Synthetic Voice (Alchemist/Bard)

Some dream of singing, but lack any talent in that field, as their minds are geared towards alchemical pursuits. However, due to the insistent belief that "the show must go on" and their courageous drive to fulfill their dreams, what has often materialized is a unique blend of alchemic and bardic magic. Once these traits are fused, the synthetic voice is created and a new personality emerges on the stage of life. (Original Concept by Lindley Court)

Primary Class: Alchemist.

Secondary Class: Bard.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The synthetic voice may select three bard skills to add to his class skills in addition to the normal alchemist class skills. The synthetic voice gains a number of ranks at each level equal to 4 + Int modifier.

Table: Synthetic Voice

Weapon and Armor Proficiency

The synthetic voice is proficient with all simple weapons, bombs, with light armor, but not with shields.

Extracts

The synthetic voice adds the following bard spells to his list of extracts: 

1st level–adoration, borrow skill, chord of shards, ear-piercing scream, horn of pursuit, innocence, play instrument, read weather, restful

sleep, solid note, ventriloquism

2nd level–bestow insight, calm emotions, distressing tone, gallant inspiration, honeyed tongue, piercing shriek, silence, whispering wind

3rd level–clairaudience/clairvoyance, glibness, haunting choir, illusory script, jester’s jaunt, thundering drums, witness

4th level–denounce, discordant blast, dominate person, echolocation, nixie’s lure, primal scream, shout, sonic thrust, wall of sound, zone

of silence

5th level–bard’s escape, cloak of dreams, deafening song bolt, foe to friend, frozen note, joyful rapture, ki shout, music of the spheres, 

resonating word, song of discord

6th level–brilliant inspiration, dirge of the victorious knights, fool’s forbiddance, getaway, pied piping, overwhelming presence, shout 

(greater), sympathetic vibration, waves of ecstasy

Acute Hearing (Ex)

A synthetic voice has a keen sense of hearing, allowing him to discriminate between a wide variety of sounds and tones. At 1st level, a synthetic voice ignores up to –5 in penalties due to distance on audible Perception checks, allowing him to hear accurately at much greater distances than most. This ability replaces throw anything.

Alchemy (Su)

This is exactly like the alchemist ability of the same name, except that the synthetic voice does not create bombs.

Harmonics (Su)

In addition to magical extracts, synthetic voices are adept at unleashing a blast of sonic energy at their enemies. A synthetic voice can use a number of harmonic blasts each day equal to his synthetic voice level + his Intelligence modifier. Releasing a harmonic blast requires a standard action that provokes an attack of opportunity. Harmonics is a ray effect that can be used to target one creature and has a range of 30 feet. On a direct hit, a synthetic voice's harmonics inflicts 1d6 points of sonic damage + additional damage equal to the synthetic voice's Intelligence modifier. The damage of a synthetic voice's harmonics increases by 1d6 points at every odd-numbered synthetic voice level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike).

In addition to sonic damage, a harmonic blast creates a concussive burst that affects the target’s square and all squares adjacent to it. Those caught in the burst can attempt a Reflex save or be knocked prone. The DC of this save is equal to 10 + 1/2 the synthetic voice's level + the synthetic voice’s Intelligence modifier.

Synthetic voices can add additional effects to their harmonics as discoveries (see the Discovery ability) as they level up. This ability replaces bombs.

Resonant Mutagen (Su)

At 1st level, a synthetic voice discovers how to create a mutagen that he can imbibe in order to heighten his vocal power and influence. It takes 1 hour to brew a dose of resonant mutagen, and once brewed, it remains potent until used. A synthetic voice can only maintain one dose of resonant mutagen at a time—if he brews a second dose, any existing resonant mutagen becomes inert. As with an extract or synthetic harmonics, a resonant mutagen that is not in a synthetic voice's possession becomes inert until a synthetic voice picks it up again.

When a synthetic voice brews a resonant mutagen, he selects one of the following resonances—combat, defensive, or skills. It's a standard action to drink a resonant mutagen. Upon being imbibed, the resonant mutagen causes the synthetic voice to become more enigmatic, granting him a +2 alchemical bonus to all Charisma-based skill checks for 10 minutes per synthetic voice level.

In addition, while the resonant mutagen is in effect, the synthetic voice emits a 10-foot aura of sound waves that grants bonuses to his allies and bestows penalties upon his enemies, dependent upon his chosen resonance. This aura functions only while the synthetic voice is conscious, not if she is unconscious or dead. A resonant aura has one of the following effects.

Combat Resonance: Allies within the aura gain a +1 morale bonus on all attack rolls, while enemies receive a –1 penalty on attack rolls.

Defensive Resonance: Allies within the aura gain a +1 morale bonus on all saving throws, while enemies receive a –1 penalty on saving throws.

Skill Resonance: Allies within the aura gain a +1 morale bonus on all skill checks, while enemies receive a –1 penalty on skill checks.

A non-synthetic voice who drinks a resonant mutagen must make a Fortitude save (DC 10 + 1/2 the synthetic voice's level + the synthetic voice's Intelligence modifier) or become nauseated for 1 hour—a non-synthetic voice can never gain the benefit of a resonant mutagen, but a synthetic voice can gain the effects of another synthetic voice's resonant mutagen if he drinks it. (Although if the other synthetic voice creates a different resonant mutagen, the effects of the “stolen” resonant mutagen immediately cease.) The effect of a resonant mutagen do not stack. Whenever a synthetic voice drinks a resonant mutagen, the effects of any previous resonant mutagen immediately end. This ability otherwise functions as and replaces mutagen.

Discoveries

This is exactly like the alchemist ability of the same name, except that the synthetic voice cannot select any bomb discoveries. He can choose the cognatogen or mutagen discoveries, and any associated discoveries, though mutagen discoveries have no effect on a resonant mutagen. The synthetic voice may choose from the following new discoveries restricted to the Synthetic Voice multiclass archetype.

Bleeding Harmonics (Su): The synthetic voice’s harmonics disrupts the blood vessels with the target’s body. On a direct hit, the target takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the sonic blast. A successful Fortitude save reduces this bleed damage to 1 point. The DC of this save is equal to 10 + 1/2 the synthetic voice's level + the synthetic voice's Intelligence modifier. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. This stacks with other bleed damage effects. The synthetic voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthetic voice must be at least 8th level to select this discovery.

Blinding Harmonics (Su): The target of a synthetic voice’s harmonics is blinded. On a direct hit, the target becomes blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + 1/2 the synthetic voice's level + the synthetic voice's Intelligence modifier. This discovery has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple hits with sonic blasts might cause blindness, at the GM's discretion). Blindness can be cured by heal, regenerate, remove blindness, or similar abilities.The synthetic voice must sacrifice 4d6 points of damage from his harmonics to use this discovery. The synthetic voice must be at least 12th level to select this discovery.

Crippling Harmonics (Su): The target of a synthetic voice’s harmonics is slowed. On a direct hit, the target’s speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + 1/2 the synthetic voice's level + the synthetic voice's Intelligence modifier. Against creatures with multiple types of movement, the synthetic voice must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step. The synthetic voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthetic voice’s harmonics must be at least 10th level to select this discovery.

Deafening Harmonics (Su): The target of a synthetic voice’s harmonics is deafened. On a direct hit, the target is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + 1/2 the synthetic voice's level + the synthetic voice's Intelligence modifier. This discovery has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability. The synthetic voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthetic voice’s harmonics must be at least 12th level to select this discovery.

Drowsy Harmonics (Sp): The target of a synthetic voice’s harmonics becomes sleepy. On a direct hit, the target is affected by a sleep spell, with a caster level equal to the synthetic vice’s level. The synthetic voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthetic voice must be at least 6th level to select this discovery.

Exhausting Harmonics (Su): The target of a synthetic voice’s harmonics is exhausted. On a direct hit, the target immediately becomes exhausted. This discovery has no effect on exhausted creatures. The synthetic voice must sacrifice 4d6 points of damage from his harmonics to use this discovery. The synthetic voice’s harmonics must have the tiring harmonics discovery and be at least 10th level to select this discovery.

Grand Resonant Mutagen (Su): The synthetic voice’s resonant mutagen now grants a +6 alchemical bonus on all Charisma-based skill checks. The bonus gained by an ally from his resonant aura increases to +3, and the penalty received by an enemy increases to –3. The synthetic voice must have the greater resonant mutagen discovery and be at least 16th level to select this discovery.

Greater Resonant Mutagen (Su): The synthetic voice’s resonant mutagen now grants a +4 alchemical bonus on all Charisma-based skill checks. The bonus gained by an ally from his resonant aura increases to +2, and the penalty received by an enemy increases to –2. The synthetic voice must be at least 12th level to select this discovery.

Nauseating Harmonics (Su): The target of a synthetic voice’s harmonics is nauseated. On a direct hit, the target becomes nauseated for 1 minute. The effects of this discovery do not stack. Additional hits instead add to the effect's duration. The synthetic voice must sacrifice 4d6 points of damage from his harmonics to use this discovery. The synthetic voice’s harmonics must have the sickening harmonics discovery and be at least 10th level to select this discovery.

Sickening Harmonics (Su): The target of a synthetic voice’s harmonics is sickened. On a direct hit, the target becomes sickened for 1 minute. The effects of this discovery do not stack. Additional hits instead add to the effect's duration. The synthetic voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthetic voice’s harmonics must have the tiring harmonics discovery and be at least 4th level to select this discovery.

Staggering Harmonics (Su): The target of a synthetic voice’s harmonics is staggered. On a direct hit, the target becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + 1/2 the synthetic voice's level + the synthetic voice's Intelligence modifier. The effects of this discovery do not stack. Additional hits instead add to the duration. The synthetic voice’s harmonics must be at least 6th level to select this discovery.

Stunning Harmonics (Su): The target of a synthetic voice’s harmonics is stunned. On a direct hit, the target is stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + 1/2 the synthetic voice's level + the synthetic voice's Intelligence modifier. The effects of this discovery do not stack. Additional hits instead add to the duration. The synthetic voice must sacrifice 6d6 points of damage from his harmonics to use this discovery. The synthetic voice’s harmonics must be at least 12th level to select this discovery.

Tiring Harmonics (Su): The target of a synthetic voice’s harmonics is fatigued. On a direct hit, the target becomes fatigued. This feat has no additional effect on a fatigued or exhaustedcreature. The synthetic voice must sacrifice 2d6 points of damage from his harmonics to use this discovery. The synthetic voice’s harmonics must be at least 4th level to select this discovery.

Scribe Scroll

At 2nd level, a synthetic voice gains scribe scroll as a bonus feat. He can use scribe scroll to create scrolls of his extract formulae, which are consumed when making the associated extract. This ability replaces poison use.

Sound Resistance (Ex)

At 2nd level, a synthetic voice gains a +2 bonus on all saving throws against sonic-based and deafening effects, as well as effects that prevent him from making sound, such as the silence spell. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a synthetic voice gains resist sonic 10. He also becomes completely immune to the deafened condition and any spells or effects that prevent him from making sound, such as the silence spell. This ability replaces poison resistance.

Swift Alchemy

This is exactly like the alchemist ability of the same name. In addition, the synthetic vice can create scrolls more quickly. Scribing a scroll now takes 1 hour if its base price is 250 gp or less, an only 12 hours for each 1,000 gp of its base price if it is greater than 250 gp.

Compositions

Beginning at 4th level, a synthetic voice learns to create temporary magical writings called compositions in which to store his extract effects, similar to scribing a scroll. While studying his formulae book, a synthetic voice decides which formulae to prepare as extracts and which to record as compositions. When a synthetic voice writes a composition, he infuses the inscription with a tiny fraction of his own magical power, binding the effects to the creator. At 4th level, a synthetic voice can create compositions from his 1st-level extracts. Every three levels thereafter, a synthetic voice can create compositions from each subsequent level of extracts, up to a maximum of 4th–level extracts at 13th level.

Writing compositions consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If an extract normally has a costly material component, that component is expended during the creation of that particular composition. A synthetic voice casts his compositions in the same way as other prepared scrolls. However, compositions always have a verbal component in the form of notes and intonations that must be sung at the time of casting.

A composition immediately becomes inert if it leaves the synthetic voice's possession, reactivating as soon as it returns to his keeping. A composition, once created, remains potent for 1 day before becoming inert, so a synthetic voice must re-prepare his compositions every day. Creating a composition takes 1 minute of work.

Unlike other alchemists, a synthetic voice can learn spells from a wizard or bard that is on the alchemist formulae list and copy them into his formulae book as extracts. A synthetic voice does not need to decipher arcane writings from a wizard’s spellbook before copying them. A synthetic voice’s spells otherwise function like a wizard’s spells. This ability replaces swift poisoning.