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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