Thundercaller is a class in Pathfinder: Kingmaker. Thundercaller is an archetype of Bard.


"Among mystical leaders are those who speak for the spirits of the land, who bear the knowledge of the ancients, and whose voices ring like thunder, calling the sky's wrath  down upon their enemies."


Thundercaller Tips & Builds

  • High saves: Will and Reflex.

  • Class skills: All.

  • A Bard Proficient with all simple weapons, plus the longsword, rapier, shortsword 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.

  • 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.
  • Detect Magic- Detects magical aura of active spells or artifacts ( or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.



Thundercaller Abilities


Base Attack Bonus





Level 1         Bard Proficiencies, Cantrips, Inspire Courage, Bound to the Land, Detect Magic
Level 2         Bard Talent, Well-Versed
Level 3         Thunder Call
Level 4          
Level 5         Inspire Courage
Level 6         Bard Talent, Fascinate, Incite Rage - Enemies
Level 7         Bardic Performance (Move Action), Thunder Call
Level 8         Storm Call
Level 9         Inspire Greatness
Level 10         Bard Talent, Jack of All Trades
Level 11         Inspire Courage, Thunder Call
Level 12         Soothing Performance
Level 13         Bardic Performance (Swift Action)
Level 14         Bard Talent, Storm Call Greater
Level 15         Inspire Heroics, Thunder Call
Level 16          
Level 17         Inspire Courage
Level 18         Bard Talent
Level 19         Thunder Call
Level 20         Deadly Performance


 Inspire Courage

 A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.


 Bound to the Land

A thundercaller gains a bonus equal 1/2 her level on lore (Nature) checks.


Jack of All Trades

The bard gains a +1 bonus on all skill checks.


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 modifices the sneak attack ability.



At 2nd level, the bard becomes resistant to the bardic performances of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.


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

Prerequisites: Bard level 1

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 continous 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.


 Thunder Call

At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder, blasting an area in a 10-foot range with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but tare still damaged. At 7th level, the sonic damage that is dealth by this blast of sound increases to  3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level.


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.


Storm Call

At 8th level, the thundercaller can use her performance to summon bolts of lightning that deal 3d6 points of electricity damage. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round on a random enemy within 50 feet of the thundercaller. 

If in a stormy area (including a whirlwind formed by an air elemental of at least Large size), each bolt deals 3d10 points of electricity damage instead of 3d6.


Storm Call, Greater

At 14th level, whenever a thundercaller uses her Storm Call ability, the amount of damage dealt by bolts of lightning increases to 5d6 (or 5d10 when outdoors in stormy weather).



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.


Deadly Performance

A bard of 20th level can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies.


Incite Rage - Enemies

At 6th level, the thundercaller can induce a furious rage in all enemies within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller's performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller's level + the thundercaller's Charisma modifier).
Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. 
Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, a -2 penalty to AC, and cannot cast spells


Thundercaller Tips & Builds

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