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View Full Version : Seeker of the Song redone (PEACH)



Melamoto
2009-09-16, 11:20 AM
This is my attempt to remake the Seeker of the Song. Some of it won't be worded very well or consistently, mainly the songs (Since I've had to do most of those separately to each other and the rest of the work). Keep in mind that the Seeker Songs are currently unbalanced on account of the fact that I haven't added saving throws for them yet. The DCs will be equal to 10+Cha modifier+Seeker level; so try to judge them as if they had saves like that. Constructive criticism please, and please point out any mistakes you see that I've made. Although also, please refrain from flaming or bashing.


Seeker of the Song

Requirements:
Skills: Knowledge (Arcana) 13 Ranks, Perform (Any one) 13 Ranks
Feat: Skill Focus (Perform)
Special: The ability to use Bardic Music 5/day
Special: Must have discovered the essence of the Primal Music; whether by research, or by exposure to a Seeker of the Song using their Seeker Music ability.


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

1st|
+0|
+0|
+0|
+2|Fast Concentration (Move), Seeker Music|—|Hasteful Travel

2nd|
+1|
+0|
+0|
+3|Dual Songs|+1 level of bard spellcasting ability|Wall of Fire

3rd|
+1|
+1|
+1|
+3|Musical Empowerment (Armor)|—|Breath of Life

4th|
+2|
+1|
+1|
+4|Fast Concentration (Free)|+1 level of bard spellcasting ability|Haze of Ice

5th|
+2|
+1|
+1|
+4|Sudden Finale|—|Spelldeath Chant

6th|
+3|
+2|
+2|
+5|Musical Empowerment (Protection), Interlude|+1 level of bard spellcasting ability|Lightning Field

7th|
+3|
+2|
+2|
+5|Grand Finale|—|Great Protection

8th|
+4|
+2|
+2|
+6|Extra Song|+1 level of bard spellcasting ability|Acid Whirlwind

9th|
+4|
+3|
+3|
+6|Musical Empowerment (Prowess)|—|Burning Assault

10th|
+5|
+3|
+3|
+7|Primal Tone|+1 level of bard spellcasting ability|Sonic Burst [/table]

Class Skills:
The seeker of the song’s class skills (and they key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at Each Level: 6 + Int modifier.


Seeker Music: A seeker of the song can use music or poetics to produce magical effects by tapping into the primal forces of the universe. Seeker music follows similar rules to bardic music. When seeker music is used, it grants a small effect. As each round goes by, the power of the effect increases, until 4 rounds have gone by since the effect was first used, when the music reaches it's most potent. The music may be carried on after 4 rounds have passed, and it continues to work at its maximum effect until the effect ends. Each use of seeker music costs one daily use of bardic music to activate unless otherwise noted. At each level taken of Seeker of the Song, the Seeker gains 2 more uses of Bardic Music each day. The list of Seeker Music effects is included below.
Seeker Music has a secondary effect included, called a finale. When a finale is used, the Seeker releases all of the energy of the song they are playing into a burst of energy, causing a powerful effect, but ending the song. If the seeker is playing multiple songs, including through the use of Dual Songs, the seeker must choose which effect to end to use a finale. The power of a finale increases depending on the potency of the Seeker Music it ended. A Seeker of the Song does not need to concentrate on a music ability the same round as they use a finale for the song. However, if they do not concentrate on the music, the current round will be ignored for the purposes of the potency of the music effect. A Finale takes a swift action to use.
The term "music effects" applies to both Bardic and Seeker music.


Fast Concentration (Ex): A Seeker of the Song has learned to use the power of the music within her to help maintain the effects of her music without as much effort required on her part. A Seeker of the Song with this ability may concentrate on a music effect as a move action. This does not reduce the time required to start using a music effect. No more than one music effect may be maintained at once, even with this ability.
At level 4, music effects may be maintained as a free action. The limit on the number of music effects that can be maintained at once still applies.

Dual Songs (Ex): A Seeker of the Song of 2nd level or higher can choose to use two types of music effects and gain the benefits of both. The seeker chooses two music abilities and activates both using the same standard action. If either or both require concentration, the seeker may concentrate on them both as if they were a single song. If one of the songs ends, another song may be started as a standard action and be dualed with the still ongoing song. This allows the 2 music effects to be used and concentrated on at once. The normal stacking rules for bonus types apply to music effects combined with this ability.

Musical Empowerment (Su): The music of a Seeker of the Song of 3rd level or higher contains the raw energy of the universe, and empowers those who can hear it. This provides bonuses to all allies within 60' of the seeker whenever she uses any music effect. This ability also effects the seeker herself.
Armor: At 3rd level and higher, the power of the universe forms an invisible barrier around the seeker and his allies, protecting them from harm. This ability grants a bonus to Armor Class equal to half the level of the seeker using the ability.
Protection: At 6th level and higher, an intangible force surrounds and guides the seeker and his allies, guarding their minds and bodies. This ability grants a bonus to all saves equal to half the level of the seeker using the ability.
Prowess: At 9th level and higher, a great feeling of power rises through those who hear the seeker's music, as the seeker causes their inner fire to burn brighter than ever before. This ability grants a bonus to attack rolls equal to half the level of the seeker using the ability, and a bonus to caster level equal to a third of the level of the seeker using the ability.

Sudden Finale (Ex): At 5th level, a Seeker of the Song may activate a Finale as an immediate action instead of a swift. This ability may not be used with Grand Finale.

Interlude (Ex): At 6th level, a Seeker of the Song may pause the use of a song for a number of rounds up to their Seeker level. During this time, the Seeker does not need to concentrate on the song, but its effects will no longer apply. A Seeker may start a new song during this time, although they may end the song when the Interlude is over. After the Interlude ends, the Seeker may carry on with the paused song as if there had been no break. No rounds of duration are lost, seeker music stays at the same potency, etc. The Seeker does not need to carry on performing the song after the Interlude; however, if they do not carry on with the song as soon as the Interlude ends, then they are treated as if they had stopped the performance. A Seeker may only use this ability once per use of a musical effect.

Grand Finale (Ex): At 7th level, a Seeker of the Song may cause a crashing, mighty end to her performance. A Seeker using this ability may use multiple finale effects simultaneously. A Seeker may finale 2 songs at once by using a standard action, or 3 songs at once by using a Full round action.

Extra Song (Ex): At 8th level, a Seeker of the Song may concentrate and maintain an additional music effect. The music effect must be started as a standard action, and concentrated on by using a move action each round. This music effect does not count towards the limit of music effects that may be maintained at once.

Primal Tone (Su): A Seeker of the Song of 10th level has mastered the power of the primal music, and can now use her powers greater than ever before. She gains the benefit of the Words of Creation feat, regardless of her alignment, and does not take non-lethal damage when using it. Her Seeker Music effects also increase in potency twice as fast, increasing by 2 rounds every round she concentrates.


Seeker Music:
Any effect which refers to level uses the character's levels in Seeker of the Song. The bonuses from Seeker music apply to the Seeker in addition to his allies. The number of rounds Seeker music lasts counts as 4 if it lasts longer than 4 rounds.

Hasteful Travel: The Seeker starts to produce an increasingly fast paced tune, which boosts his allies in speed.
Round 1: Increases the speed of all allies within 60' by 10'
Round 2: Increases the speed of all allies within 60' by 20'
Round 3: Grants all allies within 60' Haste
Round 4+: Grants all allies within 60' Haste and the ability to take 1 extra move action on their turn.
Finale: The seeker teleports herself and all allies within 30' a distance up to 5' for every round the effect has lasted/level in any direction, as the Dimension Door spell. The allies need not travel in the same direction as each other; they are each teleported individually. They do not need to end up within 30' of each other.

Wall of Fire: The Seeker performs a strong spirited, fiery ballad, summoning up a fierce barrier of flames to protect her and her allies.
Round 1: Creates a barrier of fire up to 5' by 10' in size that deals 1d6 fire damage/level to every enemy passing through. Any enemy who stays inside the wall takes damage as if he was passing through each round.
Round 2: Creates a barrier of fire up to 10' by 20' in size that deals 1d10 fire damage/level to every enemy passing through. Any enemy who stays inside the wall takes damage as if he was passing through each round.
Round 3: Creates a barrier of fire up to 15' by 30' in size that deals 2d6 fire damage/level to every enemy passing through, and 1 damage/level per round to all enemies within 5' of the wall. Any enemy who stays inside the wall takes damage as if he was passing through each round.
Round 4+: Creates a barrier of fire up to 15' by 30' in size that deals 2d10 fire damage/level to every enemy passing through, and 2 damage/level per round to all enemies within 10' of the wall. Any enemy who stays inside the wall takes damage as if he was passing through each round.
Finale: The wall of fire bursts outwards, creating a powerful explosion that deals 1d6 fire damage per round the effect has lasted/level to every enemy within 5'/level of the wall.

Breath of Life: The Seeker performs a soothing melody which enhances the effect of healing spells in the area.
Round 1: All healing within 60' heals an additional 1 hitpoint per die.
Round 2: All healing within 60' heals an additional 2 hitpoints per die.
Round 3: All healing within 60' is empowered.
Round 4+: All healing within 60' is maximised.
Finale: The seeker unleashes a single, profound note that causes all allies within 60' to gain Fast Healing equal to the number of rounds the effect lasted/level, for a number of rounds equal to half the Seekers level.

Haze of Ice: The Seeker makes a cold, chilling piece of music that summons tiny ice crystals in the air. This music ability effects an area 5/level'*5'/level, the centre of which is designated by the seeker. The centre of the area must be within 10'/level of the seeker at all times, or the effect ends.
Round 1: The effected area reduces enemies to half their normal movement speed.
Round 2: The effected area counts as difficult terrain for all enemies.
Round 3: The effected area counts as difficult terrain for all enemies and deals 1 cold damage/level each round to all enemies within the area.
Round 4+: The effected area counts as difficult terrain for all enemies and deals 1d6 cold damage/level each round to all enemies within the area.
Finale: The ice crystals in the air sharpen into shards, and strike at your enemies. This ability deals 1d6 cold damage per round the music effect lasted for/level to all enemies within the effected area.

Spelldeath Chant: The Seeker's music is insulating to the forces of magic, dampening their effects and making it difficult to use.
Round 1: All spells and SLAs within 60' have a 20% chance to fail and have no effect.
Round 2: All spells and SLAs within 60' have a 50% chance to fail and have no effect.
Round 3: In addition to the above effect, any spellcaster within the area must make a caster level check that beats your perform modifier in order to cast a spell.
Round 4+: In addition to the above effect, all spells and SLAs cast within or entering the area have their variable, numeric effects reduced by 50%, and their save DCs reduced by 4.
Finale: The seeker lets loose a shrieking note that removes and disables spells and effects. Every person and object within 60' of the seeker is affected by a Targeted Dispel (Caster Level is equal to the Seekers ranks in the perform skill). In addition, every person and object within 60' of the seeker is treated as if being in an Antimagic Field for a number of rounds equal to half the Seekers level*the number of rounds the music effect lasted for. This means that they cannot cast or be effected by any spells or magic items for the duration of the effect.

Lightning Field: The seeker produces a snappy, sharp beat that causes lightning to manifest itself around her companions.
Round 1: All allies within 60' of the Seeker are covered with a lightning field, dealing 1 electricity damage/level to every enemy who successfully attacks them.
Round 2: All allies within 60' of the Seeker are covered with a lightning field, dealing 1 electricity damage/level to every enemy who successfully attacks them and granting them partial concealment.
Round 3: All allies within 60' of the Seeker are covered with a lightning field, dealing 2 electricity damage/level to every enemy who successfully attacks them and granting them partial concealment.
Round 4+ All allies within 60' of the Seeker are covered with a lightning field, dealing 3 electricity damage/level to every enemy who successfully attacks them and granting them total concealment.
Finale: The lightning fields discharge themselves into bolts of energy, striking nearby enemies. All enemies within 20' of anybody who is charged with a lightning field take 1d4 electricity damage/level. Enemies may be hit by multiple bolts from different lightning fields; the damage stacks.

Great Protection:The seeker's music gives out a deep, bass pitch, providing a defensive boon to her allies. All of the effects of this music effect are cumulative; the bonuses gained from new rounds of concentration do not end the bonuses of previous rounds of concentration.
Round 1: All allies within 60' gain the benefit of a Mind Blank spell.
Round 2: All allies within 60' gain the benefit of a Protection from Evil spell, with the changes that it provides no save or armor class bonus, and effects all alignments.
Round 3: All allies within 60' gain the benefit of a Death Ward spell.
Round 4: All allies within 60' gain Spell Resistance equal to your performance modifier (This resistance may be lowered at will by those affected, as always).
Finale: The Seeker provides a deep booming sound, which causes a forcefield to be raised around her allies, forcing enemies away. All enemies within 10' of any allies within 60' of the Seeker are moved away from the ally until they are more than 10' away. Forcefields appear around the effected allies, with a radius of 10'. This forcefield is treated as a hemispherical wall of force, with the following exceptions: It is centred on each ally, and moves with them as they move. As such, it never restricts their movement. It cannot be used to move enemies; enemies may not move forward into or attack through the forcefield, but they are not moved away, and may attack if they end up adjacent to a protected character. However, if distance was then put between them, the enemy would no longer be able to attack. This forcefield lasts for a number of rounds equal to half the Seeker's level*the number of rounds the music effect lasted for.

Acid Whirlwind: The Seeker makes a noise gradually rising in pitch, which summons a tornado of acid which may be moved around by the Seeker. The whirlwind has a size of 15' by 15', and may be moved up to 30' each round by the Seeker as a free action, or up to 60' each round as a move action. Any enemies who start their turn in the centre of the Whirlwind take double the listed damage.
Round 1: The Whirlwind deals 2 Acid damage/level to all enemies who begin their turn inside the whirlwind.
Round 2: The Whirlwind deals 1d6 Acid damage/level to all enemies who begin their turn inside the whirlwind, and gives a -4 penalty to spot and listen checks.
Round 3: The Whirlwind deals 1d8 Acid damage/level to all enemies who begin their turn inside the whirlwind, and gives a -4 penalty to listen checks and blinds any enemies inside the whirlwind.
Round 4+ The Whirlwind deals 1d10 Acid damage/level to all enemies who begin their turn inside the whirlwind, and blinds and deafens any enemies inside the whirlwind.
Finale: The Whirlwind spins into a frenzy, dispersing itself into the surrounding area. All enemies inside the Whirlwind take 1d4 Acid damage per round the effect lasted/level, and all enemies within 40' of the Whirlwind take 1d6 Acid damage/level. In addition, all enemies who take more than 4 damage are nauseated for a number of rounds equal to the seeker's level. Any enemy within the centre of the Whirlwind takes 1d8 Acid damage per round the effect lasted/level, and are dazed for one round, in addition to the chance to be nauseated.

Burning Assault: The Seeker creates a powerful passion and force within the bodies and minds of all nearby allies, which manifests through their weapons.
Round 1: The weapons of all allies within 60' are treated as having the Flaming property, although the damage is untyped and stacks if they already have the enhancement.
Round 2: The weapons of all allies within 60' are treated as having the Flaming Burst property, although the damage is untyped and stacks if they already have the enhancement.
Round 3: The weapons of all allies within 60' deal an additional 1 untyped damage/level.
Round 4+: The weapons of all allies within 60' deal an additional 1 untyped damage/level, and extra damage is caused on a critical. This extra damage is equal to 1 damage/level if the Critical multiplier of the weapon is x2, 2 damage/level if the Critical multiplier is x3, and 3 damage/level if the Critical multiplier is x4.
Finale: With a triumphant, wavering note, the weapons of the Seeker's allies become bursting with energy, waiting to release. The next successful hit made with the weapons (As long as it is made within a number of rounds of the finale being activated equal to the seeker's level) deals an additional 5 untyped damage per round the effect lasted/level.

Sonic Burst: The Seeker releases a steadily rising crescendo, which beats with the pulses of every living being. All of the effects of this music effect are cumulative; the penalties applied from new rounds of concentration do not end the penalties of previous rounds of concentration.
Round 1: All enemies within 60' are deafened.
Round 2: All enemies within 60' are blinded.
Round 3: All enemies within 60' are nauseated.
Round 4+: All enemies within 60' are paralysed.
Finale: The Seeker uses the tune to create a resonance inside the bodies of a number of creatures, causing them to implode. Incorporeal and Gaseous creatures are still effected; their bodies simply disperse into their base particles. The seeker makes a perform check. A total number of HD of creatures equal to twice the perform check may be effected by this ability.

Melamoto
2009-09-16, 03:17 PM
Shameless self bump.

Melamoto
2009-09-17, 02:57 PM
Could I at least have a "This idea isn't very good or original"? Any response at all?

Melamoto
2009-09-19, 08:18 AM
Ok, you win. Last bump before I forget I ever made this thread.

Draken
2009-09-19, 08:47 AM
Well.

It's a nice class. Relatively strong I suppose, stronger than the original Seeker as well.

But the seeker of the song is a fine prestige class, I believe, as such making a stronger version of it does not equal to a good thing.

That said, Finales are a nice mechanic, I personaly liked the refrains however, and seeing them gone is a bit of a downer. But a few of the finales (namely the Lightning Field one) have interesting mechanics.

Also, your 'seeker musics' don't have names that make someone think of music at all. They are sort of generic, actually.

Speaking of generic. Burning assault is burning in name only. It doesn't even actualy deal fire damage. I know everyone says fire is useless at high levels, but that is really an exageration. In dnd pvp, in particular, it is the very opposit,e no one cares about fire and protects itself against sonic, making fire completely viable and sonic fairly pointless.