Metalhead Bard

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Koumei
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Metalhead Bard

Post by Koumei »

I'm not interested in the traditional Bard who belongs in Tome of Trees and is part Druid or something. No really. Although if someone else does it, and makes them a complete stoner, that'll be pretty cool.

But here's my take on it, in all it's anachronistic glory. Will need so much proof-reading and editing - especially by other people who notice the shit I miss.

My concerns: music takes a huge wall of text to explain. The various bands aren't well-balanced against each other. I'm not sure if, at least at early levels, the Bard will really have enough to do. Incite Riot probably needs to be written better.

BARD

"So there I was, in the tavern inn, doing cocaine off the hind of a harlot-of-the-night..."

HD: d8
BAB: 3/4
Good Saves: Fort, Ref
Skill Points: 6+Int
Class Skills: Abuse Magic Device, Balance, Bluff, Climb, Diplomacy, Escape Artist, Gather Information, Intimidate, Jump, Knowledge (Any), Listen, Perform (Any), Ride, Search, Spot, Tumble, Use Rope

Proficient: Light and Medium Armour, Simple and Martial Weapons
Alignments: Any, but they tend towards Chaotic and Evil, HAIL SATAN!
LevelBenefit
1Music, Iconic Weapon, Song (I), Pushing Drugs
2Marketing, Two Joints Roadies
3Song (II)
4Emotion
5Song (III)
6Tuning Up the Band
7Song (IV)
8Incite Riot
9Song (V)
10Getting the Band Together
11Song (VI)
12Sex, Drugs, Rock and Roll
13Song (VII)
14Encore
15Song (VIII)
16Immortal Legend
17Song (IX)
18One Man Band
19Song (X), Miracle Drug
20Sell Out

Music (Su): the Bard can create music with magical effects. Every odd class level, the Bard learns a new song, except for first level where he learns two. They may select any song with a level no higher than half their hit dice, rounded up, and they must have at least twice as many ranks in any single perform skill as the song level. It takes a full round action to begin singing/playing, but only a standard action to sustain. The Bard must either sing (may not be silenced), dance (subtract the armour check penalty from effective skill ranks to determine whether the song can be played) or play a musical instrument (must have hands free to hold and play it). After finishing playing a song, the Bard must wait one full round before resuming it or starting another, and can only keep a song going for a number of rounds equal to his Charisma modifier. The save DC for all songs is 10 + half his hit dice + Charisma modifier. Additionally, any other[Sonic] effects are nullified in the area affected, at the Bard's option.

Iconic Weapon (Ex): select a single weapon of any type. The Bard gains proficiency with it, and Combat School applied just to that weapon. The signiature moves of the combat school can either be "Attacks of Opportunity", "Standard Action Attacks", "A Charge" or "Striking Flat-Footed/Flanked foes" (select one).

Pushing Drugs (Su): once per round, when the Bard successfully hits a foe in melee or performs a Grapple option on them, he may elect to plant an item on them without them knowing, or force-feed them a potion, poison, edible object or drug.

(America is babbies)

Marketing (Ex): at second level, everyone can name the Bard. Most NPCs will automatically have a Friendly atitude towards him. Exceptions include monsters (who are unaffected) and the lowest level of law enforcement, (who are unfriendly). He gets a 20% discount on anything he decides to buy from regular merchants. Also, most parents will disapprove of him whereas their children will be Helpful. Yes, this even applies to Belial and Fierna, why not?

Two Joints (Ex): at second level, the Bard mysteriously "finds" a cache of drugs. Every level thereafter, the supply somehow refills. Additionally, he never suffers the drawbacks of drug addiction.

Removed for a drug-free America! (Drugs are too controversial for D&DWiki... in a game about murder an genocide.)

Roadies (Su): at second level, the Bard gains a group of roadies - a number of Invisible Servants equal to his Charisma bonud (minimum 1). Even when destroyed, they are just replaced the very next day.

Emotion (Sp): at level 4, the Bard can cast Emotion at will. The save DC is 10 + half his level + Cha mod.

Tuning Up the Band (Su): starting at level 6, by spending a full round action "tuning up" and preparing, the Bard can enhance the next song he performs. It must be started on the next turn to benefit from this, but the benefit lasts for the entire duration. The area is doubled, the effects last for two rounds after he stops playing, and all save DCs are increased by 2 points.

Incite Riot (Ex): at level 8, the Bard gains the ability to cause riots. He must spend a minute riling the crowd up, but after doing so, all NPCs in the vicinity who cared to listen in the first place become Fanatical and form mobs that will not so much obey his instructions as attack whatever they perceive his enemies to be.

Getting the Band Together (Ex): at level 10, the Bard gets a single Leadership feat of his choice.

Sex, Drugs, Rock and Roll (Ex): at level 12, the Bard gains a few benefits related to his lifestyle. He may effectively "create" a single dose of any drug per day, representing knowing the right people or scrounging around his backpack for that last joint (or being gifted it from the planes, it's level 12), and the benefits of all drugs he takes last for twice as long. Additionally, whenever he has sex, don't bother rolling any dice (fade to black or otherwise). No diseases are caught and everyone involved has a wonderful time. He becomes immune to the Suggestion and Level Drain of sleeping with a succubus or similar creature, too.

Encore (Su): at level 14, the Bard no longer needs to wait a round before resuming a song or starting a new one, and there is no limit to how long he may keep performing for.

Immortal Legend (Su): at level 16, the Bard will return from the dead 24 hours after being killed, unless his body is hacked up or burned, or unless he dies of a drug overdose.

One Man Band (Su): at level 18 the Bard plays so fast he can keep two songs going at a time. After doing so he becomes Fatigued.

Miracle Drug (Su): at level 19, the Bard gains an amazing ability. He may cast Miracle once per day when taking a dose of drugs, though no permanent effects may be caused by this - all effects end when the benefits of the drug wear off.

(Removed for a safer drug-free America. Support the war on brains.)

Sell Out (Ex): at level 20 the Bard sells out and wins the game.
Songs in the next post.
Last edited by Koumei on Mon Feb 01, 2010 5:30 am, edited 4 times in total.
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Koumei
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Post by Koumei »

And here are all the songs, arranged by level:

*Note: currently, just level, name and basic effect are listed*
First Level
Vuvuzela
Targets: everyone, Area: 100' radius
BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

No conversation can be heard inside the area, and anyone attempting to cast a spell or perform concentration-intensive actions must pass a Concentration check (DC = ranks in Perform + Cha + 5) or fail.

All my Friends are Dead
Targets: Self and Enemies (see description), Area: 100' radius
All enemies automatically notice the performer, and must make a Will save against a [Mind-Affecting] [Compulsion] to resist focusing exclusively on him as though his allies did not exist.

Additionally, if he has no allies engaging in the conflict (aside from any who are dead or dying), he gains a Blur effect and is Hasted for the duration.

In a Flat Field
Targets: the terrain, Area: 250' radius
The landscape becomes clear for the duration, offering no cover or concealment, and with nothing treated as difficult terrain. Likewise it is impossible to be entangled in the area for the duration.

Keep Rollin
Targets: allies, Area: 50' radius
All allies within the area can ignore the effects of being Staggered, Slowed, Dazed, Nauseated or Stunned for the duration. They also gain Fast Healing 1 for the duration.

The Bong Song
Targets: enemies, Area: 100' radius
All enemies within the area must make a Fortitude save against a [Mind-Affecting] [Poison] effect, when they are first affected, otherwise they become Slowed and Sickened for the entire duration.

Won't Get Fooled Again
Targets: see below, Area: 50' radius
The area is affected by an Invisibility Purge and a Zone of Truth for the duration. Likewise, all allies in the area ignore all Miss Chances caused by Illusions for the duration.

Second Level
Flame Vein
Targets: one enemy per round, Area: 100' radius
One enemy per round feels as though their blood is burning, because it is. They take 1d6 Fire damage per 2 levels (Fort half), and if dealt any Piercing or Slashing damage, they catch fire, as does anyone adjacent to them.

Those adjacent may avoid catching fire with a Ref save. Changing targets does not put out any fires, just prevents further effects.

Dawn of Battle
Targets: self and allies plus area, Area: 200' radius
The area is filled with light (as per the spell "Daylight") for the duration. Additionally, the Bard and all allies are immune to Fatigue, Exhaustion, Sleep and Nonlethal Damage for the duration.

Do It Again
Targets: all enemies, Area: 100' radius
Every round, on their own turn, all foes must attempt a Will save. If they pass they may act normally for the round. If they fail, they must perform the same action as on the last turn. If this is impossible, they will simply not act, though they defend themselves normally. This only affects their regular actions - Attacks of Opportunity can be made as normal.

I'm Okay
Targets: self and allies, Area: 50' radius
Every round for the duration, the Bard and all allies in the area regain 1d4 hit points per class level. Additionally, on the Bard's turn every round, he and all allies may each remove one negative status condition or affliction such as Poison, Stunning, Confusion etc. Note that if the Bard is unable to continue performing due to a condition, but the song lingers, the Bard can choose to remove the condition that prevents him from performing and continue to play.

What is Love?
Targets: self and allies, or enemies, Area: 100' radius
The Bard, and all allies in the area, gains immunity to Charms and Compulsions, and likewise cannot be affected by Diplomacy for the duration. Additionally, once per round the Bard may affect an enemy as per Charm Monster as a Swift Action. This will only last for 1 round per target, however, until the song ends, where the last target affected must save again or it lasts for one day.

You Gotta Fight
Targets: self and allies, Area: 250'
The Bard gains a greater ability to break shit, as do all allies. They all gain a +10 bonus on Sunder and Break attempts, deal an additional +3d6 damage on all attacks, gain one Cleave attempt and knock enemies prone on a successful charge (Fort negates).

Third Level
Rock Lobster
Targets: special, Area: within 100'
A Dire Crab is summoned for the duration, to run wild over your enemies. If it dies, the performance ends. For every HD you exceed 5 by, it gains a +1 Turquoise bonus to Attack and Damage rolls.

Can I Play With Madness
Targets: self and allies, or enemies, Area: 300' radius
For the duration, the Bard and his allies become immune to [Mind Affecting] effects. Furthermore, they become Hasted for a round whenever subjected to them. Alternatively, all enemies in the area must make a Will save or become Confused for the duration.

Disco Inferno
Targets: enemies, Area: 500' radius
For the duration, all enemies take Fire damage each round equal to the ranks in a single Perform type the Bard possesses, with a Fortitude save to negate. Additionally, as a Swift Action each round, he may cause a 30' radius explosion of flames that deals 1d6 Fire damage per level with a Reflex save for half.

Into the Hollow
Targets: self and allies, Area: 25' radius
For the duration, the Bard and all allies in the area are pulled into a dimensional portal, safe from harm. They are immediately expelled from it as soon as the performance ends, however they all gain Fast Healing 5 while inside.

Love Shack
Targets: self and allies, Area: 50' radius
For the duration, the Bard and all allies are surrounded by a transparent structure made of force, protecting them from the elements and all planar effects. When the Bard moves, the structure does as well, along with everyone inside. Additionally, all ability damage is restored at the rate of one point per round in the love shack.

Zombie
Targets: corpses and undead, Area: 300' radius
For the duration, all unburied dead bodies of creatures no smaller than Small size rise up as zombies and vaguely serve the Bard, though if they leave the area they collapse as corpses. All existing undead fall under the Bard's control for the duration, though non-mindless undead get a Will save to negate this effect.

Fourth Level
Break Down the Walls
Targets: structures and some spells, Area: 250' radius
For the duration, every building must make a Fort save (highest bonus of anyone inside, if none are inside, it fails automatically) or crack, losing half it's Hardness. On the next round it is affected, it loses the rest of its Hardness, then the third round it loses half its HP, then finally falls apart. Additionally, all spells with the word "Wall" in the name are automatically Dispelled.

Thong Song
Targets: enemies, Area: 200' radius
For the duration, enemies appear to be clad only in g-strings/thongs. While hilarious, given you're often fighting oozes and the like, this means they lose any benefits from equipment not carried in their hands.

They are allowed a Will save to negate this.

Down With the Sickness
Targets: enemies, Area: 200' radius
When the Bard begins performing, he must select one disease. One enemy per round, on the Bard's turn, must make a Fortitude save or suffer one day's effects of that disease. The same enemy can be selected every round. When the performance ends, the enemy who was last afflicted must save again or actually contract the disease.

Last Resort
Target: self, Area: none
For the duration, the Bard gains the ability to cheat death and pull out all the stops at the cost of his own body. He gains the Foil Action ability of the Fighter, however each use reduces his hit points by 20 - this cannot be reduced by Damage Reduction, and is taken as real damage even if he has Regeneration. He may also Dimension Door as an Immediate Action, halving his current hit points (round down), and can activate a Time Stop or Finger of Death as an Immediate Action, however once the effect ends, he is reduced to -10 hit points. He may also ignore any negative condition, though doing so deals 2d6 damage to him per condition per round.

Raining Blood
Targets: all enemies, Area: 200' radius
For the duration, the sky actually rains blood. Undead enemies must pass a Will save or be effectively Stunned as they dance about, let the blood wash their faces, try to drink it etc. Living enemies are automatically Sickened, and must pass a Fortitude save against being Nauseated, with another save each round to recover - as soon as one save is passed, they are no longer Nauseated for the rest of the duration.

Ridin Dirty
Targets: special, Area: special
When the performance begins, a Nightmare is summoned, with hit dice equal to those of the Bard. If sufficient hit dice are gained it becomes a Cauchemar Nightmare. The summoned creature lasts for the duration and is loyal to the Bard. Anyone who rides it gains the benefits of the Mounted Combat feat, with virtual ranks in Ride equal to the Bard's level (if that would be greater than their own actual ranks). If the creature is slain the song ends.

The Song of the Count
Targets: self and allies, Area: 100' radius
The Bard and all allies become somewhat vampiric for the duration. They all gain DR 10/magic, are healed by inflict spells and harmed by cure spells. Additionally, they can be turned/rebuked, Panicking/Cowering for 10 rounds on a failed Will save (DC 10 + half level of Cleric + Cha mod of Cleric), or Stunned/Charmed if the result would normally Destroy/Command them (again, Will negates).

However they may also use the following supernatural abilities as a Standard Action: enervation (as a melee touch attack), vampiric touch (as a melee touch attack), Charm Person and Gaseous Form (self only).

Fifth Level
Burn the Witch
Targets: enemies, Area: 500' radius
For the duration, two 5' squares per level of the Bard burst into flame, and the affected squares can be changed each round as a Swift action. Anyone adjacent to an affected square takes 2d6 Fire damage + the Bard's level. Anyone in an affected square takes 1d6 Fire damage per level of the Bard. This damage is doubled against anyone who has spellcasting or psionic ability.

Don't Fear the Reaper
Targets: self and allies, Area: 250' radius
For the duration, the Bard and all allies are rendered immune to [Death] effects, Energy Drain, negative levels, Ability Drain and [Fear] effects. Additionally they will continue to act normally, even when dead, until the end of the performance.

Never Gonna Give You Up
Targets: self and allies, Area: 500' radius'
For the duration, the Bard and all Allies may take 10 on any d20 roll made, and they do not automatically fail on the roll of a 1, regardless of what the roll is for. Additionally, any time a roll is failed, or they roll low on damage, they may re-roll, with a +5 bonus on the roll.

Finally, everyone affected is particularly stubborn, so adds 2d6 to all Fortitude saves and checks to resist being Grappled, Tripped, Disarmed or Bullrushed. Any die that comes up as a 6 explodes - keep the six, but roll another die and add it.

War Pigs
Targets: special, Area: see below
For the duration, a Dire Boar of Legend is summoned. For every level the Bard has above seventh, the Dire Boar gains an additional racial hit die (which can result in size changes). If it is slain, the song automatically ends.

We're Not Gonna Take it
Targets: self and allies, Area: 200' radius
For the duration, the Bard and all allies become hard to put down. They all gain an Armour bonus to AC equal to the Bard's level (if greater than their current armour bonus), Damage Reduction X/- where X is the Bard's level (if greater than their existing DR) and Spell Resistance equal to 11 + the Bard's level (if greater than their own SR). In any case where a bonus would be equal to or less than their own, they simply improve their own AC/DR/SR by +2 instead.

Additionally, the Bard and all allies gain Evasion, Improved Evasion and Mettle for the duration.

Lady in Red
Target: special, Area: within 50'
For the duration, a Succubus is summoned to do the bidding of the Bard. He will have a harddifficult time sexing her up, however, given he needs to maintain the performance. But she can use her diplomacy skills, spells and level drain on people just fine. If slain, the performance ends.

Sixth Level
Komme Suisser Todd
Target: special, Area: within 100'
For the duration, a Dread Wraith is summoned to try to kill people for the Bard. For every HD the Bard exceeds 11 by, the Wraith gains +2 to any one ability score.

Battery Acid
Targets: all enemies, electricity spells, Area: 100' radius
For the duration, all enemies treat the area as though it is filled with an Acid Fog effect. Additionally, all [Electricity] spells and effects in the area are Empowered at no cost.

Crawling
Targets: all enemies, Area: 250' radius
For the duration, every enemy in the area must make a Fortitude save every round. A failed save results in the target taking 2d6 Vile damage, and being unable to benefit from any Regeneration, Fast Healing or Healing spells that turn.

Love is a Battlefield
Targets: all enemies, Area: 500' radius
For the duration, all enemies are under a Confusion effect with no saving throw allowed. Additionally, one foe per round is affected by a Charm Monster effect that lasts for the entire duration. A Will save negates this effect.

Master of Puppets
Targets: one enemy at a time, Area: 100' radius
Every round for the duration, you may select one foe. They must pass a Will save or be Dominated as per Dominate Monster. This lasts for the duration of the song or until a new target fails their save. At the end of the song, whoever is currently dominated (if anyone) must make another save or be permanently affected (until another target fails a save).

The Beautiful People
Targets: self and allies, Area: 500' radius
For the duration, the Bard and all allies benefit from Disguise Self, able to change their forms at will. Anyone who disbelieves or sees through the illusion is automatically Stunned for one round, then unaffected for the rest of the duration. Anyone benefiting from the Disguise Self may, as a Move Action, affect everyone within 30' with the Blinding Beauty ability of a Nymph (Fort negates, use the save DC of this song) at will.

Seventh Level
Livin in a Box
Targets: enemies, Area: a 20x20x20' cube within 300'
For the duration, a Forcecage is created.

Gravity
Targets: all enemies, Area: 500' radius
For the duration, all enemies in the area suffer the effects of increased gravity. Every round they must each make a Fortitude save or be weighed down as though heavily encumbered. If already heavily encumbered (such as failing the save on the previous turn), they must save against becoming Exhausted. If Exhausted and weighed down, they must save against falling Prone and Helpless. Every round a new save is available to negate all effects.

No-One Lives Forever
Targets: all enemies, Area: 100' radius
For the duration, all enemies feel a sense of impending doom and are Shaken. This will not make Shaken enemies Frightened, however. Additionally, all enemies are potentially three rounds from death. Every round they must pass a Will save. If the save is failed, this counts down by one - to two rounds, then one round. If it should reach zero for any enemy, they must make a Fortitude save or die instantly, and must save every round for the duration.

Party Hard
Targets: self and allies, terrain, enemies, Area: 250' radius
For the duration, the Bard and all allies are overcome by Euphoria. They are all Hasted, gain Fast Healing 10 and immunity to critical hits (but not Sneak Attack and similar effects). Additionally they receive a +4 enhancement bonus to all ability scores.

Furthermore, the terrain is damaged as a result of the partying. For the duration, all Hardness is halved, and all unattended non-magical objects automatically take 3d6 damage per round, ignoring Hardness. Magical objects get a Fortitude save to negate this, attended objects are immune.

Finally, every round, all enemies in the area take Sonic damage equal to the Bard's level.

Spank My Booty
Targets: self and allies, Area: 200' radius
For the duration, the Bard and all allies in the area become better at grappling. They ignore Freedom of Movement and gain a bonus to Grapple checks equal to the Bard's level as well as being able to grapple without provoking attacks of opportunity. Additionally, they all gain a Constrict attack that deals 10d6 damage plus double the user's Strength modifier as a successful Grapple Attack. The target must then make a Fortitude save or be Stunned for 1 round.

The bonus to grapples does not apply if attempting to escape a grapple.

The Black Parade
Targets: summoned creatures, Area: 100' radius
For the duration, a group of demonic or undead creatures are summoned. There are two options: eight Wights with Undead HD and BAB equal to the HD of the Bard (clad in Half Plate that vanishes when they die), or one Legion Devil per HD (unable to summon).

If all creatures are slain, the performance ends.

Eighth Level
Flight of the Valkyries
Targets: self and all allies, Area: 100' radius
For the duration, the Bard and all allies gain a 60' Fly speed (Perfect), and gain immunity to Cold. Additionally, they may each fire Lightning from their eyes as a Swift action, requiring a Ranged Touch Attack out to 50' that deals Electricity damage equal to the Bard's Perform bonus.

Breaking the Chains
Targets: self and all allies, Area: 100' radius
For the duration, the Bard and all allies in the area benefit from Freedom of Movement and Freedom. Additionally they gain the Slippery Mind ability, able to continually try to break free from most effects.

Can't Touch This
Targets: self and all allies, Area: 100' radius
For the duration, the Bard and all allies in the area become hard to hit. They gain Total Concealment against all enemies, granting the 50% miss chance, as well as a +10 Deflection bonus to Armour Class. Additionally they receive a +5 Resistance bonus to Saving Throws. Finally, all touch attacks made against them must be resolved against their regular Armour Class.

Oh God, This Sound
Targets: all enemies and objects, Area: 500' radius
Every round for the duration, all unattended objects in the area must pass a Fortitude save or shatter, breaking. Additionally, every enemy takes 10d6 Sonic damage with a Fortitude save for half. If the save is failed, they are permanently Deafened, and are knocked Prone.

Additionally, all [Sonic] effects (not including this one) in the area are, at the Bard's option, Empowered or completely negated.

Self-Righteous Suicide
Targets: all enemies, Area: 250' radius
Every round for the duration, on their turn, all enemies in the area must pass a Will save. If they fail, they attack themselves to the best of their ability, automatically striking. The Bard may declare what attacks they should perform, to avoid instances of warriors dropping their axes and punching themselves out and so on. Casters may even be directed to cast spells on themselves.

Smack my Bitch Up
Targets: see below, Area: 250' radius
This performance grants two abilities. The first is a direct power up to the Bard, granting a +10 Enhancement bonus to Strength and a BAB equal to his hit dice for the duration. Additionally, all successful melee attacks he delivers deal an additional 6d6 damage.

Additionally he may use Telekinesis at will for the duration, out to the area of the performance.

Ninth Level
Gamma Ray
Targets: enemies, Area: 500' radius
For the duration, all enemies in the area suffer a Negative Level each round and are Exhausted. With a successful Fort save, they can negate the Exhaustion each round. The Negative Levels go away after the performance ends, unless they are killed first, in which case, tough shit.

Heaven and Hell
Targets: summoned creatures, Area: 500' radius
For the duration, a number of Outsiders are summoned. Every round, they must attempt a Will save. On a failed save they obey the Bard, on a successful save they are instead free to attack the other summoned Outsiders (starting with those of completely opposite alignment).

If an Outsider is killed, it vanishes and is not replaced. If all are killed, the performance ends. Summoned creatures are:
Ghaele (for every HD the Bard possesses over 17, the Ghaele gets 1 more HD)
Trumpet Archon (for every HD the Bard possesses over 17, the Trumpet Archon gets 1 more HD)
Nalfeshnee (for every HD the Bard possesses over 17, the Nalfeshnee gets 1 more HD)
Ice Devil (for every HD the Bard possesses over 17, the Ice Devil gets 1 more HD)

Hi-Jack My Heart
Targets: all enemies, Area: 200' radius
For the duration, all enemies in the area must attempt a Will save every round. Failing a save causes them to be Dominated by the Bard for the round. When the performance ends, a single affected target must save again or the effect is permanent (until another target is permanently affected).

King of Kings
Targets: self; enemies, Area: 250' radius
For the duration, the Bard is filled with radiance and power. All enemies in the area with fewer hit dice must pass a Will save at the beginning of the performance or Cower before him for the duration (until attacked).

Additionally, the Bard gains a BAB equal to his hit dice, and is treated as having the Monster of Legend template. He also gains an additional Standard action every round, though it cannot be combined with a Move action to make a Full Round action.

Mad World
Targets: all enemies, Area: 500' radius
For the duration, the Bard may create illusions in the area duplicating Nightmare Terrain or Shadow Landscape. Additionally, at the start of the performance, all enemies must make a Will save or be rendered permanently insane or suffer the effects of Solipsism for the duration.

Time Warp
Targets: see below, Area: 250' radius
For the duration, the Bard can produce a variety of effects. He is Hasted, as are all allies, and all enemies are Slowed (with no saving throw allowed). The Bard also has a Contingent Time Stop, triggered when he takes damage or suffers a harmful effect. When the Time Stop ends, all of his performances automatically end.

Tenth Level
Get Ready to Die
Targets: enemies, Area: 500' radius
For the duration, one enemy per round is automatically slain as a [Death] effect, with no save allowed. Any enemy who kills a living creature is immune to this effect for the next full round.

It's the End of the World
Targets: all enemies and terrain, Area: 1,000' radius
For the duration, the area is torn apart by destructive energies. The whole area, with the exception of the Bard and his allies, is effected by a Storm of Fury (which keeps cycling through the different effects) and Incendiary Cloud. As a Swift action the Bard may unleash a Meteor Swarm each round.

Let the Bodies Hit the Floor
Targets: enemies, Area: 500' radius
For the duration, all enemies in the area must make a Fortitude save against a [Death] effect each round. A failed save results in death.

Stairway to Heaven
Targets: self and allies, Area: special
For the duration of the performance, a Gate (travel version) is created, and the surrounding 1000' radius area becomes Hallowed and Sanctified or Unhallowed and Desecrated (Bard's choice).

The Number of the Beast
Targets: self, Area: self
For the duration, the Bard is transformed into a Paragon Marilith, and gains an additional Standard action every round, which may be combined with a Move action to make a Full Round action.
Last edited by Koumei on Sat Jun 26, 2010 2:26 pm, edited 9 times in total.
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Post by koz »

Koumei, you need to add 'Through Fire and Flames' on there. It gives haste and fire immunity, though I'm not sure what level to peg it at.

I also think you're missing Judas Priest from your band list, though I'm not sure what abilities it should grant.
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Post by Maxus »

Mister_Sinister wrote:Koumei, you need to add 'Through Fire and Flames' on there. It gives haste and fire immunity, though I'm not sure what level to peg it at.

I also think you're missing Judas Priest from your band list, though I'm not sure what abilities it should grant.
And Drowing Pool's Let the Bodies Hit the Floor.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

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Post by koz »

While we're at it, Death and Carpathian Forest could do with some representation. Not that I enjoy listening to either, but hey, I'm sure some people who'd wanna play this class do.

Edit: By the way, Koumei, that was one of the sneakiest rickrolls ever.
Last edited by koz on Thu Jan 14, 2010 9:19 am, edited 1 time in total.
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Post by Judging__Eagle »

5 Never Gonna Give You Up - grant rerolls with bonuses
You really thought that would slip by?

I'm glad mentioning Sublime helped come up with some ideas. They're really more folk rock, but w/e.

I'll take a more detailed look later. Got a class in... -1 minute(s).
Last edited by Judging__Eagle on Thu Jan 14, 2010 3:51 pm, edited 1 time in total.
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Post by CatharzGodfoot »

Song ideas:
'Crawling' should stop all enemy healing, fast healing, regeneration, and restoration.

'Invisible Wounds' could have an imprisonment effect that comes with amnesia, or possible a maze effect. Alternatively, enemies cease to know how much damage they've taken.

'Four Ton Mantis' -- well, that should be obvious, as should 'better metal snake'.

'Oh My God, This Sound' -- earthquake.

'In a Flat Field' -- removes all terrain effects as long as the bard keeps singing.

'Hypnotize' -- duh.

'Gravity' -- increase gravity, causing fliers to fall and people to be encumbered.

'Counting Bodies Like Sheep' -- Implosion

'Hijack My Heart' -- mass charm monster

'The Sky is Falling' -- meteor shower

'Hangin' Tree' -- Summon an umbral banyan.

'Do It Again' -- Forces enemies to repeat the action they took last round; if that's impossible, they loose the action (will save negates).

'Mosquito Song' -- consumptive Field

'Burn the Witch' -- Shapeable firewall.

'Battery Acid' -- acid fog

'Into the Hollow' -- Transports all allies to a demiplane (like a rope trick). When the song ends, everyone returns.

'Everybody Knows that You Are Insane'...

I could go on, but I have a feeling that too many songs would be a bad thing.

[Edit] 'You'll End Up Looking Like the Scary Bitches' -- That spell that covers the party in a disguise self-type illusion. Alternatively, mass polymorph self.

'The Song of The Count' - kiss of the vampire[/Edit]
Last edited by CatharzGodfoot on Thu Jan 14, 2010 6:03 pm, edited 5 times in total.
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Post by God_of_Awesome »

Oo! Oo!

Spells for girls!

Bring Me To Life - Ressurection
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Post by CatharzGodfoot »

Oh, and just because it can't be left out:
The Rock Gnome
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Post by Judging__Eagle »

I'll be honest, most of the "Bands" you can turn into, don't really appeal to me at all. Either b/c the bands are made of suck and lose, or I don't like the abilities, and in the Case of Sublime, I don't really feel like playing a Cali Hippy Folk-Rock guitarist.
  • Monster Magnet: You turn into a bronze-furred Minotaur with construct traits, and a Gorgon's breath weapon. You may cast Sonic Rays at will (aka, Scorching Ray, that deals Sonic damage).
  • GWAR: You become a Half-Fiend, with no level adjustment. You Band is made up of Savage Humanoids, Fiendish creatures, and mostly nude slave-roadies. You get a 'breath' weapon that can be activated as a full round action, and all creautres within a Cone whose range is equal to your Character level are affected as if by Glitterdust and Web; this can be done once per day; DC is 10 + 1/2 HD + Con mod; this ability may be used more than once per day, but requires the Bard to make a Fortitude save equal to the DC of their 'breath' weapon.
  • Tool: You may take the Psuedonatural template, as may your followers. You also get the ability to cast Plane Shift at will. You never have to worry about any sort of 'dysfunction', because you've got a tool down there of cold-forged steel
  • Coheed and Cambria: You, and your band count as one of a few options: Undead (and may take any +0 LA Undead Template); Fiends, or Celestials, when qualifying for things such as item use, feat or class pre-requisites. You may use two instruments of the same type, at the same time. If they're bolted to each other, or placed beside, or across or on top of, each other.
Last edited by Judging__Eagle on Sat Jan 16, 2010 11:29 pm, edited 2 times in total.
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Post by Cynic »

Koumei, as always, this is win. completely and utter win.
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Post by Koumei »

Changed a couple of things, crossed out most of the drug references and also added a few songs - five per level should be plenty, really. Also wrote up the level 1 songs.

And I'm thinking they should get a bonus song at level 1 just so they have TWO choices rather than "Attack".
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Post by Avoraciopoctules »

Can I ask which D&D wiki had a problem with the drug references?
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Post by Maxus »

Avoraciopoctules wrote:Can I ask which D&D wiki had a problem with the drug references?
There are probably people on both of them would get their panties in a wad.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

Ta-da!

The songs are now all complete!

Now to focus on the Pokeymans project.
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Post by Nicklance »

Last edited by Nicklance on Mon Feb 01, 2010 1:48 pm, edited 1 time in total.
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Post by Koumei »

As far as I'm concerned, 5/level is enough options. Hell, as it is I could actually make it "you get one performance each level" and a party could still have two Bards that do not share any performances (with the exception of level 1, because level 1 now gives a bonus performance so you can sing two different songs).

But if people want to effectively make an expanded Bard options thing by putting their own favourites up, they can totally do that.

Anyway, no more D&D things til I do more work on the pokeymans project. Even though I have sketched up a Paladong idea that focuses on protection spells (mostly of the "You get hurt because you attacked me" kind).

Hmm. Bard, Ninja, Swashbuckler, Witch, Warmage, Sohei, Shadowcaster. That's 7. PHB has what, ten? Ignoring the fact that five of them are playable, cool, three more and I'll have written enough classes to be its own PHB.
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