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Thread: [3.5/E6] Rizban's E6 Compendium

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Skillful Classes

    The Acrobat

    Role: The acrobat is all about mobility and leverage. She can easily reach places other people can not, and her ability to dodge and weave in combat gives her many tricks that help her and her allies or hinder her enemies.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Skilled
    Acrobat
    AC
    Bonus
    1st
    +0
    +1
    +2
    +0
    Archetype power (lesser), skilled acrobat, AC bonus
    +2
    +1
    2nd
    +1
    +2
    +3
    +0
    Evasion, acrobatic leaping
    +3
    +1
    3rd
    +2
    +2
    +3
    +1
    Archetype power (moderate), distracting flank
    +4
    +2
    4th
    +3
    +2
    +4
    +1
    Uncanny dodge, acrobatic swinging
    +5
    +2
    5th
    +3
    +3
    +4
    +1
    Master acrobat
    +6
    +3
    6th
    +4
    +3
    +5
    +2
    Archetype power (greater), acrobatic combatant
    +7
    +4

    Hit Die: d6
    Class Skills (6 + Int modifier per level, ×4 at 1st level): Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

    Class Features
    All of the following are class features of The Acrobat.
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    Weapon and Armor Proficiency: An acrobat is proficient with simple weapons and with whips as well as light armor but not with any shields.

    Archetype: At 1st level, the acrobat chooses an archetype from the list below. She gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the class table. Once made, this choice is final.

    Skilled Acrobat (Ex): An acrobat is quite adept at maneuvering through obstacles and has become highly trained in avoiding pursuit. She gains a circumstance bonus equal to her Skilled Acrobat bonus, as listed on the class table, on all Balance, Climb, Escape Artist, Jump, Move Silently, and Tumble checks.
    ___Additionally, an acrobat may choose to use either her Dexterity or her Strength modifier when making Climb and Jump checks.
    ___Finally, an acrobat can make a single turn of up to 90 degrees when running or charging.
    ___An acrobat only gains this bonus while wearing light or no armor.

    AC Bonus (Ex): With her excellent speed and agility, an acrobat is able to slip away from sword blows, dodge arrows, and evade attacks. She gains a dodge bonus to her AC based on her class level, as listed on the class table. She gains this bonus only when wearing light or no armor and carrying no more than a light load.

    Evasion (Ex): At 2nd level and higher, an acrobat can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the acrobat is wearing light or no armor. A helpless acrobat does not gain the benefit of evasion.

    Acrobatic Leaping (Ex): An acrobat is highly skilled at leaping and tumbling, allowing her to perform feats that others can only dream. She may only use these options while wearing light or no armor and carrying no more than a light load.
    • Hop: When using the Jump skill to Hop Up, an acrobat can hop onto something as high as her waist without consuming any additional movement or as high as her shoulders using 10 feet of movement.
    • Vault: With a DC 15 Jump check, an acrobat can vault over obstacles in her way that are no more than waist high, allowing her to run or charge. Failing the Jump check means the acrobat stumbles over the obstacle, landing hard on the other side, and must succeed on a DC 15 Tumble check or land prone.
    • Pole Swing: An acrobat may swing from a horizontal pole or other fixed object in order to give herself additional speed. She may use 5 feet of movement to begin swinging on a pole. While swinging, she may Jump from the pole as if she had a running start.


    Distracting Flank (Ex): An acrobat's agility allows her to make sudden rapid attacks to distract and misdirect her opponents. When an acrobat flanks an opponent, she gains a competence bonus to attack rolls against the flanked opponent equal to one half her class level, rounded down, and her flanking allies gain a +1 circumstance bonus to attack rolls against the same opponent. This bonus is in addition to the normal attack bonus gained from flanking.

    Uncanny Dodge (Ex): At 4th level, an acrobat retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If an acrobat already has uncanny dodge from another source, she automatically gains improved uncanny dodge instead.

    Acrobatic Swinging (Ex): An acrobat learns to employ her maneuverability more readily in combat, giving her additional options, provided she is wearing light or no armor and carrying no more than a light load.
    • Swinging Attack: As a move action, an acrobat may swing from a rope, vine, chandelier, or other hanging object, making attacks as she swings. She may dismount from the swing at any point with a tumble check (DC10). She may also make any melee attack which takes no more than a standard action as part of her swing but may only use light weapons and with only one hand. Additionally, she is treated as making a charge while swinging, gaining +2 to attack rolls and -2 to AC.
    • Swing Kick: As a standard action, an acrobat can swing around a fixed, vertical object such as a pole or lamp post to deliver a powerful kick without provoking an attack of opportunity. This kick deals 1d6 nonlethal damage. If the kick successfully hits, she may either immediately make a trip attempt, with no risk of being tripped if she fails, or may follow up with a regular attack.
    • Grappling Whip: An acrobat may use a whip as if it were a grappling hook. The maximum rope length is the length of the whip (usually 15 feet) and always has a securing DC of 10. This takes a standard action as normal for using a grappling hook; however, the acrobat may choose to use this as a swift action by increasing the DC to 20.


    Master Acrobat (Ex): When making a Balance, Climb, Jump, or Tumble check, an acrobat can take 10, even when stressed or distracted.
    ___An acrobat only gains this bonus while wearing light or no armor.

    Acrobatic Combatant: Once per encounter, an acrobat may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Death From Above (Ex): As a standard action, an acrobat can hurl herself down at an enemy at least 10 feet below her. The acrobat takes falling damage as normal but deals an additional 1d6 damage for every 10 feet she falls, to a maximum of 3d6. Additionally, she gains a +2 circumstance bonus on her attack roll for this attack.
    • Tuck and Roll (Ex): As a move action, the acrobat can tumble through an opponent's square. If the acrobat avoids the opponent's attacks of opportunity for movement, she can treat that opponent as flat-footed against her next attack.
    • Supreme Mobility (Ex): For three rounds, the acrobat's speed increases by 10 feet, she does not provoke attacks of opportunity for movement, and she gains Improved Evasion and Improved Uncanny Dodge.


    The Expert

    Role: The expert is a learned character who pursues excellence in a craft, trade, or field of knowledge. An expert is an almost purely support class.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Insight
    Knacks
    1st
    +0
    +2
    +0
    +1
    Archetype power (lesser), specialization, insight, knacks
    0
    1st Knack
    2nd
    +1
    +3
    +0
    +2
    Insightful defense
    1
    3rd
    +2
    +3
    +1
    +2
    Archetype power (moderate), brilliant aid
    1
    2nd Knack
    4th
    +3
    +4
    +1
    +2
    Insightful strike
    2
    5th
    +3
    +4
    +1
    +3
    Skill mastery
    2
    3rd Knack
    6th
    +4
    +5
    +2
    +3
    Archetype power (greater), true expert
    3
    4th Knack

    Hit Die: d6
    Class Skills (8 + Int modifier per level, ×4 at 1st level): All skills are class skills for an expert.

    Class Features
    All of the following are class features of The Expert.
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    Weapon and Armor Proficiency: An expert is proficient with all simple weapons and with light armor but not with shields.

    Archetype: At 1st level, the expert chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the class table. Once made, this choice is final.

    Specialization (Ex): At 1st level, an expert chooses which path he will take and the focus of his abilities and talents. He must choose either Craftsman, Professional, or Sage.
    ___Craftsmen focus on producing the highest quality goods, from swords to tapestries. A craftsman gains an insight bonus to all Craft skill checks equal to half his Expert level, rounded up.
    ___Professionals are dedicated to business, whether providing a service, trading of goods, or simply investing wisely. A professional gains an insight bonus to all Profession skill checks equal to half his Expert level, rounded up.
    ___Sages are masters of lore and knowledge from history to anatomy and engineering to politics. a sage gains an insight bonus to all knowledge skill checks equal to half his expert level, rounded up.

    Insight (Ex): An expert gains a number of Insight Points which he can expend to gain bonuses to many abilities. At the beginning of each encounter, he gains a number of Insight Points based on his level, as indicated on the class table, plus his Intelligence modifier. Expending points of Insight is a free action.
    ___At 1st level, before rolling an attack roll, saving throw, or skill check, an expert can expend 1 point of Insight to gain an insight bonus on the roll equal to his Intelligence modifier.

    Knacks: Experts gain a number of abilities as they advance collectively referred to as knacks. Experts may choose any knack for which they qualify, but only those from their chosen specialization.

    Insightful Defense (Ex): An expert learns to read his opponents and predict their attacks. By spending a point of Insight, he adds his Intelligence modifier as an insight bonus to his Armor Class against one opponent until the start of the expert's next turn. This ability may be activated as an immediate action.

    Brilliant Aid (Ex): When using Aid Another, an expert may spent a point of Insight to increase the DC on his check to 15. If he succeeds on his Aid Another check, he adds 2 + his Int modifier to his ally's check.

    Insightful Strike (Ex): As a full round action, an expert can make a single melee or ranged attack and expend a point of Insight to deal additional damage against a single target. His attack gains an insight bonus to damage equal to his expert level. The point of Insight must be spent before making the attack roll. If the attack misses, the Insight spent is wasted.

    Skill Mastery (Ex): At 5th level, an expert selects a number of skills equal to his Intelligence modifier. The selected skills must be based on a mental ability score: Intelligence, Wisdom, or Charisma. When making a skill check using one of the selected skills, he may take 10 even if stress or distractions would normally prevent him from doing so.

    True Expert: Once per encounter, an expert may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Epiphany (Ex): Until the start of his next turn, whenever the expert would add his Intelligence modifier to a roll from spending a point of insight, he instead adds 1.5x his Intelligence modifier (rounded down). So, if he has an 18 Intelligence, he would add a +6 to his rolls instead of a +4 until the start of his next turn.
    • Skill Insight (Ex): When using skill mastery to take 10, the expert may take 15 instead. This function exactly as if he were taking 10, but the result is treated as though he rolled a 15.
    • Brains Over Brawn (Ex): When making an ability check or skill check based on Strength, Dexterity, or Constitution, an expert may add his Intelligence modifier to the roll instead of the physical ability score.


    Knacks
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    General Knacks
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    General Knacks may be selected by any Expert, regardless of specialization.
    • Greater Skill Mastery (Ex): Upon selecting this knack, an expert selects two more skills to which his skill mastery ability applies.
      Prerequisites: Skill Mastery
      Special: This knack may be gained multiple times. Each time it is gained, the expert selects another two skills.
    • Improved Insight: Upon gaining this knack, an expert gains an additional point of Insight.
      Special: This knack may be gained multiple times. Its effects stack.
    • Trapfinding: The expert gains trapfinding. See the Trapsmith lesser archetype power.
    Craftsman Knacks
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    • Efficient Construction (Ex): When selecting this knack, the craftsman selects one specific Craft skill. When making masterwork items using the selected skill, the material cost to create them is reduced by 25%.
      Prerequisite: 4 ranks in the selected Craft skill.
      Special: This knack may be gained multiple times. It's effects do not stack. Each time it is gained, it applies to a different Craft skill.
    • Imbued Creation (Su): Despite not being able to cast spells, a craftsman learns to create magic items. This follows all the normal rules for crafting magic items, including needing the appropriate item creation feats, with the following exception. A craftsman need not provide the prerequisite spells for a magic item; instead, he makes a Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to craft the item. He may attempt to emulate each spell only once per day and must succeed on emulating every spell necessary to craft the item before it can be completed. If the item would normally be completed before he has succeeded on every check, the item remains unfinished until he can succeed, and he must spend a full day crafting in order to make the attempt.
      Prerequisite: Craft (any) 6 ranks, Spellcraft 6 ranks, Use Magic Device 6 ranks
      Special: For the purpose of crafting magic items and gaining item creation feats, a craftsman with this knack is treated as having a caster level equal to his class level minus 1.
    • Quality Workmanship (Ex): With this knack, a craftsman is able to create items of superior quality. When gaining this knack, the craftsman must select a specific Craft skill. Mastwork items crafted with the selected skill grant twice the normal masterwork bonus; i.e. weapons have a +2 on attack rolls, tools grant a +4 bonus, and the armor check penalty of armor is reduced by 2.
      Prerequisite: 6 ranks in the selected Craft skill.
      Special: This knack may be gained multiple times. It's effects do not stack. Each time it is gained, it applies to a different Craft skill.
    • Rapid Construction: When selecting this knack, the craftsman selects one specific Craft skill. When making items using the selected skill, the progress made on completing the item is measured in gold pieces instead of silver pieces. If crafting by the day instead of by the week, the progress is measured in silver pieces instead of copper pieces.
      Prerequisite: 4 ranks in the selected Craft skill.
      Special: This knack may be gained multiple times. It's effects do not stack. Each time it is gained, it applies to a different Craft skill.
    • Reagent Mastery (Ex): After gaining this knack, a craftsman is treated as though he were a spellcaster for the purposes of crafting items using Craft (Alchemy)
      Prerequisite: Craft (Alchemy) 1 rank
    • Renowned Craftsman (Ex): When using a Craft skill to earn a living, a craftsman gains his full skill check in gold pieces instead of half as normal for a week of work.
      Special: This knack may be gained twice. The second time it is gained, the craftsman instead gains twice his skill check in gold pieces for a week of work.
    • Skilled Crafting (Ex): When making a Craft check using a Craft skill in which he has no ranks, a craftsman may treat the skill as though it had ranks equal to half the number of skill ranks of his highest Craft skill rounded down. For example, a craftsman with 8 ranks in Craft (leatherworking) and 0 ranks in Craft (basketweaving) could make a Craft (basketweaving) check as though he had 4 ranks in it. Ability modifiers and other bonuses are applied as normal.
    Professional Knacks
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    • Apprentice: Upon gaining this knack, a professional gains a skilled assistant in his work. The professional gains a cohort as though he had the Leadership feat, but he does not gain any followers. His leadership score is calculated using the number of ranks in his highest Profession skill rather than his character level. As normal, the cohort must be two or more levels lower than the professional.
      Prerequisite: Profession (any) 6 ranks
    • Fast Talk (Ex): A professional knows how to sell, bargain, and convince people something is worth more or less than it is. With this knack, a professional adds half his class level, rounded down, on any Bluff, Diplomacy, or Gather Information check related to goods, services, or trade in some way.
    • Journeyman (Ex): A number of times per day equal to the professional's Intelligence modifier, the professional's apprentice may make a Profession check using the professional's skill modifier instead of his own.
      Prerequisite: Profession (any) 8 ranks, Apprentice knack
    • Loyal Customers (Ex): When using a Profession skill to earn a living, a professional gains his full skill check in gold pieces instead of half as normal for a week of work.
      Special: This knack may be gained twice. The second time it is gained, the professional instead gains twice his skill check in gold pieces for a week of work.
    • Savvy Trader: A professional has learned how to buy at the best prices, allowing him locate a particular item he wishes to buy at a discount. When gaining this knack, he must select a specific Profession skill. Once per week, a professional can make a Profession check to locate a particular item he wishes to buy. The item must be in some way related to the selected skill. If his skill check beats the DC set by the DM, he is able to purchase the item at a 25% discount.
      The DC is 15 + the items rarity modifier: +0 for common items, +2 for uncommon items, +5 for rare items, or +10 for extremely rare items. Illegal items add another +5 to the DC. The item a professional tries to buy may not always be available, even if he beats the DC, especially if the item is rare or illegal.
      Prerequisite: 6 ranks in the selected Profession skill.
    • Skilled Businessman (Ex): When making a Profession check using a Profession skill in which he has no ranks, a professional may treat the skill as though it had ranks equal to half the number of skill ranks of his highest Profession skill rounded down. For example, a professional with 8 ranks in Profession (sailor) and 0 ranks in Profession (miner) could make a Profession (merchant) check as though he had 4 ranks in it. Ability modifiers and other bonuses are applied as normal.
    • Trade Pidgin (Ex): Learning a smattering of words and phrases from many different languages, a professional can learn to communicate with almost anyone. He is treated as constantly being under the effect of a tongues spell.
      Prerequisite: Fast Talk knack
    Sage Knacks
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    • Expansive Knowledge (Ex): When making a Knowledge check using a Knowledge skill in which he has no ranks, a sage may treat the skill as though it had ranks equal to half the number of skill ranks of his highest Knowledge skill rounded down. For example, a sage with 8 ranks in Knowledge (arcana) and 0 ranks in Knowledge (the planes) could make a Knowledge (the planes) check as though he had 4 ranks in it. Ability modifiers and other bonuses are applied as normal.
    • Greater Insight (Ex): Through extensive study, sages tend to gather deeper insight than most. Upon gaining this knack, a sage gains a number of points of Insight equal to 2 + number of times he has taken the Improved Insight knack.
      Prerequisite: Improved Insight knack
    • Know Weakness (Ex): If a sage correctly identifies a creature with a Knowledge check, he can use this knack to identify that creature's vulnerabilities. When using Insight Points against that creature, any variable bonuses are increased by +2.
      Prerequisite: Knowledge (arcana, dungeoneering, local, nature, religion, or the planes) 5 ranks.
      Special: A sage must have at least 5 ranks in the related Knowledge skill to use this knack with that skill; however, taking this knack once allows it to apply to all Knowledge skills in which the sage has at least 5 ranks.
    • Lore (Ex): With this knack, a sage may make a special lore check with a bonus equal to his sage level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A sage may not take 10 or take 20 on this check; this sort of knowledge is essentially random.Special: If the sage has a least 5 ranks in a Knowledge skill, he gains a +2 bonus to lore checks related to that skill.
    • Magic Aptitude (Sp): Many sage's studies delve deep into mystical lore. A sage with this knack has learned some minor magical skills. He learns a number of cantrips from any spell list equal to his Intelligence modifier and may cast them a total number of times per day equal to 4 + his Intelligence modifier; however, casting a cantrip requires spending a point of Insight. These cantrips do not suffer from an arcane failure chance.
      Prerequisite: Knowledge (arcana or religion) 6 ranks
    • Master Linguist (Ex): Having learned a great number of languages during his studies, a sage can communicate with almost anyone. He is treated as constantly being under the effect of a tongues spell. In addition, he gains a bonus on all Decipher Script checks equal to his class level.
      Prerequisite: Must know at least 4 languages
    • ???


    The Troubadour

    Role: A storyteller, poet, and musician, the troubadour is the master of inspiration. Whether encouraging his allies or demoralizing his foes, a troubadour's words are his weapons.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Inspiring Aura
    Bonus/Range
    Beguiling
    Influence
    1st
    +0
    +0
    +1
    +2
    Archetype power (lesser), inspiring aura, beguiling influence
    +1 / 20 ft
    +1
    2nd
    +1
    +0
    +2
    +3
    Magic aptitude, streetwise
    +1 / 25 ft
    +1
    3rd
    +2
    +1
    +2
    +3
    Archetype power (moderate), quick thinking, social graces
    +2 / 30 ft
    +1
    4th
    +3
    +1
    +2
    +4
    Mental resistance
    +2 / 35 ft
    +2
    5th
    +3
    +1
    +3
    +4
    Fortune's friend
    +3 / 40 ft
    +2
    6th
    +4
    +2
    +3
    +5
    Archetype power (greater), sound and fury
    +3 / 50 ft
    +3

    Hit Die: d6
    Class Skills (6 + Int modifier per level, ×4 at 1st level): Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skill, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), and Tumble (Dex).

    Class Features
    All of the following are class features of The Troubadour.
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    Weapon and Armor Proficiency: A troubadour is proficient with simple and martial weapons and with light armor and shields (but not tower shields).

    Archetype: At 1st level, the troubadour chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the class table. Once made, this choice is final.

    Inspiring Aura (Su): A troubadour learns to inspire his allies and demoralize his enemies using only words and music. As a standard action, he may project an Inspiring Aura. The aura remains in effect until he uses a free action to dismiss the aura or activates a different aura as a standard action. A troubadour need not be in battle to activate an aura and may have it active at any time, and there is no limit to the number of times per day that a troubadour may activate his aura. A troubadour must sing, play a instrument, recite poetry, chant, whistle, or use some other verbal or musical style to produce the aura. If the troubadour is deaf, he has a 20% chance each turn of the aura failing and deactivating.
    ___Unless otherwise noted, any variable bonus is equal to the bonus given on the table, and the aura affects all allies or enemies within the range given who can hear the troubadour, though they do not have to share a language. Creatures who are deaf are immune to all benefits and penalties granted by the aura. The aura does not work in an area of silence, and is automatically dismissed if the troubadour is dazed, stunned, paralyzed, unconscious, or is otherwise unable to continue producing the necessary sounds.
    ___A troubadour begins play knowing three Inspirations of his choice, gaining one new Inspiration at each additional level to a maximum of 8 known at 6th level.

    Beguiling Influence (Ex): A troubadour uses his natural charm and wit to his advantage. He gains a circumstance bonus equal to his beguiling influence bonus on Bluff, Diplomacy, Gather Information, and Perform checks when used in social situations. He never gains this bonus for other uses, such as when feinting in combat.

    Magic Aptitude (Sp): Troubadours have some minor magical skills learned during their studies and travel. They learn three cantrips from any one spell list or any one domain and may cast them a total number of times per day equal to 4 + Charisma modifier. These cantrips do not suffer from an arcane failure chance.

    Streetwise (Ex): A troubadour understands more about life on the streets of a city than most. He gains a bonus on Knowledge (local) checks and on Survival checks made inside of a city equal to his Charisma modifier (if positive).

    Quick Thinking (Ex): Troubadours are known to quickly assess a situation and respond rapidly. Anytime a troubadour is aware of an enemy before combat starts, he gains a circumstance bonus to his initiative checks equal to his Beguiling Influence bonus. Enemies who gain a surprise round against him deny him this bonus.

    Social Graces (Ex): When using Bluff or Diplomacy, a troubadour can quickly cover minor mistakes and smooth a botched attempt to influence someone. Any time a troubadour fails a Bluff or Diplomacy check, he may spend a swift action to immediately roll the check again. He must use the second result, even if the roll is lower. A troubadour may only use this ability against a particular target once per day.
    ___This ability can not be used in combat, such as when attempting to feint.

    Mental Resistance (Su): Troubadours carry many stories and trivial knowledge based on half-truths and false rumors. This makes a troubadour’s mind unreliable to those who would seek to mentally affect it. At 4th level, a troubadour receives a morale bonus equal to his Beguiling Influence bonus to saves made against Enchantment (Charm) spells and any ability that would read or detect his thoughts.

    Fortune's Friend (Ex): Luck seems to favor a troubadour. At 5th level, he gains the ability to reroll a single ability check, skill check, attack roll, or saving throw but must use the second result, even if the result is lower. This ability is a free action and can be used a number of times per day equal to the troubadour's Charisma modifier, but only once on any one roll.

    Sound and Fury: Once per encounter, a troubadour may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Inspirational Speech (Su): By spending a full-round action, a troubadour may activate a second inspiring aura for three rounds. At the end of the third round, he chooses which of the two auras is dismissed.
    • Great Motivator (Su): By spending a standard action, the troubadour's inspiring aura bonus increases by +1 for three rounds.
    • Quite Fortunate (Su): The troubadour may use his fortune's friend ability once without it counting against his daily uses of that ability.


    Inspiring Auras
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    • Assault: All allies affected by this aura gain a bonus on rolls to confirm critical hits equal to twice the normal aura bonus.
    • Alacrity: This aura grants a boost in reaction time to all allies within the aura, granting them a bonus on Initiative checks and on Reflex saves.
    • Countersong: An aura user can use his aura 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 and adds his aura bonus to the result. Any creature within 30 feet of the aura user (including the user himself) that is affected by a sonic or language-dependent magical attack may use the 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 Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The aura user may keep up the countersong for 10 rounds. After the countersong ends, the aura user must rest for at least 1 minute for each round the countersong was active before he can use it again.
    • Distraction: While this aura is active, all enemies within the aura take a penalty to attack rolls and Concentration checks. As a swift or immediate action, the aura user may end this aura to apply the penalty to a saving throw of one affected enemy.
    • Fascinate: Enemies affected by this aura have a chance of becoming fascinated. Each creature to be fascinated must be within 90 feet, able to see and hear the aura user, and able to pay attention to him. The aura user must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every level a character attains beyond 1st, he can target one additional creature with this aura.
      ___To fascinate a creature, the aura user makes a Perform check, adding his aura bonus to the result. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the user 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 user continues to play and concentrate (up to a maximum of 1 round per class level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the aura user 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 Ability: When this aura is activated, the aura user chooses one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. Affected allies gain a bonus on ability checks with that ability and on skill checks that have the chosen ability as its key ability. As a standard action, a troubadour may alter this aura to affect a different ability without ending his use of the aura.
    • Inspire Competence: When this aura is activated, the aura user chooses one skill. Affected allies gain a bonus on skill checks with that skill equal to twice the normal aura bonus. Certain uses of this ability are infeasible, such as Move Silently or Listen, as ruled by the DM. An aura user can't inspire competence in himself. This is a mind-affecting ability.
    • Intractability: This aura grants a boost in strength of will to all allies within the aura, granting them a bonus on Concentration and Sense Motive skill checks and on Will saves
    • Repose: All allies affected by this aura ignore the effects of fatigue, exhaustion, hunger, and thirst while affected by the aura. This does not remove the need to sleep, eat, or drink, characters simply do not suffer the negative effects of the fatigue.
    • Rousing Combat: All allies affected by this aura gain a bonus when making or attempting to resist a bull rush, disarm, feint, grapple, overrun, sunder, or trip attempt.
    • Taunt: One enemy within twice the normal aura range must make a Will save (DC 10 + aura bonus + Charisma modifier) or become enraged and attempt to attack the aura user, moving toward him if necessary and charging if beneficial. This aura must be maintained each round as a swift action.
      ___If the taunted creature is attacked, injured, or targeted or damaged by a spell from any source other than the aura's user, the taunt effect immediately ends. After a number of rounds equal to the aura bonus, the taunted creature gets a new saving throw. A creature that successfully saves against a taunt is immune to taunts from the aura user for 24 hours. This is an enchantment (compulsion), mind-affecting ability.
    • Tenacity: This aura grants a boost in resolve and resilience to all allies within the aura, granting them a bonus on Fortitude saves and damage reduction X/magic where X is the aura bonus. This does not stack with other sources of damage reduction.
    • Valor: All allies affected by this aura gain a bonus on attack rolls and weapon damage rolls.
    • Vigor: All allies affected by this aura gain a bonus on armor class and saves against fear, poison, and disease.

    Last edited by Rizban; 2014-09-13 at 11:53 AM.