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Class: Agitant

The agitant is a class I came up with when in a party with a player who was running a very peculiar character: A multiclass bard/oracle with the Battle mystery, who really wanted to focus on sundering gear and objects. The player was not experienced with PF, nor had much interest in maximizing build utility, but didn’t want to be left behind. After discussing what they actually wanted out of their progression, I decided to weave together a martial type with both bardic performance, and the oracle’s mystery, to alleviate the incredible pains PF puts on multiclassers. As with most of my custom class design (which may or may not be posted here in the future), I lean heavily on the Rogue Genius Games system of martial archetype packages. To me, they represent not a way to trade class features for the martial packages, but the possibility of trading one class’s features for another’s. In the case of the agitant, I went with the Paladin as a chassis, dumping both of its archetype packages for Bard’s performance, and Oracle’s mysticism. The remaining Paladin features were sacrificed for Laborer’s Wrath (which is the Warpriest’s minor blessing from the Artifice domain at reduced daily usage), and more skill ranks. Additionally, some songs/abilities were drawn from a few bard archetypes: Arcane Duelist, Savage Skald, and Sound Striker. As a note, this was designed for a character taking the Battle mystery, so certain features may seem somewhat incongruous in other builds. If you wish to use this class for other purposes, consider looking at bard archetypes for songs more thematic to your character, or even oracle archetypes that trade revelations away. As for Laborer’s Wrath, you could peruse other Warpriest minor blessings.

Role: Agitants are capable frontliners that trade martial specialization for team utility both in and out of combat.

Alignment: Any

Hit Die: d10

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The agitant’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), and Sense Motive (Wis). In addition, agitants receive further class skills depending upon their agitant mystery.

Skill Ranks Per Level: 6 + Int modifier.

Table: Agitant
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Agitantic performance, rallying cry, ward, inspire courage +1, mystery, agitant’s curse
2nd +2 +3 +0 +3 Inspiring blowrevelation
3rd +3 +3 +1 +3 Versatile performance, dauntless
4th +4 +4 +1 +4 Inspire competence +2, laborer’s wrath
5th +5 +4 +1 +4 Weird words 1, inspire courage +2
6th +6/+1 +5 +2 +5 Bladethirst +1, deep pockets
7th +7/+2 +5 +2 +5 Revelation
8th +8/+3 +6 +2 +6 Versatile performanceweird words 2
9th +9/+4 +6 +3 +6 Live to tell the tale, inspire competence +3
10th +10/+5 +7 +3 +7 Inspire greatness, improved aid, bladethirst +2
11th +11/+6/+1 +7 +3 +7 Inspire courage +3
12th +12/+7/+2 +8 +4 +8 Revelationberserkergangweird words 3
13th +13/+8/+3 +8 +4 +8 Versatile performance, bladethirst +3
14th +14/+9/+4 +9 +4 +9 Healing tuneinspire competence +4
15th +15/+10/+5 +9 +5 +9 Inspire actionbladethirst +4
16th +16/+11/+6/+1 +10 +5 +10 Inspire heroicsweird words 4
17th +17/+12/+7/+2 +10 +5 +10 Revelationinspire courage +4
18th +18/+13/+8/+3 +11 +6 +11 Versatile performance, mass bladethirstbladethirst +5
19th +19/+14/+9/+4 +11 +6 +11 Inspire competence +5
20th +20/+15/+10/+5 +12 +6 +12 Final revelationweird words 5

Class Features

All of the following are class features of the agitant.

Weapon and Armor Proficiency

Agitants are proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Agitantic Performance

An agitant is trained to use the Perform skill to create magical effects on those around them, including themself if desired. They can use this ability for a number of rounds per day equal to 4 + their Charisma modifier. At each level after 1st an agitant can use agitantic performance for 2 additional rounds per day. Each round, the agitant can produce any one of the types of agitantic performance that they has mastered, as indicated by their level.

Starting an agitantic performance is a standard action, but it can be maintained each round as a free action. Changing an agitantic performance from one effect to another requires the agitant to stop the previous performance and start a new one as a standard action. An agitantic performance cannot be disrupted, but it ends immediately if the agitant is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. An agitant cannot have more than one agitantic performance in effect at one time.

At 7th level, an agitant can start an agitantic performance as a move action instead of a standard action. At 13th level, an agitant can start an agitantic performance as a swift action.

Each agitantic performance has audible components, visual components, or both.

If an agitantic performance has audible components, the targets must be able to hear the agitant for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf agitant has a 20% chance to fail when attempting to use an agitantic performance with an audible component. If they fails this check, the attempt still counts against their daily limit. Deaf creatures are immune to agitantic performances with audible components.

If an agitantic performance has a visual component, the targets must have line of sight to the agitant for the performance to have any effect. A blind agitant has a 50% chance to fail when attempting to use an agitantic performance with a visual component. If they fails this check, the attempt still counts against their daily limit. Blind creatures are immune to agitantic performances with visual components.

List of Agitantic Performances:

Rallying Cry (Su): At 1st level, an agitant can use performance to rally dispirited allies. Each round they make an Intimidate check. Any ally (including the agitant) within 30 feet may use this check in place of their own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the agitant’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

Ward (Sp): At 1st level, an agitant can use their performance to guard allies against evil influences. While an agitant uses this ability, everyone within 30 feet of the agitant benefit as if affected by protection from evil for the duration of the performance. Ward uses audible components.

Inspire Courage (Su): A 1st level agitant can use their performance to inspire courage in their allies (including themself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the agitant’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six agitant levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The agitant must choose which component to use when starting their performance.

Inspiring Blow (Su): At 2nd level, an agitant roars their war-cries with each telling blow. When they confirm a critical hit, they can start this performance as an immediate action (ending any other performances). They gain temporary hit points equal to their Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of the agitant’s next turn. These temporary hit points remain until the agitant ends their performance.

Inspire Competence (Su): An agitant of 4th level or higher can use their performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the agitant. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the agitant’s performance. This bonus increases by +1 for every five levels the agitant has attained beyond 4th (+3 at 9th, +4 at 14th, and +5 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. An agitant can’t inspire competence in themself. Inspire competence relies on audible components.

Weird Words (Su): At 5th level the agitant can start a performance that is always a standard action to speak up to one word per 4 agitant levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The agitant adds their charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The agitant can target all words at the same or different targets, but they unleash all words simultaneously. Each word costs 1 round of agitantic performance.

Bladethirst (Su): An agitant of 6th level or higher may use this performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +2 enhancement bonus. This enhancement bonus increases to +3 at 10th level, +4 at 15th level, and +5 at 18th level. These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.

Inspire Greatness (Su): An agitant of 10th level or higher can use their performance to inspire greatness in themselves or a single willing ally within 30 feet, granting extra fighting capability. For every three levels an agitant attains beyond 10th, they can target one additional ally while using this performance (up to a maximum of four at 19th level). To inspire greatness, all of the targets must be able to see and hear the agitant. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Berserkergang (Ex): At 12th level, an agitant can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components.

Healing Tune (Sp): An agitant of 14th level or higher can use their performance to create an effect equivalent to heal on a living target (or harm on an undead target), using the agitant’s level as the caster level. Using this ability requires 5 rounds of continuous performance, and the target must be able to see and hear the agitant throughout the performance. Healing tune relies on audible and visual components.

Inspire Heroics (Su): An agitant of 16th level or higher can inspire tremendous heroism in themself or a single ally within 30 feet. For every three agitant levels the character attains beyond 16th, they can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the agitant. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Bladethirst (Su): An agitant of 18th level or higher can use their bladethirst performance to enhance the weapons of as many allies as desired within 30 feet. The bonus provided by this power is +4 if conferred on two allies, +3 for three allies, +2 for four allies, and +1 for five or more allies. The power granted to each weapon must be identical.

Mystery

Each agitant draws upon a divine mystery to grant them additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an agitant with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the agitant gains levels. An agitant must pick one mystery upon taking their first level of agitant. Once made, this choice cannot be changed.

Agitant’s Curse (Ex)

Each agitant is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The agitant’s curse cannot be removed or dispelled without the aid of a deity. An agitant’s curse is based on their agitant level plus one for every two levels or Hit Dice other than agitant. Each agitant must choose a curse from the Oracle Curse list.

  • A complete listing of Oracle Curses can be found here: Oracle Curses

Versatile Performance (Ex)

At 3nd, 8th, 13th, and 18th level, an agitant can choose one type of Perform skill. They can use their bonus in that skill in place of their bonus in associated skills. When substituting in this way, the agitant uses their total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not they has ranks in that skill or if it is a class skill.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Advanced Versatile Performances

Source PPC:BotB

Beginning at 8th level, instead of selecting an additional skill with versatile performance, an agitant can choose an advanced versatile performance for one Perform skill they previously selected with versatile performance. Some advanced versatile performance options can be selected only if the agitant meets the option’s prerequisites.

Expanded Versatility (Ex): The agitant chooses one Perform skill that they has already selected with versatile performance. They adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once.

Martial Performance (Ex): The agitant chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill they has selected with versatile performance (see below). They gains proficiency with this weapon. If the agitant is already proficient with this weapon or later becomes proficient with it, they gains Weapon Focus with that weapon as a bonus feat instead. In addition, the agitant’s effective fighter level is equal to 1/2 their agitant level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).

Masterpiece: The agitant gains an agitantic masterpiece, as if they were giving up a feat to learn it. They must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the agitant has chosen with versatile performance as a prerequisite. This option can be selected multiple times.

Dauntless (Ex)

At 3rd level, the agitant gains a +1 morale bonus on saving throws against mind-affecting effects, including all fear effects. This bonus increases by +1 for every four levels gained after 3rd level, to a maximum of +5 at 19th level.

Revelation

At 2nd, 7th, 12th, and 17th level, an agitant uncovers a new secret about their mystery that grants them powers and abilities. The agitant must select a revelation from the list of revelations available to their mystery. If a revelation is chosen at a later level, the agitant gains all of the abilities and bonuses granted by that revelation based on their current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the agitant’s level + the agitant’s Charisma modifier.

Laborer’s Wrath (Su)

At 4th level, the agitant can touch one melee weapon as a standard action to grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction. You can use this ability a number of times per day equal to 1/2 your agitant level (to a maximum of 10 times at 20th level).

Deep Pockets (Ex)

An agitant collects items as well as songs, picking up small amounts of this or that throughout their travels. As a result, starting at 6th level, they may carry unspecified equipment worth up to 50 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the agitant may dig through their pockets to retrieve an item they specify at that time, deducting its value from their deep pockets pool. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the agitant can retrieve no more items until they refill their deep pockets pool by spending a few hours and an amount of gold to bring their total up to 50 gp per class level.

In addition, if they take 1 hour to pack their gear each day, they gain a +4 bonus to Strength to determine their medium encumbrance. This does not affect their maximum carrying capacity. The efficient distribution of weight simply encumbers them less than the same amount of weight normally should. Finally, the agitant can prepare, as a full-round action, an instrument to be drawn quickly. The next time the instrument is retrieved from the agitant’s inventory, it can be done so as a swift action, or as a free action as part of starting a performance.

Live to Tell the Tale (Ex)

At 9th level, once per day per four class levels, an agitant can attempt a new saving throw against any ongoing condition against which she failed a saving throw in a previous round, even if the effect is normally permanent. This ability has no effect on conditions that do not allow saving throws or against instantaneous effects.

Improved Aid (Ex)

Agitants frequently serve in the company of other heroes, standing by their sides and lending a crucial helping hand. Starting at 10th level, an agitant using the aid another action grants a +4 bonus, rather than the normal +2.

Inspire Action (Su)

As a special use of agitantic music, a 15th-level agitant can exhort any one ally within hearing to a sudden surge of action, allowing them to immediately take an extra move action. This does not count against the ally’s number of actions on their own turn.

At 18th level, they can enable an ally to immediately take a standard action instead.

Final Revelation

At 20th level, an agitant learns the final revelation about their mystery, granting them amazing powers and abilities. The nature of these bonuses depends upon the agitant’s mystery.

Alternative Capstone Ability

Deadly Performance (Su): An agitant of 20th level or higher can use their performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the agitant perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the agitant’s level + the agitant’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the agitant cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

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 agitant as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Table: Alternate Favored Class Bonuses
Race Bonus Source
Paizo
Core Races
Dwarves Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the agitant is treated as having the appropriate Exotic Weapon Proficiency feat for that weapon. ARG
Elves Add +⅙ of a revelation. APG
Gnomes Add +1 to the agitant’s total number of agitantic performance rounds per day. APG
Half-Elves Add +1 to the agitant’s total number of agitantic performance rounds per day. APG
Half-Orcs Add +1 to the agitant’s total number of agitantic performance rounds per day. ARG
Halflings Add +½ on Bluff checks to pass secret messages, +½ on Diplomacy checks to gather information, and +½ on Disguise checks to appear as an elven, half-elven, or human child. ARG
Humans Add +1 to the agitant’s CMD when resisting two combat maneuvers of the character’s choice. APG
Other Races
Aasimar Choose one agitantic performance; treat the agitant as +⅙ level higher when determining the effects of that performance. ARG
Catfolk Add +1 to the agitant’s total number of agitantic performance rounds per day. ARG
Goblin Add +1 to the agitant’s total number of agitantic performance rounds per day. ARG
Ifrit Add +⅙ of a revelation. ARG
Kitsune Add a +½ bonus on Bluff checks to lie and a +½ bonus on Diplomacy checks to gather information. ARG
Kobold Add +½ to the agitant’s level for the purposes of determining the effects of the agitant’s curse ability. ARG
Oread Add +5 feet to the range of one of the agitant’s agitantic performances (max +30 feet to any one performance). ARG
Undine Add +1 to the agitant’s total number of agitantic performance rounds per day. ARG
Vishkanyas Add +1 to the agitant’s total number of agitantic performance rounds per day. ARG
Wayangs Add +1 to the agitant’s total number of agitantic performance rounds per day. ARG
3rd Party Publishers
Jon Brazer Enterprises
Android Add +½ to the agitant’s level for the purposes of determining the effects of the agitant’s bladethirst agitantic performance. JBE:BoHR:AFCO
Changeling Add +⅓ to the DC of one agitantic performance. JBE:BoHR:AFCO
Dhampir Add +1 to the agitant’s total number of agitantic performance rounds per day. JBE:BoHRC
Drow Add +½ to the agitant’s level for the purposes of determining the effects of the agitant’s curse ability. JBE:BoHRC
Duergar Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the agitant is treated as having the appropriate Exotic Weapon Proficiency feat for that weapon. JBE:BoHRC
Fetchling Add +1 to the agitant’s CMD when resisting two combat maneuvers of the character’s choice. JBE:BoHRC
Hobgoblin Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the agitant is treated as having the appropriate Exotic Weapon Proficiency feat for that weapon. JBE:BoHRC
Orc The agitant gains a +⅙ bonus to the agitant’s inspire competence ability. JBE:BoHRC
Ratfolk Add +1 to the agitant’s CMD when resisting a grapple or steal attempt. JBE:BoHRC
Tiefling Add +½ to the agitant’s level for the purposes of determining the effects of the agitant’s inspire courage agitantic performance. JBE:BoHRC
Rogue Genius Games
Piper Add +⅙ of a revelation. RGG:HHO