Rockstar (Modern remake of the Bard)


Homebrew and House Rules

Silver Crusade RPG Superstar 2014 Top 16

Hi all,
I'm soon going to be playing in a modern/futuristic game where "magic" is only used by a single class, called the "Arcanist" which means that half-and-half characters such as the bard or ranger can't use magic. I was thinking I'd like to play a Rock Star, assuming that all his abilities would be technology-based (lulling opponents to sleep with songs, sonic-based attack spells only, etc.)
This is what I've come up with. I'd like some feedback on whether this is relatively balanced with other classes in Pathfinder, paying special attention to the Groupies ability that I added. Also note that the spell list has been chopped a good bit, removing all healing spells and a lot of others.

Rock Star
Hit die: d8
BAB Progression: Medium (as bard)
Fort, Will, Ref: as bard

Level 1: Streetwise, rock (bardic) performance, distraction, fascinate, inspire courage, gladhandling
Level 2: Well-versed, Groupies, Groupies talent
Level 3: Inspire competence +2
Level 4:
Level 5: Inspire courage +2
Level 6: Suggestion, Groupies talent
Level 7: Inspire competence +3
Level 8: Dirge of doom
Level 9: Inspire greatness
Level 10: Groupies talent
Level 11: Inspire competence +4, Inspire courage +3
Level 12: Soothing performance
Level 13:
Level 14: Groupies talent
Level 15: Frightening tune, inspire competence +5, Inspire heroics
Level 16:
Level 17: Inspire courage +4
Level 18: Groupies talent
Level 19: Mass suggestion, Inspire competence +6
Level 20: Rock Legend

These three alternate abilities are from the APG::

Streetwise: A rock star gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to inf luence crowds, and Diplomacy checks to gather information (minimum +1). This replaces bardic knowledge.

Gladhanding: A rock star earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally. This ability replaces countersong.

Stage Change (Ex): At 5th level, a rock star can don a disguise as a standard action by taking a –5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th. This ability replaces lore master.

Other abilities that I created are below::

Groupies: A rock star is adept at attracting common folk
to perform menial tasks and generally fawn over him.
The rock star gains his Charisma modifier + 1/4 his rock star level
in followers who can perform menial tasks for him and help him
prepare for battle. This ability allows the rock star to choose
one groupies talent starting at second level, and an
additional talent every four levels, which he meets the
prerequisites for. Gaining new groupies involves
Persueding NPCs to join you, and requires a Diplomacy
check, DC equal to 10 + your current number of groupies
plus 1/2 the NPC's Wis bonus. If the NPC already
favors you for some reason, the DC decreases by 5.

Rock Legend: At 20th level, a rock star has been etched into
the history of rock and roll, and can influence people in
ways no other person can. Once per day, his groupies can form a
15ft. radius swarm that deals 6d6 damage per round to any creatures
within the radius and gains all standard swarm traits.
The rock star can designate up to his Cha modifier
of creatures who do not take the swarming damage.
The swarm has 20d10 hit points and a speed of 30 ft.
The swarm dissipates after 3 + Cha rounds, and during
the swarming, no Groupie talents can be utilized.
If the swarm is destroyed, the rock star must spend one
week rallying fans to create his new groupie swarm.

Here are the Groupies talents that can be chosen::

Egg them on: As a standard action during combat, the rock
star can rally his groupies to attack an enemy by throwing
stones, bottles, or whatever they have available at that enemy.
The groupies continue to attack for up to the rock star's Cha mod
rounds (because groupies get bored pretty quickly) and can attack
once per round plus 1/4 the rock star's level, rounded down.
Each attack uses the rock star's base attack bonus
plus his Cha modifier (as opposed to Dex) as the attack roll,
and deals 1d6 damage. This ability can be used 3 times per day.

Rile them up: When using the "Egg them on" talent, the damage
from each attack from the rock star's groupies is raised to 2d6.
A rock star must be at least level 6 to choose this talent.

Piss them off: Once per day, when using the "Egg them on" talent
for one round the groupies can attack one enemy a number of
times equal to the total number of groupies (normally the rock
star's Cha mod plus 1/4 his class level) and their attacks ignore DR.
A rock star must be at least level 10 to choose this talent.

Make them crazy: When using the "Egg them on" talent, each
successful attack from a rock star's groupies causes a measure of
distraction, providing a +2 bonus to the rock star's attack rolls
against the targeted enemy until his next turn, and causing a
(-2) penalty to each of the enemy's attack and damage rolls.
The benefits of this talent stack with rock performance abilities.
A rock star must be at least level 6 to choose this talent.

Groupie sneak: Once per day, when using the "Egg them on"
talent, if the enemy that the groupies are targeting is
flat-footed, the groupies can make a single attack using the
rock star's base attack bonus + the total number of groupies
as the attack roll and deal damage to the enemy equal to
1d6 for each groupie (max 20d6). The rock star must be at least
level 10 to choose this talent.

Get onstage: As a standard action during combat, the rock star
can call his favorite groupie into combat for up to his Cha mod
rounds. This groupie is treated as a fighter two levels lower
in level than the rock star when determining what feats he/she
has access to, and gains the Improved Unarmed Strike feat
as a bonus feat. This groupie levels along with the rock star,
but can only be used as a combatant in this way once per day.
Starting stats are as follows: Str 12, Dex 12, Con 10,
Int 8, Wis 10, Cha 10. This talent allows the rock star
to qualify for feats which have the Leadership feat as a
prerequisite. A rock star must be at least level 10 to choose
this talent. If the groupie is killed in battle, another groupie
can take his/her place after one week of mourning with no
other penalties.

Swag dealer: The rock star may send one of his groupies
to a nearby town or city to recruit new groupies and buy/sell
items for the party. The groupie may also sell t-shirts and other
trinkets for a net gain of 2d10 gp for each day he/she stays in
the city. For every day of required travel to/from, there is a
10% chance that the groupie will get mugged/attacked and will
not return. This is unknown to the rock star until the time
required to go and return has passed, and any items or gold
being carried by that groupie will be lost.

Crowd goes wild: Once per day, a rock star's groupies can begin
clapping rhythmically along with the beat, and chanting along
with the lyrics of the rock star's song, giving it an extra boost
of potency in combat. The DC for all of the rock star's rock
spell effects increases by 2, and any damage caused by the rock
star increases by 2. These bonuses increase to 4 at
8th level and to 6 at 16th level. These bonuses do not stack
with other bonuses caused by the rock star's performances
(such as inspire competence/courage/etc.) This effect lasts
3 rounds plus the rock star's Cha modifier, and the effect ends
instantly if the rock star is unable to use his Perform skill
for any reason.

Rockstar Spell List:

0 Dancing Lights
0 Daze
0 Flare
0 Ghost sound
0 Light
0 Lullaby
0 Message
0 Unwitting Ally (APG)

1 Cause Fear
1 Charm Person
1 Confusion, lesser
1 Flare Burst (APG)
1 Grease
1 Hideous Laughter
1 Hypnotism
1 Innocence (APG)
1 Invigorage (APG)
1 Memory Lapse (APG)
1 Remove Fear
1 Silent Image
1 Sleep
1 Solid Note (APG)
1 Touch of Gracelessness (APG)
1 Ventriloquism

2 Animal Trance
2 Blur
2 Cacouphonous call (APG)
2 Calm Emotions
2 Daze Monster
2 Enthrall
2 Gallant Inspiration
2 Glitterdust
2 Heroism
2 Hold Person
2 Honeyed Tongue (APG)
2 Hypnotic Pattern
2 Minor Image
2 Mirror Image
2 Pyrotechnics
2 Scare
2 Shatter
2 Silence
2 Sound Burst
2 Suggestion
2 Whispering Wind

3 Charm Monster
3 Confusion
3 Crushing Despair
3 Daylight
3 Deep Slumber
3 Fear
3 Glibness
3 Good Hope
3 Haste
3 Invigorate, Mass (APG)
3 Major Image
3 Sculpt Sound
3 Slow
3 Thunderous Drums (APG)

4 Denounce (APG)
4 Discordant Blast (APG)
4 Dominate Person
4 Hallucinatory Terrain
4 Hold Monster
4 Modify Memory
4 Rainbow Pattern
4 Repel Vermin
4 Shout
4 Zone of Silence

5 Cacophonous Call, Mass (APG)
5 Cloak of Dreams (APG)
5 Deafening Songbolt (APG)
5 Foe to Friend (APG)
5 Frozen Note (APG)
5 Heroism, Greater
5 Mind fog
5 Mirage arcana
5 Persistent Image
5 Phantasmal Web (APG)
5 Song of Discord
5 Stunning Finale (APG)
5 Suggestion, Mass

6 Brilliant Inspiration (APG)
6 Charm Monster, Mass
6 Euphoric Tranquility (APG)
6 Eyebite
6 Fool's Forbiddance (APG)
6 Irresistable Dance
6 Permanent Image
6 Pied Piping (APG)
6 Programmed Image
6 Project image
6 Shout, Greater
6 Sympathetic Vibration

I'd appreciate feedback on this one. Thanks!

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