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View Full Version : Contest Local Speakeasy: Home Brewing 3.X Competition V: The Curtain Call



ShiningStarling
2017-05-24, 03:52 AM
The Curtain Call


http://img06.deviantart.net/9589/i/2010/322/1/c/magic_music_by_ka_kind-d333egi.jpg
http://ka-kind.deviantart.com/art/magic-music-186596082


Welcome, once again, to the 3.X Local Speakeasy, custodian of many Home Brews. Bring a new brew to the table, or have a taste of someone else's. The 'brews in this fine establishment are not your heavy Base Classes, or the ever popular 10 level Prestige Classes. Here patrons enjoy lighter fare: Items, Feats, Skill Tricks or Uses, Spells, Powers, Invocations, Vestiges, Soulmelds, and Maneuvers for those looking to add a little flavor to their day, Alternate Class Features, Racial Substitution Levels, Prestige Classes of few levels, and Monsters for those seeking a bit more kick, and for guests of hearty guts, we also take and provide Alternate Rules. But ah, I hear you say, the Theme is the thing...


This month's theme is
MUSIC

Bards aplenty, bards galore, or if you don't feel like minstrel mayhem, perhaps something inspired by your own favored music, perhaps a Valkyrie Swarm, or a warrior from the land of the ice and snow. Whatever sings to you, let it sing in us as well, fair patrons.

Rules

Entry must not be a base class, nor a prestige class exceeding 3 levels, and must be for 3.X edition of Dungeons and Dragons
Entry must be original, and made for this contest
Entry must be related to the theme
Entry must be completed by June 31st, 2017
Entry must be easy to read (templates will be provided)
Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry)


Breaking any of these rules will disqualify you, and plagiarism will get you reported.

Bring forth your best!

Ladies, Gentlemen, Distinguished Patrons and Brewers, Entities of Great Signifigance, and all the rest of you...

Let us begin!

Chat Thread is here. (http://www.giantitp.com/forums/showthread.php?525365-Local-Speakeasy-Competition-Chat-II-No-Shirt-No-Shoes-Materials-Provided-within) Please only post entries in this thread, the chat thread is for everything other than entries.

Credit to Temotei for most of the Class template, to Zaydos for the other templates other than Monster, ACF, and RSL

ShiningStarling
2017-05-24, 03:53 AM
Templates


Prestige Class Name
Put an optional image of your class here!
Put a quote by or about a member of your class here!
A general description of what your class is!
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
Prerequisites:
To become a CLASS NAME, a character must fulfill all the following criteria.
Criteria:
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points per Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Prestige Class Name
Put an optional image of your class here!
Put a quote by or about a member of your class here!
A general description of what your class is!
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
Prerequisites:
To become a CLASS NAME, a character must fulfill all the following criteria.
Criteria:
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points per Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Alternate Class Features:
Feature Name
Description
Class: Class in which the feature may be traded
Level: Level at which the feature may be selected
Replaces: Existing feature replaced by this alternate
Benefit: The new feature
Alternate Class Features:
Feature Name
Description
Class: Class in which the feature may be traded
Level: Level at which the feature may be selected
Replaces: Existing feature replaced by this alternate
Benefit: The new feature

Racial Substitution Levels:
Class Substitution Name
Description
Hit Dice:
Requirements:
Race, and levels at which they are taken
Class Skills
Skill changes (or lack thereof)
Skill Points at Each Level: x+Int modifier (or 4x this as beginning character)

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Class Features
Ability (Ex, Su, Sp, Ps, etc.):
Racial Substitution Levels:
Class Substitution Name
Description
Hit Dice:
Requirements:
Race, and levels at which they are taken
Class Skills
Skill changes (or lack thereof)
Skill Points at Each Level: x+Int modifier (or 4x this as beginning character)

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Class Features
Ability (Ex, Su, Sp, Ps, etc.):

Feats:
Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.
Feats:
Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.
Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Powers:
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal powers.
Power Resistance: Excluded from personal powers.
Power Points: Also XP cost here
Descriptive text
Game mechanic effect.
Augmentation:
Powers:
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal powers.
Power Resistance: Excluded from personal powers.
Power Points: Also XP cost here
Descriptive text
Game mechanic effect.
Augmentation:

Invocations:
Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).
Invocations:
Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Vestiges:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Vestiges:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.

Mysteries:
Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics
Mysteries:
Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Utterances:
Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.
Utterances:
Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.
Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Soulmelds:
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.
Soulmelds:
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

MONSTER NAMESIZE TYPE (Subtypes)
Hit Dice: XdY+Z (? hp)
Initiative: +X
Speed: X ft.
Armor Class: X, touch Y, flat-footed Z
Base Attack/Grapple: +X/+Y
Attack: ATTACK NAME +X (XdY+Z/crit range)
Full Attack: ATTACK NAME +X (XdY+Z/crit range)
Space/Reach: X ft./Y ft.
Special Attacks:
Special Qualities:
Saves: Fort +X, Ref +Y, Will +Z
Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Descriptive text
Combat Abilities
Ability (Ex, Su, Sp, Ps, etc.):
MONSTER NAMESIZE TYPE (Subtypes)
Hit Dice: XdY+Z (? hp)
Initiative: +X
Speed: X ft.
Armor Class: X, touch Y, flat-footed Z
Base Attack/Grapple: +X/+Y
Attack: ATTACK NAME +X (XdY+Z/crit range)
Full Attack: ATTACK NAME +X (XdY+Z/crit range)
Space/Reach: X ft./Y ft.
Special Attacks:
Special Qualities:
Saves: Fort +X, Ref +Y, Will +Z
Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Descriptive text
Combat Abilities
Ability (Ex, Su, Sp, Ps, etc.):

rferries
2017-05-24, 05:39 AM
DEVILISH MUSICIAN
MEDIUM OUTSIDER (Evil, Extraplanar, Lawful)
Hit Dice: 12d8+60 (114 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 28 (+5 Dex, +13 natural), touch 15, flat-footed 23
Base Attack/Grapple: +12/+12
Attack: Claw +12 (1d6)
Full Attack: 2 claws +12 (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bardic music, black magic bargain, golden fiddle, spells, spell-like abilities, summon debtor, summon devil
Special Qualities: Creative sterility, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.
Saves: Fort +13, Ref +13, Will +13
Abilities: Str 10, Dex 20, Con 20, Int 14, Wis 20, Cha 24
Skills: Balance +7, Bluff +22, Concentration +20, Diplomacy +26, Jump +2, Knowledge (any one) +17, Listen +20, Perform (any two) +25, Sense Motive +20, Spellcraft +17, Tumble +20
Feats: Augment Summoning, Eschew Material Components, Improved Initiative, Skill Focus (Perform)x2
Environment: A lawful-evil aligned plane
Organization: Solitary or band (1 devilish musician and 1d4+1 bearded devils)
Challenge Rating: 12
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13-20 HD (Medium)
Level Adjustment: -

It is said that a bard of limited talent can receive a special sort of instruction. Wait at a crossroads at midnight and you might meet someone who can train you to be a master musician... for a price.

A devilish musician is a handsome and debonair fiend, well-dressed and bearing a shining golden musical instrument (typically a fiddle). They delight in preying on the desperation of frustrated musicians by offering their dastardly bargains. In combat they prefer to summon minions and provide support from a distance.

Devilish musicians speak Abyssal, Common, Celestial, Draconic, Elven, Infernal, and Sylvan.

Combat Abilities

Bardic Music (Su/Sp)
Devilish musicians have the bardic music abilities of 12th-level bards (countersong, fascinate (DC=Perform check result), inspire courage+2, inspire competence, suggestion (DC 23), inspire greatness, and song of freedom).

Black Magic Bargain (Sp)
(http://www.giantitp.com/forums/showsinglepost.php?p=22018117&postcount=1) As the spell, save that the wish is almost always for musical talent or fame (in the form of the Devil-Inspired feat, see below) and the required payment is always the beneficiary's soul after a specified time.

Creative Sterility (Ex)
Devilish musicians are creatures of law at heart, not true artists. They cannot benefit from any bonus to their Perform checks other than their skill ranks, feats, and Charisma bonus. They take a -4 penalty on saves against morale effects and are shaken for the duration of such effects.

Golden Fiddle (Ex)
A devilish musician always carries a golden instrument of some kind, which is the source of all his powers. It has hardness and hitpoints as a masterwork item of its kind and functions as such for any creature other than the musician. Destroying it banishes the devilish musician back to his home plane instantly. A creature who is under contract to the musician may challenge him (or a summoned debtor, see below) to a Perform contest to break the contract and win the instrument. Failure means immediate collection of the creature's soul.

Spells
A devilish musician casts arcane spells as a 12th-level bard.
Typical Bard Spells Known (3/5/4/4/4; save DC 17 + spell level)
0-dancing lights, detect magic, ghost sound, lullaby, prestidigitation, summon instrument; 1st-charm person, disguise self, expeditious retreat, undetectable alignment; 2nd-darkness, enthrall, glitterdust, suggestion; 3rd-charm monster, confusion, dispel magic, major image; 4th-greater invisibility, shadow conjuration, summon monster IV.

Spell-Like Abilities (Sp)
At will—greater teleport (self plus 50 pounds of objects only), 2/day-plane shift (only if called by a prospective client or to return to home plane), 1/day-soul bind (only to trap a client's soul at the appointed time; the soul is retained in the golden instrument).

Summon Debtor (Sp)
Once per day a devilish musician can summon a former client to fight for them or engage in a Perform challenge on their behalf. A debtor is typically an 10th-level bard with the ghost template. This ability is the equivalent of a 4th-level spell.

Summon Devil (Sp)
Once per day a devilish musician can attempt to summon 1d6 bearded devils or another musician with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

New Feat
Devil-Inspired
Your musical talent comes from the fiends themselves.

Prerequisite
Bard 1st, must have made a black magic bargain with a devilish musician.

Benefit
You gain a +2 profane bonus to your Charisma score. Whenever you make a Perform check to impress audiences, you double your check result.

Special
If you break your contract with the devilish musician by challenging him or one of his debtors to an opposed Perform check, you retain the benefits of this feat. If you break it by any other means you lose the benefits of this feat.

Celestia
2017-05-26, 02:58 PM
Shariel
Vestige Level: 4
Binding DC: 25
Special Requirement: Yes

Legend: Hundreds of years ago, there was an orcish bard who was much maligned by everyone she met. No matter how beautiful her music, the only response she ever received was that orcs can't be bards. They're too stupid, ugly, and uncivilized to understand the majesty of song and charm. This orc was not dissuaded, however, and only became inspired to become the greatest bard the world had ever seen.

One day, a wealthy elven noble decided to host an arts festival, the centerpiece of which would be a musical contest. Knowing that she would never be allowed in elven lands much less the festival, the orc disguised herself as a mysterious elven bard from far away and went by the name Shariel. She succeeded in gaining entry and proceeded to play the most phenomenal songs the world had ever heard. She easily won the contest and revealed herself, hoping that the elves would open their eyes and admit that an orc could do more than just swing an axe. Instead, they assumed this was some sort of trick and brutally slaughtered her for making a mockery of the festival.

Gruumsh and the other orc deities refused to claim her soul due to her perceived betrayal of orc society, and nome of the other gods desired her, either. With nowhere to go, the orc simply faded from existence. Some time later, a vestige calling itself Shariel appeared.

Special Requirement: Some type of masterwork instrument must be placed into the center of the sign. Shariel also refuses to appear to anyone of elven blood.

Manifestation: A hauntingly enchanting song always precedes the appearance of Shariel. It starts quiet, almost as if it's coming from far away. The song grows louder and louder until it's almost deafening. The sound then suddenly cuts out and becomes unnaturally silent.

The instrument begins to hover, and a female figure fades in around it, facing away from the binder. She appears to be playing it, but no sound is heard. She turns her head, and for a moment, she appears to be a stunningly beautiful elven maiden. She turns around in full to face the binder and reveals herself as a gaunt, half-decayed corpse with uncountable wounds all about her body that continuously leak black blood and pus. She speaks with a low, gravelly voice that is always unpleasant to hear.

Sign: You grow large fangs from your bottom jaw, just like those of an orc, and you grow the pointed ears of an elf. Your skin also becomes gaunt and colorless, like that of a corpse.

Influence: While under the influence of Shariel, you desire to be the center of attention and refuse to let anyone else upstage you. If someone attempts a Perform check, you must immediately make checks of your own until either the other person stops or you beat their check by at least 5 points or more. You also refuse to speak with elves under any circumstance.

Granted Abilities:
Ability name:

sengmeng
2017-05-27, 08:17 AM
Ensemble Performer
Taking this feat allows you to make group Perform checks related to music.
Prerequisites: 5 ranks in a Perform music skill (vocals or instrument).

Benefits: several types of bonuses are accrued using the Ensemble Performer feat, based on the makeup of the group and number of performers. The core group can include up to 6 parts who add either all or a fraction of their check result to the total, however adding more than six still has some benefit. The six are also specific: lead singer, lead guitar, bass, drummer, backup vocals, and second guitar. There is a duet, trio, and quartet bonus as well, gained by filling out the first four positions. Every performer must exceed a DC of 10 to get any bonuses or even add their results together. Every performer adds a +1 ensemble bonus, and there is a competence bonus equal to the square of the number of performers with the Ensemble Performer feat. The lead singer adds his entire check result, the lead guitarist adds 3/4 his result, the bassist and drummer each add 1/2, and backup vocals and second guitar add 1/4. There is a quartet bonus which multiplies the total of the first four positions if they're all filled by 1.75, and a trio bonus multiplying by 1.5 if only three are filled, and a duet bonus of multiplying by 1.25 if only two of the first four positions are filled (to clarify, second guitar and backup vocals do not contribute to the quartet, trio, or duet bonuses and are not multiplied by them). Performers with Perform (dance) can help, but they only contribute the +1 ensemble bonus.

WIP will return

bekeleven
2017-05-29, 10:03 PM
The Instruments of War
It's not rare for a trubador or bard to need weapons quickly. Sometimes they sing the wrong song at the wrong time, but more often they're playing in the wrong bar at the wrong time. Alcohol, merriment, and large numbers of people are a volatile combination.

So, what's a bard to do? Some wield the Instruments of War, musical instruments that can keep them alive should their stage become a battleground. While perfectly functional instruments in their own right, all of them are built to deliver blows any attacker wouldn't expect.

Violin of Violence
Price (Item Level): 4100 (9th)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Weight: 4 lb.
This violin is expertly crafted and never loses its sheen.
A Violin of Violence grants its user a +5 competence bonus on their Perform (String Instruments) roll, in addition to its +2 bonus for being a masterwork tool. However, anybody with at least 1 rank in Perform (String Instruments) may wield the Violin of Violence as a +1 Heavy Mace.
Prerequisites: Craft Magic Arms and Armor, Shillelagh
Cost to Create: 2025 GP (plus 50GP for a masterwork Violin), 162 XP, 5 days.

Low-Profile Case
Price (Item Level): 2160 (6th)
Caster Level: 3rd
Aura: Faint; (DC 15) illusion (see text)
Weight: 2 lb.
Beyond some exceptionally soft padding, this instrument case looks like any other.
A Low-Profile Case can be affixed with any lock, has a hidden 1-inch lead lining, and has hardness 20 with 30 hit points. But the case's true power lies in what people don't think to examine: When opened, if it has been closed for at least 12 hours, the case casts Magic Aura on its contents, making them appear nonmagical. In addition, the case casts Magic Aura on itself once per day. The case can fit most small or smaller items, and has a padded pocket for thin items like bows in one side.
Prerequisites: Craft Wondrous Item, Magic Aura
Cost to Create: 1080 GP, 87 XP, 3 days.

Fiddler's Bow
Price (Item Level): 3450 (8th)
Caster Level: 5th
Aura: Moderate; (DC 17) transmutation
Weight: 1 lb.
A true Maestro's curved bow, gold-mounted, with pegasus hair stretched between its ends.
This masterwork bow grants a +2 circumstance bonus to all Perform (String Instruments) checks its user makes with it. This bow can also be used as a +1 Composite Longbow, with a strength bonus of up to his or her ranks in the skill, maximum 5. A user with at least 5 ranks in perform (String instruments) is automatically proficient with the Fiddler's Bow.
If holding the bow in one hand and a string instrument in the other, the user may choose to rub the bow across the strings forcefully in lieu of firing arrows. This causes the strings to snap and fire shockwaves of sound from the bow. Each such attack breaks one string (a typical violin has 4 strings), which takes 5 minutes and 5 sp to restring. Shockwaves fired this way function as normal arrows, save that the damage they deal is sonic.
Prerequisites: Craft Magic Arms and Armor, Shrink Item, Launch Bolt
Cost to Create: 1700 GP (plus 50GP for a masterwork bow), 138 XP, 4 days.

Jormengand
2017-06-15, 07:40 AM
Cadence Casting
"Well it goes like this: the fourth, the fifth,
The minor fall and the major lift."
- Leonard Cohen, Hallelujah

Cadence casting is a new way to cast bard spells. Bards can learn chord spells (which are the new spells listed below with the [chord] descriptor) just as they learn other spells on the bard spell list. They can then cast them just the same way as well.

However, these spells are, on their own, a lot less powerful than other spells a bard can cast of the same level. The power of the spells is to combine to make unique effects called cadences: these spells cannot be learned or cast normally. Instead, they are cast as a free action after the caster casts all the chord spells which make up the cadence, which are listed in italics next to the cadence's name, and may be cast without needing to know them. The chords must be cast in order, no other spells may be cast between them, and no rounds may pass in which the caster doesn't cast a spell.

To keep things simple, all of the chord spells are lacking the following information in their descriptions, because it is the same in every case:

Components: V
Casting Time: 1 standard action
Range: 60 ft
Area: 60 ft radius area centred on you
Spell Resistance: Yes

All of the cadence spells are similarly lacking in the following information:

Components: None
Casting Time: 1 free action
Spell Resistance: Yes

The chord spells are as follows:

1st:

Chord of Hope: Allies get save bonuses.
Chord of Light: Light spreads around you.

2nd:

Berserk Chord: Creatures may rage while in area.
Chord of Thunder: Enemies are knocked from their feet.

3rd:

Defiant Chord: Allies get damage reduction and energy resistance.
Piercing Chord: Enemies in area take sonic damage and may be deafened.

4th:

Divine Chord: You shed a divine aura.
Broken Chord: Enemies in area must take concentration checks to cast.

5th:

Chord of Glory: You take on a winged form.
Power Chord: Your allies gain bonuses.

6th:

Final Chord: Enemies may die if their health becomes too low.
Chord of Salvation: First ally to die in area doesn't.

Berserk Chord
Enchantment (Compulsion) [Chord, Mind-Affecting]
Level: Bard 2
Duration: 1 round/level
Saving Throw: Will negates (Harmless?)
You drive creatures to anger with a powerful chord which inspires feelings of rage.

Creatures in the area rage as barbarians of their level while in the area. A creature who wishes to save does so once immediately the first time they are in the area and abides by the result the rest of the duration. Similarly a creature who doesn't wish to save doesn't, but cannot later attempt a save. Allies wishing to save do so with a +4 bonus on the roll.

Broken Chord
Evocation [Chord, Sonic]
Level: Bard 4
Duration: 1 round/level
Saving Throw: None
With a dissonant chord, you distract and confound your enemies' actions.

Creatures in the area, friend or foe, are distracted, so they cannot take 10 on checks and are considered distracted by nondamaging spell when attempting concentration checks during the distraction. You are not affected by your own broken chord.

Chord of Glory
Transmutation [Chord]
Level: Bard 5
Duration: 1 round/level
Saving Throw: Fortitude partial
You play an uplifting chord which grants you a winged form.

You take on great wings which allow you to fly with a speed of 60 ft (good maneuverability) and to cause strong winds to eminate around you; the DCs of any saves against the wind effect are replaced with the spell save DC.

Chord of Hope
Enchantment (Inspiration (http://www.giantitp.com/forums/showsinglepost.php?p=20487913&postcount=4) or none) [Chord, Mind-effecting]
Level: Bard 1
Duration: 1 round/level or until discharged
Saving Throw: None
You play a chord which inspires hope in your allies with its uplifting tone.

The first time one or more allies within range would suffer the effects of a fear spell or effect (that is, once they've failed a save to negate it if there is such a save available, assuming they are not immune) the chord of hope is discharged, negating that effect for all allies within range. Allies who aren't in range, enemies and creatures who were suffering from the effect before the chord of hope was cast (or weren't in range when they suffered the effect) are discounted.

Chord of Light
Evocation [Chord, Light]
Level: Bard 1
Duration: 1 hour/level or until discharged
Saving Throw: Reflex see text.
You illuminate the area with a lightening chord.

The area of the spell becomes bright light. At any point during the spell, the caster may choose to end the spell as a free action; each enemy in the area must take a reflex save or be dazzled for 1 round.

Chord of Salvation
Abjuration [Chord]
Level: Bard 6
Duration: 1 round/level or until discharged
Saving Throw: None
You play a protective chord which wards against death itself.

The first time one or more allies within range would suffer the effects of a death spell or effect (that is, once they've failed a save to negate it if there is such a save available, assuming they are not immune) or an attack which would normally deal enough damage to kill them, or kill them in some other way, the chord of salvation is discharged, negating that effect for all allies within range. Allies who aren't in range and enemies are discounted.

Chord of Thunder
Evocation [Chord, Sonic]
Level: Bard 2
Duration: Instantaneous
Saving Throw: Fortitude Partial, Reflex partial
You play a tremourous chord which knocks your foes from their feet.

Enemies in the area fall prone unless they manage to pass a fortitude save to prevent being knocked over and a reflex save to remain standing on the shaking floor. Allies are not affected in this way.

Defiant Chord
Abjuration [Chord]
Level: Bard 3
Duration: 1 round/level
Saving Throw: None
You play a rousing chord which inspires your allies to feats of defiance.

Your allies get DR 5/- and resistance to all energy types 5 while they are in the spell's area.

Divine Chord
Enchantment (Inspiration (http://www.giantitp.com/forums/showsinglepost.php?p=20487913&postcount=4) or none) [Chord, Mind-affecting, See text]
Level: Bard 4
Duration: 1 round/level
Saving Throw: Will negates
You play a secret chord, and apparently please a Lord (or Lady) enough to gain some of their divine power.

You gain a divine aura (http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm#divineAura), though its range and save DC are replaced with the spell's. If you use the Fright aura, it's a fear effect. (To be clear, the Daze aura fascinates creatures rather than dazing them, so they will stop being fascinated if attacked.

A creature who saves against the effect is only immune to the rest of the spell, not if you cast another one later in the day.

Final Chord
Enchantment (Curse (http://www.giantitp.com/forums/showsinglepost.php?p=20487913&postcount=4) or none) [Chord, Death]
Level: Bard
Duration: 1 round/level
Saving Throw: Will negates
You play a sombre chord which marks the death of foes in the area.

Each enemy in the area which is reduced to 25 or fewer hit points must take a will save or die instantly, as must any enemy with 25 or fewer hit points who enters the area and each enemy in the area with 25 hit points or fewer at the start of each turn they remain in the area.

Piercing Chord
Evocation [Chord, Sonic]
Level: Bard 3
Duration: Instantaenous and 1 round
Saving Throw: Fortitude partial
You play a loud, shrill chord which harms your foes.

The piercing chord deals 4d6 points of sonic damage to each enemy in the area, and deafens them for 1 round. A successful fortutude save negates the deafening effect and halves the damage.

Power Chord
Enchantment (Inspiration (http://www.giantitp.com/forums/showsinglepost.php?p=20487913&postcount=4) or none) [Chord, Mind-affecting]
Level: Bard 5
Duration: 1 round/level
Saving Throw: None
Your allies become stronger as you play your song.

Allies in the area may roll any attack roll, damage roll or skill check they make twice and choose the better result.

The cadence spells are as follows:

2nd:

Illuminated Voice: LightHope Allies can see but enemies can't.

3rd:

Storm Call: ThunderLight Lightning flashes may blind while thunder flashes deal sonic damage.

5th:

Plagal Cadence: LightDivine You gain some divine power.
Primal Bellow: BerserkPiercing You deal sonic damage with an attack.
Toppling Crash: DefiantThunder You knock a creature down, dealing more damage the larger it is.

6th:

Evaded Cadence: PowerLight You distract attackers.
Perfect Cadence: GloryHope You attain near-perfection.

9th:

Imperfect Cadence: BrokenGlory You strike out at enemies' weaknesses.
Interrupted Cadence: PowerBroken You slay an enemy instantly.
Secret Tune: DivineGlory Makes a single deity your friend, even though they're immune.

11th:

Lich's Requiem: GloryFinal Deal damage to all enemies in battle.

14th:

Four Chords: HopePowerDivineBroken Duplicate all bardic music effects, only more so.

16th:

Revolutionary Incantation: HopeBerserkDefiantDivinePowerSalvation Your allies defy death while they remain in the area.
Spirit Message: LightThunderPiercingBrokenGloryFinal You kill all enemies in the area.

Evaded Cadence PowerLight
Illusion (Figment) [Cadence, Mind-affecting]
Level: Cadence 6
Range: 90 ft
Target: Enemies in range
Duration: Instantaneous and 1 round/level
Saving Throw: Will partial
You distract attackers to allow you to bypass their attacks.

Each enemy in range is subject to a distraction which causes them to take a will save or lose their next round of actions in its entirety. Whether they pass or fail, they also take a -5 penalty to attack rolls, spot checks, listen checks, concentration checks and any kind of checks to make an action which requires focus or patience for one round per level, and can't make attacks of opportunity for the duration.

Four Chords HopePowerDivineBroken
Enchantment (Inspiration (http://www.giantitp.com/forums/showsinglepost.php?p=20487913&postcount=4) or none) [Cadence, Mind-Affecting]
Level: Cadence 14
Range: See text
Area: See text
Duration: 1 round/level, see text
Saving Throw: None
You inspire everything in your allies.

As you cast this spell, you inspire courage, competence, greatness and heroics in allies in the area (using the normal range of the abilities). You do not need to concentrate to maintain the effects, and an ally maintains the effects even if they move out of range or the spell ends, but only for five rounds. Further, the effects are much stronger: the bonuses granted are increased by 5, and three extra hit dice are granted by inspire greatness. (In summary, this usually translates to a bonus of +7, plus another 1 per 6 levels after 8th, as a morale bonus to attack, damage, saves against fear and saves against charms, a +7 bonus to all skill checks, 5 bonus hit dice, temporary hit points equal to 5d10 plus five times the target's CON modifier, +7 competence to attack and fortitude, +9 morale to all saving throws and +9 dodge to armour class.)

Illuminated Voice LightHope
Evocation [Cadence, Darkness, Light]
Level: Cadence 2
Range: 30 feet
Area: 30 ft radius area centred on you
Duration: Concentration
Saving Throw: None
You illuminate the area while also plunging it into darkness

Each ally treats the area as bright light while each enemy treats it as total darkness. If an attempt is made to dispel it by casting a higher-level darkness spell on it, the area is plunged into darkness for everyone. If an attempt is made to dispel it with a higher-level light spell, the area becomes brightly lit for everyone. Doing both in turn or casting a spell which is both (and is higher-level) actually dispels the spell.

Imperfect Cadence BrokenGlory
Universal [Cadence, See Text]
Level: Cadence 9
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: See text
Saving Throw: See text
You lash out at enemies, digging deep to find their weaknesses.

The imperfect cadence has a set of different effects, but only one of them actually takes place. To resolve the effect, go through the following steps:

The creature becomes your loyal servant for 1 hour/level (This is a mind-affecting enchantment (compulsion) effect) and then dies at the end of the duration. (this is an untyped effect which can't be prevented). If they pass a will save, the effect is negated.

If the above effect takes place, stop. If the effect is prevented or resisted, the creature dies (this is a death necromancy effect). If they pass a fortitude save their death is negated.

If the creature dies, stop. Else, the creature is turned to stone (this is a transmutation effect). If they pass a fortitude save, the petrifying effect is negated.

If the creature is petrified, stop. Else, the creature is nauseated for 1 round/level as they pre-experience their own death (this is a divination effect). If they pass a will save, the nauseating effect is negated.

If the creature becomes nauseated for 1 round/level, stop. Else, the creature is blinded and deafened for 1 round/level (this is an illusion effect). If they pass a will save, this effect is negated.

If the creature is blinded and deafened for 1 round/level, stop. Else, the creature is pinned for 1 round/level or until they escape the pin grapple (it has a bonus equal to 30+your caster level+your charisma modifer) - if they escape the pin they are still grappled but may escape the grapple too. This is a force evocation effect. If they pass a reflex save, this effect is negated.

Else, the creature becomes entangled and stuck to the ground for 1 round/level (this is a conjuration (creation) effect). If they pass a reflex save, this effect is negated.

Else, the creature is prevented from making attacks (whether weapon attacks or other attacks such as casting a spell. An attack is one of numerous actions intended to damage or disrupt the target). This is an abjuration effect.

If the creature somehow manages to resist the abjuration effect, the spell gives up. Maybe being a spell just isn't for it?

Interrupted Cadence PowerBroken
Necromancy [Cadence, Death]
Level: Cadence 9
Range: Short (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Everything negates
You kill a creature with a shattering blast.

You cut short a creature's life. They can attempt a reflex save to avoid being killed by the blast, but if they do, they are struck indirectly, which kills them instantly unless they pass a fortitude save. Finally, the trauma of the blow still kills them unless they pass a will save.

Lich's Requiem GloryFinal
Evocation [Cadence]
Level: Cadence 11
Range: 1000 ft
Target: 1000 ft radius area, centred on you.
Duration: 1 round, then instantaneous
Saving Throw: Reflex half
You deal vast amounts of damage to all your foes

Each enemy in the area when you cast Lich's Requiem is marked with a dark beam of death, even if they leave the range. One round later, each creature takes damage equal to half their maximum hit points. Each creature damaged in this way is immune to the effect of another lich's requiem for the next three minutes.

Perfect Cadence GloryHope
Transmutation [Cadence]
Level: Cadence 6
Range: Personal
Target: You
Duration: 1 round/level
You attain near-perfection.

For the duration, any d20 roll you would make is 20, usually meaning that your attacks are automatically critical hits and that you pass saves automatically.

Plagal Cadence LightDivine
Transmutation [Cadence]
Level: Cadence 5
Range: Personal
Target: You
Duration: 1 round/level
You take on an aspect of a deity.

You take on the speed, deflection armour bonus, bypassing damage reduction, immunities, damage reduction, energy resistance and spell resistance of a deity of divine rank 0 for the duration.

Primal Bellow BerserkPiercing
Evocation [Cadence, Sonic]
Level: Cadence 5
Range: 60 ft
Target: Creatures in range
Duration: Instantaneous and 1 round/level
Saving Throw: Will partial
You roar angrily at the top of your voice.

You divide the creatures into three categories: creatures in the first category take 10d6 points of sonic damage and must save or rage, as the spell. Creatures in the second only take the damage, and creatures in the third may choose whether or not to rage. That is, you deal damage to enemies and may choose to attempt to force them to rage, and allies may rage.

Revolutionary Incantation HopeBerserkDefiantDivinePowerSalvation
Abjuration [Cadence]
Level: Cadence 16
Range: 60 ft
Area: 60 ft radius area centred on you.
Duration: 1 round/level
Saving Throw: None
You play a song which inspires allies to defy death itself

Allies in the area cannot be killed; any damage which would reduce them below -9 hit points or 1 constitution doesn't, and any effect which would kill them outright is negated, as is any which would petrify them or similar effects which grant a permanent or instantaneous condition which would, unless reversed, end their ability to take actions. These creatures can be knocked unconscious, but can attempt a DC 25 will save each round to keep acting (although they are usually prone if they fell unconscious in a previous round).

Secret Tune DivineGlory
Universal [Cadence]
Level: Cadence 9
Range: Long (400 ft + 40 ft/level)
Target: 1 deity.
Duration: Instantaneous
Saving Throw: None
I heard there was a secret chord,
That David played and it pleased the Lord...

The chosen deity becomes Helpful without you needing to roll - unlike other cadences, this doesn't allow spell resistance.

Spirit Message LightThunderPiercingBrokenGloryFinal
Necromancy [Cadence, See text]
Level: Cadence 16
Range: 120 ft
Target: Enemies in range
Duration: Instantaneous
Saving Throw: Will partial
You kill enemies in range with a piercing message

Enemies in range die unless they succeed on a will save (this is a death effect), in which case they take 5d6 points of damage. Undead or construct enemies are destroyed if they fail the save and take 5d6 points of damage if they fail. Enemies which aren't undead or constructs and are immune to the death effect just take the 5d6 points of damage without making a save.

Storm Call ThunderLight
Evocation [Cadence, Light, Sonic]
Level: Cadence 3
Range: 60 ft
Area: 60 ft radius area, centred on you.
Duration: 1 round/level
Saving Throw: Fortitude half or reflex partial.
You fill the area with bursts of thunder and lightning.

Every odd turn (including the one you cast the spell), you deal 3d6 points of sonic damage to enemies in range, who are allowed a fortitude save to halve the damage. Every even turn, enemies in the area must take a reflex save or be blinded for 2 rounds by a flash of light. The illumination doesn't last long, but a creature who readies an action to attack in time with the lightning flash treats the area as having bright illumination during that attack.

Toppling Crash DefiantThunder
Evocation [Cadence, Sonic]
Level: Cadence 5
Range: Long (400 ft + 40 ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Reflex half
The bigger they are...

You knock a creature prone (even if they pass their save) and deal them 2d6 points of sonic damage, plus 2d6 for each size category they are above fine.

Temotei
2017-06-16, 12:17 AM
Echoes of the First Lillend

There is a saying among my people--"The sound of a lillend does not end." For many ages my people passed this phrase down to future generations, but for what purpose, I did not know--until today. I have discovered in the Heroic Domains of Ysgard the Echoes of the First Lillend.

The Echoes of the First Lillend is...beautiful. But eerie. Eerily beautiful. It is not so much a place as a physical manifestation of an ideal. The ideal lillend's voice, forever preserved in musical form. If its song were like any other lillend's, it would be the magnum opus of all the planes, which I do not say lightly. I have been to nearly every tavern and concert hall in the upper planes. I have experienced Sigil's most talented performances. I have survived harpies, mermaids, and sirens' alluring songs and come out with an even stronger appreciation for music. But I digress. I was speaking of how the Echoes of the First Lillend would be the planes' most beautiful music, if it were not tainted by said first lillend's bitter and sorrowful end.

My people sinned long ago. You see, we did not first reside in Ysgard. We were pioneers, proud explorers of the planes, discoverers of mortal and even immortal unknowns. These ancestors of mine found Ysgard a violent plane, full of everlasting battles, blood, and fury. True, there was a certain jubilance about it, but you must understand, dear listener, that my people were unfamiliar with this plane and its workings. So, they approached every new location with caution. A lillend they did encounter, filled with exultant song // Within her voice, they could find nothing wrong // But inexperience led one traveler to error // So did he spill that lillend's blood in terror // "To an accursed end I will now thee send // The sound of a lillend does not end."

In discovering the Echoes of the First Lillend, I have discovered my people's sin in destroying an innocent, pure life seeking only happiness through the art of song. The echoes speak to me, as if through the ancient lillend's perfect voice. It tells me that my blood is recognized and I am not welcome in this sacred field. Shivers wrack my body with every word, but I must venture on. Not out of morbid curiosity, which is my usual drive. No, what presses me on now is a quest of redemption for my bloodline. I will atone for my lost brethren.

Lore: Characters can gain the following pieces of information about the Echoes of the First Lillend by making Knowledge (the planes) checks at the appropriate DCs, as given below. Alternatively, a Perform check can be made to learn the information, as the Echoes of the First Lillend grant their information directly to the performer in exchange for a beautiful performance.

DC 15 (Perform or the planes): The Echoes of the First Lillend began when planar travelers found Ysgard and saw a lillend for the first time. In this way, the Echoes of the First Lillend's name can be somewhat misleading--it is not the first lillend ever that created the Echoes of the First Lillend, but rather the first lillend the group of planar travelers ever saw.
DC 20 (Perform or the planes): The Echoes of the First Lillend are not always where you are currently. In fact, they are often in multiple places at once, due to the infinite nature of the outer planes. They are not so much a location as remnants of a lillend's song echoing into eternity.
DC 25 (Perform or the planes): The planar travelers slaughtered the first lillend they met out of fear. A curse was laid upon the group so that if any ever returned to the Heroic Domains of Ysgard, they would be drawn to the Echoes of the First Lillend and succumb if they could not redeem themselves. None have even tried, save one. This curse, not borne from hate, but from unfortunate circumstance and simple bad luck, also affected the lillend, however. It is imprisoned within the Echoes of the First Lillend.
DC 35 (Perform or the planes): A planar traveler from the same family that killed the lillend beginning the Echoes of the First Lillend came through not long ago, relatively speaking. They failed to atone for their family's sin and succumbed to the song. This individual still resides somewhere in the Echoes of the First Lillend, but will prove difficult to remove.
DC 40 (the planes): A successful check at this level allows the character to learn a clue to a location of the Echoes of the First Lillend.
DC 40 (Perform): A successful check at this level allows the character to learn a clue to the activation of the Echoes of the First Lillend.
Description: The Echoes of the First Lillend are invisible upon first encounter, but their sound reverberates through a listener's entire body and soul--even the deaf can hear this song. Over time, the Echoes of the First Lillend begin to manifest themselves physically. Motes of pure sound that most mortals' consciousnesses perceive as light appear in peripheral vision, and then gradually fill one's entire field of vision. Touching or attacking an "echo" instantly bursts it, dazzling any creature vulnerable to this condition within 10 feet for 1 round. An "echo" has 1 hp, 7 AC, and 0 hardness. Unlike a typical dazzling effect, this can affect a single creature multiple times. The penalty to attack rolls, Search checks, and Spot checks stacks with itself. If three or more dazzled conditions affect a single creature in 1 round, that creature is dazed until the end of their next turn and deafened for 1 minute. This will most likely not be relevant while simply traveling, but if combat is initiated in the Echoes of the First Lillend, the "echoes" can prove to be very dangerous. A silence spell or similar effect removes the "echoes" in its area until the spell or effect expires, but the sound from the Echoes of the First Lillend continues even in the radius of such an effect.
Prerequisite: Only a creature with four or more Hit Dice is capable of hearing and gaining the power of the Echoes of the First Lillend.
Location Activation: Any qualified creature within the Echoes of the First Lillend hear them given a bit of time. To gain any benefit from the Echoes of the First Lillend, a creature must either redeem the planar traveler's family or make a Perform check at DC 50 for 1 day straight. The performer can act while performing, but must maintain the performance for the full day. If they would fall unconscious, sleep, or be rendered otherwise incapable of maintaining the performance, they must begin anew.
To redeem the planar traveler's family, a creature must first find the descendant trapped within the Echoes of the First Lillend and snap them out of their semi-permanent dazed state. This can be done in multiple ways: a Perform check of DC 30; a bard's countersong with a Perform check of DC 20; a miracle or wish spell; or a break enchantment spell. A silence spell will temporarily have the same effect, but only within its radius. Dispel magic and dispel magic, greater will remove the effect with a caster level check of 15, but only for 1 hour. The traveler must then journey through the Echoes of the First Lillend until the first lillend deems them worthy of redemption.
Whether a Perform check was made or the planar traveler has been deemed worthy of atonement, the lillend will manifest as a powerful echo revenant, which must be destroyed to release the lillend from its everlasting prison in the Echoes of the First Lillend.
After the first lillend's echo revenant has been destroyed, the Echoes of the First Lillend fade into nonexistence with a final echo of satisfaction.
Recharge: None. Once the Echoes of the First Lillend have granted their power to all worthy creatures within, their sound ends forever.
Special Ability: All creatures within the Echoes of the First Lillend gain an illumian's final utterance racial ability. Illumians within this range double the duration of their final utterance. In addition, any creatures who assisted in destroying the first lillend's echo revenant gain immunity to the deafened condition and can ignore the silence spell and any similar effects if they so choose.
Duration: Permanent.
Aura: Strong enchantment.
Ability Value: 4,000 gp.

ShiningStarling
2017-07-02, 06:14 PM
Contest Closed. Voting Thread Here (http://www.giantitp.com/forums/showthread.php?529046-Local-Speakeasy-Home-Brewing-3-X-Voting-Thread-V-Curtain-Call&p=22154831#post22154831)