Kind of on Fire
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  • About
  • Home
  • Play
    • Small Moments
    • Mage's Guild
    • Almira RPG Playtest >
      • Traits >
        • Conjuration Schooling | Academics
    • Pathfinder 1E >
      • General Options >
        • Equipment >
          • Ash Runners
          • Element-Forged Weapons
          • Gardeskiffs
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        • Feats and Traits >
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      • Races >
        • Andrui
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        • Ezymir
        • Gahennan
        • Ganej
        • Idala
        • Jichi
        • Kuurite
        • Luminate
        • Nattinuq
        • Paeori
        • Rukelle
        • Shifuni
        • Tebani
        • Vaellu
        • Viero
        • Wageni
        • Waxborn
      • Class Options >
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        • Aristocrat >
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          • Orders >
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          • Archetypes >
            • Cleric of the Fourth Bridge
            • Element Speaker
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            • Source of Strength
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            • Children Domain
            • Disease Domain
            • Prophecy Domain
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          • Subdomains >
            • Dream Subdomain
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            • Premonition Subdomain
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            • Preparation Subdomain
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            • Vampire Subdomain
        • Druid >
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    • Locations >
      • Blackship
      • Genamott
      • Harjess
      • House of Herons
      • Kugona
      • Motogama
      • Oduma
      • Persistence
      • Scarpatch and Osislav
    • Pantheon >
      • Adrigor
      • Agrigarian
      • Alquatl
      • Arneas
      • Athgani
      • Azar
      • Birala
      • Cayto
      • Chiabali
      • Chriuk
      • Damini
      • Delnach
      • Dijabo
      • Elendra
      • Elric
      • Evicianna
      • Frumhovin
      • Haygi
      • Hinemoa
      • Hyalus
      • Iminicron
      • Involdr
      • Jericho
      • Jhana
      • Jun Almaya
      • Kelsidruun
      • Kyaal
      • Mama Iji
      • Marco Von
      • Matsura
      • Oglahain
      • Old White Wing
      • Rajima
      • Rigma
      • Sgurn
      • Silwyr
      • Sondiq
      • Taíocht
      • Talia
      • Thelmourga
      • Therou
      • Tongvaidu
      • Walaiku
      • Wendo Spirits
      • Yatsuo
  • Read
  • About
Kind of on Fire

Celestial Minstrel

While many look to the stars for guidance and comfort, the stargazers of Almira draw tangible power from the constellations above. The Celestial Minstrel gains a fraction of these powers, a blessing of the stars to those that dwell within their light.
Blessed by the Stars
A celestial minstrel is blessed by the great constellations of Almira and channels that blessing into inspirational performance. He uses his Wisdom score and modifier in place of his Charisma score and modifier for all class features.

Bardic Performances
A celestial minstrel gains access to the following bardic performances:

Constellation's Blessing (Ex): A celestial minstrel can use his performance to channel one of the minor constellations available to a stargazer. He grants himself and each affected ally the benefits of a minor stargazer constellation for as long as he continues this performance. He learns to channel one constellation at 1st level and an additional constellation at 5th level, and every six bard levels thereafter, to maximum of 4 constellations known at 17th level. He can provide the effects of a different constellation to each affected creature, but each creature only gains the effects of a single constellation. This effect that relies on audible and visual components.
This replaces inspire competence

Road Singer (Su): A celestial minstrel of 14th level or higher can use his performance to cause the road itself to cripple his enemies. To be affected, an enemy must be able to see and hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target is restrained by the road itself, as per binding earth, for as long as the bard continues his performance. This performance relies on audible components and visual components.
This replaces frightening tune

Thirst for the Answer (Ex)
A celestial minstrel is thirsty for the answers to the mysteries of the universe. He may spend 2 rounds of bardic performance to add +1d6 to the result of a Knowledge skill check or Diplomacy skill check made to gather information.
This replaces countersong and distraction

Road-Blessed (Ex)
At 2nd level, the celestial minstrel’s base land speed increases by +10 feet. This benefit applies only when he is wearing light or no armor and carrying less than a heavy load.
This replaces well-versed

Evoke Homesickness (Su)
At 10th level, the celestial minstrel can spend 5 rounds of bardic performance as a standard action to create visions of a creature’s home, provoking terrible homesickness, dazing a creature within 30 feet for 1 round. A Will saving throw negates this effect (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). This is a mind-affecting, emotion effect.
This replaces jack of all trades

Journey’s End (Su)
At 20th level, a celestial minstrel can bring an end to his enemy’s journey. When an enemy moves to a space adjacent to him, the celestial minstrel may spend a number of rounds of bardic performance equal to twice the creature's HD as an immediate action to cause the creature to die instantly. A Will saving throw negates this effect (DC 10 + 1/2 the bard’s level + the bard’s Wis modifier). This is a death effect that relies on audible and visual components. A creature who succeeds on there saving throw cannot be targeted by this effect for 24 hours.
This replaces deadly performance.