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As promised earlier, here's a writeup for the faenare windsingers from PC2 Top Ballista. The original windsingers were available as a Level 1 power boost for exceptional faenare PCs, gaining druidic spells to their progression and some magical 'songs' that functioned as additional spells; I've built the PrC to work best as a druid/bard, in response. Since 3E druids have many extra abilities that are lost when taking a PrC, the spell songs become spell-like abilities available on top of caster progression, as a balance. DMs who dislike this change can rework the songs as unique spells, easily enough.

Of course, since this is 3E, the divine spellcasting requirement can also be achieved by taking levels of cleric with the Animal and Weather domains, or replacing the bard level with one of rogue or even monk. Allows some flexibility, which is 3E's real strength.

Faenare Windsinger

by Rodger Burns

The windsingers are leaders, mystics, and visionaries among the reclusive faenare - individuals who have demonstrated both a strong devotion to the natural world and divine calling, and also a broad aptitude for the song and music that are at the core of the faenare culture.

Windsingers are often mercurial, unpredictable, and more than a bit wild. A sense of isolation and wanderlust is common to all, and while many faenare adopt the path of the windsinger do so in order to help protect and guide their clans, they invariably take time away from the clan to travel abroad and see new things. Other windsingers choose to wander alone or with a few friends, seeking enlightenment and new experiences away from the home ranges. As a result, windsingers are incredibly rare, but have the potential to be found anywhere.

- Race: Faenare (raptoran)
- Knowledge (nature) 8 ranks, Perform (singing) 8 ranks
- Iron Will and Skill Focus (singing) feats
- Ability to cast 4th-level divine spells, including Call Lightning and Summon Nature's Ally IV

Hit Dice: d6

Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis). 4+Int skill points per level.

Armour and Weapon Proficiencies: Windsingers gain no new proficiency with any weapons or armour.

Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Windsinger songs, Song of the Wake, Harmonic Song, Song of Will and Iron
2 +1 +0 +0 +3 --
3 +1 +1 +1 +3 Song of Dispelling
4 +2 +1 +1 +4 Song of the Snowstorm
5 +2 +1 +1 +4 --
6 +3 +2 +2 +5 Song of the Whirlwind
7 +3 +2 +2 +5 Song of the Rainbow
8 +4 +2 +2 +6 --
9 +4 +3 +3 +6 Song of Life
10 +5 +3 +3 +7 Song of Triumph

Special Abilities:
- A windsinger gains +1 level of divine spellcasting ability for each windsinger level gained. If the character has levels in multiple spellcasting classes, she must choose which class to increase divine spellcasting ability in.

Windsinger Songs: These spell-like abilities are similar to bardic music, but invoke powerful magical effects rather than inspiring others. A windsinger may use one song per class level per day; uses of bardic music may also be used for windsinger songs, if desired. All windsinger songs take one full round to complete.

Song of the Wake: When this song is completed, you perform an immediate action to turn undead, as a good cleric of a level equal to your character level. You can't turn undead that are more than 30 feet away, but can turn undead that have total cover relative to you.

Harmonic Song: Using this song provides you with the benefits of both a Blur spell and a Mirror Image spell, as if cast by a sorcerer of a level equal to your character level. These effects may not be improved by metamagic, or counterspelled by an enemy.

Song of Will and Iron: This song inspires all allies, providing a +2 morale bonus to armour class and Will saves, and a +1 morale bonus to attacks and damage. To be affected, an ally must be able to hear you sing. The effect lasts as long as the ally hears you sing and for 5 rounds thereafter. You may maintain this song by singing and concentrating, for up to two rounds per windsinger level.

Song of Dispelling: This song functions similar to a Dispel Magic effect, but the area of effect is a 30-foot burst centred on you. You may shape the spell effect freely to exclude any square that you choose (including those occupied by yourself or allies) from the area of effect.

Song of the Snowstorm: Using this song allows you to create either an Ice Storm effect or a Cone of Cold effect as desired, as a sorcerer of a level equal to your character level. This effect may not be improved with metamagic, or counterspelled by an enemy.

Song of the Whirlwind: This song summons a greater air elemental, as if you had cast Summon Nature's Ally VII. The elemental's whirlwind attack automatically inflicts damage on creatures that it contacts; no Reflex save is allowed to avoid the listed damage. A Reflex save must still be made to avoid being picked up by the whirlwind.

Song of the Rainbow: This song brings into existence a magical effect similar to a multicoloured rainbow, stretching from your position off towards the horizon in any direction you choose. You can manipulate the rainbow in either of two ways.
First, you can choose to draw upon its power to create different spell effects. The rainbow has seven colour bands; each one can be used (once only, and consumed) as a standard action to create the following spell effects:
- Red: Cure Serious Wounds
- Orange: Haste (affecting one target only)
- Yellow: Resist Energy (fire only)
- Green: Neutralize Poison
- Blue: Resist Energy (cold only)
- Indigo: Remove Blindness/Deafness
- Violet: Remove Curse
Instead of creating spell effects, the rainbow can also be used to speed travel. For each colour band not used to create spell effects, you may target one creature with a Wind Walk effect that carries characters in the direction chosen when the rainbow was created. You cannot move in a different direction after creating the rainbow, but can choose to dismiss the spell early and return to solid form. You may specify a location or landmark known to you when first casting this spell, and the rainbow will point in that direction.
If not immediately used to create spell effects or to travel, the rainbow lasts for one hour per caster level. At the end of that time, it evaporates; any unused spell effects are lost, and any Wind Walk effects are dismissed.

Song of Life: This powerful effect attacks undead with an effect similar to a Holy Word spell. Any undead within 40 feet of you suffers the following ill effects:

HD Effect
Greater than or equal to caster level Damaged
Up to caster level -1 Halted, damaged
Up to caster level -5 Nauseated, halted, damaged
Up to caster level -10 Destroyed, nauseated, halted, damaged

The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Damaged: The creature takes 6d6 points of sacred damage.
Halted: The creature cannot approach or move closer to your position. If you approach an affected creature, it does not have to retreat, but the effect is not broken. This effect lasts 2d6 rounds.
Nauseated: The creature is nauseated, and cannot take any actions other than a move action. As this effect is created via sacred power, it bypasses normal undead immunities to disease and poison. The effect lasts 1d6 rounds.
: The creature is destroyed.
Undead whose HD exceed twice your caster level are unaffected by the Song of Life.

Song of Triumph: This powerful and draining song provides several useful effects to those who hear it:
- All your allies gain three (8-sided) bonus HD, a commensurate number of temporary HP (including Con bonuses, if applicable), a +2 competence bonus to attacks, and a +1 competence bonus to all saves. Characters also receive a +4 morale bonus to damage. These effects last as long as the allies can hear the song.
- All allies with a flight speed increase their manoeuvrability by one step (from clumsy to poor, poor to average, and so on). This lasts as long as allies can hear the song.
- All faenare spellcasters within 60' of you may freely apply up to two levels' worth of metamagic to spells that they cast. This effect does not change the casting time of the spell. Casters must have appropriate feats for the metamagic effects that they apply to spells.
- All characters within 60' of you are immune to effects that cause possession or mental control. Effects of this sort can target characters, but are suppressed while the song is in effect.
As soon as the Song of Triumph ends, you becomes immediately fatigued. You may maintain this song by singing and concentrating, for up to 1 round per windsinger level.