kailin
2006-04-22, 03:54 PM
I decided to write down a class that'd make me want to play bards for a good long time. Tried to keep it short, sweet and to the point. Lock up your children, here comes:
Bardic Avatar of Destruction, Annihilation, Savagery, and Spectacle (BADASS)
Hit Die: 7d20 (per level).
Requirement (Special): To qualify, a character must have the bardic music class feature. He must have no levels in any class other than bard and Badass (see Recursive Multiclassing, below). Furthermore, the player himself must not have played any character except bards for at least a full year (365 days, or 366 on a leap year) in any campaign.
Class Features
Class Skills: Bluff, Climb, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Jump, Knowledge (all), Listen, Move Silently, Perform, Ride, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, Use Magic Device.
Skill Points: 10 x Int
BAB: +2/level, the ultimate attack bonus.
All Saves: Double the good progression.
Weapon and Armor Proficiencies: The Badass is proficient with all martial and exotic weapons and medium and heavy armor. Armor worn by the Badass is treated as light armor for all purposes.
{table]Level | Special
1Badass Bardic Music, Recursive Multiclassing, Pump It Up
2Live Wire, Walk This Way!
3This One Goes to Eleven . . . Plus One, Experimentation
4Princes of the Universe, We're Not Gonna Take It
5Bat Out of Hell, Lasers
6Dazed and Confused, More Awesome
7Comfortably Numb
8Iron Man
9Bliztkrieg Bop
10Don't Fear the Reaper
[/table]
Recursive Multiclassing (Ex): The bard can take the Badass prestige class as many times as he wants, beginning at level one each time. His Badass levels stack with each other determine his class level and access to Badass music abilities, and his bard and Badass levels stack for purposes of bardic music, spells known, and spells per day. When a Badass ability emulates a spell or ability of another class, the character's Badass and Bard levels stack to determine his caster level.
Walk This Way! (Su): The Badass's base land speed increases by +10 feet at second level.
Experimentation (Ex): At level 3, the Badass gains Acid Resistance 30, immunity to poisons with a Fort DC of under 30 to resist their effect, and the Leadership feat.
Lasers (Su): Starting at level 5, when using any Bardic or Badass music ability, the Badass gains a gaze attack, and his eyes flash brightly in different colors. The Fort save to resist his laser gaze is DC 10 + his ranks in the current performance type. Those who fail their save take 3d6 points of fire and 3d6 points of sonic damage. The Badass may have this ability not affect his allies.
More Awesome: Starting at level 6, a Badass can substitute a bardic knowledge check for any skill check. When this would make absolutely no sense, he gets a +50 bonus on the check. This stacks with a +15 bonus he now, incidentally, gets on all die rolls. Also, at this level, and as part of this same class feature, he gains access to the following 2 spell-like abilities, usable at will.
Highway to Hell (sp): By delivering (as a standard action) a performance of such violent, universe-rending fury that the planes themselves are briefly torn asunder, the Badass sends all others within 120' who hear him directly to the Nine Hells. No save, no SR, go to Hell. This is a sonic effect.
Stairway to Heaven (Sp): By playing (as 87 full-round actions) an interminable song of such mesmeric harmony and epic vision that the dizzying cacophony of the multiverse falls briefly into perfect concordance, the Badass can send all others within 120' who hear him directly to the heavenly paradise of Celestia. However, at the Badass's option, he may have some or all of the targets stay in Celestia just long enough to get a good look, and then planeshift them straight to the Nine Hells. No save or SR applies. This is a sonic effect.
BADASS Bardic Music: Each of these costs one daily use of bardic music. Each ability requires a minimum Badass class level and the minimum indicated ranks in perform. Badass music follows all the same rules as bardic music but is way the hell better.
Pump it Up (Ex): The bard adds +10 to all ability scores and die rolls for 1 minute. Perform (any) Ranks Required: 5.
Live Wire (Su): The Badass is wreathed in crackling electricity, gaining a bonus to his AC equal to his Badass level. Any creature striking the Badass in melee without reach weapons takes 1d6+1/Badass level electricity damage. This lasts for 1 minute/Badass level. Perform (any) Ranks Required: 6.
Axe (Su): The Badass's stringed instrument becomes a two-handed, thundering melee weapon with which the Badass is considered proficient. It's still an instrument, and continues to maintain bardic music effects without requiring the Badass to concentrate. The Axe's enhancement bonus is +1/3 Badass levels. Its statistics are as follows: 2d6 damage, 18-20 threat range (x3 + 1d8 sonic). This effect lasts 1 minute/Badass level. While this effect is active, the Badass gains the Power Attack Feat, even if he doesn't meet the prerequisites. Perform (any) Ranks Required: 6.
This One Goes to Eleven . . . Plus One (Su): All weapons of the Badass and his allies within audible range do 1d12 base damage. If they would normally do at least 2d6 damage (refer to "table: increased damage by size" in the MM) they instead do 2d12 base damage. If they would somehow do at least 3d10 damage, they instead do 3d12. This effect lasts as long as the bard continues to play, plus 5 rounds. Perform (any) Ranks Required: 7.
Princes of the Universe (Su): The Badass and all allies within audible range gain Regeneration 20 as long as their heads are attached to their bodies, and melee weapons in their hands transform into Vorpal Swords (longswords or greatswords, Badass's choice for each ally). Whenever an affected character decapitates an opponent in melee combat, the slayer gains temporary hit points equal to the enemy's HD, +1 Caster Level, and +4 to all rolls. The Regeneration and Vorpal effects last until the Badass stops playing plus 5 rounds, but the decapitation bonuses last for 10 additional minutes. Perform (any) Ranks Required: 8.
We're Not Gonna Take It (Su): The Badass and all allies within audible range gain Damage Reduction 10 against the last type of weapon each of them took damage from. Every time an affected character takes damage from a different type of weapon, its DR switches to this latest type. This effect lasts for 1 minute/Badass level. Perform (any) Ranks Required: 8.
Bat Out of Hell (Su): As long as the Badass is playing, he gains the Half-Fiend Template and grows wings that give him a fly speed of 50' (good) and 2 claws that deal 1d6 damage each. Perform (any) Ranks Required: 9.
Dazed and Confused (Su): All enemies within 120 ft of the Badass are automatically dazed for 1 round and confused for 1 round/Badass level. This is an instantaneous effect. Perform (any) Ranks Required: 10.
Comfortably Numb (Su): As long as the Badass is playing plus 5 rounds, he and his allies are immune to polymorphing, petrification, ability damage, drain, or penalties, energy drain, negative levels, poison, critical hits, sneak attacks, and death from massive damage. They can still drown, though. Perform (any) Ranks Required: 11.
Iron Man (Su): As long as the badass performs, plus 5 rounds, he gains Hardness equal to his Badass level. Perform (any) Ranks Required: 12.
Biltzkrieg Bop (Su): By unleashing a chaotic maelstrom of destructive sound, the Badass can cause a number of instantaneous effects. The DC to save against its effects is 10 + Badass's ranks in the current performance type. Perform (any) Ranks Required: 13.
- I AM THE GOD OF HELLFIRE!: Unleases the effects of a Firestorm spell, only the damage dealt is both Fire and Sonic (If it overcomes one type of energy resistance, it has full effect).
- Rock Your World: Unleashes the effects of an Earthquake spell, but the bard can target 1 creature/Badass level to take a -10 penalty on his saves against the effects and a +25% chance of falling into a fissure in the earth.
- Rock Hammer: The Badass channels sonic energy directly into his foes, with bone-crushing effect. Up to one creature/level takes 1d6/level damage, is permanently deafened, and takes 1d4 points of Strength, Dex, and Con damage (Fort half and negates deafness). This power affects a 120 ft. radius.
- Summon Roadies: As soon as the Badass starts playing, 1d12 barbarians of two character levels less than the Badass appear and follow his instructions. They use the stats and equipment listed in the NPC Barbarian table in the DMG. The Barbarians remain for 1 hour/5 Badass levels or until slain. When the duration expires, they are mysteriously killed and disappear in a spate of bizarre accidents.
Don't Fear the Reaper (Su): As long as the Badass is playing, he cannot be killed, by any means. If the Badass would be dealt damage, that damage is redirected back to its source. All spells cast on the Badass are automatically turned back at the caster, as spell turning. This effect lasts exactly 1 minute. When it ends the Badass is exhausted, shaken, paralyzed, confused, dazed, fascinated, nauseated, takes 5 negative levels, and drops to -9 hp. These conditions (except the hit point loss) disappear after 1 hour of rest. Perform (any) Ranks Required: 14.
------
Special Mount: Nightmare Chopper
At level 1, in an incredibly unnecessarily loud and pyrotechnic ceremony, the Badass summons a half-mechanical, half living, flaming demonic mount from Hell. The multiclawed metallic fiend forms a supernatural bond with the Badass, and gains additional powers as its master advances in levels.
{table]
Master Lvl | HD (d8) | Ability & AC Boost | Special
1-34-Get Your Motor Runnin'
4-68+4Ride the Wind
7-912+4Pyromania
1020+4Death Metal
[/table]
Nightmare Chopper. Construct Outsider (Chaos, Evil, Fire)
HD: See table.
AC 24 (+6 nat, +4 dex, +4 profane)
Spd: land 40 +10/3 Badass levels.
Abilities: All 18s.
BAB, Skills: Same as Master
Att 4 claws (1d4 +4 +1d6 fire plus wounding)
SA: Burning For You; Chop, Chop, Chop.
SQ: Powerslave.
AC & Ability Boost: As shown on the table above, the Nightmare Chopper increases all ability scores by +4 at 4th level and every 3 levels thereafter. It also increases the profane bonus to its AC by +4 at these same levels.
Burning For You (Ex): The Nightmare Chopper burns deep inside with deadly heat, giving all of its attacks an extra 1d6 fire damage (included in its attack stats above). All creatures, other than the Badass, who touch the Chopper or hit it with a non-reach melee weapon take this damage. Once per day, the Nightmare Chopper can shoot a gout of flaming acid from its fiendish nostrils, in a 30' line that does 8d6 damage, half of it fire and half acid. (Ref DC 10 + 1/2 Nightmare Chopper HD + Nightmare Chopper's Con modifier for 1/2 damage).
Chop, Chop, Chop (Sp): A Nightmare Chopper's claws are treated as +1 weapons of wounding, with an additional enhancement bonus of +1/3 Badass levels. Furthermore, critical hits with a claw do 2 points of strength and dex damage in addition to the normal weapon damage.
Powerslave (Su): The Nightmare Chopper is utterly attuned to the Badass and cannot be commanded by any other creature through any means. A creature, other than the Badass, who makes mental contact with the Chopper is instantly subject to a dominate monster spell (Will DC 10+1/2 Chopper HD+Chopper Cha mod), treating the Badass as the caster.
Get Your Motor Runnin' (Ex): 1/day per 3 Badass levels, by channeling the unholy rage of the Nightmare Chopper, the Badass can gain +4 to Strength and Constitution for a number of rounds equal to 6 + his new Con modifier. He has none of the restrictions of the Barbarian rage. In fact, any barbarians who see him use this power immediately get sad that he can do it better, and stop raging. He can even use this ability three rounds in a row to get +12 to Str and Con. Take that, barbies.
Ride The Wind (Su): The Nightmare Chopper gains a fly speed (perfect maneuverability) equal to its base land speed.
Pyromania (Su): While riding the Nightmare Chopper, fire damage heals the Badass instead of harming him. When this ability is in effect, the Badass is subject to the Chopper's Burning For You ability.
Death Metal (Su): When the Badass reaches 10th level, the Chopper gains a Death Charge Attack. Once per day as a full-round action, it can declare a target, move up to 120' in any direction away from the target without provoking attacks of opportunity, and then make a charge attack on the target, sprouting horns and fangs and opening its unholy chrome maw, screaming fire as it barrels down on him at incredible speed. If it hits the target, it does damage as if it had successfully full-attacked, hitting and doing double damage with every attack (that is, 4 claws and a bite). The target must make a fortitude save (DC = damage dealt) or explode in blood and flames. Whether its attack succeeds or not, the Chopper screeches to a halt 35 ft past its target.
Special: If the Chopper's Death Charge attack would kill a paladin, the paladin survives unharmed but has an epiphany, forsaking life as a paladin, changing his name and switching his alignment to chaotic evil, and exchanging all his character levels for bard levels, never again to take levels in any other class. No matter what. Forever.
- - -
And the best part is, they fit perfectly in any campaign!
Bardic Avatar of Destruction, Annihilation, Savagery, and Spectacle (BADASS)
Hit Die: 7d20 (per level).
Requirement (Special): To qualify, a character must have the bardic music class feature. He must have no levels in any class other than bard and Badass (see Recursive Multiclassing, below). Furthermore, the player himself must not have played any character except bards for at least a full year (365 days, or 366 on a leap year) in any campaign.
Class Features
Class Skills: Bluff, Climb, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Jump, Knowledge (all), Listen, Move Silently, Perform, Ride, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, Use Magic Device.
Skill Points: 10 x Int
BAB: +2/level, the ultimate attack bonus.
All Saves: Double the good progression.
Weapon and Armor Proficiencies: The Badass is proficient with all martial and exotic weapons and medium and heavy armor. Armor worn by the Badass is treated as light armor for all purposes.
{table]Level | Special
1Badass Bardic Music, Recursive Multiclassing, Pump It Up
2Live Wire, Walk This Way!
3This One Goes to Eleven . . . Plus One, Experimentation
4Princes of the Universe, We're Not Gonna Take It
5Bat Out of Hell, Lasers
6Dazed and Confused, More Awesome
7Comfortably Numb
8Iron Man
9Bliztkrieg Bop
10Don't Fear the Reaper
[/table]
Recursive Multiclassing (Ex): The bard can take the Badass prestige class as many times as he wants, beginning at level one each time. His Badass levels stack with each other determine his class level and access to Badass music abilities, and his bard and Badass levels stack for purposes of bardic music, spells known, and spells per day. When a Badass ability emulates a spell or ability of another class, the character's Badass and Bard levels stack to determine his caster level.
Walk This Way! (Su): The Badass's base land speed increases by +10 feet at second level.
Experimentation (Ex): At level 3, the Badass gains Acid Resistance 30, immunity to poisons with a Fort DC of under 30 to resist their effect, and the Leadership feat.
Lasers (Su): Starting at level 5, when using any Bardic or Badass music ability, the Badass gains a gaze attack, and his eyes flash brightly in different colors. The Fort save to resist his laser gaze is DC 10 + his ranks in the current performance type. Those who fail their save take 3d6 points of fire and 3d6 points of sonic damage. The Badass may have this ability not affect his allies.
More Awesome: Starting at level 6, a Badass can substitute a bardic knowledge check for any skill check. When this would make absolutely no sense, he gets a +50 bonus on the check. This stacks with a +15 bonus he now, incidentally, gets on all die rolls. Also, at this level, and as part of this same class feature, he gains access to the following 2 spell-like abilities, usable at will.
Highway to Hell (sp): By delivering (as a standard action) a performance of such violent, universe-rending fury that the planes themselves are briefly torn asunder, the Badass sends all others within 120' who hear him directly to the Nine Hells. No save, no SR, go to Hell. This is a sonic effect.
Stairway to Heaven (Sp): By playing (as 87 full-round actions) an interminable song of such mesmeric harmony and epic vision that the dizzying cacophony of the multiverse falls briefly into perfect concordance, the Badass can send all others within 120' who hear him directly to the heavenly paradise of Celestia. However, at the Badass's option, he may have some or all of the targets stay in Celestia just long enough to get a good look, and then planeshift them straight to the Nine Hells. No save or SR applies. This is a sonic effect.
BADASS Bardic Music: Each of these costs one daily use of bardic music. Each ability requires a minimum Badass class level and the minimum indicated ranks in perform. Badass music follows all the same rules as bardic music but is way the hell better.
Pump it Up (Ex): The bard adds +10 to all ability scores and die rolls for 1 minute. Perform (any) Ranks Required: 5.
Live Wire (Su): The Badass is wreathed in crackling electricity, gaining a bonus to his AC equal to his Badass level. Any creature striking the Badass in melee without reach weapons takes 1d6+1/Badass level electricity damage. This lasts for 1 minute/Badass level. Perform (any) Ranks Required: 6.
Axe (Su): The Badass's stringed instrument becomes a two-handed, thundering melee weapon with which the Badass is considered proficient. It's still an instrument, and continues to maintain bardic music effects without requiring the Badass to concentrate. The Axe's enhancement bonus is +1/3 Badass levels. Its statistics are as follows: 2d6 damage, 18-20 threat range (x3 + 1d8 sonic). This effect lasts 1 minute/Badass level. While this effect is active, the Badass gains the Power Attack Feat, even if he doesn't meet the prerequisites. Perform (any) Ranks Required: 6.
This One Goes to Eleven . . . Plus One (Su): All weapons of the Badass and his allies within audible range do 1d12 base damage. If they would normally do at least 2d6 damage (refer to "table: increased damage by size" in the MM) they instead do 2d12 base damage. If they would somehow do at least 3d10 damage, they instead do 3d12. This effect lasts as long as the bard continues to play, plus 5 rounds. Perform (any) Ranks Required: 7.
Princes of the Universe (Su): The Badass and all allies within audible range gain Regeneration 20 as long as their heads are attached to their bodies, and melee weapons in their hands transform into Vorpal Swords (longswords or greatswords, Badass's choice for each ally). Whenever an affected character decapitates an opponent in melee combat, the slayer gains temporary hit points equal to the enemy's HD, +1 Caster Level, and +4 to all rolls. The Regeneration and Vorpal effects last until the Badass stops playing plus 5 rounds, but the decapitation bonuses last for 10 additional minutes. Perform (any) Ranks Required: 8.
We're Not Gonna Take It (Su): The Badass and all allies within audible range gain Damage Reduction 10 against the last type of weapon each of them took damage from. Every time an affected character takes damage from a different type of weapon, its DR switches to this latest type. This effect lasts for 1 minute/Badass level. Perform (any) Ranks Required: 8.
Bat Out of Hell (Su): As long as the Badass is playing, he gains the Half-Fiend Template and grows wings that give him a fly speed of 50' (good) and 2 claws that deal 1d6 damage each. Perform (any) Ranks Required: 9.
Dazed and Confused (Su): All enemies within 120 ft of the Badass are automatically dazed for 1 round and confused for 1 round/Badass level. This is an instantaneous effect. Perform (any) Ranks Required: 10.
Comfortably Numb (Su): As long as the Badass is playing plus 5 rounds, he and his allies are immune to polymorphing, petrification, ability damage, drain, or penalties, energy drain, negative levels, poison, critical hits, sneak attacks, and death from massive damage. They can still drown, though. Perform (any) Ranks Required: 11.
Iron Man (Su): As long as the badass performs, plus 5 rounds, he gains Hardness equal to his Badass level. Perform (any) Ranks Required: 12.
Biltzkrieg Bop (Su): By unleashing a chaotic maelstrom of destructive sound, the Badass can cause a number of instantaneous effects. The DC to save against its effects is 10 + Badass's ranks in the current performance type. Perform (any) Ranks Required: 13.
- I AM THE GOD OF HELLFIRE!: Unleases the effects of a Firestorm spell, only the damage dealt is both Fire and Sonic (If it overcomes one type of energy resistance, it has full effect).
- Rock Your World: Unleashes the effects of an Earthquake spell, but the bard can target 1 creature/Badass level to take a -10 penalty on his saves against the effects and a +25% chance of falling into a fissure in the earth.
- Rock Hammer: The Badass channels sonic energy directly into his foes, with bone-crushing effect. Up to one creature/level takes 1d6/level damage, is permanently deafened, and takes 1d4 points of Strength, Dex, and Con damage (Fort half and negates deafness). This power affects a 120 ft. radius.
- Summon Roadies: As soon as the Badass starts playing, 1d12 barbarians of two character levels less than the Badass appear and follow his instructions. They use the stats and equipment listed in the NPC Barbarian table in the DMG. The Barbarians remain for 1 hour/5 Badass levels or until slain. When the duration expires, they are mysteriously killed and disappear in a spate of bizarre accidents.
Don't Fear the Reaper (Su): As long as the Badass is playing, he cannot be killed, by any means. If the Badass would be dealt damage, that damage is redirected back to its source. All spells cast on the Badass are automatically turned back at the caster, as spell turning. This effect lasts exactly 1 minute. When it ends the Badass is exhausted, shaken, paralyzed, confused, dazed, fascinated, nauseated, takes 5 negative levels, and drops to -9 hp. These conditions (except the hit point loss) disappear after 1 hour of rest. Perform (any) Ranks Required: 14.
------
Special Mount: Nightmare Chopper
At level 1, in an incredibly unnecessarily loud and pyrotechnic ceremony, the Badass summons a half-mechanical, half living, flaming demonic mount from Hell. The multiclawed metallic fiend forms a supernatural bond with the Badass, and gains additional powers as its master advances in levels.
{table]
Master Lvl | HD (d8) | Ability & AC Boost | Special
1-34-Get Your Motor Runnin'
4-68+4Ride the Wind
7-912+4Pyromania
1020+4Death Metal
[/table]
Nightmare Chopper. Construct Outsider (Chaos, Evil, Fire)
HD: See table.
AC 24 (+6 nat, +4 dex, +4 profane)
Spd: land 40 +10/3 Badass levels.
Abilities: All 18s.
BAB, Skills: Same as Master
Att 4 claws (1d4 +4 +1d6 fire plus wounding)
SA: Burning For You; Chop, Chop, Chop.
SQ: Powerslave.
AC & Ability Boost: As shown on the table above, the Nightmare Chopper increases all ability scores by +4 at 4th level and every 3 levels thereafter. It also increases the profane bonus to its AC by +4 at these same levels.
Burning For You (Ex): The Nightmare Chopper burns deep inside with deadly heat, giving all of its attacks an extra 1d6 fire damage (included in its attack stats above). All creatures, other than the Badass, who touch the Chopper or hit it with a non-reach melee weapon take this damage. Once per day, the Nightmare Chopper can shoot a gout of flaming acid from its fiendish nostrils, in a 30' line that does 8d6 damage, half of it fire and half acid. (Ref DC 10 + 1/2 Nightmare Chopper HD + Nightmare Chopper's Con modifier for 1/2 damage).
Chop, Chop, Chop (Sp): A Nightmare Chopper's claws are treated as +1 weapons of wounding, with an additional enhancement bonus of +1/3 Badass levels. Furthermore, critical hits with a claw do 2 points of strength and dex damage in addition to the normal weapon damage.
Powerslave (Su): The Nightmare Chopper is utterly attuned to the Badass and cannot be commanded by any other creature through any means. A creature, other than the Badass, who makes mental contact with the Chopper is instantly subject to a dominate monster spell (Will DC 10+1/2 Chopper HD+Chopper Cha mod), treating the Badass as the caster.
Get Your Motor Runnin' (Ex): 1/day per 3 Badass levels, by channeling the unholy rage of the Nightmare Chopper, the Badass can gain +4 to Strength and Constitution for a number of rounds equal to 6 + his new Con modifier. He has none of the restrictions of the Barbarian rage. In fact, any barbarians who see him use this power immediately get sad that he can do it better, and stop raging. He can even use this ability three rounds in a row to get +12 to Str and Con. Take that, barbies.
Ride The Wind (Su): The Nightmare Chopper gains a fly speed (perfect maneuverability) equal to its base land speed.
Pyromania (Su): While riding the Nightmare Chopper, fire damage heals the Badass instead of harming him. When this ability is in effect, the Badass is subject to the Chopper's Burning For You ability.
Death Metal (Su): When the Badass reaches 10th level, the Chopper gains a Death Charge Attack. Once per day as a full-round action, it can declare a target, move up to 120' in any direction away from the target without provoking attacks of opportunity, and then make a charge attack on the target, sprouting horns and fangs and opening its unholy chrome maw, screaming fire as it barrels down on him at incredible speed. If it hits the target, it does damage as if it had successfully full-attacked, hitting and doing double damage with every attack (that is, 4 claws and a bite). The target must make a fortitude save (DC = damage dealt) or explode in blood and flames. Whether its attack succeeds or not, the Chopper screeches to a halt 35 ft past its target.
Special: If the Chopper's Death Charge attack would kill a paladin, the paladin survives unharmed but has an epiphany, forsaking life as a paladin, changing his name and switching his alignment to chaotic evil, and exchanging all his character levels for bard levels, never again to take levels in any other class. No matter what. Forever.
- - -
And the best part is, they fit perfectly in any campaign!