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View Full Version : Base Class Contest XVII - Heroes of Note: Keeping it Trill



Temotei
2013-04-01, 05:06 PM
Heroes of Note: Keeping it Trill

Welcome to base class challenge number seventeen! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of music; anything is possible, from muse to siren to the simple trumpeter, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on May 28th, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=257591). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

*Inhale*

*Blast!*

Temotei
2013-04-01, 05:08 PM
Base Class Name

Put an optional image of your class here (following da rules (http://www.giantitp.com/forums/announcement.php?f=15&a=67))!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

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

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

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

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

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

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

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

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

inuyasha
2013-04-01, 06:56 PM
The Black Parader

Image (http://fc04.deviantart.net/fs14/f/2007/095/9/1/A_Black_Parade_ish_Gerard_Way_by_ihni.jpg)

Now come one come all to this tragic affair, whipe off that makeup whats in is depair, so THROW ON THE BLACK DRESS MIX IN WITH THE LOT! You might wake up and notice your someone your not...
-Gerard way, the most famous of all black paraders

The master of melencholy music, the bardic necromancer, the dirger, the black parader goes by many names, and is known in many forms, but what they all have in common, is that they are frightening, and that is what they use to their advantage

Adventures: Black paraders adventure to spread music, mourning, sorrow, and make people realize that while reality may look like a happy world of sunshine...it isnt...its a cruel reality of pain, darkness, and sorrow, and black paraders often travel in groups (called parades of course) to let people know this.

Characteristics: Black paraders are experts at spreading fear, chaos, and music. They sing songs of sorrow, of mourn, of death, and do so, to simply spread fear.

Alignment: Good black paraders are rare, and neutral and evil black paraders are the most common, they can be of any alignment on the chaotic-lawful scale

Religion: Black paraders often follow no deities but those that do follow ones of despair and sorrow

Background: Usually a black parader is someone who spends their life studying and practicing to become a bard, but sometime before they actually become one, a tragic thing happens. Such things could include loss of a family member, wife, girlfriend, house, or maybe just living a horrible life itself.

Races: Humans are definitely the most common black paraders, but half elves, elves, and halflings can become black paraders as well. Black paraders among dwarves, gnomes, half orcs, or any of the tough or savage races are very rare.

Other Classes: Black paraders interact with bards strangely, for bards inspire courage, while the black parader spreads fear and depression, they treat eachother with respect, but not always with trust. They find fighters and barbarians to be shields from other people in combat, big, fleshy, damage causing shields. The way they interact with clerics and paladins is odd as well, clerics tend to treat them as other people would, but paladins feel a slight sense of unease around black paraders, wondering if they are truly evil, or just misunderstood. Spellcasters such as sorcerers and wizards react with indifference towards them but black paraders actually like them, adding a little bit of fire and destruction to the gloom and despair. Rogues tend to react to them the same as they do bards, liking them, but wishing they would be quiet in certain situations.

Role: The black parader is an odd one, instead of beefing the party like the bard, it weakens the enemy with fear, gloom, and manipulation of the enemies emotions

Adaptation: The DM could introduce a black parader as a party member, or as a support for the enemy, to make the party wonder what that is. Is it a bard? An evil cleric? A sorcerer? All three??

GAME RULE INFORMATION
Black paraders's have the following game statistics.
Abilities: Charisma, dexterity, and constitution are important for a dirger, the charisma increases his ability to use spells, the dexterity makes him be stealthy and not get hit, and constitution makes him stay alive in the most heated of battles
Alignment: Any non-good
Hit Die: d8
Starting Age: As bard
Starting Gold: As cleric

Class Skills
The Black Parader's class skills (and the key ability for each skill) are...Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+x

+2

+2
I don't love you -1, Welcome to the black parade


2nd

+1

+0

+3

+3
Disenchanted 1/day


3rd

+2

+0

+3

+3



4th

+3

+1

+4

+4



5th

+3

+1

+4

+4
Blood 1/day,


6th

+4

+1

+5

+5
Disenchanted 2/day


7th

+5

+2

+5

+5



8th

+6/1

+2

+6

+6
I don't love you -2


9th

+6/1

+2

+6

+6
The sharpest lives..., Blood 2/day


10th

+7/2

+3

+7

+7
Cancer 1/week, Disenchanted 3/day


11th

+8/3

+3

+7

+7
House of wolves 1/day


12th

+9/4

+3

+8

+8



13th

+9/4

+4

+8

+8
Blood 3/day


14th

+10/5

+4

+9

+9
I don't love you -3, house of wolves 2/day, Disenchanted 4/day


15th

+11/6/1

+4

+9

+9
House of wolves 2/day


16th

+12/7/2

+5

+10

+10



17th

+12/7/2

+5

+10

+10
Blood 4/day, house of wolves 3/day


18th

+13/8/3

+5

+11

+11
Dead!, House of wolves greater, Disenchanted 5/day


19th

+14/9/4

+6

+11

+11
Cancer 2/week


20th

+15/10/5

+6

+12

+12
Famous last words, I don't love you -4




Spells per day




Level
0
1
2
3
4
5
6


1st
2
-
-
-
-
-
-



2nd
3
0
-
-
-
-
-



3rd
3
1
-
-
-
-
-



4th
3
2
0
-
-
-
-



5th
3
3
1
-
-
-
-



6th
3
3
2
-
-
-
-



7th
3
3
2
0
-
-
-



8th
3
3
3
1
-
-
-



9th
3
3
3
2
-
-
-



10th
3
3
3
2
0
-
-



11th
3
3
3
3
1
-
-



12th
3
3
3
2
-
-
-



13th
3
3
3
3
2
0
-



14th
4
3
3
3
3
1
-



15th
4
4
3
3
3
2
-



16th
4
4
4
3
3
2
0



17th
4
4
4
4
3
3
1



18th
4
4
4
4
4
3
2



19th
4
4
4
4
4
4
3



20th
4
4
4
4
4
4
4








*provided a black parader has a high enough charisma to have bonus spells of that level to cast.

Spells Known As bard, because the table broke utterly and I don't feel like fixing it

Class Features
All of the following are class features of the Black parader

Weapon and Armor Proficiencies: Black paraders are proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Black paraders are proficient with light armor and shields (except tower shields). A black parader can cast spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a black parader wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass black parader still incurs the normal arcane spell failure chance for arcane spells received from other classes.


Welcome to the black parade (Ex):
You have experienced frightening tragedy, but you don't let that stop you, and as such you gain a +2 on all saves against fear effects

I don't love you (Sp):
A black parader with 3 or more ranks in a Perform skill can use song or poetics to inspire extreme depression and sadness and weakening them against fear and decreasing their combat abilities. To be affected, an enemy must be able to hear the black parader sing, and must fail a will save (10+1/2 HD+Cha modifier). The effect lasts for as long as the enemy hears the black parader sing and for 5 rounds thereafter. An affected enemy receives a -1 morale bonus on saving throws against charm and fear effects and a -1 morale bonus on attack and weapon damage rolls. At 8th level, and every six black parader levels thereafter, this penalty increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). I don't love you is a mind-affecting ability. This ability stacks if multiple black paraders are in concert

Blood! (Sp):
A number of times per day as indicated on the class chart, a black parader may create a song that influences its allies into feeling bloodthirsty and wanting to create a shower of blood, this also makes their enemies skin weaker and thinner, so for every round that a black parader sings and succeeds a perform check (DC 10+1/2 the HD of the strongest enemy within 30ft) all allies within 30ft gain the wounding property on their weapon. This lasts for a maximum of the black paraders class level divided by 2, and for three rounds after that.

The sharpest lives... (Ex):
At 9th level, you have experienced even more tradgedy than most people, your bonus to will saves against fear effects increases to +4, and all allies within 30ft of you are reminded of how tragic your past is, and gain the benefits of welcome to the black parade

House of wolves (Su):
Once per day as a standard action starting at 11th level, a black parader can make a perform check (DC 18) to summon a pack of Yeth hounds from a dark layer of hell, this pack is 1d4 yeth hounds+1 per 2 black parader levels (to a maximum of +8 at level 16). At 14th level the black parader can do this twice a day, at 17th level he can do this three times a day, and at 18th level this ability summons shadow mastiffs instead of yeth hounds. These summoned yeth hounds (or shadow mastiffs) last for 1 hour+1 per 2 black parader levels, and they do whatever the black parader wants, such commands can include command, stop, watch, scout, etc. While summoned, the yeth hounds seem to be singing with the black parader

Cancer (Sp):
A number of times per week as noted on the class chart, a black parader may use the contagion spell with a successful DC 15 perform check

Disenchanted (Su):
A number of times per day as indicated on the class chart, a black parader can make a DC 20 perform check to instantly remove one mind influencing effect or spell affecting anyone within 30ft by bringing them back to the real horror of reality instead of the pseudo reality created by magic. This is a standard action. They can also do this to themselves.

Dead! (Sp):
At 18th level a black parader gains the ability to make someone relive all the agony that they have ever felt, channeling it through their body. Once a day with a successful melee touch attack a black parader rolls a number of D8's equal to his character level, if these add up to the targets HP or more, the target dies instantly no save, if these do not, the target instead taked 5d8 points of damage no save.

Famous last words (Sp):
Starting at level 20 when a black parader dies, he goes out with a bang. When a black parader is reduced to a number of hit points to kill him (I.E. negative 10) the black parader says one final word, and as a free action, casts any one spell he knows. If he is revived because of this, he must still play any XP or expensive material component cost, the material component needed just vanishes as the spell is cast, and the black parader dies. If the last spell cast costed XP but does not revive the character, when the character is revived he has that much XP missing.
BLACK PARADER SPELL LIST
0-Cure minor wounds, Dancing lights, Daze, Detect magic, Flare, Ghost sound, Inflict minor wounds, Know direction, Light, lullaby, mage hand, open/close, prestidigitation, read magic, summon instrument
1-Animate rope, Bane, Cause Fear, Charm Person, Confusion (lesser), Cure light wounds, Detect secret doors, Disguise self, Erase, Grease, Hideous laughter, Hideous laughter, Hypnotism, Magic Mouth, Magic aura, Obscure object, Silent image, Sleep, Summon monster I, Undetectable alignment, Unseen servant, Ventriloquism
2-Alter self, Blindness/Deafness, Blur,Cure moderate wounds, Darkness, Daze monster, Detect thoughts, Enthrall, Hold person, Hypnotic pattern, Inflict moderate wounds, Invisibility, Minor image, Mirror image, Misdetection, Pyrotechnics, Rage, Scare, Shatter, Silence, sound burst, Suggestion, Summon monster II,
Summon swarm, Whispering wind
3-Blink, Charm monster, Clairaudience/Clairvoiance, Confusion, Crushing despair, Cure serious wounds, Deeper darkness, Deep slumber, Dispel magic, Displacement, Fear, Gaseous form, Geas (lesser), Haste, Illusory script, Inflict serious wounds, Invisibility sphere, Major image, Phantom steed, Scrying, Sculpt sound, Secret page, See invisibility, Sepia snake sigil, Slow, Summon monster III
4-Cure critical wounds, Detect scrying, Dimension door, Dominate person, Freedom of movement, Hallucinatory terrain, hold monster, Inflict critical wounds, Invisibility (Greater), Modify memory, Rainbow pattern, Shadow conjuration, Shout, Summon monster IV, Zone of silence
5-Dispel magic (greater), Dream, False vision, Inflict light wounds (mass), Mind fog, Mirage arcana, Nightmare, Persistant image, Shadow evocation, shadow walk, Song of discord, Suggestion (mass), Summon monster V
6-Analyze Dweomer, Animate objects, Charm monster (mass), Eyebite, Geas/quest, Harm, Inflict moderate wounds (mass), Irresistable dance, Permenant image, Programmed image, Project image, Scrying (greater), Shout (greater), Summon monster VI, Sympathetic vibration, Veil

bobthe6th
2013-04-01, 07:58 PM
Musician of the soul

Put an image of your class here!

Put a quote by or about a member of your class here!

Some settle for creating music with mortal tools and mortal hands. Others find that to truly call themselves musicians, they must look further. Incarnum is the force that binds the planes together, and it sings. The endless forces resonate, an ainchent tune that flows through everything. A song that is every song, all styles and all tones. When composers write they only take a thin color from the pure white light.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

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

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

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

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Octopusapult
2013-04-01, 08:27 PM
Orchestrator class is still in progress (I'll un-spoil it when it's finished.)


Orchestrator

<No relevant image>

The beat of war drums, the sound of a horn. Weapons in my arsenal of control and manipulation. You feel the way I want you to feel, you move the way I demand that you move. As pleasing as a fireball is to your eye, my crescendo is to your ears. And at least as deadly...

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

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

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

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

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Xhosant
2013-04-02, 04:02 PM
Themeweaver

Put an image of your class here (following da rules (http://www.giantitp.com/forums/announcement.php?f=15&a=67))!

All people have emotion, all drives and thoughts and acts can translate to emotion. Music has emotion, is emotion, and so at that it's just like acts and thoughts, and people. Where does this similarity end, if anywhere?

A Themeweaver is a person who understands music and sound as something with character, and vice versa. To him, if it doesn't have or describe a character, state or emotion (be it simplistic or intricate), it's not worthy of the name "Music" and his evaluation of the slightest tune revolves around this simple view.

Adventures: A Themeweaver seeks to savor the world. To depict a feeling, they must first sense it, and to make a real composition they need a person to be described. Adventuring is only natural to them, then, as an excuse to travel and an opportunity to throw themselves at danger (or towards greatness).

Characteristics: Causing overpowering emotion with a sound is among the lesser feats a Themeweaver can achieve. Thinking of an acquaintance, they can make a tune that encompasses their inspiration's very being. A master of the art can build a symphony describing (and inspiring) any character or virtue, grant a copy of one's very being to another through a symphony, or rouse (or rout) an army with but a chord. The way their craft inspires people is not linked to magic, so many of their compositions can be put on paper for a lesser (but still adequate) musician to reproduce.

Alignment: Themeweavers are spread on the good-evil axis rather fairly, not bound to either, but often veering from their side to taste the others, when that's harmless. They won't betray an ally (if good) or sacrifice themselves for the greater good (if evil), but a good Themeweaver may randomly act rudely and an evil one rarely skips a month without some acts of random kindness. Their attitude towards chaos and order is not that simple: their occupation is linked to formalizing (and thus "ordering") emotion, one of the most chaotic concepts. They often see the distinction as meaningless, thinking of chaos as a collection of weird "orders". Thus, they are usually either lawful or chaotic but never neutral, often even bluring the line between the 2.

Religion: Usually, but not always, Corellon Larethian, protector of music. That said, it's not rare (or strange) that they may wholeheartedly worship another deity, at least in attitude, for a small amount of time and regardless of the deity's alignment, if it matches what they're working on or intrigued by at the moment.

Background: A Themeweaver can be anyone which perceives music as a Themeweaver does and has the musical talent and passion to pursue its creation. Apart from that, no special training is required (or available), save for the very basic musical training.

Races: Any race that can produce and perceive music can give birth to a Themeweaver. Even a simple-minded race bent on destruction, such as kobolds and orcs, with their use of war drums and similar describe their nature perfectly. That said, a Themeweaver is more likely to emerge from someone brushing off a variety of characters, so many come from lands inhabited by humans (be they humans themselves or not).

Other Classes: Themeweavers can find themselves puzzled by any class that prefers fighting from a distance over the heat of melee, especially wizards and their calm and calculated casting. Exceptions exist, however, as a furious and energetic archer makes more sense to them than a calm and focused front-line warrior. They also value variety, so they are intrigued by people with powers they rarely see, and vice versa.

Role: The Themeweaver's role is to coordinate, inspire and bolster the party and to hinder or demoralize the enemy, often from the front lines. In an out-of-combat scenario, he helps understand and influence others and, on occasion, to predict their reactions and/or impersonate them.

Adaptation: The Themeweaver has little need for modification for most settings, although for a more "esoteric" version one may decrease the "mundane" part, perhaps replacing music with anything such as "one's essence/soul etc." and use an added, tailored skill instead of the perform skill.

GAME RULE INFORMATION
Themeweavers have the following game statistics.
Abilities: Charisma is the most important attribute of a Themeweaver, as it is linked to his perform checks and most of his powers. A high wisdom is also highly useful due to the necessity of Sense Motive. Finally, a constitution can help survive all the danger he tends to throw himself into.

Alignment: A Themeweaver cannot be or become neutral on the order-chaos axis (they don't "fall" if their nature changes, they just skip neutral all the way to the spectrum's other side). Also see "Order from Chaos" on class features.
Hit Die: d8
Starting Age: As bard
Starting Gold: As fighter

Class Skills
The Themeweaver's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con),Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Jump(Str), Listen (Wis),Move Silently (Dex), Perform (Cha), Sense Motive(Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

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

1st|
+0|
+0|
+2|
+2|Chord(1), Deduce Theme, Cantrips(2/day)

2nd|
+1|
+0|
+3|
+3|Buildup

3rd|
+2|
+1|
+3|
+3|Disharmony, Concert
4th|
+3|
+1|
+4|
+4|Infuse Essence, Instrumental Weapon

5th|
+3|
+1|
+4|
+4|Chord(1+1), Cantrips(3), Order from Chaos

6th|
+4|
+2|
+5|
+5|Chords II, Concert II

7th|
+5|
+2|
+5|
+5|Chords(2), Cantrips(4)

8th|
+6/+1|
+2|
+6|
+6|Concert III

9th|
+6/+1|
+3|
+6|
+6|Band Fight

10th|
+7/+2|
+3|
+7|
+7|Chords(2+1), Cantrips(5)

11th|
+8/+3|
+3|
+7|
+7|Infuse Life

12th|
+9/+4|
+4|
+8|
+8|Chord(3), Extra Chords II, Cantrips(6)

13th|
+9/+4|
+4|
+8|
+8|Manifest Instrument

14th|
+10/+5|
+4|
+9|
+9|Chords III

15th|
+11/+6/+1|
+5|
+9|
+9|Chords(3+1), Cantrips(7)

16th|
+12/+7/+2|
+5|
+10|
+10|-

17th|
+12/+7/+2|
+5|
+10|
+10|Chords(4)

18th|
+13/+8/+3|
+6|
+11|
+11|-

19th|
+14/+9/+4|
+6|
+11|
+11|Complete Chords

20th|
+15/+10/+5|
+6|
+12|
+12|Chords(5), Cantrips(8)[/table]

Class Features
All of the following are class features of the Themeweaver.

Weapon and Armor Proficiencies: All simple weapons, shortsword, longsword, rapier, handaxe, battleaxe, greataxe, scythe, all crossbows. Proficient with light and medium armor and light shields.
DM note: Past level 4, any other weapon that matches the character's... character, could be fair game, as dictated by you. Feel free to add proficiencies to the above list, even mid-game.

DEDUCE THEME(Ex): At 1st level, the Themeweaver learns their namesake ability. By observing a species (or person) he may deduce their "character", allowing him to later depict it in the form of music.

This is done on 3 "steps": Creature type, creature species(race, category etc.), and specific creature. Each step requires that the previous one be complete. Example given, assume a Themeweaver wants a specific Lich's melody. He will need to have found (or find, before working on the Lich) the melody of undead, then of Liches, and eventually of the Lich in question.

To observe a subject, he must make, as a free action, a successful Sense Motive check (DC: 10+(target's level or HD)/2) "targeted" at an act he has not observed the subject take before (for example fighting, leading an army, having fun, negotiating etc.). You get to see the result and if it was successful. On a success, you can add this to the melody (see below). On a failure, you may not retry with this subject in this instance of the act. You may only add something to a melody of any step (creature type, category, individual) if this act is already part of the step before (you can't analyze an Elf's way of fighting if you haven't analyzed the humanoid's way of fighting, even if you have analyzed Elven negotiations). The melody holds power over its target while it is taking an action you have added to the melody. If a person holds a facade (an undercover spy, for example) the melody also works for as long as the facade is in place.

Once an act has been observed during the day, with 1 hour of meditation or thought on a given target (or creature type etc.), you may add all successfully observed actions to the melody.

Cantrips: You can use simple magic, from the list given below. You may know a number of cantrips up to your highest Perform skill with an instrument and can use up to 2 of them per day, as a spontaneous caster. You are not affected by arcane spell failure due to armor you are proficient with, nor are you hindered for holding a weapon or instrument. Uses per day increase by one at levels 5, 7, 10, 12 15 and 20.

Available cantrips:
Dancing Lights, Detect Magic, Flare, Ghost Sound, Light, Lullaby, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Summon Instrument, Arcane Mark DM note: You may, on your discretion, allow any other cantrip to be learned, or even discovered, if it seems like good utility or matches the character's flavor.

Cords(Su): The Themeweaver's bread and butter, a simple sound to describe and inspire a similarly simple emotion or effect. Unless otherwise noted, any chord can be used as a swift, move, standard or full-round action (typically the highest dictated by either of the following factors). Only lesser chords can be played as swift actions, you can only play up to half your chords-per-cast (rounding up) as a move action, and you need a full-round action to include a greater chord. Also, as a swift action, chords may target you (optionally) and 1 more creature. As a move action, they target 2 creatures in addition to you, and so on for 4 targets plus you as a full-round action.

Any given creature may only be affected by the effects of one "playing" at a time (with some chords excluded from this, such as "Flight", "Elements" and "Blast", which is essentially an attack), meaning that if you want to induce the effects of 2 chords, they must be applied together. New chords replace old ones.

You may continue playing a set of chords from the previous round (as if playing them over again), refreshing their duration, but you cannot change anything about them while doing so. This does not consume a chord use (see bellow).

One can only play up to 5 sets of chords per encounter (but see the "Attention" chord). You may only play chords once per round, need an instrument in hand (and be able to use it) and provoke attacks of opportunity while doing so. Targets must be able to hear you and you must be aware of their presence. If they allow saving throws and unless otherwise noted, the DC is (d20+(relevant Perform skill/2)+cha).

As a standard action minimum, you may play a chord along with a theme you have previously deduced. The bonus this confers depends on the "step" of the melody and limit targets to the ones matching the melody:
Creature type: 1 extra target
Creature Species: 2 extra targets, +3 on save DC
Person:+5 on save DC, target hears you under any circumstances (range, deafness, Silence spell etc.).

At level 5, you can add undertones of another chord to the one you play, allowing you to use the lesser version of a second chord too. You may also swap a regular chord and a lesser chord for 3 lesser chords. The result constitutes a singe "Chord", so all "components" must target the same creatures.

At Level 7 you can weave 2 equal chords together in 1, allowing you to use 2 regular chords as described above. You may also play instead the greater version of a single chord in place of 2 regulars, but you must now spend 2 regulars for 3 lessers. The number of chords you can weave together continue to increase, for 2+1(2 regular, 1 lesser) at level 10, 3 at 12, 3+1 at 15, 4 at 17 and 5 at 20.

Chords list and number known below.

Buildup(Ex): At level 2, you learn how to build tension towards a chord, instead of simply playing it, only to release it at will. You may keep adding targets to your chords over several rounds by taking full-round actions, or lesser actions if they will suffice to add all targets you want added (but you may not continue to add targets in a round if you didn't take a full-round action the previous one). After that, you can sustain the built-up chord with a standard action each round or "release" it with a swift action, triggering its effects. Targets must be eligible to be targeted (aka able to hear you) from the time they are targeted to the release without interruption. If you stop sustaining a chord without releasing it for any reason, you cannot use chords for the next 2 rounds. You can't cast another chord during any of the rounds of the buildup, including the round of releasing it.

Disharmony: A false assumption about a person manifests as a disharmonious note when put on paper. Starting at level 3, if you try to deduce the theme of a person you made an opposed sense motive check against during the day, you make a Sense motive check with a +5 bonus. You realize every failure on opposed sense motive checks during the day against that person if the new check beats the person's original roll. Example:
Alice is a Themeweaver. Bob is an assassin hired to kill her with the alias "john", leading her to a trap. Bob bluffed for 17 to maintain that he's called John when greeted by an acquaintance as Bob, for 15 on that he's leading Alice to her destination, and for 12 on that he won the contract's up-front money from dice, beating Alice's sense motive every time. As they camp for the night, Alice decides to write something about him. She rolls 16, so now she knows that "John" didn't win the money on bets and that he's leading her astray, but she doesn't know he's called Bob.
Also, if you try to compose something about a person who was being impersonated at some point and you make "progress" both on the actual person and the impostor as the person, you realize the 2 can't be the same. Example:If Bob impersonates Bill, and Alice either Deduces Theme for the fake Bill while having worked on the real Bill, or vice versa, she knows one of the Bills is fake but not which is which.

Concert(Ex): With the proper preparation and circumstances, you can play for a crowd. Starting at level 3, you can deliver your chords to many by means of a concert. You get a +5 circumstance bonus. For every chord to be included you will need 15 minutes of preparation before the concert, and another 15 minutes of actual playing, the second uninterrupted (exceptions on discretion). You require a "stage", be it an actual stage, the most prominent table of the inn, a large tree stump in a clearing or anything else deemed sufficient. You also need the attention of anyone to be affected by your chords.

As of level 3, you can only play for up to 100 people, the presence of each and every one of which you must be aware of (or they're unaffected by your chords) and can use up to 3 chords (or substitute them for lesser and greater ones in the standard way, time requirements unaffected). At level 6, you no longer need to be aware of all your audience and the chord count rises to 5. At level 8, you can affect anyone that can hear you, no longer restrained by numbers, and use up to 8 chords. The chord count increases by 2 for every 3 levels after 8 (11, 14, 17 and 20).

Starting at level 4, you may put your concert to paper for you or another to perform. You require 30 minutes and 5g worth of ink and paper per chord, but anyone using your tabs no longer needs to spend time preparing for the concert, and anyone can play the tabs to full effect. If, however, the performer is not a Themeweaver, he must make the relevant Perform check with a DC of 10+3 per regular chord (or equal substitute) during preparation (no taking 10, but you can take 20) or have to restart the process, and they take a -5 penalty on the save DC. Some people that are aware of the Themeweaver's power may pay for, or seek, a piece written by him, not rarely to be used as an anthem or war-song.

Infuse Essence(Sp): Your melodies are as guidelines, telling you how to be that which they describe. Starting at level 4, you can infuse a disguise with the melody of its subject.

For a disguise of a given person, as long as the disguised takes actions you have observed and factored into your melody, he gets a +10 bonus on the disguise check. While acting against what you have deduced, he takes a -3 penalty, and when he stops taking observed actions anyone who failed their checks while he had the bonus can rerrol their checks.

For a generic disguise of a creature species of your own type, the disguise cannot fail while you take observed actions (automatic success, unless opposed roll is natural 20, in which case the 2 sides roll normally).

In every case, the disguise must have been possible without the bonus. Example:
Alice and her human partners impersonate a specific Elven ambassador and his elven servants during a reception. Alice, dressed as the ambassador, has thoroughly studied him negotiating, so while small-talking with other guests she enjoys a +10 bonus. When an enemy spy breaks in she finds herself fending him off, and since she hasn't seen the ambassador fight, the duke in her company gets a re-roll to recognize her without her having the +10 bonus, resulting in growing suspicious. When he tries to confront her later, she ignores him, something uncharacteristic of the ambassador, so everyone present get a roll against a -3 penalized disguise. All the while, her allies don't even have to roll, since they're taking care of servant duties, and Alice has observed Elven servants go about their business.
Instrumental Weapon: After 4th level, a Themeweaver can, by using a weapon they are proficient with and an instrument, plus the two's base value in gold and 4 hours of work, create a weapon they can produce music with. The details depend on setting and taste, it could be that one of the two is integrated on the other, that the instrument is magically bound to the weapon to ethereally manifest around it at will, that the instrument is used to "tune" and modify the weapon, as for a shield used as a drum, or anything else. Consult with your DM to see what goes
You can use the instrument with your highest Perform skill involving an instrument, regardless of what the instrument really is. Due to the peculiar nature of the instrument, "mundane" perform checks (such as those to amuse or make money) enjoy a +5 bonus. You suffer, however, a -5 penalty on perform checks linked to the class' skills when using it, decreased by 1 for every level of enhancement. This cannot become a bonus. Example:A +0 Drum-shield incurs a -5 penalty, a +3 Stringed Axe incurs only 2 points of penalty, and a +5 Harp-scythe incurs no penalty.
This weapon can be dismissed at will as a free action, disappearing, or summoned as a move action. You may only own 1 such weapon, and most vendors will be unwilling to purchase it (although an occasional collector of oddities might pay a small premium for it).

When using this weapon to attack, you can channel sound to empower your strike. You may use your charisma modifier instead of your strength one on the attack roll, you can add your charisma modifier and your Themeweaver level to the damage roll and you can opt to deal sonic damage instead of physical one.

Order from Chaos: Your peculiar occupation of "writing the manual" on emotion, a thing of chaos, has lead you to blur the lines between Order and Chaos. From level 5, for all intents and purposes except roleplaying, you are considered both. That means you can use magic devices, take levels in classes and be damaged by skills that require you to be either Chaotic or Lawful, but none that requires you're not one of the 2 (Nonlawful, nonchaotic, neutral good etc.).

Band fight(Sp): As your skill with music grows, your notes begin to make the world vibrate in ways not unlike those of magic... or the exact opposite ones. Starting at level 9, you can, once per day and as an immediate action, choose a caster. Until you do not spend a full-round action to sustain it or take damage higher than 5% of your maximum health in 1 attack, every time the caster tries to cast a spell you can make a spellcraft check, using your Wisdom modifier in place of intelligence, to recognize it (DC as of counterspelling rules). With a Perform check against the same DC and a -5 penalty if you failed to recognize the spell, you may counterspell it.

Initiating the band fight provokes attacks of opportunity, but sustaining it or counterspelling does not. Every 3 levels thereafter, the uses per day increase by 2, to a maximum of 7 at level 18.

Infuse Life(Sp): At level 11, your skill of helping someone impersonate another extends to inanimate objects. With a life-sized scarecrow, mannequin or other similar object, a number of reagents and delicate parts, for a total cost of 500g, and 8 hours of work, you can build a puppet that, once under the influence of Infuse Essence, will impersonate its charge and follow simple instructions, such as "find intel, deliver/fetch an item" or simply goes about the charge's business. The puppet can be given instructions from any distance via your instrument and reply/report information as instructed, as if via the Message cantrip, but without any of the limitations (unlimited range, obstacles don't matter etc.).

The puppet must impersonate an actual person. It mirrors the person's stats. It's disguise cannot fail and is unaffected by spells like True Seeing, but it immediately reverts to its true, undisguised form if commanded so (either instantly or when something happens), if confronted by the original, if harmed by intention (no superficial damage, such as touching a hot cauldron, or nonlethal one), if it "succeeds" to directly harm another (although the target takes no actual damage, the moment an attack connects and could deal damage the puppet reverts and the attack fails) or if it would find itself in a position where an actual person would not have the +10 bonus of Infuse Essence (unknown situation, or one where it acts against description). It can communicate to you for a minute after reverting and it can be brought back to "life" with an hour of work and repairs to any damage it may have sustained, after which it possesses memory of it's past "life". A single puppet may not assume a different identity than it's first.

Manifest Instrument(Su): You may now summon, at will, a musical instrument inseparable from you. This might take the form of an instrument that hovers in your vicinity, an ethereal instrument that simply is there when you try to use it or even a protrusion of your own body that works as an instrument and appears at will. As with Instrumental Weapon, you may use whatever Perform skill involves an instrument regardless of its actual form, and you may apply the offensive benefits of Instrumental Weapons to unarmed attacks (lethal or nonlethal damage at your discretion) as a touch attack that does not provoke attacks of opportunity. You do not get a bonus or penalty with it as with Instrumental Weapon.

Chord list and relevant rule details: Here. (http://www.giantitp.com/forums/showthread.php?p=15137524#post15137524)

malonkey1
2013-04-02, 07:05 PM
Rock God

Put an image of your class here!

"I WANNA ROCK!"
-Twisted Sister

The Rock God is the arbiter of musical truth. In many ways, they are like Bards, using the power of song to bolster their allies and weaken their foes. Their power, however comes from a naturalistic approach to truespeak, often called the "Power of Rock". A Ground Rule here is that I'm making a couple of minor tweak to Truenaming magic:


The DC to cast an Utterance is 15+(1.25*CR)
The Law of Sequence works differently: Now you may have multiple iterations of a given utterance, but no more than one iteration on any one target.


Adventures: Rock Gods tour the country, attracting groupies and fans, and melting faces. They can adventure for any reason they want! But usually, it's for the excitement.

Characteristics: Rock Gods are wild warriors of rock, with theability to bring people to tears and incite riots. They use an intuitive form of Truename Magic to get things rockin'.

Alignment: Rock Gods, due to their need to embrace the wild passion of their music, can not be Lawful. Aside from that, there is no limitation on their alignment.

Religion: Gods of luck, travel, and music are favorable to Rock Gods, as are gods of revelry. Some Rock Gods may pay lip service to evil deities, but it's usually just for the shock factor.

Background: Rock Gods have an almost innate ability to Truespeak, which they weave into powerful songs.

Races: Humans, Half-Orcs, Halflings, & Half-Elves, with their adaptability and/or party power, are well-suited to the life of a Rock God. Elves with a rebellious streak might do it to tee off their parents, and Ogres, Goblins, Orcs, and other savage beast are total metalheads, although their poor charisma and dull wit often give them a poor stage presence.

Other Classes: Rock Gods, being warriors of the Rock, often fit in well with their arcane counterpart, the Bard, and often gladly share tricks and riffs with each other. Wizards, Fighters, Rogues, and similar classes usually roll their eyes, or confuse them for Bards. Other Swordmage classes will look at them funny, but respect their martial and magical prowess. Truenamers think they're a bunch of yahoos.

Role: Rock Gods are skilled at aiding allies, and hassling foes, with their magic. Additionally, their truenaming and combat abilities make them well-suited to secondary casting and combat roles.

Adaptation: Maybe they're not Rock Gods. Maybe they're holy warriors of a god of magic or Truespeak (Change their Alignment). Maybe they're just Bards with a different type of magic.

GAME RULE INFORMATION
Rock Gods have the following game statistics.
Abilities: Charisma is invaluable for Truenaming, as well as some other class features. Strength, Dexterity and Constitution are important for survival. Intelligence, when used for skills, can also be helpful.
Alignment: Any Non-Lawful
Hit Die: d10
Starting Age:As Bard
Starting Gold: 6d4*10

Class Skills
The Rock God's class skills (and the key ability for each skill) are...
Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge[Any] (Int), Listen (Wis), Perform[Dance, Keyboard, Percussion, String, Wind, and Sing] (Cha), Profession (Wis), Sense Motive (Wis), Truespeak (Int, see below), Use Magic Device (Cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

ROCK GOD
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Evolving Mind|Crafted Tool|Perfected Map

1st|
+1|
+2|
+0|
+2|Power of Rock (Basic Riffs)|1|-|-

2nd|
+2|
+2|
+0|
+3||2|-|-

3rd|
+3|
+3|
+1|
+3|Power of Rock (Power Chord)|3|-|-

4th|
+4|
+3|
+1|
+4||4|-|-

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

6th|
+6/+1|
+4|
+2|
+5|Power of Rock (Whammy Bar)|6|2|-

7th|
+7/+2|
+5|
+2|
+5||7|3|-

8th|
+8/+3|
+5|
+2|
+6||8|3|-

9th|
+9/+4|
+6|
+3|
+6|Power of Rock (Belted Note)|9|4|1

10th|
+10/+5|
+6|
+3|
+7||10|5|2

11th|
+11/+6/+1|
+7|
+3|
+7||11|6|2

12th|
+12/+7/+2|
+8|
+4|
+8|Power of Rock (Held Note)|12|6|3

13th|
+13/+8/+3|
+8|
+4|
+8||13|7|4

14th|
+14/+9/+4|
+9|
+4|
+9||14|8|4

15th|
+15/+10/+5|
+9|
+5|
+9|Power of Rock (Anthem of Awesome)|15|9|5

16th|
+16/+11/+6/+1|
+10|
+5|
+10||16|9|6

17th|
+17/+12/+7/+2|
+10|
+5|
+10||17|10|6

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Power of Rock (Power Ballad)|18|11|7

19th|
+19//+14/+9/+4|
+11|
+6|
+11||19|12|8

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Power of Rock (Play 'Till Your Fingers Bleed)|20|12|8[/table]

Class Features
All of the following are class features of the ROCK GOD.

Weapon and Armor Proficiencies: Rock Gods are proficient with Light Armor, Shields (but not Tower Shields), Simple and Martial Weapons. They are also proficient with the use of their musical instruments as weapons, and take no penalty when doing so.

Truenaming: The Rock God uses a unique form of Truename Magic, weaving power into their songs. They learn their Utterances from the same lexica as the Truenamer, and their maximum Utterance level and Save DC are both determined from Charisma. The Rock God may substitute Charisma for Intelligence for the purpose of determining Truespeak Checks.

Table 2: Maximum Utterance Level Known
{table=head]Level|Primary|Secondary|Tertiary
1|1st|-|-
2|1st|-|-
3|2nd|-|-
4|2nd|-|-
5|2nd|1st|-
6|3rd|1st|-
7|3rd|2nd|-
8|3rd|2nd|-
9|3rd|2nd|1st
10|4th|2nd|1st
11|4th|3rd|1st
12|4th|3rd|2nd
13|4th|3rd|2nd
14|5th|3rd|2nd
15|5th|4th|2nd
16|5th|4th|3rd
17|5th|4th|3rd
18|6th|4th|3rd
19|6th|5th|3rd
20|6th|5th|4th[/table]

Power of Rock (Su): From the moment a Rock God picks up his instrument, he learns to wield powerful magics. The save for each of these abilities is equal to 10 + 1/2 your class level + your Charisma Bonus.

Basic Riffs: At level 1, you gain the ability to release sonic energy in a 30-ft. cone in front of you. To do so, make a DC-10 Truespeak Check. Every target caught in the cone takes 1d4 sonic damage + 1d4 for every 5 by which you exceed the check (you still deal the damage if you fail.) Targets can make a Reflex save for half damage. Additionally, you know your own personal Truename innately. This is a Standard Action which does not provoke attacks of opportunity, and you may not maintain this ability. Finally, on a critical hit, or when rolling a natural 20 on a Truespeak check to affect a target, you are treated as knowing their Personal Truename for a number of rounds equal to your Charisma Bonus.
Power Chord: At level 3, you gain a talent for harmonics, allowing you to make your allies' spells harder to resist, and your enemies' spells weaker. As a Standard Action which provokes attacks of opportunity, you may make a Truespeak check to speak a target's truename. If you succeed, you may add or subtract your Charisma Bonus from the target's Save DCs for spells, Spell-Like Abilities, and Supernatural Abilities, and add or subtract your Charisma score on the target's Caster Level Checks. You may maintain this effect as a move action, and the effect lasts for 3 rounds after you cease maintaining it.
Whammy Bar: At level 6, you learn to fluctuate your pitch, occasionally stumbling on a better harmony. When making a Truespeak check, you may choose to subtract 4 from your roll, and in exchange, you may roll 1d10 and add the result to your check.
Belted Note: At level 9, you have learned to really belt. Any damaging spells or utterances deal bonus damage equal to your class level. Additionally, those that deal damage in dice deal extra damage per die equal to your Charisma bonus (minimum +1)
Held Note: At Level 12, You can maintain features from this class that require a standard action with a move action, and effects that need a move action need only a swift action to maintain.
Anthem of Awesome: At level 15, you gain the ability to empower your allies with the Power of Rock. As a Standard Action which does not provoke attacks of opportunity, you may grant your Charisma Bonus as a bonus to AC, Attack, Weapon Damage, Skill Checks, and any other d20 rolls to all allies within 30 feet of you. Additionally, Allies also receive Fast Healing 3. In order for this ability to function, you must make a Truespeak check for each target as if attempting to use an Evolving Mind utterance on them.
Power Ballad: At Level 18, you gain the ability to power up magic with your music as a full-round action. By making a Truespeak check to speak a target's truename, you temporarily empower their magic. Any spells they cast are treated as if they have a metamagic feat(s) they possess with a total level adjustment up to 1/2 your Charisma bonus (minimum +1 level). The caster chooses which spells are affected with which feats, and this does not raise the level of the spell slot used for it. This effect lasts only as long as you maintain it (a Standard Action, regardless of Held Note).
Play 'Till Your Fingers Bleed: At level 20, you gain the power to sing a heart-wrenching and/or face-melting song. In order to use this ability, you must make a Truespeak Check for each target you wish to effect. For each target who is effected, they receive a bonus to all Ability scores equal to 1/2 your unmodified Charisma Bonus (that is, your Charisma bonus before counting items or nonpermanent effects, but still counting racial bonuses, inherent bonuses, and permanent magical effects), and are treated as if their Base Attack Bonuses are increased by your Charisma Bonus (but no higher than their hit dice). You may target yourself with this ability. Alternatively, you may reverse the effect, giving all targets a penalty to all ability scores equal to 1/2 your unmodified Charisma Bonus, and a penalty to Attack rolls equal to your Charisma Bonus. This can only be used once per day, and lasts for a number of rounds equal to your Charisma Bonus (minimum 2 rounds).

Amechra
2013-04-03, 08:35 PM
Living Song

A Picture is Here. (http://fc02.deviantart.net/fs19/i/2008/138/6/1/Journal__Music_by_AngellofFyre.jpg)

I am a song; I am frozen music, dancing through the world.

Watch me thaw.

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Living Song's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Music Form HP|Song Slots

1st|
+x|
+x|
+x|
+x|Musical Form, Song Aptitude, Whistle Lance (1d8)|
6|
-

2nd|
+x|
+x|
+x|
+x|Mystic Instrumentation (1st Level)|
9|
1

3rd|
+x|
+x|
+x|
+x|Whistle Lance (1d8, +1)|
12|
1

4th|
+x|
+x|
+x|
+x|Class Ability|
15|
2

5th|
+x|
+x|
+x|
+x|Whistle Lance (2d8, +1)|
18|
2

6th|
+x|
+x|
+x|
+x|Mystic Instrumentation (2nd Level)|
21|
3

7th|
+x|
+x|
+x|
+x|Whistle Lance (2d8, +2)|
24|
3

8th|
+x|
+x|
+x|
+x|Class Ability|
27|
4

9th|
+x|
+x|
+x|
+x|Whistle Lance (3d8, +2)|
30|
4

10th|
+x|
+x|
+x|
+x|Mystic Instrumentation (3rd Level)|
33|
5

11th|
+x|
+x|
+x|
+x|Whistle Lance (3d8, +3)|
36|
5

12th|
+x|
+x|
+x|
+x|Class Ability|
39|
6

13th|
+x|
+x|
+x|
+x|Whistle Lance (4d8, +3)|
42|
6

14th|
+x|
+x|
+x|
+x|Mystic Instrumentation (4th Level)|
45|
7

15th|
+x|
+x|
+x|
+x|Whistle Lance (4d8, +4)|
48|
7

16th|
+x|
+x|
+x|
+x|Class Ability|
51|
8

17th|
+x|
+x|
+x|
+x|Whistle Lance (5d8, +4)|
54|
8

18th|
+x|
+x|
+x|
+x|Mystic Instrumentation (5th Level)|
57|
9

19th|
+x|
+x|
+x|
+x|Whistle Lance (5d8, +5)|
60|
9

20th|
+x|
+x|
+x|
+x|Class Ability|
63|
10[/table]

Class Features
All of the following are class features of a Living Song.

Weapon and Armor Proficiencies: A living song is proficient in all simple weapons and light armor.

Musical Form (Su): You hold you breath for moments; the world hears your cantata flair through it, as you shudder out of your mortal shell and take on your glorious resplendent form.

At 1st level, a Living Song may take a swift action to adopt their so-called musical form.

Upon activating musical form, the Living Song's body disintegrates into the wind, and in their place appears an Unseen Servant (http://www.d20srd.org/srd/spells/unseenServant.htm) under direct control of the now-vanished Living Song. The Unseen Servant has HP equal to amount in the Music Form HP column of the table.

The Unseen Servant acts on the Living Song's initiative count, and the Living Song may only take actions that the Unseen Servant would otherwise be capable of taking, except that it is capable of making Perform checks with a DC higher than 10, using the Living Song's modifier in that Perform skill; it still is incapable of speech and visible activity, strictly limiting what Perform skills it may use.

In addition, as the Unseen Servant is made entirely of music, it produces a faint music distinctly discernible by any creature within 100 ft, which may take any form that the Living Song pleases. The Living Song may have the Unseen Servant take a Perform check in place of a Move Silently check to blend into any ambient music, assuming that it exists.

If the Unseen Servant would be destroyed due to damage, or would be subject to any effect that would dispel it, the Living Song reappears in its square, and suffers damage equal to the amount of damage that the Unseen Servant had taken over the course of the transformation. In addition, the Living Song cannot take a Swift action during the round that this effect ends.

The Unseen Servant cannot enter the area of an Anti-Magic field, Dead Magic area, or Silence effect, and is dispelled if such an area would be created with it inside of it.

The Living Song may choose to end this effect as if their Unseen Servant had been dispelled; they must do this on their initiative count.

Song Aptitude (Ex): You are made of music; it would be embarrassing if you weren't proficient in it.

A Living Song gains the Versatile Performer feat as a bonus feat, even though they don't meet the prerequisites. They base the number of Perform skills that they may select off of their Charisma instead of their Intelligence, and are treated as if they had a number of ranks in every perform skill equal to half their class level if they would otherwise have less.

Whistle Lance (Sp): AWESOMENESS.

Mystic Instrumentation (Ex): Music is inherently magical; therefor, you are inherently magical. It is fairly simple logic.

At 2nd level, a Living Song may duplicate the effects of the Speech and Glorious Noise cantrips (see spoiler) as part of speaking at-will as a free action; this replaces their normal ability to speak, and means that they are incapable of speech in an anti-magic field.

In addition, they may prepare both of those Cantrips in any of their song slots, affecting them with as many metamagic feats as they wish, though they may not be of a higher level than the spell level that is designated on the table. If they do so, they may cast them but the cantrips take their normal casting time.

A Living Song has a caster level equal to their class level, and is treated as if they were an Arcane spellcaster able to cast spells of the highest level that they are capable of using their Cantrips at for all purposes; they may treat their song slots as spell slots of the indicated level for all purposes.

CANTRIPS
Reserved for the Speech and Glorious Noise cantrips.

BelGareth
2013-04-04, 10:27 PM
The TreüthSyngër

https://lh4.googleusercontent.com/-cD7NDIZGWPQ/UV5U2MY2mtI/AAAAAAAADCg/mJg4kLguzaQ/s539/The+Tre%C3%BCthSyng%C3%ABr.jpg
With permission from SoulDa (http://soulda.deviantart.com/) of Deviantart.

Shhhhh! Listen little one, if you listen carefully, you can hear it, that's the song of the verse, the GodChord. Sway to its rhythm and it shall carry you!



There are those who seek to perfect their sword arm, and those who study dusty books for arcane power, and then there are those few, those plucky few, who laugh destiny in the face and would rather shoulder whimsy rather than a cloak through a storm. Those lucky rare gems, who seek the one truth of the verse, they seek the one thing that can soothe their souls and calm their ever dancing mind, they are the TreüthSyngër's. Men and women who have heard a glimmer of perfection, akin to the words of creation, seek the one thing that eludes them: the GodChord. The truth of creation, the song of reality itself, it lies underneath the weave and hums with power, chants with the sonnets of the arcane, and pulses with the rhythm of time. Once heard, the TreüthSyngër's find themselves pulled anywhere they can go to experience more of it, like an addict they seek it out in all places, hearing the song in the life of the land, of the planes, among every rock and every clime.

The GodChord is a bane and a blessing to those who seek it, those mortal minds who listen to it eventually go insane, finding themselves losing the ability to concentrate, to listen to anything other than the constant overture of the GodChord, until finally they succumb to its perfection.

Adventures: The very existence of adventuring lures the TreüthSyngër to find new concertos and symphonies of the GodChord, it is their addiction and required therapy to ease the pain of their slowly fracturing psyche.

Characteristics: The TreüthSyngër is a capable debuffer, and can utilize her array of invocations at will. They excel in a group with a strong front liner and acts well as a support type, acting as multiple roles for the party. TreüthSyngër's are all different, and the GodChord manifests for all differently, the only thing that is constant, is their eternal love for music. With some they are constantly murmuring, humming or whistling, others may always have the sound of faint charms about them, while others may have the constant beating of drums in their minds.

Alignment: Most TreüthSyngër are chaotic neutral or lean heavily towards that, good and evil do not come into their line of thinking, it is but the music and the music is chaos. At first. But as they progress, it may become something else, although all evidence to the contrary as all those TreüthSyngër who reach such heights are insatiably mad.

Religion: The Eladrin paragons always enjoy a TreüthSyngër, finding their lust for music cute in a mortal kind of way. Corellon Larethian also enjoys those champions of his who seek out the GodChord, as his love for music is only second to his children. TreüthSyngër's as a whole enjoy life, some find it wanting and are seeking for the GodChord more so than others, always drifting, never staying, they seem to be in an advanced state of psyche meltdown, which is a slow process, but for some, comes much faster.

Background: The easiest way, and perhaps most destined, is being exposed to the GodChord, whether by hearing it or be directly being affected by a TreüthSyngër. Others are sought out by the seemingly sentient primeval power, penetrating their dreams slowly, so that eventually, all they desire for is to listen to the GodChord, to seek it out and become one with it. There is speculation about whether or not the GodChord is the same thing as that the Seekers of the Song claim to seek, both groups vehemently state that they are not the same, but it could very well be that they are both portions of the same Symphony, two sides of the same coin.

Races: Any race is open to be a TreüthSyngër, although those races who generally lean towards the arts tend to make up the majority. Half orcs, Half Elves, elves and other half breeds fill the ranks, but there are those of all races, the GodChord does not discriminate.

Other Classes: Most classes enjoy the company of a TreüthSyngër, Bards especially, as they find a sense of camaraderie and instant Philadelphia, Marshals and stoic fighters, see their flighty ways as being unprofessional, and goodly classes of all kinds enjoy their abilities. Most steer clear of them at later levels, as their power to leave you fumbling for your tongue and stunned is legendary, and of course they turn insane.

Role: The social skills of a TreüthSyngër can be quite formidable, they can easily act as the party representative and take control of the situation, which befits their support nature of stand back and blast opponents with debuffs.

Adaptation: This class would be easily adapted to an evil subverted Seeker of the song, making it evil only, the madness would be quite an effective BBEG or evil NPC boss before the BBEG. Alternatively, the GodChord could be related to a specific deity, turning the class into a divine class, and all its powers stemming from the Gods constant song.

GAME RULE INFORMATION
TreüthSyngër's have the following game statistics.
Abilities: Charisma is the most important ability for a TreüthSyngër, Charisma determines how hard your GodChord and spell like abilities DC's. Dexterity and constitution increase your overall combat toughness and durability.
Alignment: Any Chaotic
Hit Die: d8
Starting Age: As Bard
Starting Gold: 4d4 × 10 (100 gp)

Class Skills
The The TreüthSyngër's class skills (and the key ability for each skill) 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), Intimidate (Cha), Jump (Str), Knowledge (all)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

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

1st|
+0|
+2|
+0|
+2| GodChord Blast 1d4, Cadence, Perfect Sonnet (1st skill), Invocation (least)|1
2nd|
+1|
+3|
+0|
+3| Maddening Song, Truths Protection |2
3rd|
+2|
+3|
+1|
+3| GodChord Blast 2d4|3
4th|
+3|
+4|
+1|
+4| Cadence |4
5th|
+3|
+4|
+1|
+4| GodChord Blast 3d4|5
6th|
+4|
+5|
+2|
+5| Eternal Overture, Invocation (lesser) |6
7th|
+5|
+5|
+2|
+5| GodChord Blast 4d4, Perfect Sonnet (2nd skill) |7
8th|
+6/+1|
+6|
+2|
+6| Cadence |8
9th|
+6/+1|
+6|
+3|
+6| GodChord Blast 5d4|9
10th|
+7/+2|
+7|
+3|
+7| Fearless Requiem |10
11th|
+8/+3|
+7|
+3|
+7| GodChord Blast 6d4, Invocation (greater)|11
12th|
+9/+4|
+8|
+4|
+8| Cadence |12
13th|
+9/+4|
+8|
+4|
+8| GodChord Blast 7d4, Perfect Sonnet (3rd skill)|13
14th|
+10/+5|
+9|
+4|
+9| Crazed Overture |14
15th|
+11/+6/+1|
+9|
+5|
+9| GodChord Blast 8d4|15
16th|
+12/+7/+2|
+10|
+5|
+10| Cadence, Invocation (dark) |16
17th|
+12/+7/+2|
+10|
+5|
+10| GodChord Blast 9d4|17
18th|
+13/+8/+3|
+11|
+6|
+11| Symphony of Everlife |18
19th|
+14/+9/+4|
+11|
+6|
+11| GodChord Blast 10d4, Perfect Sonnet (4th skill)|19
20th|
+15/+10/+5|
+12|
+6|
+12| Cadence, Godchord Blessing |20
[/table]

Class Features
All of the following are class features of the TreüthSyngër.

Weapon and Armor Proficiencies: TreüthSyngërs are proficient with all simple weapons, plus the shortsword, rapier, handaxe, flail, and shortbow. They are proficient with light armor but not with shields.

Because the somatic components required for TreüthSyngër invocations are relatively simple, a TreüthSyngër can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a TreüthSyngër wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including GodChord, have a somatic component). A multiclass TreüthSyngër still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Invocations: A TreüthSyngër does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the GodChords resonance. A TreüthSyngër can use any invocation he knows at will, with the following qualifications: A TreüthSyngër’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A TreüthSyngër is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A TreüthSyngër can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A TreüthSyngër’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A TreüthSyngër’s caster level with his invocations is equal to his TreüthSyngër level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the TreüthSyngër’s Charisma modifier.

Since spell-like abilities are not actually spells, a TreüthSyngër cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A TreüthSyngër begins with knowledge of one invocation, which must be of the lowest grade (least). As a TreüthSyngër gains levels, he learns new invocations, as summarized in the above table and described below. A list of available invocations can be found following this class description.

At any level when a TreüthSyngër learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a TreüthSyngër can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a TreüthSyngër can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a TreüthSyngër can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).

GodChord Blast (Sp): The first ability a TreüthSyngër learns is the GodChord Blast. The TreüthSyngër learns to manipulate the powerful eldritch song into forming a blast of sonic energy at his opponents. Some TreüthSyngër's form a sphere in their hands like master craftsman, others breath it out, and others sing it out, no two TreüthSyngër's are the same, as the GodChord is an ever changing ever shaping undertone to the reality of the verse.

A TreüthSyngër attacks his foes with the pure raw form of the GodChord, a sonic attack that imparts a portion of the primeval song to its target. The GodChord Blast is an orb with a range of 150 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. The GodChord Blast deals 1d4 points of sonic damage at 1st level and increases in power as the TreüthSyngër rises in level. The GodChord Blast is the equivalent of a spell whose level is equal to one-half the TreüthSyngër’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a TreüthSyngër reaches 18th level or higher.

The GodChord Blast ignores spell resistance and deals 2 x damage to objects. Metamagic feats cannot improve a TreüthSyngër’s GodChord Blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (GodChord Blast) increases the DC for all saving throws (if any) associated with a TreüthSyngër’s GodChord Blast by 2. See page 303 of the Monster Manual.

The GodChord Blast functions normally in an area of magically enhanced silence (as the silence spell for example).

Cadence (Su): The TreüthSyngër learns his most powerful ability, by tweaking the tones and rhythms of the GodChord he can make his Godchord blast affect the target in different ways.

At 1st level, and again at 4th and then every 4 levels thereafter, a TreüthSyngër can select one cadence. A cadence adds an effect to the TreüthSyngër's GodChord Blast ability. Whenever the TreüthSyngër uses his GodChord Blast, the target must make a Fort save or be subject to the affect for 1 round. The TreüthSyngër may choose to affect his GodChord blast with one affect he knows, and may change it upon using his GodChord blast ability, he may do this an unlimited amount of times per day. The DC for the affect is 10 + 1/2 his TreüthSyngër level + his Charisma modifier.

At 1st level the TreüthSyngër may choose from the following list:
Fatigued: The target becomes fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued).
Shaken: The target becomes shaken. (http://www.d20srd.org/srd/conditionSummary.htm#shaken)
Sickened: The target becomes sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened).
Dazed: The target becomes dazed. (http://www.d20srd.org/srd/conditionSummary.htm#dazed)
Fascinated: The target becomes fascinated (http://www.d20srd.org/srd/conditionSummary.htm#fascinated).
Entangled: The target becomes entangled (http://www.d20srd.org/srd/conditionSummary.htm#entangled).

At 8th
Deafened: The target becomes deafened (http://www.d20srd.org/srd/conditionSummary.htm#deafened).
Frightened: The target becomes frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened). Must already know the Shaken Cadence.
Exhausted: The target becomes exhausted (http://www.d20srd.org/srd/conditionSummary.htm#exhausted). Must already know the Fatigued Cadence.
Nauseated: The target becomes nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated). Must already know the Sickened Cadence.


At 16th

Cowering: The target becomes cowering (http://www.d20srd.org/srd/conditionSummary.htm#cowering).
Paralyzed: The target becomes paralyzed (http://www.d20srd.org/srd/conditionSummary.htm#paralyzed).
Panicked: The target becomes panicked (http://www.d20srd.org/srd/conditionSummary.htm#panicked). Must already know the Frightened Cadence.


Perfect sonnet (Ex): At 1st level the TreüthSyngër learns to apply the constant noise and chaotic harmony of the GodChord to the way he interacts with others, it also boosts his singing drastically, allowing the TreüthSyngër to sing in perfect melodies. The TreüthSyngër gains a +1 competence bonus to Perform(sing) for every 2 levels of TreüthSyngër he has.

In addition, the TreüthSyngër may use his bonus in Perform(Sing) in place of a chosen skill, at 1st, 7th, 13th and 19th level you may choose a skill from the following list: Bluff, Diplomacy, Disguise, Gather information, Intimidate, Handle Animal, Profession(singer) and Sense motive.

Maddening Song (Su): At 2nd level the TreüthSyngër gains some of the GodChord's blessings, the TreüthSyngër gains a bonus equal to his charisma modifier to all his saves up to a maximum of half his TreüthSyngër level. However with all things of the GodChord each blessing is a bane, the TreüthSyngër takes a -2 penalty to listen checks for each bonus to his saves from this class feature. The TreüthSyngër is so in tune with the GodChord that it is hard to hear anything else. (so at 2nd level, a TreüthSyngër with 18 Cha receives a +1 bonus to all saves and a -2 penalty to listen. At 8th, he would receive a +4 bonus to his saves and a -8 to listen.)

Truths Protection (Su): As the TreüthSyngër grows in power, the GodChord empowers him with the song of life and death, and protects its seekers with the sound of the song itself. At 2nd level, the TreüthSyngër gains a +1 deflection bonus to AC for every 4 levels of TreüthSyngër, as ethereal wisps of music bat away attacks. As all things of the GodChord, everything has a downside, the TreüthSyngër receives a -2 penalty to Concentration for each point of deflection bonus.

Eternal Overture (Su): At 6th level, the TreüthSyngër is able to use his GodChord blast to counter the effects of magical anti-sound effects. The TreüthSyngër uses his GodChord blast as a dispel magic affect, using his TreüthSyngër level as the caster level. If used to dispel an anti-sound affect, the normal affect of the GodChord Blast is subsumed.

At 12th level, he may use his GodChord blast as a Greater Dispel magic against anti-sound spells and affects.

Fearless Requiem (Ex): The TreüthSyngër heeds the eternal advice of the GodChord, wrapping his psyche within its powerful Capriccio embrace. The TreüthSyngër becomes immune to Fear. And as always, what emboldens the TreüthSyngër also comes with a price, the TreüthSyngër receives a penalty to Initiative equal to his Charisma modifier, as the TreüthSyngër pauses to listen to a particular verse.

Crazed Overture (Ex): At 14th level, you gain the slippery mind ability as the GodChord tightens its grip it has over your mind. This allows you to wriggle free from magical effects that would otherwise control or compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

As the GodChord wraps its living song around your mind, it caresses too close, changing you forever. You gain one of the following addictions:

{table=head]d%|Type|Affect
01-8|Food|You must partake of food if offered and eat 2 additional meals per day
9-16|Alchohol|You must partake of alcohol if offered and drink 6 drinks per day
17-24|Buying things*|You must buy something if able once per day
25-32|Lying|You must lie to everyone you meet at least once
33-40|Racism*|You harbor an extreme hatred for the chosen race
41-48|Sexism|You harbor an extreme hatred for the chosen sex
49-56|Smoking|You must always be smoking if able
57-64|Risk|You put yourself into risky situations
65-72|Attention|You must get the attention of at least 5 people every day if able
73-80|Authority|You crave authority in all forms
81-88|Gambling|You must gamble if able to do so for monetary gain
89-100|Kleptomania|You must steal something of monetary value if able to
[/table]
* = The DM can choose something appropriate, feathered hats, or Dwarves.
This list is subject to DM approval, per the maturity level of the game.

If the TreüthSyngër is does not do something (but is able) he suffers the negative effects of a Geas (http://www.d20srd.org/srd/spells/geasQuest.htm) as the spell. This addiction cannot be removed, even by a Miracle or Wish spell, it is forevermore a permanent facet of the character.

Symphony of Everlife (Ex): At 18th level, the symphony of the GodChord protects your very soul, preventing it from being corrupted or twisted by foul magiks. You gain immunity to energy drain and negative levels. The price of protecting your soul is the ever twisting of your mind, you gain another addiction.

GodChord Blessing (Ex): At 20th level, the TreüthSyngër has reached the pinnacle of his coexistence with the GodChord. As with all things, it is both a curse and a blessing. The grip upon your mind has come full circle and the GodChord refuses to allow you to relinquish your mortal body. Whenever you die, your body reforms 3 days later. Every time you reform, you must attempt a Will save with a DC of 10 + 1/2 your TreüthSyngër level + Charisma modifier + 5 per revival. A success means you reformed without incident, a failure indicates your mind finally cracking. If you fail, you become immune to all mind affecting spells and spell like abilities, Enchantement affects, Scrying, Telepathy and Charisma drain. Additionally, roll on the chart below to find out the form of psychosis that comes from your broken mind. Once you fail your check, you no longer reform when you die.

{table=head]d%|Mental Disorder Type
01–15|Severe Anxiety
16–20|Amnesia
21–25|Multiple Personalities
26–30|Short term memory
31–35|Manic/depressive
36–45|Extreme obsessive-compulsive disorder
46–50|Severe Paranoia
51–55|Extreme Delusions/hallucinations
56–70|quixotism (http://en.wikipedia.org/wiki/Quixotism)
71–80|Sleep (night terrors, sleepwalking)
81–85|Somatoform (http://en.wikipedia.org/wiki/Somatoform_disorder) (psychosomatic conditions)
86–95|Schizoid (anti-social)
96–100|Narcissism
[/table]

Invocations

Invocation List
1 Originally printed as a Warlock Invocation in Complete Arcane.
2 Originally printed as a Warlock Invocation in Complete Mage.
3 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
N New Invocation described below.

Least

All-Seeing Eyes2: As comprehend languages on written material, bonus on Search and Spot checks.
Aquatic Adaptation3: Breathe and use GodChord Blast underwater; gain swim speed.
Baleful Utterance1: Speak word of the Dark Speech and shatter objects as the shatter spell.
Beguiling Influence1: Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Breath of the Night1: Create a fog cloud as the spell.
Call of the Beast2: Speak with animals and influence their behavior.
Darkness1: Use darkness as the spell.
Deafening Roar3: Cone of sound deafens creatures.
Endure Exposure3: Use endure elements as the spell.
Entropic Warding1: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Leaps and Bounds1: Gain bonus on Balance, Jump, and Tumble checks.
Magic Insight3: Detect magical auras; identify magic items.
Miasmic Cloud1: Create a cloud of mist that grants concealment and fatigues those who enter.
Otherworldly Whispers2: Gain bonus on Knowledge checks.
Scalding Gust3: Use gust of wind as the spell; any creature in area takes fire damage equal to your level.
See the Unseen1: Gain see invisibility as the spell and darkvision.
Spiderwalk1: Gain spider climb as the spell and you are immune to webs.
Swimming the Styx2: Gain swim speed and ability to breathe water.


Lesser

Charm1: Cause a single creature to regard you as a friend.
Curse of Despair1: Curse one creature as the bestow curse spell, or hinder their attacks.
Energy Resistance3: Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
Enthralling Voice3: Make nearby creatures fascinated.
Fell Flight1: Gain a fly speed with good maneuverability.
Flee the Scene1: Use short-range dimension door as the spell, and leave behind a major image.
Frightful Presence3: Make nearby creatures shaken.
Humanoid Shape3: Take the form of any humanoid creature.
Voidsense1: Gain blindsense 30 feet.
Walk Unseen1: Use invisibility (self only) as the spell.
Witchwood Step2: Walk on water and move through some obstacles unimpeded.


Greater

Aura of Flame3: Aura deals fire damage to creatures that strike you.
Baleful Geas3: A single creature becomes your servant, but slowly sickens and dies.
Caustic Mire2: Acidic sludge slows progress, deals damage.
Chilling Fog3: Create solid fog that deals cold damage.
Chilling Tentacles1: Use Evard’s black tentacles as the spell, and deal extra cold damage to creatures in the area.
Nightmares Made Real2: Create illusory terrain that damages foes and allows you to hide.
Painful Slumber of Ages2: Creature falls asleep, takes damage when awakened.
Terrifying Roar3: Use fear as the spell; creatures shaken by effect can’t attack you.
Wall of Perilous Flame1: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
Warlock’s Call1: Use sending as the spell, but risk damage from recipient.


Dark

Caster's Lament2: Your touch can break enchantment, and you can counterspell.
Dark Foresight1: Use foresight as the spell, and communicate telepathically with a close target of the effect.
Energy Immunity3: Gain immunity to acid, cold, electricity, fi re, or sonic damage.
Instill Vulnerability3: Make target creature vulnerable to chosen energy type.
Perilous Veil3: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.
Retributive Invisibility1: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
Steal Summoning2: Take control of another caster's summoned monster.
Word of Changing1: Use baleful polymorph as the spell, but the effect could become permanent.


GodChord Blast Shapes
Some of a TreüthSyngër’s invocations, such as GodChord Cone, modify the range, target(s), or area of a TreüthSyngër’s GodChord blast. These are called blast shape invocations. Unless noted otherwise, GodChord blasts subject to blast shape invocations deal damage normally in addition to imparting the effects described in the invocation description. A TreüthSyngër can apply only one blast shape at a time to an GodChord blast, and he can choose from any of the blast shape invocations that he knows. A TreüthSyngër need not apply a blast shape invocation to his GodChord blast. When a TreüthSyngër applies a blast shape invocation to his GodChord blast, the spell-level equivalent is equal to the spell level of the GodChord blast or of the blast shape invocation, whichever is higher.

A TreüthSyngër can apply a blast shape invocation and a GodChord Cadence (see Cadence's above) to the same blast. When a TreüthSyngër uses an GodChord Cadence and a blast shape to alter a GodChord blast, the spell-level equivalent is equal to the spell level of the GodChord blast, the GodChord essence invocation, or the blast shape invocation, whichever is higher.

You may not deliver a Cadence with your godchord while using this Invocation.

Least

GodChord ConeN: Deal damage in 15 ft. cone
GodChord LineN: Deal damage in a 30 ft. line

Lesser

Sword of SoundN: Gain sword made of sound, deal GodChord damage as weapons base damage.
Godchord ChainN: GodChord Blast jumps from initial target to secondary targets.

Greater

Greater Godchord ConeN: Deal damage in 30 ft. cone
Greater Godchord LineN: Deal damage in a 60 ft. line

Dark

GodChord DoomN: Blast affects all enemies within 20 feet.


Least Invocations

GodChord Cone
As Eldritch Cone but 15 ft.

GodChord Line
As Eldritch Line but 30 ft.


Lesser Invocations

Sword of Sound
You can channel your Godchord through a sword, delivering its potent energy to your enemies up close and personal. If you are wielding a short sword, Long sword, Bastard sword or a great sword, you may deliver your godchord through the weapon and deal your godchord damage instead of the weapons damage. The critical multiplier for the attack becomes x2 and threatens on a natural 20 regardless of the special abilities of the weapon, you do not add any bonuses to damage, except for those that enhance your godchord. You may use feats, abilities and the weapons enhancements that increase your chance to hit (for example: weapon focus). You may attack an amount of times as you have attacks, including iterative attacks, and extra attacks from spells, abilities and magical items.

Godchord Chain
As Edlritch Chain.


Greater Invocations

Greater Godchord Cone
As Edlritch Cone.

Greater Godchord Line
As Edlritch Line.


Dark Invocations

GodChord Doom
As Eldritch Doom.


New Feats

Improved Cadence
Requirements: Cadence Class Feature, Character level 8th
Benefit: Increase the duration of the effect from the Cadence class feature to half your Charisma modifier.

Twin Cadence
Requirements: Improved Cadence Feat
Benefit: You may apply two Cadence's to your GodChord blast. The target makes one save for both effects and the duration for both is the same.

Greater Cadence
Requirements: Improved Cadence Feat, Character level 16th
Benefit: Your Cadence affects your target for 1 round on a failed save.

Cadence Focus
Requirements: Cadence Class Feature
Benefit: The DC of your Cadences improves by +1.

Greater Cadence Focus
Requirements: Cadence Focus
Benefit: The DC of your Cadences improves by +1
Special: This stacks with the Improved Cadence Feat.

Suppress Addiction
Requirements: Crazed overture class feature
Benefit: You are able to ignore the negative consequences of not fulfilling your addiction for 1 day.

Companion Sword
Requirements: Sword of Sound Invocation, Character level 12th, Weapon Focus (Shortsword), own a magical Shortsword
Benefit: Your shortsword becomes Intelligent (http://www.d20srd.org/srd/magicItems/intelligentItems.htm) as part of your mind splinters off into its own reality, it gains empathy, 1 lesser power, 30 ft. hearing and vision, two mental scores of 12, and one of 10. It has the same alignment as you, and never has an ego.
Special: Your Sword Companion gains levels as a cohort from the Leadership (http://www.d20srd.org/srd/feats.htm#leadership) feat does. At each new level, the swords abilities improve as if its Base Price Modifier had gone up, per the table. (http://www.d20srd.org/srd/magicItems/intelligentItems.htm)

Dancing Companion
Requirements: Sword Companion Feat
Benefit: If your Sword Companion has the Dancing (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#dancing) quality, it deals damage as by the Sword of Sound Invocation, but you are unable to use your GodChord Blast as long as it is dancing. It can dance as long as you desire it to.

New Items

Amulet of the Godchord
Price (Item Level): 8,000 gp (11th)
Body Slot: Throat
Caster Level: 6th
Aura: Moderate; (DC 18) evocation
Activation: —
Weight: —

This Mithral amulet is covered in archaic runes and symbols of music.

While wearing a Amulet of the Godchord, your Godchord blasts or spells you cast that have the sonic descriptor deal an extra 1d4 points of damage. Only a sonic spell that deals hit point damage can benefit from this effect.

Prerequisites: Craft Wondrous Item, Godchord Blast.
Cost to Create: 4,000 gp, 320 XP, 8 days.


Greater Amulet of the Godchord
Price (Item Level): 18,000 gp (14th)
Body Slot: Throat
Caster Level: 9th
Aura: Moderate; (DC 19) evocation
Activation: —
Weight: —

Soft white sigils float around the amulet and pulse with a preternatural power.

As a Amulet of the Godchord, except the greater amulet adds an extra 2d4 points of damage to your Godchord blasts or damaging spells you cast that have the sonic descriptor.

Prerequisites: Craft Wondrous Item, GodChord blast.
Cost to Create: 9,000 gp, 720 XP, 18 days.


Circlet of Perfect Pitch
Price (Item Level): 20,000 gp (16th)
Body Slot: Head
Caster Level: 12th
Aura: Moderate; (DC 21) evocation, transmutation
Activation: free
Weight: —

This small circlet is made of obsidian, Amethyst and Jade. It seems to empower the speakers voice with harmony.

While wearing the circlet, anyone with at least 3 ranks in perform(sing) receives a +5 perfection bonus to perform(sing). Additionally, the circlet allows its wearer to change his GodChord Blast, 3/day the wearer may as a free action change the energy of his Godchord blast from sonic to fire, acid, cold or electricity for 1 round. And finally, 1/day, the circlet allows its wearer to strike the Godchord with perfect pitch, as a free action the wearer may activate this ability to add an equal amount of damage to the wearers GodChord Blast that deals Force damage. When used the Perfect chord deals 4 x the wearers GodChord blast dice amount of non lethal damage.
For example: A 13th level TreüthSyngër's Godchord blast deals 7d4. If he uses the Perfect Pitch ability, he deals 7d4 sonic + 7d4 Force and suffers 28 non lethal damage.

Prerequisites: Craft Wondrous Item, GodChord blast, 10 ranks in Perform(Sing)
Cost to Create: 10,000 gp, 800 XP, 20 days.

Example
Matthis (http://www.myth-weavers.com/sheetview.php?sheetid=573063)
M CG Human TreüthSyngër, Level 12, Init -2, HP 81/81, DR -, Speed 30/30 (Good)
AC 25, Touch 17, Flat-footed 21, Fort +16, Ref +14, Will +20, Base Attack Bonus +9/+4
Sword of Sound +13/+8 (7d4, x2)
Cadence DC 22 GodChord (15 ft cone/60 ft line) +13 (7d4+Cadence, x2)
+4 Mithral Chain Shirt (+8 Armor, +4 Dex, +3 Deflect)
Abilities Str 10, Dex 18, Con 14, Int 13, Wis 10, Cha 22
Condition Immune to Fear


Credits
I used Dralnu's formatting for the Invocations from his Indigo Trickster (http://www.giantitp.com/forums/showthread.php?t=199905) (who in turn used it from DragoonWrath's Invoker (http://www.giantitp.com/forums/showthread.php?t=153863)).
I also just refluffed the Eldirtch Blast shape invocations. Amulet of the Godchord and the greater version are refluffed versions of Chausible's of fellpower.

Quellian-dyrae
2013-04-05, 10:45 PM
Woodwind Druid

"Relax, it's just the wind." -Someone who was very, very wrong.

Few can claim the sheer breadth of power that the druids command. The plants, the beasts, and all the elements of the world rise to their call. Some druids, however, focus their efforts on only select forces of nature. The Woodwind Druid is one of these, using magic and music to direct the winds and shape the flora of the world around them.

Adventures: Woodwind Druids often adventure to protect the natural world or guard against unnatural forces, such as the undead. Many Woodwind Druids receive training from elves or even full-fledged fey, and they may adventure in the service of their teachers. Of course, in many cases, the call to travel and explore is enough of a reason for those touched by the wind.

Characteristics: Woodwind Druids are highly effective ranged skirmishers, skilled at archery and gifted with numerous powers of stealth and mobility. They are also able to alter terrain to keep melee threats away from themselves; they are, however, quite frail. They also have some limited healing abilities.

Alignments: Woodwind Druids tend strongly towards Chaotic, Good, and Neutral alignments in various combinations. Evil Woodwind Druids exist, but are quite rare. Lawful members of the class are even moreso.

Religion: Woodwind Druids typically revere nature itself, or the deities thereof. Naturally, they particularly favor deities of plantlife and wind. Gods of travel and the hunt are not uncommon either.

Background: Many Woodwind Druids have learned their arts from elves or fey, deep within ancient woods or traveling the windswept plains. Some, however, come at the class from another angle, learning magic and music at a bardic college. While not extremely common, there is a significant minority who live the life of a sailor; their powers over wood and wind are extremely highly sought after aboard ships.

Races: Elves and fey are among the most likely members of the class, with half elves and halflings not being too far behind. A small subset of human and gnome druids follow the path. Druidism is an uncommon enough career choice among dwarves as it is, and the number of those who focus their efforts on the magic of the wood and wind are vanishingly rare.

Other Classes: Woodwind Druids tend to find common ground with traditional druids and bards alike. The more martially inclined of them in particular get along well with rangers. There is occasionally a sort of tactical tension between them and fighters, paladins, and other melee-oriented classes, as their battlefield-altering magic can sometimes be as much a hindrance as a help to such allies.

Role: The primary role of a Woodwind Druid is a ranged skirmisher and battlefield controller, allowing it to hold back attackers and disable them quickly from afar. They bring some utility and support spells to the table, but are not particularly efficient with them, making such magic a tertiary capability at best.

Adaptation: One could emphasize the archery-focus of the class to make more of a "Woodwind Ranger". Delay the spellcasting progression by four levels and reduce the number of spells per day of each spell level by 2, improve the HD to a d6, skill points to six, BAB to full, replace the good Will save with a good Fortitude save, and replace the Advanced Learning class feature with either bonus archery feats or Sneak Attack.

GAME RULE INFORMATION
Woodwind Druids have the following game statistics.
Abilities: Wisdom is important for Woodwind Druids, as it governs their spells and supernatural powers, although Woodwind Druids have relatively few spells that allow saving throws, and they don't require a wealth of extra spell slots for layered buffs or repeated combat casting, so they can often get away with a lower spellcasting attribute than other full casters. Dexterity is useful to improve their archery, stealth, and mobility powers.
Alignment: Any.
Hit Die: d4.
Starting Age: As druid.
Starting Gold: As druid.

Class Skills
The Woodwind Druid's class skills (and the key ability for each skill) are...
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

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

1st|
+0|
+0|
+2|
+2|Spells, Windsong, Woodsong.

2nd|
+1|
+0|
+3|
+3|Advanced Learning.

3rd|
+2|
+1|
+3|
+3|Evasion.

4th|
+3|
+1|
+4|
+4|Whisk.

5th|
+3|
+1|
+4|
+4|Advanced Learning.

6th|
+4|
+2|
+5|
+5|Woodwind Fortification.

7th|
+5|
+2|
+5|
+5|Autumnal Winds.

8th|
+6|
+2|
+6|
+6|Advanced Learning.

9th|
+6|
+3|
+6|
+6|Just the Wind.

10th|
+7|
+3|
+7|
+7|Woodwind Shape

11th|
+8|
+3|
+7|
+7|Advanced Learning.

12th|
+9|
+4|
+8|
+8|Wind Walker.

13th|
+9|
+4|
+8|
+8|Flourish

14th|
+10|
+4|
+9|
+9|Advanced Learning.

15th|
+11|
+5|
+9|
+9|Improved Woodwind Shape.

16th|
+12|
+5|
+10|
+10|Wind Runner.

17th|
+12|
+5|
+10|
+10|Advanced Learning.

18th|
+13|
+6|
+11|
+11|Song of Shaping

19th|
+14|
+6|
+11|
+11|Music of the World.

20th|
+15|
+6|
+12|
+12|Advanced Learning, Greater Woodwind Shape.[/table]

SPELLS PER DAY
{table=head]0|1|2|3|4|5|6|7
6|3|-|-|-|-|-|-
6|4|-|-|-|-|-|-
6|5|-|-|-|-|-|-
6|6|3|-|-|-|-|-
6|6|4|-|-|-|-|-
6|6|5|-|-|-|-|-
6|6|6|3|-|-|-|-
6|6|6|4|-|-|-|-
6|6|6|5|-|-|-|-
6|6|6|6|3|-|-|-
6|6|6|6|4|-|-|-
6|6|6|6|5|-|-|-
6|6|6|6|6|3|-|-
6|6|6|6|6|4|-|-
6|6|6|6|6|5|-|-
6|6|6|6|6|6|3|-
6|6|6|6|6|6|4|-
6|6|6|6|6|6|5|-
6|6|6|6|6|6|6|3
6|6|6|6|6|6|6|4[/table]

Class Features
All of the following are class features of the Woodwind Druid.

Weapon and Armor Proficiencies: Woodwind Druids are proficient with simple weapons, plus the long bow, short bow, and blowgun. They are not proficient with armor or shields.

Spells: A Woodwind Druid casts divine spells, which are drawn from the Woodwind Druid spell list below. He can cast any spell he knows without preparing it ahead of time. When a Woodwind Druid gains access to a new spell level, he automatically learns all the spells for the level listed on the Woodwind Druid spell list. Essentially, his spell list is the same as his spells known list.

To cast a spell, a Woodwind Druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Woodwind Druid's spell is 10 + the spell level + the Woodwind Druid's Wisdom modifier. Like other spellcasters, a Woodwind Druid can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Woodwind Druid. In addition, he receives bonus spells per day if he has a high Wisdom score.

As noted above, a Woodwind Druid need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

A Woodwind Druid's spells lose any Somatic and Divine Focus components. They lose material components that are not priceless or valued at more than one gold piece. They all have a verbal component, a wordless melody that the druid sings. The druid can also play a woodwind instrument to perform the verbal components for its spells; if it does so, the save DC for the spell becomes 10 + half its class level (rounded up) + its Wisdom modifier, rather than 10 + the spell level + its Wisdom modifier. Note that doing so functionally adds a somatic and focus component to the spell, and fully occupies both hands.

Windsong (Su): At will as a free action, you may sing a wordless melody that sways the wind around you, guiding your ranged attacks and hastening your defenses. While maintaining a Windsong Aura, you add your Dexterity modifier to all ranged weapon damage rolls. You also receive a Circumstance bonus on all ranged attack rolls that begins at +1, and increases by 1 for every four class levels you possess beyond first. Finally, you may add your Wisdom modifier to your Dexterity modifier for purposes of calculating AC, but the combined total is limited by your armor's maximum Dexterity bonus.

In addition, you gain automatic skill ranks in Perform (Sing) and Perform (Wind Instruments) equal to 3 + your class level, and may substitute Wisdom for Charisma on Perform checks.

Woodsong (Su): You can sing a wordless melody that imbues objects composed of wood or vegetable matter with additional strength. You may use this ability once per day per point of your Wisdom modifier, targeting objects at Close range. The effect lasts for one day. Affected objects add your class level to their hardness, your Wisdom modifier to their hit points for each inch of thickness, and gain fast healing equal to your Wisdom modifier.

With one use of this ability, you may affect all wooden or vegetable objects carried by a single creature or occupying a single 5' cube. This is a full-round action.

Alternately, you can affect a single larger object, or portion thereof, with a total volume of your Wisdom modifier times your class level times 25 cubic feet. This requires one full-round action per 125 cubic feet affected. If the object is larger than your Close range, you may move between rounds you are actively using the ability, as long as the song itself remains uninterrupted.

Weapons affected by this ability also gain an enhancement bonus on damage rolls equal to your class level, and an enhancement bonus on attack rolls equal to one-fourth your class level. Armor, shields, and clothing affected by this ability gain a +1 Armor Enhancement bonus to AC per four class levels.

Advanced Learning: At second level, and each three levels thereafter, the Woodwind Druid can add another spell to its spell list of any level it can cast. It may choose any spell on the druid spell list for this purpose.

Evasion (Su): A third level Woodwind Druid can briefly vanish into a swirl of wind, a momentary teleport. Although you can't travel any great distance, you can react quickly enough to avoid many forms of area attack. You gain Evasion, regardless of armor worn, but note that unlike normal Evasion this is a supernatural Teleportation ability.

Whisk (Su): Starting at fourth level, your brief teleportation becomes more flexible, allowing you to disappear in a swirl of wind and reappear nearby. Any time you intentionally move, you may take any or all of the movement as teleportation, allowing you to avoid difficult terrain, circumvent attacks of opportunity, and so on. You must have line of sight and line of effect to any location you teleport to in this manner. In addition, your base land speed increases by 10' per four class levels.

Woodwind Fortification (Su): A sixth level Woodwind Druid can sing magic into the air and land, preparing it for defense. This ability requires ten minutes to use, and affects a number of cubes equal to your caster level, each one five feet on a side per point of your Wisdom modifier. The effects last for as long as you remain within the area, and for one hour after you leave.

Grass and flowers grow throughout the area, allowing spells that require existing plantlife to be used within it. You may also place difficult terrain throughout the area as you wish. You may also create wooden walls throughout the area; these block line of sight and line of effect, have a base hardness of 5 and 10 hit points per inch of thickness, but are automatically affected by a Woodsong Imbue. The walls are up to 5' high per point of your Wisdom modifier, one inch thick per point of your Wisdom modifier, and you can create a total length of up to twenty feet per class level.

Wind swirls throughout the area, and you are attuned to its precise flow. Resultantly, you gain Blindsense throughout the area of your Fortification. You may control the wind speed and direction in the area, up to a maximum wind speed of ten miles per hour per class level. The magical winds also blow unwelcome teleporters off course; anyone who attempts to teleport into the area may, at your discretion, be redirected to a random location within the normal range of the teleportation effect, or to a location you choose elsewhere within the fortification. This cannot place the target in a position where they would be subject to immediate environmental harm or hazards (such as high in the air, under water, in a pool of lava, and so on).

You may also activate a lesser form of this ability as a full-round action. This effect only causes the grass and flowers to grow, and not in sufficient density to create difficult terrain.

You may use either form of fortification a combined number of times per day equal to one-third your class level.

Autumnal Winds (Su): At seventh level, when you teleport, you can cause the wind that swirls around you to be filled with leaves and brush, which collapse over the area you left and blow out around the area you arrive at. The square you exit, and every square adjacent to it, becomes difficult terrain. The square you arrive at provides Concealment to (but not from) anyone within it for one round. Activating this ability is a swift action, and you may do so a number of times per encounter equal to your Wisdom modifier.

Just the Wind (Su): At ninth level, you are able to blend yourself (and your equipment) with the very air. You can hide regardless of cover, concealment, or being watched, and while hidden, characters must always make a Spot check opposed by your Hide check, or a Listen check opposed by your Move Silently check, to notice you, regardless of any special senses they possess.

Additionally, when making a Hide or Move Silently check, you can ignore a number of points of penalties on the check (for movement, attacking, sniping, and so on) equal to your class level.

You must forego any magical bonuses to your Hide and Move Silently checks to use this ability (such as from skill-boosting spells or magic items, Invisibility, and so on). However, magical bonuses to opponents' Spot and Listen checks also do not apply against it.

Woodwind Shape (Su): Starting at tenth level, you can take on some of the characteristics of an air or plant creature, once per day. Using this ability is a full-round action, and the effect lasts for one minute per class level.

If you take on the characteristics of an air creature, your body becomes lighter, much of your mass replaced with air. This gives physical attacks against you a 20% miss chance, and you also have a 25% chance to ignore critical hits and sneak attacks. You also gain a +4 bonus to Dexterity, and suffer no damage from falling. While maintaining your Windsong Aura, you can fly at your base land speed with Average maneuverability.

If you take on the characteristics of a plant creature, your flesh becomes harder and you become harder to forcibly move. You gain a bonus to natural armor equal to half your Wisdom modifier, Hardness equal to half your Wisdom modifier, and +4 Wisdom. You also have a 25% chance to ignore critical hits and sneak attacks, and count as one size category larger for purposes of resisting opposed checks dependent on size. You become very bouyant, and resultantly gain a Swim speed equal to your base land speed.

Wind Walker (Su): A twelfth level Woodwind Druid can walk along the winds, uncaring of any obstructions. You are constantly under the effects of Air Walk and Freedom of Movement, and you and your ranged attacks ignore any effects of high winds.

Flourish (Su): A thirteenth level Woodwind Druid is deeply connected to the essence of natural life. When standing on dirt, soil, or other forms of loose earth, or when exposed to natural sunlight, you gain Fast Healing equal to your Wisdom modifier. These forms of fast healing stack with each other and with other forms of fash healing. The area of a Woodwind Fortification counts as soil for this purpose.

Improved Woodwind Shape (Su): Starting at fifteenth level, you can use your Woodwind Shape twice per day, and the effects improve:

If you take on the characteristics of an air creature, you become almost entirely gaseous. Your bonus to Dexterity increases to +6, your miss chance to 50%, and your fortification to 50%. Your Fly speed becomes twice your land speed with Good maneuverability. You can pass through any space that is not air-tight, as if under the effects of a Gaseous Form spell.

If you take on the characteristics of a plant creature, your skin becomes wooden and flowers sprout from your hair. Your bonus to Wisdom increases to +6, your bonuses to natural armor and hardness become equal to your Wisdom modifier, your fortification improves to 50%, and you are effectively two size categories larger for resisting relevant checks. Your Swim speed improves equal to twice your base land speed. You also gain Fast Healing equal to your Wisdom modifier.

Wind Runner (Su): A sixteenth level Woodwind Druid can call up high winds to speed its movements. Whenever you take the Run action, you add your class level to the speed multiplier.

Song of Shaping (Su): An eighteenth level Woodwind Druid can use its music to direct the flow of its magic, allowing it to precisely shape its spells. You can exclude any squares you wish from the area of one of your spells, and you can increase the area of your spells by casting them from a higher level spell slot, much as if using a metamagic feat; each additional spell level fully doubles the spell's range and area. Using Song of Shaping increases the casting time of the spell by one step (swift -> standard -> full round -> one round), or doubles the casting time if it is normally one round or greater.

Music of the World (Su): A nineteenth level Woodwind Druid has reached a deep level of attunement with the planet. Whenever using a teleportation effect, you may target indirectly. You may choose a creature or object that you know the name of and have encountered before, and target your teleport relative to its location. For example, you could teleport "ten feet to the right of King Halyon Decassen" or "just outside the building that Bill the Cook is currently within." Alternately, you can teleport to a place based on publically known parameters, such as "the nearest tavern" or "the largest building in the city".

Greater Woodwind Shape (Su): A twentieth level Woodwind Druid can use its Woodwind Shape three times per day, and gains even better abilities. Additionally, while this ability is not active, you may gain the benefits of the normal Woodwind Shape ability constantly, switching between them as a swift action.

If you take on the characteristics of an air creature, you become completely immaterial. Your bonus to Dexterity increases to +8, you ignore nonmagical weapons and attack forms entirely, and your fortification improves to 100%. Your Fly speed becomes four times your land speed with Perfect maneuverability. You can pass through objects as if you were incorporeal, and as a swift action, you can become Ethereal for one round.

If you take on the characteristics of a plant creature, you become a living plant. Your bonus to Wisdom increases to +8, your bonuses to natural armor and hardness become equal to half again your Wisdom modifier, your fortification improves to 100%, and you are effectively three size categories larger for resisting relevant checks. Your Swim speed improves equal to four times your base land speed. Your Fast Healing becomes Regeneration, overcome by fire damage.

Woodwind Druid Spell List

0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue.

1: Animate Wood, Breath of the Jungle, Camouflage, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Expeditious Retreat, Feather Fall, Hawkeye, Jump, Goodberry, Lesser Vigor, Longstrider, Obscuring Mist, Pass Without Trace, Remove Scent, Shillelagh, Updraft, Ventriloquism, Vinestrike.

2: Arrow Mind, Barkskin, Binding Winds, Brambles, Briar Web, Cat's Grace, Cloud Winds, Fog Cloud, Guided Shot, Gust of Wind, Hawkeye, Hunter's Mercy, Invisibility, Owl's Wisdom, Lesser Restoration, Levitate, Mass Camouflage, Master Air, Mass Snake's Swiftness, Protection from Arrows, Sniper's Shot, Treet Shape, Warp Wood, Whispering Wind, Wings of Air, Wood Shape.

3: Capricious Zephyr, Cure Moderate Wounds, Diminish Plants, Dispel Magic, Downdraft, Fly, Forestfold, Gaseous Form, Haste, Invisibility Sphere, Mass Lesser Vigor, Neutralize Poison, Plant Growth, Poison, Remove Disease, Sleet Storm, Speak with Plants, Spikes, Stinking Cloud, Swift Fly, Vigor, Vine Mine, Wall of Wood**, Weather Eye, Wind Wall.

4: Air Walk, Antiplant Shell, Arrow Storm, Blight, Command Plants, Control Winds, Cure Serious Wounds, Dimension Door, Essence of the Raptor, Eye of the Hurricane, Freedom of Movement, Greater Invisibility, Greater Wings of Air, Sending, Solid Fog, Tree Stride, Wind at Back, Wood Rot.

5: Cloudkill, Commune With Nature, Cure Critical Wounds, Greater Vigor, Liveoak, Fabricate*, Panacea, Teleport, Wall of Thorns, Wind Tunnel.

6: Acid Fog, Animate Objects*, Animate Plants, Changestaff, Control Weather, Find the Path, Greater Dispel Magic, Transport Via Plants, Vigorous Circle, Whirlwind, Wind Walk.

7: Control Plants, Deadfall, Greater Teleport, Greater Whirlwind, Heal.

*Wooden objects only.
**As Wall of Stone, but wood (Hardness 5, 10 hp/inch).

caledscratcher
2013-04-07, 02:25 PM
The Ultra Kyu!

Put an image of your class here!

"You must see beyond the Veil, yet within it. Then you can set your path, and then, you can live. That is what you must remember, my apprentice. -Charles Gray, describing the true nature of being an Ultra Kyu to a fledgling.

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: Any.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Dex = Wis > Con = Int = Cha > Str
Alignment: Any
Hit Die: d6
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: As Barbarian.

Class Skills
The Ultra Kyu's class skills (and the key ability for each skill) are...
Craft (Clothing) (INT), Craft (Musical Instruments) (INT), Craft (Alchemy) (INT) Handle Animal (CHA), Hide (DEX), Knowledge (Arcana) (INT), Knowledge (History) (INT), Knowledge (The Planes) (INT), Listen (WIS), Perform (String Instruments) (CHA), Perform (Sing) (CHA), Profession (Teacher) (WIS), Spot (WIS)
Skill Points at First Level: (5 + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

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

1st|
+1|
+0|
+0|
+2|Suspenseful Armory (Simplistic)

2nd|
+2|
+0|
+0|
+3|Out of the Cliff

3rd|
+3|
+1|
+1|
+3|Worlds Beyond (Stage Emh)

4th|
+4|
+1|
+1|
+4|Return of Mystery!

5th|
+5|
+1|
+1|
+4|Out of the Tide

6th|
+6/+1|
+2|
+2|
+5|Fury of Mystery!

7th|
+7/+2|
+2|
+2|
+5|worlds Beyond (Stage Enn)

8th|
+8/+3|
+2|
+2|
+6|Out of the Swamp, Mystery v. The Nemesis!

9th|
+9/+4|
+3|
+3|
+6|Suspenseful Armory (Non-Intuitive)

10th|
+10/+5|
+3|
+3|
+7|Mysteries and Legends!

11th|
+11/+6/+1|
+3|
+3|
+7|Worlds Beyond (Stage Eaux)

12th|
+12/+7/+2|
+4|
+4|
+8|Yo, Check Out this Mystery!

13th|
+13/+8/+3|
+4|
+4|
+8|Suspenseful Armory (Bizarre)

14th|
+14/+9/+4|
+4|
+4|
+9|Solve!!!

15th|
+15/+10/+5|
+5|
+5|
+9|Worlds Beyond (Stage Pii)

16th|
+16/+11/+6/+1|
+5|
+5|
+10|Mystery Down!

17th|
+17/+12/+7/+2|
+5|
+5|
+10|Musical Jack

18th|
+18/+13/+8/+3|
+6|
+6|
+11|Hi-Five Mystery!

19th|
+19/+14/+9/+4|
+6|
+6|
+11|Worlds Beyond (Stage Kyu)

20th|
+20/+15/+10/+5|
+6|
+6|
+12|Off the Beaten Alley[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: The kyu is proficient with all simple weapons, the guitar, the Yataghan (a Masterwork Shortsword), and the Kilij (A Masterwork Longsword). He is proficient with light armor, and with light shields.

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Suspenseful Armory (Su): A Kyu finds great power in surprising his foes, a fact which earns the class the nickname of “Sultan of Suspense”. To truly surprise one’s foes, the Kyu fights tactically with what he is most familiar with.

The Kyu may use his Intelligence Modifier instead of his Strength Modifier on Attack and Damage rolls made with a guitar, a kilij, or a yataghan.

As a Kyu increases the might of his mind, he learns that getting hurt is all in the mind, and familiarizes himself with lightweight clothing. Starting at 9th level, he may add his Intelligence Modifier to his AC, in addition to any other bonuses, when wearing light clothing.

Once he has progressed as far as he has, the Kyu has learned that a positive attitude is key. As such, simply blocking the path to his brain begins to do wonders for his health - both emotional and physical. Starting at 13th level, when the only armor a Kyu is wearing is a light helmet, he gains Negative Energy Resistance 7.

Out of the Cliff (Ex): A Kyu can frequently be known for possessing strange talents. One of these is the use of his clothing in a way akin to the flaps on a flying squirrel. Few understand exactly how a Kyu learns he can do this, but it’s rumored that he cliff-dives in his spare time, and experiments with weird techniques a lot. Who knew?

When the Kyu is falling, is unencumbered and wearing no more than light armor, he may decrease the effective distance fallen when determining damage 5 feet times his Dexterity modifier per round.

Worlds Beyond (Su): The Kyu is valued for the fact that he can not only see into the mythical Veil, but that he can learn its secrets. Of course, there are many secrets throughout the Veil, and one can hardly master them all. As such, a Kyu is always focused on a single Realm of thinking.

At 3rd level, the Kyu must choose between the following Realms. At 7th level and every 4 levels thereafter, he gains access to a new stage of that realm.

REALM OF SELF:
Coming soon!

REALM OF SEEING:
Coming soon!

REALM OF MOVEMENT:
Coming Soon!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Derjuin
2013-04-09, 02:35 AM
PERFORMANCER

Take a melody, simple as can be...give it some words and sweet harmony, raise your voices...all day long now, love grows strong now...sing a melody of love, oh love. - Legendary melody of Tennin, the first Performancer

Performancers are magical specialists in the field of music, sound and light. They combine their focused magic with their ability to entertain, though they deign the use of physical instruments. Instead, they focus on sounds produced through magic, giving their music a wide range of potentialities. In addition, performancers are adept at taking melodies, songs or performances designed and acted out by others and adapting them to their own use.

Adventures: Performancers adventure to expand their knowledge, spread their music, gather a following, or for many more reasons. Some take their choice of magic extremely seriously and pursue a noble goal; others use their skills to achieve only tangentially related ends.

Characteristics: Performancers are musical savants, capable of swaying crowds, empowering allies and demoralizing enemies. They have some ability to damage foes as well, and are excellent at combatting enemy performers (such as bards or sublime chords) and spellcasters that utilize sonic spells.

Alignment: Most performancers are chaotic, as they feel strict codes and regimens confine their creative potential. Some are evil, or at least neutral, in that they are self-serving and not always interested in helping others, despite their ability to do so. A few performancers are lawful; those that are tend to be much more scholarly than their chaotic brethren.

Religion: There is no central deity of the performancers, though most revere deities of enjoyment, parties, and delight. Those performancers that take their magic seriously may worship deities such as Boccob or Mystra instead.

Background: They say that a performancer is born, not made; those that take naturally to the path have a knack for entertaining others and have a good ear for music. However, this is a lie by omission - many legendary performancers were not born into the role, but picked it up by studying diligently.

Races: Any race that is capable of perceiving music and entertainment can become a performancer; even ogres and trolls have the ability to become performancers.

Other Classes: Performancers get along well with everyone, though they often cannot see eye-to-eye with scholars that enjoy their quietude, and some see bards as talentless hacks.

Role: Performancers aid their allies and control enemies through magic and music. They grant buffs to allies, prevent enemies from gaining buffs, can subvert some of their enemies' control magic and even steal or transform their enemies' buffs into debuffs.

Adaptation: While there is little setting-specific information used in the performancer, they are inherently tied to arcane magic. If a setting is wholly divine or psionic, a divine "chorister" with variant abilities that allow it to devote others' performances to their own god, or a psionic "mindsinger" who creates music through the use of psionic powers could be used.

GAME RULE INFORMATION
Performancers have the following game statistics.
Abilities: Performancers rely heavily on their charisma to influence their performance, as well as make their ability to commandeer music and sounds more powerful. Constitution and Dexterity help a Performancer stay alive, while Intelligence increases their skills and Wisdom helps them survive mental assaults.
Alignment: Usually chaotic.
Hit Die: d6
Starting Age: As bard.
Starting Gold: 6d4x10 (150gp average)

Class Skills
The Performancer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Jump (Str), Intimidate (Cha), Knowledge (arcana) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int) and Tumble (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

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

1st|
+0|
+0|
+2|
+2|Mancer's Melody (one effect), Ghost Synth, Con Amore, Con Spirito

2nd|
+1|
+0|
+3|
+3|Con Accuratezza (attacks), Control Sound

3rd|
+2|
+1|
+3|
+3|Steal Performance

4th|
+3|
+1|
+4|
+4|Con Affetto

5th|
+3|
+1|
+4|
+4|Mancer's Melody (allegro)

6th|
+4|
+2|
+5|
+5|Con Brio, Dirge

7th|
+5|
+2|
+5|
+5|Remix

8th|
+6/+1|
+2|
+6|
+6|Con Dolore

9th|
+6/+1|
+3|
+6|
+6|Ghost Jockey

10th|
+7/+2|
+3|
+7|
+7|Mancer's Melody (two effects), Con Forza

11th|
+8/+3|
+3|
+7|
+7|Con Accuratezza (miss chance), Steal Sonic Spell

12th|
+9/+4|
+4|
+8|
+8|Con Fuoco

13th|
+9/+4|
+4|
+8|
+8|Piercing Song

14th|
+10/+5|
+4|
+9|
+9|Con Moto

15th|
+11/+6/+1|
+5|
+9|
+9|Mancer's Melody (adagio), Derisive Theft

16th|
+12/+7/+2|
+5|
+10|
+10|Con Larghezza

17th|
+12/+7/+2|
+5|
+10|
+10|Across Boundaries

18th|
+13/+8/+3|
+6|
+11|
+11|Con Anima

19th|
+14/+9/+4|
+6|
+11|
+11|Commandeer Sound

20th|
+15/+10/+5|
+6|
+12|
+12|Mancer's Melody (three effects), Crescendo[/table]

Class Features
All of the following are class features of the Performancer.

Weapon and Armor Proficiencies: A Performancer is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Performancers are proficient with light armor and shields (except tower shields).

Mancer's Melody (Su)
Once per day per Performancer level, a Performancer can make use of his namesake song to produce magical effects on those around him. The Performancer must use a form of music for the Mancer's Melody; simply dancing or reciting poetry is not enough to employ the power of the melody. The Mancer's Melody is modified by several effects that the Performancer learns how to apply as he grows in power. Some effects affect allies, and some affect enemies; what they affect is noted in their description. At 1st level, the Mancer's Melody can be modified with Con Amore or Con Spirito. It is a standard action to begin a Mancer's Melody, and each round the Performancer must spend a standard action to continue the song. After ceasing his performance, the Mancer's Melody lingers for 1 minute (10 rounds). These effects have a minimum required Performancer level and number of ranks in Perform. These ranks can be in any instrument-based or musically-related performance skill, such as singing, woodwind or beat boxing.

At 5th level, the Performancer can begin playing his melody much faster, though it requires greater effort on his part to keep the melody up. He can initiate the Melody as an immediate action, but must spend a full round action to keep it up if he does so.

At 10th level, the Performancer can increase the complexity of his Melody by applying two effects at once.

At 15th level, the Performancer can initiate the melody more slowly, though in turn it is much easier to keep going. He can initiate the Melody as a full round action; if he does, he must spend a swift action to keep it up.

At 20th level, the Performancer is a master of the melody: he can apply three effects at once.

The abilities that modify the Mancer's Melody are con amore, con spirito, con accuratezza, con affetto, con brio, dirge, con dolore, con forza, con fuoco, piercing song, con moto, con larghezza, across boundaries, and con anima.

Ghost Synth (Sp)
The Performancer's focused magic allows him to make use of an expanded ghost sound spell to generate magic music. He can create almost any pitch, tone, speed or rhythm using this ability. Almost all Performancers prefer to use their Ghost Synth instead of actual instruments, as the Synth is able to produce a wide variety of sounds at once. Using the Ghost Synth as an instrument falls under the Perform (synthesizer) skill.

Con Amore
The first effect a Performancer can give to his melody is con amore. In order to use con amore, the Performancer must have 3 or more ranks in a musical Perform skill. When beginning a Mancer's Melody modified by this effect, the Performancer makes a Perform check. The result is the total number of HD the Performancer can affect with con amore in that performance. Each creature to be fascinated must be able within 90 feet of the Performancer, must be able to see and hear the performance, and must be able to pay attention to the Performancer. The Performancer must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Performancer attains beyond 1st, the range of this ability extends by 90 feet. This ability is a mind-affecting and sonic effect.

Con Spirito
The next effect a Performancer learns is con spirito. The Performancer must have 3 or more ranks in a musical Perform skill to use con spirito. Allies that hear his Melody become invigorated. They are healed of exhaustion and fatigue, and gain a +1 bonus to damage rolls per point of Charisma bonus the Performancer has for the duration of his Mancer's Melody. This ability is a mind-affecting and sonic effect.

Con Accuratezza
At 2nd level, a Performancer learns con accuratezza, a rhythm of accuracy. The Performancer must have 4 or more ranks in a musical Perform skill to use con accuratezza. Allies that hear his Melody gain a +1 bonus to attack rolls for every 4 levels the Performancer has. This ability is a mind-affecting and sonic effect.

At 11th level, the Performancer's con accuratezza also allows his allies to overcome their enemies' miss chances. For every 4 levels the Performancer has, he and his allies can ignore 10% miss chance (to a maximum of 50% at level 20).

Control Sound (Su)
At 2nd level, the Performancer already shows his prodigious control over music. He can shape and alter existing sounds. The Performancer can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. Controlling sound in this way is a standard action and consumes one use of Mancer's Melody.

The Performancer can substitute any sound he has heard for the target sound. If he attempts to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), he must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.

The Performancer can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, he can provide himself or any creature with a +4 circumstance bonus on Move Silently and Listen checks.

Steal Performance (Ex)
A Performancer is an astute magician and musician, and sometimes they wish to demonstrate it in a more confrontational manner. At 3rd level, a Performancer can "steal" a performance being done by another character. This can be a magical performance or a mundane one. Either way, the Performancer and the opponent performer make opposed Perform checks with their Perform skill of choice. If the Performancer succeeds, he continues the performance (for at least one full round) while the other performer is shouted down. If the performance is a magical one (such as Inspire Courage or a Seeker of the Song's seeker music), the Performancer must spend a use of Mancer's Melody to keep the song going, becomes the one performing the music, and can grant its bonuses to his allies or inflict its damage or penalties to his enemies.

The Performancer still must have the minimum number of Perform ranks to actually gain any benefit from the music. If he does not meet the minimum, he can still steal the performance, but would reap no benefit from the song itself. If the Performancer succeeds, the opponent cannot begin the same magical performance until the Performancer ends the stolen performance. If the Performancer fails, he can attempt to steal the performance again a round later, but the opponent gets a +2 bonus to their perform check for each failed attempt.

Con Affetto
At 4th level, the Performancer can empower his allies' magical abilities, or impede his enemies' abilities to defend themselves. The Performancer must have 7 or more ranks in a musical Perform skill to use con affetto. Allies that hear his Melody gain a +1 bonus to caster level checks to overcome spell resistance per point of Charisma bonus he has. Alternatively, the Performancer can choose to cause all enemies that can hear his performance to suffer a -1 penalty to AC and saves for every 6 levels he has (up to -3 at 18th level). This ability is a mind-affecting and sonic effect.

Con Brio
At 6th level, the Performancer can renew his allies with restorative music. The Performancer must have 9 or more ranks in a musical Perform skill to use con brio. Allies that hear his Melody are healed for 1d6 hit points per point of Charisma bonus he has, and then gain Fast Healing 1 for every 2 Performancer levels he has. This ability is a mind-affecting and sonic effect.

Dirge
At 6th level, the Performancer's music affects even the unholy husks of the undead by tuning his rhythm to a more magical medium, affecting their very being. The Performancer must have 9 or more ranks in a musical Perform skill to use dirge. If he does, any other effects his Mancer's Melody has also affect undead, despite being mind-affecting effects. If an undead is immune to sonic effects, it is still immune to his music. This ability is a sonic effect.

Remix (Ex)
At 7th level, the Performancer can not only steal others' performances, but also add his own spin to it. By making a Perform check as a swift action with a DC equal to 15 + the minimum number of Perform ranks required to use the music ability he has stolen, the Performancer can either add a single Mancer's Melody effect to it, or change the music ability to another that requires fewer or equal Perform ranks to use that the Performancer has witnessed or heard being played. If he changes it in this way, he still must have the minimum number of required Perform ranks to use the music ability. If he fails the Perform check, his performance instantly fails, and he cannot attempt to remix the same opponent's performance. The Performancer can only add one Mancer's Melody effect to a stolen song, no matter how many he is normally capable of adding to his own Melody.

Con Dolore
At 8th level, the Performancer can instill in his enemies a great sadness, crushing their hopes and morale. This ability has two effects - one of which suppresses morale bonuses, while the other inflicts morale penalties. The Performancer must have 10 or more ranks in a musical Perform skill to use con dolore. When the Performancer begins a Mancer's Melody modified by this effect, he chooses either to suppress enemies' morale bonuses or inflict morale penalties. If he chooses the former, all enemies that can hear his Melody have their morale bonuses suppressed. If he chooses the latter, all enemies that can hear his Melody suffer a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. This ability is a mind-affecting and sonic effect.

Ghost Jockey (Su)
By utilizing an invisible servant, the Performancer can continue his Mancer's Melody performance without any input from himself. If he succeeds on a Perform check with a DC equal to 15 + the highest Perform rank requirement among melody effects used in the Melody +2 for every additional effect beyond the first, the song takes over and essentially "plays itself" for 1 minute plus a number of rounds equal to his result minus the DC. For example, a Performancer wishes to ghost jockey a Melody utilizing con dolore and dirge. The DC to ghost jockey this Melody would be 27 (15 + 10 (con dolore's requirement) + 2 (one additional effect)). If he rolls a Perform check and gets a 33, the song would play itself for 1 minute plus 6 rounds (because he beat the DC by 6).

The ghost jockey appears in the Performancer's space, but is completely insubstantial and invisible - not even true seeing reveals it, though detect magic would reveal a weak illusion aura. The ghost jockey cannot move, so the range of the song becomes limited. Once the Melody ends, the ghost jockey disappears. The ghost jockey can't continue remixed or stolen performances, nor can it steal or remix performances.

Con Forza
At 10th level, the Performancer can cause overwhelming vibrations to injure nearby creatures. The Performancer must have 12 or more ranks in a musical Perform skill to use con forza. Each round, enemies that can hear his song takes 1d6 points of force damage for every 5 levels the Performancer has plus 1 point of force damage for each point of Charisma bonus the Performancer has. This ability is a force effect.

Steal Sonic Spell (Su)
At 11th level, the Performancer can control sound waves to such an extent that he can steal spells dealing with such waves as if they were performances. As an immediate action, the Performancer may make a Perform check opposed by the sonic spell's caster level check. The caster gains a bonus to this check equal to his or her casting modifier.

If the Performancer succeeds, he loses 2 uses of Mancer's Melody and may instantly cast the spell he has stolen. The spell uses the original caster's level to determine random numbers (such as damage dice) and uses the Performancer's Charisma modifier to determine DC. If he does not cast the spell immediately, it remains "prepared" in him for 1 round per Perform rank he has. He may cast it as an immediate action instead of its normal cast time.

Con Fuoco
At 12th level, the Performancer can cause roaring pillars of flame, explosions, meteors and firestorms to coalesce around him, grievously injuring foes. The Performancer must have 14 or more ranks in a musical Perform skill to use con fouco. Each round in which the Performancer continues the song, he may conjure a pillar or ball of fire to erupt around a creature. A pillar of flame is 10' wide by 40' tall, while a ball of fire is spherical and has a radius of 10'. Both deal 1d6 points of Fire damage for every 2 levels the Performancer has; enemies hit may attempt a DC (10 + 1/2 Performancer level + his Charisma modifier) Reflex save to halve the damage. This ability is a fire effect.

Piercing Song
At 13th level, a Performancer's melody pierces through the defenses of creatures normally immune to sound waves, allowing him to affect them as if they were not. The Performancer must have 15 or more ranks in a musical Perform skill to use piercing song. If he does, any other effects his Mancer's Melody has also affect creatures normally immune to sonic effects, despite being sonic effects. If a creature affected is immune to mind-affecting effects, it is still immune to his music. This ability is a mind-affecting effect.

If piercing song is used together with dirge or across boundaries, this ability allows his music to affect creatures (or undead, in the case of dirge) that are normally immune to both mind-affecting effects and sonic effects.

Con Moto
At 14th level, a Performancer's melody can free creatures from imprisonment and other sources of impedance. The Performancer must have 16 or more ranks in a musical Perform skill to use con moto. Allies that can hear his melody are affected as if by a freedom of movement spell. In addition, once per round, the Performancer may affect a single creature with an effect identical to a break enchantment spell (the Performancer's caster level is equal to his class level). This ability is a mind-affecting and sonic effect.

Derisive Theft (Ex)
By stealing a lesser's performance and making it his own, the Performancer inherently shows his dominance over the weaker performer. At 15th level, such theft demoralizes his victims. For 1 minute, the victim suffers a -2 morale penalty to attacks, saves, AC, and skill checks. In addition, the victim cannot begin a new performance until his morale penalty subsides.

Con Larghezza
At 16th level, the Performancer can make his music louder, broader and longer. The Performancer must have 18 or more ranks in a musical Perform skill to use con larghezza. A Melody modified by this ability is much louder (yet still pleasing to hear) than normal, affecting allies and enemies twice as far away as normal. In addition, when the Melody is over, it lingers for twice as long.

Across Boundaries
At 17th level, a Performancer's melody rings true throughout reality, affecting creatures whose minds are normally protected against it. The Performancer must have 19 or more ranks in a musical Perform skill to use across boundaries. If he does, any other effects his Mancer's Melody has also affect creatures normally immune to mind-affecting effects, despite being mind-affecting effects. If a creature affected is immune to sonic effects, it is still immune to his music. This ability is a sonic effect.

Con Anima
At 18th level, a Performancer's melody infuses his allies with power and courage. The Performancer must have 20 or more ranks in a musical Perform skill to use con anima. Allies that can hear his Melody gain immunity to disease, sickness, nausea, poison, and fear effects for the duration. In addition, each ally gains 1 temporary hit point per Performancer level he has. Upon starting a Melody modified by this ability, the Performancer makes a Perform check, and grants his allies competence bonuses on all saves and skill checks based on the result:

{table=head]Roll result|Bonus
21 or less|+1
22-31|+2
32-41|+3
42+|+4[/table]

Commandeer Sound (Su)
At 19th level, the Performancer can commandeer magical effects in place and dismiss or control them as if he were the caster. As a standard action, the Performancer may make a Perform check against a DC equal to the effect's caster's caster level plus his or her spellcasting modifier (at the time of casting). If he succeeds, he loses 2 uses of Mancer's Melody and becomes the caster of the magical effect and can choose to dismiss it or control it.

The Performancer can only commandeer effects that deal with sound effects and manipulating them. For example, he can commandeer an Energy Immunity spell if it provides immunity to Sonic spells; he can also commandeer a Silence spell or a Magic Mouth spell. He cannot, however, commandeer an Anti-Magic Field because it happens to block sonic-based spells.

Crescendo (Ex)
At 20th level, the Performancer is an absolute master of the Melody. Once per encounter, he may create a cacophony of wondrous harmony and rhythm by creating a Melody that slowly works towards total incorporation of all of his abilities. Each round that the Performancer maintains a Melody incorporating at least three Melody effects, he may attempt a Perform check with a DC equal to 15 + the highest number of ranks among Melody effects affecting his Melody. If he succeeds, he may add another Melody effect, and the DC for adding another new effect via Crescendo increases by 5. However, once he does so, he must continue the Melody by actively performing.

Each round during the Crescendo, he must make a Perform check with a DC equal to 15 + the highest number of ranks among Melody effects affecting his Melody + 5 for every Melody effect added by his Crescendo ability. If he fails a Perform check by 5 or less, the last added Melody effect fades from his Melody. If he fails a Perform check by anywhere from 6 to 10, all Melody effects added by Crescendo fade. If he fails a Perform check by 11 or more, or rolls a natural 1, the Melody instantly ends. Its effects do not linger if it ends in this way.

Henlein_Kosh
2013-04-11, 12:35 AM
Birdsong Bard

Put an image of your class here!

If you think composing music is hard, try standing deep in the forest and perform a melody that is perfectly in tune with all the sounds around you.
-Ina Kosh, a Birdsong Bard to two of her urban collegues

Nature is full of music: The song of birds, the howl of wolves, the wind in the trees and the soft drumming of raindrops. The Birdson Bard incorporates all of these symphonies and more into his music.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: Birdsong Bards usually follow deities of Nature and/or Music, such as Corellon Larathian, Ehlonna, and Obad-Hai

Background: Most Birdsong Bards are at least partially, if not entirely, self-taught. People who have been under the tutelage of a traditional bard or a druid, but didn't find those paths fulfilling, often finds the Birdsong path appealing.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The Birdsong Bard has the following class skills:
Balance(dex), Bluff(cha), Climb(str), Concentration(con), Craft(int), Diplomacy(cha), Escape Artist(dex), Gather Information(cha), Handle Animal(cha), Hide(dex), Jump(str), Knowledge(any)(int), Listen(wis), Move Silently(dex), Perform(cha), Profession(wis), Ride(dex), Search(int), Sense Motive(wis), Sleight of Hand(dex), Speak Language, Spellcraft(Int), Spot(wis), Survival(wis), Swim(str), Tumble(dex), Use Magic Device(cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CBIRDSONG BARD
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Bardic Music, Wild Empathy
2nd|
+1|
+0|
+3|
+3|Woodland Stride
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|
+x|
+x|Class Ability
10th|
+x|
+x|
+x|
+x|Class Ability
11th|
+x|
+x|
+x|
+x|Class Ability
12th|
+x|
+x|
+x|
+x|Class Ability
13th|
+x|
+x|
+x|
+x|Class Ability
14th|
+x|
+x|
+x|
+x|Class Ability
15th|
+x|
+x|
+x|
+x|Class Ability
16th|
+x|
+x|
+x|
+x|Class Ability
17th|
+x|
+x|
+x|
+x|Class Ability
18th|
+x|
+x|
+x|
+x|Class Ability
19th|
+x|
+x|
+x|
+x|Class Ability
20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the Birdsong Bard.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

sirpercival
2013-04-18, 08:09 AM
Jongleur

Image! (http://muzickaslusalica.files.wordpress.com/2012/10/onemanband11.gif)

"O for the gentleness of old Romance, the simple planning of a minstrel's song!"
– John Keats

A Jongleur is an adventuring musician, who masters the use of many instruments in order to create complex pieces by playing all of them at once.

Adventures: Jongleurs adventure because... well, it's what they do. A jongleur travels the world, looking for new vistas to explore, and new ears to fill with the glory of music. They are wanderlust incarnate.

Characteristics: As is required by the adventuring life, a Jongleur is a jack of all trades, able to adapt to a variety of situations through the judicious use of his soulmelds. He is primarily a skillful character, but with a few offensive (and several defensive) tricks to support him in combat.

Alignment: Any alignment can lead to the varied paths of the Jongleur. A lawful character would have the dedication and focus required to learn and play a dozen different instruments at the same time, while a chaotic character would enjoy the freedom and self-reliance one finds on the road.

Religion: Jongleurs pay the most obeisance to gods of music and revelry, but they also worship gods of travel and the road nearly as often.

Background: Those who become Jongleurs often come from poor, hardworking families. A Jongleur must have musical talent, which is often discovered by a traveling minstrel who takes the fledgling Jongleur under his wing as an apprentice. During his journey, the young troubadour discovers the primal music of the soul, and the rest is history.

Races: Jongleurs can come from charismatic races like aasimar, hardy races like gnomes, or quick races like halflings.

Other Classes: As a skillful and supportive character, a Jongleur fits in well with almost any other class, but (thanks to his Soul Music feature) especially other incarnum classes.

Role: A Jongleur is a skillful support character, useful in a large variety of situations thanks to his wide array of soulmelds.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Jongleurs have the following game statistics.
Abilities: Charisma > Dexterity/Strength = Constitution > Intelligence = Wisdom.
Alignment: Any.
Hit Die: d8.
Starting Age: As bard.
Starting Gold: As bard.

Class Skills
The Jongleur's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Percussionist
{table=head]Level|BAB|Fort|Ref|Will|Special|Soulmelds|Essentia |Ch.Binds
1 | +0 | +0 | +2 | +2 |Personal Orchestra, Soul Music (song of potency)| 2| 1 | 0
2 | +1 | +0 | +3 | +3 |Chakra bind (least), Combat Troubador| 3| 2 | 1
3 | +2 | +1 | +3 | +3 |Armored Rig| 3| 3 | 1
4 | +3 | +1 | +4 | +4 |Chakra bind (least), Harmony and Melody| 4| 3 | 1
5 | +3 | +1 | +4 | +4 |Improved Combat Troubador| 4| 4 | 1
6 | +4 | +2 | +5 | +5 |Chakra bind (least)| 4| 5 | 2
7 | +5 | +2 | +5 | +5 |Soul music (song of impetus)| 5| 6 | 2
8 | +6/+1 | +2 | +6 | +6 |Chakra bind (lesser), Tempo Fugit| 5| 6 | 2
9 | +6/+1 | +3 | +6 | +6 |Animate Performance| 5| 7 | 2
10| +7/+2 | +3 | +7 | +7 |Chakra bind (lesser), Harmony and Ecstasy| 6| 8 | 3
11| +8/+3 | +3 | +7 | +7 |Improved Armored Rig| 6| 9 | 3
12| +9/4 | +4 | +8 | +8 |Chakra bind (lesser)| 6| 10| 3
13| +9/+4 | +4 | +8 | +8 |Soul music (song of capacity)| 7| 11| 3
14| +10/+5 | +4 | +9 | +9 |Chakra bind (greater)| 7| 12| 4
15| +11/+6/+1 | +5 | +9 | +9 |Greater Combat Troubador| 7| 14| 4
16| +12/+7/+2 | +5 | +10| +10|Chakra bind (greater), Harmony and Agony| 8| 15| 4
17| +12/+7/+2 | +5 | +10| +10|Improved Tempo Fugit| 8| 17| 4
18| +13/+8/+3 | +6 | +11| +11|Chakra bind (heart), Incarnate Performance| 8| 19| 5
19| +14/+9/+4 | +6 | +11| +11|Greater Armored Rig, Soul Music (song of epiphany)| 9| 21| 5
20| +15/+10/+5 | +6 | +12| +12|Chakra bind (soul), Polka Will Never Die| 9| 23| 5[/table]

Class Features
All of the following are class features of the Jongleur.

Weapon and Armor Proficiencies: A Jongleur is proficient with all simple weapons, as well as any weapons granted by her soulmelds. Additionally, the Jongleur is proficient with medium and light armor.

Meldshaping: A jongleur's primary ability is shaping the soul of music into incarnum soulmelds, which are drawn from the jongleur soulmeld list (see below). You know and can shape any soulmeld from this list, and the DC for a saving throw against one of your soulmelds is 10 + number of points of essentia invested in the soulmeld + your Charisma modifier. Your meldshaper level is equal to your Jongleur level.

You can shape only a certain number of soulmelds per day. Your base daily allotment is given on the table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you also gain access to your personal pool of essentia, representing the primal music which flows inside you, which can be invested into your soulmelds to increase their power. The size of your essentia pool is given on the table above. Your character level, determines the maximum quantity of essentia that you can invest in any single soulmeld, (as shown in Magic of Incarnum, Table 2–1: Essentia Capacity). Each round as a swift action, you can reallocate your essentia investments in your soulmelds (see Essentia, MoI page 50).

A Jongleur does not study or prepare soulmelds in advance, but must have a good night's rest and listen to music for 1 hour to shape her soulmelds for the day (see Shaping Soulmelds, MoI page 49).

Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, MoI page 50), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on the table above). Beginning at 2nd level, and every even level afterwards, select one chakra to which to gain access. You can bind soulmelds to any chakras you have accessible. At 2nd, 4th, and 6th level, choose a least chakra (crown, feet, hands); at 8th, 10th, and 12th level, choose a lesser chakra (arms, brow, shoulders); at 14th and 16th level, choose a greater chakra (throat or waist); and at 18th and 20th level, you gain access to the Heart and Soul chakras, respectively.

Personal Orchestra (Ex): As a jongleur, you have learned to shape the primal music of the soul into melds which aid you in your adventures. Your soulmelds all take the form of instruments, and you can use them as appropriate. You may use an appropriate soulmeld as a masterwork instrument for any Perform skill, and the competence bonus granted by the instrument increases by +2 for each essentia invested in the soulmeld.

Soul Music (Su): Once per day per Jongleur level, you can use the music resonating in your soul to produce magical effects on those around you (usually including yourself, if desired). These abilities fall under the category of Soul Music, and are dependent on any of chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken or sung performance.

Starting a Soul Music effect is a standard action. While using Soul Music, you cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf Jongleur has a 20% chance to fail when attempting to use Soul Music; if she fails, the attempt still counts against her daily limit.

Soul Music counts as Bardic Music for the purposes of meeting prerequisites, and uses of Soul Music may be spent in place of Bardic Music uses to activate abilities (other than Bardic Music abilities themselves).

Song of Potency: At 1st level, you can sing the Song of Potency, using your Soul Music to increase the meldshaper level or save DC of soulmelds shape by your allies. Any ally within 30 feet who can hear you play receives 1 Tone Point, +1 for every 6 additional Jongleur levels you have, which last as long as they can hear you play and for 5 rounds after. Allies can allocate Tone Points as they see fit when first gaining the benefit of this ability; each Tone Point increases the meldshaper level of one of their shaped soulmelds by +2, or the save DC of one of their shaped soulmelds by +1, for as long as the ally gains the benefit of this ability.

Song of Impetus: Beginning at 7th level, you learn the Song of Impetus, which allows you to use your Soul Music to amplify the soul essence of your allies. Any ally within 30 feet who can hear you play receives 1 temporary essentia per 6 Jongleur levels you have, which lasts as long as the ally can hear you play and for 5 rounds after. An affected ally can allocate these temporary essentia as a free action when it receives them.

Song of Capacity: Starting at 13th level, you can sing the Song of Capacity, a use of Soul Music which broadens the minds and essences of your allies. Each ally within 30 feet of you who can hear you play chooses 1 soulmeld that they currently have shaped. The essentia capacity of that soulmeld increases by 1 for as long as the ally can hear you play, and for 5 rounds after.

Song of Epiphany: At 19th level, you learn the Song of Epiphany, which allows you to use your Soul Music to transfer knowledge of your instruments to your allies. When you activate this ability, choose one soulmeld you currently have shaped; every ally within 30 feet of you who can hear you play gains the benefit of having that soulmeld shaped (and can invest essentia in it, if they have any, as a free action when you activate the ability). This effect lasts for as long as the ally can hear you play, and for 5 rounds after. When the effect ends, any essentia your allies had invested in the soulmeld returns to their respective essentia pools.


Combat Troubador (Ex): Like Orpheus for Eurydice, you have discovered at 2nd level that you are willing to go to the ends of the earth and beyond for your goals. Trivialities such as damage and combat cannot stand in your way. Once per day per 2 Jongleur levels, as a full-round action you can grant yourself temporary hit points equal to your highest ranks in any Perform skill.

Armored Rig (Ex): Beginning at 3rd level, the instruments (i.e., soulmelds) that you hang all over your body grant you a semblance of protection from attacks. You gain an armor bonus equal to the number of soulmelds you have shaped at any given time, with an enhancement bonus equal to the highest amount of essentia you have invested in any soulmeld. The armor bonus granted by this class feature does not stack with the armor bonus granted by any other source.

Harmony and Melody (Su): The primal music of the soul flows through you, and reaches a new height at 4th level. Once per day, you can invest essentia into this class feature and choose a number of skills equal to the invested essentia; you may not select the same skill more than once, and you must have at least 1 rank in each chosen skill. The next time you make a skill check with one of the chosen skills, you may substitute a Perform check for the normal skill roll if you choose; if you do so, return 1 essentia invested in this feat to your pool. Once essentia is invested in this ability, it remains invested until you activate this ability for one of the chosen skills, at which point the essentia returns to your essentia pool and that particular skill can no longer gain the benefit of this ability (until you shape your soulmelds again).

Improved Combat Troubador (Ex): When you achieve 5th level, your training for battle has made you considerably more versatile. When you gain this ability, choose Strength or Dexterity; you may use your Charisma modifier in place of the chosen ability modifier when making melee or ranged attacks, respectively, if doing so would be beneficial to you.

Tempo Fugit (Ex): By 8th level, you have learned to match your internal rhythms with the natural flow of combat. You may use your Charisma modifier in place of your Dexterity modifier when calculating your bonus to initiative checks, if doing so would be beneficial to you.

Animate Performance (Su): Beginning at 9th level, you can temporarily create a creature of pure music to assist you. When you activate your Soul Music ability, you may increase the activation time to a full-round action, choose a soulmeld you have shaped, and make a Perform check (for the relevant instrument) as part of the same action. If you do so, you call into being a shadowy duplicate of yourself, which performs the music.

The duplicate appears in a square adjacent to you, and combines the effects of the unseen servant and major image spells. Once it appears, the duplicate can move just as you would, on your initiative, without you needing to spend an action. It has hit points equal to the result of your Perform check, ignores terrain effects, and moves like an unseen servant, making no noise in the process, though it makes normal motions while traveling. If you have a fly speed, the image appears to fly when not in contact with the ground; otherwise, it walks on open air.

Your animate performance looks like you, though it is clearly not real. It has no equipment, but gains the benefit of the chosen soulmeld; you lose the benefit of the soulmeld as long as the duplicate is in existence. The duplicate produces the Soul Music in your place, and can flank, though it cannot otherwise attack. You can dismiss the animated performance with a move action, regaining the use of the soulmeld; you also regain the soulmeld if the duplicate is destroyed.

Harmony and Agony (Su): You are one with the primal music at 10th level. Once per day, you can invest essentia into this class feature. The next time you use an ability which forces a saving throw, as long as there is still essentia invested in this ability, as a free action you may return one invested essentia to your pool, and simultaneously increase the DC of the save by +2. Once essentia is invested in this ability, it remains invested until used. You cannot activate this ability more than once for any given saving throw.

Improved Armored Rig (Ex): Your instrument harness is so thickly layered with soulmelds by 11th level that it softens blows against you with extra vim. You gain damage reduction /– equal to the number of chakra binds you have at any given time; this stacks with all other sources of damage reduction.

Greater Combat Troubador (Ex): Upon reaching 15th level, you are a master of the music of battle. You may spend a move action to imbue an attack with the elegance of music. The next attack you make before the end of your next turn, if successful, is automatically a critical threat, and you may make a Perform check against a DC equal to your opponent's AC in place of an attack roll to confirm the critical hit.

Harmony and Ecstasy (Su): Your internalization of primordial harmonies has increased dramatically by 16th level. Once per day, you can invest essentia into this class feature. The next time you make a saving throw, as long as there is still essentia invested in this ability, you may substitute a Perform check for the normal save roll if you choose. Once essentia is invested in this ability, it remains invested until you activate this ability for a save, at which point one invested essentia returns to your essentia pool.

Improved Tempo Fugit (Ex): When you achieve 17th level, your internal rhythms mimic the flow of events around you, even when you aren't fully aware of the fact. You always gain an action in a surprise round, even if you would normally have been surprised.

Incarnate Performance (Su): At 18th level, your animate performance becomes more real. As long as you have at least 1 essentia invested in the granted soulmeld, the duplicate gains a Strength score equal to one-half your own and can perform combat actions using phantom, non-magical versions of your gear, and make attacks of opportunity, though it cannot otherwise attack. Any items that lose contact with the duplicate dissipate immediately, and equipment that extends more than 5 feet from the duplicate (such as a length of rope) also disappears beyond that distance. In addition, the duplicate's hit points are equal to twice your Perform check result.

Greater Armored Rig (Ex): Beginning at 19th level, your harness is so thickly clustered with instruments that it protects your vulnerable points. You have a chance to negate critical hits and precision damage equal to 5% times the total amount of essentia you have invested in your soulmelds at any given time.

Polka Will Never Die (Ex): Upon reaching 20th level, you are sustained by music even beyond the bounds of life. Whenever you would die, as long as you have at least one essentia remaining in your pool or invested in your incarnum receptacles, you do not die. Instead, you lose one essentia from your essentia pool, or an incarnum receptacle of your choice, at the beginning of your turn in each round that you would be dead. When you have no more essentia remaining, you die as normal.

While you are sustained by your essentia, you may be targeted by spells which only affect dead creatures, such as raise dead or resurrection; alternatively, if you would have died due to hit point loss, your hit points can be raised above 0 by healing spells as normal. In such a case, you cease to lose essentia from your pool, returning to your full functions (and hit points, if applicable), and regain 1 lost essentia into your pool per round at the beginning of your turn until you reach your normal maximum.

sirpercival
2013-04-18, 08:12 AM
Soulmeld List


Crown
Bassanelli -- Gain a +1 bonus to attacks against each enemy based on the number of times you've hit that enemy
Gong -- Gain a +2 bonus on Intimidate checks
Mouth Harp -- Gain a +2 bonus on Bluff checks
Pan Flute -- Charm a creature while you play

Feet
Archlute -- Gain a +2 bonus on Balance checks
Lur -- As a standard action, deal 1d6 sonic damage with a ranged touch attack
Serpent -- Gain a +2 bonus on Tumble checks
Tambourine -- Gain a +1 bonus on Reflex saves

Hands
Dulcimer -- Gain a +2 bonus on Sleight of Hand checks
Fiddle -- Gain a +2 dodge bonus to AC for 1 round by spending a swift action
Lyre -- Gain a +2 bonus on Diplomacy checks
Tambourine -- Gain a +1 bonus on Reflex saves

Arms
Bassanelli -- Gain a +1 bonus to attacks against each enemy based on the number of times you've hit that enemy
Fiddle -- Gain a +2 dodge bonus to AC for 1 round by spending a swift action
Gong -- Gain a +2 bonus on Intimidate checks
Nakir -- Gain a +2 bonus on initiative checks

Brow
Bowed Clavier -- Increase your base speed by +10 feet
Comb -- Gain a +2 bonus on Disguise checks
Dulcimer -- Gain a +2 bonus on Sleight of Hand checks
Lur -- As a standard action, deal 1d6 sonic damage with a ranged touch attack

Shoulders
Bass Drum -- Your attacks deal +1d4 sonic damage
Bladder Pipe -- Fight normally at -1 to -9 hp
Nakir -- Gain a +2 bonus on initiative checks

Throat
Comb -- Gain a +2 bonus on Disguise checks
Cornet -- Gain a +2 bonus on saves vs fear and sleep effects
Hurdy Gurdy -- Gain a +1 bonus to save DCs for your supernatural abilities
Mouth Harp -- Gain a +2 bonus on Bluff checks

Waist
Archlute -- Gain a +2 bonus on Balance checks
Bowed Clavier -- Increase your base speed by +10 feet
Serpent -- Gain a +2 bonus on Tumble checks

Heart
Bladder Pipe -- Fight normally at -1 to -9 hp
Cornet -- Gain a +2 bonus on saves vs fear and sleep effects
Lyre -- Gain a +2 bonus on Diplomacy checks

Soul
Bass Drum -- Your attacks deal +1d4 sonic damage
Hurdy Gurdy -- Gain a +1 bonus to save DCs for your supernatural abilities
Pan Flute -- Charm a creature while you play


Soulmeld Descriptions
Archlute
Descriptors: None.
Classes: Jongleur.
Chakra: Feet or Waist.
Saving Throw: None.
This long-necked strummed instrument has 14 strings and a wide, pear-shaped body. The neck has two sets of pegs for tuning, indicating both high and low notes possible.

Just like an archlute strikes a balance between extremes, so too are you able to find a happy medium. You gain a +2 insight bonus on Balance checks. Essentia: Every point of essentia invested in an archlute increases the bonus by +2.

Chakra Bind (Feet)
While an archlute is bound to your feet chakra, you can move at full speed while balancing at no penalty.

Chakra Bind (Waist)
When you bind and archlute to your waist chakra, you gain a fly speed equal to your land speed.


Bassanelli
Descriptors: None.
Classes: Jongleur.
Chakra: Arms or Crown.
Saving Throw: None.
Incarnum forms into a long double-reed instrument of dark wood, with a curved neck and seven fingerholes.

The high, delicate tone of your bassanelli is the product of utmost precision on the your part, and you use that same precision in combat. Whenever you successfully attack an opponent, you gain a +1 insight bonus to future attacks against that opponent for a number of rounds equal to your meldshaper level, or until you attack a different creature, whichever comes first. Essentia: When you invest essentia in a bassanelli, each successive attack which successfully strikes the same opponent increases the bonus to future attacks by +1, to a maximum of +2 per invested essentia.

Chakra Bind (Arms)
When a bassanelli is bound to your arms chakra, you reduce any miss chance you suffer on attacks due to concealment by an amount equal to 5% per invested essentia (to a maximum of a 50% reduction). You also reduce any cover bonus to AC from which your opponents benefit (against your attacks only) by +1 per invested essentia.

Chakra Bind (Crown)
While a bassanelli is bound to your crown chakra, on your turn (before making any attacks), you may choose to subtract a number from all damage rolls and add the half that amount as a bonus to all attack rolls. The amount by which you reduce your damage roll may not exceed your base attack bonus, and the penalty on damage and bonus on attacks apply until your next turn.


Bass Drum
Descriptors: None.
Classes: Jongleur.
Chakra: Shoulders or Soul.
Saving Throw: Fortitude negates (see text).
A very large drum forms out of incarnum, hanging solidly on your back.

Like the hefty bass drum, your every move will not be ignored. Each successful attack you make deals +1d4 sonic damage. Essentia: Every point of essentia invested in a bass drm increases the bonus damage by +1d4.

Chakra Bind (Shoulders)
When you bind a bass drum to your shoulders chakra, your actions can create loud noises. As a free action, you may cause any movement or attack you make to possibly deafen your opponents. Any creature adjacent to you when this ability is activated must make a Fortitude save or be deafened for 1d6 rounds. However, whenever this ability is activated, you suffer a -6 penalty to Move Silently checks while performing the movement or attack.

Chakra Bind (Soul)
Binding a bass drum to your soul chakra causes sonic damage you deal to strike at your opponent's very soul. Whenever an attack you make would deal sonic damage, you may choose instead to have it deal 1 point of Wisdom drain per 4 sonic damage it would normally have dealt.


Bladder Pipe
Descriptors: None.
Classes: Jongleur.
Chakra: Heart or Shoulders.
Saving Throw: None.
Incarnum forms a rough skin bag with a long pipe at the end, which sounds a long, low drone.

A bladder pipe's mournful sounds fill you with resolve to keep fighting death. While you have it shaped, you automatically stabilize when reduced below 0 hp, and you can act normally while between -1 and -9 hp. This ability does not prevent you from dying when reduced to -10 or fewer hp. Essentia: You gain a +1 insight bonus to saves vs negative energy and death effects for each essentia invested in a bladder pipe.

Chakra Bind (Heart)
If you bind a bladder pipe to your heart chakra, you may spend 30 minutes making a Perform check (DC 15) to magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in 30 minutes of playing is equal to the work of 50 humans laboring for one day per invested essentia. Each time after the first that you activate this ability within 24 hours, increase the DC of the perform check by 3.

Chakra Bind (Shoulders)
You gain a measure of resistance against critical hits and precision damage while a bladder pipe is bound to your shoulders chakra. You have a 10% chance, +10% per invested essentia (to a maximum of 100%), of negating critical hits and precision damage.


Bowed Clavier
Descriptors: None.
Classes: Jongleur.
Chakra: Brow or Waist.
Saving Throw: Will negates (see text)
You shape incarnum into a wooden box with keys on the outside, hiding strings and a waxed cylinder inside.

Life marches on in time to the rhythm of your bowed clavier's wheel. While you have the soulmeld shaped, you gain a bonus to your base speed of +10 feet. Essentia: For each essentia invested in a bowed clavier, increase the speed bonus by +5 feet.

Chakra Bind (Brow)
When a bowed clavier is bound to your brow chakra, you may spend a swift action at will to force another creature to march along with you. Choose one creature within 30 feet; the next time you move within 1 round, the target creature must make a Will save or move exactly the same trajectory (distance and direction, including changes of direction) that you move. This movement does not cost your target an action, but it does provoke attacks of opportunity as normal.

Chakra Bind (Waist)
Binding a bowed clavier to your waist chakra grants you the freedom to move as you wish. You can spend a move action at will to gain the benefit of freedom of movement (as the spell) for 1 round.


Comb
Descriptors: None.
Classes: Jongleur.
Chakra: Brow or Throat.
Saving Throw: None.
You produce a small ivory comb from a swirl of incarnum.

Even a seemingly innocuous comb can hide surprising potential. While you have the meld shaped, you gain a +2 insight bonus on Disguise checks. Essentia: Each essentia invested in a comb increases the bonus by +2.

Chakra Bind (Brow)
If you bind a comb to your brow chakra, you may use alter self as a spell-like ability at will, with a caster level equal to your meldshaper level.

Chakra Bind (Throat)
By binding a comb to your throat chakra, you are constantly protected as if by a nondetection spell that you cast on yourself, with a caster level equal to your meldshaper level.


Cornet
Descriptors: None.
Classes: Jongleur.
Chakra: Soul or Throat.
Saving Throw: None.
Incarnum coalesces into a three-keyed brass horn with a sweet, bright tone.

A cornet's piercing notes seem to banish fear and doubt. With this soulmeld shaped, you gain a +2 insight bonus on saves vs fear and sleep effects. Essentia: When you invest essentia in a cornet, increase the bonus by +1 for each invested essentia.

Chakra Bind (Soul)
Whenever you bind a cornet to your soul chakra, you gain fast healing equal to your ranks in Perform (brass instruments).

Chakra Bind (Throat)
If you bind a cornet to your throat chakra, you become immune to fear effects.


Dulcimer
Descriptors: None.
Classes: Jongleur.
Chakra: Brow or Hands.
Saving Throw: None.
A long, curved stringed instrument slowly forms.

When you shape a dulcimer, your fast and clever fingers seem to steal music from nowhere. You gain a +2 bonus on Sleight of Hand checks. Essentia: For each essentia invested in a dulcimer, the bonus increases by +2.

Chakra Bind (Brow)
When bound to your brow chakra, a dulcimer allows you to charm objects into your pocket, enabling you to steal at a distance. You can make a Sleight of Hand check at a range of 30 feet, but the object to be manipulated cannot exceed 5 pounds in weight.

Chakra Bind (Hands)
Binding a dulcimer to your hands chakra grants you the benefit of the Improved Disarm feat, even if you don't meet the prerequisites.


Fiddle
Descriptors: None.
Classes: Jongleur.
Chakra: Arms or Hands.
Saving Throw: None.
You shape incarnum into a hardy, quick fiddle.

The frenzied speed of a master of the fiddle could outrace the devil himself. As a swift action, you may grant yourself a +2 dodge bonus to AC for 1 round. Essentia: Each essentia invested in a fiddle increases the bonus by +1.

Chakra Bind (Arms)
When you bind a fiddle to your arms chakra, you make attacks much more quickly. Whenever you make at least one attack in a round, you may make an additional attack at your highest base attack bonus.

Chakra Bind (Hands)
When bound to your hands chakra, a fiddle allows you to reallocate your essentia as an immediate action instead of a swift action.


Gong
Descriptors: None.
Classes: Jongleur.
Chakra: Arms or Crown.
Saving Throw: See text.
A large brass disk hangs from your rig, waiting for you to smite it.

When your gong sounds, your enemies tremble in fear. You gain a +2 insight bonus on Intimidate checks. Essentia: For each essentia invested in a gong, increase the bonus by +2.

Chakra Bind (Arms)
A gong, when bound to your arms chakra, allows you to demoralize with the Intimidate skill at a range of 30 feet. In addition, whenever you successfully demoralize an opponent, that creature remains shaken for 1d6 rounds.

Chakra Bind (Crown)
While bound to your crown chakra, a gong increases the duration of sound-based effects. Any sound-based effect you create within 30 feet lasts twice as long before expiring.


Hurdy-Gurdy
Descriptors: None.
Classes: Jongleur.
Chakra: Soul or Throat.
Saving Throw: Will negates (see text).
Out of incarnum, you craft a strange amalgam of a string, keyboard, and wheel-cranked instrument.

With a hurdy-gurdy at your disposal, the drone of the instrument carries a subtle undertone, warping reality around you. You gain a +1 bonus to the DC of any supernatural abilities you have. Essentia: Every point of essentia invested in a hurdy-gurdy increases the bonus by +1.

Chakra Bind (Soul)
When you bind a hurdy-gurdy to your soul chakra, you benefit as if from the mind blank spell, with a caster level equal to your meldshaper level.

Chakra Bind (Throat)
By spending a full-round action while a hurdy-gurdy is bound to your throat chakra, you can produce a mind-altering performance. Choose one creature within 30 feet for every 4 ranks you have in Perform (string instruments or keyboards). Each target must make a Will save or have its memory of the current encounter erased, as per the modify memory spell.

Lur
Descriptors: None.
Classes: Jongleur.
Chakra: Brow or Feet.
Saving Throw: None.
You shape incarnum into a long, smoothly curved horn.

The deep, rich resonance of a lur can be felt for miles. As a standard action, you can make a ranged touch attack against any creature within 90 feet with this soulmeld, which deals 1d6 sonic damage on a successful hit and has a critical multiplier of x3. Essentia: For each point of essentia you invest in a lur, you deal 1d6 additional sonic damage on a successful hit.

Chakra Bind (Brow)
If you bind a lur to your brow chakra, you can send long-range messages with a thought. As a full-round action, you can contact a creature as per the sending spell, but limited to a range of 1 mile + 1 mile per invested essentia (this ability cannot make contact across planar boundaries).

Chakra Bind (Feet)
Whenever you bind a lur to your feet chakra, you gain tremorsense to a range of 30 feet + 10 feet per invested essentia.


Lyre
Descriptors: None.
Classes: Jongleur.
Chakra: Hands or Heart.
Saving Throw: None.
A golden harp-like instrument forms from delicate strands of incarnum

The dulcet tones of a lyre can melt the heart of Asmodeus himself. You gain a +2 insight bonus to Diplomacy checks. Essentia: Every point of essentia you invest in a lyre increases the bonus by +2.

Chakra Bind (Hands)
When bound to your hands chakra, a lyre charms projectiles away from you, causing any ranged attacks made against you to suffer a miss chance of 10% + 10% per invested essentia (to a maximum of 100%).

Chakra Bind (Heart)
By binding a lyre to your heart chakra, you can protect yourself from being drawn to the depths of the underworld… as long as you play. Whenever you gain the benefit of your Soul Music, Bardic Music, Virtuoso Performance, or similar abilities, you gain the benefit of the delay death spell.


Mouth Harp
Descriptors: None.
Classes: Jongleur.
Chakra: Crown or Throat.
Saving Throw: None.
A small twist of metal coalesces out of ambient incarnum.

Shaping a mouth harp trains your tongue to be quick -- useful for things other than playing the instrument. You gain a +2 insight bonus to Bluff checks. Essentia: Every point of essentia you invest in a mouth harp increases the bonus by +2.

Chakra Bind (Crown)
If you bind a mouth harp to your crown chakra, your quick words are more difficult for others to see through. Whenever you make a Bluff check, the target's Sense Motive modifier for Bluff circumstances is reduced by one step.

Chakra Bind (Throat)
When you bind a mouth harp to your throat chakra, you are quick in deed as well as in word. You can feint in combat as a swift action, and if you are successful, you treat your opponent as flat-footed until the beginning of your next turn.


Nakir
Descriptors: None.
Classes: Jongleur.
Chakra: Arms or Shoulders.
Saving Throw: Will negates (see text).
Incarnum stretches into a tight membrane around a wooden frame.

One strike upon a nakir multiplies into a frenzied rhythm of war. You gain a +2 insight bonus to initiative checks. Essentia: For each point of essentia you invest in a nakir, increase the bonus by +1.

Chakra Bind (Arms)
Binding a nakir to your arms chakra allows you to perform a coup de grace as a move action which does not provoke an attack of opportunity. In addition, you can perform a coup de grace against creatures which are immune to critical hits.

Chakra Bind (Shoulders)
When you bind a nakir to your shoulders chakra, you can spend a swift action to grant you or an ally within 30 feet the benefits of a barbarian's Rage ability (but not any higher tiers of rage) for a number of rounds equal to your meldshaper level. You cannot target a creature who is fatigued or exhausted with this ability, and a maximum of 1 creature + 1 additional creature per invested essentia can be affected by this ability at the same time.


Pan Flute
Descriptors: None.
Classes: Jongleur.
Chakra: Crown or Soul.
Saving Throw: Will negates or Reflex negates (see text).
You shape a set of hollow pipes, bound together with strands of incarnum.

The lively notes of a pan flute bring smiles to faces and set toes tapping… whether they want to or not. As a full-round action, you can produce a charm person effect against a target who can hear you (spell resistance and saves as normal), as long as the target has no more hit dice than you. Essentia: You increase the hit die limit of your charm person effect by 1 for each point of essentia invested in yourpan flute.

Chakra Bind (Crown)
While a pan flute is bound to your crown chakra, you can spend a full-round action to produce an entangle effect, as per the spell with a caster level equal to your meldshaper level.

[b]Chakra Bind (Soul)[b]
When you bind a pan flute to your soul chakra, you produce a dominate person effect instead of a charm person effect.


Serpent
Descriptors: None.
Classes: Jongleur.
Chakra: Feet or Waist.
Saving Throw: None.
Incarnum forms into a strangely twisted horn.

Though bizarrely convoluted, a serpent still boasts surprising force as an instrument. You gain a +2 insight bonus to Tumble checks. Essentia: For each point of essentia invested in a serpent, increase the bonus by +2.

Chakra Bind (Feet)
A serpent, when bound to your arms chakra, reduces your encumbrance by one step (e.g., a heavy load to a medium load). In addition, you can tumble at full speed with no penalty.

Chakra Bind (Waist)
When you bind a serpent to your waist chakra, you can charge over an arbitrary trajectory instead of in a straight line, making as many turns as you like.


Tambourine
Descriptors: None.
Classes: Jongleur.
Chakra: Feet or Hands.
Saving Throw: None.
A ring of jingling steel disks forms in your hand.

Even at rest, a tambourine jingles faintly, never fully still. You gain a +1 insight bonus to Reflex saves. Essentia: Each point of essentia invested in a tambourine increases the bonus by +1.

Chakra Bind (Feet)
While a tambourine is bound to your feet chakra, you can teleport 10 feet as a swift action at will. The new space must be within line of sight and line of effect. You can't use the sash to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the teleport fails and the action is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Chakra Bind (Hands)
When you bind a tambourine to your hands chakra, you gain concealment.

Xhosant
2013-04-22, 09:26 AM
Chord list and other rules:
DM note: This list is more example than it is exhaustive. The player and the DM both can and should add to it (and for the DM, possibly without the player knowing until they meet the prerequisite), with the simple guidelines given. It is entirely sensible that any activity, feeling or situation that could inspire some music even at a minimal grade is "entitled" to a chord of its own.

The chords are split into 3 tiers:
Tier I chords are almost mundane effects, nearly passable as "just psychological". The player has access to them from the 1st level on, and can know up to (2+ (class level/2) +cha mod, rounding up) unique chords at any time.

Tier II reshape reality, making them clearly magical. They become available at level 6, but one may only know up to half their Tier I allotment. At level 12, this limit becomes equal to Tier I chords known (in practice, doubled).

Tier III are the most potent ones, so much that only a single may be known, and it often defines its player and scars for life (for better or worse) those who hear it. It can only be used once per day and first becomes available at level 14.

At level 19, the upper limit of chords known is removed from all tiers. In effect, the Themeweaver may know any chord they meet the prerequisite of.

There is also "Tier O", a pair of chords that do not count against those known in any category, nor against those used per encounter. These are "Blast" and "Attention". Every Themeweaver begins with knowledge of these 2 chords.

Playing a chord is not an act of aggression in and of itself, but if one links the effects with your playing, you will be treated as a caster applying said effect to them would. This might be different to someone aware of your abilities.

Most all chords have a range of "earshot". What that basically means is, if the target could hear you with a DC 10 listen check, they're in range. Assuming the music has a base DC of 0 to listen, that gives it a 100ft. range, but modifiers apply. It can be ruled that noise or distractions lower the range, someone making an active listen check is affected if they can hear the music, even if outside the range normally, or the actual listen checks may be rolled to determine range in special cases.

Also note, unlike most classes, the Themeweaver is not forced to take new chords the moment they are unlocked. What that means is that a Themeweaver capable of knowing 5 chords can opt to only know 3 or 4, waiting for the right moment to pick a new chord. They can pick a new chord at any time outside of combat.
DM note:Some chords might come in "bundles", meaning they only take 1 slot on the "chords known" count, but you can select them as long as you fulfill the prerequisites of at least 1 and can use any of its cords provided you have its personal prerequisites covered. I have not included any such, but if 2 chords are very similar, or diametrically opposite, and are not too potent on their own, they should be treated as such. Would-be examples are "Elements" and "Hope/Despair" but i opted to make them single chords.

Finally, most chords have a special "prerequisite". That is a specific experience to be had before a given chord can be learned. You do not have to learn the chord right after the experience, only to have had fulfilled the prerequisite at any time in your life. Example given, the "Flight" cord demands that the Themeweaver has experienced flight, be it of their own power, a third-party spell, effect or item, a flying mount or even hanging from a creature in flight. It is not rare (nor frowned upon, OOC) for a Themeweaver to go out of their way to gain such experiences. A player might arrange for his character to be beaten to an inch of his life by a hireling, just as the Themeweaver himself might do so in order to experience it.

Many of the chords bellow refer to SDC, or "Standard DC". This is equal to (d20+(relevant Perform skill/2)+cha) and is a Will save that negates the effect, unless otherwise noted. All chords are sound-based spells, mind-affecting if they have a target that could be affected by such (thus, not for slimes or area spells). Continually playing the same set of chords (same details, targets etc.) refreshes their duration but does not stack effects (nor causes save rerolls) unless otherwise noted. Parts inside brackets and split by slashes refer to the chord's different ranks, as [Lesser/Regular/Greater].

Tier O:
The contents of this tier are special: every themeweaver starts with them, and they can use them freely, not bound by (or counting towards) the typical limit per encounter. They are, if you wish, the "Read Magic" of a Themeweaver.

Attention:
The Themeweaver's craft demands an audience's attention. Once they grow weary of your notes, you must demand it back.
As a full-round action, you refresh your allotment of 5 chord uses per encounter. In addition, all other creatures within earshot may only use a single move action on their next turn, as if their swift and standard actions have been expended. They can make attacks of opportunity normally.
You may only use this chord once per minute (10 rounds). Since your means of drawing attention are not purely vocal, even deaf creatures (within earshot) are affected. This chord cannot be used along another.
DM note: One might think that this ability is broken, especially because it involves no save. The reason I opted against adding one is that a player may exploit it: as it is, the playing field is level; You lose a turn, but everyone else is equally affected. A save would mean a huge advantage to someone saving successfully. You may, however, opt to add one at your discretion, probably an SDC Will save. That was also the rationale behind the skill affecting deaf targets too.

Blast:
Your chords create a bolt of condensed air, striking your target from afar.
As a standard action, make a ranged touch attack with a range increment of 20 ft. On success, your target takes 1d3 points of non-lethal damage. This increases by 1d3 at 10th level. This chord cannot be used along another.

Tier I:

Elements:
Prerequisites: For every energy type you use, you must have witnessed its use (aka an attack dealing damage of that type or a spell of that descriptor).
Duration: 2 rounds
Save: SDC (when unwilling)
Lesser: Name an energy type on cast. All damage originating from the targets is treated as damage of that type for all intents and purposes. Spell descriptors corresponding to an energy damage type are also replaced with that of the chosen type. This chord might affect other chords it's played with in a variety of ways, subject to case-by-case DM approval.

Lulaby:
Prerequisites: You must have experienced or witnessed artificial sleep, be it by means of magic, drug or else.
Duration: 1d10 minutes per class level
Save: SDC (the will save roll gains a bonus equal to the roller's HD)
Your melody, though it feels barely audible, is exhausting and comforting at the same time, and anyone who hears it soon passes into a sleep of sweet dreams.
Targets suffer the effects of magical sleep, as described in the "Sleep" spell.

Defiance:
Prerequisites: You must have acted against apparent odds for the sake of pursuing your preferences, or seen someone do such.
You inspire willpower so strong in your audience, that it manifests even physically as well as mentally.
If under the effect that allowed a will or fortitude save to avert, the target may reroll. For 3 rounds, any will or fortitude save by the target is rolled twice, choosing the better one. In either case, make an SDC roll, and if it surpasses the save DC of the effect, the targets get a +5 on their rolls.

Dissonance:
Prerequisites: You must have willingly forgone the bonus granted by a flanking ally or an ally Aiding you to learn this chord.
Save: SDC on cast
Duration: 1 round per class level.
You create a noise so horrible, it's an affront to all harmony.
Affected targets cannot flank, aid another, or co-operate in any other way. In addition, they cannot ready actions. If a target has an action readied, they must make a DC15 concentration check or take the action, as if the trigger happened and they acted on it.


Harmony:
Prerequisites: You must have flanked an enemy, or aided an ally through Aid Another to learn this chord.
Duration: 1 round per level.
The melody produced by your instrument is as a link between the targets' very thoughts, guiding them to act in unison.
If two or more affected targets flank an enemy, all affected targets are treated as if they were flanking the same enemy too, for all intents and purposes. In addition, the bonus granted by an affected target to another affected target through Aid Another is +4 instead of +2.

Sooth:
Prerequisites: You must have witnessed the end of a Rage (or similar) effect.
Save: SDC
Through a calm melody, you help someone take a moment to focus and constitute himself, whether he likes it or not.
An affected target's Rage effect (or similar) ends. Aftereffects of a rage happen as normal. Also removes the effects of confusion, insanity, shaken, panicked, frightened, dazed and dazzled.

Fascinate:
Prerequisites: You must have held the attention of someone with your music for a minimum of 15 minutes.
Save: SDC
Your melody is as a tale, each observer eager to hear your next note.
Affected targets are fascinated with you for as long as you keep playing. Every time a target may reroll, you determine DC anew.

Hatred:
Prerequisites: You must have made an enemy through the use of the diplomacy skill.
Save: SDC (not for the focus)
Duration: 5 rounds per 2 class levels
Each note spells an accusation or the reminder of a slight, until they erupt into aggression.
In addition to your normal targets, you choose an extra one (or "focus"). Affected targets treat the focus as if 1 step lower on the diplomacy scale. This requires that the focus be present, or that its theme is played. In the second case, the duration begins to count for each target when they first meet the focus again. For every 5 uninterrupted minutes you can keep playing, the effect and duration stack (to a maximum duration of 4 hours)

Love:
Prerequisites: You must have made an friend through the use of the diplomacy skill.
Save: SDC (not for the focus)
Duration: 5 rounds per 2 class levels
Each note spells a compliment or the reminder of a favor, until they erupt into adoration.
In addition to your normal targets, you choose an extra one (or "focus"). Affected targets treat the focus as if 1 step higher on the diplomacy scale. This requires that the focus be present, or that its theme is played. In the second case, the duration begins to count for each target when they first meet the focus again. For every 5 uninterrupted minutes you can keep playing, the effect and duration stack (to a maximum duration of 4 hours)

March:
Prerequisite: You must have performed a forced march.
Duration: 8 hours.
Each sound you create feels like a determined step. For as long as the music echoes in another's ears, it will be the notes that walk, not their feet.
Affected targets do not suffer the negative effects for a forced march. Each target can only be affected 1 time per class level every 30 days. In case of several casters of different level, each caster determines casts remaining as if he'd cast every instance of the spell.

Trust:
Prerequisite: You must have bluffed successfully.
Duration: 8 hours
Cast: full-round action
Save: SDC
Your music soothes the listener's doubts. All is as it ought.
Every time a target tries to use sense motive to see through a bluff, they must first succeed on a sense motive check against SDC. If this check fails, treat the sense motive check against the bluff as a failure too.

Mistrust:
Prerequisite: You must have seen through a bluff successfully
Duration: 8 hours
Cast: full-round action
Save: SDC on cast
Your listener cannot but doubt all that he knows and says, feeling the guilt of dishonesty even when uttering the simplest truth.
Every time a target makes a statement that could be disbelieved, even an honest one, he must make a successful bluff check (against sense motive, as normal). If he fails it, he is treated as normally (a.k.a. as if he was really lying and failed the bluff). If he makes a bluff check of natural 20, or surpasses double the cast's save DC, the effect ends. If the sense motive is a natural 20 or double the cast's DC, the effect is treated as over for this recipient. After the effect ends, the target may make his truthful statements again and be believed.
DM's note: If a player tries to exploit this by failing a truthful statement instead of bluffing his intended lie, you do not need to assume the NPCs immediately believe the lie. The lie warrants another check of its own, and if it, too, fails then a third possibility is considered or, failing that, the NPCs are certain of a lie, but are unsure which it is.

Attraction:
Save: SDC
Prerequisites: You must have enticed or coerced someone to travel a distance of least 3000ft. in order to find you or an item you posses.
You become a beacon of guidance to all that hear you, who find themselves eager to approach.
Affected targets must [take a 5-ft. step/take a move action/run] directly in your direction. Unless a 5-ft. step, this counts against their actions for the next round. Targets ignore danger and trigger attacks of opportunity normally, but those already next to you, or those who cannot approach in a strait line due to insurmountable obstacles (a wall, an occupied space, being immobilized etc.) automatically succeed their saves. If used along a personal theme, you may have the specified target be the movement's focus instead of you, replacing the theme's normal result.

Repulsion:
Save: SDC
Prerequisites: You must have made someone leave from your presence (for the shake of leaving from your presence itself ) due to any motivation.
That means, "I got to be somewhere, bye" is not enough. Fleeing out of fear or disgust, for example, counts.
You become a beacon of all that is detestable to those that hear you, who find their feet taking them away.
Affected targets must [take a 5-ft. step/take a move action/run] directly away from you. Unless a 5-ft. step, this counts against their actions for the next round. Targets ignore danger and trigger attacks of opportunity normally, but those further than 50 ft., or those who cannot move away in a strait line due to insurmountable obstacles (a wall, an occupied space, being immobilized etc.) automatically succeed their saves. If used along a personal theme, you may have the specified target be the movement's focus instead of you, replacing the theme's normal result.

Tier II:

Flight:
Duration:1 [minute/minute/hour] per level
Prerequisite: You must have experienced flight by any means, be it your own power, that of another party, riding or even hanging from a flying creature, etc.
Your song feels light, so much that gravity no longer clings to your audience.
Lesser: Tiny wings sprout from the target's back. For the chord's duration, they are under the effects of the Slow Fall spell, the maximum limits on jumping are doubled, and they enjoy a +5 enchantment bonus on all jump and balance checks.
Regular: Wings sprout from the target's back. In addition to the boons of the lesser version of this chord, the target also enjoys the effects of the Fly spell.
Greater: Large wings sprout from the target's back. in addition to the boons of the lesser and normal versions of this chord, when using this chord for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). Finally, by taking a readied action, the bearer of this boon can use their wings to protect themselves or an adjacent creature, granting them a shield bonus to AC equal to your class level/4. If it is used with the chord of an energy damage type, it also grants resistance 10 against the damage type to the protected creature, and the wings' bearer can perform a slam attack dealing damage of that type. Once the wings have deflected 3 attacks (that is, attack roll fails by a margin of the wings' bonus or less), the wings and all the chord's effects dissipate.

The wings are not organic in nature, nor are they the tools for the flight, merely a symbol of the magic that allows it. As such, they are not part of the target's body and they need not look like normal wings, typically taking the form desired by the caster or the receiver.

Earthbound:
Duration: 1 round per level
Save: SDC
The song you play feels like an ever-descending spiral, and gravity suddenly feels more clingy.
Lesser: Target's maximum jump limit is halved and any fall counts as twice as long for the purpose of fall damage.
Regular: In addition to the fall modification above, the target cannot take any action that would directly make him lose all contact with the ground. Things such as jumping, climbing, taking off or dropping off a ledge are out of bounds, whereas being pushed off the ledge, lifted off the ground, or even arranging to be lifted by another is fine (getting off the ground in this manner does not mean the effect ends, and the target cannot, for example, fly off of whoever lifted him. They must wait for the effect to end or return to the ground once no longer kept off of it). Creatures cannot fly for any reason for the duration, and any who were airborne when affected fall.
Greater: The target falls prone (no save). To get back up, they must take a standard action to succeed on a will or fortitude (their choice) save against SDC. 1/encounter.

Distortion:
Duration: Sustain (move action) + an amount of rounds equal to sustain's duration (maximum sustain=class level).
Quite inexplicably, this melody sounds "not quite right", as if warped. So much so, that it can do the same to the world.
Choose a 15ft.X15ft area on a surface. You must have line of sight and line of effect to every square of it, and it must be within earshot (as usual for a chord). The space of this area is covered in a transparent, purplish vortex and is warped either clockwise or counter-clockwise (your choice, axis vertical to the surface). For all intents and purposes, distance following the distortion's direction counts as half (only for the section inside the distortion, of course), distance vertical to it counts as 1+1/2, and distance directly opposed to the distortion is considered double. The center is cut from all outside sources, so someone there cannot see, move or affect in any way a square other than his, and vise versa. In regards to diagonal measurement along the central square's corner, it is considered empty (despite being inaccessible, and even if it is not actually empty).
Example:
OB00O
O123O
O456O
O789O
OA00O

Suppose the numbered positions (1-9) are the affected area, clockwise.
If A is a fighter with a sword (5-ft. range) and another fighter exists at point 4, then: A can attack 4 because the distance for his blows counts as half the true, so 5-ft (adjacent). 4, however, cannot attack A, because his distance counts as double (so 20 ft.).
If A and B are archers, then for A to shoot B, his arrow must fly only 10ft. (half their true 20ft. distance) whereas B's arrow must fly through 40 feet of space. Neither could attack or see a target at 5.

Distances are rounded up for grid purposes. If height of effect is important, consider it 15ft., outwards from the surface.

Weakness:
Prerequisites: Having experienced a penalty on strength or constitution, of any short.
Save: SDC
Your music physically drains the audience, making them more fragile and vulnerable to their environment.
Targets that fail their saving throws suffer [2/3/1] points of strength and constitution [damage/damage/drain] and gain [2/3/4] points of wisdom. Treat this bonus, for all intents and purposes, as ability damage (it is even "healed" away by appropriate spells). The subject can only actively suffer (and enjoy) the effects of a single sample of this chord, but additional casts linger on their target. When all the effects of one casting are removed, another of the lingering effects is triggered, taking it's place. Up to 2 castings may linger on a target.

Numbness:
Prerequisites: Having experienced a penalty on dexterity or wisdom, of any short.
Save: SDC
Your music drains the senses of the audience, making them numb and ignorant of their suroundings.
Targets that fail their saving throws suffer [2/3/1] points of dexterity and wisdom [damage/damage/drain] and gain [2/3/4] points of constitution. Treat this bonus, for all intents and purposes, as ability damage (it is even "healed" away by appropriate spells). The subject can only actively suffer (and enjoy) the effects of a single sample of this chord, but additional casts linger on their target. When all the effects of one casting are removed, another of the lingering effects is triggered, taking it's place. Up to 2 castings may linger on a target.

Dizziness:
Prerequisites: Having experienced a penalty on intelligence or charisma, of any short.
Save: SDC
Your music mentally drains the audience, making them confused and unable to focus.
Targets that fail their saving throws suffer [2/3/1] points of inteligence and wisdom [damage/damage/drain] and gain [2/3/4] points of strength. Treat this bonus, for all intents and purposes, as ability damage (it is even "healed" away by appropriate spells). The subject can only actively suffer (and enjoy) the effects of a single sample of this chord, but additional casts linger on their target. When all the effects of one casting are removed, another of the lingering effects is triggered, taking it's place. Up to 2 castings may linger on a target.

Impulse:
Prerequisites: Must have been granted extra movement through any means (or an extra action used for movement).
The urgency and flow of your notes give off a sense of movement. Your audience feels as if they ought be elsewhere, and the world rushes to oblige.
Targets may immediately move up to half their speed. This movement does not provoke attacks of opportunity and ignores any short of hindering terrain. Targets must not be flat-footed. 1/encounter.

Terror:
Prerequisites: Must have been affected by any short of condition linked to fear.
Save: SDC +2/+0/-2/-4
Duration: Sustain (standard), 3
Your notes, although melodious, are but a scream, one that those hearing them cannot but scream along with.
Your targets must make a will save or move down the fear scale: shaken > frightened > panicked > cowering. The save DC is an SDC modified depending on the target's place on the scale: +2 to become shaken, unmodified to become frightened, -2 to become panicked, and -4 to become cowering. For every round that you sustain the chord, they must again make a will save. Once a target becomes cowering or succeeds his save, or stops hearing you (for example, when you stop playing), they no longer need to make a save, and no longer deteriorate. 3 rounds after that, the effect ends. 1/day

Vengeance:
Prerequisites: You must have delivered disproportionate retribution to someone who slighted you.
Duration: 3 rounds
Your song talks of anger for those that mistreated you. As it swells, the listener is no longer willing to put up with mistreatment.
Every time the target is damaged by something they can damage, they must succeed a will save against SDC or they must attack the damage's source on their next turn (if in any way able). If more than one source qualifies, you get to choose (between those whose save you failed). Regardless of success or failure, the target gets a +4 morale boost on attack and damage rolls against the damage source until the end of their turn. Duration counts on target's turn ends. 1/encounter

Subject to case-by-case DM approval, this effect and bonus can apply to any other case of aggression, such as intimidating someone who attempted to intimidate you or suppressing someone who suppressed you.

Life:
Prerequisites: You must have witnessed someone recover from negative hit points.
Duration: sustained (full round action)
Your notes talk of life, of dreams and obligations unfulfilled. While clinging on to them, anyone can keep death at bay.
This chord can only affect one target at a time. While you play, the target cannot die for any reason whatsoever. Hit points can continue to drop bellow -10, and any other effect that would lead to death similarly functions normally (except for causing death). The exact moment when you cease to play, unless whatever cause of death has been rectified, the target dies as normal. For example, conditions such as hit points at -10 or less, constitution of zero, or 0-level due to drain will not cause death while under the effect of the chord. But for the Themeweaver to stop safely, health, constitution or levels must have been recovered. Instant death effects simply do not function (unless a persistent effect, for example a disease or anything that requires rectifying along for a resurrection to succeed. Treat those cases the same as hit point loss etc.: Unless fixed, they will cause death as soon as they can).

Adagio:
Prerequisites: must have experienced your speed reduced to half or bellow for any reason.
Duration:sustain (full-round)
Save: SDC (on cast)
Your music synchronizes with your listener, then progressively grows slower. At that point, the listener grows slower too.
For every round of sustain, the targets lose 10ft. of movement speed. Once their movement speed reaches zero, they are deprived of their move action during their turn (along with full-round actions) and cannot take 5ft. steps. A further round of sustain deprives them of swift and immediate actions. With a final round, they can no longer take standard actions. If an effect grants extra actions, they can take them normally, unless they can no longer take standard actions. At this point, they are considered in suspended animation. You also no longer produce any music at this point (you still must sustain the effect, for all purposes as if still playing).

Spell:
Prerequisites: You must have witnessed the effects of any metamagic feat in use.
Duration: 1 round
Cast: Move action
Your music cannot explain magic's nature, but it can describe and embody it.
When you first learn this chord, name a number of metamagic feat effects up to half your cha mod (you earn and lose them as the modifier changes). By playing the chord, you can allow a single caster use of a single one of the effects you "know" (check above) for any spells cast on his next turn. Details such as spell level and spell slots are unaffected, but the spell cast (spontaneously or prepared) enjoys the effect of the feat.

Confusion:
Prerequisites: Must have experienced confusion
Save: SDC
Your melody is so intricate, that to the listener nothing makes sense anymore.
This chord must be played as a standard action, and can only affect one target per play. The target comes under the effects of a Confusion spell.

Suggestion:
Prerequisites: Must have talked someone into trouble, or been talked into trouble by someone.
Save: SDC
Cast: 1 minute, or 1 round if fascinated.
Your music plants an idea inside the audience's mind. The more they listen, the more good and logical it seems.
The targets come under the effect of a suggestion spell. This works exactly as the spell, save that you make the suggestion through your music (you must still state it out-of-character and must fit the "sensible" requirement of the spell) and thus you need an instrument but the target need knot understand your language (or any, for that matter). The idea "originates" in the target's mind, so it might be difficult for them to name you as its source (in success or failure) unless they are aware of your powers.

Tier III:

Sanctuary:
Prerequisite: You must have been in an awe-inspiring location.
Duration: 3 rounds after sustain (full-round)
Cast: full-round
Your music causes an ambient feeling of purity. To fight in a place blessed as such feels like an act of incomparable atrocity.
Every time someone harms another (except when doing so was dictated by this effect), all present (except for you) must succeed on a will save (SDC) or must try to attack the offender. All creatures in the area must make a will save against SDC at the start of their turns. If they fail, they cannot take any action to cause harm in that turn (except as dictated by the above effect). For this chord to function, you must be at a fittingly important location, as dictated by the GM. Places such as a temple or palace, the (exact) resting place of a hero or a town's prized square qualify, whereas locations such as a damp cave of no particular importance do not (when in doubt, err towards "suitable").

Fury:
Prerequisite: You must have experienced a barbarian's rage or similar effect (under any circumstances).
Save: SDC
A barrage of your notes induces in listeners a flurry of emotions.
Targets rage, for all intents and purposes, as a barbarian of half your level.

Death:
Your notes spell doom. Listeners know that when your song ends, so will their life.
Cast: Minimum of 5 rounds, but you must take the time to affect all valid targets.
At the end of the cast, all targets within earshot (except for ones excluded due to themes etc.) must make a fortitude save (SDC) or die. If damaged, you must make a concentration check (as if a caster) or fail the song, in which case you must succeed on a will save against a DC of (perform ranks/2 +cha +1, effectively the minimum possible SDC) or die. This song cannot be used with another chord, and it is incompatible with personal themes.

Hope/Despair:
Prerequisite: You must have failed on a crucial roll to directly avoid some unpleasant event (such as a heal check to stabilize a dieing ally or a check to stop a fall that would damage you), then avoided the threat none the less (ally stabilized alone or by another, someone casting Slow Fall on you etc.)
Duration: Sustain (full-round action), plus a number of rounds equal to those sustained (maximum sum 30 min)
Save: SDC (on cast)
Special: This chord has 2 different versions, Hope and Despair. For every cast, you choose which one you use.
Hope:
Under the effect of your music, each of the audience's own successes push them to higher and higher victories.
For every successful roll or check, and for every damage die that comes up within the upper quarter of possible results, rounding down (e.g.: for d12: 10 or more, for d6: 5 or 6) that the target gets, they gain a +1 morale boost on all rolls. This effect stacks up to your class level/2.
Despair:
Under the effect of your music, each of the audience's own failures plunges them deeper into doom.
For every failed roll or check, and for every damage die that comes up within the lower quarter of possible results, rounding up (e.g.: for d12: 3 or less, for d6: 1 or 2) that the target gets, they suffer a -1 morale penalty on all rolls. This effect stacks up to your class level/2.

Behind the curtain:Here, I may present details such as inspiration sources, chords I wanted to create but couldn't come up with an effect for, and other such details. Or I may not.

Didn't make the cut: The following are names for chords that I wanted to include but couldn't come up with a good effect for:

Mockery, Urgency, Wasteland, Motion, Happiness, Displeasure, Confidence.
I mentioned i may put links to pieces that inspired mechanics or chords here. However, i don't feel like doing so right now :smalltongue: Instead, i want you, the reader, to do that. If you can think of a piece, or part of one, that embodies one of the chords above, or if you can think of a piece with a "chord" i haven't mentioned, come it with rules or just as a name, PM me. I will probably post such links, and after the competition, chord rules, along with credit right here for all to see :smallwink:

Mr. M
2013-05-12, 12:33 PM
Guitarrior

"Sorry, could you speak up? My ears are still bleeding."

Many cultures have created the guitar, many people have learned to play it. Only a few have managed to weaponise it - they are the Guitarriors.

Through skillful guitar playing, the Guitarrior can alter and affect reality. Mostly this involves shredding some abstract concept with their awesome riffs, but there's some summoning ancient evils in there as well.


Adventures: Guitarriors adventure for all manner of reasons, although many do so to seek out the legendary Chords of Power.

Characteristics: The Guitarrior is a capable summoner and passable mage.

Alignment: Guitarriors may be of any alignment, although the nature of the class appeals to the evil and the chaotic.

Religion: Guitarriors typically follow a culturally appropriate god of music.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: Guitarriors can clash with Bards, both having a similar focus. They mix well with warriors, providing front-line support with their summons, but can feel a little outmatched next to true spellcasters. A Guitarrior is unlikely to get on with paladins, but then who does.

Role: The Guitarrior is a capable summoner and passable mage.

Adaptation: The Album Cover summonables can easily be swapped out for roughly-equivilant alternatives, depending on setting (or if the GM wants to swap in good-aligned outsiders).

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Cha is important to some class abilities, Str will be needed for slamming your guitar into things, Con may be needed for toughness
Alignment: Any
Hit Die: d8
Starting Age: 16+1d6 years old
Starting Gold: 4d4x10gp (100gp)

Class Skills
The Guitarrior's class skills (and the key ability for each skill) are Appraise, Bluff, Craft, Gather Information, Handle Animal, Heal, Listen, Perform, Profession (bum), Sense Motive, Use Magic Device

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

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

1st|
+0|
+0|
+0|
+2|Battle Guitar, Guitar God, Shred Hearing

2nd|
+1|
+0|
+0|
+3|Shred Magic

3rd|
+2|
+1|
+1|
+3|Demon's Eye

4th|
+3|
+1|
+1|
+4|Bat Out of Hell

5th|
+3|
+1|
+1|
+4|Shred Hearts

6th|
+4|
+2|
+2|
+5|

7th|
+5|
+2|
+2|
+5|Shred Time (Slow)

8th|
+6/+1|
+2|
+2|
+6|Album Cover (Nessian Warhound)

9th|
+6+1|
+3|
+3|
+6|Inspire to Greatness

10th|
+7/+2|
+3|
+3|
+7|Shred Space

11th|
+8/+3|
+3|
+3|
+7|Shred Summoning

12th|
+9/+4|
+4|
+4|
+8|Album Cover (Cauchemar Nightmare)

13th|
+9/+4|
+4|
+4|
+8|Slay 'Em

14th|
+10/+5|
+4|
+4|
+9|Shred Death

15th|
+11/+6/+1|
+5|
+5|
+9|Shred Planar Barriers

16th|
+12/+7/+2|
+5|
+5|
+10|Shred Sanity

17th|
+12/+7/+2|
+5|
+5|
+10|Album Cover (Cornugon)

18th|
+13/+8/+3|
+6|
+6|
+11|Shred Space (Teleport)

19th|
+14/+9/+4|
+6|
+6|
+11|Shred Time (Stop)

20th|
+15/+10/+5|
+6|
+6|
+12|Jack Chick Was Right All Along[/table]

Class Features
All of the following are class features of the Guitarrior.

Weapon and Armor Proficiencies: Guitarriors are proficient with simple and martial weapons. They are proficient with light armour.

Shred Hearing (Ex): A 1st-level Guitarrior may, as a standard action, play the guitar so loud that every creature within 30ft must pass a Fortitude save or be deafened for 5 rounds. The DC is 10 + the Guitarrior's level + the Guitarrior's Cha bonus.
The range of this ability increases by 10ft for every level of Guitarrior taken beyond the first.

Battle Guitar (Ex): A Guitarrior channels the power of rock and thus may wield any held guitar as if it were a greataxe. He may wield a ukelele as if it were a handaxe.

Guitar God (Ex): A Guitarrior always and automatically has ranks in Perform (String Instruments) equal to his Guitarrior level + 3. If he leaves the Guitarrior class he may continue to spend ranks on the skill as per normal.

Shred Magic (Ex): A 2nd-level Guitarrior can shred magic with his fine licks. He may Countersong (as per the Bard ability) at will.

Demon's Eye (Ex): A 3rd-level Guitarrior can see in darkness and magical darkness out to 100ft, although he cannot distinguish colour when doing so.

Shred Hearts (Ex): A 4th-level Guitarrior may, as a standard action, play the guitar so heartfelt-ly that one targeted creature within 30ft must make a Will save or be dazed for 5 rounds. The DC is 10 + the Guitarrior's level + the Guitarrior's Cha bonus.

Bat Out Of Hell (Su): A 4th-level Guitarrior may summon a fiendish dire bat as a standard action a number of times per day equal to his Guitarrior level. The bat is a loyal and faithful servant that follows his commands to the best of it's abilities. It vanishes back to the Lower Planes after 5 rounds.

Shred Time (Ex): A 7th-level Guitarrior may produce a Slow effect (as per the spell) 3/day.
At 19th-level, the Guitarrior may produce a Time Stop effect (as per the spell) 1/day.

Album Cover: (Su) An 8th-level Guitarrior may summon a Nessian warhound as a standard action 3/day. The hound is a loyal and faithful servant that follows his commands to the best of it's abilities. It vanishes back to the Lower Planes after 5 rounds.
At 12th level, he may also summon a Cauchermar Nightmare 1/day as a standard action. It is as loyal as the hound and sticks around for 24 hours.
At 17th level, he may also summon a Cornigon 3/day as a standard action. It is as loyal as the hound and sticks around for 1 hour.

Inspire to Greatness (Ex): A 9th-level Guitarrior may spend a full round action playing a totally badass riff that inspire those around him. All creatures with 60ft gain immunity to fear and a +5 morale bonus to attack rolls, damage rolls and saves. This bonus lasts for 1 hour.

Shred Space (Ex): A 10th-level Guitarrior may produce a Dimension Door effect (as per the spell) 4/day.
At 18th level, he may produce a Greater Teleport effect (as per the spell) 2/day.

Shred Summoning (Ex): An 11th-level Guitarrior may produce a Dismissal effect (as per the spell) 3/day

Slay'Em (Su): At 13th level, A Guitarrior may target a creature within 30ft and force them to make a Fort save vs death as a standard action. Even on a successful save, the target takes 3d6 damage. The Guitarrior may do so 3/day. The Fort save DC is 10 + the Guitarrior's level + the Guitarrior's Cha bonus.

Shred Death (Ex): At 14th level, a Guitarrior may produce a Raise Dead effect (as per the spell) 2/day.

Shred Planar Barriers (Ex): A 15th-level Guitarrior may produce a Plane Shift effect (as per the spell) 2/day.

Shred Sanity (Ex): A 16th-level Guitarrior may produce an Insanity effect (as per the spell) 2/day.

Jack Chick Was Right All Along (Ex): At 20th level, a Guitarrior unlocks the ultimate power of rock music and may summon a pit fiend 3/day. The pit fiend hangs around for 5 minutes (50 rounds) before disappearing back to Baator.

Covok
2013-05-14, 10:13 PM
Nevermind.

Hytheter
2013-05-25, 06:02 AM
War Drummer
'Beware the Leader Who Bangs the Drums of War...'

Present on any battlefield are the sounds of war, a dissonant symphony of battle cries, bellowed commands, the metallic clinks as sword strikes shield, and the constant pounding of distant war drums. The War Drummer is of course responsible for the latter. Though it is the formations of soldiers and the valiant heroes that will be remembered for their deeds in battle, the War Drummer stands amongst them, unarmed yet unafraid, playing his drum to bolster allies and demoralise foes.

Adventures: A War Drummer rarely seeks adventure of his own accord, usually only going where his military obligations take him, marching with comrades in times of War. In times of peace however, or in other situations where his service is no longer required, he may elect to put his skills to use in adventuring party. Or, adventurers may hire a War Drummer when they wish to make an impression. A loud impression.

Characteristics: A War Drummer is far from combat capable. Although they are often seen on the battlefield, they are not trained to fight at all, and rarely do; instead their role is strictly supportive. The pounding of the war drum helps to enforce a rhythm upon the War Drummer's allies which keeps them focused and provides moral support, boosting their combat capabilities beyond the norm.

Alignment: A War Drummer may have any alignment. A drummer trained by regimented militia may tend towards lawful, while a tribal drummer is likely chaotic, but these are not absolutes.

Religion: A War Drummer does not have any particular religious inclination.

Background: War Drummer's are almost trained as part of some sort of militia, whether regimented or barbaric in nature. Often, they volunteer or are conscripted for miltary service but are found to be poor fighters and assigned a role better suited to their capabilities.

Races: War Drummers are more frequent among barbaric and war-inclined races such as orcs and humans. However, armies of mixed races will likely assign the role to weaker members such as halflings. Elves and other more peaceful or refined races may find the loud and bombastic nature of the War Drummer distasteful, but they might still resort to using them in wartime.

Other Classes: A War Drummer works best with combat classes, as they benefit most from his skill set. Fighters and Barbarians in particular make good candidates. Spellcasters do not particularly benefit from the War Drummer's support. Bards, despite sharing a musical nature, actively clash with the War Drummer, as their abilities do not stack together.

Role: A War Drummer's role is strictly support, boosting the combat ability of his teammates. He also has a decent set of skills to assist in non-combat situations.

Adaptation: The War Drummer is fairly generic and should fit into most settings relatively easily, a fact furthered by its lack of spellcasting or magical basis.

GAME RULE INFORMATION
War Drummer's have the following game statistics.
Abilities: The War Drummer needs to stay alive to help his teammates, so Constitution is useful, as is Dexterity for the AC bonus. Intellegence will help with his skills, and Charisma is important for some skills and class features.
Alignment: Any
Hit Die: d8
Starting Age: As Barbarian
Starting Gold: As Barbarian

Class Skills
The War Drummer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Listen (Wis), Perform (Cha), Sleight of Hand (Dex)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

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

1st|
+0|
+0|
+2|
+2|Steady Rhythm, Inspire Prowess

2nd|
+1|
+0|
+3|
+3|

3rd|
+1|
+1|
+3|
+3|

4th|
+2|
+1|
+4|
+4|Inspire Competence

5th|
+2|
+1|
+4|
+4|

6th|
+3|
+2|
+5|
+5|Increase Tempo

7th|
+3|
+2|
+5|
+5|

8th|
+4|
+2|
+6|
+6|Inspire Vigor

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

10th|
+5|
+3|
+7|
+7|

11th|
+5|
+3|
+7|
+7|Greater Inspire

12th|
+6|
+4|
+8|
+8|

13th|
+6|
+4|
+8|
+8|Dissonant Rhythm

14th|
+7|
+4|
+9|
+9|

15th|
+7|
+5|
+9|
+9|Eternal Beat

16th|
+8|
+5|
+10|
+10|

17th|
+8|
+5|
+10|
+10|

18th|
+9|
+6|
+11|
+11|Crescendo

19th|
+9|
+6|
+11|
+11|

20th|
+10|
+6|
+12|
+12|Passionate Inspire[/table]

Class Features
All of the following are class features of the War Drummer.

Weapon and Armor Proficiencies: War Drummers are proficient with all simple weapons and the Drumstick (as the Sap, but an exotic weapon), light armor and medium armor.

Steady Rhythm (Ex): A War Drummer's role is to increase the morale of his teammates by drumming in a steady rhythm. Most of the drummer's class features only work as long as he maintains this rhythm. A steady rhythm can be started or maintained as a standard action. Alternately, if the War Drummer would be it can be maintained in place of one of his attacks by making a successful Perform (Percussion) check. This allows the drummer to maintain the rhythm while attacking assuming he is able to use more than one attack.
A War Drummer must always be carrying his Drum in order to play a Steady Rhythm and must always have at least one free hand to play it with. Alternatively, he may wield a Drumstick which he may use to play the drum instead of his hand.
The effects of the steady rhythm last for as many rounds as it is maintained.
Whenever the War Drummer takes damage, he must make a successful concentration check to maintain the rhythm; if he fails the effects end immediately.
Inspire (Ex): As long a War Drummer he maintains his steady rhythm, and as long as his allies can hear it, the War Drummer and his allies recieve a +1 Morale Bonus to certain capabilities depending on the War Drummer's Level.
At 1st level, If the War Drummer has at least 3 ranks in his Perform (Percussion) skill, the rhythm Inspires Prowess, applying the Morale Bonus to the attack rolls and damage rolls of the War Drummer and his allies. This bonus only applies on attacks made as a standard action, as the attacks must be made in rhythm with the beat to recieve the bonus.
At 4th Level, If the War Drummer has at least 6 ranks in his Perform (Percussion) skill, the rhythm also Inspires Competence, applying the Inspire morale bonus to some skill checks made by the War Drummer and his allies. The bonus only applies to skills that can pheasibly done in a rhythmic way. For example, using Intimidate by stamping and chanting with the beat of the drum.
At 8th Level, If the War Drummer has at least 10 ranks in his Perform (Percussion) skill, the rhythm also Inspires Vigor, increasing the movement speed of allies by 5ft and adding the Inspire morale bonus to their Armor Class. The bonus to AC only applies to those who have moved at least 5ft in their last turn. Anything which would remove the Dexterity bonus to AC also removes this bonus.
Increase Tempo(Ex): From 6th level, a War Drummer can increase the tempo of his drumming, moving his allies to do the same with their attacks. Any allies who are entitled to use extra attacks (from high Base Attack Bonus, fighting with two weapons etc) may do so as part of a standard action (instead of a full action). This effect only applies as long as the War Drummer is maintaining his steady rhythm. Additionally, an ally can only recieve this benefit if the War Drummer's Perform (Percussion) skill is at least as high as that ally's attack bonus plus two.
Greater Inspire (Ex): From 11th Level, the bonuses normally associated with the Inspire Class feature increase. The Inspire bonus is now equal to the War Drummer's rank in Perform (Percussion) minus his character level (minimum 1).
Dissonant Rhythm (Ex): As an alternative to playing in a steady rhythm to support his allies, a War Drummer can instead play a Dissonant Rhythm to distract his foes. Dissonant Rhythm uses all the same rules as the Steady Rhythm, however a War Drummer may never play a steady rhythm and a dissonant rhythm at the same time. While playing a dissonant rhythm, any foes within earhot suffer a penalty to their Attack Rolls, Skill Checks and Saves equal to your Perform (Instrument) skill minus your character level. If you have at least 5 ranks in your Intimidate Skill, this bonus is increased by +2.
Eternal Beat (Ex): The War Drummer has perfected his art and is able to maintain the beat against all odds. From 15th level, he may start and maintain a steady or dissonant beat as free actions. Addtionally, he may take 20 on any concentration check to maintain your rhythm, regardless of any distractions. Not that you must still have a free hand or drumstick to maintain rhythm.
Crescendo (Ex): From 18th Level, while playing a steady rhythm, the War Drummer with 20 ranks in his Perform (Percussion) skill can exert himself to play a deafening crescendo which temporarily doubles all effects of his Inspire class features. This effect can only be used once per day and
Passionate Inspire (Ex): At 20th Level, if he has at least 22 ranks the Drummer plays his instrument with great passion, adding half his Charimsa Modifier to the morale bonuses provided by Inspire.

Zaydos
2013-05-27, 06:20 PM
Dragon Chorister

"When the moon hides the sun on the first day of Winter, I shall stand atop the lost temple of Bahamut, built in the days of the first scions of mortal and dragon, and I shall sing the song that ends the world. Do you think you can stop me?" - Klarin Viong, a rather mad Dragon Chorister

Legend says that long ago the dragon god Io created floated in the primal chaos, and raising his voice he sang. The notes of this song ordered the chaos giving it shape, dividing the elements from one and each other and giving the nuclei of belief and faith around which the planes of the Great Wheel formed. Long has Io slept, and even the great wyrms have forgotten his songs, but some amongst the shorter lived races have sought out their lost notes and hope to, even if only with an echo of his power, sing the songs once more that order reality.

Adventures: Dragon Choristers seek the lost song. While some bury themselves in ancient lore and tomes, and others resign themselves to mere stage musicians singing in bars and palaces, many go out to hunt the notes of power in the world. While some of these seekers do find relics which contain wisdom and information, others find that the notes resonate from within, that by experiencing life to its fullest they can call out the very notes of reality. It is these most likely to adventure, going from land to land, and danger to danger, for no goal greater than the adventure nor less than the understanding of reality itself.

Characteristics: Dragon Choristers sing the songs of creation itself. While this mainly allows them to bolster their allies, as they gain in power and skill they learn to sing chords which can heal the wounded, cure disease, or even overcome death. Not all of the notes of the song are beneficial, some chords can crush the minds of enemies, weakening them or even destroying them entirely.

Alignment: Just as Io the Ninefold Dragon contains all alignments within himself, so too did the song of creation which called forth both the Abyss and Mount Celestia. A Dragon Chorister can be any alignment. A good aligned dragon chorister may seek the Song of Creation to improve the world, mending the places where abuse of magic have scarred it, where an evil aligned dragon chorister may instead seek the Song of Creation to create their own world over which to rule as a tyrant-god.

Religion: Many dragon choristers follow Io, though whether their worship is pleasing or even noticed by the god is unknown. Others turn to the draconic gods that he spawned, foremost amongst them Bahamut and Tiamat. It is not unknown for some dragon choristers to reject the theory of a draconic nature to their songs and to claim instead to draw their songs from other gods, perhaps most common amongst humanoids is the claim that Corellon Larethian sang these songs when he made the elves, though some dwarves claim they are Moradin’s own forging songs.

Background: Many dragon choristers learn a verse or two of power long before learning what these verses truly are. Some choristers are trained, taught by older members of the art the songs of creation passing them on from generation to generation so they will not be lost again.

Races: Dragonbloods are naturally drawn to the draconic songs, some combination of the youthful energy of the humanoid races and the power of their draconic blood drawing them towards these songs of powers. Amongst the common races humans are the most likely to turn to the dragon songs, their continuous striving leading them to explore the dragon song more often than the races deeper set in their ways. Both elves and dwarves have a tradition of choristers, although neither accept their draconic nature. It is uncommon to see a halfling or gnome follow this path, as neither race has a strong tradition in it.

Other Classes: Dragon choristers usually see bards as comrades; some go as far as to believe that bard song may in fact be echoes of the Song of Creation still containing some of the world-shaping notes, others simply find their musical talents compliment their own. Dragon choristers usually get along well with others in general, knowing that they must rely upon a warrior’s blade and a sorcerer’s spell to fell the enemy and that their songs empower the others. It is with clerics that they often have the most problems as many faiths find the idea that some Song learnable even in part by mortals an affront to the power of their deity. While some accept dragon choristers, at least as long as they are willing to state the song is the song of their god, others find them wholly repugnant. Interestingly, clerics of Vecna have been noted to take actively cultivate connections with dragon choristers.

Role: A dragon chorister primarily contributes through party buffs. They may also take the role of a party face through diplomatic skills. Their offensive chords and songs of healing allow them to more directly aid the party’s offensive, but are insufficient to make them a primary offensive character or healer.

Adaptation: It’s easy to divorce a dragon chorister from its draconic roots, a quick name change and replacing the use of Io with whatever force is believed to have created the multiverse in your setting and the dragon chorister is a Chorister of Creation which has no connection to things draconic. Another possible adaptation would be to drop the musical aspect and change their abilities from the Song of Creation to the Words of Creation making their Hymns merely incantations and turning them into a user of truename magic (in the fluff sense not the Tome of Magic sense). If you do this replace their free ranks in Perform (Vocal) with Perform (Oratory).

GAME RULE INFORMATION
Dragon Choristers have the following game statistics.
Abilities: Charisma determines the saving throw DCs of some of a Dragon Chorister’s offensive abilities, and uses of many of their Healing Songs. Dexterity and Constitution determine your defenses and hit points, and Strength allows you an offense that you can easily perform while maintaining your hymns. Constitution, in addition to its importance for hit points and Fort saves, also is burnt when using your most powerful Healing Songs.
Alignment: Any.
Hit Die: d8
Starting Age: As cleric.
Starting Gold: As bard.

Class Skills
The Dragon Chorister's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (each skill taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), and Spot (Wis).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special|Verses

1st|+0|+0|+0|+2|Draconic Hymns, Vocalist|3

2nd|+1|+0|+0|+3| Healing Song (HP)|4

3rd|+2|+1|+1|+3| Chord of Entanglement|4

4th|+3|+1|+1|+4| Song of Creation (Minor)|5

5th|+3|+1|+1|+4|Healing Song (Ability Damage)|5

6th|+4|+2|+2|+5| Break the Silence|6

7th|+5|+2|+2|+5| Chord of Dragging|6

8th|+6/+1|+2|+2|+6|Healing Song (Blindness, Deafness, Paralysis)|7

9th|+6/+1|+3|+3|+6| Song of Creation (Major)|7

10th|+7/+2|+3|+3|+7|Healing Song (Death)|8

11th|+8/+3|+3|+3|+7|Dual-Hymn|8

12th|+9/+4|+4|+4|+8|Song of Creation (Fabricate), Chord of Immobilization|9

13th|+9/+4|+4|+4|+8|Healing Song (Heal)|9

14th|+10/+5|+4|+4|+9|Chord of Time|10

15th|+11/+6/+1|+5|+5|+9|Song of Healing (Death Effects)|10

16th|+12/+7/+2|+5|+5|+10|Song of Creation (True Creation)|11

17th|+12/+7/+2|+5|+5|+10| Chord of Stunning|11

18th|+13/+8/+3|+6|+6|+11| Healing Song (No Body)|12

19th|+14/+9/+4|+6|+6|+11| Chord of Ending|12

20th|+15/+10/+5|+6|+6|+12| Song of Creation (Genesis)|13[/table]

Class Features
All of the following are class features of the Dragon Chorister.

Weapon and Armor Proficiencies: A Dragon Chorister is proficient in simple weapons, light and medium armor, and shields (except tower shields).

Draconic Hymns (Su): The most versatile tool in a Dragon Chorister’s arsenal are their draconic hymns. Verses of the Song of Creation these hymns assert a certain reality in their surroundings, either aiding those the chorister sees as allies, or destroying those who oppose them. The Draconic Hymns are divided into many verses, and even a master chorister does not know them all, and you may only sing one verse at a time. To begin singing the Draconic Hymns is a standard action, though you may continue as a free action for up to 1 minute per class level as long as you maintain a steady voice, if you quiet (to avoid detection for instance) or speak or otherwise perform an action requiring your voice (verbal components, command words) you must begin the song anew. Each verse may only be sung for 1 round before you must wait 3 entire rounds before singing it again.
For example if you sing the Verse of Striking on the first round of combat you may not sing it again until round 4 of the encounter.
Draconic hymns each have a range of 60-ft unless noted otherwise. Most draconic hymns only function while actively sung and within their range, both these limitations do not apply to hymns with explicit durations (although they must still be in range when they are first affected).
The save DC for any effect of a Draconic Hymn is 10 + ½ Dragon Chorister level + your Charisma modifier.
At 1st level you know 3 verses (meaning you cannot maintain the song continuously). At 2nd level, and every even level thereafter, you learn another verse.
Draconic Hymns:
Adroitness: Allies gain a +1 morale bonus to Dexterity. This bonus increases by +1 per 2 dragon chorister levels.
Agility: Allies gain a +10-ft enhancement bonus to each movement speed they possess and a +2 competence bonus to Reflex saves. These bonuses increase by +10-ft and +1 for every 3 dragon chorister levels you possess.
Aptitude: Allies gain a +2 competence bonus on skill checks. This bonus increases by +1 for every 3 Dragon Chorister levels you possess.
Courage: Allies gain immunity to fear. Any ally currently under the influence of a fear effect may immediately make a second saving throw against that effect with a +2 moral bonus. This bonus increases by +1 per 2 dragon chorister levels.
Destruction: One target takes 1d8 sonic damage per dragon chorister level. A successful Fort save halves this damage.
Discord: One target takes a 1d4 penalty to Charisma for 1 round per dragon chorister level. This penalty is increased by 1d4 for every 5 dragon chorister levels you have obtained.
Doom: Each enemy within the area takes 1d4 untyped damage per dragon chorister level. A successful Will save halves this damage.
Halting: Target creature has all of its movement moods reduced by 10-ft, +10-ft per 3 class levels. This reduction is doubled as applies to fly speeds. Any creature which has all its movement modes reduced to 0-ft in this way may not take 5-ft steps.
Intensity (Arcane): Allies gain a +1 competence bonus to their arcane caster level (or caster level for invocations). This bonus increases by +1 for every 4 dragon chorister levels.
Intensity (Divine): Allies gain a +1 competence bonus to their divine caster level. This bonus increases by +1 for every 4 dragon chorister levels.
Intensity (Other): Allies gain a +1 competence bonus to their effective binder level, initiator level, and meldshaper level. This bonus increases by +1 for every 4 dragon chorister levels.
Intensity (Psionic): Allies gain a +1 competence bonus to their manifester level. This bonus increases by +1 for every 5 dragon chorister levels.
Liberty: Allies gain a +2 competence bonus to Will saves, and may make a second Will save against any mind-affecting effects already on them with one-half this bonus. This bonus increases by +1 per 3 Dragon Chorister class levels.
Overbearing: Allies gain a +3 morale bonus to weapon damage. This bonus increases by +1 per 2 Dragon Chorister levels.
Overwhelming: The save DCs of spells and abilities of your allies are increased by 1 + 1 per 6 Dragon Chorister levels you possess.
Protection: Allies gain a +2 morale bonus to all saves and AC. This bonus increases by +1 per 4 Dragon Chorister levels you possess.
Rage: Allies gain a +1 morale bonus to Strength. This bonus increases by +1 per 2 Dragon Chorister class levels you possess.
Resilience: Allies gain a +2 competence bonus to Fortitude saves, this bonus increases by +1 per 3 dragon chorister levels. In addition allies gain DR 1/- + 1 per 2 dragon chorister levels you possess.
Shielding: Allies gain a +3 deflection bonus to AC, this bonus increases by +1 per 3 dragon chorister levels.
Striking: Allies gain a +2 insight bonus to attack rolls, this bonus increases by +1 per 3 dragon chorister levels.
War: Allies gain a +1 morale bonus to attack rolls, AC, and weapon damage rolls. This bonus increases by +1 per 4 class levels.



Healing Song (Su): In addition to the reality-shaping hymns, a Dragon Chorister learns the songs that shaped life itself. More strenuous on the Chorister’s personal powers than the hymns these songs can mend wounds, restore health, and even return the dead to life. Using any of these songs is a standard action, which cannot be performed while also singing a draconic hymn until the dragon chorister is capable of using the dual hymn ability.
At 2nd level a Dragon Chorister learns the least of these songs allowing them to heal 2 x their class level x their Charisma modifier in hp each day. They do not need to perform this healing all in one use, and it has no effect on undead or other non-living creatures.
At 5th level a Dragon Chorister leans how to use these songs to restore full strength to a creature weakened by disease, poison, or other draining abilities. Through the use of their Healing Songs a Dragon Chorister may heal twice their Charisma modifier in ability damage each day. They may heal 1 point of ability drain or 1 negative level as if it were 4 points of ability damage.
At 8th level a Dragon Chorister learns to use these songs to remove blindness, deafness, or paralysis as the spells Remove Blindness/Deafness and Remove Paralysis. This ability may be used at will.
At 10th level a Dragon Chorister may use these songs to restore the dead to life. This ability may only be used once per day, and must be performed within 10-ft of the deceased’s body and the deceased must be an applicable target for the Raise Dead spell. The target is revived without loss of level, and restored to -1 hit points but stabilized. Using this ability deals 2 points of Constitution burn to the Dragon Chorister, plus an additional 2 points of Constitution per round after the first that the target has been dead.


Ability Burn
This is a special form of ability damage that cannot be magically or psionically healed. It is caused by the use of certain psionic feats and powers. It returns only through natural healing.

At 13th level a Dragon Chorister may use their Healing Songs to replicate the effects of a Heal spell once per day +1/day per 2 additional Dragon Chorister levels obtained.
At 15th level a Dragon Chorister may use their songs to revive the dead an additional time each day and may do so from up to 20-ft away. In addition their songs may now revive the dead from the merest scraps of a body, or from death effects (as the Resurrection spell.
At 18th level a Dragon Chorister may use their songs to revive the dead an additional time each day and no longer need any scrap of the body or to be near where they died. They may revive any creature that can be revived by the True Resurrection spell. In addition using this ability only inflicts 2 Constitution burn +2 per 3 full rounds the target has been dead instead of 2 + 2 per round.

Chord of Entanglement (Sp): The most powerful offensive songs of a Dragon Chorister resemble the arcane power words used by wizards. The least of these chords is the Chord of Entanglement. This Chord is considered a 2nd level Enchantment spell with the Mind-Affecting descriptor. A single target, hearing this chord, with an hp of less than 10 times your Dragon Chorister class level is entangled for a number of rounds based upon its hp. For the purpose of this ability your caster level is equal to your Dragon Chorister class level. A Dragon Chorister may use the Chord of Entanglement once per day, and doing so is a standard action which may not be performed while maintaining a Draconic Hymn.
{table]Target HP|Duration
</=1 per Dragon Chorister level|1d4+1 minutes
>1, <3 per Dragon Chorister level|4d6 rounds
>=3, <= 5 per Dragon Chorister level|2d6 rounds
>5, <= 8 per Dragon Chorister level|1d6 rounds
>8 per Dragon Chorister level|1d4 rounds
10 per Dragon Chorister level|1 round.[/table]

Song of Creation (Minor) (Sp): A Dragon Chorister learns the echoes of the Song of Creation and even with these flawed imitations the creation of objects is an easy task. Beginning at 4th level a Dragon Chorister may through their songs duplicate the effects of a Minor Creation spell. Doing so requires one full minute of concentration and singing which makes the use of their Draconic Hymns impossible during this period. Their caster level for this effect is equal to their Dragon Chorister level. At level 8 and every 4th level thereafter you gain an extra daily use of this ability.

Break the Silence (Su): The Song of Creation echoes through reality, refusing to be silenced by the mere magical arts of men or even the gods themselves. Beginning at 6th level a Dragon Chorister’s Draconic Hymns, Healing Songs, Chords, and Songs of Creation can be uttered and heard through magical silence. A Dragon Chorister may not make other sounds in magical silence, but these words of power echo through it regardless.

Chord of Dragging (Sp): Beginning at 7th level a Dragon Chorister gains the ability to produce a second chord of magic with their voice (the ability to sing 3 notes at once being already an extraordinary feat for a humanoid). This ability functions like Chord of Entangling, except it is considered a 4th level spell and the target is slowed (as per the Slow spell) instead of entangled for the duration. This ability is usable once per day.
{table]Target HP|Duration
</=1 per Dragon Chorister level|1d4+1 minutes
>1, <3 per Dragon Chorister level|4d6 rounds
>=3, <= 5 per Dragon Chorister level|2d6 rounds
>5, <= 8 per Dragon Chorister level|1d6 rounds
>8 per Dragon Chorister level|1d4 rounds
10 per Dragon Chorister level|1 round.[/table]

Song of Creation (Major) (Su): A Dragon Chorister’s understanding of the Song of Creation continues to improve. Beginning at 9th level a Dragon Chorister may through their songs duplicate the effects of a Major Creation spell. Doing so requires one full minute of concentration and singing which makes the use of their Draconic Hymns impossible during this period. Their caster level for this effect is equal to their Dragon Chorister level. At level 12 and every 4th level thereafter you gain an extra daily use of this ability.

Dual-Hymn (Ex): A Dragon Chorister eventually comes to the realization that within the Song of Creation each verse is not sung alone, but in unison with others. Even as they develop this understanding, Dragon Choristers train and develop the ability to sing two verses together in a single person duet. Beginning at 11th level a Dragon Chorister may use the effects of two of their verses at once, or may use the effect of a single verse of their draconic hymns alongside a use of a chord, or healing song (but not a song of creation). You still may not speak, activate command words, cast spells with a verbal component, or otherwise use your voice while singing a Draconic Hymn.

Song of Creation (Fabrication) (Sp): A Dragon Chorister’s understanding of the Song of Creation continues to improve. Beginning at 12th level a Dragon Chorister may through their songs duplicate the effects of a Fabricate spell. Doing so requires one full minute of concentration and singing which makes the use of their Draconic Hymns impossible during this period. Their caster level for this effect is equal to their Dragon Chorister level. At level 16 and every 4th level thereafter you gain an extra daily use of this ability.

Chord of Dragging (Sp): Beginning at 12th level a Dragon Chorister gains the ability to produce a third chord of magic with their voice. This ability functions like Chord of Entangling, except it is considered a 6th level spell and all movement modes of the target are reduced to 0-ft for the duration instead of being entangled. The target suffers no other penalties from this effect, and if they are flying, or even falling, float motionlessly for the duration. This ability is usable once per day.
{table]Target HP|Duration
</=1 per Dragon Chorister level|1d4 minutes
>1, <3 per Dragon Chorister level|3d6 rounds
>=3, <= 5 per Dragon Chorister level|2d4 rounds
>5, <= 8 per Dragon Chorister level|1d4+1 rounds
>8 per Dragon Chorister level|1d3 rounds
10 per Dragon Chorister level|1 round.[/table]

Chord of Time (Sp): Beginning at 14th level a Dragon Chorister gains the ability to produce another chord of magic with their voice. This ability functions like Chord of Dragging, except it is considered a 7th level spell and affects up to 1 target that hears it per Dragon Chorister level. This ability is usable once per day.

Song of Creation (True Creation) (Sp): A Dragon Chorister’s understanding of the Song of Creation continues to improve. Beginning at 16th level a Dragon Chorister may through their songs duplicate the effects of a True Creation ( http://www.d20srd.org/srd/divine/spells/trueCreation.htm) spell. You must still pay the XP cost of this spell, but it is reduced to 1/5th its normal cost (rounded down). Doing so requires one full minute of concentration and singing which makes the use of their Draconic Hymns impossible during this period. Their caster level for this effect is equal to their Dragon Chorister level. At level 20 you gain an extra daily use of this ability.

Chord of Stunning (Sp): Beginning at 17th level a Dragon Chorister gains the ability to produce another chord of magic with their voice. This ability functions like Chord of Entanglement, except it is considered an 8th level spell and duplicates the effects of Power Word Stunning. This ability is usable once per day.

Chord of Ending (Sp): Beginning at 19th level a Dragon Chorister gains the ability to produce another chord of magic with their voice. This ability functions like Chord of Entanglement, except it is considered an 9th level spell and duplicates the effects of Power Word Kill except that any creature killed by this spell has its body completely destroyed even a creature immune to death effects (such as undead or constructs) with 75 or less hp is destroyed instantly. This ability is usable once per day.

Song of Creation (Genesis) (Sp): At 20th level a Dragon Chorister’s understanding of the Song of Creation has no mortal peer, and few amongst the immortals. A Dragon Chorister’s songs can duplicate the effects of the Genesis (http://www.d20srd.org/srd/psionic/powers/genesis.htm) power. Doing so takes 1 week of singing for 8 hours each day and the plane grows at 6 times the normal rate (the radius increasing by 6 feet each day). Unlike the spell you do not need to pay an XP cost, but may not manifest this power on the Prime Material plane. You may only have one plane created by this ability at a time, and if you create a second demiplane your first contracts by 1/30th of its size each day until destroyed.

Pyromancer999
2013-05-28, 08:36 PM
Conductor

http://www.google.com/imgres?start=227&um=1&client=firefox-a&rls=org.mozilla:en-US:official&channel=fflb&hl=en&biw=1441&bih=709&tbm=isch&tbnid=aQdAYVilUTIh8M:&imgrefurl=http://massively.joystiq.com/2010/10/22/forsaken-world-unveils-new-bard-class/&docid=E1M39pStcVbAXM&imgurl=http://www.blogcdn.com/massively.joystiq.com/media/2010/10/bard11-1287710538.jpg&w=580&h=327&ei=o-CkUdCoGa_D4AP7loDYBw&zoom=1&ved=1t:3588,r:45,s:200,i:139&iact=rc&dur=919&page=8&tbnh=168&tbnw=271&ndsp=33&tx=219&ty=130

"Feel the beat!"
-Soul Master, veteran Conductor

Music is universal. All cultures have it in some form, and it can be found everywhere. Bards have understood the power of music, and have tapped it in order to gain some power for themselves and their allies. However, their expertise on music can be said to be trifling overall, at least when it comes to converting music into power. Some devote their lives to such a thing, and are rewarded for it with the ability to use music to do more than bards can dream of, including shaping it into soldiers under their command.

Adventures: Music is universal, but that doesn't mean it's all the same. Conductors travel to expand their musical horizons, and some become adventurers in order to test out their abilities gained from doing so.

Characteristics: Conductors are capable of many types of magic. That said, their magic isn't necessarily the most powerful, but through tapping the power of music, they can bolster themselves and their allies, and even form musical pieces into living soldiers that they can command.

Alignment: Conductors are no more likely to be of any one alignment than anyone else of their race is. Music is has many forms, and the same applies to the types of Conductors that exist.

Religion: Many Conductors worship the primal force of Music directly, but most will pay homage to at least one or two deities with music in their portfolios.

Background: Conductors, on the whole, have a common background. Many display and aptitude for music that surpasses the ordinary, and then are summarily noticed by or apprenticed to a more senior Conductor, who then takes them under their wing and teaches them the techniques of a Conductor, usually beginning at a very early age, and usually continuing until adulthood, or at least a decade or two. A few manage to develop Conductor abilities through careful study of texts about Conductors, and a rare few are simply born with the capability.

Races: Humans are the most numerous of the Conductor population, but almost literally any other type of creature can be found as a Conductor, even if they belong to savage societies where the study of music is not much more than drum beats and the like. That said, races whose cultures have more of an appreciation for music are the most likely to become Conductors.

Other Classes:Conductors usually are capable of getting along with members of almost any class, Bards excepted. If a bard has a musical focus, should a Conductor come across them, it is almost guaranteed that the rest of their interactions will be a case of musical one-upmanship, as both are readily able to regard the other as a rival.

Role: Conductors are versatile. They can usually do some magical feats, but their primary focus is their tune troopers, which can serve various roles in themselves, and bolstering both themselves and their party.

Adaptation:Perhaps Conductors are simply those who express magic through music. Alternatively, Conductors could be battlefield commanders who inspire their troops through inspiring songs and chants.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Charisma is the most important ability to a Conductor, as almost all of their class abilities key off of it. Next important are Constitution, for extra hit points, and Dexterity, for armor bonuses and the like.
Alignment: Any
Hit Die: d8
Starting Age:As bard
Starting Gold:2d4 x 10 gp

Class Skills
The Conductor's class skills (and the key ability for each skill) are Appraise (Int), 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 (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

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

1st|
+0|
+0|
+2|
+2|Harmonic Attacks +1d6, Tune Troopers(Bronze)

2nd|
+1|
+0|
+3|
+3|Symphony Stratagem

3rd|
+2|
+1|
+3|
+3|Beat Booster +1, Harmonic Attacks +2d6

4th|
+3|
+1|
+4|
+4|Symphony Stratagem

5th|
+3|
+1|
+4|
+4|Harmonic Attacks +3d6

6th|
+4|
+2|
+5|
+5|Symphony Stratagem, Tune Troopers(Silver)

7th|
+5|
+2|
+5|
+5|Beat Booster +2, Harmonic Attacks +4d6

8th|
+6|
+2|
+6|
+6|Symphony Stratagem

9th|
+6|
+3|
+6|
+6|Harmonic Attacks +5d6

10th|
+7|
+3|
+7|
+7|Symphony Stratagem

11th|
+8|
+3|
+7|
+7|Beat Booster +3, Harmonic Attacks +6d6

12th|
+9|
+4|
+8|
+8|Symphony Stratagem

13th|
+9|
+4|
+8|
+8|Harmonic Attacks +7d6

14th|
+10|
+4|
+9|
+9|Symphony Stratagem

15th|
+11|
+x5|
+9|
+9|Beat Booster +4, Harmonic Attacks +8d6

16th|
+12|
+5|
+10|
+10|Symphony Stratagem, Tune Troopers(Platinum)

17th|
+12|
+5|
+10|
+10|Harmonic Attacks +9d6

18th|
+13|
+6|
+11|
+11|Symphony Stratagem

19th|
+14|
+6|
+11|
+11|Beat Booster +1, Harmonic Attacks +10d6

20th|
+15|
+6|
+12|
+12|Melody Master, Symphony Stratagem[/table]

Class Features
All of the following are class features of the Conductor.

Weapon and Armor Proficiencies: The Conductor is proficient with all simple weapons, as well as four martial weapons of the Conductor's choice, as well as light and medium armor.

Harmonic Attacks:There's not many music pieces more simple or beautiful than a simple harmony, where all the chords resonate with each other, much like a Conductor and their Tune Troopers. Whenever an ally(including the Conductor and their Tune Troopers) is within 5 ft of another ally when they make an attack, the attack deals an additional 1d6 points of damage.

Tune Troopers: A Conductor is capable of taking a piece of music and transforming it into a living being, called a Tune Trooper. A Conductor starts off with his choice of two Tune Troopers, and gains an additional Tune Trooper at 3rd level and every four levels after. When creating a Tune Trooper, a Conductor first chooses an Archetype: Archer, Knight, Mage, Monk, or Soldier. Then, the Conductor chooses an LA +0 race, then generates a creature with the nonelite array, although all Tune Troopers gain a bonus to all ability scores equal to the Conductor's Charisma modifier. The Tune Trooper then receives the benefits of the Archetype chosen for them, as according to their rank. The Tune Trooper receives one feat for every rank it advances, while BAB, skill points, HD, skill selection, and saves are determined by the Archetype. Tune Troopers are proficient with all simple and martial weapons and light armor, and come equipped with a weapon determined at creation and light armor. At 1st level, the Conductor may only create Bronze rank Tune Troopers, and may create a Tune Trooper of one rank higher every five levels after(Silver rank at 6th, Gold rank at 11th, and Platinum at 16th). Whenever the Conductor gains the ability to create Tune Troopers of a higher rank, all previously created Tune Troopers are immediately advanced to that rank. Archetypes are described in the post below.

The Conductor starts off each encounter with a number of summoned Tune Troopers equal to 1/2 their Charisma modifier being already summoned. They then may summon an additional Tune Trooper as a standard action. At no time may the Conductor have more Tune Troopers summoned than is equal to 1/5 their class level + their Charisma modifier. Each Tune Trooper acts on the Conductor's initiative count and takes one standard or move action during it. The Conductor may use an action to allow a Tune Trooper to take an equivalent action(Ex. Conductor uses a standard action to direct a Tune Trooper to take an action that takes a standard action).

Symphony Stratagem: The Conductor is capable of using the power of music in a variety of ways. At 2nd level, and every two levels after, the Conductor selects a Symphony Stratagem from the list below. You may not select any Symphony Stratagem more than once, and any effect that mimics a spell treats your caster level as being equal to your Conductor level.


Awesome Aria: Your Tune Troopers are not without harmony, even when not together. They gain the effects of Harmony Attack when not in range of an ally, excepting that the damage is halved.

Background Noise: You've always got a beat going. Select one minor Marshal Aura. You grant the benefits of this aura to any allies within 10 ft + 5ft per two Conductor levels, as well as all Tune Troopers within line of sight. Your bonus for this aura is +1. You may select this feat again in order to choose a major or minor Marshal Aura, so long as the number of major Marshal Auras would not exceed the number of minor Marshal Auras you have. The bonus granted by this ability increases by 1 for every two auras granted by this ability.

Bonus Feat:Sometimes music unlocks new capabilities in people. You gain any one feat you qualify for as a bonus feat.

Dead on the Dance Floor: Just because you can appreciate all sorts of music doesn't mean that others can. You may use this ability 1 + 1/2 your class level times per encounter as a full-round action. All enemies within range must make a Reflex save equal to 10 + 1/2 your class level + your Charisma modifier. If they fail, they take damage equal to the bonus granted by Harmonic Attacks, and are dazed for a number of rounds equal to your Charisma modifier.


Got All My Friends in This Club: A number of times per encounter equal to 1/2 your Charisma modifier(minimum 1), you may make a Perform check related to music(ex. Perform(Singing)). Select one enemy within 5 ft per two Conductor levels. The enemy must make a Will save with a DC equal to your Perform check result, or be subject to a Charm Monster effect, as per the spell, except that it lasts a number of minutes equal to your Conductor level. You may select this ability again in order to gain one additional use of this ability per encounter.

Let the Beat Take Control: You must have the Got All My Friends in This Club ability and be 12th level in order to select this. You may expend two uses of your Got All My Friends in This Club ability in order to change the Charm Monster effect change into a Dominate Monster effect. This ability is otherwise identical to the Got All My Friends in This Club ability.

Let the Beat Transform You: You must be capable of creating Silver Rank Tune Troopers in order to select this ability. You gain the Bronze Rank ability of any one Tune Trooper Archetype. You may select this ability again to gain another Bronze Rank ability from an archetype you don't have, or to gain the next Rank ability for an archetype you already have, so long as it is not of the highest Rank Tune Trooper you can create. You may not select this ability during a level in which you gain the ability to create a new Rank of Tune Trooper.

Move to the Beat: A number of times per encounter equal to 1/5 your class level + your Charisma modifier, you may use this ability as a standard action. Select one creature within sight, and make a Perform check. You may make the creature perform one action depending on the check result, as listed below.

{table]Result|Action

10|Swift Action

20|Move Action

30|Standard Action

40|Full-round Action[/table]

If the target is an ally, you gain a +5 bonus on the roll. If the target is an enemy, they must succeed on a Will save equal to the Perform check result. You may select this ability again in order to gain a +3 to Perform checks for this ability.

Remix: Select one Tune Trooper you have, and select one Archetype it does not have. It gains the Bronze Rank ability of that Archetype, and gains the Silver Rank ability of that Archetype upon gaining Platinum Rank. You must have the ability to create Silver Rank Tune Troopers before selecting this ability, and you may select this ability again, each time choosing a different Tune Trooper.

Music Meister:You must have the Background Noise ability and the Let the Beat Tranform You ability in order to select this. Once per encounter, you may grant a Bronze Rank ability from an Archetype you got from Let the Beat Transform You ability(except Mage) to all allies within range of your Background Noise ability. This lasts for a number of rounds equal to half your class level. You may select this ability again to gain another use of this ability.



Beat Booster: The power of music invigorates people. The Conductor is capable of taking that a little bit further. At 3rd level, the Conductor may grant a +1 bonus to any one roll that an ally makes, as well as an ally's AC for one attack, before the results are announced, as an immediate action. This bonus increases by 1 every four levels after. This ability may be used a number of times per encounter equal to 1/3 their class level + 1/2 their Charisma modifier. The Conductor may take two immediate actions per round, so long as at least one of them was spent using this ability.

Melody Master:You've finally merged with the flow of the music, letting it infuse your soul. This grants you multiple benefits. Firstly, you gain a +4 bonus to Charisma, and also may grant your Beat Booster Bonus to all rolls that ally makes for a number of turns equal to 1 + 1/2 your Charisma modifier when used. Secondly, you gain the ability to enter a deep trance where you merge with the music, called the Soul Master Stance. When in the Soul Master Stance, Harmonic Attacks grants an additional xd6 dice on attacks, where x is equal to your Charisma modifier. Also, all Tune Troopers gain a +2 bonus to all scores, and may take full turns on your initiative count. You may enter Soul Master Stance for a number of rounds per day equal to 1/2 your class level. These rounds need not be consecutive.


Alternative Class Feature: Symphony Soldier
Replaces: Tune Trooper gained at level
Level: Any level a Tune Trooper is gained
Benefits: Sometimes, the power of music leaks from a Conductor into their allies. Select one Tune Trooper Archetype, and one ally you have. That ally becomes a Symphony Soldier. The Symphony Soldier gains all the rank abilities that a Tune Trooper of the highest rank you can create would have(ex. a Symphony Soldier created by a Conductor who could create Silver Rank Tune Troopers would gain the Bronze and Silver Rank abilities of the archetype), excepting HD, BAB, Skill Points, and Skill selection. The Archetype rank abilities progress each time the Conductor gains the ability to create a new rank of Tune Troopers(ex2. Conductor in previous example gains the ability to create Gold Rank Tune Troopers. All of his Symphony Soldiers gain the Gold Rank abilities of their archetype). This ACF may only be selected once at 1st level, and the number of Symphony Soldiers a Conductor has may not exceed the number of Tune Troopers they have.

Pyromancer999
2013-05-28, 08:38 PM
Tune Trooper Archetypes

Archer
HD:d10
BAB:Equal to HD
Skill Points:1 + Int modifier
Skill List:Same as Fighter
Good Saves:Fortitude

Bronze:An Archer gains Rapid Shot as a bonus feat, and a +1 bonus per Rank to ranged attack and damage rolls. Also, an Archer deals additional damage equal to 1/2 its Conductor's class level on ranged attacks when attacking under the effects of Harmonious Attacks

Silver:An Archer of Silver rank gains the ability to deal energy damage. Select one type of energy(acid,cold, electricity, or fire). As a free action, the Archer may have its attacks deal that sort of damage. Also, the Archer may reduce any damage reduction that a target may have by 1 for each 2 that the Archer's attack roll exceeds their AC by, to a minimum of 0.

Gold:An Archer of Gold Rank may split up their full attack actions to target different targets. Also, whenever their attacks deal energy damage of the type selected, they may reduce the target's resistance to that energy by twice the amount their attack roll exceeds their AC by.

Platinum:Once per encounter, as a full-round action, an Archer may make a ranged attack at every enemy within range at their highest attack bonus. Roll damage once and apply to every enemy hit. Also, their energy damage effect from Silver Rank ignores all of the target's immunities and resistances. Also, any damage reduction the target has is automatically halved when making ranged energy attacks.

Knight
HD:d12
BAB:Equal to HD
Skill Points:1 + Intelligence modifier
Skill List:Same as Fighter
Good Saves:Fortitude, Will

Bronze:A Knight gains proficiency with heavy and medium armor and may come equipped with such armor. Also, a Knight gains a bonus to AC equal to +1 per Rank. Additionally, whenever under conditions to gain the effects of Harmonious Attacks, they grant the AC bonus granted by this ability to all adjacent allies.

Silver:A Knight of Silver Rank is durable. They gain bonus hit points equal to their Conductor's class level, and may heal adjacent allies as a swift action. They may heal Conductor's Charisma modifier x half Conductor's class level in hit points per encounter.

Gold:When making a full attack, a Knight of Gold Rank may split up their attacks amongst multiple targets. Also, their attacks ignore damage reduction by an amount equal to 1/4 their Conductor's class level. Lastly, they may take an attack for an adjacent ally.

Platinum:Once per encounter, a Knight may make a full attack as a full-round action. Each attack is at the Knight's highest attack bonus, and each attack ignores damage reduction and deals 1 additional point of damage per two class levels of its Conductor. Also, all of their attacks ignore/reduce damage reduction of their target up to 1/2 their Conductor's class level.

Mage
HD:d6
BAB:Equal to 3/4 HD
Skill Points:3 + Int modifier
Skill List:Same as Wizard
Good Saves:Will

Bronze:A Mage gains any metamagic feat they qualify for as a bonus feat. They also gain a number of Jam Points equal to their HD at the start of each encounter. They also gain knowledge of 2 1st level spells, and gain an additional spell for each two class levels their Conductor has. The Mage casts by expending a number of Jam Points equal to the level of the spell they are trying to cast. A Mage may only select spells of the highest level that a sorcerer of half their HD could. All DCs for the spells cast by a Mage are equal to 10 + spell level + Intelligence modifier.The Mage's caster level equals their HD. When casting a spell with an ally adjacent, the Mage may reduce the spell adjustment of the metamagic feat granted by this Rank's ability by 1, to a minimum of 0.

Silver:A Mage of Silver Rank gains bonus Jam Points equal to their Intelligence modifier. Also, any spell with a duration of instantaneous they cast that damages a foe ignores up to the Mage's HD in energy resistance, and any spell they cast with a duration that helps an ally has the duration extended by a number of rounds equal to their Intelligence modifier.

Gold:A Mage of Gold Rank may cast multiple spells. As a full-round action, the Mage may cast two spells whose total expenditure in Jam Points do not exceed 1/3 their Conductor's class level. Also, all damage-dealing spells with a duration of instantaneous now ignore all energy resistances, and deal up to their HD + Intelligence modifier in damage to creatures immune to the type of damage they are dealing.

Platinum:A Mage of Platinum Rank may deal out spells quickly. Once per encounter, they may cast a spell of level up to one less than the highest level spell they can cast as a swift action. Also, all damage-dealing spells with a duration of instantaneous now ignore all resistances and immunities to the type of damage the spell deals, and bypasses all damage reduction that has magic as part of it(ex.Damage-dealing spell bypasses DR X/Silver and Magic).

Monk
HD:d8
BAB:Equal to HD
Skill Points:2 + Int modifier
Skill List:Same as Monk
Good Saves:Reflex, Will

Bronze:A Monk gains Improved Unarmed Strike as a bonus feat, and deals unarmed damage as a Monk of level equal to its HD. Also, they gain a +5 ft bonus to speed, and also deal bonus damage equal to their level with unarmed attacks when under the effects of Harmonious Attacks.

Silver:A Monk of Silver Rank is capable of dealing blows on the go. When undertaking a move action, once per round, whenever an enemy makes an attack of opportunity against the Monk, they may make an unarmed melee attack in response with a -3 penalty. Also, their bonus to speed changes to +10 ft, and they gain a dodge bonus to AC equal to +1 per two ranks the Monk has + 1/2 their Conductor's Charisma modifier.

Gold:A Monk of Gold Rank can deal more speedy blows. They may make an unarmed melee attack in response to all attacks of opportunity made against them, with a -2 penalty if during the monk's move action, and -3 penalty if not. Also, the Monk gains a +1 bonus to unarmed attack rolls for every Rank they have, and their unarmed attacks ignore a number of points of damage reduction equal to 1/4 their Conductor's class level.

Platinum:A Monk of Platinum Rank is the master of hit and run. Once per encounter, the Monk may make a move action, during which they may attack any adjacent foes with a -4 penalty along the way, after which they may make a full attack against any adjacent foes, with all attacks being at the Monk's highest attack bonus. Also, the monk may choose a new target for each attack. Lastly, the Monk's speed bonus changes to +20 ft, and their attacks deal 2 additional points of damage for each 5 ft of movement undertaken in that round.

Soldier
HD:d10
BAB:Equal to HD
Skill Points:2 + Intelligence modifier
Skill List:Same as Rogue
Good Saves:Will or Fortitude, Reflex

Bronze:A Soldier is combat-capable. They gain any fighter bonus feat they qualify for as a bonus feat. Also, they gain 2 additional hit points for each HD they have. When making an attack under the effects of Harmonious Attacks, upon a successful attack, the target gains a penalty to AC equal to half the number of dice Harmonious Attack adds on(ex. A Soldier's Harmonious Attacks for a 7th level Conductor(Harmonious Attacks +4d6) would bestow a -2 AC penalty on a target).

Silver:A Soldier of Silver Rank is capable of working better with a team, as well as on their own. They gain Sneak Attack +1d6 as per the Rogue Class feature. Also, they gain a +1 bonus to attack and damage rolls for each ally adjacent to them, and if an attack roll from an attack that benefited from Harmonious Attacks exceeds the target's AC by 5 or more, that opponent is treated as being flat-footed.

Gold:A Soldier of Gold Rank can bolster their allies. Adjacent allies to the Soldier gain a number of temporary hit points equal to 1/4 their Conductor's class level x their Conductor's Charisma modifier, and also gain a +1 bonus to attack and damage rolls, as well as AC, for every two allies adjacent to the Soldier. The Soldier also gains proficiency with medium armor, and one fighter bonus feat.

Platinum: A Soldier of Platinum Rank is capable of a great many feats of teamwork. Once per encounter, when attacking an enemy, all adjacent allies to the enemy, to a maximum of 1/2 their Conductor's Charisma modifier, may make a standard melee attack at their highest attack bonus. Also, all bonuses granted to allies from the Gold Rank ability change to +1 per ally adjacent to the Soldier. Lastly, the Soldier's bonus hit points from the Bronze Rank ability change to 3 per HD.