| Brother Sooth |
| 4 people marked this as a favorite. |
...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
This class is balanced for moderately advanced groups where spellcasters are busy nearly wrecking reality and people who aren't spellcasters are playing with some degree of optimization. The Disciple of Metal is quite potent, certainly strong enough to put most single-class Bards and Fighters to shame but then, that's not usually considered to be a travesty. The Disciple of Metal is designed to be a formidable but fair contender in parties that include primary spellcasters and capable fighting-casters.
Disciple of Metal
Aliases: Badass Bard, Battle Bard, Heavy Metal Bard, Iron Man (Maiden), Brother (Sister) 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 shit from anyone. Thus, it is especially common for Disciples of Metal to be Chaotic aligned, especially Chaotic Badass.
Hit Die: d8.
Requirements
To prove themselves worthy of bloody baptism into the ranks of Metal, a character must fulfill all the following criteria.
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
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 The Gods Made Heavy Metal, Instruments of Destruction, Euphony
2 +2 +3 +0 +0 Cacophony, +1 spell caster level
3 +3 +3 +1 +1 Disciple
4 +4 +4 +1 +1 Euphony, +1 spell caster level
5 +5 +4 +1 +1 Cacophony
6 +6 +5 +2 +2 Disciple, +1 spell caster level
7 +7 +5 +2 +2 Euphony
8 +8 +6 +2 +2 Cacophony, +1 spell caster level
9 +9 +6 +3 +3 Disciple
10 +10 +7 +3 +3 Cacophony, +1 spell caster level
11 +11 +7 +3 +3 Brutal Legend
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 goddamn 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.
Inspire Greatness: They also gain a +5 deflection bonus to Armor Class against firearms.
Inspire Heroics: As Inspire Greatness, and they also gain DR 5/- against firearms.
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.
Inspire Greatness: They also gain a +2 bonus to their Constitution score.
Inspire Heroics: As Inspire Greatness, plus: death only comes to the affected ally when he reaches a negative HP value equal to twice his (new) Constitution score. Because this tenacity is brought about only by the power of Metal, a character who is into the negatives for their Constitution score or below when this Euphony ceases affecting them will immediately die.
Guardians of Fate: Those affected gain the protection of cosmic forces, resulting in a +1 luck bonus to Armor Class.
Inspire Greatness: They also gain a +1 luck bonus to saving throws.
Inspire Heroics: As Inspire Greatness, and they gain 1 temporary hero point, as per the Heroic Fortune spell; this effect can't trigger more than once per character per day, even if the Disciple ends his song and starts anew.
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).
Inspire Greatness: They also gain the benefits of Death Ward, making them immune to many such effects.
Inspire Heroics: As Inspire Greatness and their saving throw bonuses granted by this Euphony are +5 instead.
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.
Inspire Greatness: Their movement does not provoke attacks of opportunity. They can even move through the space of creatures larger than they are, as long as they don't end their movement in a space occupied by a creature.
Inspire Heroics: As Inspire Greatness, and the aforementioned numerical bonuses are doubled (+20' bonus to speed, +4 bonus to initiative rolls).
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).
Inspire Greatness: They also gain the ability to make a final strike if brought to the brink of oblivion. If an affected ally is dropped to 0 HP, they may make a melee attack against a foe they threaten as an immediate action.
Inspire Heroics: As Inspire Greatness, and they also gain the benefits of Improved Critical with any weapon they wield.
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.
Inspire Greatness: When you start playing this Euphony, affected allies may also make an immediate saving throw against any such influences currently upon them.
Inspire Heroics: As Inspire Greatness and their saving throw bonuses granted by this Euphony are +5 instead.
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.
Inspire Greatness: The above bonuses are increased to +5.
Inspire Heroics: They move and act as though under the influence of a Freedom with Movement spell, effectively telling many such impediments to f#+~ off.
Strength Beyond Strength: Those affected gain a +2 bonus to Combat Maneuver checks, Combat Maneuver Defense, Strength checks and Strength-based skill checks.
Inspire Greatness: They also gain a +2 morale bonus to their actual Strength score.
Inspire Heroics: As Inspire Greatness, except that they gain a +4 morale bonus to their Strength score instead of +2.
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.
Inspire Greatness: A character whose hit points are 0 or less while this Euphony affects them gains 1 temporary hero point, as per the Heroic Fortune spell; this effect can't trigger more than once per character per day, even if the Disciple ends his song and starts anew.
Inspire Heroics: As Inspire Greatness, and they actually gain a +4 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.
Inspire Greatness: They also gain a +2 bonus to checks made to defeat spell resistance.
Inspire Heroics: As Inspire Greatness, and they receive +1 caster level, improving the potency of their spells and allowing them to further demolish the fabric of the cosmos.
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.
Inspire Greatness: They gain double the listed amounts of resistance, up to 40 points at 20th level.
Inspire Heroics: As Inspire Greatness, and the resistance applies against all available energy types instead of one. Yaaaaaaah!
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.
7th Level (DC 25, 1 rd): See Invisibility
9th Level (DC 30, 1 rd): Invisibility Purge
13th Level (DC 35, 4 rds): True Seeing
Acid Bath: The Disciple bathes his environs in seething acid.
7th Level (DC 30, 2 rds): Acid Pit
9th Level (DC 35, 4 rds): Acidic Spray
13th Level (DC 40, 6 rds): Caustic Eruption
Children of the Grave: The Disciple's music awakens the dead to do his bidding.
7th Level (DC 30, 2 rds): Animate Dead
11th Level (DC 35, 3 rds): Create Undead
15th Level (DC 40, 5 rds): Create Greater Undead
Creeping Death: The Disciple draws upon the music of the chosen one, summoning insects as per the spell below.
7th Level (DC 20, 1 rds): Summon Swarm
9th Level (DC 30, 3 rds): Insect Plague
13th Level (DC 35, 5 rds): Creeping Doom
Death in Fire: The Disciple summons a storm of lethal flames. Only death remains.
7th Level (DC 30, 2 rds): Volcanic Storm
11th Level (DC 35, 3 rds): Fire Snake
15th Level (DC 40, 6 rds): Fire Storm
Fatal Energy: The Disciple rends the life force of one who dares to oppose him.
7th Level (DC 30, 3 rds): Enervation
9th Level (DC 30, 2 rds): Slay Living
13th Level (DC 40, 6 rds): Finger of Death
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.
7th Level (DC 25, 3 rds): Dominate Person
15th Level (DC 40, 6 rds): Dominate Monster
Operation Ground & Pound: The Disciple forces the environs to rock with a galvanizing solo.
7th Level (DC 25, 1 rd): Enlarged Raging Rubble
11th Level (DC 35, 3 rds): Animate Objects
15th Level (DC 40, 6 rds): Irresistible Dance
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.
7th Level (DC 25, 2 rds): Stinking Cloud
9th Level (DC 30, 3 rds): Cloudkill
15th Level (DC 40, 5 rds): Incendiary Cloud
Prince of Darkness: The Disciple summons forth darkness that is more deadly than man.
7th Level (DC 30, 1 rd): Deeper Darkness
9th Level (DC 35, 3 rds): Black Tentacles
13th Level (DC 40, 5 rds): Hungry Darkness
Rage of the Winter: The Disciple channels winter's vengeance.
7th Level (DC 30, 2 rds): Ice Storm
11th Level (DC 35, 4 rds): Maximized Ice Spears
15th Level (DC 40, 6 rds): Maximized Cone of Cold
Ride the Lightning: Death is in the air when the Disciple invokes this Cacophony, electrocuting foes with a spell below.
7th Level (DC 30, 1 rd): Lightning Bolt
11th Level (DC 35, 3 rds): Chain Lightning
15th Level (DC 40, 6 rds): Storm Bolts
Sea of Madness (DC 30, 2 rds): The Disciple conjures a bewildering song that ravages the mind.
7th Level (DC 25, 1 rd): Confusion
11th Level (DC 30, 2 rds): Widened Confusion
15th Level (DC 35, 3 rds): Song of Discord (heightened to 8th level)
Shout at the Devil: The Disciple casts out unnatural and unwanted powers.
7th Level (DC 25, 2 rds): Dismissal
11th Level (DC 35, 3 rds): Undeath to Death
15th Level (DC 35, 3 rds): Banishment (heightened to 8th level)
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....
7th Level (DC 25, 1 rd): Enlarged Shatter (heightened to 4th level)
13th Level (DC 30, 2 rds): Sympathetic Vibration
15th Level (DC 35, 4 rds): Earthquake
17th Level (DC 40, 6 rds): Pied Piping
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
The Disciple of Metal was originally a homebrew class for D&D 3.5 that I released on the Wizards forums about seven years ago. Recently I've given it a complete overhaul using the Pathfinder ruleset. I launched a Kickstarter to fund some professional cover art so I could properly publish the class along with some supplemental material, but the project didn't reach its goal. Here is the class in full, that the realms of gaming may find use in it and more-likely-than-not even improve upon it with their feedback, comments and experiences.
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!
| Lanitril |
I love it.
One thing though. I dunno if you've seen the new classes from the ACG, but if you haven't, you should look up Pathfinder's new Skald class, and I'm assuming this is a yes, but should the Skald be able to qualify with their Raging Song class feature? If so, what about archetypes of classes that get Performance, such as the Deadly Courtesan Rogue-Archetype? Can a Bard with the Geisha archetype be metal durin their Tea Ceremony? I'm really crazy hoping so on that last one, lol. Maybe change that requirement to rounds of performance, rather than Bardic Performance and Inspire Courage +2. At least for the sake of the Skald.
Mmmm. Thinking bout that Heavy-Metal Geisha pouring some tea that's Metal as all hell.
Edit: It just hit me that as far as prestige classes go, this one turns it up to level 11.
| Brother Sooth |
| 1 person marked this as a favorite. |
I just now realized that you can't edit posts after the first hour. Oops. So much for ease-of-updates..... But, a distinct website is currently underway where I will soon be able to host the Disciple of Metal and keep it updated and current in response to feedback and observations.
Thanks for pointing out the Skald class. I had seen it before but the thought of incorporating it into the Disciple had escaped me. I definitely want a Skald / Disciple of Metal to be playable, and am adding a paragraph to the effect of:
**
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 does not gain new Rage Powers or progress other Skald class features through his levels in Disciple of Metal. This prestige class functions otherwise identically, so that you can replace all references of Inspired Courage with Inspired Rage and Bardic Performance with Raging Song in order to play a Skald / Disciple of Metal.
**
Also, changing the prerequisite to read:
"Special: Bardic performance or equivalent class feature (such as Raging Song)"
Because you know there's gonna be another core class or three out there, somewhere, that also offers an alternative Bard, which we don't want to necessarily exclude.
So far as the other class archetypes go... well, some of them speak for themselves. The Deadly Courtesan wouldn't qualify because they lack spells and wouldn't benefit as much from the class because they don't technically have Inspire Courage, etc. And that's OK, because the Disciple of Metal isn't really meant for them anyhow.
re: Geisha rocking out during a tea ceremony. You know, I'm gonna... stay out of that one and say that's between you and your GM :) I would personally allow it and find it suitable, because the nature of the Disciple class is already to embrace such over-the-top shenanigans, so why the hell not.
| Brother Sooth |
BAND/SONG CREDITS
Acid Bath (Acid Bath)
Amon Amarth (Death in Fire, Tattered Flags & Bloodied Banners)
Anthrax (Caught in a Mosh)
Black Sabbath (Children of the Grave, Iron Man)
Blind Guardian (Into the Storm)
Death (1000 Eyes)
Dragonforce (Operation Ground & Pound, Through the Fire & Flames)
Eluveitie (Primordial Breath)
Ensiferum (Deathbringer from the Sky, Guardians of Fate)
Five Finger Death Punch (Bulletproof, Way of the Fist)
Iron Maiden (Heaven Can Wait, Sea of Madness)
Judas Priest (Defenders of the Faith, One Shot at Glory, Ram it Down)
Kreator (Fatal Energy, Radical Resistance)
Lamb of God (The Art of Ruin)
Manowar (Fight Until We Die, Louder than Hell, The Gods Made Heavy Metal, The Triumph of Steel, Warriors of the World)
Megadeth (Prince of Darkness, Symphony of Destruction)
Metal Church (Bulletproof)
Metallica (Creeping Death, Master of Puppets, Ride the Lightning, Some Kind of Monster)
Motley Crue (Shout at the Devil)
Nightwish (Sacrament of Wilderness)
NRG (Instruments of Destruction)
Opeth (The Grand Conjuration)
Pantera (Strength Beyond Strength)
Rhapsody of Fire (Rage of the Winter, Holy Thunderforce)
Rob Zombie (Superbeast)
Sepultura (Refuse, Resist)
Slayer (Angel of Death, Disciple)