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    Bugbear in the Playground
     
    malonkey1's Avatar

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    May 2012
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    Default Re: Base Class Contest XVII - Heroes of Note: Keeping it Trill

    Rock God

    Put an image of your class here!

    "I WANNA ROCK!"
    -Twisted Sister

    The Rock God is the arbiter of musical truth. In many ways, they are like Bards, using the power of song to bolster their allies and weaken their foes. Their power, however comes from a naturalistic approach to truespeak, often called the "Power of Rock". A Ground Rule here is that I'm making a couple of minor tweak to Truenaming magic:

    • The DC to cast an Utterance is 15+(1.25*CR)
    • The Law of Sequence works differently: Now you may have multiple iterations of a given utterance, but no more than one iteration on any one target.


    Adventures: Rock Gods tour the country, attracting groupies and fans, and melting faces. They can adventure for any reason they want! But usually, it's for the excitement.

    Characteristics: Rock Gods are wild warriors of rock, with theability to bring people to tears and incite riots. They use an intuitive form of Truename Magic to get things rockin'.

    Alignment: Rock Gods, due to their need to embrace the wild passion of their music, can not be Lawful. Aside from that, there is no limitation on their alignment.

    Religion: Gods of luck, travel, and music are favorable to Rock Gods, as are gods of revelry. Some Rock Gods may pay lip service to evil deities, but it's usually just for the shock factor.

    Background: Rock Gods have an almost innate ability to Truespeak, which they weave into powerful songs.

    Races: Humans, Half-Orcs, Halflings, & Half-Elves, with their adaptability and/or party power, are well-suited to the life of a Rock God. Elves with a rebellious streak might do it to tee off their parents, and Ogres, Goblins, Orcs, and other savage beast are total metalheads, although their poor charisma and dull wit often give them a poor stage presence.

    Other Classes: Rock Gods, being warriors of the Rock, often fit in well with their arcane counterpart, the Bard, and often gladly share tricks and riffs with each other. Wizards, Fighters, Rogues, and similar classes usually roll their eyes, or confuse them for Bards. Other Swordmage classes will look at them funny, but respect their martial and magical prowess. Truenamers think they're a bunch of yahoos.

    Role: Rock Gods are skilled at aiding allies, and hassling foes, with their magic. Additionally, their truenaming and combat abilities make them well-suited to secondary casting and combat roles.

    Adaptation: Maybe they're not Rock Gods. Maybe they're holy warriors of a god of magic or Truespeak (Change their Alignment). Maybe they're just Bards with a different type of magic.

    GAME RULE INFORMATION
    Rock Gods have the following game statistics.
    Abilities: Charisma is invaluable for Truenaming, as well as some other class features. Strength, Dexterity and Constitution are important for survival. Intelligence, when used for skills, can also be helpful.
    Alignment: Any Non-Lawful
    Hit Die: d10
    Starting Age:As Bard
    Starting Gold: 6d4*10

    Class Skills
    The Rock God's class skills (and the key ability for each skill) are...
    Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge[Any] (Int), Listen (Wis), Perform[Dance, Keyboard, Percussion, String, Wind, and Sing] (Cha), Profession (Wis), Sense Motive (Wis), Truespeak (Int, see below), Use Magic Device (Cha)

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    ROCK GOD
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Evolving Mind|Crafted Tool|Perfected Map

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Power of Rock (Basic Riffs)|1|-|-

    2nd|
    +2
    |
    +2
    |
    +0
    |
    +3
    ||2|-|-

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Power of Rock (Power Chord)|3|-|-

    4th|
    +4
    |
    +3
    |
    +1
    |
    +4
    ||4|-|-

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    ||5|1|-

    6th|
    +6/+1
    |
    +4
    |
    +2
    |
    +5
    |Power of Rock (Whammy Bar)|6|2|-

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    ||7|3|-

    8th|
    +8/+3
    |
    +5
    |
    +2
    |
    +6
    ||8|3|-

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |Power of Rock (Belted Note)|9|4|1

    10th|
    +10/+5
    |
    +6
    |
    +3
    |
    +7
    ||10|5|2

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +7
    ||11|6|2

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    |Power of Rock (Held Note)|12|6|3

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    ||13|7|4

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    ||14|8|4

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |Power of Rock (Anthem of Awesome)|15|9|5

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    ||16|9|6

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    ||17|10|6

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Power of Rock (Power Ballad)|18|11|7

    19th|
    +19//+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    ||19|12|8

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Power of Rock (Play 'Till Your Fingers Bleed)|20|12|8[/table]

    Class Features
    All of the following are class features of the ROCK GOD.

    Weapon and Armor Proficiencies: Rock Gods are proficient with Light Armor, Shields (but not Tower Shields), Simple and Martial Weapons. They are also proficient with the use of their musical instruments as weapons, and take no penalty when doing so.

    Truenaming: The Rock God uses a unique form of Truename Magic, weaving power into their songs. They learn their Utterances from the same lexica as the Truenamer, and their maximum Utterance level and Save DC are both determined from Charisma. The Rock God may substitute Charisma for Intelligence for the purpose of determining Truespeak Checks.

    Table 2: Maximum Utterance Level Known
    {table=head]Level|Primary|Secondary|Tertiary
    1|1st|-|-
    2|1st|-|-
    3|2nd|-|-
    4|2nd|-|-
    5|2nd|1st|-
    6|3rd|1st|-
    7|3rd|2nd|-
    8|3rd|2nd|-
    9|3rd|2nd|1st
    10|4th|2nd|1st
    11|4th|3rd|1st
    12|4th|3rd|2nd
    13|4th|3rd|2nd
    14|5th|3rd|2nd
    15|5th|4th|2nd
    16|5th|4th|3rd
    17|5th|4th|3rd
    18|6th|4th|3rd
    19|6th|5th|3rd
    20|6th|5th|4th[/table]

    Power of Rock (Su): From the moment a Rock God picks up his instrument, he learns to wield powerful magics. The save for each of these abilities is equal to 10 + 1/2 your class level + your Charisma Bonus.
    • Basic Riffs: At level 1, you gain the ability to release sonic energy in a 30-ft. cone in front of you. To do so, make a DC-10 Truespeak Check. Every target caught in the cone takes 1d4 sonic damage + 1d4 for every 5 by which you exceed the check (you still deal the damage if you fail.) Targets can make a Reflex save for half damage. Additionally, you know your own personal Truename innately. This is a Standard Action which does not provoke attacks of opportunity, and you may not maintain this ability. Finally, on a critical hit, or when rolling a natural 20 on a Truespeak check to affect a target, you are treated as knowing their Personal Truename for a number of rounds equal to your Charisma Bonus.
    • Power Chord: At level 3, you gain a talent for harmonics, allowing you to make your allies' spells harder to resist, and your enemies' spells weaker. As a Standard Action which provokes attacks of opportunity, you may make a Truespeak check to speak a target's truename. If you succeed, you may add or subtract your Charisma Bonus from the target's Save DCs for spells, Spell-Like Abilities, and Supernatural Abilities, and add or subtract your Charisma score on the target's Caster Level Checks. You may maintain this effect as a move action, and the effect lasts for 3 rounds after you cease maintaining it.
    • Whammy Bar: At level 6, you learn to fluctuate your pitch, occasionally stumbling on a better harmony. When making a Truespeak check, you may choose to subtract 4 from your roll, and in exchange, you may roll 1d10 and add the result to your check.
    • Belted Note: At level 9, you have learned to really belt. Any damaging spells or utterances deal bonus damage equal to your class level. Additionally, those that deal damage in dice deal extra damage per die equal to your Charisma bonus (minimum +1)
    • Held Note: At Level 12, You can maintain features from this class that require a standard action with a move action, and effects that need a move action need only a swift action to maintain.
    • Anthem of Awesome: At level 15, you gain the ability to empower your allies with the Power of Rock. As a Standard Action which does not provoke attacks of opportunity, you may grant your Charisma Bonus as a bonus to AC, Attack, Weapon Damage, Skill Checks, and any other d20 rolls to all allies within 30 feet of you. Additionally, Allies also receive Fast Healing 3. In order for this ability to function, you must make a Truespeak check for each target as if attempting to use an Evolving Mind utterance on them.
    • Power Ballad: At Level 18, you gain the ability to power up magic with your music as a full-round action. By making a Truespeak check to speak a target's truename, you temporarily empower their magic. Any spells they cast are treated as if they have a metamagic feat(s) they possess with a total level adjustment up to 1/2 your Charisma bonus (minimum +1 level). The caster chooses which spells are affected with which feats, and this does not raise the level of the spell slot used for it. This effect lasts only as long as you maintain it (a Standard Action, regardless of Held Note).
    • Play 'Till Your Fingers Bleed: At level 20, you gain the power to sing a heart-wrenching and/or face-melting song. In order to use this ability, you must make a Truespeak Check for each target you wish to effect. For each target who is effected, they receive a bonus to all Ability scores equal to 1/2 your unmodified Charisma Bonus (that is, your Charisma bonus before counting items or nonpermanent effects, but still counting racial bonuses, inherent bonuses, and permanent magical effects), and are treated as if their Base Attack Bonuses are increased by your Charisma Bonus (but no higher than their hit dice). You may target yourself with this ability. Alternatively, you may reverse the effect, giving all targets a penalty to all ability scores equal to 1/2 your unmodified Charisma Bonus, and a penalty to Attack rolls equal to your Charisma Bonus. This can only be used once per day, and lasts for a number of rounds equal to your Charisma Bonus (minimum 2 rounds).
    Last edited by malonkey1; 2013-05-24 at 03:39 PM.
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