Intro
Accelerando - Increases base land speed of those within 30 feet by +5 feet per round.
Anthem of the Dutiful Knight - Req. Composer level 6th, Spell Focus (conjuration). Ethereal knight readies an action to attack those who attack the conductor.
Blaring Note - Intro deafens all creatures within 30 feet with a Fortitude save to negate. Starting at 5th level, deals sonic damage with no saving throw.
Bow to Your Partner - Req. Composer level 5th, Spell Focus (illusion). All allies within 30 feet gain an illusory double, as the mirror image spell.
Cacophonic Crescendo - All other creatures within 30 feet of the conductor take 1d3 sonic damage each round, increasing by 1d3 each subsequent round to a maximum of 1d3 for every two composer levels. Starting at 10th level, rate of increase doubles. Fortitude negates.
Cadenza - Req. Leadership. A single ally within 30 feet of the conductor gains double benefit from melodies for 1 round, but no other creatures are affected by the melodies for that round. A harmonicist score with this intro has one fewer melody slots than normal.
I've Got Rhythm - Req. Composer level 5th. The conductor gains 1 temporary rhythm which lasts for 1 round.
Klangfarbenmelodie - Req. Composer level 5th, Spellcraft 5 ranks. The conductor can change instrumentation as a standard action, making creatures who rendered themselves immune to melodies vulnerable again.
Last March of the Stone Giants - Req. Composer level 4th, Knowledge (history) 6 ranks. All allies within 30 feet gain DR 2/- for 1 round. This DR increases by +1 for every two composer levels beyond 6th.
Now is the Time of Hammer! - Req. Composer level 6th. Conductor conjures a greatclub with an enhancement bonus equal to 1/3 his composer level. Hammer attacks are a force effect. This intro cannot be added to a drop score.
Powerful Note - All melodies with a radius of effect have that radius doubled for 1 round.
Relaxing Exposition - Req. Composer level 6th. All allies within 30 feet gain fast healing 2 for 1 round. This fast healing increases by +1 for every two composer levels beyond 6th.
Say it Loud! - The range and radius of effect of the score's outro is doubled.
Staccato - Weapons wielded by allies within 30 feet are keen for 1 round.
The Bellowing Skald - Conductor gains 1 bellowing charge + 1 for every six composer levels. May expend 1 bellowing charge as a swift action to grant all allies within 30 feet the ability to double a single morale bonus for 1 round.
Outro
Almsgiver - Conductor receives a bonus to Perform checks to earn a living equal to the remaining duration of the score. Consumes all remaining duration of score.
Dissonant Coda - Req. Composer level 3rd. A single foe within 30 feet takes 1d6 points of sonic damage for each round the score was conducted, maximum 1d6 / 2 composer levels. Starting at 10th level, this increases to 2d6 points of sonic damage per round conducted. Fortitude halves.
Flaming Invective - Weapons wielded by allies within 30 feet deal an additional point of fire damage for every two composer levels the conductor possesses for 1 round.
Momentary Depression - Req. Composer level 4th, Acrobatics 5 ranks. All foes within 30 feet are affected by the slowspell for 1 round. Will negates.
Momentary Elation - Req. Composer level 4th, Acrobatics 5 ranks. All allies within 30 feet are affected by the haste spell for 1 round.
Pick it Up! - The conductor may make an additional move action on his next turn.
Rejuvenating Coda - Req. Composer level 3rd. A single ally within 30 feet is healed for 1d6 points of damage for each round the score was conducted, maximum 1d6 / 2 composer levels. Starting at 10th level, this increases to 2d6 points of damage per round conducted.
Say it Proud! - Req. Composer level 2nd, Intimidate 3 ranks. All allies within 30 feet stand up from prone as a free action and receive a +4 dodge bonus to AC against attacks of opportunity made in response to this.
Shuffling Coda - Req. Composer level 6th. A single foe within 30 feet provokes attacks of opportunity. Will negates.
Thrumming Note - Req. Composer level 10th, Acrobatics 10 ranks. Blast of sound trips creatures in a 30-foot radius.
Trailing Coda - Req. Composer level 3rd. A score with this outro does not expend a round of daily duration the round it is triggered.
Triumphant Shout - Req. Composer level 7th. All allies within 30 feet are immune to fear for 2 rounds, plus an additional round for every three composer levels beyond 7th.
110
Intro/Outro
Energico - Req. Composer level 7th. If used as an intro, the conductor begins conducting as a move action. If used as an outro, the conductor ceases conducting as a move action and may begin conducting another score this round.
Piercing Scream - Req. Composer level 10th. When triggered, the conductor confuses creatures in a 20-foot cone for 1 round with a Will save to negate.
Melody
Anthem of the Superior - Req. Composer level 4th or drow. Creatures who strike the conductor in melee are shaken for 1 round. Will negates.
Blazing Glory - Req. Composer level 5th. Conductor's weapons deal an additional 1d3 fire damage. This melody can be taken multiple times.
Booming Theme - Req. Composer level 8th, Spell Focus (evocation). Once per round, an ally within 30 feet can shout, dealing 2d4 sonic damage and demoralizing in a 10-foot burst. Fortitude halves damage and negates demoralization. This melody takes up two melody slots when added to a score.
Buffering Blare - Creatures within 30 feet of the conductor gain a +1 insight bonus to saving throws made against sonic spells and bardic performances. This melody can be taken multiple times.
Can't Touch This! - Req. Acrobatics 4 ranks. Conductor gains a dodge bonus to AC against creatures he hits in melee.
Capriccio - Req. Composer level 4th. Allies within 30 feet gain a +1 bonus to class level for the purpose of determining the effects of bardic performances. This melody can be taken multiple times.
Clarion Call - Req. Knowledge (history) 4 ranks. Allies within 30 feet gain a +1 bonus to saving throws against mind-affecting abilities. This melody can be taken multiple times.
Clarity of the Song - Composer level 10th, Improved Initiative, Spell Focus (divination). Allies within 30 feet cannot be flanked unless all are flanked. This melody takes up two melody slots when added to a score.
Crackling Tension - Composer level 5th, Spell Focus (evocation). Allies within 30 feet deal 1 electricity damage and 1 sonic damage to creatures that strike them in melee. This melody can be taken multiple times.
Cumulative Backlash - Composer level 4th, Spell Focus (evocation). Choose acid, cold, electricity, fire, or sonic.
Creatures within 30 feet that take 5 or more damage of the chosen type from a single source take a -1 penalty to AC for 1 round.
Deceptive Cadence - The DC of the score's outro increases by +1.
Defiant Anthem - Allies within 30 feet have a +2 bonus to saving throws against fear effects. This melody can be taken multiple times.
Drumroll - All allies within 30 feet have a +2 bonus to Strength for the purpose of carrying capacity. This melody can be taken multiple times.
Empowering Tune - Req. Composer level 3rd, Knowledge (arcana) 3 ranks. Choose acid, cold, electricity, fire, or sonic. Allies within 30 feet who deal damage of the chosen type deal an additional point of damage. This melody can be taken multiple times.
Etude - Req. Spell Focus (enchantment). All other bards and composers within 30 feet get a +1 bonus to the DC of their scores and bardic performances.
Focused Dissonance - Weapons wielded by allies within 30 feet deal an additional point of sonic damage. This melody may be taken multiple times.
Gracioso - Req. Perform (any) 3 ranks. The conductor gains a +1 morale bonus to Dexterity. This melody can be taken multiple times.
I Will Be Heard! - Req. Composer level 5th. The conductor becomes immune to the deafened condition and ignores areas of magical or supernatural silence or sound dampening. This melody takes up two melody slots when added to a score.
Inspire Accuracy - All allies within 30 feet have a +1 competence bonus to attack rolls. This melody can be taken multiple times.
Inspire Might - All allies within 30 feet have a +1 competence bonus to damage rolls. This melody can be taken multiple times.
Inspire Tactics - Choose bull rush, disarm, grapple, reposition, steal, or trip. All allies within 30 feet have a +1 enhancement bonus to combat maneuver checks made to perform the chosen combat maneuver. This melody can be taken multiple times.
Interlude - Req. Composer level 10th. The conductor can suppress a melody for a time in order to make it more powerful later.
Internalized Ferocity - Req. Any one of - Composer level 4th, orc, half-orc. The conductor gains a +2 morale bonus to damage rolls. This melody can be taken multiple times.
Internalized Harmony - The conductor gains a +1 deflection bonus to AC. This melody can be taken multiple times.
Internalized Invigoration - Req. Composer level 10th, Heal 4 ranks. The conductor gains fast healing 2 that stacks with other forms of fast healing. This melody can be taken multiple times.
111
Bradley Crouch, Jason Linker The Breakdancer
Internalized Vorpality - Req. Composer level 8th, Improved Critical. Weapons the conductor wields that are subject to a critical threat range multiplier receive a +1 bonus to their critical threat range. This melody takes up two melody slots when added to a score.
Interposing Notation - Req. Composer level 5th, Spell Focus (conjuration). Conjured musical notes grant allies within 30 feet concealment against mundane ranged attacks.
Invigorating Melody - All allies within 30 feet gain fast healing 1. This melody can be taken multiple times.
Knightly Chant - All allies within 30 feet gain DR 1/-. This melody can be taken multiple times.
Marching Cadence - All allies within 30 feet gain a +10-foot bonus to their base land speed. This melody can be taken twice.
Ode to the Barkeep - Req. Composer level 4th or dwarf. When inside a tavern, expensive alcohol is treated as potions of cure light wounds with a caster level equal to the HD of the owner of that tavern.
Resilient Measure - Choose a school of magic. All allies within 30 feet have a +1 insight bonus to saving throws made against spells of the chosen school. This melody can be taken multiple times.
Roar of the Meek - Req. Composer level 9th. Each round, allies within 30 feet are entitled to a new saving throw against fear effects. If successful, +2 morale bonus to damage for 1 round and fear effect ends. This melody takes up two melody slots when added to a score.
Rumbling Tones - Req. Composer level 6th, Intimidate 3 ranks. A 10-foot radius centered on the conductor becomes difficult terrain, but settles back down as the conductor moves.
Sea Shanty - All allies within 30 feet have a +2 competence bonus to Profession and Craft checks. This melody can be taken multiple times.
Snarling Chant - Req. Composer level 4th or hobgoblin. All allies who begin a charge within 30 feet get a +2 morale bonus to damage. This melody can be taken multiple times.
Sonic Boom - Whenever the conductor hits a creature in melee, that creature is deafened for 1d4 rounds. Fortitude negates.
Steady Beat - All allies within 30 feet have a +1 morale bonus to CMD. This melody can be taken multiple times.
The Earth's Bounty - Food within 30 feet is retroactively cooked with superior skill and has foodborne pathogens and toxins removed.
The Jokester - Req. Composer level 4th or gnome. All attacks made against creatures within 30 feet have a 10% miss chance. If missed in melee, attacker takes 1d6 points of fire damage. This melody can be taken multiple times.
Under the Big Top - All allies within 30 feet have a +2 competence bonus to Acrobatics and Perform skill checks.
This melody can be taken multiple times.
112
Cantor
Some venerate their god with blood and steel, others with prayer and tithe. Still others take up their deity's mantle and make spreading the word a lifelong goal.
That said, none of these individuals are as vital to the longterm success of a religion as is a talented cantor.
Cantors are masters of musical composition who have applied their talents to the furtherance of a divine platform. While most have cast their lot in with a specific deity, some cling to an abstract concept or ideal. Whatever it is that has enamored them, all cantors react to the object of their divine affections in the same way: they write music about it. From simple offering music to glorious protestations of the might and right of their cause, the work of a cantor is expertly tuned to elicit the precise emotions needed to temper a mob of peasants into a devoted following.
In short, every god needs at least one.
Author: Jason Linker.
Role: Cantors combine divine magic with the power of musical composition. Being less offensively-oriented than perhaps any other type of composer, the cantor nevertheless brings the supernatural aspects of divine magic to bear, granting her a level of tactical flexibility that dwarfs most other professions.
Alignment: A cantor's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
Hit Die: d6.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.