Classes/Performer

Class Details:
Hit Die: d8

Type: Martial

Skill Ranks Per Level: 2 + Int modifier.

Class Features
The following are class features of the performer.

Weapon and Armor Proficiency
A performer is proficient with all simple weapons and armor. If this is the character’s first level in a class she gains proficiency in all light martial armor and any weapon with the performance keyword.

Stamina (Ex)
At 1st level, a performer gains access to a pool of stamina points that allows her to perform feats of strength and agility. This pool contains a number of stamina points equal to her Constitution modifier plus levels in martial classes (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Student of the Arts
The performer gains the Classically Trained (Skill) feat as a bonus feat at 1st level.

If this is the character’s first level in a martial class, the performer gains the Whirlwind Stance (Stance) feat as a bonus feat.

Artistic Focus (Ex)
The performer selects an artistic focus, which represents her focused study in a specific type of performance. When the performer gains a new artistic focus, she gains ranks equal to her class level in its Focus Skill, and she may retrain any skill ranks that she had previously invested in that skill if she chooses. She may use the result of her Perform check in place of the associated skill for that focus (this does not count as having ranks in that skill for the purpose of meeting prerequisites or the benefit from skill feats).

When the performer chooses her first artistic focus, she also gains the bonus performance listed under her selected focus.

At 5th level, and every 4 levels thereafter, the performer selects an additional focus and gains a +2 bonus to the Focus Skill of any artistic focus that she already possessed. She does not gain the bonus performance of an artistic focus selected after 1st level.

Example: The performer selects Seducer at 1st level, and War Dancer at 5th level. She would also gain a +2 bonus on Perform (Act) checks when she gains her second focus; at 9th level when she selects a third focus she would increase her bonus to Perform (Act) to +4 and gain a +2 bonus to Perform (Dance).

For a list of artistic foci and the benefits they provide, see List - Artistic Foci.

Performance (Ex)
A performer can begin a performance as a standard action by spending 1 stamina point. The performer must maintain the performance each round by spending a reaction at the start of her turn, but otherwise continues as long as she continues to maintain the performance unless otherwise specified. The effect of a performance (if it happens once per round, such as a save attack roll or granting temporary hit points) occurs when the performer begins the performance or when the performer spends the reaction to maintain it. If a performance requires a target to be able to see or hear the performance, the target must also be conscious to be affected.

If a performance calls for a save attack roll, it is made using 1d20 + ½ MPB + her Charisma modifier unless otherwise specified.

At 6th level, she may choose to begin a performance as a move action. At 11th level, she may choose to begin a performance as a swift action.

At 1st level, the performer gains the Inspire and Invigorate performances, and chooses either the Cacophony or Fascinate performance.

When beginning a performance, and again each round that she maintains it, the performer makes a Perform skill check (using one of the types specified in the performance). The result of this check influences the effects of the performance as described by each. The performer must be capable of making the appropriate skill check (such as holding an appropriate instrument) when she spends the action to begin or maintain the performance. Every performance has a minimum DC. Failing to meet this DC does not end the performance, even on the first round, but it does not provide any benefits on that round. If she fails to meet the minimum DC twice in a row for the same performance, is unable to spend a reaction to maintain the performance (such as gaining the Stunned condition), or if she is unable to make the Perform check on her turn (such as not holding an appropriate instrument), the performance ends.

If a bard takes damage while she is maintaining a performance, must succeed at a Concentration skill check, against a DC of the minimum performance DC + the damage taken (or ½ of ongoing damage taken). Failing this check counts as a failure to meet the minimum performance DC for one round (the performance gives no benefits that round, and failing two checks in a row ends the performance, whether the failures result from concentration checks, performance checks, or a mix of the two).

Some performances may require material components known as props. A prop is normally not consumed as a part of the performance unless specified.

Marching Chant (Ex)
Starting at 2nd level, when making a check to avoid becoming fatigued from a forced march, the performer may spend 1 stamina to allow herself and a number of creatures traveling with her to use the highest check result from among those creatures. This effect may include a number of additional creatures equal to ½ her class level + her Charisma modifier (minimum 2).

Showman Talent (Ex)
At 2rd level, and every 2 levels thereafter, the performer gains a showman talent which represents the refinement of her skills.

For a list of available talents, see Table - Showman Talents.

Metronome (Ex)
At 3rd level, a performer gains the Unflinching Focus (Skill) feat as a bonus feat. If she already possesses this feat, she instead gains the Skill Focus (Skill) feat for the Concentration skill.

Expanded Repertoire (Ex)
At 3rd level, and every 2 levels thereafter, the performer gains an additional type of performance for which she meets the prerequisites. She may select from the list of performances available to all performers, and any additional performances made available by her artistic foci.

For a list of available performances, see List - Performances.

Moment of Greatness (Ex)
At 4th level, as an immediate action a number of times per day equal to ½ the performer’s class level, she may double the benefit that a target within 30 feet receives from morale bonuses until the start of her next turn. This may be done in response to a roll being announced, but must be decided before the roll is made.

Crescendo (Ex)
Starting at 7th level, once per performance, when the performer spends a reaction to maintain her performance (but before making her roll) she may choose to change to a different performance that uses the same type of Perform skill without spending an additional stamina point to start a new performance. Effectively, this ends her current performance and begins the other, but this counts as the same performance for all effects that rely on consecutive rounds or are limited to a number of times per performance (including this one).

If the performer changes to a performance that can be used by multiple types of the Perform skill (such as Inspire) she must use it with the same type.

Harmony (Ex)
Starting at 10th level, the performer may maintain two performances at the same time. Each performance must be started and maintained separately (requiring separate actions to start, separate reactions to maintain, and separate stamina point costs). A performance cannot be activated simultaneously with itself.

Rehearsal (Ex)
At 12th level, the performer gains a bonus performance of her choice. Once per day, the performer may spend 10 minutes rehearsing to change this performance to another that she qualifies for.

Symphony
Starting at 16th level, the performer may maintain three performances at the same time. A performance cannot be activated simultaneously with itself.

Measured Tempo
At 18th level, when a performer takes 10 on her Perform check to maintain a performance, she treats her result as a 15.

Masterful Performance
At 20th level, the performer is capable of seamlessly weaving together song, dance, music, and motion into a performance without limitations. When the performer changes her performance with Crescendo, she is not constrained to using the same type of Performance check and she may change any or all of her ongoing performances as a part of the same reaction if one of the changed performances could still be changed (example: the performer is using Fascinate, Inspire, and Invigorate, and had already changed Invigorate once with Crescendo, she may change Inspire and Invigorate as part of the same reaction and then, later, change all three as a part of the same reaction). If the performer fails to maintain a performance, she may resume it as a reaction within a number of rounds equal to her Charisma modifier as long as she is currently maintaining one or more other performances (this does not allow her to go above her maximum number of simultaneous performances).

List - Artistic Foci
Clown

Focus Skill: Perform (Comedy)

Associated Skill: Escape Artist

Bonus Performance: Buffoonery

Dramaturge

Focus Skill: Perform (Keyboard)

Associated Skill: Disable Device

Bonus Performance: Full Score

Propagandist

Focus Skill: Perform (Oratory)

Associated Skill: Diplomacy

Bonus Performance: Boiling Blood

Puppeteer

Focus Skill: Perform (Wind)

Associated Skill: Sleight of Hand

Bonus Performance: Doll Parade

Seducer

Focus Skill: Perform (Act)

Associated Skill: Bluff

Bonus Performance: Suggestion

Siren

Focus Skill: Perform (Sing)

Associated Skill: Knowledge(Nature)

Bonus Performance: Call

Stagehand

Focus Skill: Perform (String)

Associated Skill: Stealth

Bonus Performance: Shiver

Thunderstriker

Focus Skill: Perform (Percussion)

Associated Skill: Intimidate

Bonus Performance: Bullying Beat

War Dancer

Focus Skill: Perform (Dance)

Associated Skill: Acrobatics

Bonus Performance: Battle Dance

Battle Dance
Prerequisites: War Dancer

Performance Type: Dance

Minimum DC: 10

Props: None

Target: Self

Range: Personal

Effect: The elegant and graceful maneuvers of this performance would look as at home on a stage as it would on a battlefield. This deadly dance grants the performer a +1 morale bonus on attack rolls, damage rolls, and reflex saving throws, and a +1 dodge bonus to AC. For each additional degree of success, this bonus increases by +1 (to a maximum of the performer’s Charisma modifier).

Boiling Blood
Prerequisites: Propagandist

Performance Type: Oratory

Minimum DC: 15

Props: None

Target: All Allies

Range: 30 feet + 5 feet per 3 MPB

Effect: This performance’s inciting words drive a crowd into a heated rage. Allies within range that can hear the performer deal 2 points of fire damage to creatures that move adjacent to, or start their turn adjacent to, the ally. For each additional degree of success on the Perform check, increase this damage by 2 points. The performer and her allies do not take damage from this effect.

Bullying Beat
Prerequisites: Thunderstriker

Performance Type: Percussion

Minimum DC: 15

Props: None

Area: Line of 25 feet + 5 feet per 4 MPB

Effect: The heavy beats of this performance slam into a target with sizable force. The performer makes a Bull Rush combat maneuver against all targets in a line, using her MPB + her Charisma modifier in place of her CMB for this purpose. Each additional degree of success on the Perform check grants her a +2 on the combat maneuver. If this movement would cause a target to collide with an obstruction (such as a wall or a nonmoving creature) the target’s movement stops and it takes 1d6 bludgeoning damage per 5 feet of movement that was prevented; then, make a Fortitude save attack against the target and, on a success, knock the target prone. Resolve this effect against all targets in the line simultaneously (if this movement would cause one target to be pushed into another, the collision only happens if the second target is not also moved).

Buffoonery
Prerequisites: Clown

Performance Type: Comedy

Minimum DC: 10

Props: None

Target: Self

Range: Personal

Effect: This stumbling, bumbling, flailing, and failing performance is filled with unpredictable and exaggerated movements that confuse and amuse. The performer gains a +1 dodge bonus to AC and reflex saves, which increases by an additional +1 for each degree of success (to a maximum of the performer’s Charisma modifier). When a melee attack misses the performer, she gains the same bonus as a circumstance bonus to her first attack roll against the attacking creature made before the end of her next turn.

During this performance, the performer may: drop prone as a reaction to gain a +8 circumstance bonus to AC against the first melee attack made against her before the start of her next turn, stand up as a swift action that does not provoke attacks of opportunity, or move 5 feet as an immediate action when making a reflex saving throw to gain a +2 bonus on that save (this movement does not provoke attacks of opportunity).

Cacophony
Prerequisites: None

Performance Type: Any

Minimum DC: 15

Props: None

Target: One Creature

Range: 25 feet + 5 feet per 2 MPB

Effect: This performance creates a terrible and distracting noise focused on the target, allowing the target to make an additional saving throw against an ongoing effect resulting from a failed Will save (even if it would not normally allow additional saves), but the distracting noise imposes a -2 penalty on concentration checks. Each additional degree of success on the Perform check grants the target a +1 morale bonus on the save roll and increases the penalty to concentration checks by 2. Each round she maintains this performance, the performer may grant an additional save to the same target or may select a new target.

Call
Prerequisites: Siren

Performance Type: Sing

Minimum DC: 15

Props: None

Target: One Creature

Range: 100 feet + 10 feet per MPB

Effect: This performance captivates the target, compelling it to come nearer to the singer by any means available to it. The performer makes a Will save attack against a target that can hear her. Each additional degree of success on the Perform check grants her a +1 on the save attack roll. On a success, the target must spend a move action on its next turn approaching the performer. An additional degree of success requires the target to spend a full round moving closer (at minimum two move actions if the target does not end the first move adjacent to the performer; the target may take a charge or withdraw action if it is able, and must take a run action if doing so would bring it nearer to the performer than alternatives). Two additional degrees of success require the target to use whatever means is available to it to approach, including spending resources (spell points, stamina points, daily uses of class features, etc.).

Danse Macabre
Prerequisites: Puppeteer

Performance Type: Dance or Wind

Minimum DC: 20

Props: Corpse (see text)

Target: One dead creature per 6 ranks in Perform (Dance or Wind) (minimum 1)

Range: 50 feet + 5 feet per 2 MPB

Effect: This performance raises a dead creature back onto its feet, neither alive nor undead. The performer gains 2 action points, plus an additional action point per degree of success. On her turn, the performer may spend 1 action point to grant a corpse a move action, swift action, immediate action, or reaction, 2 action points to grant a standard action, or 3 action points to grant a full-round action. The performer may not spend more than 4 action points on a single corpse per turn.

When this performance begins, the affected corpses gain a number of temporary hit points equal to the deceased creature’s hit dice x the performer’s Charisma modifier (minimum 1). When the corpse’s temporary hit points are depleted, it is broken, the effect of this performance ends on that corpse, and it may not be reanimated in this way again.

A corpse uses the deceased creature’s physical ability scores, does not have mental ability scores, and is considered a mindless creature of the original type. It gains BAB equal to the creature’s hit dice, uses the performer’s BDB and bonus on saving throws, and applies size modifiers as appropriate. The corpse may use the performer’s bonus on skill checks, but may not make Perception checks or checks that require speech. The corpse uses the movement modes and speeds of the base creature and does not need to breathe.

The corpse uses any equipment available to it, including armor and weapons. It is proficient in any weapon or armor that either the original creature or the performer is proficient in. The corpse counts as an ally for the purpose of determining the effects of other performances.

Special: A corpse eligible to be reanimated with this performance is a mostly intact body of a creature with no more hit dice than double the performer’s MPB. The same corpse may be reanimated multiple times, so long as it is not broken from losing all of its temporary hit points.

Doll Parade
Prerequisites: Puppeteer

Performance Type: Wind

Minimum DC: 15

Props: Doll (see text)

Target: One doll per 3 ranks in Perform (Wind) (minimum 1)

Range: 50 feet + 5 feet per 2 MPB

Effect: This performance instills the facade of life into a set of specially prepared automaton dolls, commanding them to act, dance, and potentially to kill. The performer gains 2 action points, plus an additional action point per degree of success. On her turn, the performer may spend 1 action point to grant a single doll a move action, 2 action points to grant a standard action, or 3 action points to grant a full-round action. The performer may not spend more than 3 action points on a single doll per turn. If carried in a bag or other container when this performance begins, the doll may need to use a move action to crawl free.

When this performance begins, the affected dolls each gain a number of temporary hit points equal to the performer’s MPB x her Charisma modifier (minimum 1). The doll’s hardness (see Table - Doll Materials) does not apply to these temporary hit points. When the doll’s temporary hit points are depleted, the doll becomes inert for the remainder of the performance.

A doll has an AC bonus equal to the performer’s BDB + her Charisma modifier + 2 (for size), uses the performer’s BAB + her Charisma modifier +2 (for size) for attack rolls, uses the performer’s bonus on saving throws, and has a natural reach of 0. Dolls may use the performer’s bonus on skill checks, but may not make Perception checks or checks that require speech. Dolls have a base land speed of 20 feet and a fly speed of 10 feet. Dolls have strength modifiers equal to the degrees of success on this performance, dexterity scores of 10, do not have constitution or mental ability scores, and are considered mindless constructs. Dolls count as allies for determining the effects of other performances.

Special: A doll is a tiny object of vaguely humanoid shape, with a weight, hit points, and hardness according to its material, and can be prepared with an appropriate DC 10 profession check.

A doll can wield any tiny or one-handed small sized weapon that the performer is proficient in. Dolls cannot wear armor, but can be enchanted as if they were armor (increasing their hit points and armor class as appropriate).

Earthshaker
Prerequisites: Thunderstriker

Performance Type: Percussion

Minimum DC: 15

Props: None

Area: 5-foot-radius Burst, increasing by 5 feet per 6 ranks in Perform (Percussion)

Range: 100 feet + 10 feet per MPB

Effect: The thundering impacts of this performance shake the very ground upon which the performer’s foes stand. The performer makes a Trip combat maneuver against all creatures within the target area, using her MPB + her Charisma modifier in place of her CMB for this purpose. Each additional degree of success on the Perform check grants her a +2 on the combat maneuver.

The Emperor’s Castle
Prerequisites: None

Performance Type: Act or Comedy

Minimum DC: 20

Props: None

Target: 4 5-foot squares, plus 2 squares per degree of success (on the initial check)

Range: Touch

Effect: This performance acts out the presence of an impenetrable fortress so convincingly that others doubt their own eyes. When this performance begins, the performer designates the length, height, shape, and thickness of a fortress that only she can see. This functions similarly to the Conjure Wall spell with the Conjure Maze talent applied, except that the performer may decide whether each section takes up an entire 5-foot-square or only one edge of it and the starting point must be either an edge of her space or adjacent to it.

When a creature would come into contact with the invisible fortress, the performer makes a Will save attack against that creature. On a success, that creature believes that the fortress is real even though it can’t be seen and may not cross, reach through, or attack targets through the fortress. If the creature thereafter attempts to force its way through the fortress (whether by strength check or making an attack against it), it is entitled to another save with a +2 bonus per attempt it has previously made. Once a creature successfully saves, it is immune to the effect of this performance for 1 hour.

Objects and mindless creatures are not affected by this performance and may pass through the fortress as if it were nothing more than a figment of the performer’s imagination. A creature that did not save against the performance cannot willingly make a ranged attack against a target through the fortress.

The fortress may include walls, stairs, and bridges, and the sections of fortress do not need to be supported by the ground. A bridge created by this performance can support a creature of any size and weight, and any vehicle operated by such a creature, but an unoccupied vehicle passes through the fortress as if it were not there.

The performer may decide as a free action whether she believes in her own fortress or not, and her allies may choose to willingly fail their Will save against the performance or to automatically succeed.

Fascinate
Prerequisites: None

Performance Type: Any

Minimum DC: 15

Props: None

Target: One Creature + 1 creature per 4 ranks in the Perform skill used

Range: 50 feet + 5 feet per MPB

Effect: This captivating performance commands the attention of one creature that can see and hear the performer. The performer makes a Will save attack against a target creature. Each additional degree of success on the Perform check grants her a +2 on the save attack roll. On a success, the creature gains the Fascinated condition until the end of her next turn. Each round she maintains this performance, the performer may make another Will save attack against a Fascinated creature or may select a new target. If the performer chooses not to continue making checks against a Fascinated creature, or a creature succeeds at its save, that creature can not be affected by this performance again for 24 hours.

The Finale
Prerequisites: Perform (Keyboard or String) 13 ranks

Performance Type: Keyboard or String

Minimum DC: 30

Props: None

Target: One Creature

Range: 100 feet + 10 feet per MPB

Effect: This performance escalates the tension to a heart-stopping peak. Each round while this performance is in effect the performer may select a target within range that can hear her and make a Will save attack. Each additional degree of success on the Perform check grants her a +1 on the save attack roll. On a success, the target escalates its fear condition by one step (none escalates to Shaken, Shaken escalates to Frightened, Frightened escalates to Panicked, Panicked escalates to Cowering). This condition lasts for as long as the performance is maintained, but a Frightened or Panicked target may attempt to calm itself as a standard action on its turn rather than fleeing, making a new Will saving throw (DC 10 + ½ the performer’s MPB + the performer’s Charisma modifier) to lower its fear condition by one step to a minimum of Shaken; a failure on this save still requires the target to use its move action to attempt to flee.

As a standard action while this performance is in effect, the performer may make a Will save attack against a creature with the Cowering condition that can hear her. Each additional degree of success on the Perform check grants her a +1 on the save attack roll. On a success, the creature immediately drops to -1 hit points and begins dying. Success or failure, this performance ends after the save attack.

Full Score
Prerequisites: Dramaturge

Performance Type: Keyboard

Minimum DC: 20

Props: None

Target: All Enemies

Range: 50 feet + 5 feet per MPB

Effect: An elaborate piece that builds momentum as it continues on. Enemies take 1 point of dark damage when they enter range of the effect or start their turn within it. This increases by 1 point for each round the target remains within range of the effect. Additional degrees of success increase both the initial damage and the increase per round by 1 point (to a maximum increase per round of the performer’s Charisma modifier).

Inflamed Passion
Prerequisites: Seducer

Performance Type: Act or Dance

Minimum DC: 15

Props: None

Target: One creature + 1 creature per 4 ranks in Perform (Act)

Range: 50 feet + 5 feet per MPB

Effect: This seductive performance fans the flames of targets into a burning frenzy. The performer makes a Will save attack against targets within range that can see the performer, dealing 1d6 fire damage on a success. With two additional degrees of success on the save attack, the target also bursts into flame, taking an additional 1d6 damage at the start of its turn and dealing half that damage to creatures adjacent to the target (the target may attempt a DC 15 Reflex save once per round as a reaction to extinguish itself, or may attempt to smother the flames as a full-round action by rolling on the ground for a +4 bonus on the save). For each additional degree of success on the Perform check, increase both the initial damage and the burning damage by 1d6.

Inspire
Prerequisites: None

Performance Type: Any

Minimum DC: 15

Props: None

Target: All Allies

Range: 100 feet + 10 feet per MPB

Effect: A rousing performance bolsters allies to action and rallies their courage. All allied creatures within range that can see or hear the performer (depending on the type of performance used) gain a +1 morale bonus on attack and damage rolls, and on saving throws against spells and effects with the Fear keyword. For each additional degree of success, this bonus increases by +1 (to a maximum of the performer’s Charisma modifier).

Invigorate
Prerequisites: None

Performance Type: Any

Minimum DC: 15

Props: None

Target: All Allies

Range: 30 feet + 5 feet per 2 MPB

Effect: A stirring performance motivates allies to keep pushing forward despite their wounds. All allied creatures within range that can see or hear the performer (depending on the type of performance used) gain 1 temporary hit point (which stacks with additional temporary hit points granted in subsequent rounds up to a maximum of ½ your check result) for as long as you maintain this performance. For each additional degree of success, increase the temporary hit points gained by 1 (up to a maximum per round of the performer’s Charisma modifier).

The Invisible Blade
Prerequisites: The Emperor’s Castle

Performance Type: Act or Comedy

Minimum DC: 20

Props: None

Target: Object held in hand

Range: Self

Effect: This performance acts out the presence of a weapon or tool held in hand, masterfully wielded by the performer. During this performance, the performer may:

As a standard action, make an attack with an invisible weapon against a target within her natural reach. This weapon deals 1d6 plus her Charisma modifier nonlethal damage (or 1d8 plus 1.5x her Charisma modifier for a two-handed weapon). For each additional degree of success on the Perform check, this damage increases by 1d6 (or 1d8 for a two-handed weapon).

As a focused attack action, make a ranged attack against a target within 100 feet + 10 feet per MPB. This ranged attack deals 1d8 plus her Charisma modifier nonlethal damage, and the target is denied its dexterity bonus as if it were being attacked by an invisible creature. For each additional degree of success on the Perform check, this attack ignores 2 points of the target’s armor bonus.

As an immediate action, raise an invisible shield against an incoming attack, gaining a +2 shield bonus to AC and reflex saves. Each additional degree of success on the Perform check increases this bonus by 1 point.

As a move action, create an invisible masterwork tool (grants a +2 circumstance bonus) for a specific skill check which disappears after one round if the performer does not spend another move action the next round to maintain it. The tool may grant a bonus to Perform checks, but does not grant its bonus to the check used for maintaining this performance.

Shiver
Prerequisites: Stagehand

Performance Type: String

Minimum DC: 15

Props: None

Target: All Enemies

Range: 40 feet + 5 feet per 2 MPB

Effect: This spine-chilling performance fills the air with an unnerving tension that sets foes on edge. The performer makes a Will save attack against targets within range that can hear the performer. Each additional degree of success on the Perform check grants her a +1 on the save attack roll. On a success the targets gain the Shaken condition for as long as they remain within the area of effect (a dropped performance ends this condition, requiring a new save attack if the performance is resumed). When maintaining this performance on following rounds, a successful save attack against a Shaken target instead causes it to gain the Frightened condition for 1 round.

Suggestion
Prerequisites: Seducer

Performance Type: Act

Minimum DC: 15

Props: None

Target: One Creature

Range: 20 feet + 5 feet per 3 MPB

Effect: This performance plants an idea in the target’s mind, causing it to think that the idea was of its own creation and leading the target to act on it. The performer makes a Will save attack against a target within range that can hear her; each additional degree of success on the Perform check grants her a +1 on the save attack roll. On a success, the performer can suggest a course of action requiring no more than a move action that the creature must take on its next turn. An additional degree of success allows the performer to suggest a course of action requiring a standard action or less, two degrees of success allow the performer to suggest a full-round action (or a combination of standard and move actions), and three degrees of success allow the performer to suggest a swift or immediate action in addition to the full-round action. A suggestion can not cause a target to harm itself, but it can cause a target to harm its allies (doing so grants the target a +4 bonus on the Will saving throw).