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Hey folks, This prestige class is part of the ongoing quest to make more Metal stuff for D&D. It is inspired by the works of the artist of the same name. I would specifically welcome any sort of feedback on the balance, viability and mechanical appeal of the class. The goal is for the class to be cool and exciting, while not egregiously better than the already-awesome tier-1 divine caster classes. Thanks and cheers!
To go with the Disciple of Metal (Heavy Metal Bard) class and other related content, the Armory of Metal features magic items of various power levels all based off Heavy Metal songs or tropes. Some of the items are feasibly balanced, some are potentially game-breaking and best used with discretion, and some are really just there as tongue-in-cheek jokes. All feedback is welcome and I hope you find some of them to your enjoyment.
The Brutalmancer is a continuation of the Dungeons & Metal Project, which aims to bring a plethora of Heavy Metal themed content to Pathfinder, and which began with the Disciple of Metal. Here is the featured class on Google Docs:
Thanks for your time and rock on.
The Sentinel PRc is the second part in a series of content aimed at bringing the world of Heavy Metal into the Pathfinder RPG. This series begins with the Disciple of Metal, featured here:
It is explicitly based on the Judas Priest song of the same name. *************
The Sentinels were an ancient order of weapon-masters who practiced the esoteric arts of knife-throwing and kept guardianship over the people of their remote territories. Under circumstances lost to the shuffle of history, their lands were cast into ruin and the organization was destroyed. Only a handful of Sentinels remain; they wander seemingly without purpose save to avenge their fallen and to pass on the teachings of their deadly art. The Sentinel Role: Sentinels blend the roles of skirmisher and ranged assault, weaving across the fray while perforating their enemies with throwing knives. As many foes learn much too late, Sentinels are also versed in crowd-control due to their ability to saturate an area with deadly blades. Alignment: Sentinels can be of any alignment. Those who harbor a connection to the lost traditions of the original Sentinels may harbor a Lawful bent. Many Sentinels lean toward Neutrality or Chaos because of the perspective and self-sufficiency that a wanderer’s isolation brews. Hit Die: d8. Requirements
Base Attack Bonus: +4 Feats: Point Blank Shot, Rapid Shot, Quick Draw, Weapon Focus (dagger, or some similar throwable light weapon) Class Skills The Sentinel’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks at Each Level: 4 + Int modifier. 1 Enhance Knives +1, Bonus Feat
A Note on “Throwing Knives”
Bonus Feat: At 1st, 5th and 9th level, the Sentinel gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be selected from the following list: Close-Quarters Thrower, Deadly Aim, False Opening, Distance Thrower, Far Shot, Greater Two-Weapon Fighting, Improved Precise Shot, Improved Two-Weapon Fighting, Manyshot, Pinpoint Targeting, Precise Shot, Two-Weapon Fighting. The Sentinel must meet the prerequisites for any feat he chooses. Enhance Knives (Su): The Sentinel’s knives cut deeper and soar farther than thought possible by mundane throwers. Starting at 1st level, every throwing knife the Sentinel lets fly becomes magical and gains a +1 enhancement bonus. This stacks with any existing weapon enhancement allowing for a maximum of a +5 bonus. Furthermore, any throwing knife the Sentinel wields is considered to have the Distance magical property in addition to any others. These new properties only exist for the Sentinel himself, and the knives may well register as nonmagic otherwise. At levels 4, 7, and 10, this ability improves so that the Sentinel’s throwing knives grant greater enhancement bonuses. Alternatively, the Sentinel can choose special weapon properties in place of enhancement bonuses (such as flaming in exchange for a +1 bonus); these properties are likewise in addition to existing weapon properties, but duplicates do not stack. After completing an 8 hour rest or by merely spending 1 hour in quiet meditation, the Sentinel can change or repick the distribution of these bonuses (which magical properties to impart, and so forth). All of his throwing knives gain the selected bonuses until he chooses to change them. Sentinel Technique: The Sentinel’s signature maneuver is the ability to throw a boundless quantity of knives with which to lacerate and perforate his manifold foes. At levels 2, 4,6, 8 and 10, the Sentinel gains one ability from the list below. Instead of choosing a different option at a later level, the same choice may be selected twice for improved effectiveness. Once per encounter, the Sentinel may use a single Sentinel Technique that he knows. At 5th level, he may use a Sentinel Technique twice per encounter; at 9th level, he may use a Sentinel Technique three times in an encounter. All Sentinel Techniques share the same per-encounter recharge period (so a 4th level Sentinel who knows two techniques must still choose which one he wishes to use in an encounter, instead of being able to use both of them once). All of the below abilities can be used as a standard action and the saving throw DC is equal to 10 + ½ the Sentinel’s Hit Dice + the Sentinel’s Strength or Dexterity modifier (whichever is higher).
Deadly Barrage (Ex): The Sentinel chooses a single 20’ radius spread within range and deals piercing damage to each creature in that area; the damage is 1d6 per character level of the Sentinel (max 10d6) with a successful Reflex save for half. This ability has a range of 25’ + 5’ per two Hit Dice of the Sentinel.
Death Blossom (Ex): When the Sentinel wishes to kill everything in the immediate vicinity, he can throw knives at all creatures within 20’, dealing 1d8 piercing damage per character level of the Sentinel (max 10d8) with a successful Reflex save for half. If this ability is taken twice, the Sentinel can choose to increase the area-of-effect from 20’ to 25’ or 30’, selected each time he uses this ability; the damage cap also increases to 15d8 and the saving throw DC increases by 2. Fan of Knives (Ex): The Sentinel can throw knives in a 30’ cone originating from him; each creature in the area suffers 1d6 piercing damage per character level of the Sentinel (max 10d6) and a successful Reflex save halves this damage.
Perforating Tunnel (Ex): The Sentinel can unleash knives that damage all creatures in a 60’ line originating from him; each creature in the area suffers 1d8 piercing damage per character level of the Sentinel (max 10d8) and a successful Reflex save halves this damage. If this ability is taken twice, the Sentinel can choose the length of the line to be anywhere from 60’ to a maximum length of 120’, selected each time he uses this ability; the damage cap also increases to 15d8. Superior Conditioning: At levels 3 and 7, the Sentinel’s physical conditioning allows him one choice from the boons below. Instead of choosing a different option at level 7, the same choice may be selected twice for an improved benefit. Defensive Training (Ex): The Sentinel gains a +1 dodge bonus to AC and a +1 competence bonus to all saving throws. If taken twice, these bonuses increase to +2. Evasion (Ex): The Sentinel gains Evasion, which functions identically to the 2nd level Rogue ability of the same name. If the Sentinel takes this ability a second time, or if he already has Evasion from another class when he chooses this ability, he instead gains Improved Evasion (as per the Rogue Advanced Talent). Skirmisher (Ex): The Sentinel gains a +5-foot bonus to his land speed and the Mobility feat even if he does not meet the prerequisites for it. If taken twice, this bonus increases to +10 feet and he furthermore gains the Shot on the Run feat.
The Disciple of Metal began years ago as a project for D&D 3.5 to make the most comprehensive and brutal Heavy Metal Bard PrC to date. This is the Pathfinder version, more-or-less finished. I'm posting this as part of a series of similarly themed content such that there will be other classes and content strictly Heavy-Metal themed, too. Happy to accept feedback nonetheless. Rock on and I hope you find it to your liking. ***
…And the music played on, each chord the sanguine finality of Kings and infidels alike. Atop the mountain’s peak, penetrating the thundering nimbus of the heavens and towering over lesser mortals stood one man, an Axe cradled in his arms, his fingers shredding its surface with inhuman celerity. From his lips escaped but one word – one word that spoke for the pillars of corpses at his feet, the ruins of palaces and the seeds of brutality, at once and forever: “Metal.” Disciple of Metal
Role: Disciples are not like other pansy mewling bards. A Disciple of Metal finds his home on the frontline, where fresh blood is spilt and heads are split atwine. His music and his weapon are one and the same. Alignment: Disciples inherently represent the annihilation of axioms and boundaries. Though oft worshippers of Metal gods, Disciples forge their own path, write their own rules, and don't take s#*& from anyone. Thus, it is especially common for Disciples of Metal to be Chaotic aligned - especially Chaotic Badass. Hit Die: d8. Requirements
Alignment: Any chaotic, unless the non-chaotic character is sufficiently brutal and awesome (this is between you and the GM). Feats: Power Attack, Toughness. Skills: Perform (anything that can be called Metal) 5 ranks. Spells: Ability to cast 2nd level arcane spells. Special: Bardic performance or equivalent class feature (such as Raging Song). Class Skills The Disciple of Metal's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str). Skill Ranks at Each Level: 4 + Int modifier. Base Attack Bonus: As Fighter
1 The Gods Made Heavy Metal, Euphony
The Gods Made Heavy Metal (Ex): …and they saw that it was good. Henceforth, all of the Disciple’s bardic magic is considered, for all intents and purposes, divine magic. He gains proficiency in medium and heavy armor. Since his magic is divine now, even the heaviest of metal apparel won't interfere with his spell casting or abilities. The Disciple becomes so inured to the impossibly loud noises demanded by his vocation that he gains sonic resistance equal to his Hit Die and automatically succeeds on Fortitude saves against deafness. The Disciple adds his class levels in Disciple of Metal to his Bard levels for the purpose of determining daily uses of Bardic Performance, their effectiveness and action type, and what performances are available to him. He does not gain or improve other Bard abilities, such as Bardic Knowledge, Jack of All Trades or Versatile Performance. Becoming a Heavy Metal Skald: Vikings are well-received by the Metal Gods, as are other performers who aspire toward their traditions of storytelling and facemauling. A Skald who gains levels in Disciple of Metal improves his Raging Song abilities and learns new songs in the same manner that a Bard would progress Bardic Performance. He even improves upon and gains new Rage Powers as though advancing in Skald, but he does not progress other Skald class features such as Uncanny Dodge or Spell Kenning. Note that, in exchange for being able to advance their Rage Powers, a Skald / Disciple of Metal does not have the option of accessing the Euphony boons imparted with Inspire Greatness or Inspire Heroics, as the Skald does not learn those songs. This prestige class functions otherwise identically, so that you can replace all references of Inspire Courage with Inspired Rage and Bardic Performance with Raging Song in order to play a Skald / Disciple of Metal. Spellcasting: A 3rd level and every odd-numbered level in Disciple of Metal afterwards, that savage champion of steel, adds one to his Bard (or Skald) level for spell casting purposes, granting him more spells per day, spells known, and increasing his caster level with such spells. Euphony (Su): At levels 1, 4, and 7, the Disciple selects one Euphony. Euphonies further enhance the empowering effects of bardic music and are magnificent for mortal ears to behold. Whenever the Disciple of Metal uses Inspire Courage, Inspire Greatness or Inspire Heroics, his otherwise inferior bardic music becomes Metal by taking on the aspect of a chosen Euphony. He can invoke a known Euphony at will as part of the same action used to create bardic music, and the effects end when the bardic music ends. Only one Euphony may be in effect at any given time (unless multiple Disciples are present, in which case the universe collapses under the sheer weight of the epic splendor to follow). These Euphonies have additional effects when used in conjunction with more potent performances, as listed. Bulletproof: Those affected gain DR 5/magic against attacks from firearms. The far-reaching potency of Metal means that even worlds that have yet to invent gunpowder have heard of this euphony; it just doesn't do anything useful there.
Fight Until We Die: Those affected gain the ability to fight until victory or death, doubling their morale bonus to Will saving throws against fear and acting as though they had the Diehard feat.
Guardians of Fate: Those affected gain the protection of cosmic forces, resulting in a +1 luck bonus to Armor Class.
Heaven Can Wait: Those affected gain the ability to defy the grave, resulting in a +3 bonus to Will saving throws against channeled negative energy, Fortitude saving throws against Necromancy spells, and the supernatural abilities of the undead (such as energy drain).
Into the Storm: Those affected gain a +10' enhancement bonus to their speed for all movement types, and a +4 bonus to initiative rolls. If an affected ally has already rolled initiative for the encounter, this bonus results in a new total for them which takes effect on the following round.
One Shot At Glory: Those affected gain a +4 morale bonus to attack rolls made to confirm critical hits, allowing them to reap bloodshed and fame on the battlefield. On a successful critical hit, their attack deals an additional 1d6 damage per critical multiplier (2d6 for a x2 multiplier, 3d6 for a x3 multiplier, etc).
Refuse, Resist: Those affected become resistant to magical influences upon the mind, gaining a +3 bonus to saving throws against mind-affecting spells or abilities.
Sacrament of Wilderness: Those affected resist binding ties and constricting chains,
Strength Beyond Strength: Those affected gain a +2 bonus to Combat Maneuver checks, Combat Maneuver Defense, Strength checks and Strength-based skill checks.
Tattered Flags and Bloody Banners: Those affected gain increased fervor as death approaches, granting them a +2 morale bonus to attack rolls, damage rolls and saving throws while reduced to half HP or less.
The Grand Conjuration: Those affected gain a +2 profane bonus to Concentration checks and add 1 to the saving throw DCs of their spells.
Through the Fire and Flames: Those affected gain resistance 10 against a single energy type (specified upon activation between acid, cold, fire, electricity or sonic), allowing them to carry on. The Disciple grants 15 points of resistance at 10th level and 20 points at 20th level.
Instruments of Destruction (Ex): At 2nd level, the Disciple’s weapon… becomes his instrument! By making a sacrifice of 2500 gp to the Metal Gods and ritualistically headbanging for eight hours, he may turn any magical melee weapon into a masterwork instrument; it’s still a g&%%~@n weapon. An axe, for example, may double up as a guitar. As a result of his Metal training, he has no difficulty jamming out in the thick of battle whilst surrounded by ravenous foes (although the restrictions for what actions can be taken while maintaining bardic performance still apply). This instrument grants the Disciple (and only the Disciple) a competence bonus to Perform checks equal to 1/2 his Hit Dice, in addition to the +2 circumstance bonus for being masterwork. A Disciple can only have one such weapon glorified at a time. Cacophony (Sp): At levels 2, 5, 8 and 10, the Disciple masters a Cacophony from the list below. Cacophonies wreak destructive havoc upon the battlefield and are generally unpleasant for non-Disciples to listen to. In order to successfully invoke the Metal Gods' power thusly, the Disciple must expend the specified number of daily rounds for bardic performance and make a successful Perform check; if he fails his check, he will have wasted his daily music and his enemies will mock him ‘til death (their death, not his). Most Cacophonies duplicate existing spells. As the Disciple grows in level, he usually gains the ability to invoke a wider array of spells through his Cacophonies. For example, Children of the Grave initially grants access to Animate Dead, but a 12 Hit Die Disciple may also use it for Create Undead, and so forth. When the Disciple has a choice of multiple spells to invoke in a Cacophony, he chooses which one to use each time he activates the ability and prior to rolling his Perform check. All spells duplicated through the use of a Cacophony have a save DC of 10 + the spell level + the Disciple’s Charisma modifier, and use the Disciple’s Hit Dice in place of caster level for all purposes. Some of the Cacophony options apply the effects of certain Metamagic feats - such as Empower Spell or Widen Spell - to the listed spells; the Disciple does not need to possess these feats. 1000 Eyes: The Disciple's foes find themselves in the pupil of a thousand eyes and all of their pathetic falsehoods are penetrated. This cacophony duplicates spells that reveal the unseen.
Acid Bath: The Disciple bathes his environs in seething acid.
Children of the Grave: The Disciple's music awakens the dead to do his bidding.
Creeping Death: The Disciple draws upon the music of the chosen one, summoning insects as per the spell below.
Death in Fire: The Disciple summons a storm of lethal flames. Only death remains.
Fatal Energy: The Disciple rends the life force of one who dares to oppose him.
Holy Thunderforce (DC 35 Performance check, 3 rds of bardic music): The Disciple imbues his instrument of destruction with holy thunderforce: on the weapon's next successful melee attack, it invokes a vertical column of thunderforce centered the target that functions as a Flame Strike spell except that half of the damage is electric (instead of fire), and the other half of it is divine awesomeness. The Disciple is immune to his own damage from this Cacophony, and the damage it deals is in addition to the regular effects of the attack. The imbue lasts for 1 minute per caster level or until discharged. Master of Puppets: The Disciple twists the mind and pulls the strings of a single poor bastard, as per the potent enchantment below. There are two important differences between this cacophony and casting the spell. First, the duration is reduced to eighty-six rounds (8 minutes, 36 seconds). Second, once under the effect, victims suffer a -2 penalty on saving throws triggered by being commanded to act against their nature.
Operation Ground & Pound: The Disciple forces the environs to rock with a galvanizing solo.
Primordial Breath: Drawing from the magic of forces ancient and terrifying, the Disciple emulates one of the spells below to produce a battle-changing mist of the ages.
Prince of Darkness: The Disciple summons forth darkness that is more deadly than man.
Rage of the Winter: The Disciple channels winter's vengeance.
Ride the Lightning: Death is in the air when the Disciple invokes this Cacophony, electrocuting foes with a spell below.
Sea of Madness: The Disciple conjures a bewildering song that ravages the mind.
Shout at the Devil: The Disciple casts out unnatural and unwanted powers.
Some Kind of Monster (DC 25 Performance check, 3 rds of bardic music): The sheer brutality of the Disciple of Metal’s playing becomes so monstrous that he attracts the attention of extraplanar entities bent on total destruction. This cacophony invokes Summon Monster of the highest level that a Sorcerer of the Disciple's caster level could cast, e.g Summon Monster VII for a 14th level Disciple. The Disciple of Metal can only summon “monsters” of non-good alignment; once summoned, such creatures proceed to attack anything in sight that’s nearby or possibly perceived as threatening. They will not attack Disciples of Metal, but he cannot control them and they will probably devour the Disciple’s allies at some point. Superbeast (DC 35 Performance check, 3 rds of bardic music): Truly the one who the enemy wants, the Disciple transforms as per the aptly named Transformation spell. While changed into the Superbeast, the Disciple retains his ability to activate bardic class abilities, Euphonies and Cacophonies even though he can no longer cast spells. To even select this song, the Disciple of Metal must first prove himself to the Metal Gods by possessing seven levels in this class. Symphony of Destruction: The Disciple renders destruction through the force of punishing sound.
Disciple: At levels 3, 6, and 9, the Disciple grows closer to becoming the epitome of all things Metal. He chooses an aspect of Metal from the list below: Angel of Death (Su): The Disciple is a monarch to the kingdom of the dead, wielding true necromancy in the name of Metal. When using a Cacophony to invoke Animate Dead, the Disciple is considered to be four levels higher when determining the number of Hit Dice he animates. By making a Perform check (DC 25), the Disciple can invoke Command Undead as a spell-like ability; there is no limit to how often he may do this. The Disciple must possess the Children of the Grave Cacophony before he may select this ability. Deathbringer from the Sky (Ex): The Disciple becomes no mere man. Monstrous and wicked is he, such that he gains a +5 circumstance bonus to Intimidate checks but suffers a -5 circumstance penalty to Diplomacy checks. He gains a climb speed of 30' and a +10 competence bonus to Jump checks. At 10 Hit Dice, the Disciple gains a Fly speed equal to his base speed. These changes cannot be reversed by any means short of mutilating the Disciple and remaking his form anew. Defender of the Faith (Su): The Disciple becomes a champion crusader… of Metal. He gains a +2 sacred bonus to attack rolls against the enemies of Metal, and his attacks deal an additional 2d6 damage against them. At 12 Hit Dice, this bonus to attack damage increases to 4d6. (If your DM isn’t up to the nebulous task of determining what constitutes an enemy of Metal, have the bonuses apply to non-Metal Clerics and Bards, Lawful-aligned entities, and creatures of the Fey subtype.) Iron Man (Su): The Disciple's own body becomes like Metal. Ordinary weapons glance off of him as though they were manufactured by Mattel. He gains DR/magic equal to 5 per Disciple ability he possesses, and a +1 natural bonus to AC per 3 Hit Die (max +5). Louder than Hell (Su): By means of sundering the veil between worlds and turning it up to eleven, the Disciple of Metal makes his spells roar louder than the incessant screams of tortured, tormented souls. He treats his Hit Dice and caster level as 3 higher for the purpose of determining the range of Bard spells and Cacophonies. Whenever he deals energy damage with a Bard spell or Cacophony, he ignores 5 points of energy resistance per Disciple ability he has. Radical Resistance (Ex): And so let it be written that the Disciple of Metal was a fearless, indomitable songster of gratuitous violence and mayhem. Twice per day, the Disciple of Metal may reroll a failed saving throw against any mind-affecting effect. Furthermore, he adds his Charisma modifier to Will saves instead of his Wisdom modifier. The Triumph of Steel (Ex): The Disciple spurns the insufferable titles of 'hybrid' and 'support' and hones his martial prowess to adamantium heights. When fighting with his instrument of destruction, he gains a +1 bonus to attack rolls and a +2 bonus to damage rolls. Furthermore, he qualifies for feats that require a minimum number of Fighter levels as though he himself had Fighter levels equal to 1 + his levels in the Disciple of Metal class (so a 3rd level Disciple of Metal could qualify for Weapon Specialization). If the Disciple has actual levels in Fighter, that blasphemer, then these levels stack. Warriors of the World (Ex): The Disciple's personal magnetism reaches so far and wide that he gains the Leadership feat. If he obtains Leadership without the benefit of this class feature, he attracts a great many more warriors by adding his Disciple of Metal class level to his Leadership score for the sole purpose of determining followers gained. If your GM doesn’t use Leadership in their campaign, throw this paragraph into a fire. Way of the Fist (Ex): The Disciple's instrument is his own body. He gains the Monk's Unarmed Strike ability, including its scaling increase to unarmed damage. His unarmed damage is based off of his Hit Dice (instead of his levels in Monk). He counts an unarmed strike as his instrument of destruction for the purpose of Disciple abilities, feats and Cacophonies. His unarmed strikes are Metal manifest, and count as magic for the purpose of overcoming damage reduction. Since a Disciple may only have one instrument of destruction at a time, he who studies the Way of the Fist forfeits the ability to invest manufactured weapons with such glorious power. Finally, he gains a competence bonus to Perform checks equal to 1/2 his Hit Dice. (Ask your GM about obtaining masterwork heavy metal war paint in order to receive a circumstance bonus to Perform checks.) Brutal Legend (Ex): At 11th level, the Disciple has reached the apex of his crusade. He becomes immune to sonic damage, and gains his choice of one ultimate ability below. Go forth and die. Caught in a Mosh: Nothing distracts the Disciple from his music. He may take 10 on Perform checks even when caught in the thick of a raging battle atop an erupting volcano while his limbs are torn upon by a hundred world-devouring serpents, or while he is otherwise under duress. Ram it Down: The Disciple masters the art of ramming “it” down. His bardic performances, Euphonies and Cacophonies influence even those normally immune to mind-affecting abilities. This allows him to, for example, impart morale bonuses from such abilities to his allies. If any such effects would allow a saving throw, an enemy who is immune to mind-affecting abilities gains a +5 bonus to their Will save. The Art of Ruin: The Disciple invests his chosen weapon with the power to ruin anything. His instrument of destruction ignores 10 points of hardness with its attacks, and always counts as “F*#+ you” for the purpose of overcoming damage reduction. (To be clear, “F@#* you” encompasses all alignments and materials, and overcomes everything but DR/- and DR/Epic.)
The Premise
How the heck is that supposed to work? The short version is that instead of tracking six different ability score values, characters now track a single value called their Ability Bonus. This value scales upwards with level. A character adds their Ability Bonus to rolls or values which they would naturally be competent at due to their profession or particular aptitudes (such as a Fighter's attack roll, or a Wizard's saving throw DC). All characters also get certain benefits regardless of class, such as an increase to hit points per level (as somebody with Constitution would have) to streamline their survivability. This house mechanic utilizes a new Characteristic system in which player characters pick certain Characteristics in order to flesh out the aptitudes they want their characters to be known for. These characteristics serve to distinguish, rather than pigeon-hole. It is now possible to play a Fighter who is neither exceptionally strong nor exceptionally dextrous, but a Fighter can make themselves stand out by choosing a characteristic to represent peculiar strength and receive some benefit for doing so. Freedom-from-Ability Scores is, obviously, not for everyone. The purpose of this module is to provide a playable alternative to Ability Scores that reduces the mess of book keeping that naturally comes with the current system. It also serves to make concepts viable that previously might not have been due to the pigeon-holing nature of an Ability Score-centric system. The Mechanics of It
Whenever you receive an Ability Bonus to something, that bonus is +3 at 1st level, and it gradually increases as your level grows.
Level Ability Bonus (standard)Low-Power Alternative High-Power Alternative
What does my ability bonus apply to?
Player characters also add a flat +1 bonus to skill points per level since, in regular games, it is common for most player characters to have some Intelligence to round out their skills. Below are four common Characteristics. When you play a F.F.A.S game, every player character (and heroic NPC) receives one or more of these based on their class: *** Magical Dabbler: You wield magic as a secondary discipline. Add ½ your Ability Bonus (rounded down) to the following:
Magical Prowess: You wield magic as a primary discipline. Add your Ability Bonus to the following:
Martial Dabbler: You can hold your own in a common fight. Add ½ your Ability Bonus (rounded down) to the following:
Martial Prowess: You were raised to fight. Add your Ability Bonus to the following:
Because of your defensive training, you also add ½ your Ability Bonus (rounded down) to your Armor Class, except that you cannot receive a greater Ability Bonus to AC than the Max Dexterity Bonus listed for your equipped armor. This bonus replaces a Dexterity bonus to AC and functions like it for all purposes. Who has this characteristic? Fighters, Rogues, Inquisitors, and any class with a 3/4th Base Attack Bonus progression or better that is also lacking in Magical Prowess. You gain this characteristic if you possess at least one level in such a class. *** Additional Characteristics
Ability Bonuses don't stack. If you have two or more characteristics or class features that allow you to add your full Ability Bonus to something, you instead add your Ability Bonus +1 to that. If two characteristics would allow you to add ½ your Ability Bonus, or if one allows you to add ½ your Ability Bonus and the other allows you to add your full Ability Bonus, you just add your full Ability Bonus instead. *** Acuity: You possess unusually sharp senses and intuition. Add your Ability Bonus to:
If you don't already have Martial Prowess, then also add your Ability Bonus to ranged attack rolls.
Agility: You possess superior agility and litheness. Add your Ability Bonus to:
If you don't already have Martial Prowess, then you also:
If you do have Martial Prowess, then you instead:
Charisma: You possess superior influence and magnetism. Add your Ability Bonus to:
Constitution: You possess superior health and vigor. Add your Ability Bonus to:
You gain one additional hit point per level. Dexterity: You possess superior dexterity and reaction time. Add your Ability Bonus to:
If you don't already have Martial Prowess, then also add your Ability Bonus to:
Intelligence: You possess superior intelligence and cunning. Add your Ability Bonus to:
You gain 2 additional skill points per level. If you are a spell caster that normally uses Intelligence for Concentration checks, bonus spells and saving throw DCs, treat your Ability Bonus as 1 point higher for those purposes. Skill Training: You've picked up a number of tricks and proficiencies throughout your career. Add ½ your Ability Bonus (rounded down) to all skill checks.
Spirit: You possess exceptional willpower and determination. Add your Ability Bonus to:
If you are a spell caster that normally uses Wisdom for Concentration checks, bonus spells and saving throw DCs, treat your Ability Bonus as 1 point higher for those purposes. Strength: You possess superior physical strength. Add your Ability Bonus to:
If you don't already have Martial Prowess, then also add your Ability Bonus to:
If you do have Martial Prowess, then you instead:
***
Here are the starting characteristics for each Core class, as well as how their class features interact with the new system. Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard
*** Adapting this Module to other Classes Ability Scores and Class Features: When deciding what sort of bonus to use when a class feature refers to an Ability Score, consider the following: - Is having a high modifier with the feature important to the class functionality?
If the answer to both of those questions is 'Yes', it's probably best to use the character's full Ability Bonus with that class feature. If the answer is 'No' to both, then use ½ the Ability Bonus.
************ Well, that's all I have for right now. This module is by no means comprehensive, and by its nature, it couldn't be. But I hope there's enough here for people who are interested in the concept to extrapolate how to handle the rest. Enjoy.
...And the music played on, each pull of the string fostering harmonies that drove the warriors to murderous frenzy. Those who dared stand against them fell to a man; their their blood seeped into the hillside and fed the hungry earth. …And the music played on, each chord the sanguine finality of Kings and infidels alike. Atop the mountain’s peak, penetrating the thundering nimbus of the heavens and towering over lesser mortals stood one man, an Axe cradled in his arms, his fingers shredding its surface with inhuman celerity. From his lips escaped but one word – one word that spoke for the pillars of corpses at his feet, the ruins of palaces and the seeds of brutality, at once and forever: “Metal.” A note on balance and design
Disciple of Metal
Role: Disciples are not like other pansy mewling bards. A Disciple of Metal finds his home on the frontline, where fresh blood is spilt and heads are split atwine. His music and his weapon are one and the same. Alignment: Disciples inherently represent the annihilation of axioms and boundaries. Though oft worshippers of Metal gods, Disciples forge their own path, write their own rules, and don't take s@~@ from anyone. Thus, it is especially common for Disciples of Metal to be Chaotic aligned, especially Chaotic Badass. Hit Die: d8. Requirements
Alignment: Any chaotic, unless the non-chaotic character is sufficiently brutal and awesome (this is between you and the DM). Feats: Power Attack, Toughness. Skills: Perform (anything that can be called Metal) 5 ranks. Spells: Ability to cast 2nd level arcane spells. Special: Bardic performance, inspire courage +2 Class Skills The Disciple of Metal's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str). Skill Ranks at Each Level: 4 + Int modifier. Table: Disciple of Metal
The Gods Made Heavy Metal (Ex): …and they saw that it was good. Henceforth, all of the Disciple’s bardic magic is considered, for all intents and purposes, divine magic. He gains proficiency in medium and heavy armor. Since his magic is divine now, even the heaviest of metal apparel won't interfere with his spell casting or abilities. The Disciple becomes so inured to the impossibly loud noises demanded by his vocation that he gains 10 points of sonic resistance and automatically succeeds on Fortitude saves against deafness. The Disciple adds his class levels in Disciple of Metal to his Bard levels for the purpose of determining daily uses of Bardic Performance, their effectiveness and action type, and what performances are available to him. He does not gain or improve other Bard abilities, such as Bardic Knowledge, Jack of All Trades or Versatile Performance. Instruments of Destruction (Ex): The Disciple’s weapon… becomes his instrument! By making a sacrifice of 2500 gp to the Metal Gods and ritualistically headbanging for eight hours, he may turn any magical melee weapon into a masterwork instrument; it’s still a g%*$%&n weapon. An axe, for example, may double up as a guitar. As a result of his Metal training, he has no difficulty jamming out in the thick of battle whilst surrounded by ravenous foes (although the restrictions for what actions can be taken while maintaining bardic performance still apply). This instrument grants the Disciple (and only the Disciple) a competence bonus to Perform checks equal to 1/2 his Hit Dice, in addition to the +2 circumstance bonus for being masterwork. A Disciple can only have one such weapon glorified at a time. Spellcasting: At every even-numbered level in Disciple of Metal, that savage champion of steel adds one to his Bard level for spell casting purposes, granting him more spells per day, spells known, and increasing his caster level with such spells. Euphony (Su): At levels 1, 4, and 7, the Disciple selects one Euphony. Euphonies further enhance the empowering effects of bardic music and are magnificent for mortal ears to behold. Whenever the Disciple of Metal uses Inspire Courage, Inspire Greatness or Inspire Heroics, his otherwise inferior bardic music becomes Metal by taking on the aspect of a chosen Euphony. He can invoke a known Euphony at will as part of the same action used to create bardic music, and the effects end when the bardic music ends. Only one Euphony may be in effect at any given time (unless multiple Disciples are present, in which case the universe collapses under the sheer weight of the epic splendor to follow). These Euphonies have additional effects when used in conjunction with more potent performances, as listed. Bulletproof: Those affected gain DR 5/magic against attacks from firearms. The far-reaching potency of Metal means that even worlds that have yet to invent gunpowder have heard of this euphony; it just doesn't do anything useful there.
Fight Until We Die: Those affected gain the ability to fight until victory or death, gaining a +8 morale bonus to saving throws against fear and acting as though they had the Diehard feat.
Guardians of Fate: Those affected gain the protection of cosmic forces, resulting in a +1 luck bonus to Armor Class.
Heaven Can Wait: Those affected gain the ability to defy the grave, resulting in a +3 bonus to Will saving throws against channeled negative energy, Fortitude saving throws against Necromancy spells, and the supernatural abilities of the undead (such as energy drain).
Into the Storm: Those affected gain a +10' enhancement bonus to their speed and a +4 bonus to initiative rolls. If an affected ally has already rolled initiative for the encounter, this bonus results in a new total for them which takes effect on the following round.
One Shot At Glory: Those affected gain a +4 morale bonus to attack rolls made to confirm critical hits, allowing them to reap bloodshed and fame on the battlefield. On a successful critical hit, their attack deals an additional 1d6 damage per critical multiplier (2d6 for a x2 multiplier, 3d6 for a x3 multiplier, etc).
Refuse, Resist: Those affected become resistant to magical influences upon the mind, gaining a +3 bonus to saving throws against mind-affecting spells or abilities.
Sacrament of Wilderness: Those affected resist binding ties and constricting chains, gaining a +3 bonus to saving throws and CMB checks against effects that impede movement, such as web, paralysis and slow. They also gain a +3 bonus to Combat Maneuver Defense against grappling attempts.
Strength Beyond Strength: Those affected gain a +2 bonus to Combat Maneuver checks, Combat Maneuver Defense, Strength checks and Strength-based skill checks.
Tattered Flags and Bloody Banners: Those affected gain increased fervor as death approaches, granting them a +2 morale bonus to attack and damage rolls while reduced to half HP or less.
The Grand Conjuration: Those affected gain a +2 bonus to Concentration checks and add 1 to the saving throw DCs of their spells.
Through the Fire and Flames: Those affected gain resistance 10 against a single energy type (specified upon activation between acid, cold, fire, electricity or sonic), allowing them to carry on. The Disciple grants 15 points of resistance at 10th level and 20 points at 20th level.
Cacophony (Su): At levels 2, 5, 8 and 10, the Disciple masters a Cacophony from the list below. Cacophonies wreak destructive havoc upon the battlefield and are generally unpleasant for non-Disciples to listen to. In order to successfully invoke the Metal Gods' power thusly, the Disciple must expend the specified number of daily rounds for bardic performance and make a successful Perform check; if he fails his check, he will have wasted his daily music and his enemies will mock him ‘til death (their death, not his). Most Cacophonies duplicate existing spells. As the Disciple grows in level, he usually gains the ability to invoke a wider array of spells through his Cacophonies. For example, Children of the Grave initially grants access to Animate Dead, but a 12 Hit Die Disciple may also use it for Create Undead, and so forth. When the Disciple has a choice of multiple spells to invoke in a Cacophony, he chooses which one to use each time he activates the ability and prior to rolling his Perform check. All spells duplicated through the use of a Cacophony have a save DC of 10 + the spell level + the Disciple’s Charisma modifier, and use the Disciple’s Hit Dice in place of caster level for all purposes. 1000 Eyes: The Disciple's foes find themselves in the pupil of a thousand eyes and all of their pathetic falsehoods are penetrated. This cacophony duplicates spells that reveal the unseen.
Acid Bath: The Disciple bathes his environs in seething acid.
Children of the Grave: The Disciple's music awakens the dead to do his bidding.
Creeping Death: The Disciple draws upon the music of the chosen one, summoning insects as per the spell below.
Death in Fire: The Disciple summons a storm of lethal flames. Only death remains.
Fatal Energy: The Disciple rends the life force of one who dares to oppose him.
Holy Thunderforce (DC 35, 3 rds): The Disciple imbues his instrument of destruction with holy thunderforce: on the weapon's next successful melee attack, it invokes a vertical column of thunderforce centered the target that functions as a Flame Strike spell except that half of the damage is electric (instead of fire), and the other half of it is divine awesomeness. The Disciple is immune to his own damage from this Cacophony, and the damage it deals is in addition to the regular effects of the attack. The imbue lasts for 1 minute per caster level or until discharged. Master of Puppets: The Disciple twists the mind and pulls the strings of a single poor bastard, as per the potent enchantment below. There are two important differences between this cacophony and casting the spell. First, the duration is reduced to eighty-six rounds (8 minutes, 36 seconds). Once under the effect, victims suffer a -2 penalty on saving throws against it triggered by being forced to act against their nature.
Operation Ground & Pound: The Disciple forces the environs to rock with a galvanizing solo.
Primordial Breath: Drawing from the magic of forces ancient and terrible, the Disciple emulates one of the spells below to produce a battle-changing mist of ages.
Prince of Darkness: The Disciple summons forth darkness that is more deadly than man.
Rage of the Winter: The Disciple channels winter's vengeance.
Ride the Lightning: Death is in the air when the Disciple invokes this Cacophony, electrocuting foes with a spell below.
Sea of Madness (DC 30, 2 rds): The Disciple conjures a bewildering song that ravages the mind.
Shout at the Devil: The Disciple casts out unnatural and unwanted powers.
Some Kind of Monster (DC 25, 3 rds): The sheer brutality of the Disciple of Metal’s playing becomes so monstrous that he attracts the attention of extraplanar entities bent on total destruction. This Cacophony invokes Summon Monster of the highest level that a Wizard of the Disciple's caster level could cast, e.g Summon Monster VII for a 13th level Disciple. The Disciple of Metal can only summon “monsters” of non-good alignment; once summoned, such creatures proceed to attack anything in sight that’s nearby or possibly perceived as threatening. It will not attack Disciples of Metal, but he cannot control it and it will probably devour his allies at some point. Superbeast (DC 35, 3 rds): Truly the one who the enemy wants, the Disciple transforms as per the aptly named Transformation spell. While changed into the Superbeast, the Disciple retains his ability to activate bardic class abilities, Euphonies and Cacophonies even though he can no longer cast spells. To even select this song, the Disciple of Metal must first prove himself to the Metal Gods by possessing eight levels in this class. Symphony of Destruction: The Disciple renders destruction through the force of punishing sound, as the earth starts to rumble....
Disciple: At levels 3, 6, and 9, the Disciple grows closer to becoming the epiphany of all things Metal. He chooses an aspect of Metal from the list below. Angel of Death (Su): The Disciple is a monarch to the kingdom of the dead, wielding true necromancy in the name of Metal. When using a Cacophony to invoke Animate Dead, the Disciple is considered to be four levels higher when determining the number of Hit Dice he animates. By making a Perform check (DC 25), the Disciple can invoke Command Undead as a spell-like ability; there is no limit to how often he may do this. The Disciple must possess the Children of the Grave Cacophony before he may select this ability. Deathbringer from the Sky (Ex): The Disciple becomes no mere man. Monstrous and wicked is he, such that he gains a +5 circumstance bonus to Intimidate checks but suffers a -5 circumstance penalty to Diplomacy checks. He gains a climb speed of 30' and a +10 competence bonus to Jump checks. At 10 Hit Dice, the Disciple gains fly speed equal to his base speed. These changes cannot be reversed by any means short of mutilating the Disciple and remaking his form anew. Defender of the Faith (Su): The Disciple becomes a champion crusader… of Metal. He gains a +2 sacred bonus to attack rolls against the enemies of Metal, and his attacks deal an additional 2d6 damage against them. At 12 Hit Dice, this bonus to attack damage increases to 4d6. (If your DM isn’t up to the nebulous task of determining what constitutes an enemy of Metal, have the bonuses apply to other Bards, Lawful-aligned entities, and creatures of the Fey subtype.) Iron Man (Su): The Disciple's own body becomes like Metal. Ordinary weapons glance off of him as though they were manufactured by Mattel. He gains DR/magic equal to 5 per Disciple ability he possesses, and a +1 natural bonus to AC per 3 Hit Die (max +5). Louder than Hell (Su): By means of sundering the veil between worlds and turning it up to eleven, the Disciple of Metal makes his sonic effects louder than the incessant screams of tortured, tormented souls. He treats his Hit Dice and caster level as 4 higher for the purpose of determining the range of Bard spells and Cacophonies. Whenever he deals energy damage with a Bard spell or Cacophony, he ignores 5 points of energy resistance per Disciple ability he possesses. Radical Resistance (Ex): So let it be written that the Disciple of Metal was a fearless, indomitable songster of gratuitous violence and mayhem. Once per day, the Disciple of Metal may reroll a failed saving throw against any mind-affecting effect. Furthermore, he adds his Charisma modifier to Will saves instead of his Wisdom modifier. The Triumph of Steel (Ex): The Disciple spurns the insufferable titles of 'hybrid' and 'support' and hones his martial prowess to adamantium heights. When fighting with his instrument of destruction, he gains a +1 bonus to attack rolls and a +2 bonus to damage rolls. Furthermore, he qualifies for feats that require a minimum number of Fighter levels as though he himself had Fighter levels equal to 1 + his levels in the Disciple of Metal class (so a 3rd level Disciple of Metal could qualify for Weapon Specialization). If the Disciple has actual levels in Fighter, that blasphemer, then these levels stack. Warriors of the World (Ex): The Disciple's personal magnetism reaches so far and wide that he gains the Leadership feat. If he obtains Leadership without the benefit of this class feature, he attracts a great many more warriors by adding his Disciple of Metal class level to his Leadership score for the sole purpose of determining followers gained. Way of the Fist (Ex): The Disciple's instrument is his own body. He gains the Monk's Unarmed Strike ability, including its scaling increase to unarmed damage. His unarmed damage is based off of his Hit Dice (instead of his levels in Monk). He counts an unarmed strike as his instrument of destruction for the purpose of Disciple abilities, feats and Cacophonies. His unarmed strikes are Metal manifest, and count as magic for the purpose of overcoming damage reduction. Since a Disciple may only have one instrument of destruction at a time, he who studies the Way of the Fist forfeits the ability to invest manufactured weapons with such glorious power. Finally, he gains a competence bonus to Perform checks equal to 1/2 his Hit Dice. (Ask your GM about obtaining masterwork heavy metal war paint in order to receive a circumstance bonus to Perform checks.) Brutal Legend (Ex): At 11th level, the Disciple has reached the apex of his crusade. He becomes immune to sonic damage, and gains his choice of one ultimate ability below. Go forth and die. Caught in a Mosh: Nothing distracts the Disciple from his music. He may take 10 on Perform checks even when caught in the thick of a raging battle atop an erupting volcano while his limbs are torn upon by a hundred world-devouring serpents, or while he is otherwise under duress. Ram it Down: The Disciple masters the art of ramming “it” down. His bardic performances, Euphonies and Caocphonies influence even those normally immune to mind-affecting abilities. This allows him to, for example, impart morale bonuses from such abilities to his allies. If one such effect would allow a saving throw, an enemy who is immune to mind-affecting gains a +5 bonus to their Will save. The Art of Ruin: The Disciple invests his chosen weapon with the power to ruin anything. His instrument of destruction ignores 10 points of hardness with its attacks, and always counts as “F%#& you” for the purpose of overcoming damage reduction. (To be clear, “F@@! you” encompasses all alignments and materials, and overcomes everything but DR/- and DR/Epic.) ***** ***** Background of the Disciple
If you are interested in the materials I have for “How to convert this remake back to 3.5” or being kept in the loop for future projects combining D&D and Heavy Metal, please feel free to email me at dungeonsandmetal@gmail.com. If you decide to use this class, I would love to hear about your experiences with it good or bad. Hope you enjoy the class and rock on!
Several years ago I posted a homebrew prestige class to the Wizards D&D 3.5 Forums with the goal of making the ultimate Heavy Metal, Combat-Worthy Bard. What began as a curiosity quickly grew into a fervent project of its own. An overview of the class can be described as follows: * Focuses on making the Bard into a BAMF fighting machine, rather than a pansy 5th wheel spouting knowledge and paltry buffs. The first few levels alone practically redefine the entire concept of what once-was-a-mere-Bard.
I have updated and revived the Disciple of Metal so that it is more awesome than before, and plan to release it as a roughly 20-page PDF for sale at about 1-2 dollars a copy. Doing this will first require me to launch a Kickstarter project for roughly a few hundred dollars so I can give fair pay to a talented artist to draw some brutal, badass cover art for it. So, here is a preview/abridged version of the class: * * * * * Disciple of Metal
Role: Disciples are not like other pansy mewling bards. A Disciple of Metal finds his home on the frontline, where fresh blood is spilt and heads are split atwine. His music and his weapon are one and the same. Alignment: Disciples inherently represent the annihilation of axioms and boundaries. Though oft worshippers of Metal gods, Disciples forge their own path, write their own rules, and don't take s~ from anyone. Thus, it is especially common for Disciples of Metal to be Chaotic aligned, especially Chaotic Badass. Requirements
Alignment: Any chaotic, unless the non-chaotic character is sufficiently brutal and awesome (this is between you and the DM). Feats: Power Attack, Toughness. Skills: Perform (anything that can be called Metal) 5 ranks. Spells: Ability to cast 2nd level arcane spells. Special: Bardic performance, inspire courage +2 BAB Fort Ref Will Special
The Gods Made Heavy Metal (Ex): … and they saw that it was good. Henceforth, all of the Disciple’s bardic magic is considered, for all intents and purposes, divine magic. He gains proficiency in medium and heavy armor. Since his magic is divine now, even the heaviest of metal apparel won't interfere with his spellcasting or abilities. The Disciple becomes so inured to the impossibly loud noises demanded by his vocation that he gains 10 points of sonic resistance and automatically succeeds on Fortitude saves against deafness. The Disciple adds his class levels in Disciple of Metal to his Bard levels for the purpose of determining daily uses of bardic performance, their effectiveness and what performances are available to him. Instruments of Destruction (Ex): The Disciple’s weapon… becomes his instrument! By making a sacrifice of 2500 gp to the Metal Gods and ritualistically headbanging for eight hours, he may turn any magical melee weapon into a masterwork instrument; it’s still a g%##+!n weapon. An axe, for example, may double up as a guitar. As a result of his Metal training, he has no difficulty jamming out in the thick of battle whilst surrounded by ravenous foes (although the restrictions for what actions can be taken while maintaining bardic performance still apply). This instrument grants the Disciple (and only the Disciple) a competence bonus to Perform checks equal to 1/2 his hit dice, in addition to the +2 circumstance bonus for being masterwork. A Disciple can only have one such weapon glorified at a time. Disciple: At levels 1, 5, and 9, the Disciple grows closer to becoming the epiphany of all things Metal. He chooses an aspect of Metal from the list below. Deathbringer from the Sky (Ex): The Disciple becomes no mere man. Monstrous and wicked is he, such that he gains a +5 circumstance bonus to Intimidate checks but suffers a -5 circumstance penalty to Diplomacy checks. He gains a climb speed of 30' and a +10 competence bonus to Jump checks. At 10 hit dice, the Disciple gains fly speed equal to his base speed. These changes cannot be reversed by any means short of mutilating the Disciple and remaking his form anew. Defender of the Faith (Su): The Disciple becomes a champion crusader… of Metal. He gains a +2 sacred bonus to attack rolls against the enemies of Metal, and his attacks deal an additional 2d6 damage against them. (If your DM isn’t up to the nebulous task of determining what constitutes an enemy of Metal, have the bonuses apply to other Bards, Lawful-aligned entities, and creatures of the Fey subtype.) This applies only ot those who fight Louder than Hell (Su): By means of sundering the veil between worlds and turning it up to eleven, the Disciple of Metal makes his sonic effects louder than the incessant screams of tortured, tormented souls. He treats his hit dice and caster level each as 4 higher for the purpose of determining the range of Bard spells and Cacophonies. Whenever he deals energy damage with a Bard spell or Cacophony, he increases that amount by +1 per die. Warriors of the World (Ex): The Disciple's personal magnetism reaches so far and wide that he gains the Leadership feat. If he obtains Leadership without the benefit of this class feature, he attracts a great many more warriors by adding his Disciple of Metal class level to his Leadership score for the sole purpose of determining followers gained. ************* and many more choices. **** Spellcasting: At every even-numbered level in Disciple of Metal, he adds one to his Bard level for spellcasting purposes, granting him new and more powerful spells. Euphony (Su): At levels 2, 4, and 7, the Disciple selects a Euphony. Euphonies enhance the empowering effects of bardic music and are magnificent for mortal ears to behold. Whenever the Disciple of Metal uses Inspire Courage, Inspire Greatness or Inspire Heroics, his otherwise inferior bardic music becomes Metal by taking on the aspect of a chosen Euphony. He can invoke a known Euphony at will as part of the same action used to create bardic music, and the effects end when the bardic music ends. Only one Euphony may be in effect at any given time (unless multiple Disciples are present, in which case the universe collapses under the sheer weight of the epic splendor to follow). These Euphonies have additional effects when used in conjunction with more potent performances, as listed. Heaven Can Wait: Those affected gain the ability to defy the grave, resulting in a +4 morale bonus to Will saving throws against channeled negative energy, Fortitude saving throws against Necromancy spells, and the supernatural abilities of the undead (such as energy drain).
Refuse, Resist: Those affected become resistant to magical influences upon the mind, gaining a +3 bonus to saving throws against mind-affecting spells or abilities.
Through the Fire and Flames: Those affected gain resistance 10 against a single energy type (specified upon activation between acid, cold, fire, electricity or sonic), allowing them to carry on. The Disciple grants 15 points of resistance at 10th level and 20 points at 20th level. The Disciple may wish to rename this ability from time to time to more appropriately match its function, e.g, acidofilia, ride the lightning, under the ice....
******* ... and many more. *** Cacophony (Su): At levels 3, 6, and 8, the Disciple selects a Cacophony. Cacophonies wreak destructive havoc upon the battlefield and are generally unpleasant for non-Disciples to listen to. In order to successfully invoke the Metal Gods' power thusly, the Disciple must expend the specified number of daily rounds for bardic performance and make a successful Perform check; if he fails his check, he will have wasted his daily music and his enemies will mock him ‘til death (their death, not his). Most of these Cacophonies duplicate existing spells, and the manner of spell grows with the Disciple's level. Thus, a single Cacophony might grant him the power to invoke multiple related spells or versions of the same spell with varying DCs and uses of music; in such instances, the Disciple chooses which spell to invoke each time he activates the ability and prior to rolling his Perform check. All spells duplicated through the use of a Cacophony have a save DC of 10 + the spell level + the Disciple’s Charisma modifier, and use the Disciple’s hit die in place of caster level for all purposes. Children of the Grave: The Disciple's music awakens the dead to do his bidding, as per the spell below.
Holy Thunderforce (DC 25, 3 rds): The Disciple imbues his instrument of destruction with holy thunderforce: on the weapon's next successful attack, it deals an additional 1d6 damage per character level of the Disciple (max 20d6) to the initial target and all other hapless souls within 10' of them (excluding the attacker); half of this damage is electric, and half of it is divine awesomeness. A Reflex save (DC 10 + ½ Disciple’s hit dice + Charisma modifier) halves this damage. The imbue lasts for 1 minute per caster level or until discharged. Master of Puppets: The Disciple twists the mind and pulls the strings of a single poor bastard, as per the potent enchantment below. There are two important differences between this cacophony and casting the spell. First, the duration is reduced to eighty-six rounds (8 minutes, 36 seconds). Once under the effect, victims suffer a -2 penalty on saving throws against it triggered by being forced to act against their nature.
Some Kind of Monster (DC 25, 3 rds): The sheer brutality of the Disciple of Metal’s playing becomes so monstrous that he attracts the attention of extraplanar entities bent on total destruction. This cacophony invokes Summon Monster of the highest level that a Sorcerer of the Disciple's caster level could cast, e.g Summon Monster VII for a 14th level Disciple. The Disciple of Metal can only summon “monsters” of non-good alignment; once summoned, such creatures proceed to attack anything in sight that’s nearby or possibly perceived as threatening. It will not attack Disciples of Metal, but he cannot control it and it will probably devour his allies at some point. Symphony of Destruction (DC 25, 1 rd): The Disciple deals 1d6 sonic damage per two caster levels to enemies and unattended objects within 100' from him, plus 10' per caster level. Since nothing is harder or heavier than Heavy Metal, this damage bypasses hardness. It is considered an important rite of passage for Disciples with this ability to level at least one fortified stronghold through repeated uses of this song. *** ... and at least a dozen more. *** **************************************************************** So, there ya go. The reason I'm posting this topic is to see if I can gauge and spark interest in the Disciple of Metal. I'll be starting the Kickstarter pitch soon and it'd be cool to know what sort of reception to expect. Thanks everyone for your time and your input. |