Small Elemental (Sonic)
Hit Dice: 2d8 -2 (7 hp)
Speed: Fly 30' (perfect)
Armor Class: 14 (+1 size, +2 dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1 / -3
Attack: Slam +3 (1d4-1 + 1d4 sonic)
Full Attack: Slam +1
Space/Reach: 5ft. / 5ft.
Special Attacks: Unearthly Riff
Special Qualities: Amazing Sound, Darkvision 60', Elemental Traits, Immunity to Sonic, Vulnerable to Silence, Musical Healing, Longer Not Fatter
Saves: Fort + 0, Ref + 6, Will +0
Abilities: Str 8, Dex 14, Con 8, Int 4, Wis 11, Cha 17
Skills: Perform (Guitar) +10, Listen +5,
Feats: Skill Focus (Perform (Guitar)) B, Weapon Finesse B, Dodge
Environment: Any civilization (with guitars, that is)
Challenge Rating: 1
Alignment: Always Neutral
Advancement: 2-4 HD (Small), 5-8 HD (Medium), 9-13 HD (Large), 14-19 (Huge), 20-30 (Gargantuan), 31-50 (Colossal)
Guitar Riffs are elementals of pure guitar goodliness. They tend to keep themselves hidden, traveling around cities looking for a guitarist to appreciate. They try to avoid combat if they can, forcing their would-be aggressors to rock out and fleeing before they can retaliate. They only attack individuals who they see as particularly threatening (aka 'bad at guitar'). It is considered an irredeemable mark of shame for a professional musician or bard to be attacked by a Guitar Riff.
A Guitar Riff looks like five black rings floating in space, with a clef denoting which way they are focusing most of their attention. When the Guitar Riff makes noises, note heads appear corresponding to what was made and travel around the body, making it back to the clef when the note ends. A Guitar Riffs are almost always found in large cities, as rural areas or smaller towns don't tend to have enough guitar work to keep their interest, though a particularly skilled rural musician may find a small flock of them condensing around him.
In combat, a Guitar Riff will generally try to use its Unearthly Sound ability as effectively and often as it can. If it was attacked, it will generally try to use its flight to get away, often hiding in some obscure gutter atop one of the many buildings in the area. If some one is blaspheming against the guitar, it tends to 'show them how its done' with its Unearthly Sound, then close in and make slam attacks. They then flee right before it wears off.
Just Too Good (Su) :
The Guitar Riff is an elemental composed of pure guitar-goodness. It adds its hit dice as a competence modifier to Perform (Guitar) checks (already factored in the stats provided).
Longer, Not Fatter (Ex) :
The Guitar Riff does not suffer any dexterity penalties for going up a size category.
Unearthly Sound (Su) :
The Guitar Riff lets loose a wailing riff too good to be from the mortal plane. Once every 6 rounds, as a full round action, the Guitar Riff can make every intelligent creature within 100' make a will save (DC 15, the saving throw is charisma-based) or rock out (throw a hand in the air and bang their head vigorously). Victims that fail this save are considered flat footed and dazed the round after they stop. They continue headbanging for a number of rounds equal to the Guitar Riff's charisma modifier. Additionally, if the victim failed its saving throw by 5 points or more, it must drop every item it is carrying and pretend it is playing along. This is a mind-affecting, sonic compulsion effect.
Musical Healing (Su) :
As a being of pure music, hearing mortals make music can help mend any wounds it may have taken. Every round a Perform (Guitar) check is made by a non-elemental creature, a Guitar Riff gains a number of hit points equal to the Perform check -5. Guitar Riffs are actually harmed by poor guitar playing and are likely to attack individuals blaspheming the Holy Instrument (ie, getting perform checks under 6 consistently). Additionally, a Guitar Riff can gain temporary hit points from this (maximum determined by their hit dice; 2 temporary hit points can be had per every hit dice) and they last a number of minutes equal to the Guitar Riff's charisma modifier, however, the check must be at least twice their hit dice +5 to give them this effect.
Immunity to Sonic (Su) :
Guitar Riffs are immune to sonic damage or any spell with a (sonic) descriptor.
Vulnerable to Silence (Su) :
Any magical silence effect causes negative levels to be bestowed upon the Guitar Riff equal to the spell level it was at. For example, if a 2HD Guitar Riff was subject to a Silence spell and failed its saving throw, it would be killed instantly. If a 3HD Guitar Riff failed its saving throw, it would be considered a 1 HD Guitar Riff for the duration of the spell.
Elemental Traits (Ex) :
A Guitar Riff is immune to poison, sleep, paralysis, and stunning. Since it has no clear front or back, it is not subject to critical hits or flanking. A Guitar Riff has Darkvision up to 60' and cannot be resurrected except by a Wish or Miracle.
Breakdancing is a template that can be either inherited or acquired, and can be applied to any corporeal creature.
Size and Type
The base creature's size and type are not changed, except if the template was applied to an animal. It then becomes a Magical Beast.
Do not change.
The Breakdancer gains the feat 'Lightning Reflexes' which results in a +2 to reflex saving throws.
The Breakdancer always considers Perform (Dancing) a class skill. If it is of a type that cannot learn skills (for example, vermin), it gains a racial bonus equal to its hit dice.
The Breakdancer gains a +1 dodge bonus to AC.
The Breakdancer gains the ability to call forth a Dance Fight. The Breakdancer then begins breakdancing (a rigorous and complex series of motions) as a full round action. Opponents within 15' have two options: they may either accept the Dance Fight or they may ignore the Dance Fight.
If they accept the Dance Fight, they also begin breakdancing (and makes an opposed Perform (Dance) check). The winner of the Dance Fight inflicts 1d6 points of damage (the Breakdancer can make any amount subdual that it wishes) on the loser per point that their check surpassed the loser's.
Alternately, the opponent can ignore the check. The Perform Check is considered the Breakdancer's AC, and the opponent takes 1d6 points of damage per class level (the attacker's class level, not the Breakdancer's, and once again the Breakdancer can make any amount of the damage subdual) if it misses, due to the Breakdancer using its fly moves to trip up and use its uncultured enemy's tactless maneuvering against it. If the enemy wants to cast a spell, it must make a concentration check that surpasses the Breakdancer's Perform check, else it is disrupted.
The opponent can choose to ignore the Breakdancer if it wants. Creatures not within 15' are not affected. This is an extraordinary ability.