performance, the magic serenader discovers its spell resistance (if any) and all spells it has prepared or knows. He can then choose which spell to steal. The magic serenader may forgo stealing a spell and instead reduce the target’s SR by an amount equal to half his serenader 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.
Spell Catching (Su): A 19th level, a magic serenader can use performance to rebound the spells of his foes. While performing the spell catching serenade, as an immediate action, he can attempt a caster level check (DC 10 + the spell’s original caster level). If it succeeds, the magic serenader 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 without expending a spell slot.
Nature
The nature college finds inspiration in the wild and hidden places of nature. They often perform for wild animals, or for an audience of rocks and trees.
Forbidden Alignment: none.
Spell List: druid. The nature serenader can only cast druid spells of level zero to six. Druid spells of level 7 or higher are not on the serenader's spell list, and he cannot use spell completion (scrolls) and spell trigger (staff and wand) items unless he uses the Use Magic Device skill.
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 within 30 ft.; it remains as long as he continues performing. For every 2 levels beyond level 4, he summons an additional rat swarm. At 9th level, the swarms do 1d6 additional acid damage. At 14th level, the swarms gain SR 6 + the serenader's class level. 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 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 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 speeds.
Storm of Vengeance (Sp): At 19th level, the nature serenader can cause the effects of storm of vengeance (caster level = class level) as a serenade. He must serenade continuously to gain the effects of later rounds of the spell. The saving throws against this ability have a DC of 10 + 1/2 the serenader's class level + the serenader's Charisma bonus.
Prankster
A prankster college teaches tricks and ways to teases the audience, using their own prejudices against them.
Forbidden Alignment: lawful.
Spell List: bard.
Mock (Su): At 1st level, the prankster can use his performance to cause one or more creatures to become furious with him. Each creature to be mocked must be within 90 feet, able to see, hear, and understand the prankster, and capable of paying attention to him. The prankster need not be able to see the creatures affected. At 4th level and every 5 levels thereafter the prankster has, he can target an additional creatures with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the prankster’s level + the prankster’s Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, the prankster cannot successfully mock that creature for 24 hours. If its saving throw fails, the creature is angered by the performance and wants to harm the prankster, but is not compelled to do so.
While the prankster maintains the mocking, 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 prankster. If the prankster succeeds on a saving throw against an effect created by a mocked creature that normally has a reduced effect on a successful saving throw, the prankster escapes entirely and does not suffer the reduced effect. The prankster is also immune to splash damage caused by mocked creatures.
Mock is an enchantment (charm), emotion, mind-affecting ability. Mock relies on audible and visual components in order to function.
Harmless Performer (Su): At 4th level, a prankster serenader can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the prankster serenader, the enemy must succeed at a Will save (DC 10 + 1/2 the serenader’s level + the serenader’s Cha bonus) or the attack fails, as per sanctuary. The enemy loses the attack that targeted the serenader, but may try again to get another saving throw. The prankster can start the serenade over to renew the protection, but cannot do so if he attacked any creature in the last round. This mind-affecting ability requires audible or visual components.
Disappearing Act (Su): A 9th level prankster serenader can use performance to divert attention from himself or an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the serenader’s level + the serenader’s Cha modifier) treat one creature chosen by the serenader as if it were invisible as long as he maintains the serenade.
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. Affected creatures can move through crowd squares and the squares of enemies who cannot see them without impediment as onlookers unconsciously avoid what they cannot consciously see.
This performance can hide two additional creatures at 14th level and every 5 levels thereafter. Onlookers make a single saving throw to see all or none of the hidden allies.
If a target take any action that would break invisibility, that target becomes visible to everyone. This ability is a mind-affecting illusion (phantasm) effect that requires visual components.
Madcap Prank (Su): At 14th level, a prankster serenader can use performance to disorient all enemies he moves close to, causing creatures to bump into each other, stand dazed, or otherwise be made to appear as fools in their attempts to catch the prankster. Each round the serenade is in progress each enemy that starts within 10 ft. or comes within 10 ft. of the prankster serenader at any point of the prankster's turn must make a Reflex save (DC 10 + 1/2 the serenader’s level + the serenader’s Cha modifier) each round that it sees and hears the serenader, or become confused and be unable to make attacks of opportunity until the beginning of the serenader's next turn. Madcap prank requires audible and visual components, but unlike confusion it is not a mind-affecting effect.
Slip the Crowd Through (Su): At 19th level, a prankster serenader’s disappearing act affects onlookers within 60 ft., including those who come in range because of movement during the serenade. A number of creatures equal to the prankster's skill bonus in Perform (comedy, dance, percussion, string, or wind) can be hidden this way.
Resonance
A resonance college teaches a mastery of the physical properties of sound, and create deadly sonic effects.
Forbidden Alignment: chaotic.
Spell List: bard.
Devastating Aria (Su): At 1st level, the resonance 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 + 1/2 the resonance serenader's class level + the resonance 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 resonance serenader can cause the effect in a cone of 5 ft. per 2 serenader levels. The resonance serenader can reduce the size of the cone if desired.
Scathing Tirade (Su): A resonance serenader of 4th level can use his performance to verbally lash out at another creature, causing it to become frightened. Each round of performance, the resonance serenader can target a single enemy must be within 30 feet and is able to see and hear the resonance serenader. A Will save (DC 10 + 1/2 the resonance serenader's class level + the resonance serenader's Charisma modifier) negates the effect. Otherwise the effect persists for as long as the enemy is within 30 feet and the resonance serenader continues his performance.
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 resonance serenader can cause a resonance effect that affects a cone of 5 ft. per 2 serenader levels. The resonance 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 resonance serenader can perform a descant 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 + 1/2 the resonance serenader's class level + the resonance 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 resonance serenader can cause the effect in a cone of 5 ft. per 2 serenader levels. The resonance serenader can reduce the size of the cone if desired.
Dazing Display (Su): At 14th level, the resonance serenader can add a daze effect to his other resonance serenades. This counts as additional serenade that the resonance serenader must maintain. As long as dazing display is active, a target that fails a saving throw against another resonance 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 resonance serenader can quite literally bring down the 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 resonance serenader can reduce the size of the cone if desired.
Scenic
The scenic college teaches that the world is a stage and every moment is chance to act. Scenic serenades and performances are part of his act, and do not interfere with his disguise.
Forbidden Alignment: none.
Spell List: alchemist, with bard cantrips. The scenic serenader uses the alchemist formula list as if it was a spell list, and uses level zero bard spells as the alchemist formula list has no level zero spells.
Seamless Guise (Ex): At 1st level, a scenic performer learns to behave in a way that appears perfectly proper and normal for his current role, on stage or off. While this serenade is active, he receives a +10 bonus on Disguise checks and on Bluff checks to act out his assumed role, and his thoughts, aura, alignment, type, subtype, and what is true for him changes to fit the role. 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 scenic serenader's assumed role.
For ten minutes per round of continuous performance, the scenic serenader gains a +10 bonus on Disguise checks and automatically senses any attempt to sense his alignment, aura, type, subtype, thoughts, or lies. During this time, he can reactivate seamless guise to resume the previous persona as an immediate action.
Naturally, certain roles are impossible to make credible even with this ability. A scenic serenader that uses seamless guise to become a tyrranosaurus rex will detect and think as that creature, and gains a bonus on Bluff and Disguise checks to act in character, but his size and abilities do not change unless he uses additional abilities. Seamless guise depends on audio and visual components.
Exaggerated Pose (Su): At 4th level, a scenic performer can enhance his own physical and social abilities by simply altering his posture. When he starts this performance, the scenic performer chooses a skill. During the serenade, this skill counts as a class skill and the serenader gains 3 additional skill ranks with that skill as long as he maintains this performance. The final number of ranks in a skill cannot exceed the serenader's Hit Dice. The number of ranks gained increases by 3 for every 5 serenader levels the scenic performer has beyond 4th (6 ranks at 9th level, 9 ranks at 14th level, 12 ranks at 19th level). The scenic performer can change the chosen skill as an immediate action. Exaggerated pose is a mind-affecting emotion effect and relies on visual components.
Stage Combat (Su): At 9th level, a scenic performer gains mastery of a weapon while using this serenade. He must choose a weapon he currently is holding in hand or a natural or unarmed attack. He gains proficiency and Weapon Focus with the selected weapon, Improved Unarmed Strike and Weapon Finesse as bonus feats, and one additional bonus feat he fulfills the prerequisites for.
As usual when temporarily gaining a feat, if the feat he 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. In the case of Stunning Fist, if the scenic serenader gained that feat again later the same day, the expended uses would remain expended.
At level 14 and 19, the scenic serenader gains an additional combat feat he performs the prerequisites for while using the stage combat serenade, and he can use feats gained from stage combat as prerequisites for other feats gained with stage combat. This performance relies on visual components.
Stage Magic (Su): At 14th level, a scenic performer gains the use of a spell while using this serenade, temporarily adding it to his spell list and list of known spells. This spell must be on the spell list of a class the scenic serenader is familiar with, and he uses it as a spell of the same level as it is for that class. The spell must be of a level he can cast, becomes an arcane spell for the serenader, and casting it expands the scenic serenader's spell slots normally.
He must perform for a number of continuous rounds equal to the spell's level before he can cast a spell of a certain level, but he can change what spell he gains as a swift action each round. All spells gained from one continuous use of stage magic must come from the same spell list. This means the scenic serenader can cast progressively more powerful spells from the selected spell list as he continues the serenade.
Stage combat relies on audio and visual components.
Multiplicity of Masks (Su): At 19th level, a scenic performer can cause any number of his allies to appear as himself or as another ally within 60 feet. To be affected, an ally must be within 60 feet of the scenic serenader and able to see him. As long as the scenic serenader maintains this serenade, enemies perceive all affected allies as the chosen creature. An enemy interacting with a disguised creature gains a Will saving throw to disbelieve (DC = 10 + 1/2 the scenic performer’s serenader level + his Charisma modifier) to disbelieve. A successful attack against a disguised ally automatically reveals that ally’s true form. If an ally moves out of range, that ally reverts to his original form, and the entire effect ends if the ally providing his appearance to the others is no longer a legal target.
If the scenic serenader is making allies appear as himself, they appear in the guise the scenic serenader appears in. If the scenic serenader is using seamless guise, exaggerated pose, stage combat, and/or stage magic, all affected allies gain the benefits of those performances, with the same choices the scenic serenader made.
Multiplicity of masks is an illusion (glamer) effect that relies on visual components.
Sea
The sea college calms the waves and shapes water to their whim.
Forbidden Alignment: lawful.
Spell List: magus.
Sea Shanty (Su/Sp): At 1st level, a sea serenader learns to counter seasickness and exhaustion during sea voyages. Each round of a sea shanty, he makes a Perform (oratory, wind, sing, or string) skill check. Allies within 60 feet (including the sea serenader) 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 serenader’s Perform check for the save. 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 serenader’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.
Sea shanty requires audible components.
Watersong (Su): At 4th level, a sea serenader can use serenade to manipulate and control the shape of water within 30 feet. A successful Perform check allows the serenader to animate and control water in a 5-foot-cube. All 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 serenader 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. Changing the shape or location of the manipulated water during the serenade takes a move action. For example, the sea serenader 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, requiring a DC 5 Acrobatics or Climb check to move safely. This ability cannot create forms more complex than what could be carved in normal ice. While under the serenader’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 point per gallon of water used, whichever is less.
At 9th level the sea serenader can manipulate water in two 5 ft. cubes adjacent to each other and the manipulated water has a hardness of 3. At 14th level the number of adjacent 5 ft. cubes cubes increases to four and the manipulated water has a hardness of 6. At 19th level the sea serenader can eight adjacent 5 ft. cubes and the manipulated water has a hardness of 9. The manipulated water retains its shape for 1 round after the serenader ends the serenade.
During a watersong, the sea serenader can spend a full-round action to cast create water or purify food and drink, with a caster level equal to his serenader level.
Watersong relies on audio and visual components.
Waterstrike (Su): At 9th level, the sea serenader can serenade water into striking out. During this serenade, he can spend a standard action to make a melee attack that inflicts 4d6 or bludgeoning, cold, piercing, slashing, or nonlethal damage (serenader's choice). The damage increases by 1d6 for every two class levels after level 9. This melee attack can originate from the sea serenader himself or from a square of water controlled by watersong. When a waterstrike serenade is active, any square of water controlled by watersong counts as an ally for flanking purposes and the sea serenader can make waterstrike attack as attacks of opportunity from those squares, up to his normal limit on attacks of opportunity per round. At 14th level, waterstrike attacks gain a reach of 10 ft. Waterstrike relies on visual and audio components.
Lifewater (Sp): At 14th level, the sea serenader can affect the water inside a creature with the lifewater serenade.
In each round of serenade he can spend a standard action to manipulate the water, blood, and other fluids within a creature’s body, causing the target to become nauseated for 1 round. This effect allows a Fortitude save (DC 10 + 1/2 the serenader's class level + the serenader's Cha modifier) to reduce the effect to sickened. Alternatively, he may spend a standard action to attempt a reposition or trip combat maneuver, using his Perform skill modifier as his CMB. The serenader is never affected by a failed CMB check. This is the equivalent of a 4th level spell. All spell-like effects of lifewater have a caster level equal to the serenader's class level.
Finally, the sea serenader can spend a standard action each round to replicate the effects of either cure moderate wounds, neutralize poison, or remove disease.
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 19 level, a sea serenader can use this serenade to cause a tsunami, with a caster level equal to his serenader level, that lasts as long as he maintains the serenade. The save DC is 10 + 1/2 the serenader's class level + the serenader's Cha modifier.
Shadow
The shadow college 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 serenader can use serenade 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 shadow puppets always have only 10% of their normal hit points (minimum 1 hp). The creatures remain until slain, dismissed, or the serenade 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, summon monster III at 5th level, and so on) and becomes 10% more real, to a maximum of 80% real at 15th level and summon monster IX at 17th level.
Shadow puppets is an illusion (shadow) effect and relies on visual components.
Dance of the Dead (Sp): At 4th level, a shadow serenader can use his serenade to create undead out of shadow that act 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 serenade. Once he stops, any created undead collapse back into what they were made from.
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, have only 20% of normal hit points, and targets interacting with them get a Will saving throw (DC 10 + 1/2 the shadow serenader's class level + the shadow serenader'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 audio components.
Shadow Sonata (Sp): At 9th level the shadow serenader can spread darkness with a shadow sonata. Each round of serenade, he can create a darkness effect. This darkness lasts as long as the serenade is maintained and then slowly shrinks again. For each round after the end of the serenade, one darkness effect of the serenader's choice disappears. The shadow serenader 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 serenade. Allies blinded by or vulnerable to normal light ignore this weakness inside the created darkness.
At 14th level, after maintaining this serenade for two rounds, creating a new area of darkness each round, the shadow serenader can produce an area of hungry darkness on the third round of serenade. The count then starts over; after two more rounds of serenade the shadow serenader can use hungry darkness on round six, and so on.
Shadow sonata is an evocation [darkness] effect and relies on audio components.
Dirge (Sp): At 14th level the shadow serenader 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 serenade is used, at least half 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 serenade ceases, the duplicate immediately disappears. The shadow creature fights as ordered, but is not otherwise compelled to help the serenader; it will only share information with the shadow serenader if inclined or compelled to do so.
A creature of good alignment or with a challenge rating equal to his class level or greater is allowed a Will saving throw (DC 10 + 1/2 his serenader level + his Charisma bonus) to resist the resurrection and each round to negate the effect.
This is the equivalent of a 6th level spell but is otherwise works like shadow conjuration, the creature has only 80% of normal hit points, and targets interacting with it get a Will saving throw (DC 10 + 1/2 the shadow serenader bard level + his Charisma bonus) to treat it as only 80% real.
Dirge is an evil illusion (shadow) effect and relies on audio components.
Land of Shadows (Sp): Each round during the serenade, the shadow serenader can spend a standard action to affect one target as maze with a caster level equal to the serenader's class level and a save DC of 10 + 1/2 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 on Intelligence rolls to escape. A target that has saved against or escaped the maze cannot be affected again by the same shadow serenader's land of shadows until 24 hours have passed. When the serenade ends, the maze disappears and all trapped creatures are released.
Land of shadows is a conjuration (teleportation) effect and relies on audio components.
Silver
The silver college finds his inspiration in the purity of silver, and opposes evil outsiders.
Forbidden Alignment: evil.
Spell List: Inquisitor.
Song of Silver (Su): A silver serenader of 1st level can perform the song of silver. 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.
In addition 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. At 9th level, they are also considered magic. At 14th level, they also do good damage. At 19th level, they are considered mithral weapons.
At 4th level, the song of silver affects a 60-foot-radius area around the silver serenader.
At 9th level, 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 class level). Granting this effect immediately ends the song of silver serenade.
Holy Vibration (Sp): At 4th level, a silver serenader can imbue a door, window, or other object with holy vibrations. Each round during the serenade, he can make a single object within 30 feet resonate with a holy vibration. Undead and creatures with the evil subtype are hindered from 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 shadow step or a teleportation effect, it is unable to use such abilities within or into 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 Bonds (Su/Sp): At 9th level, a silver serenader can suppress a single enchantment, transmutation, or curse affecting an ally within 30 feet that is able to see and hear him. Each round the silver serenader uses break bonds, he attempts a Perform check against the original save DC of the curse. If successful, he suppresses the effect for 1 round. After he has suppressed the effect for 4 consecutive rounds, he can attempt a caster level check to remove the effect as if he had cast break enchantment with a caster level equal to his class level. If this caster level check fails, he must start the serenade over if he wants to try to break that particular bond again.
Righteous Chord (Sp): At 14th level, a silver serenader can produce a righteous chord. Each round of this serenade, the silver serenader can affect a single evil outsider within 60 feet as per the spell banishment, treating his class level as his caster level. As a free action, the silver serenader can attempt a Perform check with a DC equal to 10 + the Hit Dice of the targeted outsider. If successful, he 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 + 1/2 the silver serenader's class level + his Charisma modifier.
Mass Break Bonds (Su/Sp): At 19th level, a silver serenader can affect any number of allies within 30 feet when using break bonds. Make a single Perform check and compare it to the save DC of each effect. After 4 consecutive rounds of using this serenade, the silver serenader can attempt a caster level check to remove a enchantment, transmutation, or curse on a single ally affected by this serenade each round he performs.
Solace
The college of solace brings peace to the dead and undead.
Forbidden Alignment: evil.
Spell List: inquisitor.
Deathwaking Dance (Su): At 1st level, an solace serenader can unravel undead and haunts like a cleric channeling positive energy to harm undead. When he starts the serenade 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. An undead creature is allowed a Will save (DC 10 + 1/2 the serenader's level + the serenader's Charisma modifier) to halve this damage. The serenader cannot use channeling feats with this ability. Deathwalking dance relies on visual components.
Untethering Steps (Su): At 4th level, an solace serenader can use his serenade to hinder all undead creatures within 60 feet to which the performer has line of sight. Each round he maintains the serenade, the solace 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. Untherhering steps relies on visual and audio components.
Exorcist’s Waltz (Su): At 9th level, an solace serenader can use this serenade to attempt to end an ongoing single enchantment, transmutation, curse or possession effect. The target must be able to see the performer perform and be within 30 feet. This functions as break enchantment, using the solace serenader'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. In addition, all creatures within 60 ft. of the solace serenader who are not already possessed or dominated become immune to possession and influence, as protection from evil. Exorcist’s waltz relies on visual and audio components.
True Guidance (Su): At 14th level, an solace serenader can lure the dead back into their graves. The serenader chooses one undead when he begins the serenade. Each round the target is within 60 feet each round he maintains this serenade the targeted undead must resist the effects with a successful Will save (DC 10 + 1/2 the serenader's level + the serenader'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 damage per class level of the solace serenader and is staggered for 1 round. True guidance relies on visual and audio components.
Psycopomp's Lead (Su): At 19th level, the solace serenader can use psychopomp's lead to create a funnel to the land of the dead. Any undead destroyed and any living creature that dies within 60 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. Psychopomp's lead relies on visual and audio components.
Stars
There are thousands of stars in the night sky, and the college of stars know serenades to idolize each of them.
Forbidden Alignment: none.
Spell List: bard.
The collage of stars has no list of serenades. Instead, serenaders with the college of stars gains a bardic masterpiece he fulfills the prerequisite for at level 1, 4, 9, 14, and 19, just as if he had spent a feat to learn the masterpiece. A serenader that has the college of stars as a second college instead gains a masterpiece at level 6, 13, and 20.
Unlike other serenades, multiple bardic masterpieces cannot be performed at the same time, nor can bardic masterpiece be performed at the same time as a bardic performance.
Thunder
The thunder college teaches the ultimate sturm und drang serenades, to invoke thunder and call lightning from the sky.
Forbidden Alignment: lawful.
Spell List: magus.
Call Lightning (Sp): At 1st level, the thunder serenader can use serenade to summon bolts of lightning, as per the spell call lightning with a caster level equal to his 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 serenader's class level + the serenader's Charisma modifier) for half damage. Call lightning relies on audio and visual components.
Gust of Wind (Sp): At 4th level the thunder serenader can call a powerful torrent of wind. As a move action each round of serenade, he can create a gust of wind with a caster level equal to the serenader's class level. Gust of wind relies on visual components.
Thunder Call (Sp): At 9th level, the thunder serenader can use serenade to unleash a deafening peal of thunder. While performing this serenade, the thunder serenader can spend a standard action to create an a sound burst. At 12th level and every 3 class levels thereafter, the damage increases by 1d8. The effect has a caster level equal to the serenader's class level and allows a Fortitude save (DC 10 + 1/2 the serenader's class level + the serenader's Charisma modifier) to negate the stun effect. Thunder call relies on audio and visual components.
Whistle for Wind (Sp): A thunder serenader of 14th level or higher can whistle for wind to cast control winds or control weather with a caster level equal to his serenader level. The effect begins immediately and lasts as long as he performs. He can only change wind conditions, and he cannot reduce the strength of the wind. By performing for 10 consecutive round and succeeding at a DC 20 Perform check, the thunder serenader can cast one of these spells with their normal effect and duration. Whistle for wind relies on audio components.
Storm of Vengeance (Sp): At 19th level, the thunder serenader can cause the effects of storm of vengeance (caster level = class level) as a serenade. He must serenade continuously to gain the effects of later rounds of the spell. The saving throws against this ability have a DC of 10 + 1/2 the serenader's class level + the serenader's Charisma bonus.
Feats
These feats compliment the serenader prestige archetype.
Additional College (General)
You expand your repertoire of serenades by mastering a new college.
Prerequisites: Second serenade (serenader class feature).
Benefits: Select a college you have not selected before. You learn to use this college just as if it was your secondary college.
Special: You can take this feat several times, the benefits do not stack. Each time you can select a new college to master.
OGL
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Section 15 Addendum
- Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
- Pathfinder Campaign Setting: Inner Sea Intrigue © 2016, Paizo Inc.; Authors: David N. Ross, with Ross Byers.
- 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: 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 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 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 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.
- 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.