Melodies
Table of Contents

All compositions used by the harmonicist that are not harmonicist exclusive use the following labels:

Standard: This version is used by nonharmonicists.

Harmonicist: This version is used by harmonicists.

Standard/Harmonicist: This version is used by everyone. The mechanics/targeting do not change for harmonicists.


Acquiring the Reins (Su)

Composition Type: Melody

Compatible Classes: Harmonicist

The intro of a score with this melody subtly shifts its focus in the first few moments of its performance. If the score's intro normally affects allies or foes of the subject, then it affects allies or foes of the conductor instead.

Amplification (Su)

Composition Type: Melody

Compatible Classes: Harmonicist

Sound waves that are in phase with each other amplify each other. The first time the subject deals sonic damage each round, he deals an additional 1d4 points of sonic damage. This melody can be taken multiple times.

Anthem of the Superior (Sp)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Requires: Composer level 4th or drow

Standard
Drow are just better. Their culture says so for their gods say so, and their gods say so for they have a fairly good track record of killing other gods who disagree. Whenever a creature successfully hits the conductor in melee, that creature is shaken for 1 round with a Will save to negate. This is a mind-affecting ability.

Harmonicist
Drow are just better. Their culture says so for their gods say so, and their gods say so for they have a fairly good track record of killing other gods who disagree. Whenever a creature successfully hits the subject in melee, that creature is shaken for 1 round with a Will save to negate. This is a mind-affecting ability.

Attenuation (Su)

Composition Type: Melody

Compatible Classes: Harmonicist

Requires: Composer level 9th

Precisely-chosen sound waves can weaken or even negate other sources of sound. Once per round, a single creature within 30 feet of the conductor is rendered unable to speak for 1 round with a Fortitude save to negate. This melody takes up two melody slots when added to a score.

Blasphemous Desecration (Su)

Composition Type: Melody

Compatible Classes: Cantor

Requires: Composer level 11th, ability to channel negative energy

This melody is dark and blasphemous, polluting the air around the conductor. The light level within 30 feet of the conductor is reduced by one step. Foes within the area of reduced light take a 1 penalty on attack and damage rolls, and take 1 point of damage if they begin their turn in its area. This melody takes up two melody slots when added to a score.

Blazing Glory (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Maestro

Requires: Composer level 5th

Feeding off the conductor's own ego, this melody can be thought of as a theme song. All weapons wielded by the conductor burst into flames that take on heroic shapes, like charging horses or a man standing over a fallen dragon. Weapons bathed in these flames deal an additional 1d3 points of fire damage. This melody can be taken multiple times.

Booming Theme (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Harmonicist, Maestro

Requires: Composer level 8th, Spell Focus (evocation)

Standard
A score with this melody drowns out everything else. Once per round, an ally within 30 feet of the conductor can let out a booming shout as a swift action, dealing 2d4 points of sonic damage to all other creatures within 10 feet. Creatures damaged in this manner are demoralized, as the Intimidate skill, for 1 round. A successful Fortitude save halves the damage and negates the demoralization effect. Once an ally has shouted, no other allies may shout in this fashion until the beginning of the conductor's next turn. This melody can be taken multiple times. Each time, the damage of the shout increases by +2d4, the duration of the demoralized effect increases by 1 round, and the Difficulty Class of the melody increases by +2. The demoralization component of this ability is mind-affecting, while the shout itself relies on audible components. This melody takes up two melody slots when added to a score.

Harmonicist
A score with this melody drowns out everything else. Once per round, the subject can let out a booming shout as a swift action, dealing 2d4 points of sonic damage to all other creatures within 10 feet. Creatures damaged in this manner are demoralized, as the Intimidate skill, for 1 round. A successful Fortitude save halves the damage and negates the demoralization effect. This melody can be taken multiple times. Each time, the damage of the shout increases by +2d4, the duration of the demoralized effect increases by 1 round, and the Difficulty Class of the melody increases by +2. The demoralization component of this ability is mind-affecting, while the shout itself relies on audible components. This melody takes up two melody slots when added to a score.

Bonds of Love (Su)

Composition Type: Melody

Compatible Classes: Cantor

Requires: Composer level 5th

For the duration of a performance containing this melody, the conductor’s conjuration (healing) spells with a range of touch instead have a range of close (25 ft. + 5 ft./2 levels), but only if the target is an ally. This melody takes up two melody slots when added to a score.

Buffering Blare (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Standard
It is a well-established fact that sound waves can cancel out other sound waves. By producing indiscriminate noise, a conductor can make use of this. All creatures within 30 feet of the conductor gain a +1 insight bonus to saving throws made against spells with the sonic descriptor and bardic performances that rely on audible components. This melody can be taken multiple times.

Harmonicist
It is a well-established fact that sound waves can cancel out other sound waves. By producing indiscriminate noise, a conductor can make use of this. The subject gains a +1 insight bonus to saving throws made against spells with the sonic descriptor and bardic performances that rely on verbal components. This melody can be taken multiple times.

Can't Touch This (Su)

Composition Type: Melody

Compatible Classes: Breakdancer

Requires: Acrobatics 4 ranks

Whenever the conductor successfully hits a creature in melee, he gains a +1 dodge bonus to AC against that creature for 1 round, to a maximum of the number of times he has taken this melody. This melody can be taken multiple times.

Capriccio (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Maestro

Requires: Composer level 4th

Quick and lively, this type of melody is that which most bards tend to fall back upon given their abundance of talent and lack of formal training. By conducting such a melody, the conductor can help these colleagues along. All allies within 30 feet of the conductor treat their class level as +1 higher for the purpose of determining the effects of bardic performances. This melody can be taken multiple times. This melody takes up two melody slots when added to a score.

Cast Like a Die (Su)

Composition Type: Melody

Compatible Classes: Cantor, Harmonicist

Requires: Composer level 7th, Spell Focus (divination)

Standard
A score with this melody sounds like it is meant for particularly metaphysical and introspective poetry. Once per round, an ally within 30 feet of the conductor can call upon the general atmosphere of the music as an immediate action, allowing him to reroll any ability check, attack roll, saving throw, or skill check, and take the better result, albeit at a 2 penalty to both rolls. An ally must decide to use this ability before the first roll is made. Once an ally has used the conductor's granted reroll, no other allies may reroll in this fashion until the beginning of the conductor's next turn. This melody takes up two melody slots when added to a score.

Harmonicist
A score with this melody sounds like it is meant for particularly metaphysical and introspective poetry. Once per round, the subject can call upon the general atmosphere of the music as an immediate action, allowing him to reroll any ability check, attack roll, saving throw, or skill check, and take the better result, albeit at a 2 penalty to both rolls. The subject must decide to use this ability before the first roll is made. This melody takes up two melody slots when added to a score.

Celebrate the Feast (Su)

Composition Type: Melody

Compatible Classes: Cantor, Harmonicist, Maestro

Requires: Composer level 4th or halfling

Standard
As any halfling will happily say at least once an hour, feasts really aren't anything special unless put to music. Without the music, a feast might as well have been last Thursday's lunch. All allies within 30 feet of the conductor who listen to this melody for 5 uninterrupted rounds are sated as though they ate a particularly full meal.

Harmonicist
As any halfling will happily say at least once an hour, feasts really aren't anything special unless put to music. Without the music, a feast might as well have been last Thursday's lunch. If the subject listens to this melody for 5 uninterrupted rounds, it is sated as though it ate a particularly full meal.

Chantey (Su)

Composition Type: Melody

Compatible Classes: Cantor, Maestro

Requires: Ability to cast 2nd-level spells

Considered by many to be a more primitive and utilitarian shanty, a chantey makes it fairly easy to work in, or with, rhythm. The conductor gets a +1 insight bonus to his caster level. This melody takes up two melody slots when added to a score.

Clarion Call (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Requires: Knowledge (history) 4 ranks

Standard
An ancient, curved battle trumpet with a shrill, tinny sound, the clarion is renowned for its ability to be heard at extreme distance. In modern times, that sound is also renowned for its ability to dig into an individual's head and not let go. All allies within 30 feet of the conductor gain a +1 morale bonus to saving throws against mind-affecting abilities. This melody can be taken multiple times.

Harmonicist
An ancient, curved battle trumpet with a shrill, tinny sound, the clarion is renowned for its ability to be heard at extreme distance. In modern times, that sound is also renowned for its ability to dig into an individual's head and not let go. The subject gains a +1 morale bonus to saving throws against mind-affecting abilities. This melody can be taken multiple times.

Clarity of the Song (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Maestro

Requires: Composer level 10th, Improved Initiative, Spell Focus (divination)

A score with this melody is clear and bright, perfect for keeping the mind centered. All allies within 30 feet of the conductor cannot be flanked unless all of them are flanked. This melody takes up two melody slots when added to a score.

Crackling Tension (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Harmonicist, Maestro

Requires: Composer level 5th, Spell Focus (evocation)

Standard
A score that uses this composition builds up an air of palpable tension. All allies within 30 feet of the conductor deal 1 point of electricity damage and 1 point of sonic damage to creatures that strike them in melee. This melody can be taken multiple times.

Harmonicist
A score that uses this composition builds up an air of palpable tension. The subject deals 1 point of electricity damage and 1 point of sonic damage to creatures that strike it in melee. This melody can be taken multiple times.

Cumulative Backlash (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Harmonicist, Maestro

Requires: Composer level 4th, Spell Focus (evocation)

Standard
A score with this melody frequently strikes sharp notes at strange moments, jarring the listener. When preparing a score with this melody, choose acid, cold, electricity, fire, or sonic. Whenever a creature within 30 feet of the conductor takes 5 or more points of damage of the chosen energy type from a single source, that creature takes a 1 penalty to AC for 1 round.

Harmonicist
A score with this melody frequently strikes sharp notes at strange moments, jarring the listener. When preparing a score with this melody, choose acid, cold, electricity, fire, or sonic. Whenever the subject takes 5 or more points of damage of the chosen energy type from a single source, it takes a 1 penalty to AC for 1 round.

Deceptive Cadence (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Standard/Harmonicist
A deceptive cadence is a melody that sounds like it is heading toward a score's outro, but suddenly picks right up and keeps going. This phenomenon is most often found in playful musical pieces and in most sermons at temples. The DC of the outro of a score with this melody is increased by +1.

Defiant Anthem (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Standard
It seems that every revolution the world has ever known has had a song written for it by the revolutionaries. These songs tend to be loud, defiant, and designed to make a passionate rebel ignore the fact that the established government has superior equipment. All allies within 30 feet of the conductor gain a +2 morale bonus to saving throws made against fear effects. This melody can be taken multiple times.

Harmonicist
It seems that every revolution the world has ever known has had a song written for it by the revolutionaries. These songs tend to be loud, defiant, and designed to make a passionate rebel ignore the fact that the established government has superior equipment. The subject gains a +2 morale bonus to saving throws made against fear effects. This melody can be taken multiple times.

Disrupting Tune (Su)

Composition Type: Melody

Compatible Classes: Cantor, Harmonicist, Maestro

Requires: Composer level 5th, Knowledge (arcana) 5 ranks

Standard
Certain melodies are capable of ripping and tearing at particular forms of energy. When preparing a score with this melody, choose acid, cold, electricity, fire, or sonic. All allies within 30 feet of the conductor receive resistance 5 against the chosen energy type. This melody can be taken multiple times. Each time, the conductor can either select a new energy type or allow the bonus to stack.

Harmonicist
Certain melodies are capable of ripping and tearing at particular forms of energy. When preparing a score with this melody, choose acid, cold, electricity, fire, or sonic. The subject receives resistance 5 against the chosen energy type. This melody can be taken multiple times. Each time, the conductor can either select a new energy type or allow the bonus to stack.

Droning Melody (Su)

Composition Type: Melody

Compatible Classes: Harmonicist, Maestro

Requires: Composer level 5th

Standard
A drone is a dry and monotonic melody that is quite adept at removing passions from a crowd. All creatures within 30 feet of the conductor have all of their morale bonuses, whether caused by mundane, supernatural, or magical effects, suppressed with a Will save to negate. These bonuses continue to be suppressed until the creature leaves the area of effect of the melody or until the conductor stops conducting the score containing this melody. Creatures that walk into the area of effect of the melody must immediately make a Will saving throw against the melody. Creatures that make their Will saving throw are immune to this melody for the remainder of the performance. If the conductor stops performing and conducts again, the creature is once again susceptible to this melody. This melody takes up two melody slots when added to a score.

Harmonicist
A drone is a dry and monotonic melody that is quite adept at removing passions from a crowd. The subject has all of its morale bonuses, whether caused by mundane, supernatural, or magical effects, suppressed with a Will save to negate. These bonuses continue to be suppressed until the conductor stops conducting the score containing this melody. Subjects that make their Will saving throw are immune to this melody for the remainder of the performance. If the conductor stops performing and conducts again, the subject is once again susceptible to this melody. This melody takes up two melody slots when added to a score.

Drumroll (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Maestro

In show business, many feats of strength are preceded by a drumroll. All allies within 30 feet of the conductor have a +2 bonus to Strength for the purpose of carrying capacity and, by extension, lift over head weight limit, drag weight limit, and so on. This melody can be taken multiple times.

Elegy for the Yet Living (Sp)

Composition Type: Melody

Compatible Classes: Cantor

Requires: Composer level 3rd, Knowledge (religion) 3 ranks

While this melody is fairly innocuous on the surface, one need only research its intended audience to find it bristling with menace. Once per round as a free action, the conductor may fire a ray at a creature within 30 feet. If this ray hits, a ranged touch attack, that creature takes 1d3 points of damage and the conductor heals that amount. This melody can be taken multiple times. When this melody stacks, its damage increases, not the number of rays.

Empowering Tune (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Harmonicist, Maestro

Requires: Composer level 3rd, Knowledge (arcana) 3 ranks

Standard
Just as music can disrupt particular forms of energy, it can also enhance it. When preparing a score with this melody, choose acid, cold, electricity, fire, or sonic. All allies within 30 feet of the conductor deal an additional point of damage whenever they deal damage of the chosen energy type. This melody can be taken multiple times. Each time, the conductor can either select a new energy type or allow the bonus to a previously chosen energy type to stack.

Harmonicist
Just as music can disrupt particular forms of energy, it can also enhance it. When preparing a score with this melody, choose acid, cold, electricity, fire, or sonic. The subject deals an additional point of damage whenever it deals damage of the chosen energy type. This melody can be taken multiple times. Each time, the conductor can either select a new energy type or allow the bonus to a previously chosen energy type to stack.

Etude (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Maestro

Requires: Spell Focus (enchantment)

Etudes are compositions whose entire purpose is to improve the technique of the performer. In short, it's a training score. All other bards and composers within 30 feet of the conductor get a +1 bonus to the Difficulty Class of saving throws called for by their bardic performance, or conduct composition class features. This melody can be taken multiple times. This melody takes up two melody slots when added to a score.

Exultation (Su)

Composition Type: Melody

Compatible Classes: Cantor

Requires: Composer level 9th

This melody revels in the very idea of life itself. All allies within 30 feet of the conductor gain a +1 morale bonus to saving throws against spells with the death descriptor, as well as against all spells and abilities that kill the target on a failed saving throw. This melody can be taken multiple times.

Flaming Steel (Su)

Composition Type: Melody

Compatible Classes: Cantor, Maestro

This melody is wrathful, full of fire that screams to lash out. All weapons wielded by allies within 30 feet of the conductor deal an additional point of fire damage per hit. This melody can be taken multiple times.

Focused Dissonance (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Harmonicist

Standard
This melody is full of disjunctions at precisely-chosen frequencies designed to vibrate in wood and metal. All weapons wielded by allies within 30 feet of the conductor deal an additional point of sonic damage per hit. This melody can be taken multiple times.

Harmonicist
This melody is full of disjointed notes at precisely-chosen frequencies designed to bring about vibration in wood and metal. All weapons wielded by the subject deal an additional point of sonic damage per hit. This melody can be taken multiple times.

Fortissimo (Su)

Composition Type: Melody

Compatible Classes: Harmonicist

Requires: Perform (any) 3 ranks

Loud and forceful, this melody inspires those who hear it. The subject gains a +1 morale bonus to Strength and Constitution. This melody can be taken multiple times.

Ghostly Wailing (Sp)

Composition Type: Melody

Compatible Classes: Cantor, Maestro

Requires: Composer level 3rd, Spell Focus (illusion)

A score with this melody makes use of a choir of ghastly, disembodied voices. All foes within 30 feet of the conductor take a 1 penalty to saving throws against fear effects. This melody can be taken multiple times. This is a mind-affecting ability.

Glissando (Su)

Composition Type: Melody

Compatible Classes: Maestro

Requires: Refrain class feature

Glissando refers to the practice of sliding between two notes. A score with this melody can change to a refrain as a swift action rather than as a move action.

Glorious Consecration (Su)

Composition Type: Melody

Compatible Classes: Cantor

Requires: Composer level 11th, ability to channel positive energy

This melody is bright and radiant, filling the air around the conductor with a gentle glow. The light level within 30 feet of the conductor is increased by one step. Allies within the area of increased light gain a +1 sacred bonus on attack and damage rolls, and gain a temporary hit point if they begin their turn in its area. This temporary hit point lasts for 1 round. This melody takes up two melody slots when added to a score.

Gracioso (Su)

Composition Type: Melody

Compatible Classes: Breakdancer

Requires: Perform (any) 3 ranks

Lilting and graceful, this melody is enough to make anyone frolic about. The conductor gains a +1 morale bonus to Dexterity. This melody can be taken multiple times.

I Will Be Heard! (Sp)

Composition Type: Melody

Compatible Classes: Breakdancer

Requires: Composer level 5th

A score with this melody is loud and insistent. It will NOT be ignored! The conductor is immune to the deafened condition and ignores the effects of magical effects that dampen or eliminate sound, such as the silence spell. This does not remove any instance of the deafened condition already in effect on the conductor; however, the conductor may begin to conduct a score with this melody in an area of magical silence or sound dampening as though that zone did not exist. This melody takes up two melody slots when added to a score.

Inspire Accuracy (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Standard
Slow and calculated, this melody inspires the conductor's allies to slow down and actually aim for once. All allies within 30 feet of the conductor receive a +1 competence bonus to attack rolls. This melody can be taken multiple times.

Harmonicist
Slow and calculated, this melody inspires the conductor's allies to slow down and actually aim for once. The subject receives a +1 competence bonus to attack rolls. This melody can be taken multiple times.

Inspire Might (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Standard
A rousing melody inspires those around the conductor. Allies within 30 feet of the conductor receive a +1 competence bonus to damage rolls. This melody can be taken multiple times.

Harmonicist
A rousing melody inspires those who hear it. The subject receives a +1 competence bonus to damage rolls. This melody can be taken multiple times.

Inspire Tactics (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Harmonicist

Standard
There are some melodies out there that can make anyone, even a wizard, feel like he can rush out there and suplex a dragon. This is one of them. When preparing a score with this melody, choose bull rush, disarm, grapple, reposition, steal, or trip. All allies within 30 feet of the conductor receive a +1 enhancement bonus to combat maneuver checks made to perform the chosen combat maneuver. This melody can be taken multiple times. Each time, the conductor can either select a new combat maneuver or allow the bonus to stack.

Harmonicist
There are some melodies out there that can make anyone, even a wizard, feel like he can rush out there and suplex a dragon. This is one of them. When preparing a score with this melody, choose bull rush, disarm, grapple, reposition, steal, or trip. The subject receives a +1 competence bonus to combat maneuver checks made to perform the chosen combat maneuver. This melody can be taken multiple times. Each time, the conductor can either select a new combat maneuver or allow the bonus to a previously-chosen combat maneuver to stack.

Inspire Terror (Sp)

Composition Type: Melody

Compatible Classes: Cantor, Harmonicist, Maestro

Requires: Composer level 8th, Intimidate 8 ranks

Standard
Some melodies seem to be designed to unhinge and terrify. With its imposing tune and propensity for sudden crescendos, this is most definitely one of them. All foes within 30 feet of the conductor are shaken on a failed Will save and continue to be shaken until they leave the area of effect of the melody or until the conductor stops conducting the score containing this melody. Creatures that walk into the area of effect of the melody must immediately make a Will saving throw against the melody. Creatures that make their Will saving throw are immune to this melody for the remainder of the performance. If the conductor stops performing and conducts again, the creature is once again susceptible to this melody. This is a mind-affecting ability. This melody takes up two melody slots when added to a score.

Harmonicist
Some melodies seem to be designed to unhinge and terrify. With its imposing tune and propensity for sudden crescendos, this is most definitely one of them. The subject is shaken for the duration of the performance on a failed Will save. Subjects that make their Will saving throw are immune to this melody for the remainder of the performance. If the conductor stops performing and conducts again, the subject is once again susceptible to this melody. This is a mind-affecting ability. This melody takes up two melody slots when added to a score.

Interlude (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Requires: Composer level 10th

Standard/Harmonicist
An interlude effectively bridges two things of greater import. While conducting a score with this melody, the conductor can suppress the effects of any other melody present in the same score that can be taken multiple times as a swift action. This suppression must be done before the melody's effects are resolved for the round. No more than one melody can be suppressed in this manner at any one time. Each round, when the conductor maintains the score as a free action, he may choose to continue suppressing the melody or to resume the suppressed melody. If the conductor chooses to resume the suppressed melody, it comes back with a vengeance and is treated as though it were taken additional times equal to the number of rounds it was suppressed for 1 round.

For example, if a score with this melody also has the internalized invigoration melody taken once, the conductor may wish to suppress it until needed because it only heals him and he's not hurt. If the conductor suppresses internalized invigoration for 3 rounds, then removes the suppression, then the melody's effect is as though it were taken 1 + 3 times, that is 1 because the melody was actually taken once, and 3 because it was suppressed for three rounds, for a total of fast healing 6 on the round in which the suppression is removed.

Internalized Ferocity (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Maestro

Requires: Any one of composer level 4th, orc, half-orc

Just as music soothes the savage beast, the right music can make a meek creature into a raving titan. The conductor gains a +2 morale bonus to damage rolls. This melody can be taken multiple times. Each additional time this melody is taken, the morale bonus to damage rolls increases by +1.

Internalized Harmony (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Standard
This harmonic melody is very close to the conductor's heart and affects him greatly while others are simply confused as to what's so great about the piece. The conductor receives a +1 deflection bonus to AC. This melody can be taken up to five times.

Harmonicist
This harmonic melody is very close to the conductor's heart, but, unlike other conductors, this one can force things on others. The subject receives a +1 deflection bonus to AC. This melody can be taken up to five times.

Internalized Invigoration (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Maestro

Requires: Composer level 10th, Heal 4 ranks

Certain melodies have very targeted audiences. This one, incomprehensible to most individuals, is designed to bolster the conductor himself. The conductor receives fast healing 2. This source of fast healing stacks with other sources of fast healing. This melody can be taken up to three times.

Internalized Vorpality (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Harmonicist

Requires: Composer level 8th, Improved Critical

Standard
Sharp, vicious notes feel like a plethora of tiny cutting blades slicing through the air. If a weapon the conductor wields is subject to an effect that multiplies its critical threat range, such as the Improved Critical feat, then he receives a +1 bonus to the critical threat range of that weapon. This bonus is applied after the threat range of the weapon is doubled, meaning a keen rapier becomes 14-20, not 13-20, with this melody applied. This melody takes up two melody slots when added to a score.

Harmonicist
Sharp, vicious notes feel like a plethora of tiny cutting blades slicing through the air. If a weapon the subject wields is subject to an effect that multiplies its critical threat range, such as the Improved Critical feat, then it receives a +1 bonus to the critical threat range of that weapon. This bonus is applied after the threat range of the weapon is doubled, meaning a keen rapier becomes 14-20, not 13-20, with this melody applied. This melody takes up two melody slots when added to a score.

Interposing Notation (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Requires: Composer level 5th, Spell Focus (conjuration)

Standard
A score with this melody conjures up the notes played as they are conducted. All allies within 30 feet of the conductor are surrounded by oversized musical notation, granting concealment (20% miss chance) against mundane ranged attacks. Exceptional ranged attacks that laugh at the idea of a puny music note stopping it, like a thrown boulder, are not affected.

Harmonicist
A score with this melody conjures up the notes played as they are conducted. The subject is surrounded by oversized musical notation, granting concealment (20% miss chance) against mundane ranged attacks. Exceptional ranged attacks that laugh at the idea of a puny music note stopping it, like a thrown boulder, are not affected.

Introspective Theme (Su)

Composition Type: Melody

Compatible Classes: Cantor, Maestro

Quiet and thoughtful, this melody promotes deep thinking. All allies within 30 feet of the conductor receive a +2 competence bonus to Knowledge skill checks. This melody can be taken multiple times.

Invigorating Melody (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Standard
Triumphant and clear, this melody is designed to spark bravery and invigorate the listener. All allies within 30 feet of the conductor gain fast healing 1. This melody can be taken multiple times.

Harmonicist
Triumphant and clear, this melody is designed to spark bravery and invigorate the listener. The subject gains fast healing 1. This melody can be taken multiple times.

Knightly Chant (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Standard
A slow and measured rhythm mimics the sound of armored knights marching off to battle. All allies within 30 feet of the conductor gain damage reduction 1/-. This melody can be taken multiple times.

Harmonicist
A slow and measured rhythm mimics the sound of armored knights marching off to battle. The subject gains damage reduction 1/-. This melody can be taken multiple times.

Lullaby (Su)

Composition Type: Melody

Compatible Classes: Maestro

Requires: Composer level 6th

A slow and relaxing melody, the lullaby is designed to lull the listener into a deep and contented sleep. Once per round, the conductor may put a creature within 30 feet to sleep for 1d4 rounds as a standard action that provokes attacks of opportunity. A successful Will save negates. Creatures that make their Will saving throw are immune to this melody for the remainder of the performance. If the conductor stops performing and conducts again, the creature is once again susceptible to this melody. This is a mind-affecting ability. This melody takes up two melody slots when added to a score.

March of Progress (Sp)

Composition Type: Melody

Compatible Classes: Cantor, Maestro

Requires: Any one of Composer level 4th, half-elf, half-orc, or human

Humans are an incredibly ambitious race. Long-lived races typically find the constant to and fro of human politics to be fairly ridiculous, while some few find it exciting and a fantastic source of cheap entertainment. The heart of humanity's success, however, is its propensity to build enormous infrastructure for any goal that pops into its racial consciousness. All allies within 30 feet of the conductor who listen to the melody for 5 uninterrupted rounds get a +4 insight bonus on their next Craft check made to produce mundane items. This bonus increases by +2 if the item to be produced has never been made by the crafter before. For example, if a swordsmith decides to produce his very first greatclub, he gets a +6 insight bonus rather than a +4 insight bonus to his Craft check. If not used within 24 hours, this bonus is lost.

Marching Cadence (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Harmonicist, Maestro

Standard
Certain melodies are designed to play at a specific rhythm that simulates the marching of an infantry regiment. All allies within 30 feet of the conductor gain a +10-foot bonus to their base land speed. This is an enhancement bonus. This melody can be taken twice.

Harmonicist
Certain melodies are designed to play at a specific rhythm that simulates the marching of an infantry regiment. The subject gains a +10foot bonus to its base land speed. This is an enhancement bonus. This melody can be taken twice.

Mind Awash with Music (Sp)

Composition Type: Melody

Compatible Classes: Maestro

Requires: Composer level 8th, Spell Focus (enchantment)

A score that uses this composition worms its way into the minds of those who listen to it and makes it particularly difficult for anything else to get a word in edgewise. All allies within 30 feet of the conductor can use the conductor's Will save modifier rather than their own when making a Will save against a mind-affecting ability; however, if that Will save is failed, both the ally and the conductor are treated as though they failed their saving throw against the ability. The intimate connection brought about by this melody causes a conductor who is normally immune to mind-affecting abilities to be vulnerable to them when their source is feedback from an ally's failed Will save while using this melody. This melody takes up two melody slots when added to a score.

Muffle (Su)

Composition Type: Melody

Compatible Classes: Harmonicist

Requires: Composer level 10th

At times, it can be useful to stifle the sound of a score without ceasing to conduct. Using the bodies of those affected by the music as a sink works in a pinch. While conducting a score with this melody, the conductor can suppress the effects of any number of other melodies present in the same score for 1 round as a swift action. Those subject to the score's melodies take 2 points of sonic damage per melody slot worth of melodies suppressed in this fashion. A successful Fortitude save halves the damage.

Music Given Life (Su)

Composition Type: Melody

Compatible Classes: Cantor, Maestro

Requires: Composer level 5th

Shapeless and rather chaotic, this melody does not merely reflect what humans feel about nature, but rather embodies the processes of life itself. A creature made of pure sound appears in an empty square that is within 30 feet of the conductor. Treat this creature as a small air elemental, except that it deafens creatures it damages in melee for 1d4 rounds with a DC 11 Fortitude save to negate. The creature persists for as long as the conductor conducts the score containing this melody. If the conductor is ever more than 30 feet away from the creature, it is unsummoned immediately and will not return until the conductor ceases to conduct the score and starts conducting it again.

At composer level 9th, the conductor can choose to make this melody take up two melody slots. If he does, the creature is treated as a medium air elemental and has a DC of 14 for its deafen effect.

At composer level 13th, the conductor can choose to make this melody take up three melody slots. If he does, the creature is treated as a large air elemental and has a DC of 17 for its deafen effect.

At composer level 17th, the conductor can choose to make this melody take up four melody slots. If he does, the creature is treated as a huge air elemental and has a DC of 20 for its deafen effect.

A conductor can always choose to use less melody slots than the maximum allowed. For example, a 17th level cantor can spend three melody slots to summon a large air elemental.

Ode to the Barkeep (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Maestro

Requires: Composer level 4th or dwarf

Blessed are the barkeeps, peddlers of the nectar that makes life livable! All creatures within 30 feet of the conductor treat alcoholic beverages with a market price of 25 gp or higher as potions of cure light wounds, but only if that creature is inside what the locals of an area would deem a bar, pub, or tavern. This is in addition to the standard inebriating effects of the drink. The caster level of such potions of cure light wounds is equal to the Hit Dice of the proprietor of the establishment, or caster level 1st if the proprietor is not on the premises.

If there are no locals, then there is no bar, meaning overly-clever conductors cannot simply set up a “lemonade stand” in the middle of a terror-stricken wasteland to gain the benefits of this melody. If a wizard goes to the trouble of establishing an extradimensional bar that actually has regular patrons, then this requirement is satisfied.

Oppressive Fate (Su)

Composition Type: Melody

Compatible Classes: Cantor, Harmonicist

Requires: Composer level 7th, Spell Focus (divination)

Standard
A score with this melody rings with the laughter of a haughty villain who knows that resistance is futile. Once per round as an immediate action, the conductor can force a foe within 30 feet to reroll any ability check, attack roll, saving throw, or skill check, and take the worse result, albeit with a +2 bonus. The conductor must choose to use this ability before the first roll is made. A Will save negates the forced reroll. This melody takes up two melody slots when added to a score.

Harmonicist
A score with this melody rings with the laughter of a haughty villain who knows that resistance is futile. Once per round as an immediate action, the subject can force a foe within 30 feet to reroll any ability check, attack roll, saving throw, or skill check, and take the worse result, albeit with a +2 bonus. The subject must choose to use this ability before the first roll is made. A Will save negates the forced reroll. This melody takes up two melody slots when added to a score.

Reaper Among Us (Su)

Composition Type: Melody

Compatible Classes: Cantor

Shrouded in black, scythe in hand, Death glides over the site of a recent battle. One by one, the dying are counted among the dead. All stabilized creatures within 30 feet of the conductor resume bleeding out. So long as the conductor is within 30 feet, a creature that is bleeding out cannot stabilize. Whenever a creature dies, the conductor gains 3 temporary hit points. These temporary hit points stack, to a maximum of the conductor's composer level, and last for 1 minute.

Rebuffing Voice (Su)

Composition Type: Melody

Compatible Classes: Cantor

Requires: Composer level 4th

This melody pushes away those that would harm the conductor, granting him the benefits of the sanctuary spell. If the conductor acts in such a way that would cause the sanctuary spell to end, then this melody ceases to grant any benefit for the remainder of the conductor’s performance.

Resilient Measure (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Standard
Certain melodies have an inherent resistance against a specific school of magic. When preparing a score with this melody, choose a school of magic. All allies within 30 feet of the conductor receive a +1 insight bonus to saving throws made against spells of the chosen school. This melody can be taken multiple times. Each time, the conductor selects a new school.

Harmonicist
Certain melodies have an inherent resistance against a specific school of magic. When preparing a score with this melody, choose a school of magic. The subject receives a +1 insight bonus to saving throws made against spells of the chosen school. This melody can be taken multiple times. Each time, the conductor selects a new school.

Ripples of Sound (Su)

Composition Type: Melody

Compatible Classes: Harmonicist

Requires: Composer level 9th

Resonant sound spreads like ripples in a pool of water. Each round at the beginning of his turn, the conductor selects a melody that takes up one melody slot that is present in the same score. Creatures within 5 feet of those subject to the score's effects are subject to the effects of the chosen melody for 1 round, but are not considered to be subject to the score as a whole.

Roar of the Meek (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Maestro

Requires: Composer level 9th

This melody hardens the hearts of the meek, making warriors of them all. Each round, all allies within 30 feet of the conductor get an additional saving throw against any ongoing fear effects. If the save is made, that fear effect ends immediately and the ally gets a +2 morale bonus to damage rolls for 1 round. This melody takes up two melody slots when added to a score.

Rumbling Tones (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Harmonicist

Requires: Composer level 6th, Intimidate 3 ranks

Standard
Deep bass tones pound directly into the earth itself, causing dirt, sod, glacial ice, cobblestone, floorboards, and the very living rock itself to raise its sundered form to the sky. If standing on solid, non-magical ground, or whatever passes for solid ground in more exotic locales, the conductor's composition causes the ground to cleave upward, creating difficult terrain in a 10-foot radius centered on himself. The ground settles back to its original state as the conductor moves. When a score with this melody ends, all remaining difficult terrain returns to its original state. The space in which the conductor stands is never made difficult terrain by this melody; in fact, as the conductor moves, the ground settles back down to ensure that he never inhibits his own movement.

Harmonicist
Deep bass tones pound directly into the earth itself, causing dirt, sod, glacial ice, cobblestone, floorboards, and the very living rock itself to raise its sundered form to the sky. If standing on solid, non-magical ground, or whatever passes for solid ground in more exotic locales, the conductor's composition causes the ground to cleave upward, creating difficult terrain in a 10-foot radius centered on the subject. The ground settles back to its original state as the subject moves. When a score with this melody ends, all remaining difficult terrain returns to its original state. The space in which the subject stands is never made difficult terrain by this melody; in fact, as the subject moves, the ground settles back down to ensure that he never inhibits his own movement.

Sea Shanty (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Standard
Sea shanties are simple tunes with an even, metronomic beat and lyrics that will interest even the scurviest of dogs. All allies within 30 feet of the conductor experience a similar sensation, gaining a +2 competence bonus to Profession and Craft skill checks. This melody can be taken multiple times.

Harmonicist
Sea shanties are simple tunes with an even, metronomic beat and lyrics that will interest even the scurviest of dogs. Their primary use is in the working of a ship's sails; if each sailor pulls on the rigging in time with the tune, it's much more likely that the sailors will all be pulling that rigging at the same rate. The subject experiences a similar sensation, gaining a +2 competence bonus to Profession and Craft skill checks. This melody can be taken multiple times.

Sinusoidal Slam (Su)

Composition Type: Melody

Compatible Classes: Harmonicist

Requires: Composer level 7th

The right sound can hit the listener like a ton of bricks. At the beginning of the subject's turn, he may cause a blast of sonic energy to strike a creature within 30 feet of himself as a free action, staggering that creature for 1 round if it took sonic damage since the beginning of its last turn. A successful Fortitude save negates.

Snarling Chant (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Maestro

Requires: Composer level 4th or hobgoblin

Hobgoblin culture is predicated on raiding defenseless villages, holding slaves, and exercising power over the weak. All allies within 30 feet of the conductor get a +2 morale bonus to damage rolls when charging. A creature need only begin its charge within range of the conductor to gain this bonus. If a creature gets multiple attacks on the charge, then this bonus only applies to the first successful hit. This melody can be taken multiple times.

Sonic Boom (Su)
Composition Type: Melody
Compatible Classes: Breakdancer, Harmonicist
Standard
Sound can readily be weaponized. Whenever the
conductor successfully hits a creature in melee, that
creature is deafened for 1d4 rounds with a Fortitude
save to negate.
Harmonicist
Sound can readily be weaponized. Whenever the subject
successfully hits a creature in melee, that creature is
deafened for 1d4 rounds with a Fortitude save to negate.

Sonutechnics (Su)

Composition Type: Melody

Compatible Classes: Cantor, Harmonicist

Requires: Composer level 4th or puddling

Standard
The puddling language of puddle is both visual and auditory, leading to a singular variety of musical expression. Once per round as a swift action, the conductor may fire a ray of prismatic light and sound at a creature within 30 feet, dealing 1d6 points of sonic damage on a successful ranged touch. This deals maximum damage against oozes, while undead creatures take an additional +1 damage per damage die.

Harmonicist
The puddling language of puddle is both visual and auditory, leading to a singular variety of musical expression. Once per round as a swift action, the subject may fire a ray of prismatic light and sound at a creature within 30 feet, dealing 1d6 points of sonic damage on a successful ranged touch. This deals maximum damage against oozes, while undead creatures take an additional +1 damage per damage die.

Steady Beat (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Harmonicist, Maestro

Standard
Even-paced, such a melody is excellent at keeping individuals centered. All allies within 30 feet of the conductor gain a +1 morale bonus to CMD. This melody can be taken multiple times.

Harmonicist
Even-paced, such a melody is excellent at keeping individuals centered. The subject gains a +1 morale bonus to CMD. This melody can be taken multiple times.

Stretto (Sp)

Composition Type: Melody

Compatible Classes: Harmonicist

Requires: Composer level 10th, Knowledge (arcana) 6 ranks

Stretto refers to the overlapping of a theme by multiple voices or instruments that are several beats apart from each other. The effect tends to feel like an overlapping wall of sound. Once per round as a standard action that provokes attacks of opportunity, the subject may create a thrumming, white wall of solid sound that is 10 feet long, 5 feet wide, and 5 feet tall in an empty space within 30 feet of himself. This wall persists for 1 round. Creatures may walk through the wall, but take sonic damage equal to the conductor's class level if they do so. This melody takes up two melody slots when added to a score.

Strident Invective (Su)

Composition Type: Melody

Compatible Classes: Harmonicist

Requires: Composer level 6th, Intimidate 5 ranks

Waves of sound buffet the subject for the duration of the score, dealing 1d3 points of sonic damage at the beginning of each of its turns, increasing by +1 at 8th and 15th levels. A successful Fortitude save halves the damage. This melody can be taken multiple times.

Tearjerker (Sp)

Composition Type: Melody

Compatible Classes: Cantor, Maestro

Some melodies just make an individual want to cry. All foes within 30 feet of the conductor begin to cry on a failed Will save and are effectively dazzled. Creatures dazzled in this fashion remain dazzled for 1d4 rounds after they leave the area of effect of the melody or the conductor stops conducting the score containing this melody. Creatures that walk into the area of effect of the melody must immediately make a Will saving throw against the melody. Creatures that make their Will saving throw are immune to this melody for the remainder of the performance. If the conductor stops performing and conducts again, the creature is once again susceptible to this melody. This is a mind-affecting ability.

The Earth's Bounty (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Cantor, Maestro

Most composers begin their careers as starving artists. In an awkward twist of fate, the sensibilities of the conductor tends to be tuned to expensive foodstuffs that the foppish dandy would enjoy. In an effort to bring desires and means together, the profession devised this melody. A source of food within 30 feet of the conductor is retroactively granted a +10 bonus to the Profession (cook) check that produced it, or is assumed to have been cooked by a DC 10 Profession (cook) check if the food is raw, scraps out of a trash heap, etc. In addition, if the conductor conducts over the food for at least a number of rounds equal to the number of people the food is intended to feed, any negative consequences of spoilage are negated, though poisons and other negative agents purposefully slipped into the food are still present.

The Jokester (Sp)

Composition Type: Melody

Compatible Classes: Breakdancer, Maestro

Requires: Composer level 4th or gnome

Strange images pour forth with the conductor's music, making it difficult to tell what is real and what is an illusion. All attacks made against creatures within 30 feet of the conductor have a 10% miss chance. Whenever a melee attack misses because of this miss chance, the illusory shapes explode in a mixture of pyrotechnics, laughter, and burnt custard, dealing 1d6 points of fire damage to the attacker. This is an illusion (figment) ability. This melody can be taken multiple times. Each time, the miss chance increases by +5% and the fire damage dealt to those who miss increases by +1d6.

Thrown Falsetto (Su)

Composition Type: Melody

Compatible Classes: Harmonicist, Maestro

Requires: Composer level 4th

Standard
A disembodied wailing accompanies the rest of the conductor's piece. Once per round as a move action, the conductor may direct this wailing, assaulting a single creature within 30 feet with horrible caterwauling. This deals 1d6 points of sonic damage with a Fortitude save for half. At composer level 10th, this melody deals 2d6 points of sonic damage instead. This melody can be taken multiple times.

Harmonicist
A disembodied wailing accompanies the rest of the conductor's piece. Once per round as a move action, the subject may direct this wailing, assaulting a single creature within 30 feet with horrible caterwauling. This deals 1d6 points of sonic damage with a Fortitude save for half. At composer level 10th, this melody deals 2d6 points of sonic damage instead. This melody can be taken multiple times.

Thunderstruck (Su)

Composition Type: Melody

Compatible Classes: Harmonicist, Maestro

Requires: Composer level 8th, Knowledge (nature) 8 ranks

Standard
Some melodies make a habit of hitting a particularly "electrifying" note every few measures. Once per round as a free action, the conductor may cause a peal of lightning to strike a creature within 30 feet of himself, dealing 3d6 points of electricity damage with a Reflex save for half. This melody can be taken multiple times. Each time, an additional bolt of lightning strikes the target creature. This melody takes up two melody slots when added to a score.

Harmonicist
Some melodies make a habit of hitting a particularly "electrifying" note every few measures. Once per round as a free action, the subject may cause a peal of lightning to strike a creature within 30 feet of itself, dealing 3d6 points of electricity damage with a Reflex save for half. This melody can be taken multiple times. Each time, an additional bolt of lightning strikes the target creature. This melody takes up two melody slots when added to a score.

Timeless Theme (Su)

Composition Type: Melody

Compatible Classes: Cantor

Requires: Composer level 4th or elf

Elves are an old and wise race, and, having been given such a long time to walk upon the earth, they tend to be willing to move on to the afterlife when their allotted time has elapsed. Of course, elves being what they are, they also tend to enjoy pushing their opinions on everyone else. All corpses within 30 feet of the conductor become imperfectly warded against necromancy. If a spell or spell-like ability would raise a warded corpse as an undead creature, then the caster must make a DC 11 + the conductor’s composer level caster level check or lose the spell.

Under the Big Top (Su)

Composition Type: Melody

Compatible Classes: Breakdancer, Maestro

A trapeze artist has a soundtrack all his own. All allies within 30 feet of the conductor have a +2 competence bonus to the Acrobatics and Perform skills. This melody can be taken multiple times.

Vehement Invective (Su)

Composition Type: Melody

Compatible Classes: Harmonicist

Heated tones set the subject ablaze, dealing 1d4 points of fire damage at the beginning of each of its turns, increasing by +1 at 8th and 15th levels. A successful Fortitude save halves the damage. This melody can be taken multiple times.

Vibrato (Su)

Composition Type: Melody

Compatible Classes: Harmonicist, Maestro

Requires: Composer level 8th, Knowledge (arcana) 8 ranks

Standard
Rapidly alternating between two similar notes builds up a resonance effect. Whenever the conductor is struck in melee by a manufactured weapon, that weapon takes sonic damage equal to half the conductor's composer level, minimum 1. Whenever the conductor is struck in melee by a natural weapon or by an unarmed strike, that creature is dazed for 1 round with a Will save to negate. Creatures that make their Will saving throw are immune to this melody for the remainder of the performance. Even if they are personally immune, any weapons they may draw and use are not. If the conductor stops performing and conducts again, the creature is once again susceptible to this melody. The daze effect is a mind-affecting ability.

Harmonicist
Rapidly alternating between two similar notes builds up a resonance effect. Whenever the subject is struck in melee by a manufactured weapon, that weapon takes sonic damage equal to half the conductor's composer level, minimum 1. Whenever the subject is struck in melee by a natural weapon or by an unarmed strike, that creature is dazed for 1 round with a Will save to negate. Creatures that make their Will saving throw are immune to this melody for the remainder of the performance. Even if they are personally immune, any weapons they may draw and use are not. If the conductor stops performing and conducts again, the creature is once again susceptible to this melody. The daze effect is a mind-affecting ability.

Vicious Ventriloquism (Su)

Composition Type: Melody

Compatible Classes: Harmonicist

Requires: Composer level 5th

While throwing sound to fool the ear is impressive, it tends to be much more satisfying when the thrown sound is weaponized. Once per round as a swift action, the subject may let out a scream, dealing 1d4 points of sonic damage in a 5-foot burst whose center is within 30 feet of himself. A Fortitude save halves the damage. This melody can be taken multiple times.

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