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View Full Version : The Songsmith (Caster-Leaning Bard Rework) 3.5 Base Class



Lix Lorn
2013-12-08, 05:23 PM
Songsmith
‘You fight with swords. I fight with hearts.’

Background: A Songsmith is not a warrior, even if he carries a blade, nor a mage, even if he wears a robe. Their magic comes from the heart, whether they are heroic figures who protect the weak, cheerful advisors to the mighty, or monstrous lieutenants to a dire warlord.
Races: The most common Songsmiths are those from less serious races. Dwarven Songsmiths are rare, while Gnome and Elf Songsmiths are common.
Other Classes: A Songsmith works best in a party with multiple other types of character, allowing him to lend his various gifts to them. The archetypical paladin often thinks them not serious enough, while barbarians tend to get on well with them.
Role: As well as the archetypical party face, a Songsmith is a competent support class, capable of enhancing the power of their allies, and weakening their foes.
Songsmiths in the World: Songsmiths are popular, serving as entertainers, leaders, concubines, and dozens of other subtle roles at the heart of towns and kingdoms.
Inspiration: It’s a bard, albeit a little too heavy on the caster’s side.

Alignment: Any.
Hit Die: d6
Starting Gold: 2d4
Starting Age: As Fighter
Class Skills-The Songsmith’s 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 (Any) (Int), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st level: (6+ Int Modifier) x4
Skill Points per Level: 6+ Int Modifier

Songsmith


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Songs
Chords


1st

+0

+0

+2

+2
Art of Song, Bardic Knowledge, Bardic Music (Songs)
2 (1st)
0


2nd

+1

+0

+3

+3
Bardic Music (Chords)
2
2 (1st)


3rd

+2

+1

+3

+3

3
3


4th

+3

+1

+4

+4

3
4


5th

+3

+1

+4

+4

4(2nd)
5


6th

+4

+2

+5

+5

4
6 (2nd)


7th

+5

+2

+5

+5

5
7


8th

+6/+1

+2

+6

+6

5
8


9th

+6/+1

+3

+6

+6

6 (3rd)
9


10th

+7/+2

+3

+7

+7
Effortless Song
6
10 (3rd)


11th

+8/+3

+3

+7

+7

7
11


12th

+9/+4

+4

+8

+8

7
12


13th

+9/+4

+4

+8

+8

8 (4th)
13


14th

+10/+5

+4

+9

+9

8
14 (4th)


15th

+11/+6/+1

+5

+9

+9

9
15


16th

+12/+7/+2

+5

+10

+10

9
16


17th

+12/+7/+2

+6

+10

+10

10 (5th)
17


18th

+13/+8/+3

+6

+11

+11

10
18 (5th)


19th

+14/+9/+4

+6

+11

+11

11
19


20th

+15/+10/+5

+7

+12

+12
Harmony
11
20



Weapon and Armour Proficiency: A bard is proficient in simple weapons, as well as the rapier, short bow, and whip. They are not proficient with armour.

Art of Song: A Songsmith relies on a single medium to use her powers. While this is often song, it can be an instrument, dance, poetry, oration, or even weapon drills. She gains eight free skill points on her first Songsmith level, and two more at each subsequent level, which must be spent on Perform skills. Although her class abilities refer to songs, singing, and the like, she may use her class abilities through any perform skill she has.
Adaption: If you can justify it, Craft would be an interesting replacement.

Bardic Knowledge: Songsmiths tend to collect a lot of useless trivia, the same memory that lets them memorise songs and speeches leaving them a veritable encyclopedia of useless facts. A Songsmith make a special bardic knowledge check with a bonus equal to her bard level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (For each relevant Knowledge skill the Songsmith has at least five ranks in, she gains a +2 bonus to the check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Songsmith may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Bardic Music - Songs (Su): The greatest power of the Songsmith is in his songs, which have various powerful magical effects, generally to aid his allies and weaken his foes. These songs come in two types. Major effects, known as songs, and minor effects called Chords. A Songsmith has a caster level equal to his class level, which songs rely upon.

Beginning a Song is a full round action, and it takes a swift action to maintain on each of the Songsmith’s turns. A Songsmith can only maintain a single Song at once. Songs with save DCs have a save DC of 10+1/2 class level+cha mod.

At first level, the Songsmith gains knowledge of the Aria of Might, and one other 1st level song of his choice. As she grows in level, she gains new songs as shown in the above table.

Songs
Alluring Song
Level: 1
While this song is played, you may target a number of characters within 40ft+5ft/level equal to your charisma modifier, minimum one. Each target must make a will save. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as you continue to play (up to a maximum of 1 round per level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat allows the creature a new saving throw.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. This song is an enchantment (compulsion), mind-affecting ability.

Aria of Might
Level: 1
This inspirational song affects the speed and power of strikes.
While the Aria persists, the Songsmith grants a +1 morale bonus to attack and damage rolls, plus an additional +1 bonus for each four class levels she possesses, to all allies within 40ft+5ft/level.

Haunting Dirge
Level: 1
This song distracts foes, robbing power and speed from their strikes.
While the dirge persists, the Songsmith causes a -1 penalty to attack and damage rolls, plus an additional -1 penalty for each four class levels she possesses, to all foes within 40ft+5ft/level. They are entitled to a will save, rendering them immune to the song for a number of rounds equal to one, plus the higher of their charisma and constitution modifiers. If they fail, they may not attempt a new save for that same period.

Discriminating Ditty
Level: 1
This quiet, cheerful song gives the performer supernal insight into others’ opinions.
While the song continues, the songsmith is aware of the opinions anyone who can perceive the performance has towards himself. He may only recognise the opinions of those he is aware of. A character may choose to either make a will save to project no opinions, or attempt a bluff check, opposed by sense motive, to grant false opinions. If they attempt to bluff and fail, the Songsmith sees their true opinions as if they failed their will save.

Glorious Anthem
Level: 1
This song grants a +1 competence bonus to attack rolls to all allies within 40ft+5ft/level, but its primary effects are internal. It improves the Songsmith’s BAB to be equal to her caster level while it is active, and allows her to use her Charisma modifier instead of her strength modifier on attack and damage rolls. A Songsmith with this Song may take feats as if she had a BAB equal to her class level, and had (class level-4) levels of fighter, but may not use feats she would not otherwise qualify for except while this song is active.

Diamond Sonata
Level: 1
The Diamond Sonata allows the singer’s allies to shrug off attacks, as if they were nothing.
While the Sonata persists, the Songsmith grants Resist 3, plus an additional 1 for each three levels she possesses, to all allies within 40ft+5ft/level. Resist prevents damage from all effects, but is penetrated by effects as if it were Damage Reduction or Energy Resistance.

Limitless Armory Enchantment
Level1
This song creates arrows and other ammunition from nothing.
While the song persists, a number of characters equal to one plus half the Songsmith’s caster level may fire copies of any non-unique ammunition they possess without using the originals.

Anthem of Guarding
Level: 2
This song allows your allies to easily dodge out of the path of incoming attack.
Whhile the anthem persists, the Songsmith grants a +1 morale bonus to AC, plus an additional +1 bonus for each four class levels she possesses, to all allies within 40ft+5ft/level.

Dirge of Life’s Mockery
Level: 2
This song makes the dead restless. All corpses within 40ft+5ft/level are subject to Animate Dead, to a maximum number of HD equal to twice your Songsmith level. This animation lasts until the song ends. If specific undead are destroyed, you may animate new corpses within the area.

Song of Joy
Level: 2
When a Songsmith performs the song of Joy, she adds her class level to her perform check.

Deceptive Cadence
Level: 2
This song allows a Songsmith to craft a false reality. As long as the song continues, she may create an illusion as if with Major Image.

Anthem of Resistance
Level: 3
While this song is played, allies within 40ft+5ft per class level are buoyed up, strength, will, and speed enhanced. They gain a morale bonus to saving throws equal to two, plus one for each four class levels you possess.

Eternity Dirge
Level: 3
This song must be performed for one minute before its effects begin. Any foes who hear must pass a will save, or they are affected as if by Bestow Curse

Song of Ice and Fire
Level: 3
This song summons up elemental power, applying it to the strikes of your allies.
Attack rolls made by your allies within 40ft+5ft/class level deal 1d6 bonus damage, plus another 1d6 for each fifth class level you possess. Choose a single energy or physical damage type when you choose this song – fire, acid, cold, electricity, sonic, slashing, piercing, bludgeoning, nonlethal. You may choose this song a second time to gain three additional types, and a third time for the remaining types. You may add any combination of damage types to any use of this song.

Hateful Verse
Level: 3
This song stirs up anger towards a single type of creature, chosen when the song is selected. Allies within 40ft+5ft/class level gain the benefits of Favoured Enemy against that type, as if they were a ranger of the lower of their level and the Songsmith’s class level, and had taken that favoured enemy at each opportunity.

Irresistible Melody
Level: 3
This song reduces the effectiveness of your foes defences. Attacks made by you or your allies that target foes within 40ft+5ft/class level ignore a number of points of Resist, Damage Reduction, or Energy Resistance equal to four plus the Songsmith’s class level. A songsmith of at least 14th level also treats Immunity as if it were Energy Resistance 30 before applying this ability.

Piercing Tale of Honesty
Level: 3
This song, which requires tremendous effort, allows the user to see through deception. Beginning one minute after he starts performing, he sees as if under the effects of True Seeing.

Preserving Poem
Level: 3
This song can be used at any time, even during an enemy’s action. It is used when an ally suffers an attack that would take them to 0hp or lower. Regardless of how low their HP drops, they do not die. This song may not be maintained for more rounds than twice the Songsmith’s caster level.
Using it means the Songsmith must use an action equal to that he uses to begin a song on his next turn, with no effect. If he was already playing his maximum number of songs, one ends immediately.

The Dragonslayer’s Epic
Level: 3
This song inspires heroism in those who hear it. A creature inspired this way gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Vigour’s Waltz
Level: 3
While this song is performed, allies within 40ft+5ft/level receive fast healing equal to 2+ a quarter of the Songsmith’s class level.
Optional: Some DMs dislike allowing infinite healing to be so easily available. If they prefer to cap healing, this song cannot raise a character’s HP above half its maximum value.

Suffering’s Song
Level: 3
This song drains the life force from foes, harming them slowly. Foes within 40ft+5ft/level suffer damage each round equal to 2+ a quarter of the Songsmith’s class level. They are entitled to a will save, rendering them immune to the song for a number of rounds equal to one, plus the higher of their charisma and constitution modifiers. If they fail, they may not attempt a new save for that same period.

Special: A character who knows both the Vigour’s Waltz and Suffering’s Song, and is capable of performing 4th level songs, can perform them both as a single song. If he does, then allies do not receive fast healing, but the damage taken due to Suffering’s Song is given as healing, split between them all.
Meaning they will gain more HP if against more foes, but less against fewer, or those with good will saves.

Celeritious Stanza
Level: 4
This song speeds the movements of the singer and her allies, granting them the effects of the Haste spell while she performs.

Arctic Aria
Level: 4
This song dulls the reflexes of foes who hear it, slowing them more surely than frost. Foes are affected as if by the Slow spell. They are entitled to a will save, rendering them immune to the song for a number of rounds equal to one, plus the higher of their charisma and constitution modifiers. If they fail, they may not attempt a new save for that same period.

Melody of Precision
Level 4
While this song plays, allies within 40ft+10ft/caster level may ignore a number of points of DR, Energy Resistance, or similar abilities equal to your caster level. In addition, they deal lethal damage to any creature with Regeneration of that amount or less.

Song of Construction
Level: 4
While this song plays, all characters within 40ft+10ft/caster level count as having double their strength score for the purposes of encumbrance, and as twice the number of characters for the purposes of any form of physical labour.

Wings of Music
Level: 4
While this song plays, up to (CL/2) allies within 40ft+10ft/caster level receive a flight speed of 40ft+10ft/caster level per round, with good maneuverability. A Songsmith who can use 5th level songs grants perfect maneuverability.

Soulful Melody
Level: 5
This song protects the listeners from harmful magic. While it is played, allies within 40ft+5ft/level receive spell resistance equal to 12 plus the Songsmith’s class level. They may lower this effect to allow spells through on a case by case basis.

Forgotten Chant
Level: 5
Singing in a language known best to scholars, you massively increase the power of spells cast by your allies. While you sing, allies within 40ft+5ft/level gain a +2 bonus to their caster level and manifester level, and a +1 bonus to the save DCs of their spells and powers. In addition, manifesters may augment their powers by two additional points without using power points.
Special: If the party includes other supernatural powers, such as truenaming, it is encouraged that these are improved to a similar degree.

Song of Freedom
Level: 5
When this song is performed, the Songsmith chooses a target. For each minute he performs, he makes a Perform check, and affects the most recent effect on the target as if with Break Enchantment. The perform check is substituted for the caster level check. Note that each minute can break only one effect.

Ominous Chanting
Level: 5
While this song plays, all foes within 40ft+10ft/caster level suffer a penalty to saving throws equal to the Songsmith’s Charisma modifier. When they first become subject to this effect, they may make a will save. If they pass, they are immune to this Songsmith’s Ominous Chanting for 24 hours.

Words of Binding
Level: 5
This song must be performed for five minutes to a single target, before it affects them as if the Geas spell, with the exception that a will save is permitted.

Bardic Music - Chords (Su): While a Songsmith’s songs are defined by the melody, beat, or style of dance, his Minor Chords allow him to weave minor effects into them, harming, healing, or having other one-shot effects.

A chord is used as a standard action. Chords with save DCs have a save DC of 10+1/2 class level+cha mod. A character who makes a will save against a chord becomes immune to that chord from that character for 24 hours.

At level two, a Songsmith learns the Chord of Competence, and one other 1st level chord of her choice. As she grows in level, she gains new songs as shown in the above table.

Chords
Baleful Noise
Level: 1
With this chord, the Songsmith creates a dissonant sound that shatters a single target object, as the spell.

Chord of Competence
Level: 1
This chord affects those who hear it, giving them a burst of inspiration.
All allies within 5ft/class level gain a +2 bonus to a single type of skill check, chosen when the chord is activated, lasting until the end of the next round, plus an additional +1 bonus for each four levels the Songsmith possesses.

Chord of Destruction
Level: 1
This chord projects a destructive blast of power – usually sonic – at a target within 40ft+5ft/class level. It deals 1d6 damage per two class levels, minimum 1d6, plus the Songsmith’s charisma modifier. She chooses a single damage type – fire, acid, cold, electricity, sonic, slashing, piercing, bludgeoning, nonlethal – when she chooses this chord, and may gain three more by taking it a second time, and the rest by taking it a third time. A successful reflex save halves this damage.

Honeyed Verse
Level: 1
This chord persuades a target to adore the user, regardless of logic. It functions as Charm Person. A Songsmith who can use third level chords instead produces a Charm Monster effect. Fourth level chords allow her to instead produce Mass Charm Person, while Fifth level allows her Mass Charm Monster.

Shimmering Sonata
Level: 1
This chord creates a glowing sphere of light, proving the same illumination as a Light spell. It follows behind you at up to 60ft a round, but cannot be damaged by any effects other than dispelling effects.

Word of Life
Level: 1
This chord creates a healing energy, equally effective on living, dead, and artificial creatures. It heals 1d6 hit points per two class levels, minimum 1d6, plus the Songsmith’s charisma modifier.
Optional: Some DMs dislike allowing infinite healing to be so easily available. If they prefer to cap healing, this chord cannot raise a character’s HP above half its maximum value.

Holy Word Denial
Level: 2
This chord mimics the effect of Turn Undead, as if used by a cleric of your caster level. If you have the Instinctive Musician or Melodic Studies feat, you replace the charisma modifier with the appropriate modifier.

Necromancer’s Call
Level: 2
This chord is performed as a full round action regardless of class features. It manifests as necromantic energy, allowing you to cast Animate Dead as a spell like ability, except that you use your class level as your caster level, and must provide the material components.

Shifting Word
Level: 2
This chord allows the Songsmith to create complex illusions. Regardless of their effect, they last for five rounds, plus one round per class level. They choose either Minor Image or Invisibility effect. A Songsmith capable of using level three chordgs may also one of Invisibility Sphere or Major Image. A Songsmith who can use fourth level chords may also use one of Mirage Arcana and Greater Invisibility. A Songsmith who can use fifth level schords may use one of Project Image or Mislead.
A Songsmith may take this chord a second time to learn the other choices as well.

Sweet Melody of Lies
Level: 2
This chord allows the Songsmith to change her form, or those of her allies. When sung, it begins an Alter Self effect. A Songsmith who can perform a third level chord can instead Mimic Seeming, and a fourth level chord allows them to use Veil. A Songsmith who can perform a fifth level chord can mimic Polymorph on herself, or can cast Alter Self with a target of any one ally within 40ft+5ft/level.
In all cases, the effect lasts for five rounds, plus one round per class level. Reactivating the chord before it ends extends its effects.

Dissonant Chord of Denial
Level: 2
This chord interrupts a spell, counting as a targeted Dispel Magic. Using it means the Songsmith must use an action equal to that he uses to use a chord on his next turn, with no effect. If he has the Harmony feature, he must use a standard action to use only one chord, or a move action to use none.

Hymn of Obedience
Level: 2
This chord instills ideas and obedience, affecting a single target within 40ft+5t/class level as if with Suggestion. A Songsmith who can use third level chords can instead produce a Dominate Person effect. Fourth level chords allow her to instead produce Mass Suggestion, while Fifth level allows her to produce Dominate Monster.

Bars of Binding
Level: 3
This chord produces an effect equal to that of Magic Vestment.

Lightning’s Limerick
Level: 3
This chord is always used as a free action. It allows a single ally within 40ft+5ft/level to immediately take an additional move action. If the Songsmith can use fourth level chords, it is instead a standard action, and if they can use fifth level chords, a full round action.
However, in the round after they use this chord, the Songsmith may not take any actions at all. A target may only be effected by this chord once an encounter.

Rhyme of Razors
Level: 3
This chord produces an effect equal to that of Greater Magic Weapon.

Word of Flame’s Fellowship
Level: 3
This chord protects a single ally within 40ft+5ft/level from fire, granting them fire resistance equal to 10, plus their caster level. At resistance 20, this instead becomes fire immunity.

Sutra of Storm’s Safety
Level: 3
This chord protects a single ally within 40ft+5ft/level from electricity, granting them electricity resistance equal to 10, plus their caster level. At resistance 20, this instead becomes electricity immunity.

Scathing Word of Vitriol
Level: 3
This chord protects a single ally within 40ft+5ft/level from acid, granting them acid resistance equal to 10, plus their caster level. At resistance 20, this instead becomes acid immunity.

Fellowship of Frost
Level: 3
This chord protects a single ally within 40ft+5ft/level from cold, granting them cold resistance equal to 10, plus their caster level. At resistance 20, this instead becomes cold immunity.

Empty Silence Shield
Level: 3
This chord protects a single ally within 40ft+5ft/level from sonic, granting them sonic resistance equal to 5, plus their caster level. At resistance 20, this instead becomes sonic immunity.

Death’s Fiddle
Level: 4
This chord projects a draining energy – at a target within 40ft+5ft/class level. They must pass a will save, or suffer 1d3 negative levels. 24 hours after receiving them, they make a second save. If this second save passes, the negative levels immediately go away. If it fails, one remains as permanent damage.
A success on the initial saving throw still grants them one negative level, but it is automatically removed after 24 hours. In addition, while it is present, they are immune to uses of Death’s Fiddle by the Songsmith.

Distant Step Sonata
Level: 4
This chord target a single being within 40ft+10ft per caster level, affecting them as if per greater teleport. An unwilling target is entitled to a will save. They may not be targeted in such a way that the Songsmith expects them to die almost immediately due to the environment.

Blood Raising Beat
Level: 4
This song fires up the blood of one ally within 40ft+5ft/level, granting them +2 Str, plus an additional point of strength for each third caster level. These effects last for ten minutes per caster level.

Quickening Aria
Level: 4
This song speeds the movements of one ally within 40ft+5ft/level, granting them +2 Dex, plus an additional point of dexterity for each third caster level. These effects last for ten minutes per caster level.

Enduring Dirge
Level: 4
This song enhances the resistance of one ally within 40ft+5ft/level, granting them +2 Con, plus an additional point of constitution for each third caster level. These effects last for ten minutes per caster level.

Ancient Masters
Level: 4
This song inspires the mind of one ally within 40ft+5ft/level, granting them +2 Int, plus an additional point of Intelligence for each third caster level. These effects last for ten minutes per caster level.

Hymn of Understanding
Level: 4
This song gives preternatural insight to one ally within 40ft+5ft/level, granting them +2 Wis, plus an additional point of wisdom for each third caster level. These effects last for ten minutes per caster level.

Revolutionary Dance
Level: 4
This song enhances the will of one ally within 40ft+5ft/level, granting them +2 Cha, plus an additional point of charisma for each third caster level. These effects last for ten minutes per caster level.

Melody of the Spheres
Level: 5
This chord target a single being within 40ft+10ft per caster level, affecting them as if per Plane Shift. An unwilling target is entitled to a will save.

Glorious Harmony
Level: 5
This chord target a single ally within 40ft+10ft per caster level. For one round, they gain a +2 bonus to their caster level and manifester level, and a +1 bonus to the save DCs of their spells and powers. In addition, manifesters may augment their powers by two additional points without using power points.
Special: If they have other supernatural powers, such as truenaming, it is encouraged that these are improved to a similar degree.

Vital Cry
Level: 5
This chord can be used at any time, even during an enemy’s action. It is used when an ally suffers an attack that would take them to 0hp or lower, and grants them 1d6hp/caster level before the attack’s damage applies. Using it means the Songsmith must use an action equal to that he uses to use a chord on his next turn, with no effect. If he has the Harmony feature, he must use a standard action to use only one chord, or a move action to use none.

Twisted Word
Level: 5
This chord target a single foe within 40ft+10ft per caster level. They must make a will save. If they fail, they suffer a penalty to all saving throws equal to your charisma modifier for one round.

(Unwritten Chords which are short duration versions of songs)

Effortless Song: At tenth level, a Songsmith’s skill is such that she can sustain her music more easily. She may begin a Song as a Standard action, and may use a free action 1/round to sustain a Song she has already begun. She may use a Chord as a move action.

Harmony: A twentieth level Songsmith can use and maintain music with ease, mixing them together without trouble. She may use two Songs simultaneously, using her Swift Actions each round to maintain the second. She may also use two Chords together as a standard action. In both cases, each must be different.

Feats
Melodic Studies
Prerequisites: About to or have already taken at least one level of Songsmith.
Benefit: All class features usually based on Charisma are instead based on Intelligence.
Normal: Staying up all night learning to play U.N. Owen Was Her doesn’t make you a rock star.

Instinctive Musician
Prerequisites: About to or have already taken at least one level of Songsmith.
Benefit: All class features usually based on Charisma are instead based on Wisdom.
Normal: You spend more time using your skills to get laid than praying for guidance.

Echoing Song
Prerequisites: Ability to use Bardic Music
Benefit: As long as your foe cannot see you, you suffer no penalties to hide checks from making noise. You can sing at full volume, and the sound cannot be pinpointed.
Normal: Loud noises make you easy to find.

Lix Lorn
2013-12-08, 05:27 PM
Feeling the need to save a post in case I get a wealth of song ideas.

---

I've always found the Bard underwhelming. The things that it actually does just don't do what I want it to, I guess. When I play a bard I want to use music to do things. The bard gives a + small number, or a mildly dumb damage boost, and then casts spells. (Illusion spells almost exclusively...)

So... I guess mechanically this just casts spells too. But it feels better to me?

D20ragon
2013-12-08, 08:11 PM
I knew someone, somewhere agreed with me! I have always wanted a bard who actually used magical music! I'm terrible at review and balance, but mad props to you just for making it.

Nitpick: the CENTER at the top is not working.

Lix Lorn
2013-12-08, 08:47 PM
Thank you!

And fixed. ^^

Aldurin
2013-12-09, 10:10 PM
So Songs and Chords are usable at-will? If so then this class is actually a great way to take the bard, making the music aspect actually mean something.

I do notice that the perform skill plays no part in the class besides being a thing that you automatically gain ranks in and as a fluff component to your abilities. I would have liked to have seen something where perform checks could alter how songs and chords work, similar to truenaming and truespeak.

Overall this is something that I could see myself allowing in games I run and requesting use of in others' games. Any plans on integrating this into prestige class usage (does it advance with a certain type of spellcasting, advance as its own thing, stack with prcs that advance bardic music?)

Lix Lorn
2013-12-09, 10:15 PM
Yup, at-will, and thanks!

I considered having it scale with perform, but the thing is skills are really easy to optimize. You have to count for skill checks in the tens and the hundreds. This is why the premier truespeech fix has to ban /anything/ other than a specific list of things providing boosts to Truespeech, so they can't be boosted super high.

I would happily let it advance with either Bardic Music or spellcasting, but most classes made for bards would be odd with it.

Aldurin
2013-12-09, 10:20 PM
Yup, at-will, and thanks!

I considered having it scale with perform, but the thing is skills are really easy to optimize. You have to count for skill checks in the tens and the hundreds. This is why the premier truespeech fix has to ban /anything/ other than a specific list of things providing boosts to Truespeech, so they can't be boosted super high.

I would happily let it advance with either Bardic Music or spellcasting, but most classes made for bards would be odd with it.

Understandable on the skill stuff, it can get stupidly out of control.

I know that some bard Prcs grant new bardic music options, maybe you can offer general conversions of those into new chords or songs that work with your altered mechanics, only available through those Prcs.

Lix Lorn
2013-12-09, 10:29 PM
While this would work, the problem is that there are very few chords that I wouldn't just add into the main class. xD
One of the main reasons I wanted to do the rewrite was to make a better undead-creating bard, to allow this picture. (http://complexactions.com/?id=150)