Chronicler
Chroniclers delight in writing stories and telling tales. Some are fantasy journalists, witnessing remarkable events, seeking marvels, and then spreading the news. Some are entertainers, telling stories both comedic and tragic, aloud or written, as authors, as collectors of tales, as moralists and hedonists. The heart of the chronicler's magic is that words are weapons, that spells start with spelling, that the pen is, indeed, more powerful.
Most chroniclers enjoy language, because they love stories told and written in words. (A very few artist chroniclers love stories told in pictures.) Some collect tales the way hunters collect trophies. Others are creators, writing fictions, reporting true events. They travel and adventure for novelty and discovery, though they navigate hearts as often as they navigate geography. They have interests in common with loremasters. except that chroniclers want to share what they know; loremasters tend to be introverts, and chroniclers, extroverts.
Role: With their command of language, chroniclers often serve as party faces, negotiators, and ambassadors. As jacks of all trades, they are as useful in a fight as in a forest or a metropolis. Chroniclers are usually happy to teach others. They may be lawful or chaotic, but they are more often good, since their nature is to share their tales with others.
Requirements: The Universal System tends to offer the Chronicler prestige class to characters who have demonstrated remarkable curiousity, creativity, and a love of tales ...
- You have ranks in Scrivening, Gather Information, Language, Diplomacy, Perform (Oratory), and Survival skills.
- You have chosen class features that help you communicate.
- Your feats and traits reflect your desire to share what you know.
- Your curiosity has led you into danger on occaission.
- You have heard many tales and read many books.
- You have spread tales, stories, or accounts far and wide.
Base Attack Bonus: +0.5 / level.
Caster Level: +1 / level, see below.
Will Save: +0.75 / level.
Fort Save: +0.25 / level.
Reflex Save: +0.5 / level.
Hit Die: d6.
Table: Chronicler Advancement Level Base Attack Bonus Caster Level Will Save Fort Save Refx Save Special 1st +0.5 +1 +0.75 +0.25 +0.5 Prestige Signature: Silver Tongue or Stylus 2nd +1.0 +2 +1.50 +0.50 +1.0 Muckraker or Page Turner 3rd +1.5 +3 +2.25 +0.75 +1.5 Speak Truth to Power or The Pen Is Mightier Than the Sword 4th +2.0 +4 +3.00 +1.00 +2.0 Deep Pockets or Pathfinding 5th +2.5 +5 +3.75 +1.25 +2.5 Prestige Tier Choice 6th +3.0 +6 +4.50 +1.50 +3.0 Master Signature: Charmer or Rune Master 7th +3.5 +7 +5.25 +1.75 +3.5 Enthralling Tale or Reporter's Business 8th +4.0 +8 +6.00 +2.00 +4.0 Soothing Word or Reporter's Neutrality 9th +4.5 +9 +6.75 +2.25 +4.5 Bibliophile or Reporter's Access 10th +5.0 +10 +7.50 +2.50 +5.0 Master Tier Choice
Skill Proficiencies
The chronicler's proficient skills (and the ability scores used to boost each skill) are Bluff (Cha), Diplomacy (Chr), Gather Information (Chr), Knowledge (all) (Int), Language (Int), Perform (Oratory) (Cha), Ride (Dex), Scrivening (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Wis).
Skill Ranks per Level: 6 + Int modifier.
Weapon and Armor Proficiencies
You gain no new proficiency with weapons or armor.
Spells and Spell Casting
As a chronicler, you add one caster level each time you progress in the prestige class. The spell level of chronicler spells varies from chronicler to chronicler -- see these rules on prestige class spell aquisition. When you cast spells gained through this prestige class, those spells are arcane by type. The casting ability score for this prestige class is charisma; use your even (column B) charisma modifier for chronicler spell DCs, and, if it is your highest casting ability score, to set concentration checks and bonus spells per day.
KNOWN SPELLS LIST: When you add a caster level, the spells you add to your known spells list are pre-selected:
- At level 1, add Comprehend Languages and Tongues.
- At level 2, add Glyph of Warding and Friendly Stance.
- At level 3, add Explosive Runes and Glibness.
- At level 4, add Blood Map and Call to Surrender.
- At level 5, add Secret Chest and Heart-To-Heart Chat.
- At level 6, add Symbol of Sleep and Sending.
- At level 7, add Song of Discord and Power Word Blind.
- At level 8, add Symbol of Persuasion and Word of Recall.
- At level 9, add Vision and Power Word Stun.
- At level 10, add Symbol Of Weakness and Retrocognition.
Class Abilities
PRESTIGE TIER
Level 1 Chronicler Prestige Tier Signature Ability: Select one of these two options:
Silver Tongue (Su): You are gifted with an expressive and eloquent manner, as well as deep insight into what makes people tick. As part of the action required to use these skills, you gain a competence bonus equal to one-quarter of your character level on Perform (Oratory), Gather Information, and Disguise checks. Also, you may always choose to take 10 on charisma-based skill checks, even when you would not normally be allowed to do so. When you cast a language-dependant spell (or SLA), you gain a +1 bonus to caster level to determine the variable effects of the spell, and the spell DC, if any, is increased by 1.
Stylus (Su): You gain a stylus, that is, a wand-like object that you can use for writing; your stylus never runs out of ink, and you can change the color at will. You can also use it to erase your own writing, like the Erase spell, also at will. You can use your stylus to cast Arcane Marking as a spell-like ability a number of times per day equal to your character level. Your stylus may be made of any material you like, but regardless of material, it weighs one pound, has hardness 10, and 30 hit points. If you break or lose your stylus, you may conjure an identical one out of thin air after a night's rest. When you cast a spell (or SLA) that has a written component (for example, one with maps, runes, glyphs, sigils, or symbols), you gain a +1 bonus to caster level to determine the variable effects of the spell, and the spell DC, if any, is increased by 1. (If you possess a wizard's arcane tool, or gain one after taking this prestige class, you may choose to have both the arcane tool and your stylus; or you may choose to combine the two, treating the stylus as a wand.)
Level 2 Chronicler Prestige Tier Interaction Ability (pick one):
- Muckraker (Ex): When you use the Gather Information skill, people are not offended or bothered when you ask questions; you do not draw attention to yourself with repeated inquiries. If you ask about a powerful person, monster, or organization in particular, a successful check reveals any outrageous lies it has told, as well as facts that disagree with the target's stated outward beliefs, motives, and so on, or that disagree with the target's followers' beliefs; the DC to reveal hypocrisy is 15 plus the target's character levels (DC20-30 for an organization, depending on how secretive it is). Note that there may be no hypocrisy to reveal -- not everybody is a hypocrite.
- Page Turner (Su): With an hour's labor, you can create a magical document, scroll, or book, in a language you know. Any creature with the ability to read the document who starts to read the work must make a saving throw of 9 plus your chronicler level plus your even (column B) charisma modifier, plus other modifiers you may have that apply. Those who make the save may choose to continue reading it or not, but they have no sense that they were attacked, nor do they realize that they just made a saving throw. Those who fail the save will stop all other activity to read the work, taking one minute per chronicler level to do so. Hostile creatures and those in danger or combat will not start reading. If affected, the reader fails all spot checks and is oblivious to their surroundings; they will stop reading if attacked or targeted, but are flat-footed to the first attack. After a reader fails a save versus the work's affect, the work loses its magical powers. You can have only one such work in existence at a time.
Level 3 Chronicler Prestige Tier Combat Ability (pick one):
- Speak Truth to Power (Sp) (requires Silver Tongue): As a full-round action, you may speak a truth to a creature. The truth must be a revelation, that is, something that reveals hypocrisy, lying, betrayal, or an offense against alignment or oath. If the target understands your language and the words you speak are true, the creature is stunned for one round, takes 2d12 nonlethal damage, and also takes lethal damage in d6s -- the number of d6s is equal to its character level (or hit dice) minus yours -- the more powerful it is, the more damaging your testimony. If there are minions or followers or subjects or allies of the creature within earshot (100 ft + 10 ft/chronicler level), then each of them takes 2d12 nonlethal damage. This damage cannot be resisted or reduced, though it can be healed normally. You can use this power at will, but only once on a given target per day.
- The Pen Is Mightier Than the Sword (Su) (requires Stylus): You may use your stylus as a weapon with which you are proficient. treating it exactly as a punching dagger sized for you. It has an enhancement bonus equal to half your chronicler level (round down). When you are fighting in melee against any foe using a manufactured weapon, add the base damage of the enemy's weapon to the base damage of a punching dagger.
Level 4 Chronicler Prestige Tier Exploration Ability (pick one):
- Deep Pockets (Ex): You collect items as well as tales, picking up small amounts of this or that throughout your travels. As a result, you may carry unspecified equipment worth up to 100 gp per chronicler level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, you may dig through your pockets or pack to retrieve an item you specify at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, you can retrieve no more items until you refill your deep pockets by spending a few hours at a market and an amount of gold to bring your total up to 100 gp per class level. In addition, if you take one hour to pack your gear each day, you gain a +4 bonus to Strength to determine your light encumbrance. This does not affect your maximum carrying capacity. The efficient distribution of weight simply encumbers you less than the same amount of weight normally should. Finally, you gain a +4 bonus on Sleight of Hand checks made to conceal small objects on your person.
- Pathfinding (Ex): You develop an excellent sense of direction and skill at leading others through difficult terrain or by following maps. You gain a +5 bonus on Survival checks made to avoid becoming lost and to Intelligence checks to escape a maze spell. In addition, you always use the “road or trail” overland movement modifier even when in trackless terrain, whether on foot or mounted. With a DC 15 Survival check, you can extend this benefit to two companions per chronicler level.
Level 5 Chronicler Prestige Tier Choice: Select a Chronicler Prestige Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose any gallimaufry feat for which you qualify, treating your own tier as if it were one step higher.
MASTER TIER
Level 6 Chronicler Master Tier Signature Ability: Select one of these two options:
Charmer (requires Silver Tongue) (Su): Once per day, you may take 20 on a charisma-based skill without taking extra time to do so, and even if you would not normally be allowed to take 20 on that check. In addition, you gain the Charming Demeanor signature class ability of the Charm Domain. If you already have Charming Demeanor, or if you gain it later, you instead gain the A Personal Friend ability of the Charm Domain.
Rune Master (requires Stylus) (Su): You gain complete immunity to any spell (or SLA) that has a written component (for example, one with maps, runes, glyphs, sigils, or symbols). In addition, you gain the Blast Rune signature class ability of the Rune Domain. If you already have Blast Rune, or if you gain it later, you instead gain the Slot Rune ability of the Rune Domain.
Level 7 Chronicler Master Tier Interaction Ability (pick one):
- Enthralling Tale (Sp): You may cast Enthrall as a spell-like ability a number of times per day equal to your even (column B) charisma bonus. The saving throw DC is 9 plus your chronicler level plus your even charisma modifier, plus other modifiers you may have that apply (such as the +1 from Silver Tongue). The limited resistance to the effect that applies normally to those with four levels or hit dice, instead applies to those with levels less than twice your chronicler levels. Note that listeners tend to enjoy your enthralling tales, and they share and repeat them so that they spread far and wide.
- Reporter's Business (Su): You report on news, current events, and more, both in written accounts and in recited stories. Your news travels throughout any cities, counties, or nations in which you travel. You can choose what to report, but you cannot report falsehoods. Your reporting influences public opinion -- you can shift the default attitude (per the Diplomacy skill) towards the subject of your reporting by one step to the positive or negative. You can do so only once per week, and only once toward a given subject.
Level 8 Chronicler Master Tier Combat Ability (pick one):
- Soothing Word (Sp): As a move action, you may say a soothing word that offers relief to your allies within 25 ft plus 5 ft per two chronicler levels. The soothing word reduces the effects of all of the following conditions by one step: exhausted/fatigued/tired, panicked/frightened/shaken, and nauseated/sickened/queasy. You can speak a soothing word a number of times per day equal to your even (column B) charisma bonus, but no more than once per hour.
- Reporter's Neutrality (Su): As a free action that is your first act in any combat, you can loudly proclaim that you are a neutral observer. This declaration may take different forms, depending on the local culture -- "skald's right," "poet's privilege," or simply "PRESS" -- but the utterance activates the supernatural ability. While using this ability, you may not help nor hinder any side in the combat, except to communicate information, and that is all. You may make no attacks. You may move only to retreat back the way you just came. You may take actions that affect only yourself or that help you obtain information about the combatants. In return, no creature in the combat will attack you, although you may still be caught in area attacks that target others. Creatures with intelligence less than 8 are not affected by your neutrality, and hazards, traps, and the like can still harm you. Your neutrality protects your companion, but not your allies, constructs, summons, commanded undead, or any other creature. If you break your neutrality before combat is over, you lose the use of the ability for the next 24 hours; otherwise you can use it at the start of any combat, although you cannot use it in a surprise round if you are unable to act or speak.
Level 9 Chronicler Master Tier Exploration Ability (pick one):
- Bibliophile (Ex): You love texts (books, scrolls, paper, parchment, vellum, etc). You gain a +4 insight bonus on Use Magic Device checks to activate magical texts and on Scrivening checks to decipher a written text. You can retrieve and put away a text as a free action, like the Quickdraw feat, but with texts instead of weapons. You may walk and ride while reading; in combat you can take a move action that does not require hands as part of the action of activating a scroll. Finally, you can cast locate object at will as a spell-like ability, but only to locate texts; you can use this ability to search by title, author, genre, magic, etc.
- Reporter's Access (Su): Every time you make Diplomacy skill checks to ask for access to a place, person, or information source, you can choose to take 20 on the check with no increase in the time required. However, while you are using your access, there are limits on your subsequent actions. You may make no attacks unless you are attacked first. You may steal no object or item nor liberate any person or monster. You may take information; indeed, that's the whole point.
Level 10 Chronicler Master Tier Choice: Select a chronicler Master or Prestige Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose any gallimaufry feat for which you qualify, treating your own tier as if it were one step higher.