| Vagabonds. |
A Word of Note- At time of posting, the Conductor Class is very much a Work in Progress, and is in need of playtesting. I'm simply posting it here for folks to comb through and point out any incredibly foolish flaws, and for reference. It's still very WIP (Has yet to be playtested)- However, the linked pages are the most current version of the Conductor Base Class, including the new Music subsystem.
The Conductor Class
Now, a new subsystem for the Conductor- Melodies, Harmonies, and Moments.
Melody, Harmony, and Moments.
Please state your comments on balance and such, along with any comments on changes to the game.
| Vagabonds. |
For the purpose of having a reference for the future, I'm going to post the class as it is currently here:
Hit Dice: d6
Starting Wealth: 3d6 x 10
Class Skills:
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Use Magic Device (Cha).
Skill Points: 4+Int mod
BaB: 1/2 level
Fortitude and Reflex saves: Poor
Will Save: Good
Moments per Round: 2 until level 4, where it increases by one, and increasing by one every five levels after.
Conductor Skill:
Upon your first level of Conductor, pick the mental stat of your choice. This is your conductor stat. You use that stat in place of Wisdom for Profession (Conductor) checks, and all perform checks.
Depending on your mental stat, you’ll gain a certain bonus-
Intelligence- You can perform an additional 1 round per level.
Wisdom- Increase the range of all your choir music by five feet.
Charisma- Treat yourself as another choir.
Summon Choir (Su)
As songs of choirs race through your mind, you are filled with a desire to weave these songs into existence- and, through your love and ideas, you weave choirs from your dreams.
As a Standard Action, you can summon a number of Choirs as on the table. Choirs are incorporeal, and do not attack, but sing as you direct them to. A choir can be attacked by anyone on the field who can hit it as a swift action. These are considered Eidolons for all effects that specify an eidolon. They can be passed through without effect. A Choir uses your saves and AC, and has a 3 hit points per conductor level you possess. Summoned Choirs have any musical instrument that they might need to perform (Such as a keyboard for perform (Keyboard)).
Choirs, despite being called Choirs, can actually use any perform for their performance. You designate the type of performance the Choir uses, and they use your modifier for their performance rolls.
When a Choir dies, you may bring your choirs back by expending a move or standard action, where you will regain a number of choirs equal to half your Conductor Stat each round. Choirs must be within 60 feet of yourself or another choir, or they will peter out of existence the next round. Choirs act on your initiative.
Choir Music (Su)
As Move, standard, or swift action, you may begin to conduct a summoned choir to begin a song or choir music. Upon beginning the songs, you can use half your moments. To maintain conducting is a full round action to use all your moments, or a standard action to use only half of your moments (Rounded down), with a DC (20+Choirs conducted+Squares Moved) Profession (Conductor) check to maintain the performance.
Conducting provokes an AoO unless you make a DC (15+Choirs conducted) profession (Conductor) check. If you take damage, you must make a DC (10+Damage taken) profession (Conductor) check. Armor that provides Arcane Spellcasting Failure run the risk of making you incapable of conducting- double the arcane spellcraft failure for the armor, and roll arcane spellcraft failure. If you fail the roll, your performance immediately ends.
This is considered a bardic performance for all abilities that affect bardic performances.
Maintaining a song is a tedious, and difficult task, but one that is powerful- You can only conduct for only 4+ Your conductor stat rounds each day. At each level after 1st a conductor can conduct for 2 additional rounds per day.
All Songs are assumed to have a save of DC of (10+ 1/2 conductor level+ Conductor stat). If a save type isn’t listed, assume it’s a will save.
Choir music is made up of three parts- A Melody, a Harmony, and moments.
A melody is exactly that- The melody to the song, and the primary effect of the song. When you begin a performance, pick one melody you know- That melody comes into effect to those who can hear it (Usually your performance modifier times ten feet.). Melodies are channeled through only one choir at a time, unless the conductor makes a DC (10+Choirs on field) profession conductor check, to add another choir to the melody (Increasing your effect Conductor level by 1).
Harmonies- Harmonies are akin to melodies, but augment melodies by adding a secondary effect. As with melodies, they end when the choirs singing them are dead.
Melody (Su)
A melody is the core of a song, keeping things together. It’s what keeps things strong and together, and you gain a Melody at level 1, 3, and every odd level thereafter. To change a melody is a move action on the conductors part. Melodies, however, need people to sing them- You must devote a choir to a melody in order to perform Harmonies or moments. You may only have one melody up at a time.
Moments (Su)
Moments are moments of great strength, a punctuation to your song. They fill you with great strength, causing a secondary effect to everyone who hears the song. You gain a new moment every level. You do, however, have a maximum amount of moments you can use in one turn- See Moments per round table. Moments generally have a range of 45 feet- Meaning a choir must be within 60 feet of the subject of the moment in order for it to take effect. Moments, however, don’t last long- They end at the end of the conductor’s next turn, unless they use that moment again. If a choir is killed during a moment, that moment immediately ends. If a moment requires more than one choir, then they must all be within range of what the moment is affecting.
Songs (Su):
Songs are powerful performances, taking up all of your choir to perform in whole- By making Perform and Profession (Conductor) checks, you can make extremely powerful bardic effects! At level 1, 5, and every 5 levels after, gain a new Song known.
The strength of the song is determined each round by a perform or Profession (conductor) check on your part- The strength of the song is determined by the table below:
Check Result | Song Strength
20 or below | 1
21-30 | 2
31-35 | 3
36-40 | 4
40 + | 5
Harmony (Su):
At the second level, a conductor has learned to weave a secondary effect into his melodies- By directing two Choirs to sing harmony, you can cause a secondary effect, with a bonus for using more choirs. You gain a melody known at level 2, 4, and every two levels after.
Bonus Feats
At level 2, 5, and every 5 levels thereafter, gain a bonus feat selected from the following list that you meet the prerequisite to:
Extra Performance, Harmonic Sage, Leaf Singer, Stone Singer, War singer, or a Bardic Masterpiece.
Choir Evolution (Su)
At level 4, You may grant your choirs a 1 point evolution from the Eidolon Evolution List, chosen at this time. At level 8, and every four levels thereafter, increase the evolution pool by one for your choir. You may change your evolutions upon leveling up.
+1 competence bonus to skill checks, plus one per 5 ranks in Perform (Wind Instrument) you have.
Melody of metamagic:
Prerequisite: Conductor Level 7
Allies can cast their spell as if one of the following metamagic feats were applied to it without increasing the spell level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.
Healing Hymn:
All spells that heal hit points add your ranks perform (Sing) to the amount healed upon casting the spell.
Melody of Combat:
+1 Competence bonus to attack and damage rolls, plus one for each 5 perform (Percussion) you have.
Melody of Sorrow:
Enemies who hear this song takes a -1 penalty to will saves, plus one per five ranks in perform (Keyboard Instrument).
Melody of Speed:
Allies gain a +10 enhancement bonus to move speed, increasing by 5 every 4 ranks in perform (Dance)
Melody of Endurance:
+1 circumstance bonus to fortitude saves, plus one for every 4 Conductor level you posses.
Melody of Rage:
+2 morale bonus to strength and constitution, increasing to +4 with 8 ranks in Perform (Sing), and +6 with 16 ranks in Perform (Sing). -1 to AC. Allies cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Melody of Trickery:
Take a -1 penalty to Enchantment and Illusion saves, plus one per 5 ranks in perform (Oratory), and any target that fails their appraise check on any item considers the item 10% cheaper per 5 ranks in perform (Act)
Melody of Magic:
Allies of the conductor gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter.
Song of accursed casting:
Spellcasters casting stat is considered one lower, plus another one per four ranks in perform (Any), in addition, they take a penalty of 1 to caster level dependent effects (Such as Fireball). They can still cast spells if their caster level is lower than the minimum to cast the spell.
Melody of fascination:
Cause people within 60 feet of the choir singing melody to become fascinated with the object of your choice. The Distraction of a nearby combat or any other danger (Such as a Moment) prevents the ability from working. You can affect 1 person per 3 conductor levels.
Melody of the Unyielding:
Prerequisite: Conductor level 3
A conductor can use choir song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of choir song, the conductor invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The choir must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of choir song is expended for that hour. Maintaining this performance, with no moments or harmonies otherwise, is a swift action.
Dance of Fire:
Prerequisite: Conductor level 3
Gain the ability to see through fire, fog, and smoke without penalty as long as the light is sufficient to allow anyone affected by the performance to see normally, as with the base effect of the gaze of flames oracle revelation.
Melody of Armaments:
Prerequisite: Conductor level 3
Add a +1 enhancement bonus to weapon damage and attack rolls, plus one per five ranks in perform (Wind instrument) to all allies within 60 feet of a choir. You can add other weapon effects, such as dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed, by replacing this enhancement bonus.
Dance of Firefall:
Prerequisite: Conductor level 7
Grant 15+Ranks in dance resistance to Fire.
Melody of Desecration:
Prerequisite: Conductor level 7
Create an aura of Desecration, as the spell of the same name.
Medley of Consecration:
Prerequisite: Conductor level 7
Create an aura of Consecration, as the spell.
Melody of metamagic:
Prerequisite: Conductor Level 7
Allies can cast their spell as if one of the following metamagic feats were applied to it without increasing the spell level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.
Inspire Greatness:
Prerequisite: Conductor level 9
A conductor of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice)
Hymn of the Undying:
Prerequisite: Conductor level 15
A conductor with 14 or more ranks in Perform (Percussion) can temporarily revive dead allies to continue fighting, with the same limitations as raise dead, besides the casting time. The Conductor selects a dead ally within 60 feet and brings that ally back to life. The revived ally is alive but staggered for the duration of the melody. The ally automatically dies if the conductor ends this performance or is interrupted.
Raise a 5x5 area per choir used, 5 feet upward (Granting a +1 to rolls from height advantage to folks standing on it). With each choir used, you can either increase the size of the area raised, or the height of the area raised.
Greater Rising Moment:
Prerequisite: Raising Moment.
Raise a 10x10 area per choir used 10 feet into the air, as if creating a wall with Wall of stone. With each choir used, you can either increase the size of the area raised, or the height of the area raised.
Launching Moment:
Prerequisite: Greater Rising Moment:
Upon a activating a raising moment (Or the greater version), you can choose to have activate a launching moment, without using another moment, only one choir. A launching moment launches the person standing on the area that’s raised, ten feet per five feet raised. A character can make a reflex save to step off the area, and avoid being launched. This moment does not use any choirs. They can control their landing, and land on an opposing creature by making a fly check equal to it’s hit dice.
Landing Moment:
Prerequisite: Launching Moment
You can choose to allow those launched by launching moments to not take fall damage, by using one Choir’s actions.
Stumbling Ground:
Turn a 5x5 area per choir used into difficult terrain.
Greater Stumbling Ground
Prerequisite: Stumbling Ground.
Turn a 10x10 square per choir into difficult terrain, or turn a 5x5 square per choir into a layer of slippery grease. Any creature in the area when the moment is in effect must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Good Fortune:
Gain a +1 luck bonus per 4 choirs used to any d20 roll, or +1 luck bonus to any other roll per 6 choirs used.
Moment of Swiftness:
Grant an extra attack (As the Haste spell) by having 3 choirs sing to an individual within 30 feet (Prerequisite: 5 ranks in perform (Oratory))
Moment of Fire:
Cause 1d6 fire damage per two Choirs used to someone within 30 feet of a choir, with a DC (10+Conductor Stat) reflex save for half.
Moment of noise:
With 6 or more ranks in perform (Any), roll 1d6 damage per choir used, to someone within 100 feet of a choir. DC (10+Conductor stat) reflex save for half.
Moment of Confusion:
Cause someone to be for confused by using 2 choirs actions, with a will save (DC 10+ choirs used + Conductor stat) to negate the confusion.
Moment of Binding:
Prerequisite: Conductor Level 9
A Conductor can bind another creature's promise to the conductor with a geas. This acts as lesser geas, except the creature must have Hit Dice equal to or less than the negotiator's level plus the number of choirs used (Minimum one). The target can negate this effect with a successful Will save (DC = 10 + 1/2 the conductor level + Conductor modifier);. The geas is discharged if the negotiator breaks his end of the bargain. Using this ability requires 3 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance. At 18th level, this effect acts as geas/quest (no HD limit, and the target cannot attempt a saving throw). Moment of binding is an enchantment (compulsion),mind-affecting, language-dependent ability that relies on audible components.
Moment of Knowledge:
Pick a combat feat: You can grant this feat to one individual per 2 choirs used until the start of your next turn.
Moment of Teamwork:
Pick a teamwork feat- By using 1 choir, you can grant one teammate this teamwork feat for 1 round. You can use more choirs to grant it to more people.
Moment of doom:
Prerequisite: Perform (Any) 9
Cause your opponent to become shaken for one round per choir used.
Moment of terror:
A conductor with 14 or more ranks in perform (Act and Oratory) can use this moment to cause fear in his enemies. To be affected, an enemy must be able to hear a choir perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the conductor’s level + conductor stat modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear a choir’s performance. Frightening tune relies on audible components.
Moment of suggestion:
A choir with 6 or more ranks in Perform (String instruments) can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. This affects a number of creatures equal to the number of choirs used.
Moment of magical failing:
With 9 or more ranks in perform (Keyboard Instruments), a magician can use performance to counter the spells of his foes. While maintaining a performance, and with at least 1 choir unused for any moment, as an immediate action, he can attempt to counter any spell that he can identify using Spellcraft, so long as that spell’s level is equal or less than the number of choirs unused. The attempt to counter the spell is made as if using dispel magic, using the conductor’s ranks in perform (String instrument) as the caster level.
Moment of slumber:
By using a number of choirs equal to half your opponents hit dice (Minimum 3 choirs to use), you may inflict sleep upon your opponents, as with the sleep spell, without the hit die limit.
Dance of Befriending:
Make a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly), with a will save equal to (10+Choirs used)
Moment of the dead:
Animate a creature (As if using Animate Dead) with a hit dice equal to the number of choirs used.
Moment of Magic:
Grant a +1 enhancement Bonus on attack and damage rolls by using one choir, plus 1 per 4 choir used after.
Moment of Size:
Increase a creature’s size category by one, The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. This uses 1 choir. It does not stack with itself, or enlarge person. If you spend 6 additional choirs, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size. For every choir you go beyond this, increase the duration by one round.
Moment of discomfort:
Create a 5x5 area per two choirs used, to create an area as with the Black Tentacles spell, treating your Conductor level as your caster level.
Moment of the time:
Grant one ally per four choirs used the ability to take an standard action as a immediate action by dazing themselves the following turn. Even if you are immune to daze, you are dazed.
Moment of Metamagic:
If you have Melody of metamagic and Harmony of Metamagic active, she can instead apply the Maximize Spell or Widen Spell metamagic feat to a spell at least 3 levels lower than the highest-level spell she can cast.
Cry to the sun:
Prerequisite: 5 ranks in Perform (Wind instrument)
When two choirs dedicate themselves to this moment, they create a area of pure light in a 10x10 area, functioning as light from the sun. In addition, for every choir beyond one that sings, it’s size increases by one square, up to a 50x50 area, or you may inflict 1d8 fire damage per choir dedicated to this performance to everyone in the area of light.
Cry of descent:
Prerequisite: 4 ranks in perform (Comedy)
Make a 10x10 pit, as with the pit spell. This uses up two choirs actions, plus another one per ten feet deep the pit is (To a maximum of 5). With 8 ranks in Perform (Percussion), it function as spiked pit, dealing 2d6 piercing damage upon falling down, and 1d6 each round they climb up. With 12 ranks in perform, the bottom contains acid instead of spikes, in addition to the spikes on the wall, dealing 2d6 acid damage, along with secondary effects as with Create Pit. with 16 ranks, you add the effect of Hungry pit, dealing 4d6 bludgoning damage each round to everyone in the pit, in addition to the 2d6 acid damage upon falling in. Upon the ending of this moment, they are released from this pit, and returned to the space they would be before.
Call of vines:
Prerequisite: Perform (Wind instrument) 7 ranks
You create and direct the rapid growth of vines, spreading thirty feet from the choir who is performing this moment. When you cast the spell, choose one of the following effects: Climbing aid (treat as knotted ropes), Bind helpless targets (Escape Artist DC 25 to escape), Hamper movement (as heavy undergrowth), Camouflage (add +4 competence bonus on Hide checks). One choir is required to sing this.
Moment of Illusions I:
Create a silent image, as with the spell silent image, with a size equal to 4 5x5 cubes per choir used.
Moment of Illusions II
Prerequisite: Perform (Act) 5, Moment of Illusions I
Increase the size of the illusion to 4 10x10 cubes per choir used. In addition, it can create sounds, as with Minor image.
Moment of Illusion III
Prerequisite: Perform (Act) 10 ranks, Moment of Illusion II and I
Increase the size of the illusion to 5 10x10 cubes per choir used. Choose one 5-foot square within the area of your illusion; that square threatens the target as long as it is adjacent. Thus, if you or an ally is on the opposite side of the target, it is considered flanking. Normally the area must contain an illusory creature of Small or Medium size. However, you can select one square of a larger illusory creature to threaten the target. For example, an illusory Large ogre takes up four 5-foot squares; you select one square to be the source of the threat, and its other three squares do not threaten anyone. In addition, your image can now produce smells and thermal illusions, as with Major image
Moment of trappings:
Create a 5x5 foot square of caltrops per choir used. With 6 or more ranks in perform (Dance), the caltrops are instead vicious caltrops.
Entangling Moment:
Pick a 10x10 area. Creatures of Medium Size or smaller are entangled upon a failed reflex save. For every two choirs that participates beyond the first choir, increase the maximum size category it can effect by one.
+1 competence bonus to attack and damage rolls per 5 conductor levels (Minimum 0).
Harmony of rage:
+1 morale bonus to strength, +1 morale bonus to constitution, increasing by one every 5 levels. -2 to AC. Allies cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Harmony of Power:
+2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.
Harmony of vision:
+1 morale bonus on saving throws against charm and fear effects per 4 levels.
Harmony of Awe:
Upon beginning the performance, make a perform check. All enemies within 20 feet of a choir must make a will save, or become shaken for 1 round per every five you pass their will save. This effect does not stack with other fear effects.
Inspire Will:
+1 to will for every 4 choir levels.
Dance of the untouchable:
Gain a dodge bonus to AC equal to your conductor level divided by three.
Harmony of Striking:
Add your conductor stat modifier as a bonus to rolls made to confirm critical hits.
Harmony of War:
Add your conductor stat modifier as a bonus to disarm, trip, bull rush, and sunder combat maneuvers.
Harmony of Fortitude:
Add your conductor stat modifier as a bonus to Fortitude saves.
Harmony of Magic:
Add your conductor stat modifier as a bonus to rolls to overcome spell resistance.
Harmony of Will:
Add your conductor stat modifier as a bonus to Will saves.
Harmony of Opportunity:
Add your conductor stat to Armor Class against attacks of opportunity.
Harmony of Tactics:
Add your conductor stat modifier as a bonus to damage rolls when flanking.
Harmony of [Physical stat]:
Add your conductor stat modifier as a bonus to an ability score check of your choice, and any skill checks that use that stat. This applies only to one stat- Pick that stat upon picking this ability.
This harmony can be taken multiple times, but does not stack: Pick another stat every time you take this harmony
Harmony of quick response:
Add your conductor stat modifier as a bonus to Reflex saves.
Harmony of Continued Living:
If you have Hymn of the Undying as your melody, you make keep up to your conductor modifier alive at once.
Harmony of Metamagic:
Prerequisite: 7 ranks in perform (String Instruments), Melody of Metamagic
If you have Melody of metamagic active, an ally can instead apply the Empower Spell metamagic feat to a spell at least 2 levels lower than the highest-level spell she can cast.
Harmony of Binding:
A conductor with 12 or more ranks in perform can prevent people from teleporting, as the Dimensional Anchor spell. Will save DC (10+1/2 conductor Level+conductor Stat)
Add your song strength to attack, will saves, and damage rolls as a morale bonus. Add 1d6 sonic damage per song strength.
You can create a 10x10 silent image each round, lasting for a number of rounds equal to your chord strength, or remove all fear effects. In addition, those hearing don’t take attacks of opportunity when performing combat maneuvers.
Raging song
At 1st level, affected allies gain a morale bonus to Strength and Constitution equal to your song strength plus one, and a +1 morale bonus on Will saving throws equal to your song strength, but also take a -1 penalty to AC. While under the effects of raging song, allies other than the conductor cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
For every 4 conductor levels you possess, pick a rage power, treating your barbarian level as your conductor level minus one. Once chosen, these cannot be changed. Your companions can use a number of rage powers equal to your Chord strength, which you pick.
Inspire Glory
Prerequisites: 10 ranks in perform (Voice), Perform (Percussion Instruments), and Perform (String)
To inspire glory, all of the targets must be able to see and hear choir. This affects a number of people equal to your chord strength. A creature inspired with greatness gains bonus Hit Dice (d10s) and the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice) equal to your song strength, a competence bonus on attack rolls equal to half your song strength minus one, and a bonus to fortitude equal to half your song strength. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Once per round, you can do any of the following:
Add 2 to the caster level of any effect for any one caster in the area.
Change the weather conditions of a 300 foot sphere, or 600 foot cone to severe wind speed. At level 15, the wind speed in the area goes from severe to Windstorm.
Deal a number of d6 sonic damage equal to your chord strength times four.
Change the weather condition into either clear weather, or rain.
Grant an ally a morale bonus on attack rolls equal to your song strength.
Grant your ally temporary hit points equal to it’s song strength times four.
Song of heroics
Prerequisite: 20 ranks Perform.
Add your chord strength to saving throws, ability checks, skill checks, and to AC as a morale bonus.
The song blares so loud, that all spellcasters must make a concentration check every round.
Once per round, for a number of round equaling your chord strength, grant the following bonus:
+Chord luck bonus to one roll
Allow an ally to act immediately during someone else's turn. Pick an ally that is not yourself.
Song of Timelessness
Prerequisite: 10 ranks in Perform.
A number of enemies equal to the song’s strength must make a Will save or be affected as though by a slow spell for a number of rounds equal to the chord's strength.
Every round, pick one enemy- He is instead frozen in time— they cannot take actions, but they cannot be affected by any force. Weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall. When you cease performing, the creature is unaware that time has passed. You can pick a maximum number of enemies every round equal to your song strength. This effect lasts until the end of your next turn.
Song of calling:
Summon a monster from the summon monster I list. It gains 1 temporary hit point each round. It gains fast healing equal to it’s hit dice times your chord strength. At level 4, and every three levels after, the monster is summoned from a list one spell level higher.
It is considered to have the Haste effect on it, with a bonus to attack and damage equal to the song’s power. When it takes damage, the damage is distributed across your choirs- Your choirs take half the damage the summoned monster has.
Spellbreaker Song
When opposing spellcasters cast a spell, a number of times equal to your chord strength each round, your opponent must make a concentration check against a Conductor Stat check, with half of your choirs as a bonus on the roll. If your roll is higher, the enemy fails to cast their spell, and the spell is lost.
Song of the Cold Winter Night:
Prerequisite: 12 ranks in perform (Sing)
Immediately upon the song beginning, the temperature drops to below freezing and a powerful blizzard erupts in the area in a 100 feet radius circle from each choir. Visibility is reduced to zero, making Spot, Search, and Listen checks and all ranged attacks impossible. Unprotected flames are automatically extinguished and protected flames have a 75% chance of being doused. Creatures unprotected from the cold must make a Fortitude save or take 1d6 points of nonlethal cold damage. One foot of new snow falls each round the song is maintained. Movement within the area is impeded, depending on the creature's size and depth of snow. You can make a number of creatures equal to your song strength immune to cold damage, and increase their visibility to thirty feet. Half of these must be opponents.
Song of the forever moment
Prerequisite: 18 ranks in perform (Sing)
This spell seems to make time cease to flow for everyone but yourself, your choirs, and one other person. In fact, they speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The person you pick is free to act for a number of rounds equal to half your chord strength of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the song of the forever moment is in effect, other creatures are invulnerable to his attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the number of rounds song of the forever moment has been active have their normal effects on other creatures once the song ends. This uses up twice as many bardic performance rounds as performed.
Song of Wind:
Prerequisite: 15 ranks in perform (Strings)
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit. You may choose one of four basic wind patterns to function over the spell’s area.
You can increase or decrease wind strength by your song strength. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
Song of a Shifting World.
Prerequisite: Conductor level 18
This function as the Wish spell, except taking up 30 rounds of Bardic Performance to perform. The material component is a number of instruments, total value equaling to 20,000 gp. You require two thousand people to watch the performance.
| Oceanshieldwolf |
You might want to look at THIS.
Has 75+ compositions that are broken up into melodies, intros and outros...
| Iron Vagabond DM |
You might want to look at THIS.
Has 75+ compositions that are broken up into melodies, intros and outros...
Ah. Well, that's fluff done there. Shame I can't find it on any OGL, so most PbP and online games won't accept them.
Either way, I don't think any of the classes will probably play like the Conductor- The conductor's primary strength is Action Economy, with it's primary weakness being that his action economy can be killed as a swift action, in addition to his caster level. How do any of the other classes play?
| Interjection Games |
Hello there! Author of Ultimate Composition here!
Aye, I have issues getting onto things like the d20pfsrd because of the fact that my PDFs aren't compatible with Reyst's PDF text extractor app. Becoming compatible with that would cost upward of $500. If you run across anything of mine that you like well enough, you can poke John Reyst and myself. We both have bounties going for adding classes to his website, so you can walk away with something for your time.
Currently, none of those classes really has a summoning aspect to it (beyond one melody that summons a shrieking air elemental), and I appear to have gone significantly more granular with my composition system than you have, allowing players to add more and more non-scaling melodies to their scores as they level rather than single, scaling effects. Intros and outros closely resemble your melodies, save that their duration tends to be limited, and opuses/musicae sacrae resemble your moments.
The maestro and cantor play out like "wizard bard" or "cleric bard", respectively, in that your music is more powerful and you have six levels of magic, but you're no good in an up-close fight.
The breakdancer is an in-your-face martial speedster class that makes a mockery of action economy with dance moves and the ability to rapidly change music.
The harmonicist is a spell-less maestro who can maintain multiple scores at once and targets single creatures with his melodies rather than areas. Intros and outros still hit AoEs, and the class can set up free "mini-scores" and grant all scores, including "mini-scores" bonus melody slots, making the class excellent at achieving battlefield saturation starting in round 2. It's the advanced class of the book.
Each archetype can be used by two or more of the above classes, and they tend to transform the playstyle a great deal. Think of them as content multipliers - remove your spells per day to get the full bardic performance suite, totally rewrite the way scores function, gain songbomb capabilities, etc. etc.
| Iron Vagabond DM |
-Snip-
Well, this is rather intresting! Pleasure to see you posting in this thread.
Thanks for the information about that, sounds rather nice, actually. I'll buy it when I can.
To be frank, neither does the Conductor- I origionally thought he would end up with more summoning, but, nope, only one summoning song (Admitably, a pretty good one).
May I ask what kind of Wizard and Cleric? They're a shockingly diverse bunch- I'm assuming your either talking about healer or buffer clerics, and regular wizards. Is it closer to Battlefield control wizards, buffer wizards, or?... My apologies if it's confusing, just something I was wondering.
The breakdancer doesn't sound like something I'd really care about, to be honest. All in all, they look really intresting.
As it is, may I ask your opinion on how well the class looks, and on a few other things-
Primary- The classes main strength is to hopefully be able to change the entire battlefield into something entirely new as a full round action. A character's who's job is to... Conduct, really. Who makes sure the show runs how he expects it to.
Also, yeah, it's modular- I find it allows for easier creation of songs, and for players to coustomize it. As it is, I'm currently thinking of whether or not to implement some sort of "Mood" system for Melodies and moments, but I feel like it'll be adding another layer of complexity that isn't really needed that much.