View Full Version : [Pathfinder] Divine Hymnist

Psycho Yuffie
2013-03-03, 11:35 PM
The divine hymnist was created because I love to play bards, but they're not very good with healing. The problem? I always create a character to aid the party in some fashion. Mostly to just round out the party because I don't have a lot of players. Anyway, my players like to forget to designate someone to be a healer, so everyone comes in with spellcasters or melee types. It's a mistake they usually feel immediately because my encounters can be fairly tough. To resolve this, I wanted to make a bard that could heal as a base class, thus the divine hymnist was born.

Helping through music. It’s a noble thought, but these special individuals have discovered a way to make that thought into a reality. Using a bond with their deity, they cast spells similar to a favored soul, making their music literally divine to listen to. A hymnist seeks to gain further favor with their deity by performing acts in his or her name.

Role: Divine hymnists have the ability to fight with both weapons and divine magic. Their primary role in a fight is to heal and buff others through music and magic, but they are decidedly not a fighter. They prefer standing behind tanks and keeping people alive as far away from the fighting as possible. A divine hymnist’s healing spells are more like giant pillars of divine might. Highly concentrated positive energy that shine brilliantly. It is nearly blinding to all evil creatures and anyone who has darkvision.

Divine hymnists have the following game statistics.
Abilities: Charisma determines how powerful a spell a divine hymnist can cast, how many spells she can cast per day, and how hard those spells are to resist (see Spells, below). Charisma, Dexterity, and Intelligence are important for many of the divine hymnist’s class skills.
Alignment: A divine hymnist’s alignment may only be good and she may only worship a good or neutral deity.
Hit Die: d6.

Class Skills
The divine hymnist’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). See Chapter 4: Skills of the Pathfinder Core Rulebook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.

Class Features
All of the following are class features of the divine hymnist.

Weapon and Armor Proficiency: A divine hymnist is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Divine hymnists are also proficient with light armor and shields (except tower shields). Like a cleric or favored soul, a divine hymnist’s spells are divine and therefore not subjected to arcane spell failure.

Spells: A divine hymnist casts divine spells drawn from the cleric spell list presented in Chapter 10 of the Pathfinder Core Rulebook. A divine hymnist casts spells naturally, like a favored soul, so there is no need to prepare them beforehand. Every divine spell has a verbal component (song, recitation, or music). To learn or cast a spell, a divine hymnist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a divine hymnist’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a divine hymnist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the chart after the class features. In addition, she receives bonus spells per day if she has a high Charisma score.

The divine hymnist’s selection of spells is extremely limited. A divine hymnist begins play knowing three 0-level spells and one 1st level spell of the divine hymnist’s choice. At each new divine hymnist level, she gains one or more new spells, as indicated on the chart below. (Unlike spells per day, the number of spells a bard knows is not affected by her Charisma score. The numbers on the chart are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a divine hymnist can choose to learn a new spell in place of one she already knows. In effect, the divine hymnist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level divine hymnist spell the bard can cast. A divine hymnist may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A divine hymnist need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Bardic Knowledge: A divine hymnist picks up a lot of stray knowledge while wandering the land and learning stories from bards and other divine hymnists. She may make a special bardic knowledge check with a bonus equal to her divine hymnist level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the divine hymnist has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A divine hymnist may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM can determine the Difficulty Class of the check by referring to the table in the Players Handbook, p. 28.

Bardic Performance: A divine hymnist is trained to use the Perform skill to create magical effects on those around her, including herself if desired. She can use this ability once per day per divine hymnist level. Each round, the bard can produce any one of the types of bardic performance that she has mastered, as indicated by her level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the divine hymnist to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the divine hymnist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A divine hymnist cannot have more than one bardic performance in effect at one time.

At 7th level, a divine hymnist can start a bardic performance as a move action instead of a standard action. At 13th level, a divine hymnist can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the divine hymnist for the performance to have any effect, and such performances are language dependent. A deaf divine hymnist has a 20% chance to fail when attempting to use a bardic performance with an audible component. If she fails this check, the attempt still counts against her daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the divine hymnist for the performance to have any effect. A blind divine hymnist has a 50% chance to fail when attempting to use a bardic performance with a visual component. If she fails this check, the attempt still counts against her daily limit. Blind creatures are immune to bardic performances with visual components.

Inspire Courage (Su): A 1st-level divine hymnist can use her performance 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 divine hymnist’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 divine hymnist levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The divine hymnist must choose which component to use when starting her performance.

Inspire Competence (Su): A divine hymnist of 3rd level or higher can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the divine hymnist. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the divine hymnist’s performance. This bonus increases by +1 for every four levels the divine hymnist 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 divine hymnist can’t inspire competence in herself. Inspire competence relies on audible components.

Soothing Performance (Su): A divine hymnist of 8th level or higher can use her performance to create an effect equivalent to a mass cure serious wounds, using the divine hymnist’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the divine hymnist throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Inspire Greatness (Su): A divine hymnist of 9th level or higher can use her performance to inspire greatness in herself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the divine hymnist attains beyond 9th, she can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the divine hymnist. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Inspire Heroics (Su): A divine hymnist of 15th level or higher can inspire tremendous heroism in herself or a single ally within 30 feet. For every three divine hymnist levels the character attains beyond 15th, she can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the divine hymnist. 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 and visual components.

Divine Performance (Su): A divine hymnist of 20th level or higher can use her performance to cause one ally to return from death as the true resurrection spell. The target must be within 30 feet of the divine hymnist to hear her calling her soul back to her body.

Channel Energy (Su): The divine hymnist releases a wave of positive energy by channeling the power of her faith through her holy symbol. This energy can be used to heal damage. This energy may also damage undead creatures.

Channeling energy causes a burst that affects all allies (or undead) in a 30-foot radius centered on the divine hymnist. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two divine hymnist levels beyond 1st (2d6 at 4th, 3d6 at 6th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the divine hymnist’s level + the divine hymnist’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A divine hymnist may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A divine hymnist can choose whether or not to include herself in this effect. A divine hymnist must be able to present her holy symbol to use this ability.

Inspirational Healing (Su): At 1st level, the divine hymnist adds her Charisma modifier when she casts a healing spell. This modifier stacks with her caster level and any other bonuses received from other sources, such as the Augment Healing feat.

Lore Master (Ex): At 5th level, the divine hymnist becomes a master of lore and can take 10 on any Knowledge skill check that she has ranks in. A divine hymnist can choose not to take 10 and can instead roll normally. In addition, once per day, the divine hymnist can take 20 on any Knowledge skill check as a standard action. She can use this ability one additional time per day for every six levels she possesses beyond 5th, to a maximum of three times per day at 17th level.

Positive Energy Burst (Su): At 10th level, the divine hymnist can now add her Charisma modifier to her Channel Energy ability.

Healing Reach (Su): Starting at 12th level, if a healing spell’s range is touch, a divine hymnist casts it as if its range was close.

Limitless Healing (Su): At 13th level, the divine hymnist is no longer limited by caster level restrictions on healing spells. She may now ignore maximum caster level limits on all healing spells.

Gates of Celestia (Su): Starting at 20th level, if a healing spell’s range is touch, a divine hymnist casts it as if its range was medium. This ability replaces Healing Reach.

In addition, the divine hymnist now heals other allies within 10 feet of the target of the spell and other allies within 10 feet of the target receive secondary healing in a chain healing effect. The initial target of the healing spell receives full healing from the spell. Allies receiving secondary healing heal half the damage from the spell. Finally, the allies who receive healing from a secondary ally heal a quarter of the initial healing spell.

If an ally is between two allies being healed within ten feet, she does not receive healing twice. She only heals once. She takes the higher of the two chains.

Ex-Divine Hymnists
A divine hymnist who betrays or forsakes their deity is no long a divine hymnist. They lose all of their divine powers and spells and become a bard of their current level.

{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Bardic knowledge, bardic performance, inspire courage +1, inspirational healing, orisons
2nd|+1|+0|+0|+3|Channel energy 1d6
3rd|+1|+1|+1|+3|Inspire competence +2
4th|+2|+1|+1|+4|Channel energy 2d6
5th|+2|+1|+1|+4|Inspire courage +2, lore master 1/day
6th|+3|+2|+2|+5|Channel energy 3d6
7th|+3|+2|+2|+5|Inspire competence +3
8th|+4|+2|+2|+6|Channel energy 4d6, soothing performance
9th|+4|+3|+3|+6|Inspire greatness
10th|+5|+3|+3|+7|Channel energy 5d6, positive energy burst
11th|+5|+3|+3|+7|Inspire competence +4, inspire courage +3, lore master 2/day
12th|+6/+1|+4|+4|+8|Channel energy 6d6, healing reach
13th|+6/+1|+4|+4|+8|Limitless healing
14th|+7/+2|+4|+4|+9|Channel energy 7d6
15th|+7/+2|+5|+5|+9|Inspire competence +5, inspire heroics
16th|+8/+3|+5|+5|+10|Channel energy 8d6
17th|+8/+3|+5|+5|+10|Inspire courage +4, lore master 3/day
18th|+9/+4|+6|+6|+11|Channel energy 9d6
19th|+9/+4|+6|+6|+11|Inspire competence +6
20th|+10/+5|+6|+6|+12|Channel energy 10d6, divine performance, gates of celestia[/table]

Spells per Day

Spells Known