The traditions of the storykeeper often arise among displaced cultures. Storykeepers maintain the legends and history of the culture, regardless of any obstacles their people might encounter over the centuries. They are often found at the center of their community.
Bards and clerics dedicated to the preservation of community make natural storykeepers. Wizards have the aptitude for the class, though they sometimes lack the flair of a performer. Few other classes have the combination of skill necessary for the role of storykeeper.
Hit Die: d6
To qualify to become a storykeeper, a character must fulfill all the following criteria.
Skills: Diplomacy 2 ranks, Gather Information 2 ranks, Knowledge (history) 8 ranks, Knowledge (local) 4 ranks, Perform (ballad, epic, ode or storytelling) 5 ranks.
Feats: Skill Focus (Knowledge [history]).
The storykeeper's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (any) (Int), Perform (Cha), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the storykeeper prestige class.
Weapon and Armor Proficiency: The storykeeper gains no proficiency in any weapons or armor.
Repository of Knowledge (Ex): The storykeeper may add his class level to any Knowledge checks made in reference to his own culture.
Inspiring Tales (Su): By relating an inspiring tale of his culture, the storykeeper can instill courage in those who share his race and/or culture. This functions identically to the bard's inspire courage ability. The storykeeper may use this ability once per day per class level.
Soothing Voice (Su): At third level the storykeeper's voice becomes soothing and restful. This can create any of the following three effects, at the storykeeper's choice. First, the storykeeper can make a Perform check (rather than a Heal check) to provide long-term care to an injured patient. Second, it calms agitated creatures (just as a calm emotions spell). Third, it can protect the storykeeper from attacking creatures (just as a sanctuary spell). Regardless of the effect, the DC to resist is 10 + class level + Cha modifier. Using soothing voice requires a standard action to begin, and the effect lasts as long as the storykeeper continues to speak (he can fight, but can't cast spells that require a verbal component or use items that require a spell completion or activate via magic word). The storykeeper may use soothing voice as often as desired, but he can't use more than one soothing effect at a time. This is a mind-affecting ability.
Hypnotic Voice (Su): By fourth level, the storykeeper's power of voice becomes so potent that it can hypnotize listeners. This can affect one creature per class level within a range of 30 feet. The storykeeper must speak for a full round, after which each creature to be affected must make a Will save (DC = 10 + class level + Cha modifier) or be hypnotized (as the hypnotism spell). Any creature not engaged in combat suffers a -4 penalty to the saving throw. The effect lasts as long as the storykeeper continues to speak (he can fight, but can't cast spells that require a verbal component or use items that require a spell completion or activate via magic word), plus two rounds. The storykeeper may use this power a number of times per day equal to his Charisma modifier (minimum once per day). This is a mind-affecting ability.
Zealous Inspiration (Su): At fifth level, the storykeeper can inspire near-zealous heroics in his allies. Once per week, the storykeeper can speak for a full hour. Anyone hearing the entire speach gains the effects of a heroes' feast (cured of all diseases; healed of 1d4+4 points of damage; immune to poison and magical fear and hopelessness for 12 hours; and gain a +1 morale bonus to attacks for 12 hours). This is a mind-affecting ability.