Chorister

"After silence, that which comes nearest to expressing the inexpressible is music."
Aldous Huxley 

Hit Die: D8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The chorister's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana, History, Nature, Religion, The Planes) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).

Skill Points per Level: 4 + Int modifier.

Level BAB Fort Ref Will Special 0 1 2 3 4 5 6
1st +0 +0 +0 +2 Holy Scripture I, Sacred Voice I 2 - - - - - -
2nd +1 +0 +0 +3 Solemn Prayer, Roar of the Just 3 0 - - - - -
3rd +2 +1 +1 +3 Blessings of Fortune 3 1 - - - - -
4th +3 +1 +1 +4 Channel Energy, Wisdom of Brevity 3 2 0 - - - -
5th +3 +1 +1 +4 Holy Scripture II, Hymn of Exhilaration I 3 3 1 - - - -
6th +4 +2 +2 +5 Sacred Voice II 3 3 2 - - - -
7th +5 +2 +2 +5 Turn the Blade 3 3 2 0 - - -
8th +6/+1 +2 +2 +6 Deny Fortune 3 3 3 1 - - -
9th +6/+1 +3 +3 +6 Hymn of Exhilaration II 3 3 3 2 - - -
10th +7/+2 +3 +3 +7 Holy Scripture III 3 3 3 2 0 - -
11th +8/+3 +3 +3 +7 Voice of the Soul 3 3 3 3 1 - -
12th +9/+4 +4 +4 +8 Sacred Voice III 3 3 3 3 2 - -
13th +9/+4 +4 +4 +8   3 3 3 3 2 0 -
14th +10/+5 +4 +4 +9 Hymn of Exhilaration III 4 3 3 3 3 1 -
15th +11/+6/+1 +5 +5 +9 Holy Scripture IV 4 4 3 3 3 2  
16th +12/+7/+2 +5 +5 +10   4 4 4 3 3 2 0
17th +12/+7/+2 +5 +5 +10 Inspired Refrain 4 4 4 4 3 3 1
18th +13/+8/+3 +6 +6 +11 Unleash the Spirit 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +6 +11   4 4 4 4 4 4 3
20th +15/+10/+5 +6 +6 +12 Voice of the Heavens, Holy Scripture V 4 4 4 4 4 4 4

Class Features
All of the following are class features of the chorister.

Weapon and Armor Proficiencies: A chorister is proficient with all simple weapons, plus their deity's favored weapon.  Choristers are proficient with all light and medium armor and light shields.

Spells: A chorister casts divine spells, which are drawn from the chorister spell list below. She can cast any spell she knows without preparing it ahead of time. When a chorister gains access to a new spell level, she automatically learns all the spells for the level listed on the chorister's spell list. Essentially, her spell list is the same as her spells known list.  Choristers also add Domain spells (see below) to their list of spells known.  
To cast a spell, a chorister must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a chorister’s spell is 10 + the spell level + the chorister’s Charisma modifier. Like other spellcasters, a chorister can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Chorister. In addition, she receives bonus spells per day if she has a high Charisma score.
As noted above, a Chorister need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Aura: A chorister of chaotic, evil, good or lawful deity has a particularly powerful aura corresponding to their deity's alignment.  Choristers who don't worship a particular deity but choose the Chaos, Evil, Good or Law domain have a similarly powerful aura of the corresponding alignment.

Deity, Domains, and Domain Spells: Choose a deity for your chorister. The chorister’s deity influences her alignment, what magic she can perform, her values, and how others see her. You may also choose for your chorister to have no deity.  If the typical worshipers of a deity include the members of a race, a chorister must be of the indicated race to choose that deity as his own. When you have chosen an alignment and a deity for your chorister, choose two domains from among those given for the deity. While the chorister of a particular religion are united in their reverence for their deity, each chorister emphasizes different aspects of the deity’s interests. You can select an alignment domain (Chaos, Evil, Good, or Law) for your chorister only if her alignment matches that domain.
If your chorister is not devoted to a particular deity, you still select two domains to represent her spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives your chorister access to a domain spell at each spell level she can cast, from 1st on up, as well as a granted power. The chorister gets the granted powers of both the domains selected.
The domain spells are automatically added to the choristers list of spells known.

Chaotic, Evil, Good, and Lawful Spells: A chorister can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). For example, a good chorister (or a neutral chorister of a good deity) cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Holy Scripture (Su): The chorister can begin quoting scripture to strengthen her allies or hinder her foes. Quoting scripture requires a standard action to make a Perform (Oratory, Poetry or Singing) check, though maintaining the effect requires a move action. While using this ability, the chorister may cast spells or take other verbal actions as normal. The chorister may activate this ability once per day per chorister level plus one half her Charisma modifier.  A chorister may maintain a Holy Scripture for a maximum of 1 minute, unless the specific performance says otherwise.  After a performance stops, the effects continue for three rounds, unless the specific performance says otherwise.  Feats and classes that progress or interact with Bardic Music may be applied to Holy Scripture (generally treating arcane spells as divine spells and treating Holy Scripture performances in place of various bardic songs). In general the D&D 3.5 version of feats will need to be used in preference to the Pathfinder ones, due to the difference in Bardic Performance.

Sacred Voice (Su): At 1st level, by expending a use of Holy Scripture, a chorister may expand the range of any Cure/Inflict spell from Touch to Close (25ft +5/2 caster levels). If used on an enemy the spell requires a ranged touch attack, but not when used on allies.
At 6th level, this ability may be used to extend the range of any other spell with a range of Touch.
At level 12 you may apply the benefits of any spell modified by this ability to another ally/level, no two of which can be more than 30ft apart.

Solemn Prayer: At 2nd level, by expending a use of Holy Scripture a chorister may grant her allies a peaceful rest.  She may designate a circle up to 50ft in diameter as being blessed for 24 hours.  Invoking a prayer requires a 10 minute ceremony.  Allies who rest within the circle gain the benefits of 8 hours sleep in 2 hours, though spellcasters must still spend six more hours at rest to regain spells.   If they spend 8 hours sleeping, they recover as if they had full bed rest.  If they do have full bed rest, they recover as if they had a full week of bed rest.  Furthermore the area is warded with an alarm spell and those who rest within are protected from possession as if they were warded by Protection from Evil and immune to effects that influence dreams, such as Nightmare.

Roar of the Just: At 2nd level, by expending a use of Holy Scripture as a swift action, a chorister can grant a target ally within 60ft a special smite attack.  The next melee or ranged attack made by the ally gains a bonus to hit equal to the chorister's charisma modifer and damage equal to her chorister level.  If the attack misses, it still expends a use of this ability.

Blessings of Fortune (Su):  At 3rd level, whenever a chorister or an ally within 60ft fails a saving throw, the chorister may expend a use of Holy Scripture as an immediate action to reroll the save with a bonus equal to the chorister's charisma modifier.  They must accept the results of the second roll, even if it is worse.

Channel Energy (Su): When a chorister reaches 4th level, she gains the supernatural ability to channel energy. She may use this ability a number of times per day equal to 1 + her Charisma modifier. She does so as a cleric of her alignment and level minus three. Unlike other characters, a chorister may choose to use these channeling attempts to power divine or devotion feats as if it were turn undead.

Wisdom of Brevity: At 4th level, by expending an additional use of Holy Scripture, a chorister may begin a Holy Scripture as a swift action rather than a standard action.  Maintaining the performance still requires a move action.

Hymn of Exhilaration: At 5th level, by expending a use of Holy Scripture as a standard action, a chorister may grant an ally within 60ft an immediate move action.  This movement provokes attacks of opportunity as normal.
At level 9 a chorister gains the ability to grant an ally an additional standard action by expending three uses of Holy Scripture.
At level 14, a chorister may expend three uses of Holy Scripture to grant all allies an immediate move action.
This ability may be used once per round.

Turn the Blade (Su): At 7th level, as an immediate action, a chorister may expend two uses of Holy Scripture to render a critical hit by an enemy as a normal hit.  The chorister must see the enemy making the attack and cannot be flat-footed.  If the chorister uses this ability on an ally other than herself, the ally must be within 60ft.

Deny Fortune (Su): At 8th level, by expending three uses of Holy Scripture as an immediate action, a chorister may force an opponent within 60ft to reroll a saving throw.  The chorister must be able to see the opponent and cannot be flat-footed.

Voice of the Soul: A chorister gains further insight into the divine.  At level 11, a chorister gains Alignment Channel as a bonus feat, allowing them to damage outsiders with an alignment subtype opposite to their aura and heal outsiders who share their alignment. In addition, their effective cleric level for channeling increases by 1.

Inspired Refrain: At level 17, a chorister may call upon his divine patrons to grant him additional power.  A chorister may temporarily gain an additional spell slot by expending a number of uses of Holy Scripture equal to the spell level.  The slot stays for one hour per point of the chorister's charisma modifier (minimum 1).  If it is unused before then, the slot is lost without benefit.

Unleash the Spirit: At level 18, a chorister may expend two uses of channel energy to double the range and increase the healing by 50%. In addition, their effective cleric level for channeling increases by 1.

Voice of the Heavens: At level 20, a chorister reaches the pinnacle of their abilities.  They may now activate and maintain the effects of two performances Holy Scriptures at the same time with the same action.

Chorister Spell List:
0-Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Purify Food and Drink, Resistance, Virtue.
1-Bane, Bless, Bless Weapon, Cure Light Wounds, Divine Favor, Doom, Endure Elements, Inflict Light Wounds, Magic Stone, Magic Weapon, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
2-Aid, Align Weapon, Bear's Endurance, Bull's Strength, Cat's Grace, Consecrate, Cure Moderate Wounds, Delay Poison, Desecrate, Eagle's Splendor, Fox's Cunning, Inflict Moderate Wounds, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shield Other, Spider Climb, Status, Summon Monster II
3-Bestow Curse, Blindness/Deafness, Cure Serious Wounds, Dispel Magic, Inflict Serious Wounds, Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Prayer, Protection From Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Summon Monster III, Water Breathing, Water Walk
4-Air Walk, Cure Critical Wounds, Death Ward, Dimensional Anchor, Divine Power, Freedom of Movement, Inflict Serious Wounds, Greater Magic Weapon, Neutralize Poison, Poison, Restoration, Spell Immunity, Summon Monster IV
5-Atonement, Break Enchantment, Breath of Life, Mass Cure Light Wounds, Dispel Chaos/Evil/Good/Law, Hallow, Mass Inflict Light Wounds, Raise Dead, Righteous Might, Spell Resistance, Summon Monster V, True Seeing, Unhallow
6-Brilliant Inspiration, Mass Cure Moderate Wounds, Greater Dispel Magic, Forbiddance, Harm, Heal, Heroes' Feast, Greater Heroism, Mass Inflict Moderate Wounds, Invoke Deity, Joyful Rapture, Summon Monster VI, Wind Walk