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| Kupokpok10-26-05, 06:48 PM | If you've ever seen Comedy Central's Patton Oswalt Standup special, then you know where im going with this. Lord of Rock http://i.somethingawful.com/inserts/articlepics/photoshop/07-08-05-rockmovies/Geethree1.jpg A Lord of Rock leading his band to battle. Some would say that they simply don't exist. Other, more scholarly minds fear that the youth, upon hearing of their exploits - worse yet, hearing them at all - would become rebels, dissidents, nihilistic worshipers of the "Noise of Infernum". The youth simply think they're frikin' cool. They are the Lords of Rock. Once simply extraordinary bards, these amazing men and women have traded the mantle of traveling minstrel for that of epic war-balladeer. So experienced are they that they can weave pure emotion into their melodies, capable of causing mass chaos on all sides of a battle. It is said that they are nigh-immortal, never fall prey to venom or disease, and can give their music near-physical form, sheathing themselves in it's protection and blasting to dust those that dare near them. Be wary, for if one is riled - or if the Lord feels like it - he will break into what is known to legend as a 'Solo'. Such performances have inspired entire armies to great acts of heroism, courage and daring. Should you ever come across a Lord of Rock, be sure he is on your side. Join with him, and you shall know adventure like no other. Cross him, and pray you become deaf. Squeebly-Blably Doo! ~ Lord of Rock battlecry Requirements: Perform 10 ranks (Guitar, Electric/Magic Guitar, Bass, or Vocals) Feats: Extra Bardic Music Special: Must have rolled at least one (1) Extraordinary Perform check (Total skill check 30 or greater) Class Stats: Lord/Lady of Rock (LRk) Hit Die d6 + con Skills: 4 + int Class skills: As Bard Proficiencies: All Lords of Rock are proficient with Rock Guitars* Saves: Good Fort Bab progression: +0 to +7 Class Abilities: 1 Riff (1d6), Rock, Rock (deflection) 2 Rock ability 3 Riff (2d6), Party Hearty 4 Rock Ability, Pyrotechnics (1/day) 5 Riff (3d6) 6 Rock Ability, Amplifiers 7 Riff(4d6), Keep on Partying 8 Rock Ability, Pyrotechnics (3/day) 9 Riff(5d6), Rock of Ages 10 Solo, Rock ability Note: All abilties are supernatural, unless otherwise noted. All abilities involving sound do not work in the area of a Silence spell. Riff: Thru sheer decibel levels, the Lord of Rock can cause 1d6 sonic damage in a 15ft cone in front of him. Riffing is a standard action, and provokes AoOs. Creatures are allowed a Rfx save for half damage (Save Dc: 10 + Class Level + (2/every 10 ranks in perform beyond 10)). Damage starts at 1d6, increases by 1d6 at 3rd, 5th, 7th and 9th level. You can not Riff while Rocking. Deafened creatures are unaffected. Rock: By expending one or more of his Bardic Music uses, the LRk can Rock for [(1/class lvl + CHA mod) x number of Music uses expended] rounds. While Rocking, he gains the Rock (deflection) ability, and can use any Rock abilities he knows (see below. You can not Rock if fatigued. If you are injured while Rocking, you must make a DC (5 + damage recieved) Concentration check or lose your rythem and stop Rocking. Rocking is a full-round action; as such, you can only Rock, and and make 5-foot adjustments. Free actions require a dc 10 Concentration check (Failure means you lose your rythem). Rocking is very tiring. Every round spent Rocking is the physical equivalent of a round spent running at full speed with a medium load. Use the rules for running to determine how long you can Rock. Remember: Fatigue means you've lost your Rythem and can't Rock. When you stop Rocking, you are fatigued as a post-rage Barbarian. Rock (Deflection) : While Rocking, the Lord of Rock's music is so loud that it becomes physically tangible. The LRk is surrounded by this sound, granting him a +4 'Sonic Deflection' bonus to AC (This bonus stacks with a regular deflection bonus, except when dealing with Etheral creatures and force effects). The sound also buffets ranged attacks. The LRk is affected as the spell Protection from Arrows. Rock Ability: Every even level, the LRk can utilize one of the abilities listed below, provided he meets the level requirements. While Rocking, the LRk can choose to incorporate one of the Rock abilities he knows into his routine. The effects of the chosen ability last until he stops Rocking, stops using the ability, or switches to a different Rock ability.The LRk can start/stop/switch routines as a free action, once per round, and only on his turn. If the ability involves a Save of some kind, the DC is (10 + class level + CHA mod) . If the effects of an ability is level-dependent, add Brd lvls to LRk lvls to determine effective caster level. : Mosh - available at 2nd lvl All viable creatures (those that have the Chaotic Alignment or Subtype & can be affected by the listed spell) within 30 ft. of the LRk are affected as the spell Otto's Irresistible Dance. During a Solo, the LRk's Rock (deflection) ability is enhanced with a Magic Circle v. Chaos. Swivel Hips - available at 2nd lvl All viable creatures (those that have the Lawful Alignment or Subtype & can be affected by the listed spell) within 30 ft. of the LRk are affected as the spell Fear. During a Solo, the LRk's Rock (deflection) ability is enhanced with a Magic Circle v. Law. Death Metal - available at 2nd lvl All creatures within 60ft. that have the Evil Alignment/Subtype gain a +2 morale bonus to attacks, damage, and saves. Conversely, All creatures within 60ft that have the Good Alignment/Subtype gain a -2 morale Penalty to attacks, damage, and saves. During a Solo, the LRk's Rock (deflection) ability is enhanced with a Magic Circle v. Good. Rock Anthem - available at 2nd lvl All creatures within 60ft. that have the GoodAlignment/Subtype gain a +2 morale bonus to attacks, damage, and saves. Conversely, All creatures within 60ft that have the EvilAlignment/Subtype gain a -2 morale Penalty to attacks, damage, and saves. During a Solo, the LRk's Rock (deflection) ability is enhanced with a Magic Circle v. Evil. Power Ballad - Available at 4th level] All allies within 60ft get a +2 morale bonus to saves. During a Solo, +4 to saves. Feedback -available at 6th lvl All creatures (including allies) within 60ft. are afflicted with a Symbol of Pain. During a Solo, The Symbol's penalties are doubled. Fast Song -available at 6th lvl All allies within 30 ft are affected as the Haste spell. During a Solo, the allies are also affected as the Blur spell. Reverb -available at 6th lvl (psionic campaigns only) All psionic characters attempting to manifest a power while this ability is active must make a Will save. Failure means that the Manifester fails to manifest the power (the power is not manifested, but power points are still spent). The number of PP lost is equal to the power's base PP cost (that is, before applying Metapsionic feats & such). Psionic characters cannot fall into negative power point levels (below zero) thru application of this ability. During a Solo, the Will save DC is increased by 4. Travel Song -available at 8th lvl The LRk and up to (1/class level +CHA mod) willing person/s within 30ft are affected as the Teleport w/o Error spell. The LRk must concentrate on this ability for 3 rounds before he can teleport. During a Solo, he need only concentrate for one round. Cover Song - available at 8th level The LRk can cast any Bard spell that he knows, once per round. This requires a concentration check however (DC 10 + spell level). During a Solo, he can either A) halve the concentration check (round up) or B) incorporate a metamagic feat the LRk knows into the spell without increasing the spell level (Add +5 to the Concentration DC). All spells cast this way count against the LRk's normal Bardic spell limit. Party Hearty: Due to all the substances, actions, etc., the Lord of Rock is exposed to during all the parties he attends, he gains Great Foritude as the feat. Pyrotechnics: The Lord of Rock can cast Pyrotechnics as a Spell-Like Ability once per day. At 8th level this increases to 3/day. Amplifiers: All offensive Rock abilities' effect radii (that's the plural for radius) are doubled. The Rock (deflection) ability has a radius of 30ft (thereby affecting party members). The Riff ability is upgraded from a 15ft cone to a 15ft radius around the LRk. Keep on Partying: The Lord of Rock has been exposed to such a wide array of toxic materials, deadly diseases, etc., he is immune to their effects. The LRk is immune to poison and Disease. Rock of Ages: The Gods of Rock have smiled upon their champion, and granted him everlasting vigor. The LRk gains the Timeless Body monk ability. Solo: By expending an additional use of Bardic Music while Rocking, the Lord of Rock can break into a face-melting Solo. During a Solo, all offensive rock ability radii are re-doubled (that is to say, tripled. See the rules for keen weapons and the Improved Critical feat for an example), save DCs get a +2 enhancement bonus, and any and all rock abilities the LRk has gain their listed 'Solo' bonus. The Rock (Deflection) Bonus increases to +6 and is effective against force effects, but is still ineffective against ethereal creatures. The LRk can Inspire Greatness as the bard ability (combine Bard and LRk levels for this ability ONLY). Additionally, the LRk can use the Riff ability while Soloing. The LRK switches between inspiring greatness and Riffing during a Solo like switching between Rock abilitys. However, using both a Rock ability and either I.G. or Riff at the same time takes concentration. When using both a Rock ability & a Solo-only ability, you must make a DC 5 Concentration check, and use a Move-Equivelant Action to make the switch. Failing the Concentration check means loss of Rythem. Solos last half as long as a regular session of Rock. Take the remaining number of rounds left in your current Rock session and divide by 2 (round down). Solos require an intense amount of concentration and are more physically taxing than Rocking. Double all Concentration check DCs (except the DC 5 'switch'-check) and treat each round of Soloing as 2 rounds of Running at fulls speed with a heavy load. When a Solo ends, so does the Rock. When a Solo is over, the LRk is exhausted til the end of battle. *Rock Guitar -- Treat as Masterwork Greatclub in all respects except: ---Lords of Rock are naturally proficient ---Weight is 15lbs ---Counts as a guitar for all non-weapon purposes (rocking, music, bardic music, etc.) ---Can be enchanted as normal (for a Greatclub) Feel free to also submit Flavor text. ~Apologies to the Something Awful goons for using one of their pics |
| Kevmann10-28-05, 08:06 PM | This class looks well thought out and balanced. However, to be honest, the reason I clicked on this thread is because I thought this would be like an elemental warrior prc. Like, you got the benefits of earth elementals or something :) Great job! |
| Bounces11-01-05, 07:08 PM | For some reason I want to make this PrC with a WarForged... Immune Fatigue. Once he starts rocking he never stops! |
| Slamex man11-02-05, 12:07 PM | Same as Kevman. Still a very interesting class though. |
| Kupokpok11-05-05, 12:17 PM | However, to be honest, the reason I clicked on this thread is because I thought this would be like an elemental warrior prc. Like, you got the benefits of earth elementals or something lol Once he starts rocking he never stops! lol and maybe I should change it so WarForged start to take sub-dual... nah, WarForged a bard would be cool! I'll try to get the Rock abilities up within the week. (stupid college courses...) |
| Kupokpok11-11-05, 02:22 PM | Rock Abilities Mosh - available at 2nd lvl All viable creatures (those that have the Chaotic Alignment or Subtype & can be affected by the listed spell) within 30 ft. of the LRk are affected as the spell Otto's Irresistible Dance. During a Solo, the LRk's Rock (deflection) ability is enhanced with a Magic Circle v. Chaos. Swivel Hips - available at 2nd lvl All viable creatures (those that have the Lawful Alignment or Subtype & can be affected by the listed spell) within 30 ft. of the LRk are affected as the spell Fear. During a Solo, the LRk's Rock (deflection) ability is enhanced with a Magic Circle v. Law. Death Metal - available at 2nd lvl All creatures within 60ft. that have the Evil Alignment/Subtype gain a +2 morale bonus to attacks, damage, and saves. Conversely, All creatures within 60ft that have the Good Alignment/Subtype gain a -2 morale Penalty to attacks, damage, and saves. During a Solo, the LRk's Rock (deflection) ability is enhanced with a Magic Circle v. Good. Rock Anthem - available at 2nd lvl All creatures within 60ft. that have the GoodAlignment/Subtype gain a +2 morale bonus to attacks, damage, and saves. Conversely, All creatures within 60ft that have the EvilAlignment/Subtype gain a -2 morale Penalty to attacks, damage, and saves. During a Solo, the LRk's Rock (deflection) ability is enhanced with a Magic Circle v. Evil. Power Ballad - Available at 4th level] All allies within 60ft get a +2 morale bonus to saves. During a Solo, +4 to saves. Feedback -available at 6th lvl All creatures (including allies) within 60ft. are afflicted with a Symbol of Pain. During a Solo, The Symbol's penalties are doubled. Fast Song -available at 6th lvl All allies within 30 ft are affected as the Haste spell. During a Solo, the allies are also affected as the Blur spell. Reverb -available at 6th lvl (psionic campaigns only) All psionic characters attempting to manifest a power while this ability is active must make a Will save. Failure means that the Manifester fails to manifest the power (the power is not manifested, but power points are still spent). The number of PP lost is equal to the power's base PP cost (that is, before applying Metapsionic feats & such). Psionic characters cannot fall into negative power point levels (below zero) thru application of this ability. During a Solo, the Will save DC is increased by 4. Travel Song -available at 8th lvl The LRk and up to (1/class level +CHA mod) willing person/s within 30ft are affected as the Teleport w/o Error spell. The LRk must concentrate on this ability for 3 rounds before he can teleport. During a Solo, he need only concentrate for one round. Cover Song - available at 8th level The LRk can cast any Bard spell that he knows, once per round. This requires a concentration check however (DC 10 + spell level). During a Solo, he can either A) halve the concentration check (round up) or B) incorporate a metamagic feat the LRk knows into the spell without increasing the spell level (Add +5 to the Concentration DC). All spells cast this way count against the LRk's normal Bardic spell limit. ~~~~~ These are the Rock abilities I could think of. I've also made some changes and clatifications to the Rock ability description. |
| Vestigial_Thumb11-11-05, 02:29 PM | Death Metal* - available at 2nd lvl All creatures within 60ft. that have the Evil Alignment/Subtype gain a +2 morale bonus to attacks, damage, and saves. Conversely, All creatures within 60ft that have the Good Alignment/Subtype gain a -2 morale Penalty to attacks, damage, and saves. This ability is otherwise similar to the Prayer spell for purposes of duration and saves. During a Solo, the LRk's Rock (deflection) ability is enhanced with a Magic Circle v. Good. Why not NuMetal, or even EMO? Rock of Ages: The Gods of Rock have smiled upon their champion, and granted him everlasting vigor. The LRk gains the Timeless Body monk ability. Ah, Keith Richards! |
| Kupokpok11-11-05, 02:51 PM | Ah, Keith Richards! Yes! Exactly what I was going for! |
| Vestigial_Thumb11-11-05, 03:17 PM | Yes! Exactly what I was going for! That bastard's gonna outlive us all. |
| Dr. Funkenstein11-11-05, 08:01 PM | You need a power ballad ability ;) . Looks great, exactly what I was looking for when I clicked. |
| Prak, the Mad11-11-05, 08:32 PM | great class, it's what I first thought of when I saw the thread title. Yeah, you need to include a few more rock abilities... and maybe change some abit, like all creatures with 3/4 bab or better are affected by mosh(paladin and barbarian mosh... that'd be great...) I don't know, sounds good though, I might try and play it(course I'll have to work up to it... 3rd level game...) |
| Kiklio11-11-05, 10:25 PM | "And sometimes, in the video, the band'll just start rocking so hard they change reality. Crazy stuff happens, you see music notes everywhere" That was paraphrased. This is a nice class- it's like a drunken master for bards. One suggestion- instrument weapons. Ever played The Bard's Tale? There's a specific guitar which incidently can also be used as an axe. It's hilarious. The special requirement is classy, though you might want to up the Perform ranks to 13. Most classes with "end abilities" like Timeless Body have a minimum level of 10 to put their peak at 20th level. You know what would be cool? Increased counter-song abilities though sheer hardcoreness. This class is the segue to the Lord of the Dance... |
| Kupokpok11-21-05, 04:34 PM | As if he isn't already, it's the... Epic Lord of Rock Standard epic progression except where noted: Gains the Epic feat Extended Lifespan every 3rd level (13, 16, 19, etc.) 1 additional Rock Ability every even level ( 12, 14, 16 etc.) Pyrotechnics can be used an additional 2 times every 4 levels (12, 16, 20, etc.) |
| Dionon11-21-05, 09:03 PM | OMG I so wanna do this class now! I was expecting an Elemental Class, but this rules! All with Divine Rank at the end, I mean jeebus! "For those about to rock! We Salute YOU!" |
| Kupokpok01-24-06, 10:41 PM | :bump: Hmm... power ballad... Power Ballad Available at 4th level All allies within 60ft get a +2 morale bonus to saves. During a Solo, +4 to saves. Cover Song available at 8th level The LRk can cast any Bard spell that he knows, once per round. This requires a concentration check however (DC 10 + spell level). During a Solo, he can either A) halve the concentration check (round up) or B) incorporate a metamagic feat the LRk knows into the spell without increasing the spell level (Add +5 to the Concentration DC). All spells cast this way count against the LRk's normal Bardic spell limit. I'll add these to the main list. |
| Tempest Stormwind01-26-06, 12:00 AM | VERY nice! For some reason, I have a crazy image in my head right now of The Bard (from The Bard's Tale -- the newest one) riffing away on the shadow axe... which was The Axe, in both senses of the term. Critiques: 1) Most of these abilities need (Ex) or (Su) descriptors. 2) Riff is missing an action type (I assume Standard action, provokes AoO). 3) Epic: DR is a bad thing to give, though you could probably pick a few things from DR 0 to distribute as epic feats. Also, Pyrotechnics follows a progression (1 at 4th, +2 every 4 levels after), so it should probably progress. 4) Your psionic understanding is incorrect -- there are no talents anymore, and there's a strict manifesting cap, meaning you can never spend more power points than your manifester level. I'm willing to help out with this aspect if you're weak in the subject. (On a related note, Reverb needs versions that can be applied to wizards and clerics. Clunky, I know -- psionics is a more elegant system -- but it should probably be done.) More to follow. |
| Grug the Just01-26-06, 12:23 AM | I love it, Keith Richards...fully. Imagine someone firing an arrow at you, you had a ready action prepares for a Riff. **BWOOWWWWW** (Guitar riff noise) The arrow, and the highwayman behind it are blasted from exsistence through sheer force of rock. Good stuff, I want to adapt it for my campaign. |
| Flay Crimsonwind01-27-06, 01:07 AM | *cry* It's........ so .......... beautifull.......... This is, just...... i can't even........ I love you. *bawling* *eventually stops* Oh, anyway, this is one kick-ass class. You get a cookie *hands him a cookie* I'm definetly pulling this one on my DM. Oh, an off hand, I was making a FLCL PrC (anime, not sure if you're familiar with it) in which guitars are used as weapons. Since someone mentioned it, here's how I designed guitars (just something to toss in): Guitar: (exotic two handed +1) 2d6, x3, Bludgeoning , 5 lbs, 2000 gp, -always counts as a masterwork string instrument -always a masterwork weapon -deals critical hits and damage to constructs as normal. Single coil pickup: (+1 enhancement/ pickup) Adds 1d6 sonic damage to each sucesssful hit, but is not added when a critical hit is struck. Must have the motor amplifier enhancement. this enhancement may be taken up to three times, the second time raising the damage to 1d8, the third to 1d10. Humbucking pickups: (+2 enhancement/ humbucker) A total of two may be added, each one costing two single coil pickups (a +2 enhancement). The first humbucker makes the added damage 1d10, the second (an additional +2 enhancement in place of the single coil pickups) changes this damage to 2d6. The humbucker damage is still dealt when a critical hit is, but is not multiplied into the critical's damage. Maestro Tremolo Tailpiece: (+2 enhancement) This piece allows the wielder to once a day produce a shout spell dealing 1d6 sonic damage/ level, to a total of 10d6 sonic damage, as a full round action. Upon each casting there is a 5% chance that the guitar will need to be re-tuned, which is a standard action uninterupted. |
| Asken01-27-06, 02:07 AM | Riff: Once per round, thru sheer decibel levels, the Lord of Rock can cause 1d6 sonic damage in a 15ft cone in front of him. Creatures are allowed a Rfx save for half damage (Save Dc: 10 + Class Level + (2/every 10 ranks in perform beyond 10)). Damage starts at 1d6, increases by 1d6 at 3rd, 5th, 7th and 9th level. You can not Riff while Rocking. Deafened creatures are unaffected. Wouldn't that actually be a rifflex save? |
| Darth Sephiroth01-27-06, 02:30 AM | I'd reduce the Riff ability to every 1d4 rounds (at least) treat it like a breath weapon because if it can be used every round it is way to powerful. |
| Kupokpok01-27-06, 01:48 PM | VERY nice! For some reason, I have a crazy image in my head right now of The Bard (from The Bard's Tale -- the newest one) riffing away on the shadow axe... which was The Axe, in both senses of the term. And if you want an example of the Solo ability, picture Dante with the guitar weapon from Devil May Cry 3 as he breaks into a Solo (the screen flashes, Dante floating in the air with the guitar spinning around him, the screen flashes again, and he's on his knees with one last huge riff, bats and electricity everywhere). :eek: Note: must add Ghost Sound and Ghostly Image somehow... Most of these abilities need (Ex) or (Su) descriptors. Back in the first post, under the Code box: Note: All abilties are supernatural, unless otherwise noted. All abilities involving sound do not work in the area of a Silence spell. Riff is missing an action type (I assume Standard action, provokes AoO). Thanksfor bringing that to my attention, I'll clarify it in the first post. DR is a bad thing to give.. Maybe I should edit it so the LRk only gets the divine Immortality, which is all I wanted him to get (the final culmination of the immunity abilities and Timeless Body) As for the Pyrotechnics, I was originally thinking unlimited use of the spell at lv.10, but your idea looks better. Your psionic understanding is incorrect .... All I have is the Psionics Handbook (3.0 edition), and I never noticed the PP expenditure cap. I'm leaving in the Talents bit (after adding a 3.0-only disclaimer), and add (if the increased amount of PP to be expended is greater than the character's manifestation limit, reduce the spent number of PP to the character's manifestation limit. The psionic character cannot fall into negative pp through application of this ability.) Good stuff, I want to adapt it for my campaign. You do that. *cry* It's........ so .......... beautifull.......... This is, just...... i can't even........ I love you. *bawling* *eventually stops* Oh, anyway, this is one kick-ass class. You get a cookie *hands him a cookie* *takes cookie, gives tissue* As for the guitar, I'd use your stats & treat it as a masterwork greatclub that bards can use without spending a proficincy feat (El Kabong, anyone?) I wouldn't use the enhancements you listed because it takes away from Riff. I'd still allow the stuff in the DMG (to a point). Wouldn't that actually be a rifflex save? Oh hah hah. I'd reduce the Riff ability to every 1d4 rounds (at least) treat it like a breath weapon because if it can be used every round it is way to powerful. This would work perfectly if you combined it with Flay Crimsonsword's guitar weapon. With Flay's permission I'll add both to the first post. If anyone feels like creating their own rock abilities, feel free to post! |
| Flay Crimsonwind01-27-06, 06:48 PM | This would work perfectly if you combined it with Flay Crimsonsword's guitar weapon. With Flay's permission I'll add both to the first post.Yeah, sure, no problem. |
| Tempest Stormwind01-28-06, 02:52 AM | Maybe I should edit it so the LRk only gets the divine Immortality, which is all I wanted him to get (the final culmination of the immunity abilities and Timeless Body) As for the Pyrotechnics, I was originally thinking unlimited use of the spell at lv.10, but your idea looks better.Try this: At every odd Epic level, he gets the Extended Lifespan feat. You're only immortal while you're still actively rockin'. Obvious references to Keith Richards aside, you'll notice this with other artists as well. If you retire (cease living the life of an adventuring rocker, or adventure under a different banner), you may eventually pass away in obscurity. Plus this method works in settings where divine rules aren't used. ;) All I have is the Psionics Handbook (3.0 edition), and I never noticed the PP expenditure cap. I'm leaving in the Talents bit (after adding a 3.0-only disclaimer), and add (if the increased amount of PP to be expended is greater than the character's manifestation limit, reduce the spent number of PP to the character's manifestation limit. The psionic character cannot fall into negative pp through application of this ability.) The 3.0 psi handbook is the physical manifestation of a natural 1. 3.5 psionics is available for free (http://www.d20srd.org/), if you don't want to buy the book. There's also the New DM/Player's Guide to Psionics in my sig, which is sort of the For Dummies version of the ruleset. Which, I should say, is the single best ruleset WotC has ever published. As an example of how bad the old one was: There IS a metacap -- it's only called out, however, when you work with metapsionics, and there it says it applies everywhere. I would instead change it a bit and say that, after manifesting a power and failing the check against Reverb, the character loses a number of pp equal to the power's level. This doesn't count against the manifesting limit, but it can drain a psion to 0pp. An arcane or divine one would be clunkier, something like "cannot cast a spell for 1d4 rounds" in all likelyhood. |
| Kupokpok01-28-06, 04:54 PM | I've made changes to Riff, Reverb, and the Epic Lord of Rock. now, my version of the Guitar. Rock Guitar * Treat as Masterwork Greatclub in all respects except: ---Lords of Rock are naturally proficient ---Weight is 15lbs ---Counts as a guitar for all non-weapon purposes (rocking, music, bardic music, etc.) ---Can be enchanted as normal (for a Greatclub) I'll edit the LRk's proficiencies and add the guitar as well. |
| Kupokpok09-19-06, 11:14 PM | Update: Just added sample pic (ala' SomethingAwful.com) and flavor text. thinking of new Rock abilities, and the possibility of a 'Red-Mage-Of-Thay'-ish SuperGroup ability, ala Circle Magic. Thoughts/comments/questions/flames? |
| SinisterSamurai09-25-06, 01:18 PM | That's a great picture. It displays both the serious flavor and the humorous flavor at the same time, letting you know in an instant what the class is all about. And if you want an example of the Solo ability, picture Dante with the guitar weapon from Devil May Cry 3 as he breaks into a Solo (the screen flashes, Dante floating in the air with the guitar spinning around him, the screen flashes again, and he's on his knees with one last huge riff, bats and electricity everywhere). ... >.> http://www3.capcom.co.jp/devil3 Click DMC3 Maniacs Click the one with the "3" at the end. Page 7. Play Video. It's Flash so you can right click and zoom in to watch it. Oh, sigh. It only displays the raw power of Nevan (mixed with handguns). Non of the Crazy Combo (rapid press) moves are shown, and none of the really cool swordmaster moves either. --- Critques: Rock abilities have not been added to the first post yet. You gotta scan the thread to find 'em. If Riff is going to be treated as a breath weapon, maybe give it the option of switching between a cone and a line with twice the range. Add some rock-flavor specific magic items: Example: Ruby: takes up an amulet or a ring slot. A guitar pick made of red mithral and painted with flame designs: Effect: While in using this pick (must declare), all sonic damages are changed to fire damage. |
| SnowSage10-03-06, 08:27 PM | I'd reduce the Riff ability to every 1d4 rounds (at least) treat it like a breath weapon because if it can be used every round it is way to powerful. How is it too powerful? It's essentially a weaker version of the Warlock ability Eldritch Blast, which goes up in power at the same rate, has a further range incrument, is a touch attack, allowing it to hit almost as often as this does, and offers no save. The only things this has on EB are flavor, cone shape as opposed to ray {though that can be fixed by an invocation}, and it hits the two guys who a touch attack doesn't consistantly get, who probubly have high ref saves anyway, so really, why make it even more watered down by adding a time span between uses? I'm just wondering... |
| Garidas10-04-06, 03:11 PM | This class is just: "HALE IN THE NAME OF ROCK N' ROLL!!!!" This is a great class, now bards got something to do with their lives :P . We must celebrate :pint: ! -Garidas |
| Kupokpok03-10-07, 12:11 AM | 2 things: 1: I've included the rock abilities in the OP. 2: Due to SnowSage's sound reasoning, I've removed the 'breath weapon timer' from Riff. Comments: It is again requested that additional rock abilities be submitted. SinisterSamurai, you might have a thing going there with the elemental guitar picks. I'm thinking of adding at 2nd and later 5th level Shatter as an SLA (1/day, then 3/day). Too much? |