Sync (Prodigy Archetype)
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Diamond Spheres: Harmony & Discord
$6.99

The prodigy is no stranger to maintaining a rhythm, so why not put a beat to it? Becoming a dangerous dervish of music and metal, the sync is able to perform much easier than most in the midst of battle.

Trade Tradition

If this is this character’s first level in any class, the sync may select a trade tradition of their choice, and have an adroit trade rank.

This replaces the prodigy’s normal class skills.

Skill Ranks per Level

The sync gains 6 + her Intelligence modifier ranks per level.

This alters skill ranks per level.

Virtuoso’s Adaptation

The sync can use her adaptation class feature to gain Performance sphere talents as well as combat and magic talents.

This alters adaptation.

Rhythmic Sequence (Ex)

At 1st level, the sync gains the Performance sphere as a bonus skill talent. At 2nd level, as part of starting a sequence, the sync can enrapture herself into the rhythm of her sequence, choosing a single Performance sphere package that she possesses. Only a single rhythm ability can be applied at a time, but she can change the chosen package as a swift action; if the sequence ends or she changes her rhythm, any benefits of the rhythm are lost immediately. Each rhythm also unlocks the (finisher) ability or abilities tied to the package. If an ability has a range or save DC, it is based on your Performance sphere DC.

Act

Improv (rhythm)

The sync can bridge seemingly disparate scenes together with incredible grace and confidence. Whenever the sync begins an act, she can choose a single scene from a different (act) talent she possesses; the act has the chosen scene. This follows the same rules as the Performance Mastery talent, but if she already possesses the talent, then she can choose a scene from any (act) talent, even if she does not possess it (although exceptional talents must receive GM permission as normal).

Plot Twist (finisher)

As a 3 link finisher, the sync can spend the required action to complete an act’s finale, but not end the act. If this is used as a 5 link finisher, she can also add a finale from a different (act) talent she possesses (or not if she has the Improv rhythm active), allowing her to choose from the original or new finale when completing the finale for the second time. A finale that is reliant on a previous scene to function (such as A Gilded Tower or the Lowly Peasant talents) cannot be added this way (unless the requisite scene(s) are somehow completed).

Spectacular Finish (finisher)

As a finisher, the sync can spend a free action to complete an act’s finale, depending on the action cost associated with it. As a 3 link finisher, she can finish a finale with a swift or move action cost; as a 5 link finisher, she can finish a finale with a standard action cost; and as a 7 link finisher, she can finish a finale with a full-round action cost.

Stylistic Scenes (rhythm)

The sync can complete an act's scenes with a certain pazazz. If a scene requires a standard action to complete, she can do so as part of a successful attack action, sphere ability, or charge made as a standard action or longer. If a scene requires a move action to complete, she can do so as part of taking a move action to move.

Dance

Flash Mob (rhythm)

The sync can spend a free action whenever she begins or maintains a dance, allowing all allies within her dance radius to spend a free action that is usable outside of their turn to join her dance.

Spur Maneuver (finisher)

As a finisher, the sync can spend a standard action to grant all dancers an action that can be taken as a free action that can be taken outside of their turn. As a 5 link finisher, the sync grants all dancers a move action. As a 7 link finisher, the sync grants all dancers a standard action.

Sync’s Reflexes (finisher)

This functions as the prodigy’s reflexes finisher, except that it can benefit any dancer and may use the sync’s Perform (dance) check result instead of Acrobatics. The sync can increase the link’s required to use this finisher by 1 to grant its benefits to a dancer within her dance, with either the dancer or the sync spending the action required.

Unique Style (rhythm)

Whenever the sync starts a dance, she can add an additional (dance) talent to it.

Instrumental

Booming Solo (finisher)

As a standard action, the sync can stop an instrumental they are maintaining with a final riff or solo, forcing all creatures within a radius of up to 5 feet per link in the sequence to attempt a Fortitude saving throw. Creatures within the area suffer 1d6 sonic damage per prodigy level she possesses and becomes deafened for 1 minute; a successful saving throw halves this damage and negates the deafened condition. The sync can exclude herself from this radius.

Complex Chorus (rhythm)

Whenever the sync begins an instrumental, she is immediately treated as if she had been performing the instrumental for 2 rounds; once she has actually maintained the instrumental for 2 rounds, its area increases by 10 feet.

Encore (rhythm)

Whenever the sync willingly stops maintaining an instrumental and does not start another instrumental for at least 1 round, the next instrumental she begins within the next minute only requires a swift action to start.

Shift Key (finisher)

As a 3 link finisher, the sync can spend a swift action to force all creatures who have succeeded a saving throw against an active instrumental to attempt a new saving throw against it, suffering a penalty to the save for every link this sequence has beyond 3.

Lyric

Interpretive Lyrics (finisher)

If the sync has a sequence of at least 3 links, she can end her sequence as part of using a lyric to target an additional creature equal to the length of her sequence; the sync can choose different (lyric) talents for each target.

Sonorous Outro (finisher)

If the sync has a sequence of at least 3 links, she can end her sequence as a swift action and dismiss a number of lyrics equal to the length of her sequence. The creatures affected by the dismissed lyric either heal a number of hit points or suffer an amount of sonic damage equal to 5 x the length of her sequence; suffering damage if it was a discouraging lyric, or healing if it was an inspiring lyric.

Refrain (rhythm)

Allies benefitting from the sync’s inspiring lyrics can expend the lyric as a standard action instead of a swift action to gain the lyric’s expend benefit a second time right after the first expend benefit ends. If a lyric is expended as part of an action or as an immediate action, the ally cannot expend a lyric this way unless they choose to be staggered on their next turn.

Screamed Phrase (rhythm)

Whenever the sync successfully damages a creature with an attack action, she can use a discouraging lyric as a swift action, although it only lasts until the end of her next turn unless the attack was a successful critical hit or reduced a creature to 0 hit points or fewer.

This replaces imbue sequence.

Versatile Performance

At 3rd level, the sync gains the versatile performance class feature, choosing one type of Perform skill. The sync uses the bonus in the chosen Perform skill in place of her bonus in that skill’s related skills.

The types of Perform and their related skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Additionally, the sync unlocks skill leverage with the chosen Perform skills related skills if she did not already have them unlocked.

This replaces steady skill.

Rhythm of War

At 11th level, the sync can spend 10 minutes and 1 use of skill leverage to change the Perform skill chosen for her versatile performance class feature.

Additionally, the sync chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill she has selected with versatile performance. She gains proficiency with this weapon (or Weapon Focus with that weapon if she is already proficient). The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).

This replaces variable skill.

Flexible Rhythm

At 19th level, the sync can spend 1 minute to change the Perform skill chosen with versatile performance without spending a use of skill leverage.

Additionally, the sync can have two (rhythm) abilities applied to her sequence at one time.

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