Tranquil WhispererBard Archetype |
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![]() Fortitude Low |
![]() Will High |
![]() Reflex High |
![]() Base Attack Bonus Average |
![]() HP per level +5 (d8) |
![]() Skill Points +4 |
![]() Max level of Spells 6 |
![]() Caster ability Charisma |
![]() Caster type Casting Spontaneously |
Class Initial Features |
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Class Skills |
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Tranquil Whisperer is a Bard archetype in Pathfinder: Wrath of the Righteous.
Some bards use their upbeat music to fire up their allies, but tranquil whisperers do the opposite: they play their soothing compositions to alleviate any emotional pressure on their comrades and improve their concentration.
Tranquil Whisperer Information
- Base Class: Bard
- High saves: Will and Reflex.
- Class skills: Mobility, Athletics, Persuasion, Trickery, Lore (Nature), Perception, Stealth, Use Magic Device, Lore (Religion), Knowledge (World), Knowledge (Arcana)
- An Tranquil Whisperer Proficient with all simple weapons, plus the Longsword, Rapier, Shortsword and Shortbow. Tranquil Whisperers are also proficient with light armor and shields (except tower shields).
Tranquil Whisperer Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Special |
Level 1 | 0 | 0 | +2 | +2 | Bard Proficiencies, Cantrips, Inspire Courage, Bardic Knowledge, Detect Magic |
Level 2 | 1 | 0 | +3 | +3 | Bard Talent |
Level 3 | +2 | +1 | +3 | +3 | |
Level 4 | +3 | +1 | +4 | +4 | |
Level 5 | +3 | +1 | +4 | +4 | Inspire Tranquility |
Level 6 | +4 | +2 | +5 | +5 | Bard Talent, Fascinate |
Level 7 | +5 | +2 | +5 | +5 | Bardic Performance (Move Action), Saving Tranquility |
Level 8 | +6/+1 | +2 | +6 | +6 | Dirge Of Doom |
Level 9 | +6/+1 | +3 | +6 | +6 | Inspire Greatness |
Level 10 | +7/+2 | +3 | +7 | +7 | Bard Talent, Jack of All Trades |
Level 11 | +8/+3 | +3 | +7 | +7 | Inspire Tranquility |
Level 12 | +9/+4 | +4 | +8 | +8 | Soothing Performance |
Level 13 | +9/+4 | +4 | +8 | +8 | Bardic Performance (Swift Action), Tranquil Senses |
Level 14 | +10/+5 | +4 | +9 | +9 | Bard Talent, Frightening Tune |
Level 15 | +11/+6/+1 | +5 | +9 | +9 | Inspire Heroics |
Level 16 | +12/+7/+2 | +5 | +10 | +10 | |
Level 17 | +12/+7/+2 | +5 | +10 | +10 | Inspire Tranquility |
Level 18 | +13/+8/+3 | +6 | +11 | +11 | Bard Talent |
Level 19 | +14/+9/+4 | +6 | +11 | +11 | |
Level 20 | +15/+10/+5 | +6 | +12 | +12 | Tranquil Apotheosis |
Tranquil Whisperer Abilities

Bard Proficiencies
A bard is proficient with all simple weapons, plus the longsword, rapier, short sword and shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge
A bard adds half his class level (minimum 1) to all Knowledge and Lore skill checks and may make all Knowledge and Lore skill checks untrained.

Inspire Tranquility
A 1st-level tranquil whisperer can use his performance to inspire tranquility in his allies (including himself), bolstering their defenses. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus to AC and suppresses the effects of all kinds of rage. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.

Jack of All Trades
The bard gains a +1 bonus on all skill checks.

Cantrips
Bards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bard Talent
As a bard gains experience, she learns a number of talents that aid her and confound her foes. At 2nd level, a bard gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the bard gains an additional rogue talent. A bard cannot select a rogue talent that modifies the sneak attack ability.

Saving Tranquility
At 7th Level, Inspire Tranquility also grants a moral bonus to saving throws against mind-affecting effects equal to the AC bonus.

Tranquil Senses
At 13th Level, Inspire Tranquility also grants blindsense with 10 feet range.

Inspire Greatness
A bard of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet, granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if an, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.

Soothing Performance
A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure of serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance.

Inspire Heroics
A bard of 15th level or higher can inspire tremendous heroism in all allies within 30 feet. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance.

Fascinate
At 6th level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 30 feet. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature stands quietly and observes the performance for as long as the bard continues to maintain it. Any damage to the target automatically breaks the effect.

Dirge of Doom
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continuous the performances.

Frightening Tune
A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC10 + 1/2 the bard's level + the bard's Charisma modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the band's performance.

Tranquil Apotheosis
At 20th level, tranquil whisperer's mind changes completely. He gains immunity to confusion and mind-affecting effects, and counts as an outsider.

Bardic Performance (Move Action)
A 7th level, a bard can start a bardic performance as a move action instead of a standard action.

Bardic Performance (Swift Action)
At 13th level, a bard can start a bardic performance as a swift action.

Lore Master
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge or Lore skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally.