- Class Features
- Favored Class Bonuses
- Cantor Spell List
- Cantor Composition Summary
Role: Cantors combine divine magic with the power of musical composition. Being less offensively-oriented than perhaps any other type of composer, the cantor nevertheless brings the supernatural aspects of divine magic to bear, granting her a level of tactical flexibility that dwarfs most other professions.
Alignment: A cantor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Hit Die: d6.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The cantor’s class skills are Appraise (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local), Knowledge (nature), Knowledge (nobility), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Reflex Save||Will Save||Special||Scores||Melodies per Score||Maximum Spell Level Known|
|1st||+0||+0||+0||+2||Composition, conduct composition, domain, worshipful performance||2||1||0|
|2nd||+1||+0||+0||+3||Channel energy 1d6||2||1||0|
|3rd||+1||+1||+1||+3||Devotion +1, spontaneous casting||2||2||1|
|4th||+2||+1||+1||+4||Channel energy 2d6||2||2||1|
|6th||+3||+2||+2||+5||Channel energy 3d6||3||2||2|
|8th||+4||+2||+2||+6||Channel energy 4d6||3||3||2|
|10th||+5||+3||+3||+7||Channel energy 5d6||3||3||3|
|12th||+6/+1||+4||+4||+8||Channel energy 6d6||4||3||4|
|14th||+7/+2||+4||+4||+9||Channel energy 7d6||4||4||4|
|16th||+8/+3||+5||+5||+10||Channel energy 8d6||4||4||5|
|18th||+9/+4||+6||+6||+11||Channel energy 9d6||5||5||6|
|20th||+10/+5||+6||+6||+12||Channel energy 10d6, deus ex musica||5||5||6|
Cantors are proficient with all simple weapons.
Cantors are proficient with light armor and shields, but not tower shields.
A cantor’s primary source of power is the music that she uses to venerate the divine entity that she so adores. A score is a piece of music containing an intro, an outro, and a number of melodies. Intros, outros, and melodies are drawn from the cantor’s composition book. A cantor begins play with two scores, plus additional scores equal to her Wisdom modifier / 3, rounded down, minimum 0. Each score must contain a single intro, a single outro, and a single melody. At 3rd level and every five levels thereafter, a cantor’s mastery over music allows her to prepare scores with an additional melody, to a maximum of five melodies per score at 18th level. At 5th level and every six levels thereafter, a cantor receives an additional score, for a total of five scores at 17th level. A cantor’s composer level is equal to her cantor class level.
To prepare or use a score, a cantor must have an Wisdom score equal to at least 12 + the number of melodies in the score. The Difficulty Class (DC) for a saving throw against a cantor’s score is 10 + 1/2 the cantor’s class level + the cantor’s Wisdom modifier.
A cantor must get 8 hours of sleep and study her composition book for 1 hour in order to change her scores. A cantor does not need to study her composition book each day to refresh her daily uses of the conduct composition class feature (see below). Rather, in order to refresh her daily uses of the conduct composition class feature, a cantor need only get 8 hours of sleep each night. In essence, a cantor need not study her composition book at all if she is happy with her current score selection. Further, if separated from her composition book, a cantor can continue to use the scores she has already prepared until she is reunited with it.
A cantor begins play with a composition book containing 1 intro, 1 outro, and her choice of an additional intro or outro. Her composition book also begins play with melodies equal to 1 + her Wisdom modifier, minimum 1. At each new cantor level, a cantor gains one intro or outro for which she meets all of the prerequisites, as well as one melody for which she meets all of the prerequisites.
At any time, a cantor may copy intros, outros, and melodies, known collectively as “compositions”, found in other composition books to her own. Given the highly complex nature of what a cantor works with, special inks and paper are required. The special paper is, luckily, identical to that found in wizard spellbooks, thus allowing a cantor to buy a spellbook and scrawl “composition book” on the front cover. Further, any magic items designed to record wizard spells can record compositions without a problem. The ink cost to record a composition is equal to 100 gp times the effective minimum level of what is being recorded. For example, a melody that requires 4 ranks in a skill effectively requires a minimum level of 4th and costs 400 gp to record, while an intro that requires the Improved Initiative feat effectively requires a minimum level of 1st and costs 100 gp to record. Compositions take up a number of pages equal to the effective minimum level of the composition.
Specialty stores are known to carry compositions in convenient folios. Given the high cost of copying these compositions to a primary composition book after purchase, many experienced composers are known to have a small library of compositions and musical theory on their person. The market price of these folios is 150 gp times the effective minimum level of the composition. A folio of effective minimum level 10 or lower weighs 1 pound, while a folio of effective minimum level 11 and above weighs 2 pounds.
A cantor knows divine spells drawn from the cantor spell list. She can cast any spell she knows without preparing it ahead of time. Every cantor spell has a somantic component (conducting). To learn or cast a spell, a cantor must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a cantor’s spell is 10 + the spell level + the cantor’s Charisma modifier.
Like other spellcasters, a cantor can only cast a certain number of spells per day. Unlike other spellcasters, however, the cantor is not limited by spell level. Instead, a cantor can cast each spell she knows once per day. In addition, the cantor’s understanding of magic makes the use of metamagic, whether via feat, item, or class feature, absolutely impossible. To that end, a cantor cannot take metamagic feats. This limitation also includes orisons. A cantor’s spells known is given on Table: Cantor Spells Known.
Rather than receive bonus spells per day if she has a high Charisma score, a cantor instead learns new spells if she has a high Charisma score. New spells learned in this manner can be cast once per day just like any other spell. See Table: Ability Modifiers and Bonus Spells (in this game Core Rulebook).
Upon reaching 7th level, and at every third cantor level after that (10th, 13th, and so on), a cantor can choose to learn a new spell in place of one she already knows. In effect, the cantor “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 cantor spell the cantor can cast. A cantor may swap 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.
A cantor need not prepare her spells in advance? however, a cantor’s daily use of each spell she knows does not replenish itself unless she gets 8 hours of rest each night. No study is required.
In addition to the spells gained by a cantor as she increases in level, a good-aligned cantor automatically learns the following spells at the indicated levels: cure light wounds (3rd), cure moderate wounds (6th), cure serious wounds (9th), cure critical wounds (12th), cure light wounds, mass (15th), and cure moderate wounds, mass (18th).
Similarly, an evil-aligned cantor automatically learns the following spells at the indicated levels: inflict light wounds (3rd), inflict moderate wounds (6th), inflict serious wounds (9th), inflict critical wounds (12th), inflict light wounds, mass (15th), inflict moderate wounds, mass (18th).
At 2nd level, a neutral cantor of a neutral deity (or a neutral cantor who is not devoted to a particular deity) must choose whether she is treated as a good cantor or an evil cantor for the purpose of this ability. Once this choice is made, it cannot be reversed. This decision also determines whether the cantor can cast spontaneous cure or inflict spells (see spontaneous casting) and what kind of energy she channels (see channel energy).
|Level||0th Level Spells Known||1st Level Spells Known||2nd Level Spells Known||3rd Level Spells Known||4th Level Spells Known||5th Level Spells Known||6th Level Spells Known|
At 1st level, a cantor has learned how to conduct her scores in such a way that she unleashes their divine potential. Each individual score can be conducted for a number of rounds per day equal to the cantor’s ranks in the Perform (conducting) skill + her Wisdom modifier.
Starting to conduct a score is a standard action that provokes attacks of opportunity, but it can be maintained each round as a free action. When a cantor starts to conduct a score, the intro effect chosen for that score triggers immediately, while all melody effects start immediately and persist for as long as the score is performed. A cantor can end a performance in one of two ways. First, she can simply stop conducting as a free action? however, ending a performance in this manner does not trigger the score’s outro effect. Secondly, she can end the performance with a proper flourish as a standard action that provokes attacks of opportunity. If she ends a score in this manner, the score’s outro effect triggers. If a cantor stops conducting a score as a free action, she cannot start conducting another score that round.
Conducting a score cannot be disrupted, but it ends immediately if the cantor is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A cantor cannot have more than one score in effect at one time. All scores that a cantor conducts rely on audible components unless otherwise noted.
A cantor’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cantor chooses one domain from among those belonging to her deity. A cantor can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cantor is not devoted to a particular deity, she still selects a domain to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the cantor. A cantor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The cantor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the cantor has cleric levels, one of her two cleric domains must match her cantor domain. Levels of cleric and cantor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Worshipful Performance (Ex)
At 1st level, a cantor has learned to infuse her music with the strength of her belief. If a cantor’s Wisdom modifier is greater than her Charisma modifier, she adds her Wisdom modifier instead of her Charisma modifier to her ranks in the Perform skill to calculate her skill modifier.
Channel Energy (Su)
Starting at 2nd level. a cantor can release a wave of energy by channeling the power of her faith through song. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cantor (or a neutral cantor who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cantor (or a neutral cantor who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cantor of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines the cantor’s bonus spells (see spells) and whether the cantor can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cantor. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cantor levels beyond 2nd (2d6 at 4th, 3d6 at 6th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cantor’s level + the cantor’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cantor may channel energy a number of times per day equal to 1 + her Charisma modifier, minimum 1. This is a standard action that does not provoke an attack of opportunity. A cantor can choose whether or not to include herself in this effect. A cantor’s channel energy includes verbal components.
At 3rd level, the cantor gains a +1 circumstance bonus to Bluff and Diplomacy skill checks made against a creature who worships the same faith or ideal as she does. This bonus increases by +1 at 7th level and every four levels therefter.
At 3rd level, a good cantor (or a neutral cantor of a good deity) can channel stored spell energy into healing spells. The cantor can “sacrifice” the ability to cast one of her spells known in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cantor (or a neutral cantor of an evil deity) can’t convert uncast spells to cure spells, but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cantor who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines the cantor’s bonus spell selection (see spells) and whether the cantor channels positive or negative energy (see channel energy).
Every now and then, a cantor creates a work of such profound beauty that altering it in any way would be heresy. A work like this is known as a musica sacra. Like standard scores, all musicae sacrae are conducted as a standard action that provokes attacks of opportunity, are maintained as a free action, and can be stopped as a free action. Any standard score being conducted, if any, is immediately ended when a musica sacra begins and no standard score can be conducted when a musica sacra is being conducted. No outro effect occurs when a score is ended by a musica sacra. Unlike standard scores, a musica sacra can only be used once per day. At 5th level and every four cantor levels thereafter, the cantor selects a musica sacra from the list below. Musicae sacrae can be selected multiple times. Each time, the number of times that particular musica sacra can be used per day increases by +1. All musicae sacrae rely on audible components.
Anthem of the Juggernaut (Su)
This musica sacra nests itself in the heart of a single individual, causing a momentary ascension that can only be referred to as the creation of a juggernaut. A single willing creature within 60 feet of the cantor increases in size by two size categories? however, rather than gaining the typical ability score adjustments for changing size, the creature is granted a size bonus to Strength, Dexterity, and Constitution equal to 2 + 1/3 the cantor’s level, as well as fast healing equal to the cantor’s Wisdom modifier. This musica sacra lasts for 2d6 rounds or until the cantor stops conducting, but ends immediately if the juggernaut is more than 60 feet away from the cantor at any time.
Recommended music: Also Sprach Zarathustra by Richard Strauss
Death and Decay (Su)
Slow and mournful, this musica sacra weeps for the very life it is taking away. A single creature within 60 feet of the cantor takes 1 point of ability drain to all ability scores each round with a DC 10 + 1/2 the cantor’s class level + the cantor’s Wisdom modifier to negate. At 13th level, this musica sacra deals 2 points of ability drain to all ability scores each round instead. This musica sacra lasts for 1 minute or until the cantor stops conducting, but ends immediately if the victim is ever more than 60 feet away from the cantor at any time. A cantor must be at least 9th level and worship an evil or neutral god to take this musica sacra.
Recommended music: Moonlight Sonata by Ludwig von Beethoven
Faith Healing (Sp)
Bright and hopeful, this musica sacra promises better times. When this musica sacra begins, all allies within 60 feet of the cantor are cured of conditions as though they were affected by the heal spell. If performed until its duration expires, allies within 60 feet of the cantor are healed for 5 points of damage per cantor level. This musica sacra lasts for 3 rounds or until the cantor stops conducting. A cantor must be at least 13th level to take this musica sacra.
Recommended music: Piano Sonata #16 in C Major by Wolfgang Amadeus Mozart
An exultant choir rings forth, singing of a great divine birth. Should an ally within 60 feet die, this musica sacra ends immediately and that ally becomes subject to the breath of life spell with a caster level equal to the cantor’s class level. Gloriana can affect allies killed by death effects. A cantor must be at least 13th level to take this musica sacra.
Recommended music: Gloria in excelsis deo
Hands of an Angry God (Su)
From the tone, there’s no mistaking it. There’s going to be a reckoning. The cantor gains the benefits of the divine power spell with a caster level equal to the cantor’s class level for the duration of the performance. This musica sacra lasts for 1 round per cantor level or until the cantor stops conducting. Unlike other musicae sacrae, this musica sacra does not stop any standard score that is being conducted. By extension, a standard score can be conducted while this musica sacra is being conducted.
Recommended music: Finlandia by Jean Sibelius
Impending Apocalypse (Su)
The sky darkens as a number of spectral shapes gather overhead. Upon conducting this musica sacra, the cantor nominates an area of up to one 10foot cube per three class levels. All cubes must be connected and within 60 feet of the cantor. At the beginning of her next turn, if the cantor is still conducting, all creatures in nominated areas that are still within 60 feet of the cantor take 1d6 points of fire damage per cantor level with a DC 10 + 1/2 the cantor’s class level + the cantor’s Wisdom modifier Reflex save for half. Creatures that fail their save also catch fire as per the rules for alchemist’s fire. Once this musica sacra deals damage, it ends immediately.
Recommended music: The Ride of the Valkyries by Wilhelm Wagner
Realm of the Colossal (Sp)
Power fills the cantor and the strength of divinity seeps from her being. She becomes a larger version of herself, terrifying to behold. The cantor grow increases in size by one size category? however, rather than gaining the typical ability score adjustments for changing size, the cantor gains a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 enhancement bonus to natural armor, and spell resistance equal to 10 + her cantor level. The palpable divinity around the cantor causes all foes within 30 feet to become shaken. The aura’s effect is a mind-affecting fear effect. This musica sacra lasts for 1 round per cantor level or until the cantor stops conducting. A cantor must be at least 17th level to take this musica sacra.
Recommended music: Symphony No. 5 in C Minor by Ludwig von Beethoven
This musica sacra revels in the stuff of life itself. The cantor restores life to a deceased creature. The musica sacra can raise a creature that has been dead for no longer than 1 week per cantor level. Further, the soul of the deceased creature must be both free and willing to return. If the soul is not willing to return to the land of the living, then this open does nothing. There is no saving throw required? the soul has absolute control over whether or not it will return.
Though the lacerations and wounds that caused death are restored by this musica sacra, the body to be raised must be totally accounted for. It need not be whole, a severed arm will reattach itself over the course of this musica sacra, but everything must be present. Nonessential bits and pieces, such as fingers or even an entire limb, can be missing, but the creature will be raised without those bits and pieces. Mundane poisons and diseases are removed by this musica sacra, but magical poisons and diseases are not. Any ability scores damaged to 0 are raised to 1.
Upon being raised by this musica sacra, the raised creature takes 1 permanent negative level. If the creature is 1st level, she takes 2 points of Constitution drain. If this would reduce the creature’s Constitution to 0, it cannot be raised by this musica sacra. A raised creature has a number of hit points equal to its current hit dice. This musica sacra requires 10 minutes of uninterrupted conducting to complete. During this time, the cantor and the creature to be raised must never be more than 60 feet away, else the musica sacra is wasted. A cantor must be at least 13th level to take this musica sacra.
Recommended music: Theme from a Summer Place by Max Steiner
An exultant choir forms the core of this musica sacra. All allies within 60 feet of the cantor gain fast healing equal to 1 + 1/2 the cantor’s class level for 5 rounds. Though the benefit granted is over time, the performance itself is instantaneous.
Recommended music: Requiem in D minor by Wolfgang Amadeus Mozart
Revelations of Faith (Su)
The unknown unravels and becomes verifiable fact in the wake of this musica sacra. For the duration of the performance, the cantor gains access to the domain powers of an additional domain in her deity’s portfolio. She may choose a new domain each time this musica sacra is performed, and any limited use per day domain abilities in the chosen domain are considered to be fully charged when the performance begins. This musica sacra lasts for 1 round per cantor level or until the cantor stops conducting. A cantor must be at least 9th level and worship a deity to take this musica sacra.
Recommended music: Danse Macabre by Camille Saint-Saëns
Seraph’s Embrace (Su)
Bright, joyful tones are the hallmark of this musica sacra. Spirits are raised and protection simply feels assured. All allies within 60 feet of the cantor are warded by the music and gain Spell Resistance equal to 10 + the cantor’s class level. Any creature attempting to directly attack a warded ally, even with a targeted spell, must attempt a Will save. If the save succeeds, the creature can attack normally and is unaffected by that musica sacra. If the save fails, the creature can’t follow through with the attack and that part of its action is lost. Those not attempting to attack the subject remain unaffected. This musica sacra does not prevent the warded ally from being attacked or affected by area of effect spells. If a warded ally attacks, the musica sacra ends immediately for that individual? however, the ally may use nonattack spells or otherwise act. This musica sacra lasts for 2d6 rounds or until the cantor stops conducting, but ends immediately for an individual if she is ever more than 60 feet away from the cantor at any time. A cantor must worship a good or neutral god to select this musica sacra.
Recommended music: Ode to Joy by Ludwig von Beethoven
Titanic Mobilization (Su)
Great, triumphant sounds herald a cosmic superpower going to war with no interest in holding anything back. All allies within 60 feet of the cantor are infused with supernatural vigor. All class features with a daily limit measured in rounds of use, such as a barbarian’s rage or a bard’s bardic performance, gain +2 temporary rounds of duration. Similarly, all class features with a number of daily uses equal to X + a certain ability modifier, such as a cleric’s channel energy or various domain powers and sorcerer bloodline abilities, gain +1 temporary daily use. All class features with a point pool or number of daily uses equal to 1/2 class level + a certain ability modifier, class level + a certain ability modifier, or 2 * class level + a certain ability modifier, such as a monk’s ki pool, a paladin’s lay on hands, an edgewalker’s radiance and shadow pools, or an herbalist’s green thumb pool, gain +2 temporary points/uses. This musica sacra, and the temporary points/uses granted by it, lasts for rounds equal to half the cantor’s class level or until the cantor stops conducting, but ends immediately for an individual if he is ever more than 60 feet away from the cantor at any time. A cantor must be at least 9th level to take this opus.
Recommended music: The Planets, Op 32: Mars, the Bringer of War by Gustav Holst
Deus ex Musica
At 20th level, a cantor’s personal connection with her deity has manifested itself in one of a number of tangible benefits. Select one of the abilities below.
Divine Calling (Su)
The cantor gains a pool of domain points, a measure of her personal connection with the deity she has venerated with her music for so long. The number of points in a cantor’s domain is 21. The cantor may cast any 6th-level or lower domain spell from her chosen domain by expending domain points equal to the spell’s spell level. This does not consume a spell slot.
The domain pool is replenished each morning after 8 hours of rest or meditation? these hours do not need to be consecutive.
Divine Fanbase (Su)
The cantor has devised a hymn that so perfectly details the portfolio of her deity that her deity has become a ravenous fan of her work! The first failed saving throw that would result in the cantor’s death each day is retroactively treated as though she had rolled a natural 20 on that saving throw. If this would make the saving throw successful, then it retroactively becomes so. Given this protection is sourced from the direct intervention of the cantor’s deity, the benefits of this ability cannot be hindered by anything that cannot halt the full power of the cantor’s deity itself. At the GM’s discretion, some deities may be harder to stifle than others.
The cantor’s scores carry a tiny fragment of her deity’s divine essence. Each of the cantor’s standard scores may contain one of the following melodies.
Grace of the Deity (Su)
Composition Type: Melody
This melody directly calls forth a tiny fragment of the power of the cantor’s deity, which helps to ensure that the cantor lives to produce more of that wonderful music. Once per round, a creature within 30 feet of the cantor is healed for 3d8 points of damage. If the cantor channels positive energy, undead are damaged instead of curing their wounds. There is no saving throw. If the cantor channels negative energy, undead can have their wounds cured by this melody. For the purpose of this melody, the cantor treats positively-charged undead as though they were living creatures.
Quelled Masses (Su)
Composition Type: Melody
Bow before your rightful god! All foes within 30 feet of the cantor take a 2 penalty to hit and a 2 penalty to damage rolls. In addition, creatures that strike the cantor take 1d6 points of damage. There is no saving throw allowed against any component of this melody.
Smite the Unworthy (Su)
Composition Type: Melody
Slow and menacing, this melody makes those who listen believe that they simply are not good enough. Once per round, a blast of pure divine energy strikes a single creature within 30 feet of the cantor, dealing 3d6 points of damage. There is no saving throw.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have Cantor as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
- Aasimar Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.
- Drow Add +1/6 to the number of rounds all scores can be conducted each day.
- Dwarf Every 3 times this bonus is selected, the cantor gets DR 1/bludgeoning whenever she is conducting. This bonus stacks.
- Elf Add +1/2 to the number of rounds a single score can be conducted each day.
- Fetchling Every 2 times this bonus is selected, the cantor gets DR 1/slashing whenever she is conducting in an area of dim light. This bonus stacks.
- Gnome Add +1/3 to the cantor’s total amount healed by a score when healing creatures of the animal, fey, and plant types.
- Goblin Every 5 times this bonus is selected, choose a score. As part of that score’s outro, the cantor can throw or launch a firework at a creature within 30 feet as a swift action. A score can never grant the ability to throw or launch multiple fireworks in this fashion.
- Half-elf Add +1/3 to the amount of damage dealt or damage healed when the cantor uses channel energy.
- Halfing Add +1 to Perform checks made to make a living during downtime.
- Half-orc Every 3 times this bonus is selected, the cantor gets DR 1/piercing whenever she is conducting. This bonus stacks.
- Hobgoblin Add +1/3 to negative energy spell or composition damage, including inflict spells.
- Human Every 2 times this bonus is selected, the cantor may learn a new melody.
- Kobold Add +1/3 to the Difficulty Class of all scores if the victim is a gnome.
- Puddling Add +1 foot to the radius of effect of the cantor’s melodies. (+5 feet to the radius every 5 times the cantor takes this bonus)
- Sylph Every 2 times this bonus is selected, the cantor gets DR 1/slashing whenever she is conducting while not touching the ground. This bonus stacks.
- Tiefling Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Cantor Spell List
0th Level Spells
- Create Water
- Detect Magic
- Purify Food and Drink
- Read Magic
- Summon Instrument
1st Level Spells
- Air Bubble
- Cure Light Wounds
- Endure Elements
- Inflict Light Wounds
- Magic Weapon
- Remove Fear
- Remove Sickness
- Sanctify Corpse
- Shield of Faith
2nd Level Spells
- Cure Moderate Wounds
- Eagle’s Splendor
- Fox’s Cunning
- Ghostbane Dirge
- Inflict Moderate Wounds
- Owl’s Wisdom
- Remove Paralysis
- Restoration, Lesser
- Shield Other
- Zone of Truth
3rd Level Spells
- Agonizing RebukeARG
- Archon’s Aura
- Bestow InsightARG
- Cure Serious Wounds
- Inflict Serious Wounds
- Invisibility Purge
- Magic Vestment
- Remove Blindness/Deafness
- Remove Curse
- Remove Disease
- Spell Immunity
- Wind Wall
4th Level Spells
- Air Walk
- Aura of Doom
- Cure Critical Wounds
- Death Ward
- Freedom of Movement
- Inflict Critical Wounds
- Magic Weapon, Greater
5th Level Spells
- Break Enchantment
- Breath of Life
- Cure Light Wounds, Mass
- Greater Heroism
- Inflict Light Wounds, Mass
- Pillar of Life
- Spell Immunity, Communal
- True Seeing
6th Level Spells
- Cure Moderate Wounds, Mass
- Eagle’s Splendor, Mass
- Fox’s Cunning, Mass
- Greater Restoration
- Inflict Moderate Wounds, Mass
- Owl’s Wisdom, Mass
Cantor Composition Summary
- Ambitious Theme – Req. Composer level 9th. Score contains two additional melody slots, but consumes an additional round of daily duration each round.
- Anthem of the Dutiful Knight – Req. Composer level 6th, Spell Focus (conjuration). Ethereal knight readies an action to attack those who attack the conductor.
- Blaring Note – Intro deafens all creatures within 30 feet with a Fortitude save to negate. Starting at 5th level, deals sonic damage with no saving throw.
- Cadenza – Req. Leadership. A single ally within 30 feet of the conductor gains double benefit from melodies for 1 round, but no other creatures are affected by the melodies for that round. A harmonicist score with this intro has one fewer melody slots than normal.
- Chorale – Req. Composer level 8th. Allied bards and maestros extend the range of the conductor’s performance.
- Expresivo – Req. Composer level 7th, Knowledge (religion) 7 ranks. Mind-affecting abilities contained in a score with this intro affect creatures that are immune to mind-affecting abilities, but not creatures that are normally vulnerable to them.
- Fill with Purpose – Req. Composer level 4th. The conductor gains a +2 deflection bonus to AC for the duration of the performance. This bonus increases by +1 for every six composer levels.
- Invocation of Beatitude – Req. Composer level 9th, Extra Channel or Improved Channel. If the conductor channels positive energy, living allies within 30 feet gain fast healing 1 and the benefits of protection from evil. If the conductor channels negative energy, undead allies within 30 feet gain fast healing 1 and the benefits of protection from good. This melody takes up two melody slots when added to a score.
- Klangfarbenmelodie – Req. Composer level 5th, Spellcraft 5 ranks. The conductor can change instrumentation as a standard action, making creatures who rendered themselves immune to melodies vulnerable again.
- Last March of the Stone Giants – Req. Composer level 4th, Knowledge (history) 6 ranks. All allies within 30 feet gain DR 2/for 1 round. This DR increases by +1 for every two composer levels beyond 6th.
- Pianissimo – Req. Composer level 12th. The radius of the score’s melodies is halved, but each melody that can be taken multiple times is taken an additional time.
- Powerful Note – All melodies with a radius of effect have that radius doubled for 1 round.
- Relaxing Exposition – Req. Composer level 6th. All allies within 30 feet gain fast healing 2 for 1 round. This fast healing increases by +1 for every two composer levels beyond 6th.
- Uplift – Req. Composer level 6th, Knowledge (religion) 6 ranks. All allies within 30 feet gain composer level temporary hit points for the duration of the performance.
- Almsgiver – Conductor receives a bonus to Perform checks to earn a living equal to the remaining duration of the score. Consumes all remaining duration of score.
- Anthem of Good Health – Req. Composer level 9th. Outro removes non-magical disease in a 30-foot radius. A score with this outro contains one fewer melody slots than normal.
- Encore! – Req. Composer level 13th. If the conductor has conducted the score for 5 or more rounds, he may begin to conduct it again at no cost for the next 1d4 rounds.
- End with a Whimper – Req. Composer level 13th, Heal 13 ranks. A single creature within 30 feet takes 12d6 + composer level damage with a Fortitude save to negate.
- Flaming Invective – Weapons wielded by allies within 30 feet deal an additional point of fire damage for every two composer levels the conductor possesses for 1 round.
- Hush – Req. Composer level 4th. Creatures within 30 feet become incapable of speech for 1 round with a Will save to negate.
- Invigorating Coda – Req. Composer level 6th. Creatures within 30 feet heal for 1d8 + half composer level hit points.
- Rejuvenating Coda – Req. Composer level 3rd. A single ally within 30 feet is healed for 1d6 points of damage for each round the score was conducted, maximum 1d6 / 2 composer levels. Starting at 10th level, this increases to 2d6 points of damage per round conducted.
- The Fat Lady Cometh – Req. Composer level 6th, Spell Focus (conjuration). A fat lady appears when the intro is triggered and capers about for the duration of the performance. She sings when the outro is triggered, stunning creatures within 10 feet. Fort negates.
- Trailing Coda – Req. Composer level 3rd. A score with this outro does not expend a round of daily duration the round it is triggered.
- Triumphant Shout – Req. Composer level 7th. All allies within 30 feet are immune to fear for 2 rounds, plus an additional round for every three composer levels beyond 7th.
- Trumpets of the Heavenly Host – Req. Composer level 16th. 15-foot cone of sound paralyzes for 1 round with a Fortitude save to negate.
- Warding Finale – Choose acid, cold, electricity, fire, or sonic. All allies within 30 feet ignore the next 3 points of damage per composer level of the chosen energy type.
- Energico – Req. Composer level 7th. If used as an intro, the conductor begins conducting as a move action. If used as an outro, the conductor ceases conducting as a move action and may begin conducting another score this round.
- Anthem of the Superior – Req. Composer level 4th or drow. Creatures who strike the conductor in melee are shaken for 1 round.Will negates.
- Blasphemous Desecration – Req. Composer level 11th, ability to channel negative energy. Light level is reduced by one step within 30 feet of the conductor. Creatures in the area take a 1 penalty to attack and damage, as well as 1 point of damage if they begin their turn in the area. This melody takes up two melody slots when added to a score.
- Blazing Glory – Req. Composer level 5th. Conductor’s weapons deal an additional 1d3 fire damage. This melody can be taken multiple times.
- Bonds of Love – Req. Composer level 5th. The conductor’s healing spells with a range of touch have a range of close. This melody takes up two melody slots when added to a score.
- Buffering Blare – Creatures within 30 feet of the conductor gain a +1 insight bonus to saving throws made against sonic spells and bardic performances. This melody can be taken multiple times.
- Capriccio – Req. Composer level 4th. Allies within 30 feet gain a +1 bonus to class level for the purpose of determining the effects of bardic performances. This melody can be taken multiple times.
- Cast Like a Die – Req. Composer level 7th, Spell Focus (divination). Once per round, an ally within 30 feet of the conductor may reroll an attack roll, skill check, saving throw, or ability check, but at a 2 penalty. This melody takes up two melody slots when added to a score.
- Celebrate the Feast – Req. Composer level 4th or halfling. Allies within 30 feet who listen for 5 rounds are satisfied as though they had eaten a full meal.
- Chantey – Req. Ability to cast 2nd-level spells. The conductor gets a +1 bonus to caster level. This melody takes up two melody slots.
- Clarion Call – Req. Knowledge (history) 4 ranks. Allies within 30 feet gain a +1 bonus to saving throws against mind-affecting abilities. This melody can be taken multiple times.
- Deceptive Cadence – The DC of the score’s outro increases by +1.
- Defiant Anthem – Allies within 30 feet have a +2 bonus to saving throws against fear effects. This melody can be taken multiple times.
- Disrupting Tune – Choose acid, cold, electricity, fire, or sonic. Allies within 30 feet have resistance 5 against the chosen energy type. This melody can be taken multiple times.
- Elegy for the Yet Living – Req. Composer level 3rd, Knowledge (religion) 3 ranks. Once per round, the conductor may fire a ray with a range of 30 feet, dealing 1d3 damage and healing for that amount. This melody can be taken multiple times.
- Etude – Req. Spell Focus (enchantment). All other bards and composers within 30 feet get a +1 bonus to the DC of their scores and bardic performances.
- Exultation – Req. Composer level 9th. All allies within 30 feet have a +1 morale bonus to saving throws made against death effects or spells and abilities that kill on a failed saving throw. This melody can be taken multiple times.
- Flaming Steel – Weapons wielded by allies within 30 feet deal an additional point of fire damage. This melody may be taken multiple times.
- Ghostly Wailing – Req. Composer level 3rd, Spell Focus (illusion). All foes within 30 feet take a 1 penalty to saving throws against fear effects. This melody can be taken multiple times.
- Glorious Consecration – Req. Composer level 11th, ability to channel positive energy. Light level is increased by one step within 30 feet of the conductor. Allies in that area gain a +1 sacred bonus to attack and damage, and gain a temporary hit point if beginning their turn in the area. This melody takes up two melody slots when added to a score.
- Inspire Accuracy – All allies within 30 feet have a +1 competence bonus to attack rolls. This melody can be taken multiple times.
- Inspire Might – All allies within 30 feet have a +1 competence bonus to damage rolls. This melody can be taken multiple times.
- Inspire Terror – Req. Composer level 8th, Intimidate 10 ranks. All foes within 30 feet of the conductor are shaken on a failed Will save and remain shaken for as long as they remain in the area of effect. This melody takes up two melody slots when added to a score.
- Interlude – Req. Composer level 10th. The conductor can suppress a melody for a time in order to make it more powerful later.
- Internalized Harmony – The conductor gains a +1 deflection bonus to AC. This melody can be taken multiple times.
- Internalized Invigoration – Req. Composer level 10th, Heal 4 ranks. The conductor gains fast healing 2 that stacks with other forms of fast healing. This melody can be taken multiple times.
- Interposing Notation – Req. Composer level 5th, Spell Focus (conjuration). Conjured musical notes grant allies within 30 feet concealment against mundane ranged attacks
- Introspective Theme – All allies within 30 feet receive a +2 competence bonus to Knowledge skill checks. This melody can be taken multiple times.
- Invigorating Melody – All allies within 30 feet gain fast healing 1. This melody can be taken multiple times.
- Knightly Chant – All allies within 30 feet gain DR 1/-. This melody can be taken multiple times.
- March of Progress – Req. any one of Composer level 4th, half-elf, half-orc, or human. Allies within 30 feet gain a +4 insight bonus on their next Craft check made to produce a mundane item, increasing to +6 if it is a novel construction. Lasts 24 hours.
- Music Given Life – Req. Composer level 5th. Conductor summons an air elemental that deafens those it hits.
- Ode to the Barkeep – Req. Composer level 4th or dwarf. When inside a tavern, expensive alcohol is treated as potions of cure light wounds with a caster level equal to the HD of the owner of that tavern.
- Oppressive Fate – Req. Composer level 7th, Spell Focus (divination). Once per round, the conductor can force a foe to reroll any ability check, attack roll, skill check, or saving throw and take the worse result, albeit at a +2 bonus for both rolls.Will negates.
- Reaper Among Us – Dying creatures within 30 feet cannot stabilize. Whenever a creature in range dies, the conductor gains 3 temporary hit points.
- Rebuffing Voice – Req. Composer level 4th. The conductor gains the benefits of the sanctuary spell.
- Resilient Measure – Choose a school of magic. All allies within 30 feet have a +1 insight bonus to saving throws made against spells of the chosen school. This melody can be taken multiple times.
- Sea Shanty – All allies within 30 feet have a +2 competence bonus to Profession and Craft checks. This melody can be taken multiple times.
- Sonutechnics – Req. Composer level 4th or puddling. Once per round, the conductor fires a ray with a range of 30 feet, dealing 1d6 sonic damage on ranged touch. Enhanced effect against oozes and undead.
- Steady Beat – All allies within 30 feet have a +1 morale bonus to CMD. This melody can be taken multiple times.
- Tearjerker – All foes within 30 feet become dazzled with a Will save to negate.
- The Earth’s Bounty – Food within 30 feet is retroactively cooked with superior skill and has food-borne pathogens and toxins removed.
- Timeless – Theme Req. Composer level 4th or elf. Spells and abilities that would raise a corpse within 30 as an undead creature must make a DC 11 + composer level caster level check or fail.ainst mundane ranged attacks.
More from Interjection Games!The Master of Forms Expanded - The Wood Element
Vendor: Interjection Games
The Wood element, for when describing a fight with the undead simply has to violate somebody else's intellectual property.
What is Momentum?
Momentum is effectively a combo point system typically used in rogue-like characters on MMORPGs, but with increased granularity. Working on a scale from 0-4, some momentum techniques, known as builders, grant 1 point of momentum when used, and others expend between 1 and 4 momentum as part of their activation cost. Managing this momentum pool becomes a game of moving the needle, allowing players to make plans that matter in the round-to-round, which is a far sight better than full attacking the nearest goblin every round.
What is the Wood element?
The Wood element is a new core element for the Master of Forms base class. That is to say it is available to all Masters of Forms without the need to take a restrictive archetype or feat chain. With the Earth element already focusing very heavily on defense and survivability, the Wood element focuses on growth and regrowth.
How Wood Works
Tactically plant up to one copy of each of three floral allies: the buried wildthorn (damage), the shieldroot (defense), and the tilling broadleaf (disruption)
Manage the growth of your floral allies, increasing their power as they rapidly mature.
Accelerate their growth by mulching your enemies, mimicking the power of your floral allies, or even sacrificially maxing out their growth for one round of floral chaos before they wither and die.
15 new techniques, comprising the Wood element
The Sow the Seeds ability, given to all practitioners of Wood and detailing the powers of each floral ally in a full-page spread for each of the three plants
2 new feats: Miracle Grower and Vengeful gardener
Vendor: Interjection Games
This is it! The etherknight - an unholy mashup of Interjection Games' technique-spamming momentum system and critically-acclaimed ethermagic - is our final big class release for 1st edition.
Situated to play out like an "alien paladin with sword lasers", the etherknight's ethermagic selection has all of its direct damage capability removed and replaced with alteration (self-buff), voidmeld (weapon buff), and the healing package first shown off with the etherfuser archetype in Strange Magic 1. The aforementioned sword laser techniques form the offensive core of the class.
Vendor: Interjection Games
Learn to manipulate the very blood of your enemies with the sanguinity tree for the Assassin base class! Assassins spend one of their two "hot"- or aggressive - tree specialization slots to take sanguinity, which itself is focused on bleeding enemies out and repurposing their blood to generate temporary hit points and heal allies. This makes sanguinity the assassin's go-to choice when sneaking and skulking just won't do and a heavy battlefield presence with equally-heavy sustainability is the way to go.
Many of the sanguinity tree's nastier tricks- such as area-of-effect ability bleed- and all of its sustainability effects make use of the blood pool, which replenishes itself as the assassin deals bleed damage to various targets. This forces an assassin to play the long game of bleed damage while simultaneously awarding the assassin with the means to stay alive long enough for that bleed to end any encounter that isn't stuffed to the gills with opposing healers.
The sanguinity tree combines well with the following technique trees:
The fabrication cold tree grants the assassin tactical flexibility, and its ability to enhance sustainability with a plethora of tiny stimpacks segues nicely into the sanguinity tree's gameplan.
The execution hot tree contains several bleeds, and since bleeds already existed in the assassin's repertoire, the sanguinity tree was built to assume that you'll either specialize in the other tree that'll help fill the blood pool, or that you'll spend your very few flexible technique choices on out-of-tree bleed effects.
The magehunting hot tree helps you shut down enemy healers so your bleed effects stick, while the sustainability of sanguinity makes it so you're a persistent thorn in the side of anyone with any spells to their name.
The sanguinity hot tree for the assassin base class, detailing 15 new techniques and the blood pool autogrant ability
Three new feats for those who wish to specialize in this new tree
Vendor: Interjection Games
Expand your resident spirit speaker with a collection of brand new magic items!
Following Interjection Games' design traditions, Onmyodo Magic Items features heavily modular/tactical options, such as the following:
Blessed Chochin - Pick haiku, petitions, or talismans, and then increase the effective range of abilities from the chosen onmyodic magic system by placing this magical lantern in a choke point or other strategic position. If your target is within both double the ability's normal range and 15 feet of the chochin, then your target is in range of the ability. This also applies to areas of effect. Reach out and hurt somebody.
Thread of the Gods - Talismans act like spontaneous spellcasting for onmyodo classes. By sacrificing this flexibility and "preparing" a portion of your talismans like a wizard, you add one of ten bonus effects to each of your prepared talismans. These effects include talismans that move on their own, the ability to generate a single lightning bolt over the course of the talisman's duration, or the spontaneous generation of Jurojin's famous healing plums.
Trickster's Tail - Turn anyone into a spellcaster with this kitsune-tail belt that holds the knowledge and ability to cast a single 1st-level enchantment or illusion spell.
Ward Token - Combine up to three of the nine variants of this item into a single ring, and activate one variant's effects each time you do something particularly onmyodic.
Vendor: Interjection Games
What is Momentum?
Momentum is a system that hearkens back to the combo point engines that you find in various video games. In its simplest form, you execute various techniques to build focus, which can then be spent on other techniques. Unlike the rather binary nature of the- admittedly simplistic- video game combo point engines, momentum has techniques with variable points costs, a point cost of 0, alternate versions that cost more, and fixed cost techniques ranging from -1 to -4. This makes each of your actions a choice. Do you build up for another round, sacrifice power from a separate pool to build up faster this combat, or let loose with a big- but not huge- effect right now?
The end goal of momentum is to give the martial classes that use it a heaping dose of freedom, choice, and agency in their turn-to-turn minutiae. Who cares if a class is competitive if all it does is make a full attack each round? We are gamers, and being able to do cool stuff is half the draw of a class.
Momentum and Moxie: The Triggerman's Special Mechanic
All of Interjection Games' momentum classes take the core momentum engine and do something unique with it. For the triggerman, whenever you spend 2 or more focus on a single technique, you generate moxie points, which themselves are a currency that can let you weave small effects in between your momentum builders and finishers. Some moxie techniques grant a passive bonus based on the number of moxie points you're holding, while others simply add energy damage to an attack, increase the reach of that one shot that really matters, or assist with a skill check.
Moreover, the triggerman's guns build momentum, not the triggerman himself, allowing him to build up points for multiple finishers simply by swapping out guns frequently. Other class features allow for easily pumping a point of focus into a gun with no focus, thus making the triggerman more about cranking out -1s "mini-finishers" than any other momentum class in the series so far. As a result of the necessary waiting baked into the momentum engine this time around, the triggerman's -2 techniques are generally a heavy power spike over the -1s, and the moxie engine further pushes patience for more power.
The triggerman base class
4 technique trees with 20 techniques each: dragoon, gun fu, marksmanship, and munitions
Technique tree specialization bakes build variety right into the class; no archetypes!
2 feats for each technique tree, and a smattering of tree-agnostic feats
Favored class bonuses for over 20 races
Generic favored class bonuses! Not on the race list? Don't like your race's bonus? Take one of these instead.