Bard of Metal:
Bards of Metal are an offshoot of normal bards specializing in music that incites anger and fear, they only use stringed instruments or drums to accompany their extreme lyrics while performing. Bards of metal also inspire and pump up their allies in times of need and are never afraid to back up a friend in a brawl.
Bards of Metal live for adventure it gives them a chance to spread their music, get into a good fight, and tell tales of heroism at taverns all over the realm.
Bards of metal like normal use magic that comes from the heart using a few spells and tricks to gain an edge in a fight or buff allies, also using their Bardic music to cause damage and disrupt combat.
Bards of metal are wanderers, guided by whim and intuition
rather than by tradition or law. The spontaneous talent, magic, and
lifestyle of the bard are incompatible with a lawful alignment.
Bards of metal often revere Fharlanghn (god of roads). They also tend to revere Pantara a minor chaotic neutral god who created bardic metal, they camp near his shrines, hoping to learn new riffs from the God.
Bards of metal learn from groups of other bards of metal called bands learning their techniques, and refining their own style
Bards are commonly
human, half-orc, or half-elf.
Humans take well to the wandering
life and adapt easily to new
lands and customs. Half-orcs aren't the most charismatic but they can yell and shred with the best of 'em. A bardís wandering ways
suit many half-elves, who often feel like strangers even when at home. Gnomes tend to stay near more traditional bardic music, elves don't think of bardic metal as music at all, and dwarves don't place much merit in magic
A bard of metal works well with companions of other classes. He often serves as the spokesman of the party, using charm or fame to help in social situations. In a party without a wizard or sorcerer, the bard of metal contributes his magic. In a party without a rogue, he uses his skills. He often tries to pick up pointers from fighters, sorcerers, and rogues.
Bards of metal are, like all bards, good all round characters, specializing slightly more in combat than normal bards they can be often found at the frontlines of a fight.
-----------Spells Per Day-------------
|Level || Attack Bonus || FortSave || RefSave || WillSave ||Special|
|1st||+0||+0||+2||+2||Bardic music, Bardic knowledge, Inspire Courage +1|
|3rd||+2||+1||+3||+3|| Face Melter|
|6th||+4||+2||+5||+5|| Riff of Rage|
|8th||+6/+1||+2||+6||+6|| Inspire Courage +2|
|12th||+9/+4||+4||+8||+8|| Caught In A Mosh|
|14th||+10/+5||+4||+9||+9|| Inspire Courage +3|
|15th||+11/+6/+1||+5||+9||+9|| Mass Riff of Rage|
|17th||+12/+7/+2||+5||+10||+10|| Improved Face Melter|
|18th||+13/+8/+3||+6||+11||+11|| Overwhelming Solo |
|20th||+15/+10/+5||+6||+12||+12|| Inspire Courage +4|
GAME RULE INFORMATION
|level|| 0 || 1 || 2 || 3 || 4 || 5 || 6 |
Metal Bards have the following game statistics.
Abilities: Charisma determines how
powerful a spell a bard can cast, how many
spells he can cast per day, and how hard those spells are to resist (see Spells, below). Charisma, Dexterity, and
Intelligence are important for many of the bardís class skills.
Alignment: Any nonlawful.
Hit Die: d6.
The bardís 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 (all skills, taken individually) (Int), Listen (Wis),
Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive
(Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int),
Swim (Str), Tumble (Dex), and Use Magic Device (Cha). See
Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (6 + Int modifier) ◊ 4.
Skill Points at Each Additional Level: 6 + Int modifier.
All of the following are class features of the bard.
Weapon and Armor Proficiency: A bard is proficient with all
simple weapons, plus the longsword, rapier, sap, short sword,
shortbow, and whip. Bards are proficient with light armor and
shields (except tower shields).
Because the somatic components required for bard spells are
relatively simple, a bard can cast bard spells while wearing light
armor without incurring the normal arcane spell failure chance.
However, like any other arcane spellcaster, a bard wearing medium
or heavy armor or using a shield incurs a chance of arcane spell
failure if the spell in question has a somatic component (most do). A
multiclass bard still incurs the normal arcane spell failure chance for
arcane spells received from other classes.
|level|| 0 || 1 || 2 || 3 || 4 || 5 || 6 |
Spells: A bard casts arcane spells (the same type of spells available
to sorcerers and wizards), which are drawn from the bard spell (page
181 PHB) list. He can cast any spell he knows without preparing it ahead
of time, the way a wizard or cleric must . Every bard spell
has a verbal component (singing, reciting, or music).
To learn or cast a spell, a bard must have a Charisma score equal to
at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1stlevel
spells, and so forth). The Difficulty Class for a saving throw
against a bardís spell is 10 + the spell level + the bardís Charisma
Like other spellcasters, a bard can cast only a certain number of
spells of each spell level per day. His base daily spell allotment is
given on Table 3Ė4: The Bard(PHB pg 28). In addition, he receives bonus spells
per day if he has a high Charisma score (see Table 1Ė1: Ability
Modifiers and Bonus Spells, page 8 PHB). When Table 3Ė4 indicates that
the bard gets 0 spells per day of a given spell level (for instance, 1stlevel
spells for a 2nd-level bard), he gains only the bonus spells he
would be entitled to based on his Charisma score for that spell level.
The bardís selection of spells is extremely limited. A bard begins
play knowing four 0-level spells (also called cantrips) of your choice.
At most new bard levels, he gains one or more new spells, as
indicated on Table 3Ė5: Bard Spells Known. (Unlike spells per day,
the number of spells a bard knows is not affected by his Charisma
score; the numbers on Table 3Ė5 are fixed.)
Upon reaching 5th level, and at every third bard level after that
(8th, 11th, and so on), a bard can choose to learn a new spell in place
of one he already knows. In effect, the bard ďlosesĒ the old spell in
exchange for the new one. The new spellís level must be the same as
that of the spell being exchanged, and it must be at least two levels
lower than the highest-level bard spell the bard can cast. For
instance, upon reaching 5th level, a bard could trade a single 0-level
spell (two spell levels below the highest-level bard spell he can cast,
which is 2nd) for a different 0-level spell. At 8th level, he could trade
in a single 0-level or 1st-level spell (since he now can cast 3rd-level
bard spells) for a different spell of the same level. A bard may swap
only a single spell at any given level, and must choose whether or
not to swap the spell at the same time that he gains new spells
known for the level.
As noted above, a bard need not prepare his spells in advance. He
can cast any spell he knows at any time, assuming he has not yet
used up his allotment of spells per day for the spellís level.
A bard picks up a lot of stray knowledge
while wandering the land and learning stories from other bards. He
may make a special bardic knowledge check with a bonus equal to
his bard level + his Intelligence modifier to see whether he knows
some relevant information about local notable people, legendary
items, or noteworthy places. (If the bard has 5 or more ranks in
Knowledge (history), he gains a +2 bonus on this 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 bard
may not take 10 or take 20 on this check; this sort of knowledge is
Bardic Music: Once per day per bard or Bard of metal level, a bard of metal can use his songs and riffs to produce magical effects on those around him
(usually including himself, if desired). While these abilities fall
under the category of bardic music, they require the use of either singing, a string instrument, or drums . Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard of metal does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard of metal must take a standard action each round to maintain the ability. Even while using bardic music that doesnít require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component (see Components, page 174), a deaf bard of metal has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
A bard with 3 or more ranks in a Perform skill
can use song or poetics to inspire courage in his allies (including
himself ), bolstering them against fear and improving their combat
abilities. To be affected, an ally must be able to hear the bard of metal sing.
The effect lasts for as long as the ally hears the bard sing and for 5
rounds thereafter. An affected ally receives a +1 morale bonus on
saving throws against charm and fear effects and a +1 morale bonus
on attack and weapon damage rolls. At 8th level, and every six bard
levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and
+4 at 20th). Inspire courage is a mind-affecting ability.
A bard of metal of 9rd level or higher with 12 or
more ranks in a Perform skill may use his bardic music to make an intimidate check against all enemies within 40 ft. if successful all enemies within range will become Frightened.
Riff of Rage:
A bard of metal of 6th level or higher with 9 or more ranks
in a Perform skill can use his bardic music to send his ally into a rage temporarily giving them a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but they take a -2 penalty to Armor Class. The increase in Constitution increases the allyís hit points by 2 points per level, but these hit points go away at the end of the rage when their Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, an ally cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characterís (newly improved) Constitution modifier. An ally may prematurely end his/her rage. At the end of the rage, the ally loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, canít charge or run) for the duration of the current encounter (unless they are a 17th-level barbarian, at which point this limitation no longer applies).
A bard of metal 3th level or higher with 6 or more
ranks in a Perform skill can unleash a riff so powerful it harms around him or her. Using his or her bardic music a bard of metal can deal 1d4 plus his caster level, this becomes 2d4 at 17th level.
Caught In A Mosh:
A bard of metal 12th level or higher with 15 or
more ranks in a Perform skill can attempt to start a mosh, to start a mosh at least two allies must be within 20 ft. of each other, they both may move 10 ft. to get close enough to attack an enemy and then each must make an attack of opportunity against an enemy in range.
Mass Riff of Rage:
A bard of metal 15th level or higher with 18 or more
ranks in a Perform skill can use his bardic music to affect any allies he wishes within 30 ft. with the Riff of Rage effect.
All enemies within 40Ft. must make a will save or begin to headbang furiously for 1d4 rounds, the effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The headbanging subject provokes attacks of opportunity each round on its turn.
Thought this was a pretty fun idea so I'd like hear what you think of it.