3rd party class by Wildfire heart: the TECHNO!


Homebrew and House Rules


So I wanted to combine the tinker and Bard into a single class...what immediately comes to mind when you mix music and tech?

TECHNO!!!

...or dubstep or some s&#!. Whatever. Either way, I want some advice on my homebrew class. Have at it, guys and girls!

In societies where technology progresses heavily, sometimes the young develop music to match. Technos are a mixed bag, using their technological skills and musical savvy to produce awe inspiring performances. Savvy with the ways of the world, Technos charm and beguile when they cannot fight, and use their odd appearance to their advantage.

Role: Technos assail opponents with their massive array of sounds, producing more harmful effects than that of ordinary instruments. They can support allies, inspiring them to either rage or calm, egging them on or helping to regenerate their injuries. Technos rely on their technology for many things, and over time, their mobile stages can be used to support their endeavors. Technos use magic where they can, to support their music and their allies.

Alignment: Any Chaotic

Hit Die: D6

Starting wealth: 1D6x10

Class skills: Acrobatics (Dex) Appraise (Int) Bluff (Cha) Craft (Int) Diplomacy (Cha) Disable device (Dex) Disguise (Cha) Escape Artist (Dex) Intimidate (Cha) Knowledge: Arcana, Engineering, Geography, Local, Nobility (Int), Linguistics (Int) Perception (wis) Perform (Cha) Sleight of hand (Dex)
Skill points: 5+Int mod
Class features:
Level BAB Fort: Ref: Will: Special: Spells per day:0 1 2 3 4 5 6

(ok, how this works is the first four numbers are the BAB, then the saves. Then after that come the spells per day, arranged by level)

1st 0 2 0 2 Mobile stage, cantrips,
- 1 - - - - -
Subwoofer, riffs, Tech instrument

2nd 1 3 0 3 -
- 2 - - - - -

3rd 2 3 1 3 Subwoofer x2, Blast,
Stage AI -
- 3 - - - - -

4th 3 4 1 4 Pyrotechnics

- 3 1 - - - -

5th 3 4 1 4 Alliance with the deaf, Kind of a big deal
- - 4 2 - - - -

6th 4 4 2 4 Headphones -
- 4 3 1 - - -

7th 5 5 2 5 subwoofer x3, Enrage +4
- - 4 4 2 - - -

8th 6/1 5 2 5 Pyrotechnics x2 -
- 4 4 3 1 - -

9th 6/1 6 2 6 Strobe lights
-
- 4 4 3 2 - -

10th 7/2 6 3 6 Kind of a Big Deal
-
- 4 4 4 3 - -

11th 8/3 7 3 7 Subwoofer x4,
- - 4 4 4 3 - -

12th 9/4 8 4 8 Adrenaline beat -
- 4 4 4 3 1

13th 10/5 8 4 8
-
- 4 4 4 4 2

14th 10/5 9 4 9 Frightful Racket -
- 4 4 4 4 3

15th 11/6/1 9 5 9 Subwoofer x5, Kind of a big deal, Inspire painlessness, Enrage+6 -
- 4 4 4 4 3 1

16th 12/7/2 10 5 10 Pyrotechnicsx3 -
- 4 4 4 4 4 2

17th 13/8/3 10 5 10 Enrage+8
-
- 4 4 4 4 4 3

18th 13/8/3 11 6 11 Blood from your ears -
- 4 4 4 4 4 4

19th 14/9/4 11 6 11 Subwooferx6
-
- 4 4 4 4 4 4

20th 15/10/5 12 6 12 Kind of a big deal

- 4 4 4 4 4 4

Bonus Spells per day:
The Techno gets bonus spells per day according to his Charisma stat. See the chart Bonus spells per day on the D20pfsrd site for more.
Techno instrument: The Techno has a strange and weird instrument unlike any other. This can take the form of any modern day/futuristic instrument that can be held in one or two hands, or something else ( at GM's discretion)

Mobile stage: At level 1, the Techno gets a mobile stage. This stage can move on mechanical legs, under its' own power. The power source is chosen at first level and cannot be changed. It moves at 30 feet per round, and directing it is a move action. The stage is large, but can be folded to fit in a medium space. While folded up, it can move at 15 ft/round and can unfold as a standard action. It can carry the Techno and up to 300 lbs of gear when unfolded. The techno and his stage always move together.
At level 3, the mobile stage is capable of picking up all of your subwoofers with robotic arms or other such tech. Deploying subwoofers is a swift action for the rocker, and a move action for the stage.

at 4th level, the mobile stage is capable of producing and deploying pryotechnics.

Pyrotechnic barrage: Deal 1D6 fire damage/ 2 levels to two target squares within 60 feet. Applies the dazzled condition for 1D4 rounds. If target is dazzled, apply dazed. A reflex save (DC 10+CHA mod +1/2 techno level) halves damage and negates the status effect. Dazzled, dazed, stunned or facinated creatures don't get saving throws against this effect. Resetting pyrotechnics takes a full round action that provokes attacks of opportunity. Creating pyrotechnics requires explosives worth 10gp and ten minutes of effort. Deploying pyrotechnics is a standard action.
At 8th level, the stage can hold two rounds of pyrotechnics. Both cannot be deployed at the same time, but that mean that two pyrotechnic displays can be used before reloading.
At 16th level, the pyrotechnic barrages can be used three times without reloading.

Subwoofers: Subwoofers are an integral part of your performance. Subwoofers can be programmed to perform a variety of functions. At 1st level, subwoofers need to be deployed by the techno, which is a full round action. Subwoofers need to be packed up when not in use. Subwoofers can follow one of many instructions:
Enhance: increase the radius of your performance by 10 ft,
increase the DC of your harmful sonic effects by 1 (Max 2)
Blast: Increase the damage of sonic spells/effects by 1D4. This includes the Blast Riff.
Echo: after the end of a riff, keep the effect around for 1 round. (does not apply to blast)
resetting a subwoofer for a different effect takes ten minutes of constant effort. Interruptions to this time render the subwoofer useless until fixed properly. Subwoofers count as attended objects if under control of the stage. Subwoofers have hardness 10 and 30 hitpoints. if broken, it takes 10gp/hp to repair and if destroyed, cost 100gp/level and eight hours to replace.

Alternatively, a mending spell works as well.

Riffs
Techno Riffs: A techno can use his stage, tech and music to perform techno riffs: A techno can use his riffs for 4 rounds/day +his CHA modifier. Every level after level 1, the techno can use this for an additional 2 rounds per day.
Unless otherwise stated, Riffs are a standard action to start, a free action to continue.

List of Riffs:
Overwhelm: at first level, the Techno unlocks overwhelm. The Techno makes a perform (Tech) check. Any ally effected by a magic effect that relies on sound can use the check's result instead of their roll. Overwhelm also grants anybody within 5 feet deafness for 1D4 rounds. A DC 16 reflex check negates the deafness effect (Technos are always immune to their own negative effects).
At 5th level, if the opposing effect is one made by a bardic performance or similar effect relying on linguistics or similarly precise inflections, the Techno can instead target the opposing person within 60ft (more if using subwoofer's enhance effect). The enemy must make a DC 10+Cha mod +1/2 Techno level will save or be deafened for 1D4 rounds and lose the effects of their bardic performance.
At 17th level, this can be used to counterspell. Make a perform (tech) check, your enemy makes a concentration check. If the perform (tech) roll is higher, than the spell cannot be cast. Using Overwhelm in this manner uses up three rounds of Riffs/day
Attention grabber: At 1st level, a Techno can use his Riff to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Techno, and capable of paying attention to him. The Techno must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Techno has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the techno’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the techno cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the techno continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Attention grabber is an enchantment (compulsion), mind-affecting ability. It relies on audible components in order to function.

Blast: At 3rd level Technos gain the Blast riff. All enemies in a 30 foot cone (from the subwoofers) take 1D4/level sonic damage (Max 15D4) and is sickened for 1D4 rounds. A successful reflex (10+CHA mod+1/2 techno level) save halves the damage and negates the debuff. Unlike most techno riffs, Using blast is a full round action each time, and uses up two rounds of riffs per use. Extra damage or range from the subwoofers are applied normally. Overlapping radii from the different subwoofers do not grant bonus damage or apply the damage twice.
Enrage: A 3rd level Techno can use the enrage riff. All allies within 30ft of any subwoofer gain a +2 to melee and ranged damage rolls. Every four levels after three, this bonus increases by +2
Screamo: A techno of 8th level can use his riff to rip at an enemy's emotions. His unearthly music causes enemies within 30 ft of a subwoofer to become shaken. To be affected, an enemy must be able to hear the Techno perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the Techno’s level + the Techno’s Cha modifier) to negate the effect.
Frightful Racket (Sp): A Techno of 14th level or higher can use his riffs to cause fear in his enemies. To be affected, an enemy must be able to hear the Techno perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the Techno’s level + the Techno’s Cha 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 the techno's performance. Frightening tune relies on audible components.
Inspire Painlessness (Su): A Techno of 15th level or higher can inspire tremendous resiliance in himself or a single ally within 30 feet. For every three Techno levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire painlessness, all of the targets must be able to hear the Techno. Inspired creatures gain DR 4/- and resistance 5 to all energy types. The effect lasts for as long as the targets are able to witness the performance. Inspire painlessness is a mind-affecting ability that relies on audible components.
Blood from your ears: At 18th level, as a free action, the Techno can crank up the volume of his speakers. This causes all people/monsters effected to make a Fort save (any ally not included in alliance with the deaf included). Those who fail take 1D8 bleed damage, and are deafened.
Stage AI: At 2nd level, the Techno's constant tinkering with the stage has produced a strange effect. The stage seems to have grown a slight personality, and follows your spoken directives. Directing the stage is a free action.
Place subwoofers: The stage will place your subwoofers for you. This is a move action for the stage. Subwoofers can be placed up to 10ft away from the stage.
Flee: will pack up all subwoofers, fold up and flee from an enemy, regardless of who or what is in the way. Anybody on the stage takes 1D8 crushing damage (Reflex save negates)
Stalk: Will keep within 30 ft of a given enemy, and ready actions if avaliable to keep within range. When moving more than once/round, a DC 15 acrobatics check is nessicary to remain on the stage.
Follow: Follow an ally at a set distance.

Headphones: One set of headphones can project your music directly into the ears of a willing teammate. These can be worn underneath armor. Headphones can only be deployed to one teammate at a time. Headphones provide one of several effects, as well as providing immunity to harmful sonic effects. Any ally wearing headphones can always hear your performance, as long as they are conscious:
a +1 bonus to melee attack and damage rolls
a +1 dodge bonus to AC
a +2 bonus to reflex saves

Alliance with the deaf: At 5th level, your Blast riff no longer effects your allies. Allies must have heard at least one riff to be immune to the effects.

Kind of a Big Deal: At 5th level, your riffs and music have somewhat gone to your head. You gain Sonic resistance 2 and take a -3 penalty on stealth checks, Handle animal checks and on sense motive checks.
At 10th level you live in your own little world: You gain a +2 bonus to resist all mind effecting effects, but take a further -2 penalty on stealth, handle animal and sense motive checks.
At 15th level, your ego has grown larger than life. Diplomacy checks automatically fail
At 20th level your ego is indestructable. Your mind is alien to most, filled with thoughts of grandiose displays and alien sounding music. Any negative mind effecting effect cast on you is reflected back to the caster, and you gain sonic immunity.

Technos draw from the Techno spell list: (As the bard spell list, but for a few custom spells)
Techno spell list
0th
Strobed: (-5 on perception checks, -2 on saves against light based effects)
1st
Create pyrotechnics: Creates 1D10 Pyrotechnics for use with your stage. These pyrotechnics are only useful for you, not for any other techno, and if given to another, will vanish

2nd
Summon bodyguard I: Summon a man with Str 17, Dex 14, Con 17, Int 12, Wis 14 Cha 8. He wields a wooden shield and a silver +1 longsword. He has a BAB of +4, an AC of 17 and a touch AC of 12. This spell lasts for 1 round/level. All equipment and units vanish when the spell ends. The bodyguard's attack is sword+7 (1D8+4)
3rd
Chord Blast: deal 1D4/level (max 20D4) damage to a single target. Make a combat maneuver check using your CHA modifier in place of your strength modifier. If successful, your target is knocked prone and away from you 5 feet.
Summon bodyguard II: Summon 1D4 bodyguards. lasts for 1 round/level.
4th
Summon bodyguard III: 2D4 bodyguards and 1 tower shield wielding warrior. The tower shield wielding warrior has AC 20, touch AC 14 and will provide cover for the Techno.

...that's about it. Tell me what you think. Overpowered? Underpowered? (I kind of doubt underpowered, personally, but have at it)

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