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| Zekiel05-24-06, 05:59 PM | Sound Master Sound just sounds so plain to you doesn’t it? The inspiration for the class came from the movie: "Kung fu Hustle". During the movie there was a scene in which 2 assassins were hired to kill high level kung fu masters. Upon the assassin’s arrival to kill these masters, their abilities were used to the fullest. Imagine a guitar or a mandolin. When you are to strike these instruments some sort of plucking device, sound is emitted. In the cast of the assassins, when they struck their instruments, piercing sound waves were blasted forward cutting anything in their way to pieces. They also had a non-cutting move which the sound formed fists instead of swords. The harder they would strike their instruments and harder and more amount of these swords would be unleashed upon their victims. They have weaknesses yet at the same time they know how to exploit them. If these musicians were to get charged, they don’t have big shields, or sword to deflect attacks, yet instead they use their power to emit high amounts of sound to deflect attackers. The class would be a cross between bard and sorc. MAKING A SOUND MASTER: Focus on all spells/abilities which involve sound. Abilities: The most important ability for a Sound Master is their Charisma score. Charisma determines their overall magical strength. They also need a Charisma score of at least 10+ the spells level to be able to cast a spell. Races: Humans, Elves, Gnomes, Halflings are probably the most common Sound Masters, considering their need for knowledge and inquisitive nature. There is however no set race that makes the best Sound Master. Alignment: Chaotic Neutral/Good. Starting Gold: 5d10x20 Starting Age: Bard Class Skills (In the works) Skills Per Day at 1st Level : (6 + Int modifier) x4 Skills Per Day at Each Additional Level : 6 + int modifier Hit Dice: d6 Code: BAB Fort Ref Will Abilities 1. +0 +0 +2 +2 Sound Rip 1d6, Harden Sound, Music Lessons +1 2. +1 +0 +3 +3 Singing Lessons +1 3. +2 +1 +3 +3 Sound Rip 2d6, SOV, Music Lessons +2 4. +3 +1 +4 +4 Singing Lessons +2, Restring+2 5. +3 +1 +4 +4 Sound Rip 3d6, Harden Sound2/day, Music Lessons +2 6. +4 +2 +5 +5 Restring+4, Mus. Evasion, Singing Lessons +2 7. +5 +2 +5 +5 Sound Rip 4d6, SOV2/day, Music Lessons +3 8. +6/+1 +2 +6 +6 Restring+8, Imp Mus. Evasion, Singing Lessons +3 9. +6/+1 +3 +6 +6 Sound Rip 5d6, Harden Sound4/day, Music Lessons +3 10.+7/+2 +3 +7 +7 Restring+6, Singing Lessons +3 11.+8/+3 +3 +7 +7 Sound Rip 6d6, SOV4/day, Music Lessons +4 12.+9/+4 +4 +8 +8 Restring+12, Singing Lessons +4 13.+9/+4 +4 +8 +8 Sound Rip 7d6, Harden Sound8/day, Music Lessons +5 14.+10/+5 +4 +9 +9 Restring+16, Singing Lessons +5 15.+11/+6/+1 +5 +9 +9 Sound Rip 8d6, SOV8/day, Music Lessons +6 16.+12/+7/+2 +5 +10 +10 Restring+20, Singing Lessons +6 17.+12/+7/+2 +5 +10 +10 Sound Rip 9d6, Harden Sound16/day, Music Lessons +7 18.+13/+8/+3 +6 +11 +11 Restring+24, Singing Lessons +7 19.+14/+9/+4 +6 +11 +11 Sound Rip 10d6, SOV16/day, Music Lessons +8 20.+15/+10/+5 +6 +12 +12 Harden Sound32/day, Restring+28, Singing Lessons +8 Sound Rip: Sonic Beam attack with my instrument, 6ft wide 200ft range. Takes a standard action to cast this ability. Harden Sound: 20ft radius on caster lasts 2d2 rounds, during which things within the area that usually would be able to hear things their listening checks are reduced by 10 and their attention is focused towards me giving them attack of opportunity if within range. As well as their hearing focused towards me, all my Sound Rip die get +CHR mod added to each one. Music Lessons: Starting at lvl 1 and every odd lvl followed I get a certain amount of Musical Sheets added to my assortment of music or level up current Musical Sheets. Singing Lessons: Starting at lvl 2 and every even lvl followed I get a certain amount of Lyrics to which I can sing added to my assortment of Lyrical music or level up current Lyrical music. SOV(Sound of Violence): The sound master can concentrate his current lvl of Sound Rips within 3 rounds of full action. SOVMED;1 standard action - Meditate; also at this time determine how much of a bonus your damage will be, your bonus damage must be made up in a reflex restringing check(see Restringing below). SOVCAST;1 standard action – a 12 ft wide compressed beam of sound rips are unleashed upon your enemy, your current lvl of sound rip die rolled multiplied by 4; at this time make a reflex save to see if your strings break (DC15 + Chosen Bonus Damage) SOVSTRING;1 standard action - If you failed at restringing, spend this round restringing. Restringing: The Sound Master has a keen ability to quickly fix his instruments and his ability to do so opens him up to break his strings more often then its suppose to happen. More output = more chance of broken strings. Musical Evasion: Sound is the Sound Master’s ally, and in times of need he can call upon it to deflect close quartered combat attacks. (Refer to Evasion Feat) Improved Musical Evasion: The Sound Master has fully harnessed his ability to defend himself against his weakness parts of the body; his uncanny ability to dodge is thanks to his so strong alliance with sound. PLAYING A SOUND MASTER(almost done) Somehow develop yourself in the back of the party at all times, you’re very fragile. Religion: NONE Combat: As a 4th lvl Sound Master entering combat I would most likely roll for initiative first, in this scenario we will act first. Start out casting a Lyric from your “Lyrical Sheet” (provided below (still in the works)) as your free action then followed up by a “Harden Sound” which will last for 4 rounds. Your next turn will consist of you not changing your Lyric if you got a good roll for the effect then using SOVMED, and use restringing bonus of +2. Your next turn till consist of once again not changing your Lyric if chosen then followed up by a SOVCAST, we will now roll 8d6 + CHR mod for each one cause of harden sound then an additional +2 for Restringing Bonus. Should be doing a buttload of damage, but at the same time you have to roll Reflex save for restringing (DC15+2bonusdmg), on top of that you just used your SOV for the day and your Hardened Sound should be wearing off by now. Now that you just sent a bunch of damage out, just sit back and change Lyrics when needed and cast regular sound rips. SOUND MASTER IN THE WORLD (under construction) ! A brief description of how your class is persevered in the world and how he interacts with the world. Daily Life: Some general information about the typical day in the life of your class. Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class). Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards. NPC Reaction(under construction) This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class. CLASS NAME IN THE GAME(under construction) This is a good place to provide a quick note on how your class will effect game play statistically. Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting. Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class. |