View Full Version : [3.5] The Musician (totally not a bard)

2009-04-16, 07:07 PM
Well, basically, I always like music based classes but I never got into the bard in D&D. So I'm looking at the warlock and something in my mind clicks to make a bard-like class with similar mechanics. It's not that I think bards are underpowered, it's that I don't enjoy their gameplay mechanics.

I've actually had this class done for a good 4 1/2 months, and just hadn't posted it.

So, voila.

The Musician!

Class Information:

Musicians aren't nearly as broad in scope as their bardly kin. Where the bard does everything, the musician does one thing. Music. Music is his soul, music is his passion, music is everything. Where the bard learns magical tricks to augment his travelling lifestyle, the musician makes his music his 'magical tricks.' A lifetime of pursuing their art above all else has left them used to hardship but unused to genuine physical labour. A musician may not be as versatile as the 'does anything twice' bard, but their dedication and awe-inspiring skill will leave few doubting their worth.

Whether it's living in the underbelly of the city, playing experimental music late into the night to similar 'lost causes' of society, playing breathtaking symphonies to the nobility and upper crust of the land, or even just a folksy singer playing for the rest of the village in between farming the land, a musician of some caliber can be found almost anywhere, more concerned with music than with experiencing the world. This isn't to say that they don't travel - some musicians tour in order to spread their music to the world - or that they have no other interests, merely that music is their heart, body, and soul.

HD: d4
BAB: 1/2
Saves: Fort good, will good, ref bad.
Skill points: 6 + int mod. <Though he is less focused on the world and more on his music in comparison to his bardly cousins, a wide range of skills are still required to live the musician lifestyle, and many support their art by having a 'real' job.>
Class skills: Perform, appraise, bluff, concentration, decipher script, diplomacy, disable device, disguise, forgery, gather information, hide, intimidate, knowledge (any), listen, move silently, profession, search, sense motive, sleight of hand, tumble.

Proficient with simple weapons.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

+2|Music, Music Theory, Performances

+3|New Performance, Musician's Ear

+3|Inkling Fanbase

+4|New Performance, Trapfinding

+4|Distinct Sound

+5|New Performance

+5|Heckler Experience

+6|New Performance

+6|Growing Fanbase

+7|New Performance, Shield of Fame / Unknown Legend

+7|New Performance

+8|Sonic Resistance (5)

+8|New Performance

+9|Dismantling Sound

+9|New Performance

+10|New Performance

+10|Perform Mastery

+11|International Star, New Performance

+11|Rumbling Sound

+12|New Performance, Magnum Opus[/table]

Class Features:

Music Theory (ex). The musician understands the underlying theory behind music, and can use it to great effect. When faced with a musical instrument he is not actually trained with, he can use his level of musician as a check instead of 'untrained.' Doing so requires at least fifteen minutes of hands-on assessing of the instrument before any actual performance can be expected, however. Making use of this class feature requires at least one perform (instrument) to be higher than his class level, however, or else the check can only go as high as his other perform (instrument) -3.

Performances (Su). Basically, warlock invocations that are musically themed and generally require an instrument. Different instruments have different ranges, that is, a grand piano will have the music (and thus the magic) travel much further than some one playing the triangle or singing. On the flip side, some of the furthest reaching instruments are impossible to carry about (aforementioned grand piano, giant harps, huge twisting brass instruments, etc.)

Music (Su). Unlike bards, who crave new things, exploration, and diversity, most musicians would be content to play all day with no other cares. A musician can begin the equivalent of a bard song at will with no constraints on the number of uses per day, but can only move up to half of their movement on any move actions, as they are playing music for the sake of music - the rest of the world can wait. Maintaining the song requires a standard action each turn. However, he only gains the Inspire Courage, Inspire Greatness, and Inspire Heroics songs (at appropriate levels) and not the full range of the bard's work, as the bard has much more experience to draw from. This generally does not qualify as bard song for the purposes of taking feats, prestige classes, or the like.

New Performance: At 2nd level, the musician can choose another least performance to add to his list of known performances.

Musician's Ear (Ex). At 2nd level, the musician gains a permanent competence bonus to his listen skill. The bonus is equal to one half of his levels in musician, rounded down.

Inkling Fanbase (Ex). At third level, the musician is on his rise to fame. Friends are bringing friends to his concerts, and he even gets stopped on the street on occasion. The musician can always rely on fans letting him crash somewhere, even if he's got a giant half orc with an axe bigger than he is that 'just has to' come too. Or men in masks and black leather armour seem to follow him around... Gaining benefit of this ability requires at least 3 'gigs' to have been played in the city.

New Performance: At 4th level, the musician can choose another least performance to add to his list of known performances.

Trapfinding (Ex). By 4th level, a musician's probably looked at a bar contracts / orchestra invitations / noble's propositions / record deals (if in a modern setting). And after reading those, looking for traps isn't such a big deal.

Distinct Sound (Ex). Starting at 5th level, using the 'perform' skill to earn money nets him twice as much money as it otherwise would have, as the listeners note his unique playing style and brilliant work. Roll normally for money after the perform check, then double the result.

New Performance: At 6th level, the musician can choose another least or lesser performance to add to his list of known performances.

Heckler Experience (Ex). By 7th level, the musician is so used to hecklers that regular social dealings seem almost easy. The musician gets a +2 circumstance bonus on diplomacy or bluff rolls.

New Performance: At 8th level, the musician can choose another least or lesser performance to add to his list of known performances.

Growing Fanbase (Ex). At 9th level, the musician's fame is beginning to creep. Some less restrained fans will be trying to gain the musician's favour, and passing travelers have brought word of the musician's talent to neighbouring regions. Most importantly, however, are the innkeeps - they're offering him free drinks for him and his friends if he'd just go and play somewhere. And let every one else know he's playing there. Furthermore, personal possessions that he's had for at least a year are worth much more to some fanatic out there, and can be sold to knowing shopkeeps for a 50% increase over their standard value (the enchantment is a separate entity and is not increased in price). This ability is only active after at least 2 gigs in one city or 4 gigs in the region. In addition, the musician's leadership score counts as if he was 1 level higher. Additionally, at least one gig location in the region must be a large city.

New Performance: At 10th level, the musician can choose another least or lesser performance to add to his list of known performances.

Shield of Fame / Unknown Legend. At 10th level, the musician must choose between embracing his fame or accepting that he is an undiscovered great. Only one of the two class features can be had at any time, though it is possible for an unknown legend to suddenly become famous (such as hijacking another famous musician's concert or busking in a crowded place, though such moves may send a musician more towards infamy) or for a famous musician to slip into obscurity (by staying out of the limelight for periods of time, moving to another city in which he is not well known, etc.). It is very possible for a musician to be famous and not wish it, and vice versa.

* Shield of Fame (Ex). The musician's face is practically recognizable on site, and no one can talk to the musician without one of his many hits buzzing throughout the back of their head. So famous is he that any hostile actions hesitate slightly as they couldn't possibly strike down this virtuoso... could they? The musician receives a +4 bonus to AC and a +2 bonus to all saving throws. These increase to +6 AC and +3 to saving throws at level 20. These bonuses only apply against sentient creatures that are not outsiders. Additionally, the musician is so used to dealing with people trying to use him for his fame that he receives a +2 save vs enchantments.

* Unknown Legend (Ex). The musician's work is the kind of stuff that should be hummed across the land every morning as the people awake, but by some cruel twist of fate the only person that does that is his mom. This makes the effect of his music that much more intense, as a totally unexpected wave of raw emotion washes over the listeners. All DCs related to his performances are increased by 2. At level 20, the DCs increase by 3. These bonuses only apply against sentient creatures that are not outsiders. Additionally, the musician is so used to cheap drink, bad food, and generally low standards of living that he receives a +2 to saves vs poison and disease.

New Performance: At 11th level, the musician can choose another least, lesser, or greater performance to add to his list of known performances.

Sonic Resistance (Ex). At 12th level, the musician is so used to sounds (both loud and soft) that he gains Sonic Resistance (5).

New Performance: At 13th level, the musician can choose another least, lesser, or great performance to add to his list of known performances.

Dismantling Sound (Su). At 14th level, the musician is so used to working with sound that he can take apart any natural sound in his head. Because of this, supernaturally influencing sounds seem slightly wrong to his ears. This translates to a +2 bonus on saving throws against mind-influencing effects with auditory components. This stacks with the +2 vs enchantments received from Shield of Fame.

New Performance: At 15th level, the musician can choose another least, lesser, or great performance to add to his list of known performances.

New Performance: At 16th level, the musician can choose another least, lesser, great, or legendary performance to add to his list of known performances.

Perform Mastery (Ex). By 17th level, the musician's fingers fly across their chosen instrument so masterfully, so unconsciously, that there can be no doubt this is exactly what it was supposed to sound like. The musician can always take 10 on perform checks (even when under stress) and cannot roll under 5, but only on perform (musical instrument) skills that the musician has 20 or more ranks in.

New Performance: At 18th level, the musician can choose another least, lesser, great, or legendary performance to add to his list of known performances.

International Star (Ex). At 18th level, the musician is considered one of the very best that ever lived. His songs are played all across the world and influence countless other musicians. Whether he's got the Shield of Fame and has retired on the royalties from his collectable plate set alone or it's a matter of every one having heard his work without realising that HE is the writer, where ever civilization (that isn't TOTALLY isolated) lies he can be sure to find at least a couple fans willing to help him out of a jam. In addition, the renown and power the musician commands translates into a further +2 bonus to diplomacy, bluff, intimidate, and gather information. Furthermore, any attempts at using perform to make money gain the maximum amount of money (then doubled thanks to Distinct Sound) as opposed to rolling. Lastly, if the musician has the feat 'Leadership' he automatically qualifies for Epic Leadership.

Rumbling Sound (Su). At 19th level, the musician has figured out a way around the ever-looming danger that is magical silence. The vibrations of sound carry the music, and no silence can deny him his prize. The musician now only has a 10% chance to fail a performance due to deafness (as opposed to 50%), and magical silence does not stop the effects of his performances from manifesting

New Performance: At 20th level, the musician can choose another least, lesser, great, or legendary performance to add to his list of known performances.

Magnum Opus (Su). At 20th level, the musician has created his magnum opus. The musician can choose any druid, cleric, wizard / sorcerer, or bard spell up to 7th level and cast it as a full round action once per day. Material foci and components are still required or consumed in order to cast the Magnum Opus.


Project Sound
Prerequisite: Perform (instrument) 12.
The musician has specifically trained to project his sound - and all things accompanying said sound - much further. Performances now have an extra 25% range.

Prerequisite: Able to play a lesser performance.
The musician loves giving the fans what they want - more. MORE! The musician can learn another performance, as long as it isn't the highest category they know. (Somebody needs to learn to save their best song for the encore!)

On Tour
Prerequisite: Played a paying gig in at least 4 different cities or towns (villages don't count), Perform (instrument) 4.
After spending so much time on the road, lugging this instrument around has become second nature. It only weighs half its regular weight for the musician or anything he has hired specifically for transportation (roadies, pack animals, etc.) when dealing with encumberance. Additionally, the musician is fully rested as if he had 8 hours of sleep if he only has had 1/2 of his race's normal requirement, but he can only do this 6 times in a row. He needs a number of 8-hour rests (or his race's equivalent of) equal to half the number of times he used this feat in order to recover fully.

Bardic Experience
Prerequisites: At least 10 ranks in any 2 knowledges, 10 ranks in perform (any).
This feat allows the musician the use of bardic music - the full range of it - in his 'Music' class feature. Countersong, fascinate, etc. This also allows the musician to take feats or prestige classes that require uses of bardic music, but he is only considered to have as many as a bard of equal level would for the purposes of qualification.

Suggested feat: Leadership. Decent cha, and come on, you need roadies. Additionally, International Star allows you to take an epic feat while you're only level 18!


Surly Instrumentalist
Effects: Music Theory doesn't apply to Perform (vocals), +1 bonus to one instrument chosen at creation, -8 penalty to Perform (vocals).
Some musicians just can't sing. That's fine. It just gives them an excuse to focus on their preferred racket-making machine.

Effects: Perform (vocals) gains a +2 bonus, but the musician's charisma is reduced by 2 permanently.
For whatever reason, the musician's talent has gotten to their heads. They know they're good, and never give you a chance to not know. It makes them somewhat insufferable.

Fringe Music
Effects: -6 diplomacy, +2 intimidate
The musician plays a type of music that will never, ever, ever get mainstream popularity. Ever. A sort of infamy follows from this, and people just write them off as some sort of freaky evil-God-worshipping lunatic, refusing to give them a chance. On the other hand, it makes them really scary.

EDIT:: I was having issues with posting this, but I got it now. Some how copypasting "Concerto (Level 3): " was causing it the 403. Deleting and retyping it fixed the issue. Weird bug, eh?

2009-04-16, 07:25 PM

Let's be clear, it's not the exact notes or sheet music that makes the magic happen. There IS magic inside, being expressed. The music is a bridge, a way to channel the magic in the only way the musician can. Some musicians can only make the magic happen whilst playing a specific song, but others need only the emotions and can play any song for the same magic.
Performances are essentially the same as warlock invocations - the DC is charisma based, they can use them at will, and generally take a standard action unless otherwise noted. That being said, this is music and inherent magic combined, so there are noticeable differences. Mostly in regards to range.

For any given range, that assumes there is a standard instrument of some sort being played. Double the range for 'far reaching' instruments (DM's discretion as to what counts), and half the range for merely singing it (and not playing any instrument).

Performances are not subject to arcane spell failure, however, musicians do not have any armour feats normally and must purchase those separately. Like spells, when deafened a musician has a 50% chance of failing the performance. Unlike spells, a musician's performances cannot penetrate an area of silence. If there is a radius of silence, the effects can happen around it but not within it.

There are two choices for how to determine DC. The first way is to copy the warlock style and assign a level for every performance and use DCs that way. The second way is to simply have the musician make a perform check, and his check is the DC. However, the perform check can only use raw class ranks, natural ability modifiers, and inherent bonuses. Enhancement bonuses do not effect the DC. This second one is probably broken as I haven't played around with it much in my head. [Addendum: a friend pointed out that perform checks are too easy to get high up, but I'm too lazy to go in and assign spell levels for these until I actually get to play one in a game. User discretion is advised.]

Least Performances:

Experimental Music
Hallowed Be Thy Name
Iron Man
Repairing Riffs
Shiny Happy People Holding Hands
Shock Rock
Wild Symphony

Dirge: Some musicians are revolutionaries, every last breath spent in support of some goal. Some of these goals call for violence. And so these musicians learn to channel music into violence. Dirge deals 1d4 sonic damage and increases by 1d4 every 2 levels after that (2d4 at 3, 3d4 at 5, etc.). This focused musical energy requires a ranged touch attack and loses its magical coherency around 60' (any further it does no damage). The performance's spell level is equal to the musician's level.
([Getting a mirror of 'eldritch blast' wouldn't fit a lot of musicians thematically, so I made it a performance instead and opted to give them bard song as their 'basic at-will thingummy.' There are other performances which modify and require this one.]

Experimental Music: There's a reason this isn't popular. This indescribable sound can be charged to rob any unfortunate listeners within 60' of their sense of hearing. A will save negates the effect. The musician's companions can develop a taste for this sound and if having heard it 3d20 times with at least 12 hours between them (some people REALLY don't 'get' it, some do), conveys a +1 moral bonus to attack rolls, armour class, and skill checks instead of inducing deafness. Despite what critics say, this music does require creativity, and it lasts for one round per point of intelligence modifier.

Hallowed Be Thy Name: A 10' circle of Protection From Evil, always centered on the musician, comes into effect for 4 rounds.

Iron Man: Lasts 1 hour per caster level. +4 armour (deflection bonus) and +2 constitution (enhancement bonus).

Jailhouse Rock: This allows the musician to use a perform check to attempt to open something locked as if it was an Open Lock check. The penalty for not having tools is not applied if the musician has an instrument.

Repairing Riffs: The musician can fix broken items. One object within 60' is repaired for 1d8+1 / level points of damage. It can be a magical item, but the amount of damage repaired in that case is halved (round down). Alternatively, every item within 120' can be repaired for 1 point of damage, but this does not work on magical items. The musician can be assisted by any one capable of making an aid another perform (musical instrument) check, with a base DC of 10. Every aid another check that is successful increases the range by 10%, however, every aid another check after the first increases the DC by 2 (so the second would be vs DC12, the third DC14, so on and so forth).

Shock Rock: Requires Dirge. (level 2) Any target hit with Dirge must make a will save or be shaken.
<Or any other Eldritch Essence Invocation mirror. I'm not going to write them all up. Blast shapes are another matter, however. A very long lance or chain doesn't make sense, nor does being smacked with a weapon and getting music'd. On Eldritch Essence Invocations that change the damage type (to, for example, fire) I would recommend bumping the damage up to d6.>

Shiny Happy People Holding Hands: (Level 2) Every ally within 20' of another ally gains musician's charisma modifier as a bonus to all saves.

Wild Symphony: (level 2) The power of music is all-encompassing. With this, you can speak to animals (beasts, vermin, etc.) using music as if you were talking to a person. Fully sentient beings won't understand the primal sentiments you are expressing, but you won't be able to understand the animal back - only via things like body language or whatnot.

Lesser Performances:

Blistering Lute Solo
Don't Fear The Reaper
Gig Gone Bad
Paper Doves
Sheet Music
Wake Up Dead
Wish You Were Here

Blistering Lute Solo: (Varies, usually 3) (this one's big) Just roll on the wild surge table. The bigger, the better. The base spell, assuming it is required for the surge result, is any bardic music available to a bard of the same level as the musician chosen at the point it is called for (NOT performances). Requires a lute specifically (or a similar stringed instrument, like a guitar, cello, or violin).

In addition, a musician can make a 'trademark solo.' First the musician announces that their next solo will become their trademark, and the random effect chosen can now be used instead of rolling randomly. The DM has the right to deny that particular effect becoming the trademark, however (the people are whimsical indeed), and there must be a sentient audience who does not travel with the musician that both hears and survives the event. Furthermore, solos (trademark or not) can only be engaged for up to two rounds maximum and then have a 'cooldown' of 5 rounds per round engaged. At fifteenth level the solo can extend to three rounds straight, and at twentieth four levels straight, but the five rounds down per one up rule remains regardless. A trademark solo can be changed but requires an entire year of not playing it. Furthermore, a trademark solo is always tied to an exact sequence of music - unlike other musical performances, the magic is indeed tied to the specific melodies, rhythms, and notes.

Colours: (Varies) This song is quite vivid, and countless versions (many totally different songs) share the same name. The musician can cast Colour Spray, Silent Image, or blur (self only). The effects only last for concentration + 2 rounds.

Concerto: (Level 3) (this one's big) Ahh, the concert. Many musicians aspire to reach this level, but many fail. The musician takes center stage, and blows the mind of their audience. The musician can change the emotions of any and all who hear this, with some caveats. Firstly, the musician must be in a very noticeable place - center stage, on the back of the dragon blotting out the sun, the lone man standing between the army and the wall's breach, etc. Some how or another, attention must be drawn to the performer above all else.

Secondly, there is a saving throw to avoid the effects. In case of a successful saving throw, the emotions are not manipulated. As always, the saving throw can be failed intentionally.

The emotions cannot be terribly complex, though there is more range than merely 'sad' or 'angry.' The musician can get somewhat more complex emotions such as 'guilt and shame,' 'fear,' or 'awe' (though he doesn't have to). The range varies dramatically, and generally goes as far as accoustics can allow. Assume a starting range of about 300', with background noise lowering it (the din of battle, for example). Properly conducted accoustics (for example, a concert hall) can increase the range by as much as 100% - or more, with supernatural (or non-fantasy technological) aid.

Cover Artist: (Level 4) (this one's big) Any magical effect that was activated last round or earlier this round (spells, magical items, SLA, etc.) can be cast again, with the musician changing the targets or location of the effect as wanted . Properly getting this ability to work requires a performance check with a DC of 15 + spell level + original caster level, failure by 10 or more results in a magical backlash of 1d6 magical damage per spell level on the bard, no save. The original caster of a spell or SLA may choose to oppose this copying, and an opposed spellcraft check (vs the musician's perform check) can be attempted. This opposing roll is against the original perform check. If the spellcraft check wins, the mage can cause 1d6 points of damage per spell level on the musician (ref for half) by disrupting the magical rechanneling, but if the musician wins he casts it as he wishes. In either case, if the musician succeeds he may choose to cast the effect from the original caster's position or his own. Additionally, Cover Artist can be applied to a spell or effect that was counterspelled out of existence.

Don't Fear The Reaper: (Level 3) Roll 3d4. The target (up to 1 per 4 levels of musician) gains the roll in strength and constitution as a competence bonus, but suffers the same number as a penalty to AC. This effect lasts 3 rounds.

Feedback: Requires Dirge. No one else can figure out how to make these sounds on something as innocent as a flute or fiddle, but man, they are painful to listen to. This performance can alter dirge to do d6 non-lethal damage instead of d4 sonic damage, but it has another effect. Any one within 20' of the target receive the musician's charisma mod (if any) as a penalty to any skill check, and receive a -2 penalty to saving throws. The effects persist for a number of rounds equal to the musician's charisma mod (minimum of 1). A successful fortitude save negates the skill and save penalties, but the damage is unchanged.

Gig Gone Bad: (Level 4)The musician is the center of a globe of invisibility (10' radius), silence (10' radius), and expeditious retreat. Anything that comes within the globe's 10' radius suddenly experiences these three effects. The canceling of any one effect makes them all go. The effect lasts for 1 round per point of charisma modifier, and can be recast despite the magical silence around the musician.

Paper Doves: (Level 4) (this one's big) The musician creates 1d4 + musician's level Paper Doves spontaneously that disappear in a number of rounds equal to the musician's level. Alternately, the musician can spend 3 minutes folding up a piece of paper (that he purchased) and the Paper Dove will never lose its magic until it is slain. The Paper Doves are tiny constructs with a few changes from the standard entry in the Monster Manual.

First, they automatically fail any reflex saving throw vs fire as if they had chosen to do so, and take double damage from fire. Secondly, their hardness is '0.' Thirdly, they have a flight speed of 50' with average maneuverability, but they automatically lose it if they become wet for some reason, and they have no walking speed - if they land they need some one to throw them or a nice wind to fly again. Fourth, their slam attack only does 1d2-1 damage, but it has a threat range of 18-20 (paper cuts hurt!). Fifth, their attack bonus is equal to the musician's level + charisma mod and receive a bonus to AC and HP equal to one half of the musician's level + charisma mod (rounded down). They are mentally commanded by the musician, who gives telepathic commands that are equivalent to a move action.

They only accept simple commands like "guard me" or "attack the next person to cast a spell." The musician cannot give them complex instructions unless he spends a full round action to take control of one directly and see through its 'eyes.' Unfortunately, he cannot hear anything being said as they have no auditory receptors. They can be used to transmit messages, possibly tiny items, etc.

If there is some magical component in their body (for example, they were created from a magical scroll or a wizard wrote Explosive Runes on them) they can release the magic as a full round action, but destroy themselves in the process. If a Paper Dove tries to use magical scrolls, they require a UMD check using their creator's score. A failure of 9 or less points means the Paper Dove simply doesn't fire. A failure of 10 or more means the Paper Dove disintegrates and all is lost. A Paper Dove can't use this ability unless it is within 300' of the musician that created it, but it can otherwise fly to any distance unimpeded. At level 10, the attacks of Paper Doves are considered magical and gain 1d6 sneak attack damage. For every 10 musician levels after that the doves gain another 1d6 in sneak attack dice.

Sheet Music: (level 4) (this is a big one) The musician is a talented scribe and is putting that Music Theory training to good use. Given 3d20 minutes + 2 hours / category of performance (least is 2, lesser is 4, greater is 6, legendary is 8) he can scribe a performance to a given surface (or simply his Music class feature, at 1d4+4 minutes). However, who ever reads it sets off the effect. The effect is always targeted on the reader, and can be good or bad. If the effect was, for example, Jailhouse Rock and the reader is not a locked object (most likely scenario) there is no effect and the time was wasted. If the effect was Dirge, the reader is hit with Dirge. There is a reflex saving throw allowed for persons not immediately next to the runes (if there is an area of effect), but the reader and any one similarly close is denied one - there are no attack rolls being made. Some one attempting to Dispel Magic or Erase can remove the sheet music on a successful dispel roll, but failure to do so sets off the sheet music. When read, the sheet music plays the music and so it is audible. This is the source of the effect, and magical silence will stop the effect (even if the musician has Rumbling Sound, as it's not him making the sound but the sheet music). The paper requires a certain quality for this; 10gp / spell level of the performance. Once the musician reaches level 20, the Magnum Opus can also be scribed at triple the normal cost. This uses up the daily use of Magnum Opus.

Wake Up Dead: See 'The Dead Walk' from Complete Arcane.

Wish You Were Here: (Level 4)The musician thinks of a target and tries to magically summon them to be 5' in front of him. If the target is within medium spell range, it is entitled a will saving throw. If it is out of that range, it cannot be summoned unless it wants to be, and it is aware of the fact that the musician tried to summon it.

Greater Performances:

1000 Eyes
Angry Music
Can't Touch This
Lesser Faith
Master of Puppets
Midnight Sonata
The Red In The Sky Is Ours
The Trees
Vivaldi's Seasons

1000 Eyes: The musician gains True Seeing as the spell for 24 hours. This performance has a 4 1/2 minute casting time.

Angry Music: The musician can sing this song as a free action and have its effects hit him for one round, or he can use an instrument and a standard action and be affected for 5 rounds. Either way, under the effects of this performance the musician cannot use any other performances OR his music. In exchange, he gains a +6 bonus to strength, dexterity, and constitution, and his BAB increases to that of a fighter of the same level. Additionally, if he used an instrument he gains 2 temporary hit points per level of musician. Finally, he becomes proficient with every simple and martial weapon, if he wasn't before.

Can't Touch This: Allies within 30' gain half the musician's perform check (rounded down) in touch AC as a deflection bonus.

Inspiration. The musician casts Suggestion on every one listening. Like Concerto, the musician needs to be the center of attention and it has a range of approximately 300'. If only some people are paying attention to the musician, only they are affected.

Lesser Faith: See "Devour Magic" from the Complete Arcane. Additionally, a musician can use this performance to counterspell a caster who is within 10' of him, as a Greater Dispell Magic. If you successfully counterspell, you take 2 points of damage per the failed spell's level (fort save negates this damage, save is equal to what the spell's DC would have been had it not been countered and had asked for a save. A spell that does not allow a save can still be calculated to find what the DC would have been.).

Master of Puppets: For every level of musician the invoker has, he can animate 2 HD of 'animated object.' When an animated object has been destroyed, the musician must wait 5 rounds before he can animate as many HD as the object had again. The object remains animated until he musician stops playing or it is slain. The musician can keep animating the objects after he's stopped playing for a number of rounds equal to his charisma modifier with a successful DC 20+ [number of HD animated] perform check.

Midnight Sonata: (Varies) The musician can cast Deep Slumber, Enervation, or Shadow Conjuration with a caster level equal to his musician level. However, the spells only have a duration of concentration.

Panopticon: (7). The musician casts Greater Scrying as usual, except the duration is concentration. If the target failed its saving throw and the musician stopped playing before 1 hour transpired, the musician can restart the effect but the DC is increased by 5.

The Red In The Sky Is Ours: Weather control. 10 minute cast time + 10 minute manifest time included.

The Trees: (Varies). The musician can call to the plants around him. By invoking this song, he can choose between casting Animate plants, Command Plants, or Entangle. No matter what his choice was, they all have a duration of concentration, meaning that stopping playing it results in their effects immediately ending.

Thriller: (Level 8) This song calls to the naked bones. Any undead that are within 60' of the musician while he is playing this song must make a will save. If they fail, they begin to dance, as if stricken with Otto's Irresistable Dance for that round. Every round that the musician continues to play Thriller, the undead must make a new saving throw. Success means they are not affected for that round (if they fail the next round they once again dance). Sentient undead gain a +4 save against this effect. If the undead fails the will save by 10 or more points, the musician can make it take a move action and move it in any way he desires (but cannot make it take any other actions, for example a free or standard action).

Vivaldi's Seasons: (Varies). Vivaldi was once a great human musician, and he is quite famous. His most well known work detailed different seasons, and over time has become imbued with said powers. Unlike most performances, the magic is tied up in a specific set of notes; however, there are many different instrument pieces that a musician could choose to play. During summer, this ability grants the the casting of Sunburst. Spring allows the casting of Plant Growth or Animal Shapes. Autumn's terrible descent into winter casts Horrid Wilting. Lastly, Winter's chill results in the options to cast Sanctuary (only indoors), Chill Metal, or Ice Storm (only outdoors).

Legendary Performances:

Ashes Against The Grain
Born To Be Wild
Free Bird
In The Halls of Awaiting
The Wall
World Divides
You Lost My Memory

Ashes Against The Grain: (Level 9) (this one's big) This performance has a three round performing time. The musician creates a twisting maze of despair and hopelessness with the emotional music wrested upon the unfortunate targets. There are four different effects, each of which can be applied to one creature within range (or a combination of two effects on one target and two on another, or all three effects on one and one on another, or so on and so forth). Think of it as the Musician making 4 separate performances simultaneously. Levels are provided for DC calculation, dispelling difficulty, etc. The effects are as follows:
1) Our Fortress Is Burning (level 8) : Crushing Despair, as the wizard spell, except it is single target only, the DC is as if it was an eighth level spell, and the duration is only 1 round per two levels of Musician. If more than one effect are applied to a target, this one takes effect first.
2) Not Unlike The Waves (level 8) : All of the target's resistances and damage reductions are reduced by one per musician level. This cannot take them below zero, and immunity to a damage source is unaffected. If a successful fortitude save is made, the resistances and damage reductions are only reduced by one half the Musician's level. (In case a special ability requires it, this is considered fort partial.) This effect lasts for one round per two musician levels.
3) Fire Above, Ice Below (level 7): The target takes 1d6 fire damage and 1d6 cold damage for every 4 levels of musician. Reflex save for half damage (from both sources).
4) Limbs (Level 7): One of the target's limbs stop responding. If it is an arm, then it cannot be used to attack or wield a shield. If it is a leg, movement is severely affected (reduce the movement speed by a ratio of working to non-working legs. A biped with a movement speed of 40 would move at 20', but a quadruped would move at 30 (round up).) A wing makes a creature relying on it for flight incapable of doing so, and it falls if it is airborn. So on and so forth. Limbs cannot be used on a creature without limbs (such as an ooze) or a body part that is not a limb (like jaws or its heart). This affect has no saving throw, but only lasts for 1 round.

Born To Be Wild: The musician can polymorph into an animal, plant, or a chaotic-aligned outsider. The musician cannot use any of his performances or Music in this form (except under special circumstances - monkeys, for example, would probably be able to play instruments). The musician makes a perform check and stays polymorphed for 1 minute per point of check, however, when he makes the check he can choose to lower it. (He cannot decrease the duration while he is polymorphed). He can only polymorph into creatures he has seen, and their HD cannot exceed his own.

Eruption: Requires Dirge. (Level 9) Dirge's range is increased to 80', the effect hits everything within 20' of the targeted square, and the damage is increased from d4 to d6. This is not a ranged touch attack, so it doesn't require an attack roll. However, everything within the Eruption can make a reflex save for half damage.

Free Bird: For three rounds, all allies within 60' are affected by free movement and gain a flight speed equal to their greatest normal speed (land, swimming, etc.) with good maneuverability.

In The Halls of Awaiting: (Level 9) The musician's music is so powerful it can create a fleeting plane of pure, haunting melody. Though the plane can't exist for long, he can send another being there. The musician casts Maze at a target, with the added caveat that for every full round it spends there it suffers a cumulative -1 penalty to initiative as the haunting melodies that cage it begin to etch themselves on their mind. This penalty has no save and lasts for a number of minutes equal to the musician's charisma modifier, but it IS a mind-altering affect (and thus some creatures will be immune). In all other ways it functions like the wizard spell Maze.

Painkiller: The musician makes a perform check. All allies within 60' gain the musician's perform check in temporary HP for 5 rounds, but Painkiller cannot be used again for 6 rounds. If another musician uses Painkiller, it overwrites the temporary hp amount but it still wears off when it would have. The magic is intense and burns itself out quickly.

Stairway To Heaven: The musician can cast 'Planeshift' as the spell.

The Wall: The musician gains DR 20/adamantine for 10 minutes / level.

World Divides: Unlike most performances, this one specifically requires a long range instrument and vocals to accompany it. It needs to be played LOUDLY, as well. A 60' radius circle (so 120' diameter) centered on the musician is what is affected. For the first 2 rounds, there is merely increasingly ominous rumbling of the ground with no effects. For the second two rounds, ground movement rate is halved and buildings begin to show cracks on the walls. After that, apply the effects of the spell 'Earthquake' from the PHB. The musician will be unharmed as long as he does not move from his square while the Earth around him is torn up. If he does move, he will be subject to the spell's effects. Unlike Earthquake, however, great sheets of roiling flame also dance around in the trembling earth. Every creature that fails its saving throw also experiences an extra 1d6 fire damage per 2 levels of musician (with no maximum).

You Lost My Memory: (Level 8 ) The musician makes a perform check to make a caster lose a spell that is prepared or otherwise expendable and ready to be cast. The musician can cause a loss of spells by hitting a DC of 25 + caster level + spell level, to which the target can make a saving throw (will) to resist (calculated as a spell). If it fails, it loses 1d4 + 1 per 5 levels spells of that level (randomly selected). Alternatively, the musician can choose to focus his goals - after hitting the DC, he can only rip one spell away, but the spellcaster receives a penalty to the saving throw equal to the spell level lost. In either case, if there are no spells available for whatever reason of the spell level hit by the DC, the next spell level down is affected. If there are no spells of any level available, any magical effects are hit with a dispel magic attempt with a bonus of +2 per spell-removing left. If there is no magical effect, the target takes 1 point of damage per spell that should have been lost. The target automatically knows who caused the loss of spells.

Ok, so I went overboard with the songs-as-performances. It was originally just going to be The Wall and Freebird, but I was having too much fun. Most of those are metal, if your musician isn't metal change the names or just make your own. Sheesh, you baby.

Je dit Viola
2009-04-16, 08:23 PM
Wow, this is awesome! If life was D&D, I would be this class (after I killed all the paladins or became one).

It looks like it took a lot of work, but I've got a question: Does using different styles of instruments give slightly different effects? I think it should.
For example, (either affecting the instruments or maybe a natural ability/playing style)
An electric guitar/bass guitar/violin/piano/screamo/ect should give a certain bonus and penalties, like maybe a loudness bonus, penetrating bonus, soothing penatly, and the like.
An Acoustic guitar/bass/cello/singing/trumpet/so on should probably give maybe no bonus or penalties,
and maybe some different effects for some 'country' or 'classical' playing styles should give other bonuses and penalties. I think.
Edit: Romantic and Clerical styles could also work.
But all styles should require the skill "Distinctive Sound" (5th Level) to work. It makes more sense that way. If you put them in, of course.

It looks pretty good.

2009-04-16, 08:35 PM
Wow, this is awesome! If life was D&D, I would be this class (after I killed all the paladins or became one).

Me too, my friend.

And all my feats would be 'Encore,' except maybe Skill Focus (Perform) and whatever else for my bonus human feat.

It looks like it took a lot of work, but I've got a question: Does using different styles of instruments give slightly different effects?

Nope, and I have what I think is a very good reason for this:
Character concepts.

If your vision is of a death metal/grindcore flautist, who am I to tell you 'no'?

It looks pretty good.


Shades of Gray
2009-04-16, 08:43 PM
Plaaaay Freeee Biiiird!
And get flight and freedom of movement.

You my friend, get a cookie. Actually, two cookies. No wait, one cookie, but it is the better cookie of the two, as determined by the sport known as a "rock off".

2009-04-16, 08:54 PM
Brilliant. Simply brilliant. For too long have my friends complained because my bards felt the need to play their instruments constantly, whether they were trying to sleep or "bluff, bluff, bluff the stupid ogre". At last, a reasonable explanation for my characters' obsession!

Also, trapfinding is hilarious. Clearly you're a musician yourself...:smalltongue:

2009-04-16, 09:11 PM
Do I see a Skyclad reference? Awesome!

2009-04-17, 09:35 PM
Thanks for the accolades.

I will not confirm or deny any musicianship careers. Yet. :smallamused:

Yes, there is Skyclad in there.

No one else has any ideas for performances? Sheesh.

Je dit Viola
2009-04-18, 12:42 PM
No one else has any ideas for performances?
Oh! Oh! I have one! Beethoven's 5th symphony (Greater)! (It's pretty hard to play a solo of it). Or, if it's too hard, you could always play the rock version called A Fifth of Beethoven (Lesser) Both are pretty fun to play.

Or, if you're looking for a country song, The Devil Came Down to Georgia is fun, not too difficult. (Lesser)