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2008-09-19, 11:42 PM
Metal Rocker

The metal rocker is a bard variant.



Hit Die


Class Skills

The Metal Rockerís class skills (and the key ability for each skill) are 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), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level

The Metal Rocker is the same as the bard in every way except at 1st level they may choose a 'play style' and their instruments are treated as martial weapons that they are proficient with.

Play Styles:

Power: Selecting 'power' as a play style means that during bardic music, the metal rocker demonstrates the ability to power through songs, strumming high notes with frequent short solo chords in such an extravagant way that they offer +1 to morale in their allies that increases by +1 for every +5 modifier to the perform check (a +10 modifier would total a +3). Additionally, they allow allies afflicted with crushing despair to make another will save to alleviate these affects.
Prerequisite: Equipped with Electric Guitar or Keyboard/Key-tar

Nu: Selecting Nu as a play style means that the metal rocker's bardic music becomes incredibly deep and rythmic, or rythmically well placed and varied (in the case of drums), offering a +1 competence bonus on all skill checks for allies as well as a +1 to will saves for the Metal Rocker; which increases by +1 for every +5 modifier in the perform check.
Prerequisite: Equipped with Electric Guitar or Bass with very loose chords (can be loosened by tuning to lower note), or Drum Set

The death playstyle will have the Metal Rocker maxing out his outfit with strong (and sometimes extensive) solos and intensive strumming or furious, non-beat-centric drums. Selecting death as a play style offers a +1 to concentration checks for nearby allies as well as a bonus to damage in anything (weapon or spell) equivalent to their ECL (concentration check increases by +1 for every +5 modifier in perform check).
The bard also may sing with a 'growling' voice.
Prerequisites: Dex 13 and Equipped with Electric Guitar or Drum Set

10th level: The metal rocker's playstyle may offer the following effects a number of times per day equivalent to the metal rocker's CHA modifier (effects usually last for a number of minutes equivalent to CHA modifier unless otherwise stated).

Power: Allies may roll twice on skill checks or select skill checks that would otherwise occupy more then one round to become instantaneous (during music). Costs one use per ally.

Death: Allies in range may receive the benefit of mighty rage, but suffer the same effects as normal when raging (as if they were 1st level barbarians). Alternatively, the Metal Rocker can recieve a breathweapon that deals a dice equivalent to his average hp (hp recieved per level; divide total hp by level) multiplied by his ECL (ie., Gothica, the 15th level metal rocker bard has an average of 5 hp per level; his breath weapon will deal 15d6-1 (per die) of damage). The scope of the breath weapon is equivalent in width to triple the bard's height and double the length of the width (ie., Gothica is 5'5; his breath weapon will be roughly 4 spaces wide and 8 spaces long).

The breath weapon is fire of a colour of the bard's choosing.

Nu: Allies may recieve bonuses to intelligence and will saves as well as haste, or alternatively, a caster ally within reach may receive the benefits of quickened casting for a number of days multiplied by the bard's CHA modifier (or the bard can apply this effect to themselves).

15th level: The effects listed for tenth level also have additional effects that stack (may only be applied during the application of the effect).

Power: The metal rocker offers allies the benefit of power attack and sundering cleave as well as a full BAB (+1 to hit for every level equivalent to ECL for each ally; for simplification, treat each character as fighter for purposes of determining temporary BAB).

Death: All allies within reach can cast illusions.

Nu: Enemies must roll a will save equivalent to the bard's CHA modifier + ECL or be caught up in a fit of furious dancing.

18th level: Upon 18th level, the bard's chosen instrument is treated as if it were adamantine.

A metal rocker bard with a Nu playstyle may craft an odd spooky mask (the appearance of their own choice) that offers bonuses to bluff and sense motive (+1 unless altered; similar to applying magical enhancement bonuses to weapons which stack); at 10th level this adds a bonus to initiative equivalent to the bard's CHA modifier.

Death bard's may grow their hair out and receive bonuses to intimidate (+1 unless altered, same deal).

Power bard's may wear leather or grow their hair out (or both), able to also spike their armor without penalty. At 10th level, they can create a bonus to initiative in nearby allies equivalent to 1/3 their CHA modifier which increases by +1 for every two levels thereafter.

Metal Rocker bards may not receive any bardic lore or knowledge abilities. Additionally, they may only cast up to fifth level spells (though death bards can use necromantic 6th level spells, power bards domain, and nu bards transfiguration; all spells also depend on INT rather then CHA for everything involving them).

Additionally, they must succeed on DC checks that increase by 10 for every inspire depending on the level at which the inspire was acquired (ie. inspire courage +1 might only require a DC of 15, whereas +4 would require DC 45; competence requires a DC of 20, greatness 30, and heroics 40).

Gargantuan Mechanized Power Suit

For medium sized humanoid

Components: 52 Computer Components, 8 weapon hardpoints (medium weapons; small weapons can fit into 'computer' ports), Maximum Weight: 120 tonnes (equipment and armor increase tonnage).

Armor: Armor for mechs does not increase AC, but can instead add damage reduction against certain damage types (or all), as well as hp to the mech. Every layer of armor also has hardness depending on the material.


- One cockpit for pilot
- Empty component slots (must include components for interface and OS)
- Two Arms, Two Legs, Back and Head ports
- Contains many servos which are propelled by the movements of the pilot within the cockpit; treat strength of humanoid mech as 25 times that of pilot for this purpose
- Dex, Con, and Mental stats remain the same, however FORT saves are assisted by the presence of the suit (multiply pilot FORT save by five, or add ten to modifier)