Hey. I just figured I’d put in my contribution. It isn’t all that good, but I still like the idea. One of these days I’ll make it work. Oh, and can somebody tell me how to get that table to work? I can’t seem to get it.

Steelsinger

"Have you ever heard the wild keening of a sword edge as it catches the wind? Have you ever heard the one perfect moment of fading music at the end of a song? Have you ever known that silence was the only response to the profound truth that you just heard? To strive to understand the great weaving that underlies them all...that is what it means to be one of us."
-Jerith the Solitary Sword, Steelsinger


A Steelsinger lives for two things: battle and music. In both of them, they seek to understand the truth behind them both, as well as behind other warriors, themselves, and the world.

BECOMING A STEELSINGER

To become a Steelsinger, you must undergo the rite of binding to a sword with at least one Steelsinger of 5th level or higher present to act as arbiter and binder. (This bond may be transferred to another weapon in the same way)There is no requirement but the willingness to swear your life to the pursuit of an ideal, and their code of conduct. Evil characters do not always like the idea of looking for truth, nor do good characters always like the idea of looking for a fight, though exceptions exist.

The Steelsinger's Code:

Seek out battle wherever it is found.
Seek out music wherever it is found.
Speak the truth always.
Never let a week go by without blood being shed, either your own or a worthy opponent's.
Never let a week go by without telling at least one tale or performing one song of old, to ensure that that knowledge and the truth it contains, is not forgotten, or learning a new tale or song.

The code is magically enforced, though there are plenty of ways around it. Steelsingers who wish to decieve others lie by omission, or reply to questions with questions or evasions. Also, they can only tell what they believe to be true, which may not be what is true. If a Steelsinger tries to lie deliberately, they wind up blurting out the truth anyway. Several newly initiated (and less intelligent than average) evil Steelsingers have met bad ends this way. Even controlling magic cannot override it unless the source of the magic succeeds at a DC 35 Spellcraft Check. Magically talented Steelsingers can use such magic on themselves to achieve this effect. If the Steelsinger deliberately disobeys another aspect of the code, they become sicker and sicker until they comply. A Steelsinger can renounce the prestige class by seeking out another Steelsinger of at least 5th Level, and performing the Rite of Unsealing, which releases them from the code and all it entails. They lose all supernatural Steelsinger class abilities, but retain everything else.

ENTRY REQUIREMENTS
: Base Attack Bonus: +6
: Perform (singing) 4 Ranks, Sense Motive 2 Ranks
: Weapon Focus (any kind of sword, Iron Will
: Special: Must write and perform an original song, undergo the Rite of Sword and Soul, and own a sword of at least masterwork quality. (this sword must be the one chosen as the target of the Weapon Focus feat)


Class Skills
The Steelsinger's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex)

Skills Points at Each Level: 6 + int

Hit Dice: d8

Weapon Proficiencies: Steelsingers are proficient with all simple and martial weapons and light armor, but not shields.

Bardic Music:

At 1st Level, the Steelsinger gains the bardic music ability if she did not already have it from a previous class. The bardic music effects countersong, fascinate, inspire courage, inspire competence, and inspire greatness become available to her immediately, subject to their usual Perform skill requirements. Each effect requires one daily use of the bardic music ability. The Steelsinger combines her bard and Steelsinger levels to determine how many times per day she can use her bardic music ability.

Pierce the Soul:

A Steelsinger's blade can cut more than flesh and bone. It can pierce the hearts of others with a mystical force, and impart to its wielder the truth of the other's being. At 1st Level, when the Steelsinger's sword is touched to another, if the Steelsinger concentrates upon nothing else, she can determine the following information:

1st Round: Race
2nd Round: Alignment
3rd Round: Name
4th Round: Deity, if any.
5th Round: Homeland
6th Round: If they speak the truth while under this scrutiny. (the subject can resist this part with a DC 15 Will save, and if they fail, can still successfully lie on each answer if they succeed on a DC 20 Will Save)
All abilities beyond here cannot be done if the subject is not willing.
7th Round: The subject's current mental state: Emotions felt, if they are insane, the 'flavor' of their mind.
8th Round: Any part of the subject's memory. (The Steelsinger can focus on one location, and, if the subject is willing, can see it through his eyes, or know what he knows about it, and can also share memories seen this way or his own memories with others. If the subject has had their memories altered, the Steelsinger can make a DC 20 + Spellcaster's Level Concentration Check to uncover the real memories.)

There is a gruesome variant of extracting information from those unwilling. A Steelsinger can literally pierce the subject's heart, and in the instant before they die, they can extract one piece of information they want from the victim's mind, if the victim knows it.

All of these effects can be blocked with a Ring of Mind Shielding or any other type of magical warding. The Steelsinger can perform this technique on themselves if they wish to remember something that they ordinarily would not, such as the name of the tavern where that vital ring was stolen after they were drugged. The subject and the Steelsinger must share a common language.

Quick Draw:

The Steelsinger's bond to her sword gives it an attraction to her hand. It seems to leap from the sheath when battle begins. She gains the Quick Draw feat, but only with the sword that she is bound to.

Truth of Battle/Music:

A Steelsinger can choose to focus more upon truth as seen through battle or as seen througn music, gaining special abilities with their sword or their songs. At each level where they recieve this ability, they may select one ability from the appropriate level on the list or on a list from a lower level. They may use these abilities as follows:

2nd Level Abilities may be used 1/day at 2nd Level,

2/day at 4th level, 3/day at 6th Level, and 4/day at 8th Level.

4th Level Abilities may be used 1/day at 4th Level, 2/day at 6th Level, and 3/day at 8th Level.

6th Level Abilities may be used 1/day at 6th Level and 2/day at 8th Level.

8th Level Abilities may only be used 1/day.Each ability lasts a number of rounds equal to 5 + Steelsinger's Level unless otherwise noted.

Second Sight:

At 3rd Level, a Steelsinger's dedication and focus become powerful enough to allow her to see through lies and illusions. She gains an inherent bonus on Sense Motive and Spot checks and on saving throws against mind-affecting spells equal to half her Steelsinger level, rounded down.

Riddle of Steel:

The Steelsinger recieves a magical insight into any situation. At 5th Level, once per day, she can use her profound knowledge of truth to cut to the heart of any matter. She may perform a Divination spell (caster level equals Steelsinger level). However, the result is always in verse form, and may be vague or useless as in any divination spell. At 7th Level, she can use this ability twice per day, and three times per day at 9th Level.

Soul Binder:

At 5th Level, the Steelsinger becomes able act as Binder for the Rite of Sword and Soul, initiating others into the class.

Ultimate Truth of Battle/Music

The Steelsinger gains a profound understanding of truth she seeks. This enables her to perform incredible feats of combat or of music. She may select two abilities on the list, and may perform each of them once per day.

Truth of Battle/Music Ability List:

2nd Level:
Steel Hands I: The Steelsinger may empower their weapon with any one of the following effects: merciful, vicious, bane, or defending.
Steel Flicker: The Steelsinger recieves the effect of a haste spell, or may render an opponent flat-footed for one attack.
Shattering Shout: The Steelsinger may employ a shatter spell, which can deal damage even to magical items. It deals 1d6 damage/Steelsinger level, but the item is treated as having hardness 2/1000 gold pieces in value, or its actual hardness, whichever one is better.
Call for Silence: The Steelsinger may target one opponent/two Steelsinger levels with a sound burst spell, or create a zone of silence centered on herself.

4th Level:
Steel Hands II: The Steelsinger may empower their weapon with any of the following effects: Ghost Touch, Keen, Add +1d6 Sonic Damage, or Returning
Steel Breeze: The Steelsinger recieves a dodge bonus to their Armor Class equal to their wisdom modifier, or may gain the benefit of the Deflect Arrows feat.
Steel Skin: The Steelsinger may ignore minor wounds. She gains damage resistance 5/-.
Steel Whisper: The Steelsinger may greatly increase the sensitivity of their hearing or to vibrations in the ground around them. They may gain the benefit of the Blind-Fight feat, tremorsense 10 ft, or gain a bonus on Listen checks equal to their Steelsinger level.

6th Level:
Steel Hands III: The Steelsinger may empower their weapon with any of the following effects: Sure Striking, Disruption, Speed, or Wounding
Sunlight on Water: The Steelsinger may gain the benefit of the Prone Attack or Spring Attack feats, or gain one extra extra attack made at their highest base attack bonus, or gain a bonus on Tumble and Sleight of Hand checks equal to their Steelsinger level.
Lens of Truth: The Steelsinger recieves the benefit of a True Seeing or a Legend Lore spell (normal casting limits for Legend Lore apply)
Discordant Shriek: The Steelsinger may cast fear as a supernatural ability.

8th Level:
Steel Hands IV: The Steelsinger may empower their weapon with any of the following effects: Brilliant energy, Vorpal, Dancing, or add 1 point of temporary Constitution damage on hit.
Steel Whirlwind: The Steelsinger may recieve the benefit of the Whirlwind Attack feat, create the effect of a gust of wind spell, or, with the proper terrain, throw up a cloud of dust, dirt or sand. (Treat as a fog spell which dissipates in 1 round+ the Steelsinger's Wisdom modifier)
Rising roar: The Steelsinger may produce the effect of a shout spell.
Truthtwisting: The Steelsinger may twist the truth in their immediate vicinity, creating the effect of song of discord, or confusion centered on themselves. (They are not affected, but their allies are)

Ultimate Truth of Battle//Music Ability List:

Death's Touch: The Steelsinger must first hit the target with a melee attack. If successful, the target must make a fortitude saving throw (DC 15+ the Steelsinger's Wisdom modifier) or die. The attack must be declared before it is attempted.
Steel Soul: The Steelsinger becomes immune to sneak attacks, critical hits, stunning attacks, and death from massive damage.
Steel Mirror: The Steelsinger may gain the benefit of a spell turning effect.
[color=green]Steel Resonance:[color] The Steelsinger can produce the effect of a sympathetic vibration spell.


PLAYING A STEELSINGER
Your life is a quest. Everything else is secondary. No matter what you do for a living, you are always mindful that it does not detract from your search for the truth that you know is out there, and with your skill and dedication, very few things can stand in your way.
Combat: Steelsingers all have different styles, as they each manifest different abilities. Melee combat-oriented Steelsingers can become devastating whirlwinds of death, heavily armored greatsword-swingers, or nimble, agile fencers. Music-oriented Steelsingers tend to stand off and blast their opponent with a few choice mystical strikes before wading in and finishing the job with their swords.
Advancement: Steelsingers have very diverse backgrounds. Many were fighters before they entered the class, but there are a great deal of bards that take levels in the class, and in fact, some Steelsingers multiclass to bard afterwards. There is truly no limit to what they can do with their lives.
Resources: There are a few like-minded loose organizations of Steelsingers that share a common secondary goal, and they will sometimes provide aid to one that shares their ideals, and it is common for a newly initiated Steelsinger to become apprenticed to an older one, but other than that, there is nothing else that they can draw on. There are no Steelsinger guildhalls or companies.

STEELSINGERS IN THE WORLD
A quote of somebody else talking about your class!

Steelsingers, as they attract a great diversity of people, are percieved in many different ways.
Daily Life: A Steelsinger always seems to be on the move, constantly searching for battle or the source of a new ballad. Their dedication manifests itself in everything they do. They take good care of their weapons and instruments, and spend much of the day in meditation, practicing the sword, or simply singing a traveling song as they walk to keep their voice in shape. If they have hobbies, they usually only have a few and have an intense focus on them. A Steelsinger never does anything halfway. Some become legendary drinkers, others do sword tricks beyond compare, still others can carve stone with the best of the dwarves.
Notables: There are three Steelsingers that are the most well known in the old tales. They are Brovan, the human soldier who founded the class, and his two apprentices: Baruk, a half-orc mercenary, and Juka, an elven bard. The tale of how Brovan discovered the truth that the Steelsingers seek after seeing a vision while he lay dying on a battlefield is a long one, and rarely told in its entirety. As for his apprentices, Baruk went on to found the Guardians of the Sword, while Juka recruited the first Disciples of the Song, described below. At first, the two orders were hostile, and eventually, the two founders met in an epic battle, slaying each other. Their students vowed never again to allow such hostility to exist between the two sects, and so far, they have kept that vow.
Organizations: There are two notable sects within the Steelsinger community at large. The first, the Guardians of the Sword, believe that the truth they seek can only be achieved through honorable means, that battle should be non-lethal if possible, or otherwise defensive, and entered into only after careful consideration. They do still believe that battle should be the primary focus of the Steelsinger, however. They hunt down evil Steelsingers who disgrace the name by their deeds.

The second is the Disciples of the Song, who believe that music should be the primary focus of a Steelsinger, and focus almost exclusively on that aspect of the class. They view battle, while representing the truth they strive after, as a terrible and bloody way of reaching it, to be avoided unless directly attacked. In this they are at odds with the Guardians, but the two sects have good, if distant relations. There are rumors of a secret third sect made up of evil Steelsingers dedicated to killing, viewing not only battle, but death as part of the truth, but these remain unconfirmed. As for other organizations, Steelsingers are often found as part of mercenary companies, professional armies, bardic troupes, and some evil Steelsingers find the ways of the assassin or the blackguard to their liking.

NPC Reaction
Steelsingers are usually viewed with a mixture of fear and wonder. People marvel at what they can do, but are afraid to be on the wrong end of their swords. It is true that the evil Steelsingers have given the class a bad name in places, but more than that, people are simply wary of anyone with a self-proclaimed all-consuming quest for truth that can use a sword. In time, though, they may come to accept a Steelsinger as a friend, or at least be on friendly terms with them.

STEELSINGERS IN THE GAME
The Steelsinger is an excellent improvement on the bard, and can give the fighter some magical talent if he needs it. They make a good sixth member to add to any group. They don't make good party leaders for the long term, as their search always comes to the forefront sooner or later, and can conflict with others' interests, but in the short term, they can provide discipline and drive.
Adaptation: The Steelsingers can be inserted wholesale into a game for the most part, though if the DM wants, membership could be limited to only those of a certain region or race. They could also be made into a mystic order rather than simple wanderers if need be.
Encounters: An encounter with a Steelsinger can be anything that is required. Need a random encounter? Done, an evil Steelsinger views the party as a challenge worth his time. Need a plot hook that involves music or a battle? Done, Steelsingers are drawn to both. With a little creativity, A Steelsinger can come into contact with the party in many ways.

Sample Encounter
Jerith wanders the lands in search of those that burned down her village and in search of the great truth that all Steelsingers seek, which she believes will be revealed in full when she catches up with them. Until then, she hires out her skills to those she deems worthy, and sometimes seeks to hone her skills on those who look capable, though rarely lethally unless she is attacked first.
EL 12: Jerith could encounter the PCs in any number of ways, from hired mercenary that has been ordered to stop them to mysterious ally.


Jerith the Solitary Sword
Chaotic Neutral Female Elf Fighter5/Rogue3/Steelsinger5
Init +4, Senses: Listen +9, Spot +10,
Languages Common, Elven
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AC 24, touch 20, flat-footed 14()
hp 5d10 + 3d6 + 5d8 +12 (55 HP )
Fort +9, Ref +5, Will +8
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Speed 30 ft. (6 squares)
Melee +15 melee (1d8+7/19-20/x2, +3 longsword), +14 ranged (1d8+2/x3, +1 Might Composite Longbow)
Base Atk +9, Grp +11
Atk Options Full Atk: +15/+10 melee, +14/+9 ranged.
Spells Prepared None
Supernatural Abilities Pierce the Soul, Riddle of Steel 1/day
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Abilities Str 15, Dex 18, Con 12, Int 10, Wis 14, Cha 12
SQ Sneak Attack +2d6, Evasion, trapfinding, trap sense +1, Bardic Music, Second Sight
Feats Quick Draw, Weapon Focus (longsword), Iron Will, Combat Focus**, Eyes in The Back of Your Head*, Weapon Specialization (longsword), Einhander**, Close-Quarter Fighting*, Combat Vigor**
Skills +7 Balance, +7 Gather Information, +11 Intimidate, +8 Listen, +9 Perform(singing), +12 Sense Motive, +11 Sleight of Hand, +10 Spot, +14 Tumble (with ability modifiers added)
Possessions +3 longsword, Armor of the Unending Hunt*, Winged Boots, Amulet of Natural Armor +3, Glove of Storing, Ring of Sustenence, +1 Mighty Composite Longbow (+2)

Truth of Battle/Music Abilities:

Steel Hands I
Steel Whisper

*Complete Warrior Feat or Item
** Player's Handbook II Feat or Item