A few weeks back we had Moon Week, and naturally that means that sooner or later we were going to have to have a Sun Week. As luck would have it, that week is today, and it’s time for the world’s most important star to get center stage with a new bard archetype, the sunsinger.
New Bard Archetype
Sunsingers can perform on a variety of topics, but they are best known for their performances that venerate and do homage to the sun. They are able to create a mystical link between themselves and that fiery orb in the sky, drawing down its light and its heat through song, dance, and other performance.
Bardic Performance: A sunsinger gains the following types of bardic performance:
Song of Light (Su): At 1st level, a sunsinger can use his performance to generate a radiant golden light, which is conjured forth by his very notes, words, or gestures, and radiates outwards from him. This functions similarly to the spell light, except that it is treated as a spell level equal to 1/2 the sunsinger’s bard level. The sunsinger must continue the performance in order to maintain the light, but expends only one round of bardic performance per hour of using this ability. If the light shares an area with an effect creating magical darkness, and the source of that magical darkness is of a spell level equal to song of light’s effective spell level, both effects are negated in the overlapping areas. If it shares an area with an effect creating magical darkness that has a lower effective spell level than the song of light, then the darkness effect is suppressed, instead, and the light from song of light remains. In either case, any time that the song of light effect shares an area with an effect creating magical darkness, the ability consumes 1 round of bardic performance per round that it is maintained, rather than the usual amount.
This ability replaces the countersong bardic performance.
Blinding Light (Su): At 8th level, a sunsinger can use his performance to create a more intense light that blinds his foes. Each opponent within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 the sunsinger’s bard level + the sunsinger’s Charisma modifier) or be blinded for as long as the performance continues and they remain within range, plus 1d3 rounds thereafter. Even if a creature succeeds on its saving throw, it is still dazzled for as long as the performance continues and it remains within range. This is a light effect that relies on visual components.
This ability replaces the dirge of doom bardic performance.
Burning Song (Su): At 14th level, a sunsinger can use his performance to call down the flames of the sun on a single creature within 30 feet. When he begins the performance, and each round that he maintains it, the creature suffers 1d6 points of fire damage per two bard levels the sunsinger possesses. A successful Reflex save (DC 10 + 1/2 the sunsinger’s bard level + the sunsinger’s Charisma modifier) halves this damage. Burning song relies on both audible and visual components.
This ability replaces the frightening tune bardic performance.
Song of Incineration (Su): A sunsinger of 20th level can use his performance to completely incinerate a single foe in a concentrated blast of the sun’s heat. To be affected, the target must be able to see and hear the sunsinger perform for 1 full round and be within 30 feet. The target receives a Fortitude save (DC 10 + 1/2 the sunsinger’s level + the sunsinger’s Charisma modifier) to resist the effect. If a creature’s saving throw succeeds, he suffers 20d6 points of fire damage and the sunsinger cannot use this performance on that creature again for 24 hours. If the creature’s saving throw fails, it dies, and its body and all gear it is wearing, holding, or carrying is instantly reduced to ash. Creatures immune to fire damage are immune to this effect, but a creature’s immunity to death effects does not protect a creature from this ability. Song of incineration relies on both audible and visible components.
This ability replaces the deadly performance bardic performance.
Power of the Sun (Ex): Beginning at 10th level, as long as the sunsinger is exposed to direct, natural sunlight (not light created by a daylight spell, or similar), he gains a +2 circumstance bonus on attack rolls, damage rolls, concentration checks, saving throws, and skill checks.
This ability replaces the jack of all trades class feature.