Pathfinder class: Chanter


Chanter



Some priestesses go so far into the divinity of words and song, that they grow to perform to massive audiences. Their knowledge of words not only grants them powerful abilities based on the word they choose to study, but they can also perform to the masses to grant them gifts of knowledge and energy—or inflict charms and fear.

Hit die: d6.

Skills: 4+int modifier.

Class skills: Appraise, bluff, craft, diplomacy, disguise, fly, heal, intimidate, knowledge (local), knowledge (nobility), knowledge (religion), linguistics, perception, perform, profession, sense motive, spellcraft, use magic device.

Weapon and armor proficiency: Chanters are proficient with simple weapons. They are not proficient with armor, or shields.

Parent classes: Priestess and Bard.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1
2
3
4
5
6
7
8
9
1
0
0
0
2
Spells, Orisons, Vocation, performance
3
2+1
-
-
-
-
-
-
-
-
2
1
0
0
3
Power word
4
2+1
-
-
-
-
-
-
-
-
3
1
1
1
3
Socialite
4
3+1
-
-
-
-
-
-
-
-
4
2
1
1
4
Performance
4
3+1
2+1
-
-
-
-
-
-
-
5
2
1
1
4
Power word
4
3+1
2+1
-
-
-
-
-
-
-
6
3
2
2
5
Empowered vocation
4
4+1
3+1
2+1
-
-
-
-
-
-
7
3
2
2
5
Performance
4
4+1
3+1
2+1
-
-
-
-
-
-
8
4
2
2
6
Power word
4
4+1
3+1
3+1
2+1
-
-
-
-
-
9
4
3
3
6
Voice of mind
4
4+1
4+1
3+1
2+1
-
-
-
-
-
10
5
3
3
7
Divine performances, performance
4
4+1
4+1
3+1
3+1
2+1
-
-
-
-
11
5
3
3
7
Divine words, power word
4
4+1
4+1
4+1
3+1
2+1
-
-
-
-
12
6/1
4
4
8
Empowered vocation
4
4+1
4+1
4+1
3+1
3+1
2+1
-
-
-
13
6/1
4
4
8
Performance
4
4+1
4+1
4+1
4+1
3+1
2+1
-
-
-
14
7/2
4
4
9
Power word
4
4+1
4+1
4+1
4+1
3+1
3+1
2+1
-
-
15
7/2
5
5
9
Surpass sound
4
4+1
4+1
4+1
4+1
4+1
3+1
2+1
-
-
16
8/3
5
5
10
Performance
4
4+1
4+1
4+1
4+1
4+1
3+1
3+1
2+1
-
17
8/3
5
5
10
Power word
4
4+1
4+1
4+1
4+1
4+1
4+1
3+1
2+1
-
18
9/4
6
6
11
Empowered vocation
4
4+1
4+1
4+1
4+1
4+1
4+1
3+1
3+1
2+1
19
9/4
6
6
11
Deific performance
4
4+1
4+1
4+1
4+1
4+1
4+1
4+1
3+1
3+1
20
10/5
6
6
12
Divine chanter, Deific word
4
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1

Spells: A chanter casts divine spells drawn from the cleric/oracle spell list presented in Spell Lists. A chanter can cast any spell she knows without preparing them ahead of time. Their power lies in the knowledge of the healing powers of performing, and through their practices. they learn more spells and more secrets in which to use them, how their worship of the higher powers can be perfected through song. As they require concentration on their thought, somatic components, and knowledge, chanters take a spell failure chance as an arcane caster does.

To learn, prepare, or cast a spell, the chanter must have a charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a chanter’s spell is 10 + the spell level + their charisma modifier.

A chanter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Chanter. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells on the prd website).

The chanter memorizes their spells, such that they can cast any spell they know as long as they have uses of that spell level that day. However, they only know a select number of spells, presented in the table below. One restriction is noted by the +1 in the spell slots on the table above, which are spells per day that are reserved for the chanter’s bonus spell only.


Table: Chanter spells known
Level
0
1
2
3
4
5
6
7
8
9
1
4
2
-
-
-
-
-
-
-
-
2
5
2
-
-
-
-
-
-
-
-
3
5
3
-
-
-
-
-
-
-
-
4
6
3
1
-
-
-
-
-
-
-
5
6
4
2
-
-
-
-
-
-
-
6
7
4
2
1
-
-
-
-
-
-
7
7
5
3
2
-
-
-
-
-
-
8
8
5
3
2
1
-
-
-
-
-
9
8
5
4
3
2
-
-
-
-
-
10
9
5
4
3
2
1
-
-
-
-
11
9
5
5
4
3
2
-
-
-
-
12
9
5
5
4
3
2
1
-
-
-
13
9
5
5
4
4
3
2
-
-
-
14
9
5
5
4
4
3
2
1
-
-
15
9
5
5
4
4
4
3
2
-
-
16
9
5
5
4
4
4
3
2
1
-
17
9
5
5
4
4
4
3
3
2
-
18
9
5
5
4
4
4
3
3
2
1
19
9
5
5
4
4
4
3
3
3
2
20
9
5
5
4
4
4
3
3
3
3

Orisons: The chanter learns a select number of 0th-level spells. These spells, when learned, can be cast an unlimited number of times per day.

Vocation: As they study, Chanters find a calling to a divine form of singing. This vocation comes with special abilities which they learn throughout their studies. They gain a sign of their study, songs of power, as well as bonus spells, specialties in performing and linguistics, and an arcane school in which they can also learn spells from (see below).

Performance (Su): The chanter becomes trained in performing arias that bolster allies and debilitate enemies. They can use these performances for a number of rounds per day equal to 3 + their charisma modifier per day, plus 1 additional round per level following first. They choose one performance at first and third level, and every four levels following. For the purposes of rounds of performance, bard performance rounds stack with those of the chanter.

Initiating a performance is a standard action, and maintaining it is a free action. The performance immediately ends if the chanter is stunned, paralyzed, dazed, silenced, slept, knocked unconscious, or killed. A deaf chanter has a 20% chance of failing a performance, as the bard.

Chanters may learn bard masterpieces that have the sing or oratory elements.

Power word (Su): At 2nd level, a chanter gains their first power word. This word is not fixed; instead of studying a form of divinity, they study the words themselves, granting them a greater form of variability in what they can accomplish. These must be spoken aloud, though can be whispered. These cannot be used while in a silence effect but can if they are deafened. If they are deafened, they must make a concentration check equal to 10 + the level at which the power word is learned in order to use the ability. Chanters gain a +4 bonus to concentration checks when using a power word due to their close study of the words themselves. They gain a new power word at 5th level, and every four levels thereafter.

Unless stated otherwise, power words have a range of 30 ft. and only work on one creature once per day, whether they pass or fail the saving throw.

Socialite (Ex): At 3rd level, Chanters, due to their focus on the power of words as well as the lifestyle that comes with their performances, gain a +1 bonus to diplomacy, bluff, intimidate, and sense motive checks. This bonus increases by 1 for every five levels they possess after 3rd.

Voice of mind (Ex): At 9th level, the chanter no longer needs to speak her power words in order to use them, as the voice of her mind speaks to her deity to evoke their power.

Divine performance (Su): At 10th level, the chanter gains access to divine performances, and are able to choose from the list in the vocation section when they gain a new performance.

Divine word (Su): At 11th level, the talent of the chanter’s study of words increases, granting her access to more powerful power words.

Surpass sound and song (Ex): At 15th level, the chanter’s voice surpasses sound and hearing. With respect to her performances, as well as power words, the chanter treats reatures immune to sonic effects, or are deaf, as having spell resistance equal to 10 + their hit dice against her abilities. If she overcomes this resistance, her ability works as it would a creature not immune or deaf.

Deific performance (Su): At 19th level, the chanter gains access to the most powerful of divine songs. They choose one deific performance that they may perform. (See below in the vocation section)

Deific word (Su): At 20th level, the chanter’s studies grant her access to the most powerful power words known to exist, granted by her deity. They may choose one deific word at this level. (See below in the vocation section)

Divine chanter (Ex): At 20th level, the chanter’s voice becomes a beacon of divine power. They are immune to all silence effects, deafen, stun, and paralysis. Their voice can be heard five times the distance away, and they gain a +4 bonus to diplomacy, bluff, and intimidate checks, and can roll twice and take the higher result a number of times per day equal to their charisma modifier (minimum 1). In addition, the chanter no longer needs to breathe, eat, or sleep. The chanter rolls three times and takes the higher result for the surpass sound and song abilities, except now, her abilities also affect mindless creatures as well as constructs, undead, and other creatures that are immune to mind-affecting effects.

Vocation: Performance
The chanter brings her divinity to the stage, using her power to inspire crowds, her allies, and intimidate her enemies. Chanters learn spells from the cleric/oracle spell list, as well as those from the sorcerer/wizard list of the enchantment school.

Performance specialties: The chanter gains a bonus to skill checks equal to half her level to linguistics, perform (oratory) and perform (sing) checks.

Sign of Vocation: Song of Power

At first level, spells the chanter casts (using their spell slots) act as if they are affected by the still spell feat. When casting spells with the arcane school they choose, as well as those with compulsion, or the sonic descriptors, their caster level increases by 1, and the DCs of their bonus spells increase by 1.

A chanter’s song is so connected to the divine, they can use spells with material components without the need for them. When casting the spell, the chanter can make a linguistics or perform (sing) check, with a DC equal to 15 + the material component cost/250. The chanter cannot take 10 or 20 on this check.

A chanter’s ability to sing surpasses the normal style of others; using three rounds of their performance ability, they can, if they have learned a power word that affects one target, instead affect a number of targets equal to her charisma modifier to enemies she chooses within 30 ft. She must be able to see the enemies she is affecting. This counts as a use of power words on the target, and thus enemies affected, whether or not they save, cannot be affected again as normal unless stated otherwise. If a single target power word has a number of uses per day, one use is consumed per target hit. They cannot use this ability while using a performance ability.

Bonus spells: 1st: Ear-piercing scream; 2nd: Enthrall; 3rd: Good hope; 4th: Screech; 5th, Song of discord; 6th: Banshee blast; 7th: Waves of ecstasy; 8th: Charm monster (mass); 9th: Overwhelming presence.



Power words

Power word: bane: A chosen enemy takes a -1 penalty to attack rolls, saving throws, skill checks, caster level checks, and ability checks for 1 minute per level of the chanter. This penalty increases by 1 at 6th, 12th, and 18th level.

Power word: blast: A word of powerful energy is spoken, blasting an enemy for 1d6 + ½ the chanter’s level in energy damage of a chosen type (fire, cold, electricity, sonic, acid) as a ranged touch attack. This damage increases by 1d6 every 2 levels following first. This can be used multiple times on the same target. Instead, the chanter can cast power word: blast a number of times per day equal to 3 + their charisma modifier.

Power word: blur: This word grants a target 20% concealment due to a blurred form for 1 minute per level of the chanter. At 12th level, this becomes 50% concealment.

Power word: brave: This word invigorates an ally, granting them a +1 morale bonus on attack and damage rolls, fear saves, and skill checks for 1 minute per level of the chanter. This bonus increases by 1 for every five levels they possess.

Power word: chaos: This word causes the enemy to become confused for 1 round per level of the chanter. A successful will saving throw negates this effect.

Power word: charm: The chanter uses this word upon a creature as if they had just used the diplomacy skill, improving someone’s attitude by one step. This lasts 1 round per level of the chanter. At 8th level, this improves their attitude by two steps. A will save negates this effect.

Power word: fear: The chanter speaks a frightening word, causing the enemy to become shaken for a number of rounds equal to the chanter’s level. At 8th level, the enemy is frightened. At 16th level, they are panicked.  A successful will saving throw reduces the condition to shaken for 1 round.

Power word: heal: Speak a word of healing upon a target within 30 ft., healing 1d6 + the chanter’s level in hit points. This healing increases by 1d6 for every 4 levels the chanter possesses.

Power word: Regenerate: Speak a word of invigoration, granting a target fast healing 1 for 1 round per level of the chanter. The fast healing of this word increases by 1 for every 4 levels the chanter possesses.

Power word: resist: This word places a magical veil over an ally, granting them energy resistance 10 to a specific energy type. At 6th level, this energy resistance improves to 20. At 12th level, this improves to 30. At 18th level, it provides immunity.

Power word: vanish: This word makes the chosen target invisible, as the vanish spell. This lasts for 1 round per level. At 6th level, this lasts 1 minute per level. At 12th level, the chanter can form the word to act as greater invisibility, but it lasts for 1 round per level.

Power word: wound:  Speak a word of pain upon a target within 30 ft., dealing 1d6 + the chanter’s level in damage. This damage increases by 1d6 for every 4 levels the chanter has. A successful will saving throw halves this damage.

Divine words

Divine word: Deafen: The target chosen by the chanter is permanently deafened if they fail a fortitude saving throw.

Divine word: Life: The chanter can heal a target within 30 ft. that was killed within 1 round for 4d8 + the chanter’s level in hit points. If they are brought above the death threshold, they are no longer dead.

Divine word: Quick: The chanter can grant an ally a full round of action on her turn. This does not change the target’s place in initiative or take from their normal turn in the round.

Divine word: Protect: The chanter grants a target DR 10/adamantine, up to a maximum amount of damage absorbed equal to 10 x the chanter’s level. In addition, they gain a +1 bonus to their base natural armor.

Divine word: rage: the chanter causes a target within range to enrage, gaining a +4 bonus to their strength and constitution scores, -2 to their AC, and +2 to their will saves. They are unable to use mental-based checks for the duration.

Divine word: revitalize: The chanter restores the target, healing all ability damage, as well as 1d4 points of ability drain from a chosen score, or 1 negative level. This increases to all ability drain at 15th level or 1d4 negative levels.

Divine word: shell: This word grants a target spell resistance equal to the 11 + chanter’s level. For a number of rounds equal to their level.

Divine word: stop: The chosen is unable to act until the chanter’s next turn. The enemy does not gain a save against the effect, but also does not give the enemy any conditions, such as stunned, paralyzed, or helpless. This lasts a number of rounds equal to the chanter’s level. A successful will save negates this effect. If the first save fails, they must make a save per round the word remains in order to act.

Divine word: weaken: This word weakens the mind and body of an enemy, forcing them to deal minimum damage with attacks and spells for 1 round per level of the chanter, and decreasing the DCs of their spells, spell-like abilities, and supernatural abilities by 4.

Deific words

Deific word: dominate: The target is subject to a dominate effect, as dominate monster. If they resist the effect, the enemy is aware of what was cast on them, and by whom.

Deific word: Invincible: The chosen creature gains 10 DR/-, a +4 sacred bonus to their armor class, saving throws, and constitution score for 1 round per level of the chanter.

Deific word: raise: Once per day, the chanter can spend 10 minutes chanting divine words of resurrection, and raise a target from the dead without the need for material components.

Deific word: redemption: Once per day, if a target within 60 ft. of the chanter is killed, she may instantly heal them for 10 hit points per caster level as if using breath of life as an immediate action.

Performances: These performances are available at first level onward.

Performance: Competence (Su): The chanter can bring competence to an ally. That ally must be within 30 feet and be able to hear the chanter. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the chanter's performance. This bonus increases by +1 for every four levels the chanter has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A chanter can't inspire competence in herself.

Performance: countersong (Su): The chanter learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong, she makes a Perform (sing) skill check. Any creature within 30 feet of the bard (including the chanter herself) that is affected by a sonic or language-dependent magical attack may use the chanter'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 performance is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the chanter’s Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Performance: Courage: The chanter can perform to inspire courage in her allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the chanter’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six chanter levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability.

Performance: Enthrall: The chanter can use a performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the chanter, and capable of paying attention to her. The chanter needs to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the chanter has obtained, they can fascinate one additional creature.

Each creature within range receives a Will save (DC 10 + 1/2 the chanter’s level + their Cha modifier) to negate the effect. If a creature's saving throw succeeds, the chanter cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Performance: Harrow (Su): A chanter of 7th level or higher can learn this performance to foster a sense of growing dread in her enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to hear the chanter. The effect persists for as long as the enemy is within 30 feet and the chanter continues their song. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect.

Performance: Suggestion (Sp): A chanter of 7th level or higher can learn to use their performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A chanter can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a chanter’s daily use of performances. A Will saving throw (DC 10 + 1/2 the chanter's level + their Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. This performance requires the chanter to learn the enthrall ability.

Divine performances: At 10th level, the chanter gains access to (and can learn) divine performances.

Divine performance: Frighten (Sp): The chanter can use her performance to cause fear in her enemies. To be affected, an enemy must be able to hear the chanter perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the chanter’s level + her Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the chanter’s performance.

Divine performance: heroism (Su): The chanter can inspire tremendous heroism in herself or a single ally within 30 feet. For every five levels beyond 10th, she can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to hear her. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible components.

Divine performance: Soothe: the chanter can use her performance to heal hit point damage in her allies. This heals a number of allies within range for 1d6 hit points + her level per round her performance continues. In addition, each round this performance continues, allies (as well as the chanter) are cleansed of the shaken, sickened, and fatigued condition.

Deific performances: At 19th level, the chanter gains access to (and can learn) one deific performance.

Deific performance: Death (Su): The chanter can use her performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the chanter's level + the their Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the chanter cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible components.

Deific performance: Suggestion (Sp): This ability functions just like suggestion, but allows a chanter to make a suggestion simultaneously to any number of creatures that she has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Empowered vocations

6th level: The chanter can cast spells and power words in or out of a silence effect. The chanter gains spell resistance to silence, deafen, or other effects that would suffocate or stop their performance equal to 6 + their chanter level. In addition, the chanter gains a +2 bonus on saves against sound-based or sonic spells and effects, as well as charm and compulsion effects.

12th level: The chanter gains a +2 bonus on saves against enchantment spells and effects, and their spell resistance against silence, deafen and other effects that would stop their performance increases to 11 + their chanter level.

18th level: Chanters become immune to enchantment, charm, and compulsion spells and effects.

Extra Feats

Lingering performance: When a chanter's performance ends, the effects last one additional round afterward. 

Persistent word: If a target passes its save against a power word, the priestess or chanter can cast the word on the target a second time. They cannot cast the power word a third time, even if the enemy passes both saves.

Split word: When using a single-target power word (not divine or deific word), the eniripsa can use the word on two creatures within range. This still does not affect a creature if they've already been affected by the specific word that day. Requirements: Chanter 10th level.


Split word, major: When using a single-target divine word (not deific word), the eniripsa can use the word on two creatures within range. This still does not affect a creature if they've already been affected by the specific word that day. Requirements: Chanter 18th level.

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