Role: Harmonicists are unique among composers thanks to their ability to induce harmonic vibration in bodies. As a result, a harmonicist’s music generally affects one creature at a time, but his method allows him to strike up multiple scores at any one time.
Alignment: Any. The harmonicist considers music to be both an art and a science, and this duality can be embraced by any moral philosophy.
Hit Die: d6
Starting Wealth: 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The harmonicist’s class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local), Knowledge (nature), Knowledge (nobility), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), 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||Simultaneous Scores|
|1st||+0||+2||+0||+2||Composition, conduct composition, scribe folio, traveling wage||2||1||1|
|2nd||+1||+3||+0||+3||Counterpoint – 1||2||1||1|
|4th||+2||+4||+1||+4||Front and center – 1||3||2||1|
|5th||+2||+4||+1||+4||Counterpoint – 2||3||2||1|
|8th||+4||+6||+2||+6||Counterpoint – 3||4||3||2|
|10th||+5||+7||+3||+7||Front and center – 2||5||3||2|
|11th||+5||+7||+3||+7||Counterpoint – 4||5||3||2|
|14th||+7/+2||+9||+4||+9||Counterpoint – 5||6||4||3|
|16th||+8/+3||+10||+5||+10||Front and center – 3||7||4||3|
|17th||+8/+3||+10||+5||+10||Counterpoint – 6||7||4||3|
|20th||+10/+5||+12||+6||+12||Counterpoint – 7, omniconducting||8||5||4|
Harmonicists are proficient with simple weapons.
Armor and Shield Proficiency
Harmonicists are proficient with shields, but not tower shields. Harmonicists are not proficient with any form of armor. In addition, harmonicists ignore the arcane spell failure chance normally incurred by the use of a shield, but not a tower shield.
A harmonicist’s primary source of power stems from his deep understanding of vibrational harmonics. 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 harmonicist’s composition book. A harmonicist begins play with two scores, plus additional scores equal to his Intelligence modifier / 2, 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 harmonicist’s mastery over music allows him to prepare scores with an additional melody, to a maximum of five melodies per score at 18th level. At 3rd level and every three levels thereafter, a harmonicist receives an additional score, for a total of eight scores at 18th level. A harmonicist’s composer level is equal to his class level.
To prepare or use a score, a harmonicist must have an Intelligence score equal to at least 12 + the number of melodies in the score. The Difficulty Class (DC) for a saving throw against a harmonicist’s score is 10 + 1/2 the harmonicist’s class level + the harmonicist’s Intelligence modifier.
A harmonicist must get 8 hours of sleep and study his composition book for 1 hour in order to change his scores. A harmonicist does not need to study his composition book each day to refresh his daily uses of the conduct composition class feature (see below). Rather, in order to refresh his daily uses of the conduct composition class feature, a harmonicist need only get 8 hours of sleep each night. In essence, a harmonicist need not study his composition book at all if he is happy with his current score selection. Further, if separated from his composition book, a harmonicist can continue to use the scores he has already prepared until he is reunited with it.
A harmonicist begins play with a composition book containing 1 intro, 1 outro, and his choice of an additional intro or outro. His composition book also begins play with melodies equal to 1 + his Intelligence modifier, minimum 1. At each new harmonicist level, a harmonicist gains one intro or outro for which he meets all of the prerequisites, as well as one melody for which he meets all of the prerequisites.
At any time, a harmonicist may copy intros, outros, and melodies, known collectively as “compositions”, found in other composition books to his own. Given the highly complex nature of what a harmonicist works with, special inks and paper are required. The special paper is, luckily, identical to that found in wizard spellbooks, thus allowing a harmonicist 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.
At 1st level, a harmonicist learns how to conduct his scores in such a way that he controls the nature of sound itself. Each individual score can be conducted for a number of rounds per day equal to half the harmonicist’s ranks in the Perform (conducting) skill, rounded down, minimum 1, + his Intelligence 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 harmonicist starts to conduct a score, the intro effect chosen for that score happens immediately, while all melody effects start immediately and persist for as long as the score is conducted. A harmonicist can end a performance in one of two ways. He can simply stop conducting as a free action? however, the score’s outro effect does not happen in this case. He can also end with a flourish as a standard action that provokes attacks of opportunity. If he does so, the score’s outro effect is triggered. If a harmonicist stops conducting as a free action, he cannot start conducting another score that round.
Other practitioners of musical composition produce ghostly music that seemingly emanates from nowhere when they conduct. This is not so with a harmonicist. Instead, a harmonicist induces vibration within the body of a single creature within close (25 ft. + 5 ft./2 composer levels) range. The radius of a score’s intro or outro effect, if any, is centered upon the subject rather than the composer, while all melodies affect the subject and the subject alone. Further, all melodies that normally grant the composer an activated ability for the duration of the performance, such as the thunderstruck melody, grant that ability to the score’s subject instead. Should the subject of the score move out of range of the harmonicist, the score ends immediately without triggering the outro effect.
Conducting a score cannot be disrupted, but it ends immediately if the harmonicist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A harmonicist begins play with the ability to have one harmonicist score in effect at once time. For every six harmonicist levels he possesses, he can maintain an additional score, to a maximum of four simultaneous harmonicist scores at 18th level. A harmonicist may never begin to perform a score if he is already performing it, and any individual creature cannot be the subject of more than one of the harmonicist’s scores at any one time. A harmonicist cannot conduct a harmonicist score and a score from another composition class at the same time.
As the harmonicist’s unique usage of the composition book changes the behavior of most compositions he knows, all compositions that a harmonicist can know have separate effect language for how they behave when added to a harmonicist’s score as opposed to any other composing class’ score, if needed.
The intros and outros of scores a harmonicist conducts rely on audible components. The melodies do not.
Scribe Folio (Ex)
At 1st level, a harmonicist has mastered the technique of writing musical notation on paper. These recorded compositions, or folios, contain all of the information necessary to act as an extension of the composition book of any composer who uses it. In other words, scores can be prepared using compositions found in folios. The cost to create a folio is equal to 100 gp times the effective minimum level of what is being recorded. The effective minimum level of a composition, as well as the weight of the resulting folio, are discussed in the Composition section. A harmonicist can only scribe a single folio per day, but that folio can be of any cost and still be scribed in a single day. If he does so, he cannot craft magic items that day.
Traveling Wave (Su)
At 1st level, a harmonicist may change the subject of one of his ongoing scores to another creature in range as a swift action. Intro and outro effects are not triggered.
As only harmonicist scores have a subject, only harmonicist scores can be affected by this ability. (Other composing classes may have individual melodies that have specific subjects, but only harmonicists target outright with the entire score.)
At 2nd level, a harmonicist has mastered the art of adding secondary vibrations to his primary scores. A counterpoint is a special kind of score that contains a single melody, no intro, and no outro. Unlike a standard score, a counterpoint cannot be used with the conduct composition class feature.
As a standard action that provokes attacks of opportunity, the harmonicist may weave one of his counterpoints into all of his ongoing scores, effectively adding the melody contained in the counterpoint to all of those ongoing scores. If the counterpoint’s melody can be taken multiple times, then when it is woven into an ongoing score with that same melody, the counterpoint’s melody stacks with the ongoing score’s melody.
A harmonicist can only maintain a single woven counterpoint at any one time. Weaving a second counterpoint ends the first immediately, removing the first counterpoint’s melody from all ongoing scores. If the harmonicist begins to conduct a new score after weaving a counterpoint into ongoing scores, then this new score does not benefit from the counterpoint. When a harmonicist studies his composition book to prepare his scores, he also prepares his counterpoints. A harmonicist gains his first counterpoint at 2nd level and gains an additional counterpoint for every three harmonicist levels beyond 2nd, to a maximum of seven counterpoints at 20th level.
Front and Center
At 4th level, a harmonicist learns to give his counterpoints more freedom. While performing one or more standard scores with the conduct composition class feature, a harmonicist gains the ability to perform a single counterpoint score as though it were also compatible with the conduct composition class feature. Unlike conducting a standard score, conducting a counterpoint score does not provoke attacks of opportunity and may be done as a swift action if the harmonicist began to conduct a standard score in the same round. A harmonicist cannot weave a counterpoint score that is currently being conducted, and cannot conduct a counterpoint score that is currently being woven. A conducted counterpoint score can accept a woven counterpoint.
If the harmonicist has no standard scores in effect, all counterpoint scores end immediately. Further, conducted counterpoint scores do not count toward the maximum number of scores the harmonicist can have in effect at any one time. Counterpoint scores have no finite daily duration, for they need none? instead, they simply feed off of the residual vibrational energy of ongoing standard scores.
At 10th level, a harmonicist may perform up to two counterpoint scores in this manner at one time. At 16th level, a harmonicist may perform three counterpoint scores in this manner at one time.
At 7th level and every six harmonicist levels thereafter, a harmonicist learns a single Composition feat as a bonus feat. He must meet the prerequisites of this feat.
At 20th level, a harmonicist gains a pool of omniconducting points, literally a measure of his amazing insights into the nature of sound and vibration. The number of points in a harmonicist’s omniconducting pool is equal to 5.
By spending 1 point from his omniconducting pool, a harmonicist can do one of the following:
- Begin to conduct counterpoint scores as a free action for 1 round.
- Use the traveling wave class feature as a free action for 1 round.
- Grant each ongoing standard score 1 temporary round of daily duration that lasts for 1 round.
Each of these powers is activated as a swift action.
By spending 5 points from his omniconducting pool, a harmonicist can do the following:
- Trigger the intro effect of all of his ongoing standard scores.
The omniconducting pool is replenished each morning after 8 hours of rest or meditation? these hours do not need to be consecutive.
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 harmonicists as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
- Aasimar Add +1/8 of a score. Any bonus scores gained in this manner have 4 rounds of daily duration.
- Drow Add +1/2 of a round to the daily duration of one score.
- Dwarf Add +1/8 of a bonus Composition feat. The harmonicist must meet the prerequisites of the feat.
- Elf Add +1/6 of a counterpoint.
- Gnome Add +1/8 of a score. Any bonus scores gained in this manner have 4 rounds of daily duration.
- Half-elf Add +1/2 to the harmonicist’s composer level for the purpose of determining the range of scores.
- Halfling Add +1/2 of a round to the daily duration of one score.
- Half-orc Add +1/2 to the harmonicist’s composer level for the purpose of determining the range of scores.
- Hobgoblin – Add +1/8 of a bonus Composition feat. The harmonicist must meet the prerequisites of the feat.
- Human Add +1/2 to the harmonicist’s composer level for the purpose of determining the range of scores.
- Kitsune Add +1/8 of an omniconducting point. Once the harmonicist gains a full omniconducting point in this fashion, he has an omniconducting pool as detailed in the omniconducting class feature. When he reaches 20th level, he simply gains +5 points to the pool.
- Kobold Add +1/2 to the damage dealt by the harmonicist’s compositions to flatfooted creatures.
- Orc Add +1/8 of a bonus Composition feat. The harmonicist must meet the prerequisites of the feat.
- Puddling Add +1/8 of an omniconducting point. Once the harmonicist gains a full omniconducting point in this fashion, he has an omniconducting pool as detailed in the omniconducting class feature. When he reaches 20th level, he simply gains +5 points to the pool.
- Tiefling Add +1/6 of a counterpoint.
- Vanara Add +1/2 to the damage dealt by the harmonicist’s compositions to flatfooted creatures.
- Vishkanya Add + 1/6 of a counterpoint.
Harmonicist Composition Summary
- Accelerando – Increases base land speed of those within 30 feet of the subject by +5 feet per round.
- Acoustic Optimization – Req. Composer level 4th. Score has a range of medium.
- 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 subject.
- Blaring Note – Intro deafens all creatures within 30 feet of the subject with a Fortitude save to negate. Starting at 5th level, deals sonic damage with no saving throw.
- Bow to Your Partner – Req. Composer level 5th, Spell Focus (illusion). All of the subject’s allies within 30 feet of the subject gain an illusory double, as the mirror image spell.
- Building Dissonance – Subject takes 1d3 sonic damage each round, increasing by 1d3 each subsequent round to a maximum of 1d3 for every two composer levels. Starting at 10th level, rate of increase doubles. Fort negates.
- Cadenza – Req. Leadership. A single ally within 30 feet of the subject 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.
- Complementary Waves – Req. Composer level 3rd. Those affected by score’s melodies gain sonic resistance and are healed when this resistance totally negates sonic damage dealt by the score.
- 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.
- Relaxing Exposition – Req. Composer level 6th. All of the subject’s allies within 30 feet of the subject gain fast healing 2 for 1 round. This fast healing increases by +1 for every two composer levels beyond 6th.
- Say it Loud! – The range and radius of effect of the score’s outro is doubled.
- Staccato – Weapons wielded by the subject’s allies within 30 feet of the subject are keen for 1 round.
- The Puppetmaster – Melodies that normally allow the subject to pick targets now have targets picked by the conductor.
- 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.
- Ambitious Finale – Req. Composer level 13th. Melodies continue for 1 round after performance ends.
- Dissonant Coda – Req. Composer level 3rd. A single foe of the subject within 30 feet of the subject takes 1d6 points of sonic damage for each round the score was conducted, maximum 1d6 / 2 composer levels. Starting at 10th level, this increases to 2d6 points of sonic damage per round conducted. Fortitude halves.
- 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.
- Flaming Invective – Weapons wielded by the subject’s allies within 30 feet of the subject deal an additional point of fire damage for every two composer levels the conductor possesses for 1 round.
- Lingering Echoes – Score continues for 1 round rather than end when the subject moves out of range.
- Momentary Depression – Req. Composer level 4th, Acrobatics 5 ranks. All of the subject’s foes within 30 feet of the subject are affected by the slow spell for 1 round. Will negates.
- Momentary Elation – Req. Composer level 4th, Acrobatics 5 ranks. All of the subject’s allies within 30 feet of the subject are affected by the haste spell for 1 round.
- Rejuvenating Coda – Req. Composer level 3rd. A single ally of the subject within 30 feet of the subject 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.
- Slap of the Miffed Composer – Req. Composer level 6th. Subject becomes dazed for 1 round if it made a successful saving throw against a composition in the last round. 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.
- 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.
- Stereophonic – Req. Composer level 6th. Both intro and outro, NOT either/or. Conductor may conduct two scores in one action if both have this composition.
- Acquiring the Reins – Intro that normally affects allies or foes of the subject now affects allies or foes of the conductor.
- Amplification – The first time the subject deals sonic damage each round, he deals an additional 1d4 damage. Can be taken multiple times.
- Anthem of the Superior – Req. Composer level 4th or drow. Creatures who strike the subject in melee are shaken for 1 round. Will negates.
- Attenuation – Req. Composer level 9th. Subject is rendered mute. Fort negates. This melody takes up two melody slots when added to a score.
- Booming Theme – Req. Composer level 8th, Spell Focus (evocation). Once per round, the subject can shout, dealing 2d4 sonic damage and demoralizing in a 10-foot burst. Fortitude halves damage and negates demoralization. This melody takes up two melody slots when added to a score.
- Buffering Blare – The subject gains a +1 insight bonus to saving throws made against sonic spells and bardic performances. This melody can be taken multiple times.
- Cast Like a Die – Req. Composer level 7th, Spell Focus (divination). Once per round, the subject 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. If the subject listens for 5 rounds, it is satisfied as though it had eaten a full meal.
- Clarion Call – Req. Knowledge (history) 4 ranks. The subject gains a +1 bonus to saving throws against mind-affecting abilities. This melody can be taken multiple times.
- Crackling Tension – Req. Composer level 5th, Spell Focus (evocation). The subject deals 1 electricity damage and 1 sonic damage to creatures that strike it in melee. This melody can be taken multiple times.
- Cumulative Backlash – Req. Composer level 4th, Spell Focus (evocation). Choose acid, cold, electricity, fire, or sonic. If the subject takes 5 or more damage of the chosen type from a single source, it takes a 1 penalty to AC for 1 round.
- Deceptive Cadence – The DC of the score’s outro increases by +1.
- Defiant Anthem – The subject has 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. The subject has resistance 5 against the chosen energy type. This melody can be taken multiple times.
- Droning Melody – Req. Composer level 5th. The subject has its morale bonuses suppressed. A Will save negates. This melody takes up two melody slots when added to a score.
- Empowering Tune – Req. Composer level 3rd, Knowledge (arcana) 3 ranks. Choose acid, cold, electricity, fire, or sonic. If the subject deals damage of the chosen type, it deals an additional point of damage. This melody can be taken multiple times.
- Focused Dissonance – Weapons wielded by the subject deal an additional point of sonic damage. This melody may be taken multiple times.
- Fortissimo – Req. Perform (any) 3 ranks. The subject gains a +1 morale bonus to Strength and Constitution. This melody can be taken multiple times.
- Inspire Accuracy – The subject has a +1 competence bonus to attack rolls. This melody can be taken multiple times.
- Inspire Might – The subject has a +1 competence bonus to damage rolls. This melody can be taken multiple times.
- Inspire Tactics – Choose bull rush, disarm, grapple, reposition, steal, or trip. The subject has a +1 enhancement bonus to combat maneuver checks made to perform the chosen combat maneuver. This melody can be taken multiple times.
- Inspire Terror – Req. Composer level 8th, Intimidate 8 ranks. The subject is shaken on a failed Will save and remains shaken for the duration. 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 subject gains a +1 deflection bonus to AC. This melody can be taken multiple times.
- Internalized Vorpality – Req. Composer level 8th, Improved Critical. Weapons the subject wields that are subject to a critical threat range multiplier receive a +1 bonus to their critical threat range. This melody takes up two melody slots when added to a score.
- Interposing Notation – Req. Composer level 5th, Spell Focus (conjuration). Conjured musical notes grant the subject concealment against mundane ranged attacks.
- Invigorating Melody – The subject gains fast healing 1. This melody can be taken multiple times.
- Knightly Chant – The subject gains DR 1/-. This melody can be taken multiple times.
- Marching Cadence – The subject gains a +10-foot bonus to its base land speed. This melody can be taken twice.
- Muffle – Req. Composer level 10th. Each round, the conductor can suppress the effects of any number of melodies for 1 round, dealing 2 sonic damage per melody slot suppressed. Fortitude halves.
- Resilient Measure – Choose a school of magic. The subject has a +1 insight bonus to saving throws made against spells of the chosen school. This melody can be taken multiple times.
- Ripples of Sound – Req. Composer level 9th. Each round, a single melody present in the score affects nearby creatures.
- Rumbling Tones – Req. Composer level 6th, Intimidate 3 ranks. A 10-foot radius centered on the subject becomes difficult terrain, but settles back down as the subject moves.
- Sinusoidal Slam – Req. Composer level 7th. Once per round, the subject may stagger a creature within 30 feet for 1 round. Fort negates.
- Sonic Boom – Whenever the subject hits a creature in melee, that creature is deafened for 1d4 rounds. Fort negates.
- Sonutechnics – Req. Composer level 4th or puddling. Once per round, the subject fires a ray with a range of 30 feet, dealing 1d6 sonic damage on ranged touch. Enhanced effect against oozes and undead.
- Steady Beat – The subject has a +1 morale bonus to CMD. This melody can be taken multiple times.
- Stretto – Req. Composer level 10th, Knowledge (arcana) 7 ranks. Subject can produce 10footlong walls of sound that deal conductor’s composer level sonic damage to those passing through. This melody takes up two melody slots when added to a score.
- Strident Invective – Req. Composer level 6th, Intimidate 5 ranks. Blast of sound deals 1d3 sonic damage each round. Fortitude halves. This melody can be taken multiple times.
- Thrown Falsetto – Req. Composer level 4th. Once per round, the subject deals 1d6 sonic damage to a creature within 30 feet with a Fortitude save for half. At 10th level, damage becomes 2d6. This melody can be taken multiple times.
- Thunderstruck – Req. Composer level 8th, Knowledge (nature) 8 ranks. Once per round, the subject deals 3d6 electricity damage to a creature within 30 feet with a Reflex save for half. This melody can be taken multiple times. This melody takes up two melody slots when added to a score.
- Vehement Invective – Incendiary sounds deal 1d4 fire damage each round. Fortitude halves. This melody can be taken multiple times.
- Vibrato – Req. Composer level 8th, Knowledge (arcana) 8 ranks. Manufactured weapons striking the subject in melee are damaged, while natural weapons striking the conductor in melee are damaged and their owners are dazed for 1 round with a Will save to negate.
- Vicious Ventriloquism – Req. Composer level 5th. The subject may scream once per round, dealing 1d4 points of sonic damage in a 5foot burst centered within 30 feet of himself. Fortitude halves. This melody can be taken multiple times.
More from Interjection Games!The Assassin - The Sanguinity Hot Technique Tree
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.
Vendor: Interjection Games
Interjection Game's gadgeteer base class revels in modularity. A well-balanced gadgeteer spends her gadget slots to slap gizmos and thingamabobs onto a custom weapon or two, then spends the rest on fanciful gadgets with loads of options each! The latter of these- whale oil cannons, spy cigars, and more- have always been the sexier topic, for they are evocative where a toolbox of creation is more of a sandbox tool, and so it was that custom weapons never got an expansion until now.
Pile on brand new combat bonuses for your gadgeteer's custom weapons with options ranging from emergency combat drugs and means to protect yourself from ability damage to self-damaging swift action nonsense!
Vendor: Interjection Games
The Interjection Games Assassin base class makes use of the Momentum Engine, in which performing certain maneuvers builds up a counter that enables the use of point-consuming "hot" techniques at break points of 1, 2, 3, and 4. In addition to this combo counter mechanic, assassins have a pool of technique points that power "cold" techniques that are generally used out of combat, as well as a small selection of "lukewarm" techniques that can draw from either counter or pool for added flexibility.
An assassin chooses two "hot" technique trees and two "cold" technique trees upon character creation, thus giving the assassin inherent modularity that utterly eliminates the need for archetypes.
It is into this environment- one in which each new option multiplies the number of available builds- that Interjection Games presents the new Fabrication "cold" technique tree!
1. Each morning, gain a number of fabrication points.
2. Choose one of four gadgets for each of your gadget slots:
a. Hidden Blade - a wrist-mounted blade that gets past security
b. Smoke Bombs - consumable area effects with five variants available
c. Springknives - autotrigger attacks that are installed before use
d. Utility Belt - built with your choice of two of eight components
3. Apply up to two addons to each gadget by spending fabrication points.
4. Apply the effects of any techniques that spend fabrication points to modify construction.
5. Go make an enemy miserable.