Chanter (3.5e Class)
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The Chanter can be explained in two words: commandment and conviction. It rigorously trains the body and mind to become skillful in healing, attacking, and enhancement magic. In addition to its magical abilities, it also possesses exceptional skills involving the use of the staff. The chanter uses mantra magic to inspire the morale of allies, and since it can strengthen abilities, it is the gathering center during battle.
Becoming a Chanter
|Base Attack Bonus:||+3|
|Skills:||Concentration 6 ranks, Knowledge (religion) 4 ranks, Heal 2 ranks.|
|Feats:||Weapon Focus Quarterstaff, Power Attack, Combat Casting.|
Abilities: Chanters focus on str for melee attacks and wis for healing and auras(mantra). Chanters also gain 8 new spells.
Races: Any none evil.
Alignment: Any none evil or neutral.
|Saving Throws||Special||Spells per Day|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the chanter.
Weapon and Armor Proficiency: Chanter are proficient with quarterstaves and with all types of armor (light, medium, and heavy).
Spells: A chanter casts divine spells, which are drawn from the cleric spell list.
To prepare or cast a spell, a chanter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a chanter’s spell is 10 + the spell level + the chanter’s Wisdom modifier.
Like other spellcasters, a chanter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score.
Chanters can activate one mantra(aura) at a time that inspire allies within 25 feet. When activating a new mantra the old mantra disappears. Activating a mantra cost one action to perform. Mantras can´t be dispelled. However once the chanter is knocked out, the mantra will disappear. You can activate a mantra anytime if the Concentration check is success. Once it is activated you don´t need to roll another Concentration check until you activate a new mantra.
The following mantras are:
Victory Mantra: All allies within 25 feet gain a +1 bonus on all attack rolls.
Shield Mantra: All allies within 25 feet remove 1 incoming lethal damage.
Magic Mantra: All allies within 25 feet gain a +1 bonus on Concentration checks and +1 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Running Mantra: All allies within 25 feet gain a +1 tile(5 feat) bonus on movement.
Revival Mantra: All allies within 25 feet recover 1 HP after the chanters turn.
Accuracy Mantra: All allies within 25 feet gain critical roll by 19-20 with D20 checks.
Protection Mantra: All allies within 25 feet gain a +1 natural armor bonus and add +1 to the DC for all saving throws against spells.
Enhancement Mantra: All allies within 25 feet gain a +1 on will rolls.
Chanters that change their Alignment to any neutral, the chanter will randomly select a mantra with a d8. This mantra can not be removed or dispelled.
If a chanter change to any evil the chanter will randomly select a mantra with a d8. This mantra can not be removed or dispelled and will be cursed. All mantras will be negative instead of positive to all allies and enemies. (Example: Victory Mantra: All allies and enemies within 25 feet lose a -1 on all attack rolls.) (Revival Mantra: All allies and enemies within 25 feet take 1 none-lethal damage after the chanters turn.)
A chanter that change class will always carry the randomly selected mantra. Depending to their Alignment their mantra changes to be either good or bad.
2 + Int modifier skill points per level.
The epic chanter gain epic mantras with stronger effect. The following eipc mantras are:
Epic Victory Mantra: All allies within 25 feet gain a +2 bonus on all attack rolls.
Epic Shield Mantra: All allies within 25 feet remove 2 incoming lethal damage.
Epic Magic Mantra: All allies within 25 feet gain a +2 bonus on Concentration checks and +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Epic Running Mantra: All allies within 25 feet gain a +2 tile(5 feat) bonus on movement.
Epic Revival Mantra: All allies within 25 feet recover 2 HP after the chanters turn.
Epic Accuracy Mantra: All allies within 25 feet gain critical roll by 18-20 with D20 checks.
Epic Protection Mantra: All allies within 25 feet gain a +2 natural armor bonus and add +2 to the DC for all saving throws against spells.
Epic Enhancement Mantra: All allies within 25 feet gain a +2 on will rolls.