War Chanter

A war chanter's music flows across the battlefield like a raging torrent, catching friends and foes alike in its wake.

#### Requirements

**Base Attack Bonus:** +4

**Alignment:** Any nonlawful

**Skills:** Perform (sing) 3 ranks or Perform (oratory) 3 ranks

**Feats:** Combat Expertise , Weapon Focus

**Special:** Able to use the inspire courage bardic music ability.

#### Class Features

**Weapon and Armor Proficiency:** War chanters gain no proficiency with any weapon or armor.

**Inspire Toughness (Su):** A war chanter with 9 or more ranks in Perform (sing) or Perform (oratory) can use her song or poetics to impart a kind of berserk resiliency on her allies (including himself). To be affected, an ally must be able to hear the war chanter sing (or speak). The effect lasts for as long as the ally hears the war chanter sing and for 5 rounds thereafter. An affected ally receives +2 temporary hit points for every class level of the war chanter. At 6th level and higher, a war chanter also grants affected allies the benefit of the Diehard feat when using this ability.

**War Chanter Music:** War chanter music follows the same rules as bardic music (see page 29 of the Player's Handbook). War chanter levels stack with bard levels for the purpose of determining how often a character can use war chanter music or bardic music. War chanter levels do not stack with bard levels for determining which songs a bard has access to.

**Inspire Recklessness (Su):** A War chanter of 3rd level or higher with 12 or more ranks in any Perform skill can use her song or poetics to inspire an often dangerous, but very effective, ferocity in one of her allies within 60 feet (or in himself). The effect lasts for as long as the ally hears the war chanter sing and for 5 rounds thereafter. An affected ally (or the war chanter herself) is inspired to recklessness, gaining the ability to decrease her Armor Class by a number less than or equal to her base attack bonus and add the same number to her melee attack rolls as a morale bonus.

On her action, before making any attack rolls in a round, the affected character must choose to subtract a number from her Armor Class and add the same number to all melee attack rolls (this number may be 0). The penalty to Armor Class and the bonus on attack rolls apply until the character's next action.

**Combine Songs (Su):** A war chanter of 5th level or higher with 12 or more ranks in any Perform skill can combine two types of bardic music or war chanter music to provide the benefits of both (normal stacking rules for bonus types apply).

**Inspire Awe (Su):** A war chanter of 7th level or higher with 15 or more ranks in any Perform skill can inspire uneasiness, fear, or even terror in her foes. To be affected, a foe must be within 60 feet of the war chanter and must be able to hear the war chanter. Foes get a Will save (DC 10 + war chanter's class level + war chanter's Cha modifier) to resist the effect. The severity of the effect depends on the difference between the foe's Hit Dice and the war chanter's Hit Dice (character level). Subtract the foe's HD from the war chanter's HD and consult the following table.

The effect lasts for as long as the foe can hear the war chanter and 1 round thereafter. If a foe's hearing of the war chanter's song is interrupted, the foe needs to make another saving throw when he hears the war chanter's song again.

 +1 to +9
 0 to —5
 —6 or less

**Singing Shout (Su):** When a war chanter of 8th level or higher engages in battle, he often lets out a singing shout as a standard action. All allies (including herself) within a 60-foot radius who can hear the war chanter gain a +4 enhancement bonus to Strength for a number of rounds equal to one-half the class level of the war chanter.

**Inspire Legion (Su):** A 10th-level war chanter with 18 or more ranks in any Perform skill can unite her allies and make them fight better together. To be affected, an ally must be within 60 feet of the war chanter and must be able to hear the war chanter. Only allies who meet these requirements at the beginning of the song are affected, and an ally whose hearing is interrupted or who moves more than 60 feet away from the war chanter cannot rejoin the same song. The effect lasts as long as the affected characters can hear the war chanter and stay within range.

When the war chanter begins singing, determine the best base attack bonus among all the affected characters. All affected characters use this base attack bonus or the war chanter's character level as their base attack bonus for the duration of the effect. All affected characters gain a +2 competence bonus on damage rolls as well.