
Brother Sooth |
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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.
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...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.”
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 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
Saving Throws: Good Fort
Class Ability Progression
1 The Gods Made Heavy Metal, Euphony
2 Instrument of Destruction, Cacophony
3 Disciple, +1 spell caster level
4 Euphony
5 Cacophony, +1 spell caster level
6 Disciple
7 Euphony, +1 spell caster level
8 Cacophony
9 Disciple, +1 spell caster level
10 Cacophony
11 Brutal Legend, +1 spell caster level
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.
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, doubling their morale bonus to Will 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 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.
Inspire Greatness: The bonus to speed is tripled (+30’ enhancement bonus).
Inspire Heroics: As Inspire Greatness, and their movement does not provoke attacks of opportunity; they can even move through the spaces of creatures larger than they are, provided that they do not end their turn in such spaces.
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 piss 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 rolls, damage rolls and saving throws 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 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.
Inspire Greatness: They also gain a +2 profane 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. Waaaaaaah!
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 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.
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.
7th Level (DC 25 Performance check, 1 rd of bardic music): See Invisibility
9th Level (DC 30 Performance check, 1 rd of bardic music): Invisibility Purge
13th Level (DC 35 Performance check, 4 rds of bardic music): True Seeing
Acid Bath: The Disciple bathes his environs in seething acid.
7th Level (DC 30 Performance check, 2 rds of bardic music): Acid Pit
9th Level (DC 35 Performance check, 4 rds of bardic music): Acidic Spray
13th Level (DC 40 Performance check, 6 rds of bardic music): Caustic Eruption
Children of the Grave: The Disciple's music awakens the dead to do his bidding.
7th Level (DC 30 Performance check, 2 rds of bardic music): Animate Dead
11th Level (DC 35 Performance check, 3 rds of bardic music): Create Undead
15th Level (DC 40 Performance check, 5 rds of bardic music): 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 Performance check, 1 rds of bardic music): Summon Swarm
11th Level (DC 30 Performance check, 3 rds of bardic music): Insect Plague
13th Level (DC 35 Performance check, 5 rds of bardic music): Creeping Doom
Death in Fire: The Disciple summons a storm of lethal flames. Only death remains.
7th Level (DC 30 Performance check, 2 rds of bardic music): Volcanic Storm
11th Level (DC 35 Performance check, 3 rds of bardic music): Fire Snake
15th Level (DC 40 Performance check, 6 rds of bardic music): Fire Storm
Fatal Energy: The Disciple rends the life force of one who dares to oppose him.
7th Level (DC 30 Performance check, 3 rds of bardic music): Enervation
9th Level (DC 30 Performance check, 2 rds of bardic music): Slay Living
13th Level (DC 40 Performance check, 6 rds of bardic music): Finger of Death
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.
7th Level (DC 25 Performance check, 3 rds of bardic music): Dominate Person
15th Level (DC 40 Performance check, 6 rds of bardic music): Dominate Monster
Operation Ground & Pound: The Disciple forces the environs to rock with a galvanizing solo.
7th Level (DC 25 Performance check, 1 rd of bardic music): Enlarged Raging Rubble
11th Level (DC 35 Performance check, 3 rds of bardic music): Animate Objects
15th Level (DC 40 Performance check, 6 rds of bardic music): Earthquake
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.
7th Level (DC 25 Performance check, 2 rds of bardic music): Stinking Cloud
9th Level (DC 30 Performance check, 3 rds of bardic music): Cloudkill
15th Level (DC 40 Performance check, 5 rds of bardic music): Incendiary Cloud
Prince of Darkness: The Disciple summons forth darkness that is more deadly than man.
7th Level (DC 30 Performance check, 1 rd of bardic music): Deeper Darkness
9th Level (DC 35 Performance check, 3 rds of bardic music): Black Tentacles
13th Level (DC 40 Performance check, 5 rds of bardic music): Hungry Darkness
Rage of the Winter: The Disciple channels winter's vengeance.
7th Level (DC 30 Performance check, 2 rds of bardic music): Ice Storm
11th Level (DC 35 Performance check, 4 rds of bardic music): Maximized Ice Spears
15th Level (DC 40 Performance check, 6 rds of bardic music): Empowered 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 Performance check, 2 rds of bardic music): Lightning Bolt
11th Level (DC 35 Performance check, 3 rds of bardic music): Chain Lightning
15th Level (DC 40 Performance check, 6 rds of bardic music): Storm Bolts
Sea of Madness: The Disciple conjures a bewildering song that ravages the mind.
7th Level (DC 25 Performance check, 1 rd of bardic music): Confusion
13th Level (DC 35 Performance check, 3 rds of bardic music): Insanity
15th Level (DC 40 Performance check, 5 rds of bardic music): Widened Song of Discord
Shout at the Devil: The Disciple casts out unnatural and unwanted powers.
7th Level (DC 25 Performance check, 2 rds of bardic music): Dismissal
11th Level (DC 35 Performance check, 3 rds of bardic music): Undeath to Death
15th Level (DC 35 Performance check, 3 rds of bardic music): Banishment (Heightened to 8th level)
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.
7th Level (DC 25 Performance check, 1 rd of bardic music): Enlarged Shatter (Heightened to 4th level)
13th Level (DC 30 Performance check, 2 rds of bardic music): Sympathetic Vibration
15th Level (DC 35 Performance check, 4 rds of bardic music): Greater Shout
17th Level (DC 35 Performance check, 5 rds of bardic music): Pied Piping
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.)

Brother Sooth |

I like that it goes up level 11. Some kind of monster? Ugh. Should have gone with the thing that should not be. I don't see any Dio or Slayer in this.
'Disciple' and 'Angel of Death' are both featured Slayer songs. Thanks for pointing out the glaring and conspicuous omission of Dio; I'll have to rectify that.

Boomerang Nebula |

Are you taking suggestions?
Fight Fire With Fire (Su): when attacked with fire the metal disciple can respond in kind (called counterattack) as an immediate action. This attack automatically hits the attacker and any adjacent creature to the attacker and inflicts equal damage to what was initially rolled. This damage is half fire and half divine damage. The creature struck by this counterattack can make a reflex save for half damage, the DC is equal to 10 plus number of levels of metal disciple plus constitution bonus. Note: only fire damage is ever reciprocated so if hit by the spell flame strike only the fire component is used to calculate the counterattack. An attack must do two or more points of fire damage to trigger a counterattack.

Brother Sooth |

Looks like I have my next character concept figured out: Saint Bruce of Dickinson. His patron god is Eddie and his battle song is: Run to the Hills.
Dude, if you actually get a chance to play such a character, I'd be delighted to hear the stories of their Metal exploits.
Are you taking suggestions?
Fight Fire With Fire (Su): when attacked with fire the metal disciple can respond in kind (called counterattack) as an immediate action. This attack automatically hits the attacker and any adjacent creature to the attacker and inflicts equal damage to what was initially rolled. This damage is half fire and half divine damage. The creature struck by this counterattack can make a reflex save for half damage, the DC is equal to 10 plus number of levels of metal disciple plus constitution bonus. Note: only fire damage is ever reciprocated so if hit by the spell flame strike only the fire component is used to calculate the counterattack. An attack must do two or more points of fire damage to trigger a counterattack.
Thanks! I'm happy to take suggestions.
So you know, I'm making literally over a hundred pages more of Heavy Metal-themed content for Pathfinder - classes, feats, magic items galore. After releasing a lot of content on the forums, the long-term plan is to start putting PDFs up for sale that have collections of Heavy Metal-Pathfinder content.
I don't yet have anything written for the song 'Fight Fire With Fire', but it definitely belongs in there - something very similar to what you suggested.

Boomerang Nebula |

I saw Bruce recently, not up close unfortunately, performing at Rod Laver arena in Melbourne in May this year. He is still awesome, hasn't slowed any since he was last down my way in 2010. He so needs an epic Pathfinder character dedicated to him.
My Fight Fire with Fire suggestion was just off the top of my head, and on reflection is probably overpowered. I am sure you could come up with something better along the same lines.

Brother Sooth |

@ Brother Sooth any update on this?
What other character classes are you working on? Any chance of a Slayer archetype based on the band Slayer? I'm thinking a metal Barbarian would be cool, when I hear Refuse/Resist I think Barbarian.
I don't think the Fight Fire With Fire suggestion you gave was overpowered; on the contrary, I think a situational ability (one you use only when getting hit with fire) would need to be very compelling in order to be balanced so that you'd wanna choose it instead of other things. I'll mull over it for a bit though and see if maybe the idea can be broadened a bit to be more usable *or* to see if it might be better as a Feat (which would make it easier to make room for in a build than if it was a Cacophony or Disciple Ability), so I haven't made anything with it yet.
There's gonna be at least one formidable Fighter-like prestige class to come. It'll be widely encompassing rather than tied to a specific band. Of course, I already broke that precedent by making a prestige class based off of a single song, which is featured here:
http://paizo.com/threads/rzs2truo?The-Sentinel-WorkinProgress
Can you make this into a Google Doc so I can save it to my drive?
Already done! In hindsight, it might have been easier just to link to the Google Doc than to repost and reformat everything for Paizo. Ah well XD
Here ya go:
https://docs.google.com/document/d/1IxHvGEKJv4lYfZDYQDtRrarEDN3eJhEWgIwcFR6 v5FE/edit

Pizza Lord |
Might need a 1/performance Power-slide (Ex) ability that lets you use your Performance check in place of the Tumble/Acrobatics check to avoid AoO or even pass through enemy squares.. The difference is you end your movement kneeling and are considered kneeling during your entire movement, so anyone you fail your check against might have a slightly better chance to hit you if your Metal isn't strong. At higher levels, enemies whose squares you pass through take 5d6 electrical damage (Reflex for half).

Brother Sooth |

Might need a 1/performance Power-slide (Ex) ability that lets you use your Performance check in place of the Tumble/Acrobatics check to avoid AoO or even pass through enemy squares.. The difference is you end your movement kneeling and are considered kneeling during your entire movement, so anyone you fail your check against might have a slightly better chance to hit you if your Metal isn't strong. At higher levels, enemies whose squares you pass through take 5d6 electrical damage (Reflex for half).
I like it. My mind jumps to ETC from Heroes of the Storm and his 'Q' ability of the same name.

Brother Sooth |

What do you folks think of this as one of the limited Disciple abilities?
Fight Fire With Fire (Su): The Disciple brings punishing retaliation (and also death) to those who would try and set him aflame (or ashock, or afrost, etc). Whenever the Disciple of Metal suffers energy damage from a spell, supernatural ability, or similar effect (GM’s discretion), he may spend an immediate action and expend one round of bardic performance; if he does, he bolsters his subsequent counterattack against the unsuspecting target. Once within the next round, if the Disciple damages his foe with a spell or ability dealing the same type of energy damage as was inflicted against him, he gains a profane bonus to the energy damage equal to 5 times the level of the spell used against him. If the Disciple was damaged by a supernatural ability or other effect not directly comparable to a spell, the damage bonus instead equals twice the target’s Hit Dice (max 50). Furthermore, half of the counterattack’s damage is considered divine power and not subject to energy resistance.
In order to benefit from Fight Fire With Fire, the Disciple must be aware of the attack upon him and who the attacker is. The Disciple’s spell or ability only improves if it would damage his attacker (though other targets can be affected as well) and if it deals damage of the same energy type as was dealt to him. (For example, if a wizard foolishly damages the Disciple with a lightning bolt, the Disciple can spend an immediate action to ready his counterattack and, on the following round, use a Chain Lightning with a +15 profane bonus to damage against all of its targets - as long as the wizard is among those targets - and half of the total damage would be considered divine power. Get rocked.)

Pizza Lord |
What do you folks think of this as one of the limited Disciple abilities?
Fight Fire With Fire (Su): ...
I think it sounds a bit more complicated than it needs to be. I don't like the 5 times spell level thing. What if you're just getting pelted with acid orb or ray of frost? Sure those are piddly, but still...
I would suggest it be along the lines of:
'...When you take energy damage you may expend an immediate action and 1 round of bardic performance. Before the end of your next round any spell you cast with the same energy descriptor as the damage taken deals 2 extra points of energy damage per Disciple level to your attacker. Area-of-effect spells add this damage to all targets as long as the original attacker is within the target area.
You may also use your Instrument of Destruction to deal this bonus energy damage as a melee attack if you strike the original attacker in addition to your normal weapon damage. The effect lasts until the end of your next turn, so it can be used for multiple attacks or attacks of opportunity during this time.'
You must be aware of the attack and able to identify the attacker and be wielding your Instrument of Destruction to use this ability.
Obviously the damage range is variable and the Instrument of Destruction stuff is just for example purposes. I didn't do the half-divine half-energy thing but obviously that's all your call. No one really wants to have to stop and look up the level of every spell or whether it's heightened or whether that fire effect is spell-like or supernatural, then figure out what the HD of the guy who hit you with an alchemist fire was (which might tip you off to how powerful they are or are not) or whether that even counts as being from the creature technically. Keep it as simple as, "What's your Disciple level? +X damage!" That's just my critique and advice, of course.

Brother Sooth |

Brother Sooth wrote:What do you folks think of this as one of the limited Disciple abilities?
Fight Fire With Fire (Su): ...
I think it sounds a bit more complicated than it needs to be. I don't like the 5 times spell level thing. What if you're just getting pelted with acid orb or ray of frost? Sure those are piddly, but still...
I would suggest it be along the lines of:
'...When you take energy damage you may expend an immediate action and 1 round of bardic performance. Before the end of your next round any spell you cast with the same energy descriptor as the damage taken deals 2 extra points of energy damage per Disciple level to your attacker. Area-of-effect spells add this damage to all targets as long as the original attacker is within the target area.You may also use your Instrument of Destruction to deal this bonus energy damage as a melee attack if you strike the original attacker in addition to your normal weapon damage. The effect lasts until the end of your next turn, so it can be used for multiple attacks or attacks of opportunity during this time.'
You must be aware of the attack and able to identify the attacker and be wielding your Instrument of Destruction to use this ability.
Obviously the damage range is variable and the Instrument of Destruction stuff is just for example purposes. I didn't do the half-divine half-energy thing but obviously that's all your call. No one really wants to have to stop and look up the level of every spell or whether it's heightened or whether that fire effect is spell-like or supernatural, then figure out what the HD of the guy who hit you with an alchemist fire was (which might tip you off to how powerful they are or are not) or whether that even counts as being from the creature technically. Keep it as simple as, "What's your Disciple level? +X damage!" That's just my critique and advice, of course.
This is excellent feedback and I'll be incorporating it. I had entertained the idea of making it just based on the Disciple level but wanted to try and make the retribution at least vaguely-and-theoretically proportionate to the strength of the initial hit. Simplicity is good though; looking up caster levels and Hit Dice and revealing meta-mechanics etc is not.

Harry Canyon |

Ciaran Barnes wrote:I like that it goes up level 11. Some kind of monster? Ugh. Should have gone with the thing that should not be. I don't see any Dio or Slayer in this.'Disciple' and 'Angel of Death' are both featured Slayer songs. Thanks for pointing out the glaring and conspicuous omission of Dio; I'll have to rectify that.
Holy Diver perhaps...?

Ciaran Barnes |

@ Brother Sooth any update on this?
What other character classes are you working on? Any chance of a Slayer archetype based on the band Slayer? I'm thinking a metal Barbarian would be cool, when I hear Refuse/Resist I think Barbarian.
Some kind of urban barbarian who opposed corrupt authority with some kind of smite law/smite evil hybrid.

Brother Sooth |

'Holy Diver' happens to be rather perfect for what I've just been doing. Thanks to everyone for the suggestions and feedback.
Is it really impossible to make edits to the original post after X time? Ah well. I'm updating everything in Google Docs then. See the Google Doc version for the updated one.
'Fight Fire With Fire' has been added after synthesizing some changes.
The 'Louder than Hell' ability has been changed to grant pretty much any energy damage the Disciple deals with class features/abilities be half-divine, so it's no longer necessary to put that feature on a bunch of related powers.
The Disciple of Metal Google Doc actually has a fair amount of content not included in the original post - such as Feats for Disciples... and an Epic/Legendary class progression that will probably never be utilized by anybody with sanity to spare.
Mulling over the 'Power Slide' notion, I want to make sure that any decision the player makes to grab something is meaningful throughout the game. I've decided to try coupling Powerslide with another related ability and make them available as a Disciple Feat -- similar to how 3.5 had Einhander and Elusive Target and a bunch of other feats that enabled a few situational abilities. There may yet be room for a third thematic manuever in there somewhere.
Holy Diver
Prerequisites: One or more Euphonies
Benefit: Your mastery of stage theatrics and crowd-diving enables you to use both of the following maneuvers.
Powerslide: Whenever you would roll an Acrobatics check to move through threatened squares, you may expend one round of bardic performance to execute a Powerslide. If you do, you drop to the floor and are considered kneeling until you stand up again, and you roll a Perform (Metal) check instead of an Acrobatics check. Creatures whose threatened squares you pass through suffer 1d6 points of electricity damage per 2 ranks you have in Perform (Metal); a successful Reflex save (DC 10 + ½ your Hit Dice + your Charisma modifier) halves this damage.
Stage Dive: Whenever you would roll an Acrobatics check to make a jump or soften a fall, you may expend one round of bardic performance to execute a Stage Dive. If you do, you roll a Perform (Metal) check instead of an Acrobatics check, and you automatically land on your feet as long as falling damage does not knock you unconscious. Creatures near where you land suffer 1d6 points of sonic damage per 10’ that you fell (maximum 20d6); the area-of-effect is a radius of 10’ for every 40’ that you fell (minimum 10’, maximum 50’). A successful Fortitude save (DC 10 + ½ your Hit Dice + your Charisma modifier) halves the sonic damage.

Pizza Lord |
Nothing wrong with tying Powerslide in with an ability, I will point out that the way it's written (not likely intended) it will damage everybody whose threatened squares you pass through. It could just say 'enemies' or it could be just creatures who actual square you pass through (which is a higher check). Otherwise, the wording technically hurts allies if you pass through a square they threaten which is a likely situation.
Just from an critiquing point of view, I know this is a homebrew, so you know how it's supposed to work.

Brother Sooth |

Some kind of urban barbarian who opposed corrupt authority with some kind of smite law/smite evil hybrid.
That sort of archetype will definitely be supported/doable when I get around to making the full-on Warrior class.
Nothing wrong with tying Powerslide in with an ability, I will point out that the way it's written (not likely intended) it will damage everybody whose threatened squares you pass through. It could just say 'enemies' or it could be just creatures who actual square you pass through (which is a higher check). Otherwise, the wording technically hurts allies if you pass through a square they threaten which is a likely situation.
Just from an critiquing point of view, I know this is a homebrew, so you know how it's supposed to work.
I updated Powerslide to harm only enemies and clarified that Stage Dive is intended to harm friends and foes alike.
The plan is to eventually publish all of this stuff so it's not just 'hey GM can I use this class I found on the forums?', so all the feedback on making it consistent is valuable and appreciated.
Brother Sooth |
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Next installment is a Heavy Metal Arcanist.
The Brutalmancer.

Brother Sooth |
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I'd be delighted to get some feedback and suggestions on this relatively straightforward class-in-progress. It's perhaps a few Deeds scarce of completion.
Knight of Badassdom
The Knights of Badassdom are warriors from across the realms who perished before their time, but not before their spirit and prowess earned recognition from the Gods of Metal. Thus they have been resurrected to do battle again; this time, with the Metal Gods’ power flowing through their veins. The ultimate aspiration for a Knight of Badassdom is to earn not merely a death worthy of song, but a death worthy… of Metal.
Role: In order to reach his full potential, a Knight of Badassdom must regularly engage in acts of intrepid recklessness with no shits given. Such a daring warrior can only be at home in the frontlines, shaking off blows and plunging balls-deep into the womb of danger. The more who engage him in battle, the better: a true Knight of Badassdom accepts all challengers.
Base Attack Bonus: As Fighter
Saving Throws: As Paladin
Class Features
1 At the Gates, Badass Deeds
2 Feats of Prowess (2 abilities)
3 Feats of Prowess (3 abilities), Dauntless +2
4 Feats of Prowess (4 abilities), Dauntless +4
5 Feats of Prowess (5 abilities), Dauntless +6
At the Gates (Ex): As soon as the Knight of Badassdom reaches Death's Door, the Gods of Metal begin a cosmic fanfare to welcome a worthy soul among their ranks. The Knight of Badassdom soars with resolve and Metal power such that he may attain the most spectacular end to his adventuring career. When Death finally knocks, the Knight's essence is drawn into the Planes of Mayhem, Beyond the realms of Death, where it is forever outside of mortalkind’s reach.
This results in the following benefits for the Knight of Badassdom:
* The Knight of Badassdom does not become staggered as a result of being reduced to 0 HP or less, and may act normally even at the brink of annihilation.
* The Knight of Badassdom adds his Hit Dice to his Constitution score for the purpose of determining how much of a negative HP total he can obtain before dying. (For example, a 10 Hit Die Knight dies when his hit points are reduced to a negative amount equal to his Constitution score +10).
* Once per day, when the Knight of Badassdom would be reduced from 0 HP or greater to -1 HP or less, his HP total becomes 0 instead and he gains 2 temporary Hero Points. These Hero Points are spent before any others the Knight may possess, and they are lost after 1 minute.
* Whenever a spell or effect would cause instant death or destruction to the Knight of Badassdom (including Disintegrate and other such effects that trigger upon reducing a target to 0 HP), the Knight of Badassdom ignores that effect and merely suffers the damage and other spell effects normally.
* As long as the Knight of Badassdom has a Constitution score, it may not be reduced below 1.
When the Knight of Badassdom is killed, no mortal magic - not even a Wish or Miracle spell - may restore his soul to its body.
The Gods of Metal generally frown upon use of the "Cheat Death" Hero Point option; at the GM's discretion, they may even outright forbid such usage among Knights of Badassdom except to avoid a death which would be particularly anti-climactic or non-Metal.
Badass Deeds: The Knight of Badassdom is defined by his capacity to perform deeds of particular valor and madness… and either live to speak of them, or perish in a blaze of glory. These deeds are so dubbed as Badass because they require accepting a challenge or setback that more practical (read: unworthy) foes would shy away from. By performing these Deeds, the Knight of Badassdom gains the Metal Gods’ favor and furthers his ability to kick ass and take names immediately thereafter.
At 1st level, the Knight of Badassdom gains access to the Badass Deeds below. Each Badass Deed has a cost or requirement that must be fulfilled for the Deed to function, and a benefit for performing it.
Deed of Inexorability (Ex): The Knight of Badassdom stands strong after withstanding the mightiest of assaults. Whenever the Knight receives a critical hit, the critical damage multiplier is treated as one step lower (x4 is reduced to x3, x3 to x2, and x2 is reduced to regular, non-multiplied damage). Once per combat, the Knight gains a temporary Hero Point whenever he sustains damage equal to half his maximum HP or greater in a single round.
Deed of Titan Wrestling (Ex): The Knight of Badassdom gains power and resolve from willingly placing himself within the terrible vice of titans, krakens and other massive monsters. Once per combat, when a creature of Huge or greater size rolls a Combat Maneuver check to grapple the Knight of Badassdom, he may choose to allow the creature’s check to automatically succeed; if he does, he gains a temporary Hero Point.
Furthermore, the Knight of Badassdom gains a +4 morale bonus to CMB checks made to grapple Huge creatures; the bonus increases to +6 against Gargantuan creatures and +10 against Colossal creatures.
Deed of Worthy Challenge (Su): The Knight of Badassdom draws strength from facing worthy opponents in single combat. Once per combat as a swift action, the Knight of Badassdom can challenge one target within sight to single combat. If the target has less Hit Dice than half of the Knight’s character levels, this ability fails because a worthy foe has not been found - and the Knight regains use of this ability for the combat. Otherwise, this ability functions similarly to the Cavalier’s Challenge ability; the Knight’s melee attacks deal extra damage equal to his character level to the target, and the Knight suffers a -2 penalty to Armor Class except against attacks made by the target of his challenge.
Unless the target is mindless, they instinctively become aware of the Knight’s challenge and may be under compulsion to answer it; they must succeed on a Will save (DC 10 + ½ the Knight’s Hit Dice + the Knight’s Charisma modifier) or be compelled to face the Knight in combat until a clear victor emerges, ignoring other characters and focusing its attacks solely on the Knight. Allies of the target are not similarly affected and may still interfere in the duel to the displeasure of both parties.
Maintaining this ability requires that the Knight actually faces a worthy foe without assistance. The Knight’s Deed of Worthy Challenge ends when the combat ends, or if any of the following takes place:
An ally attacks or deals damage to the Knight’s target.
An ally heals damage to the Knight while he is fighting his target.
An ally takes the Aid Another action to assist the Knight against his target.
Other similar situations to the above which result in a direct aid to the Knight, at the GM’s discretion. Under no circumstance should a spell cast prior to the Knight declaring his challenge count as breaking the challenge.
Either the Knight or the target are knocked unconscious. or otherwise rendered unable to fight.
If the Deed of Worthy Challenge remains in effect for at least two full rounds, or if the Deed ends early because of the target retreating or being knocked unconscious by the Knight, the Knight of Badassdom gains one temporary Hero Point - even if the Deed ends shortly after.
Feats of Prowess (Ex): Starting at 2nd level, the Knight of Badassdom learns two combat abilities from the list below, and one additional ability every level thereafter. These abilities require Hero Points to use or otherwise interact with Hero Points; thus, it is said that they are fueled by a healthy amalgam of Metal Gods’ favor, the Knight’s own blazing spirit, and the tears of his enemies.
Each of these abilities may only be used once per combat; a Knight of Badassdom may, however, use multiple different abilities in the same combat.
Finishing Blow: Whenever the Knight of Badassdom damages a creature with a melee attack, he may spend a Hero Point to perform a Finishing Blow; if he does, the Knight’s attack deals additional damage equal to his character level. Furthermore, the Knight rolls 1d6 per point of Base Attack Bonus that he has. If the total roll is equal to or greater than the target’s remaining Hit Points (after subtracting damage from the attack), the target is immediately reduced to 0 hit points.
Improbable Maneuver: Whenever the Knight of Badassdom spends a Hero Point to grant himself a luck bonus to a combat maneuver check or reroll a combat maneuver check, he furthermore gains the Greater feat associated with that maneuver (Greater Trip, Greater Sunder, etc) until the start of his next turn, even if he does not meet the prerequisites for the feat in question. This benefit does not grant the Knight of Badassdom other related feats (such as Improved Trip or Sundering Strike).
Martial Virtuosity: As a free action during combat, the Knight of Badassdom may spend a Hero Point to gain a single Combat feat of his choice. He must choose a feat for which he meets the prerequisites, and he learns the feat only for the duration of the combat.
No Limits: The Knight of Badassdom may spend a Hero Point to gain his choice of two of the following. These effects last until the start of his next turn.
Climb speed equal to his base land speed.
Affected by Freedom of Movement (as the spell)
A +30 enhancement bonus to Acrobatics checks made to attempt high jumps or long jumps.
The ability to make a single high jump or long jump as a swift action (separate and in addition to any movement he makes during the round).
Reach for Blood: As a standard action, the Knight of Badassdom may spend a Hero Point and make a single melee attack against each opponent within reach; if the Knight possesses the Whirlwind Attack feat, he increases his reach by ten feet for the purpose of this attack.
Relentless Assault: Whenever the Knight of Badassdom makes a charge, he may spend a Hero Point to gain the Pounce special ability until end of turn.
Second Wind: As an immediate action, the Knight of Badassdom may spend a Hero Point to regain hit points equal to twice his character level.
Weather the Storm: Whenever the Knight of Badassdom spends a Hero Point to grant himself a luck bonus to a saving throw or to reroll a saving throw, he furthermore gains the Evasion and Stalwart abilities until the start of his next turn.
Dauntless (Ex): When he reaches 3rd level, the Knight of Badassdom gains a +2 bonus to saving throws against mind-affecting spells and abilities. This bonus increases by an additional 2 at levels 4 and 5.

stormcrow27 |
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Heh. I had the 3.5 version converted over to Pathfinder and we had a guy who played the lead singer of Blind Guardian, Hansi Kursch. He ended up pissing off the gods of metal who killed him with an oslutyh devil, and he was reincarnated from a human to a half-elf to a goblin and then back to a half-elf before being slaughtered in a most heinous way by a weretiger rogue. One of the best characters I have ever run with in a Kingmaker game. We made his great axe into an intelligent electric guitar axe that had flaming invective, so 3 times a day he could sing some verse of Blind Guardian that was so metal it caused his foes to catch on fire.

Brother Sooth |

Heh. I had the 3.5 version converted over to Pathfinder and we had a guy who played the lead singer of Blind Guardian, Hansi Kursch. He ended up pissing off the gods of metal who killed him with an oslutyh devil, and he was reincarnated from a human to a half-elf to a goblin and then back to a half-elf before being slaughtered in a most heinous way by a weretiger rogue. One of the best characters I have ever run with in a Kingmaker game. We made his great axe into an intelligent electric guitar axe that had flaming invective, so 3 times a day he could sing some verse of Blind Guardian that was so metal it caused his foes to catch on fire.
Aw man that is hilarious. What'd he do to piss off the Gods of Metal?
That's always been one of my favorite spell additions in Pathfinder purely for the cool factor of yelling at somebody to set them on fire.Thanks for sharing.

Brother Sooth |

I hope that folks will forgive my sort-of-necroposting here (is 5 months ago considered a necropost?); this project has been active, though I took my sweet time in coming back to this forum topic.
I feel like here would be among the best places to share... the Book of Metal.
For anyone who enjoyed the Disciple of Metal in any form, I urge you strongly to check this out.
Make the rest of your D&D characters Metal.
Make your campaign Metal.
Make everything Metal.
https://www.kickstarter.com/projects/1461682152/book-of-metal