Songweaver
Reality in its present state, it is said, was weaved together by the gods who took the disordered strands of bare existence, spirits who were uncomprehending and as a great cacophony of nothing, and, from these spirits, created the world as one creates a tapestry. The laws of cause and effect, in this scheme, now behave rather seamlessly, but there is behind these normal operations a world that defies reason and rests upon appeal to these capricious spirits.
You are one such songweaver, trained to endow cloth with supernatural properties and to play songs that empower your allies in battle and in work. For a time you traveled with the phalanxes and played songs of victory and strength before settling in Pentarex as a weaver and an entertainer. With the recent turmoil, however, you’ve decided to take up again the mace and the lute in hopes of restoring the balance that has been broken.
Role: A songweaver inspires her allies, and often presses forward to fight enemies with star-mace in hand. Although less effective of a healer than a cleric, the songweaver can craft qipu that her team can use to great effect in combat.
Alignment: Any.
Hit Die: D8.
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 songweaver’s class skills are Climb (Str), Craft: Clothing/Qipu (Int), Handle Animal (Cha), Heal (Wis), Knowledge(history), Knowledge (religion) (Int), Perception (Wis), Profession: Song Weaver (Wis), Ride (Dex), Spellcraft (Int), Sense Motive (Wis), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Max Spell Level |
---|---|---|---|---|---|---|
1st | 0 | 2 | 0 | 2 | Tie Qipu, Musical Weave, Backstrap Song-loom | 1 |
2nd | 1 | 3 | 0 | 3 | Aria of Soothing 1d6, Mount, Feather Weave | 1 |
3rd | 2 | 3 | 1 | 3 | Refrain of the Solar Ship | 1 |
4th | 3 | 4 | 1 | 4 | 2 | |
5th | 3 | 4 | 1 | 4 | Aria of Soothing 2d6 | 2 |
6th | 4 | 5 | 2 | 5 | Itni’s Sequence | 2 |
7th | 5 | 5 | 2 | 5 | Refrain of the Solar Ship +3 | 3 |
8th | 6/1 | 6 | 2 | 6 | Aria of Soothing 3d6, Heavy Armor Proficiency | 3 |
9th | 6/1 | 6 | 3 | 6 | Itni’s Sequence | 3 |
10th | 7/2 | 7 | 3 | 7 | 4 | |
11th | 8/3 | 7 | 3 | 7 | Aria of Soothing 4d6, Refrain of the Solar Ship +4 | 4 |
12th | 9/4 | 8 | 4 | 8 | Itni’s Sequence | 4 |
Class Features
All of the following are class features of the songweaver.
Weapon and Armor Proficiency
Songweavers are proficient with all simple and martial weapons, with light armor, medium armor, and with shields.
Heavy Armor Proficiency (Ex)
To further bolster her allies, at 8th level, the songweaver gains Armor Proficiency, Heavy as a bonus feat.
Backstrap Song-loom
A songweaver carries a special song-loom that she uses to gain +2 bonus in Profession: Song Weaver which is required for creating magical articles of clothing and spell qipu from magic feathers. She also uses this for her musical weaving.
Musical Weave
A songweaver is trained to use the Profession skill to create magical effects on those around her, including herself if desired.
She can use this ability for a number of rounds per day equal to 4 + her Wisdom modifier. At each level after 1st, a songweaver can use musical weave for 2 additional rounds per day. Each round, the songweaver can produce any of the types of musical weaves that she has mastered, as indicated by her level.
Starting a musical weave is a standard, but it can be maintained each round as a free action. Changing a musical weave from one effect to another requires the songweaver to stop the previous song and start a new one as a standard action. A musical weave cannot be disrupted, but it ends immediately if the songweaver is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A songweaver cannot have more than one musical weave in effect at one time.
At 7th level, a songweaver can start a musical weave as a move action instead of a standard action. At 13th level, a songweaver can start a musical weave as a swift action.
Each musical weave has audible components, visual components, or both.
If a musical weave has audible components, the targets must be able to hear the songweaver for the song to have any effect, and many such performances are language dependent (as noted in the description). A deaf songweaver has a 20% chance to fail when attempting to use a musical weave with an audible component. If she fails this check, the attempt still counts against her daily limit. Deaf creatures are immune to musical weaves with audible components.
If a musical weave has a visual component, the targets must have line of sight to the songweaver for the performance to have any effect. A blind songweaver has a 50% chance to fail when attempting to use a musical weave with a visual component. If she fails this check, the attempt still counts against this daily limit. Blind creatures are immune to musical weaves with visual components.
A songweaver gains the following songs.
Refrain of the Solar Ship (Su)
A songweaver of 3rd level or higher can use her musical weave to grant an ally improved saving throws. The ally must be within 30 feet and able to see and hear the songweaver. The ally gains a +2 insight bonus on all saving throws as long as she continues to hear the songweaver’s performance. This bonus increases by +1 for every four levels the songweaver has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Itni’s Sequence (Su)
A songweaver of 6th level or higher can expend 2 rounds of musical weave to grant sequences to allies within 30 feet that are able to see and hear her. The songweaver selects one sequence from those listen in the songweaver’s sequence ability. Whenever the songweaver uses Itni’s Sequence, the targets also receive the effects from one sequence possessed by the songweaver. A sequence can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the sequence actually removes the affliction that causes the condition.
The songweaver can select from the following initial sequences.
- Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
- Fatigued: The target is no longer fatigued.
- Riled: The song also acts as the calm emotions spell, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the songweaver’s level as the caster level.
- Shaken: The target is no longer shaken.
- Sickened: The target is no longer sickened.
At 9th level, the songweaver adds the following sequences to the list of those that can be selected.
- Dazed: The target is no longer dazed.
- Diseased: The song also acts as remove disease spell, using the songweaver’s level as the caster level.
- Enfeebled: The songweaver dispels any magical effects that are reducing one of the target’s ability scores (songweaver’s choice)
- Haunted: The songweaver’s song also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the songweaver’s level as the caster level.
- Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
- Targeted: The songweaver’s song also acts as sanctuary, using the songweaver’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the songweaver’s level + the songweaver’s Wisdom modifier.
Aria of Soothing (Su)
Starting at 2nd level, a songweaver is able to mend wounds through song in a 30 ft radius directed at a target of her choosing within range. The songweaver can heal 1d6 points of damage at 2nd level, and an addition 1d6 points of damage very three levels thereafter, to a maximum of 7d6 points of damage.
Each day she can use this ability a number of times equal to 1/2 her songweaver level plus her Wisdom modifier. Using this ability is a standard action, unless the songweaver targets herself, in which case it is a swift action.
Mount
The songweaver gains the service of an unusually intelligent, strong, and loyal bird mount to serve her. This mount levels along-side the Songweaver, using the Songweaver’s level to determine any abilities and stats listed on the bird mount page.
Once per day, playing a special calling song as a full-round action, a songweaver may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the songweaver’s level. The mount immediately appears adjacent to the songweaver. A songweaver can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
Should the songweaver’s mount die, the songweaver may not summon another mount for 30 days or until she gains a songweaver level, whichever comes first. During this 30-day period, the songweaver takes a –1 penalty on attack and weapon damage rolls.
Additionally, this mount gives the songweaver enough feathers for 1 full cloak, 3 tunics, or 6 gloves every two weeks.
Feather Weave (INCOMPLETE)
At 2nd level, a songweaver gains Feather Weave as a bonus feat.
Benefit: You can weave an article of clothing or quilted armor with any spell that you know using your backstrap song-loom to inscribe it in the woven language. Weaving such an item takes 2 hours if its base price is 250 GP or less, otherwise weaving a spell garment takes 1 day for each 1,000 GP in its base price. To weave a spell, you must use up magic feathers costing half of this base price.
Tie Qipu
At 1st level, a songweaver gains the Tie Qipu ability, allowing her to imbue knotted strings, known as qipu, with magical energies. The spells that may be placed in the qipu are listed in the songweaver spell list. The songweaver has an effective pool of knots that are equal to her songweaver CL + Wisdom Modifier. The level of the spell determines how many knots are used, such that a 2nd-level spell will consume 2 knots.
These qipu may be activated as a standard action by any friendly target within 30-feet of the songweaver. By spending an additional knot, the qipu may be activated as a movement action, and by spending another additional knot, the qipu may be activated as a swift. Once used, the qipu becomes inert and the songweaver must wait until she rests to restore the spent knots. Unused qipu remain active and reduce the amount of knots available to the songweaver until used, destroyed, or reformed.
Spell List
Songweavers are tied to harmony and influencing the threads of reality, that is, the spirits, through the use of melodies and harmonies made with their magical looms. Songweavers are focused on healing and supporting Hatun defenders. They work as priests, in a way, and are tied particularly with the powers of the Sun, Stone, birds, healing and battle.
0th-Level
- Create Water - Creates up to 2 gallons of water/level.
- Cure Minor Wounds - Cures 1 point of damage
- Dancing Lights - Creates dancing wisps.
- Detect Magic - Detects spells and magic items within 60 ft.
- Detect Poison - Detect poison in one creature or object.
- Guidance - +1 on one attack roll, saving throw, or skill check
- Know Direction - You discern north.
- Light Object - shines like a torch.
- Mending - Makes minor repairs on an object.
- Whisper - Whispered conversation at distance.
- Open/Close - Opens or closes small or light things.
- Resistance - Subject gains +1 on saving throws.
- Virtue - Subject gains 1 temporary hp.
1st-Level
- Alarm - Wards an area or object for 2 hours/level by leaving or attaching the bit of cloth.
- Animate Rope - Makes a rope move at your command.
- Aspect of the Falcon
- Bless
- Bless Weapon
- Cloak of Winds
- Cure Light Wounds
- Detect Secret Doors
- Divine Favor
- Endure Elements
- Entropic Shield
- Hide from Undead
- Protection from Chaos/Evil/Law
- Expeditious Retreat - Your speed increases by 30 ft.
- Feather Fall - Objects or creatures fall slowly.
- Grease - Makes 10-ft. square or one object slippery.
- Magic Stone
- Magic Weapon
- Obscure Object
- Remove Fear
- Shield of Faith
- Sleep
- Stone Fist
- Stone Call
- Summon Monster I (birds, dinos or elementals)
- Undetectable Alignment
2nd-Level
- Animal Messenger - Send a Tiny bird to a specific place
- Animal Trance - Fascinates 2d6 HD of birds or dinosaurs
- Aid
- Blessing of Courage and Life
- Blindness/Deafness
- Blur
- Cat’s Grace
- Cure Moderate Wounds
- Delay Poison
- Eagle’s Splendor
- Fox’s Cunning
- Heroism
- Hold Person
- Holy Shield
- Invisibility
- Locate Object
- Mirror Image
- Owl’s Wisdom
- Rage
- Resist Energy
- Restoration, Lesser
- Soften Earth and Stone
- Shield Other
- Status
- Summon Monster II (birds, dinos or elementals)
- Summon Swarm (birds)
- Vestment of the Champion
- Wartrain Mount
- Whispering Wind
- Undetectable Alignment
3rd-Level
- Blink
- Charm Monster
- Continual Flame
- Create Food and Water
- Cure Serious Wounds
- Daylight
- Deeper Darkness
- Deep Slumber
- Displacement
- Dispel Magic
- Good Hope
- Haste
- Holy Whisper
- Inflict Serious Wounds
- Invisibility Sphere
- Litany of Defense
- Litany of Eloquence
- Magic Vestment
- Meld into Stone
- Obscure Object
- Phantom Steed - Magic Riding Axebeak appears for 1 hour/level
- Prayer
- Protection from Energy
- Remove Curse
- Remove Disease
- Sanctify Armor
- Secret Page
- See Invisibility
- Slow
- Speak with Animals (birds or dinosaurs)
- Stone Shape
- Summon Monster III - Call elements, birds, hippogriffs or dinosaurs
- Tiny Hut
- Water Breathing
- Veil of Positive Energy
4th-Level
- Break Enchantment
- Cure Critical Wounds
- Death Ward
- Detect Scrying
- Divine Arrow
- Dominate Person
- Fire Shield
- Freedom of Movement
- Hold Monster
- Imbue with Spell Ability
- Inflict Critical Wounds
- Magic Weapon, Greater
- Invisibility, Greater
- Locate Creature
- Neutralize Poison
- Repel Vermin
- Restoration
- Secure Shelter
- Shout
- Spell Immunity
- Spike Stones
- Summon Monster IV - Call birds, dinosaurs or elementals
5th-Level
- Bard’s Escape
- Break Enchantment
- Command, Greater
- Commune
- Cure Light Wounds, Mass
- Dispel Chaos/Evil
- Disrupting Weapon
- Geyser
- Heroism, Greater
- Inflict Light Wounds, Mass
- Resonating Word
- Righteous Might
- Slay Living
- Spell Resistance
- Summon Monster V - Call birds, dinosaurs or elementals
- Unwilling Shield
- Wall of Stone
6th-Level
- Animate Objects
- Cat’s Grace, Mass
- Charm bird or dinosaur, mass
- Cure Moderate Wounds, Mass
- Eagle’s Splendor, Mass
- Eyebite
- Find the Path
- Fox’s Cunning, Mass
- Heroes’ Feast
- Irresistible Dance
- Shout, Greater
- Summon Monster VI - Call birds, dinosaurs or elementals
- Sympathetic Vibration
- Stoneskin
- Flesh to Stone
- True Seeing