Difference between revisions of "Improvisateur (Apath)"

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=== Unchain Skills (Ex) ===
 
=== Unchain Skills (Ex) ===
 
At 2nd level, the improviser can inspire skill unlocks (see Pathfinder Unchained). This affects a number of allies equal to the improvisers Charisma modifier, all within 30 ft. Unchain skills can use audible or visual components. The improviser must choose which component to use when starting his performance.  
 
At 2nd level, the improviser can inspire skill unlocks (see Pathfinder Unchained). This affects a number of allies equal to the improvisers Charisma modifier, all within 30 ft. Unchain skills can use audible or visual components. The improviser must choose which component to use when starting his performance.  
 
 
At 2nd level, the improviser can unchain a single skill. At 7th level, and every 4 levels thereafter, increase the number of unchained skills by one.
 
At 2nd level, the improviser can unchain a single skill. At 7th level, and every 4 levels thereafter, increase the number of unchained skills by one.
 +
This replaces inspire competence.
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==

Revision as of 14:27, 9 January 2017

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

We are used to seeing beauty in the eternal and unchanging, in the everlasting rules of geometry and poetry. But this is not the only kind of beauty. There is beauty in the sudden, transitional, and spontane. This is my kind of beauty.
—Gil Kish, improviser bard

Class Information

This is a bard archetype with brawler and skald abilities.

Publisher: Trailseeker Magazine.

Hit Die: d8.

Class Features

The improviser has all the standard bard class features, except as noted below.

Uncanny Dodge (Ex)

At 4th level, an improviser gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. An improviser with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If an improviser already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Spell Kenning (Su)

At 5th level, an improviser is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes' spells. Once per day, an improviser can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his improviser spells known, expending an improviser spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.

At 11th level, an improviser can use this ability twice per day. At 17th level, he can use this ability three times per day.

Improved Uncanny Dodge (Ex)

At 8th level and higher, an improviser can no longer be flanked. This defense denies enemies the ability to sneak attack the improviser by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the target has improviser levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Inspire Flexibility (Ex)

An improviser can use bardic performance to allow a the use of a combat feat neither she nor her audience posses. The improviser must meet all the feat's prerequisites. This affects a number of allies equal to the improvisers Charisma modifier, all within 30 ft. Inspire flexibility can use audible or visual components. The improviser must choose which component to use when starting his performance.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit for the creature that used it.

At 5th level, an improviser can use this ability to give the benefit of two combat feats at the same time. She may use one of these feats to meet a prerequisite of the second feat.

At 11th level, an improviser can use this ability to gain the benefit of three combat feats at the same time. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat.

At 17th level, the improviser can inspire new tactical feats in the same way, selecting a total of three feats of the combat or tactical type with each use of the ability.

This replaces inspire courage.

Unchain Skills (Ex)

At 2nd level, the improviser can inspire skill unlocks (see Pathfinder Unchained). This affects a number of allies equal to the improvisers Charisma modifier, all within 30 ft. Unchain skills can use audible or visual components. The improviser must choose which component to use when starting his performance. At 2nd level, the improviser can unchain a single skill. At 7th level, and every 4 levels thereafter, increase the number of unchained skills by one. This replaces inspire competence.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

Bard

  • Class Skills
  • Skill Points per Level
  • Spellcasting
  • Bardic Knowledge
  • Lore Master

Skald

  • Class Skills
  • Scribe Scroll
  • Spell Kenning


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