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Lyric Thaumaturge

Prestige Classes » Lyric Thaumaturge

"They say that music hath charms to soothe the savage beast. You got that HALF right."

The lyric thaumaturge understands better than most how the natural harmonics of the universe
pervade all things. Music might be its most pleasing form, but magical energy has harmonics of its
own. The lyric thaumaturge has learned to make her magic and her music resonate into harmonic
chords that enhance the effects of both.

Requirements:
Skills: Knowledge (arcana) 6 ranks, Perform (any) 9 ranks, Spellcraft 6 ranks.
Feat: Melodic Casting”.
Spellcasting: Ability to cast 2nd level arcane spells.
Special: Bardic music 5/day.

Alignment:
Any nonlawful.

Hit Die:
d6.

Class Skills:

Class Skills (4 + Int modifier per level): Bluff, Concentration, Craft, Decipher Script, Diplomacy,
Knowledge, Perform, Profession, Sense Motive, Spellcraft, Use Magic Device.

Base Attack Fort Ref Will


Level Special Spellcasting
Bonus Save Save Save

Bardic music, +1 level of bard


1st +0 +0 +2 +2
bonus spell spellcasting ability

Captivating +1 level of bard


2nd +1 +0 +3 +3
Melody spellcasting ability

+1 level of bard
3rd +2 +1 +3 +3 Spell Secret
spellcasting ability

+1 level of bard
4th +3 +1 +4 +4 Bonus Spell
spellcasting ability

+1 level of bard
5th +3 +1 +4 +4 Sonic Might
spellcasting ability

+1 level of bard
6th +4 +2 +5 +5 Spell Secret
spellcasting ability

+1 level of bard
7th +5 +2 +5 +5 Bonus Spell
spellcasting ability
+1 level of bard
8th +6 +2 +6 +6 -
spellcasting ability

+1 level of bard
9th +6 +3 +6 +6 Spell Secret
spellcasting ability

+1 level of bard
10th +7 +3 +7 +7 Bonus Spell
spellcasting ability

Class Features:

As a lyric thaumaturge, you focus on spells and magical effects that harmonize with your bardic music
ability. You have a wider array of spells available than bards do, and your bardic music makes your
spellcasting more potent.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells
known) as if you had also gained a level in the bard class. You do not, however, gain any other benefit
the bard class gives you.

Bardic Music: You gain one extra daily use of your bardic music ability per lyric thaumaturge level.
You can use bardic music from this class to create any effect you know as a bard.

Bonus Spell: Your knowledge of magic grants you the ability to cast more spells than the average
bard. At 1st level, you gain one additional 1st-level and 2nd-level bard spell slot.

 At 4th level, you gain one additional 3rd level and 4th level bard spell slot.
 At 7th level, you gain one additional 5th level spell slot
 At 10th level, you gain one additional 6th level spell slot.

If you aren't currently capable of casting the noted level of spell, you gain the extra spell slot when
that spell level becomes available to you.

Captivating Melody: At 2nd level, you gain Captivating Melody as a bonus feat.

Spell Secret: Thanks to your facility for blending music and magic, you gain additional spells known
for each spell level as you gain levels. These spells must be drawn from the wizard list and are
thereafter treated as part of your class spell list.

 At 3rd level, you gain one additional 1st and one 2nd level spell known.
 At 6th level, you gain one additional 3rd and one 4th level spell known.
 At 9th level, you gain one additional 5th and one 6th level spell known.

If you aren't currently capable of casting a certain level of spell, you gain access to the spell secret
when that spell level becomes available to you.

Sonic Might (Sp): Beginning at 5th level, you can expend a use of bardic music to add 1d6 points of
sonic damage per spell level to any spell with the sonic descriptor.

Sonic Weapon
(Spell Compendium, p. 195) 

Transmutation [Sonic] 
Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2, 
Components: V, 
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

Holding the weapon to your mouth, you whisper the spell's arcane words, shrouding the weapon in visible sound like a

thin sheen of water.

While the spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each successful attack.

The sonic energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow

the sonic energy upon their ammunition.

Seeker of Song
Prestige Classes » Seeker of Song

"Such…beautiful music…ha…hahahahaah…"

SEEKER OF THE SONG Complete Arcane pg 56

Beyond magic, beyond sound, beyond good or evil, lies music so profound and powerful that even
deities quake at its sound.
This primal music—of unknown origin and with no limit to its power—is incomprehensible to the mortal
ear. To some who hear a fragment of this music, it becomes beauty incarnate, and they devote their
lives to its discovery. These seekers wield the power of music in ways that amaze even the most skilled
bards.

United only by their quest, seekers of the song have incredibly diverse goals and motivations. Some
black-hearted seekers know that this primal music is power, and they lust after it in hopes of turning it
against their many enemies. Others search for the music to bring joy and peace. Most have more
moderate aspirations and seek the music because it moves them. Regardless of their goals, seekers of
the song rarely work against one another—each hoping that another seeker will uncover another piece
of the primal music and share it with the rest.

The song never leaves a seeker, and its power can have strange effects on their souls. Some retire
from society, seeking the silence of distant monasteries or mountaintops from which to better
concentrate on the music they once heard. Others remain unchanged to outward appearances, yet the
music remains in the back of their minds at all times. Some talk to any who will listen about the
importance and beauty of the primal music, while others cannot seem to find the words to express
what this music means to them or to the world.

Every seeker of the song must have at least one bard level, but beyond that, their stories and careers
differ wildly. Many begin their adventuring careers as bards, drawn to music from their earliest days.
Others come to the class after adventuring as fighters, rogues, clerics, or members of other classes for
most of their careers, with little idea that the primal music will become their chosen path.

Although at least a few seekers emerge from every class, few wizards or sorcerers take up the pursuit;
members of these classes are more likely to devote themselves to traditional spellcasting rather than
the strange pull of the primal music.

Adaptation: The seeker of the song prestige class presents a powerful new set of bardic abilities,
going far beyond the basic bardic music ability presented in the Player’s Handbook. Many campaigns
can benefit from exploring this facet of the game, but a DM might not want to introduce the idea of
primal music into a campaign’s cosmology. In this case, the seekers of the song might become the
disciples of a distant bardic college. The college is extreme in the eyes of other bards: They discard the
notion of bards as wanderers and gatherers of diverse skills, and instead focus on music as a force of
magic to the exclusion of all else.
Hit Die: d6.

Requirements
To qualify to become a seeker of the song, a character must fulfill all the following criteria.

 Skills: Knowledge (arcana) 13 ranks, Perform (any one) 13 ranks.


 Feat: Skill Focus (Perform [any one]).
 Special: Bardic music ability.
 Special: Must have been exposed to the primal music by hearing another seeker of the song use
a seeker music ability.

Class Skills
The seeker of the song’s class skills (and they key ability for each skill) are Climb (Str), Concentration
(Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Perform (Cha),
Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Leve Base Attack Fort Ref Will


Special Seeker Music
l Bonus Save Save Save

Rapture of the song (+2


1st +0 +0 +0 +2 Burning melody
AC), seeker music

2nd +1 +0 +0 +3 Combine songs Song of unmaking

Dirge of frozen
3rd +2 +1 +1 +3 -
loss

Rapture of the song (+2


4th +3 +1 +1 +4 Song of life
saves)

Anthem of thunder
5th +3 +1 +1 +4 Subvocalize
and pain

Hymn of
6th +4 +2 +2 +5 -
spelldeath

Rapture of the song (DR Ballad of agony


7th +5 +2 +2 +5
2/–) reborn

8th +6 +2 +2 +6 - Aria of everywhere

9th +6 +3 +3 +6 - Dirge of songdeath

Rapture of the song


10th +7 +3 +3 +7 Note of Solitude
( freedom of movement)

Class Features
All the following are class features of the seeker of the song prestige class.
Weapon and Armor Proficiency: Seekers of the song gain no profi ciency with any weapon or
armor.

Rapture of the Song (Su): A seeker of the song is so in tune with the power of the primal music that
she gains special insight, physical fortitude, and resistance to magic while in the throes of her song. A
seeker gains a +2 insight bonus to Armor Class whenever she uses her bardic music ability, seeker
music, or a similar ability.

At 4th level and higher, a seeker also gains a +2 insight bonus on saving throws whenever she uses
her bardic music ability, seeker music, or a similar ability.
At 7th level and higher, a seeker also gains damage reduction 2/— whenever she uses her bardic
music ability, seeker music, or a similar ability.
At 10th level, a seeker gains these abilities and also acts as though affected by a freedom of
movement spell whenever she uses her bardic music ability, seeker music, or a similar ability.

Seeker Music: A seeker of the song can use music or poetics to produce magical effects. Seeker
music follows the same rules as bardic music (see page 29 of the Player’s Handbook). Each use of
seeker music costs one daily use of bardic music to activate. Seeker of the song levels stack with bard
levels for purposes of determining how many daily uses of bardic music and seeker music the character
has.

Some seeker music effects include a secondary effect, called a refrain. In any round when a seeker
concentrates on a seeker music effect and expends another use of bardic music, she can activate the
refrain associated with that seeker music effect. Using a refrain is a swift action (see page 86) that
does not provoke attacks of opportunity. The original effects of the song do not end; the seeker can
maintain the song and activate the refrain simultaneously.

Burning Melody (Su): A seeker of the song with 14 or more ranks in a Perform skill can gather a
glimmer of the power of the primal music and gain some control over fi re through this music. While a
seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to fire
15. An ally benefits from this effect for as long as it can hear the seeker sing.

Burning Melody, Refrain: When she uses the refrain with her burning melody, a seeker shoots a 30-
foot cone of fire from her fingertips. The cone deals 6d6 points of fi re damage to creatures in its area.
A successful Refl ex save (DC 10 + the seeker’s ranks in the Perform skill) halves the damage.

Song of Unmaking (Su): At 2nd level and higher, a seeker with 15 or more ranks in a Perform skill
can turn a fragment of the primal music’s power against constructs. She can expend a use of bardic
music and make a Perform check to deal 1d8 points of damage per seeker level to all constructs within
a 30-foot burst of the seeker (no save).

Dirge of Frozen Loss (Su): A seeker of the song of 3rd level or higher with 16 or more ranks in a
Perform skill can gather the power of the primal music to gain control over cold energy through this
music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain
resistance to cold 15. An ally benefits from this effect for as long as it can hear the seeker sing.

Dirge of Frozen Loss, Refrain: When she uses the refrain with her dirge of frozen loss, a seeker
shoots a 60-foot line of cold energy from her fingertips. The line deals 10d6 points of cold damage to
any creature it hits and causes any creature damaged by it to become fatigued. A successful Fortitude
save (DC 10 + the seeker’s ranks in the Perform skill) halves the damage and negates the fatigue.

Song of Life (Su): A seeker of the song of 4th level or higher with 17 or more ranks in a Perform skill
can use fragments of the primal music to protect and heal her allies. While a seeker sings this song,
she and all of her allies within 30 feet who can hear her gain immunity to poison and disease. An ally
benefits from this effect for as long as it can hear the seeker sing.

Song of Life, Refrain: When she uses the refrain with her dirge of frozen loss, a seeker can make a
Perform check to heal a living creature of an amount of hit point damage equal to the check result (up
to the creature’s full normal hit point total). She must touch the affected ally to use this ability. The
touch is a standard action, although activating the refrain is still a swift action. The refrain has no
effect on undead or nonliving creatures.
Anthem of Thunder and Pain (Su): A seeker of the song of 5th level or higher with 18 or more
ranks in a Perform skill can gather the power of the primal music and gain some control over electrical
energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who
can hear her gain resistance to electricity 15. An ally benefits from this effect for as long as it can hear
the seeker sing.

Anthem of Thunder and Pain, Refrain: When she uses the refrain with her anthem of thunder and
pain, a seeker shoots a ray of electricity from her fingertips. The ray has a range of 20 feet and
requires a ranged touch attack to hit. The ray deals 10d6 points of electricity damage to a creature it
hits. The seeker can then cause the electricity to arc to additional foes, all of whom must be within 20
feet of the fi rst creature struck. Each secondary ray requires another ranged touch attack to hit and
deals half as much damage as the initial ray. A seeker can create one secondary ray for every three
seeker class levels (one when the song becomes available at 5th level, two at 6th level, and three at
9th level). No creature can be affected by more than one arc in a single round.

Hymn of Spelldeath (Su): A seeker of the song of 6th level or higher with 19 or more ranks in a
Perform skill can turn the power of the primal music against magic effects. Any creature that can hear
the seeker perform must make a Concentration check opposed by the seeker’s Perform check in order
to cast a spell. If the Concentration check fails, the spell is lost and has no effect. If the Concentration
check succeeds, the spell is cast as normal. A hymn of spelldeath is a mind-affecting ability.

Hymn of Spelldeath, Refrain: When she uses the refrain with her hymn of spelldeath, a seeker can
attempt to dispel magic. This ability works just like the area version of dispel magic, except the effect
is centered on the seeker. At her option, a seeker can exclude herself and her allies from this effect,
but the effect must still be centered on her. The seeker makes a level check just as if she were a
spellcaster using the dispel magic spell, using the total of her bard levels and seeker of the song levels
as her modifier for the check.

Ballad of Agony Reborn (Su): A seeker of the song of 7th level or higher with 20 or more ranks in a
Perform skill can gather the power of the primal music to gain control over acid energy through this
music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain
resistance to acid 15. An ally benefi ts from this effect for as long as it can hear the seeker sing.

Ballad of Agony Reborn, Refrain: When she uses the refrain with her ballad of agony reborn, a
seeker shoots a ray of acid from her fingertips. The ray has a range of 60 feet and requires a ranged
touch attack to hit. The ray deals 10d6 points of acid damage to a creature it hits, and another 10d6
points of acid damage 1 round later.

Aria of Everywhere (Sp): A seeker of the song of 8th level or higher with 21 or more ranks in a
Perform skill can pull the power of the primal music into herself and move short distances
instantaneously. She can expend a use of bardic music or seeker music to instantly transport herself to
any other spot within 25 feet + 5 feet/level. This ability otherwise functions as the dimension door
spell, except that the seeker can’t bring along additional creatures with this ability.

Dirge of Songdeath (Su): A seeker of the song of 9th level or higher with 22 or more ranks in a
Perform skill can gather the power of the primal music to gain control over sonic energy through this
music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain
resistance to sonic 15. An ally benefits from this effect for as long as it can hear the seeker sing. In
addition, as long as the seeker is singing a dirge of songdeath, other creatures within 30 feet cannot
easily use bardic music, seeker music, or similar abilities. To use such an ability, a creature within the
area must make a Perform check opposed by the seeker’s Perform check. If the check is successful,
the creature can use the ability as desired. If the check fails, the ability has no effect, but a daily use of
the music ability must be expended normally.

Dirge of Songdeath, Refrain: When she uses the refrain with her hymn of spelldeath, a seeker
shoots a ray of sonic energy from her fingertips. The ray has a range of 60 feet and requires a ranged
touch attack to hit. The ray deals 15d6 points of sonic damage to a creature it hits.

Note of Solitude (Su): Upon reaching 10th level, a seeker of the song with 23 or more ranks in a
Perform skill can use the power of the primal music to temporarily sever some creatures’ tie with other
planes. Extraplanar creatures within 60 feet of a seeker who activates this ability must make a Will
saving throw (DC 10 + the seeker’s ranks in the Perform skill). Creatures affected by this ability get a
bonus on this saving throw equal to their Hit Dice. Any creature that fails this saving throw is instantly
sent to its home plane. Unlike other musical abilities and affects, a note of solitude has a duration of
instantaneous and cannot be maintained, though the seeker can activate it again on subsequent
rounds by spending additional uses of bardic music or seeker music.

Combine Songs (Ex): A seeker of the song of 2nd level or higher can combine two types of bardic
music or seeker music to provide the benefits of both. The seeker chooses two music abilities and
activates both using the same standard action. If either or both require concentration, the seeker can
maintain concentration on both by using one standard action each round to concentrate. The normal
stacking rules for bonus types apply to music abilities combined with this ability.

Subvocalize (Ex): At 5th level and higher, a seeker of the song can begin a new bardic music or
seeker music song as a swift action (see page 86). A seeker can use this ability only if he already has
one (and only one) bardic music or seeker music ability already active. A seeker can use this ability in
conjunction with the combine songs ability to start a second song and then maintain both as a
standard action each round (as per the combine songs ability).

Ex-Seekers of the Song


Like a member of any other prestige class, a seeker of the song can take levels in other classes after
entering the seeker of the song class, but seekers of the song face a special restriction. A seeker of the
song who gains a level in any other class after having gained his fi rst seeker level can never again
raise her seeker of the song level, though she retains the seeker abilities she has already earned. The
path of the seeker demands constant attention and devotion. If a character adopts this prestige class,
she must pursue it to the exclusion of all other careers. Once she has turned from the path, she can
never return.

Bladesinger
(Races of Faerûn variant, p. 179)

Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole.

Please note: This entry includes the corrections presented in the official Web Enhancement for Tome and Blood.
Requirements
Base Attack Bonus: +5

Race: Elf or Half-Elf

Skills: Concentration 4 ranks , Perform (dance, sing, any other) 3 ranks , Tumble 3 ranks

Feats: Combat Casting , Dodge , Expertise , Weapon Focus (longsword) , or Weapon Focus (rapier)

Spellcasting: Ability to cast 1st-level arcane spells.

Hit die
d8
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: The bladesinger gains no weapon proficiency but does gain proficiency with light armor.

If the bladesinger wears medium or heavy armor, she loses all benefits of any of her song abilities (lesser bladesong,

lesser spellsong, song of celerity, greater spellsong, and song of fury). A bladesinger suffers the normal arcane spell

failure chance when casting spells while armored (except as noted below).

Bladesong (Ex): When wielding a longsword or rapier in one hand (and nothing in the other), the bladesinger gains a

dodge bonus to AC equal to her Intelligence bonus.


Bonus Feats: At 2nd, 5th, and 8th level, the bladesinger gets a bonus feat. These feats must be drawn from the following

list: any metamagic feat, Combat Reflexes, Improved Critical (longsword), Improved Disarm, Mobility, Quick Draw, Spring

Attack, Whirlwind Attack

Lesser Spellsong (Ex): Starting at 3rd level, when wielding a longsword or rapier in one hand (and nothing in the other),

the bladesinger can take 10 when making a Concentration check to cast defensively.

Song of Celerity (Su): Starting at 6th level, when wielding a longsword or rapier in one hand (and nothing in the other)

and using the full attack action, the bladesinger can cast one bladesinger spell (or arcane spell with a casting time of 1

action or less) each round as a free action.

Greater Spellsong (Ex): Starting at 7th level, the bladesinger ignores arcane spell failure when wearing light armor.

Song of Fury (Ex): At 10th level, when wielding a longsword or rapier in one hand (and nothing in the other) and using

the full attack action, the bladesinger can make one extra attack in a round at her highest base attack, but this attack

and each other attack made that round take a —2 penalty. This penalty applies for 1 round, so it affects attacks of

opportunity the bladesinger might make before her next action.

Spells per Day: Every level a bladesinger gains, the character gains new spells per day as

shown. When she casts bladesinger spells, the bladesinger's caster level is equal to her bladesinger level. A bladesinger's

bonus spells are based on Intelligence. The Difficulty Class for saving throws against bladesinger spells is 10 + the spell's

level + the bladesinger's Intelligence modifier. A bladesinger keeps a spellbook and must prepare spells each day as a

wizard does. She can have any number of bladesinger spells in her spellbook (see Writing a New Spell into a Spellbook,

Chapter 10 in the Player's Handbook). At levels 1st through 9th, a bladesinger gains two spells she can add to her

spellbook for free. These spells must be bladesinger spells the character can cast.

Spell List: The bladesinger draws spells from its own list found on the bottom of the page.
Advancement
Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +0 +2 +2 Bladesong 1 — — —
2nd +2 +0 +3 +3 Bonus feat 1 0 — —
3rd +3 +1 +3 +3 Lesser spellsong 2 1 — —
4th +4 +1 +4 +4 — 3 2 0 —
5th +5 +1 +4 +4 Bonus feat 3 2 1 —
6th +6/+1 +2 +5 +5 Song of celerity 3 3 2 0
7th +7/+2 +2 +5 +5 Greater spellsong 4 3 2 1
8th +8/+3 +2 +6 +6 Bonus feat 4 3 3 2
9th +9 +3 +6 +6 — 4 4 3 2
10th +10 +3 +7 +7 Song of Fury 4 4 3 3
War Chanter
(Complete Warrior variant, p. 87)

A war chanter's music flows across the battlefield like a raging torrent, catching friends and foes alike in its wake.
Requirements
Base Attack Bonus: +4

Alignment: Any nonlawful

Skills: Perform (sing) 6 ranks or Perform (oratory) 6 ranks

Feats: Combat Expertise , Weapon Focus

Special: Able to use the inspire courage bardic music ability.

Hit die
d8
Skill points
4 + Int
Class Features
Weapon and Armor Proficiency: War chanters gain no proficiency with any weapon or armor.

Inspire Toughness (Su): A war chanter with 9 or more ranks in Perform (sing) or Perform (oratory) can use her song or

poetics to impart a kind of berserk resiliency on her allies (including himself). To be affected, an ally must be able to

hear the war chanter sing (or speak). The effect lasts for as long as the ally hears the war chanter sing and for 5 rounds

thereafter. An affected ally receives +2 temporary hit points for every class level of the war chanter. At 6th level and

higher, a war chanter also grants affected allies the benefit of the Diehard feat when using this ability.

War Chanter Music: War chanter music follows the same rules as bardic music (see page 29 of the Player's Handbook).

War chanter levels stack with bard levels for the purpose of determining how often a character can use war chanter

music or bardic music. War chanter levels do not stack with bard levels for determining which songs a bard has access to.

Inspire Recklessness (Su): A War chanter of 3rd level or higher with 12 or more ranks in any Perform skill can use her

song or poetics to inspire an often dangerous, but very effective, ferocity in one of her allies within 60 feet (or in

himself). The effect lasts for as long as the ally hears the war chanter sing and for 5 rounds thereafter. An affected ally

(or the war chanter herself) is inspired to recklessness, gaining the ability to decrease her Armor Class by a number less

than or equal to her base attack bonus and add the same number to her melee attack rolls as a morale bonus.

On her action, before making any attack rolls in a round, the affected character must choose to subtract a number from

her Armor Class and add the same number to all melee attack rolls (this number may be 0). The penalty to Armor Class

and the bonus on attack rolls apply until the character's next action.

Combine Songs (Su): A war chanter of 5th level or higher with 12 or more ranks in any Perform skill can combine two

types of bardic music or war chanter music to provide the benefits of both (normal stacking rules for bonus types apply).

Inspire Awe (Su): A war chanter of 7th level or higher with 15 or more ranks in any Perform skill can inspire uneasiness,

fear, or even terror in her foes. To be affected, a foe must be within 60 feet of the war chanter and must be able to hear

the war chanter. Foes get a Will save (DC 10 + war chanter's class level + war chanter's Cha modifier) to resist the effect.

The severity of the effect depends on the difference between the foe's Hit Dice and the war chanter's Hit Dice (character

level). Subtract the foe's HD from the war chanter's HD and consult the following table.
The effect lasts for as long as the foe can hear the war chanter and 1 round thereafter. If a foe's hearing of the war

chanter's song is interrupted, the foe needs to make another saving throw when he hears the war chanter's song again.

HD Difference Effect
+10 or more Foe is paralyzed with fear
+1 to +9 Foe is panicked
0 to —5 Foe is frightened
—6 or less Foe is shaken
Singing Shout (Su): When a war chanter of 8th level or higher engages in battle, he often lets out a singing shout as a

standard action. All allies (including herself) within a 60-foot radius who can hear the war chanter gain a +4 enhancement

bonus to Strength for a number of rounds equal to one-half the class level of the war chanter.

Inspire Legion (Su): A 10th-level war chanter with 18 or more ranks in any Perform skill can unite her allies and make

them fight better together. To be affected, an ally must be within 60 feet of the war chanter and must be able to hear

the war chanter. Only allies who meet these requirements at the beginning of the song are affected, and an ally whose

hearing is interrupted or who moves more than 60 feet away from the war chanter cannot rejoin the same song. The

effect lasts as long as the affected characters can hear the war chanter and stay within range.

When the war chanter begins singing, determine the best base attack bonus among all the affected characters. All

affected characters use this base attack bonus or the war chanter's character level as their base attack bonus for the

duration of the effect. All affected characters gain a +2 competence bonus on damage rolls as well.
Advancement
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Inspire toughness, war chanter music
2nd +2 +3 +0 +0 —
3rd +3 +3 +1 +1 Inspire recklessness
4th +4 +4 +1 +1 —
5th +5 +4 +1 +1 Combine songs
6th +6 +5 +2 +2 —
7th +7 +5 +2 +2 Inspire awe
8th +8 +6 +2 +2 Singing shout
9th +9 +6 +3 +3 —
10th +10 +7 +3 +3 Inspire legion

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