Maneuvers Readied
A rubato can ready all three of
his maneuvers known at 1st level, and as he advances
in level and learns more maneuvers, he is able to ready
more, but must still choose which maneuvers to ready.
A rubato must always ready his maximum number
of maneuvers readied. He readies his maneuvers by
practicing weapon drills or communing with the primal
rhythm for ten minutes. The maneuvers he chooses
remain readied until he decides to practice again and
change them. The rubato does not need to sleep or
rest for any long period of time in order to ready his
maneuvers; any time he spends ten minutes practicing,
he can change his readied maneuvers.
A rubato begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the rubato to recover maneuvers, he must
expend tempo. A rubato can recover a single expended
maneuver as a swift action by spending 2 points of
tempo, or as a free action by spending 3 points of tempo.
A rubato may not recover a maneuver by spending
tempo in the same round that he initiated it, though he
might be able to recover it in another way.
Stances
A rubato begins his career with
knowledge of one stance from any discipline open to
rubati. At 4th, 7th, 11th, and 13th levels, he can select an
additional stance to learn. The maximum level of stances
gained through rubato levels is limited by those listed in
Table: Archetype Maneuver Progression. Unlike
maneuvers, stances are not expended and the rubato
does not have to ready them. All the stances he knows
are available to his at all times, and he can change the
stance he is currently maintaining as a swift action. A
stance is an extraordinary ability unless otherwise
stated in the stance or discipline description.
Unlike with maneuvers, a rubato cannot learn a new
stance at higher levels in place of one he already knows.
This ability replaces spells.
Tempo (Su)
As the rubato fights and draws on the Primal Song, he builds a supernatural energy known
as tempo. Outside combat, a rubato has no tempo to
spend. When a rubato enters combat, he gains a tempo
pool equal to 1/2 his class level (minimum 1) + his rubato
initiation modifier at the start of his first turn, and adds
one point of tempo to his tempo pool at the start of each
of his turns thereafter. His tempo pool persists for one
minute after the last enemy combatant is defeated or
the encounter otherwise ends. The rubato may not gain
tempo out of combat, even if another ability would
normally permit him to. A rubato can spend tempo as if
it were animus when augmenting maneuvers from the
Elemental Flux discipline.
This ability replaces cantrips.
Bardic Performance
Like all bards, the rubato can use his performances to create magical effects on those
around his. Once per round as a free action, a rubato
can expend one round of his bardic performance to
add 2 points of tempo to his tempo pool. Alternatively, he can spend 2 points of tempo to regain one round of
his bardic performance. He may only use one of these
abilities in a given round. In addition, a rubato can start
a bardic performance in the same action as initiating a
strike by spending one additional round of his bardic
performance ability.
Rubati learn different performances than most
bards. A rubato still learns inspire courage, inspire
competence, and soothing performance, but otherwise
learns performances from the list below. A rubato’s
performances may all use either audible or visual
components, even if they would otherwise only use one
or the other.
Counterpoint (Ex): At 1st level, a rubato learns
how to lead his allies in a defensive rhythm. An ally
must be able to perceive the rubato’s performance
to be affected. Affected allies gain a bonus equal
to 1/2 the rubato’s class level (minimum one) on all
non-damage rolls made as part of initiating counters.
This ability replaces countersong.
Metronome (Su): At 1st level, a rubato learns how
to create a stronger, faster connection to the Primal
Song. While maintaining this performance, he adds
one point of tempo to his tempo pool at the beginning
of each of his turns. At 5th level and every five levels
thereafter, the amount of tempo gained by this ability
increases by 1. This ability replaces distraction.
Dissonance (Ex): At 1st level, a rubato learns how
to create a subtly hypnotic, discordant performance
that jars his enemies and disturbs their patterns.
Enemies within 30 feet that can perceive the rubato’s
performance must succeed at a Will save (DC 10
+ 1/2 the rubato’s class level + his rubato initiation
modifier) or take a –1 penalty on all non-damage
rolls made as part of their attacks or strikes while the
rubato maintains this performance. A creature that
successfully saves cannot be affected by the same
rubato’s dissonance performance until the end of the
encounter. This penalty increases by –1 at 5th level
and every five levels thereafter. This ability replaces
fascinate.
Fortissimo (Su): At 6th level, a rubato learns
to empower his maneuvers with tempo. Unlike
other bardic performances, he may activate
this performance while maintaining another
performance. When the rubato initiates a strike
with an initiation action of 1 standard action, he can
expend 3 rounds of bardic performance and 2 points
of tempo to increase the damage (including ability
damage, if appropriate) dealt by that strike by 50%.
He can activate this performance after rolling his
attack roll and determining if it hit or missed, but
must activate it before damage is rolled. The rubato
must wait 3 rounds after performing a fortissimo
before he may perform it again. This ability replaces
suggestion.
Canon (Su): At 8th level, a rubato learns to lead
his allies in a martial rhythm. An ally must be able
to perceive the rubato’s performance to be affected.
Whenever an affected ally initiates a maneuver, they
can recover an expended maneuver of different
type (for example, an ally that initiates a strike may
recover a boost or a counter). Each affected ally may only recover up to one maneuver per round in this
fashion. This ability replaces dirge of doom.