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    Titan in the Playground
     
    Zaydos's Avatar

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    Aug 2009
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    Default Re: Tall Tale (3.5 Base Class Contest Winner)

    Exaggerated Skills Continued

    Knowledge (Nature)
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    Least: You gain Favored Enemy (Animals) +2. Your knowledge of animals allows you to imitate animal calls. This call can be told apart from the real thing by an opponent that makes a Knowledge (Nature) check at a -1 per 10-ft of distance from you opposed by your Bluff check. You may make a Knowledge (Nature) check to identify any disease or poison, if the disease or poison is Extraordinary and can be found naturally occurring (such as the vast majority of them) then the DC equals saving throw DC of said poison or disease, if the disease or poison is Supernatural in nature, unless it is a magically instance of a natural poison (such as most created by the Contagion spell), or does not occur naturally (such as an artificially synthesized poison) then the DC increases by 5.

    Lesser: Your favored enemy bonus against Animals increases to +4 and you gain Favored Enemy (giant) or (vermin) at +2. You may now use Knowledge (Nature) in place of Survival when in an environment where Knowledge (Nature) would grant a synergy bonus to Survival (or you gain an additional +4 bonus if using Survival). In addition you gain a +2 dodge bonus to AC when fighting against creature which you have successfully identified with Knowledge (Nature) and which is larger than you.

    Greater: Your Favored Enemy bonus against Giants or Vermin increases by +2 (normally to +4). Your knowledge of fey customs and etiquette is extensive allowing you to use Knowledge (Nature) in place of Diplomacy when dealing with Fey, and may attempt to call forth a Fey creature and bind it (as the spell Planar Binding with a Magic Circle against Alignment and a Dimensional Anchor except it functions on Fey instead of Outsiders) 1/week, this is a spell like ability (equivalent to a 6th level spell); any previous tasks given to a fey with this ability end once you use it again. Finally you gain a +2 to skill checks made in natural terrain.

    Storied: Your Favored Enemy bonuses against Animals and either Giants or Vermin increases by +2. Your knowledge of fey customs now allows you to summon a fey from the list below as a standard action 3 times per day. This is a supernatural ability and the fey remains for 1 round per tall tale level you possess. Finally you gain a +2 bonus to AC in natural terrain.
    Summonable Fey: Dryad (without symbiosis), Satyr (with pipes), Grig, Nixia, Pixie (no irresistible dance), Petal MMIII, GlaistigMMIII (without water symbiosis), RedcapMMIII, Splinterwaif KnaveMMIII, ThornMMIII, SprigganFF, Nymph, Glaistig MindbenderMMIII (without water symbiosis), Elder RedcapMMIII, Shimmerling SwarmMMIII, Lunar RavagerMMIV,BanshraeMMV, OreadFF (no Mountain Dependency).


    Knowledge (Psionics):
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    Least: You may make Knowledge (Psionics) checks in place of Psicraft checks and Concentration checks to gain your Psionic Focus. You gain a Power Point Pool equal to your Tall Tale level, and a bonus psionic feat you qualify for.

    Lesser: You gain a bonus psionic feat, and may regain your Psionic Focus as a move action. In addition you may expend you may expend power points as an immediate action to gain one of the following effects until the beginning of your next turn: gain an Insight bonus to AC equal to power points spent; gain DR X/- equal to power points spent; gain a resistance bonus on saving throws equal to power points spent; re-roll a saving throw for 4 power points, you may not use this on a re-rolled saving throw; or gain an insight bonus on opposed checks which you do not initiate (so a check to resist a grapple, or trip attempt, as well as a passive reactionary spot check) equal to the power points spent.

    Greater: You gain a bonus psionic feat, and you gain additional power points equal to your Tall Tale level (for a total of 2 times Tall Tale level). When you successfully make a psicraft check to identify an observed psionic power or psi-like ability you may gain the ability to manifest it with a manifester level equal to your tall tale level (use the higher of Intelligence or Charisma to determine save DCs). You only have one power "learned" with this ability at a time and you retain powers learned this way until the next time you fall unconscious; you may not choose to lose the power prematurely.

    Storied: You gain a bonus psionic feat, power points equal to your Tall Tale level (for a total of 3 times Tall Tale level), may know three powers at a time with the ability granted to you by the Greater tier at a time (instead of one, they are still retained until unconsciousness), and you may recover your psionic focus as a free action up to Intelligence modifier (minimum 1) times per round.


    Knowledge (Religion):
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    Least: Your religious studies grant you various benefits against the undead. You gain Favored Enemy (Undead) +2, and the ability to Turn or Rebuke Undead (your choice when you gain this ability) as a cleric of your Tall Tale level. In addition your theological scholasticism has revealed to you the secrets of one Domain of your choice, granting you its granted power.

    Lesser: Your favored enemy bonus against undead increases to +4, and you gain certain defenses against their favored weapons. You are immune to a ghoul and/or ghast’s paralysis attack, whenever you would suffer one or more negative levels you do not gain that negative level for 1 round and are allowed a Fortitude saving throw (same DC as to remove said negative level) to prevent it entirely (you do not gain this save if the negative level does not normally become permanent level loss after 24 hours unless it has a maximum duration of less than this period such as the spell Enervation), you gain a +4 morale bonus on Will saves versus fear, and any creature that drains your blood and is damaged by holy water takes 1d6 damage per Tall Tale level instead of gaining temporary hit points or other benefits (this does not apply to a simple bite attack). You gain access to another domain’s granted power.

    Greater: You radiate an aura of consecration, or desecration (consecration if you have turn undead, desecration if you have rebuke undead) which mimics the effects of a consecrate or desecrate spell as appropriate. You are protected by a continuous Death Ward effect. By spending an hour in a religious ritual you may invoke one of the following effects 1/day, all of these effects are considered 5th level spell-like abilities (even if copying a lower level spell effect) and have a caster level of your Tall Tale level: Bless spell with a 24 hour duration; Raise Dead (you must still provide material component); Restoration you must still provide material component; Magic Circle against Evil with a 24 hour duration; create an aura damaging to outsiders of a selected alignment (and undead if you choose Evil, deathless if you choose Good, or constructs if you choose Lawful) this aura radiates 30-ft from you and last 24 hours dealing your Tall Tale level in damage to applicable targets each round.

    Storied: You may now spend Turn Undead attempts to Rebuke Undead and vice versa, and may switch between an aura of Consecration or Desecration at will. Your effective cleric level for Turn and Rebuke Undead is increased by 2, and your Favored Enemy bonus against Undead increases to +6, and you may score critical hits against undead creatures regardless of any immunity to critical hits they may possess. You gain access to a third domain and its granted power and may cast one spell, level 5 or lower, from each of your three domains each day as a cleric of your Tall Tale level.


    Knowledge (the Planes):
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    Least: You are adept at fighting creatures native to the Inner or Outer Planes gaining either Favored Enemy (Elementals) or Favored Enemy (Outsiders) at +2. In addition you are adept at surviving and maneuvering through the planes, gaining a +2 on all skill and ability checks made to move through or avoid natural terrain and hazards of planes other than the prime material that are the normal conditions for that layer or plane (so +2 to climb checks to get around on Gehenna, but no bonus to climb checks to get around a mountain on the Outlands, +2 to Constitution checks against the cold of Stygia but not against a cold area of the Plane of Water, +2 to Swim checks on the Plane of Water or bottom layer of Mount Celestia but not to swim through a portion of Oceanus that runs through the Beastlands). Finally with a DC 20 Knowledge (the Planes) check you can tell if a creature is native to its plane, was summoned, or entered it more completely (portal, plane shift, calling effect).

    Lesser: Your Favored Enemy bonus against the type chosen for the Least ability increases by +2, and you gain the other option from Least at +2. In addition you are able to tell what plane, and layer, a portal goes to with a successful Knowledge (the Planes) check DC 20; this works on Astral color pools, and Ethereal color portals. As a DC 25 check you can determine what plane (and location on that plane) a creature using a planar travel spell or effect has traveled to, you must observe the transportation, or else spend 1 minute investigating the area it left from in which case the DC is increased by 5 + 2 per hour since it left. In addition you may, as a supernatural ability, once per day and an additional time each day per additional tier beyond Lesser (Greater or Storied) you have this Exaggerated Skill at, force a summoned or called creature to return to its plane of origin. To do so requires a standard action and a successful melee touch attack (this does not provoke an attack of opportunity). The creature is allowed a Will save (DC 10 +1/2 Tall Tale level + Int modifier) to resist this effect, but summoned creatures suffer a -2 to their save.

    Greater: Your favored enemy bonus against whichever type you did not choose for Least increases by +2. In addition you are adept at finding paths between worlds. 1/day per 5 tall tale levels you may, as a supernatural ability which requires you travel 600-ft (and is part of said movement), pass between planes entering into the Astral Plane or equivalent transitory plane for the setting (if there are multiple you may choose one each time you use this ability). By spending 10 minutes traveling through the Astral Plane you can then enter any plane bordering it. You may lead up to 1 creature per 2 Tall Tale levels when you do this. In addition you are continuously protected as if by an Avoid Planar EffectsSpell Compendium spell.

    Storied: Your Favored Enemy (Outsider) and (Elemental) bonuses both increase by +2. You are also able to travel the planes more freely. By spending an hour searching you may find a semi-naturally occurring passage between worlds that you may lead any number of creatures through although said passage may fluctuate and vanish within 1 hour; this is an extraordinary ability although such passages may be blocked by anti-magic. 1/day they may invoke this ability more quickly, moving (themselves and anything or one they are carrying) between worlds as a move action. In addition 1/day they may perform a 1 minute ritual to summon one or more creatures as Summon Monster IX except with a duration of 2 minutes per caster level; this is considered a 9th level spell-like ability with a caster level equal to their tall tale level except that it has verbal and somatic components.


    Listen:
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    Least: You suffer half penalty on listen checks due to distance (-1 per 20-ft instead of -1 per 10-ft). In addition you gain Blindsense 5-ft.

    Lesser: Your blindsense increases to 30-ft., and only suffer -1 to Listen checks per 50-ft of distance. You may attempt a Listen check to hear something as a free action 1/round, or as a move action to gain a +2, or as a standard action to gain a +4.

    Greater:
    Your blindsense stretches out to 60-ft and you gain Blindsight 30-ft. These numbers double while underwater. You only suffer -1 to Listen checks per 100-ft of distance.

    Storied: Your blindsense becomes 120-ft, and your blindsight now stretches out to 60-ft. In addition you can "hear" purely visual information such as color within your blindsight range. Your penalty to Listen checks for distance is further reduced to -1 per 200-ft. You may also attempt a Listen check to hear something as a full-round action to gain a +10 to the check.


    Lucid Dreaming:
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    Least: When you succeed on a Lucid Dreaming check to change and aspect of a dream, you may change an additional aspect, if you have a Lesser Exaggerated Skill you may change two additional aspects, if you have a Greater you may change 3 additional aspects, if you have a Storied Skill you may change 4 additional aspects (this higher ranked exaggrated skill does not need to be Lucid Dreaming). When in dream you may replicate any 0 level spell on a base class's spell list as a spell-like ability at-will, and within your personal dreamscape you may replicate any 1st level spell on a base class's spell list as a spell-like ability at-will. Finally you gain a +2 perfection bonus to physical ability scores within Dream.

    Lesser: When in dream you may replicate any 1st level spell on a base class's spell list as a spell-like ability at-will, and within your personal dreamscape you may replicate any 3rd level or lower spell on a base class's spell list as a spell-like ability at-will. When you use Lucid Dreaming to change appearance you gain up to a +4 to each physical ability score if the creature whose appearance you are taking has a higher score, this bonus may not increase your ability to above that of the mimicked creature's. While in dream you gain a +2 perfection bonus to AC and saving throws, as well as DR 1/- and resistance 5 to all energy. Once per real world day you may enter a creature's personal dreamscape, if you can find it, as normal and offer to it a Suggestion as a spell-like ability (CL = Tall Tale level), this suggestion has no effect upon the creature in the dreamscape, but when they wake it takes effect as if it had just been cast upon them. If the target was not lucid dreaming they do not remember the dream in which you offered the suggestion.

    Greater: When in dream you may replicate any 3rd level or lower spell on a base class's spell list as a spell-like ability at-will, and within your personal dreamscape you may replicate any 6th level or lower spell on a base class's spell list as a spell-like ability at-will. When you use Lucid Dreaming to change appearance you may gain one of the creature's physical ability scores, its natural armor, its natural weapons, or its movement modes of your choice. When in dream you gain a +4 perfection bonus to all physical ability scores, as well as DR 5/- and resistance 10 to all energy, and may automatically awaken without a check even in the dreamheart. Finally once per real world day you may enter a creature's personal dreamscape and spend 1 minute interacting with their dream self in any way to affect them as if with a Charm Monster spell. This is a supernatural ability (save DC 10 + 1/2 your Tall Tale level + Cha modifier) but may be dispelled as if a spell and has a duration as the spell (CL = Tall Tale level). This charm does not take effect within the dreamscape but when they wake it takes effect as if it had just been used on them in the real world. If the target was not lucid dreaming they do not remember the dream in which you offered the suggestion.

    Storied: When in dream you may replicate any 5th level or lower spell on a base class's spell list as a spell-like ability at-will, and within your personal dreamscape you may replicate any 9th level or lower spell on a base class's spell list as a spell-like ability at-will. You may use the Change Appearance ability of Lucid Dreaming to take on the appearance of a creature regardless of the size difference. When in dream you gain a +4 perfection bonus to all saves and to AC, as well as DR 8/- and resistance 20 to all energy, within your personal dream you automatically succeed saving throws and are immune to all damage. You may sense spirits and dreamers that you are familiar with by making a DC 20 Lucid Dreaming check, DC 30 if you merely have them described to you, and may retrieve a soul lost in the dreamheart with a DC 40 Lucid Dreaming check, although reaching the soul may be an adventure in and of itself. Finally once per day you may transport yourself and all creatures within 30 ft of you physically into Dream as if using the Dreamwalk spell. Unwilling creatures are allowed a Will save (DC 10 +1/2 Tall Tale level + Cha modifier) to resist this effect.



    Martial Lore:
    Found in Tome of Battle
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    Least: Select one Martial Discipline with a key skill that you have an Exaggerated Skill in. You gain 2 maneuvers known and readied from that discipline as well as a stance. Your Initiator Level from Tall Tale only adds as 3/4th level for these maneuvers. You may recover 1 tall tale maneuver by making a skill check with a DC of 5 + twice the maneuver's level. If you beat the DC by at least 5 you may recover another maneuver of that level or lower. You may either make this skill check as a swift action, or as part of using that skill for another purpose (using the same roll for both). You may not use any maneuvers in the same round you recover maneuvers.

    Lesser: Your Tall Tale level now counts fully for initiator level as a Tall Tale. In addition you gain 2 more maneuvers known and learn 1 more stance from your chosen discipline. In addition you may mimic a maneuver you have seen since the start of your previous turn initiating it yourself; this counts as an extra maneuver readied of no discipline (for Master of Nine, etc), and you may recover the ability to do this as if it were an expended level 4 maneuver. In short this is a special maneuver known and readied.

    Greater: You gain 2 more maneuvers known, an additional maneuver readied, and another stance all from your chosen discipline. In addition you gain a bonus to AC equal to one less than the number of maneuvers you have readied as a Tall Tale against attacks made as part of martial strikes.

    Storied: You gain another two maneuvers known, another maneuver readied, and another stance known. In addition you may perform a martial strike with a standard action activation as an attack of opportunity instead of a regular attack.


    Perform (General note): Any Exaggerated Perform Skill grants you the following benefits with it in addition to those specific to the skill.
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    Least: When making a Perform check to gain money you gain twice as much as normal.

    Lesser: This increases to 3 times the normal amount.

    Greater: This increases further to 6 times the normal amount.

    Storied: This increases further to 10 times the normal amount.


    Perform (Act):
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    Least: You may make a Perform (Act) check in place of a Disguise check, and in place of a Bluff check made to convince someone that you are a person you are Disguised as (a bluff check to convince them you are the captain of the guard, but not one to convince them that you will actually pay them that 50 gold you’re promising them).

    Lesser: 1/encounter you may declare a target as a free action (1/minute outside of combat). For the next 2 rounds you may use their Base Attack Bonus, one of their base saves, one of their ability score modifiers, or their ranks in a single skill instead of yours (choose one when you use this ability). In addition 1/day, plus an additional time per day per level of Exaggerated Skill in Perform (Act) beyond Lesser you obtain, you may use Perform (Act) in place of any other skill check even trained only skills you lack ranks in.

    Greater: 1/day when you observe a creature use an extraordinary ability, a supernatural ability, a spell-like ability, or cast a spell/manifest a power you may analyze that ability as a free action usable when it is not your turn. This allows you to use that ability as if you were its original user 3 times that day; if it is a spell-like ability which copies a spell with an XP cost or expensive material component you must still provide the component and pay the XP cost; any duration of an ability copied this way is reduced to 1 hour.

    Storied: You may observe 3 abilities each day, although you may only use all three a total of 3 times each day. In addition when using your Lesser ability it now lasts 5 rounds instead of 2, and you may use it twice per encounter, but activating a new use ends the previous one. In addition you may use your ability to replace skill checks with Perform (Act) to replace an attack, damage, or saving throw with a Perform (Act) check and may use that ability an additional time each day.

    Perform (Dance)
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    Least: You gain a bonus to your AC when able to move and wearing light or no armor equal to your Charisma modifier or twice your Tall Tale level whichever is lower.

    Lesser: You may use your Charisma in the place of your Strength for the purposes of melee attacks when wielding a finesse-able weapon.

    Greater: You may add half of your Strength or Charisma modifier, whichever you are not using as the primary stat for attack and damage, if positive to your attack and damage rolls when using a finesse-able weapon. In addition 1/encounter you may move up to 20-ft with any movement mode you possess as an immediate action (if burrowing you may only move through material which you could normally burrow through with a normal move action).

    Storied: When you use your immediate action movement you may move up to 30-ft. In addition you may take a 5-ft step before each attack during a full-attack action and after your last attack made as one.


    Perform (Keyboard Instruments, Percussion Instruments, String Instruments, or Wind Instruments): Choose one.
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    Least: Choose one perform skill when you select this ability; you gain ranks in that perform skill and may only perform these songs with those instruments. You may take this Exaggerated Skill multiple times gaining extra songs for each additional time you take it. Songs gained from different versions of this Exaggerated Skill are tracked separately. You gain the ability to perform one of the least special songs listed below. Playing a song takes a standard action (unless otherwise noted) each round it is played. If you have this Exaggerated Skill for multiple types of performance you may use both/one of each type of instruments at once (even if logically you should not be able to play a flute, violin, and bongos at the same time), but may only play one special song at a time. For each additional instrument you play, you gain a +2 synergy bonus on Perform checks, though. All songs played as part of this ability are Supernatural abilities (even those which duplicate spell effects) unless specified otherwise.
    Spoiler: Least Songs
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    • Song of the Horse: By playing this song for 1 round you duplicate the effects of a Mount spell with a caster level of your Tall Tale level. You may only have one mount created by this spell at a time.
    • Rabbit’s Song: Playing this song transforms you into a tiny or smaller animal with no more than 1 HD (as if through the Polymorph spell but you do not regain health). This song’s effects last for 1 minute/Tall Tale or until dismissed as a standard action. The animal forms assumed through this spell are all outlandish in some way, rabbits may be bright pink, cats striped like tigers, or a snake that is yellow with purple dots.
    • Lorecaller’s Song: Creatures within 30-ft of you as you play this song gain a +3 bonus to Knowledge checks. This bonus increases to +4 if you have at least 4 levels in Tall Tale, and by +1 at 8th and every 4th level thereafter.
    • Song of Warping: Playing this song causes you to teleport to another location within 30-ft to which you have line of sight and line of effect.
    • Song of Destiny: Playing this song grants one creature within 60-ft the benefits of one of your Exaggerated Skills (including temporary skill ranks to increase the skill to max ranks) for as long as you spend a standard action each round to play it; the target does not gain any abilities with limited uses. While you are playing this song you lose access to all benefits (except skill ranks) of the selected Exaggerated Skill.
    • Song of the Forest: By spending 1 minute playing this song you may make a Perform (Wind Instruments) check in place of a Diplomacy check to influence a creature’s or group of creatures’ attitude; you may use this ability even if you do not speak the language(s) of the target and even on animals and vermin (but not other mindless creatures).
    • Song of Chastisement: Your song damages outsiders whose alignment opposes you. When you play this song all outsiders with an alignment subtype that opposes at least one axis of your alignment take 1d6 plus your charisma modifier damage + 1d6 damage/4 Tall Tale levels and suffer a -2 penalty to attack rolls for 1 round. A successful Will save halves this damage and negates this penalty.
    • Song of Fire Control: This song animates a fire as the spell Animate Fire, but lasts for as long as you play it (there is no maximum duration, but it requires concentration to play) and may move any distance from its source fire, although the fire must stay within hearing distance of your song and takes no actions which you do not direct and you do not gain special access to its senses. You still require a fire as per the Animate Fire spell, although playing this song puts out the fire by turning it into an elemental. If your Tall Tale level is at least 6th you may animate a larger fire as a Medium fire elemental, at 10th level this increases to Large, at 14th to huge, and at 18th to greater; each increase needs a comparatively larger fire.
    • Countersong: As the Bardic Music ability of the same name. You must wait 1 round after using a Countersong for each round it was maintained before using it again.
    • Song of Blasting: You release a devastating cone of cacophonous force in front of you. This ability deals 1d6 damage + 1d6 damage per 4 Tall Tale levels in a 40-ft cone in front of you. A successful Fortitude save (DC 10 + ½ Tall Tale level + Charisma modifier) halves this damage. Crystalline objects and creatures take 1d6 damage + 1d6 damage per 2 Tall Tale levels instead.
    • Artificer Song: Any creature which listens to you play this song for at least 30 minutes gains a +3 bonus on Craft checks for 24 hours. This bonus increases by +1 for every 4 Tall Tale levels you possess. If you possess this Exaggerated Skill at the Lesser level the targets also have their production doubled, this increases to tripled at the Greater level and to times four at the Storied level.
    • Song of Mending: By playing this song for 1 round you may duplicate the effects of a Mending spell. By playing it for 10 minutes you may repair damage to a construct equal to your ranks in the relevant Perform skill, though no single construct may benefit from this song's effects more than 1/day per 4 Tall Tale levels you possess.
    • Song of Endurance: While you play this song all creatures within 60-ft which can hear it may run, hustle, or perform other exhausting activities without tiring (such as walking long distances). In effect rounds spent performing these actions while listening to this song are not counted against the limit of how long they may do so (if you played this song for 8 hours while walking you could walk another 8 hours without making checks against forced marches). In addition any rage, frenzy, and similar abilities only count rounds listening to this song as half a round each for the purposes of their durations. For each level above Least that you have this Exaggerated Skill its maximum range increases by 60-ft (to a maximum of 240-ft at Storied). If you have this Exaggerated Skill at the Greater level rounds in which you play this song are considered to be spent sleeping for the purpose of recovering spells and abilities for all those who can hear it.
    • Raven’s Song: Playing this song summons a raven. You may only have one summoned raven at a time and you may command the raven by playing this song again as a standard action. You may automatically handle the crow, or push it (still as a standard action) with a Perform check. It is considered to know the Come, Down, Fetch, Heel, Seek, and Stay tricks. In addition while you play this song you may see and hear through the raven’s senses as if they were your own. The raven must hear your song to be commanded by it.
    • Song of Curing: By playing this song you can heal 1 more hp to a target creature within 30-ft. You may heal up to your Perform ranks times your Charisma modifier in hp this way each day. If used on a creature which is not healed by positive energy any hp of healing that would have been expended is wasted.
    • Song of Fog: By playing this song you duplicate the effects of an Obscuring Mist spell (centered on yourself) for as long as you play and 1 round per Tall Tale level thereafter. Once you have this Exaggerated Skill at the Lesser level this increases to a Fog Cloud spell, once you have this skill at the Greater level you may center it anywhere within 60-ft instead of on yourself, and once you have this skill at the Storied level you may duplicate the effects of a Solid Fog spell.
    • Master’s Song: You add your Tall Tale level as a luck bonus to Perform checks when playing this song as part of a performance. In addition you gain triple money from any such Performance.


    Lesser:
    You gain the ability to perform an additional Least song and one of the songs listed below.
    Spoiler: Lesser Songs
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    • Song of Bombos: Your song causes a devastating fiery explosion. All creatures within 20-ft of you (except for yourself, and any familiar/animal companion/special mount you possess) take 1d6 fire damage/Tall Tale level. A successful Reflex save (DC 10 + ½ Tall Tale level + Charisma modifier)halves this damage. You may only use the Song of Bombos 1/minute.
    • Song of the Sun: Your song creates a blinding flash of light. Non-allied creatures within 20-ft must make a Fortitude save (DC 10 + ½ Tall Tale level + Charisma modifier) or be blinded for 1d3 rounds and dazzled for 1d4 rounds once the blindness has worn off. A successful save reduces this effect to being Dazzled for 1d4 rounds. Undead creatures must instead succeed on a Fortitude save or be turned (as if through Turn Undead) for 1d4 rounds; undead with hit dice equal to your Tall Tale level or less (including any Turn Resistance) do not receive saves against this effect. Once you have played the Song of the Sun you may not do so again for 1 minute.
    • Princess’s Lullaby: Your song rallies hope in people. This copies the effects of a bard’s Inspire Courage as used by a bard 2 levels lower than your Tall Tale level. You may use this ability at-will.
    • Song of Graves: This song copies the effects of an Animate Dead spell (caster level = Tall Tale level) but its duration is only until you stop playing and 5 rounds thereafter to a maximum of 5 minutes. Undead animated through this effect can be controlled through playing the song.
    • Song of Construction: By playing this song for 30 minutes you may cause a structure to be magically constructed as if 100 people worked for 3 days. You may play this song for up to 30 minutes each day per 2 Tall Tale levels.
    • Song of Silence: By playing this song you create an area of magical silence (as the Silence spell) in a 15-ft radius centered on yourself. You may only play this song for up to 1 round per 2 ranks in the relevant Perform skill that you possess. Once you cease playing this song you must wait 1 round per round you played it before playing it again. Unlike other songs granted by this exaggerated skill this song functions in a zone of magical silence.
    • Song of Speed: This song duplicates the effects of a Haste spell on all allied creatures which can hear it within 60-ft. You may play this song 1/day per 4 Tall Tale levels.
    • Song of Winds: This song creates windstorm force winds within 50-ft of you for as long as it is played. You may only play this song for a number of rounds equal to ½ your ranks in the relevant Perform skill and once you have finished must wait 1 round per round you played it before playing it again. You (but not your ranged attacks) and any familiar/animal companion/special mount you may possess are unaffected by the wind although you suffer the normal penalty on Listen checks.
    • Song of the Sea: As long as you play this song you and any allied creature within 30-ft can breathe water as if it were air, and gain a swim speed equal to one-half their base land speed.
    • Song of Stars: When you play this song you create a number of dangerous meteors equal to your Tall Tale level each of these meteors shoots off at a target within 60-ft. Resolve these meteors as ranged touch attacks using your Charisma in place of your Dexterity. Each meteor deals 1d6 untyped magic damage. Once you have played this song you must wait 1 minute before playing it again.
    • Fanfare of Victory: When played after a battle all creatures within 60-ft regain hp equal to four times your Tall Tale level, only hp lost during that battle can be restored this way. This song may heal undead and constructs as well as living creatures. A creature can only be healed by this fanfare once per battle.
    • Song of Sound: When you play this song you dispel any magical silence effect with a caster level of less than twice your Tall Tale level . Unlike other songs granted by this Exaggerated Skill this song functions even in a zone of magical silence.


    Greater: You gain the ability to perform an additional Least song, an additional Lesser song, and one of the songs listed below.
    Spoiler: Greater Songs
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    • Song of Storms: Control Weather as spell, this song requires ten minutes of playing to activate.
    • Song of Transport: This song duplicates the effects of a Teleport spell (CL = Tall Tale level) except it may only take you to places you have been to personally and have at least studied closely (failing entirely if the intended location does not satisfy these conditions). You may only use this song once each day per 7 Tall Tale levels. Some Tall Tale’s using this song manifest it as a mystical duck swooping in to take them where they want to go.
    • Song of Aether: You release a devastating blast of lightning and wind in all directions dealing 1d6 damage/Tall Tale level electricity damage to all creatures (other than yourself, and any familiar/animal companion/special mount you possess) within 30-ft of you. This effect also creates terrible winds which blow all creatures within the area back as if they were struck by Tornado force winds (Large or smaller creatures are blown back 1d4x10 feet being knocked prone and taking 1d4 nonlethal damage per 10-ft of movement, huge creatures are knocked down, larger creatures are unaffected by the instantaneous effect of the wind; huge or smaller flying creatures are knocked back 2d6x10-ft and take 2d6 nonlethal damage, gargantuan flying creatures are blown back 1d6x10-ft, and colossal ones are blown back 1d6x5 feet). A successful Reflex save (DC 10 + ½ Tall Tale level + Charisma modifier) halves the damage and negates the effect of the winds. Regardless of whether they succeed or fail at the save all invisible creatures and objects within the area are highlighted with electricity for 1 minute causing them to produce light as if a torch and negating their concealment. You may only perform the Song of Aether 1/minute.
    • Song of Healing: This song duplicates the effects of a Heal spell on one living creature within 30-ft. It has no effect on creatures damaged by positive energy. You may only use the Song of Healing 1/day per 9 Tall Tale levels you possess.
    • Song of Chastisement, Greater: When you play this song all outsiders which oppose your alignment suffer devastating effects. Any outsider with an alignment subtype that opposes your alignment on at least one axis suffers 1d6 damage per Tall Tale level plus twice your Charisma modifier and suffer a -4 penalty to attack rolls, saving throws, and AC and lose access to any abilities to teleport, travel between planes (including Astral Projection and Gate), summon or call creatures, or perform wishes or miracles (including Limited Wish) for 1d4+1 rounds. A successful Will save (DC 10 + ½ Tall Tale level + Charisma modifier) halves this damage, negates the penalty, and reduces the duration of spell-like ability suppression to 1 round.
    • Song of Dismissal: This duplicates the effects of a Dismissal with a save DC of 13 + one and a half your Tall Tale level + your Charisma modifier – the creature’s HD). You may use this ability at will, but a target which successfully saved against this ability gains a +3 on all saves against this ability for 1 minute, this bonus is cumulative.
    • Song of Freedom: This ability functions as the Bardic Music ability of the same name except is Supernatural and uses your Tall Tale level for your Caster Level for the Break Enchantment effect. You may only use this song 1/day per 4 Tall Tale levels.
    • Song of Blasting, Greater: This song deals 1d6 Sonic damage per Tall Tale level in a 40-ft cone in front of you. Creatures within this cone are also deafened for a number of rounds equal to your Charisma modifier. A successful Fort save (DC 10 + ½ Tall Tale level + Charisma modifier) halves this damage and negates the deafening.
    • Barrier Song: When you play this song you may create a Wall of Force (as spell, CL = Tall Tale level) within 100-ft (you must have line of effect and sight to this area when you create the wall). This wall lasts for as long as you play the song and remain within 100-ft of the wall and for 5 rounds thereafter.
    • Song of Slumber: When you play this song a single creature within60-ft that can hear you must make a Will save (DC 10 +1/2 Tall Tale level + Charisma modifier) or fall asleep for 1 minute per Tall Tale level. A creature that successfully saves is immune to this ability for 1 hour.


    Storied: You gain an additional song from each of the lower levels of Exaggerated Skill and a Storied Song.
    Spoiler: Storied Songs
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    • Song of Time: Undo the last round (including your previous action) within 1000-ft. Creatures’ memories are not affected. You may only use this song once per minute.
    • Song of Endowment: Target creature (you must have line of sight to it when you begin playing) gains all the benefits of one Exaggerated Skill you possess (including temporary skill ranks to bring the skill up to their max ranks) using your Tall Tale level or their Hit Dice (whichever is lower) for their Tall Tale level for all benefits of the Exaggerated Skill. This song lasts for as long you play and an additional 1 minute afterwards. Only one creature may benefit from this song at a time. All creatures you grant a Storied Skill to share uses of any Exaggerated Skill for usage limits (X/day, X/encounter, must wait 1 hour between uses, etc).
    • Song of the Soul: Target creature which died within 100-ft or which has a piece of their body within 100-ft and which died within the last minute is revived as if by the spell Greater Resurrection. This song may only be played once per day.
    • Song of Quakes: Duplicate the effects of an Earthquake spell. This ability may be used once per minute.
    • Song of Transportation, Greater: This ability functions as the Song of Transportation but you do not need to have visited the location previously, and may have a familiarity of less than Studied Closely. In addition you may transport 5 Medium sized creatures per Tall Tale level, instead of 1 per 3 Tall Tale levels. You may use this ability 1 per day per 6 Tall Tale levels you possess.
    • Song of Slumber, Greater: This ability functions as Song of Slumber but affects all non-allied creatures (or allied creatures you are unaware of) within the range.


    Perform (Sing):
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    Least: Any creature which listens to you play for at least 1 minute is affected as if you had made a Diplomacy check equal to your Perform (Sing) check to influence their attitude; this affects even creatures which do not understand your language as long as they have minds. In addition you earn double the normal amount from performances.

    Lesser: Your songs are so potent that they take on the elements of magic. You may use Charm Monster as a spell-like ability at-will by singing as a full-round action. Your target must be able to hear your song. You may only have 1 creature charmed at a time and successfully charming another ends this effect on previous targets, and if a creature successfully saves they are immune to this effect for 24 hours.

    Greater: Your songs attract the attention of the fair folk, calling them from across the boundaries of space and time. By singing as a full-round action you may summon a creature from the list below. Once you have summoned a creature it stays for 2 minutes before vanishing. You may only have one creature summoned at a time, and if you cease singing, or it moves out of hearing of your song, for more than 1 round it vanishes immediately. If you summon a creature with Spell-like Abilities or spells any expenditures from one summon are carried over to the next summon until you rest 8 hours without summoning creatures, and if a creature dies while summoned this way you may not summon another creature of that type until you rest 8 hours without summoning creatures.

    Tall Tale Level Fey Summoned (you may select from lower leveled lists)
    11-12 Dryad (without symbiosis), Satyr (with pipes), Grig, Nixia, Pixie (no irresistible dance), Petal MMIII, GlaistigMMIII (without water symbiosis), RedcapMMIII, Splinterwaif KnaveMMIII, ThornMMIII, SprigganFF
    13+ Nymph, Glaistig Mindbender, Elder RedcapMMIII, Shimmerling SwarmMMIII, Lunar RavagerMMIV,BanshraeMMV, OreadFF (no Mountain Dependency)

    Storied: You gain additional summons options based on your level and may summon 1d3 creatures from the previous table instead. If you summon a creature with Spell-like Abilities or spells any expenditures from one summon are carried over to the next summon until you rest 8 hours without summoning creatures, but in the case of level 13 or lower creatures you summon the 1st summon each time keeps uses from the 1st summon previous times, the 2nd from the 2nd in previous summons, and the 3rd from the 3rd (giving you 3 sets of SLA uses). If a creature from the level 13 or lower lists dies when you summon them you may still summon creatures of that type but may not summon more than 2, if a second dies you may now only summon 1, and if a third dies you may not summon them at all; this lasts until you do not summon any creatures for 8 hours.
    Tall Tale Level Fey Summoned
    16-19 Pixie (with Irresistible Dance), Verdant PrinceMMIV, KelpieFF
    20 RagewalkerMMIII, Ruin ChanterMMV


    Profession (General note): Any Exaggerated Profession Skill grants you the following benefits with it in addition to those specific to the skill.
    Spoiler
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    Least: When making a Profession check to gain money you gain twice as much as normal.

    Lesser: This increases to 4 times the normal amount.

    Greater: This increases further to 10 times the normal amount.

    Storied: This increases further to 30 times the normal amount.


    Profession (Alienist)
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    Least: You gain immunity to the confusion spell and effects which emulate it, or are based off of it. You may use Profession (Alienist) in place of the Heal skill to perform Long-Term Care but only for the purposes of healing ability damage to mental ability scores. Once per day per creature you may talk with a creature for 10 minutes giving them advice and counselling to heal 1d4 points of damage to a single mental ability score. Counseling a creature is a language dependant effect.

    Lesser: You gain immunity to fear and fear effects. You may now counsel a given creature any number of times per day, but each time after the first takes 5 additional minutes to produce results, and when you counsel a creature they heal 1d6 points to one ability score or 1d3 to all mental ability scores and are cured of any artificially induced forms of insanity (such as from an obyrith or the insanity spell. As a standard action you can talk a creature down from a confusion effect, rage, frenzy or other similar ability; this is a language dependant effect. This suppresses that effect or ability for 1 round per 3 ranks in Profession (Alienist) you possess at which point it resumes as normal if it has any duration remaining. Finally as a standard action you can attempt to put a creature into a trance, the creature is allowed a Will save (DC 10 + 1/2 your Tall Tale level + your Cha modifier) to resist but if they fail they are fascinated for as long as you use a standard action each round to maintain the trance, or it is broken by an effect or action which can free a fascinated creature (such as a threat against it); this is a mind-affecting, language dependent, Extraordinary ability, and if a creature succeeds on its save against this effect it is immune to your use of this ability for 24 hours. If you maintain a creature's trance for 3 rounds you may offer a suggestion as the spell suggestion (CL = Tall Tale level) with no saving throw; this is still an Ex ability.

    Greater: You gain immunity to compulsion, and all forms of insanity. If you provide a creature with Long-Term Care it automatically heals all mental ability damage it has suffered, and heals 2 points of ability drain to each mental ability score. As a standard action you may allow an ally to make a new save against any fear effect affecting them (if it did not allow a save use what DC it would have if it allowed a save) and you may make a Profession (Alienist) check which they may use in place of their save if it is higher; this is a language-dependent effect. You may also now use your ability to talk a creature down from confusion or rage to affect a number of creatures per use equal to 1 + your Wisdom or Charisma modifier whichever is higher.

    Storied: You can counsel a creature as a standard action, its time not increasing due to previous uses upon that creature, and when you counsel a creature they now heal 1d8+1 damage to a single mental ability score, or 1d4+1 to all mental ability scores, or 1d6 ability drain to a single mental ability score. By spending 10 minutes counseling a group of creatures (up to 1 creature per 3 ranks in Profession (Alienist)) you can grant them the ability to roll twice on all saves versus fear and a +4 on such saves for 4 hours; this is a language-dependent effect. When you suppress confusion effects you may also suppress any form of Compulsion affecting the target(s) for the duration. Finally when you use your ability to entrance a creature you may attempt to entrance 1 creature per 3 ranks in Profession (Alienist) and offer all such creatures a suggestion at the same time.
    Last edited by Zaydos; 2016-08-26 at 10:35 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)