Maestro

“Music is a moral law. It gives soul to the universe, wings to the mind, flight to the imagination, and charm and gaiety to life and to everything.” ­ Plato

The great composers of the world are as renowned for their intellect as they are for their frequently enormous egos. Responsible for the innovations in musical composition and theory that are enjoyed by the public and subsequently used by performance professionals, such as bards, maestros are effectively the wizards of the musical world. Unlike wizards, however, the maestro is charismatic and a man of the people. He must be, for he is dependent upon them for his livelihood, which, given the aforementioned ego that is usually in play, tends toward the extravagant. Constantly seeking new material, many maestros go to amusing extremes for that next inspiration.

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 moral codes.

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 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 Ref 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
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

All of the following are class features of the maestro.

Weapon and Armor Proficiency

Maestros are proficient with simple weapons. 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 (Su or Sp)

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 6 levels thereafter, a maestro receives an additional score, for a total of 5 scores at 17th 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 3 of any combination of intros and outros. Further, a maestro’s composition book also begins play with melodies equal to 1 + the maestro’s 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 maestros 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 under weighs 1 pound, while a folio of effective minimum level 11 and above weighs 2 pounds.

Spells

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 somatic 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. In addition, the maestro’s understanding of magic makes the use of metamagic, whether via feat, item, or class feature, absolutely impossible. To that end, a maestro cannot take metamagic feats. This limitation also includes cantrips. A maestro’s spells known is given on Table: Maestro Spells Known. 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.

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.

Conduct Composition (Su)

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 happens immediately, while all melody effects start immediately and persist for as long as the score is conducted. A maestro 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 maestro stops conducting without triggering the score’s outro effect, 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.

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 maestro 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 class feature. A maestro can only prepare a single folio per 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, no matter how obscure. As such, he receives a bonus equal to 1/2 his level 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 resembles a score in that contains a number of melodies equal to the maximum number allowed in a score, but has no intro and no outro. Further, it cannot be used by the conduct composition class feature. When conducting a 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 score’s melodies, but the daily duration of the 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 profound beauty that altering it in any way would be the equivalent of musical heresy. These works are known as opuses. Like standard scores, all opuses are conducted as a standard action that provokes attacks of opportunity, are maintained as a free action, and can be stopped as a free action. Any standard score being conducted, if any, is immediately halted when an opus begins and no standard score can be conducted when an opus is being conducted. 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 of the maestro 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 to the land of the living, then this open does nothing. There is no saving throw required; the soul has absolute control over whether or not it will return.

Though the lacerations and wounds that caused death are restored by this 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. Non­essential bits and pieces, such as fingers or even an entire limb, can be missing, but the creature will be raised without those bits and pieces. Mundane poisons and diseases are removed by this 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 Constitution 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 10th 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 to negate. At 13th level, this opus 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

Ethereal Requiem (Su): An exultant choir forms the core of this opus. All allies within 60 feet of the maestro gain fast healing equal to 1 + 1/2 the maestro’s class level for 5 rounds. Though the benefit granted is over time, the opus itself is instantaneous. Allies need not remain within 60 feet of the maestro in order for the benefit granted by this opus to keep going.

Recommended music Requiem in D minor by Wolfgang Amadeus Mozart

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 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. Creatures who approach to within 60 feet of the maestro immediately begin to caper. This is a mind­ affecting ability. A maestro must be at least 7th level to take this opus.

Recommended music Can Can Music by Sergei Offenbach

Flight of the Bat (Su): An interesting mixture of long, dramatic notes and quick staccatos, this opus evokes a sinister creature in flight. 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. 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 Toccata and Fugue in D minor by Johannes Sebastian Bach

Frenzied Revels (Su): Fast and frenzied, this opus spurs those who hear it to move 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

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 10­foot 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 lit on fire as per 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, killing it immediately 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 with no saving throw allowed. This opus is instantaneous. A maestro must be at least 13th level to take this opus.

Recommended music none

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

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 and is unaffected by that casting of the spell. 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 spell 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 non­attack 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

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

Musical Apotheosis

At 20th level, the maestro has reached the pinnacle, nay, the very zenith 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.

Multiverse­famous Song (Ex): Many maestros compose a song that is famous throughout a city, a nation, a continent, or even a 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 stacked three times with no intro and no outro. He can compose 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 and know the song’s name. 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.

**Caution: Some creatures in the multiverse find that using mind control to get the autograph or threatening to devour the souls of everyone the maestro holds dear if the autograph is not given NOW is totally fair play. Being stingy with autographs may prove fatal on certain planes of existence.**

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. Unless the effective minimum level of the melody used to create the score is higher, the bard must be 10th level and have 10 ranks in the Perform skill to perform the maestro’s multiverse­-famous song as a bardic performance. If it is higher, then the bard’s level and ranks in the Perform skill must be equal to the effective minimum level of the melody. With GM approval, any future campaigns set in the same multiverse will still have this song in existence. That is to say, once the song is invented, the song exists forever in the bardic repertoire and in the hearts and minds of all of the multiverse’s denizens.

New Genre (Ex): 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 in a bank, in the custody of a trusted friend, or somewhere else where it can be readily accessed when the maestro returns from wherever it is he happens to be.

New Instrument (Su): Delving deep into the science of music for what feels like months on end, the maestro finally stumbles out of his studio one day with a strange object clutched to his chest like one would a newborn baby. Insisting that it is a new and innovative musical instrument, the maestro then promptly 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 gains 20 ranks in the subcategory of the Perform skill that contains 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 bardic performance as though he were a 1st level bard. This performance can be maintained for 10 + the maestro’s Charisma modifier rounds per day. As bardic performance is totally distinct from conducting, the maestro 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. A score can never grant the ability to throw multiple flasks in this fashion.

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)

Kobold Add +1/3 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.

Maestro Spell List

0th level

Dancing Lights Creates torches or other lights.

Daze Humanoid creature of 4 HD or less loses next action.

Detect Magic Detects spells and magic items within 60 ft.

Enhanced Diplomacy +2 on one Diplomacy or Intimidate check.

Flare Dazzles one creature (–1 on attack rolls).

Ghost Sound Figment sounds.

Guidance +1 on one attack roll, saving throw, or skill check.

Light Object shines like a torch.

Lullaby Makes subject drowsy (–5 on Perception checks, –2 on Will saves against sleep.)

Mending Makes minor repairs on an object.

Message Whisper conversation at distance.

Open/Close Opens or closes small or light things.

Prestidigitation Performs minor tricks.

Read Magic Read scrolls and spellbooks.

Resistance Subject gains +1 on saving throws.

Summon Instrument Summons one musical instrument.

Virtue Subject gains 1 temporary hp.

1st level

Anticipate Peril Target gains a bonus on one initiative check.

Confusion, lesser One creature is confused for 1 round.

Cure Light Wounds Cures 1d8 damage + 1/level (max +5).

Delusional Pride Target is penalized on attacks and checks but gains bonus against charms and compulsions.

Detect Charm Detect strength and location of charms, compulsions, and possession auras on creatures in the area.

Doom One subject takes –2 on attack rolls, damage rolls, saves, and checks.

Ear­-Piercing Scream Deal sonic damage and daze target.

Embrace Destiny Roll d20; use the roll before the spell ends to replace another d20 roll before the die is rolled.

Erase Mundane or magical writing vanishes.

Expeditious Retreat Your base land speed increases by 30 ft.

Fairness Prevent creatures from cheating while trading.

Forced Quiet Target cannot make loud noises.

Know the Enemy Gain +10 on a monster Knowledge check.

Moment of Greatness Doubles a morale bonus.

Play Instrument Play instrument as if you were skilled.

Remove Fear Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Share Language Subject understands chosen language.

Swallow Your Fear Grants +2 morale bonus to Str and Con, +1 morale bonus to Will saves, and ­2 penalty to AC to subjects suffering from a fear effect. Prevents frightened subject from running.

Tap Inner Beauty You gain a +2 insight bonus on all Charisma ability checks and Charisma­-based skill checks.

Timely Inspiration Gives bonus on failed check/attack.

Unbreakable Heart Target gains a +4 bonus on saves against mind-­affecting effects that rely on negative emotions.

Vanish As invisibility for 1 round/level (5 max).

Ventriloquism Throws voice for 1 min./level.

Vocal Alteration Disguise target’s voice.

2nd level

Blindness/Deafness Makes subject blind or deaf.

Blistering Invective Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.

Book Ward As protection from energy, except lasting 1 day/level instead of 10 minutes per level and that the spell only protects against acid and fire damage (and while energy protection remains, the item is also completely waterproof).

Blur Attacks miss subject 20% of the time.

Cacophonous Call Nauseates target.

Calm Emotions Calms creatures, negating emotion effects.

Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10).

Daze Monster Living creature of 6 HD or less loses next action.

Detect Thoughts Allows “listening” to surface thoughts.

Distracting Cacophony Noise makes it difficult to cast.

Distressing Tone Sound sickens 1d4 creatures.

Gallant Inspiration +2d4 bonus on failed attack roll or skill check.

Glitterdust Blinds creatures, outlines invisible creatures.

Grace Movement doesn’t provoke attacks of opportunity.

Haste One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.

Haunting Choir Spirits cause wracking pain to listeners.

Heroism Gives +2 on attack rolls, saves, skill checks.

Hold Person Paralyzes one humanoid for 1 round/level.

Honeyed Tongue Roll 2 dice when using Diplomacy, take higher roll.

Invisibility Subject is invisible for 1 min./level or until it attacks.

Minor Image As silent image, plus some sound.

Mirror Image Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).

Pilfering Hand You may seize an object or manipulate it from afar.

Pyrotechnics Turns fire into blinding light or choking smoke.

Rage Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Resist Energy Ignores 10 (or more) points of damage/attack from specified energy type.

Scare Panics creatures of less than 6 HD.

Shatter Sonic vibration damages objects or crystalline creatures.

Silence Negates sound in 20­ft. radius.

Sound Burst Deals 1d8 sonic damage to subjects; may stun them.

Snapdragon Fireworks Create 1 dragon firework/level.

Surmount Affliction Temporarily suppress one condition.

Tongues Speak and understand any language.

Whispering Wind Sends a short message 1 mile/level.

3rd level

Bestow Curse –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.

Blink You randomly vanish and reappear for 1 round/level.

Blot Ruins writings.

Borrow Fortune Retry attack or check, but do worse on next two.

Channel the Gift Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell.

Confusion Subjects behave oddly for 1 round/level.

Cure Serious Wounds Cures 3d8 damage + 1/level (max +15).

Death Ward Grants bonuses against death spells and negative energy.

Deep Slumber Puts 10 HD of creatures to sleep.

Dispel Magic Cancels one magical spell or effect.

Displacement Attacks miss subject 50% of the time.

Explosive Runes Deals 6d6 damage when read.

Fear Subjects within cone flee for 1 round/level.

Fractions of Heal and Harm Heal yourself when you cast your next damaging spell.

Glibness You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.

Good Hope Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

Protection from Energy Absorb 12 points/level of damage from one kind of energy.

Remove Curse Frees object or person from curse.

See Invisibility Reveals invisible creatures or objects.

Seek Thoughts Detects thinking creatures’ thoughts.

Sepia Snake Sigil Creates a snake­-shaped text symbol that immobilizes reader.

Slow One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.

Spell Immunity Subject is immune to one spell per 4 levels.

Thunderous Drums 1d8 damage/level and knocked prone.

4th level

Break Enchantment Frees subjects from enchantments, transmutations, and curses.

Cure Critical Wounds Cures 4d8 damage + 1/level (max +20).

Daze, Mass As daze, but affecting multiple creatures.

Discordant Blast 3d6 sonic damage in 10­ft. burst or 30­ft. cone can also bull rush creatures.

Echolocation Sonic sense gives you blindsight 40 ft.

Freedom of Movement Subject moves normally despite impediments to movement.

Heroism, Greater Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

Hold Monster As hold person, but any creature.

Serenity Peaceful feelings harm those attempting violence.

Shout Deafens all within cone and deals 5d6 sonic damage.

Terrible Remorse Creature is compelled to harm itself.

Treasure Stitching Objects on cloth become embroidered.

Wall of Sound Sonic wall deflects and damages creatures.

5th level

Cacophonous Call, Mass Nauseates multiple targets.

Cure Light Wounds, Mass Cures 1d8 damage + 1/level, affects 1 subject/level.

Deafening Song Bolt Blast of song deals 3d10 damage and deafens targets.

Dispel Magic, Greater As dispel magic, but can affect multiple targets.

Heroes’ Feast Food for one creature/level cures and grants combat bonuses.

Joyful Rapture Negate harmful emotions.

Mind Fog Subjects in fog get –10 to Wis and Will checks.

Resonating Word Target is damaged, staggered, and stunned.

Song of Discord Forces targets to attack each other.

Spell Immunity, Communal As spell immunity, but you may divide the duration among creatures touched.

Tongues, Communal> As tongues, but you may divide the duration among creatures touched.

True Seeing Lets you see all things as they really are.

6th level

Analyze Dweomer Reveals magical aspects of subject.

Brilliant Inspiration Take best of two d20 rolls.

Cure Moderate Wounds, Mass Cures 2d8 damage + 1/level, affects 1 subject/level.

Curse, Major As bestow curse, but harder to remove.

Irresistible Dance Forces subject to dance.

Legend Lore Lets you learn tales about a person, place, or thing.

Overwhelming Presence Creatures bow before you as if you were divine.

Repulsion Creatures can’t approach you.

Shout, Greater Devastating yell deals 10d6 sonic damage; stuns creatures.

Sirocco Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.

Spell Turning Reflect 1d4+6 spell levels back at caster.

Sympathetic Vibration Deals 2d10 damage/round to freestanding structure.

Section 15: Copyright Notice

The Maestro Base Class, Copyright 2014 Bradley Arthur Crouch.

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