View Full Version : D&D 3.x Other Spellsong [Skill, Magic System]

2014-09-05, 06:35 AM
Spellsong is a skill-based magic system that focused on mind-affecting and direct damage effects, using the result of a DC check to determine every aspect of the system through an effect multiplier setup. It is currently in development, although the base class, rules, and spellsongs are complete. What's needed are extra feats and prestige classes. Start with the Spellsong link below.

The end goal is a creation about the same size as Shadowcasting from the Tome of Magic. It was originally developed for Arhosa, my campaign setting, and so there is a lot of flavour reference to the various deities from that setting. It is playable in D&D generally, however.

Skill & Rules
Spellsong (http://www.giantitp.com/forums/showthread.php?370184-Spellsong-Skill-Magic-System&p=18061144#post18061144)

Base Classes
Spellsinger (http://www.giantitp.com/forums/showthread.php?370184-Spellsong-Skill-Magic-System&p=18061149#post18061149)

Prestige Classes
Earthspeaker (http://www.giantitp.com/forums/showthread.php?370184-Spellsong-Skill-Magic-System&p=19839177#post19839177)

Spellsongs (http://www.giantitp.com/forums/showthread.php?370184-Spellsong-Skill-Magic-System&p=18061151#post18061151)

Feats (http://www.giantitp.com/forums/showthread.php?370184-Spellsong-Skill-Magic-System&p=18061157#post18061157)

Chanwyr (http://www.giantitp.com/forums/showthread.php?370184-Spellsong-Skill-Magic-System&p=18061164#post18061164)

Magic Items & Artefacts

Monsters & Templates


2014-09-05, 06:37 AM
Spellsong is the newest of the magics that have slowly spread their influence over the world of Arhosa since the first interventions of Lledrith. Created by Fasnachu as a last ditch response to the war between Lledrith and Drancedigaeth, it combines her love of the arts and creative practice with a recognition that unless it was able to compete on an equal footing with arcanists, ritualists, runecarvers, and others, it would never be viewed as a legitimate art, and would die a stillborn death. And so she imbued it with as much of her talents as she could dare afford. It is the very creation of spellsong that is responsible for the loss of so much luck and trade in the rest of the world, although it is all but certain that that loss would have occurred anyway, torn asunder by the war of the gods.

Despite the name, spellsong does not actually require the use of singing, but instead is a term that covers almost all of the creative arts. Some spellsingers paint, others write poetry, play musical instruments, or create sculpture. There are, of course, those who sing as well. Whatever the method chosen, the result is the same - magic created from the beauty of their artistic creations. The art that they design is always representative of the spellsong effect they wish to create, which has resulted in many and varied pieces of beautiful compositions being crafted in the pursuit of this talent. Indeed, those who are talented in it often find they are quite capable of making a solid living regardless of their use of spellsongs.

Charisma is the ability modifier for spellsong. Because of the nature of spellsongs, it is impossible to Take 10 or 20. Spellsingers suffer spellsong failure in armour above light, and always take the armour check penalty to spellsong checks.

Synergy: If you have 5 or more ranks in Perform, you get a +2 bonus on Spellsong checks. If you have 5 or more ranks in Spellsong, you get a +2 bonus on Perform checks.

Untrained: This skill cannot be used untrained.

The normal DC of the Spellsong check to sing a spellsong is 20. This produces a spellsong with an effect multiplier of 1. For every 5 points by which you exceed the DC, the effect multiplier of the spellsong you produce increases by 1.

General Rules:
Casting Time: 1 standard action, unless otherwise specified. This causes attacks of opportunity, and can be disrupted unless a concentration check is made.
Range: 25 ft. + 5 ft. per effect multiplier.
Effect: The listed spellsong effect times the effect multiplier. The spellsong effect must be chosen before the check result is known.
Target: One creature per effect multiplier, no two of which can be more than 30 ft. apart.
Duration: For as long as the spellsinger maintains the performance. This maintenance requires the same action as creating the spellsong, and must be used each round.
Difficulty Class: 10 + 1 per effect multiplier + ability modifier.
Caster Level: Number of skill points invested into Spellsong minus three.

Metasong Effects
Amplified: Your Spellsong deals an additional +1 damage per die. Take a -5 penalty on your Spellsong check.
Chain: Your Spellsong affects three times the number of targets. Take a -10 penalty on your Spellsong check.
Delay: Your Spellsong does not come into effect for up to five rounds; when it does, it only functions for one round. Take a -5 penalty on your Spellsong check for each round you delay it.
Empower: Your Spellsong's variable, numeric effects are increased by 1/2. Take a -5 penalty on your Spellsong check.
Enlarge: Your Spellsong has double the range. Take a -5 penalty on your Spellsong check.
Heighten: Your spellsong gains +2 DC any number of times. Take a -5 penalty on your Spellsong check per +2 DC added.
Nonlethal: All damage your Spellsong deals is nonlethal. Take a -5 penalty on your Spellsong check.
Persistent: Your Spellsong lasts for one hour; only one Spellsong can be made Persistent at a time. Take a -40 penalty on your Spellsong check.
Piercing: Your Spellsong's damaging effects pierce all resistance, and deal half damage to creatures that would normally be immune. Take a -5 penalty on your Spellsong check.
Refrain: You may sing a second Spellsong at the same time as the first. Use one die roll for each song, and the same metasong effects must be added to each Spellsong. Take a -10 penalty on both Spellsong checks.
Retributive: Your Spellsong is stored; the next time you are dealt damage by a melee attack, the Spellsong takes effect on the attacker for one round, which you cannot maintain; only one Spellsong can be made Retributive at a time. Take a -10 penalty on your Spellsong check.

2014-09-05, 06:38 AM

"Carvings upon the bones of the mountain sustain me, man of petty thoughts."
- Arwyddlun Chreawdwr, dwarf Spellsinger


Making a Spellsinger

Abilities: Charisma is the ability that the Spellsinger uses for his spellsong abilities.

Races: Text

Alignment: Text

Starting Gold: As Wizard.

Starting Age: As Wizard.

Table 1: The Spellsinger
Hit Die: d6

Level BAB Ref Fort Will Abilities
1 +0 +2 +0 +2 Lucky, Controlled Speech, Creation's Hex
2 +1 +3 +0 +3 Artiste
3 +2 +3 +1 +3 Bonus Feat, Stumbling Curse
4 +3 +4 +1 +4 Stroke of Song
5 +3 +4 +1 +4 Bonus Feat, Chains of Despair
6 +4 +5 +2 +5 Steady Performance
7 +5 +5 +2 +5 Bonus Feat, Self-Hatred
8 +6 +6 +2 +6 Cursed Music
9 +6 +6 +3 +6 Bonus Feat, Magic Aborted
10 +7 +7 +3 +7 Changeable Tune
11 +8 +7 +3 +7 Bonus Feat, Crippling Anguish
12 +9 +8 +4 +8 Two Voices as One
13 +9 +8 +4 +8 Bonus Feat, Strip Protections
14 +10 +9 +4 +9 Apprentice
15 +11 +9 +5 +9 Bonus Feat, Inward Reflection
16 +12 +10 +5 +10 Virtuoso
17 +12 +10 +5 +10 Bonus Feat, Attraction
18 +13 +11 +6 +11 Artist Within
19 +14 +11 +6 +11 Bonus Feat, Hex of Fasnachu
20 +15 +12 +6 +12 Thunderous Finale
Class skills (8 + Int modifier per level, x4 at first level): 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 (None), Spellcraft (Int), Spellsong (Cha), Swim (Str), Tumble (Dex)

Class Features

Weapon and Armor Proficiency: Spellsingers are proficient with all simple weapons and light armour, as well as all shields (except tower). Spellsingers suffer spell failure in armour above light.
Lucky (Ex): Of course, Fasnachu doesn't want to make things too hard, and she likes to show her divine hand in the everyday. Once per day, a spellsinger may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it's worse than the original roll. This counts as a luck reroll for the purpose of luck feats.
Controlled Speech (Ex): The spellsinger's long training in the vocal arts means that she is quite capable of pitching her voice and tone so that only the desired few hear her speak. She can designate up to five people who can hear her speak. Others can make a DC 20 spot check to notice she appears to be communicating, but cannot hear what she is saying without a DC 30 listen check or magical assistance.
Eyes of the Goddess: Being who she was, Fasnachu always took a perverse pride in making people fail at their appointed task. In fact, she took a great deal of pride in it, so much so that she had defined numerous ways in which someone might fail. These curses are a standard action to activate, and last for a number of rounds equal to the spellsinger's class level plus her charisma modifier. She can use this ability once per day per spellsinger level. The DC for all saves is 10 + 1/2 spellsinger level + spellsinger's Charisma modifier.

Creation's Hex: The affected target must make a Will save or suffer a -4 luck penalty on attack rolls, saving throws, ability checks, and skill checks.
Stumbling Curse: The affected target must make a Fortitude save or become staggered and flatfooted.
Chains of Despair: The spellsinger learns to link the misfortune of two creatures together. Chains of despair targets two creatures. While the curse remains, if either creature fails a saving throw against a non-harmless effect, both creatures are subject to the full effects of the failed save, even if the other creature succeeded on the saving throw or wasn't targeted at all. If the curse ends for one subject, it is also ended for the other. Will negates.
Self-Hatred: Deep anger at its actions affect the targeted creature. Any time it rolls a 10 or less on its attack roll, it strikes itself instead of the intended target.
Magic Aborted: A being suffering under this malefaction is wracked by horrid feedback whenever they attempt to cast a spell or use a spell-like ability; they suffer 3d6 + the spellsinger's class level in damage, and must then succeed at a Concentration check just as though this damage had disrupted their spell (failure, as normal, indicates that their spell fizzles into nothing and is wasted). Will negates.
Crippling Anguish: The affected target must make a fortitude save or become inflicted with wracking pain that limits it to a single move action or standard action, and deals it one point of constitution damage a round.
Strip Protections: The affected target must make a fortitude save or watch all of his magical protections be stripped from him. Every magical effect on his form (including those created by items) is supressed for the duration of the curse.
Inward Reflection: Any time the affected creature deals damage or a negative effect to another creature, it immediately is struck by that damage or negative effect. Will negates.
Attraction: The affected creature immediately becomes the enemy of every creature within 10 feet per class level, and they all attack it to the best of their ability. Will negates.
Hex of Fasnachu: Certain creatures have truly offended the chosen of the goddess. They treat every single roll they make as a natural 1. Will negates.

Bonus Feat: At each indicated level, the spellsinger gains one luck feat (http://dndtools.eu/feats/categories/luck/) for which she meets the prerequisites.
Artiste (Ex): The spellsinger receives a +1 morale bonus to all saves in any round she successfully affects a creature with a spellsong.
Stroke of Song (Ex): By expending a luck reroll, the spellsinger can increase the effect modifier of her spellsong sung this round by 1.
Steady Performance (Ex): The spellsinger can choose to take 10 on the spellsong check.
Cursed Music (Su): By expending a use of her Eyes of the Goddess ability as part of the action of creating a spellsong, she can affect all targets of the spellsong with the chosen curse in addition to the spellsong's normal effect.
Changeable Tune (Su): The spellsinger can, a number of times per day equal to her charisma modifier, change the effect of one spellsong she is maintaining to another effect of the same level, using the original check result.
Two Voices as One (Ex): The spellsinger can use Refrain a second time when creating a spellsong, taking an additional -20 penalty to sing three songs at once.
Apprentice (Su): The spellsinger can hand off maintaining a spellsong to a chosen companion. Doing so, however, cuts the effect multiplier of the spellsong in half.
Virtuoso (Ex): By expending a luck reroll, the spellsinger can add her class level to the result of her spellsong check.
Artist Within (Ex): The spellsinger adds one half her Charisma modifier as an additional bonus to all spellsong checks.
Thunderous Finale (Su): Once per day, the spellsinger can choose a number of spellsongs equal to her charisma modifier. The next spellsong she creates carries every chosen effect.

2014-09-05, 06:39 AM
A Note on Spellsongs and Effect Multipliers: Any spellsong with a numerical effect has that effect multiplied by the effect multiplier. This does not increase the duration of any secondary effect listed within a spellsong. If a spellsong has a secondary effect requiring a save, such as Stormshards, each round that spellsong is maintained, the target must save again or be affected.


1 Skill Point Required
The Song of Fire and Ice: 1d4 cold and 1d4 fire damage.
The Song of Earth and Sky: 1d4 acid and 1d4 electricty damage.
Hearts on Fire: The target uses its turn to hug (grapple) the nearest ally.
Keep the Flame Burning: 1d6 fire damage. Target is set alight unless it makes a reflex save.
Lays of Wisdom: +1 Wisdom bonus.
Face that Launched a Thousand Ships: +1 Charisma bonus.
Last Man Standing: +1 Constitution bonus.
Restless Soul: +1 Dexterity bonus.
Natural High: +1 Intelligence bonus.
Glory to the Brave: +1 Strength bonus.
March to Battle: +10 ft bonus to speed.
Stormshards: 1d4 electricity damage. Target is dazed for one round unless it makes a fortitude save.
Coldhammer: 1d6 cold damage. Target is slowed for one round unless it makes a fortitude save.
Age of Decay: 1 acid damage. Target takes 1d4 constitution damage unless it makes a fortitude save.
Wanderer O'er the Hills: The target loses all actions except his move action, and uses his move action to wander in a random direction. He avoids any movement that would generate an Attack of Opportunity. Will negates.
Let the Hammer Fall: 1d6 bludgeoning damage. Target is knocked back 10 feet directly away from the spellsinger unless it makes a fortitude save.
Distant Thunder: Target must make reflex save or fall prone, dropping all held gear.
Screaming Pitch: 1d6 sonic damage.
Dark Words, Dark Wings: 1d4 sonic damage. Target is staggered for one round unless it makes a will save.
Heading the Call: Target gets a +1 Attack and +3 Damage bonus when attacking an enemy who has wounded an ally.
Condemnation of the Soul: Target takes 2 wisdom damage every time it attempts to harm an enemy. Will negates.
Voices in the Dark: Target becomes shaken and dazzled. Will negates.
Eternal Spark: Target emits light as per the spell, and can melee touch attack an enemy once per round for 1d8 electricity damage.
The Abyss: Target takes 1 cold damage and has a 20% miss chance on all attacks. The miss chance is not multiplied by the effect modifier.
Technicolour Coat: Target is surrounded by a sparkling coat. Creatures attacking him in melee take 1 fire and electricity damage, and must make a fortitude save or be dazzled for one round.
Thuggish Ruggish Target takes 1d6 fire damage. Target is flat-footed for one round unless it makes a reflex save.

6 Skill Points Required
The Land of Confusion: Confuse target. Will negates.
Voice of Steel: Target is surrounded by whirling blades that deal 1d6 slashing damage to any creature in adjacent squares.
Twilight of the Thundergods: Target is struck blind and takes 1 electrical and 1 sonic damage. Fortitude negates blindness.
Embrace of the Endless Ocean: Target begins to drown, and is treated as if they are underwater. Fortitude negates.
Don't Talk to Strangers: Target is struck mute (treat as Silence), and is also deaf. 1d4 sonic damage. Fortitude negates muteness and deafness.
Can I Play With Madness: Target takes 1d6 Int damage. Will negates.
Shooting Star: Target is surrounded by glittering lights and wisps of smoke. Creatures attacking the target in melee take 1 electricity damage, and must make a fortitude save or take a -4 penalty to Strength and Dex for one round.
The Italian Job: Target becomes charmed. Will negates.
Wasted Years: Target takes 1d4 strength damage and has a 20% chance to do nothing each round. Will negates.
The Trooper: Target gains +1 to attack and damage rolls for each other ally affected by the spellsong.

9 Skill Points Required
At the End of the Rainbow: 1 cold, 1 fire, 1 acid, 1 electricity, 1 sonic damage.
Run to the Hills: Target uses the run action directly away from the spellsinger on the target's next turn. Will negates.
Holy Smoke: Target takes 1d4 fire damage and 1d2 positive energy damage.
Canto 34: Target takes 1d6 force damage.
Burnin' Sky: An eruption forms underneath each target, dealing 1d3 fire and 1d3 bludgeoning damage. Target must make a reflex save or be knocked prone. Target must make a fortitude save or spend the rough coughing and choking, as per heavy smoke.
Attractor: All objects with 10 feet of the target fly towards it, dealing damage as if they were falling. Any living creatures in the area get a Reflex save to resist.
Run with the Pack: Target must make a will save or immediately move to stand next to its closest ally. It takes a -4 AC penalty against any Attacks of Opportunity generated this way.
Arrows of Fortune: Target takes 1d6 piercing damage. Target takes a -2 penalty on all dice rolls for one round unless it makes a will save.
Fury of the Wild: Target must make a fortitude spell or be struck as per a Gust of Wind spell. Target must make a reflex save or take 1d6 electrical damage.

12 Skill Points Required
Dream Evil: Phantasmal Killer. Fortitude and Will negates.
Plus/Minus: Target takes 1d3 negative energy damage and 1d3 positive energy damage.
Outlaw Chasing Outlaws: Target attacks nearest ally as a free action, deals extra 1d6 sonic damage. Will negates.
Live for the Kill: Target loses 5% of its maximum hitpoints. Fortitude negates.
Just a Heartbeat Away: Target takes 1d3 dex damage and is staggered every time it tries to cast a spell, spell-like, or activate an item. Will negates.
Never Ever Smile: Target is struck by waves of despair, granting a -1 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Will negates.
Steel Cyclone: Target is surrounded by slashing blades, dealing 1d6 damage. The target is lifted 10 feet into the air, which a reflex save negates.
Rock of Ages: Target takes 1d2 bludgeoning damage. Target must make a fortitude save or have rock form around their legs, pinning them in place permanently.

15 Skill Points Required
Icy Hearts of Night: Target takes 1d4 cold damage, increasing by a die each round the spellsong is maintained. So 2d4 on the second round, 3d4 on the third, and so on.
White Flag: Target becomes dominated. Will negates.
Blood Bound: Targets become linked together, receiving a +1 bonus on saves, skills, and caster (or appropriate) level for each other ally affected.
Misanthropic Damnation: Target takes 1d4 bludgeoning damage and 1d4 fire damage, and is teleported 10 feet in a random direction. Fortitude negates the teleportation.
Crimson Thunder: Target takes 1d4 electricity damage and 1 fire damage, and is paralyzed by the energy wracking their body. Fortitude negates the paralysis.
Not in a Thousand Years: Target loses all spellcasting (or appropriate) ability. Will negates.
Whisper in Your Ear: Target takes 1d4 sonic damage and must succeed at a concentration check to take any action. Will negates the concentration check.

18 Skill Points Required
We Didn't Start the Fire: Target is trapped inside a column of lava, taking the full damage for being submerged each round (20d6 fire). Reflex negates.
You Shook Me All Night Long: Target has a fissure in the earth open beneath them, with a 50% chance to fall in and be killed. Reflex negates.
Rock You Like a Hurricane: Target is tossed into the air by howling winds, lifted 10 feet in the air and taking 1d6 electricity damage.
Ice Ice Baby: Target is struck as if it was at the center of the Iceberg (http://dndtools.eu/spells/frostburn--68/iceberg--1274/) spell.
Carry On My Wayward Son: Target cannot keep from screaming, gibbering, and leaping about as though completely mad. They only succeed on Will and Reflex saving throws on natural 20s. Will negates.
Invisible Touch: Target becomes an illusion, unable to affect or interact with the real world, but likewise unharmed by it. Fortitude negates.

21 Skill Points Required
Die For the Cause: Target becomes a fanatic of the spellsinger. Will negates.
Crush 'Em: Rocks fall, target dies. Fortitude negates.
Damage, Inc.: Target takes 1 slashing, 1 piercing, 1 bludgeoning, 1 acid, 1 fire, 1 cold, 1 electricity, 1 sonic damage, 1 positive energy, and 1 negative energy damage.
Tout le Monde: Target is stripped of all immunities, special qualities, and magical defenses. Will negates.
Hallowed Be Thy Name: Target gains all immunities, special qualities, and magical defenses of every other target of the spellsong.

2014-09-05, 06:40 AM

General Feats

Always At Hand
Prerequisites: None
Benefit: The character always has something around that can help with just such a situation. If he spends one minute creating a tool, he can then gain a +2 bonus on his next skill check. The tool then breaks.

Spellsong Feats

Obvious Performance [Spellsong]
Prerequisites: Able to use Spellsongs
Benefit: Your Spellsongs now have a range of 100' + 10'/5 points on your Spellsong check, and can target creatures up to 60' apart.

Blatant Performance [Spellsong]
Prerequisites: Able to use Spellsongs, Obvious Performance
Benefit: Your Spellsongs now have a range of 100' + 25'/5 points on your Spellsong check, and can target creatures any distance apart.

Easy Performance [Spellsong]
Prerequisites: Able to use Spellsongs
Benefit: You may maintain Spellsongs with a faster action than normal; instead of normally using a full-round action, you may use a standard action; a move action instead of a standard action, and a swift action instead of a move action.

Lingering Performance [Spellsong]
Prerequisites: Able to use Spellsongs, Easy Performance
Benefit: Your Spellsongs linger far after they should have dissipated; the effects of your Spellsongs last for two rounds after you stop maintaining them.

Practiced Performance [Spellsong]
Prerequisites: Able to use Spellsongs
Benefit: Select a number of Spellsong Effects equal to your intelligence modifier. You gain a bonus on the Spellsong checks to use the selected Spellsong Effects equal to your Intelligence Modifier plus 3.

Final Performance [Spellsong]
Prerequisites: Able to use Spellsongs
Benefit: So long as you are performing a Spellsong, you do not go unconscious at negative hit points, and you automatically stabilize at 0 or lower hit points. If you are not performing a spellsong at the end of your turn, you immediately fall unconscious. You still die normally at -10 hit points.

Orchestral Performance [Spellsong]
Prerequisites: Able to use Spellsongs
Benefit: The spellsinger can be assisted in her performance by a number of people equal to her Charisma modifier. For every performer assisting in this way, she receives a +4 Benefit on the final spellsong check. This Benefit does not stack with Aid Another Benefits from the performers.

Deceptive Art [Spellsong]
Prerequisites: Able to use Spellsongs, one other spellsong feat
Benefit: The spellsinger confuses the target of the spellsong as to what the end result will be. By taking a -10 penalty on her spellsong check, the spellsinger causes the target of the spellsong to have a penalty on the save equal to the spellsinger's charisma modifier.

Editorial Performance [Spellsong]
Prerequisites: Able to use Spellsongs, two other spellsong feats
Benefit: For each round the spellsinger maintains a spellsong, increase the check result by her charisma modifier or half her caster level, whichever is lower.

Reckless Creation [Spellsong]
Prerequisites: Able to use Spellsongs
Benefit: The spellsinger may choose to receive a +10 bonus on her spellsong check, but if so, the targets of her spellsong are determined randomly from all legal creatures.

Racial Feats

Focus on the Challenge
Prerequisites: Chanwyr race
Benefit: The benefit from his Daily Challenge racial feature is increased by +1.

Talent Surge
Prerequisites: Chanwyr race
Benefit: A number of times per day equal to his Intelligence modifier, a Chanwyr can treat a single additional skill as if it were affected by his Talented racial ability. This benefit lasts for one minute.

2014-09-05, 06:42 AM

The Chanwyr are the great artists of the Arhosan landscape, having created much of the artwork and architecture that adorned the cities of the Llethu and the other great races of Arhosa. Today, they are but a mere fragment of what they once were, for with the collapse of the Arhosan Empire came the collapse of the market for their goods and services, leaving them as a species without a purpose to strive towards. To that end, they have taken it upon themselves to rise each morning and focus upon a given goal for the day, knowing that if they accomplish the chosen task, they can go to sleep knowing their day's work was successful. But it has been a challenging transition, and all too many of the Chanwyr communities could not survive such an alteration in their way of life. Some died beneath the blades of warring factions, tarred for their association with the Llethu. Others simply let the world end, sitting and waiting for their time to die, no purpose left in a life that had once had so much. So where there were once thriving communities, especially in urban areas, there are now only a few pockets of the Chanwyr left, most of them scattered about the realms in places that once showed them sympathy.

"Obsequious" is the word that would be used to describe the Chanwyr by most of those who have met them, for they have always been servants of one kind or another to a race greater than their own, latching their star onto the rising greatness of another. Granted, at least some of that came about through their prediliction for art, for who else buys art aside from the rich and famous? However, it has left the Chanwyr with a stigma attached, one that they, perhaps, will never quite be rid of, even though they have now chosen to go their own way. Which is something of a pity, for amongst their own kind, the Chanwyr are animated and intelligent, conversing frequently on erudite topics that have long since departed other realms.

Physical Description
The Chanwyr are small creatures, well muscled for the size of their forms. Possessed of an impressive ability to grow facial hair, they wear it in fanciful patterns, the unique knots and flourishes indicating their status within their clan, as well as some general markers as to their life's history. The hair from the top of their head is worn long and detailed in the same fashion as that of their beard. Both males and females are blessed in this manner, and amongst the older members of the race, it is not uncommon to see hair that drapes down almost to the floor. The skin of the Chanwyr is comprised of tiny scales, so small that they are easier to detect by touch than by sight, and they have a strong curve to their spine, one that would have them considered hunchbacks if they were from a taller people.

The Llethu look with favour upon the Chanwyr, regarding them as a kind of harmless child that they once sponsored. Most other races remember the Chanwyr as being willing patsies of the Llethu and thus complicit in both the formation of the empire (which is untrue), and as being partially responsible for its collapse, for they were always negotiating the centres of power at that time. This is also a false statement, for none of those with real power ever gave any to the Chanwyr, but the association between the two to those people further afield has never lapsed, and so they are always mistrusted, as if there is a Llethu force waiting just over the horizon.

As befits their once highly artistic background, the Chanwyr find the teachings of Fasnachu to be entirely to their taste, and they worship her mostly to the exclusion of the other gods, although they can find a certain beauty in the teachings of Awyr Leuad and Amserwch. Especially the latter, for he is the deity of creation, albeit a distant and unspeaking one. But with Fasnachu no longer beginning to respond to those who pray to her, some small handful of the Chanwyr have turned in other directions. There was, for a time, a cult of Drancedigaeth that sprang up around the time the Arhosan Empire tore itself to pieces, but it seems to have vanished with the death of those who believed in it.

Given their long association with the Llethu, it is hardly surprising that the Chanwyr took on the language of the giants as their own, and they now use it in most daily communication. Only those few scholars of Chanwyr who still converse with one another retain a functioning usage of the original language of the Chanwyr, and as they die, it is all but certain the language will be lost entirely.

It is hardly surprising for a Chanwyr to become an adventurer, for there is almost nothing for them at home now, with their small communities and limited resources. Although this exodus of the best and most energetic of the Chanwyr is doing ever more to destroy what little culture and people they have left, sometimes leaving communities with little more than the old and the young, the adults with drive having gone off to see the world, to try and create a purpose for themselves that is greater than simply tilling a farm field or smoking a side of bacon. It is the hope of the elders of the Chanwyr that as the adventurous ones begin to crave the safety and security of a family, they will return to those communities they once left so impetuously. If they do not, it will be the end of the Chanwyr as a people.

Chanwyr Racial Traits
Small: Chanwyr gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Chanwyr base land speed is 20 feet.
Talented: At 1st level, the Chanwyr selects two skills. These skills are always class skills for him and he counts as trained in them. He gains a bonus with each of those skills equal to the maximum number of ranks he can have in that skill. This bonus does not stack with the benefits of having actual ranks in the skill, nor does it grant any other benefits of having ranks in them.
Daily Challenge: Each morning, a Chanwyr wakes and chooses a specific task that will be his goal for the day. This drive sustains and nourishes him, improving his skill in the task at hand and making him quite resistant to interruptions. He recieves a +2 bonus on any actions directly related to achieving his specific task. This bonus applies to skill checks, attack rolls, damage rolls, and saving throws. When choosing his specific task, he must know that he can complete it within the day.
Automatic Language: Llethu. Bonus Languages: Trade Common, Chanwyr, TBD
Favored Class: Spellsinger

2014-09-05, 04:03 PM
"The normal DC of the Spellsong check to sing a spellsong is 20. This produces a spellsong with an effect multiplier of 1. For every 5 points by which you exceed the DC, the effect multiplier of the spellsong you produce increases by 1."

(General Rules)
"Difficulty Class: 10 + 1 per effect multiplier + ability modifier."

If I understand this one right, then the DC vs. Spellsongs is ridiculously low.

2014-09-08, 06:34 AM
Not particularly.

At level 20, as an example, you've got 23 (skill points) + 10 (ability mod) + 2 (Masterwork tool) + 3 (Skill Focus) + 20 (Magic item [I don't allow +30s]) + 10 (Misc bonuses). Totals out at 78, for a x12 effect modifier. Using a normal spellsong that's 12d4 acid and 12d4 electricity damage. Not particularly outstanding. And the save DC against it is 32, which is a little high, but easily within the realm a wizard can get. Around that same level, a wizard would have a DC of 29 or so on its upper level spells.

If you allow a player to go magic-mart crazy, that certainly can break a casting system, but that applies across every single casting system this game has. That's why Wizards are Tier 1, after all. And this class is objectively weaker than a wizard at every single level. And will always remain that way, because it doesn't have access to the true game breakers, which are the Wizard's non-damage-dealing abilities. Which is a good thing.

2015-09-18, 06:34 PM

"The elements themselves dance at my beck and call."
Sillafa, Chanwyr Earthspeaker


Becoming a Earthspeaker

Table 1: The Earthspeaker
Hit Die: d6

Level BAB Ref Fort Will Abilities
1 +0 +2 +0 +2 Elemental Attunement
2 +1 +3 +0 +3 Resistent Performance
3 +2 +3 +1 +3 Luck of the World
4 +3 +4 +1 +4 Piercing Song
5 +3 +4 +1 +4 Command Performance

Class skills (8 + Int modifier per level, x4 at first level): 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 (None), Spellcraft (Int), Spellsong (Cha), Swim (Str), Tumble (Dex)

Skills: Spellsong 8, Knowledge (The Planes) 8
Feat: Voice of the Elements, TBD

Class Features

Elemental Attunement (Ex): The Earthspeaker gains +1 damage on all damage dice of her chosen element. She gains a +1 bonus per class level on her Spellsong check if the Spellsong she is trying to create involves her chosen element, and a -1 penalty per class level on all other Spellsongs.
Resilient Performance (Ex): The Earthspeaker receives resistance 15 to her chosen element in any round she successfully affects a creature with a spellsong.
Luck of the World (Ex): Any enemy affected by an Earthspeaker's Spellsong involving her chosen element takes a penalty on his saving throw equal to the Earthspeaker's Charisma modifier. However, the Earthspeaker takes this same penalty on the same type of saving throw until the beginning of her next round. She may choose not to use this ability.
Piercing Song (Su): All songs the Earthspeaker creates are treated as if they were created with the Piercing metasong.
Command Performance (Su): The Earthspeaker may treat any spellsong effect that does damage as if it did damage entirely of her chosen element. She takes a -10 penalty on the spellsong check, but takes no penalty from Elemental Attunement.

2015-09-22, 08:55 PM
Voice of Luck

"Lucky? I'm just good."
Sillafa, Chanwyr Voice of Luck


Becoming a Voice of Luck

Table 1: The Voice of Luck
Hit Die: d6

Level BAB Ref Fort Will Abilities
1 +0 +2 +0 +2 Bonus Feat, Hexing Voice, Luck Be A Lady, Two Faces of Fate, Pool of Fate
2 +1 +3 +0 +3 Probability Reevaluation
3 +2 +3 +1 +3 Bonus Feat, Get Lucky
4 +3 +4 +1 +4 Nudge the Dice
5 +3 +4 +1 +4 Bonus Feat, Fortune Days
6 +4 +5 +2 +5 Do It Again
7 +5 +5 +2 +5 Bonus Feat, Cheat On Me
8 +6 +6 +2 +6 Beating the House
9 +6 +6 +3 +6 Bonus Feat, Take Me Higher
10 +7 +7 +3 +7 Fasnachu's Chosen

Class skills (8 + Int modifier per level, x4 at first level): 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 (None), Spellcraft (Int), Spellsong (Cha), Swim (Str), Tumble (Dex)

Skills: Spellsong 8, Sleight of Hand 6
Feat: Any three luck feats
Special: Must have rolled at least three natural 20s in a single encounter

Class Features

Bonus Feat: At each indicated level, the Voice of Luck gains one luck feat (http://dndtools.pw/feats/categories/luck/) for which she meets the prerequisites.
Hexing Voice (Su): The Voice of Luck continues to advance the Spellsinger's Eyes of the Goddess ability, gaining a new curse at each character level she would have had she continued to take levels in the Spellsinger class. If the Voice of Luck has no levels in Spellsinger, treat her Voice of Luck levels as Spellsinger levels for this purpose.
Songs of Luck: Fasnachu, for reasons only known to her, has decided to give to the Voice of Luck the ability to control their own or other's destiny through the use of spellsong.

Luck Be A Lady: Target treats all attack rolls as an 11. Will to resist if unwilling.
Get Lucky: Target rolls a d2 instead of a d20. On a 1, treat his roll result as a 2. On a 2, treat his roll result as a 19. Will to resist if unwilling.
Fortune Days: Target gains the benefit of all luck feats and use of luck feat rerolls from all other allies affected by the spellsong. This does not grant the ability to use class features based off of luck rerolls.
Cheat On Me: Once per round, Target can swap a d20 roll with any other ally affected by the spellsong. That ally uses the result for his next d20, while target rerolls his d20. Ally must be willing. If the ally is affected by this spellsong as well, he can use Cheat on Me on the result he was swapped.
Take Me Higher: Target rolls a 1d4 and adds or subtracts that from a d20 roll, once per round. Addition or subtraction is target's choice.

Two Faces of Fate (Ex): Sometimes Fasnachu's just a fickle goddess, or feels that matters need to go in another direction. Each of the active class features and spellsongs granted by the Voice of Luck have a 10% chance of failing with no recourse in any round they are used, sung, or maintained.
Pool of Fate (Ex): Fasnachu is quite happy to grant to her worshippers a little bit extra push. She's also just as happy to take it away again. The Voice of Fate gains one extra luck reroll for each level she has in her class. She may expend her luck rerolls (including those granted by other means) as a swift action to gain a +2 bonus per luck reroll expended on any single roll. However, she may not expend more luck rerolls than her class level on a roll. Also, should Two Faces of Fate trigger when using this ability, she instead takes that amount as a luck penalty to her roll.
Probability Reevaluation (Su): Sometimes, it's other people's luck that needs to change. By expending one of her luck rerolls as an immediate action, the Voice of Luck can force an opponent to reroll a single roll that he just made. Should Two Faces of Fate trigger when using this ability, the opponent chooses which of the two rolls to use.
Nudge the Dice (Su): It can even be your ally's luck that needs a little help. The Voice of Fate can expend her luck rerolls, as per Pool of Fate, to grant the bonus to a single ally within 30 ft instead. Should Two Faces of Fate trigger when using this ability, the ally instead takes that benefit as a penalty.
Do It Again (Su): Why change success? By expending a luck reroll as a swift action, the Voice of Fate can make a d20 roll have the same result as her previous d20 roll. She may only use this ability once on a single die roll. Should Two Faces of Fate trigger when using this ability, treat the d20 roll as a 2.
Beating the House (Su): By expending a luck reroll as an immediate action, the Voice of Fate can force an opponent to lose all bonuses to saving throws for one round, whatever their source. Should Two Faces of Fate trigger when using this ability, those bonuses instead double.
Fasnachu's Chosen (Su): The Lady of Luck has, finally, decided that the Voice of Luck may speak for her. Mostly. The Voice of Luck doubles the number of luck rerolls she has, reduces the penalty from Two Faces of Fate to 5%, and gains the Evasion, Mettle (as per Savage), and Defensive Roll (as per Rogue) abilities. If she already has these abilities or gains them from another class, they do not stack to their Improved Forms. She also treats any natural 1 result on a d20 as a 20.