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ErrantX
2009-08-10, 09:26 PM
Music and Lyrics

---

Bardic ability can belong to all walks of life

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Giant in the Playground PrC Contest XIII

The contest begins with the posting of this thread and will run through midnight of September 10th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of September 20th.

Rules

1) You will be creating an 'original' prestige class. Your class must utilize bardic abilities in some way, such as bardic music, bardic knowledge, or bardic magic. Your class can create new songs, new uses for bardic knowledge or magic, or whatever suits your fancy so long as it's appropriately bardy. Please create new material, no material that you've dug from your dusty hard drive :smallwink: All sources of inspiration are legal, such as a bardic shadowcaster, a singing psion, or a flute-wielding martial adept. Please get creative and get musical!

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5, using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here in the chat thread (http://www.giantitp.com/forums/showthread.php?t=108732).

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.



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And here's a helper if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)

ErrantX
2009-08-10, 09:27 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

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

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
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+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
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+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Jogi
2009-08-10, 11:55 PM
The Bow Minstrel

http://j.photos.cx/ARCHER-0ce.jpg

"As my arrows fly in the skies, I sing your Requiem..."
- Yarlaneros, Bow Minstrel


Bow Minstrels are among the deadliest archers in the world, using their music and prowess with the bow to deliver dangerous attacks or create various effects. When they battle, the most terrific and inspiring melodies can be heard across the battlefield.

BECOMING A BOW MINSTREL
Bow Minstrels are born from the most skilled bards - those whose musical and archery prowess are so great that they manage to combine them together. It may take the candidate to this class quite some time to master the battle songs that make the Bow Minstrel a fearful foe. The elven bards are the most prominent members of this class, as they are naturally attuned to both music and archery.

ENTRY REQUIREMENTS
Base Attack Bonus: +6
Skills: Perform 10 ranks
Spells: Ability to cast 3rd-level arcane spells.
Feats: Weapon Focus (longbow or shortbow), Skill Focus (Perform)
Special: Bardic music ability


Class Skills
Bow Minstrel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (int), Diplomacy (Cha), Intimidate (Cha), Perform (Cha), Sense Motive (Wis) and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per day/Spells Known

1st|
+1|
+0|
+0|
+2|Bardic music, Praticed Minstrel |

2nd|
+2|
+0|
+0|
+3|Presto|+1 level of existing class

3rd|
+3|
+1|
+1|
+3|Praticed Minstrel|-

4th|
+4|
+1|
+1|
+4|Crescendo|+1 level of existing class

5th|
+5|
+1|
+1|
+4|Praticed Minstrel |-

6th|
+6/+1|
+2|
+2|
+5|Adagio |+1 level of existing class

7th|
+7/+2|
+2|
+2|
+5|Praticed Minstrel|-

8th|
+8/+3|
+2|
+2|
+6|Forte |+1 level of existing class

9th|
+9/+4|
+3|
+3|
+6|Praticed Minstrel |-

10th|
+10/+5|
+3|
+3|
+7|Requiem|+1 level of existing class[/table]

Weapon Proficiencies: Bow Minstrels gain no proficiency with any weapon or armor.

Praticed Minstrel: Bow Minstrels are accustomed to perform exhaustively during battles. At each odd-numbered level, a Bow Minstrel gains two more daily uses of his Bardic Music hability.

Spells per day/Spells known: A Bow Minstrel gains new spells per day, and spells known, as if he had gained a level in whichever spellcasting class gave him acess to the Bardic Music ability. If more there is more than one of such class, he must choose one of them to benefit from this ability. Once made, this choice cannot be changed.

Bardic Music: Every arrow shot by the Bow Minstrel produces a sound, creating music with each attack. This is very similar to the bard's homonym power. In addition, Bow Minstrel levels stack with bard levels for the purpose of determining avaliable abilities as well as daily uses. Upon becoming a member of this class, a new list of bardic songs become avaliable. Differently from other bard songs, these powers can be activated while any other songs from this list are still in effect, simply by singing while shooting an arrow. Therefore, you may activate First Note in one round, and in the next you activate Minor Fall, but you won't be able to try to Fascinate anyone while these two are still in effect. The new songs are:

- First Note (sp): A Bow Minstrel with 11 or more ranks in a Perform skill can imbue his arrow with a musical note, causing them to emit a sound burst when they hit their targets. The first arrow shot by the Bow Minstrel in a round will deal +1d6 sonic damage. The effect lasts for 5 rounds after this ability was activated.

- Minor Fall (Ex): A 3rd level Bow Minstrel with 13 or more ranks in a Perform skill can fire demoralizing tunes from his bow. An enemy hit by the second arrow shot by the Bow Minstrel in a round will be imposed a -1 morale penatly to his Will saving throws. The penalty stacks up to -5, but will wear off when this effect ceases. This effect lasts for 5 rounds after it was activated. Additionaly, whenever you activate this ability, any ongoing effects of First Note will last one round longer.

- Major Lift (Ex): A 5th level Bow Minstrel with 15 or more ranks in a Perform skill is able to inspire his allies with the melodies flying from his bow. Whenever he hits an enemy with an arrow in his third attack in a round, all those within 30 foot of the foe will be granted a +1 morale bonus to Will saving throws. The bonus stacks up to +5, but will wear off when this ability ceases. This effect lasts 5 rounds after it was activated. Additionaly, whenever you activate this ability, any ongoing effects of First Note or Minor Fall will last one round longer.

- Seventh Note (Ex): A 7th level Bow Minstrel with 17 or more ranks in a Perform skill is capable of creating cadenced sounds, forming a powerful tune. Whenever a he hits, in the same round, a First Note, Minor Fall and a Major Lift attacks, he receives one additional attack at his full base attack bonus. Additionally, the First Note, Minor Fall and Major Lift abilities will last one round longer.

- The Dominant(sp): A 9th level Bow Minstrel with 19 or more ranks in a Perform skill can create such fine tunes with his shots, that it fascinates all of those who can hear it. The Bow Minstrel makes a Perform check. An enemy hit by his next arrow must make a Will saving throw against the result of the Perform check. If he fails, he will be as if under the effect of the Hypnotism spell, for a number of rounds equal to the Bow Minstrel's charisma modifier.

Presto (sp): Sometimes, music flows at great speed, producing vivid and inspiring sounds. At 2nd level, as a standard action, a Bow Minstrel can spend one of his uses of the Bardic music ability to put himself under the effect of a Haste spell. This lasts a number of rounds equal to the Bow Minstrel's charisma modifier.

Crescendo (sp): Sometimes, music gets louder and louder as if it was reaching for the skies themselves. At 4th level, as a free action, if any Bardic music ability from this class list is active, the Bow Minstrel can spend one of his uses of bardic music to activate this power. Each round, the volume of the song will increase, boosting it's effect - First Note damage will increase by +1d6 per round (max. +5d6), Minor Fall will now impose a -1 penalty your foes attack rolls (max. -5) and Major Lift will boost your companions attack rolls by +1 (max +5). Whenever one of these bonus reach its maximum value, it will be reseted to it's initial value at the begining of the next round. Additionaly, if First Note, Minor Fall and Major Lift are active, each round, starting at the third round that this ability was activated, those within 30 feet from the Bow Minstrel will be forced to make a Fortitude saving throw (DC 10+1/2 levels in this class+charisma modifier). If they fail, they will be deafened for a number of rounds equal to the Bow Minstrel's charisma modifier. This ability lasts for as long as First Note, Minor Fall or Major Lift is in effect.

Adagio (sp): Music is often a slow, calm, cadence of notes. At 6th level, whenever the Bow Minstrel activates any of his Bardic music abilities, he makes a Perform check. All those who can see and hear him are forced to make a Will saving throw against that check's result. Those who fail will be as if under the effect of the Slow spell, for a number of rounds equal to the Bow Minstrel's charisma modifier. The Bow Minstrel can supress this effect as a free action, but must declare so before activating a Bardic music ability

Forte (Ex): Music reaches all, and the Bow Minstrel is an example of this. Whenever he performs a ranged attack with a bow, if any bardic music effect is active, his range will be increased by (5 foot x charisma modifier).

Requiem (Ex): A Requiem is music played for those who have deceased - a fine tune, that bears woe and sorrow. At 10th level, once per day, as a standard action, a Bow Minstrel can spend one of his uses of his Bardic music ability. If he does, he designates a target (who must be able to see and hear the Bow Minstrel) and makes a Perform check. The target is forced to make a Will saving throw against the Perform check result. If he fails, hey will start to listen his Requiem, and will be in panic and despair. Additionaly, all attacks made against the target receive +10 to attack rolls and damage, and, everytime that the foe is hit by an attack, he is forced to make a Fortitude saving throw (DC 15+charisma modifier). If he fails, he will die. This effect lasts for a number of rounds equal do the Bow Minstrel's charisma modifier. This is a mind-affecting effect.

PLAYING A BOW MINSTREL
Bow Minstrels are not an organization, nor do they have any sort of restriction such as having to follow a code of conduct. Most of them are travelling bards, but they can fit anywhere in society. They are very proud of what their music can achieve - in fact, it is not unnusual that a Bow Minstrel challenges another; a competition in which the loser has to acknowledge the winner as musically superior.

Combat: As a striker with low HP, a Bow Minstrel should find himself a good position, from which he can spend a few rounds activating his bardic music abilities: First Note will increase his damage, Minor Fall will make the foe more vulnerable to your party's mind-affecting effects, and Major Lift will boost your companions capability to hit. After that, he should attack as fast as he can (if possible use Presto for one extra attack). If an enemy gets close, singing in order to activate Adagio should do the trick. When fighting bosses, Requiem should be used as soon as possible, allowing the bow chanter do deal massive damage while making the enemy Will saves lower.
Advancement: This class cuts down two spells from the Bard's spell list: Haste and Slow. It also increases the Bard capacity to hit and deal damage. Yet, it lacks defenses. Any class capable of increasing his defenses should be worth a try. Otherwise, taking bard until the end should no longer be a problem after a few levels in this class.
Resources: Members of this class draw mainly from magical/musical prowess, in order to increase their martial abilities. They often need some time to se up, so they could always use a defending companion in his party. Additionaly, I belive infinte arrows to be a must-have for this class.

BOW MINSTRELS IN THE WORLD
"I've seen one of them deafen a battalion with a single arrow."
- Nevotheeb, a deaf virtuoso Bow Minstrel

Since most who witnessed their capacities did not survive to tell the tale, they are sometimes unknown to folks. Yet, every now and then a Bow Minstrel is hired by a king who has of how their songs inspires soldiers to fight better.
Daily Life: As battle-hardened bards, they don't normaly perform for futile reasons such as raising money or just for the sake of being aplauded. Instead, they wait for their next adventure, usualy spending their time writing sad songs. But then again, they may be just as happy as anyone else!
Notables: Nevotheeb is well known among Bow Minstrels, both as an example of power and what can happen if your music gets out of control. Nevotheeb was an unusually powerful bard, and he would use his music to excell in the art of archery, producing very loud, potent melodies. Once, he was confronted by a horde of enemies. Now, that wasn't meant to be a problem for Nevotheeb; he fired his music away, but the sound produced was so loud that Nevotheeb was deafened.
Organizations: As most bards have a hard time organizing themselves, Bow Minstrels, who are more of loners, have no links with no organizations.

BOW MINSTRELS IN THE GAME
"To see them fight, is to hear a great tune."
- Anonymous, saying about Bow Minstrel

Bow Minstrels will be valuable as a small arcane support to the group, and still capable of providing great marcial aid. They can also serve as leaders, since their social skills can be high.
Adaptation: I find it hard to be adaptable in a low-magic world, althought pretty simple to be added in a high-magic place, like Faerun. If one wishes, he can even change them a bit, making them being an organization, allowing their powers to be aplicable to other weapons than arrows.
Encounters: A Bow Minstrel could be a madened vilain, who lost his love and now spreads his sad melodies to the world. Or maybe a leader of a band of bards, being the most capable of them in combat. There are many options.

UPDATE: This class is probably finished as it is. There were minor changes here and there, a small add in flavour, and some wording corrections.

Djinn_in_Tonic
2009-08-11, 08:25 AM
Sorry for this, but I had a great idea and can't save it on this computer right now, since I'm on the half of the partition that doesn't have Word Processing. You know I'm good for finishing it.

EMPYREAL CANTATRICE

http://fc04.deviantart.com/fs40/i/2009/054/2/7/Can_you_see_the_music__by_victory_a13.jpg

“There is geometry in the humming of the strings, there is music in the spacing of the spheres.” -Pythagoras

Empyreal Cantatrices attune themselves to the celestial harmonies of the stars and the planets, making their music hum to the frequency of the universe around them. Their haunting tones reverberate through the heavens, striking chords with the heavenly bodies and changing the fate of man.

BECOMING A EMPYREAL CANTATRICE
Empyreal Cantatrices do not study at any academy, nor belong to any particular organization. Instead, during long nights alone on the open road, a rare few performers hear a fleeting phrase of the great celestial orchestra. To those dedicated to the art of music, such perfection is unimaginable. These are the men and women who devote themselves to becoming one with the universal symphony, and lose themselves among the chorus of the stars.

ENTRY REQUIREMENTS
Feats: Obscure Lore
Skills: Knowledge (astronomy) 13 ranks, Knowledge (the planes) 13 ranks, Perform (vocal) 13 ranks
Special: Bardic Knowledge class feature, Bardic Music ability

Class Skills
The Empyreal Cantatrice's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (astronomy) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2|Bardic Music, Celestial Harmony, Echoes of Heaven
2nd|
+1|
+0|
+0|
+3|Reverberations of the Celestial Tune

3rd|
+1|
+1|
+1|
+3|Auspicious Signs 1/week

4th|
+2|
+1|
+1|
+4|Hymn of Transcendence

5th|
+2|
+1|
+1|
+4|Omen of Peril

6th|
+3|
+2|
+2|
+5|Auspicious Signs 2/week

7th|
+3|
+2|
+2|
+5|Ominous Portents

8th|
+4|
+2|
+2|
+6|Auspicious Undertaking

9th|
+4|
+3|
+3|
+6|Auspicious Signs 3/week

10th|
+5|
+3|
+3|
+7|Polyphony of the Moirai[/table]

Weapon Proficiencies: An Empyreal Cantatrice gains no proficiencies with weapons or armor.

Bardic Music: Levels in Empyreal Cantatrice stack with levels in Bard for determining the number of uses of Bardic Music per day, but do not stack with levels in Bard for any other purposes, including new songs known.

Celestial Harmony (Ex): An Empyreal Cantatrice hears the music of the heavens all around herself, and, through their otherworldly symphony, learns to interpret the world. She always knows what time of day it is, which direction is north, and where she is relative to any place she has ever been to, regardless of planar boundaries. Additionally, when outside under the night sky, she gains a +1 Fate bonus to all attack rolls, skill checks, ability checks, and saving throws.

Echoes of Heaven (Ex): The all-seeing stars do not turn a blind eye to any action, and the Empyreal Cantatrice can speak with them in the language of their own heavenly music, creating a fugue-like pattern of calls and responses. By spending a minute singing beneath the open sky, an Empyreal Cantatrice gains the benefits of a commune with nature spell, with a radius of two miles per class level. If she expends a single use of Bardic Music during this process, she instead gains the benefits of a commune spell, with no XP cost and a question limit of one question per class level. However, instead of a one word answer, the answer can be up to a full sentence in length, depending on the question asked. Although this effect duplicates the effects of a spell, it is extraordinary in nature: no mortal magic can disrupt the cosmic order.

Reverberations of the Celestial Tune (Ex): By attuning themselves not to the mortal world but to the songs of the heavens, Empyreal Cantatrices begin to see the world as it truly appears, not as their mortal senses would tell them. They can perfectly pinpoint all objects and creatures within twenty feet per class level, and suffer no miss chance against anything withing range, whether due to visibility or displacement. The Empyreal Cantatrice can see invisible and ethereal creatures clearly, can see clearly through mist, smoke, or darkness (including magical darkness), and automatically perceives all illusions as illusory (seeing what they veil with perfect accuracy, although also, at her discretion, perceiving the illusory image). In short, no obstacle, magical or mundane, can inhibit the Empyreal Cantatrice's vision. Finally, the Empyreal Cantatrice gains the ability to see clearly with her eyes closed, so long as she retains her sense of hearing. Doing so allows her to perceive everything as if her eyes were open, but renders her immune to Gaze attacks and similar effects.

This ability remains active even if the Empyreal Cantatrice is blinded or deafened. If the Empyreal Cantatrice is both blinded and deafened, she loses this benefit until one of the two conditions is lifted.

Auspicious Signs (Ex): Under auspicious signs great deeds are accomplished. By hitting the perfect series of chords, an Empyreal Cantatrice can convince the skies themselves that Fate is working in her favor, and that today, or all days, nothing can go wrong. Once per week, at the beginning of the day, you may determine the day to be an auspicious one. Any time during that day that you roll a d20, you may instead roll two die of the appropriate type and select whichever result is more beneficial to you.

Hymn of Transcendence (Ex): By wrapping herself in the music of the celestial realms, an Empyreal Cantatrice can remove herself from the mortal world, crafting an existence halfway between the earth and the ethereal heavens. As a swift action, she may expend a single use of Bardic Music to become ethereal. She remains ethereal until she spends a free action to end the effect, or until she stops singing. Although this effect duplicates the effects of a spell, it is extraordinary in nature: no mortal magic can disrupt the cosmic order.

Omen of Peril (Ex): The harmonies of the heavens encompass all things, and truly skilled Empyreal Cantatrices can pick out individual melodies amongst the celestial symphonies. By expending a single use of Bardic Music as a standard action, an Empyreal Cantatrice may grant a single creature (including herself) whose name she knows the benefits of a foresight spell for one hour per class level. Although this effect duplicates the effects of a spell, it is extraordinary in nature: no mortal magic can disrupt the cosmic order.

Ominous Portents (Ex): Powerful Empyreal Cantatrices can play counter to the harmonies of the spheres, cutting melodies off before their time. By expending a single Bardic Music attempt as a standard action, an Empyreal Cantatrice can force a single foe within one hundred feet to make a Will save (DC 10 + the Empyreal Cantatrice's class level + the Empyreal Cantatrice's Wisdom modifier) or be cursed with impending death. Such a creature will perish in 1d4 rounds, whether through a lucky sword stroke, a natural disaster, the re-opening of an old wound, or some other occurrence.

By expending a single Bardic Music attempt and spending a minute in song, an Empyreal Cantatrice can convince the stars of the impending demise of any single individual. She may target any creature on the same plane whose name she knows. The creature must make a Will save (DC 10 + the Empyreal Cantatrice's class level + the Empyreal Cantatrice's Wisdom modifier) or have its melody in the celestial harmony disrupted, spelling out it's inevitable demise. A creature so affected will perish within 4d4 days under some unexpected circumstances.

If a creature successfully saves against this effect, it is immune to all further uses of this ability for a year and a day.

Auspicious Undertaking (Ex): As her skill progresses, an Empyreal Cantatrice becomes better able to weave her melodies into the celestial tune. When she uses her Auspicious Signs class ability, she may, at her discretion, extend the effect of the ability to any number of creatures who share the same goal she does. All actions these creatures take that help to further the Empyreal Cantatrice's goals benefit from the additional die roll, although other actions they take do not get this benefit.

For example, the Rogue companion of an Empyreal Cantatrice is trying to pick a lock to grant them both access to what may prove to be the artifact they're been searching for. As such, the Rogue gains the benefits of Auspicious Signs when rolling her Open Lock check. Since it is in the Empyreal Cantatrice's best interest to keep her friend alive, the Rogue also gains the benefits of Auspicious Signs when making the Fortitude save against the unseen poison coating the lock, and upon the Search check to find the cunningly hidden arrow trap.

However, if later that day the Rogue gets into a bar fight started after she cheated at cards, she does not get the benefit of Auspicious Signs for die rolled during that battle, as it in no way furthers the goals of the Empyreal Cantatrice.

Polyphony of the Moirai (Ex): It is said that the fate of mankind is dictated by the stars. The Empyreal Cantatrice knows this to be true. By singing the three-part harmony of the Moirai, better known as Fates, she can shape the destiny of mortal men. By expending a single use of Bardic Music, the Empyreal Cantatrice can begin singing a haunting three-voice harmony as a standard action, targeting a single creature anywhere on the same plane. She may sing for up to five rounds, but during this time she may not cast any spells, speak, or use any other Bardic Music ability.

Each round the Empyreal Cantatrice sings, her victim must make a Will saving throw (DC 10 + the Empyreal Cantatrice’s class level + the Empyreal Cantatrice’s Wisdom modifier). Every successful saving throw imposes a cumulative -1 Fate penalty to every subsequent save against this ability. If even a single saving throw is failed, the Empyreal Cantatrice may set a destiny for the victim, which becomes the victim’s mission in life, rewriting memories and personality as necessary in order to better fit the destiny. The cruelest, coldest demon could be made to dedicate itself to the eradication of evil from the world, or a simple grain farmer could feel destined to assassinate the king and herald in a new order. It is more than a simple feeling: it is a command, which must be obeyed to the best of the victim's ability.

Once a creature has failed a saving throw against this ability, or made five successful saving throws against this ability, it is forevermore immune to the effect until its current destiny is completed, or until a year and a day have gone by (in the case of five successful saves). No mortal magic may remove a destiny once it is determined: not even the Empyreal Cantatrice can lift the weaves of Fate. Although this effect seems supernatural, it is extraordinary in nature: no mortal magic can disrupt the cosmic order.

The use of this ability does not guarantee that the destiny will be fulfilled: that is something that only the Fates can determine. Instead, it simply sets the wheel of fate in motion, and lets things fall where they will.

PLAYING A EMPYREAL CANTATRICE
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

EMPYREAL CANTATRICE IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
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EMPYREAL CANTATRICE IN THE GAME
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Give an example of how one might encounter a member of this PrC.
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Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PairO'Dice Lost
2009-08-12, 05:20 PM
Well, the title mentions lyrics, so here's a PrC inspired by one set of lyrics in particular....


Acolyte of Garfunkel

“It is not necessary to sing or strum or prance about like a lunatic; such is undignified and attracts too much attention. The greatest tales are scribed in liquid night and told in the illumination of the shadows; the words of the prophets are written on underground walls and whispered in the sounds of silence.”

--Emily Robinson, an Acolyte of Garfunkel
There are a certain number of more depressed, reserved, or subdued bards who find declaiming songs for all to hear to be too flashy, or simply embarrassing. There are a certain number of frustrated shadowcasters who find performing magic solely through manipulation of light and shadow to be limiting. Members of both groups are often drawn to the writings of the ancient arcanist Simon N. Garfunkel, who combined the sound manipulation of bardic music and the light manipulation of shadow mysteries into a cohesive whole and a study in contrasts.

Becoming an Acolyte of Garfunkel
Becoming an Acolyte of Garfunkel simply entails studying his life and emulating his journeys and talents, literally and metaphorically. The initiation ritual is kept secret, but rumors abound—some say it involves drinking a potion of parsley, sage, rosemary, thyme, and other herbs to allow you to see sounds; some say it involves crossing a bridge over troubled water to a secret library of his lore; some say it involves performing incantations every Wednesday morning at 3 AM for a month.

ENTRY REQUIREMENTS
Alignment: Ethically neutral (NG, N, NE)
Skills: Hide 5 ranks, Perform 8 ranks
Mysteries: Ability to cast 2nd-level mysteries
Special: Bardic Music ability

Class Skills
The acolyte of Garfunkel's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (all, taken individually) (Int), Listen (Wis) Move Silently (Dex), Spellcraft (Int), Sleight of Hand (Dex), and Spot (Wis).
Skills Points at Each Level: 4 + int

Hit Dice: d6

{table=head]Level|BAB|Fort|Ref|Will|Special|Class Features|Spells per Day|Mysteries
1st|
+0|
+0|
+2|
+2|Hello Darkness, My Old Friend|+1 level of bard class features||+1 level of mystery-using class
2nd|
+1|
+0|
+3|
+3|I've Come to Talk with You Again|+1 level of bard class features|+1 level of bard spellcasting|+1 level of mystery-using class
3rd|
+2|
+1|
+3|
+3|A Vision...Left its Seeds While I was Sleeping|+1 level of bard class features|+1 level of bard spellcasting|+1 level of mystery-using class
4th|
+3|
+1|
+4|
+4|Still Remains Within the Sound of Silence|+1 level of bard class features|+1 level of bard spellcasting|+1 level of mystery-using class
5th|
+3|
+1|
+4|
+4|In Restless Dreams I Walked Alone|+1 level of bard class features|+1 level of bard spellcasting|+1 level of mystery-using class
6th|
+4|
+2|
+5|
+5|When my Eyes were Stabbed by a Flash of a Neon Light|+1 level of bard class features||+1 level of mystery-using class
7th|
+5|
+2|
+5|
+5|People Talking without Speaking, People Hearing without Listening|+1 level of bard class features|+1 level of bard spellcasting|+1 level of mystery-using class
8th|
+6|
+2|
+6|
+6|Silence Like a Cancer Grows|+1 level of bard class features|+1 level of bard spellcasting|+1 level of mystery-using class
9th|
+6|
+3|
+6|
+6|Hear my Words that I Might Teach You|+1 level of bard class features|+1 level of bard spellcasting|+1 level of mystery-using class
10th|
+7|
+3|
+7|
+7|And the People Bowed and Prayed to the Neon God They Made|+1 level of bard class features|+1 level of bard spellcasting|+1 level of mystery-using class[/table]

Weapon Proficiencies
An Acolyte of Garfunkel gains proficiency with all types of axes.

Bard Class Features and Spellcasting
Levels of Acolyte of Garfunkel stack with levels of bard for effects dependent on bard level and for determining the bardic music effects to which the Acolyte of Garfunkel has access. At each level except 1st and 6th, the Acolyte of Garfunkel also improves his bardic spellcasting.

Mysteries
At each level, the Acolyte of Garfunkel gains new mysteries per day and known as if he had gained a level in an existing mystery-using class; however, he does not gain any class features.

Hello Darkness, My Old Friend (Sp)
Garfunkel's first teaching is the infusion of song into shadow. As a standard action, the Acolyte of Garfunkel may animate his shadow as a shadow elemental for 1 minute by expending a use of bardic music. The size of elemental animated depends on the Acolyte of Garfunkel's ranks in Perform:
{table=head]Ranks|Size
8|Small
10|Medium
12|Large
14|Huge
16|Greater
18|Elder[/table]

I've Come to Talk With You Again (Ex)
Garfunkel's second teaching is the infusion of shadow into song. As a standard action, the Acolyte of Garfunkel may expend all of his uses per day of one mystery of the highest level to which he has access; doing so grants him one extra bardic music use, which must be used within the next minute or it is lost. If he possesses multiple uses of the mystery and has already cast one, he may not expend that mystery to use this ability.

A Vision...Left its Seeds While I was Sleeping (Sp)
Garfunkel's third teaching is the extraction of knowledge from darkness. Before going to sleep, an Acolyte of Garfunkel may perform a 10-minute ritual focusing his mind on a subject of his choice. If he receives a full night's sleep, he awakens with the benefits of having cast either legend lore or contact other plane during the night regarding the chosen subject. This ability may be used once per week.

Still Remains Within the Sound of Silence (Ex)
Garfunkel's fourth teaching is the extraction of sound from light. While in an area of dim or brighter illumination, the Acolyte of Garfunkel's spellcasting and bardic music abilities function even in an area of magical silence.

In Restless Dreams I Walked Alone (Ex)
Garfunkel's fifth teaching is the extraction of darkness from knowledge. Once per day per point of Charisma bonus, the Acolyte of Garfunkel may choose a mystery of any level up to one less than the highest to which he has access which he has already cast at least once. As a swift action, he may make a bardic knowledge check (DC 15 + mystery level), and if the check succeeds he regains one use of that mystery as if it had not been cast.

When My Eyes Were Stabbed by a Flash of a Neon Light (Ex)
Garfunkel's sixth teaching is the extraction of light from sound. When using any [sonic] or [language-dependent] effect, the Acolyte of Garfunkel may choose to deliver the effect via light, which has two results: first, any immunity, resistance, or counter to effects of those descriptors does not apply, and any that inflict deafness instead inflict blindness; second, enemies affected must make a Reflex save (DC 10 + ½ character level + Charisma modifier) or be dazzled for 1 round.

People Talking Without Speaking, People Hearing Without Listening (Su)
Garfunkel's seventh teaching is the delivery of shadow through speech. Once per day as a full-round action, the Acolyte of Garfunkel may cast a mystery affecting one or more creatures; this mystery affects all applicable targets who can hear him speak, regardless of the mystery's normal range or number of targets.

Silence Like a Cancer Grows (Su)
Garfunkel's eighth teaching is the leeching of power from sound. Once per day, the Acolyte of Garfunkel may make a touch attack to steal a creature's voice as a standard action. If the touch attack succeeds, the target must make a Fortitude save (DC 10 + ½ character level + Charisma modifier) or be unable to speak until he receives a break enchantment, remove curse, or similar. For one hour thereafter, any effects used by the Acolyte of Garfunkel or his allies within 30 feet which deal hit point damage deal an additional +1d6 sonic damage per hit die of the voiceless creature.

Hear My Words that I Might Teach You (Su)
Garfunkel's ninth teaching is the delivery of speech through shadow. Once per day as a full-round action, the Acolyte of Garfunkel may cast a mystery affecting one or more creatures; for the duration of this mystery, all applicable targets are affected by a single use of his bardic music without requiring concentration to sustain it or allowing a saving throw against it.

And the People Bowed and Prayed to the Neon God They Made (Su)
Garfunkel's tenth teaching is the leeching of power from darkness. Once per day, the Acolyte of Garfunkel may make a touch attack to steal a creature's shadow as a standard action. If the touch attack succeeds, the target must make a Fortitude save (DC 10 + ½ character level + Charisma modifier) or be surrounded by a 10-foot-radius cloud of darkness that prevents him from casting a shadow (inflicting a -4 penalty to Charisma-based skill checks) and blinds him until he receives a break enchantment, remove curse, or similar. For one hour thereafter, the Acolyte of Garfunkel is surrounded by a 10-foot-radius daylight effect, and any Enchantment or Illusion effects used by the Acolyte of Garfunkel or his allies within 30 feet which involve some sort of visual effect or gesturing (color spray, hypnotism, etc.) gain a +1 bonus to caster level per hit die of the voiceless creature.

Playing an Acolyte of Garfunkel
The lives of Acolytes of Garfunkel are a study in contrasts. They tend to be a bit detached and are quite artistic, but otherwise their outlook will be that of any other bard or shadowcaster.
Combat: As Acolytes of Garfunkel improve their mysteries in addition to bardic music and spellcasting, they are more offensive in combat than regular bards—but contribute more team support than regular shadowcasters, another study in contrast. Generally they will use their bardic music to aid allies while sneaking around and using their mysteries to directly assault the most powerful enemies. Acolytes of Garfunkel can overcome many weaknesses of bardic music, can distribute resources between their music and their mysteries as they see fit, and can combine them in interesting ways, so they are often best served by taking time before combat to plan out their strategy and ready powers as necessary.
Resources: Acolytes of Garfunkel resemble their namesake in that they don't tend to work well with others of their vocation, often making and breaking partnerships one or two times at least. As such, organizations of Acolytes of Garfunkel are few and far between, if they exist at all.

Acolytes of Garfunkel in the World
“Are you goin' to Scarborough Fair? Might not want to. I met one of those acolyte folks what hangs around there; he was kind of creepy, you ask me, kept going on about rocks and leaves and stuff, so I cast a silence spell to shut him up. Well, he somehow just kept on talkin', which is, y'know, impossible, 'cause ev'rything else was silent, so I skedaddled. Last I saw, he had a dozen folks followin' him like he were Olidammara hisself. Trust me, don't wanna have to deal with that.”

--Art Oates, local sorcerer
NPC Reactions: Ask a random person on the street about the Acolytes of Garfunkel, and they'll most likely give you a blank stare. Ask a random person on the street about someone who can do strange things with music or shadows, they'll point you to the nearest bard or illusionist. Ask an arcanist about someone who can ignore silencing spells, see legends in dreams, and do other things just outside the normal bounds of their magic, and they'll be a bit upset, to say the least, but the name of Garfunkel might not occur to them. In short, the Acolytes of Garfunkel keep a low profile (not to be secretive, it's just a side effect of who and what they are) and people are more likely to have heard weird things about them than to have heard the name of their patron.
Daily Life: Acolytes of Garfunkel aren't quite lawful, but those that live in one place for a long time do tend to be more studious, organized, and law-abiding than their non-Acolyte brethren—it comes with the territory, since authorities tend to escalate charges against any magic-user deemed weirder than usual—so wandering around hearing tales is out of the question. You're more likely to see (or not see, as it may be) an Acolyte of Garfunkel in a library reading up on his namesake or in a studio practicing his music and magic.
Notables: The most famous Acolyte of Garfunkel among those who know of their existence is Paul Art, Simon Garfunkel's partner for several years. They parted ways on two different occasions, sadly, but eventually came back together and are currently touring the afterlives.

Acolytes of Garfunkel in the Game
Acolytes of Garfunkel are fairly self-contained by design, given their inspiration, so dropping them into an existing campaign should be quite simple.
Adaptation: If shadow magic isn't used, any sort of shadow- or darkness-themed magic should do fine in its place; a college of gnomish shadowcraft mages who follow an old prankster-inclined gnomish bard named Garfunkel and use their illusions to put on shows would fit the tone of the class quite well.
Encounters: Anywhere a bard might be encountered, an Acolyte of Garfunkel might be as well, though they're more likely to be found in an establishment in the city rather than traveling the countryside (unless they're traveling with a group for study purposes, of course). Most aren't the type to shoot first and speak with dead later, so combat encounters initiated by an Acolyte of Garfunkel are likely to be rare.

Sample Encounter
EL 12: Paul Art, Simon Garfunkel's old partner, has been looking for new material for several years; now that the two are back together, they need to catch up on old times. He often looks for adventuring parties to tag along with for inspiration, and has been known to send adventurers on snipe hunt quests for random things (the most famous example being a pair of old bookends) and making songs about the results. He's not a very combative type--he has to keep himself safe for his monthly performances, after all--but on at least one occasion he was heard to attack a group of adventurers hoping for an inspirational near-death experience.

Paul Art
N male gnome shadowcaster 3/bard 2/Acolyte of Garfunkel 7
Init +6, Senses: Listen +18, Spot +16, low-light vision
Languages Common, Gnome, Draconic, Elven
------------------------------------------------
AC 19 (+2 Dex, +1 size, +6 armor), touch 13, flat-footed 17; +4 dodge vs. giants
hp 66 (12 HD)
Fort +7, Ref +13, Will +12 (+14 vs. illusions)
------------------------------------------------
Speed 20 ft. (4 squares)
Base Atk +8, Grp +3
Combat Gear +3 shadowsilk studded leather, lesser rod of extend mystery, gem of shadows
Bard Spells Per Day 4/1, Known 5/2
0: mage hand, message, flare, prestidigitation, ghost sound
1: cure light wounds, charm person
Mysteries Known 5/2/2/2/2/2
0: arrow of dusk, sight obscured, caul of shadows, liquid night, black candle
1: carpet of shadow, voice of shadow (2/day each)
2: black fire, congress of shadow(2/day each)
3: clinging darkness, flicker (2/day each)
4: shadow evocation, step into shadow, shadow vision (1/day each)
5: pass into shadow (1/day)
Special Abilities bardic music (countersong, inspire courage +2, fascinate, inspire competence, suggestion, inspire greatness), bardic knowledge
-----------------------------------------------
Abilities Str 8, Dex 14, Con 14, Int 14, Wis 12, Cha 16
Feats Improved Initiative,
Skills Concentration +15, Hide +23, Move Silently +19, Perform +18, Spellcraft +17
Possessions combat gear plus amulet of heath +4, cube of force

Design Notes
The inspiration for this PrC (and its tongue-firmly-in-cheek nature) should be obvious; if it isn't, shame on you (http://www.youtube.com/watch?v=9hUy9ePyo6Q).

Bard and shadowcaster are often seen as being among the two least powerful classes unless you pull out all the stops optimization-wise, so this is an attempt to merge the two into something with a respectable amount of oomph. It receives full bardic ability and mystery progression as well as most of bard spellcasting, but I don't think that's too much at all; neither the bard nor the shadowcaster get many worthwhile class abilities as-is, and their spellcasting is weaker than all others'.

TSED
2009-08-17, 03:37 AM
Black Metal Vocalist

http://www.quizilla.com/user_images/G/GhoulTemple/1091261301_Black.jpg

"AAAAAAAAAAAAAAAAAAAAAAAAAH!"
- Every Metal vocalist ever.


In the far north, the land is cracked and left barren by the brutal and merciless winter. Demons of ice and snow bedevil what few hearty souls manage to stand against the raging, bleating, screaming wind. Not all are hearty enough of mind to stand against this horrible place and emerge unscathed. Some feel the need to express the anger, the hopelessness, the sheer evil of life they have experienced. These withered souls have formed an underground house of music that would terrify all but the most openminded.

BECOMING A BLACK METAL VOCALIST
Unlike most forms of metal, black metal is not particularly technically challenging. A modicum of talent is required, but that could be said for all things. The vocalist in particular is free from requiring technical skill; as long as he can sound angry, bitter, broken, torn, and expressive, his job is done.

ENTRY REQUIREMENTS
Class Feature: Eldritch Blast 2d6.
Spell Casting: Able to cast 1st level bard spells.
Special: Have spent at least a week in an area below -35C.


Class Skills
The Metalhead's class skills are: Balance, Bluff, Concentration, Craft (Any), Decipher Script, Disable Device, Disguise, Gather Information, Heal, Intimidate, Jump, Knowledge (Any), Listen, Open Lock, Perform (Any Instrument), Profession (Any), Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Tumble, Use Magic Device, Use Rope.

Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2| The Metal, Headbang, Invoking +1

2nd|
+1|
+3|
+0|
+3| Corpse Paint, Invoking +1, Spellcasting +1

3rd|
+2|
+3|
+1|
+3| Loud Music, Invoking +1, Spellcasting +1

4th|
+3|
+4|
+1|
+4| 'Cold, Bleak, and Desolate', Spellcasting +1

5th|
+3|
+4|
+1|
+4| Terrifying, Invoking +1

6th|
+4|
+5|
+2|
+5| A Cold Song, Invoking +1, Spellcasting +1

7th|
+5|
+5|
+2|
+5| Viscera, Invoking +1, Spellcasting +1

8th|
+5|
+6|
+2|
+6| Inhuman Screech, Spellcasting +1

9th|
+6/+1|
+6|
+3|
+6| tr00 kvlt, Invoking +1

10th|
+7/+2|
+7|
+3|
+7| Raw Black Metal, Invoking +1, Spellcasting +1[/table]

Class Abilities!

Proficiences: The Black Metal Vocalist becomes proficient with medium armour, and spiked and razoured armour, if he wasn't before.

Headbang (Ex)
You gain a free unarmed attack that hits them flatfooted the first time you use it in an encounter against that opponent. If it hits them while flatfooted, you may make a trip attempt against them for free and cannot be tripped back if you fail the check. Because you are slamming your head into a presumably solid object, you take 1 dmg and dazzle yourself for 1d4 rounds. Headbanging does not provoke Attacks of Opportunity, even against enemies which are not flatfooted from Uncanny Dodge or other similar abilities.

Invoking (Su)
You gain +1 caster level of one invoking class you have. If that class has other scaling abilities (for example, Warlock's Eldritch Blast), it continues to increase with your increased caster level. You gain new invocations once you reach the proper invoking levels.

Spellcasting (Su)
You gain +1 caster level of one spellcasting class you have. It does not need be arcane, but you only can increase one base class's spellcasting. You do not gain any of the other class features.

The Metal (Ex)
You continue gaining uses of Bardic Music like a bard, but none of the Bardic Music abilites (such as Inspire Heroics). If you do not have any bard levels, you start off with a number of uses equal to one half your charisma modifier (round down). In short, every level of Black Metal Vocalist increases the uses available by 1. Additionally, you no longer suffer Arcane Spellcasting Failure for wearing armour, but only for your invoking and spellcasting classes.

Corpsepaint (Su)
You know how to adorn yourself in a traditionally evil costume. Your Black Metal Vocalist and Warlock levels stack to determine how much Damage Reduction you gain from the Warlock class feature. In addition, if you spend at least 1 gold piece on proper make up, you can adorn yourself in a terrible macabre aesthetic, accentuating the dead and daemonic features of yourself. Your warlock damage reduction changes from x/cold iron to x/-, and gains a bonus equal to 1/2 your Black Metal Vocalist levels. Unfortunately, you automatically fail any social checks (except for intimidate, which gains a +2 bonus) not directly related to the performing of black metal.

Loud Music (Ex)
Metal is really, really, really loud. REALLY loud. Black Metal Vocalists takes -4 to all listen checks, but are immune to deafness and gain a +2 bonus to saving throws on language-dependent abilities ("WHAT?").

Cold, Bleak, and Desolate (Su)
By using one use of your daily allotment of bardic music, you may infuse any damaging invocation with the raw misery of the north. The invocation must deal damage (eldritch blast qualifies, though this counts as a blast essence). All damage is changed to cold damage, it deals an additional amount equal to your charisma bonus and class level, and lastly casts "Crushing Despair" on the target with your caster level.

Terrifying (Su)
The Black Metal Vocalist picks up a Fear Aura. See the Dread Necromancer (Heroes of Horror, page 84). If the Black Metal Vocalist already has a fear aura, its radius is instead doubled.

A Cold Song (Su)
Whenever you use any Bardic Music, you may opt to have the target suffer from Crushing Despair for as long as the song affects them. They do not realise they are under the affects of crushing despair, but if they figure it out they may attempt to make a will save to shake off the song (DC = perform check -5).

Viscera (Ex)
The Black Metal Vocalist is immune to the nauseated, sickened, and staggered conditions. If dropped below 0 hit points, he is automatically stable.

Inhuman Screech (Su)
You can unleash sounds that no ears should hear with nothing but your powerful, weathered vocal chords. When screeching like this, any evil aligned creature (even if mindless) can understand what you said. Neutral creatures have a 50% chance to understand what you said, and good creatures have a 5% chance to understand what you said. Mindless neutral or good creatures will not understand. You cannot talk softly using Inhuman Screech. Most importantly of all, this allows language-dependant mind-affecting effects to have a 50% chance to work on mindless evil creatures.

tr00 kvlt (Su)
By expending uses of Bardic Music, you can use a modified version of the Summon Monster spells. The number of uses being invested in the summoning details the Summon Monster spell to use - for example, using 1 use gets you Summon Monster 1, while using 3 uses results in Summon Monster 3. You may only summon the evil-aligned side (no matter what your alignment is), you can only invest as many uses as your charisma modifier (so a charisma of 20 could at most use Summon Monster 5), and lastly, the duration is equal to performance with a maximum of 2 rounds per point of charisma modifier.

Raw Black Metal (Su)
Black metal is stereotyped as evil, horrible sounds, and for good reason. It actually IS evil, horrible music. The only points of hope and brightness that are brought within it exist only to be snuffed out. Whenever a Black Metal Vocalist is using Bardic Music as a standard action, he can use an invocation (or his eldritch blast) as a move action that round.


BLACK METAL VOCALISTS IN THE WORLD
It ain't right, lad. Dressin' up like that, spending all day thinking about demons and killing and suicide. Them lads ain't right in the head, no doubt about it.
- A concerned parent.



Few people know about black metal. Many of its 'fans' and practitioners do not wish for it to become known or popular - how could some one from the south truly understand how bitter and cold this music is? With their lovely summers and not fearing death by frostbite every day for at least four months?

Those who do know, however, keep quiet about it. It is unnerving in the way of madmen and murderers - which many of its fans and musicians are. No need to separate yourself from the herd and make a target for the wolves to chase, after all.

Daily Life: http://www.youtube.com/watch?v=a7hr9RgrdUk
Notables: Deathspair was one of the founding fathers of Black Metal, vocalist of his band "Kurz'um." He grew tired of this pointless existence, and killed himself by hacking at his limbs with a knife. When this proved too slow, he activated a Wand of Fireball inside of his mouth. His suicide note read "Sorry about the mess."

Organizations: No black metal organization could ever form. The fans are bitter and divided over who is more 'tr00' and 'kvlt.' Instead, bands form small followings of loyal fans, before inevitably breaking apart from the rigors of creative direction (and being general douches to each other).

NPC Reaction
Typically, most NPCs would react with shock, outrage, disgust, or violence if they knew the true thoughts behind the Black Metal Vocalist's eyes.

BLACK METAL VOCALISTS IN THE GAME

Mechanically, it is a class to combine warlocks and bards. A few new powers are added, as well as a few tricks and higher hit dice to give them additional staying power up near the front lines. A warlock focused Black Metal Vocalist can hit 16th level invoking by level 20, which translates into 1 dark invocation. The bard spells will be further behind, unfortunately.

Adaptation: Underground music? Go up north? Done and done.
Encounters: Many black metal vocalists are genuinely evil beings, seeking to unleash more suffering in the world for their dark masters. Evil cults ('kvlt' is to be read as 'cult'; phonetically the C and the K are the same, and the V is a 'stylized' U) can exist without much effort.

ErrantX
2009-08-25, 08:32 AM
Just trying to keep us on the front page.

Come on guys, we gotta have more bard love out there!

-X

nysisobli
2009-08-25, 08:40 AM
Place holder =) ill work on this when i wake up

Class name :Jukebox Hero =)

5th level ability you get stars in your eyes =)

Violet Octopus
2009-08-27, 05:24 AM
wip. Class abilities largely done, flavour needs to stew a little more.

Lorekeeper

Quote of Some Kind by a member of the class!

Lorekeepers give up some of their combat ability and ignore their musical talents, but in return they learn more about the creatures of the world than anybody else. What's more, they learn to exploit that knowledge in combat, providing the party with a number of options.

BECOMING A LOREKEEPER
Almost all lorekeepers enter the class as single-class bards. Lorekeepers often have higher Intelligence and Wisdom than a typical Bard, important for Knowledge and Sense Motive checks

ENTRY REQUIREMENTS
Skills: 5 ranks in three of Knowledge (arcana, dungeoneering, local, nature, religion or the planes)
Skill Tricks: Collector of Stories
Special: Bardic Knowledge

Class Skills
The Lorekeeper's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Int), Gather Information (Cha), Hide (Dex), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Speak Language (n/a), Spellcraft (Int), Use Magic Device (Cha)
Skills Points at Each Level: 8 + Int

Hit Dice: d4

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells per day/Spells known

1st|
+0|
+0|
+2|
+2|Creature Lore(easy feint), Cross-Referencing, Bardic Knowledge|+1 level of bard

2nd|
+1|
+0|
+3|
+3|Jog the Memory|+1 level of bard

3rd|
+1|
+1|
+3|
+3|Bonus Spell, Bonus Feat|+1 level of bard

4th|
+2|
+1|
+4|
+4|Creature Lore(find weaknesses)|+1 level of bard

5th|
+2|
+1|
+4|
+4|Redirect Attention|+1 level of bard

6th|
+3|
+2|
+5|
+5|Bonus Spell, Bonus Feat|+1 level of bard

7th|
+3|
+2|
+5|
+5|Creature Lore(exploit opening)|+1 level of bard

8th|
+4|
+2|
+6|
+6|Improved Bardic Knowledge|+1 level of bard

9th|
+4|
+3|
+6|
+6|Bonus Spell, Bonus Feat|+1 level of bard

10th|
+5|
+3|
+7|
+7|Creature Lore(predict behaviour), Cloud the Mind|+1 level of bard[/table]

Weapon Proficiencies: A lorekeeper gains no additional weapon or armor proficiencies.

Spellcasting: You gain additional spells/day and spells known as if you had gained a level in bard.

Bardic Knowledge: Your lorekeeper and bard levels stack for determining your bonus to Bardic Knowledge checks. In addition, you may use your bardic knowledge check to determine the type, special attacks and vulnerabilities of unique creatures in the same way that Knowledge checks may be used to identify more mundane creatures. The DC for this check equals 10 plus the creature's HD, success means you remember a useful piece of information. For every 5 points by which your check result exceeds the DC, you remember another piece of information.
If a unique creature is especially infamous or reclusive, the DC may be lower or higher, subject to the judgement of the DM.

Creature Lore (Ex): As a lorekeeper, you can use your knowledge of creatures to help the party exploit its weaknesses. If you make a successful Knowledge or Bardic Knowledge check to identify a creature, you are able to use the following abilities, provided you know them. Most abilities require a Sense Motive check. The DC for this check equals the target's base attack bonus + their Int modifier + 10, or their Bluff modifier + 10, whichever is higher. Using each ability requires a swift action, and if successful the effects apply for one round.
Easy Feint: At 1st level, you can use your knowledge of a creature's ways of thinking to more easily trick it. Make a Sense Motive check. If successful, until your next turn you or an ally can feint as a move action instead of a standard action, and receives an insight bonus equal to half your class level to the Bluff check. An ally who can already feint as a move action can choose to feint as a swift action, or as a free action if they can already feint as a swift action.
An ally who feints and casts a spell this round denies the enemy their Dex bonus to AC, as the Beguiler's Surprise Casting ability. They also receive a +1 bonus to the spell's DC, and +2 to checks to overcome spell resistance. This does not stack with the Beguiler's Cloaked Casting class feature.
Find Weaknesses: At 4th level, you can use your anatomical knowledge to direct the party to attack less-protected areas. This ability requires no check to use. Until your next turn, you and your allies' critical threat range for all weapons increases by one. Additionally, if the enemy has natural armor, all attacks made against it can ignore one point of its armor bonus for every 2 class levels you have.
Exploit Opening: At 7th level, you understand a creature's instinctive attack style well enough to strike when it has left itself open. Make a Sense Motive check. If successful, after a creature has completed a melee attack it incurs an attack of opportunity from you and/or your allies. This does not allow you to interrupt full attack actions - the attack of opportunity takes place immediately after the attack action.
Predict Behaviour: At 10th level, your understanding of your foes reaches its apex. Make a Sense Motive check at a -5 penalty. If successful, you gain an idea of what the enemy intends to do next turn. You know whether it plans to use a spell or spell-like ability, make a melee attack, a ranged attack, a special attack, or none of the above.


Cross-Referencing (Ex): Having spent countless hours poring over badly-organised treatises, you've picked up information about subjects you weren't actively learning. You may make untrained Knowledge checks.

Jog the Memory (Ex): At 2nd level, even if you can't immediately identify a creature it may do something in combat which helps you remember. If you fail on a Knowledge check to identify a creature, you may try again next round. You must have had line of sight to the creature during its turn, and each attempt beyond the first incurs a cumulative -2 penalty. This does not allow you to reroll Knowledge checks outside of combat - you must observe the creature fighting to jog your memory.

Expanded Learning (Ex): At 3rd, 6th and 9th levels, abjuration, enchantment from any list

Bonus Feat: At 3rd, 6th and 9th levels, you gain a bonus feat from the following list: Skill Focus (any Knowledge skill, Sense Motive or Spellcraft), any bardic music feat, or any luck feat. You must meet all prerequisites for the feat.

Redirect Attention (Ex): At 5th level, if an ally readies an action to respond to a creature doing a particular action (e.g. attacking or counterspelling a creature if they try to cast a spell), you can redirect their attention as an immediate action, allowing them to expend their readied action against a different target. The new target must fulfil the same trigger conditions. For example, a lorekeeper and a ranger are fighting a cleric, wizard and fighter. The ranger readies an action to shoot the cleric, who he thinkds will try to cast heal on the fighter. The loreeeper sees the wizard casting a spell and identifies it as acid fog with a Spellcraft check. The lorekeeper, as an immediate action, alerts the ranger. The ranger may expend his readied action to shoot the wizard instead, or he may remain focused on the cleric.

Improved Bardic Knowledge (Ex): At level 8, your wide reading pays off. You gain a +3 bonus to your Bardic Knowledge checks, and may add your Intelligence modifier.

Cloud the Mind (Su): At 10th level, your magic can dull your enemies' wits, making it easier for you to devise tactics against them. Whenever you successfully affect a target with an enchantment spell, you gain a bonus to your Sense Motive checks against that creature equal to that spell's level. This bonus lasts for the spell's duration.

PLAYING A LOREKEEPER
Brief description on how to play the class you are designing.
Combat: As a Lorekeeper, you are more dependent on your spells than an ordinary Bard. However, your insight into creatures allows you to help your party perform better in combat.
Advancement: As you gain levels, put as many ranks into Knowledge skills as you can spare. You'll need it to keep up with increases in monster hit dice. Even though Perform isn't a class skill and you don't gain increases in bardic music uses/day, consider bardic music feats to open up new uses for it. With your wider spell selection, focusing on metamagic is always a good choice. Most Lorekeepers focus on enchantment spells to aid them in combat.
Resources: The Church of Boccob maintains a support network for friendly Lorekeepers. In return for full access to the Church's vast libraries, allied Lorekeepers are expected to share information they have accumulated in their travels.

LOREKEEPERS IN THE WORLD
insert text here

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Many centuries ago, the great city of Kanab was besieged by a cabal of conjurers. The army they had raised was diverse, yet brutally powerful. Beryl Fortuna, a retired adventurer who was now the venerable city librarian, successfully coordinated the city's defence. using her illusions and dispels to confuse the enemy footsoldiers, and her understanding of various outsiders' anatomy greatly improved the efficiency of the city's defenders.
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
insert text here

LOREKEEPERS IN THE GAME
Lorekeepers are meant to provide the Bard with more options for helping the party, especially options that don't just give static bonuses. For players who have an extensive knowledge of various Monster Manuals, it can also provide an in-character way to communicate that knowledge. One issue is that as the Lorekeeper's abilities are skill-based, DMs should be careful about letting them purchase or craft custom items that give bonuses to Knowledge and Sense Motive checks.
Adaptation: The Lorekeeper can be easily adapted to other spellcasters by removing the bardic knowledge requirement and giving it the Loremaster's (DMG) Lore class feature at first level. Such a character would be less adept at identifying 'boss' monsters. Alternately, you could create a less powerful version of the Archivist, by giving it a slower spell progression, Lore and integrating the Dark Knowledge class features into the Lorekeeper's mechanics.
If you want a martial character to know something about creatures for once, consider a version of this class with full BAB and d8 hit die, able to use its abilities against the Ranger's favoured enemies. Alternately it could receive a maneuver progression, and be open to Swordsages or Warblades.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x:
Name
AL/Gender/Species/Levels
Init +, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

FirebirdFlying
2009-08-30, 03:47 AM
Finished on Sep 10th - unsure what is meant by 'midnight' (before or after the day?)

WARDANCER
http://Picture URL
Each step you take, each move you make, is a tiny piece of a dance - and I am the master of dancing.

Wardancers coordinate their bodies and spirits in a dance of sword and sound; to them, the play of weapons is as much a performance as any harpist's song.

BECOMING A WARDANCER
The one who can hear the song in the clash of steel on steel and see the dance in the desperate pounding of feet on the battlefield - they are most suited to become a wardancer. A bard is most suited to this class, giving up their spellcasting to embrace a more martial approach, but any character focusing on two-weapon combat could easily benefit from the class.

ENTRY REQUIREMENTS
BAB: +4
Skills: Perform (dance) 9
Feats: Two-weapon Fighting, Versatile Performer

Class Skills
The wardancer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha)

Skills Points at Each Level: 2 + int

Hit Dice: d8

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

1st|
+1|
+0|
+2|
+0|Bardic Music, Dancing Blades, Vibrato, Dance of Awareness +1

2nd|
+2|
+0|
+3|
+0|Harmonize, Hypnotic Rhythm

3rd|
+3|
+1|
+3|
+1|Grand Jéte, Improved Dance

4th|
+4|
+1|
+4|
+1|Dance of Awareness +2

5th|
+5|
+1|
+4|
+1|

6th|
+6/+1|
+2|
+5|
+2|Perfect Dance

7th|
+7/+2|
+2|
+5|
+2|Dance of Awareness +3

8th|
+8/+3|
+2|
+6|
+2|Pas de Deux

9th|
+9/+4|
+3|
+6|
+3|

10th|
+10/+5|
+3|
+7|
+3|Dance of Awareness +4[/table]

Weapon Proficiencies: Wardancers gain no weapon or armor proficiencies.

Bardic Music: Levels in wardancer stack with levels in bard to determine the number of Bardic Music and Dancing Blades uses per day, as well as advancing inspire courage.

Dancing Blades: A wardancer may use a dancing blades effect their wardancer level times/day (bard levels stack). Dancing Blades cannot be used if the wardancer is wearing medium or heavy armor, or carrying more than a light load. Each of the effects detailed below expends one use.


Vibrato (Ex): A wardancer with 9 or more ranks in Perform (dance) (thus, any bladedancer) may vibrate their body and weapons, dealing 1/character level extra damage with any melee attack while taking a -1 penalty to attack. This is a tiring feat, and for every round the wardancer continues the vibrato they must make a DC 15+number of rounds Con check or take 1d4 nonlethal damage.


Dance of Awareness (Su): A wardancer with 10 or more ranks in Perform (dance) may attune their senses to the rhythms of the battlefield, granting themselves and allies a +1 insight bonus to AC. This bonus increases to +2 at level 4 and by one every three levels thereafter.


Hypnotic Rhythm (Su): A 2nd or higher level wardancer with 10 or more ranks in Perform (dance) may use fascinate as the bardic music effect on a creature currently engaged in melee combat with him for as long as the wardancer maintains concentration. If the subject takes damage, the effect is immediately broken.


Grand Jéte (Ex): A 3rd or higher level wardancer with 12 or more ranks in Perform (dance) may move up to four times their movement speed as a move action, including through occupied squares, provoking no attacks of opportunity.


Pas De Deux (Ex): An 8th level wardancer with 17 or more ranks in Perform (dance) may confound one target with their dance, forcing the victim to behave as if they were grappled (that is, they threaten no squares, lose Dex to AC to those beyond the bladedancer, may not move, etc., although they may attack the wardancer with any weapon). The target must succeed on an Escape Artist or Perform (dance) check against the wardancer's ranks in Perform to escape the dance. A pas de deux requires concentration to maintain (thus, the target may also obviously attempt to disrupt the effect by attacking the wardancer).

Harmonize (Ex): When fighting with two weapons or one double weapon, the wardancer may begin two simultaneous bardic music and/or singing blade effects as a standard action. Each effect takes up uses per day as normal.

Improved Dance (Ex): A 3rd level wardancer with 9 or more ranks in Perform (dance) may reduce their two-weapon fighting penalties by 2.

Perfect Dance (Ex): A 6th level wardancer with 12 or more ranks in Perform (dance) gains the benefit of the feat Two-weapon Defense (if the wardancer already has the feat, the shield bonus increases to 2).

PLAYING A WARDANCER

Combat: Wardancers work well in groups, using their abilities to buff their allies and disable their foes. A wardancer will never have the strength of a fighter, nor the stealth of a rogue, but will serve well enough as a secondary melee fighter.
Advancement: A wardancer may take bard further to gain more music abilities - a level or two of fighter may increase their attack, or rogue may let them exploit their two-weapon fighting style to sneak attack.

WARDANCERS IN THE WORLD
So there we were, ten or twenty undead monstrosities between us and the necromancer, and Tenurin got fed up with waiting for Jylla to shoot the man - or me to hack my way through them - so he gets this look on his face, like so, and ups and hops all the way across the room like a rabbit - things couldn't touch him - just to get downed by a disintegrate spell. How about that.

Wardancers are treated much as bards, if a little less personable than the average musician. They will tend to be wanderers, although some may serve well in a military, strengthening the army as a whole.

Daily Life: Warriors, wanderers, adventurers - the daily life of a wardancer is as varied as the paths they walk.
Notables: Rumor has it that Drakos Magisteire, ruler of twelve kingdoms and conqueror of the lot of them, was in fact a bard and a wardancer - his prowess with the two swords he always kept at his side was as famous as the skill and zeal his armies fought with when led by him, attributed to more than his natural charisma.
Organizations: There are no official organizations - being a wardancer is an aptitude some fall into, rather than a particular training they receive.

NPC Reaction
When the resident friendly bard goes leaping across the town square to deal with that wizard gone amok, some may be surprised - but put it down to the same sort of bardic magic that works with music to provide the blacksmith with a little extra skill in his craft, or that strengthens the logger in his daily work.

WARDANCERS IN THE GAME
Adaptation: Since the class is less of an organization and more of a specialization, it should fit easily into most campaign settings. A little refluffing of the abilities may make it work more easily in a low-magic campaign as well.
Encounters: Wardancers are anywhere and everywhere, just as bards.

Sample Encounter

Damien Reddin
CG/Male/Human/Bard 6/Wardancer 3
Init +3, Senses: Listen +11, Spot -1
Languages: Common, Elven, Orc
------------------------------------------------
AC 17 (+3 dex, +4 armor), touch 13, flat-footed 14
hp 33 (6d6+3d8HD)
Fort +3, Ref +11, Will +5
------------------------------------------------
Speed 30 ft. (6 squares)
Base Atk +7/+2, Grp +8
Atk Options: +10 melee (1d8+3, longsword), +10 ranged (1d6+1, shortbow); full attack +10/5 melee (1d8+3, longsword), +10 melee (1d6+2, shortsword)
Combat Gear Mithral shirt, +2 longsword, +1 shortsword, composite shortbow (Str rating +1)
Spells Known: 0th (6): ghost sound, detect magic, read magic, prestidigitation, dancing lights, message; 1st (4): joyful noise, feather fall, cure light wounds, charm person; 2nd (3): glitterdust, invisibility, eagle's splendour
Spells Per Day: 3/4/3
Special Abilities: bardic music 9/day (countersong, fascinate, suggestion, inspire courage +3, inspire competence), bardic knowledge +7, dancing blades 9/day (vibrato +9, dance of awareness +1, hypnotic rhythm, grand jéte, improved dance), harmonize

-----------------------------------------------
Abilities Str 13, Dex 17, Con 11, Int 12, Wis 9, Cha 16
Feats: Two-weapon Fighting, Two-weapon Defense, Versatile Performer, Melodic Casting, Song of the Heart
Skills (84): Bluff 12 (+15), Jump 12 (+13), Listen 12 (+11), Move Silently 11 (+14), Perform (dance) 12 (+15), Sleight of Hand 12 (+15), Speak Language 1, Tumble 12 (+15)
Possessions: Wand of CMW, Handy Haversack, 150 ft silk rope, tree feather token, raven wondrous figurine

Forevernade
2009-08-30, 09:49 AM
ALGORITHMIC COMPOSER

http://www.wizards.com/dnd/images/pc_portraits/200102_274_1.jpghttp://www.templates.com/blog/wp-content/uploads/2008/12/fractal-wallpaper-_-34.jpg



When I hear what we call music, it seems to me that someone is talking. And talking about his feelings, or about his ideas of relationships. But when I hear traffic, the sound of traffic—here on Sixth Avenue, for instance—I don't have the feeling that anyone is talking. I have the feeling that sound is acting. And I love the activity of sound, I don't need sound to talk to me.

Algorithmic Bards are born composers of their era, but also an intuitive mathematical mind. They use perfectly tune their instruments to create a harmonic thrum, to effect their environment through psychology and resonance. Rather than relying on natural ability and emotion to perform, they have studied each and every aspect of that which they will encounter, and pre-compose their music

BECOMING AN ALGORITHMIC COMPOSER
Most of the time the skills required to become a Algorithmic Composer are learned as an Expert, but all of those who actually become one and apply their skills are Bards. Occasionally a Rogue or a Wizard who has taken an interest in the nature and behavior of sound become one. Humans and Gnomes are usually the only races that take an interest in such things, and sometimes Living Constructs are naturally drawn to this ideology for it's computational presentation of the emotions they lust for, but lack.

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills:
6 ranks Profession (Engineering)
6 ranks Perform
2 ranks Scribe Scroll
6 ranks Listen
Feats: none
Special: Bardic Music Ability

Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Disable Device, Knowledge (Engineering), Listen, Sense Motive, Spot, Perform.

Skills Points at Each Level: 8 + int

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2|Artificial Creativity, Micro Composing +1/day, +1 level of bard spellcasting

2nd|
+1|
+0|
+1|
+3|Studied Racial Psychology, +1 level of bard spellcasting

3rd|
+1|
+1|
+1|
+3|Grammatic Harmonies, Micro Composing +1/day, +1 level of bard spellcasting

4th|
+2|
+1|
+2|
+4|, +1 level of bard spellcasting

5th|
+2|
+1|
+2|
+4|Studied Racial Psychology, +1 level of bard spellcasting

6th|
+3|
+2|
+3|
+5|Micro Composing +1/day, +1 level of bard spellcasting

7th|
+3|
+2|
+3|
+5|Study Fractal Composition, +1 level of bard spellcasting

8th|
+4|
+2|
+4|
+6|Shattering Resonance

9th|
+4|
+3|
+4|
+6|Deafening Resonance, Micro Composing +1/day, +1 level of bard spellcasting

10th|
+5|
+3|
+5|
+7|Stochastic Chain Composition[/table]

Weapon Proficiencies: Algorithmic Composers gain no proficiency with any weapon or armor.

Artificial Creativity:
I explained to him that I had no feeling for harmony. He then said that I would always encounter an obstacle, that it would be as though I came to a wall through which I could not pass. I said, "In that case I will devote my life to beating my head against that wall." - John Cage
Any Bardic spells or music checks that require Charisma modifier, use Intelligence modifier instead. Not only this, but The Composer applies ½ Int modifier - ½Cha modifier to his Perform skill for and sound based (non-dance) musical performance.
The character may never again invest skill points in Perform (Dance).

Studied Racial Psychology: At 1st level, a Algorithmic Composer may select a type of creature from among those given on Table: Ranger Favored Enemies. This is a creature type that he has studied, so that he knows what types of sound-patterns they react to to change their moods and reactions. The Bard may play a Lingering Inspiration targeting himself, in which he gains a +2 bonus on Bluff, Listen, and Sense Motive checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on any music based damage rolls against such creatures.

Grammatic Harmonies: The bard has begun to examine music as a language with distinctive grammar sets. Compositions are created by first constructing a musical grammar, which is then used to create comprehensible musical pieces. When a Composer plays a song for the first time in a combat, and the next song he plays will only take a half-action to play, unless it takes less time to play already.
The Composer also now has Music as a bonus language.

Micro Composing: ”The king said to me 'I want a piece of music that is inspiring, universal, blah- blah, da-da-da, optimistic, sentimental, emotional,' this whole list of adjectives, and then at the end he said 'and it must be 3 ¼ seconds long.' Hahaha, he thought it was funny... but I did it!”
1/day as a swift action, an Algorithmic Composer may play a Micro-Song, which will take but a few seconds to play. They are so perfectly constructed that his instrument must be perfectly tuned to play the Micro-song he has selected, the instrument can be tuned at any time and will stay in tune until retuned. This song cannot be Lingering. At 4th the Composer may do it 1/day, at 6th 2/day and at 9th 3/day.

Micro-Songs:
Euphoric melody - 4th level: Will Save prevents - All enemies feel incredibly happy and detached, DC of 14 + Int modifier or suffer the effects of hold person/monster for 1d6+(class level) rounds. If saved, it still automatically cancels out effects such as rage, frenzy or fear in all that hear it.
Siren Song - 6th level: The Composer must observe a person in more than one conversation before he can understand their psychological parameters. He can manipulate a string of compositions to hypnotize them. This acts as a dominate person or animal/sending with a save DC of 16 + Int modifier + number of conversations observed (up to a maximum of...).
Song of the lost - 8th level: The target of this song may never feel positive emotions until released by the singer. Preparation: The target must already be depressed or the composer needs to know a sad memory of the target can only affect one person. Anyone else who hears it within a 30ft radius must save DC 18 + Int modifier or take 2d4 wisdom damage


Fractal Composition
A composer may find inspiration in watching a bird build it's nest, or in the patterns of a calf suckling it's mother, or the methodology of an ant hive. The Composer has tuned himself into perceiving the patterns that occur in the world, and applies them to his algorithms, which he will apply to his music. The composer becomes True Neutral for the duration of the study, and must find a compelling sight of nature that can be roleplayed with the help of the DM. The Composer must make a Spot check, and for 48 hours he can retain the memory of that sight and is allowed to synergise this check result, once, with the next DC of his Bard ability Fascinate, if he has it.

Stochastic Chain Composition: "You mean your court bards play exactly the same things over and over again?"
The Bard has become so good at mathematical composition he will improvise whilst following a Stochastic Chain rule, whereby all verse transitions are probabilistic (determined by random chance and thus unpredictable in detail). The Composer's mind and music becomes completely knowable to any creature that does not understand Language: Music, and he enters a trance wherein he is immune to all mind-effecting, spells or abilities and comes under the effect of Non-detection with an effective caster-level of the Composer's Bard caster-level.

Shattering Resonance: The Bard has studied different standard materials and calculated the exact resonance to make it shatter or shake out of an opponent's hand. A Bard may select a single material, and in a 30ft cone, whilst playing his Shattering Resonance, he makes an attack roll using Perform skill at -6, against all objects of that material in the cone. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. if glass, crystal, wood or darkwood they will take d3 +(hardness) damage, or if metal, items are disarmed from the target.

Deafening Resonance: The character can use his knowledge of physiology, anatomy and sound resonance to temporarily deafen all enemies within a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2 the character’s class level + the character’s Charisma modifier) negates the effect. The deafening effect lasts for as long as the character continues the deafening song.

class ability 10th level - Irresistable symphony: Everything that can hear this song stops to dance for 10 rounds. No save, works like otto's irresistable dance. Requires an 8 hour preperation of music. Once a week. Each and every song is unique.

PLAYING AN ALGORITHMIC COMPOSER
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

ALGORITHMIC COMPOSERS IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Composers create small universities inside larger libraries, where they can study their art and mathematics. Often they will establish small societies within a larger community of architects which live at larger cities. Composers are Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

ALGORITHMIC COMPOSERS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions[/QUOTE]

The Neoclassic
2009-08-30, 12:49 PM
IRRESISTIBLE BALLADEER

http://th04.deviantart.net/fs48/300W/f/2009/220/6/d/I_just_needed_love____by_DameOdessa.jpg

It was not her eyes nor her grace nor her alabaster skin that drew me to her. No, it was that tale of woe she spun, with her voice like a waning songbird, barely strong enough to continue, as earnest as a mother's love for her babe.


Traditionally only singers of ballads, the irresistible balladeer eventually grew to a path pursued by any individual with talent of song or word who desired an intimate but practical connection with emotion and allure, particularly explored through the magical arts.

BECOMING AN IRRESISTIBLE BALLADEER
Though many irresistible balladeers are members of bardic colleges, enchanters' guilds, or secret societies, all it truly requires is the right allure, musical talent, and acute awareness of the emotions of others.

ENTRY REQUIREMENTS
Skills: Diplomacy 13 ranks, Perform (sing or oratory) 13 ranks, Sense Motive 7 ranks
Feats: Spell Focus (Enchantment)
Other: Bardic music class ability

Class Skills
The irresistible balladeer’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + Int modifier

Hit Dice: d4

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

1st|
+0|
+0|
+0|
+2|Emotive music, calm emotions, longing|-

2nd|
+1|
+0|
+0|
+3|Earnestness|+1 level of bard spellcasting

3rd|
+1|
+1|
+1|
+3|Lethargy|+1 level of bard spellcasting

4th|
+2|
+1|
+1|
+4|Enchanting Insight|+1 level of bard spellcasting

5th|
+2|
+1|
+1|
+4|Despair|+1 level of bard spellcasting

6th|
+3|
+2|
+2|
+5|Adoration|+1 level of bard spellcasting

7th|
+3|
+2|
+2|
+5|Ego|+1 level of bard spellcasting

8th|
+4|
+2|
+2|
+6|Hear the Soul|+1 level of bard spellcasting

9th|
+4|
+3|
+3|
+6|Awe|+1 level of bard spellcasting

10th|
+5|
+3|
+3|
+7|The Horror Within|+1 level of bard spellcasting[/table]

Weapon Proficiencies: An irresistible balladeer gains no proficiencies with weapons or armor. Like bards, irresistible balladeers don't suffer an arcane spell failure chance when wearing light armor.

Spells per Day: When a new irresistible balladeer level is gained, the character gains new spells per day as if she had also gained a level in bard.

Bardic Music: Levels of irresistible balladeer stack with bard levels for bardic music abilities.

Emotive music:
In addition to their usual bardic music, irresistible balladeers explore talents in a particular niche of aural enchantment. Emotive magic can be used once per day per level of irresistible balladeer. These abilities can all be activated by reciting poetry, chanting, singing lyrical songs, or singing melodies. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if an irresistible balladeer does not have the required number of ranks in at least one Perform skill, she does not gain the bardic music ability until he acquires the needed ranks.

All emotive music effects rely in part on word choice and linguistic subtleties; hence, when performing a particular emotive music effect, an irresistable balladeer must pick a particular language that they know and perform in that language. Emotive music abilities are language-dependent; they cannot affect individuals who don’t understand the language in which the irresistible balladeer is performing.

Starting an emotive music effect is a standard action. Some emotive music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using emotive music that doesn’t require concentration, an irresistible balladeer cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf irresistible balladeer has a 20% chance to fail when attempting to use emotive music. If she fails, the attempt still counts against her daily limit.

Calm Emotions (Sp): An irresistible balladeer with 14 or more ranks in Perform (song or oratory) can calm emotions (as the spell) in a creature she has already fascinated (as the bardic music ability) Using this ability does not break the irresistible balladeer’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Calming emotions doesn’t count against an irresistible balladeer’s daily limit on bardic music or emotive music performances. A Will saving throw (DC 10 + 1/2 irresitible balladeer’s level + irresistable balladeer’s Cha modifier) negates the effect. This ability can make calm emotions simultaneously to any number of creatures that she has already fascinated, provided they’re within a 20 ft. radius. Calm emotions is an enchantment (compulsion), mind-affecting ability.

Longing (Su): An irresistible balladeer with 14 or more ranks in Perform (song or oratory) can use song or poetics to remind all within a 30 ft. radius of a former love, be it a romantic interest, dear friend, or childhood home. To be affected, individuals must be able to hear the irresistible balladeer sing. All, both enemies and allies, within 30 ft. must make a Will save (DC 20 + 1/2 irresistible balladeer levels + irresistible balladeer’s Cha modifier). If an individual’s saving throw fails, the creature is distressed and distracted by this sudden yearning for aforementioned former love, taking a -2 penalty to all checks, saves, and attacks for as long as the bard continues to play and concentrate (up to a maximum of 1 round per irresistible balladeer level). Longing is a mind-affecting ability.

Lethargy (Sp): An irresistible balladeer of 3rd level or higher with 16 or more ranks in Perform (song or oratory) can make all enemies within a 60 ft. radius fall into a deep slumber. Using this requires one minute of uninterrupted concentration and music, at the end of which all opponents must make a Will save (DC 15 + irresistible balladeer’s Charisma modifier). Those who fail fall asleep (as the spell sleep) for the next minute. Any creatures immune to sleep, such as elves, become very tired and become fatigued for the next minute. Lethargy is an enchantment (compulsion), mind-affecting ability.

Despair (Sp): An irresistible balladeer of 5th level or higher with 18 or more ranks in Perform (song or oratory) can use music or poetics to create an effect equivalent to the forlorn (http://www.giantitp.com/forums/showpost.php?p=6696085&postcount=10) spell (caster level equals the character’s levels in bard + levels in irresistible balladeer). Using this ability requires 1 round of uninterrupted concentration and music, and it functions on a single target within 30 feet. The save DC for this effect is 14 + the irresistible balladeer’s Cha modifier. Despair is an enchantment (compulsion), mind-affecting ability.

Ego (Su): An irresistible balladeer of 7th level or higher with 20 or more ranks in Perform (song or oratory)
may give up one use of her emotive music effect for that day in order to apply an ego effect to her song. This may be added to any single other emotive or bardic music ability she’s performing at the moment . A music effect with ego is particularly potent, and not blocked by usual measures. Any nonmagical protection preventing one from hearing (with the exception of deafness) is discounted by the song; they are able to hear it even if they wouldn’t be able to normally. Additionally, it suppresses but does not dispel any silence spells (cast by an individual or equal or lower caster level) in the area, but only for the purposes of the ego-affected song; the silence effect still stifles anyone else’s attempts at noise.

Awe (Su): An irresistible balladeer of 9th level or higher with 22 or more ranks in Perform (song or oratory) can give her allies a heroic aura which inspires awe in the hearts of others. All allies within 30 ft. gain a +4 enhancement bonus to Charisma and a +2 competence bonus to attacks. Each of them may once give a glare of terror (Su) to an individual. If said individual fails a Will save, they cower for the next 1d4 rounds. These effects lasts for the duration of the irresistible balladeer’s oration, up to 1 round per bard levels. Awe is a mind-affecting ability.

The Horror Within (Su): An irresistible balladeer of 10th level with 23 or more ranks in Perform (song or oratory) can use song or poetics to inspire sheer terror within the hearts of enemies, using their own worries and doubts against them. To be affected, the enemies must be able to hear the irresistible balladeer sing. All enemies within 30 ft. must make a Will save (DC 20 + 1/2 bard levels + irresistible baladeer’s Cha modifier). Those who fail cower for the duration of her song, plus ten minutes afterwards; they also take 2d4 Charisma damage and 1d4 Wisdom damage as they lose self-confidence and identity while being overtaken by their deepest fears. All who make their saving throws are instead shaken for the duration of your song plus an additional minute afterwards, as well as 1d4 Charisma damage. If an individual is affected by The Horror Within more than once in a span of seven consecutive days, their ability damage is reduced to 1d2 Charisma damage with a failed save and no damage with a successful save. The Horror Within is an enchantment (compulsion), mind-affecting ability.

Earnestness (Su): Starting at second level, an irresistible balladeer gains the ability to seem particularly honest to those who’ve heard her heart-wrenching songs or tales. She gains a +2 bonus to Diplomacy and Bluff checks against any individual who has heard the irresistible balladeer perform for at least a minute over the course of the past week, or at least an hour total within the past six months.

Enchanting Insight: From fourth level on, an irresistible balladeer gains a +1 insight bonus to the DC of her enchantment spells and emotive music abilities as well as all bardic music abilities which essentially mimic an enchantment spell.

Adoration (Su): Starting at sixth level, an irresistible balladeer can afflict one individual with an adoring obsession once per week. The irresistible balladeer uses this ability during a performance, after at least one minute of performing, and must continue with concentration for at least another minute. The target must be present for the entire performance. If the target fails a Will save (10 + irresistible balladeer levels + irresistible balladeer’s Cha modifier), he or she becomes deeply enamored with the irresistible balladeer and begins courting her, following her around, attending all her performances reasonably possible, etc. The target’s attitude towards the irresistible balladeer shifts to helpful, and he or she will speak most highly of her to friends and acquaintances. The effects of adoration fade naturally after 4d4 days, after which the target will generally dismiss the whole matter as an intense infatuation with an extraordinary performer.

Hear The Soul: Starting at eighth level, an irresistible balladeer’s insight into the condition of the soul and emotional weaknesses is further enhanced by their perceptiveness. She may now add her Wisdom modifier (if positive) to the DC of her enchantment spells and emotive music abilities as well as all bardic music abilities which essentially mimic an enchantment spell.


PLAYING AN IRRESISTIBLE BALLADEER
The irresistible balladeer is ideal for an archetypal role: The seductress, the siren, the femme fatale. However, limitless variations on such are possible, as well as more kind-hearted or honest interpretations of the class.
Combat: Irresistible balladeers are loathe to enter melee combat. Distracting, confusing, and debuffing enemies are among their preferred tactics, though many act as beneficial support for one or more allies as well.
Resources: If an irresistible balladeer can manipulate the right person, her resources are nearly limitless. Most have enough connections to get what they want in terms of information and influence, if not in terms of material goods.

IRRESISTIBLE BALLADEERS IN THE WORLD
She was a siren. Lured the royal steward to his political doom, convinced the king to leave his wife, and talked the rival generals into surrendering their power for cozy estates- all in the course of a month. I know she's using enchantment and sorcery, spells and evil, but everyone adores her too much to care by now.

Daily Life: Not all irresistible balladeers are adventurers. Some use their musical talents to entertain the rich, earn a living, or even influence nobility and royalty.
Notables: Reynneliia, a succubus of great power, is one of the foremost irresistible balladeers, using their heart-wrenching songs to aid her in entrapment of victims. It's also rumored that the foremost courtesan in the kingdom of Evreskar is an irresistible balladeer, as she is known for the skill of her tongue and for her fondness of performing dark poetry. Finally, one of the chosen of the god of elves is an irresistible balladeer, but he prefers to use his magic to warn and to protect rather than to ensnare the innocent.
Organizations: Irresistible balladeers often prefer to work alone, and almost never create exclusive groups amongst themselves. However, many are welcome in bards' colleges and a few of the more magically ambitious join mages' guilds.

NPC Reaction
NPCs who realize the full extent of an irresistable balladeer's powers are likely to be mistrustful of them. They aren't likely to be outright hostile, but generally view any friendly behavior by the irresistable balladeer as manipulative or coy. However, irresistable balladeers who merely have a reputation as talented, emotive bards may be met simply with excitement or even adoration.

IRRESISTIBLE BALLADEERS IN THE GAME
Adaptation: The irresistible balladeer can easily have their fluff or abilities tweaked for many cultures or situations. For example, with minor modification, their abilities could be based in instrumental or even dance-related perform skills. In a pseudo-ancient-Greek world, irresistible balladeers might gain a few new abilities which would allow them to truly function as sirens, being able to project alluring songs across hundreds of feet of water or land.
Encounters: PCs might run into an irresistible balladeer nearly anywhere, as their skills are useful both in civilized society and as support for adventuring groups out on the fringes of the known world.

Sample Encounter
Garretheon the Woe-Spinner (NG male human bard 10 / irresistible balladeer 4) was an adventurer for most of his career, though he's recently retired to focus on his music for purposes of entertainment rather than usefulness in combat. Popular amongst the rich and noble, he's extremely adept at using evocative imagery and finely altering his listeners' emotions. However, he avoids using his power for harm or for purely selfish gain.

ErrantX
2009-09-11, 11:49 AM
Voting Thread is up!

http://www.giantitp.com/forums/showthread.php?p=6907591

-X

ErrantX
2009-09-22, 10:49 PM
And the winner is... Djinn In Tonic!

-X