Designing a Dungeons and Dragons Class
Today we take a dive into my nerd-dom with a look at one of my hobbies: designing D&D classes. Avid roleplayers may learn something. Everyone else will probably find this incredibly boring.
There are a few steps in the process:
1. Conceptualize
2. Plan
3. Allocate Numbers
4. Explain and Describe
5. Playtest
6. Polish
STEP 1: CONCEPTUALIZE
Your first step, as any good roleplayer, is to come up with a concept. This is a little more complicated than it sounds. "A guy who uses swords" is not enough. There are several questions you need to ask yourself:
1. What roleplay purpose does this class serve? Are we designing an order of knights that requires very specific training and discipline, or a sort of generalized class that can be used by anyone? We'll revisit this question in later steps, so it's important. If your class serves absolutely no roleplay niche, you are wasting your time. Even if you bother to make it, nobody will play it.
2. What gameplay purpose does this class serve? Think about your genres and sub-genres; tank, enforcer, skill-user, healer, glass cannon, utility caster, debuffer (the "maledictorian") and jack-of-all-trades-master-of-none. Most importantly: is anybody going to bother using this class? Is there any point to it if it's faster, easier and more flexible to build a fighter or a wizard? You'd be surprised how many class ideas could just be a different class with a little imagination and/or DM permission to change something. I can't tell you how many times I've allowed rangers in my games to give up spellcasting powers for bigger hit dice or more skill points.
3. What are the basic skills this character would need to have, and what abilities would they obtain over time? Remember that classes get extremely powerful as levels go up, so generally you need to imagine at least two skills or powers that the class would obtain that are a little more than mundane, like damage reduction or spell resistance or some kind of special attack.
Once you've got the niches and basic concepts and powers figured out, it's time for step 2...
STEP 2: PLAN
This goes hand-in-hand with the last part of step 1, actually. Determine what kind of abilities you want this class to have based on its niche. If it's a tanking class, ensure that it has abilities that serve this purpose. If it's a casting class, determine whether it will have full spellcasting or partial. Determine what kind of spells in general you want on its class list. If you're building an enforcer, decide what shape this enforcement will take. The clearer your character concept, the easier this process will be.
Don't just think of special abilities, either. Think of what kind of BAB, BSBs and SP the character would have compared to other classes. Is it as combat skilled as a fighter? Is it as skillful as a rogue? Is it as tough as a barbarian? Again, make a little short list of things you definitely want or don't want.
Once you've got a really good idea of what this class will be able to do and how it will do it, it's time to mosey on to step 3...
STEP 3: ALLOCATE NUMBERS
Here's the tedious part, at least for me. Using what you've got figured out, determine the Base Attack Bonus, Hit Dice, Base Save Bonuses, Skill Points Per Level, Class Skills and (if prestige class) Prerequisites for the class. Use your previous decisions about what you definitely want or don't want. Be careful not to make a Favored Soul. That is, don't just throw out everything in obscene amounts to a class because you want it to be awesome.
Also, figure out if the class is going to be a generalized class (fighter, sorcerer, cleric) or a more restricted class with more powerful abilities (monk, paladin, druid). This is not a minor point. A character that can't wear metal armor or that has to follow a very specific roleplay regimen (especially one that will restrict it in combat) deserves a boost, but minor drawbacks with easy loopholes aren't worth the extra power. This is very important for class balance; without their alignment restrictions and drawbacks Paladins are extremely powerful characters, and without their vows against armor and most weapons Monks are just plain unfair (and I think they still are). If someone is outshining the rest of the party not due to cleverness or good roleplay but because they picked a class that wasn't thought out well, that really ruins a good game. Very generalized classes are also easier to playtest and balance than specific classes, but they're harder to make a niche for that isn't already filled.
Lastly, figure out the abilities, especially what level they will be obtained and how they will grow in power or number of uses if they do. Don't just arbitrarily throw out numbers, either. Think carefully about how other classes work and what the benefits and drawbacks of different number changes is.
STEP 4: EXPLAIN AND DESCRIBE
Now that the confusing math part is all over, list out all of the special abilities that the character has, especially those that differ from different classes. Give a really rough explaination of what the ability is, how it works, how the numbers work, etc. Talk about how many dice of damage that special technique does here, and when it levels up. This is just like the text for such abilities in the class descriptions already in D&D books, but you don't need to get nearly as technical and redundant as they do. That part comes later. Just get down the basics first.
STEP 5: PLAYTEST
Either by yourself or with a couple of friends, put the class through its paces at various levels. You don't have to do every single one, but figure out if all of the things that you wanted to get done got done. Figure out if the drawbacks you added to the class in order to make it more powerful are even an impediment, or if they ruin the whole class because they're so restrictive. Find out if the ability you gave your character is way too much, or not even close to enough. Test it alongside sorcerers, fighters, clerics and rogues. If it's outhealing the cleric, outcasting the sorcerer, outskilling the rogue or outfighting the fighter, consider your options carefully. You may have meant it to and stocked it with powerful drawbacks in order to balance this. It may be a total fluke. Just beware classes that become gestalt classes, filling the niche of two classes fully. It's fine to have a fighter-type character with spellcasting abilities, but they shouldn't simultaneously fight as well as a fighter and cast as well as a spellcaster at the same time. Balance is key. If you want a class that balances all roles masterfully, look at the bard.
Lastly, have someone help you test for twinking. Find ways to use the abilities that you didn't even think of. Look for places where you'll have to state the rules very specifically in order to avoid hurt feelings or accusations of cheating. Ensure that the skills and powers you designed work only as you designed them.
STEP 6: POLISH
Once you've got everything tested and balanced, write a class description. Go back through those abilities and write up fuller descriptions for them, including all of the rules redundancies you found at the end of step 5. Get your hot, artistic girlfriend to draw you a class picture. If possible, retype or rewrite it (preferrably in pen) so that it won't get smudged and so that people aren't reading around your erasure marks every time they make a character. Put the whole thing on a table if at all possible.
Once it's all typed up and ready, start a new campaign and let people try it out if they like, or hold it in reserve for some sunny day. You never know when a villain with a new set of powers can make things interesting...
And that's pretty much it. Now, for your enjoyment, my recreation of the Bard class using the rules above. I really don't like the PHB bard. I think it's good in concept, sort of, but the bardic music seemed laughably useless and the spells were extremely nifty. Therefore, I got rid of his spellcasting, tore apart his bardic music powers, merged them together with my own personal touches, and created the new bard. He fights about as well as the old bard, but he does it much differently. Early on, he has few uses of his powers and they have few effects. He dosen't harm as well as a sorcerer or nearly as often, and he dosen't heal as well as a cleric, nor does he have their variety. As time goes on, however, his capabilities grow until he can fill every niche with some competence, or you can specialize your bard as you see fit in order to have him fill a particular niche about as well as any given class. Throw in the mix my huge list of prestige classes and, well... hehe. Enjoy, and feel free to use.
Revised Bard
HD: d6 BAB: Med Saves: R/W Proficiency: Same as normal bard
Level - Songs Known - SPD - Special
--1 ------- 2 -------- 2 -- Fascinate, Countersong, Summon Instrument, Bardic Knowledge
--2 ------- 3 -------- 4
--3 ------- 3 -------- 6 -- Expand Range (+30 ft.)
--4 ------- 4 -------- 8
--5 ------- 4 -------- 10 - Instrument Focus
--6 ------- 5 -------- 12
--7 ------- 5 -------- 14 - Empower Music (x1.5)
--8 ------- 6 -------- 16
--9 ------- 6 -------- 18 - Expand Range (+60 ft.)
--10 ------ 7 -------- 20
--11 ------ 7 -------- 22 - Swift Song (move)
--12 ------ 8 -------- 24
--13 ------ 8 -------- 26 - Empower Music (x2)
--14 ------ 9 -------- 28
--15 ------ 9 -------- 30 - Expand Range (+90 ft.)
--16 ------ 10 ------- 32
--17 ------ 10 ------- 34 - Swift Song (swift)
--18 ------ 11 ------- 36
--19 ------ 11 ------- 38 - Empower Music (x2.5)
--20 ------ 12 ------- 40
Fascinate: As the bard special ability from the PHB. One use of bardic music.
Countersong: As the bard special ability from the PHB. In order to countersong another bard you must defeat him in an opposed perform check, but only if he is using a bardic music ability. Only works on affects within the range of bardic music. One use of bardic music.
Summon Instrument: As the spell. Can be used once per day per point of charisma bonus the bard has. After that may be used by expending one use of bardic music.
Bardic Knowledge: As the class ability from the PHB.
Bardic Music: Bards may use Bardic music much like a sorcerer’s spells. Each bard song consumes one use of Bardic music. Unless otherwise noted, using bardic music is a standard action and continuing to play is a standard action. The saving throw DC for a bard’s song is 10 + ½ the bard’s level + the bard’s Cha modifier. See the list of available bardic music at the end of the bard’s description. The default range for all bardic music is 30 ft.
Expand Range: At 3rd level, by expending one additional use of bardic music the bard may expand the range of his song by 30 ft. At 9th level the bard may expend 2 extra uses of bardic music to expand the range of a song by 60 ft. Etc. This ability can be combined with the empower music and/or the swift song abilities, but all costs are cumulative.
Instrument Focus: At fifth level the bard may choose one type of perform check. He gains a +2 competence bonus on this type of check.
Empower Music: At 7th level a bard may expend 2 additional uses of bardic music to multiply a single perform check by 1.5. Every sixth level thereafter the bard gains the ability to expend an additional 2 additional uses of bardic music to empower his music by a further half of the original check result. For example, a 13th level bard could either expend 2 additional uses of bardic music when singing a song to multiply the check result by 1.5, or he could expend 4 additional uses of bardic music to multiply the result by 2. This ability can be combined with the swift song and/or the expand range class abilities, but all costs are cumulative.
Swift Song: At 11th level the bard may expend 4 extra uses of bardic music when playing a bardic song in order to change the singing time from a standard action into a move action. At 17th level the bard may expend 8 extra uses of bardic music when playing a bardic song in order to change the singing time from a standard action into a swift action. This ability can be combined with the expand range and/or the empower music class abilities, but all costs are cumulative.
Examples of Combining Music:
Normal Song: 1 bardic music
Empowered (1.5x): 1 + 2 = 3 bardic music
Expanded (+30ft): 1 + 1 = 2 bardic music
Swift (move): 1 + 4 = 5 bardic music
Empowered (2x) and Swift (swift): 1 + 4 + 8 = 13 bardic music
Expanded (+90 ft) and Empowered (x2.5) and Swift (swift): 1 + 3 + 6 + 8 = 18 bardic music
Etc.
Song List:
Song of Healing – Heals one ally in range equal to 1/4 a perform check result. Maximum healing equal to bard’s charisma modifier times his level.
Improved Song of Healing – Heals one ally in range equal to 1/2 a perform check result. Maximum healing equal to double bard’s charisma modifier times his level. (Requires: Song of Healing, bard level 6th)
Song of Mass Healing – Heals all allies in range equal to 1/4 a perform check result. Maximum healing equal to bard’s charisma modifier times his level. (Requires: Song of Healing, Improved Song of Healing, bard level 10th)
Improved Song of Mass Healing – Heals all allies in range equal to 1/2 a perform check result. Maximum healing equal to double bard’s charisma modifier times his level. (Requires: Song of Healing, Improved Song of Healing, Song of Mass Healing, bard level 14th)
Chant of Brimming Vigor – Grants all allies in range an enhancement bonus to Strength equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1.
Chant of Overflowing Vigor – Grants all allies in range an enhancement bonus to Strength equal to 1/5th a perform check, rounded down. Maximum bonus is equal to twice bard’s charisma modifier. Minimum bonus +2 (Requires: Chant of Brimming Vigor, bard level 8th)
Aria of Swiftness – Grants all allies in range an enhancement bonus to Dexterity equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1.
Aria of Unmatched Swiftness – Grants all allies in range an enhancement bonus to Dexterity equal to 1/5th a perform check, rounded down. Maximum bonus is equal to twice bard’s charisma modifier. Minimum bonus +2 (Requires: Aria of Swiftness, bard level 8th)
Stone Tower – Grants all allies in range an enhancement bonus to Constitution equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1.
Iron Tower – Grants all allies in range an enhancement bonus to Contitution equal to 1/5th a perform check, rounded down. Maximum bonus is equal to twice bard’s charisma modifier. Minimum bonus +2 (Requires: Stone Tower, bard level 8th)
Melody of Concentration - Grants all allies in range an enhancement bonus to Intelligence equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1.
Melody of Perfect Concentration – Grants all allies in range an enhancement bonus to Intelligence equal to 1/5th a perform check, rounded down. Maximum bonus is equal to twice bard’s charisma modifier. Minimum bonus +2 (Requires: Melody of Concentration, bard level 8th)
Tune of Clarity - Grants all allies in range an enhancement bonus to Wisdom equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1.
Tune of Great Clarity – Grants all allies in range an enhancement bonus to Wisdom equal to 1/5th a perform check, rounded down. Maximum bonus is equal to twice bard’s charisma modifier. Minimum bonus +2 (Requires: Tune of Clarity, bard level 8th)
Song of Splendor - Grants all allies in range an enhancement bonus to Charisma equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s improved charisma modifier. Minimum bonus +1.
Song of Awesome Splendor – Grants all allies in range an enhancement bonus to Charisma equal to 1/5th a perform check, rounded down. Maximum bonus is equal to twice bard’s improved charisma modifier. Minimum bonus +2 (Requires: Song of Splendor, bard level 8th)
Chant of Slothful Weakness – All enemies in range who fail a saving throw take a morale penalty to Strength equal to 1/10th a perform check, rounded down. Maximum penalty is equal to bard’s charisma modifier. Minimum penalty +1.
Chant of Crippling Weakness – All enemies in range who fail a saving throw take a morale penalty to Strength equal to 1/5th a perform check, rounded down. Maximum penalty is equal to twice bard’s charisma modifier. Minimum penalty +2 (Requires: Chant of Slothful Weakness, bard level 8th)
Aria of Clumsiness – All enemies in range who fail a saving throw take a morale penalty to Dexterity equal to 1/10th a perform check, rounded down. Maximum penalty is equal to bard’s charisma modifier. Minimum penalty +1.
Aria of Unsurpassed Clumsiness – All enemies in range who fail a saving throw take a morale penalty to Dexterity equal to 1/5th a perform check, rounded down. Maximum penalty is equal to twice bard’s charisma modifier. Minimum penalty +2 (Requires: Aria of Clumsiness, bard level 8th)
Fragile Flower – All enemies in range who fail a saving throw take a morale penalty to Constitution equal to 1/10th a perform check, rounded down. Maximum penalty is equal to bard’s charisma modifier. Minimum penalty +1.
Wilting Flower – All enemies in range who fail a saving throw take a morale penalty to Constitution equal to 1/5th a perform check, rounded down. Maximum penalty is equal to twice bard’s charisma modifier. Minimum penalty +2 (Requires: Fragile Flower, bard level 8th)
Counfounding Melody – All enemies in range who fail a saving throw take a morale penalty to Intelligence equal to 1/10th a perform check, rounded down. Maximum penalty is equal to bard’s charisma modifier. Minimum penalty +1.
Retarding Melody – All enemies in range who fail a saving throw take a morale penalty to Intelligence equal to 1/5th a perform check, rounded down. Maximum penalty is equal to twice bard’s charisma modifier. Minimum penalty +2 (Requires: Confounding Melody, bard level 8th)
Clouded Mind – All enemies in range who fail a saving throw take a morale penalty to Wisdom equal to 1/10th a perform check, rounded down. Maximum penalty is equal to bard’s charisma modifier. Minimum penalty +1.
Impenetrable Fog – All enemies in range who fail a saving throw take a morale penalty to Wisdom equal to 1/5th a perform check, rounded down. Maximum penalty is equal to twice bard’s charisma modifier. Minimum penalty +2 (Requires: Clouded Mind, bard level 8th)
Doubtful Ditty – All enemies in range who fail a saving throw take a morale penalty to Charisma equal to 1/10th a perform check, rounded down. Maximum penalty is equal to bard’s charisma modifier. Minimum penalty +1.
Egobuster Ditty – All enemies in range who fail a saving throw take a morale penalty to Charisma equal to 1/5th a perform check, rounded down. Maximum penalty is equal to twice bard’s charisma modifier. Minimum penalty +2 (Requires: Clouded Mind, bard level 8th)
Sonic Blast – Harms one enemy in range equal to 1/4 a perform check result. Maximum damage equal to bard’s charisma modifier times his level. Deals sonic damage.
Supersonic Blast – Damages one enemy in range equal to 1/2 a perform check result. Maximum damage equal to double bard’s charisma modifier times his level. Deals sonic damage. (Requires: Sonic Blast, bard level 6th)
Mass Sonic Blast – Harms all enemies in range equal to 1/4 a perform check result. Maximum damage equal to bard’s charisma modifier times his level. Deals sonic damage. (Requires: Sonic Blast, Supersonic Blast, bard level 10th)
Mass Supersonic Blast – Harms all enemies in range equal to a perform check result. Maximum damage equal to double bard’s charisma modifier times his level. Deals sonic damage. (Requires: Sonic Blast, Supersonic Blast, Mass Sonic Blast, bard level 14th)
Shield of Words – Grants one ally in range a deflection bonus to AC equal to 1/10 a perform check, rounded down. Maximum bonus equal to bard’s charisma modifier. Minimum bonus +1. (Requires: Bard level 4th)
Greater Shield of Words – Grants one ally in range a deflection bonus to AC equal to 1/5 a perform check, rounded down. Maximum bonus equal to twice bard’s charisma modifier. Minimum bonus +2. (Requires: Shield of Words, Bard level 8th)
Mass Shield of Words – Grants all allies in range a deflection bonus to AC equal to 1/10 a perform check, rounded down. Maximum bonus equal to bard’s charisma modifier. Minimum bonus +1. (Requires: Shield of Words, Greater Shield of Words, Bard level 12th)
Greater Mass Shield of Words – Grants all allies in range a deflection bonus to AC equal to 1/5 a perform check, rounded down. Maximum bonus equal to twice bard’s charisma modifier. Minimum bonus +2. (Requires: Shield of Words, Greater Shield of Words, Mass Shield of Words, Bard level 16th)
Song of Readiness – Grants all allies in range a bonus on initiative checks equal to 1/10 a perform check, rounded down. Maximum bonus equal to bard’s charisma modifier. Minimum bonus +1 (Requires: Bard level 6th)
Improved Song of Readiness – Grants all allies in range a bonus on initiative checks equal to 1/5 a perform check, rounded down. Maximum bonus equal to twice bard’s charisma modifier. Minimum bonus +1 (Requires: Song of Readiness, Bard level 12th)
Maestro
This bardic prestige class focuses on using bardic music in new and interesting ways. Maestros are dedicated to the pursuit of music and focus heavily on it.
Prereqs:
Feats: Skill Focus (Perform [any])
Skills: Perform (any) 14 ranks
Special: Instrument Focus class ability (must be the same perform type as the skill focus feat), Expand Range (+60ft) class ability, Empower Music (x2) class ability, Swift Song (move) class ability
HD: d6 BAB: Med Saves: Will SP: 2 + Int Mod CS: Concentration, Listen, Perform (any)
Level - Songs Known - SPD - Special
--1 -------- 1 ------- 2 -- Devoted Artist
--2 -------- 1 ------- 4 -- Expand Range (+30 ft.)
--3 -------- 2 ------- 6 -- Extra Music
--4 -------- 2 ------- 8 -- Empower Music (+0.5x)
--5 -------- 3 ------- 10 - Symphony of Synthesis
Devoted Artist: The maestro adds his class level to whatever perform check he has chosen for his Instrument Focus class ability.
Expand Range (+30ft.): At 2nd level the maestro’s expand music class ability increases by 30ft. He must expend extra uses of bardic music to expand his range as normal.
Extra Music: At 3rd level the maestro gains Extra Music as a bonus feat.
Empower Muisc (+0.5x): At 4th level the maestro’s empower music class ability increases by 0.5x. He must expend extra uses of bardic music to empower his songs as normal.
Symphony of Synthesis: At 5th level the maestro becomes a master of his chosen type of performance. When using the perform check indicated by his Instrument Focus class ability he may sing two songs at once, essentially blending the effects. He must still pay for all effects on both songs, however, so if he wishes to expand, empower or make swift either song he must pay for the enhancements individually. Alternatively, if he has levels in a spellcasting class, he may cast a spell and sing a song simultaneously, assuming that the spell has a casting time of no more than a standard action.
Songs: The maestro’s songs per day add to the bard’s songs per day, as any bard class. He may add his maestro levels to his bard levels to determine which songs he can learn in either class. He may choose to learn a bard song instead of a maestro song if he pleases. The DC for a saving throw versus a maestro’s songs is 10 + the maestro’s class level + the maestro’s charisma modifier. Otherwise, a maestro’s singing works exactly like bardic music in every way.
Song List:
Song of the Master - Any ally in range making a skill check may instead use the Maestro’s perform check so long as he is within range. For example, an ally that used the Maestro’s perform check for a jump check would lose the bonus if he were to jump outside of the song’s range. (Requires: Maestro level 5th)
Song of Perfection - Any ally in range making a skill check may take 10, even if circumstances normally would not allow it. (Requires: Maestro level 5th)
Song of Inspiration - All allies in range gain a morale bonus to attack rolls, skill checks, ability checks and saving throws equal to the maestro’s charisma modifier.
Song of Hope - If any ally in range is forced to make a saving throw against fear effects, enchantments or death effects they may use the Maestro’s perform check instead of their saving throw if they so desire.
Song of Stunning Beauty - All enemies in range must make a will saving throw against the maestro’s DC or be held as though by a hold monster spell. Each round that the maestro plays the creatures may make a saving throw to break the enchantment. A creature that breaks the enchantment is immune to the same maestro’s Song of Stunning Beauty unless they go out of range and come back in or the maestro stops playing and plays a new Song of Stunning Beauty.
Song of Otherworldly Beauty - All enemies in range must make a will saving throw against the maestro’s DC or be held as though by a hold monster spell. Each round that the maestro plays the creatures may make a saving throw to break the enchantment. Even if a creature breaks the enchantment he must still make a save every round or be held by the beauty of the song. (Requires: Song of Stunning Beauty, Maestro level 3rd)
Song of Brimming Souls – All allies in range gain a +2 morale bonus to Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. The Maestro takes 1d6 points of nonlethal damage every round he plays the song and must make a concentration check (DC 10 + damage dealt) every round or lose the song. (Requires: Maestro level 3rd)
Dirge of Empty Souls – All enemies in range who fail a will saving throw take a -2 morale penalty to Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. The Maestro takes 1d6 points of nonlethal damage every round he plays the song and must make a concentration check (DC 10 + damage dealt) every round or lose the song. Enemies who pass their save cannot be affected by the same dirge of empty souls unless they exit and re-enter the song’s area or unless the maestro plays a new dirge of empty souls. (Requires: Maestro level 3rd)
Charlatan
These tricksters use their quasi-magical abilities, swift thinking and great planning prowess to trick others into doing their bidding. Evil and neutral charlatans are swindlers, thieves and brigands. Good charlatans use their abilities selectively, preying on foolish evildoers, recovering stolen goods and swindling the swindlers in order to restore justice and stolen property.
Prereqs:
Alignment: Any non-lawful
Feats: Persuasive
Skills: Bluff 15 ranks
Special: Must have used bluff to successfully trick someone out of money or a prized possession.
HD: d8 BAB: Med Saves: Reflex SP: 6 CS: Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Sense Motive, Spot, Tumbling, Use Magic Device, Use Rope
Level - Special
--1 --- Glibness, Escape Route
--2 --- Suggestion, Sneak Attack +1d6, Dirty Fighting
--3 --- Charm Person
--4 --- Mass Suggestion, Sneak Attack +2d6
--5 --- Master Swindler
Glibness: May be used as spell-like ability with a caster level equal to class level, once per day per class level up to a maximum of charlatan’s charisma modifier.
Escape Route: The charlatan is always ready with a way out. When using the withdraw combat action he gains a +4 bonus to avoid attacks of opportunity for passing through threatened squares. In addition, he gains a +4 competence bonus on escape artist, hide and move silently checks.
Suggestion: At 2nd level the charlatan may work a suggestion into his bluff checks, but this only works on a target whose attitude is at least helpful to him. The DC for the suggestion is 10 + the charlatan’s class level + the charlatan’s charisma modifier.
Sneak Attack: As the rogue class ability.
Dirty Fighting: The charlatan is well versed in methods of dirty fighting. By attacking unarmed or with a sap, staff, club or dagger, the charlatan can use the following special abilities:
Eye Gouge – When making a sneak attack the charlatan may forego 1d6 of his sneak attack damage in order to blind the opponent for 1d4 rounds. This does not work on creatures that are immune to sneak attacks or have no eyes. He may attempt this when not sneak attacking at a -4 penalty to the attack. Using this attack without a sneak attack provokes an attack of opportunity.
Ankle Smash – When making a sneak attack the charlatan may forego 1d6 of his sneak attack damage in order to lower the opponent’s movement speed to 5 feet for 1d4 rounds. This does not work on creatures that are immune to sneak attacks or with strange anatomies or multiple legs. He may attempt this when not sneak attacking at a -4 penalty to the attack. Using this attack without a sneak attack provokes an attack of opportunity.
Rack – The ultimate dirty trick. The charlatan may forego 2d6 of his sneak attack damage in order to cripple a male opponent, stunning it and knocking it prone for 1d10 minutes. For the first 1d4 rounds the target is considered helpless. This does not work on female targets, asexual creatures or creatures that are immune to sneak attacks or that have strange anatomies. The charlatan may attempt this when not sneak attacking at a -8 penalty to the attack. If he does not have 2d6 sneak attack damage he must forego all sneak attack damage and takes an additional -4 penalty to the attack, even if it is a sneak attack. Using this attack without a sneak attack provokes an attack of opportunity and the charlatan takes a -4 penalty to AC versus a sneak attack from the target of the attack because he puts himself in a very overextended position. On a critical hit, a rack forces the target to make a fortitude save (DC 20) or die.
Charm Person: At 3rd level the charlatan may use Charm Person as a spell-like ability a number of times per day equal to his charisma modifier. The DC for this effect is 10 + the charlatan’s class level + the charlatan’s charisma modifier.
Mass Suggestion: At 4th level the charlatan may attempt to make suggestions to entire crowds, as the suggestion ability. However, the crowd’s attitude toward him generally must be at least friendly.
Master Swindler: At 5th level the charlatan becomes a master of swindling. He may add his intelligence modifier to all bluff checks, and in addition gains a +4 competence bonus on bluff checks made to lie, disguise checks made to disguise himself from others, sleight of hand checks made to steal items or conceal small objects, and forgery checks made to create forgeries. Lastly, the penalties for his dirty fighting abilities are reduced by half (to -2, -2 and -4 respectively.)
Soother of Hearts
This bardic prestige class uses its musical powers to soothe, calm and heal others. It is mostly defensive or noncombative in nature.
Prereqs:
Alignment: Any nonevil
Skills: Perform (any) 8 ranks, Heal 4 ranks
Special: Improved Song of Healing bardic music ability
HD: d6 BAB: Weak Saves: Will SP: 4 CS: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (all skills, taken individually,) Listen, Perform, Profession, Spot, Use Magic Device
Level - Songs Known - SPD - Special
--1 -------- 0 ------- 1 -- Healer’s Affinity +1, Healing Lore, Bardic Knowledge
--2 -------- 1 ------- 2 -- Empower Music (+0.5x)
--3 -------- 1 ------- 3 -- Healer’s Affinity +2
--4 -------- 2 ------- 4 -- Song of Mass Healing
--5 -------- 2 ------- 5 -- Healer’s Affinity +3
--6 -------- 3 ------- 6 -- Swift Song (move)
--7 -------- 3 ------- 7 -- Healer’s Affinity +4
--8 -------- 4 ------- 8 -- Improved Song of Mass Healing
--9 -------- 4 ------- 9 -- Healer’s Affinity +5
--10 ------- 5 ------- 10 - Expand Range (+30 ft.)
Healer’s Affinity: Soother of Hearts levels stack with bard levels to determine the maximum healing potential of Song of Healing, Improved Song of Healing, Song of Mass Healing, Improved Song of Mass Healing, Song of Divine Restoration and Song of Divine Healing. In addition, the soother gains the indicated bonus to her charisma modifier when determining the maximum amount of HP she may heal with any of the aforementioned songs.
Healing Lore: A soother of hearts may add her ranks in Heal to the perform check made to determine the power of Song of Healing, Improved Song of Healing, Song of Mass Healing, Improved Song of Mass Healing, Song of Divine Restoration or Song of Divine Healing. If the soother is using the Empower Music class ability, add this bonus on after multiplying the check result; her ranks in heal are not multiplied.
Bardic Knowledge: Soother of Hearts level stack with bard levels to determine the bonus on a bardic knowledge check.
Empower Muisc (+0.5x): At 2nd level the soother’s empower music class ability increases by 0.5x. She must expend extra uses of bardic music to empower his songs as normal. If the soother of hearts does not have the empower music class ability, she gains it as a bard does at 7th level.
Song of Mass Healing: At 4th level the soother of hearts learns the Song of Mass Healing as a bonus song, even if she dosen’t meet the prerequisites.
Swift Song: At 6th level the soother of hearts gains the ability to sing songs as a move action, like a bard does. If she can already sing songs as a move action, she learns to sing them as a swift action instead.
Improved Song of Mass Healing: At 8th level the soother of hearts learns the Improved Song of Mass Healing as a bonus song, even if she dosen’t meet the prerequisites.
Expand Range (+30ft.): At 10th level the soother’s expand music class ability increases by 30ft. She must expend extra uses of bardic music to expand her range as normal. If the soother of hearts does not have the expand range class ability, she gains it as a bard does at 3rd level.
Songs: A soother of hearts sings songs much like a bard. Her songs per day pool with any songs he might have from another singing class. Her soother levels stack with her bard levels to determine the DC of her bard songs and her soother songs, as well as her singer level.
Song List:
Ballad of Healing Lore – Allies in range may use the soother’s perform check in place of any heal check that they are attempting to make or any knowledge check related to healing (such a knowledge [nature] check made to identify healing herbs.)
Song of Peace – All creatures in range that fail a will saving throw are affected as though by a Calm Emotions spell with a caster level equal to the soother’s singing level. If they are in combat they gain a +4 bonus on their save, but those who fail their save must immediately cease fighting.
Melody of Concentration - Grants all allies in range an enhancement bonus to Intelligence equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1. (Requires: Soother of Hearts level 2nd)
Melody of Perfect Concentration – Grants all allies in range an enhancement bonus to Intelligence equal to 1/5th a perform check, rounded down. Maximum bonus is equal to twice bard’s charisma modifier. Minimum bonus +2 (Requires: Melody of Concentration, Soother of Hearts level 4th)
Tune of Clarity - Grants all allies in range an enhancement bonus to Wisdom equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1. (Requires: Soother of Hearts level 2nd)
Tune of Great Clarity – Grants all allies in range an enhancement bonus to Wisdom equal to 1/5th a perform check, rounded down. Maximum bonus is equal to twice bard’s charisma modifier. Minimum bonus +2 (Requires: Tune of Clarity, Soother of Hearts level 4th)
Song of Splendor - Grants all allies in range an enhancement bonus to Charisma equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s improved charisma modifier. Minimum bonus +1. (Requires: Soother of Hearts level 2nd)
Song of Awesome Splendor – Grants all allies in range an enhancement bonus to Charisma equal to 1/5th a perform check, rounded down. Maximum bonus is equal to twice bard’s improved charisma modifier. Minimum bonus +2 (Requires: Song of Splendor, Soother of Hearts level 4th)
Pulse Ward – Allies in range gain energy resistance versus negative energy equal ½ a perform check, rounded down. (Requires: Soother of Hearts level 6th)
Life Abundant – Allies in range gain fast healing equal to the soother’s charisma modifier. (Requires: Soother of Hearts level 6th)
Heartguard – All allies in range are immune to death effects and cannot be affected by a coup de grace attack. (Requires: Soother of Hearts level 8th)
Poultice of the Divine – All allies in range heal 1d4 ability damage per round to a single ability score, chosen by the soother when she begins to sing. As a full round action, she may change the ability score affected, but must make a DC 10 concentration check when doing so or lose the song. If she loses the song in this fashion she may start it again as part of the same full-round action but must expend the uses of music in order to do so again. (Requires: Soother of Hearts level 8th)
Song of Divine Restoration - Heals one ally in range equal to twice a perform check result. Maximum healing equal to eight times bard’s charisma modifier times his level. The target of healing is also affected as though by a Restoration spell. (Requires: Song of Healing, Improved Song of Healing, Song of Mass Healing, Improved Song of Mass Healing, Soother of Hearts level 10th)
Song of Divine Healing - Heals all allies in range equal to a perform check result. Maximum healing equal to quadruple bard’s charisma modifier times his level. (Requires: Song of Healing, Improved Song of Healing, Song of Mass Healing, Improved Song of Mass Healing, Soother of Hearts level 10th)
Reveler
Lovers of joy, drink and song, revelers are able to create unique effects by harnessing the happiness of those gathered. They also gain a great deal of ability, even when drunk, similar to a drunken master.
Prereqs:
Feats: Improved Unarmed Strike,
Skills: Perform (any) 6 ranks
Special: Instrument Focus class ability, must have been successful in combat at least once while drunk
HD: d6 BAB: Med Saves: Reflex SP: 6 CS: As Bard
Level - Songs Known - SPD - Special
--1 -------- 1 ------- 2 -- Tolerance, Roundhouse, Bardic Knowledge
--2 -------- 1 ------- 4 -- Revelry (+10 ft)
--3 -------- 2 ------- 6 -- Drunken Brawler +1
--4 -------- 2 ------- 8 -- Revelry (+2 Ref/AC)
--5 -------- 3 ------- 10 - Improvised Weapon Master
--6 -------- 3 ------- 12 - Revelry (+20 ft), Drunken Brawler +2
--7 -------- 4 ------- 14 - Inspire Revelry
--8 -------- 4 ------- 16 - Revelry (DR 5/magic)
--9 -------- 5 ------- 18 - Drunken Brawler +3
--10 ------- 5 ------- 20 - Revelry (+30 ft)
Tolerance: A reveler gains a +4 bonus on fortitude saves against poison, including alcohol. In addition, any drunkness penalties he suffers are reduced by an amount equal to his level.
Roundhouse: Through experience in barroom brawls, the reveler learns to make a spectacular roundhouse punch. By taking a full-round action in order to make an unarmed strike, the reveler deals an additional 1d10 damage. An enemy struck by a roundhouse punch must make a fortitude save (DC 10 + the reveler’s strength modifier) or be stunned for 1d2 rounds.
Bardic Knowledge: The reveler’s class level stacks with all other class levels to determine the bonus on his bardic knowledge check.
Revelry: At 2nd level, the range of a reveler’s bardic music abilities increase by 10 feet when he is tipsy enough to suffer at least a -1 penalty from it. This goes into effect even if his Tolerance class ability negates the penalty. At 4th level he gains a +2 dodge bonus to AC and Reflex saves while he is singing so long as he is tipsy. At 6th level the range of his bardic music abilities expand an additional 10 feet when he is tipsy to a total of 20 feet. At 8th level he gains damage reduction 5/magic while singing so long as he is tipsy. At 10th level his abilities expand by an additional 10 feet when he is tipsy to a total of 30 feet. None of these abilities cost extra uses of bardic music. Note that getting drunk enough will make these bonuses pretty worthless.
Drunken Brawler: At 3rd level the reveler gains a +1 bonus to melee attack and damage rolls while he is tipsy. This bonus increases by +1 every 3 levels thereafter.
Improvised Weapon Master: At 5th level, a reveler becomes proficient with improvised weapons, effectively negating the -4 nonproficiency penalty on their use.
Inspire Revelry: At 7th level the reveler may grant allies in range his AC and Reflex Save bonus from revelry, as well as his damage reduction when he obtains it at level 8. Bards in range also gain the bonus to song range that a reveler gets. In order to grant this bonus the reveler must sing a bardic song that affects his allies. He must expend one additional use of bardic music for each ally that he affects with this ability. He may choose to expend fewer uses of bardic music in order to affect fewer allies, but he always affects those closest to him first. For example, if Dalamar, a reveler, is attempting to inspire revelry in Mercerion, Mint and Valanthe. Valanthe is 10 feet away from him, Mint 15 feet away and Mercerion 25 feet away. If Dalamar chose to only spend 2 extra uses of bardic music, he would affect Valanthe and Mint but not Mercerion. He could not choose to affect Valanthe and Mercerion or Mint and Mercerion.
Songs: Reveler levels stack with bard levels to determine the singing level and save DC of bard songs and reveler songs. Songs from other class song lists can fulfill the requirements for reveler songs.
Song List:
Song of Healing – Heals one ally in range equal to 1/4 a perform check result. Maximum healing equal to bard’s charisma modifier times his level.
Chant of Brimming Vigor – Grants all allies in range an enhancement bonus to Strength equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1. (Requires: Reveler level 3rd)
Aria of Swiftness – Grants all allies in range an enhancement bonus to Dexterity equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1. (Requires: Reveler level 3rd)
Stone Tower – Grants all allies in range an enhancement bonus to Constitution equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1. (Requires: Reveler level 3rd)
Melody of Concentration - Grants all allies in range an enhancement bonus to Intelligence equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1. (Requires: Reveler level 3rd)
Tune of Clarity - Grants all allies in range an enhancement bonus to Wisdom equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s charisma modifier. Minimum bonus +1. (Requires: Reveler level 3rd)
Song of Splendor - Grants all allies in range an enhancement bonus to Charisma equal to 1/10th a perform check, rounded down. Maximum bonus is equal to bard’s improved charisma modifier. Minimum bonus +1. (Requires: Reveler level 3rd)
Fine Spirits – All enemies in range who fail a fortitude save become drunk, suffering a -4 penalty to reflex saves, skill checks, ability checks, attack rolls and AC checks as long as the reveler plays.
Endless Stupor – All enemies in range who fail a fortitude save become drunk, suffering a -4 penalty to reflex saves, skill checks, ability checks, attack rolls and AC checks for a number of minutes equal to the reveler’s charisma modifier. (Requires: Reveler level 7th, Fine Spirits)
Soulbright Song – All allies in range gain a bonus on save checks versus fear effects and morale penalties equal to the singer’s charisma modifier. In addition, any ally suffering from a fear effect or a morale penalty has that effect suppressed for the duration of the song. (Requires: Reveler level 3rd)
Reveler’s Anthem – All allies in range gain a morale bonus on all checks equal to 1/10 a perform check, rounded down. Minimum bonus +1. Maximum bonus equal to the singer’s charisma modifier. (Requires: Reveler level 9th)
The Wine-Press Dance – Inspired by songs that helped wine pressers to perform their task, this song makes any alcoholic beverage within the song’s range extremely sweet and also extremely potent. Any who imbibe the effected drinks take a -4 penalty on their save versus drunkenness and take a double drunkenness penalty if they become drunk on it. This enchantment lingers over the alcohol for one hour per singer level. This song takes 1 minute to fully perform.
No Worries – This song induces a euphoric mood in all creatures in range. This doesn’t work on creatures that are in combat with one another. Any creature in range that fails a will save acts as though charmed by all other creatures likewise affected by the spell. In effect, this improves the mood of all effected.
War Chanter
War chanters are the mightiest of mighty bards. They are trained in the arts of war as well as the art of song, and can commonly be found in the midst of armies or, due to their charismatic ways, leading them. They express their thirst for battle and the exhilaration of combat in song.
Prereqs:
BAB: +5
Feats: Martial Weapon Proficiency (any martial weapon), Weapon Focus (any), Combat Expertise
Saves: Base Will +4, Base Reflex +4
Skills: Perform (any) 6 ranks
Special: Fascinate bardic music ability, plus any one of Chant of Brimming Vigor, Aria of Swiftness, Stone Tower or Tune of Readiness
HD: d8 BAB: Strong Saves: Fort, Ref SP: 4 CS: Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Handle Animal, Intimidate, Jump, Listen, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spot, Swim, Tumble
Level - SPD - Songs Known - Special
--1 ---- 1 ------- 0 ------ Combat Singer, Singing Shout
--2 ---- 2 ------- 1
--3 ---- 3 ------- 1 ------ Invigorated Singer (Str +2)
--4 ---- 4 ------- 2
--5 ---- 5 ------- 2 ------ Expand Range (+30 ft)
--6 ---- 6 ------- 3
--7 ---- 7 ------- 3 ------ Invigorated Singer (Con +2)
--8 ---- 8 ------- 4
--9 ---- 9 ------- 4 ------ Empower Song (+0.5x)
--10 --- 10 ------ 5 ------ Singing Strike
Combat Singer: A war chanter gains a +4 bonus on concentration checks to maintain concentration on a song after he has sustained damage. In addition, he may ignore up to one point of damage per war chanter level for the purposes of determining the concentration DC. He still takes the damage as normal.
Singing Shout: By expending two uses of bardic music the war chanter may grant himself a +4 morale bonus on attack and damage rolls. Allies within 30 feet gain a +1 morale bonus on attack and damage rolls. This effect lasts one round. He may make this shout as a free action when charging.
Invigorated Singer: At 3rd level, whenever the War Chanter is singing a war chanter song (any song on the war chanter list) he gains a +2 enhancement bonus to strength so long as he is playing. At 7th level, he also gains a +2 enhancement bonus to constitution while singing a war chanter song, so long as he keeps playing.
Expand Range: As the bard ability. If the war singer already has expand range, this ability adds an additional 30 feet onto his capability, but he must expend additional uses of bardic music to empower his music so, as normal.
Empower Song: As the bard ability. If the war singer already has empower song, this ability adds an additional 0.5x onto his capability, but he must expend additional uses of bardic music to empower his music so, as normal.
Singing Strike: At 10th level, if a war chanter sings a war chanter song or maintains concentration on singing a war chanter song, he gains a partial action that may be used to make one attack against any enemy in range. If the attacked opponent would’ve been able to make an attack of opportunity against the war chanter for singing his song, he does not get that opportunity. If the war chanter already has a partial action from the haste spell or a similar ability, this does not grant him an additional partial action. However, if he uses that partial action to make an attack against an enemy, that enemy may not make an attack of opportunity on the war chanter for singing on concentrating on his war chanter songs in that round.
Song List:
Chant of Brimming Vigor – As the bard song of the same name.
Chant of Overflowing Vigor – As the bard song of the same name. (Requires: Chant of Brimming Vigor, War Chanter level 4th)
Aria of Swiftness – As the bard song of the same name.
Aria of Unmatched Swiftness – As the bard song of the same name. (Requires: Aria of Swiftness, War Chanter level 4th)
Stone Tower – As the bard song of the same name.
Iron Tower – As the bard song of the same name. (Requires: Stone Tower, War Chanter level 4th)
Shield of Words – Grants one ally in range a deflection bonus to AC equal to 1/10 a perform check, rounded down. Maximum bonus equal to bard’s charisma modifier. Minimum bonus +1.
Greater Shield of Words – Grants one ally in range a deflection bonus to AC equal to 1/5 a perform check, rounded down. Maximum bonus equal to twice bard’s charisma modifier. Minimum bonus +2. (Requires: Shield of Words, War Chanter level 4th)
Mass Shield of Words – Grants all allies in range a deflection bonus to AC equal to 1/10 a perform check, rounded down. Maximum bonus equal to bard’s charisma modifier. Minimum bonus +1. (Requires: Shield of Words, Greater Shield of Words, War Chanter level 6th)
Greater Mass Shield of Words – Grants all allies in range a deflection bonus to AC equal to 1/5 a perform check, rounded down. Maximum bonus equal to twice bard’s charisma modifier. Minimum bonus +2. (Requires: Shield of Words, Greater Shield of Words, Mass Shield of Words, War Chanter level 8th)
Song of Readiness – Grants all allies in range a bonus on initiative checks equal to 1/10 a perform check, rounded down. Maximum bonus equal to bard’s charisma modifier. Minimum bonus +1
Improved Song of Readiness – Grants all allies in range a bonus on initiative checks equal to 1/5 a perform check, rounded down. Maximum bonus equal to twice bard’s charisma modifier. Minimum bonus +1 (Requires: Song of Readiness, War Chanter level 4th)
Melody of Hungry Blades – Grants a morale bonus to attack rolls to all allies in range equal to 1/10 of a perform check, rounded down. Minimum bonus +1. Maximum bonus equal to singer’s charisma modifier.
Melody of Ravenous Blades – Grants a morale bonus to attack rolls to all allies in range equal to 1/5 of a perform check, rounded down. Minimum bonus +2. Maximum bonus equal to double singer’s charisma modifier. (Requires: Melody of Hungry Blades, War Chanter level 6th)
Tune of Awful Wounds - Grants a morale bonus to damage rolls to all allies in range equal to 1/10 of a perform check, rounded down. Minimum bonus +1. Maximum bonus equal to singer’s charisma modifier.
Tune of Devastating Wounds – Grants a morale bonus to Damage rolls to all allies in range equal to 1/5 of a perform check, rounded down. Minimum bonus +2. Maximum bonus equal to double singer’s charisma modifier. (Requires: Tune of Awful Wounds, War Chanter level 6th)
Tune of Blinding Speed – All allies in range are affected as though by the haste spell for as long as the war chanter keeps playing. (Requires: War Chanter level 10th)
Piercing Notes – All allies in range ignore a number of points of damage reduction equal to the singer’s singing level, no matter what kind of damage reduction it is. (Requires: War Chater level 10th)
Seeker of the Song
There is a mystical tune that binds the entire universe together. Occasionally, mortals hear this tune; in dreams, during planar travel or when near death. Those who hear the song are changed forever by its beauty, and many dedicate their lives to searching for this newfound purpose. Those who find and harness the song that binds the planes together are granted immense power to manipulate the elements and forces around them.
Prereqs:
Skills: Perform (any) 15 ranks, Spellcraft 7 ranks
Special: Empower Music class ability, must have heard part of the song the binds the planes
HD: d4 BAB: Weak Saves: Will SP: 2 CS: Concentration, Knowledge (arcana), Knoweldge (history), Perform, Spellcraft, Use Magic Device
Level - SPD - Songs Known - Special
--1 ---- 2 ------- 1 ------ Spell Harmonics, Neverending Search
--2 ---- 4 ------- 2 ------ Attuned Ear
--3 ---- 6 ------- 3
--4 ---- 8 ------- 4 ------ Manipulate Energy I
--5 ---- 10 ------ 5
--6 ---- 12 ------ 6 ------ Manipulate Energy II
--7 ---- 14 ------ 7
--8 ---- 16 ------ 8 ------ Manipulate Energy III
--9 ---- 18 ------ 9
--10 --- 20 ------ 10 ----- Perfect Song
Spell Harmonics: Seekers of the song draw the power of their songs from the same universal springs of power that arcane magic comes from, even moreso than other singers. Their seeker songs are treated as arcane spells of the evocation school. Their songs are subject to spell resistance and will not function inside of an antimagic field. However, their songs will affect even deaf targets and can be used even in environments when normal songs would be unuseable. In addition, by succeeding on a spellcraft check equal to 10 + the level of an existing spell, the seeker may expend two uses of music in order to unbind the spell, destroying its effects.
Neverending Search: In order to progress in the seeker class, the seeker must learn more of the song that binds the planes. He may not take a new level in the class until he hears more of it. He may have to go to extremes in order to hear more of the song, but he is always searching for it. His resolve grants him a +2 bonus on will saves versus enchantment effects and a +2 bonus on any opposed checks made to dissuade him from his path.
Attuned Ear: At 2nd level the seeker’s ears become especially keen to the sounds of the song that binds the planes. He gains a +2 bonus on listen checks and a +2 bonus on all perform checks that involve sound. In addition, he can replicate any sound that he can hear. If he is affected by another bard’s song he gains the ability to replicate its effects by spending double the number of uses. This doubles all costs, including the cost of increasing the power of its effects through various bardic class abilities. The seeker can only recall the song clearly enough to replicate it for 1 hour per class level.
Manipulate Energy: At 4th level the seeker can expend a use of bardic music to enhance the properties of elements. He can make fire hotter, pleasures more intense, pain more horrible, steel and stone harder and in general manipulate things. He can increase or decrease the DC of a spell or effect by 2 or increase the break DC of an object by 2. The use of this ability is entirely up to DM discretion. If used in combat, this ability must be used during the experience, so the seeker must delay in order to use this ability on the same initiative count as the effect he is manipulating. At 6th level the seeker can grant a +2 bonus or a -2 penalty on any skill check, ability check, saving throw, attack roll or AC check in a similar fashion. At 8th level he may increase or decrease the damage of an energy effect by 2d6 in a similar fashion.
Perfect Song: At 10th level the seeker knows how to truly and powerfully manipulate the song that binds the planes so much that he gains power over life and death. By expending 4 uses of bardic music, he may attempt to slay one creature in his song range. The affected creature must make a fortitude save or have its body torn asunder. Even if it passes its save, the creature takes 5d6 points of damage that pierces all damage reduction and energy resistance. Alternatively, he may return a soul to its body, brining a dead ally back to life. This copies the effect of a resurrection spell, except the creature must have been dead 1 day per singer level or less. The creature still suffers level loss or constitution loss as normal.
Songs:
Burning Melody – This song creates a cone of fire, the size of the singer’s song range. It deals 10d6 fire damage to all creatures caught within. Creatures may make a reflex save in order to take half damage. Creatures who fail their saves catch fire, burning for 1d6 damage per round for a number of rounds equal to the singer’s singing level unless they take a full-round action and make another reflex save to attempt to put out the fire.
Blazing Shell – This song creates a shell of fire around all allies in range, granting them fire resistance 30. Any creature that strikes them with a melee weapon takes 3d6 fire damage per attack and catches fire for 1d4 rounds. The damage can be halved and the catching fire negated with a reflex save.
Freezing Melody – This song creates a cone of freezing ice shards, the size of the singer’s song range. It deals 10d6 cold damage to all creatures caught within. Creatures who fail a fortitude save are slowed for a number of rounds equal to the singer’s singing level. (Requires: Seeker level 3rd)
Frostbite Shell – This song creates a shell of icy-cold air around all allies in range, granting them cold resistance 30. Any creature that strikes them with a melee weapon takes 3d6 cold damage per attack and is slowed for 1 minute. The damage can be halved and the slow effect negated with a fortitude save. (Requires: Seeker level 3rd)
Requiem of Storm – This song creates a line of lightning, twice as long as the singer’s song range. All creatures and objects upon this line take 10d6 points of shocking damage and are stunned for 2d6 rounds. The damage can be halved and the stun negated by a fortitude save. (Requires: Seeker level 5th)
Storm Shell – This song creates a shell of supercharged particles around all allies in range, granting them shocking resistance 30. Any creatures that strikes them with a melee weapon takes 3d6 shocking damage and is stunned for 1d4 rounds. The damage can be halved and the stun negated by a reflex save. (Requires: Seeker level 5th)
Song of Pure Agony – This song creates a cone of acid, dealing 10d6 points of acid damage. Creatures who fail a reflex save take 5d6 more acid damage on the next round. (Requires: Seeker level 7th)
Agonizing Shell – This song creates a shell of acid around all allies in range, granting them acid resistance 30. Any creature that strikes them with a melee weapon takes 3d6 acid damage, and their weapon takes this damage as well. The damage to the weapon can be negated with a reflex save. (Requires: Seeker level 7th)
Song of Unmaking – This song deals 20d6 sonic damage to all creatures in range and deafens them permanently. Targets who pass a fortitude save halve the damage and negate the deafness effect. (Requires: Seeker level 9th)
Shell of Unmaking – This song creates a shell of sonic force around all allies in range, granting them sonic resistance 30. Any creature that strikes them with a melee weapon takes 6d6 sonic damage and is permanently deafened. The damage can be halved and the deafness negated with a fortitude save. (Requires: Seeker level 9th)