Choir Magus

Choir Magi are specially augmented humanoids that share a unique bond with the Goddesses. Their implants allow them to commune with the power of the Ars Tonelica much like a shugenja. However, where the holy man draws power through zeal and fervor, the choir magus uses precise song and arcane geometries to produce similar effects.

Role: Choir magi can heal and empower their allies through song, or inflict disabilities on their foes. Further, they can unleash stored song energy in massive bursts, overwhelming their opponents.

Alignment: Any.

Starting HP: 8

HP Roll: d4+2

Prerequisite: Can only be taken at 1st level.

Starting Wealth: 2d6 × 10 sy (average 70 sy.) In addition, each character begins play with an outfit worth 20 sy or less.

Class Skills

The choir magus’ class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all, Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Primary Attribute: Cha

Image result for singing jafar

A Choir Mage, wielding his trusty tuning fork, preparing to burst into melodious song.

Class Features

The following are the class features of the choir mage.

Weapon and Armor Proficiency

A Choir Mage is proficient in all crossbows and one simple melee weapon. She also learns Celestial as a bonus language.

Song Magic

A Choir Mage casts spells drawn from any spell list. She can cast any spell she knows at any time without preparing it ahead of time, by singing as detailed in the Crescendo class feature. Regardless of the list the spell is on, the Choir Mage casts it as an Arcane spell.

If a spell appears on multiple spell lists, use the following order of precedence to determine the level of the spell the choir mage can access (use the first list the spell appears on): bard, sorcerer/wizard, cleric/oracle, druid, magus, summoner, inquisitor, ranger, paladin, all others. Ergo, if a spell appears on both the druid and ranger lists, the choir mage uses the druid list to determine the level of the spell.

To learn or cast a spell, a choir mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a choir mage’s spell is 10 + the spell level + the choir mage’s Charisma modifier.

A choir mage casts spells by expending uses of her Crescendo ability.

A choir mage’s selection of spells is extremely limited. A choir mage begins play knowing two 1st-level spells of the choir mage’s choice. At each new choir mage level, she gains one new spell of the highest level she can cast (see Table: Choir Mage). The number of spells a choir mage knows is not affected by her Charisma score.

Upon reaching 5th level, and at every second choir mage level thereafter (7th, 9th, and so on), a choir mage can choose to learn a new spell in place of one she already knows. In effect, the choir mage “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level choir mage spell she can cast. The choir mage may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Songs sung via this ability are treated as bardic performances for determining the effects of spells that rely on bardic performance.

Crescendo (Su)

A Choir Mage uses the power of her voice to aid her allies in combat and to cast spells. She gains a number of points of Crescendo equal to 5 x Choir Mage level. Spent points are regained after a night's rest.

These are expended by starting a Song, of which a choir mage may know several (see New Song). Starting a Song is a standard action that consumes one point of Crescendo, but it can be maintained each round as a free action. Changing a Song from one effect to another requires the choir mage to stop the previous performance and start a new one as a standard action. A Song cannot be disrupted, but it ends immediately if the choir mage is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A choir mage cannot have more than one Song in effect at one time.

At 7th level, a choir mage can start a Song as a move action instead of a standard action. At 13th level, a choir mage can start a Song as a swift action.

When the choir mage starts her song, and each round the Song is maintained as a free action, the Choir Mage consumes one point of Crescendo, stacking up to twice her Max Spell Level. If a move action is spent focusing on the Song, an additional stack can be generated. Once her limit has been reached, the Choir mage must cast a spell, Purge the Song, or stop the Song. She may cast or stop before the limit is reached.

When the choir mage casts a spell, all her stacks of Crescendo invested in the Song are immediately spent. She may then manifest any spell with a total spell level less than or equal to the number of stacks spent. Although the spell itself must abide by the Max Spell Level, she can attach metamagic effects to use up the remaining Crescendo stacks. This effectively means that a Choir Mage could theoretically attach a great number of metamagic effects to even a high-level spell.

If the choir mage opts not to cast a spell, half of the Crescendo stacks are lost (round up).

When a choir mage is singing with Crescendo, her Song can feature many voices and instruments, as though she were using the ghost sound cantrip, except that the sound originates from her. At 12th level, she can use this ability every time she attempts a Performance(sing) check, not just when using Crescendo.

Harmony (Su)

When starting a Song via Crescendo, the Choir Mage may take the Harmony action for that song as a free action. This consumes one stack of Crescendo, which does not contribute to the stacks invested in the Song.

New Song (Su)

At 1st level, 5th level, and every 5 levels thereafter, the choir mage learns a new song from the Song List sub-page. Some songs are intended to bolster allies, while others debilitate or injure foes. The Save DC for any Song effect is 10+1/2 Choir Mage level+Cha mod. Songs are always sung in Celestial. The subject must be able to hear the Song.

Each Song has a Purge effect and a Flipsphere effect listed for it. The purge effect may be used in place of casting a spell to end a song. At level 14, the Flipsphere effect is unlocked for the Song, amplifying the purge effect when Crescendo is fully charged.

Blowback (Ex)

The choir mage can emit a powerful shockwave, blasting back all creatures within 10 feet. Each creature in this radius is knocked back 5 feet per choir mage level, knocked prone, and takes 1d6/2 choir mage levels (min 1d6) sonic damage. A successful Fortitude save (DC10+1/2 Choir Mage level+Cha mod) halves the damage and knockback, and negates the knockdown effect. This ability can be used once per day at 1st level, twice at 3rd level, and one additional time for every 3 levels thereafter.

Implanted Knowledge (Ex)

At 2nd level, the choir mage gains a bonus to Knowledge checks equal to half her level and can make all Knowledge checks untrained.

Interfering Tune (Su)

At 2nd level, a Choir Mage with an active Song may make a Spellcraft check to identify a spell or spell-like ability being cast within 60 feet. If she succeeds, she may attempt to block it as an immediate action by spending a number of Crescendo stacks from the Song equal to the spell's level. The target spellcaster and the Reyva then make an opposed Concentration vs Performance (Singing) roll. If the Reyva succeeds, the spell is lost, otherwise it is cast as normal. If the number of Crescendo stacks spent is less than the number currently invested in the Song, the Song continues; if equal, the Song ends.

Bonus Feat

At 4th level, and every 3 levels thereafter, the Choir Mage gains a bonus feat. This must be a metamagic or item creation feat, and the choir mage must meet all of its prerequisites.

Strength of Will (Ex)

At 8th level, whenever a Choir Mage succeeds on a will save that has a partial effect on a success, she instead suffers no effects.

Powerful Singer (Ex)

At 11th level, whenever a Choir Mage spends a free action maintaining a Song or starts a new Song, she can add two Crescendo stacks, rather than the usual one.

Flipsphere Purge (Su)

At 14th level, the Choir Mage unlocks additional power within her Songs. She can now use the Flipsphere effect listed for a Song when purging it. Using the Flipsphere effect requires the Crescendo stacks to be maximized, and consumes all of them. The Save DC, if any, for a Purge effect is equal to the Song save DC.

Grace Unleashed (Su)

At 17th level, the Choir Mage can release a wave of healing energy as a standard action in a 30-foot radius centered on herself. This heals 1d6 HP/Choir Mage level to all creatures in the area. If the creatures are vulnerable to positive energy, they instead take this much damage. The Choir Mage can use this ability a number of times per day equal to 1/2 Cha mod (round down).

Sonic Vortex (Su)

At 20th level, the Choir Mage can unleash a devastating wave of sound once per day as a standard action in a 60-foot radius centered on herself. All other creatures and objects in the area suffer 20d12 sonic damage and are permanently Deafened and Stunned for 1d6 rounds. A successful Fortitude save (DC 20+Cha mod) halves the damage, negates the Stunned effect, and reduces the duration of the Deafened effect to 1 day.


Crescendo Examples

Crescendo is a complex mechanic, so here are a few examples of how it might be used.

At 1st level, Sakia can start a Song as a Standard action. This builds a single stack of Crescendo. If she has a 1st-level spell that takes only a move or swift action, she can cast it if she has that action available. She can spend her move action to build one additional stack of Crescendo. If she has a 1st-level spell that takes only a swift action, she can cast it.

On her second turn, Sakia can gain one stack of Crescendo as a free action (she must end her Song this turn if she does not). If she spent her move action last turn to build up, then she cannot gain any more stacks (since she is already at her maximum of 2). On this turn, Sakia must cast a spell, Purge her song, or stop her song. She can cast a 1st-level spell with metamagic worth a total of 1 spell level, if applicable.

At 7th level, Sakia can start a Song as a move action. This builds a single stack of Crescendo. If she has a 1st-level spell that takes only a standard, move, or swift action, she can cast it if she has that action available. She can spend her move action to build one additional stack of Crescendo. If she has a 2nd-level spell that takes only a swift action, she can cast it.

On her next turn, Sakia can gain one stack of Crescendo as a free action (she must end her Song this turn if she does not). Since her maximum at this level is 6, she may not want to cast yet. She can focus on the Song as a move action to build an additional stack (she can do this twice if desired). Let's say Sakia spent her move action last round concentrating on the Song, and no move actions this round. She would have 3 stacks of Crescendo, allowing her to cast any spell up to 3rd level (or a lower level spell with some metamagic).

At 13th level, Sakia can start a Song as a swift action. She could cast a 1st-level spell with a casting time of up to 1 full round, focus on the Song with one move action and cast a spell of 2nd level with a standard action casting time or less, focus on the Song with both move actions, or do something else.

On her next turn, Sakia can gain two stacks of Crescendo as a free action (she must end her Song this turn if she does not). Since her maximum at this level is 10, she may not want to cast yet. She can focus on the Song as a move action to build an additional stack (she can do this twice if desired). Let's say Sakia wants to cast a very powerful spell. She spends both of her move actions on the first and second turn concentrating on the Song. This builds a total of 7 stacks of Crescendo (1 from starting the Song, 4 from concentrating 4 times, and 2 from the free action to maintain the Song).

On her third turn, Sakia can gain two stacks of Crescendo as a free action (she must end her Song this turn if she does not). Let's say she does this, building her Crescendo stacks up to 9, and then decides to cast a spell. At this point, she can cast one of her 5th-level spells with metamagic worth an additional 4 levels (perhaps a quickened cone of cold). Or, she might cast a 3rd-level spell with metamagic worth up to 6 points (perhaps an intensified empowered maximized fireball). Or, maybe she would choose to Purge the song, which would have a major effect with this many Crescendo stacks. Let's say she casts intensified empowered maximized fireball. This takes a Standard action. Sakia can then start a new Song as a swift action, gaining one point of Crescendo, and focus on it as a move action, gaining an extra stack of Crescendo and putting her well on her way to her next spell.

Archetypes

A choir mage may choose to take an archetype from the list below. These archetypes replace or modify various choir mage abilities, allowing you to focus the character into a unique discipline.