Visionary
(Source: Under the Shadow)
RequirementsSkills: 10 ranks in any three Charisma-based skills.. |
Hit Die: d8.
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography)(Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Speak Language (n/a).
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: The visionary gains no proficiency with weapons or armor.
Vision (Su): At 1st level the visionary creates a unique view of the future. This vision, regardless of its contents, feels just as real to the character as the real world does to ordinary people. The visionary can, as a standard action, use his Perform skill to communicate this vision to one character per class level within range. For each shared alignment component (e.g., a lawful neutral character affected by the vision of a lawful good visionary), a target gains a +1 bonus to attacks, level checks, and saving throws for as long as the visionary performs. For each opposed alignment component (e.g., a chaotic evil character affected by the vision of a neutral good visionary), a target suffers a -1 penalty to armor class and to damage rolls. For this purpose, chaotic is opposed to lawful and good is opposed to evil, but neutral has no opposed component.
A target may gain both the penalty and the bonus from this ability simultaneously.
This ability has a range of 60 ft., requires line of sight, and is a mind-affecting and sonic effect. The vision is maintained for as long as the visionary spends a move action each round, up to a maximum of 1 minute per class level. After the visionary ceases to maintain the vision, all affected targets retain their bonuses and penalties for a number of rounds equal to the visionary's Charisma modifier.
The visionary may use this ability a number of times per day equal to his visionary class level.
Guiding Light (Ex): At 3rd level the visionary's inspiration draws others to him. He may incresae his leadership score by +2. Every odd level thereafter this bonus increases by +2, to +4 at 5th level, +6 at 7th level, and +8 at 9th level.
Vision's Gifts (Su): At 1st level and at every even level thereafter, the visionary may select one of the following special abilities. These abilities arise from his vision of the futurel; as such, their selection should reflect the visionary's hopes as well as his ability force that dream into the real world. Unless otherwise noted, each gift may only be chosen once.
Fires of Conviction: THose who share your stance on the world can feel your vision's power blazing from you. Increase the bonus granted to characters with your exact alignment (e.g., a neutral good character affected by the vision of a neutral good visionary) by an additional +1. This gift may be chosen multiple times.
Fires of Acceptance: Those whose stance on the world differs from your own can nonetheless see the benefits of your vision. Allies affected by your vision may ignore the penalties caused by opposed alignment components.
Fires of Destruction: Your presence quells your enemies. Increase the penalty inflicted on characters with two opposing alignment components (e.g., a lawful evil character affected by the vision of a chaotic good visionary) by an additional -1. This gift may be chosen multiple times.
Forged in Dreams: You must have fires of conviction, fires of acceptance, and fires of destruction to select this ability. Those who interact with you can almost see your dream's edges with their waking eyes. With a standard action and one use of your vision ability, you may target one indifferent, unfriendly, or hostile creature within 60 ft. The target must make a Will save (DC 10 + your class level + your Cha modifier). If he fails, his attitude shifts to friendly for a number of hours equal to your Charisma modifier.
Kindle Hearts: Your vision sparks an answering flame in others' hearts. Even though they may not know exactly why, those who feel it find it both comforting and sustaining. With a standard action and one use of your vision ability, you may target one creature within 60 ft. that is suffering from a morale penalty. If there was a saving throw against the effect, the target may make an additional immediate saving throw against the effect with a bonus equal to your Charisma modifier. If there was no saving throw against the effect, any penalties up to your Charisma modifier are negated.
Kindle Minds: Your vision reminds others of their inner courage. With a standard action and one use of your vision ability, you may target one creature within 60 ft. that is suffereing from a compulsion effect. If there was a saving throw against the effect, the target may make an additional immediate saving throw against the effect with a bonus equal to your Charisma modifier.
Kindle Spirits: Your vision reasserts others' faith in their view of the world. With a standard action and one use of your vision ability, you may target one creature within 60 ft. that is suffering from a compulsion effect. If there was a saving throw against the effect, the target may make an additional immediate saving throw against the effect with a bonus equal to your Charisma modifier.
Light the World: You must have kindle hearts, kindle minds, and kindle spirits to select this ability. Your vision radiates out from you in everything you do, subtly bending the world to your will. By using one of your daily uses of the vision ability as a free action, you may re-roll an attack roll, saving throw, or skill check you just made. You must declare that you wish to re-roll before the DM declares whether the roll results in success or failure. You must take the result of the re-roll, even if it is worse than the original roll.
Oathbinder: Those who swear to follow your vision find themselves bound to you. They become one of your oathbound, sworn to your cause. You can, as a standard action, use one of your daily uses of the vision ability to sense the direction, distance, mental state, and health of any of your own oathbound. You may have a number of oathbound equal to your Leadership score. This is a magical connection that has no maximum range, but can be severed by anything that prevents divination magic. You instantly know if any of your oathbound die.
Oathholder: You must have oathbinder to select this ability. You can, at need, use their oaths to strengthen your oathbound. Whenever one of your oathbound must make a Fortitude or Will saving throw you can, as a free action, use one of your daily uses of the vision ability to substitute your base saving throw modifiers for those of your oathbound. If you fail the saving throw, both you and the oathbound suffer the effect equally.
Oathkeeper: You must have oathbinder to select this ability. You can, as a standard action that uses one daily use of your vision ability, issue a mental command to one of your oathbound that he must obey as if subject to the command spell with a duration in minutes equal to your Charisma modifier. If the oathbound suffers from any magical effect(s) that would prevent him from obeying (such as paralysis, being subject to a dominate person, etc.), you may make an immediate character level check to attempt to dispel each effect (instead of adding your caster level to the roll, add your character level). If the oathbound wishes to refuse the command he must make a Will save (DC 10 + your character level + your Charisma modifier). If he succeeds, he breaks his oath and is no longer counted among your oathbound.
Oathmaker: You must have oathbinder, oathholder, and oathkeeper to select this ability. You can, as a standard actoin that uses one daily use of your vision ability, simulate a scrying spell on any of your oathbound with a caster level equal to your class level. This scrying effect does not create a magical sensor and therefore cannot be detected.
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Vision, vision's gift |
| 2nd | +1 | +3 | +0 | +3 | Vision's gift |
| 3rd | +2 | +3 | +1 | +3 | Guiding Light +2 |
| 4th | +3 | +4 | +1 | +4 | Vision's gift |
| 5th | +3 | +4 | +1 | +4 | Guiding Light +4 |
| 6th | +4 | +5 | +2 | +5 | Vision's gift |
| 7th | +5 | +5 | +2 | +5 | Guiding Light +6 |
| 8th | +6 | +6 | +2 | +6 | Vision's gift |
| 9th | +6 | +6 | +3 | +6 | Guiding Light +8 |
| 10th | +7 | +7 | +3 | +7 | Vision's gift |
