Quellian-dyrae
2015-04-16, 07:29 PM
Kind of an update for a class I did a while back for a Base Class Challenge thread. I wanted to do a buff-focused class that had fewer actual distinct options to actively use, but mainly just advanced the ones it had in different ways. Then I remembered storytellers and some of the things I didn't end up happy with the first time around and it...kinda got away from that, although the potential is still kinda there.
The Storyteller
Storyteller magic was...odd.
It relied on dramatic principles, on narrative conceits. All of Galland's siblings were guilty of, at one time or another, chastising him for basically "believing in fairy tales". Sometimes, the magic was explicit, the storyteller directly altering the course of events or guiding actions. Other times, though, it was subtle, even unconscious.
Of course, the narrative of history is never compiled until after the fact, and people frequently seek to add meaning and drama to otherwise unrelated events. Some, then, argued that the power of the storytellers was primarily divinatory. And indeed, divination was a valuable explicit power of the storyteller bards, allowing them to learn the whole story and retell it accurately. These people would argue that the storytellers might subconsciously acquire information - divinations were the most common type of unconscious or uncontrolled magic - and their own desire to weave stories is what caused them to attach dramatic significance to the events they discerned.
Others, though, swore roundly that storytellers could and did subconsciously alter fortune and fate to create their narrative. It was always subtle, never causing an event that wouldn't happen to occur, but perhaps guiding one that would to occur in a dramatic or, if the storyteller was proficient at its craft, advantageous way.
It was an interesting debate, a puzzle that many of the finest minds in spellcraft argued heatedly to solve. It was also, functionally, a moot point. The long and short of it was that Galland had just given the cult a perfect cue to initiate any attack that they might in fact be planning to initiate, which meant that when the small army of ghoulish marauders, spectral mages, and vampiric assassins led by the reanimated remains of Elyra and Dashar came bursting from the ground in a sudden effort to assassinate the royal family and slay as many heroes of the realm as they could, the assembled warriors were spontaneously made aware of them, thus negating what would have been a devastating surprise advantage.
Oddly enough, it also meant that every capable warrior who had attended the funeral retroactively decided to come armed.
"Fairy tales, indeed," Galland murmured under his breath as he turned to face the first wave of the undead.
Adventures: Pah! And what kind of storyteller would you be, I ask, if you just sat around at home all day? We live in a world of magic and monsters, of great warriors and cunning rogues, of myth and legend! We as storytellers must constantly travel the world, seeking new tales, documenting the great feats and cunning plans of the people of our world and plane. Oh, we may not always be the hero. Ours are not likely the swiftest blades or strongest spells. But no few storytellers have left home with their little band of up-and-coming protagonists and returned home with a legend passed down through the generations.
Characteristics: All of life is a story, and we're the ones who get to tell it. Our narrations can alter fate and fortune, our descriptions can direct our friends in battle. The mages get all high and mighty when we try to call what we do "spells", but the effects are much the same. Our magic emphasizes primarily divinations and illusions, to better learn the whole story and assist in the telling, enchantments to ensure it goes the way we want, and a few buffs, because you know, bard.
Alignment: I speak of heroes and champions, and indeed, that is what drew me to the path of the storyteller, but even I must admit that a great story needs a great villain, and to be fair, it often helps the story for the teller not to be too attached to any of the particulars. So no, we storytellers don't hold to any particular moral or ethical preference.
I will, however, point out that in most stories I've heard, it's the side of good that always wins!
Religion: Well, obviously, deities of song and story attract their share of our fellows, but they aren't the only ones. The wanderer gods resonate well with us, as do deities of knowledge, as no one wants an incomplete story. Rare would be the storyteller that doesn't at least show respect to the gods of fate and fortune. I doubt our narrative powers would do us much good if they didn't at least find us entertaining!
Background: We storytellers can come from any roots, but if there's one thing that pops up more often than not in our personal stories, it's - what? Dead parents? No! Gods! Morbid, much? No, it's that we grew up surrounded by tales of myth and legend. Maybe we sat at a shaman's feet every night, hearing campfire fables, or perhaps we grew up with a library of epic tales. Some of us might even have been brought up in a temple - some of the best stories in the world are those about the gods and their champions in the days of yore.
Races: Name a race without stories! Be they fact or fiction, history or prophecy, if it has a language, it has a tale to tell. Now sure, some races might follow the way of the bard more often than others. Elves, in particular, tend to have the artistic background and dreamer's nature that often leads one to the path. But you can find the talent for story among any race.
Other Classes: Ah, yes, our companions. The assembly of wandering miscreants that we shall forge into a team of heroes. I've worked with several types, and there's not a one I wouldn't work with again - although I suppose there are some who might not want to work again with me! The subtler types, in particular, don't tend to be fans of our loudly proclaiming their every move and deed. Protip: All the narrative magic in the world doesn't change the fact that if you loudly declare the rogue's clever sneak attack, it isn't.
Role: I doubt there's a storyteller in all the world who does not dream of being the great hero. Striking down the dragon, defeating the big bad with skill and cunning, saving the day or even the world. The truth, though, is that we are rarely the heroes of our stories. We are the narrators. We document. We describe. But most of all, we change. Ours may not be the most direct role, but we can alter fate and fortune with our narrative commands, and glean knowledge of the whole story that our companions might never know. All of life is a story, you see. Our job is to ensure it has a happy ending.
Adaptation: Now, not everyone who wields the magic of fate and fortune and the power of illusion, divination, and enchantment are storytellers. I hear tell of mage-generals, great leaders and competent warriors and casters, who command similar powers through tactical commands and spells that trigger the magic of their allies. Likewise, there are some evangelical priests who speak with the voice of their god to direct and support their flock, and convert or confound their enemies. And who is to say that a more traditional bard might not wield similar power? A story is no less of one when put to music, after all!
GAME RULE INFORMATION
CLASS have the following game statistics.
Abilities: Charisma is critical for Storytellers as it fuels all of their class features. Intelligence, however, is also useful, as it gives them more skills and general knowledge.
Alignment: Any.
Hit Die: d6.
Starting Age: As Bard.
Starting Gold: As Bard.
Class Skills
The Storyteller's class skills (and the key ability for each skill) are...
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
The Storyteller
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2Inspiration, Storytelling, Power Words (Commanding or Inspiring).
2nd
+1
+0
+0
+3Plot Armor, Story Role (Narrator or Protagonist).
3rd
+2
+1
+1
+3Immersion (Weave Illusion or Summon Character).
4th
+3
+1
+1
+4Story Knowledge (Omniscient Narration or Genre Savvy).
5th
+3
+1
+1
+4Library (2).
6th
+4
+2
+2
+5Library.
7th
+5
+2
+2
+5Library.
8th
+6
+2
+2
+6Library.
9th
+6
+3
+3
+6Library.
10th
+7
+3
+3
+7Library (2).
11th
+8
+3
+3
+7Library.
12th
+9
+4
+4
+8Library.
13th
+9
+4
+4
+8Library.
14th
+10
+4
+4
+9Library.
15th
+11
+5
+5
+9Library (2).
16th
+12
+5
+5
+10Library.
17th
+12
+5
+5
+10Library.
18th
+13
+6
+6
+11Library.
19th
+14
+6
+6
+11Library.
20th
+15
+6
+6
+12Deus Ex Machina, Library (2).
Class Features
All of the following are class features of the Storyteller. The save DC for all Storyteller class features is 10 + 1/2 class level + Charisma modifier.
Weapon and Armor Proficiencies: Storytellers are proficient with simple weapons and light armor.
Inspiration (Su): Many of the more potent storyteller abilities take significant creative energy to use. This pool of creative energy is referred to as Inspiration. A Storyteller's pool of Inspiration is equal to its Charisma modifier. The storyteller can refill its Inspiration by first getting a full night's rest and then spending an hour reading, listening to conversations or music, watching a play, or engaged in some similar activity that exposes it to the thoughts, feelings, or creativity of others. Storytellers also automatically recover one Inspiration any time they succeed at a challenging encounter (that is, any encounter that would normally be considered to be worth XP), as such challenges give them new experiences to weave into their stories.
Storytelling (Ex): Storytellers are all skilled tellers of tales, and they all know some other performance art that they can use to enhance their stories. Their constant reading also ensures they achieve some modicum of practical and technical knowledge in fields that catch their interest. For their Storyteller class levels, they automatically receive maximum ranks in Perform (Oratory), one additional Perform skill of choice, one Craft or Profession skill of choice, and one Knowledge skill of choice. They may use their Charisma modifier in place of the normal ability modifier on checks with these skills, if doing so would be advantageous (they do not gain this benefit for skills of the same kind purchased with normal skill ranks).
The storyteller is also capable of speaking especially loudly and clearly. It can make itself heard over all but the most extreme background noise - up to and including a pitched battle, and its voice can carry for up to twice as far as others, if it wishes. It can also modulate its whispers to be heard up to 30' away by those it wishes, while others must make a Listen check opposed by the storyteller's Perform (Oratory) check to hear what it says.
Power Words - Commanding (Su): Words have power. This much, any storyteller knows. By imbuing their words with magical energy, storytellers can use them to achieve potent effects. First level storytellers can choose between Commanding or Inspiring Power Words. A Commanding Power Word can be spoken at will as a standard action, affecting a single enemy in Close range. The target receives 1d6 points of sonic damage per odd-numbered Storyteller level, plus additional damage equal to the storyteller's Charisma modifier. Additionally, for one round, it is compelled to obey the one-word command given. A successful Will save negates both effects.
The command must be something the target is physically and mentally capable of performing immediately (most people can't be commanded to "Fly" for example, and probably can't be commanded to "Sleep" since falling asleep generally takes longer than six seconds), and it cannot be an order that inherently brings harm to the target (although it could make them more vulnerable to existing dangers, such as commanding an enemy in melee combat to "Fall"). If multiple valid possible interpretations of the command exist, the target chooses which to follow, but its choice must be a simple and reasonable interpretation of the order unless no alternatives are appreciably simpler or more reasonable. This is to say, the storyteller can't force intent into the command beyond the single word, but neither can the target exploit blatant loopholes to fulfill a command literally when a simple and obvious alternative exists, or add complexity to its action to lessen its effectiveness or chance of success. For example, a target who is commanded to "Attack" may choose who it attacks and whether it makes a single attack, a full attack, a power attack, and so on. The storyteller can't simply say "Attack" and force it to use its most effective attack option on one of its own allies, especially if one of its enemies is within its attack range. But if the only possible target for it to attack is one of its own allies, it also can't just attack the ground or an empty space, or arbitrarily punch instead of using its typical attack form, or fight defensively to lower its attack roll, or otherwise make an extremely ineffective effort to fulfill the order.
The damage of this ability is simply sonic damage, but the command is a language-dependent, mind-affecting compulsion.
Power Words - Inspiring (Su): Some storytellers, rather than using the power of their words to damage and compel their foes, use them to inspire and invigorate their allies. An Inspiring Power Word can be spoken as a standard action, affecting a single ally in Close range (including the storyteller itself). The target receives 1d6 temporary hit points per odd-number storyteller level, plus additional hit points equal to the storyteller's Charisma modifier. These temporary hit points don't stack, and last for one minute. Additionally, if on its next turn the ally takes an action appropriate to the one-word inspiration given, it gets a morale bonus on any d20 rolls for the action equal to half the storyteller's Charisma modifier, rounded up, and a bonus on other rolls for the action equal to the storyteller's full Charisma modifier. For example, if inspiring an ally to "Strike" it would add half the storyteller's Charisma modifier to any attack rolls made on its next turn, and a bonus equal to its Charisma modifier on damage rolls.
Plot Armor (Ex): A second level storyteller has become important to the story, and as a result it gains plot armor; by luck or fate, it manages to avoid attacks against it. While unarmored and not wielding a shield, the storyteller gains a bonus to AC equal to its Charisma modifier. This bonus does not stack with other abilities that add an ability modifier to AC.
Additionally, any time failing a check would either result in the storyteller's death, or place it in imminent peril of death (that is to say, in a situation where nothing it or its allies can reasonably do would save it, such as leaving it paralyzed before an enemy, causing it to be detected by a hostile creature that it has no hope of defeating or escaping, etc) it adds its Charisma modifier to the check. This likewise does not stack with other abilities that add an extra ability modifier to such checks (such as Divine Grace when making a saving throw).
Story Role - Narrator (Su): As a second level storyteller has become important to the story, it must choose its role in the story. Many storytellers take up the role of the narrator - they aren't necessarily the hero of the tale, but by describing the action they can influence it, allowing the actual heroes to accomplish things they might otherwise not. As a swift action, the storyteller can ready itself to narrate an event turning out a certain way. At any time before the start of its next turn, it may initiate the readied narration when a check is rolled by spending one Inspiration. It may do this after seeing the roll, but before results are declared. The die must then be rerolled, and the storyteller chooses which roll applies. The target of the narration must be within Close range, although whether or not it hears the narration is irrelevant.
Story Role - Protagonist (Ex): Some storytellers, rather than narrating the deeds of others, take up the role of the protagonist, going out and accomplishing deeds by their own skill and luck. If you choose the protagonist role, your BAB increases to good, your Hit Die increases to a d10, you gain either a good Fortitude or Reflex save, you gain proficiency in all martial weapons, all armor, and shields (except tower shields), and you gain the ability to substitute your Charisma modifier for your Strength or Dexterity modifier on weapon attack and damage rolls as long as you can speak (generally, this is from the storyteller narrating its own attacks, but it can also be described as spouting witty one-liners, taunting enemies, and so on). Your Plot Armor AC bonus also applies regardless of armor worn, but it is capped by your maximum Dexterity bonus.
Immersion - Weave Illusion (Su): A third level storyteller has mastered sufficient magic to deeply immerse its listeners in its stories. Some do this by weaving illusions as they tell their tales, allowing their listeners to behold the people and events they describe in detail. A storyteller who chooses this form of immersion may weave illusions at will as a swift action. The illusion can be placed within Close range, and can be apparent to a single chosen sense. The illusion persists for as long as the storyteller takes a swift action each round to concentrate on it. Characters who interact with the illusion directly, or take a standard action to study it, may make a Will save to disbelieve it, DC 10 + 1/2 class level + Cha modifier. An illusion can fill a contiguous, shapeable area consisting of up to one ten-foot cube per level. Auditory illusions can have a maximum volume of up to four humans talking in clear voices per level. These illusions can duplicate intelligible speech. If used to duplicate specific individuals, anyone familiar with the individual gets a Will save to disbelieve the illusion immediately upon perceiving it. These illusions are figments only; they can be used to create false impressions, not to change or remove impressions.
Immersion - Summon Character (Su): Rather than immersing others by weaving illusions, a storyteller can learn how to summon forth characters straight out of stories. Doing so is a full-round action that costs 1 Inspiration. The summoned character lasts for up to an hour, but the storyteller must spend its own actions to direct it; it receives no actions of its own and simply stands inert if not directed. Only one character can be summoned at a time. The character can be summoned within Close range of the storyteller, and must be directed verbally from within that range. Summoned characters have the stats of an Eidolon as from a Pathfinder Summoner of equal level (you also treat your storyteller level as your summoner level for Evolutions dependent on such). The storyteller must build a single eidolon template to determine the base stats of the characters it can summon; it may leave a number of Evolutions or feats available to the eidolon no greater than half its Charisma modifier open to be filled on the fly when summoning, allowing it some flexibility regarding possible summons. If a summoned character is reduced to 0 or fewer hit points, the storyteller cannot summon any more characters for one hour.
Story Knowledge - Omniscient Narration (Su): A fourth level storyteller can wield the power of divination to learn more of the story. Some storytellers master the art of omniscient narration, allowing them to learn what is happening in distant locations. The storyteller can write or vocally describe a round-by-round story of what is happening in some other place, spending a full-round action each round to do so. It must know, with reasonable accuracy, where its target location is relative to itself, although it can move it afterwards (to follow a character who leaves the immediate scene, for example). It must have been to the location before or be able to find it on a map, for example, or it must be obvious (such as "on the other side of that door") or a stated direction and distance from itself ("ten miles north and two west"). The storyteller is then able to describe what is going on in that location as if it was there personally (anything it would not be able to perceive were it standing there physically, it cannot narrate). This is, however, a basically second-hand description; it doesn't actually perceive the events with its own senses, simply describes them. Protections on the area from divination effects will block this ability, and effects that detect scrying will discern it, although this ability does not create an actual scrying sensor. A DC 20 Intelligence check may give those in the area a feeling of "being watched".
There isn't a hard limit to the area or number of people that you can narrate, but the more going on simultaneously the less detail you will get. Conservation of detail, in essence, applies.
If you are able to Weave Illusions, you can create illusions of the scenes you are narrating, allowing more precise viewings. If you are able to Summon Characters, you can summon up statless duplicates of people involved in the scene to act it out before you. Doing either costs one Inspiration, plus another Inspiration per ten minutes of enhanced narration. In general, the illusion is better at broad details of the scene, especially background details, while the characters are better at seeing precisely how the major individuals involved look and act. It it possible for witnesses to make Spot and Listen checks when viewing the illusory narrations, or Sense Motive checks when viewing the acted out narrations, as if they were present at the scene.
Story Knowledge - Genre Savvy (Su): Some storytellers, rather than narrating distant scenes, use their magic to anticipate how the story will go, or learn the truth of what happened in the past. In addition to this explicit magic, such storytellers are skilled at finding patterns in stories, making them difficult to surprise and skilled at anticipating and preparing for enemy action. The storyteller may substitute its Charisma modifier for its Wisdom modifier on Spot, Listen, and Sense Motive checks, and may add its Charisma modifier to Initiative rolls. It may also spend one point of Inspiration to ask a single yes or no question, receiving a true answer unless the subject of the question is protected against divination effects. In any given week, a storyteller can ask no more than three questions about any particular subject, limiting this power's ability to rapidly narrow down possibilities or perform binary searches.
Library: From fifth level on, the storyteller has mastered the core of the class' features, and now it can improve upon them. Each storyteller has a list of capabilities called its Library. These abilities allow the storyteller to augment its core class features. Some library options can be selected multiple times. All library options have a minimum level listed in brackets after its name. In some cases, this minimum has a "+X" after it; the minimum level increases by that number for each successive purchase after the first (so an ability with minimum level [6+2] would have a minimum level of 6 for the first purchase, 8 for the second, 10 for the third, and so on.Each time a storyteller gains a level, it may also change two of its existing library options for others, if it wishes. The storyteller can change one library option at a time with a week's effort (generally spent reading numerous books, writing a story, or something of the sort).
The storyteller gains two Library options at 5th level and each five levels thereafter, and one at all other levels past 4th. Library options are divided among the main class features that they improve; you require the appropriate class feature to take those options.
Additional Word [5+5]: When speaking a Power Word, the storyteller can speak one additional word per purchase of this option. This expands the flexibility of its commands and inspiration, and each additional word increases the damage or temporary hit points by one point per die.
Extend Word [5+3]: When speaking a Power Word, compulsions or inspirations last for one additional round per purchase.
Improved Clarity [5+4]: The storyteller's clarity of voice improves. This option can be selected up to twice. Each time it is selected, the range at which the storyteller can make itself heard is multiplied by four, and the range of any normally Close range class features increases by one step.
Power Shout [5+3]: When speaking a Power Word, the storyteller can do so as a full-round action that costs one Inspiration to affect a number of valid targets in range equal to its Charisma modifier. Each additional purchase doubles the number of targets.
Augment Word [6+4]: When speaking a Commanding Word, the save DC increases by 1 per purchase.
Pronounce Fate [12+4]: The compulsion effect of your Commanding Word is no longer considered language-dependent. With a second purchase, it is no longer considered a compulsion. With a third, it is no longer considered mind-affecting.
Thunderous Word [8]: When speaking a Commanding Word, rather than compelling the target on a failed save, you can stun it.
Word and Gesture [12]: When speaking a Commanding Word, you can point at an individual or broadly gesture at a group; your target must target or affect that individual or group with the compelled action.
Encouraging Word [8+4]: When speaking an Inspiring Word, for the duration of the inspiration, the target may ignore one condition or lasting effect upon it per purchase.
Healing Word [5]: When speaking an Inspiring Word, you may spend one Inspiration to provide healing rather than temporary hit points.
Restorative Word [6+3]: When speaking a Healing Word, you may also remove one condition per purchase from the target from the following list: Asleep, Blinded, Charmed, Confused, Cowering, Dazed, Dazzled, Deafened, Diseased, Entangled, Exhausted, Fascinated, Fatigued, Flat-Footed, Frightened, Immobilized, Nauseated, Panicked, Paralyzed, Poisoned, Shaken, Sickened, Slowed, Staggered, Stunned, or Unconscious. This can also remove one ability damage per point of your Charisma modifier as one condition. At two purchases, it can remove one negative level per two points of your Charisma modifier. At three purchases, it can remove one ability drain per three points of your Charisma modifier. Requires Healing Word.
Narrate Action [6+5]: After readying a narration, you can activate it immediately and spend a move action. An ally in range may then spend an immediate action to immediately take a move action of your choice. With two purchases, you can spend and grant a standard action. With three purchases, a full round action. Each additional purchase lets you spend one Inspiration to lower the action you must spend by one step.
Picky Narration [8+8]: When narrating a reroll, you may force one additional roll per purchase, choosing which applies.
Reactive Narration [11]: You can ready a narration as an immediate action.
Retcon [10]: When you use a narration and the action or check you are narrating fails, you regain the spent Inspiration.
Retroactive Narration [11+5]: You can activate a narration after the results of the roll (including any following results, such as a damage roll) have been entirely resolved. For each additional purchase, you can trigger a narration up to one round in the past by spending one additional Inspiration per round, potentially altering the course of events directly affected by the narration (events that could have played out the same still do, even if they might not have). You can never regain Inspiration due to a retroactive narration.
Duel of Words [6+5]: When you make a single weapon attack or combat maneuver as a standard action, you may speak a Power Word as a swift action. With a second purchase, you can also use this ability with any standard or full-round action that includes at least one weapon attack. You must target either yourself or an enemy you are attacking.
Inspired Action [8+4]: During your turn, you can spend up to one Inspiration per purchase. Each Inspiration spent lets you take a move action and then make a single attack at your highest attack bonus.
Inspired Defense [5]: You may spend one Inspiration to force an enemy to reroll an attack against you after seeing the results.
Inspired Save [5]: You may spend one Inspiration to reroll a saving throw after seeing the results.
Inspired Skill [5]: You may spend one Inspiration to reroll a skill check after seeing the results.
Inspired Strike [5]: You may spend one Inspiration to reroll an attack or damage roll after seeing the results.
Insult to Injury [11+4]: When you score a critical hit, you may speak a Power Word as a free action. You must target either yourself or the opponent your critted. This can occur no more than once per round per purchase.
Lasting Inspiration [10+2]: When using any library option that requires the Protagonist class feature and costs one Inspiration to cause a reroll, you may cause additional rerolls of the same type equal to the number of purchases before the start of your next turn, though any given check can only be rerolled once.
Witty Retort [8]: When an enemy provokes an attack of opportunity, you can speak a Power Word instead of making the attack. You must target either yourself or the provoking opponent.
Clever Illusion [8]: You may spend one Inspiration to weave an illusion as a standard action that is particularly clever in its manipulative tactics. All enemies who can perceive the illusion may instantly attempt to disbelieve it. If they fail, they are subject to a non-language-dependent Suggestion relevant to the illusion.
Enlarge Illusion [6+3]: For each purchase, the size of illusions you can create fully doubles (two doublings is a quadruple).
Illusory Complexity [8+2]: For each purchase past the first, you can have one additional non-lasting illusion active simultaneously. You can create a new illusion in the same action as you maintain an illusion, and maintain your allowed number of illusions all at once with a single action.
Immersive Illusion [5+1]: When you weave an illusion, it can affect one additional sense per purchase.
Incite Imagination [12]: You can weave illusions that operate on an intent, with those who perceive it filling in the details based on their own expectations. For example, you could create an illusion of a person's greatest fear, or of an individual of the same race and gender as the viewer, etc. Requires Weave Phantasm.
Lasting Illusion [5+2]: When you weave an illusion, it lasts for a number of rounds equal to half your Charisma modifier after you stop maintaining it, although it becomes static. At two purchases it lasts for minutes, at three it lasts for hours. At 11th level, by spending Inspiration equal to 4 minus the number of purchases, you can make the illusion permanent. If you start concentrating on the illusion again, you can once again change it and its duration stops counting down, but it will start counting down again once concentration again ceases.
Programmed Illusion [11]: When you weave a lasting illusion, it operates on a program you devise when you first create it, per the Programmed Image spell.
Shocking Illusion [8]: You may spend one Inspiration to weave an illusion as a standard action that causes emotional distress. All enemies who can perceive the illusion may instantly attempt to disbelieve it. If they fail, they are Confused, Nauseated, Frightened, or Fascinated for as long as they can perceive the illusion, or the sense they perceive it with becomes useless for one minute.
Weave Glamour [8+2]: You may weave illusions that function as glamers; changing or even removing existing perceptions. You may affect how one sense perceives one source, for each purchase. Purchases of Immersive Illusion increase the number of senses normally. Glamours can be made Lasting, but those placed on a creature cannot be made Permanent.
Weave Phantasm [8]: You may weave illusions that are selectively perceptible only to certain people.
Disciplined Characters [5+5]: For each purchase, once you command a character to take an action, it will repeat that action for one round or until you give it a new command.
Flexible Characters [5+3]: For each purchase, your summoned characters can leave one additional Evolution option to be assigned when summoned.
Iconic Items [5+3]: For each purchase, your summoned characters can have a +1 value weapon or armor enchantment, chosen when they are summoned. Weapon enchantments apply to all attacks.
Persistent Characters [6+4]: For each purchase, you can have one character reduced below 0 hit points without losing your summoning ability. This count is reset one hour after the most recent character falling.
Versatile Characters [5+3]: For each purchase, you can create another template for summoning characters.
Effortless Narration[5+5]: Maintaining Omniscient Narration is a standard action rather than a full round action. For two purchases this becomes a move action. For three purchases, swift. For four purchases, free.
Learn the Plot [10+2]: You can narrate events occuring in the future as well as at a different location. Initially you can narrate events up to ten minutes into the future. This becomes one hour at two purchases, one day at three, one week at four, one month at five, one year at six, one decade at seven, one century at eight, one milennium at nine, and any temporal distance at ten. Note that the further into the future you go, the more likely your actions and their repercussions are to change what will occur.
Learn the Story [10+2]: You can narrate events occuring in the past as well as at a different location. Initially you can narrate events up to ten minutes into the past. This becomes one hour at two purchases, one day at three, one week at four, one month at five, one year at six, one decade at seven, one century at eight, one milennium at nine, and any temporal distance at ten.
Omniscient Clarity [5+5]: Your omniscient narration ignores all forms of darkness. For two purchases, it ignores all forms of concealment or background noise. For three purchases, it ignores intervening objects or barriers.
Omniscient Sensitivity [5+5]: Your omniscient narration gains See Invisibility. For two purchases, it can also see ethereal creatures. For three purchases, it gains True Seeing.
Rapid Narration [5+5]: You can narrate a scene more quickly. You can narrate one minute of events each round. Additional purchases scale the time following the same pattern as Learn the Plot and Learn the Story. Naturally, this option is most useful in conjunction with one of those, although you can also use it to narrate much more detail in a shorter amount of time when following an unfolding scene. Conservation of detail does still apply; the more time you narrate, the less detail you will generally receive, with the details you get being the most important ones.
Subtle Narration [5+3]: For each purchase, the DC to detect your omniscient narration increases by 5, and it gets a 20% chance to avoid detection by magic (such as Detect Scrying spells).
Targeted Narration [10]: You can target a creature with your projection rather than a location. The creature gets a Will save to resist following the rules of a Scrying spell, and you must know who you are targeting (you can't target, for example, "the man who murdered Lord Dareth" or "the leader of the orcs"; you have to actually know who those people are). A creature who successfully resists is immune for 24 hours.
Extra Savvy [5+4]: For each purchase, your skill and initiative bonus from Genre Savvy increases by 2.
Open Book [6+2]: When using Genre Savvy, rather than a yes or no question, you can ask any question and receive the answer as a chosen target knows it. You must be able to see the target, and it gets a Will save to resist. You may ask one additional question in this manner per extra purchase.
Open Mind [5+3]: Rather than a yes or no question, you may ask a multiple choice question. Your question may have two options, plus one per additional purchase. If the correct answer is none or all of the options, you learn such. If it is more than one of the options, you learn all of them.
Savvy Calculations [5]: Rather than a yes or no question, you may use Genre Savvy to ask a question that will give a number as an answer.
Savvy Listener [9]: By spending one Inspiration, you can tell whether any statement you hear is true, false, or misleading (that is, technically true, but either omitting or distorting important information) for ten minutes.
Savvy Wording [12+4]: Rather than a yes or no question, you may ask a question that can be answered in one word per purchase. The answer you receive must be true and reasonably useful, but it may be incomplete if there aren't enough words to give the full answer. If the question cannot be answered accurately in that number of words, the attempt fails and your Inspiration is refunded.
Thorough Reading [5+3]: For each purchase, you may ask one additional question on the same subject in any given week when using Genre Savvy.
Deus Ex Machina (Su): When a 20th level storyteller needs to change the story, it just does it. By spending three Inspiration, you may change any number of choices you made with regards to Storyteller class features. The change lasts for one round.
The Storyteller
Storyteller magic was...odd.
It relied on dramatic principles, on narrative conceits. All of Galland's siblings were guilty of, at one time or another, chastising him for basically "believing in fairy tales". Sometimes, the magic was explicit, the storyteller directly altering the course of events or guiding actions. Other times, though, it was subtle, even unconscious.
Of course, the narrative of history is never compiled until after the fact, and people frequently seek to add meaning and drama to otherwise unrelated events. Some, then, argued that the power of the storytellers was primarily divinatory. And indeed, divination was a valuable explicit power of the storyteller bards, allowing them to learn the whole story and retell it accurately. These people would argue that the storytellers might subconsciously acquire information - divinations were the most common type of unconscious or uncontrolled magic - and their own desire to weave stories is what caused them to attach dramatic significance to the events they discerned.
Others, though, swore roundly that storytellers could and did subconsciously alter fortune and fate to create their narrative. It was always subtle, never causing an event that wouldn't happen to occur, but perhaps guiding one that would to occur in a dramatic or, if the storyteller was proficient at its craft, advantageous way.
It was an interesting debate, a puzzle that many of the finest minds in spellcraft argued heatedly to solve. It was also, functionally, a moot point. The long and short of it was that Galland had just given the cult a perfect cue to initiate any attack that they might in fact be planning to initiate, which meant that when the small army of ghoulish marauders, spectral mages, and vampiric assassins led by the reanimated remains of Elyra and Dashar came bursting from the ground in a sudden effort to assassinate the royal family and slay as many heroes of the realm as they could, the assembled warriors were spontaneously made aware of them, thus negating what would have been a devastating surprise advantage.
Oddly enough, it also meant that every capable warrior who had attended the funeral retroactively decided to come armed.
"Fairy tales, indeed," Galland murmured under his breath as he turned to face the first wave of the undead.
Adventures: Pah! And what kind of storyteller would you be, I ask, if you just sat around at home all day? We live in a world of magic and monsters, of great warriors and cunning rogues, of myth and legend! We as storytellers must constantly travel the world, seeking new tales, documenting the great feats and cunning plans of the people of our world and plane. Oh, we may not always be the hero. Ours are not likely the swiftest blades or strongest spells. But no few storytellers have left home with their little band of up-and-coming protagonists and returned home with a legend passed down through the generations.
Characteristics: All of life is a story, and we're the ones who get to tell it. Our narrations can alter fate and fortune, our descriptions can direct our friends in battle. The mages get all high and mighty when we try to call what we do "spells", but the effects are much the same. Our magic emphasizes primarily divinations and illusions, to better learn the whole story and assist in the telling, enchantments to ensure it goes the way we want, and a few buffs, because you know, bard.
Alignment: I speak of heroes and champions, and indeed, that is what drew me to the path of the storyteller, but even I must admit that a great story needs a great villain, and to be fair, it often helps the story for the teller not to be too attached to any of the particulars. So no, we storytellers don't hold to any particular moral or ethical preference.
I will, however, point out that in most stories I've heard, it's the side of good that always wins!
Religion: Well, obviously, deities of song and story attract their share of our fellows, but they aren't the only ones. The wanderer gods resonate well with us, as do deities of knowledge, as no one wants an incomplete story. Rare would be the storyteller that doesn't at least show respect to the gods of fate and fortune. I doubt our narrative powers would do us much good if they didn't at least find us entertaining!
Background: We storytellers can come from any roots, but if there's one thing that pops up more often than not in our personal stories, it's - what? Dead parents? No! Gods! Morbid, much? No, it's that we grew up surrounded by tales of myth and legend. Maybe we sat at a shaman's feet every night, hearing campfire fables, or perhaps we grew up with a library of epic tales. Some of us might even have been brought up in a temple - some of the best stories in the world are those about the gods and their champions in the days of yore.
Races: Name a race without stories! Be they fact or fiction, history or prophecy, if it has a language, it has a tale to tell. Now sure, some races might follow the way of the bard more often than others. Elves, in particular, tend to have the artistic background and dreamer's nature that often leads one to the path. But you can find the talent for story among any race.
Other Classes: Ah, yes, our companions. The assembly of wandering miscreants that we shall forge into a team of heroes. I've worked with several types, and there's not a one I wouldn't work with again - although I suppose there are some who might not want to work again with me! The subtler types, in particular, don't tend to be fans of our loudly proclaiming their every move and deed. Protip: All the narrative magic in the world doesn't change the fact that if you loudly declare the rogue's clever sneak attack, it isn't.
Role: I doubt there's a storyteller in all the world who does not dream of being the great hero. Striking down the dragon, defeating the big bad with skill and cunning, saving the day or even the world. The truth, though, is that we are rarely the heroes of our stories. We are the narrators. We document. We describe. But most of all, we change. Ours may not be the most direct role, but we can alter fate and fortune with our narrative commands, and glean knowledge of the whole story that our companions might never know. All of life is a story, you see. Our job is to ensure it has a happy ending.
Adaptation: Now, not everyone who wields the magic of fate and fortune and the power of illusion, divination, and enchantment are storytellers. I hear tell of mage-generals, great leaders and competent warriors and casters, who command similar powers through tactical commands and spells that trigger the magic of their allies. Likewise, there are some evangelical priests who speak with the voice of their god to direct and support their flock, and convert or confound their enemies. And who is to say that a more traditional bard might not wield similar power? A story is no less of one when put to music, after all!
GAME RULE INFORMATION
CLASS have the following game statistics.
Abilities: Charisma is critical for Storytellers as it fuels all of their class features. Intelligence, however, is also useful, as it gives them more skills and general knowledge.
Alignment: Any.
Hit Die: d6.
Starting Age: As Bard.
Starting Gold: As Bard.
Class Skills
The Storyteller's class skills (and the key ability for each skill) are...
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
The Storyteller
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2Inspiration, Storytelling, Power Words (Commanding or Inspiring).
2nd
+1
+0
+0
+3Plot Armor, Story Role (Narrator or Protagonist).
3rd
+2
+1
+1
+3Immersion (Weave Illusion or Summon Character).
4th
+3
+1
+1
+4Story Knowledge (Omniscient Narration or Genre Savvy).
5th
+3
+1
+1
+4Library (2).
6th
+4
+2
+2
+5Library.
7th
+5
+2
+2
+5Library.
8th
+6
+2
+2
+6Library.
9th
+6
+3
+3
+6Library.
10th
+7
+3
+3
+7Library (2).
11th
+8
+3
+3
+7Library.
12th
+9
+4
+4
+8Library.
13th
+9
+4
+4
+8Library.
14th
+10
+4
+4
+9Library.
15th
+11
+5
+5
+9Library (2).
16th
+12
+5
+5
+10Library.
17th
+12
+5
+5
+10Library.
18th
+13
+6
+6
+11Library.
19th
+14
+6
+6
+11Library.
20th
+15
+6
+6
+12Deus Ex Machina, Library (2).
Class Features
All of the following are class features of the Storyteller. The save DC for all Storyteller class features is 10 + 1/2 class level + Charisma modifier.
Weapon and Armor Proficiencies: Storytellers are proficient with simple weapons and light armor.
Inspiration (Su): Many of the more potent storyteller abilities take significant creative energy to use. This pool of creative energy is referred to as Inspiration. A Storyteller's pool of Inspiration is equal to its Charisma modifier. The storyteller can refill its Inspiration by first getting a full night's rest and then spending an hour reading, listening to conversations or music, watching a play, or engaged in some similar activity that exposes it to the thoughts, feelings, or creativity of others. Storytellers also automatically recover one Inspiration any time they succeed at a challenging encounter (that is, any encounter that would normally be considered to be worth XP), as such challenges give them new experiences to weave into their stories.
Storytelling (Ex): Storytellers are all skilled tellers of tales, and they all know some other performance art that they can use to enhance their stories. Their constant reading also ensures they achieve some modicum of practical and technical knowledge in fields that catch their interest. For their Storyteller class levels, they automatically receive maximum ranks in Perform (Oratory), one additional Perform skill of choice, one Craft or Profession skill of choice, and one Knowledge skill of choice. They may use their Charisma modifier in place of the normal ability modifier on checks with these skills, if doing so would be advantageous (they do not gain this benefit for skills of the same kind purchased with normal skill ranks).
The storyteller is also capable of speaking especially loudly and clearly. It can make itself heard over all but the most extreme background noise - up to and including a pitched battle, and its voice can carry for up to twice as far as others, if it wishes. It can also modulate its whispers to be heard up to 30' away by those it wishes, while others must make a Listen check opposed by the storyteller's Perform (Oratory) check to hear what it says.
Power Words - Commanding (Su): Words have power. This much, any storyteller knows. By imbuing their words with magical energy, storytellers can use them to achieve potent effects. First level storytellers can choose between Commanding or Inspiring Power Words. A Commanding Power Word can be spoken at will as a standard action, affecting a single enemy in Close range. The target receives 1d6 points of sonic damage per odd-numbered Storyteller level, plus additional damage equal to the storyteller's Charisma modifier. Additionally, for one round, it is compelled to obey the one-word command given. A successful Will save negates both effects.
The command must be something the target is physically and mentally capable of performing immediately (most people can't be commanded to "Fly" for example, and probably can't be commanded to "Sleep" since falling asleep generally takes longer than six seconds), and it cannot be an order that inherently brings harm to the target (although it could make them more vulnerable to existing dangers, such as commanding an enemy in melee combat to "Fall"). If multiple valid possible interpretations of the command exist, the target chooses which to follow, but its choice must be a simple and reasonable interpretation of the order unless no alternatives are appreciably simpler or more reasonable. This is to say, the storyteller can't force intent into the command beyond the single word, but neither can the target exploit blatant loopholes to fulfill a command literally when a simple and obvious alternative exists, or add complexity to its action to lessen its effectiveness or chance of success. For example, a target who is commanded to "Attack" may choose who it attacks and whether it makes a single attack, a full attack, a power attack, and so on. The storyteller can't simply say "Attack" and force it to use its most effective attack option on one of its own allies, especially if one of its enemies is within its attack range. But if the only possible target for it to attack is one of its own allies, it also can't just attack the ground or an empty space, or arbitrarily punch instead of using its typical attack form, or fight defensively to lower its attack roll, or otherwise make an extremely ineffective effort to fulfill the order.
The damage of this ability is simply sonic damage, but the command is a language-dependent, mind-affecting compulsion.
Power Words - Inspiring (Su): Some storytellers, rather than using the power of their words to damage and compel their foes, use them to inspire and invigorate their allies. An Inspiring Power Word can be spoken as a standard action, affecting a single ally in Close range (including the storyteller itself). The target receives 1d6 temporary hit points per odd-number storyteller level, plus additional hit points equal to the storyteller's Charisma modifier. These temporary hit points don't stack, and last for one minute. Additionally, if on its next turn the ally takes an action appropriate to the one-word inspiration given, it gets a morale bonus on any d20 rolls for the action equal to half the storyteller's Charisma modifier, rounded up, and a bonus on other rolls for the action equal to the storyteller's full Charisma modifier. For example, if inspiring an ally to "Strike" it would add half the storyteller's Charisma modifier to any attack rolls made on its next turn, and a bonus equal to its Charisma modifier on damage rolls.
Plot Armor (Ex): A second level storyteller has become important to the story, and as a result it gains plot armor; by luck or fate, it manages to avoid attacks against it. While unarmored and not wielding a shield, the storyteller gains a bonus to AC equal to its Charisma modifier. This bonus does not stack with other abilities that add an ability modifier to AC.
Additionally, any time failing a check would either result in the storyteller's death, or place it in imminent peril of death (that is to say, in a situation where nothing it or its allies can reasonably do would save it, such as leaving it paralyzed before an enemy, causing it to be detected by a hostile creature that it has no hope of defeating or escaping, etc) it adds its Charisma modifier to the check. This likewise does not stack with other abilities that add an extra ability modifier to such checks (such as Divine Grace when making a saving throw).
Story Role - Narrator (Su): As a second level storyteller has become important to the story, it must choose its role in the story. Many storytellers take up the role of the narrator - they aren't necessarily the hero of the tale, but by describing the action they can influence it, allowing the actual heroes to accomplish things they might otherwise not. As a swift action, the storyteller can ready itself to narrate an event turning out a certain way. At any time before the start of its next turn, it may initiate the readied narration when a check is rolled by spending one Inspiration. It may do this after seeing the roll, but before results are declared. The die must then be rerolled, and the storyteller chooses which roll applies. The target of the narration must be within Close range, although whether or not it hears the narration is irrelevant.
Story Role - Protagonist (Ex): Some storytellers, rather than narrating the deeds of others, take up the role of the protagonist, going out and accomplishing deeds by their own skill and luck. If you choose the protagonist role, your BAB increases to good, your Hit Die increases to a d10, you gain either a good Fortitude or Reflex save, you gain proficiency in all martial weapons, all armor, and shields (except tower shields), and you gain the ability to substitute your Charisma modifier for your Strength or Dexterity modifier on weapon attack and damage rolls as long as you can speak (generally, this is from the storyteller narrating its own attacks, but it can also be described as spouting witty one-liners, taunting enemies, and so on). Your Plot Armor AC bonus also applies regardless of armor worn, but it is capped by your maximum Dexterity bonus.
Immersion - Weave Illusion (Su): A third level storyteller has mastered sufficient magic to deeply immerse its listeners in its stories. Some do this by weaving illusions as they tell their tales, allowing their listeners to behold the people and events they describe in detail. A storyteller who chooses this form of immersion may weave illusions at will as a swift action. The illusion can be placed within Close range, and can be apparent to a single chosen sense. The illusion persists for as long as the storyteller takes a swift action each round to concentrate on it. Characters who interact with the illusion directly, or take a standard action to study it, may make a Will save to disbelieve it, DC 10 + 1/2 class level + Cha modifier. An illusion can fill a contiguous, shapeable area consisting of up to one ten-foot cube per level. Auditory illusions can have a maximum volume of up to four humans talking in clear voices per level. These illusions can duplicate intelligible speech. If used to duplicate specific individuals, anyone familiar with the individual gets a Will save to disbelieve the illusion immediately upon perceiving it. These illusions are figments only; they can be used to create false impressions, not to change or remove impressions.
Immersion - Summon Character (Su): Rather than immersing others by weaving illusions, a storyteller can learn how to summon forth characters straight out of stories. Doing so is a full-round action that costs 1 Inspiration. The summoned character lasts for up to an hour, but the storyteller must spend its own actions to direct it; it receives no actions of its own and simply stands inert if not directed. Only one character can be summoned at a time. The character can be summoned within Close range of the storyteller, and must be directed verbally from within that range. Summoned characters have the stats of an Eidolon as from a Pathfinder Summoner of equal level (you also treat your storyteller level as your summoner level for Evolutions dependent on such). The storyteller must build a single eidolon template to determine the base stats of the characters it can summon; it may leave a number of Evolutions or feats available to the eidolon no greater than half its Charisma modifier open to be filled on the fly when summoning, allowing it some flexibility regarding possible summons. If a summoned character is reduced to 0 or fewer hit points, the storyteller cannot summon any more characters for one hour.
Story Knowledge - Omniscient Narration (Su): A fourth level storyteller can wield the power of divination to learn more of the story. Some storytellers master the art of omniscient narration, allowing them to learn what is happening in distant locations. The storyteller can write or vocally describe a round-by-round story of what is happening in some other place, spending a full-round action each round to do so. It must know, with reasonable accuracy, where its target location is relative to itself, although it can move it afterwards (to follow a character who leaves the immediate scene, for example). It must have been to the location before or be able to find it on a map, for example, or it must be obvious (such as "on the other side of that door") or a stated direction and distance from itself ("ten miles north and two west"). The storyteller is then able to describe what is going on in that location as if it was there personally (anything it would not be able to perceive were it standing there physically, it cannot narrate). This is, however, a basically second-hand description; it doesn't actually perceive the events with its own senses, simply describes them. Protections on the area from divination effects will block this ability, and effects that detect scrying will discern it, although this ability does not create an actual scrying sensor. A DC 20 Intelligence check may give those in the area a feeling of "being watched".
There isn't a hard limit to the area or number of people that you can narrate, but the more going on simultaneously the less detail you will get. Conservation of detail, in essence, applies.
If you are able to Weave Illusions, you can create illusions of the scenes you are narrating, allowing more precise viewings. If you are able to Summon Characters, you can summon up statless duplicates of people involved in the scene to act it out before you. Doing either costs one Inspiration, plus another Inspiration per ten minutes of enhanced narration. In general, the illusion is better at broad details of the scene, especially background details, while the characters are better at seeing precisely how the major individuals involved look and act. It it possible for witnesses to make Spot and Listen checks when viewing the illusory narrations, or Sense Motive checks when viewing the acted out narrations, as if they were present at the scene.
Story Knowledge - Genre Savvy (Su): Some storytellers, rather than narrating distant scenes, use their magic to anticipate how the story will go, or learn the truth of what happened in the past. In addition to this explicit magic, such storytellers are skilled at finding patterns in stories, making them difficult to surprise and skilled at anticipating and preparing for enemy action. The storyteller may substitute its Charisma modifier for its Wisdom modifier on Spot, Listen, and Sense Motive checks, and may add its Charisma modifier to Initiative rolls. It may also spend one point of Inspiration to ask a single yes or no question, receiving a true answer unless the subject of the question is protected against divination effects. In any given week, a storyteller can ask no more than three questions about any particular subject, limiting this power's ability to rapidly narrow down possibilities or perform binary searches.
Library: From fifth level on, the storyteller has mastered the core of the class' features, and now it can improve upon them. Each storyteller has a list of capabilities called its Library. These abilities allow the storyteller to augment its core class features. Some library options can be selected multiple times. All library options have a minimum level listed in brackets after its name. In some cases, this minimum has a "+X" after it; the minimum level increases by that number for each successive purchase after the first (so an ability with minimum level [6+2] would have a minimum level of 6 for the first purchase, 8 for the second, 10 for the third, and so on.Each time a storyteller gains a level, it may also change two of its existing library options for others, if it wishes. The storyteller can change one library option at a time with a week's effort (generally spent reading numerous books, writing a story, or something of the sort).
The storyteller gains two Library options at 5th level and each five levels thereafter, and one at all other levels past 4th. Library options are divided among the main class features that they improve; you require the appropriate class feature to take those options.
Additional Word [5+5]: When speaking a Power Word, the storyteller can speak one additional word per purchase of this option. This expands the flexibility of its commands and inspiration, and each additional word increases the damage or temporary hit points by one point per die.
Extend Word [5+3]: When speaking a Power Word, compulsions or inspirations last for one additional round per purchase.
Improved Clarity [5+4]: The storyteller's clarity of voice improves. This option can be selected up to twice. Each time it is selected, the range at which the storyteller can make itself heard is multiplied by four, and the range of any normally Close range class features increases by one step.
Power Shout [5+3]: When speaking a Power Word, the storyteller can do so as a full-round action that costs one Inspiration to affect a number of valid targets in range equal to its Charisma modifier. Each additional purchase doubles the number of targets.
Augment Word [6+4]: When speaking a Commanding Word, the save DC increases by 1 per purchase.
Pronounce Fate [12+4]: The compulsion effect of your Commanding Word is no longer considered language-dependent. With a second purchase, it is no longer considered a compulsion. With a third, it is no longer considered mind-affecting.
Thunderous Word [8]: When speaking a Commanding Word, rather than compelling the target on a failed save, you can stun it.
Word and Gesture [12]: When speaking a Commanding Word, you can point at an individual or broadly gesture at a group; your target must target or affect that individual or group with the compelled action.
Encouraging Word [8+4]: When speaking an Inspiring Word, for the duration of the inspiration, the target may ignore one condition or lasting effect upon it per purchase.
Healing Word [5]: When speaking an Inspiring Word, you may spend one Inspiration to provide healing rather than temporary hit points.
Restorative Word [6+3]: When speaking a Healing Word, you may also remove one condition per purchase from the target from the following list: Asleep, Blinded, Charmed, Confused, Cowering, Dazed, Dazzled, Deafened, Diseased, Entangled, Exhausted, Fascinated, Fatigued, Flat-Footed, Frightened, Immobilized, Nauseated, Panicked, Paralyzed, Poisoned, Shaken, Sickened, Slowed, Staggered, Stunned, or Unconscious. This can also remove one ability damage per point of your Charisma modifier as one condition. At two purchases, it can remove one negative level per two points of your Charisma modifier. At three purchases, it can remove one ability drain per three points of your Charisma modifier. Requires Healing Word.
Narrate Action [6+5]: After readying a narration, you can activate it immediately and spend a move action. An ally in range may then spend an immediate action to immediately take a move action of your choice. With two purchases, you can spend and grant a standard action. With three purchases, a full round action. Each additional purchase lets you spend one Inspiration to lower the action you must spend by one step.
Picky Narration [8+8]: When narrating a reroll, you may force one additional roll per purchase, choosing which applies.
Reactive Narration [11]: You can ready a narration as an immediate action.
Retcon [10]: When you use a narration and the action or check you are narrating fails, you regain the spent Inspiration.
Retroactive Narration [11+5]: You can activate a narration after the results of the roll (including any following results, such as a damage roll) have been entirely resolved. For each additional purchase, you can trigger a narration up to one round in the past by spending one additional Inspiration per round, potentially altering the course of events directly affected by the narration (events that could have played out the same still do, even if they might not have). You can never regain Inspiration due to a retroactive narration.
Duel of Words [6+5]: When you make a single weapon attack or combat maneuver as a standard action, you may speak a Power Word as a swift action. With a second purchase, you can also use this ability with any standard or full-round action that includes at least one weapon attack. You must target either yourself or an enemy you are attacking.
Inspired Action [8+4]: During your turn, you can spend up to one Inspiration per purchase. Each Inspiration spent lets you take a move action and then make a single attack at your highest attack bonus.
Inspired Defense [5]: You may spend one Inspiration to force an enemy to reroll an attack against you after seeing the results.
Inspired Save [5]: You may spend one Inspiration to reroll a saving throw after seeing the results.
Inspired Skill [5]: You may spend one Inspiration to reroll a skill check after seeing the results.
Inspired Strike [5]: You may spend one Inspiration to reroll an attack or damage roll after seeing the results.
Insult to Injury [11+4]: When you score a critical hit, you may speak a Power Word as a free action. You must target either yourself or the opponent your critted. This can occur no more than once per round per purchase.
Lasting Inspiration [10+2]: When using any library option that requires the Protagonist class feature and costs one Inspiration to cause a reroll, you may cause additional rerolls of the same type equal to the number of purchases before the start of your next turn, though any given check can only be rerolled once.
Witty Retort [8]: When an enemy provokes an attack of opportunity, you can speak a Power Word instead of making the attack. You must target either yourself or the provoking opponent.
Clever Illusion [8]: You may spend one Inspiration to weave an illusion as a standard action that is particularly clever in its manipulative tactics. All enemies who can perceive the illusion may instantly attempt to disbelieve it. If they fail, they are subject to a non-language-dependent Suggestion relevant to the illusion.
Enlarge Illusion [6+3]: For each purchase, the size of illusions you can create fully doubles (two doublings is a quadruple).
Illusory Complexity [8+2]: For each purchase past the first, you can have one additional non-lasting illusion active simultaneously. You can create a new illusion in the same action as you maintain an illusion, and maintain your allowed number of illusions all at once with a single action.
Immersive Illusion [5+1]: When you weave an illusion, it can affect one additional sense per purchase.
Incite Imagination [12]: You can weave illusions that operate on an intent, with those who perceive it filling in the details based on their own expectations. For example, you could create an illusion of a person's greatest fear, or of an individual of the same race and gender as the viewer, etc. Requires Weave Phantasm.
Lasting Illusion [5+2]: When you weave an illusion, it lasts for a number of rounds equal to half your Charisma modifier after you stop maintaining it, although it becomes static. At two purchases it lasts for minutes, at three it lasts for hours. At 11th level, by spending Inspiration equal to 4 minus the number of purchases, you can make the illusion permanent. If you start concentrating on the illusion again, you can once again change it and its duration stops counting down, but it will start counting down again once concentration again ceases.
Programmed Illusion [11]: When you weave a lasting illusion, it operates on a program you devise when you first create it, per the Programmed Image spell.
Shocking Illusion [8]: You may spend one Inspiration to weave an illusion as a standard action that causes emotional distress. All enemies who can perceive the illusion may instantly attempt to disbelieve it. If they fail, they are Confused, Nauseated, Frightened, or Fascinated for as long as they can perceive the illusion, or the sense they perceive it with becomes useless for one minute.
Weave Glamour [8+2]: You may weave illusions that function as glamers; changing or even removing existing perceptions. You may affect how one sense perceives one source, for each purchase. Purchases of Immersive Illusion increase the number of senses normally. Glamours can be made Lasting, but those placed on a creature cannot be made Permanent.
Weave Phantasm [8]: You may weave illusions that are selectively perceptible only to certain people.
Disciplined Characters [5+5]: For each purchase, once you command a character to take an action, it will repeat that action for one round or until you give it a new command.
Flexible Characters [5+3]: For each purchase, your summoned characters can leave one additional Evolution option to be assigned when summoned.
Iconic Items [5+3]: For each purchase, your summoned characters can have a +1 value weapon or armor enchantment, chosen when they are summoned. Weapon enchantments apply to all attacks.
Persistent Characters [6+4]: For each purchase, you can have one character reduced below 0 hit points without losing your summoning ability. This count is reset one hour after the most recent character falling.
Versatile Characters [5+3]: For each purchase, you can create another template for summoning characters.
Effortless Narration[5+5]: Maintaining Omniscient Narration is a standard action rather than a full round action. For two purchases this becomes a move action. For three purchases, swift. For four purchases, free.
Learn the Plot [10+2]: You can narrate events occuring in the future as well as at a different location. Initially you can narrate events up to ten minutes into the future. This becomes one hour at two purchases, one day at three, one week at four, one month at five, one year at six, one decade at seven, one century at eight, one milennium at nine, and any temporal distance at ten. Note that the further into the future you go, the more likely your actions and their repercussions are to change what will occur.
Learn the Story [10+2]: You can narrate events occuring in the past as well as at a different location. Initially you can narrate events up to ten minutes into the past. This becomes one hour at two purchases, one day at three, one week at four, one month at five, one year at six, one decade at seven, one century at eight, one milennium at nine, and any temporal distance at ten.
Omniscient Clarity [5+5]: Your omniscient narration ignores all forms of darkness. For two purchases, it ignores all forms of concealment or background noise. For three purchases, it ignores intervening objects or barriers.
Omniscient Sensitivity [5+5]: Your omniscient narration gains See Invisibility. For two purchases, it can also see ethereal creatures. For three purchases, it gains True Seeing.
Rapid Narration [5+5]: You can narrate a scene more quickly. You can narrate one minute of events each round. Additional purchases scale the time following the same pattern as Learn the Plot and Learn the Story. Naturally, this option is most useful in conjunction with one of those, although you can also use it to narrate much more detail in a shorter amount of time when following an unfolding scene. Conservation of detail does still apply; the more time you narrate, the less detail you will generally receive, with the details you get being the most important ones.
Subtle Narration [5+3]: For each purchase, the DC to detect your omniscient narration increases by 5, and it gets a 20% chance to avoid detection by magic (such as Detect Scrying spells).
Targeted Narration [10]: You can target a creature with your projection rather than a location. The creature gets a Will save to resist following the rules of a Scrying spell, and you must know who you are targeting (you can't target, for example, "the man who murdered Lord Dareth" or "the leader of the orcs"; you have to actually know who those people are). A creature who successfully resists is immune for 24 hours.
Extra Savvy [5+4]: For each purchase, your skill and initiative bonus from Genre Savvy increases by 2.
Open Book [6+2]: When using Genre Savvy, rather than a yes or no question, you can ask any question and receive the answer as a chosen target knows it. You must be able to see the target, and it gets a Will save to resist. You may ask one additional question in this manner per extra purchase.
Open Mind [5+3]: Rather than a yes or no question, you may ask a multiple choice question. Your question may have two options, plus one per additional purchase. If the correct answer is none or all of the options, you learn such. If it is more than one of the options, you learn all of them.
Savvy Calculations [5]: Rather than a yes or no question, you may use Genre Savvy to ask a question that will give a number as an answer.
Savvy Listener [9]: By spending one Inspiration, you can tell whether any statement you hear is true, false, or misleading (that is, technically true, but either omitting or distorting important information) for ten minutes.
Savvy Wording [12+4]: Rather than a yes or no question, you may ask a question that can be answered in one word per purchase. The answer you receive must be true and reasonably useful, but it may be incomplete if there aren't enough words to give the full answer. If the question cannot be answered accurately in that number of words, the attempt fails and your Inspiration is refunded.
Thorough Reading [5+3]: For each purchase, you may ask one additional question on the same subject in any given week when using Genre Savvy.
Deus Ex Machina (Su): When a 20th level storyteller needs to change the story, it just does it. By spending three Inspiration, you may change any number of choices you made with regards to Storyteller class features. The change lasts for one round.