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- Oct 2007
[PF] Spellsinger – Sorcerer BL (PEACH)
Spoiler: Author's NoteThis is an attempt at a buff-centric sorcerer, something that is not easily achieved otherwise. I understand the bloodline arcana is really powerful, as it expand immensely upon the limited repertoire of the sorcerer. I even thought it could be enough to remove the bonus spells or one spell known per level. At the same time, I feel something along these lines is necessary to play the role this BL is meant for, and the limitations on the spells affected keep it away from abuse. I'd like the playground input on the matter.
How does this compare to the Bard? Certainly here the chassis is worse, losing ground on bab, save, skills and hit points. Class features are also in favor of the bard, with a subset of abilities retained. Is the Sorcerer's spellcasting, strengthened by a strong BL arcana and a list of hand-picked bonus spells, enough to balance it out?
One side effect of creating this BL is opening up the possibility for any character to pick up Bardic Performance through the Eldritch Heritage line of feats. I believe anyone willing to spend feats and actions to boost their allies should be allowed to do so. If you think of any reason this should not be so, do speak up.
Finally, I'm less than thrilled about the capstone, but I'm out of ideas on the subject.
The spiritual power of art and song runs strongly through your family line. However, instead of using this power to rise yourself above others like many of the maestro bloodline do, your natural inclination is to share it with your allies.
Class Skill: Perform (any).
Bonus Spells: Saving Finale (3rd), Gallant Inspiration (5th), Heroism (7th), Good Hope (9th), Heroic Finale (11th), Greater Heroism (13th), Brilliant Inspiration (15th), Mind Blank (17th), Foresight (19th).
Bonus Feats: Discordant Voice, Extend Spell, Extra Performance, Harmonic Spell, Lingering Performance, Reach Spell, Skill Focus (Perform), Spellsong.
Bloodline Arcana: You can modify buffs spells on the fly and spread their effects across allies with ease. Whenever casting a spell targeting a single ally and with a duration longer than instantaneous, you can cast it as a communal or mass version affecting multiple allies (up to your spellsinger level). Communal spells divide the duration among affected targets and take up a spell slot one higher than the original spell. Mass spells take up a spell slot three higher than the original spell. Applying metamagic to a spell in this fashion increase the casting time of the spell as normal for spontaneous casters.
Bloodline Powers: You can use your artistry to create magic effects and bolster your allies in battle. You gain a limited form of the Bardic Performance ability of the bard. You use your spellsinger level in place of your bard level to determine rounds of performance per day, the effects of performances and the action required to start a performance.
Inspire Courage (Su): A 1st level spellsinger can use his performance 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 perceive the spellsinger's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six spellsinger levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The spellsinger must choose which component to use when starting his performance.
Inspire Competence (Su): A spellsinger of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the spellsinger. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A spellsinger can't inspire competence in himself. Inspire competence relies on audible components.
Inspire Greatness (Su): A spellsinger of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a spellsinger attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the spellsinger. 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 dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Inspire Heroics (Su): A spellsinger of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three spellsinger levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the spellsinger. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Grand performer (Su): At 20th level, the power of pure magic music flows through you. You can sustain two bardic performances at the same time by spending 3 rounds of bardic performance each round. You are immune to sonic and mind-affecting spells and effects.
Special: you can select the racial favored class option of the bard instead of the one of the sorcerer, but only if it relates to bardic performance in general or a barding performance available to you.
Spoiler: Sample CharacterMiddle-aged Human Sorcerer [Spellsinger] 6
TN Medium humanoid (human)
Init +5; Senses Perception +10; Speed 30ft
AC18, touch 12, flat-footed 17 (+4 armor, +0 size, +1 Dex +1 shield, +1 nat, + deflect)
hp 39 (6d6+15) Fort +5, Refl +4, Will +6
Melee mw dagger +2 (1d4–2/18-20)
Performance: 21r/day. Inspire courage +2, inspire competence +2
Cantrips: (7|at-will): Detect Magic, Dancing Lights, Ghost Sound, Guidance, Light, Mage Hand, Prestidigitation.
- (4+3|6+2) Saving Finale*, Charm Person, Grease, Mage Armor, Silent Image, Feather Fall, Vanish
- (2+2|5+2) Gallant Inspiration*, Bull's Strength, Mirror Image, Invisibility
- (1|3+2) Haste
PB(20): STR: 6 DEX: 12 CON: 14 INT: 13 WIS: 10 CHA: 24
Bab: +3 CMB +1 CMD 12
Feats (3+1): Eschew Materials (B), Impr. initiative, Lingering Performance, Reach Spell
Traits: Perception, UMD as class skills +1
Skills (3): Perception +10, Spellcraft +10, UMD +17
Items (up to 16k): [4k] Cha +2, [1k] Resistance +1, mwk dagger, [3k] lesser rod of extend 3/day, darkwood buckler, [2k] Nat. Armor +1, [2k] Deflection +1; scrolls, potions & miscellaneous.