Maestro

Role: Less physically capable than a bard, the maestro makes up for this shortcoming by being able to compose scores, or musical numbers that tap into the magic of music. Using their enhanced ability to direct music as they will, a maestro uses scores and magic in tandem to support their allies and suppress or destroy their enemies.

Alignment: Any. Music is a universal language. To that end, it tends to draw in people of all walks of life and of all moral codes.

Hit Die: d6

Class Skills: The maestro’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

Table: The Maestro
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Scores Melodies per Score Refrains Maximum Spell Level Known
1st +0 +0 +0 +2 Composition, conduct composition, insightful performance, scribe folio 2 1 0
2nd +1 +0 +0 +3 Musical analysis, refrain 2 1 1 0
3rd +1 +1 +1 +3 2 2 1 1
4th +2 +1 +1 +4 Opus 2 2 1 1
5th +2 +1 +1 +4 3 2 1 1
6th +3 +2 +2 +5 3 2 1 2
7th +3 +2 +2 +5 Opus 3 2 1 2
8th +4 +2 +2 +6 3 3 2 2
9th +4 +3 +3 +6 3 3 2 3
10th +5 +3 +3 +7 Opus 3 3 2 3
11th +5 +3 +3 +7 4 3 2 3
12th +6/+1 +4 +4 +8 4 3 2 4
13th +6/+1 +4 +4 +8 Opus 4 4 2 4
14th +7/+2 +4 +4 +9 4 4 3 4
15th +7/+2 +5 +5 +9 4 4 3 5
16th +8/+3 +5 +5 +10 Opus 4 4 3 5
17th +8/+3 +5 +5 +10 5 4 3 5
18th +9/+4 +6 +6 +11 5 5 3 6
19th +9/+4 +6 +6 +11 Opus 5 5 3 6
20th +10/+5 +6 +6 +12 Musical apotheosis 5 5 4 6

Class Features

Weapon Proficiency

Maestros are proficient with simple weapons.

Armor and Shield Proficiency

Given their experience lugging around heavy instruments, maestros are proficient with shields, but not tower shields. Maestros are not proficient with any form of armor. In addition, maestros ignore the arcane spell failure chance normally incurred by the use of a shield, but not a tower shield.

Scores

A maestro’s primary source of power stems from an intellectual understanding of the music that more visceral practitioners, such as bards, take for granted and use without “real” effort.

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 maestro’s composition book. A maestro begins play with two scores, plus additional scores equal to his Intelligence 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 maestro’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 5th level and every six levels thereafter, a maestro receives an additional score, for a total of five scores at 17th level. A maestro’s composer level is equal to his maestro class level.

To prepare or use a score, a maestro 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 maestro’s score is 10 + 1/2 the maestro’s class level + the maestro’s Intelligence modifier.

Composition

A maestro must get 8 hours of sleep and study his composition book for 1 hour in order to change his scores. A maestro 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 maestro need only get 8 hours of sleep each night. In essence, a maestro 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 maestro can continue to use the scores he has already prepared until he is reunited with it.

A maestro 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 maestro level, a maestro 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 maestro 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 maestro works with, special inks and paper are required. The special paper is, luckily, identical to that found in wizard spellbooks, thus allowing a maestro 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.

Spellcasting

A maestro knows arcane spells drawn from the maestro spell list. He can cast any spell he knows without preparing it ahead of time. Every maestro spell has a somantic component (conducting). To learn or cast a spell, a maestro must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a maestro’s spell is 10 + the spell level + the maestro’s Charisma modifier.

Like other spellcasters, a maestro can only cast a certain number of spells per day. Unlike other spellcasters, however, the maestro is not limited by spell level. Instead, a maestro can cast each spell he knows once per day. This limitation also includes cantrips. A maestro’s spells known is given on Table: The Maestro. Rather than receive bonus spells per day if he has a high Charisma score, a maestro instead learns new spells if he 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 maestro level after that (10th, 13th, and so on), a maestro can choose to learn a new spell in place of one he already knows. In effect, the maestro “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 maestro spell the maestro can cast. A maestro 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 he gains new spells known for the level.

A maestro need not prepare his spells in advance? however, a maestro’s daily use of each spell he knows does not replenish itself unless he gets 8 hours of rest each night. No study is required.

Table: Maestro Spells Known
Character 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
1st 2
2nd 3
3rd 3 1
4th 3 2
5th 4 2
6th 4 2 1
7th 4 2 2
8th 4 3 2
9th 4 3 2 1
10th 5 3 2 2
11th 5 3 3 2
12th 5 4 3 2 1
13th 5 4 3 2 2
14th 5 4 3 3 2
15th 6 4 4 3 2 1
16th 6 5 4 3 2 2
17th 6 5 4 3 3 2
18th 6 5 4 4 3 2 1
19th 6 5 5 4 3 2 2
20th 7 6 5 4 3 3 2

Conduct Composition

At 1st level, a maestro has learned how to conduct his scores in such a way that he unleashes the magic inherent in the melody. Each individual score can be conducted for a number of rounds per day equal to a maestro’s ranks in the Perform (conducting) skill + 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 maestro 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 maestro can end a performance in one of two ways. First, he can simply stop conducting as a free action? however, ending a performance in this manner does not trigger the score’s outro effect. Secondly, he can end the performance with a proper flourish as a standard action that provokes attacks of opportunity. If he ends a score in this manner, the score’s outro effect triggers. If a maestro stops conducting a score as a free action, he cannot start conducting another score that round.

Conducting a score cannot be disrupted, but it ends immediately if the maestro is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A maestro cannot have more than one score in effect at one time.

All scores that a maestro conducts rely on audible components unless otherwise noted.

Insightful Performance (Ex)

At 1st level, a maestro has learned to approach music from both an intellectual standpoint and an emotional standpoint. If a maestro’s Intelligence modifier is greater than his Charisma modifier, he adds his Intelligence modifier to his ranks in the Perform skill to calculate his skill modifier. If done, this replaces the addition of his Charisma modifier to calculate his Perform skill modifier.

Scribe Folio (Ex)

At 1st level, a maestro 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 one. 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 maestro 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.

Musical Analysis (Ex)

At 2nd level, a maestro’s studies have given him the ability to draw strange and unusual insights regarding music out of thin air, no matter how obscure. As such, he receives a bonus equal to half his level, rounded down, to all Knowledge checks involving music. Possible applications include a Knowledge (religion) check to determine the likely use of a piece of music found in a temple, a Knowledge (local) check to recall the name of the local innkeeper’s favorite tavern song, and a Knowledge (engineering) check to determine the precise frequency capable of shattering an otherworldly bridge made of glass.

Refrain

At 2nd level, a maestro has realized the importance of ubiquitous bits of music that can be inserted into any composition at pretty much any time without ruining the feel of the music. A refrain is a special kind of score that contains a number of melodies equal to the number allowed in a standard score, no intro, and no outro. Unlike a standard score, a refrain cannot be used with the conduct composition class feature. When conducting a standard score, a maestro can choose to use a refrain for 1 round as a move action. The refrain’s melodies replace the effects of the standard score’s melodies, but the rounds per day of the standard score continues to be deducted. Intro and outro effects remain unchanged.

When a maestro studies his composition book to prepare his scores, he also prepares his refrains. A maestro gains his first refrain at 2nd level and gains an additional refrain for every six levels beyond second, to a maximum of four refrains at 20th level.

Opus

Every now and then, a maestro creates a work of such beauty that altering it would be unthinkable. These works are known as opuses. Like standard scores, all opuses are conducted as a standard action that provoke 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 halted when an opus begins and no standard score can be conducted while an opus is active. No outro effect occurs when a composition is halted by an opus. Unlike standard compositions, an opus can only be used once per day. At 4th level and every 3 levels thereafter, the maestro selects an opus from the list below. Opuses can be selected multiple times. Each time, the number of times that particular opus can be used per day increases by +1. All opuses rely on audible components.

Anthem of the Juggernaut (Su)

This opus 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 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 maestro’s level, as well as fast healing equal to the maestro’s Intelligence modifier. This opus lasts for 2d6 rounds or until the maestro stops conducting, but ends immediately if the juggernaut is more than 60 feet away from the maestro at any time.

Recommended music: Also Sprach Zarathustra by Richard Strauss

Breath of Life (Sp)

This opus revels in the stuff of life itself. The maestro restores life to a deceased creature. The opus can raise a creature that has been dead for no longer than 1 week per maestro level. Further, the soul of the deceased creature must be both free and willing to return. If the soul is not willing to return, then this opus does nothing. There is no saving throw required? the soul has control whether or not it will return. Though the lacerations and wounds that caused death are restored by this opus, 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 opus, but everything must be present. Mundane poisons and diseases are removed by this opus, but magical poisons and diseases are not. Any ability scores damaged to 0 are raised to 1.

Upon being raised by this opus, the raised creature takes 1 permanent negative level. If the creature is 1st level, he takes 2 points of Constitution drain. If this would reduce the creature’s Consitution to 0, it cannot be raised by this opus. A raised creature has a number of hit points equal to its current hit dice. This opus requires 10 minutes of uninterrupted conducting to complete. During this time, the maestro and the creature to be raised must never be more than 60 feet away, else the opus is wasted. A maestro must be at least 13th level to take this opus.

Recommended music: Theme from a Summer Place by Max Steiner

Death and Decay (Su)

Slow and mournful, this opus weeps for the very life it is taking away. A single creature within 60 feet of the maestro takes 1 point of ability drain to all ability scores each round with a DC 10 + 1/2 the maestro’s class level + the maestro’s Intelligence modifier Fortitude save to negate. At 13th level, this open deals 2 points of ability drain to all ability scores each round instead. This opus lasts for 1 minute or until the maestro stops conducting, but ends immediately if the victim is ever more than 60 feet away from the maestro at any time. A maestro must be at least 7th level to take this opus.

Recommended music: Moonlight Sonata by Ludwig von Beethoven

Denizens of the Deep Caverns (Su)

Within moments, those listening understand that something has been disturbed and that it’s most definitely not happy about it. Immediately upon beginning this opus, a bat swarm comes into being in an empty square within 60 feet of the maestro. At 9th level and every five levels beyond 9th, an additional bat swarm comes into being. These bat swarms are treated as summoned creatures. When beginning this opus, the maestro may give each swarm a command to move as a free action. The destination must be a legal square for it to occupy. For the duration of the opus, the maestro can command a swarm to move as a swift action, though it must have a move action available to comply and the destination must be a legal square for it to occupy. At 6th level and every three levels beyond 6th, each bat swarm gains 2 additional hit dice, a +1 bonus to all saves, and a +2 bonus to all damage rolls.

Further, starting at 11th level, the wounding special ability of bat swarms summoned by this opus results in cumulative bleed damage. Starting at 15th level, all bleed damage dealt by bat swarms summoned by this opus is returned to the maestro as healing. Though this bleed damage can continue long after the opus ends, once the opus ends, the bleed damage no longer returns to the maestro as healing. If a bat swarm is ever more than 60 feet away from the maestro at any time, it vanishes and immediately appears in an empty square adjacent to the maestro. If there is no legal square, the swarm vanishes, never to return. This opus lasts for rounds equal to the maestro’s class level or until he stops conducting.

Recommended music: Night on Bald Mountain by Modest Mussorgsky

Downhill Charge (Su)

This calm and measured theme slowly builds to a triumphant roar. All allies within 60 feet of the maestro gain a +1 morale bonus to Strength and a +5-foot enhancement bonus to base land speed. Each round, the morale bonus to Strength granted by this opus increases by +1 and the bonus to base land speed increases by +5 feet, to a maximum of +6 and +30 feet, respectively. This opus lasts for rounds equal to half the maestro’s class level or until the maestro stops conducting.

Recommended music: Bolero by Maurice Ravel

Everybody Dance! (Sp)

There’s just something about this opus. The urge to dance is utterly irresistible! All creatures within 60 feet of the maestro begin to dance and caper about with no saving throws allowed. This capering halves any shield bonus to AC granted by a physical shield that is strapped to the arm and reduces movement speed by half, but dancers are otherwise able to act normally. This opus lasts for rounds equal to the maestro’s class level or until he stops conducting, but ends immediately for an individual if he is ever more than 60 feet away from the maestro at any time. Creatures who approach to within 60 feet of the maestro immediately begin to caper. This is a mind-affecting ability.

Recommended music: Can Can Music by Sergei Offenbach

Figaro! (Su)

One wouldn’t think that shouting one’s own name over and over would elicit such an effect. Immediately upon beginning this opus, a single ally within 60 feet of the maestro gains the supernatural ability to make a single breath attack as a standard action. This breath weapon deals 1d6 points of sonic damage, plus an additional 1d6 points of sonic damage for every two maestro levels of the conductor, to creatures in a 30-foot cone with a DC 10 + 1/2 the maestro’s class level + the maestro’s Intelligence modifier Fortitude save for half damage. A creature granted the ability to make a breath attack in this manner loses the ability to do so if the opus ends, if the creature finds itself more than 60 feet away from the maestro at any time, or if it uses its breath weapon once. If this opus is not currently granting a creature the ability to make a breath attack, the maestro may grant a single ally within 60 feet the ability to make a breath attack as detailed above. Doing so is a standard action. This opus lasts for 3 rounds or until the maestro stops conducting.

Recommended music: The Barber of Seville: Figaro’s Aria by Gioachino Rossini

Flight of the Bat (Su)

An interesting mixture of long, dramatic notes and quick staccatos, this opus evokes a sinister creature in flight over an easily-surveyed landscape. For the duration of this opus, all allies within 60 feet of the maestro have a fly speed of 60 feet with good maneuverability and gain a natural bite attack that deals 1 point of Constitution damage in addition to normal bite damage. This opus lasts for rounds equal to the maestro’s class level or until the maestro stops conducting.

Recommended music: Toccata and Fugue in D minor by Johannes Sebastian Bach

Forgotten Tempo (Su)

Strange, erratic music makes concentration very difficult, and since magic tends to require concentration, hilarity ensues! Whenever any other creature within 60 feet attempts to cast a spell, it must make a concentration check with a DC of 10 + 1/2 the maestro’s composer level + twice the attempted spell’s level or lose the spell. This opus lasts for rounds equal to the maestro’s class level or until the maestro stops conducting.

Recommended music: Waltz in C sharp minor, op.64, 2 by Frédéric Chopin

Frenzied Revels (Su)

Fast and frenzied, this opus spurs those who hear it to move faster and faster! All allies within 60 feet get a +30-foot bonus to their base land speed for 1 round. In addition, a single ally within 60 feet can make an additional standard action on its next turn. This opus lasts for 1 round or until the maestro stops conducting, but ends immediately for an individual if he is ever more than 60 feet away from the maestro at any time.

Recommended music: Sabre Dance by Aram Khachaturian

Gloating Fiends (Su)

Visions of imps and other demons cackling at their latest acquisition assault the listener. Immediately upon beginning this opus, up to one ally within 60 feet per three maestro levels begins to radiate an aura that closely approximates the malice of those fiends. Creatures without this aura who are within 10 feet of a creature with this aura take a 1 penalty to attack and damage rolls. If a creature is within 10 feet of multiple creatures with this aura, the penalty is cumulative. This opus lasts for rounds equal to the maestro’s class level or until the maestro stops conducting, but ends immediately for an individual if he is ever more than 60 feet away from the maestro at any time.

Recommended music: Romeo and Juliet: No 13 Dance of the Knights by Sergei Prokofiev

Impending Apocalypse (Su)

The sky darkens as a number of spectral shapes gather overhead. Upon conducting this opus, the maestro nominates an area of up to one 10-foot cube per three class levels. All cubes must be connected and within 60 feet of the maestro. At the beginning of his next turn, if the maestro is still conducting, all creatures in nominated areas that are still within 60 feet of the maestro take 1d6 points of fire damage per maestro level with a DC 10 + 1/2 the maestro’s class level + the maestro’s Intelligence modifier Reflex save for half. Creatures that fail their save are also catch fire as the rules for alchemist’s fire. Once this opus deals damage, it ends immediately.

Recommended music: The Ride of the Valkyries by Wilhelm Wagner

Magnum Opus (Sp)

This opus is less a glorious melody and more a sharp burst of sound that somehow focuses the wailing cacophony it should be to a hard edge. A single creature within 60 feet is struck with the brunt of this sound, taking 1d8 points of sonic damage per maestro level with a DC 10 + 1/2 the maestro’s class level + the maestro’s Intelligence modifier Fortitude save to negate. Creatures that make their Fortitude save, or are immune to death effects, instead take 1d3 points of sonic damage per maestro level. This opus is instantaneous. A maestro must be at least 13th level to take this opus.

Recommended music: None

Mania’s End (Su)

This opus switches between dark, forceful, and angry to quick, energetic, and flighty with almost no notice. When the maestro begins to conduct this opus, all allies within 60 feet suffering from the confused, dazzled, demoralized, fatigued, shaken, or sickened conditions recover from these conditions. On the beginning of the second round of this opus, all allies within 60 feet suffering from the blinded, dazed, exhausted, feebleminded, insanity, or stunned conditions recover from these conditions. This opus lasts for 2 rounds or until the maestro stops conducting. A maestro must be at least 10th level to take this opus.

Recommended music: Pursuit of the Evil God by Prokofiev

Marching Legion (Su)

An exploration of the sudden devastation brought to civilian folk by war, this opus quickly moves from calm and cheerful to an excited, yet regimented tone reminiscent of military action. Immediately upon beginning this opus, a sphere of metal flies in out of nowhere and strikes a creature within 60 feet of the maestro, dealing bludgeoning damage equal to the maestro’s class level with a DC 10 + 1/2 the maestro’s class level + the maestro’s Intelligence modifier Reflex save for half. In addition, once per round for the duration of the opus, the maestro can call in another sphere of metal as a swift action. This opus lasts for rounds equal to the maestro’s class level or until the maestro stops conducting. Unlike other opuses, this opus does not stop any standard composition that is being conducted. By extension, a standard composition can be conducted while this opus itself is being conducted.

Recommended music: 1812 Overture by Pyotr Tchaikovsky

Perfect Serenity (Sp)

Like a perfect spring morning, this opus inspires individuals to stop what they’re doing and just feel good about life. Immediately upon beginning this opus, a single creature within 60 feet of the maestro is stunned for 1 round with a DC 10 + 1/2 the maestro’s class level + the maestro’s Intelligence modifier Will save to negate. In addition, once per round for the duration of the opus, the maestro can stun another creature in range for 1 round as a standard action. This opus lasts for rounds equal to the maestro’s class level or until the maestro stops conducting. This is a mind-affecting ability. A maestro must be at least 7th level to take this opus.

Recommended music: Ranz des Vaches by Gioacchino Rossini

Sea of Flowers (Sp)

Calm, peaceful notes float through the air, making continued violence difficult, if not impossible. Whenever a creature within 60 feet of the maestro deals damage to another creature, the attacking creature is fascinated for 1 round with a DC 10 + 1/2 the maestro’s class level + the maestro’s Intelligence modifier Will save to negate. Though this is a mind-affecting ability, creatures that are normally immune to mind-affecting abilities only receive a +4 bonus to their saving throw to avoid becoming fascinated by this opus rather than have outright immunity to it. This opus lasts for rounds equal to the maestro’s class level or until he stops conducting. A creature fascinated by this opus that finds itself more than 60 feet away from the maestro at any time is no longer fascinated. A maestro must be at least 7th level to take this opus.

Recommended music: Waltz of the Flowers by Pyotr Tchaikovsky

Seraph’s Embrace (Su)

Bright, joyful tones are the hallmark of this opus. Spirits are raised and protection simply feels assured. All allies within 60 feet are warded by the music and gain spell resistance equal to 10 + the maestro’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. 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 opus does not prevent the warded ally from being attacked or affected by area of effect spells. If a warded ally attacks, the opus ends immediately for that individual? however, the ally may use non-attack spells or otherwise act. This opus lasts for 2d6 rounds or until the maestro stops conducting, but ends immediately for an individual if he is ever more than 60 feet away from the maestro at any time.

Recommended music: Ode to Joy by Ludwig von Beethoven

Serenity for the Lifeless (Su)

Ringing of peace and home, this opus can calm golems with extreme rapidity. Immediately upon beginning this opus, a berserk construct within 60 feet is rendered not berserk with a DC 10 + 1/2 the maestro’s class level + the maestro’s Intelligence modifier Will save to negate. The DC of this saving throw is increased by +4 against flesh golems. This is an instantaneous effect.

Recommended music: Transylvanian Lullaby by John Morris

Tendrils of Confinement (Su)

Deep, slow notes press in upon the listener, restricting him as bright notes tease and prod, reminding him that something, though he remembers not what it is, exists beyond the haze. Immediately upon beginning this opus, all creatures within 60 feet of the maestro, including the maestro himself, are confused for 1 round with a DC 10 + 1/2 the maestro’s class level + the maestro’s Intelligence modifier Will save to negate. In addition, once per round for the duration of the opus, the maestro may confuse a single creature in range for 1d4 rounds as a swift action with a Will save to negate. If this creature fails its Will save and becomes confused, then the maestro himself also becomes confused for the same number of rounds with no saving throws allowed. The Difficulty Class of any saving throws called for by this opus is increased by +2 if the maestro is confused. This opus continues to maintain itself even if the maestro is totally debilitated by confusion. By extension, no matter what the results of the maestro’s confusion is each round, he may attempt to confuse another creature with this opus each round as though he were in total control of himself. This opus lasts for rounds equal to half the maestro’s class level or until he stops conducting. This is a mind-affecting ability. A maestro must be at least 7th level to take this opus.

Recommended music: The Planets, Op 32: Neptune, the Mystic by Gustav Holst

The Builders (Sp)

This opus is reminiscent of a swarm of highly productive dwarves who have just been told they’re getting overtime. Immediately upon beginning this opus, a flat, vertical wall of stone five feet long and ten feet high bursts out of the ground anywhere within 60 feet of the maestro. The thickness of this wall is equal to one inch for every four maestro levels. The wall pushes aside existing architecture constructed from materials of hardness less than 8, such as wood, in order to place itself exactly where the maestro desires. Should it be blocked by materials such as iron or stone, the wall simply does not come into being where this other material exists. In addition, once per round for the duration of the opus, the maestro can call another wall of stone into being as a standard action. This opus lasts for rounds equal to the maestro’s class level or until the maestro stops conducting. The structures made with this opus are permanent. A maestro must be at least 7th level to take this opus.

Recommended music: In the Hall of the Mountain King by Edvard Grieg

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 maestro 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 opus, and the temporary points/uses granted by it, lasts for rounds equal to half the maestro’s class level or until the maestro stops conducting, but ends immediately for an individual if he is ever more than 60 feet away from the maestro at any time. A maestro must be at least 10th level to take this opus.

Recommended music: The Planets, Op 32: Mars, the Bringer of War by Gustav Holst

Musical Apotheosis

At 20th level, the maestro has reached the pinnacle of his profession. It is at about this point that the maestro develops something so innovative in the realm of music that it effectively revolutionizes the entire industry. Select one of the abilities below.

Multiverse-famous Song

Many maestros compose a song that is famous throughout a city, nation, continent, or even plane, but it takes true talent to compose a song that is popular with everyone from humans and elves to kytons and aboleths. The maestro selects a single melody he knows that takes up one melody slot and can be taken multiple times. He then creates a special score containing this melody taken three times with no intro and no outro. He can conduct this score at will as a standard action. Once this score is created, it cannot be changed. Name this score. All creatures in the multiverse instantly recognize the song. Creatures that succeed on a DC 10 Knowledge (nobility) check, nobility because the maestro is the current “king” of music, recall the name of the composer. Frenzied requests for autographs likely follow a successful Knowledge check.

Additionally, all bards in the multiverse gain the ability to perform this score as a bardic performance. The bardic performance‘s name is the same as the name the maestro gave to the score. The bard must have both a bard level and ranks in the Perform skill equal to the effective minimum level of the score, minimum 10, to perform it. With GM approval, any future campaigns set in the same multiverse include this song.

New Genre

By twisting the way music is treated just so, the maestro succeeds in inventing a totally new genre of music. Being a savvy individual, he sets it up so the growth of the genre directly benefits himself via fat royalty payments. Each week, the maestro is mailed royalties amounting to 1d6 x 100 gp. Should the maestro be out adventuring or is otherwise cut off from urban civilization, the royalties simply pile up somewhere where it can be readily accessed when the maestro returns from wherever it is he happens to be.

New Instrument

Delving deep into the science of music, the maestro finally stumbles out of his studio one day with a strange object clutched to his chest. Insisting that it is a new and innovative musical instrument, the maestro then focuses on mastering his new creation.

Give this instrument a name and select an appropriate subcategory of the Perform skill. The maestro is assumed to have total mastery of this instrument and is treated as though he has 20 ranks in the subcategory of the Perform skill that contains his instrument, but only when playing his instrument. In addition, the maestro’s obsessive mastery of an instrument has allowed him to touch the visceral aspect of music that always seemed to be just out of reach. The maestro can perform the inspire courage, countersong, and fascinate bardic performances as though he were a 1st level bard. These performances can be maintained for 10 + the maestro’s Charisma modifier rounds per day. As bardic performance is totally distinct from conducting, the maestro can perform one, maintain it, begin performing the other, and then maintain both at one time.

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 maestros as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

  • Aasimar If a score grants fast healing, add +1/3 to that fast healing in the first round of conducting.
  • 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 maestro gets DR 1/piercing whenever he is conducting. This bonus stacks.
  • Elf Add +1/2 to the number of rounds a single score can be conducted each day.
  • Gnome Every 5 times this bonus is selected, choose a score. As part of that score’s outro, the maestro can throw a flask of acid or alchemist’s fire at a creature within 30 feet as a free action.
  • Half-elf Add +1/2 to the number of rounds a single score can be conducted each day.
  • Halfling Add +1 to Perform checks made to make a living during downtime.
  • Half-orc Every 3 times this bonus is selected, the maestro gets DR 1/piercing whenever he is conducting. This bonus stacks.
  • Hobgoblin Treat the maestro’s class level as +1/2 higher for the purpose of compositions that grant abilities to weapons.
  • Human Add +1 foot to the radius of effect of the maestro’s melodies. (+5 feet to the radius every 5 times the maestro takes this bonus)
  • Kitsune Every 5 times this bonus is selected, choose a score. As part of that score’s outro, the maestro can cast a 0th-level maestro spell he knows as a free action. This does not consume the daily use of that spell, but a spell that has had its daily use consumed cannot be cast in this manner.
  • Kobold Add +1/4 to the Difficulty Class of all scores if the victim is a gnome.
  • Orc Treat the maestro’s class level as +1/2 higher for the purpose of compositions that grant abilities to weapons.
  • Puddling Add +1 foot to the radius of effect of the maestro’s melodies. (+5 feet to the radius every 5 times the maestro takes this bonus)
  • Tiefling Add +1/2 to the Difficulty Class of all scores whenever the victim opts to use a bard’s countersong to make his saving throw.
  • Vanara Every 5 times this bonus is selected, choose a score. As part of that score’s outro, the maestro can heal a single living creature within 30 feet for 1d3 points of damage.
  • Vishkanya Add +1/3 to the Difficulty Class of all scores whenever the victim is poisoned.

Maestro Spell List

0th level spells

1st level spells

2nd level spells

3rd level spells

4th level spells

5th level spells

6th level spells

Maestro Composition Summary

Intro

  • Accelerando – Increases base land speed of those within 30 feet by +5 feet per round.
  • 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.
  • Bow to Your Partner – Req. Composer level 5th, Spell Focus (illusion). All allies within 30 feet gain an illusory double, as the mirror image spell.
  • Cacophonic Crescendo – All other creatures within 30 feet of the conductor take 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 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.
  • 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.
  • Opus Opener – Req. Opus class feature. If a score with this opener ends because the conductor begins to conduct an opus, then the outro triggers.
  • 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.
  • Song of Friendship – Req. Composer level 12th, Spell Focus (enchantment). The conductor steals control of a mental suggestion or domination effect affecting an ally within 30 feet.
  • Staccato – Weapons wielded by allies within 30 feet are keen for 1 round.
  • The Bellowing Skald – Conductor gains 1 bellowing charge + 1 for every six composer levels. May expend 1 bellowing charge as a swift action to grant all allies within 30 feet the ability to double a single morale bonus for 1 round.
  • Visions of Sugarplums – Req. Composer level 9th, Spell Focus (illusion). A single creature within 30 feet is assaulted by illusionary sugarplums, imposing a 25% miss chance on attacks. A Will save each round suppresses the effect for that round.

Outro

  • 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.
  • Dissonant Coda – Req. Composer level 3rd. A single foe within 30 feet 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.
  • Familiar Coda – Req. Refrain class feature. The conductor chooses one of his refrains. The effects of the refrain persist until the beginning of his next turn or until he begins to conduct a new score, whichever comes first.
  • 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.
  • Momentary Depression – Req. Composer level 4th, Acrobatics 5 ranks. All foes within 30 feet are affected by the slow spell for 1 round.Will negates.
  • Momentary Elation – Req. Composer level 4th, Acrobatics 5 ranks. All allies within 30 feet are affected by the haste spell for 1 round.
  • 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.
  • Shuffling Coda – Req. Composer level 6th. A single foe within 30 feet provokes attacks of opportunity.Will negates.
  • 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.
  • 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.

Intro/Outro

  • 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.
  • Piercing Scream – Req. Composer level 10th. When triggered, the conductor confuses creatures in a 20-foot cone for 1 round with a Will save to negate.

Melody

  • Anthem of the Superior – Req. Composer level 4th or drow. Creatures who strike the conductor in melee are shaken for 1 round.Will negates.
  • Blazing Glory – Req. Composer level 5th. Conductor’s weapons deal an additional 1d3 fire damage. This melody can be taken multiple times.
  • Booming Theme – Req. Composer level 8th, Spell Focus (evocation). Once per round, an ally within 30 feet can shout, dealing 2d4 sonic damage and demoralizing in a 10foot burst. Fortitude halves damage and negates demoralization. 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.
  • 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.
  • Clarity of the Song – Req. Composer level 10th, Improved Initiative, Spell Focus (divination). Allies within 30 feet cannot be flanked unless all are flanked. This melody takes up two melody slots when added to a score.
  • Crackling Tension – Req. Composer level 5th, Spell Focus (evocation). Allies within 30 feet deal 1 electricity damage and 1 sonic damage to creatures that strike them 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. Creatures within 30 feet that take 5 or more damage of the chosen type from a single source take a 1 penalty to AC for 1 round.
  • 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.
  • Droning Melody – Req. Composer level 5th. All creatures within 30 feet have their morale bonuses suppressed. A Will save negates. This melody takes up two melody slots when added to a score.
  • Drumroll – All allies within 30 feet have a +2 bonus to Strength for the purpose of carrying capacity. This melody can be taken multiple times.
  • Empowering Tune – Req. Composer level 3rd, Knowledge (arcana) 3 ranks. Choose acid, cold, electricity, fire, or sonic. Allies within 30 feet who deal damage of the chosen type deal an additional point of damage. 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.
  • 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.
  • Glissando – Req. Refrain class feature. A score with this melody can swap to a refrain as a swift action.
  • 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 8 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 Ferocity – Req. Any one of Composer level 4th, orc, half-orc. The conductor gains a +2 morale bonus to damage rolls. This melody can be taken multiple times.
  • 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.
  • InvigoratingMelody – 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.
  • Lullaby – Req. Composer level 6th. Once per round, the conductor can put a creature within 30 feet to sleep with a Will save to negate.
  • 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.
  • Marching Cadence – All allies within 30 feet gain a +10-foot bonus to their base land speed. This melody can be taken twice.
  • Mind Awash with Music – Req. Composer level 8th, Spell Focus (enchantment). Allies within 30 feet can use the conductor’s Will save modifier rather than their own when making a Will save. If the save fails, both the conductor and the borrowing ally are affected. This melody takes up two melody slots when added to a score.
  • 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.
  • 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.
  • Roar of the Meek – Req. Composer level 9th. Each round, allies within 30 feet are entitled to a new saving throw against fear effects. If successful, +2 morale bonus to damage for 1 round and fear effect ends. This melody takes up two melody slots when added to a score.
  • Sea Shanty – All allies within 30 feet have a +2 competence bonus to Profession and Craft checks. This melody can be taken multiple times.
  • Snarling Chant – Req. Composer level 4th or hobgoblin. All allies who begin a charge within 30 feet get a +2 morale bonus to damage. This melody can be taken multiple times.
  • 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 foodborne pathogens and toxins removed.
  • The Jokester – Req. Composer level 4th or gnome. All attacks made against creatures within 30 feet have a 10% miss chance. If missed in melee, attacker takes 1d6 points of fire damage. This melody can be taken multiple times.
  • Thrown Falsetto – Req. Composer level 4th. Once per round, the conductor 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 conductor 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.
  • Under the Big Top – All allies within 30 feet have a +2 competence bonus to Acrobatics and Perform skill checks. This melody can be taken multiple times.
  • Vibrato Req. – Composer level 8th, Knowledge (arcana) 8 ranks. Manufactured weapons striking the conductor 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.

The Nature of Bonus Scores

Composition base classes such as the maestro have the opportunity to pick up additional scores at character creation for having a high composing ability score modifier. To clarify, these bonus scores are ONLY granted on character creation and are only granted at 1st level. That powergamer with a newly-rolled 20th-level maestro with a 40 Intelligence does not get bonus scores based off of that 40 Intelligence, but based off of whatever he had at 1st level, likely 20 or less.

As a side note, as composition base classes are balanced around races that give a +2 bonus to ability scores, be wary allowing a player to use a race that gives a +4 bonus to Intelligence or Wisdom. The implications of another bonus score are fairly extensive.

This ruling and advice is true for all composition classes, not just the maestro.


More from Interjection Games!

The Master of Forms Expanded - The Wood Element

Vendor: Interjection Games
Type: Book
Price: 1.75

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.

Product Features

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

Ethermagic Expanded - The Etherknight

Vendor: Interjection Games
Type: Book
Price: 8.49

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.

Product Features

  • The etherknight base class
  • A reprint of all relevant alteration manifestations, and a selection of new ones
  • A reprint of all relevant voidmeld manifestations
  • A selection of new and classic feats
  • Over 50 etherknight techniques, including a mutable finisher in which you combine multiple sword lasers to make a BIG sword laser
The Assassin - The Sanguinity Hot Technique Tree

Vendor: Interjection Games
Type: Book
Price: 1.75

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.

Product Features

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

Ultimate Onmyodo - Onmyodo Magic Items

Vendor: Interjection Games
Type: Book
Price: 1.50

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.

The Triggerman - Momentum-Based Gunslinging

Vendor: Interjection Games
Type: Book
Price: 5.99

Momentum Classes

  • The Master of Forms (momentum monk) - Endzeitgeist top 10 of 2015 nominee
  • The Assassin (momentum rogue) - Endzeitgeist #6 of 2016!
  • The Triggerman (momentum gunslinger)

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.

Product Features

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.

scroll to top