Improvisateur (Apath)

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Unofficial rules compendium
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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.

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. All allies gain the same feat(s). 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. Allies (other than the improviser) need not fulfill prerequisites to gain and use these feats.

At 5th level, an improviser can use this ability to give the benefit of two combat feats at the same time. She may use feats gained from inspire flexibility to to meet prerequisites of other feats gained this way.

At 11th level, an improviser gains the ability to allow the use of tactical feats. She may use tactical feats gained this way as prerequisites for further feats gained from inspire flexibility. She can use this ability to give the benefit of three feats at the same time, with any combination of combat feats and tactical feats.

At 17th level, the improviser can select a total of four feats of the combat or tactical type.

Inspire flexibility replaces inspire courage.

Unchain Skills (Ex)

At 3rd 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. Each ally unlocks the same skill(s), as if they had a number of skill ranks in the skill equal to the improviser's class level +3.

Unchain skills can use audible or visual components. The improviser must choose which component to use when starting his performance.

At 3rd level, the improviser can unchain a single skill. At 7th level, and every 4 levels thereafter, increase the number of skills unchained with each use of the ability by one. This replaces inspire competence.

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. Uncanny dodge replaces well-versed.

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 on his spell list and list of spells known, expending a bard 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. Spell kenning replaces lore master.

Table: Improviser

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire flexibility 1
2nd +1 +0 +3 +3 Versatile performance 2
3rd +2 +1 +3 +3 Unchain skill 3
4th +3 +1 +4 +4 Uncanny dodge 3 1
5th +3 +1 +4 +4 Inspire flexibility (2 feats), spell kenning (1/day) 4 2
6th +4 +2 +5 +5 Suggestion, versatile performance 4 3
7th +5 +2 +5 +5 Unchain skills (2) 4 3 1
8th +6/+1 +2 +6 +6 Dirge of doom 4 4 2
9th +6/+1 +3 +6 +6 Inspire greatness 5 4 3
10th +7/+2 +3 +7 +7 Jack-of-all-trades (unskilled use), versatile performance 5 4 3 1
11th +8/+3 +3 +7 +7 Unchain skills (3), inspire flexibility (3feats), spell kenning (2/day) 5 4 4 2
12th +9/+4 +4 +8 +8 Soothing performance 5 5 4 3
13th +9/+4 +4 +8 +8 5 5 4 3 1
14th +10/+5 +4 +9 +9 Frightening tune, versatile performance 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Unchain skills (4), inspire heroics 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Jack-of-all-trades (class skills) 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Inspire flexibility (4 feats, tactical feats), spell kenning (3/day) 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Mass suggestion, versatile performance 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Unchain skills +6, jack-of-all-trades (take 10) 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Deadly performance 5 5 5 5 5 5

Summary of Changed Class Abilities

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

  • Inspire flexibility
  • Unchain skills
  • Well-versed
  • Spell kenning
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