Phaedim (Sometimes interpreted as performers or artists, other times as Assassin)

Posted by EarthDragon on 23rd December 2016.

From the shadowy corners of The Unification’s most disreputable places hail the phaedim. Like their counterparts in other fantasy worlds, Unification phaedim are the unquestioned masters of oral tradition and forgotten lore, but rather than sharing their lore with whoever will listen, Unification phaedim guard their secrets as jealously as the Citizen’s Council holds on to wealth and power. Unification phaedim may sell information to the highest bidder; they peddle their services and the fruits of their knowledge, but trade secrets are what give phaedim an edge on the uninitiated. Phaedim would rather die than reveal these secrets.

  Adventures

Phaedim receive numerous abilities they can use to survive. Many become masters of poisons, selling their illegal substances to anyone. Alone of the classes, phaedim hold the secrets of alchemy, creating fiery concoctions and mysterious mixes. Phaedim are master smugglers, selling spell components and other illegal items in the phaedim’s Quarters of the city‐states. All phaedim, however, have some degree of entertainment skill. The songs of most phaedim can dazzle a crowd, or incite them to riot. Phaedim tend to learn to play a variety of instruments, or recite poetry or old legends by campfire. They can be acrobats, performing dazzling displays of physical prowess. They are often called upon as sources of information.

  Background

Meeting a phaedim can be an uneasy encounter, since one never knows how the phaedim has chosen to devote his multiple talents. Some phaedim master the art of making poisons, and survive by selling these poisons and their antidotes to those who have coin to pay. Some phaedim master the art of entertainment, using their performances to amuse nobles and templars and gain wealth. Some become assassins, mixing their knowledge of poison and stealth to become hired hands. A phaedim’s unique position in Unification society means they often overhear conversations between high‐ranking templars or nobles, or they may have treated an injured person that prefers to remain anonymous. Respectable folk despise them; the powerful fear them; but in the Unification cities, everyone eventually comes to need their services.

  Races

All humanoid races of The Unification can become phaedim. The social stigma in certain regions may be higher than others, however. Elven tribes often have a phaedim, who keeps the history of the tribe alive, its conquests and defeats. Humans are often phaedim, becoming performers of great talent, or assassins of deadly skill and precision. K’aith, because of their lonely existence, often take to being phaedim. The prejudice they face at every stage in life can move some to become great poets or singers. Kh’bon and Khor’bon make poor phaedim; their talents are usually better served elsewhere than the stage or the shadows of alleys.

  Other Classes

Phaedim face life as it comes, and usually holds no special grudge or awe for any one class. They usually approach other’s profession on the basis of how it can help them at the moment. Vraedun and draetha are respected for their devotion to a divine force, but usually not held in awe. Freth-yarl, ghul-yarl and forreska can be useful as sword– arms but are otherwise useless to the phaedim. Phaedim do not view san-li and wu jen with the same aversion as others might view them, since phaedim sell them their components.

  Game Rule Information

  Abilities

Charisma is the most important ability for a phaedim, because many of their abilities and skills are affected by it. A high Dexterity improves the phaedim’s defensive ability. Intelligence is also important because it bolster the numbers of skills he has access.

  Alignment

Most phaedim are chaotic, and operate alone, brokering information, arranging deals, smuggling illegal wares such as poisons, drugs, spell components and other things. Neutral phaedim are the ones most likely to operate in fellowships with adventurers, or entertain in troupes with other phaedim. The rare lawful phaedim can easily secure positions as councillors or agents for templars, and noble and merchant houses. Good phaedim are often entertainers or lorekeepers, putting their talents to benevolent use, sometimes diagnosing poisonings and selling the proper antidotes. Evil phaedim are often masters of poisons and alchemy, selling their wares to anyone with the ceramic to pay.

  Vitality Points

d6.

  Class Skills

The phaedim’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), and Use Rope (Dex).

  Skill Points at 1st Level

(6 + Int modifier) x 4.

  Skill Points at Each Additional Level

6 + Int modifier

  Class Features

All of the following are class features of the phaedim.

  Weapon and Armour Proficiency

Phaedim are proficient in all simple weapons, and the following additional weapons: phaedim’s friend, crossbow (any), garrotte, greater blowgun, whip and widow’s knife. You are proficient in light armour, but not shields.

  Phaedimii Music

Once per day per phaedim level, a phaedim can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of phaedimii music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies (fa-la-la, and so forth), whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum phaedim level and a minimum number of ranks in the Perform skill to qualify; if a phaedim does not have the required number of ranks in at least one Perform skill, he does not gain the phaedimii music ability until he acquires the needed ranks. Starting a phaedimii music effect is a standard action. Some phaedimii music abilities require concentration, which means the phaedim must take a standard action each round to maintain the ability. Even while using phaedimii music that doesn’t require concentration, a phaedim cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component (see Components, page 174), a deaf phaedim has a 20% chance to fail when attempting to use phaedimii music. If he fails, the attempt still counts against his daily limit.

  Countersong (Su)

A phaedim with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the phaedim (including the phaedim himself ) that is affected by a sonic or language-dependent magical attack (such as a sound burst or command spell) may use the phaedim’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the phaedim’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The phaedim may keep up the countersong for 10 rounds.

  Fascinate (Sp)

A phaedim with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the phaedim, and able to pay attention to him. The phaedim must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a phaedim attains beyond 1st, he can target one additional creature with a single use of this ability (two at 4th level, three at 7th level, and so on). To use the ability, a phaedim makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the phaedim cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the phaedim continues to play and concentrate (up to a maximum of 1 round per phaedim level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the phaedim to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

  Inspire Courage (Su)

A phaedim with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the phaedim sing. The effect lasts for as long as the ally hears the phaedim sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six phaedim levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

  Inspire Competence (Su)

A phaedim of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the phaedim. The phaedim must also be able to see the ally. Depending on the task that the ally has at hand, the phaedim may use his phaedimii music to lift the ally’s spirits, to help him or her focus mentally, or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the phaedim’s music. The DM may rule that certain uses of this ability are infeasible—chanting to make a rogue move more quietly, for example, is self-defeating. The effect lasts as long as the phaedim concentrates, up to a maximum of 2 minutes. A phaedim can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

  Suggestion (Sp)

A phaedim of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the phaedim’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a phaedim’s daily limit on phaedimii music performances. A Will saving throw (DC 10 + 1/2 phaedim’s level + phaedim’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

  Inspire Greatness (Su)

A phaedim of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a phaedim attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a phaedim must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the phaedim sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as sleep. Inspire greatness is a mind-affecting ability.

  Song of Freedom (Sp)

A phaedim of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s phaedim level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A phaedim can’t use song of freedom on himself.

  Inspire Heroics (Su)

A phaedim of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet, allowing that creature to fight bravely even against overwhelming odds. For every three phaedim levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a phaedim must sing and an ally must hear the phaedim sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the phaedim sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

  Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a phaedim of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

  Phaedimii Knowledge

A phaedim picks up a lot of stray knowledge while wandering the land and learning stories from other phaedim. He may make a special phaedimii knowledge check with a bonus equal to his phaedim level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the phaedim has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check).

  Smuggler

You receive a +1 insight bonus to Bluff and Sleight of Hand checks for every two phaedim levels.

  Poison Use

Phaedim are trained in the use of poisons, and as of 2nd level, never risk accidentally poisoning themselves when applying poison to a blade.

  Streetsmart

A Phaedim of 2nd level, gains a +2 competence bonus to Gather Information and Intimidate checks.

  Quickdraw

Phaedim learn to strike quickly and without warning. At 3rd level, you gain Quickdraw as a bonus feat.

  Trade Secrets

At every 4th level you learn a trade secret chosen from the list below.

  Alchemy Dealer

Pay one‐half of the market price for raw materials needed to craft alchemical items.

  Accurate

When attacking an armored opponent, the phaedim's accuracy allows him to ignore 1 point of natural armor bonus to AC or 1 point of armor bonus to AC. This trade secret may be chosen more than once, and its effects stack.

  Agile

The phaedim receive a +1 dodge bonus to AC. This trade secret may be chosen more than once, and its effects stack.

  Coolheaded

The phaedim may take 10 on Bluff and Diplomacy checks.

  Improvised Materials

The phaedim can craft poisons from raw materials at hand instead of relying on specific ingredients. Doing so increases the Craft (poisonmaking) check DC by 5 but otherwise has no effect on the poisonʹs potency.

  Poison Dealer

Pay one‐half of the market price for raw materials needed to craft poisons.

  Poisonbane

The phaedim receives a +4 insight bonus to Craft (alchemy) checks when creating antitoxin and poison antidotes.

  Poison Resistance

The phaedim receives a +4 bonus to saving throws against poisons.

  Scorpion’s Touch

Add +1 to the save DC of all poisons applied by the phaedim. This trade secret may be chosen more than once, and its effects stack.

  Skilled

Add one‐half the character’s phaedim level (rounded down) as a competence bonus to one of the following skills: Appraise, Bluff, Craft, Diplomacy, Heal, Perform, Profession, Sense Motive or Sleight of Hand. This trade secret may be chosen more than once, each time it applies to a different skill.

  Smokestick Application

The phaedim can combine inhaled poisons with smokesticks. All creatures within the area the smokestick covers (10‐ft. cube) are affected by the poison you applied to the smokestick.

  Versatile

Select any two non‐class skills. These are now considered class skills for the phaedim.

  Mental Resistance (Ex)

Phaedim carry many dark secrets they would prefer remain secret. This, combined with a large amount of knowledge based on half‐truths and false rumours makes their minds unreliable to those who would seek to mentally affect it. At 5th level you receive a +2 morale bonus to saves made against telepathic powers and enchantment/charm spells.

  Improved Poison Use (Ex)

At 6th level, the phaedim can apply poison to a weapon as a free action without provoking attacks of opportunity.

  Quick Thinking

Phaedim often find themselves in a tight spot where they have to act quickly, whether it is to escape a templar patrol or strike first when in confrontation with a foe. At 6th level, they get a +2 bonus on initiative checks. This bonus increases by another 2 at 11th and 16th level.

  Chance

Phaedim live on the edge in many ways. At 7th level they may reroll one single d20 roll once per day, but have to keep the latter result―for better or for worse. At 14th level they may use this ability two times per day.

  Speed Reactions

Beginning at 9th level, when using the attack action or full attack action in melee, phaedim may subtract a number from all melee attack rolls and add the same number to their initiative. This number may not exceed the character’s base attack bonus. The phaedim may not make ranged attacks in this round. The initiative increase takes effect on the next round. The new initiative is the character’s initiative for the remainder of the combat, unless they were to use speed reactions again, which would increase the character’s initiative further.

  Slippery Mind

This ability represents the phaedim’s ability to wriggle free from magical effects that would otherwise control or compel them. If a phaedim with slippery mind is affected by an enchantment spell or effect and fails their saving throw, they can attempt it again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw.

  Defensive Roll

At 15th level phaedim learn how to avoid a potentially lethal blow. They gain the ability to reduce damage from a knockout blow. This is exactly like the rokagu special ability of the same name.

  Awareness (Ex)

At 17th level, phaedim are never caught flat‐footed and always act in the surprise round.

  Mind Blank (Ex)

At 18th level a phaedim’s mind becomes completely sealed against involuntary intrusion as per the mindblank spell. This spell‐like ability is always considered active.

  Ex-Members

There are no special penalties for leaving this class, unless it involves treachery to a guild who might be in inclined to hunt one down.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +2 +2 Phaedim music, Phaedim knowledge, smuggler
2 +1 +3 +3 +3 Poison use, streetsmart
3 +2 +3 +3 +3 Quickdraw
4 +3 +4 +4 +4 Trade secret
5 +3 +4 +4 +4 Mental resistance
6 +4 +5 +5 +5 Quick thinking +2, improved poison use
7 +5 +5 +5 +5 Chance 1/day
8 +6/+1 +6 +6 +6 Trade secret
9 +6/+1 +6 +6 +6 Speed reactions
10 +7/+2 +7 +7 +7 Slippery mind
11 +8/+3 +7 +7 +7 Quick thinking +4
12 +9/+4 +8 +8 +8 Trade secret
13 +9/+4 +8 +8 +8
14 +10/+5 +9 +9 +9 Chance 2/day
15 +11/+6/+1 +9 +9 +9 Defensive roll
16 +12/+7/+2 +10 +10 +10 Trade secret, quick thinking +6
17 +12/+7/+2 +10 +10 +10 Awareness
18 +13/+8/+3 +11 +11 +11 Mind Blank
19 +14/+9/+4 +11 +11 +11
20 +15/+10/+5 +12 +12 +12 Trade secret
21 * ** ** ** --
22 * ** ** ** --
23 * ** ** ** Bonus Feat
24 * ** ** ** --
25 * ** ** ** ---
26 * ** ** ** Bonus Feat
27 * ** ** ** --
28 * ** ** ** --
29 * ** ** ** Bonus Feat
30 * ** ** ** --

* Base attack bonuses are handled differently for epic characters.

** Save bonuses are handled differently for epic characters.