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uroborus
2016-03-25, 05:25 PM
Being a great fan of the athasian bard but always sensing it should have gained some bust to its bardic music, i was wandering if anyone ever mixed the two or thought about doing so, and if not, how should i do it so it will be balanced.

Thanks in advance for any thoughts or comments on the matter.

EDIT: basiclly just a mash up between the athasian bard and the thought singer. (droped the thougtsinger psionics though)
is it op/up?



level
bab
fort
ref
will
special


1
+0
+2
+2
+2
bardic knowledge,fascinate, inspire courage +1, thoughtsong, smuggler 1+


2
+1
+3
+3
+3
poison use, streetsmart


3
+2
+3
+3
+3
Inspire competence, quickdraw, smuggler 2+


4
+3
+4
+4
+4
trade secret


5
+3
+4
+4
+4
mentalresistance, smuggler 3+


6
+4
+5
+5
+5
Suggestion, quick thinking


7
+4
+5
+5
+5
chance 1/day, smuggler 4+


8
+6/+1
+6
+6
+6
Inspire courage +2 trade secret


9
+6/+1
+6
+6
+6
emotional shield, speed reaction, smuggler 5+


10
+7/+2
+7
+7
+7
slippery mind


11
+8/+3
+7
+7
+7
smuggler 6+


12
+9/+4
+8
+8
+8
purifting thought,trade secret


13
+9/+4
+8
+8
+8
smuggler 7+


14
+10/+5
+9
+9
+9
Inspire courage +3, chance 2/day


15
+11/+6/+1
+9
+9
+9
Inspire heroics, defensive roll, smuggler 8+


16
+12/+7/+2
+10
+10
+10
trade secret


17
+12/+7/+2
+10
+10
+10
smuggler 9+


18
+13/+8/+3
+11
+11
+11
Mass suggestion, mindblank


19
+14/+9/+4
+11
+11
+11
smuggler 10+


20
+15/+10/+5
+12
+12
+12
Inspire courage+4, trade secret




Alignment: Any
Hit Die: d6

GAME RULE INFORMATION

class skills
True to her reputation of being a dabbler in everything but a master of nothing in particular, the Athasian thoughtsinger has an extraordinary array of class skills, but relatively few skill points to purchase skills with. The thoughtsinger’s class skills (and key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int, All), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int, all), Listen (Wis), Move Silently (Dex), Perform (Cha, all), Pick Pocket (Dex), Profession (Wis, All), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Tumble (Dex), Use Magic Device (Cha, Exclusive), Use Psionic Device (Cha, Exclusive), Use Rope (Dex).
Skill points at first level: (4 + Int modifier) x4. Skill points at each level: 4 + Int modifier.

CLASS FEATURES
All of the following are class features of the bard.

Weapon and Armor Proficiency: A bard is proficient in all simple weapons, and the following additional weapons: blowgun, bard’s friend, crossbow (any), garrote, whip and widow’s knife. A bard is proficient in light armor, but not shields

Bardic Knowledge: A thoughtsinger picks up a lot of stray knowledge while wondering the land and learning stories from other thoughtsinger or bards. He may make a special bardic knowledge check with a bonus equal to his thoughtsinger level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the thoughtsinger has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Thoughtsong (Su): Once per day per class level, a thoughtsinger can project a symphony of emotions into the minds of those around her. This is similar in nature to mass missive, and the thoughtsinger can choose to exclude people from the effect. The duration lasts as long as the thoughtsinger continues to “sing.” Just as a bard can weave supernatural effects into his music, a thoughtsinger can channel psionic powers into her song. Each thoughtsong ability requires a minimum thoughtsinger level and a minimum number of ranks in Perform (thoughtsong); if the character does not possess requisite ranks in Perform, she will not gain the associated thoughtsong ability until these ranks are acquired.
Starting a thoughtsong effect is a standard action. Some thoughtsong abilities require concentration, which means that the thoughtsinger must take a standard action each round to maintain the ability. Even when performing a thoughtsong effect that does not require concentration, a thoughtsinger cannot cast spells or manifest powers, or activate items requiring a command thought or power completion. Thoughtsong effects do not use sound and are not language-dependent abilities; they are unaffected by silence, and the thoughtsinger suffers no failure chance when deafened.
Thoughtsong affects a 45’ radius around the thoughtsinger. The singer can increase the radius of a thoughtsong effect by investing psionic power points when she activates the ability; each power point she invests when she begins to perform increases the range by 5 feet.
Fascinate (Ps): A thoughtsinger with 3 or more ranks in Perform (thoughtsong) can emit thoughts and sounds to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, within sight of the thoughtsinger, and able to pay attention to him. The thoughtsinger must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a thoughtsinger attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a thoughtsinger makes a Perform (thoughtsong) check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the thoughtsinger cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly, enthralled by the thoughtsong, taking no other actions, for as long as the thoughtsinger continues to concentrate (up to a maximum of 1 round per thoughtsinger level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the thoughtsinger to make another Perform (thoughtsong) check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, manifesting a power, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is a telepathy (charm), mind-affecting ability.
Inspire Courage (Su): A thoughtsinger with 3 or more ranks in Perform (thoughtsong) can use projected empathy to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be withing sight of thoughtsinger. The effect lasts for as long as the ally can see the thoughtsinger and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six thoughtsinger levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability. The targets do not need to hear the thoughtsinger, as long as they are within the area of effect.
Inspire Competence (Su): A thoughtsinger of 3rd level or higher with 6 or more ranks in a Perform skill can use projected empathy to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the thoughtsinger. The thoughtsinger must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the thoughtsinger’s projectedempathy. Certain uses of this ability are infeasible. The effect lasts as long as the thoughtsinger concentrates, up to a maximum of 2 minutes. A thoughtsinger can’t inspire competence in herself. Inspire competence is a mind-affecting ability.
Suggestion (Su): A thoughtsinger of 6th level or higher with 9 or more ranks in Perform (thoughtsong) can make a suggestion (as the power) to a creature that he has already fascinated (see above). Using this ability does not break the thoughtsinger’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn’t count against a thoughtsinger’s daily limit on thoughtsong performances. A Will saving throw (DC 10 + 1/2 thoughtsinger’s level + thoughtsinger’s Cha modifier) negates the effect. This ability affects only a single creature (but seemass suggestion). Suggestion is a telepathy (charm), mind-affecting, language dependent ability.
Inspire Heroics (Su): A thoughtsinger of 15th level or higher with 18 or more ranks in Perform (thoughtsong) can project his thoughts to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three thoughtsinger levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a thoughtsinger must “sing” with his thoughtsoung and an ally must “hear” the thoughtsinger sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally is within the area of effect and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Emotional Shield (Su): By projecting a wall of sheltering emotions, a thoughtsinger can disrupt the effects of mindaffecting powers. Establishing the shield is an immediate action that uses one of the character’s daily uses of thoughtsong. Each round that she maintains the shield, the thoughtsinger should make a Perform (thoughtsong) check. All characters within a 15-ft radius receive power resistance equal to her Perform check for purposes of resisting mindaffecting powers. The thoughtsinger can maintain the shield for up to 1 round/class level. If the thoughtsinger takes any other action while maintaining the shield, she suffers a -5 circumstance penalty to her Perform check for that round.
Purifying Thought (Ps): A thoughtsinger of 12th level or higher with 15 or more ranks in Perform (thoughtsong) can create a web of thought and motion that produces an effect equivalent to the aura alteration power. Using this ability requires 1 minute of uninterrupted concentration, and one of the character’s daily uses of thoughtsong. It functions on a single target within 30 ft. If a thoughtsinger has more than 15 ranks of Perform, she adds those extra ranks to augment the effect, as if she were spending additional power points.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a thoughtsinger of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an compulsion and mind-affecting ability.


Smuggler: At 1st level and every odd level thereafter the bard receives a +1 insight bonus to Pick Pocket checks made to conceal items on the bard’s body. This bonus also applies to Will saves made against spells, powers and supernatural abilities that would reveal the bard’s memories and thoughts. For example, the bonus would apply to detect thoughts , but not to charm person . However, should the bard be questioned while under the influence of the charm person spell, he would receive a new Will save, with the Smuggler bonus. If this save succeeds, the bard is still under the effect of the spell, but he will not reveal any information.

Poison Use: Bards are trained in the use of poisons, and
never risk accidentally poisoning themselves when applying poison to a blade.

Streetsmart: The bard gains a +2 competence bonus to Gather Information and Intimidate checks.

Mental Resistance: Bards carry many dark secrets they would prefer remain unaccounted for. This, combined with a large amount of knowledge based on half-truths and false rumors makes a bard’s mind unreliable to those who would seek to mentally affect it. At 5th level bards receive a +2 morale bonus to saves made against telepathic powers and enchantment/charm spells.

Quick Thinking: Bards often find themselves in a tight spot where they have to act quickly, whether it is to escape a templar patrol or strike first when in confrontation with a foe. At 6th level bards gain +2 bonus to initiative. This bonus stacks with Improved Initiative and any other sources that increase initiative.

Chance: Bards live on the edge in many ways. At 7th level a bard may reroll one single d20 roll once per day, but has to keep the latter result—for better or for worse. At 14th level the bard may use this ability two times per day.

Speed Reactions: When the bard uses the attack action or full attack action in melee, she may subtract a number from all melee attack rolls and add the same number to her initiative. This number may not exceed the bard’s base attack bonus. The bard may not make ranged attacks this round. The initiative increase takes effect on the next round. The new initiative is the bard’s initiative for the remainder of the combat, unless she were to use Speed reactions again, which would increase her initiative further.

Slippery Mind: This ability represents the thoughtsinger's ability to wriggle free from magical effects that would otherwise control or compel her. If a thoughtsinger with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Defensive Roll: Thethoughtsinger can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the thoughtsinger can attempt to roll with the damage. To use this ability, the thoughtsinger must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll— if she is denied her Dexterity bonus to AC, she can't use this ability.

Mind Blank: At 18th level the bard’s mind becomes completely sealed against involuntary intrusion as per the spell mindblank . This spell-like ability is always considered active.

Trade Secrets: At every 4th level the bard learns a trade secret chosen from the list below.
poisondealer: Pay ½ of the ordinary price for raw materials needed to craft poisons.
Scorpion’s touch: Add +1 to the save DC of all poisons applied by you. This trade secret may be chosen more than once, and its effects stack.
Skilled : Add half your bard level (rounded down) as a competence bonus to one of the following skills: Appraise, Bluff, Craft, Diplomacy, Heal, Perform, Pick Pocket, Profession or Sense Motive. This trade secret may be chosen more than once, each time it applies to a different skill.
Smokestick application: You can combine inhaled poisons with smokesticks. All creatures within the area the smokestick covers (10 ft cube) are affected by the poison you applied to the smokestick. The effectiveness of the smokestick poison depends on the amount of poison applied to the smokestick. If one dose is applied, the save DC is reduced by 4. If two doses are applied, the save DC is reduced by 2. If three doses are applied, the Save DC is unaffected. No more than three doses can be applied to one smokestick.
Versatile: Select two non-class skills (but not exclusive skills). These are now considered bard class skills.
Coolheaded: You may take 10 on Bluff and Diplomacy checks. Poisonbane: +4 insight bonus to Craft(Alchemy) checks when
creating antitoxin and poison antidotes.
Accurate: When you attack an armored opponent, your accuracy allows you to ignore 1 point of natural armor bonus to AC or 1 point of armor bonus to AC. This trade secret may be chosen more than once, and its effects stack.
Agile: You receive a +1 dodge bonus to AC. This trade secret may be chosen more than once, and its effects stack.
Poison resistance: +4 bonus to saving throws against poisons.