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BCC-XVII: The TreüthSyngër (base class, 3.5, PEACH)The TreüthSyngër
With permission from SoulDa of Deviantart.
Shhhhh! Listen little one, if you listen carefully, you can hear it, that's the song of the verse, the GodChord. Sway to its rhythm and it shall carry you!
There are those who seek to perfect their sword arm, and those who study dusty books for arcane power, and then there are those few, those plucky few, who laugh destiny in the face and would rather shoulder whimsy rather than a cloak through a storm. Those lucky rare gems, who seek the one truth of the verse, they seek the one thing that can soothe their souls and calm their ever dancing mind, they are the TreüthSyngër's. Men and women who have heard a glimmer of perfection, akin to the words of creation, seek the one thing that eludes them: the GodChord. The truth of creation, the song of reality itself, it lies underneath the weave and hums with power, chants with the sonnets of the arcane, and pulses with the rhythm of time. Once heard, the TreüthSyngër's find themselves pulled anywhere they can go to experience more of it, like an addict they seek it out in all places, hearing the song in the life of the land, of the planes, among every rock and every clime.
The GodChord is a bane and a blessing to those who seek it, those mortal minds who listen to it eventually go insane, finding themselves losing the ability to concentrate, to listen to anything other than the constant overture of the GodChord, until finally they succumb to its perfection.
Adventures: The very existence of adventuring lures the TreüthSyngër to find new concertos and symphonies of the GodChord, it is their addiction and required therapy to ease the pain of their slowly fracturing psyche.
Characteristics: The TreüthSyngër is a capable debuffer, and can utilize her array of invocations at will. They excel in a group with a strong front liner and acts well as a support type, acting as multiple roles for the party. TreüthSyngër's are all different, and the GodChord manifests for all differently, the only thing that is constant, is their eternal love for music. With some they are constantly murmuring, humming or whistling, others may always have the sound of faint charms about them, while others may have the constant beating of drums in their minds.
Alignment: Most TreüthSyngër are chaotic neutral or lean heavily towards that, good and evil do not come into their line of thinking, it is but the music and the music is chaos. At first. But as they progress, it may become something else, although all evidence to the contrary as all those TreüthSyngër who reach such heights are insatiably mad.
Religion: The Eladrin paragons always enjoy a TreüthSyngër, finding their lust for music cute in a mortal kind of way. Corellon Larethian also enjoys those champions of his who seek out the GodChord, as his love for music is only second to his children. TreüthSyngër's as a whole enjoy life, some find it wanting and are seeking for the GodChord more so than others, always drifting, never staying, they seem to be in an advanced state of psyche meltdown, which is a slow process, but for some, comes much faster.
Background: The easiest way, and perhaps most destined, is being exposed to the GodChord, whether by hearing it or be directly being affected by a TreüthSyngër. Others are sought out by the seemingly sentient primeval power, penetrating their dreams slowly, so that eventually, all they desire for is to listen to the GodChord, to seek it out and become one with it. There is speculation about whether or not the GodChord is the same thing as that the Seekers of the Song claim to seek, both groups vehemently state that they are not the same, but it could very well be that they are both portions of the same Symphony, two sides of the same coin.
Races: Any race is open to be a TreüthSyngër, although those races who generally lean towards the arts tend to make up the majority. Half orcs, Half Elves, elves and other half breeds fill the ranks, but there are those of all races, the GodChord does not discriminate.
Other Classes: Most classes enjoy the company of a TreüthSyngër, Bards especially, as they find a sense of camaraderie and instant Philadelphia, Marshals and stoic fighters, see their flighty ways as being unprofessional, and goodly classes of all kinds enjoy their abilities. Most steer clear of them at later levels, as their power to leave you fumbling for your tongue and stunned is legendary, and of course they turn insane.
Role: The social skills of a TreüthSyngër can be quite formidable, they can easily act as the party representative and take control of the situation, which befits their support nature of stand back and blast opponents with debuffs.
Adaptation: This class would be easily adapted to an evil subverted Seeker of the song, making it evil only, the madness would be quite an effective BBEG or evil NPC boss before the BBEG. Alternatively, the GodChord could be related to a specific deity, turning the class into a divine class, and all its powers stemming from the Gods constant song.
GAME RULE INFORMATION
TreüthSyngër's have the following game statistics.
Abilities: Charisma is the most important ability for a TreüthSyngër, Charisma determines how hard your GodChord and spell like abilities DC's. Dexterity and constitution increase your overall combat toughness and durability.
Alignment: Any Chaotic
Hit Die: d8
Starting Age: As Bard
Starting Gold: 4d4 × 10 (100 gp)
The The TreüthSyngër's class skills (and the key ability for each skill) are 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), Intimidate (Cha), Jump (Str), Knowledge (all)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Level BAB Fort Ref Will Special Invocations 1st +0 +2 +0 +2 GodChord Blast 1d4, Cadence, Perfect Sonnet (1st skill), Invocation (least) 1 2nd +1 +3 +0 +3 Maddening Song, Truths Protection 2 3rd +2 +3 +1 +3 GodChord Blast 2d4 3 4th +3 +4 +1 +4 Cadence 4 5th +3 +4 +1 +4 GodChord Blast 3d4 5 6th +4 +5 +2 +5 Eternal Overture, Invocation (lesser) 6 7th +5 +5 +2 +5 GodChord Blast 4d4, Perfect Sonnet (2nd skill) 7 8th +6/+1 +6 +2 +6 Cadence 8 9th +6/+1 +6 +3 +6 GodChord Blast 5d4 9 10th +7/+2 +7 +3 +7 Fearless Requiem 10 11th +8/+3 +7 +3 +7 GodChord Blast 6d4, Invocation (greater) 11 12th +9/+4 +8 +4 +8 Cadence 12 13th +9/+4 +8 +4 +8 GodChord Blast 7d4, Perfect Sonnet (3rd skill) 13 14th +10/+5 +9 +4 +9 Crazed Overture 14 15th +11/+6/+1 +9 +5 +9 GodChord Blast 8d4 15 16th +12/+7/+2 +10 +5 +10 Cadence, Invocation (dark) 16 17th +12/+7/+2 +10 +5 +10 GodChord Blast 9d4 17 18th +13/+8/+3 +11 +6 +11 Symphony of Everlife 18 19th +14/+9/+4 +11 +6 +11 GodChord Blast 10d4, Perfect Sonnet (4th skill) 19 20th +15/+10/+5 +12 +6 +12 Cadence, Godchord Blessing 20
All of the following are class features of the TreüthSyngër.
Weapon and Armor Proficiencies: TreüthSyngërs are proficient with all simple weapons, plus the shortsword, rapier, handaxe, flail, and shortbow. They are proficient with light armor but not with shields.
Because the somatic components required for TreüthSyngër invocations are relatively simple, a TreüthSyngër can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a TreüthSyngër wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including GodChord, have a somatic component). A multiclass TreüthSyngër still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations: A TreüthSyngër does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the GodChords resonance. A TreüthSyngër can use any invocation he knows at will, with the following qualifications: A TreüthSyngër’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A TreüthSyngër is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A TreüthSyngër can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A TreüthSyngër’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A TreüthSyngër’s caster level with his invocations is equal to his TreüthSyngër level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the TreüthSyngër’s Charisma modifier.
Since spell-like abilities are not actually spells, a TreüthSyngër cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A TreüthSyngër begins with knowledge of one invocation, which must be of the lowest grade (least). As a TreüthSyngër gains levels, he learns new invocations, as summarized in the above table and described below. A list of available invocations can be found following this class description.
At any level when a TreüthSyngër learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a TreüthSyngër can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a TreüthSyngër can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a TreüthSyngër can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
GodChord Blast (Sp): The first ability a TreüthSyngër learns is the GodChord Blast. The TreüthSyngër learns to manipulate the powerful eldritch song into forming a blast of sonic energy at his opponents. Some TreüthSyngër's form a sphere in their hands like master craftsman, others breath it out, and others sing it out, no two TreüthSyngër's are the same, as the GodChord is an ever changing ever shaping undertone to the reality of the verse.
A TreüthSyngër attacks his foes with the pure raw form of the GodChord, a sonic attack that imparts a portion of the primeval song to its target. The GodChord Blast is an orb with a range of 150 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. The GodChord Blast deals 1d4 points of sonic damage at 1st level and increases in power as the TreüthSyngër rises in level. The GodChord Blast is the equivalent of a spell whose level is equal to one-half the TreüthSyngër’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a TreüthSyngër reaches 18th level or higher.
The GodChord Blast ignores spell resistance and deals 2 x damage to objects. Metamagic feats cannot improve a TreüthSyngër’s GodChord Blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (GodChord Blast) increases the DC for all saving throws (if any) associated with a TreüthSyngër’s GodChord Blast by 2. See page 303 of the Monster Manual.
The GodChord Blast functions normally in an area of magically enhanced silence (as the silence spell for example).
Cadence (Su): The TreüthSyngër learns his most powerful ability, by tweaking the tones and rhythms of the GodChord he can make his Godchord blast affect the target in different ways.
At 1st level, and again at 4th and then every 4 levels thereafter, a TreüthSyngër can select one cadence. A cadence adds an effect to the TreüthSyngër's GodChord Blast ability. Whenever the TreüthSyngër uses his GodChord Blast, the target must make a Fort save or be subject to the affect for 1 round. The TreüthSyngër may choose to affect his GodChord blast with one affect he knows, and may change it upon using his GodChord blast ability, he may do this an unlimited amount of times per day. The DC for the affect is 10 + 1/2 his TreüthSyngër level + his Charisma modifier.
At 1st level the TreüthSyngër may choose from the following list:
- Fatigued: The target becomes fatigued.
- Shaken: The target becomes shaken.
- Sickened: The target becomes sickened.
- Dazed: The target becomes dazed.
- Fascinated: The target becomes fascinated.
- Entangled: The target becomes entangled.
- Deafened: The target becomes deafened.
- Frightened: The target becomes frightened. Must already know the Shaken Cadence.
- Exhausted: The target becomes exhausted. Must already know the Fatigued Cadence.
- Nauseated: The target becomes nauseated. Must already know the Sickened Cadence.
- Cowering: The target becomes cowering.
- Paralyzed: The target becomes paralyzed.
- Panicked: The target becomes panicked. Must already know the Frightened Cadence.
Perfect sonnet (Ex): At 1st level the TreüthSyngër learns to apply the constant noise and chaotic harmony of the GodChord to the way he interacts with others, it also boosts his singing drastically, allowing the TreüthSyngër to sing in perfect melodies. The TreüthSyngër gains a +1 competence bonus to Perform(sing) for every 2 levels of TreüthSyngër he has.
In addition, the TreüthSyngër may use his bonus in Perform(Sing) in place of a chosen skill, at 1st, 7th, 13th and 19th level you may choose a skill from the following list: Bluff, Diplomacy, Disguise, Gather information, Intimidate, Handle Animal, Profession(singer) and Sense motive.
Maddening Song (Su): At 2nd level the TreüthSyngër gains some of the GodChord's blessings, the TreüthSyngër gains a bonus equal to his charisma modifier to all his saves up to a maximum of half his TreüthSyngër level. However with all things of the GodChord each blessing is a bane, the TreüthSyngër takes a -2 penalty to listen checks for each bonus to his saves from this class feature. The TreüthSyngër is so in tune with the GodChord that it is hard to hear anything else. (so at 2nd level, a TreüthSyngër with 18 Cha receives a +1 bonus to all saves and a -2 penalty to listen. At 8th, he would receive a +4 bonus to his saves and a -8 to listen.)
Truths Protection (Su): As the TreüthSyngër grows in power, the GodChord empowers him with the song of life and death, and protects its seekers with the sound of the song itself. At 2nd level, the TreüthSyngër gains a +1 deflection bonus to AC for every 4 levels of TreüthSyngër, as ethereal wisps of music bat away attacks. As all things of the GodChord, everything has a downside, the TreüthSyngër receives a -2 penalty to Concentration for each point of deflection bonus.
Eternal Overture (Su): At 6th level, the TreüthSyngër is able to use his GodChord blast to counter the effects of magical anti-sound effects. The TreüthSyngër uses his GodChord blast as a dispel magic affect, using his TreüthSyngër level as the caster level. If used to dispel an anti-sound affect, the normal affect of the GodChord Blast is subsumed.
At 12th level, he may use his GodChord blast as a Greater Dispel magic against anti-sound spells and affects.
Fearless Requiem (Ex): The TreüthSyngër heeds the eternal advice of the GodChord, wrapping his psyche within its powerful Capriccio embrace. The TreüthSyngër becomes immune to Fear. And as always, what emboldens the TreüthSyngër also comes with a price, the TreüthSyngër receives a penalty to Initiative equal to his Charisma modifier, as the TreüthSyngër pauses to listen to a particular verse.
Crazed Overture (Ex): At 14th level, you gain the slippery mind ability as the GodChord tightens its grip it has over your mind. This allows you to wriggle free from magical effects that would otherwise control or compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.
As the GodChord wraps its living song around your mind, it caresses too close, changing you forever. You gain one of the following addictions:
* = The DM can choose something appropriate, feathered hats, or Dwarves.
d% Addiction Affect 01-8 Food You must partake of food if offered and eat 2 additional meals per day 9-16 Alchohol You must partake of alcohol if offered and drink 6 drinks per day 17-24 Buying things* You must buy something if able once per day 25-32 Lying You must lie to everyone you meet at least once 33-40 Racism* You harbor an extreme hatred for the chosen race 41-48 Sexism You harbor an extreme hatred for the chosen sex 49-56 Smoking You must always be smoking if able 57-64 Risk You put yourself into risky situations 65-72 Attention You must get the attention of at least 5 people every day if able 73-80 Authority You crave authority in all forms 81-88 Gambling You must gamble if able to do so for monetary gain 89-100 Kleptomania You must steal something of monetary value if able to
This list is subject to DM approval, per the maturity level of the game.
If the TreüthSyngër is does not do something (but is able) he suffers the negative effects of a Geas as the spell. This addiction cannot be removed, even by a Miracle or Wish spell, it is forevermore a permanent facet of the character.
Symphony of Everlife (Ex): At 18th level, the symphony of the GodChord protects your very soul, preventing it from being corrupted or twisted by foul magiks. You gain immunity to energy drain and negative levels. The price of protecting your soul is the ever twisting of your mind, you gain another addiction.
GodChord Blessing (Ex): At 20th level, the TreüthSyngër has reached the pinnacle of his coexistence with the GodChord. As with all things, it is both a curse and a blessing. The grip upon your mind has come full circle and the GodChord refuses to allow you to relinquish your mortal body. Whenever you die, your body reforms 3 days later. Every time you reform, you must attempt a Will save with a DC of 10 + 1/2 your TreüthSyngër level + Charisma modifier + 5 per revival. A success means you reformed without incident, a failure indicates your mind finally cracking. If you fail, you become immune to all mind affecting spells and spell like abilities, Enchantement affects, Scrying, Telepathy and Charisma drain. Additionally, roll on the chart below to find out the form of psychosis that comes from your broken mind. Once you fail your check, you no longer reform when you die.
d% Mental Disorder Type 01–15 Severe Anxiety 16–20 Amnesia 21–25 Multiple Personalities 26–30 Short term memory 31–35 Manic/depressive 36–45 Extreme obsessive-compulsive disorder 46–50 Severe Paranoia 51–55 Extreme Delusions/hallucinations 56–70 quixotism 71–80 Sleep (night terrors, sleepwalking) 81–85 Somatoform (psychosomatic conditions) 86–95 Schizoid (anti-social) 96–100 Narcissism
1 Originally printed as a Warlock Invocation in Complete Arcane.
2 Originally printed as a Warlock Invocation in Complete Mage.
3 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
N New Invocation described below.
- All-Seeing Eyes2: As comprehend languages on written material, bonus on Search and Spot checks.
- Aquatic Adaptation3: Breathe and use GodChord Blast underwater; gain swim speed.
- Baleful Utterance1: Speak word of the Dark Speech and shatter objects as the shatter spell.
- Beguiling Influence1: Gain bonus on Bluff, Diplomacy, and Intimidate checks.
- Breath of the Night1: Create a fog cloud as the spell.
- Call of the Beast2: Speak with animals and influence their behavior.
- Darkness1: Use darkness as the spell.
- Deafening Roar3: Cone of sound deafens creatures.
- Endure Exposure3: Use endure elements as the spell.
- Entropic Warding1: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
- Leaps and Bounds1: Gain bonus on Balance, Jump, and Tumble checks.
- Magic Insight3: Detect magical auras; identify magic items.
- Miasmic Cloud1: Create a cloud of mist that grants concealment and fatigues those who enter.
- Otherworldly Whispers2: Gain bonus on Knowledge checks.
- Scalding Gust3: Use gust of wind as the spell; any creature in area takes fire damage equal to your level.
- See the Unseen1: Gain see invisibility as the spell and darkvision.
- Spiderwalk1: Gain spider climb as the spell and you are immune to webs.
- Swimming the Styx2: Gain swim speed and ability to breathe water.
- Charm1: Cause a single creature to regard you as a friend.
- Curse of Despair1: Curse one creature as the bestow curse spell, or hinder their attacks.
- Energy Resistance3: Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
- Enthralling Voice3: Make nearby creatures fascinated.
- Fell Flight1: Gain a fly speed with good maneuverability.
- Flee the Scene1: Use short-range dimension door as the spell, and leave behind a major image.
- Frightful Presence3: Make nearby creatures shaken.
- Humanoid Shape3: Take the form of any humanoid creature.
- Voidsense1: Gain blindsense 30 feet.
- Walk Unseen1: Use invisibility (self only) as the spell.
- Witchwood Step2: Walk on water and move through some obstacles unimpeded.
- Aura of Flame3: Aura deals fire damage to creatures that strike you.
- Baleful Geas3: A single creature becomes your servant, but slowly sickens and dies.
- Caustic Mire2: Acidic sludge slows progress, deals damage.
- Chilling Fog3: Create solid fog that deals cold damage.
- Chilling Tentacles1: Use Evard’s black tentacles as the spell, and deal extra cold damage to creatures in the area.
- Nightmares Made Real2: Create illusory terrain that damages foes and allows you to hide.
- Painful Slumber of Ages2: Creature falls asleep, takes damage when awakened.
- Terrifying Roar3: Use fear as the spell; creatures shaken by effect can’t attack you.
- Wall of Perilous Flame1: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
- Warlock’s Call1: Use sending as the spell, but risk damage from recipient.
- Caster's Lament2: Your touch can break enchantment, and you can counterspell.
- Dark Foresight1: Use foresight as the spell, and communicate telepathically with a close target of the effect.
- Energy Immunity3: Gain immunity to acid, cold, electricity, fi re, or sonic damage.
- Instill Vulnerability3: Make target creature vulnerable to chosen energy type.
- Perilous Veil3: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.
- Retributive Invisibility1: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
- Steal Summoning2: Take control of another caster's summoned monster.
- Word of Changing1: Use baleful polymorph as the spell, but the effect could become permanent.
GodChord Blast Shapes
Some of a TreüthSyngër’s invocations, such as GodChord Cone, modify the range, target(s), or area of a TreüthSyngër’s GodChord blast. These are called blast shape invocations. Unless noted otherwise, GodChord blasts subject to blast shape invocations deal damage normally in addition to imparting the effects described in the invocation description. A TreüthSyngër can apply only one blast shape at a time to an GodChord blast, and he can choose from any of the blast shape invocations that he knows. A TreüthSyngër need not apply a blast shape invocation to his GodChord blast. When a TreüthSyngër applies a blast shape invocation to his GodChord blast, the spell-level equivalent is equal to the spell level of the GodChord blast or of the blast shape invocation, whichever is higher.
A TreüthSyngër can apply a blast shape invocation and a GodChord Cadence (see Cadence's above) to the same blast. When a TreüthSyngër uses an GodChord Cadence and a blast shape to alter a GodChord blast, the spell-level equivalent is equal to the spell level of the GodChord blast, the GodChord essence invocation, or the blast shape invocation, whichever is higher.
You may not deliver a Cadence with your godchord while using this Invocation.
- GodChord ConeN: Deal damage in 15 ft. cone
- GodChord LineN: Deal damage in a 30 ft. line
- Sword of SoundN: Gain sword made of sound, deal GodChord damage as weapons base damage.
- Godchord ChainN: GodChord Blast jumps from initial target to secondary targets.
- Greater Godchord ConeN: Deal damage in 30 ft. cone
- Greater Godchord LineN: Deal damage in a 60 ft. line
- GodChord DoomN: Blast affects all enemies within 20 feet.
As Eldritch Cone but 15 ft.
As Eldritch Line but 30 ft.
Sword of Sound
You can channel your Godchord through a sword, delivering its potent energy to your enemies up close and personal. If you are wielding a short sword, Long sword, Bastard sword or a great sword, you may deliver your godchord through the weapon and deal your godchord damage instead of the weapons damage. The critical multiplier for the attack becomes x2 and threatens on a natural 20 regardless of the special abilities of the weapon, you do not add any bonuses to damage, except for those that enhance your godchord. You may use feats, abilities and the weapons enhancements that increase your chance to hit (for example: weapon focus). You may attack an amount of times as you have attacks, including iterative attacks, and extra attacks from spells, abilities and magical items.
As Edlritch Chain.
Greater Godchord Cone
As Edlritch Cone.
Greater Godchord Line
As Edlritch Line.
As Eldritch Doom.
Requirements: Cadence Class Feature, Character level 8th
Benefit: Increase the duration of the effect from the Cadence class feature to half your Charisma modifier.
Requirements: Improved Cadence Feat
Benefit: You may apply two Cadence's to your GodChord blast. The target makes one save for both effects and the duration for both is the same.
Requirements: Improved Cadence Feat, Character level 16th
Benefit: Your Cadence affects your target for 1 round on a failed save.
Requirements: Cadence Class Feature
Benefit: The DC of your Cadences improves by +1.
Greater Cadence Focus
Requirements: Cadence Focus
Benefit: The DC of your Cadences improves by +1
Special: This stacks with the Improved Cadence Feat.
Requirements: Crazed overture class feature
Benefit: You are able to ignore the negative consequences of not fulfilling your addiction for 1 day.
Requirements: Sword of Sound Invocation, Character level 12th, Weapon Focus (Shortsword), own a magical Shortsword
Benefit: Your shortsword becomes Intelligent as part of your mind splinters off into its own reality, it gains empathy, 1 lesser power, 30 ft. hearing and vision, two mental scores of 12, and one of 10. It has the same alignment as you, and never has an ego.
Special: Your Sword Companion gains levels as a cohort from the Leadership feat does. At each new level, the swords abilities improve as if its Base Price Modifier had gone up, per the table.
Requirements: Sword Companion Feat
Benefit: If your Sword Companion has the Dancing quality, it deals damage as by the Sword of Sound Invocation, but you are unable to use your GodChord Blast as long as it is dancing. It can dance as long as you desire it to.
Amulet of the Godchord
Price (Item Level): 8,000 gp (11th)
Body Slot: Throat
Caster Level: 6th
Aura: Moderate; (DC 18) evocation
This Mithral amulet is covered in archaic runes and symbols of music.
While wearing a Amulet of the Godchord, your Godchord blasts or spells you cast that have the sonic descriptor deal an extra 1d4 points of damage. Only a sonic spell that deals hit point damage can benefit from this effect.
Prerequisites: Craft Wondrous Item, Godchord Blast.
Cost to Create: 4,000 gp, 320 XP, 8 days.
Greater Amulet of the Godchord
Price (Item Level): 18,000 gp (14th)
Body Slot: Throat
Caster Level: 9th
Aura: Moderate; (DC 19) evocation
Soft white sigils float around the amulet and pulse with a preternatural power.
As a Amulet of the Godchord, except the greater amulet adds an extra 2d4 points of damage to your Godchord blasts or damaging spells you cast that have the sonic descriptor.
Prerequisites: Craft Wondrous Item, GodChord blast.
Cost to Create: 9,000 gp, 720 XP, 18 days.
Circlet of Perfect Pitch
Price (Item Level): 20,000 gp (16th)
Body Slot: Head
Caster Level: 12th
Aura: Moderate; (DC 21) evocation, transmutation
This small circlet is made of obsidian, Amethyst and Jade. It seems to empower the speakers voice with harmony.
While wearing the circlet, anyone with at least 3 ranks in perform(sing) receives a +5 perfection bonus to perform(sing). Additionally, the circlet allows its wearer to change his GodChord Blast, 3/day the wearer may as a free action change the energy of his Godchord blast from sonic to fire, acid, cold or electricity for 1 round. And finally, 1/day, the circlet allows its wearer to strike the Godchord with perfect pitch, as a free action the wearer may activate this ability to add an equal amount of damage to the wearers GodChord Blast that deals Force damage. When used the Perfect chord deals 4 x the wearers GodChord blast dice amount of non lethal damage.
For example: A 13th level TreüthSyngër's Godchord blast deals 7d4. If he uses the Perfect Pitch ability, he deals 7d4 sonic + 7d4 Force and suffers 28 non lethal damage.
Prerequisites: Craft Wondrous Item, GodChord blast, 10 ranks in Perform(Sing)
Cost to Create: 10,000 gp, 800 XP, 20 days.
M CG Human TreüthSyngër, Level 12, Init -2, HP 81/81, DR -, Speed 30/30 (Good)
AC 25, Touch 17, Flat-footed 21, Fort +16, Ref +14, Will +20, Base Attack Bonus +9/+4
Sword of Sound +13/+8 (7d4, x2)
Cadence DC 22 GodChord (15 ft cone/60 ft line) +13 (7d4+Cadence, x2)
+4 Mithral Chain Shirt (+8 Armor, +4 Dex, +3 Deflect)
Abilities Str 10, Dex 18, Con 14, Int 13, Wis 10, Cha 22
Condition Immune to Fear
I used Dralnu's formatting for the Invocations from his Indigo Trickster (who in turn used it from DragoonWrath's Invoker).
I also just refluffed the Eldirtch Blast shape invocations. Amulet of the Godchord and the greater version are refluffed versions of Chausible's of fellpower.
- Join Date
- Nov 2008
I am planning on doing an Epic progression and some PRC's, one that deals more with the insanity of the higher levels, and the other that deals with the sword companion feats.
I was also thinking about some additional Invocations, or perhaps shuffling them a little more.
And I'm not sure about the Circlet of Perfect Pitch, while cool and reasonably priced, the +5 perfection bonus to sing seems too much, maybe change it to a competence bonus?
Other than that, please let me know what you think, what you hate, like, or whatever.
- Join Date
- Dec 2010
- Where I live.
Re: BCC-XVII: The TreüthSyngër (base class, 3.5, PEACH)
Your use of umlauts is painful. The name of this class is pretty close to unpronounceable.
Umlauts aren't toys.
- Join Date
- Nov 2011
Re: BCC-XVII: The TreüthSyngër (base class, 3.5, PEACH)
Amechra not only echoes my most important sentiment but also made me laugh and spill my pringles all over the floor. Dammit Amechra.
Definitely looks T4/T3, but a little boring. Small damage, a few RTA-SOD abilities, and standard warlock invocations. Definite potential, but you need to pick the best SoDs and good invocations to mesh. My biggest complaint is that it feels like you just nerfed a warlock's damage and gave it some SoDs. It's worthy of being posted, but being a TreüthSyngër seems to imply... something more awesome.
- Join Date
- Nov 2008
Re: BCC-XVII: The TreüthSyngër (base class, 3.5, PEACH)
I think that makes it even more awesome.
Do you have any suggestions?