Variant Cleric: Guardian of the Blessed Flame

The cleric of Fire is a big concept, and one that deserved the cleric of a belief. My hope is that it’s replacement domain effects let both the pyromaniac and the believers of the fire of life coexist. This also contains a dangerous spell that spreads fire like it’s namesake, Wildfire.

Guardian of the Blessed Flame (Cleric Archetype)

Hope of the Eternal Flame
Fire does not discriminate, it purifies everything that it touches. A Guardian of the Blessed Flame cannot use spells that distinguish between members of the faith. If such spells can function on non-members of the faith, all creatures are considered non-members. A Guardian of the Eternal Flame must have a neutral component of his alignment.

Touch of Purification (Su)
Whenever you cast a Conjuration (Healing) spell on a target that is affected by a poison or disease, roll d20 + Cleric Level + Charisma modifier against the disease or poison with the highest Save DC. If you beat the save DC, the effect is immediately removed.

Whenever you damage a creature with a Fire or Negative energy spell or with Channel Energy, and that creature is brought below 0 hp, they must immediately roll a Fortitude save (DC 10 + 1/2 Cleric level + Charisma modifier). If they fail, they are immediately burned into ash. This is an affect that affects objects.

Purging Flames
A Guardian of the Blessed Flame cannot choose to heal with his channel energy. Channel energy’s damage is fire damage, and every odd cleric level after 1st, channel gains 3d6 damage instead of 1d6. He can also change the saving throw to Reflex half. If he does so, the channel dice increases to d8s.

You can take feats that improve the Channel Energy feature, but this ability neither channels positive or negative energy.

Spontaneous Casting
This character cannot spontaneously cast cure or inflict spells. Instead, they spontaneously cast spells from the below list. If the spell is not normally on the cleric list, it is added to the list. This otherwise acts as the cleric’s spontaneous casting.

1: Burning Disarm
2: Burning Arc
3: Draconic Reservoir (Fire only)
4: Blessing of Fervor
5: Greater Shield of Dawn
6: Wildfire (see below)
7: Firebrand
8: Wall of Lava

Scion of Fire
The Guardian of the Blessed Flame only gains the Fire domain. However, he gains the spells from any 2 subdomains of the Fire domain as domain spells. If he wants the other class features from a subdomain, he must replace features of the Fire domain as usual.

Flame Surge (Su)
At 1st level, the guardian of the Blessed Flame gains 2 extra channel attempts. He may also when he is preparing spells choose to sacrifice any number of his domain spell slots to gain a number of channel attempts equal to the total spell level of all spells sacrificed.

Flames of Innovation (Su)
At 5th level, you can bring to life the inner flame of a creature, raising them to incredible levels. As a standard action, you can choose 1 friendly creature within 30 feet to take 1d6 divine damage. If they take any damage from this, they are under the effect of Haste for 1 round. Until you take a free action to stop the damage, they continue to take the damage and gain the Haste effect.

At 8th level, you can have them take 2d6 damage to let them reroll any 1 d20 each round (of their choice). This damage is separate from the Haste effect.

At 11th level, you can have them take 4d6 damage to gain the benefit of any two combat feats that they qualify for the duration of this effect.

At 15th level, you can have them take 8d6 damage to gain 1 full round action each round. For the purposes of spellcasting, all damage from this ability is ongoing damage.

If you are the appropriate level, you can increase the damage taken to give multiple effects. For example, you can have the target take 5d6 damage to give them Haste, Point Blank Shot, and Precise Shot.

School: Evocation(Fire)
Level: Sor/Wiz 6, Druid 6
Components: V, S
Casting time: 1 standard action
Duration: Concentration + 1 minute
Range: Long (400 ft + 40ft/Caster Level)
Area: 60ft burst
Saving Throw: Reflex partial or Fortitude partial (object) (see text)
Spell Resistance: No

You call forth a massive wildfire which quickly spreads across from a point on the ground. This wildfire then passes across any flammable surfaces, slowburning their whole surface, even if the surface is outside of the spell’s radius. The spell does not instantly spread to living creatures (but see the further effect).

To a creature or object in any affected square, this spell does 1d6 fire damage per caster level (max 15d6). If you fail this save, you also catch on fire, making it where you are always in a square of this effect, even if you leave the area of the spell (Ref negates). A creature adjacent to a affected square (or within it), or a creature burning from this effect takes 1d6 fire damage per 2 caster levels (max 7d6) (Fortitude half).

Objects that are affected by this spell take 1d6 damage per 2 caster levels (max 7d6).

For every round that you concentrate on this spell, the radius expands 60ft. For every 2 rounds that you concentrate on this spell, the damage die for all damaging effects caused by this spell increases one size (Max 1d12).


Variant Cleric: Cleric of the River Freedoms

First off as a note to the blog, I know it has been a long time since I’ve posted anything. This was honestly one of my older attempts at creating interesting things, edited a bit. I do want to get back into the habit of this, though.

Now about the archetype itself. It has always bothered me that Clerics of ideals and even clerics of gods look just about the same. They all channel positive energy (or maybe negative energy). They all heal, or sometimes hurt, and they get a few 1/day abilities (domain spells) to differentiate them. The goal here is to put forth a cleric that felt more like a cleric of that ideal.

Cleric of the River Freedoms (Cleric Archetype)
Devotee to Freedom
You treat any active adherent to the River Freedoms as a believer of your faith for abilities and spells. You treat anyone who has knowingly violated the River Freedoms as an enemy of the faith for spells and abilities. You cannot pick a deity, instead acting as a cleric of an ideal.

Exemplar of the Outlaws
If you chose Contracts/Oaths, Freedom, or Luck as a variant channeling, you can choose whether to heal or harm with it on any usage, instead of choosing when you create your character. However, the targets only take the secondary effect, gaining no healing nor taking damage. This modifies channel energy only if you have one of the mentioned variant channeling abilities.

Spontaneous Casting
This character cannot spontaneously cast cure or inflct spells. Instead, you spontaneously cast spells from the below list. If the spell is not normally on the cleric list, it is added to the list. This otherwise acts as the cleric’s spontaneous casting.
1: Liberating Command
2: Shatter
3: Locate Object
4: Discern Lies
5: Break Enchantment
6: Passwall
7: Find Quarry
8: Getaway

You may pick two domains, but you do not gain the abilities from either domain, only gaining domain spells. You instead gain Brittle Bonds, Never Quiet, and Freedom to Live. This modifies the domain class feature.

Brittle Bonds (Su):
As an attack action, he can make a touch attack on an object or construct that does 1d6 damage + 1 per cleric level. If using this on an object, its hardness is replaced by it’s caster level for this attack (non-magical items have a caster level of 0). If this ability gives a restraint the broken condition, any creatures it is holding gains a +10 bonus to CMB or Escape Artist checks to escape. This ability can never bring a magical item below 1 hit point. Brittle Bonds can also be used to make a sunder attempt without provoking an Attack of Opportunity. This ability can be used 3 + Wisdom modifier times per day. A use is expended even if the touch attack misses or the sunder attempt fails. You may also choose to lose 1 orison slot for the day when you prepare spells to be able to use this ability at-will.

Never quiet (Su):
At 5th level, you may use any spell to either as a counterspell to or as a standard action to automatically dispel (without a check) any spell that causes magical silence or any spell with the [sonic] descriptor that is the same level or lower level than the spell.

Freedom to live (Sp):
At 8th level, 3 times per day, you can automatically remove all transmutation[curse] spells on a non-enemy of the faith within 30 feet as a standard action as per a successful Remove Curse. You can also attempt to use this to negate all enchantment spells as per Dispel Magic. For every cleric level above 8th, you gain an additional use of this ability.

Time Singer

Originally, poking around on boards I frequent, I saw a project attempt that somewhat inspired me to take a shot at replicating League of Legend’s Sona as an archetype. I had no sense, though, of what would be more than superficially duplicating it. However, as I played around with the idea of music a bit, I decided there should be something that plays well around bardic music. Music is better with parts played in a solid pattern, but also with sudden tempo changes and stops. First came the concept of Song of Celerity and Halting, and then I ended up tying this up into the concept of time.

Now I hope that the Cadence/Reverse mechanic is something that isn’t too hard to follow, because I really wanted the class to up the tempo with good focus, but to also be able to create that quick tempo change and not lose out. If you enjoy it, feel free to like this. If you didn’t, notes of what it still needs will only make it better.

Time Singer (Archetype)

Diminished Magic: You’ve transferred more of your raw magical power into your songs to touch the threads of time. You do not gain the spellcasting feature until 4th level, and you have a caster level of your Time Singer level – 3. Until you gain the spellcasting feature, you do not have spells from this class on your spell list.

Enduring Music: The number of rounds of bardic performance you gain per day is equal to 10 + 2x your Charisma modifier. Every level, you gain 6 more rounds of bardic performance per day.

Enduring Music modifies Bardic Performance.

Time Songs: Unless stated otherwise, songs here can be maintained with either audible or visual components, and the bard can switch between the 2 while maintaining these songs.

Song of Celerity[Time]: At 1st level, you can start a performance that warps time around your allies. At first, this just allows them to move faster, but Cadences, as you reach certain bonuses, change this. When you start this song, allies within 120 feet of you gain a +5ft morale bonus to all speeds. Each round you play this song, the morale bonus increases by 5ft.
Each cadance has a minimum movement speed bonus, and when you reach that bonus with this song, you gain the Celerity effect.
At 5th level and every 6 levels afterwards, both the starting bonus and the increase by playing consecutive rounds increases by 5 feet, with a maximum of 20 feet at 17th level. Any ability or item that increases the bonus from Inspire Courage also increases the base and incremental movespeed bonus by 5 feet.

Reverse: The penalties from Halting become the movespeed bonuses. However, instead of increasing, the bonus decays by 5ft every round you maintain it.

Song of Halting[Time]: At first level, you can start a performance that weaves the threads of time more tightly around your enemies. All enemies within 120 feet who fail a Will Save take a -5ft penalty to movement speed for 1 round. Each enemy must make the Will Save each round, even if they were not affected by it when it was started. For each round that this song is maintained, the penalty increases by 5ft. A creature who has their movement speed reduced to 0ft by this ability can move 5ft as a full-round action.
Each cadance has a minimum movespeed penalty, and when you reach that penalty, enemies are inflicted with the Halting effect.

At 5th level and every 6 levels afterwards, both the starting penalty and the increased penalty by playing consecutive rounds increases by 5 feet, with a maximum of 20 feet at 17th level. Any ability or item that increases the bonus from Inspire Courage also increases the base and incremental movespeed penalty by 5 feet.

Reverse: Celerity’s movespeed bonus becomes the penalty (allowing you to also apply the appropriate cadences. However, if a creature succeeds against the saving throw of this ability, he cannot be affected by it.

Song of Celerity and Song of Halting replace Inspire Courage.

Cadences: As the Time Singer keeps maintaining Song of Celerity or Song of Halting, the tempo changes, and the song gains more effects. There are also some [time] songs that have an increased effect based on the current cadence.

Cadence Movement Speed Celerity Halting
1st 15ft Quick Charge Creatures cannot take a 5ft step.
2nd 35ft Creatures can attack as a Swift action Restricted actions
3rd 60ft Limited Flight Creatures only have a standard action
4th 90ft Extra action Creatures only have a move action

Quick Charge: A creature can do a partial charge as a standard action, even if their actions are not restricted. Even with Pounce or a similar ability, a creature can only attack once off of this partial charge.
Restricted actions: A creature cannot charge, nor can they take both a move and a standard action. They are still allowed full round actions.
Limited Flight: A creature gains a fly speed up to 1/2 their move speed (perfect). However, the flight ends at the end of their turn.
Extra Action: A creature gains an extra standard action. If it is used to cast a spell, the creature is no longer affected by Song of Celerity.

Reverse time Flow: As long as you are performing Song of Celerity or Song of Halting, you can change to any song that has the [time] keyword as part of the free action to maintain bardic music. Every such song will have instructions on what to do when the song is Reversed. A song can be reversed exactly once without stopping the performance.

Halt Object: A 3rd level bard can stop the time to a single object weighing no more than 100 pounds per bard level. While you maintain the song, the object is unaffected by gravity, nor is it affected by any force that cannot succeed on a DC 16 + Charisma modifier Strength check. Even an incorporeal creature cannot normally bypass this object, although they are allowed a Charisma or Dexterity check instead of the Strength check. If the object is directly attended, you cannot use this song on the object. If the object is allowed a saving throw, it is Will DC 10 + 1/2 bard level + Charisma modifier. This replaces Inspire Competence.

Checkpoint[time]: At 9th level, you can weave a song that remembers for the creatures the exact point in time that you started this song. As a full round action, you can forcibly end this song, and you can make any creatures of your choice (allied or enemy) return to the condition that they were at the start of this song. Any spells that were on the creature at the start are returned at their durations at the start of the song, and any spells added after the start of the song are removed. Maintaining this song is extremely exhausting, and you take 1 con damage for every round you maintain this song. This song can be reversed into Song of Celerity or Song of Halting. If you do so, treat the song as maintained for a number rounds equal to the constitution damage you’ve taken from Checkpoint today. After getting a full day’s rest, the Constitution damage from this is completely healed (although it can heal as normal).

Creatures that are affected by this song must make a Will Save (DC 10 + 1/2 level + Charisma Modifier). If they fail the save, the Time Singer chooses whether they are sent back if the bard ends the song. If they succeed, they choose whether they are sent back.

If you are immune to Constitution damage (other than by the Reversed effect), you cannot choose individual creatures to have time reversed on. Instead, when you end the performance as a full-round action, all creatures affected revert in time (unless they succeeded on the save and do not wish to).

Reversed: For every cadance, you don’t take the Constitution damage for 1 round.

This replaces Inspire Greatness.

Soothing Performance: Soothing Performance gains the [Time] keyword and a Reverse effect.
Reverse: Each cadance counts as 1 round of playing Soothing Performance.

This modifies Soothing Performance, but does not invalidate an archetype that modifies or replaces Soothing Performance.

End of Time[Time]: A 20th level bard can stop time for everyone except himself. When he starts this song, it acts as Time Stop, although performing takes 4 rounds for every round of Time Stop, instead of the normal duration of Time Stop.

Reversed: For every cadence, you can have 1 creature act within the Time Stop as if he were the caster. Such creatures can be affected by your spells normally as if the Time Stop were not in effect.

This replaces Deadly Performance.

Power Fury Wilder

Before I start, this is important. What I have here is very likely going to be unbalanced. The intent is to extend the idea of the Frenzied Berzerker to a spell caster. This does mean extremely hard to control manifesting, random events that can flip the caster into a spell fury, and the risk of blowing up your teammates. I am not responsible if your game gets ruined by using this Wilder.

Power Fury (Wilder Surge)
Wild Surge and Enervation: Every flinch in your emotions can set off an uncontrolled outflow of power. Since the Wilder must let loose her emotions momentarily to Wild Surge, an enervation, instead of immediately draining the Wilder, it instead brings her into a state of Power Fury (as listed in the Surge Bond).

Surge Bond: When you enter a state of Power Fury, you gain a +2 morale bonus to Charisma, although this does not give you any bonus Power Points. Immediately after you enter Power Fury, and at the start of every turn after you enter Power Fury, as a swift action, you manifest the last power that you used, as long as it is on your Wilder known power list. If it is not on the Wilder known power list, you must spend the standard action attempting to leave Power Fury. However, the power in question must be manifested using a number of power points equal to your level, the DM is allowed to decide how the power is augmented, and the power is targeted on the closest creature to you (a Familiar, Psicrystal, or an Animal Companion within 5ft of you is considered part of you for this). If the power is not targetable, the power is centered on that creature instead. If that is not possible, then the power must be manifested in a way that it has that creature in the area of effect. You must spend the power points required for this power from your own pool, even if you are part of a Metaconcert or have another source of Power Points, and this power cannot be manifested with Metapsionic feats. While in Power Fury, you cannot gain the benefits of your Wild Surge.

As a standard action, you may attempt a Fortitude Save (DC 10 + 1/2 manifester level) to end the Power Surge. If you fail this saving throw, the next power manifested as a swift action has +4 to it’s Power Penetration checks and save DCs. If you run out of power points, or are knocked out, you immediately leave Power Fury, and are exhausted until you have had 8 hours rest. If you are forced out of Spell Fury while you are exhausted, you instead reduce your maximum power points by 1/2 your manifester level until you’ve had a full day of rest.

Improved Surge Bond: At 5th level, and every 4 levels after that, Power Fury’s morale bonus to Charisma increases by 2. Also, at 5th level, whenever you enter Power Fury, you gain temporary power points equal to your manifester level + your Charisma modifier.

Truespeaker: Wizard Archetype

You’re free to call this an attempt at a Hybrid Wizard/Ranger, although this doesn’t borrow as much of Ranger as one would like. This was originally conceptualized before ACG, actually coming to mind shortly after the Words of Power variant, seeing about something that hopefully felt like a Truenamer without having to untangle the horrible mess of the actual truenamer. He does get some powerful class features, but in return, he’s saddled with a spellcasting system that doesn’t have the most powerful spells, and he’s short 1-2 spell slots of every level by being a Generalist.

Truespeaker (Wizard Archetype)

The truenamer strives to know the names of the bits of creation that make up a creature, if they can’t already hunt down the story of a creature in Truespeech, the language that precisely describes the world.

Truespeakers must be Generalist Wizards with the Words of Power variant. While a Truespeaker can take other Wizard Archetypes that can restrict schools and replace Wizard feats, it cannot replace any other class features, nor can it grant specialist spell slots.

Utterance of the Future (Sp): As a standard action, you can attempt to nudge the future of a creature within 30 feet of you. If that creature fails a Will Save (Dc 10 + 1/2 Wizard level + Wisdom Modifier), that creature takes a -2 to all actions for 1 round. This is considered a [curse] effect, and is negated by a creature under Haste, or a creature whose truename cannot be changed. You may use this ability 3 + Intelligence Modifier times per day.

Truenames: You know the precise names of a number of creatures or places equal to 1 + your Wisdom bonus (if any). When you cast at least a 1st level spell on any creature you know the Truename of, you gain the bonus of the highest Utterance of Life. If it is instead used to target a location or used within a location that you have the truename of, you may instead use the highest bonus of Utterance of Hearth. A truename loses it’s usefulness after 1 month of not at least casually observing the creature or location, as a truename also tells the story of the target.

You may prepare any number of wordspells with another word of the highest effect word allowed for how you use the slot (for example, if your 3rd level slot has 2 words, you can only add an extra 0th level word). You must choose which word is the bonus word when you prepare the spell. When you cast this spell on a creature that you know the truename of, or targeting or within an area you know the truename of, the bonus word takes effect. Otherwise, the spell casts without the bonus word. This replaces Arcane Bond.

Utterance of Life (Ex): At first level, choose 1 creature that is on the Ranger’s Favored Enemy list. Due to your extra familarity with the short names of these creatures, whenever you cast a wordspell against that creature type from your Truespeaker slots, gain a +1 bonus to the DC, a +2 bonus to the spell penetration check, and a +2 bonus to the attack rolls. At 5th level, and every 5 levels after that, you both choose another creature type, gaining those bonuses against that creature, and you may choose 1 creature type that you’ve already chosen (including this one) and increase the DC bonus by 1, and the attack roll and spell penetration check by 2.

Utterance of the Hearth (Ex): At 3rd level, choose 1 terrain from the Ranger’s Favored Terrain list. Due to your understanding of the names of the objects in the location, you gain a +1 caster level, and the area of effect radius increases by 5ft (double for lines) to spells that are cast within or target the location of the Favored Terrain. You also gain a +2 to Concentration checks when casting a wordspell within that terrain. At 8th level and every 5 levels afterward, you both gain this bonus to a newly chosen terrain, and increase 1 terrain’s bonuses (including the newly chosen one) by +1 caster level, +5ft area of effect radius, and +2 to Concentration checks.

Utterance of Unnaming (Su): At 20th level, you gain the fearsome ability to unname the free will, if not the creature itself. You can cast a wordspell that ignores immunity to mind-affecting spells and immunity to death effects by attempting to hijack their truename. However, if you don’t know their truename, they gain a +10 bonus against the spell, and cannot fail the saving throw by rolling a natural 1.

Healer Specialist ACFs

Just a simple addition for today. Placing a couple of what would be Alternate Class Features as mini-archetypes, both focused on healing in each class’s unique way.

Devoted Healer (Cleric Archetype)
To take Devoted Healer, you must channel positive energy, and cannot have any variant channel energy effects.

Pure Life Channel: You lose the ability to damage creatures with your channel energy. As part of this, you cannot take feats that allow you to damage creatures with your channel. In return, your channel energy heals 1d8 + 1d8 per 2 cleric levels past 1st to all creatures within the burst. You can also focus your channel energy on 1 creature within 30 feet to increase the die to 1d12.

If you have the Healing Domain, the base channel energy die increase to 1d10, and the focused channel energy die increase to 2d8.

This modifies Channel Energy. This cannot be taken with other Archetypes that modify or remove Channel Energy.

Warrior’s Blessing (Paladin Archetype)

Inspired Touch: When you use Lay on Hands on a creature besides yourself, that creature also gains 2 temporary hit points for every die rolled when you heal with Lay on Hands. These temporary hit points last for 1 minute, and while the creature has any temporary hit points, he gains an extra attack on a full-round attack and is immune to Slow. This is a Haste effect, and does not stack with other Haste effects. This cannot be dispelled by Slow, although it automatically dispels Slow.

The Paladin uses Lay on Hands on himself as a Standard Action instead of a Swift Action. The Paladin also cannot use this Lay on Hands to reproduce Channel Energy.

This modifies Lay on Hands, and cannot be taken with an archetype that removes Lay on Hands.

Bard Archetypes: Fairy Tale Scribe and Chef

First off, apologies for the lapse in posts. There have been a lot of distracting things, including the new Smash. For now, I’m going to put up 2 Bard archetypes that I’ve been working on. The first uses his music to help bring forth the stories where the heroes don’t die, and everyone goes on to live a happy life, even though life doesn’t usually let that happen. The second infuses his magic into food, inspired by the Geisha archetype, but trying to make it work for an adventuring party.

Fairy Tale Scribe (Bard Archetype)

In the stories that all of us read as children, the heroes never died, good triumphed, and the wondorous was commonplace. The Fairy Tale Scribe comes truly close to making this the reality, bringing to life his illusions as well as insuring that his charges don’t die.

Survival Song (Su): A first level bard can use his performance to bring forth a simple ward. Any allies that can see and hear the bard has any damage that they take converted to non-lethal damage. If a source of damage is already non-lethal, any damage taken by that source is reduced by 5. If a target is immune to non-lethal damage, this instead acts as DR/- equal to your Charisma modifier. At 5th level, for every round of bardic music used for this, this effect lingers for 1 round afterwards, and the non-lethal damage reduction is increased by 5. At every 6 levels after this, the lingering duration increases by 1 round per round used and the damage reduction is increased by 10. You can use other bardic music effects while Survival song is lingering. This replaces inspire courage.

Hijack image (Su): A first level bard can use his performance to take control of an illusion(figment) spell. To do this, the bard uses a round of performance, and makes a Perform check (DC 11 + Spellcraft modifier of the illusion maker) to manipulate the image as he wishes. If the caster is concentrating on the illusion, the bard must continue to spend rounds of bardic music to keep control. If the caster is not controlling the spell, if the bard does not need to spend rounds of bardic music to control it, but if he doesn’t, the caster can regain control with a standard action. This replaces Distraction.

Storybook Warp (Su): A 6th level Fairy Tale Scribe can start to inject reality into an illusion(figment) spell that he controls. This can either create a semi-solid object that takes up 4 5ft cubes per Fairy Tale Scribe level (but no larger than the original illusion) that can be bypassed by an Escape Artist check as a full-round action (DC= 6 + Your perform skill modifier), or as a simple creature. The creature has BAB = 3/4 of your perform ranks, a to-hit of 3/4 your perform ranks + your Charisma modifier, has a single attack that does 1d10 + 1.5 times your Charisma modifier damage, and has Hit points equal to twice your Perform modifier. It has your saving throws and AC, modified for it’s size. A creature can attempt a Will Save (DC 10 + 1/2 Fairy Tale Scribe level + Charisma modifer) when attacked by this creature. If it succeeds, he only takes 40% damage from the creature and does 100% more damage to it. This is an illusion(shadow) effect for any spells or features that interact with it.

To maintain the creature/object, the Fairy Tale scribe must maintain the performance. If he fails to do so, the object reverts to it’s illusion. This replaces Suggestion.

Toy Weapons (Su): At 8th level, the Fairy Tale Scribe may start a performance to warp the very weapons and spells of the enemies. If any enemies that can see and hear the bard fail a Fortitude Save (DC 10 + Fairy Tale Scribe level + Charisma modifier), any weapons (including unarmed strkies and natural attacks) they attempt to use and any spells that they cast cannot score a critical hit. The weapon or spell is never allowed to attempt the confirmation roll, so even effects that would activate on a critical threat or would activate on a critical immune target do not take effect. Weapons also lose all ability to ignore part or all of Damage Reduction or Hardness. This replaces Dirge of Doom.

Reality Fade (Su): At 9th level, the Fairy Tale Scribe msy start a performance to weave his own or his allies Conjuration (summoning) spells into his illusions. He can spend 3 rounds of bardic music to move a creature created by such a spell into an active illuison, making them for all purposes part of the illusion, and unable to be harmed except by destroying the illusion. You can use Storybook Warp to bring the summon back into existence instead of the normal effect. This replaces Inspire Greatness.

World Warp (Su): At 14th level, you may spend 2 rounds of performance per round maintaining Storybook Warp to have the object or creature as completely real. If you do so, it’s Hit Points are doubled, and creatures cannot attempt a Will Save against it, nor can they use escape artist to bypass an object. If creating an object, this now counts as a Conjuration(Creation) effect. If creating a creature, this now counts as a Conjuration(Summoning) effect. This replaces Frightening tune.

Storybook army (Su): At 18th level, the Fairy Tale Scribe can now affect 1 illusion(figment) per 3 Fairy Tale Scribe levels with the same Storybook Warp. This replaces Mass Suggestion.

Chef (Bard Archetype)

Piecing together the perfect meal has always been a window to the soul, and this archetype believes no differently, borrowing inspiration from both history and the fantastical to create experiences like none other.

Taste of Home (ex): All bardic music abilities within this archetype are based off your Craft(food) or Survival checks, instead of perform checks. Survival is a class skill for this bard. You can now use both silent and still spell with your bardic spells, but you must have a material component, and can never use Eschew Materials with your bardic spells.

Any bardic music effect that you do takes 10 minutes to set up, but for each round of bardic music that you use, any creatures that eat your food benefit (or suffer) from it for 5 minutes per round spent. The duration must be split between the targets as evenly as possible.

Bardic music done this way does not have audible or visible components, but instead must be eaten, and creatures without a Constitution score do not benefit (or suffer) from any effect.

Food created this way keeps this magical effect for 24 hours, or until you regain your uses of bardic music. Effects like Purify Food and Drink can save the food, but not the bardic music effect.

Gaining the effect of bardic music or another Taste of Home automatically ends any of these effects on that creature if both have positive effects.

This modifies bardic music.

Special Cookies (Su): You can use your Taste of Home effect to add in an effect of a Illusion or Enchantment spell from your Bard spell slots. This costs your spell slot, and it also costs 1 round of bardic music/spell level for every target you want to affect beyond the first. Only creatures that eat the results of this spell can be affected by it. The spell keeps it’s original duration, and the duration is not split between the creatures. This replaces Countersong and Distraction.

Tools of the trade (ex): Any bonuses outside of ranks, class skill modifiers and ability score modifiers to your choice of Craft(food) or Survival apply to your Bluff, Diplomacy, and Sense Motive checks. This replaces Versatile Performance.

Nose for Poor Cooking (ex): You’ve made so many bad dishes that poisons rarely harm you. You gain a +4 bonus to all saving throws against poisons. At 6th level, whenever you come within 10 feet of a non-inhaled poison, you are allowed to make an immediate Fortitude saving throw. If you succeed, you recognize the source and location of the poison and what kind of poison it is. Even if you fail this saving throw, you are not affected by the poison (even if the poison is inhaled). This replaces Well-Versed.

Grand Feast (su): You can use 10 rounds of bardic music to give up to 8 people the benefit of Heroes’ Feast. Unlike other Taste of Home effects, this lasts for 12 hours for each participant. This replaces Inspire Heroics.

Happy singing, and remember that the only bad story is the untold story.