Siren

A siren is similar to a bard in many respects but is specialised in charm and seduction.

Hit Die: d6.

Class Skills

The Siren’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) x4.

Skill Points at Each Additional Level: 6 + Int modifier.

 
Table: The Siren
            Spells per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0

+0

+2

+2

Siren charm, countersong, fascinate, slippery mind

2+1

2nd +1

+0

+3

+3

 

3+1

0+1

3rd +2

+1

+3

+3

Charm

3+1

1+1

4th +3

+1

+4

+4

 

3+1

2+1

0+1

5th +3

+1

+4

+4

 

3+1

3+1

1+1

6th +4

+2

+5

+5

Suggestion 3+1 3+1 2+1

7th +5

+2

+5

+5

  3+1 3+1 2+1

0+1

8th +6/+1

+2

+6

+6

  3+1 3+1 3+1

1+1

9th +6/+1

+3

+6

+6

Mass Charm 3+1 3+1 3+1 2+1

10th +7/+2

+3

+7

+7

  3+1 3+1 3+1 2+1

0+1

11th +8/+3

+3

+7

+7

  3+1 3+1 3+1 3+1

1+1

12th +9/+4

+4

+8

+8

Song of freedom 3+1 3+1 3+1 3+1 2+1

13th +9/+4

+4

+8

+8

  3+1 3+1 3+1 3+1 2+1

0+1

14th +10/+5

+4

+9

+9

 

4+1

3+1 3+1 3+1

3+1

1+1

15th +11/+6/+1

+5

+9

+9

Skill Mastery 4+1 4+1 3+1 3+1 3+1

2+1

16th +12/+7/+2

+5

+10

+10

  4+1 4+1 4+1 3+1 3+1

2+1

0+1

17th +12/+7/+2

+5

+10

+10

  4+1 4+1 4+1 4+1 3+1 3+1

1+1

18th +13/+8/+3

+6

+11

+11

Mass suggestion 4+1 4+1 4+1 4+1 4+1 3+1

2+1

19th +14/+9/+4

+6

+11

+11

  4+1 4+1 4+1 4+1 4+1 4+1

3+!

20th +15/+10/+5

+6

+12

+12

  4+1 4+1 4+1 4+1 4+1 4+1

4+1

 

Table: Sorcerer Spells Known
  Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4
2nd 5 2
3rd 6 3
4th 6 3 2
5th 6 4 3
6th 6 4 3
7th 6 4 4 2
8th 6 4 4 3
9th 6 4 4 3
10th 6 4 4 4 2
11th 6 4 4 4 3
12th 6 4 4 4 3
13th 6 4 4 4 4 2
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3
16th 6 5 4 4 4 4 2
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4
 

Class Features

All of the following are class features of the Siren.

Weapon and Armor Proficiency: A Siren is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Sirens are proficient with light armor and shields (except tower shields). A Siren can cast Sorcerer spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Siren wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Siren still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A Siren casts arcane spells, which are drawn from the Sorcerer spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a Siren must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Siren’s spell is 10 + the spell level + the Siren’s Charisma modifier.

Like other spellcasters, a Siren can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Siren. In addition, she receives bonus spells per day if he has a high Charisma score. When Table: Sorcerer Spells Known indicates that the Siren gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

The Siren’s selection of spells is extremely limited. A Siren begins play knowing four 0-level spells of your choice. At most new Siren levels, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a Siren knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.)

Upon reaching 5th level, and at every third Siren level after that (8th, 11th, and so on), a Siren can choose to learn a new spell in place of one she already knows. In effect, the Siren “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Siren spell the Siren can cast. A Siren may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

As noted above, a Siren need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

School Specialization: Like some wizards a Siren is more competent with charms and enchantments. Her specialization in the enchantment school allows a Siren to cast extra spells from her chosen school, but she then never learns to cast spells from the Evocation and Necromancy schools.

A Siren can cast one additional enchantment spell per spell level each day. Like a wizard a Siren cannot cast spells from two other schools of magic, which become her prohibited schools. These schools are Evocation and Necromancy. Spells of the prohibited schools are not available to the Siren, and she can’t even cast such spells from scrolls or fire them from wands.

Slippery Mind (Ex): This ability represents the Siren’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Siren with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Siren Charm: Once per day per Siren level, a Siren can use her performance skills to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of Siren charm and the descriptions discuss dancing or singing, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Siren level and a minimum number of ranks in the Perform skill to qualify; if a Siren does not have the required number of ranks in at least one Perform skill, she does not gain the Siren charm ability until she acquires the needed ranks.

Starting a Siren charm effect is a standard action. Some Siren charm abilities require concentration, which means the Siren must take a standard action each round to maintain the ability. Even while using Siren charm that doesn’t require concentration, a Siren cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Siren has a 20% chance to fail when attempting to use Siren charm. If she fails, the attempt still counts against her daily limit.

Countercharm (Su): A Siren with 3 or more ranks in a Perform skill can use her dance and song to counter magical charm and compulsion effects. Each round of the Countercharm, she makes a Perform check. Any creature within 30 feet of the Siren (including the Siren herself) that is affected by a charm or compulsion may use the Siren’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Countersong is already under the effect of a non instantaneous charm or compulsion, it gains another saving throw against the effect each round it hears the Countercharm, but it must use the Siren’s Perform check result for the save. Countercharm has no effect against effects that don’t allow saves. The Siren may keep up the Countercharm for 10 rounds.

Fascinate (Sp): A Siren with 3 or more ranks in a Perform skill can use her song or dance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the Siren, and able to pay attention to her. The Siren must also be able to see the creature. The distraction of nearby combat or other dangers prevents the ability from working. For every three levels a Siren attains beyond 1st, she can target one additional creature with a single use of this ability.

To use the ability, a Siren makes a Perform check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Siren cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the performance, taking no other actions, for as long as the Siren continues to play and concentrate (up to a maximum of 1 round per Siren level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Siren to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Charm Person (Sp): A Siren of 3rd level or higher with 6 or more ranks in a Perform skill can charm person (as the spell) a creature that she has already fascinated (see above). Using this ability does not break the Siren’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a charm person doesn’t count against a Siren’s daily limit on Siren charm performances. A Will saving throw (DC 10 + ½ Siren’s level + Siren’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass charm, below). Charm person is an enchantment (compulsion), mind-affecting, language dependent ability.

Suggestion (Sp): A Siren of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Siren’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a Siren’s daily limit on Siren music performances. A Will saving throw (DC 10 + ½ Siren’s level + Siren’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Mass Charm (Sp): This ability functions like charm, above, except that a Siren of 9th level or higher with 12 or more ranks in a Perform skill can make the charm person simultaneously to any number of creatures that she has already fascinated (see above). Mass charm is an enchantment (compulsion), mind-affecting, language-dependent ability.

Song of Freedom (Sp): A Siren of 12th level or higher with 15 or more ranks in a Perform skill can use song or dance to create an effect equivalent to the break enchantment spell (caster level equals the character’s Siren level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Siren can’t use song of freedom on herself.

Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Siren of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Skill Mastery (Ex): The Siren becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Siren may gain this special ability multiple times, selecting additional skills for it to apply to each time.