BornValyrian
2014-01-17, 02:31 PM
I entered this into the latest Base Class challenge, taking inspiration from the Pied Piper. It didn't get finished due to a lack of inspiration. So here is my attempt to finish it. Feel free to provide input. I especially need help thinking up effects for the various themes, and some new melodies would be helpful.
Alluring Songsmith
http://fc05.deviantart.net/fs70/i/2012/238/a/4/rattenfanger_von_hameln_by_zolaris-d5cheli.jpg
Put a quote by or about a member of your class here!
Haunting melodies drift out of the forest; ones that make the very songbirds stop to listen. Such is the trademark of an alluring songsmith. These masters of song send the mind of the listeners down paths to joy, to love, to sadness, to insanity.
Adventures: Alluring Songsmiths may adventure simply for the love of the music, and helping others when it may come up, or they may hope for power and use their music to manipulate people into giving them what they want or, barring that, breaking their mind to take what they want.
Characteristics: The Alluring Songsmith may seem like a songsmith at first glance, but rather than strengthening their allies with their songs, the Songsmith instead focuses on debilitating his enemies, dulling the minds and. He can also summon creatures to him, allowing him to create swarms of rats to rip apart his enemies.
Alignment: Songsmiths can be of any alignment, but because of their tendencies to meddle in the lives of others and the often wild lifestyle they live, these people tend towards a chaotic nature. Good Songsmiths will often use their songs to promote growth in a community and exterminating pests by pulling them out of houses with their music, while evil Songsmiths will use their music to turn others against each other or use their music to steal children and loved ones away with a haunting melody.
Religion: Religious Songsmiths will often venerate a Corellon Larethian as a god of music, or Farlaaghn due to their wandering nature. Many of the more unruly Songsmiths will worship Olidammara. Particularly good Songsmiths will pay homage to Chaav, the smiling God, and his sister, Lastai.
Background: Many Songsmiths first found their calling when they began learning their instrument of choice, be it the first time they sang, or their first lute lesson. Many people can play music, some even beautifully, but these people have a Gift to alter the minds of others with their melodies. After that, they often quickly surpass their master’s ability to teach them, and go off journeying to improve their songs. If they are lucky, they will come across another Songsmith to tutor them. Many, however, are self-taught after those initial lessons.
Races: Gnomes, who already take to music and befuddling, produce the most Songsmiths. Half-elves also produce a large number of Songsmiths, feeling the love of music of their elven ancestors but not wielding the arcane music of the bard that comes so naturally to their parents. Dwarves tend to be ill-suited for the job, unwilling and less able to sway the minds of others. Half-orcs rarely have the force of personality required to walk the path of the songsmith. An odd yet potent combination is the kalashtar songsmiths of Eberron, who use mind-music in place of purely physical songs.
Other Classes: Songsmiths love fighters and other beefy types, because they give the musician the luxury of a meat-shield. Many barbarians tend to pair up with songsmiths simply to listen to the music. Wizards and sorcerers tend to look down on Songsmiths for not being “true mages” while bards feel a curiosity about how the Songsmith works his magic without calling upon arcane or divine energies. Druids tend to get along with Songsmiths, who tend to live in the wild where they won’t be shunned.
Role:The Songsmith serves mainly as a battlefield controller and controller. His ability to fascinate enemies has a tendency to end encounters before they’ve really began.
Adaptation: A DM could reflavor this class by simply changing the skill the character bases his abilities off of. For example, he could make the songsmith a psychic who projects auras using the concentration skill.
GAME RULE INFORMATION
Alluring Songsmith's have the following game statistics.
Abilities: Charisma is of prime importance to Songsmiths, determining how well they play their songs and how hard they are to resist. Being lightly armored and not particularly bulky, a good dexterity and a good constitution would help in case a song goes awry.
Alignment: Any
Hit Die: d6
Starting Age: As Barbarian
Starting Gold: As Bard
Class Skills
The Alluring Songsmith’s class skills (and the key ability for each skill) are Bluff (cha), Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Knowledge (nature), Listen (wis), Perform (cha), Profession (wis), Speak Language (N/A), Survival (wis)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Alluring Songsmith
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Melodies Known|Harmonies Known|Themes Known
1st|
+0|
+0|
+0|
+2|Favored Instrument, Melodies, Allure|2|0|0
2nd|
+1|
+0|
+0|
+3|Harmony, Sylvan Skin DR 2|3|1|0
3rd|
+1|
+1|
+1|
+3|Woodland Stride, Themes|4|1|1
4th|
+2|
+1|
+1|
+4|Protecting Wilds|5|2|1
5th|
+2|
+1|
+1|
+4|Piercing Notes|6|2|1
6th|
+3|
+2|
+2|
+5||7|3|2
7th|
+3|
+2|
+2|
+5|Sonic Resistance 5, Sylvan Skin DR 4|8|3|2
8th|
+4|
+2|
+2|
+6|Unearthly Grace|9|4|2
9th|
+4|
+3|
+3|
+6|Piercing Notes (Magic Circle), Protecting Wilds (Lesser Globe of Invulnerability)|10|4|3
10th|
+5|
+3|
+3|
+7|Versatile Songsmith|11|5|3
11th|
+5|
+3|
+3|
+7|Protecting Wilds(Lesser Globe of Invulnerability), Sylvan Skin DR 6|12|5|3
12th|
+6|
+4|
+4|
+8||13|6|4
13th|
+6|
+4|
+4|
+8|Sonic Resistance 10|14|6|4
14th|
+7|
+4|
+4|
+9|Drink the Music|15|7|4
15th|
+7|
+5|
+5|
+9|Sylvan Skin DR 8|16|7|5
16th|
+8|
+5|
+5|
+10|Protecting Wilds(Globe of Invulnerability)|17|8|5
17th|
+8|
+5|
+5|
+10||18|8|5
18th|
+9|
+6|
+6|
+11|Piercing Notes (Mind Blank)|19|9|6
19th|
+9|
+6|
+6|
+11|Immune Sonic|20|9|6
20th|
+10|
+6|
+6|
+12|Slave of the Song, Fey body |21|10|6[/table]
Class Features
All of the following are class features of the Alluring Songsmith.
Weapon and Armor Proficiencies:Alluring Songsmiths are proficient in simple weapons and light armor, but not shields.
Songs (sp): Alluring Songsmiths magic come from the music they play. It is neither Arcane nor Divine. To learn a song, a Songsmith must have a number of ranks in perform. To play a song, the songsmith makes a check against a base DC, given in the description of the song. If the song requires a save, that save DC is 10 + the songsmith's allure score. The duration is of a song is a number of rounds equal to the songsmith's allure score. Songs are spell-like abilities that take a standard action to start playing and a move action to maintain. Your caster level is equal to your alluring songsmith level for the purposes of interacting with spells. Each use of a particular song increases the base DC of that song by 2. These abilities all have the [sonic] descriptor and do not work in the effect of a silence spell.
Songs have three parts: Melodies, Harmonies, and Themes. The melody is the main effect of the song, such as the Aria of Allegiance, which makes targets your friends. A Songsmith learns one melody each level he doesn't learn a Harmony and Theme, except at 1st, where he learns two. Some melodies can be augmented by increasing the DC by an amount listed in the description. Alluring Songsmiths begin play knowing 4 cantrips (0 level spells) from the bard spell list as melodies with a base perform DC of 10. If the Songsmith knows Ghost Sound melody, they may play a melody through it without maintaining either the Ghost Sound or the melody.
Harmonies alter some aspects of a song, such as the Lingering Legato, which makes a song last for a time after you finish playing. Each Harmony modifies the Base DC of the song by a value given in their description. As long as a Songsmith can make the perform check, it may use as many harmonies as it wishes, or, in some instances, as many copies of the same harmony, on the same melody.
Themes alter how a song affects a specific creature type (and subtype). Themes increase the songsmith's allure score by 2 against the specific creature type or subtype, and increases the perform check modifier by 2 for the affected creature type or subtype. Do not make separate checks for each creature, but if there are a mix of creature types and not all are affected by the theme, add the +2 modifier only to see if it succeeds against the affected creature type. This will also result in a longer duration. In addition, each theme grants an additional benefit, dictated by the theme chosen, shown in their descriptions.
Allure: Each Songsmith has an allure score that determines how hard their songs are to resist and how long they last, among other effects. It is equal to 1/2 his Alluring Songsmith level (rounded down) + their charisma modifier. Themes increase the allure of a song for a specific creature type or subtype. If the Songsmith plays particularly well, its allure score increases for that song. If a Songsmith beats the perform check by 10, the Allure is increased by 25% (rounded down, minimum 1).
For example, Sona is a 3rd level songsmith with a charisma of 15, 7 ranks in Perform(harp) and the Selvatico theme, which gives her more control over fey creatures. Her allure score is 4 and may choose to increase it to 6 against fey. The save DC's for Sona's songs are 14 for all creatures and she may apply Selvatico to make the DC 16 against fey creatures. Then she plays the Fugue of Fascination, applying the Selvatico theme, targeting a humans and a dryad. She rolls a 17 on her perform (harp) check, enough to cast it on two creatures, but not enough to increase her Allure. Her Allure is 4 against the human and 6 against the dryad, because of Selvatico. The Will save is 14 against the human and 16 against the Dryad, and the song lasts for 4 rounds against the human and 6 rounds against the dryad. Then she uses Siren's Song with a Meter of Multiples Harmony to target the same two creatures (total Perform DC 16). She rolls a 25 on her perform check, which is enough to increase her allure to 6 (and 8 for the Dryad if she applies Selvatico). meaning the Will save will be DC 16 (and 18 for the fey) and last 6 (or 8 for the fey) founds.
Favored Instrument(ex): An alluring Songsmith picks a preferred instrument at first level. He gains Skill Focus(Perform) for that instrument.
Sylvan Skin: At 2nd level, the wild music the Songsmith plays begins to alter his body to be more like the fey. A songsmith gains DR 2/cold iron. As the Alluring Songsmith increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level, and DR 10 at 20th.
Woodland Stride: A Songsmith often spends time in the wilds and so has learned to traverse it with ease. This is as the Druid ability of the same name.
Protecting Wilds(sp) When an Alluring Songsmith of 4th or greater level plays, even the wilds abhor interruptions to the tune. While a Songsmith maintains a song, the area in a 10 foot radius circle around him become difficult terrain as plants grow and rocks rise to protect the player. This includes flying creatures, as the winds whip up around him to prevent passage. A Songsmith and anybody he designates when he begins playing is immune to this effect. He also imposes a 20% miss chance against ranged attacks as these impediments attempt to knock missiles from the air. At 9th level this effect includes the equivalent of a lesser globe of invulnerability, and at 15th level it becomes a globe of invulnerability. This ability may be used a number of times per day equal to the songsmith's allure (without themes).
Piercing Notes: A Songsmith’s tunes are so potent that they have a chance of piercing through protective spells. At 5th level, a Songsmith may make a second perform check opposed by the caster level check of the caster of the protection from evil spell. If the Songsmith succeeds, the song affects that target normally. Note that the warded creature still gets the +2 resistance bonus to saves. At 9th level the Songsmith may attempt to pierce through Magic Circle spells and at 18th level he can try to affect a creature under the mind blank spell.
Unearthly Grace (Su): An gains the otherworldly air of the fey. Alluring Songsmith adds her Charisma modifier as a bonus on all saving throws, and as a deflection bonus to his Armor Class.
Sonic Resistance(su): At 8th level, an Alluring Songsmith becomes resistant to sonic attacks, gaining resistance to sonic 5. This increases to 10 at level 13, and at level 19 the songsmith becomes immune to sonic damage.
Versatile Songsmith: At 10th level, an Alluring Songsmith gets the Versatile Performer feat as a bonus feat. Furthermore, a Songsmith may now play two songs at once, each played on a different instrument. Each takes the same move action to maintain but each song takes a separate standard action to begin playing.
Drink the Music: The Songsmith's music is so beautiful it can take the place of food and sleep. As long a 15th level Songsmith plays for one minute a song of Sustenance (Base DC 33) he and any allies who listen do not need to eat, drink, or sleep for that day. Spellcasters must still rest for 8 hours to regain their spells and spell slots.
Slaves to the Song: At 20th level, an alluring songsmith has reached the pinnacle of their musicianship. Now he can play a song so that a creature will hear it forever. A songsmith may increase the base DC of a melody by 35 to make it an enslaving song. Enslaving songs are permanent until dismissed by the Songsmith, but the Songsmith can only have one Enslaving song. These songs are so potent that the effect cannot be dispelled by any magic short of wish or miracle. After using an Enslaving song, an alluring Songsmith cannot use that melody for the rest of the day. Treat this ability as a harmony ability.
Fey Body: The Songsmith's music has changed him to the point that he is now no longer wholly his previous race. His type changes to fey, his Sylvan Skin becomes DR 10/Cold Iron, and his Allure score gains a permanent 4 points.
Alluring Songsmith
http://fc05.deviantart.net/fs70/i/2012/238/a/4/rattenfanger_von_hameln_by_zolaris-d5cheli.jpg
Put a quote by or about a member of your class here!
Haunting melodies drift out of the forest; ones that make the very songbirds stop to listen. Such is the trademark of an alluring songsmith. These masters of song send the mind of the listeners down paths to joy, to love, to sadness, to insanity.
Adventures: Alluring Songsmiths may adventure simply for the love of the music, and helping others when it may come up, or they may hope for power and use their music to manipulate people into giving them what they want or, barring that, breaking their mind to take what they want.
Characteristics: The Alluring Songsmith may seem like a songsmith at first glance, but rather than strengthening their allies with their songs, the Songsmith instead focuses on debilitating his enemies, dulling the minds and. He can also summon creatures to him, allowing him to create swarms of rats to rip apart his enemies.
Alignment: Songsmiths can be of any alignment, but because of their tendencies to meddle in the lives of others and the often wild lifestyle they live, these people tend towards a chaotic nature. Good Songsmiths will often use their songs to promote growth in a community and exterminating pests by pulling them out of houses with their music, while evil Songsmiths will use their music to turn others against each other or use their music to steal children and loved ones away with a haunting melody.
Religion: Religious Songsmiths will often venerate a Corellon Larethian as a god of music, or Farlaaghn due to their wandering nature. Many of the more unruly Songsmiths will worship Olidammara. Particularly good Songsmiths will pay homage to Chaav, the smiling God, and his sister, Lastai.
Background: Many Songsmiths first found their calling when they began learning their instrument of choice, be it the first time they sang, or their first lute lesson. Many people can play music, some even beautifully, but these people have a Gift to alter the minds of others with their melodies. After that, they often quickly surpass their master’s ability to teach them, and go off journeying to improve their songs. If they are lucky, they will come across another Songsmith to tutor them. Many, however, are self-taught after those initial lessons.
Races: Gnomes, who already take to music and befuddling, produce the most Songsmiths. Half-elves also produce a large number of Songsmiths, feeling the love of music of their elven ancestors but not wielding the arcane music of the bard that comes so naturally to their parents. Dwarves tend to be ill-suited for the job, unwilling and less able to sway the minds of others. Half-orcs rarely have the force of personality required to walk the path of the songsmith. An odd yet potent combination is the kalashtar songsmiths of Eberron, who use mind-music in place of purely physical songs.
Other Classes: Songsmiths love fighters and other beefy types, because they give the musician the luxury of a meat-shield. Many barbarians tend to pair up with songsmiths simply to listen to the music. Wizards and sorcerers tend to look down on Songsmiths for not being “true mages” while bards feel a curiosity about how the Songsmith works his magic without calling upon arcane or divine energies. Druids tend to get along with Songsmiths, who tend to live in the wild where they won’t be shunned.
Role:The Songsmith serves mainly as a battlefield controller and controller. His ability to fascinate enemies has a tendency to end encounters before they’ve really began.
Adaptation: A DM could reflavor this class by simply changing the skill the character bases his abilities off of. For example, he could make the songsmith a psychic who projects auras using the concentration skill.
GAME RULE INFORMATION
Alluring Songsmith's have the following game statistics.
Abilities: Charisma is of prime importance to Songsmiths, determining how well they play their songs and how hard they are to resist. Being lightly armored and not particularly bulky, a good dexterity and a good constitution would help in case a song goes awry.
Alignment: Any
Hit Die: d6
Starting Age: As Barbarian
Starting Gold: As Bard
Class Skills
The Alluring Songsmith’s class skills (and the key ability for each skill) are Bluff (cha), Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Knowledge (nature), Listen (wis), Perform (cha), Profession (wis), Speak Language (N/A), Survival (wis)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Alluring Songsmith
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Melodies Known|Harmonies Known|Themes Known
1st|
+0|
+0|
+0|
+2|Favored Instrument, Melodies, Allure|2|0|0
2nd|
+1|
+0|
+0|
+3|Harmony, Sylvan Skin DR 2|3|1|0
3rd|
+1|
+1|
+1|
+3|Woodland Stride, Themes|4|1|1
4th|
+2|
+1|
+1|
+4|Protecting Wilds|5|2|1
5th|
+2|
+1|
+1|
+4|Piercing Notes|6|2|1
6th|
+3|
+2|
+2|
+5||7|3|2
7th|
+3|
+2|
+2|
+5|Sonic Resistance 5, Sylvan Skin DR 4|8|3|2
8th|
+4|
+2|
+2|
+6|Unearthly Grace|9|4|2
9th|
+4|
+3|
+3|
+6|Piercing Notes (Magic Circle), Protecting Wilds (Lesser Globe of Invulnerability)|10|4|3
10th|
+5|
+3|
+3|
+7|Versatile Songsmith|11|5|3
11th|
+5|
+3|
+3|
+7|Protecting Wilds(Lesser Globe of Invulnerability), Sylvan Skin DR 6|12|5|3
12th|
+6|
+4|
+4|
+8||13|6|4
13th|
+6|
+4|
+4|
+8|Sonic Resistance 10|14|6|4
14th|
+7|
+4|
+4|
+9|Drink the Music|15|7|4
15th|
+7|
+5|
+5|
+9|Sylvan Skin DR 8|16|7|5
16th|
+8|
+5|
+5|
+10|Protecting Wilds(Globe of Invulnerability)|17|8|5
17th|
+8|
+5|
+5|
+10||18|8|5
18th|
+9|
+6|
+6|
+11|Piercing Notes (Mind Blank)|19|9|6
19th|
+9|
+6|
+6|
+11|Immune Sonic|20|9|6
20th|
+10|
+6|
+6|
+12|Slave of the Song, Fey body |21|10|6[/table]
Class Features
All of the following are class features of the Alluring Songsmith.
Weapon and Armor Proficiencies:Alluring Songsmiths are proficient in simple weapons and light armor, but not shields.
Songs (sp): Alluring Songsmiths magic come from the music they play. It is neither Arcane nor Divine. To learn a song, a Songsmith must have a number of ranks in perform. To play a song, the songsmith makes a check against a base DC, given in the description of the song. If the song requires a save, that save DC is 10 + the songsmith's allure score. The duration is of a song is a number of rounds equal to the songsmith's allure score. Songs are spell-like abilities that take a standard action to start playing and a move action to maintain. Your caster level is equal to your alluring songsmith level for the purposes of interacting with spells. Each use of a particular song increases the base DC of that song by 2. These abilities all have the [sonic] descriptor and do not work in the effect of a silence spell.
Songs have three parts: Melodies, Harmonies, and Themes. The melody is the main effect of the song, such as the Aria of Allegiance, which makes targets your friends. A Songsmith learns one melody each level he doesn't learn a Harmony and Theme, except at 1st, where he learns two. Some melodies can be augmented by increasing the DC by an amount listed in the description. Alluring Songsmiths begin play knowing 4 cantrips (0 level spells) from the bard spell list as melodies with a base perform DC of 10. If the Songsmith knows Ghost Sound melody, they may play a melody through it without maintaining either the Ghost Sound or the melody.
Harmonies alter some aspects of a song, such as the Lingering Legato, which makes a song last for a time after you finish playing. Each Harmony modifies the Base DC of the song by a value given in their description. As long as a Songsmith can make the perform check, it may use as many harmonies as it wishes, or, in some instances, as many copies of the same harmony, on the same melody.
Themes alter how a song affects a specific creature type (and subtype). Themes increase the songsmith's allure score by 2 against the specific creature type or subtype, and increases the perform check modifier by 2 for the affected creature type or subtype. Do not make separate checks for each creature, but if there are a mix of creature types and not all are affected by the theme, add the +2 modifier only to see if it succeeds against the affected creature type. This will also result in a longer duration. In addition, each theme grants an additional benefit, dictated by the theme chosen, shown in their descriptions.
Allure: Each Songsmith has an allure score that determines how hard their songs are to resist and how long they last, among other effects. It is equal to 1/2 his Alluring Songsmith level (rounded down) + their charisma modifier. Themes increase the allure of a song for a specific creature type or subtype. If the Songsmith plays particularly well, its allure score increases for that song. If a Songsmith beats the perform check by 10, the Allure is increased by 25% (rounded down, minimum 1).
For example, Sona is a 3rd level songsmith with a charisma of 15, 7 ranks in Perform(harp) and the Selvatico theme, which gives her more control over fey creatures. Her allure score is 4 and may choose to increase it to 6 against fey. The save DC's for Sona's songs are 14 for all creatures and she may apply Selvatico to make the DC 16 against fey creatures. Then she plays the Fugue of Fascination, applying the Selvatico theme, targeting a humans and a dryad. She rolls a 17 on her perform (harp) check, enough to cast it on two creatures, but not enough to increase her Allure. Her Allure is 4 against the human and 6 against the dryad, because of Selvatico. The Will save is 14 against the human and 16 against the Dryad, and the song lasts for 4 rounds against the human and 6 rounds against the dryad. Then she uses Siren's Song with a Meter of Multiples Harmony to target the same two creatures (total Perform DC 16). She rolls a 25 on her perform check, which is enough to increase her allure to 6 (and 8 for the Dryad if she applies Selvatico). meaning the Will save will be DC 16 (and 18 for the fey) and last 6 (or 8 for the fey) founds.
Favored Instrument(ex): An alluring Songsmith picks a preferred instrument at first level. He gains Skill Focus(Perform) for that instrument.
Sylvan Skin: At 2nd level, the wild music the Songsmith plays begins to alter his body to be more like the fey. A songsmith gains DR 2/cold iron. As the Alluring Songsmith increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level, and DR 10 at 20th.
Woodland Stride: A Songsmith often spends time in the wilds and so has learned to traverse it with ease. This is as the Druid ability of the same name.
Protecting Wilds(sp) When an Alluring Songsmith of 4th or greater level plays, even the wilds abhor interruptions to the tune. While a Songsmith maintains a song, the area in a 10 foot radius circle around him become difficult terrain as plants grow and rocks rise to protect the player. This includes flying creatures, as the winds whip up around him to prevent passage. A Songsmith and anybody he designates when he begins playing is immune to this effect. He also imposes a 20% miss chance against ranged attacks as these impediments attempt to knock missiles from the air. At 9th level this effect includes the equivalent of a lesser globe of invulnerability, and at 15th level it becomes a globe of invulnerability. This ability may be used a number of times per day equal to the songsmith's allure (without themes).
Piercing Notes: A Songsmith’s tunes are so potent that they have a chance of piercing through protective spells. At 5th level, a Songsmith may make a second perform check opposed by the caster level check of the caster of the protection from evil spell. If the Songsmith succeeds, the song affects that target normally. Note that the warded creature still gets the +2 resistance bonus to saves. At 9th level the Songsmith may attempt to pierce through Magic Circle spells and at 18th level he can try to affect a creature under the mind blank spell.
Unearthly Grace (Su): An gains the otherworldly air of the fey. Alluring Songsmith adds her Charisma modifier as a bonus on all saving throws, and as a deflection bonus to his Armor Class.
Sonic Resistance(su): At 8th level, an Alluring Songsmith becomes resistant to sonic attacks, gaining resistance to sonic 5. This increases to 10 at level 13, and at level 19 the songsmith becomes immune to sonic damage.
Versatile Songsmith: At 10th level, an Alluring Songsmith gets the Versatile Performer feat as a bonus feat. Furthermore, a Songsmith may now play two songs at once, each played on a different instrument. Each takes the same move action to maintain but each song takes a separate standard action to begin playing.
Drink the Music: The Songsmith's music is so beautiful it can take the place of food and sleep. As long a 15th level Songsmith plays for one minute a song of Sustenance (Base DC 33) he and any allies who listen do not need to eat, drink, or sleep for that day. Spellcasters must still rest for 8 hours to regain their spells and spell slots.
Slaves to the Song: At 20th level, an alluring songsmith has reached the pinnacle of their musicianship. Now he can play a song so that a creature will hear it forever. A songsmith may increase the base DC of a melody by 35 to make it an enslaving song. Enslaving songs are permanent until dismissed by the Songsmith, but the Songsmith can only have one Enslaving song. These songs are so potent that the effect cannot be dispelled by any magic short of wish or miracle. After using an Enslaving song, an alluring Songsmith cannot use that melody for the rest of the day. Treat this ability as a harmony ability.
Fey Body: The Songsmith's music has changed him to the point that he is now no longer wholly his previous race. His type changes to fey, his Sylvan Skin becomes DR 10/Cold Iron, and his Allure score gains a permanent 4 points.