PDA

View Full Version : Range Classes - Take 1 (Musician)



Phosphate
2011-09-19, 07:11 AM
So I'll start by saying that this is NOT a thread about classes that use ranged weapons. It is actually a new take on classes and the evolution of characters, something halfway between the multiclasser and the single class advancer - but better than both. The idea came to me from Bendraesar's Wyrd-Blooded, though it's got nothing to do with weird genetics here :)) (yet). So, at its most basic, Range Classes are sets of Base Classes (called Paths) that have so much in common they can be grouped as a whole.

All Range Classes have a couple things in common:

1. They share a common base table. What this means is, all their Paths have the same BaB and Saves, and a couple repetitive class features. They obviously don't share all class features, HD, they don't share proficiencies, they don't share skills or skill points per level, they don't share spellcasting, they don't share alignment restrictions etc.
2. Range Classes are divided into Paths. You choose the path for a Range Class at level 1, and may NEVER change it afterwards. However, you MAY choose to gain another level 1 in a different path in the same Range Class.
3. Adding a new path uses the next level of that Range Class for the purpose of BaB and saves, not the bonuses from the level of Range Class that would be equal to the level of the Path gained (for instance, a character having level 6 in a Range Class with good will saves will always have a will save of +5, no matter if he has followed 1 Path, 2 Paths, or 6 Paths)
4. If a PC has levels in different Paths of the same Range Class, treat them all as a single class for the purpose of applying multiclassing penalties. If a PC has levels ONLY in different Paths of the same Range Class, he is treated as not multiclassing at all.
5. The character becomes epic when the entire Range Class, not any specific path, reaches level 20.
6. If a race has a certain Path of a Range Class as favored, all the Range Class is favored.
7. Range Classes may not include Tier 1 Paths. They may, however, include Paths with extreme discrepancies in power.
8. There should normally be a certain Alignment so that a player may take all paths of a Range Class.

Ok, now that we're done with that, here's my first attempt at this, the Musician!

http://fc05.deviantart.net/fs71/f/2011/123/b/5/lonely_musician_by_tamarar-d3fhl94.jpg

Musicians are artistic souls, with the mission to share their creativity and talent with others, to inspire, entertain, and encourage. Many are the paths of the Musician, but one is the heart that makes man embrace this destiny.


THE MUSICIAN
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+2|+2| Paths

2nd|+1|+0|+3|+3|

3rd|+2|+1|+3|+3|

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

5th|+3|+1|+4|+4|Virtue

6th|+4|+2|+5|+5|Open Mindedness + 1

7th|+5|+2|+5|+5|

8th|+6/+1|+2|+6|+6|

9th|+6/+1|+3|+6|+6|

10th|+7/+2|+3|+7|+7|Virtue

11th|+8/+3|+3|+7|+7|

12th|+9/+4|+4|+8|+8|Open Mindedness + 2

13th|+9/+4|+4|+8|+8|

14th|+10/+5|+4|+9|+9|

15th|+11/+6/+1|+5|+9|+9|Virtue

16th|+12/+7/+2|+5|+10|+10|

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

18th|+13/+8/+3|+6|+11|+11|Open Mindedness + 3

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

20th|+15/+10/+5|+6|+12|+12|Virtue

[/table]

Paths: At level 1, a Musician permanently chooses a Path to follow. This choice will affect his class features, alignment requirements, proficiencies and skills. This is the list of Paths a Musician can choose from:

Bard, Divine Bard, Minstrel, Rapper, Rocker, Vibrationist, Chanter

At every level, the Musician adds exactly 1 level to a selected Path.
For instance, a level 6 Musician that added 4 levels to Chanter and 2 levels to Bard will be written as such: Musician 6 <Bard 2; Chanter 4>

Virtue: Enriched with artistic insights, the Musician may boost any chosen mental skill by 1 at levels 5, 10, 15 and 20.

Open Mindedness: Being naturally talented at most applications of his range, a Musician of level 6 or more is treated as being 1 level higher per 6 range class levels rounded down in all his Paths except:

1. Paths that he has 0 levels in.
2. The path in which he has the most levels (if he has two paths with the most levels in equal amounts, neither gets the bonus).

This increase in level is applied only to spells per day, improving class features, gaining new class features, DC etc, and not to saves, BaB and HD.

Paths

1. The Bard

Like the Core 3.5 Bard (without saves/BaB, of course), except for the following:

Scribe Scroll: At level 1, a Bard gains Scribe Scroll as a bonus feat.

Versatile Performance: As the Pathfinder Bard ability. Just as that, applies at level 2, 6, and every 4 levels afterwards.

Encoded Message: At level 10, a Bard gains the ability to develop special codes by which to hide his writing. Unless the reader is given the key, in which case he succeeds automatically, he must crack the code. To crack the code, the reader must make a Decipher Script check against a DC of 12+ your Cha mod + your Int mod + your ranks in Forgery. If the check is successful, it still takes 10 minutes per page to decode everything. Readers may not take 10 on this check, but they may take 20 - in which case they will spend 200 minutes per page.

Deadly Performance: As the level 20 Pathfinder Bard ability.

2. The Divine Bard

Like the basic Divine Bard Variant (http://www.dandwiki.com/wiki/UA:Bard_Variant:_Divine_Bard), except for the following:

Inspire Piety (Su): (gained at level 7) All party members of the same alignment or having the same patron deity as the Divine Bard (including himself) are affected by this song as long as the Divine Bard sings and 10 rounds afterwards. They take a -1 hit to their Charisma Mod and are granted an untyped +1 bonus to all their other modifiers. At levels 11, 15 and 19, the hit increases by 1 and the bonus increases by 1.

Proficiencies: A Divine Bard is proficient with all types of armor. Other proficiencies remain the same.

3. The Chanter

This (http://www.giantitp.com/forums/showthread.php?t=209485), except for the following:

Alignment: any non-evil
Spell progression: changed to that of a wizard


You may still peach on the idea and stuff.

Phosphate
2011-09-20, 08:34 AM
4. The Rapper

http://fc07.deviantart.net/fs31/f/2008/208/5/d/hachibi_rapper_by_Pokedex_Himori.png

"the Bard is in the building
it’s a castle I’m a boss
I bet I’m Parliament.
I’m positive, I’m killing it,
I’m iller than the plague, " - William Shakespeare on drugs

Rappers are Musicians that come to bring the sting, you know what I'm sayin'? Nobody dares gettin' in a beef with them.

Race: any non-Elven

Alignment: any non-good
Hit Die: 1d8

Starting age: simple
Starting gold: none


Custom
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+0|+0|+0|Words of Power, Living the Life|5|3|—|—|—|—|—|—|—|—

2nd|+0|+0|+0|+0|Beef, Evasion|6|4|—|—|—|—|—|—|—|—

3rd|+0|+0|+0|+0|Rap Battle|6|5|—|—|—|—|—|—|—|—

4th|+0|+0|+0|+0|Dissin' it out|6|6|3|—|—|—|—|—|—|—

5th|+0|+0|+0|+0|Can't Touch This, Tha Baws|6|6|4|—|—|—|—|—|—|—

6th|+0|+0|+0|+0|So Fly|6|6|5|3|—|—|—|—|—|—

7th|+0|+0|+0|+0|Sticking It to the Man, Improved Beef|6|6|6|4|—|—|—|—|—|—

8th|+0|+0|+0|+0|Man Up|6|6|6|5|3|—|—|—|—|—

9th|+0|+0|+0|+0|Butthurt, Improved Evasion|6|6|6|6|4|—|—|—|—|—

10th|+0|+0|+0|+0|Connections, Robustness|6|6|6|6|5|3|—|—|—|—

11th|+0|+0|+0|+0|Dangerous Flow|6|6|6|6|6|4|—|—|—|—

12th|+0|+0|+0|+0|Gold Sense|6|6|6|6|6|5|3|—|—|—

13th|+0|+0|+0|+0|Greater Beef|6|6|6|6|6|6|4|—|—|—

14th|+0|+0|+0|+0|Epic Rap Battle of History|6|6|6|6|6|6|5|3|—|—

15th|+0|+0|+0|+0|Whoop da Fool|6|6|6|6|6|6|6|4|—|—

16th|+0|+0|+0|+0|Living the Better Life|6|6|6|6|6|6|6|5|3|—

17th|+0|+0|+0|+0|You Better Remember the Name|6|6|6|6|6|6|6|6|4|—

18th|+0|+0|+0|+0||6|6|6|6|6|6|6|6|5|3

19th|+0|+0|+0|+0|Improved Epic Rap Battle of History|6|6|6|6|6|6|6|6|6|4

20th|+0|+0|+0|+0|Wannabe Magnet|6|6|6|6|6|6|6|6|6|6

[/table]
Hit Die: 1d8

Class Skills:
Like Bard, but remove Diplomacy, Speak Language and Hide, and add Intimidate
Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiencies: A Rapper is proficient with all simple weapons, and all other weapons that deal bludgeoning damage (no matter the type). He is also proficient with medium armor, and no shields.


Words of Power: A Rapper can tap into the power of magic with sick rhymes, verbally beating the essence of the world up into obedience. He starts play with all cantrips and one level 1 [sonic] spell. He can choose spells from the cleric list, spell domains, sor/wiz list, druid list, paladin list, ranger list etc., but all spells chosen must have the [sonic] descriptor.

At each level, a Rapper may learn any spell with the [sonic] descriptor as long as its level is equal to or lower than the best spell slot the Rapper has. If the Rapper has 20 Cha or more, however, he can choose 2. However, to cast a learned spell the Rapper needs to have a Cha score equal to 10+spell level or higher. The save DC is 15 + Cha modifier (a rapper is as good as the show he gives, not the written text)

Rappers cast spells spontaneously from their spells learned, and decide if a certain spell they cast is divine or arcane immediately before casting it. However, regardless of the choice they never incur arcane spell failure. Rappers do not gain additional spells per day from having high mental stats.

Living the Life (Ex): Yeah baby! At level 1, a Rapper chooses 2 Professions. He always has maximum ranks in those Professions.

Evasion (Ex): As the Rogue class feature.

Beef (Ex): A Rapper instinctively picks long-term fights with others. If you battle a foe that you have encountered before (it must be the exact same individual, not someone of the same specie/group/class), you gain a +2 bonus to saves and attack, and a Cha mod bonus to damage. However, if you fight an opponent that has levels in the Rapper class, Beef is applied directly from the first encounter.

Rap Battle (Ex): Woe betide any who are foolish enough to pick up a fight with a Rapper. The rapper can initiate and end a Rap Battle anytime as a swift action and only one opponent can be targeted by Rap Battle in any given moment. For this to succeed, the target must be able to hear him. The target receives a penalty to attack roll equal to your class level when attacking anyone except for you, and when attacking you, automatically receives 1d8 damage per hit. The only way for the target to break the effect is to either render the rapper unconscious, or improve his attitude by 1 step and keep it improved for at least 5 rounds, or until the Rapper attacks him, whichever is shorter.

Dissin' it Out Loud (Ex): When the rapper's on the mic, you know he means business. Starting this ability takes a full round action, and then the Rapper must succeed on Concentration checks with a DC of 15+number of rounds that passed every round to keep it active. After this ability ends, it cannot be started again for 1 minute.While this ability is active, he may ignore Class Level + Cha mod SR from his opponents.

Can't touch this (Ex): But you sure gon' try! Instead of adding his dex to AC, a Rapper may add the ranks he has in Perform (Dance) or Perform (Sing) (not both). These are not added when dex would not be added, are capped at dex mod + 2, but ignore the "max dex to AC" imposed by armors.

Tha Baws (Su): A level 5 Rapper has an inherent bossness to himself. Whenever an encounter stats and the Rapper is one of the characters that acted in the surprise round, he may automatically make an Intimidate check against all opponents as a free action.

So Fly (Su): ...he could touch the sky. 5 rounds after he cast a spell, a Rapper gains a Fly speed of 10 feet*Cha mod (average).

Sticking It to the Man (Ex): The Rapper, being a rapper, doesn't really care about how big and tough you are, got that? When Intimidating, he gains a +2 bonus to the check for every size category the target is bigger than him.

Improved Beef (Ex): When the Rapper is fighting an opponent for the second or nth time, not only does he gain the benefits from Beef, but his opponent takes a -2 penalty to saves and a Cha mod penalty to damage.

Man up (Ex): Take that bullet like a man! While outside of battle, the Rapper gains Fast Healing 8 as long as his hit points are below half.

Improved Evasion (Ex): As the rogue class feature.

Butthurt (Ex): You can pwn an opponent both by putting him down and making him cry like a sissy. Whenever performing a Full Attack, you may take a -2 penalty to all attack rolls to deal both lethal and nonlethal damage to your opponent at the same time.

Robustness: A Rapper of level 10 carried so many gold around with him that he's gotten quite an exercise from that alone. He may carry loads in his backpack as if he was 2 size categories larger. A Rapper may refuse to take this class feature, and take any Fighter Bonus Feat instead (he must still meet the prerequisites).

Connections: You know some REAAAALY shady people. You automatically gain Leadership as a feat.

Dangerous Flow (Su): By level 11, a Rapper notices that his killer lyrics start becoming...literal killer lyrics. Every time he uses a spell against an opponent, that opponent must succeed on a Fortitude Save against a DC of 10+spell level+number of spells used on him that encounter (not just yours, and not just the ones that bypass SR). If he fails, he becomes Red Zoned for 4 rounds. A Rapper may, as a full round action, kill a Red Zoned target with no save.

Gold Sense (Su): Rappers are naturally attracted to gold. The rapper automatically knows the direction to the nearest location of a stack of gold equal in weight or heavier than the amount of gold he has with himself.

Greater Beef (Ex): Aside from the bonuses from Beef and Improved Beef, a beefed up level 13 Rapper can make his opponent automatically fail Cha mod skill checks/attack rolls per encounter.

Epic Rap Battle of History (Ex): Like Rap Battle, except with +10 to DC, and the opponent automatically misses all attacks not made agains yourself.

Whoop da Fool (Ex): Your stupidity is stepping on my nerves. A Rapper gains a bonus to attack and damage equal to his Int mod - the Int mod of the opponent he is attacking.

Living the Better Life (Ex): I've done it all babe! A level 16 Rapper always has all his Profession ranks maxed, and receives x4 times the amount of normal payment.

You Better Remember the Name (Sp): A level 17 Rapper instantly burns his name in the minds of everyone when mentioning it. Even if a character is mind wiped, confused, charmed, dominated or stuff, if he wasn't normally Hostile towards the Rapper then he cannot attack the Rapper.

Improved Epic Rap Battle of History (Ex): Like ERBoH, except the opponent cannot withdraw and is treated as being held by an undispellable Planar Lock.

Wannabe Magnet: You are so great everyone wants to be like you. All characters except yourself in a sphere with a radius of 120 feet are treated as having 1 level or 1 more level in Rapper. They gain d8 to their HD, bonuses to saves, the level 0 and 1 spell slots, class features and the awesome opportunity to be instantaffected by Beef.

Phosphate
2011-09-20, 08:47 AM
post reserved for Minstrel and Vibrationist