Hymnist

Hymnist

Details

Role: The hymnist plays a strong support role in any party. While not as adept at healing as a cleric they are better at it than a bard and while less versatile than their bardic cousins they possess musical abilities they can use at will that have effects over a wide area and give them access to even more powerful song magic the longer they sing. They can also bring some useful damage dealing powers to bear but their main place is at the heart of a party as its face and main pillar of support.

Alignment: Any

Hit Die: d6

Starting Wealth: 3d4 x 10 (75 GP)

Class Skills: Appraise, Bluff. Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (Any), Linguistics, Perform (Sing), Profession, Sense Motive, Use Magic Device.

Skill Ranks at each level: 4+Int Modifier

Class Table

Level BAB Fort Ref Will Special Abilities Hymns Known Song Complexity
1 +0 +0 +0 +2 Trill (1d8), Chords, Hymns, Coda, Phonic Aura (30 ft) 2 Basic
2 +1 +0 +0 +3 Clef 2 -
3 +1 +1 +1 +3 Glissando 3 -
4 +2 +1 +1 +4 Trill (2d8), Phonic Aura (50 ft) 3 -
5 +2 +1 +1 +4 Counterpoint, Clef 4 -
6 +3 +2 +2 +5 Harmonious Spirit 4 Intermediate
7 +3 +2 +2 +5 Trill (3d8) 4 -
8 +4 +2 +2 +6 Clef, Phonic Aura (70 ft) 5 -
9 +4 +3 +3 +6 Potent Harmonics 5 -
10 +5 +3 +3 +7 Trill (4d8), 5 -
11 +5 +3 +3 +7 Portamento, Greater Clef 6 Grand
12 +6/+1 +4 +4 +8 Phonic Aura (90 ft) 6 -
13 +6/+1 +4 +4 +8 Trill (5d8) Allegro 6 -
14 +7/+2 +4 +4 +9 Greater Clef 7 -
15 +7/+2 +5 +5 +9 Symphonic Spirit 7 -
16 +8/+3 +5 +5 +10 Trill (6d8), Phonic Aura (120 ft) 7 Sublime
17 +8/+3 +5 +5 +10 Greater Clef, Mighty Harmonics 8 -
18 +9/+4 +6 +6 +11 Staccato 8 -
19 +9/+4 +6 +6 +11 Trill (7d8) 8 -
20 +10/+5 +6 +6 +12 Grand Maestro, Greater Clef, Phonic Aura (150 ft) 9 -

Class Features

Weapon and Armor Proficiency: Hymnists are proficient with light armor and the following weapons: quarterstaff, dagger, dart, shuriken, boomerang, chakram, whip and bladed scarf. They prize mobility over protection and hymnists are taught weaponry that offers discretion and range and rewards creativity.

Chords (Sp): Hymnists pick up a small assortment of minor magics that they can freely use by doing little more than humming a few bars or singing a line or two. These are called Chords. The Hymnist may choose 4 0-level spells from the Bard or Cleric spell lists and may cast them at will.

Hymns (Su): The hymn is, of course, the cornerstone of a Hymnists power and most of their other powers hinge upon the usage of hymns. A hymn is a sort of sustainable spell that taps into the inherent harmonics of the universe in order to warp reality and create magical effects that manifest around the caster. There are a great many hymns waiting to be sung, each one rife with its own brand of symbolism. Each hymn sounds different based on the hymnist that sings it, as each hymnist will have their own preference for style and interpretation of the symbolism involved in the hymn. A hymnist's song magic is very personal and the flavor details should be left up to the player. A hymn may even be accompanied by ethereal music or the singer's voice coming forth as many voices at once and many hymnists also like to dance as they perform, though this is strictly unnecessary.

Activating or maintaining a hymn is a swift action that does not invite an attack of opportunity. This swift action must be taken at the beginning of your turn. While maintaining a hymn taking a run, charge or climb action results in the hymnist becoming Fatigued.

Hymnist Hymns, Coda and Echoes are assumed to consist only of a vocal component unless replicating a spell with a material component cost of more than 100 gold. The material component is required for such spells, it is focused upon by the hymnist's voice and is used up as it vibrates into a brilliant burst of energy that powers the magic effect.

If the hymnist is struck in battle while maintaining a hymn they must make a perform (sing) check at dc 10 + 1/2 the damage taken or else have their hymn canceled. If grappled they must make a perform (sing) check at dc 10 + grapplers CMB or have their hymn canceled.

Hymns cannot be used if the caster is silenced, unconscious or otherwise made unable to use their voice. The powerful mystical energies shaped by the magic songs do not require that targets hear them, however. Even deaf creatures or those who have their ears stopped up are susceptible. Hymns are, in all other ways, sound-based effects. They are susceptible to Countersongs.

Hymns that affect enemies cannot be saved against, the hymn's power simply takes effect for as long as they are within the phonic aura. Hymns that affect allies similarly cannot be refused. The hymnist is the only one that can decide what the terms ally and enemy mean for them as pertains to their music. (This has led to some startling and sometimes deadly revelations on a hymnists personal relationships.)

The effects of a hymn increase in power based on the hymnists level of song complexity, each hymn possessing 4 levels of power: Basic, Intermediate, Grand and Sublime. The hymnist may choose any level of power they have access to for their hymns. The current complexity the hymnist has access to is indicated on the chart above.

The resonating power of a hymn can be difficult to contain, so hymnists are limited to the knowledge of a small amount at a time. Hymnists begin knowing 2 hymns at first level and gain additional hymns based on the chart above. Each time they gain a level they may trade one hymn they know for another. Hymnists learn their new songs when they are ready by searching their own emotions and thoughts for symbolism that calls to them, the effects of the hymn come from that symbolism. They meditate and think about their connections to the world and to other people, they think about their anger at those they hate and their want to safeguard the ones they love.

As a side effect of this vocal mastery, all hymnists are good mundane singers as well and gain a morale bonus equal to 1/2 their level to all perform (sing) checks.

Hymn List

Echoes (Sp): Each hymn possesses an additional set of abilities called Echoes, abilities that the hymnist may only access during a round in which they perform that particular hymn. Echoes are spell-like abilities and take a standard action to perform, they do invite attacks of opportunity. If the hymnist takes damage from an attack of opportunity while using an echo they must succeed at a perform (sing) check at dc 10 + the damage dealt or else be unable to use the echo and drop their current hymn.

In order to use an echo you must have a number of points in your harmony pool based on the complexity of the echo in question. You do not lose these harmony points when you use the echo, it is simply a threshold you must meet.

Basic: 1 Harmony
Intermediate: 3 Harmony
Grand: 5 Harmony
Sublime: 7 Harmony

As a guideline, basic echoes should be no more than spell level level 1 effects, intermediate echoes should be around level 2 or 3, grand echoes should be around level 4 and Sublime echoes should be around level 5 or 6.

The save DC for Echoes are 10 + 1/2 level in Hymnist + Charisma Modifier. If an echo replicates the effects of a spell, the caster level is equal to the levels in hymnist.

Phonic Aura: Though a Hymnist's beautiful voice may be heard over a large distance, the magic bound within their melodies fades out upon reaching a certain distance away from them. The Hymnists hymns affect all eligible targets that are within a range indicated by their phonic aura class feature. Echoes and codas also have the phonic aura as a maximum range or radius, when they are replicating a spell replace the range category of the spell with the radius of the phonic aura instead. The phonic aura starts at 30 feet in radius and grows at 4th level and every 4 levels as indicated on the table above. The hymnist is always included in their own phonic aura for the purposes of hymns, echoes and coda.

Harmony: At the beginning of each round that the hymnist spends a swift action to maintain a hymn (though not to activate it) they receive a point of harmony. Harmony is required in order to cast Echoes and Codas and power other hymnist class features. Harmony continues to build as long as the hymnist can maintain that hymn on successive turns but their harmony pool empties if the hymn is interrupted in any way, either by ending it, changing it or having it canceled.

Coda (Sp): A Coda is a powerful manifestation of song magic that can only occur when a hymnist has gathered enough harmony power by singing hymns. Some coda add their effects to the hymn being sung as long as it is maintained, others act like a spell and have variable effects and durations. Each hymn has one coda based on the hymnist's song complexity.

Codas are spell-like abilities that invite attacks of opportunity. They take a standard action to perform and cannot be used in situations a hymn would not be useable. If the hymnist takes damage from an attack of opportunity while using a coda they must succeed at a perform (sing) check at dc 10 + the damage dealt or else be unable to use the coda and drop their current hymn.

In order to use a coda you must spend an amount of harmony from your pool based on the complexity of the coda you wish to use. You lose this amount of harmony from your pool and must build it back up to use further coda and echoes.

Basic: 2 Harmony
Intermediate: 4 Harmony
Grand: 6 Harmony
Sublime: 8 Harmony

As a basic guideline, Basic coda should be approximate spell level 2-3 effects, Intermediate should be level 4-5 effects, Grand should be level 6-7 effects and Sublime coda should always be at least level 8 or 9 effects.

The save DC for Coda are 10 + 1/2 level in Hymnist + Charisma Modifier. If a coda replicates the effects of a spell, the caster level equals the levels in hymnist.

Trill (Su): By focusing on the harmonic pattern of an individual, a Hymnist may use some of their energies to repair it. Starting at first level, they may target any creature in their phonic aura and spend a standard action to heal them for 1d8 + their level + their current Harmony. Every 3 levels they increase the number of dice by 1. (2d8 at level 4, 3d8 at level 7) They may use this ability a number of times per day equal to 3 + their wisdom modifier.

Clefs (Su): Starting at level 2 and every three levels afterwards the hymnist learns secrets that let them draw power from the symphony of the universe, nicknamed clefs for the notation at the beginning of a staff of music. Unless otherwise stated each clef may only be selected once.

Beguile: you gain the ability to use the Perform (Sing) skill to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 your hymnist level + your Charisma bonus, and it lasts 1 round/level. You may use this ability 1 + your Charisma bonus times per day.

Devil's Ear: You gain a class bonus equal to 1/2 your hymnist level to perception checks. You can no longer be deafened.

Eloquence: The hymnist adds a class bonus to diplomacy checks equal to 1/2 their Hymnist level.

Glibness: The Hymnist adds a class bonus to Bluff equal to 1/2 their Hymnist level.

Grace of the Hymnist: As an immediate action you may add your charisma modifier to any saving throw made within your phonic aura. You may use this clef once per day and an additional time per day for every 4 levels of Hymnist you possess.

Performer's Pet: You gain the familiar option of the wizard arcane bond class feature as a wizard of your level.

Nobody's Fool: You may roll Perception or Sense Motive checks twice and take the higher result. You may use this clef 1+your charisma bonus times per day.

Songs of Lore: You may make Knowledge checks untrained and add your Charisma bonus to Knowledge skills you have ranks in.

Soul Gaze: The hymnist adds a class bonus equal to 1/2 their hymnist level to sense motive checks.

Tie Tongue: When someone else is giving an account, reporting facts or telling a tale in the hymnist's presence the hymnist may make an opposed Diplomacy check to interject facts and confuse details, one fact or detail per successful check. If the hymnist fails the storyteller may make a Sense Motive check opposed by the hymnist's diplomacy, with success indicating they and everyone around them realize the hymnist was trying to be disruptive and failure indicating no one noticed the hymnist's indiscretion.

Tongues of Many: The hymnist learns 3 additional languages.

Vibrato: You gain tremorsense 30 ft as long as you are not deafened.

Volume: When silenced you only gain a 50% failure chance when trying to use Echoes and Codas. You gain a +2 bonus to piercing Spell Resistance with any Hymnist spell-like ability.

Glissando (Ex): At level 3, Once per encounter for every 4 levels of Hymnist you possess you may change the hymn you wish to maintain at the beginning of your turn without losing any harmony.

Counterpoint (Ex): Much like the bard, the hymnist is used to the power of sound and song. Starting at level 5 they gain a +4 class bonus on saving throws against sonic, performance and language-dependent effects. They also gain the use of the Countersong bardic performance a number of rounds per day equal to their hymnist level, though they can only use perform (sing) to use it.

Harmonious Spirit: At level 6, at the end of a turn in which you have less than 1 harmony in your harmony pool you instead have 1 harmony.

Potent Harmonics: At level 9, The save DCs for your echoes and codas gain a +1 class bonus.

Greater Clefs (Su): Starting at level 11, add the following clefs to the list that a hymnist may learn.

Accelerando: Once per day you may use an echo or coda as a move action instead of a standard action. You may use this one additional time per day for every 6 levels in hymnist you have.

Cavatina: Once per round, When a single enemy either successfully saves against your echo or coda or you miss them with an echo or coda a single ally adjacent to that enemy may make a single melee attack roll against them.

Encore: Once per day you may use a coda without losing any points of harmony, though you must have enough harmony in order to cast it.

Espressivo: When healing using Trill you may treat any 1s or 2s rolled on the dice as 3s.

Fermata: If your hymn is canceled because of taking damage or otherwise being unable to sustain it, you retain the harmony pool and aura bonus of the hymn for 2 turns and may continue to retain the harmony pool as long as you resume the same hymn within that period of time.

Forte: When using echoes or coda that roll damage dice you can treat any 1s rolled on those dice as 2s.

Maximum Volume: You can no longer be silenced and antimagic fields do not affect your hymnist powers, your voice pierces all veils of perception. Requires Volume.

Sonic Vision: You gain blindsight 60 ft as long as you are not deafened. Requires Vibrato.

Portamento (Ex): At level 11, when you sing you may combine the effects, echo and coda lists of 2 different hymns to make a powerful, unique single hymn. If two hymns would offer a bonus to the same trait you do not stack the bonuses, only take the larger one. When you use Glissando you change out one of the two hymns for a new one.

Allegro (Ex): At level 13, Every other turn that you would gain a point of harmony from sustaining a hymn you instead gain 2.

Symphonic Spirit: At level 15, At the end of a turn in which you have less than 3 harmony in your harmony pool, you instead have 3 harmony.

Mighty Harmonics: At level 17, Save DCs for your echoes and codas gain a +2 class bonus, replacing the bonus from Potent Harmonics.

Staccato (Ex): At level 18, every turn that you would gain a point of harmony you instead gain 2.

Grand Maestro (Ex): At level 20 you become a master of sound and magic. You become immune to sonic damage, language-dependant spells, charm and compulsion effects and performance abilities.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License