|Kana Rua, an Aumaua chanter.|
36 (+12 per level)
They are storytellers and repositories of ancient lore from myriad cultural traditions. While they have some minor talent in traditional arts of combat and soul-based magic, their true power lies in their chants and invocations. They construct chants from individual iconic phrases, through the clever overlapping of phrases, chanters can grant their allies a sizable stack of minor bonuses over large area. While chants may seem modest compared to a wizard or a priest magic, chanters are able to recite their chants while occupied with other activities, making them extremely versatile. Additionally chanters invocations are pretty powerful spells and they have the highest number of summoning spells.
Description[edit | edit source]
|“||In every culture across Eora, there are chanters. Many historians consider chanters to be the most anicent workers of magic, their hallowed phrases stirring the collective memory of wayward souls aroudn them, compelling them to generate magical effects in a kind of "reenactment." In some societies, chanters form organized groups of storytellers and researchers, but in most parts of the world they are just a time-honored part of local folk traditions.||”|
Background[edit | edit source]
Chanters can be found in almost any culture, but are most often seen in communities with a strong oral tradition. They are repositories of folk knowledge and common wisdom, tellers of tall tales and hallowed legends. They use these stories and legends to stir the memories of the dreaming lost souls and soul fragments that surround them. The spirits respond by creating magical effects, essentially playing their part in the recreation of the legends. In this way, chanters act as directors of supernatural actors playing out momentary plays for the chanter's benefit. Due to their heavy focus on folktales and storytelling, they have an inherent bonus to Lore. As explorers of many lost and forgotten vaults dating back to Eora's antiquity, chanters also have a bonus to Mechanics, helping them bypass tricky locks and traps.
Attributes[edit | edit source]
Subclasses[edit | edit source]
Beckoner[edit | edit source]
Beckoners specialize in invocations that summon spirits from the In-Between. They often come from cultures with a close connection to nature and reverence fro their ancestors.
Bonus: Invocations summon twice the number of creatures. Summon Invocations cost -1 Phrases. Creatures summoned by Invocations are immune to the paladin Abjuration ability.
Penalty: The chanter's summons are smaller and have reduced health and duration.
Skald[edit | edit source]
While many chanters prefer to work their magic from the safety of the back lines, skalds depend on toe-to-toe combat to power their invocation. Skalds are found in many cultures with a proud martial tradition, celebrating the deeds of their neighbors, kin, and ancestors.
Bonus: Offensive Invocations cost -1 Phrase. Weapon Critical Hits have a 50% chance to grant a phrase.
Penalty: Non-Offensive Invocations cost +1 Phrase to cast.
Troubador[edit | edit source]
Troubadors are masters of the chant, able to adjust the speed of their chanting and the linger of their phrases to suit the needs of battle. More passive than many chanters, troubadours relish their support role in the midst of their comrades. Troubadors originated in Old Vailia, but are common in the Vailian Republics and many other lands.
Bonus: Linger for Phrases is increased significantly. Gain "Brisk Recitation" modal that increases the rate that phrases elapse, but removes the linger.
Penalty: All Invocations cost +1 Phrases to cast.
Abilities[edit | edit source]
Chanters use the power of their souls to work their magic.
Chants[edit | edit source]
To use their special kind of magic, chanters link together individual short phrases from different legends to create longer chants. The phrases have distinctive, thematically-appropriate effects that are of low power but can be applied while the chanter is engaged in other combat activities. As one phrase ends and another begins, the effects of the first phrase will linger, allowing multiple phrases to overlap with each other. Through the clever overlapping of phrases, chanters can grant their allies a sizable stack of minor bonuses.
Chants are modal activated abilities, combinations of player assembled phrases that plays out over time. Chanters always have one chant selected, they are modal and exclusive to each other. They will always start chanting as soon as combat begins and always stop chanting as soon as combat ends. A chain of low power, long range area of effect passive buffs and debuffs that plays out over time.
Invocations[edit | edit source]
With each chanted phrase that passes, chanters gain greater control over the spirits assisting them. When enough control is gained, chanters can direct them to perform a single powerful spell called an invocation. Invocations are often support-oriented, but some contain powerful offensive effects. Invocations are so powerful that they disrupt a chanter's chants, disabling their effects for several seconds until the chanter can recover.
Invocations are powerful, but the intervals between using them are long and they can never be used at the start of a fight, because the chanter need to speak a number of phrase before he can use Invocations. Chanters have the highest number of summoning spells of all classes.
Level 1 Abilities[edit | edit source]
|Icon||Ability Name||Type||Description||Upgrade From|
|And Hel-Hyraf Crashed Upon the Shield||Invocation (3 Phrases, Offensive)||Reduces Armor Rating of enemies in the area of effect.||-|
|If their Bones Still Slept Under that Hill, None Can Say||Invocation (3 Phrases, Summon, Non-Offensive)||Summon three skeletons to fight for the party.||-|
|Thrice Was She Wronged, and Thrice Justly Avenged||Invocation (3 Phrases, Offensive)||Drains electrostatic environment to create three bolts of lightning causing SHock damage to any in their path.||-|
|But Reny Daret's Ghost, He Would not Rest||Invocation (3 Phrases, Summon, Non-Offensive)||Calls beyond the Shroud and summons a phantom to fight for the party.||-|
|Not Felled by the Axe, Nor Broken by the Storm||Invocation (3 Phrases, Non-Offensive)||Increases the Slash and Shock Armor Ratings for allies in the area of effect.||-|
|The Thunder Rolled Like Waves on Black Seas||Invocation (3 Phrases, Offensive)||Creates a thunderous explosion that Stuns and shoves enemies in the area of effect.||-|
|Dull the Edge, Blunt the Point||Passive (Phrase)||Reduces Slashing and Piercing damage of enemies in the area of effect.||-|
|At the Sight of their Comrades, their Hearts Grew Bold||Passive (Phrase)||Emboldens allies in the area of effect, giving bonuses to Fortitude and Will.||-|
|Come, Come Soft Winds of Death||Passive (Phrase)||Tears at the lifeforce of all enemies in the area of effect, dealing Raw Damage. If at least one enemy is affected, the chanter will restore some health as well.||-|
|Arms Bearer||Passive||Gain an additional Weapon Set.||-|
|Blessed Was Wengridh, Quickest of His Tribe||Passive||Increases Stride and Reflex of all allies in the area of effect.||-|
Level 2 Abilities[edit | edit source]
|Icon||Ability Name||Type||Description||Upgrade From|
|Gernisc Slew the Beast, but Soon Faced Its Kin||Invocation (3 Phrases, Summon, Non-Offensive)||Conjures three wurms into existence to fight for the party.||-|
|Shatter their Shackles, Cast off their Chains!||Invocation (3 Phrases, Non-Offensive)||Removes Dexterity Affliction effects for allies in the area of effect.||-|
|White Worms Writhed in the Bellies of the Dead||Invocation (3 Phrases, Offensive)||Causes a nearby downed enemy to explode, expelling tiny white grubs and Crushing nearby enemies.||-|
|At the Sound of His Voice, the Killers Froze Stiff||Invocation (3 Phrases, Offensive)||Paralyzes enemies in the area of effect.||-|
|Weapon and Shield Style||Passive||Equpped shields' Deflection bonuses are increased and grant an equal bonus to the character's Reflex.||-|
|One Dozen Stood Against the Power of the Saint||Passive (Phrase)||Grants resistance against Resolve and Constitution Afflictions for allies in the area of effect.||-|
|Thick Grew Their Tongues, Stumbling O'er Words||Passive (Phrase)||Removes Concentration from enemies in the area of effect.||-|
|Two Weapon Style||Passive||Specialized training increases the character's Action Speed while using a weapon in each hand.||-|
|Two-Handed Style||Passive||Grants a Damage bonus while wielding a two-handed weapon||-|
|One-Handed Style||Passive||While wielding a single one-handed weapon, some of the attacker's Hits are converted to Crits.||-|
Notable characters[edit | edit source]
Related items[edit | edit source]