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PallentisLunam
2020-05-27, 10:26 AM
Putting this here as an online resource for an in-person game. If this isn't the appropriate spot please move me.


The Core Bard:
Alignment: Any
Hit Die: d6
BAB: "As Cleric"
Saves: Good Reflex & Will, Poor Fortitude

Class Skills:
The bard’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level
6 + Int modifier (Quadrupled at 1st level)

Proficiencies:

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip.

Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Special:

Bardic Music
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music 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 bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)
A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)
A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Inspire Heroics (Su)
A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp)
This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Bardic Knowledge
A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers given for spells known are fixed.)

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

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.




****
Spells per Day
Spells Known



Spell Level

\

Bard Level
0
1st
2nd
3rd
4th
5th
6th
0
1st
2nd
3rd
4th
5th
6th


1st
2

—

—

—

—

—

—
4

—

—

—

—

—

—


2nd
3
0

—

—

—

—

—
5
2*

—

—

—

—

—


3rd
3
1

—

—

—

—

—
6
3

—

—

—

—

—


4th
3
2
0

—

—

—

—
6
3
2*

—

—

—

—


5th
3
3
1

—

—

—

—
6
4
3

—

—

—

—


6th
3
3
2

—

—

—

—
6
4
3

—

—

—

—


7th
3
3
2
0

—

—

—
6
4
4
2*

—

—

—


8th
3
3
3
1

—

—

—
6
4
4
3

—

—

—


9th
3
3
3
2

—

—

—
6
4
4
3

—

—

—


10th
3
3
3
2
0

—

—
6
4
4
4
2*

—

—


11th
3
3
3
3
1

—

—
6
4
4
4
3

—

—


12th
3
3
3
3
2

—

—
6
4
4
4
3

—

—


13th
3
3
3
3
2
0

—
6
4
4
4
4
2*

—


14th
4
3
3
3
3
1

—
6
4
4
4
4
3

—


15th
4
4
3
3
3
2

—
6
4
4
4
4
3

—


16th
4
4
4
3
3
2
0
6
5
4
4
4
4
2*


17th
4
4
4
4
3
3
1
6
5
5
4
4
4
3


18th
4
4
4
4
4
3
2
6
5
5
5
4
4
3


19th
4
4
4
4
4
4
3
6
5
5
5
5
4
4


20th
4
4
4
4
4
4
4
6
5
5
5
5
5
4


*- Provided the bard has a high enough Charisma score to have a bonus spell of this level.






The Warrior Poet:

Alignment: Any
Hit Die: d8
BAB: "As Fighter"
Saves: Good Fortitude, Poor Reflex & Will

Class Skills:
The Warrior Poet’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level
4 + Int modifier (Quadrupled at 1st level)

Proficiencies:

A Warrior Poet is proficient with all simple and martial weapons.

Warrior Poets are proficient with light and medium armors and shields. A Warrior Poet can cast bard spells while wearing light armor without inuring arcane spell failure chance or while wearing medium armor at half the normal arcane spell failure chance. However, like any other arcane spellcaster, a Warrior wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Warrior Poet still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Special:

Animal Companion: As druid.

Nature Sense: A 1st level Warrior Poet gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy: A Warrior Poet can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Warrior Poet rolls 1d20 and adds their Warrior Poet level and their Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the Warrior Poet and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A Warrior Poet can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but they takes a -4 penalty on the check.

Uplifitng Verse:
Once per day per Warrior Poet level, a Warrior can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of uplifting verse 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.

Starting the effect is a standard action. Some Uplifiting Verse abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using Uplifting Verse abilities that don’t require concentration, a Warrior Poet cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf Warrior Poet has a 20% chance to fail when attempting to use Uplifting Verse. If he fails, the attempt still counts against his daily limit.

Spellbreaker:
You can use your music or poetics to interfere with spells that have verbal components. Doing this costs one daily use of your Uplifting Verse ability and requires a standard action to start. Enemy spellcasters within 30 feet of you take a 20% spell failure chance when casting any spell that has a verbal component (as if they were deafened). You can maintain your spellbreaker song for 3 rounds.

Healing Hymn:
If you have 3 or more ranks in a Perform skill, you can use your music or poetics to create an area conducive to healing. To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue performing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items.

In addition, if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest (thus recovering twice his character level in hit points). If the music is interrupted, the magic of the song is lost.

Suggestion:
A Warrior of 6th level or higher with 9 or more ranks in a Perform skill can use his performance to make a suggestion (as the spell). A Will saving throw (DC 10 + ½ Warrior Poet’s level + Warrior Poet’s Cha modifier) negates the effect. At 6th level this ability affects only a single creature, but for every three additional levels after 6th the Warrior Poet can attempt to effect one additional creature. Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Song of Freedom:
A Warrior Poet of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Warrior Poet level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Mental Redoubt:
Starting at 4th level, a Warrior Poet gains a +4 bonus on saving throws against spells or spell-like effects from the Enchantment school of magic.

A Warrior Poet casts arcane spells, which are drawn from the bard spell list, with a few modifications. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Warrior Poet must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the Warrior Poet’s Charisma modifier.

Like other spellcasters, a Warrior Poet can cast only a certain number of spells of each spell level per day as shown below. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the Warrior Poet gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The Warrior Poet’s selection of spells is extremely limited. A Warrior Poet begins play knowing three 0-level spells of your choice. At most new Warrior Poet levels, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the number of spells a Warrior Poet knows is not affected by his Charisma score; the numbers for spells known are fixed.)

Upon reaching 5th level, and at every third Warrior Poet level after that (8th, 11th, and so on), a Warrior Poet can choose to learn a new spell in place of one he already knows. In effect, the Warrior Poet "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Warrior Poet spell the Warrior Poet can cast. A Warrior Poet 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 he gains new spells known for the level.

As noted above, a Warrior Poet need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.




****
Spells per Day
Spells Known



Spell Level

\

WP Level
0
1st
2nd
3rd
4th
5th
6th
0
1st
2nd
3rd
4th
5th
6th


1st
2

—

—

—

—

—

—
3

—

—

—

—

—

—


2nd
3

—

—

—

—

—

—
4

—

—

—

—

—

—


3rd
3
0

—

—

—

—

—
5
2*

—

—

—

—

—


4th
3
1

—

—

—

—

—
6
3

—

—

—

—

—


5th
3
2
0

—

—

—

—
6
3
2*

—

—

—

—


6th
3
3
1

—

—

—

—
6
4
3

—

—

—

—


7th
3
3
2

—

—

—

—
6
4
3

—

—

—

—


8th
3
3
2
0

—

—

—
6
4
4
2*

—

—

—


9th
3
3
3
1

—

—

—
6
4
4
3

—

—

—


10th
3
3
3
2

—

—

—
6
4
4
4

—

—

—


11th
3
3
3
2
0

—

—
6
4
4
4
2*

—

—


12th
3
3
3
2
1

—

—
6
4
4
4
3

—

—


13th
3
3
3
3
2

—

—
6
4
4
4
3

—

—


14th
3
3
3
3
2
0

—
6
4
4
4
3
2*

—


15th
4
3
3
3
3
1

—
6
4
4
4
4
3

—


16th
4
3
3
3
3
2

—
6
4
4
4
4
3

—


17th
4
3
3
3
3
2
0
6
4
4
4
4
3
2*


18th
4
4
3
3
3
3
1
6
5
4
4
4
4
3


19th
4
4
3
3
3
3
2
6
5
5
4
4
4
3


20th
4
4
4
3
3
3
3
6
5
5
5
4
4
4


*- Provided the Warrior Poet has a high enough Charisma score to have a bonus spell of this level.



Spell List Changes:
Remove the following spells from the Bard's class spell list for use by the Warrior Poet: alter self, analyze dweomer, calm emotions, charm monster, charm monster (mass), charm person, comprehend languages, detect secret doors, detect thoughts, disguise self, dominate person, erase, identify, illusory script, prestidigitation, read magic, secret page, sepia snake sigil, summon monster (I through VI).

Add the following spells to the Bard's class spell list for use by the Warrior Poet: 1st—calm animals, charm animal, detect snares and pits, endure elements, hide from animals, magic fang, summon nature's ally I; 2nd—bull's strength, flame blade, pass without trace, spider climb, summon nature's ally II; 3rd—dominate animal, greater magic fang, snare, summon nature's ally III; 4th—insect plague, summon nature's ally IV; 5th—animal growth, commune with nature, summon nature's ally V; 6th—creeping doom, liveoak, reincarnate, summon nature's ally VI.

PallentisLunam
2020-05-27, 10:29 AM
The Loremaster:

Alignment: Any
Hit Die: d4
BAB: "As Wizard"
Saves: Good Will, Poor Fortitude and Reflex

Class Skills:
The Loremaster’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Points per Level
8 + Int modifier (Quadrupled at 1st level)

Proficiencies:

A Loremaster is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.

Loremasters are proficient with light armor but not with shields. A Loremaster can cast bard spells while wearing light armor without the normal arcane spell failure chance. However, like any other arcane spellcaster, a Loremaster wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Loremaster still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Special:

I've Read About This: When making any skill check, you can use 2 + 1/2 your Loremaster level (Rounded up) in place of the number of ranks you have in the skill. You can't take 10 on checks when you use this ability (to take 10 you have to use your actual ranks). If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.


Once per day per Loremaster level, a Loremaster can use his song or poetics to produce magical effects on those around him. Each ability requires both a minimum Loremaster level and a minimum number of ranks in the Perform skill to access.

Starting a Storytelling effect is a standard action. Some Storytelling abilities require concentration, which means the Loremaster must take a standard action each round to maintain the ability. Even while using a Storytelling ability that doesn’t require concentration, a Loremaster cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf Loremaster has a 20% chance to fail when attempting to use Storytelling. If he fails, the attempt still counts against his daily limit.

Inspire Awe:
A Loremaster with 3 or more ranks in a Perform skill can use tales or poetics to inspire awe in his enemies, rendering them shaken. To be affected, an enemy must be within 30 feet and be able to hear the Loremaster perform. The effect lasts for as long as the enemy hears the bard perform and 1 round after. Each enemy can attempt a Will save to negate the effect; the DC is equal to the Loremaster’s Perform check result. Regardless of the success or failure of the save, no creature can be affected by inspire awe more than once in a 24 hour period. Inspire awe is a mind-affecting fear effect.

At 8th level, the range of the effect extends to 60 feet

At 14th level, the effect lasts for 5 rounds after the enemy can no longer hear the bard perform.

At 20th level, any enemy who fails to save becomes frightened for one round, than shaken for the remainder of the duration.

Mimicking Sound:
A Loremaster with 3 or more ranks in a Perform skill can use their storytelling to create background noise
consistent with the adventuring environment, shielding the sounds made by themselves and their adventuring party as they move through dangerous areas.

Mimicking sound is a spell-like ability that requires the loremaster to have 3 or more ranks in a Perform skill. Using mimicking song counts as a daily use of Storytelling. The Loremaster grants a +2 bonus on the Move Silently check of all allies within 30 feet (including themselves). This bonus increases by 2 for every five Loremaster levels they have (to a maximum bonus of +10 at 20th level). This effect lasts as long as they continue performing.

Fascinate:
A Loremaster with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Loremaster, and able to pay attention to him. The Loremaster must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Loremaster attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a Loremaster makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Loremaster cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the performance, taking no other actions, for as long as the Loremaster continues to perform and concentrate (up to a maximum of 1 round per loremaster level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires the Loremaster to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Secret Knowledge:
If you are a 3rd-level or higher Loremaster with 6 or
more ranks in Perform (oratory) or Perform (sing), you can grant protection from supernatural creatures. This effect fortifies you and a number of allies equal to your Charisma modifier within 30 feet against mental control and attacks from evil-aligned or summoned creatures. In most respects, Secret Knowledge mirrors the effects of the Protection from Evil spell. If you wish to protect an ally with this ability, the two of you must be able to see and
hear each other. The effect lasts as long as you concentrate, up to a maximum of 2 minutes.
Each use of Secret Knowledge counts as one daily use of your Storytelling ability. This is a spell-like ability.

The Nature of Reality:
A Loremaster's studies contain all kinds of practical knowledge about how the Planes of the multiverse interact and how they can be manipulated. A 6th level Loremaster with at least 9 ranks in a Perform skill can utilize this knowledge by making a perform check DC 20 and expending one of their daily uses of their storytelling ability. If the check is successful, the Loremaster becomes Ethereal as per the Ethereal Jaunt spell.

Spin a Yarn:
A 9th level Loremaster with at least 12 ranks in a perform skill can use music, poetics, or fiery oratory to evoke hatred in a single living creature within 30 feet that has an Intelligence score of 3 or higher. For every three levels you attain beyond 9th, you can target one additional creature with a single use of this ability (two creatures at 12th level, three at 15th, four at 18th, and so on). To inspire hatred, you must sing, speak, or perform, and the target must hear you. The target is entitled to a Will save (DC 10 + 1/2 your bard level + your Charisma modifier) to resist this mind-affecting ability. The effect lasts for as long as the target hears you and for 3 additional rounds thereafter.

An affected creature develops an unreasoning hatred of another creature that you indicate. The affected creature attacks the object of its hate as directed, to the exclusion of other opponents. If the affected creature is attacked, it can defend itself as normal, but as soon as possible, it resumes attacking the object of its hate.

Creatures compelled to attack an ally can attempt a new Will save each round to break free from this supernatural effect.

Planar Discordance:
A 12th level Loremaster with at least 15 ranks in a Perform skill can use their knowledge of Planar Mechanics gained through research to tear the fabric of reality. The Loremaster must spend a full minute in concentration, at the end of which they cause a minor breach, 10 ft square in whatever orientation the Loremaster desires. This breach can lead to a distant spot on the same plane of existence or to another plane entirely.

If the breach was meant to bridge two distant points on the same plane, the Loremaster makes a Perform check and subtracts the result from a percentile roll. The result is how many miles off target the breach appeared. If the Loremaster is very familiar, as defined by the teleport spell, with the destination then they double the result of their Perform Check before subtracting it from the percentile roll.

If the breach was meant to bridge two separate planes, the Loremaster must make a DC 30 perform check. If the Loremaster succeeds the breach appears at a random spot on the desired plane. If the Loremaster fails the breach has the potential to appear at a random spot on an adjacent plane, roll randomly using an appropriate die for the number of coterminous and coexistent planes.

The breach lasts for one minute. This counts as a daily use of the Loremaster's Storytelling ability.

A Loremaster learns and casts spells as a bard, with a few exceptions. In addition to the normal number of spells known, a Loremaster knows one divination spell of each spell level he is capable of casting. For example, a 1st-level Loremaster knows four 0-level bard spells plus one 0-level spell of the divination school (such as detect magic, know direction, or read magic. This divination spell does not need to come from the Bard spell list). The Loremaster's number of spells per day is the same as a Bard's.

To learn or cast a spell, a Loremaster must have an Intelligence score (not Charisma score) equal to at least 10 + the spell level. All other spellcasting factors, including bonus spells and save DCs, are still determined using the Loremaster's Charisma score. Add the following spells to the Loremaster's class spell list: 1st—detect chaos/evil/good/law; 2nd—zone of truth; 3rd—arcane sight; 4th—analyze dweomer (lowered from 6th), sending; 5th—contact other plane, greater scrying (lowered from 6th); 6th—true seeing, vision.



****
Spells per Day
Spells Known1



Spell Level

\

Bard Level
0
1st
2nd
3rd
4th
5th
6th
0
1st
2nd
3rd
4th
5th
6th


1st
2

—

—

—

—

—

—
4+d

—

—

—

—

—

—


2nd
3
0

—

—

—

—

—
5+d
2+d*

—

—

—

—

—


3rd
3
1

—

—

—

—

—
6+d
3+d

—

—

—

—

—


4th
3
2
0

—

—

—

—
6+d
3+d
2+d*

—

—

—

—


5th
3
3
1

—

—

—

—
6+d
4+d
3+d

—

—

—

—


6th
3
3
2

—

—

—

—
6+d
4+d
3+d

—

—

—

—


7th
3
3
2
0

—

—

—
6+d
4+d
4+d
2+d*

—

—

—


8th
3
3
3
1

—

—

—
6+d
4+d
4+d
3+d

—

—

—


9th
3
3
3
2

—

—

—
6+d
4+d
4+d
3+d

—

—

—


10th
3
3
3
2
0

—

—
6+d
4+d
4+d
4+d
2+d*

—

—


11th
3
3
3
3
1

—

—
6+d
4+d
4+d
4+d
3+d

—

—


12th
3
3
3
3
2

—

—
6+d
4+d
4+d
4+d
3+d

—

—


13th
3
3
3
3
2
0

—
6+d
4+d
4+d
4+d
4+d
2+d*

—


14th
4
3
3
3
3
1

—
6+d
4+d
4+d
4+d
4+d
3+d

—


15th
4
4
3
3
3
2

—
6+d
4+d
4+d
4+d
4+d
3+d

—


16th
4
4
4
3
3
2
0
6+d
5+d
4+d
4+d
4+d
4+d
2+d*


17th
4
4
4
4
3
3
1
6+d
5+d
5+d
4+d
4+d
4+d
3+d


18th
4
4
4
4
4
3
2
6+d
5+d
5+d
5+d
4+d
4+d
3+d


19th
4
4
4
4
4
4
3
6+d
5+d
5+d
5+d
5+d
4+d
4+d


20th
4
4
4
4
4
4
4
6+d
5+d
5+d
5+d
5+d
5+d
4+d


*- Provided the Loremaster has a high enough Charisma score to have a bonus spell of this level.
1 A Loremaster knows an extra divination spell for each spell level. The "d" on this list represents that.




*To be added later*


Instruments:


Alphorn - A long straight wooden pipe with an upturned bell at the end measuring several yards in length. Special: The alphorn takes a full round action to set up and the player cannot move while playing it. A performance on an alphorn can be heard, and thus confer bardic music effects, up to 300 yards away. This distance can be greatly enhanced by certain terrain features such as the mountains from which this instrument originates.
Bagpipes - A cloth or skin bag fitted with reeded pipes called drones, plus a blowpipe for adding air to the bag and a pipe with fingerholes for playing melodies, called a chanter. Special: A bagpipe's haunting wails impose a -1 penalty to saving throws against fear effects made by enemies who can hear it being played.
Banjolele - A cross between a banjo and a ukulele with a splash of tambourine for flavor. Special: A Bard playing a banjolele to Inspire Courage increases the bonus he provides to his allies on saving throws vs fear effects by 1.
Clavichord, Harpsichord, Piano -
Drum -
Flute, Pan pipes, Recorder -
Hanging Bell -
Harmonica, Ocarina -
Harp -
Horn, Trumpet -
Lute, Lyre -
Pipe Organ -




Stat Generation: 32 point-buy
Character Wealth: 2700 gp
Backstory Requirements:

Crits - Natural 20s don't need confirmation. No critical hit can deal less damage than a normal hit might. If damage rolled for a critical hit totals less than the maximum damage potential of an ordinary hit then the crit deals the ordinary maximum + 1
Called Shots
Armor as Conversion

Mike Miller
2020-05-27, 08:26 PM
Are you looking for any input or is it strictly for your own reference?

Doctor Despair
2020-05-27, 08:38 PM
Are you looking for any input or is it strictly for your own reference?


Putting this here as an online resource for an in-person game. If this isn't the appropriate spot please move me.

With that said, he'd probly be better off putting it into a Google Doc than dropping it here if he's not looking for commentary, feedback, or questions, right? Doesn't particularly bother me, but iirc usually folks post builds to get the Playgrounds' opinion.

PallentisLunam
2020-05-27, 08:52 PM
Are you looking for any input or is it strictly for your own reference?

It's largely for my and my players' reference, but I'll take feedback under advisement.


With that said, he'd probly be better off putting it into a Google Doc than dropping it here if he's not looking for commentary, feedback, or questions, right? Doesn't particularly bother me, but iirc usually folks post builds to get the Playgrounds' opinion.

I don't like Google and I prefer some type of mark-up language to a microsoft/quasi-microsoft format.

smasher0404
2020-05-28, 02:06 AM
Just an editing note, be sure to scrub for names since a couple of things refer to the original name for the changes you want rather than the names you've given them. To list the one's I've seen

1. I've Read About This refers to Bardic Knack instead of the name you've given the feature.
2. Spell Changes for the Warrior Poet refers to Savage Bard
3. Be clear whether Loremaster/Warrior Poet are treated as being Bards, there are some references to casting Bard spells on their spell-casting section when although they are casting from the Bard list, they should be casting Loremaster spells or Warrior Poet spells.
4. Inspire Awe contains a reference to Bard as well. If they are treated as bards that's fine, if they aren't that reference should be changed.


General Balance Notes (since I'm posting anyways):

1. It's weird that the Warrior Poet, the most martial of the classes here, suffers Arcane Spell Failure for light armor, while the other two don't. You could let them cast in light armor with no Spell Failure, and medium armor for half Spell Failure.
2. 8+ skill points for Loremaster feels excessive. The only base class in 3.5 (I don't know Pathfinder that well) that gets 8+ skill points that I know of is the Rogue, and the Rogue is typically the dedicated skills person with a much longer skill list. The Loremaster should already have more skill points than the "Core Bard" by virtue of benefiting more from higher intelligence. If the Loremaster is Supposed to be the dedicated skills person, you should expand their skill list, since they look to have a shorter skill list than the "Core Bard".