View Full Version : Messenger from the Heavens [Base Class] [PEACH]

2007-06-21, 09:57 PM

Divine herald, minstrel, guardian of souls, and devout champion, the troubadour is a crusader who spreads the word of her deity throughout the world. This heroic figure protects and defends through her captivating melodies and divine chords. Unlike a traditional cleric, this divine champion uses the power of music to spread the gospel of her deity. Although not as common as the cleric, all churches are proud to boast at least a few nomadic troubadours amongst their evangelists.

Alignment: A troubadourís alignment must be within one step of her deityís (that is, it may be one step away on either the lawfulĖchaotic axis or the goodĖevil axis, but not both). A troubadour may not be neutral unless her deityís alignment is also neutral.

Hit Die: d6

Skill Points at First Level: 4 x (4 + Int modifier)

Skill Points at Each Additional Level: 4 + Int modifier

Class Skills: The troubadourís class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken indivually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Speak Language (n/a), Spellcraft (Int), and Use Magic Device (Cha).

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th

+2|Divine chords, prophetic lore, inspire fervor|2

+3|Lay on hands|3|0


+4|Fear of god|3|2|0

+4|Special mount|3|3|1



+6|Inspire calm|3|3|3|1




+8|Holy quest|3|3|3|3|2



+9|Turn or rebuke undead|4|4|3|3|2|2





+12|Heavenly strains|4|4|4|4|4|4|4[/table]

Spells Known





















All of the following are class features of the troubadour.

Weapon and Armor Proficiency: A troubadour is proficient with all simple weapons, plus the longsword, longbow, rapier, sap, short sword, shortbow, and whip. Troubadours are proficient with light and medium armor and shields (except tower shields).

Spells: The troubadour casts divine spells, which are drawn primarily from the cleric spell list. A troubadour may cast any spell she knows spontaneously, just like a sorcerer. However, a troubadourís list of spells known is extremely limited (see below). She begins play knowing five 0-level spells (see above).

To prepare or cast a spell, a troubadour must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a troubadourís spell is 10 + the spell level + the troubadourís Wisdom modifier.

Like other spellcasters, a troubadour can cast only a certain number of spells of each level per day. Her base daily spell allotment is given on the chart above. In addition, she receives bonus spells per day if she has a high Wisdom score. When the chart indicates that the troubadour gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

The troubadourís spell list includes all non-domain cleric spells. As well, the troubadour may learn any spell that otherwise can only be cast by bards. For example, the troubadour could learn and cast Lesser Confusion, but not Charm Monster, since that spell is not bard-exclusive.

Upon reaching 5th level, and at every third troubadour level after that (8th, 11th, and so on), a troubadour can choose to learn a new spell in place of one she already knows. In effect, the troubadour ďlosesĒ the old spell in exchange for the new one. The new spellís level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level troubadour spell the troubadour can cast. A troubadour 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.

Divine Chords: Once per day per troubadour level, a troubadour can use his song or poetics to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of divine chords and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum troubadour level and a minimum number of ranks in the Perform skill to qualify; if a troubadour does not have the required number of ranks in at least one Perform skill, she does not gain the divine chords ability until she acquires the needed ranks.

Starting a divine chord is a standard action. Some divine chords require concentration, which means the troubadour must take a standard action each round to maintain the ability. Even while using divine chords that donít require concentration, a troubadour cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf troubadour has a 20% chance to fail when attempting to use divine chords. If she fails, the attempt still counts against her daily limit.

Inspire Fervor (Su): If the troubadour has at least 3 ranks in a Perform skill, she may use a divine chord to inspire righteous fury in her allies. All allies within 30 feet of her, including herself, gain a bonus on attack and damage rolls equal to the troubadourís Charisma modifier, minimum 1. This effect lasts as long as the troubadour continues to perform, and two rounds thereafter.

Fear of God (Su): If the troubadour has at least 7 ranks in a Perform skill, and is at least 4th level, she may use a divine chord to strike the fear of god into her enemies. All enemies within 30 feet must succeed on a Will save, opposed by the troubadourís Perform check. If they fail, they are panicked for one round for every two levels of troubadour. If they succeed, they are shaken for the same amount of time. This is a mind-affecting fear effect.

Inspire Calm (Su): If the troubadour has at least 11 ranks in a Perform skill, and is at least 8th level, she may use a divine chord to calm the emotions of all her allies within 30 feet, by speaking or singing in soothing tones. Despite the name, this ability actually ends many different effects, such as fear, rage, frenzy, or confusion. Alternatively, the troubadour may use this ability on one ally within 30 feet, and heal up to 1 point of ability damage per three levels of troubadour, or 1 negative level. The troubadour may not use this ability if she herself is subject to any of the four mentioned effects.

Holy Quest (Sp): If the troubadour has at least 15 ranks in a Perform skill, and is at least 12th level, she may use a divine chord to force a creature to perform some noteworthy service for her patron deity. This is the equivalent of a lesser geas spell, but may be used against an enemy with equal or fewer hit dice than the troubadour. The enemy must be within 40 feet of the troubadour, and must succeed on a Will save opposed by the troubadourís Perform check to avoid being affected by this ability. The troubadourís caster level for this effect is equal to her troubadour level.

Liberation (Sp): If the troubadour has at least 19 ranks in a Perform skill, and is at least 16th level, she may use a divine chord to free her allies from constricting effects. This is the equivalent of a freedom of movement spell on all allies within 40 feet, but the duration is the time that the troubadour continues to perform. The troubadourís caster level for this effect is equal to her troubadour level.

Heavenly Strains (Sp): If the troubadour has at least 23 ranks in a Perform skill, and is at least 20th level, she may use a divine chord to bring the chords of heaven streaming through the battlefield. All allies within 50 feet gain the effect of a heal spell, while hidden within the melody lies a blasphemy, dictum, holy word, or word of chaos, chosen by the troubadour. This secondary effect targets only enemies within 50 feet. She may not choose a secondary effect opposed in alignment to her patron deity. The troubadourís caster level for this ability is equal to her troubadour level.

Prophetic Lore (Su): A troubadour can receive divine insight from her patron deity about notable people, legendary items, or noteworthy places. Unlike bardic knowledge, this ability can be used to reveal the powers of a magic item. However, using this ability requires the sacrifice on one spell slot for the day.

If the troubadour has 5 or more ranks in Knowledge (religion), she gains a +2 bonus on this check. In addition, the troubadour may expend a spell slot for the day of higher level to gain a bonus on a single prophetic lore check. She gains a bonus on the check equal to the level of the spell sacrificed. She may only expend one spell on such a check.

If she expends a spell of at least fourth level, she gains the use of an Identify effect if she succeeds on discovering lore about a magic item. Otherwise, this ability functions exactly like the bardic knowledge class feature.

Lay on Hands (Su): Beginning at 2nd level, a troubadour with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her troubadour level x her Charisma bonus. A troubadour may choose to divide her healing among multiple recipients, and she doesnít have to use it all at once. Using lay on hands is a standard action.

Alternatively, a troubadour can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesnít provoke an attack of opportunity. The troubadour decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Special Mount (Sp): Upon reaching 5th level, a troubadour gains the service of an unusually intelligent, strong, and loyal steed to serve her in her travels to spread the word of her patron deity (see below). This mount is usually a heavy warhorse (for a Medium troubadour) or a warpony (for a Small troubadour).

Once per day, as a full-round action, a troubadour may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the troubadourís class level. The mount immediately appears adjacent to the troubadour and remains for 2 hours per troubadour level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the troubadour may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the troubadourís mount die, it immediately disappears, leaving behind any equipment it was carrying. The troubadour may not summon another mount for thirty days or until she gains a troubadour level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the troubadour takes a Ė1 penalty on attack and weapon damage rolls.

The troubadourís special mount progresses in abilities as the troubadour becomes more powerful exactly like the paladin class feature of the same name.

Domain (Su): At 10th level, the troubadour gains access to one cleric domain related to her patron deity. She gains the special ability granted by the domain, and from now on may learn spells of up to sixth level from the domain as well as from her class list. Essentially, the first six spells from the chosen domain are added to her spell list.

Turn or Rebuke Undead (Su): Any troubadour of 15th level, regardless of alignment, has the power to affect undead creatures by channeling the power of her faith through her holy (or unholy) symbol (see Turn or Rebuke Undead).

A good troubadour (or a neutral troubadour who worships a good deity) can turn or destroy undead creatures. An evil troubadour (or a neutral troubadour who worships an evil deity) instead rebukes or commands such creatures. A neutral troubadour of a neutral deity must choose whether her turning ability functions as that of a good troubadour or an evil troubadour. Once this choice is made, it cannot be reversed. This decision also determines whether the troubadour can cast spontaneous cure or inflict spells (see above).

A troubadour may attempt to turn undead a number of times per day equal to 3 + her Charisma modifier. A troubadour with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.


A troubadour who grossly violates the code of conduct required by her god loses all spells and class features, except for armor, weapon and shield proficiencies. She cannot thereafter gain levels as a troubadour of that god until she atones (see the atonement spell description). Alternatively, she may choose to begin to worship a new god more in line with her new code of conduct.

A Note on the Troubadour and Prestige Classes

The troubadour can qualify for many bard-based prestige classes, even though it might not seem that she can meet the qualifications. Her prophetic lore class feature may be used in place of bardic knowledge as a prerequisite. As well, any prestige class that advances a bardís spellcasting, such as the Lyric Thaumaturge, also progresses the troubadourís spellcasting. The divine chords class feature may be used in general to qualify for a prestige class in replacement of the bardic music class feature, but does not allow entry if a specific bardic music ability is required, such as Suggestion.

Finally, if a prestige class specifically advances bardic spellcasting, the troubadour may qualify for arcane spellcasting requirements to enter it, even though she casts divine spells. This does not allow her to enter such classes if they require a specific spell, but may allow her to enter a general bard-based prestige class (again, the best example is the Lyric Thaumaturge).

In addition, divine chords may be used to qualify for and activate bardic music feats.

2007-06-21, 10:05 PM
is it a class, or a PrC? the thread title says prestige class, but the class is 20lvls.

but it's basically a divine bard. cool.

2007-06-21, 10:07 PM
Wow, now I feel stupid. Base class, obviously. I hardly ever make them, though, so the title was instinct.

2007-06-22, 01:01 AM
I like this class. Barring any unforseen changes, would it be possible to use this class in my following campaign?

2007-06-22, 02:50 AM
Special Mount (Sp): Upon reaching 2nd level, a troubadour gains the service of an unusually intelligent, strong, and loyal steed to serve her in her travels to spread the word of her patron deity (see below). This mount is usually a heavy warhorse (for a Medium troubadour) or a warpony (for a Small troubadour).

The troubadourís special mount progresses in abilities as the troubadour becomes more powerful exactly like the paladin class feature of the same name.

Small nitpick. The Troubadour gains a mount 3 levels before a paladin would. She gains lay on hands on level 5. Personally, I would suggest swapping those two so the troubadour's mount isn't more powerful than the paladin's.

A bit more MAD than usual for bards since the spellcasting is off of wisdom and the troubadour is less of a skill monkey than a bard so looks quite balanced. You may consider giving the troubadour more armor profis., divine spellcasting doesn't usually mess up in armor. Also, you may wish to spell out what abilities, if any, a troubadour loses if they move out of alignment with thier god.

2007-06-22, 04:55 PM
I considered the placement of Lay on Hands and Special Mount pretty carefully, but you could be right. I think I'll switch them so that she gets access to them at the same levels that a paladin normally would. Thanks for the suggestion!

I'll leave the armor proficiency as it is, since the troubadour can always take armor proficiency later on if she really wants the boost to AC. I think it fits more with the flavor of the class, though, to be a bit more lightly armored than knights riding into battle.

Good call on loss of abilities with a change in alignment. I'll make sure to specify that as well.

And of course, feel free to use this class wherever you like!

EDIT: I decided to add medium armor, since they probably won't have too much Dex anyway, but I left out heavy. If they want full-plate, they can take a feat for it. Thanks for the advice!

2007-06-22, 11:21 PM
I think you should add Long Bow to the list of Weapon Proficiencies. I never really understood why they grant Long Sword, but not Long Bow - seems crazy to me.

Nice Class, but I wonder if it shouldn't have some sort of code?

2007-06-23, 12:09 AM
Well, I don't see why not. I could see a horseback archer bard-cleric type.

As for the code, no more so than a regular cleric. I don't want to try and shoehorn people like the paladin, and I think that simply adhering to the tenets of a deity is enough.