War Chanter (Barbarian/Bard)
Among the primitive tribes of the world are those who call upon the powers of nature to inspire his people to unheard of levels of skill in battle. Through rhythmic chants and simple refrains, the war chanter arouses his inner spirit, and draws upon the strength and rage of his tribesmen to bolster their attacks, heighten their awareness, and provide increased protection to ensure victory against their enemies. (Original Concept by Elghinn Lightbringer)
Primary Class: Barbarian.
Secondary Class: Bard.
Alignment: Any nonlawful.
Hit Dice: d10.
Bonus Skills and Ranks: The war chanter may select three bard skills to add to his class skills in addition to the normal barbarian class skills, one of which must be Perform (sing). The war chanter gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The war chanter is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower).
War Chant: This is exactly like the bard’s bardic performance ability, but applies only to Perform (sing) checks made by the war chanter. In addition, the war chanter uses the following performances in place of those accessed by the bard. This ability and battle cry replace trap sense.
Battle Cry (Su): At 2nd level, a war chanter can use his performance to counter the effects of fear effects. Each round of the battle cry, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself) that hears the battle cry gains a +1 morale bonus to saves against fear. If an ally within range of the battle cry is already under the effect of a fear type spell, it gains another saving throw against the fear effect each round it hears the battle cry. At 6th level and every four levels thereafter, this bonus against fear effects increases by +1, to a maximum of +5 at 18th level. Battle cry relies on audible components to function. This ability and war chant replace trap sense.
Fog of War (Sp): At 2nd level, a war chanter can use his performance to create a fog of war. The war chanter makes a Perform (sing) skill check. If he succeeds, he unleashes a single low, reverberating note that creates a rolling fog to spew from his mouth and cover the battle field. Fog of war otherwise functions as the obscuring mist spell, with a caster level equal to the war chanter’s level. Fog of war relies on audible components to function. This ability replaces rage power at 2nd level.
Hymn of Battle (Su): At 4th level, a war chanter can use his performance to sing an energizing hymn that inspires those around him to greater prowess in battle. Each round of the hymn of battle, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself) that hears the hymn of battle gains a +1 morale bonus to attack and damage rolls. At 9th level and every five levels thereafter, these bonuses to attack and damage rolls increase by +1, to a maximum of +4 at 19th level. These bonuses remain as long as the war chanter maintains his hymn of battle. Hymn of battle relies on audible components to function. This ability replaces indomitable will.
Strain of Defense (Su): At 5th level, a war chanter can use his performance to grant added protection to his allies. Each round of the strain of defense, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself ), up to a maximum number of creatures equal to his Cha modifier that hears the strain of defense gains a +2 deflection bonus to AC. At 11th level and every six levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. This bonus remains as long as the war chanter maintains his strain of defense. Strain of defense relies on audible components to function. This ability replaces rage power at14th level.
Lay of the Land (Su): At 8th level, a war chanter can use his performance to increase an ally’s luck when accomplishing difficult tasks. The war chanter makes a Perform (sing) skill check. If he succeeds, any ally within 30 feet of the war chanter (including the war chanter himself ), up to a maximum number of creatures equal to his Cha modifier that hears the lay of the land gains +2 bonus on initiative checks, and Knowledge (geography), Perception, Stealth, and Survival skill checks. These bonuses remain for a number of rounds equal to 1/2 the war chanter’s level + his Cha modifier. Lay of the land relies on audible components to function. This ability replaces rage power at 20th level.
Rage Powers (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter may select a rage power at 3rd level and every three levels thereafter.
Uncanny Dodge (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter gains it at 3rd level.
Improved Uncanny Dodge (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter gains it at 7th level.
Shout of Fury (Sp): As a standard action, an 8th level war chanter can emit an ear-splitting yell that can deafen and damage creatures or break objects in its path, a number of times per day equal to his Cha modifier. This shout takes the form of a 30 ft. cone-shaped burst. Any creature within the area is deafened for 1d4 rounds and takes 2d6 points of sonic damage. Any exposed, brittle, or crystalline object or a crystalline creature takes 1d6 points of sonic damage for every two levels the war chanter possesses. An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
At 12th level, the deafening effect increases to 1d6 rounds, and sonic damage increases to 3d6 against normal creatures.
At 16th level, the deafening effect increases to 2d4 rounds, and sonic damage increases to 4d6 against normal creatures.
At 20th level, the deafening effect increases to 2d6 rounds, and sonic damage increases to 5d6 against normal creatures.
In addition, a shout of fury can penetrate and dispel a silence spell if the war chanter makes a successful dispel check (see the targeted dispel section of the dispel magic spell). This ability replaces rage power at 8th level.
Clap of Thunder (Sp): Once per day, a 17th level war chanter may call upon the powers of nature to strike down his enemies. As a standard action, the war chanter can unleash a tremendous shout, while simultaneously stomping the ground and raising his weapon in salute to the heavens. Immediately upon completion of this action, and once per round thereafter, a clap of thunder sounds and a bolt of lightning flashes down in a vertical stroke at whatever target he chooses. The clap of thunder stuns any enemy within 30 feet for 1 round, unless it makes a successful Fortitude save (DC 10 + 1/2 the war chanter’s level + his Cha modifier) to negate the effect. Each bolt of lightning called by the war chanter deals 3d6 points of damage, and the target receives a Reflex save (DC 10 + 1/2 the war chanter’s level + his Cha modifier) for half damage. Clap of thunder otherwise functions as the call lightning spell, with a caster level equal to the war chanter’s level. This ability replaces tireless rage.
Rage Power: The following rage powers compliment the war chanter: Fearless Rage, Ground Breaker*, Ground Breaker (Greater)†, Inspire Ferocity*, Reckless Abandon*, Roused Anger, and Terrifying Howl*. (*Advanced Player’s Guide, †Ultimate Combat)
Table: War Chanter