The Quintessential Bard
| Author | Shannon Kalvar |
| Publisher | Mongoose Publishing |
| Publish date | 2003 |
| OGL Section 15 | qbrd |
The material below is designated currently under review
Dream Dancer
Stories about the origins of the dream dance range from the sublime to the profane. Some say that it comes from the highest orders of angels, gifts with which to other men their true hearts. Others claim that it originates in the darkest pits. What truth hides in these or any other claim remains unknown.
For the dream dancer the only truth comes in the rhythm of the dance. Whatever the origins of the ancient measure, their flow and pattern sweep the dancer to a new place. Following them the dancer reaches into the hearts of others, bringing forth the threads of deepest desires and wildest dreams. Spinning patterns of flesh and bone become the loom upon which the dancer weaves those threads into the fabric of reality.
The dream dancer’s art takes him to the furthest reaches of the human soul. There he subjects himself to splendors and horrors bounded only by man’s imagination. In return for his efforts he receives scorn, mistrust and even open hostility from the rest of the world.
Hit Die: d6
Requirements
To qualify to become a dream dancer the character must fulfil all of the following criteria.
Perform (dance): 10 ranks
Spellcasting: Must be able to cast 3rd level arcane illusion spells
Reflex Save: +8 or higher
Class Skills
The dream dancer’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Chat), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis, trained only), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str) and Tumble (Dex). See SRD for skill descriptions.
Skill points at each level: 6+ Int modifier
The Dream Dancer
| Class Level | Base Attack | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +2 | +0 | See the dream |
| 2 | +1 | +0 | +3 | +0 | Dance of the veil |
| 3 | +2 | +1 | +3 | +1 | Prediction |
| 4 | +3 | +1 | +4 | +1 | Patterns of misdirection |
| 5 | +3 | +1 | +4 | +1 | The dream dance |
Class Features
All of the following are class features of the dream dancer.
Weapon and Armour Proficiency: A dream dancer is proficient with all simple weapons. A dream dancer is also proficient with light armour, medium armour and shields. Not that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour or equipment carried.See the
Dream: At 1st level the dream dancer develops extraordinary empathy with other people. This gift grants him a +4 on all Sense Motive skill checks as well as a +2 bonus on all Perform checks.Dance of the Veil (Sp): At 2nd level the dream dancer develops the ability to shift his appearance based on what the target would like to see. A number of times per day the equal to his dream dancer level the dancer may grant himself a +6 circumstance bonus to Bluff, Disguise, Diplomacy, Innuendo, or Perform skill checks. This bonus lasts for the duration of the skill check. The dancer does not have any control over how his features change to put the target at ease.Prediction (Su): At 3rd level the dream dancer’s empathic link with his audience becomes even stronger. As a free action he can make a Sense Motive skill check (DC 30) to accurately predict how a specific target will react to an impending statement or situation. This ability allows the dancer to predict a target’s reaction to a particular performance, as well as his anticipated actions in combat and how he will react to various attempts at manipulation.
Patterns of Misdirection (Sp): At 4th level the dream dancer’s dancing becomes equal to a hypnotic pattern spell cast at a level equal to the dancer’s character level. The dancer may invoke this ability one time per day per positive point of his Charisma modifier.
The Dream Dance (Sp): At 5th level the dream dancer masters the dream dance. After a full round of dancing all targets within 30 ft. must make a Will save with a DC equal to the dream dancer’s Perform skill check. Those that fail succumb to the lure of the dance. They see their wildest fantasies and deepest desires played out in front of them. The victims stand helpless for 1d6 rounds after the performance ends. If attacked they snap out of the illusion but are stunned for 1d4 rounds as they attempt to return to reality.
Elder
Sitting by the fireside in the camps of prehistoric people the wizened elder rasps out the history and legends of his people to a new generation. His voice rolls with the thunder that rocked the sky when his people’s heroes stole fire. The laughter of a thousand generations of tricksters cackles along with his humour. His lore embodies the past and so nourishes the future.
Becoming an elder requires extensive training. It also demands utmost sacrifice. The elder must learn all the ancient lore. He must also give up thoughts of personal gain, self-promotion, or success. His focus becomes the future of his people. Nothing else truly matters to him.
Not all elders manage to live up to their lofty goals. Some use their position for petty gratification. Others betray the trust given them, using community resources for their own gain. These creatures drain the life from their homes, eventually either destroying them or being replaced by a more suitable candidate.
Hit Die: d6
Requirements
To qualify to become an elder the character must fulfil all of the following criteria.
Knowledge (history): 7 ranks
Profession (lawyer): 7 ranks
Perform: 5 ranks
Language: Any 5
Feats: Skill Focus (history)
Special: Must have the bardic knowledge ability
Class Skills
The elder’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Intuit Direction (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int) and Use Magical Device (Cha, exclusive skill). See SRD for skill descriptions.
Skill points at each level: 6+ Int modifier
The Elder
| Class Level | Base Attack | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | Wisdom of the ages (+3) |
| 2 | +1 | +0 | +0 | +3 | Voice of command, +1 Caster Level |
| 3 | +1 | +1 | +1 | +3 | Wisdom’s shield, Wisdom of the ages (+5) |
| 4 | +2 | +1 | +1 | +4 | Wisdom’s sword, +1 Caster Level |
| 5 | +2 | +1 | +1 | +4 | Will of the ancients, Wisdom of the ages (+7) |
Class Features
All of the following are class features of the elder.
Weapon and Armour Proficiency: An elder is proficient with all simple weapons. An elder is also proficient with light armour, medium armour and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.
Wisdom of the Ages: At 1st level the elder gets a +3 bonus on all bardic knowledge checks. This bonus improves to +5 at 3rd level and to +7 at 5th level.
Voice of Command (Su): At 2nd level the elder may issue a one word command (as the command spell) to any target that you successfully intimidate using an intimidate skill check. Issuing this command is a free action that can only affect a specific target once per day. The target does not get a saving throw or a spell resistance check, but this is a mind affecting ability and subject to all of the restrictions associated with that.
Wisdom’s Shield (Su): At 3rd level the elder may add his Wisdom modifier to his AC, Fortitude saving throws and Reflex saving throws. These bonuses apply even if the elder is flat-footed, stunned, or otherwise incapacitated.
Wisdom’s Sword (Su): At 4th level the elder may verbally assault one target within 60 ft. The elder takes the opportunity to explain to the target, in detail, why he is a fool and why his actions will bring death and destruction upon him, his family and his people. This assault is a standard action that takes a full round to come into effect. If the target fails a Will save with a DC equal to 10+ the elder’s character level he suffers a penalty to all rolls and skill checks equal to the elder’s Wisdom modifier for 3d4 rounds. The elder may use this ability a number of times per day equal to his Charisma modifier.
Will of the Ancients (Su): At 5th level the elder gains the ability to contact the spirits of his ancestors. In effect, he can invoke a divination or contact other plane spell once per day as a full round action.
Grandmaster
Some bards find the intricate art of music more compelling than any other pursuit. These musicians struggle to master the most elusive and transitory of all arts. The perfection they seek lives for but a moment, dwelling forever after in the only memory of the artist and his audience.
This dedication does not make them any less proficient in dealing with others. In order to achieve true mastery a musician must reach into his audience’s hearts. This empathy keeps the grandmaster grounded in reality while his soul soars into the lofty heights inspired by his art.
A Grandmaster obsession leads him to become an embodiment of the musical arts. He practices daily. He seeks out new experiences solely for the sake of the music they reveal to him. Wherever he goes he leaves behind in the hearts of those who met him an impression of perfect beauty, captured just for a moment in the notes of a song.
Hit Die: d6
Requirements
To qualify to become a grandmaster the character must fulfil all of the following criteria.
Perform: 12 ranks
Feats: Any 3 Mysteries
Special: Must have the bardic music ability, must be of mature adult age or older
Class Skills
The grandmaster’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pockets (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex) and Use Magic Device (Cha, exclusive skill). See SRD for skill descriptions.
Skill points at each level: 6+ Int modifier
The Grandmaster
| Class Level | Base Attack | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +2 | +2 | Student of music, Bonus mystery |
| 2 | +1 | +0 | +3 | +3 | Bonus bard feat |
| 3 | +2 | +1 | +3 | +3 | Bonus mystery |
| 4 | +3 | +1 | +4 | +4 | Majesty of music |
| 5 | +3 | +1 | +4 | +4 | Bonus mystery |
| 6 | +4 | +2 | +5 | +5 | Bonus bard feat |
| 7 | +5 | +2 | +5 | +5 | Bonus mystery |
| 8 | +6 | +2 | +6 | +6 | Mastery of music |
| 9 | +6 | +3 | +6 | +6 | Bonus mystery |
| 10 | +7 | +3 | +7 | +7 | Bonus bard feat, Perfect mastery |
Class Features
All of the following are class features of the grandmaster.
Weapon and Armour Proficiency: A grandmaster is proficient with all simple weapons. A grandmaster is also proficient with light armour, medium armour and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.
Student of Music: The character’s level in grandmaster count towards his total number of bardic music effects per day. Thus Calvin, 10th level bard/9th level grandmaster may use bardic music nineteen times per day.
Bonus Mystery: At 1st level and every 2 levels there after (3rd, 5th, 7th and 9th) the grandmaster gains a bonus mystery. Details about the mysteries can be found in the Mysteries of Music chapter of this book.
Bonus Bard Feat: At 2nd, 6th and 10th level the grandmaster gains a bonus feat. This feat must either be a feat marked as being for bards only, or that requires the bardic music ability as a prerequisite.
Majesty of Music: At 4th level the grandmaster’s music becomes difficult to resist. The DC to resist any bardic music effect the bard creates is raised by +2.
Mastery of Music: At 8th level the grandmaster gains total mastery of musical expression. He may roll two dice when making a Perform skill check and keep the higher of the two rolls.
Perfect Mastery: At 10th level the grandmaster has attained perfect mastery of the mysteries of music. By spending 100 experience points he can grant himself access to any specific mystery of music for a single round.
Jester
Comedy represents one of the two most ancient facets of dramatic arts. Humour is both the first thing that mortals discover and their first and final refuge in the face of horror. Jests and laughter permeate all cultures, races and times.
Most people consider a jester just a clown, a fool who makes jokes to please others. In truth a jester holds the keys to an ancient art that not only shows him the absolute truth but also gives him ways of saying it that leave others laughing and uncomfortable at the same time.
A jester may present clownish, foolish, or even downright insane behaviour as the situation warrants. He laughs in the face of fear, makes fools of kings and pricks the egos of the righteous. Yet always he must keep in mind that those that he taunts can destroy him with a whim. He walks on a razor’s edge where the slightest miscalculation could spell death.
Hit Die: d6
Requirements
To qualify to become a jester the character must fulfil all of the following criteria.
Alignment: Must be of chaotic alignment
Bluff: 8 ranks
Diplomacy: 8 ranks
Perform (comedy): 8 ranks
Sense Motive: 8 ranks
Class Skills
The jester’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pockets (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex) and Use Magic Device (Cha, exclusive skill). See SRD for skill descriptions.
Skill points at each level: 6+ Int modifier
The Jester
| Class Level | Base Attack | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +2 | Immune to fear, Immune to confusion |
| 2 | +1 | +3 | +0 | +3 | Mask of the jester, Jibe |
| 3 | +2 | +3 | +1 | +3 | Jester’s laugh |
| 4 | +3 | +4 | +1 | +4 | Caper |
| 5 | +3 | +4 | +1 | +4 | Light behind the lie |
Class Features
All of the following are class features of the jester.
Weapon and Armour Proficiency: A jester is proficient with all simple weapons. A jester is also proficient with light armour, medium armour and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.
Immune to Fear: At 1st level the jester becomes completely immune to all fear effects.
Immune to Confusion: At 1st level the jester becomes completely immune to all effects inflicting a confused state.
Mask of the Jester: At 2nd level the jester’s mind hides behind the mask of his art. It is not possible to detect his thoughts or read his emotions in any way. This includes the Sense Motive skill as well as magical spells like detect thoughts or discern lies.
Jibe (Sp): At 2nd level the jester gains the ability to enrage his foes. By taking a full round action to taunt an opponent the jester can lower his target’s AC and attack rolls by his Charisma modifier for a number of hours equal to his jester level. The target can resist this effect by making a Will save with a DC equal to 10 + the jester’s character level + the jester’s Charisma modifier.
Jester’s Laugh (Sp): At 3rd level the jester has learned how to make other’s laugh. By taking a full round action and laughing hysterically he can cause all intelligent creatures (Int 5 or higher) to burst into laughter. This has the effect of a calm emotion’s spell, with a DC equal to 10 + the jester’s class level + the jester’s Charisma modifier. The effect lasts for 1d4 rounds. The jester may use his laugh once per day per jester level.
Caper: At 4th level the jester learns the final secrets of distraction. When he takes a full defence action he may select one target per positive point of his Charisma modifier. Every round that target must make a Will save vs. a DC equal to 10 + the jester’s class level + the jester’s Charisma modifier. If the target fails he may not attack the jester that round. If he succeeds he still must hit the jester’s AC, modified by the full defence action.
Light Behind the Lie (Sp): At 5th level the jester gains true sight, as the spell. Invoking this ability is a standard action. It lasts for 10 rounds. The jester may use the light behind the lie a number of times per day equal to 3 + his Charisma modifier.
Seneschal
Working from the crown doesn’t seem like an overly adventurous occupation to most heroes. They see the constant drudgery of the accounts. They hear about the long nights spent in discussions with farmers. It all sounds rather unglamorous. Certainly such tasks have less danger and reward than slaying dragons, rescuing maidens and saving whole kingdoms?
Those who take up the challenge of the seneschal have a hard road. At the end of it lies not fame or glory, but the quiet power that comes from knowledge and trust. Seneschals run the household of nobles and rule their servants. Those who work in important households have access to information, resources and influence that even the most powerful adventurer would be hard pressed to match.
Seneschals must master finance, diplomacy, heraldry and commerce. Their work encompasses all aspects of their domain’s existence, from planning feasts to ensuring that sufficient resources exist to survive times of trouble. They interact with nobles regularly. They haggle with merchants. They stand as judge and often jury in domestic affairs. In short they become leaders of their domain, second only to the master of the house himself.
Most seneschals leave their adventuring days behind in favour of their real work. Others take ‘holidays’ during which they have trusted assistants fill in for them while they gallivant around.
Hit Die: d4
Requirements
To qualify to become a seneschal the character must fulfil all of the following criteria.
Diplomacy: 8 ranks
Knowledge (nobles and nobility): 5 ranks
Profession (merchant): 8 Ranks
Special: Intelligence 13+, Charisma 13+, must take a place on the staff of a noble house
Class Skills
The seneschal’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), , Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int),. See SRD for skill descriptions.
Skill points at each level: 4+ Int modifier
The Seneschal
| Class Level | Base Attack | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | Resources, Master of the house |
| 2 | +1 | +0 | +0 | +3 | Words of authority |
| 3 | +1 | +1 | +1 | +3 | Exchange of favors (1x per week) |
| 4 | +2 | +1 | +1 | +4 | Leadership |
| 5 | +2 | +1 | +1 | +4 | Ward of the herald |
| 6 | +3 | +2 | +2 | +5 | Exchange of favors (2x per week) |
| 7 | +3 | +2 | +2 | +5 | |
| 8 | +4 | +2 | +2 | +6 | Master of details |
| 9 | +4 | +3 | +3 | +6 | Exchange of favors (3x per week) |
| 10 | +5 | +3 | +3 | +7 | Voice of the ruler |
Class Features
All of the following are class features of the seneschal.
Weapon and Armour Proficiency: A seneschal is proficient with all simple and martial weapons. A seneschal is also proficient with light armour, medium armour and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.
Resources: At 1st level the seneschal gains access to the resources of his house. He may request services or goods totalling to no more than 50 gp. In effect the seneschal purchases these things on ‘credit’ against his master’s wealth. He receives access to another 50gp of ‘credit’ per month.
Master of the House: At 1st level the seneschal has 2 1st level experts assigned to assist him in his duties. Every level thereafter he gains an additional 1st level expert, with skills of his choice. The seneschal’s master will not replace these servants if they die in service. The seneschal may, of course, replace them with his own reputation or money.
Words of Authority: At 2nd level the seneschal can speak for his master in minor matters. The seneschal can act as judge over minor civil matters in his master’s domain, or expect to receive assistance from the local law in other domains. So long as he himself does not break any laws the local authority will give him the benefit of the doubt, granting him a +6 bonus to all Bluff and Diplomacy skill checks made when dealing with them.
Exchange of Favours: At 3rd level the seneschal develops a reputation among others in his profession. Once per week he can call in a ‘favour’ from another seneschal. In effect this allows him to take 20 on a single Diplomacy roll when dealing with a merchant or other person providing services or goods. At 6th level the seneschal can accumulate enough favours to use this ability twice per week. When he achieves 9th level he can exchange favours three times per week.
Leadership: At 4th level the seneschal gains the Leadership feat. This stacks with the effects of other Leadership feats the character may already have.
Ward of the Herald (Su): At 5th level the seneschal gains protection from random violence. When acting on a mission from his master the seneschal gains the effect of a sanctuary spell when dealing with lawful folk. This spell always functions, even when the seneschal is asleep, stunned, flat-footed, or otherwise incapacitated. The DC to resist the effect is 10 + the seneschal’s Charisma modifier. This ability only affects creatures of lawful alignment.
Master of Details: At 8th level the seneschal develops the uncanny eye for details and memory that mark a great administrator. He never forgets a face, conversation, or event. Furthermore he gains +2 on all Knowledge skill checks and +2 on all Spot and Search skill checks.
Voice of the Ruler: At 10th level the seneschal’s power within his domain becomes equal to that of his master’s. His resource allocation increases to 100 gp a day. Furthermore he may take 10 on any Diplomacy or Knowledge (nobles and nobility) rolls that he must make. Finally the seneschal will be accorded all of the rights and privileges of a noble of his land, no matter what his birth.
Singer of the Dawn
Music springs from mortal hearts as an expression of life and joy. No one knows or uses this truth as well as a singer of the dawn. He draws for the life of his music so strongly that the forces of unlife (undead in particular) find his songs uncomfortable, distracting and even damaging.
No one sets out to learn the singer’s art. It develops spontaneously in those who both feel the beauty of life profoundly and who experience the horror of undeath most closely. Somewhere between the two experiences a singer of the dawn learns how to tap into the positive powers of music. His song becomes uplifting, penetrating and unstoppable.
Most of the time a young singer cannot find a tutor in his new art. He explores it on his own, sometimes learning great things, most often pursuing fruitless paths. Sometimes an older singer finds the student. The older may or may not be able to help the younger student; each singer approaches and their art uniquely.
Hit Die: d6
Requirements
To qualify to become a singer of the dawn the character must fulfil all of the following criteria.
Alignment: Any good
Perform: 8 ranks
Feat: Iron Will
Special: Must have lost at least one loved one to the undead. Must have the bardic music ability.
Class Skills
The singer of the dawn’s class skills (and the key ability for each skill) Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pockets (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex) and Use Magic Device (Cha, exclusive skill). See SRD for skill descriptions.
Skill points at each level: 4+ Int modifier
The Singer of the Dawn
| Class Level | Base Attack | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +2 | Musician, Song of light |
| 2 | +1 | +3 | +0 | +3 | Song of purity |
| 3 | +2 | +3 | +1 | +3 | Song of jade |
| 4 | +3 | +4 | +1 | +4 | Song of sunset |
| 5 | +3 | +4 | +1 | +4 | Song of dawn |
Class Features
All of the following are class features of the singer of the dawn.
Weapon and Armour Proficiency: A singer of the dawn is proficient with all simple weapons as well as small martial weapons. A singer of the dawn is also proficient with light armour, medium armour and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.
Musician: The character’s level in singer of the dawn count towards his total number of bardic music effects per day. Thus a Rowan a 9th level bard/4th level singer of the dawn may use bardic music thirteen times per day.
Song of Light: At 1st level the singer of the dawn learns to infuse his soul into his music. He may use his bardic music to turn undead as a cleric of equal level to his class level. This ability functions like a cleric’s turn undead ability, but lasts as long as the singer continues playing. Each use of the song of light counts as a use of bardic music for that day and is a standard action that does not provoke an attack of opportunity.
Song of Purity: At 2nd level the singer of dawn’s song becomes so heartbreakingly beautiful that it drives impurities and negative effects out of the listeners. Everyone within 30 ft. gains a bonus to saves against effects generated by undead equal to the singer’s Charisma modifier. This bonus lasts for as long as the singer maintains the song of purity and 5 rounds after the song ends. Each use of the song of purity counts as a use of bardic music for that day and is a standard action that does not provoke an attack of opportunity.
Song of Jade: At 3rd level the singer of the dawn can use the intricate purity of his music to repel evil outsiders. This ability functions just like a cleric’s turn ability, but only effects outsiders. Like the song of light it lasts as long as the singer continues to play. Each use of the song of jade counts as a use of bardic music for that day and is a standard action that does not provoke an attack of opportunity.
Song of Sunset: At 4th level the singer of the dawn learns how to use his music to lay the dead to rest. Every undead within 30 ft. of the singer must make a Will save with a DC equal to the singer’s Perform skill check or fall into torpor. In this state the undead is unaware of its surroundings and can be attacked as though it were helpless. Any attack on an undead within the area of the song immediately breaks the torpor on all of the targets. The targets in the area of effect remain unable to act for as long as the singer sings and for 5 rounds after the singer completes his song. Each use of the song of sunset counts as a use of bardic music for that day and is a standard action that does not provoke an attack of opportunity. This song cannot affect undead with more HD than the character’s class level.
Song of Dawn: At 5th level the singer of the dawn learns his ultimate song. When he sings it every undead or evil outsider within 30 ft. must make a Fortitude save with a DC equal to the singer’s Perform skill check or take 2d8 sonic damage + the singer’s Charisma modifier. All targets must make this save every round that they are within the area of effect. This damage is not subject to damage resistance or to spell resistance, but is subject to sonic energy resistance abilities. Each use of the song of dawn counts as a use of bardic music for that day and is a standard action that does not provoke an attack of opportunity.
Soul Taker
Many people find music a soothing diversion. A skilful performance can uplift the heart, enrapture the mind and release the soul from its burdens.
For the soul taker these attributes of music make it perfect for stealing the minds, bodies and even the souls of their targets. They twist magic and music together into a potent brew. Some of their songs chain the heart, forcing their victims to obey the taker’s will. Others wrap threads around the target’s mind, siphoning off their knowledge for the taker’s personal use. Still others weaken the target’s body transferring that strength to the taker.
No one knows the origins of the soul taker’s arts or how they pass them on. Fortunately for the rest of the world their numbers seem small. But who really could tell? Soul takers move like shadows through the world, untraceable save for the wake of broken lives they leave behind them.
Hit Die: d6
Requirements
To qualify to become a soul taker the character must fulfil all of the following criteria.
Alignment: Any evil
Bluff: 12 ranks
Diplomacy: 8 ranks
Sense Motive: 12 ranks
Spellcasting: Must be able to cast 3rd level arcane spells of the enchantment school
Class Skills
The soul taker’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pockets (Dex), Profession (Wis), Sense Motive (Wis), Speak Language (Int), Swim (Str) and Tumble (Dex). See SRD for skill descriptions.
Skill points at each level: 4 + Int modifier
The Soul Taker
| Class Level | Base Attack | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +2 | +2 | Seduction (+2), Kiss of darkness |
| 2 | +1 | +0 | +3 | +3 | Lure |
| 3 | +2 | +1 | +3 | +3 | Seduction (+4), Hand of the tempter |
| 4 | +3 | +1 | +4 | +4 | Enrapture |
| 5 | +3 | +1 | +4 | +4 | Seduction (+6), Chains of the flesh |
Class Features
All of the following are class features of the soul taker.
Weapon and Armour Proficiency: A soul taker is proficient with all simple weapons. A soul taker is also proficient with light armour, medium armour and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.
Seduction: At 1st level the soul taker learns the secrets of seduction. He masters the arts of ambiguity, subterfuge and misdirection, all focused on leading his target to believe that the soul taker will fulfil his wildest fantasies. At 1st level this art gives the soul taker +2 on all Bluff and Sense Motive rolls. This bonus increases to +4 at 3rd level and +6 at 5th level.
Kiss of Darkness (Su): At 1st level the soul taker may make a touch attack against a target that inflicts 1d4 temporary Con damage if the target fails a Will save with a DC equal to 10 + the soul taker’s class level + the soul taker’s Charisma modifier. The soul taker may use this ability one time per day per level.
Lure (Su): At 2nd level the soul taker may draw one target to him. The soul taker may select one target within 120 ft that can see him. That target must make a Will save with a DC equal to 10 + the soul taker’s class level + the soul taker’s Charisma modifier. If he succeeds nothing happens. If he fails he immediately makes his way to within touch range of the soul taker, bypassing any obstacles that might be in his path. This lure lasts for one hour, during which time the target will always seek to be within 5 ft. of the soul taker. The soul taker may use this ability once per day per level.
Hand of the Tempter (Su): At 3rd level the soul taker may make a touch attack against a target that saps its will. The target must make a Will save with a DC equal to 10 + the soul taker’s class level + the soul taker’s Charisma modifier. If he succeeds nothing happens. If he fails he takes 1d6 temporary Wisdom damage. If the target goes to zero of few points of wisdom he must obey whatever commands the soul taker issues until his Wisdom heals above zero. The soul taker may use this attack once per day per level.
Enrapture (Su): At 4th level the soul taker masters the art of luring others. Targets affected by the soul taker's lure ability must attempt to remain close to the character for eight hours. Additionally, the DC to resist the soul taker's lure ability increases by +2.
Chains of the Flesh (Su): At 5th level the soul taker gains access to the pinnacle of their art. Once per day they may invoke the chain of the flesh that binds them to any single target they have previously damaged with the kiss of darkness or the hand of the tempter that is within 60 ft. If the target fails a Will save with a DC equal to 10 + the soul taker’s class level + the soul taker’s Charisma modifier the soul taker dominates him (as the domination spell). This effect lasts for as long as the soul taker maintains concentration.
World Singer
Magic and music go hand in hand for many people. The two arts possess many similarities. Both require native talent in order to be successful. Both demand constant practice for refinement. Both have underlying mathematical constructs that make them predictable. Both contain within them the seeds of chaos that prevent anyone from ever fully mastering them.
A world singer sees beyond these similarities a startling truth. For him music and magic become one and the same. Every song is a spell. Every spell is a song. With his voice or instrument he shapes the world to his wishes.
The world singer might come to this realisation either though the path of magic or that of music. In either case he sets aside his former studies to explore the limits of his new understanding. With it he whip up a storm, calm earthquakes, or unleash the fury of the oceans upon those who displease him.
Hit Die: d4
Requirements
To qualify to become a world singer the character must fulfil all of the following criteria.
Perform: 9 ranks
Spellcasting: Ability to cast 3rd level arcane spells
Special: Bardic music ability
Class Skills
The world singer’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pockets (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex) and Use Magic Device (Cha, exclusive skill). See SRD for skill descriptions.
Skill points at each level: 4 + Int modifier
The World Singer
| Class Level | Base Attack | Fort Save | Ref Save | Will Save | Special | Spells per day |
|---|---|---|---|---|---|---|
| 1 | +0 | +0 | +2 | +0 | Singer, Song of power | +1 existing class level |
| 2 | +1 | +0 | +3 | +0 | Song of power | |
| 3 | +2 | +1 | +3 | +1 | +1 existing class level | |
| 4 | +3 | +1 | +4 | +1 | Song of power | |
| 5 | +3 | +1 | +4 | +1 | +1 existing class level | |
| 6 | +4 | +2 | +5 | +2 | Song of power | |
| 7 | +5 | +2 | +5 | +2 | +1 existing class level | |
| 8 | +6 | +2 | +6 | +2 | Song of power | |
| 9 | +6 | +3 | +6 | +3 | +1 existing class level | |
| 10 | +7 | +3 | +7 | +3 | Song of power |
Class Features
All of the following are class features of the world singer.
Weapon and Armour Proficiency: The world singer gains no new proficiencies in weapons or armour.
Spells: A world singer casts spells as a bard and has full access to the standard spell list. World singer levels are added to his base class level for level based effects.
Spells per Day: The world singer’s magical power continues to grow has he gains levels. Thus when every odd numbered world singer level is gained the character gains new spells per day as if he had also gained a level in an arcane spell casting class he belonged to before he became a world singer. He does not gain any other benefits that a caster of that class would have gained (improved saves, bonus feats, etc.) This essentially means that he adds one half (rounded up) of his world singer levels to the level of one of his arcane spell casting classes. For example Alan a 13th level bard/3rd level world singer casts spells as a 15th level bard.
Singer: The world singer may add his world singer level to his bard level when determining the number of times he may use the bardic music ability per day.
Songs of Power: At 1st, 2nd, 4th, 6th, 8th and 10th level the world singer may select one of the following songs of power. Using each song counts as a standard use of the bardic music ability. All of the songs of power count as standard actions that do not provoke an attack of opportunity unless otherwise noted. Continuing a song of power is also a standard action.
Flame: This song draws forth the dancing flames that lie in every object and person. Everyone other than the world singer within a 30 ft. radius of the singer must make a Fortitude save with a DC equal to the Perform skill check of the world singer or take 1d8 fire damage per round. Objects within range suffer this damage as well.
Forest: This song causes plants within range to awaken to their original, primal state. It acts as a plant growth spell over a 60 ft. radius. Additionally while the world singer plays hostile creatures within the area of effect are subject to an entangle spell, with a DC equal to the world singer’s Perform skill check.
Land: The song of the land causes the soil to shift, as if the world singer had cast the move earth spell at a caster level equal to his spell caster level.
Moon: When the world singer sings the song of the moon all creatures that do not have their normal shape (though shape shifting, illusion, or other effect) must make a Will save with a DC equal to the world singer’s Perform skill check or be restored to their normal form. This effect lasts for 5 rounds after the singer completes the song.
Sea: This song invokes the sea’s infinite bounty and healing power. All of the world singer’s allies within a 10 ft. radius gain Fast Healing with a value equal to the world singer’s Charisma bonus. This ability starts one round after the world singer begins singing and lasts for as long as he keeps singing and the beneficiary is within range. Singing or continuing the song of the sea is a full round action that does not provoke an attack of opportunity.
Storm: The cackling sound of the song of thunder portends doom for those around the world singer. Every round that the world singer makes a DC 25 Perform roll he can select one target within 120 ft. Lightening lances from the air around the world singer towards that target striking it for 5d8 damage. The target may make a Reflex save (DC 25) to take half damage. Any round that the world singer fails to make his Perform skill check the song breaks and he must start it again if he wishes to conjure more lightening.
Sun: Singing the song of the sun causes light to gather around the musician. Every round that he makes a Perform check with a DC of 25 pure sunlight illuminates a radius that expands by 5 ft. per round. Thus on the first round the light covers a 5 ft. radius circle, on the second round a 10 ft. radius circle and so on. When the singer finishes the song the radius begins to retract at a rate of 5 ft. per round. If the world singer fails a Perform skill check the song breaks and he must start it again.
Wind: The song of the wind draws a tempest of air around the world singer. Every one of Large size or less within a 40 ft. radius must make a Strength check with a DC equal to the Perform skill check of the world singer or be pushed back in a straight line to the edge of the song’s effect. Targets that hit hard objects are not damaged. Ranged attacks are at a –8 circumstance bonus to hit anyone within the area of effect. A world singer cannot move while singing the song of the wind, or he will be swept into the effect as well.
