View Full Version : Non-supernatural Bard

Batpope Scott
2012-03-09, 04:08 PM
My intent is to make a bard-like class that works in an absolute no magic environment. Constructive criticism is greatly appreciated as this is my first attempt making a class. :elan:

____________Acolyte of the Arts


Art is known to all cultures. Entertainers and artists have existed almost as long as the intelligent races. Acolytes of the Arts are that long artistic history come to life. Wanderers by nature, the acolytes travel across the world finding new ways to practice their art and bringing their art across the world.

Acolytes can be called to service as entertainers, diplomats, and on the rare occasion even spies as the performing arts make one easier to accept into a group. Sometimes an acolyte will consider intrigue as another "Art" he or she must master and become a politician or leader of a group.

Adventures: Acolytes of the Arts are naturally adventurers as art is found in many places in the world. Typically an acolyte will jump at the chance to show their art to the world or acquire funding to do so. An acolyte almost always chooses to be around others when traveling because the trials and tribulations of a soul makes for beautiful art.

Characteristics: Helping out the party with his buffs is an acolyte of the arts main use in combat, telling tales and singing songs to inspire his allies or shake his foes. The acolyte is also highly skilled in many areas and isn't untrained with a blade which could be used as support. Unfortunately his relatively low hit points compared to the martial classes leaves him rather frail for melee and as such many take up ranged combat.

Alignment: Art can take many forms and so can it's acolytes. Acolytes of the arts may be of any alignment, but favor chaos over law because art is only true when allowed to fly free.

Religion: Acolytes favor gods of creation for their respective arts but any god has art within it's religion taking forms as diverse as the worshipers.

Background: Acolytes are merely the most devoted of an art so it is not necessary to learn their skills from another acolyte. Any performer can teach them an art and it is their duty to perfect it.

Races: Acolytes can come from any race but elves, humans, and gnomes have particular love for art. Dwarves Have longstanding oral traditions and even orcs and half orcs count acolytes among themselves in the form of war chanters.
Among the savage humanoids the centaurs are the most common to be one so devoted to art.

Other Classes: It is needless to say that bards and acolytes have many different opinions about one another. Acolytes sometimes see them as powerful allies for the cause of the continuation of their art or may see them as imposters that dabble in sorcerous abilities for power. Martial characters feel that acolytes are worth keeping due to the acts of prowess and bravery they are known to inspire, and spell casters are glad to save their spells for purposes other than buffs.

Role: The acolyte inspires their allies and demoralizes their foes so as to tip the scales in their favor. High amount of skills make the acolyte greatly useful out of combat and due to charisma being a much needed ability score they are commonly in the role of "face" for the party.

Game Rule Information
Acolytes of the Arts have the following game statistics.
Abilities: Charisma is undoubtedly the most important for perform skills and saves on the acolytes abilities, and intelligence is great for obtaining said skills. Constitution will boost hit points and fortitude saves which is almost necessary if he or she plans to be in the heat of battle. Dexterity helps your AC and Reflex saves so it is helpful for combat and some skills as well.
Alignment: Any.
Hit Die: d8
Class Skills
The acolyte of the arts class skills are Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Craft(Int), Decipher Script(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Gather Information(Cha), Hide(Dex), Jump(Str), Knowledge (All skills, taken individually) (Int), Listen(Wis), Move Silently(Dex), Perform(Cha), Profession(Int), Sense Motive(Wis), Sleight of Hand(Dex), Speak Language(N/A), Swim(Str) ,Tumble(Dex)
Skill Points at 1st Level: (8 + Int Modifier) x 4
Skill Points at Each Additional Level: (8 + Int Modifier)

Level---Will------Bab--------------------------Themes known
1st +0+2+0+0 Symphonies,Energico +1,-------0/0
2nd +0 +3 +0+1 Talented Performer--------1/0
Minor theme
3rd _+1 _+3 _+1+2 Major theme +1--------1/1
4th +1 +4 +1 +3 Adagio, -----------------2/1
5th +1 +4 +1 +3 Bonus Feat-------------2/1
6th +2 +5 +2 +4 Practiced Artist----------3/2
7th +2 +5 +2 +5 Bonus Feat---------------3/2
8th +2 +6 +2 +6/1 Major theme +2,Energico+2-----4/2
9th +3 +6 +3 +6/1 Bonus Feat----------------------5/3
10th+3 +7 +3 +7/2 Rondo---------------------5/3
11th+3 +7 +3 +8/3 Bonus Feat ------------------5/3
12thh+4 +8 +4 +9/4 Hidden Theme---------------6/3
13th+4 +8 +4 +9/4 Major theme +3----------6/3
14th+4 +9 +4 +10/5 Energico +3------------------6/4
15th+5 +9 +5 +11/6/1 Bonus Feat, Hymn of Heroism--7/4
16th+5 +10+5 +12/7/2 --------------------------7/4
17th+5 +10+5 +12/7/2 Supreme Theme--------------7/4
18th+6 +11+6 +13/8/3 Major theme +4-------8/4
19th+6 +11+6 +14/9/4 --------------------------8/4
20th+6 +12+6 +15/10/5 Maestro, Energico +4--------8/5

Class Features
All of the following are class features of the acolyte of the arts.
Weapon and Armor Proficiency: An acolyte of the arts is proficient with all simple weapons and the Handaxe, Longsword, Rapier, Sap, Short Sword, Shortbow. and Whip. Acolytes of the arts are proficient with light and medium armor and shields (except tower shields).

Lore(Ex): An acolyte of the arts picks up a lot of stray knowledge in their travels. This ability functions as the bard's bardic knowledge class feature, using the acolyte of the arts class level in place of their bard level.

Talented Performer: An acolyte of the arts gets Skill Focus as a bonus feat for a perform of his choice at second level.

Themes: An acolyte gains the ability to send a message through his music that helps him inspire his allies (Including themselves). Starting a theme takes a swift action and requires you to be currently playing music. If you start a minor theme, you can start a major theme as a free action or vice verse. The effect of a theme affects all allies within 60ft that can hear the acolyte play. The effect is dismissed when the acolyte stops playing or when they start another theme.

Minor Theme: An acolyte of the arts can add a theme to his music that furthers his ability to inspire with his art. At second level an acolyte gains the ability to add any one of a number of themes he knows to his music while performing. The acolyte need not be performing a symphony, but he must be using a perform skill to be use the effects granted by his themes. His number of themes known increase as he gains levels and are shown on the table. A theme allows all within its effect to add the acolytes charisma modifier to different rolls depending upon theme.

Great Skill: Rolls to confirm critical hits.
Tactical Prowess: Rolls to Disarm, Trip, Bull Rush, and Sunder.
Great Fortitude: Fortitude saves.
Unbreakable Will: Will saves.
Cat-like Reflexes: Reflex saves.
Genius Defense: Armor Class against attacks of opportunity.
Masterful Persuasion: Charisma checks and Charisma-based skill checks.
Supreme Resistance: Constitution checks and Constitution-based skill checks.
Grace of the Wind: Dexterity checks and Dexterity-based skill checks.
Wit of a Fox: Intelligence Checks and Intelligence-based skill checks.
Heroic Strength: Strength checks and Strength-based skill checks.
Sage's Wisdom: Wisdom checks and wisdom-based skill checks.

Major Theme: Like the minor theme, a major theme may be added alongside its lesser into an existing piece while the acolyte is playing, the effect of this is a +1 bonus on certain rolls as determined by the theme chosen. This bonus increases by +1 at eighth level and ever five levels after that, ending at a +4 at eighteenth level.

Strike True: Melee Attack Rolls
Destroy Your Foe: Damage Rolls
Defense Above All Else: Armor Class
Make Haste: Speed 5ft per +1
Resist All Calamity: Saving Throws
Aim as an Eagle: Ranged Attack Rolls

Bonus Feat: An acolyte of the arts gets a bonus feat at fifth, seventh, ninth, eleventh, and fifteenth. This feat must be chosen from the following list. Skill Focus, Negotiator, Persuasive, Stealthy, Nimble Fingers, Quick Draw, Run, Iron Will, Lightning Reflexes, Investigator, Deft Hands, Deceitful, or Improved Initiative.

Practiced Artist: At sixth level an acolyte of the arts can take ten on any perform or craft check even while threatened. They also receive a +2 bonus to all craft and perform skills they have ranks in. If the acolyte later puts ranks in an eligible skill they did not have ranks in before they receive the +2 bonus then.

Hidden Theme: At 12th level an acolyte can mix multiple themes into a song to make it truly an inspirational masterpiece. An acolyte with this ability can meld two minor themes into the same performance. When you activate one, you get both it and the major theme activated in one swift action.

Supreme Theme: The mastery of utilizing the powers of themes has become second nature and allows even greater control over the hearts and minds of the audience. At 18th level an acolyte may utilize two major themes at once.

Maestro: True mastery of the arts has been achieved, but there is still more to learn. An acolyte of the arts who achieves 20th level gains a further +2 bonus on perform checks and may take 20 on a perform check in any situation.

Symphonies: Once per day per class level an acolyte of the arts can perform in such a way that it affects those around them and inspires their allies or demoralizes their enemies. Each ability requires a minimum acolyte of the arts level and a minimum amount of ranks in a perform skill to qualify. If the acolyte does not have enough perform ranks he does not gain the ability until he has the requisite ranks. Starting a symphony is a standard action. Some symphonies require concentration which means the acolyte must take a standard action each round to maintain the symphony each turn. Even when a symphony does not require concentration the acolyte cannot cast spells, activate spell completion items, or activate items by magic word. Just like with verbal components a deaf acolyte has a 20% failure chance when attempting a symphony. A failed attempt still uses up one of the daily uses of the ability. Deaf creatures are unaffected by any symphony effects.

Energico(Ex): An acolyte with 3 or more ranks in a perform skill can use song or poetics to inspire courage in his allies (including themselves), bolstering them against fear and improving their combat abilities. To be affected an ally must be able to hear the acolyte perform. The ally is affected for as long as he can hear the performance and five rounds afterwards. An affected ally gains a +1 morale bonus against charm and fear effects as well as a +1 morale bonus on attack and weapon damage rolls. At eighth level and every six levels afterwards this bonus increases by one. This is a mind affecting ability.

Obbligato(Ex): An acolyte with 3 or more ranks in a perform can use his music to cause one or more creatures to become fascinated with the performance. Each creature to be fascinated must be within 90 feet and able to see the acolyte of the arts. The acolyte must also be able to see the creatures. The distraction of a nearby combat or other dangers prevents the ability from working. For every three class levels above first the acolyte has he can target one additional creature with this ability. To use this ability the acolyte makes a Perform check. His check result is the DC for each affected creatures Will save against the effect. A failed will save causes the creature to sit quietly and listen for as long as the acolyte continues playing (Maximum of 1 round per class level). Each possible threat allows for a new will save. Any obvious threat such as someone drawing a sword, casting a spell or aiming a bow towards the creature breaks the effect. This is a mind affecting ability.

Forte(Ex) An acolyte with 3 or more ranks in a Perform skill can play loudly in an attempt to break the concentration of those around them. This ability requires concentration to be maintained. When using this ability anyone that is forced to make a concentration check rolls two dice and takes the worst result. Deaf creatures are unaffected by this ability

Adagio(Ex): An acolyte of at least fourth level and 7 or more ranks in a perform skill can soothe a fiery heart with his peaceful music. This ability acts as calm emotions except for the changes here. The calming effect is in a 30ft radius centered on the acolyte and all creatures to be affected must be able to hear the acolyte play and be able to see them. This ability lasts for 1 round per acolyte level.

Rondo:(Ex) An acolyte of 10th level or higher with 13 or more ranks in a perform skill can use music or poetics to inspire greatness in himself and one ally within 30ft, granting them extra fighting ability. For every three levels beyond ninth the acolyte can target one additional ally with this ability. To target an ally the ally must hear the acolyte perform. This lasts for as long as the acolyte performs and for five rounds thereafter. A creature affected gains two bonus hit dice (d10s), commensurate amount of hit points (Add the targets con mod to these hit dice), a +2 competence bonus on attack rolls and a +1 competence bonus on fortitude saves. The bonus hit dice count for determining effects such as sleep. This is a mind affecting ability.

Hymn of Heroics((Ex): An acolyte of 15th with 18 or more ranks in a Perform skill can inspire great heroism in themselves and one ally within 30ft, allowing them to fight bravely even against overwhelming odds. For every three acolyte levels after 15th the acolyte may inspire one additional ally. To be inspired the ally must hear the acolyte perform for a full round. A creature so inspired gains a +4 morale bonus on saves and a +4 dodge bonus on armor class. This effect lasts for as long as the acolyte performs and for five rounds thereafter.

Sgt. Cookie
2012-03-09, 05:02 PM
First off, have a free link to the table tutorials. [link] (http://www.giantitp.com/forums/showthread.php?t=205677)

Second of all, this just looks like a marshal, re fluffed as a performer. Not very helpful, I know, but that's all it appears to be.

Batpope Scott
2012-03-09, 11:16 PM
Yes, it was basically a mix of bard and marshal.