Storyteller (Pathfinder Class)

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“All good books are alike in that they are truer than if they had really happened and after you are finished reading one you will feel that all that happened to you and afterwards it all belongs to you: the good and the bad, the ecstasy, the remorse and sorrow, the people and the places and how the weather was. If you can get so that you can give that to people, then you are a writer.” — Ernest Hemingway

Establish: They say you die twice, when you do die, and when someone mentions your name for the last time. Storytellers recount tales of heroes long past, and in doing so bring them to life. Novice storytellers tell tales of young adventurers fighting rats in a basement, while veterans will account grand epics of noble heroes slaying gods and demons. These metaphorical reincarnations are more than just fiction, however, as the storyteller's tales affect both the world and the minds of those around them, continuing the story long after its conclusion. Storytellers are captivating and often find themselves lost in their own stories, and the versatile nature of their talents allows them to do more than just restrict themselves to magic, broadsword, or scholar. To a storyteller, every individual is a unique character but only the most notable live on forever. Every moment is an opportunity to write a new story and find the beauty in another.

Playing and Making a Storyteller[edit]

Storytellers are not for the low-effort player, but should be played by someone who cannot contain the many creative character ideas swelled within their head. Playing one requires the player to create multiple character sheets and advance them for every level, but this effort is rewarded in versatility. A storyteller can fit well into any party composition and can be built easily as a diplomat or scholar. Storytellers should be imaginative or admirative and have an intrinsic desire for greatness.

Abilities: Charisma Charisma is best above all, with Intelligence being the closest. Other attributes are up to player discretion.

Races: Any race capable of aspiring may seek to spread tales of glory and valor. Races that think nothing but slaughter or conquer would not think to sit and share and dream.

Alignment: Any

Starting Gold: 2d6×10 gp

Starting Age: Any


Hit Die: d8

Level Base
Attack Bonus
Saving Throws Epics known Special
Fort Ref Will
1st +0 +0 +0 +1 1 Epics
2nd +1 +0 +0 +2 1 Fascinating tale, bedtime story
3rd +2 +0 +0 +3 1 Three
4th +3 +1 +1 +3 2 Four
5th +4 +1 +1 +4 2 Five
6th +5 +1 +1 +4 2 Six
7th +6 +2 +2 +5 2 Seven
8th +7 +2 +2 +5 3 Greater dozing story
9th +7/+1 +2 +2 +6 3 Nine
10th +7/+1 +3 +3 +6 3 Paraphrase
11th +8/+3 +3 +3 +7 3 Eleven
12th +9/+4 +3 +3 +7 4 Twelve
13th +9/+4 +4 +4 +8 4 Thirteen
14th +10/+5 +4 +4 +8 4 Fourteen
15th +11/+6/+1 +4 +4 +9 4 Fifteen
16th +12/+7/+2 +5 +5 +9 5 Sixteen
17th +12/+7/+2 +5 +5 +10 5 Seventeen
18th +13/+8/+3 +5 +5 +10 5 Eighteen
19th +14/+9/+4 +6 +6 +11 5 Vast imagination
20th +15/+10/+5 +6 +6 +12 6 Legends of old

Class Skills (4 + Int modifier per level)
Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (history), Knowledge (Nobility), Linguistics, Perform (oratory), Profession, Sense Motive, Spellcraft, Use Magic Device

Epics, Fascinating Tale/bedtime story, 3, 4, 5, 6, 7, Great dozing story, , Paraphrase, Noble Trait/Minor Flaw, 12, 13, 14, 15, Summarize, 17, 18, Heroic Trait/Major Flaw, Legend of old

Class Features[edit]

All of the following are class features of the storyteller.

Weapon and Armor Proficiency: A storyteller is proficient with all simple weapons. He is proficient with light armor but not with shields.

Epics (Su): As the storyteller tells tall tales of terrific triumphs and terrible totalitarians, he does more than just tell a story. The storyteller embodies his words with his own magical essence to pull others into his story. As he speaks, his voice carries tremendous power, and the characters become more than just tall tales, stepping forward to a new rebirth, continuing the stories of conquerors long forgotten. These characters are referred to as "epics". At level 1 the storyteller knows 1 epic to share at will, and knows another at level 4, and every four levels after, with 6 epics known at level 20. For a number of minutes per day equal to 3 + his Charisma modifier, and another minute at 2nd and every even level after, he may embody the epic he speaks of to become them completely. Embodying an epic uses 1 minute of the daily allotted minutes, whether or not the storyteller embodies for less than a full minute.

These epics are separate entirely to the player's character, and must be made on a separate character sheet. These advance with him every level and must each be updated accordingly. Becoming an epic is a full-round action that provokes attacks of opportunity. Ending the story requires a satisfying conclusion, requiring another full-round action with attacks of opportunity.

These epics are entirely separate from the storyteller himself and do not share any attributes with him, but, like an actor committed to his stage, the storyteller becomes involved in his character's story, and rather than just controlling the epic he becomes, his mentality is changed to match as well. Any alignment change caused by becoming an epic, and any change of thought processes or motivation, are followed as if the storyteller was the epic himself. The epic will still act as if it is a part of the group the storyteller is with, but will act as if furthering its own goals, trying to find the happy ending to its story. Also, if the epic dies, the storyteller dies as well.

A storyteller does not need to "prepare" these epics ahead of time, but instead knows their story word for word, ready to share at will.

Fascinating Tale (Su): At 2nd level, the storyteller learns to captivate his audience further, allowing him to use the Perform (oratory) skill to cause one or more creatures to be fascinated with him. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 the storyteller’s level + his Charisma bonus, and it lasts 1 round/level. The storyteller may use this ability once per day plus once for every 5 storyteller levels he possesses.

Bedtime Story (Sp): At 2nd level, the storyteller learns to embody his voice with a soothing and calming tone, allowing him to use his Perform (oratory) skill to cause his audience to fall asleep. This acts as the sleep spell, except the save DC is 10 + 1/2 the storyteller's level + his Charisma modifier, and lasts half a minute/level. The storyteller may use this ability once per day plus once for every 5 storyteller levels he possesses.

Greater Dozing Story (Sp): At 8th level, the storyteller enhances the calming, soothing nature of his voice to allow much more strong-willed creatures to fall into a deep slumber. Using his Perform (oratory skill, this acts as the deep slumber spell, except the save DC is 10 + 1/2 the storyteller's level + his Charisma modifier, and lasts half a minute/level. The storyteller may use this ability once per day plus once for every 10 storyteller levels he possesses.

Paraphrase (Su): At 10th level, the storyteller learns to speed up the storytelling process while still keeping the quality of the story. Instead of a full-round action to embody and conclude an epic, the storyteller instead takes a move action to start and a standard action to finish.

Noble Trait/Minor Flaw: At 11th level, the storyteller learns to enhance their epics character traits. Every character needs traits to be more than two-dimensional, and noble traits and minor flaws allow you to enhance epics based on what quality you want them to be used for. Noble traits are admirable qualities that add bonuses to a character, but to take one, a character must also have a minor flaw, which add limitations to a character's ability. These may not be values already associated with a character based on their class/race, such as light sensitivity in orcs. These must added with GM decision, examples as follow (positive/negative)-

Moneywise/Greedy: This epic has spent a long life handling money and as such is experienced in budgeting, balancing, and investing wisely. Whenever at least 1000 gold is gained, gain 5% more. But a long life of chasing money has led to an obsession, and whenever gold is possible to be gained, succeed at a DC 20 Will save or obsess over the gold. Failing the save means storyteller must remain as the epic until his obsession ends, when he reaches a 1 minute limit.

Confident/Prideful: This epic has been praised his entire life, and as such has confidence levels unheard of. Charisma increases by 1, as well as another +1 to Charisma skill checks, but confidence may lead to pride, and this epic believes he is the world. Thinking himself to be the best, upon being told "no" in some manner, receiving aid from another, or failing a check (or any situation that may damage his pride), they must make a DC 20 Will save to overcome their pride. What happens upon failure varies from situation to situation, with the storyteller remaining as the epic until the epic calms, when he reaches a 1 minute time limit.

Calculating/Cold: This epic is especially smart and tactical, observing keenly and assessing the situation quickly. They receive a +3 bonus to Perception checks and a +3 bonus on attack and weapon damage rolls for their first attack of each turn, however, this calculatory mindset exists outside of the combat, as well. The epic treats every moment with a cold unfriendliness, and gets a -2 penalty to Charisma and Charisma checks.

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