Psychic Singer
"I can do all things."
- Excasard the Brilliant, Human Psychic Singer
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Making a Psychic Singer
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Abilities: Charisma is the ability that the Psychic Singer uses to manifest powers. More at home in combat than manifesting, the Psychic Singer does well to have strong physical statistics.
Races: Psychic Singer appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.
Alignment: Psychic Singer can be of any alignment, and there is no bias in any one direction.
Table 1: The Psychic Singer
Level BAB Ref Fort Will Abilities Power Points/Day Powers Known Maximum Power Level
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1 +1 +2 +0 +2 Bardic Knowledge, Bardic Music, Soul Knife 0 1 1
2 +2 +3 +1 +3 Bonus Feat 1 2 1
3 +3 +3 +1 +3 Psychic strike +1d8 3 2 1
4 +4 +4 +2 +4 +1 mind blade 5 3 2
5 +5 +4 +2 +4 Bonus Feat, shape mind blade 7 3 2
6 +6 +5 +3 +5 Mind blade enhancement +1 11 4 2
7 +7 +5 +3 +5 Psychic strike +2d8 15 4 3
8 +8 +6 +2 +6 +2 mind blade 19 5 3
9 +9 +6 +3 +6 Bonus Feat 23 5 3
10 +10 +7 +3 +7 Mind blade enhancement +2 27 6 4
11 +11 +7 +3 +7 Psychic strike +3d8 35 6 4
12 +12 +8 +4 +8 +3 mind blade 43 7 4
13 +13 +8 +4 +8 Bonus Feat 51 7 5
14 +14 +9 +4 +9 Mind blade enhancement +3 59 8 5
15 +15 +9 +5 +9 Psychic strike +4d8 67 8 5
16 +16 +10 +5 +10 +4 mind blade 79 9 6
17 +17 +10 +5 +10 Bonus Feat 91 9 6
18 +18 +11 +6 +11 Mind blade enhancement +4 103 10 6
19 +19 +11 +6 +11 Psychic strike +5d8 115 10 6
20 +20 +12 +6 +12 +5 mind blade 127 11 6
Game Rule Information
Psychic Singers have the following game statistics.
Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)
Class skills
Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Profession (Wis), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
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Weapon and Armor Proficiency
Psychic Singers are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).
Power Points/Day
A Psychic Singer’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Psychic Singer. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.
Powers Known
A Psychic Singer begins play knowing one psychic warrior power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.
Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Psychic Singer to learn powers from the lists of other classes.) A Psychic Singer can manifest any power that has a power point cost equal to or lower than her manifester level.
The total number of powers a Psychic Singer can manifest in a day is limited only by her daily power points.
A Psychic Singer simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.
The Difficulty Class for saving throws against Psychic Singer powers is 10 + the power’s level + the Psychic Singer’s Charisma modifier.
Maximum Power Level Known
A Psychic Singer begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.
To learn or manifest a power, a Psychic Singer must have a Charisma score of at least 10 + the power’s level.
Bardic Knowledge
A Psychic Singer may make a special bardic knowledge check with a bonus equal to his Psychic Singer level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Psychic Singer has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Psychic Singer may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Bardic Music
Once per day per Psychic Singer level, a Psychic Singer can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Psychic Singeric music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Psychic Singer level and a minimum number of ranks in the Perform skill to qualify; if a Psychic Singer does not have the required number of ranks in at least one Perform skill, he does not gain the Psychic Singeric music ability until he acquires the needed ranks. Starting a Psychic Singeric music effect is a standard action. Some Psychic Singeric music abilities require concentration, which means the Psychic Singer must take a standard action each round to maintain the ability. Even while using Psychic Singeric music that doesn’t require concentration, a Psychic Singer cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Psychic Singer has a 20% chance to fail when attempting to use Psychic Singeric music. If he fails, the attempt still counts against his daily limit.
Countersong (Su):
A Psychic Singer with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Psychic Singer (including the Psychic Singer himself) that is affected by a sonic or language-dependent magical attack may use the Psychic Singer’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Psychic Singer’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Psychic Singer may keep up the countersong for 10 rounds.
Fascinate (Sp):
A Psychic Singer with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Psychic Singer, and able to pay attention to him. The Psychic Singer must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Psychic Singer attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Psychic Singer makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Psychic Singer cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Psychic Singer continues to play and concentrate (up to a maximum of 1 round per Psychic Singer level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Psychic Singer to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su):
A Psychic Singer with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Psychic Singer sing. The effect lasts for as long as the ally hears the Psychic Singer sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Psychic Singer levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su):
A Psychic Singer of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Psychic Singer. The Psychic Singer must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Psychic Singer’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Psychic Singer concentrates, up to a maximum of 2 minutes. A Psychic Singer can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp):
A Psychic Singer of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Psychic Singer’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Psychic Singer’s daily limit on Psychic Singeric music performances. A Will saving throw (DC 10 + 1/2 Psychic Singer’s level + Psychic Singer’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Su):
A Psychic Singer of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Psychic Singer attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Psychic Singer must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Psychic Singer sing and for 5 rounds thereafter. 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 dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom (Sp):
A Psychic Singer of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Psychic Singer level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Psychic Singer can’t use song of freedom on himself.
Inspire Heroics (Su):
A Psychic Singer of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Psychic Singer levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Psychic Singer must sing and an ally must hear the Psychic Singer sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Psychic Singer sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp):
This ability functions like suggestion, above, except that a Psychic Singer of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Mind Blade (Su)
As a move action, a Psychic Singer can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Psychic Singer materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Psychic Singers who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a Psychic Singer can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A Psychic Singer can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A Psychic Singer’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a Psychic Singer can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Psychic Singer maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the Psychic Singer can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Bonus Feats
The Psychic Singer gains a bonus feat at 2nd level and every listed level thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic singer must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic singer cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.
Psychic Strike (Su)
As a move action, a Psychic Singer of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a Psychic Singer can imbue his mind blade with psychic energy again by taking another move action.
Once a Psychic Singer has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Psychic Singer drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the Psychic Singer next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a Psychic Singer’s psychic strike increases as shown on the Table above.
Shape Mind Blade (Su)
At 5th level, a Psychic Singer gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a Psychic Singer shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a Psychic Singer can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the Psychic Singer would otherwise create with a single mind blade.
Mind Blade Enhancement (Su)
At 6th level, a Psychic Singer gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a Psychic Singer can add to his weapon improves to +2, +3, and +4, respectively. A Psychic Singer can choose any combination of weapon special abilities that does not exceed the total allowed by the Psychic Singer’s level.
The weapon ability or abilities remain the same every time the Psychic Singer materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.
A Psychic Singer can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Psychic Singer.
Weapon Special Ability Enhancement Bonus Value
Defending +1
Keen +1
Lucky1 +1
Mighty cleaving +1
Psychokinetic +1
Sundering +1
Vicious +1
Collision +2
Mindcrusher +2
Psychokinetic burst +2
Suppression +2
Wounding +2
Bodyfeeder +3
Mindfeeder +3
Soulbreaker +3