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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.

BornValyrian
2014-01-17, 02:32 PM
This Post especially under construction:

Songs

Aria of Allegiance
Enchantment (Charm)[Mind-affecting]
Minimum Ranks in Perform: 3
Base DC: 13
Area: Close (25 ft +5 ft./2 levels)
Targets: 1 Primary
Saving Throw: Will partial
Spell Resistance: yes

You begin to pluck a quick melody on your lute. The orcs begin to panic, but quickly relax, suddenly seeming a little more willing to negotiate. The leader in particular seems very friendly all of a sudden.

One primary target is charmed as per the Charm Person or Charm Animal spell, for the duration and one hour after. You and your allies get a +5 on Diplomacy and Bluff Checks or on Handle Animal and Wild Empathy Checks made on any creatures within the area. You choose to affect animals or humanoids when you begin playing.

Embellishments:
+2 DC: Affect both Humanoids and Animals
+3 DC: Affect affect a fey, giant, magical beast, or monstrous humanoid.
+6 DC: affect any creature type

Fugue of Fascination
Enchantment (Compulsion) [mind affecting]
Minimum Ranks in Perform: 3
Base DC: 12
Area: 90 ft.
Targets: 1 +1/3 rolled above perform DC
Saving Throw: Will negates
Spell Resistance: yes

Your begin your song and the archers stop and relax their bows slowly to listen to the haunting tune. They begin to hum along as they stare blankly into space.

The targets become fascinated by your music. The creature stands or sits quietly, taking no actions other than to pay attention to your music. It takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

Embellishments:
+15 DC: Obvious threats do not automatically end the effect, instead allowing a new saving throw. An allied creature can only spend a standard action to grant another will save.

Symphony of Swarms
Conjuration(Summoning)
Minimum Ranks in Perform: 6
Base DC: 16
Range: Close (25ft.+5ft./2 levels)
Saving Throw: None
Spell Resistance: None

You begin the melody and thousands of tiny voices rise to answer. The rats they belong to congregate near you to listen contribute to the symphony and the fray.

This Melody summons a swarm of rats, bats, or locusts, as per the summon swarm spell. Unlike the spell, this spell only lasts while you are playing.

Embellishments:
+6 DC: This Song can summon a pest swarm as per the spell summon pest swarm instead of the normal swarms
+13 DC: This allows you to summon two of any one swarm you would be able to summon with this song. You may combine both of these Augmentations to summon 2 pest swarms.


Sirens’ Song
Enchantment(Charm)[mind-affecting]
Minimum ranks in perform: 5
Base DC: 14
Range: Medium(100+10ft./level)
Saving Throw: Will Negates
Spell Resistance: Yes

Your singing wafts over the general, and his face shifts to one of ignorant bliss. He moves away from his post, the post he was sworn to protect, and towards you and your enchanting tunes.

One target creature becomes attracted to you and your music. The subject will take reasonable steps to meet, get close to, attend, or find the source of the music. For the purpose of this song, “reasonable” means that, while attracted, the subject doesn't suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate.

Embellishments:
+6 DC: This song instead affects all creatures in an area of 90 feet. You may select a specific creature type (all fey), a specific subtype (like fire) or a specific demographic (all elves within the ages of 200 and 300) to be affected and follow.
+10 DC: A subject walks toward the songsmith, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A target within 5 feet of the songsmith stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the target to attempt a new Will save.
+20 DC: As the +10 DC embellishment, except that the subject does not get a second saving through for moving into dangerous areas, nor for the Bard's countersong ability.

Call the Children
Conjuration (Summoning)[Evil]
Minimum Ranks in perform: 18
Base DC: 37
Range: Close(25ft.+5ft./2 levels)
Saving Throw:None
Spell resistance: None

The playful tune calls the playful children together to romp about the battlefield

This song draws children to you who form a mob goes around and attacks your enemies. Treat this as a mob of halfling 1st-level commoners, whose stats are below. Other than this it this song operates as the summon swarm

LN Gargantuan humanoid (mob of small halflings)
Init +4; Senses Listen +4, Spot +4
Languages Common
AC 7, touch 7, flat-footed 6
hp 135 (30 HD)
Fort +11, Ref +9, Will +17
Speed 20 ft. (4 squares)
Melee mob (5d6)
Space 20 ft.; Reach 0 ft.
Base Atk +22; Grp +33
Atk Options: expert grappler, trample 2d6
Abilities Str 9, Dex 13, Con 11, Int 10, Wis 10, Cha 10
SQ mob anatomy
Feats Improved Initiative, Great Fortitude, Improved
Bull Rush, Improved Overrun
Skills: Listen +4, Spot +4

Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a –20 penalty on grapple checks). A mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one ofits occupied squares can trample the creature. A trampled creature takes damage equal to 2d6 points + 1-1/2 times the mob’s Strength modifier. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 25 + the mob’s Str modifier) to take half damage.
Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped,grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01–30 indicates death, 31–60 indicates the victim is reduced to 0 hit points, and a roll of 61–100 indicates the victim escapes relatively unscathed.

Embellishments:
+6 DC:You may summon a second mob with identical statistics.

Anthem of Animation
Transmutation
Minimum Ranks in Perform: 3
Base DC: 13
Range: Medium(100+10/level)
Saving Throw: None
Spell Resistance: None

The strings feel alive as you begin this song, and indeed, the fallen sword comes to life, ready to do your bidding

Your music “brings to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it.

A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to half your ranks in perform plus your charisma modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Charisma modifier. A controlled object has its usual hardness and hit points.

You can use this power on a nonmagical lock, making it move in such a way as to attempt to unlock itself. If another character makes an Open Lock check involving a lock that you are concentrating on controlling, the character gains a +4 bonus on the check.

Embelishments
+4 DC: The targeted object gains a +1 enhancement bonus to attack and damage for every time you apply this Embellishment.
+1 DC: Increase the maximum weight by 10 lbs. per application of embellishment.

Become the Song
Transmutation
Minimum Ranks in Perform: 8
Minimum DC: 19
Range: Personal
Saving Throw No
Spell Resistance: No

You begin the tune, but then you dissolve into a cloud of music, glowing mist which emits the music you were playing before

You dissolve into living music, a cloud of glowing musical mist. Treat this song as the gaseous form spell, except that you may start and maintain songs, because it is a cloud of music.

Embellishments
+4 DC: You enter a creature's ears in mist form, deafening them to everything except your music. It cannot hear anything else, but experiences the full effects of your songs. When the effect ends, you reappear in a square next to the affected creature.
+8 DC: This Embellishment allows you to possess mindless creatures while in mist form. You may do so as a swift action that requires a fortitude save to resist. If the creature fails, you enter the mindless creature's square and control its actions as a swift action. You must still maintain your songs with your other move action, and you may only take standard or swift actions if they are entirely mental or musical (so you may start a second song from within a creature). When the song ends, you materialize in an unoccupied square next to the affected creature.

Magical Medley
Universal
Minimum ranks in Perform: 12
Minimum DC:25
Range: Personal

You blend to melodies into one unified song that includes the effects of both

You combine two songs whose combined perform DC's do not exceed 35. This includes Harmonies for both. Both songs take effect in the order you choose, as if you had played them one after the other using only one standard action. You can maintain this song rather than than the two individual songs as a standard action. The base DC for each of the base songs and this song each increase by two after playing this song.

Embellishments:
+12: as above, except the combined DC's shall not exceed 55.

March of the Machines
Transmutation
Minimum Ranks in Perform: 14
Base DC: 22
Range: Medium(100+10/level)
Saving Throw: None
Spell Resistance: None

You begin the March of the Gatekeeper and the suits of armor in the hall rise and march in lockstep to the portcullis and draw their swords just as it opens to reveal the orc warband.

You animate a number of small objects equal to your Allure Score. Each object obeys your commands, which you may change during the action you maintain the spell. You may opt to animate an equivalent number of larger object. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.

Embellishments:
+1 DC: You may animate another small creature per use of this embellishment.

Preemptive Dirge
Enchantment(Compulsion)[mind-affecting]
Minimum Ranks in Perform: 10
Base Perform DC: 22
Range: Medium (100 +10ft./level)
Save:Will Negates
Spell Resistance: Yes

This song has no title, because it hasn't been written yet. It is the song of the poor dragon's life, his death, his past, and what little remains of his future.

You play a dirge for one still alive, making them wish to end their life. On the subject’s next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself.
If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.
If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.

This song has a duration of one round plus another round per 10 points of Allure instead of the normal duration.

Sonatina of Sleep
Enchantment(Compulsion)[mind-affecting]
Minimum ranks in perform: 3
Base Perform DC: 13
Range: Medium(100+10ft/level)
Area: 10 ft. radius burst
Save: Will negates
Spell Resistance: yes

This melody causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

This song lasts one minute per point of Allure instead of one round. Must be maintained once a minute as a move action instead of every round

Embellishments
+1 DC: This song affects an extra 1 HD per use of this embellishment

Hymn of Hope
Enchantment(compulsion)[mind-affecting]
Minimum Ranks in Perform:9
Base Perform DC: 20
Range: Medium(100+10ft./level)
Save: Will negates (harmless)
Spell resistance: Yes (harmless)

This grants a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls, and then a second save to the target against all fear effects affecting the target.

[u]Embellishments:[/b]
+2 DC: Increase the bonuses provided by +1.


Dirge of Despair
Enchantment(compulsion)[mind-affecting]
Minimum Ranks in Perform:9
Base Perform DC: 20
Range: Medium(100+10ft./level)
Save: Will negates
Spell resistance: Yes

This melody imposes a -2 morale penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Embellishments
+1 DC: Increases the penalties granted by this melody by -1.

Riffs of Rage
Enchantment (Compulsion)[mind-affecting]
Minimum Ranks in Perform: 12
Base Perform DC: 25
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature+1/3 rolled above Perform DC, no two of which are more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes

You smirk as you begin playing discordant chords. As the dwarven legions hear the tune they immediately draw their axes on each other. Such stalwart companions

You sow discord among your enemies, spurring them to physical violence.
Each creature that fails its saving throw attacks the nearest creature on its next turn, whether friend or foe.
An affected creature attacks with whatever weapon is in hand, or with natural weapons.
An unarmed creature attacks with an unarmed strike.
An affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature; if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route.

[b]Ballad of the Blessed Jester[b]
[b]Enchantment(Compulsion)[Mind-affecting]
Minimum Ranks in Perform: 5
Base Perform DC:14
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Humanoid
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The jester was funny beyond belief, the song makes known. Only in your hands is that humor felt as if he was there

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected.

Embellishments
+3 DC: Affect affect a fey, giant, magical beast, or monstrous humanoid.
+6 DC: affect any creature type

Compulsory Dance

Fill the Silence

Song of Silence

Verismo of Vertigo

Overwhelming Oratory


Harmonies

Lingering Legato
Perform DC Modifier: +4
You lengthen the notes, so that the tune extends beyond its finish

The Song's effects now last for one minute after you stop maintaining the song.

Meter of Multiples
Perform DC modifier: varies, see text
You change the beat of your song to affect more people

You alter a song so that it affects more than the normal number of creatures. For each additional target, you add to the DC half the minimum number of ranks to learn that melody.

Accidentals of Enlargement
Perform DC modifier: +2
A sharp here, a flat there, and a song goes so much further

You change a few notes and enlarge the song's range as if it were affected by the Enlarge Spell feat.

Coercive Chords
Perform DC Modifier: +3

By using a different set of chords, the song weakens the mind to other attacks

A creature affected with this song takes a -2 penalty on will saves against other effects. These penalties do not stack with multiple coercive chords.

Quickening Coda
Perform DC Modifier: +13
You skip to the end of the song, a allowing you to get the full effects for less time

The song only takes a swift action to cast. You may only cast a single quickened song each round.

Prelude of Persistence
Perform DC Modifier: +20

You play a prelude, a beginning to the song, which the universe finishes for you

After playing for a minute without interruption, the song remains in place for 1 hour per point of allure. You do not need to maintain it after the initial composition.

Transdimensional Trill
Perform DC Modifier: +4

On some notes, you rapidly switch between it and another, letting the song reach the ethereal

A transdimensional song has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space in the spell's area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole. You must be able to perceive a creature to target it with a song, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.

Widening Sforzando
Perform DC Modifier: +2
A sudden accent on a note propels the magic to new distances
Increase the area of the song by 50%, as if it had been affected by the Widen Spell feat.


Themes:

A Macchina (Constructs): Attacks of Summoned Creatures and Animated Objects are adamantine for the purposes of bypassing damage reduction. Songs may affect Constructs as though they were not immune to mind-affecting effects. This will not allow a song to affect mindless constructs.
Acquosa (Aquatic and water subtypes): Song works perfectly underwater. Unlike other themes, this effect works regardless of the creatures affected, but the change in DC and perform check modifier still only affect creatures of these subtypes.
Cadaverico (Undead): Songs may affect undead as though they were not immune to mind affecting effects. This will not allow a song to affect a mindless undead.
Assenata (Aberrations):
Selvatico(Fey):
Primitivo(Animal):
Umano (Humanoids):
Bestiale(Magical Beast): Treat Magical Beasts as animals for the purposes of what songs may target them.
Mostruoso(Monstrous Humanoids): Treat Monstrous Humanoids as Humanoid for the purposes of what songs may target them
In fiore(plants): Songs may affect Plants as though they were not immune to mind-affecting effects
Visschioso(Oozes): Songs may affect ooze creatures as though they were not immune to mind-affecting effects.
Parassita(Vermin): Songs may affect Vermin as though they were not mindless.
Ventoso(air subtype):Songs whip up winds around the targets, reducing the flight maneuverability of each target by one category (from good to average, average to poor, etc.)
Imudimire (fire subtype): Fires sputter and put off less heat, reduce the damage of all fire attacks by 10% (minimum 1 per die) in the area. Fire light sources reduce their areas of illumination by 5 ft.
Terroso (earth subtype): This song reduces the natural durability of all things of the earth. All creatures with the earth subtype along with all stones and metals have their damage reduction or hardness reduced by 20%.
Maligno(good subtype):
Benevolo(Evil subtype):
Ordinato (Chaos subtype):
Caotico(Lawful subtype):
Di Casa( Extraplanar subtype):This song invokes memories of the creatures home plane and longing for their true home. This imposes a -2 penalty on extraplanar creatures’ will saves against effects that return it to its home plane. It also reduces the duration of an extraplanar summoning by 1d4 rounds.

JBPuffin
2014-01-18, 12:33 AM
Sir, this is brilliant; it's got quite a unique set of abilities (the Song subsystem ought to be Bard canon, honestly), the flavor is light but not all that imposing (a musician so talented he transcends humanity into the fey realm)...overall, I tip my hat to you, sir. I tip. My. Hat.

BornValyrian
2014-01-18, 04:56 PM
Thank you. Honestly this is my first attempt at homebrewing, so its nice to see that people like it.

Does anybody have any ideas for the other themes? Anymore melodies? Tips on balance?

NekoIncardine
2014-01-18, 08:48 PM
Looking at your list of Melodies, this class is fairly Enchantment specialized. That means, like the Beguiler, it is very situational, though Themes mean that many of the situations that would shut down a Beguiler don't shut down an Alluring Songsmith (though some still do!)

The Bard's value to a party isn't just the power of its music, but a breadth of capabilities that is unmatched in Core and even in a lot of 3.5's extensions.

Consider allowing the Alluring Songsmith some utility and fluff tricks from Bards and Rogues to help keep him useful when music is not the key to the situation.

That said, I'd still play this.

BornValyrian
2014-01-18, 09:14 PM
What would be an example "utility or fluff trick" you would suggest? Some backup healing (like a song of lesser vigor)? Or some diplomacy/social interaction? Or some more skill use like a rogue? I just am not sure where to go with this. Maybe a few examples of what you mean would help me to start.

NekoIncardine
2014-01-18, 10:09 PM
A Bard is noted for having a very wide skill array (see Elan surprising Roy with his ranks in Ride), so a wide skill base (6+INT skill points and a few things like Disable Device) or simply adding Bardic Knack (or an equivalent) would help your class have utility in a wide variety of situations.

I also looked at how Allure stacks up versus the standard of 1/2 class level, and realized Allure requires more rank-twinking (things like Item Familiars) to keep up at higher class levels. You may want to make Allure be simply 1/2 class level, while keeping the tie to Perform checks for actual use of songs.

Zaydos
2014-01-19, 02:38 AM
I'd second setting the save DC to the norm but actually for opposite reasons; at high levels the DC will leap ahead of normal save DCs assuming equal "casting" stat without any serious optimization.

12th level: Charisma 15 + 3 level up, +4 Item = 22 (+6); 15 ranks. Allure = 21/3 = 7. DC = 23. Spell DC = 22.
15th level: Charisma 15 + 3 level up, +6 Item = 24 (+7); 18 ranks. Allure = 25/3 = 8. DC 24. Spell DC 23.
18th level: Charisma still +7; 21 ranks. Allure = 28/3 = 9. Allure and Spell DC 25.
20th level: Charisma +8; 23 ranks. Allure = 31/3 = 10 + 4 capstone. DC 31. Spell DC 26.

Having an 18 starting Charisma or Tomes increases this disparity (+10 Casting Stat is what I normally use for basic check at high levels; this often increases the Songsmith's DCs by 2 for the caster's 1).

Throw in Klangfarbenmelodie which has a net DC increase of +1 because it also includes 4 DC worth of embellishments and the Allure is increased by another 4, and the alluring songsmith has save DCs almost universally +5 compared to casters, or +3 compared to ones using Greater Spell Focus (this also brings up how the songs interact with Ability Focus if at all), and an additional +2 against the proper types (for +3 to +7 over comparable casters) with very low optimization.

Actually the +4 Allure for +5 Perform DC which also gets 4 points of embellishments might should go in general.

And note all of this is assuming you beat the total DC by less than 5, if you're beating it by 5 or more the +50% increases these by an additional 3 to 5 points. Couple this with a pit fiend (CR 20) having a +21 Will save (it's best save) and you having an allure of 14, 18 with Klangarbenmelodie or 21 if you beat the DC by 5 and you have a DC of 35 with klangarbenmelodie or 38 with beating the DC by 5 (it needs a 17 to save, nat 20 if you have the theme versus evil outsiders); this is compared to it needing a 7 to save against Greater Spell Focus Dominate Monster, or 9 to save against Greater Spell Focus Wail of the Banshee.

Edit: Looking at what you can actually DO with that. Let's look at the sleep effect. Assuming 19th level (to avoid the capstone), but a +1 tome or 16 starting Charisma (because as Cha focused as this class is it will usually have at least one of those if not 18 and a +5 tome by that point). We're looking at a DC 28 Perform check; meanwhile they will probably have a Perform bonus of about +42 (Circlet of Persuasion, Mw Instrument, 22 ranks, +10 charisma, Skill Focus, Versatile Performer) meaning they get a minimum of 43 meaning their allure for this is 25 (assuming the +50% is like D&D multipliers and getting it 3 times is +150% instead of +187.5%) giving it a DC of 45, which a pit fiend needs a nat 20 to save against. The DC to affect a Balor is 2 higher, meaning you'd have a DC of 40 which a balor... still needs a nat 20 to resist. A Solar would have a 2 higher DC (which on a nat 1 makes no difference to your allure and is still an automatic success) and would need a... nat 20 to make the save. And remember this is assuming a 1 on your Perform check, and before the +4 from 20th level (which would increase things to DC 55 and 48 allowing you to add another 5 in benefits without them having a chance to make their save).

Or Ballad of the Blessed Jester and Meter of Multitudes to incapacitate 4 at once with DC 45 at Lv 19 (or 9 at once and DC 41 which is still nat 20 range at Lv 20).

BornValyrian
2014-01-19, 10:09 AM
Wow, I guess I made it a bit strong. I only meant for the +50% to apply once, but I should probably state that explicitly and even then It probably should go down to 10-20% or a static +1 or 2. Klangfarbenmelodie should probably be decreased or changed somehow, but I do want that to stay. I'll make it half level instead of third ranks. Any ideas on what to change with fey body?