I need an opinion Part 3
Posted: Thu Jun 02, 2016 6:30 pm
Well, my current version kind of feels good so far, I think I nail a good way of balancing how use full dodge roll should be. I also made some dramatic changes to the Sword dancer and made the bard... finally. To go a little bit in more depth about the changes to the Sword dancer, first I added the bard's countersong ability at first level and Eilistraee's moonfire was shortened to Moonfire and functions a bit closer to the original 2nd edition ability though it can still be used to deal damage. Now not only do they gain more uses of moonfire as they level up, but every four levels its damage increase by one dice. The second change I made was in how dark maiden's grace worked, it now works in tandem with moonfire. The third and more major change is the removal of the sword atonement feature, it just wasn't as use compared to the silvery blade feature, mostly do to the whole atonement function so I decided to drop it in favor of a new ability that makes use of the dance skill as both a defense against physical attack and to give them better survivability against spells and breath weapons. Essentially it functions like the rogues evasion ability from 3rd/3.5 edition. So feel free to read the thing in its entirety and tell me your thoughts.
Fighter
Prime Ability: Strength
Starting Character Ability Score Adjustment: +1 to strength, dexterity, or constitution.
Starting Hit Points: 10 + constitution modifier.
Starting Weapon Proficiencies: 12 weapon proficiencies slots.
Starting Skill Points: 4 skill points at 1st level.
Starting Money: 4d4x10.
Class Features
Hit Dice: 1d10
Weapon Proficiencies Slots at Higher Level: One weapon proficiencies slot at 3rd level and every three levels afterwards.
Skill Points at Each Additional Level: Two skill points at each level after 1st level.
Skills Proficiencies: Acrobatics, bluff, climb, craft, discern motive, diplomacy, force object, hold breath, intimidate, jump, knowledge dungeoneering, knowledge geography, and knowledge history.
Weapon Specialization: At 2nd level, choose one melee or range weapon that you are proficient with. Whenever you use the selected weapon to attack you gain a +1 bonus on your attack roll and a +2 bonus on damage rolls with that weapon. When you select a range weapon to specialize in, you only gain the +2 to damage rolls as long as you are within 60 feet of your target. You can select another weapon to specialize in at 9th and 12th level.
Attacks Per Turn: At 5th level, when you use your action to attack with a melee or range weapon you can for your move action to attack again. During anytime between attacks you may move up to 5 feet once. You gain a third attack at 10th level and a fourth at 15th level.
Improved Weapon Specialization: At 6th level, choose one melee or range weapon that you selected to specialize in. You bonus on your attack and damage rolls with that weapon increases by one to a +2 bonus on attack rolls and +3 damage rolls. You can select another weapon to improve your specialization in at 14th level.
Critical Hit: At 10th level, when you make an attack roll with a weapon you have specialized in and roll a natural 20. You deal maximum damage with that weapon; range weapons only deal maximum damage as long as the target is within 60 feet of you.
Dodge Roll: At 13th level, when an enemy that is within 30 feet of you that you can see makes an attack roll that would hit you. You can use your reaction to make dexterity save as you roll 5 feet forward, left, or right stopping in a legal space. The DC for this save is equal to their attack roll; on a successful save you take no damage. Every two levels you gain a +1 bonus on your dexterity save when you make a dodge roll to a max of +5 at 23rd level, this bonus only applies to the dodge roll.
Greater Weapon Specialization: At 15th level, choose one melee or range weapon that you selected to improve your specialization in. Your bonus on your attack and damage rolls with that weapon increase by one to a +3 bonus on attack rolls and +4 bonus on damage rolls.
Improved Critical: At 20th level, when you attack with a weapon you have specialized in and roll a natural 20 or 19 you deal a critical hit.
Bard
Prime Ability: Charisma
Starting Character Ability Score Adjustment: +1 to dexterity, intelligence, or charisma.
Starting Hit points: 6 +constitution modifier.
Starting Weapon Proficiencies: 10 weapon proficiencies slots.
Starting Skill Points: 6 skill points at 1st level.
Starting Money:
Class Features
Hit Dice: 1d6
Weapon Proficiencies Slots at Higher Level: One weapon proficiencies slots at 4th level and every four levels afterwards.
Skill Points at Each Additional Level: Four skill points at each level after 1st level.
Skill Proficiencies: Acrobatics, bluff, climb, craft, disable device, discern motive, diplomacy, hide, hold breath, intimidate, jump, knowledge dungeoneering, knowledge geography, knowledge history, listen, move silently, open locks, perform, search, sleight of hand, spot, and swim
Charming Music: When you play for a full-round you can attempt to charm up to 1 hit dice per level of creatures within 30 feet of you that were capable of listening to you playing. Creatures who fail their saves are under the effects of charm person (or charm monsters for bards of 5th level or higher). Bards of 8th level or higher can attempt to implant a suggestion in their song; creatures that listen to it must make a save. On a successful save, a creature cannot be affected by this ability for the next 24 hours.
Arcane Spellcasting: You have learned how to channel the arcane energy from the very fabric of the universe. You can shape this energy by your skills with songs and music into the spells you cast. When casting spells or using an ability that requires you to use your spellcasting ability you use your charisma score as your spellcasting ability. The DC of spells that you cast that require a saving throw is 10+ ability modifier + proficiency bonus. When you cast a spell that requires an attack roll you add your ability modifier to the attack roll.
Bard -Spells Per Day-
Level Class Features 1st 2nd 3rd 4th 5th 6th
1 Charming Music (charm person), Arcane Spellcasting, Counter Song 1 - - - - -
2 Sneak Attack 1d6, Legend Lore 2 - - - - -
3 Bardic Music (improve moral) 2 1 - - - -
4 3 2 - - - -
5 Charming Music (charm monster) 3 2 1 - - -
6 Bardic Music (cause fear or sadness), Sneak Attack 2d6 3 2 2 - - -
7 Improved Legend Lore +2 4 3 2 1 - -
8 Charming Music (suggestion) 4 3 3 2 - -
9 4 3 3 2 1 -
10 Sneak Attack 3d6 4 4 3 3 2 -
11 Counter Charm 5 4 4 3 2 1
12 Bardic Music (hold person) 5 4 4 3 3 2
13 5 4 4 4 3 2
14 Improve Legend Lore +4, Sneak Attack 4d6 5 4 4 4 3 3
15 6 5 4 4 4 3
16 Bardic Music (Break Enchantment) 6 5 5 4 4 3
17 6 5 5 4 4 4
18 Sneak Attack 5d6 6 5 5 5 4 4
19 6 6 5 5 4 4
20 Bardic Music (Revivify) 6 6 6 5 5 4
Spontaneous Casting: You do not have to prepare spells ahead of times to cast them; you also have a limited number of spells that you know that you can cast. You must channel the energies into your body to have the necessary energy to cast your spells, after having at least 8 hours of rest (racial features that allow you to get the benefits of 8 hours of rest quicker also affect the time needed before preparing spells as well). This process of channeling the energy you need takes 30 minutes to complete, it takes five minutes less to complete for each positive intelligence modifier as your ability to focus the energies. When you want to cast a spell you simply focus the energies as you preform the musical incantations and needs only select the spell of the appropriate spell level to cast it using the spell slot of the same level or higher.
Spells known: You know a limited number of spells that you can cast each day. You start out with three plus your intelligence modifier 1st level spells of your choice that you know at 1st level drawn from the bards spell list. Whenever you gain a level you learn two new spells of your choice of any spell level of you can cast as a bard. After 20th level, you stop learning new spells, but can give up knowledge of one spell you know to learn one spell of any spell level you can cast at 21st level and every odd numbered level after that.
Countersong: As a bard you are skilled in using your song and/or music to counter the effects of sound base effects like a harpies scream, the command or sound burst spells, or other kinds of magical effects that depend on sound. While you are singing or playing your Countersong, you and all creatures who can hear it add your caster level and your charisma modifier on save throws against any of those sound base effects. If a creature that was only being affected by such of an effect can hear your counter song, they gain a new save throw with your modifiers. A bard may keep this song up for one minute per level as a bard.
Sneak Attack: At 2nd level, you learn how to make the most of when your opponent is distracted or cut off guard. When a creature is unaware of your presence is being flanked by you and another creature that is hostile to it, or is in some other way unable to properly watch out for a strike to a vital area, you can make an attack roll striking at the creature vital areas or other weak points. On a successful attack, you deal an additional 1d6 points of damage this damage is applied after any modifier or effects. You can use a range weapon to sneak attack, but only up to 60 feet as you must be able to identify your targets vital areas or weak spots. You cannot use sneak attack against oozes and other creatures without any particular vital areas or weak points. At 6th level and every four levels afterwards your sneak attack gains an additional 1d6 points of damage up to a max of 5d6. This ability cannot be use with or in addition to backstab, if you would have both at the same time you must choose one to use. You make only perform one sneak attack per turn.
Legend Lore: At 2nd level, your extensive time traveling and listening to stories told by others has given you a keen insight into the history of many famous and powerful objects and people. Whenever you make an intelligence check or a knowledge history check you add one half your bard levels to your check to a minimum of +1. For every 5 points higher than a DC 10 check you manage to roll, you know some relevant information about local notable people, legendary items, or noteworthy places. At 7th level and every seven levels afterwards you gain an additional +2 bonus on any knowledge history check.
Bardic Music: At 3rd level once per day, you can use your songs or musical instruments to produce magical effects that affect everyone around you (you can allow yourself to be included in the magical affects you create). Every three levels you can use this ability one additional time per day. You start with knowledge of only one bardic song at 3rd level and you gain more bardic songs at you level up to 6th, 12th, 16th, and 20th level.
Improve Moral: At 3rd level, you learned this tune designed to inspire courage and strength into everyone for hears it. You must start playing this song for a full-round before its affects start to activate all creatures within 30 feet of you gain a +1 moral bonus on attack rolls and a +2 moral bonus on any skill check that doesn’t require intense focus. This song can only be played for up to 10 minutes.
Cause Fear or Sadness: At 6th level, you learn a heart wrenching song that can drive anyone to tears or into instant fear of you. You must start playing this song for a full-round before it affects start to activate and you must choose which version to use before you start playing the song, all creatures within 30 feet of you must make a save throw with a DC of your spell save DC or suffer the effects of the song you choose to uses. Cause fear makes all creatures within 30 feet who failed their saves to become frightened of the songs player and they take a -1 penalty on attack rolls against the songs player. Cause sadness makes all creatures within 30 feet of you who failed their saves be overcome with grief and shudder strongly with tears of sadness, they take a -2 penalty on all attack rolls and skill checks until the song stops or they leave the affected area. This song can only be played for up to 10 minutes.
Hold Person: At 12th level, you learn a song that stops a person in their tracks unable to move or act. You must start playing this song for a full-round before it affects start to activate, all creatures within 30 feet of you must make a save throw with a DC of your spell save DC or suffer the effects of a hold person spell for the duration of this song. Hold person immobilizes all affected creature, preventing them from moving or acting. This song can only be played for up to 10 minutes.
Break Enchantment: At 16th level, you learn a song that breaks any form of magical enchantment on any creature within this area. You must start playing this song for a full-round before it affects start to activate, all creatures within 30 feet of you who hear this song is freed from any of enchantment, transmutations effects and curse if you succeed on a caster level check d20 + your caster level vs a DC 10 + the caster level of the person or creature who originally created the effect. This ability only works if the spells on the creatures is of 5th level or lower. This song can only be played for up to 5 minutes.
Revivify: At 20th level, you learn a song that can awaken those who have recently died. You must start playing this song for a full round before it starts to activate, all creatures within 30 feet of you who have recently died within one round of the start of this effect or died during the period of time that this song continues to play get revived to 1 hit point, any creatures brought back by this song remains unconscious 1d6 rounds and for the next 24 hours have their constitution score lower by 1, this lowering of the creatures constitution score is accumulative for each time the creature is brought back (creatures whose constitution score would be lowered to one by this song cannot be revived). Any deceased creature caught by this effect can choose not to come back if they wish and they are aware of the name, alignment, and deity of the bard using this song (memory of the alignment and deity of the bard disappears if they accept to be revived by this song if they didn’t already know that information). This song can only be played for up to 3 minutes.
Counter Charm: at 11th level, you can use your countersong to snap any creature able to hear it out of any of the fallowing charm spells: charm person, charm monster, fascinate, dominate person, and dominate monster. Creatures who can hear the song add your caster level and charisma modifier to their save throw against those spell or any charm effect that replicates such an affect. Creatures that are already under such an effect who hears the song get another save throw with your modifiers.
Sword Dancer
Prime Ability: Charisma
Starting Character Ability Score Adjustment: +1 to strength, dexterity, or charisma.
Starting Hit points: 6 +constitution modifier.
Starting Weapon Proficiencies: 10 weapon proficiencies slots.
Starting Skill Points: 5 skill points at 1st level.
Starting Money:
Class Features
Hit Dice: 1d6
Weapon Proficiencies Slots at Higher Level: One weapon proficiencies slots at 4th level and every four levels afterwards.
Skill Points at Each Additional Level: Three skill points at each level after 1st level.
Skill Proficiencies: Acrobatics, bluff, climb, craft, dancing, discern motive, diplomacy, hide, jump, knowledge dungeoneering, knowledge history, knowledge religion, listen, move silently, perform, search, singing, spot, and swim.
Divine Spellcasting: You have the ability to channel the power of your goddess through prayer and belief. You deity allow you to cast spells on its behalf to aid in your goddess cause, these spell draw strength from your faith in them. When casting spells or using an ability that requires you to use your spellcasting ability you use your Charisma score as your spellcasting ability. The DC of spells that you cast that require a saving throw is 10+ ability modifier + proficiency bonus. When you cast a spell that requires an attack roll you add your ability modifier to the attack roll.
Preparing Spells: You have a limited number of spell slots each day that you can use to cast spells, in order to cast these spells you must prepare them ahead of time. You must prepare a number of spell equal to the number of spell slots you have access to, you must prepare the spell in a spell slot of the same level as the spell or you can prepare it in a higher level spell slot. You cannot prepare a higher level spell into a lower level spell slot. The spells you prepare are drawn from the sword dancers spell list. You prepare you spell by praying to your goddess after having spent at least 8 hours of rest (racial features that allow you to get the benefits of 8 hours of rest quicker also affect the time needed before preparing spells as well). This praying is a ritualistic and often very personal in nature taking an hour to use your connection with your deity to bestow your spells to you, this process takes five minutes less for each positive charisma modifier as your connection with your deity is stronger.
Moonfire: Once per day, as a spell-like ability you can call forth a blue-white, soft green, white, or silver flame of moonfire as an action. This moonfire can glow faintly or bright (not blindingly so and cannot be brighter than daylight) up to 30 feet of moonlight. You can use these cold flames of moonlight to make a melee attack against a single target (if you do so the moonfire winks out wither you hit or miss the target), on a successful hit the moonfire deals 1d6 + your charisma modifier cold damage (you deal an additional 1d6 at 4th level and every four levels thereafter). Sword dancers of 4th level or higher can command the moonfire to leave their bodies and form into an orb of moonlight that functions identically to the dancing lights spell, and can be commanded to move through small creaks or key holes if desired, commanding the orb of moonfire to move is a swift action. The moonfire functions as a 2nd level light spell, that dispels darkness and negates such spells or effect even as the moonfire itself is being negated. The moonfire has an duration of one minute per sword dancer level, until dismissed or used as part of an attack. At 3rd level and every odd number level thereafter you gain one additional daily usage of the moonfire.
Sword Dancer -Spells Per Day-
Level Class Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 Countersong, Divine Spellcasting, Moonfire 1/day 1 - - - - - - - -
2 2 - - - - - - - -
3 Dark Maidens Grace, Moonfire 2/day 2 1 - - - - - - -
4 Attacks per Turn (1 extra attack), Moonfire (2d6) 3 2 - - - - - - -
5 Moonfire 3/day 3 2 1 - - - - - -
6 Lady Silverhair’s Armor 3 2 2 - - - - - -
7 Moonfire 4/day 4 3 2 1 - - - - -
8 Attacks per Turn (2 extra attack), Moonfire (3d6) 4 3 3 2 - - - - -
9 Moonfire 5/day, Silvery Blade 4 3 3 2 1 - - - -
10 4 4 3 3 2 - - - -
11 Moonfire 6/day 5 4 4 3 2 1 - - -
12 Moonfire (4d6) 5 4 4 3 3 2 - - -
13 Moonfire 7/day 5 4 4 4 3 2 1 - -
14 Lady of the Dance’s Step 5 4 4 4 3 3 2 - -
15 Moonfire 8/day 6 5 4 4 4 3 2 1 -
16 Moonfire (5d6) 6 5 5 4 4 3 3 2 -
17 Moonfire 9/day 6 5 5 4 4 4 3 2 1
18 Spellsong 6 5 5 5 4 4 3 3 2
19 Moonfire 10/day 6 6 5 5 4 4 4 3 2
20 Moonfire (6d6) 6 6 6 5 5 4 4 3 3
Countersong: As a sword dancer you are skilled in using your song and/or music to counter the effects of sound base effects like a harpies scream, the command or sound burst spells, or other kinds of magical effects that depend on sound. While you are singing or playing your Countersong, you and all creatures who can hear it add your caster level and your charisma modifier on save throws against any of those sound base effects. If a creature that was only being affected by such of an effect can hear your counter song, they gain a new save throw with your modifiers. A sword dancer may keep this song up for one minute per level as a sword dancer.
Dark Maidens Grace: At 3rd level, you can give up one use of your moonfire to cast magic missile as a spell-like ability as a swift action (treat magic missile as if it was casted in a 2nd level spell slot). The bolts of the magic missile created with this ability resemble brightly glowing bastard swords that shoot unerringly at the targeted creatures within range. If one of the bolts touches an area of magical darkness of 2nd level or lower both the bolt and the darkness are dispelled, if the darkness spell is of a higher level the bolts are harmlessly negated.
Attacks per Turn: At 4th level, when you use your action to attack with a melee or range weapon you can for your move action to attack again. During anytime between attacks you may move up to 5 feet once. You gain a third attack at 8th level.
Lady Silverhair’s Armor: At 6th level, as a swift action you can channel Eilistraee’s power within you to infuse your hair, causing it to glow softly with silver light which aluminate up to 10 times your charisma modifier feet away. You can dismiss this power whenever you want as a swift action. While your hair glows and you are not wearing armor or using a shield you add your charisma modifier to your armor class in addition to your dexterity. This is a supernatural ability.
Silvery Blade: At 9th level, three times per day as an action you can channel Eilistraee’s holy power into a single bladed weapon that you are touching. For one hour, the blade glows with a silvery radiance that makes the weapon resistance against damage, immune to the effects of rust and acid, and give a +2 bonus on attack and damage rolls for the duration of the effect. This is a supernatural ability.
Lady of the Dance’s Step: At 14th level, whenever you make a dexterity save against a breath weapon, spell, or other related save for half damage, add your charisma modifier to your save throw. You take half damage on a failed save and no damage on a successful save. Once per round as a reaction, when a creature you can see makes an attack targeting you, make a dancing check vs a DC of 10 + the creatures attack modifier. On a successful dancing check, your armor class increase by 2 until the end of the round.
Spellsong: At 18th level, you learn how to sing the spellsong, a sacred song to Eilistraee that her most dedicated sword dancers know. Multiple sword dancers or clerics can join in with the spellsong to increase its power; they must have either this class feature or the 9th level spell, greater spellsong. The sword dancer and any additional participates must have enough room to dance and sing freely, without any form of magical silence hindering them. This last for at least one action, or for as long one round per 100 gp of value of the spells effects material component, or for as long as the chore wish to hold the songs effect.
With a single singer the fallowing effects can be produced by the spellsong:
It can cause an effect equivalent to any desired cleric spell of 4th level or lower, the effect doesn’t require any of the usual somatic components or most material component (really costly components that are used up may be required, provided that its cost is over 100 gp). The effect has the normal range, duration, and so on, if an effect depends on caster level it uses the singers who leads the chore.
It can restore to memory one spell that the singer has casted within 24 hours and they can cast it immediately, provided it was not casted from a scroll.
With 2 or more singers the fallowing effects can be produced:
It can be used to produce a spell immunity effect, either targeting one of the participates or one person within the normal range of a spell immunity spell. Unlike normal spell immunity spells, the target can be immune to a single selected spell of 5th level or one level higher for every three additional participates. Also, if ten or more are participating all participates also gain the protection of the spell immunity effect (with the same spell selected).
Another use of the spellsong allows a singer to heal 1d4+1 points of damage to themselves or one creature touched. Each other singer cleric can touch the injured creature to heal an additional 1d4+1 points of damage per cleric. This effect cannot be used in the same way as normal healing to deal damage to undead.
If seven or more cleric is singing together, they can cure blindness, slow poison, or cure disease instead of healing damage.
If nine or more cleric are participating, a dispel magic, remove curse, neutralize poison can be casted. Dispel magic and remove curse uses the highest level participate to determine the effect.
If twelve or more cleric participate, regeneration, resurrection can be made instead or one level of lost experience that was lost in the last day can be restored.
If twenty or more cleric participates, a true resurrection spell can be work, but uses the total level of all participates to determine how long dead of the target can be revived.
Fighter
Prime Ability: Strength
Starting Character Ability Score Adjustment: +1 to strength, dexterity, or constitution.
Starting Hit Points: 10 + constitution modifier.
Starting Weapon Proficiencies: 12 weapon proficiencies slots.
Starting Skill Points: 4 skill points at 1st level.
Starting Money: 4d4x10.
Class Features
Hit Dice: 1d10
Weapon Proficiencies Slots at Higher Level: One weapon proficiencies slot at 3rd level and every three levels afterwards.
Skill Points at Each Additional Level: Two skill points at each level after 1st level.
Skills Proficiencies: Acrobatics, bluff, climb, craft, discern motive, diplomacy, force object, hold breath, intimidate, jump, knowledge dungeoneering, knowledge geography, and knowledge history.
Weapon Specialization: At 2nd level, choose one melee or range weapon that you are proficient with. Whenever you use the selected weapon to attack you gain a +1 bonus on your attack roll and a +2 bonus on damage rolls with that weapon. When you select a range weapon to specialize in, you only gain the +2 to damage rolls as long as you are within 60 feet of your target. You can select another weapon to specialize in at 9th and 12th level.
Attacks Per Turn: At 5th level, when you use your action to attack with a melee or range weapon you can for your move action to attack again. During anytime between attacks you may move up to 5 feet once. You gain a third attack at 10th level and a fourth at 15th level.
Improved Weapon Specialization: At 6th level, choose one melee or range weapon that you selected to specialize in. You bonus on your attack and damage rolls with that weapon increases by one to a +2 bonus on attack rolls and +3 damage rolls. You can select another weapon to improve your specialization in at 14th level.
Critical Hit: At 10th level, when you make an attack roll with a weapon you have specialized in and roll a natural 20. You deal maximum damage with that weapon; range weapons only deal maximum damage as long as the target is within 60 feet of you.
Dodge Roll: At 13th level, when an enemy that is within 30 feet of you that you can see makes an attack roll that would hit you. You can use your reaction to make dexterity save as you roll 5 feet forward, left, or right stopping in a legal space. The DC for this save is equal to their attack roll; on a successful save you take no damage. Every two levels you gain a +1 bonus on your dexterity save when you make a dodge roll to a max of +5 at 23rd level, this bonus only applies to the dodge roll.
Greater Weapon Specialization: At 15th level, choose one melee or range weapon that you selected to improve your specialization in. Your bonus on your attack and damage rolls with that weapon increase by one to a +3 bonus on attack rolls and +4 bonus on damage rolls.
Improved Critical: At 20th level, when you attack with a weapon you have specialized in and roll a natural 20 or 19 you deal a critical hit.
Bard
Prime Ability: Charisma
Starting Character Ability Score Adjustment: +1 to dexterity, intelligence, or charisma.
Starting Hit points: 6 +constitution modifier.
Starting Weapon Proficiencies: 10 weapon proficiencies slots.
Starting Skill Points: 6 skill points at 1st level.
Starting Money:
Class Features
Hit Dice: 1d6
Weapon Proficiencies Slots at Higher Level: One weapon proficiencies slots at 4th level and every four levels afterwards.
Skill Points at Each Additional Level: Four skill points at each level after 1st level.
Skill Proficiencies: Acrobatics, bluff, climb, craft, disable device, discern motive, diplomacy, hide, hold breath, intimidate, jump, knowledge dungeoneering, knowledge geography, knowledge history, listen, move silently, open locks, perform, search, sleight of hand, spot, and swim
Charming Music: When you play for a full-round you can attempt to charm up to 1 hit dice per level of creatures within 30 feet of you that were capable of listening to you playing. Creatures who fail their saves are under the effects of charm person (or charm monsters for bards of 5th level or higher). Bards of 8th level or higher can attempt to implant a suggestion in their song; creatures that listen to it must make a save. On a successful save, a creature cannot be affected by this ability for the next 24 hours.
Arcane Spellcasting: You have learned how to channel the arcane energy from the very fabric of the universe. You can shape this energy by your skills with songs and music into the spells you cast. When casting spells or using an ability that requires you to use your spellcasting ability you use your charisma score as your spellcasting ability. The DC of spells that you cast that require a saving throw is 10+ ability modifier + proficiency bonus. When you cast a spell that requires an attack roll you add your ability modifier to the attack roll.
Bard -Spells Per Day-
Level Class Features 1st 2nd 3rd 4th 5th 6th
1 Charming Music (charm person), Arcane Spellcasting, Counter Song 1 - - - - -
2 Sneak Attack 1d6, Legend Lore 2 - - - - -
3 Bardic Music (improve moral) 2 1 - - - -
4 3 2 - - - -
5 Charming Music (charm monster) 3 2 1 - - -
6 Bardic Music (cause fear or sadness), Sneak Attack 2d6 3 2 2 - - -
7 Improved Legend Lore +2 4 3 2 1 - -
8 Charming Music (suggestion) 4 3 3 2 - -
9 4 3 3 2 1 -
10 Sneak Attack 3d6 4 4 3 3 2 -
11 Counter Charm 5 4 4 3 2 1
12 Bardic Music (hold person) 5 4 4 3 3 2
13 5 4 4 4 3 2
14 Improve Legend Lore +4, Sneak Attack 4d6 5 4 4 4 3 3
15 6 5 4 4 4 3
16 Bardic Music (Break Enchantment) 6 5 5 4 4 3
17 6 5 5 4 4 4
18 Sneak Attack 5d6 6 5 5 5 4 4
19 6 6 5 5 4 4
20 Bardic Music (Revivify) 6 6 6 5 5 4
Spontaneous Casting: You do not have to prepare spells ahead of times to cast them; you also have a limited number of spells that you know that you can cast. You must channel the energies into your body to have the necessary energy to cast your spells, after having at least 8 hours of rest (racial features that allow you to get the benefits of 8 hours of rest quicker also affect the time needed before preparing spells as well). This process of channeling the energy you need takes 30 minutes to complete, it takes five minutes less to complete for each positive intelligence modifier as your ability to focus the energies. When you want to cast a spell you simply focus the energies as you preform the musical incantations and needs only select the spell of the appropriate spell level to cast it using the spell slot of the same level or higher.
Spells known: You know a limited number of spells that you can cast each day. You start out with three plus your intelligence modifier 1st level spells of your choice that you know at 1st level drawn from the bards spell list. Whenever you gain a level you learn two new spells of your choice of any spell level of you can cast as a bard. After 20th level, you stop learning new spells, but can give up knowledge of one spell you know to learn one spell of any spell level you can cast at 21st level and every odd numbered level after that.
Countersong: As a bard you are skilled in using your song and/or music to counter the effects of sound base effects like a harpies scream, the command or sound burst spells, or other kinds of magical effects that depend on sound. While you are singing or playing your Countersong, you and all creatures who can hear it add your caster level and your charisma modifier on save throws against any of those sound base effects. If a creature that was only being affected by such of an effect can hear your counter song, they gain a new save throw with your modifiers. A bard may keep this song up for one minute per level as a bard.
Sneak Attack: At 2nd level, you learn how to make the most of when your opponent is distracted or cut off guard. When a creature is unaware of your presence is being flanked by you and another creature that is hostile to it, or is in some other way unable to properly watch out for a strike to a vital area, you can make an attack roll striking at the creature vital areas or other weak points. On a successful attack, you deal an additional 1d6 points of damage this damage is applied after any modifier or effects. You can use a range weapon to sneak attack, but only up to 60 feet as you must be able to identify your targets vital areas or weak spots. You cannot use sneak attack against oozes and other creatures without any particular vital areas or weak points. At 6th level and every four levels afterwards your sneak attack gains an additional 1d6 points of damage up to a max of 5d6. This ability cannot be use with or in addition to backstab, if you would have both at the same time you must choose one to use. You make only perform one sneak attack per turn.
Legend Lore: At 2nd level, your extensive time traveling and listening to stories told by others has given you a keen insight into the history of many famous and powerful objects and people. Whenever you make an intelligence check or a knowledge history check you add one half your bard levels to your check to a minimum of +1. For every 5 points higher than a DC 10 check you manage to roll, you know some relevant information about local notable people, legendary items, or noteworthy places. At 7th level and every seven levels afterwards you gain an additional +2 bonus on any knowledge history check.
Bardic Music: At 3rd level once per day, you can use your songs or musical instruments to produce magical effects that affect everyone around you (you can allow yourself to be included in the magical affects you create). Every three levels you can use this ability one additional time per day. You start with knowledge of only one bardic song at 3rd level and you gain more bardic songs at you level up to 6th, 12th, 16th, and 20th level.
Improve Moral: At 3rd level, you learned this tune designed to inspire courage and strength into everyone for hears it. You must start playing this song for a full-round before its affects start to activate all creatures within 30 feet of you gain a +1 moral bonus on attack rolls and a +2 moral bonus on any skill check that doesn’t require intense focus. This song can only be played for up to 10 minutes.
Cause Fear or Sadness: At 6th level, you learn a heart wrenching song that can drive anyone to tears or into instant fear of you. You must start playing this song for a full-round before it affects start to activate and you must choose which version to use before you start playing the song, all creatures within 30 feet of you must make a save throw with a DC of your spell save DC or suffer the effects of the song you choose to uses. Cause fear makes all creatures within 30 feet who failed their saves to become frightened of the songs player and they take a -1 penalty on attack rolls against the songs player. Cause sadness makes all creatures within 30 feet of you who failed their saves be overcome with grief and shudder strongly with tears of sadness, they take a -2 penalty on all attack rolls and skill checks until the song stops or they leave the affected area. This song can only be played for up to 10 minutes.
Hold Person: At 12th level, you learn a song that stops a person in their tracks unable to move or act. You must start playing this song for a full-round before it affects start to activate, all creatures within 30 feet of you must make a save throw with a DC of your spell save DC or suffer the effects of a hold person spell for the duration of this song. Hold person immobilizes all affected creature, preventing them from moving or acting. This song can only be played for up to 10 minutes.
Break Enchantment: At 16th level, you learn a song that breaks any form of magical enchantment on any creature within this area. You must start playing this song for a full-round before it affects start to activate, all creatures within 30 feet of you who hear this song is freed from any of enchantment, transmutations effects and curse if you succeed on a caster level check d20 + your caster level vs a DC 10 + the caster level of the person or creature who originally created the effect. This ability only works if the spells on the creatures is of 5th level or lower. This song can only be played for up to 5 minutes.
Revivify: At 20th level, you learn a song that can awaken those who have recently died. You must start playing this song for a full round before it starts to activate, all creatures within 30 feet of you who have recently died within one round of the start of this effect or died during the period of time that this song continues to play get revived to 1 hit point, any creatures brought back by this song remains unconscious 1d6 rounds and for the next 24 hours have their constitution score lower by 1, this lowering of the creatures constitution score is accumulative for each time the creature is brought back (creatures whose constitution score would be lowered to one by this song cannot be revived). Any deceased creature caught by this effect can choose not to come back if they wish and they are aware of the name, alignment, and deity of the bard using this song (memory of the alignment and deity of the bard disappears if they accept to be revived by this song if they didn’t already know that information). This song can only be played for up to 3 minutes.
Counter Charm: at 11th level, you can use your countersong to snap any creature able to hear it out of any of the fallowing charm spells: charm person, charm monster, fascinate, dominate person, and dominate monster. Creatures who can hear the song add your caster level and charisma modifier to their save throw against those spell or any charm effect that replicates such an affect. Creatures that are already under such an effect who hears the song get another save throw with your modifiers.
Sword Dancer
Prime Ability: Charisma
Starting Character Ability Score Adjustment: +1 to strength, dexterity, or charisma.
Starting Hit points: 6 +constitution modifier.
Starting Weapon Proficiencies: 10 weapon proficiencies slots.
Starting Skill Points: 5 skill points at 1st level.
Starting Money:
Class Features
Hit Dice: 1d6
Weapon Proficiencies Slots at Higher Level: One weapon proficiencies slots at 4th level and every four levels afterwards.
Skill Points at Each Additional Level: Three skill points at each level after 1st level.
Skill Proficiencies: Acrobatics, bluff, climb, craft, dancing, discern motive, diplomacy, hide, jump, knowledge dungeoneering, knowledge history, knowledge religion, listen, move silently, perform, search, singing, spot, and swim.
Divine Spellcasting: You have the ability to channel the power of your goddess through prayer and belief. You deity allow you to cast spells on its behalf to aid in your goddess cause, these spell draw strength from your faith in them. When casting spells or using an ability that requires you to use your spellcasting ability you use your Charisma score as your spellcasting ability. The DC of spells that you cast that require a saving throw is 10+ ability modifier + proficiency bonus. When you cast a spell that requires an attack roll you add your ability modifier to the attack roll.
Preparing Spells: You have a limited number of spell slots each day that you can use to cast spells, in order to cast these spells you must prepare them ahead of time. You must prepare a number of spell equal to the number of spell slots you have access to, you must prepare the spell in a spell slot of the same level as the spell or you can prepare it in a higher level spell slot. You cannot prepare a higher level spell into a lower level spell slot. The spells you prepare are drawn from the sword dancers spell list. You prepare you spell by praying to your goddess after having spent at least 8 hours of rest (racial features that allow you to get the benefits of 8 hours of rest quicker also affect the time needed before preparing spells as well). This praying is a ritualistic and often very personal in nature taking an hour to use your connection with your deity to bestow your spells to you, this process takes five minutes less for each positive charisma modifier as your connection with your deity is stronger.
Moonfire: Once per day, as a spell-like ability you can call forth a blue-white, soft green, white, or silver flame of moonfire as an action. This moonfire can glow faintly or bright (not blindingly so and cannot be brighter than daylight) up to 30 feet of moonlight. You can use these cold flames of moonlight to make a melee attack against a single target (if you do so the moonfire winks out wither you hit or miss the target), on a successful hit the moonfire deals 1d6 + your charisma modifier cold damage (you deal an additional 1d6 at 4th level and every four levels thereafter). Sword dancers of 4th level or higher can command the moonfire to leave their bodies and form into an orb of moonlight that functions identically to the dancing lights spell, and can be commanded to move through small creaks or key holes if desired, commanding the orb of moonfire to move is a swift action. The moonfire functions as a 2nd level light spell, that dispels darkness and negates such spells or effect even as the moonfire itself is being negated. The moonfire has an duration of one minute per sword dancer level, until dismissed or used as part of an attack. At 3rd level and every odd number level thereafter you gain one additional daily usage of the moonfire.
Sword Dancer -Spells Per Day-
Level Class Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 Countersong, Divine Spellcasting, Moonfire 1/day 1 - - - - - - - -
2 2 - - - - - - - -
3 Dark Maidens Grace, Moonfire 2/day 2 1 - - - - - - -
4 Attacks per Turn (1 extra attack), Moonfire (2d6) 3 2 - - - - - - -
5 Moonfire 3/day 3 2 1 - - - - - -
6 Lady Silverhair’s Armor 3 2 2 - - - - - -
7 Moonfire 4/day 4 3 2 1 - - - - -
8 Attacks per Turn (2 extra attack), Moonfire (3d6) 4 3 3 2 - - - - -
9 Moonfire 5/day, Silvery Blade 4 3 3 2 1 - - - -
10 4 4 3 3 2 - - - -
11 Moonfire 6/day 5 4 4 3 2 1 - - -
12 Moonfire (4d6) 5 4 4 3 3 2 - - -
13 Moonfire 7/day 5 4 4 4 3 2 1 - -
14 Lady of the Dance’s Step 5 4 4 4 3 3 2 - -
15 Moonfire 8/day 6 5 4 4 4 3 2 1 -
16 Moonfire (5d6) 6 5 5 4 4 3 3 2 -
17 Moonfire 9/day 6 5 5 4 4 4 3 2 1
18 Spellsong 6 5 5 5 4 4 3 3 2
19 Moonfire 10/day 6 6 5 5 4 4 4 3 2
20 Moonfire (6d6) 6 6 6 5 5 4 4 3 3
Countersong: As a sword dancer you are skilled in using your song and/or music to counter the effects of sound base effects like a harpies scream, the command or sound burst spells, or other kinds of magical effects that depend on sound. While you are singing or playing your Countersong, you and all creatures who can hear it add your caster level and your charisma modifier on save throws against any of those sound base effects. If a creature that was only being affected by such of an effect can hear your counter song, they gain a new save throw with your modifiers. A sword dancer may keep this song up for one minute per level as a sword dancer.
Dark Maidens Grace: At 3rd level, you can give up one use of your moonfire to cast magic missile as a spell-like ability as a swift action (treat magic missile as if it was casted in a 2nd level spell slot). The bolts of the magic missile created with this ability resemble brightly glowing bastard swords that shoot unerringly at the targeted creatures within range. If one of the bolts touches an area of magical darkness of 2nd level or lower both the bolt and the darkness are dispelled, if the darkness spell is of a higher level the bolts are harmlessly negated.
Attacks per Turn: At 4th level, when you use your action to attack with a melee or range weapon you can for your move action to attack again. During anytime between attacks you may move up to 5 feet once. You gain a third attack at 8th level.
Lady Silverhair’s Armor: At 6th level, as a swift action you can channel Eilistraee’s power within you to infuse your hair, causing it to glow softly with silver light which aluminate up to 10 times your charisma modifier feet away. You can dismiss this power whenever you want as a swift action. While your hair glows and you are not wearing armor or using a shield you add your charisma modifier to your armor class in addition to your dexterity. This is a supernatural ability.
Silvery Blade: At 9th level, three times per day as an action you can channel Eilistraee’s holy power into a single bladed weapon that you are touching. For one hour, the blade glows with a silvery radiance that makes the weapon resistance against damage, immune to the effects of rust and acid, and give a +2 bonus on attack and damage rolls for the duration of the effect. This is a supernatural ability.
Lady of the Dance’s Step: At 14th level, whenever you make a dexterity save against a breath weapon, spell, or other related save for half damage, add your charisma modifier to your save throw. You take half damage on a failed save and no damage on a successful save. Once per round as a reaction, when a creature you can see makes an attack targeting you, make a dancing check vs a DC of 10 + the creatures attack modifier. On a successful dancing check, your armor class increase by 2 until the end of the round.
Spellsong: At 18th level, you learn how to sing the spellsong, a sacred song to Eilistraee that her most dedicated sword dancers know. Multiple sword dancers or clerics can join in with the spellsong to increase its power; they must have either this class feature or the 9th level spell, greater spellsong. The sword dancer and any additional participates must have enough room to dance and sing freely, without any form of magical silence hindering them. This last for at least one action, or for as long one round per 100 gp of value of the spells effects material component, or for as long as the chore wish to hold the songs effect.
With a single singer the fallowing effects can be produced by the spellsong:
It can cause an effect equivalent to any desired cleric spell of 4th level or lower, the effect doesn’t require any of the usual somatic components or most material component (really costly components that are used up may be required, provided that its cost is over 100 gp). The effect has the normal range, duration, and so on, if an effect depends on caster level it uses the singers who leads the chore.
It can restore to memory one spell that the singer has casted within 24 hours and they can cast it immediately, provided it was not casted from a scroll.
With 2 or more singers the fallowing effects can be produced:
It can be used to produce a spell immunity effect, either targeting one of the participates or one person within the normal range of a spell immunity spell. Unlike normal spell immunity spells, the target can be immune to a single selected spell of 5th level or one level higher for every three additional participates. Also, if ten or more are participating all participates also gain the protection of the spell immunity effect (with the same spell selected).
Another use of the spellsong allows a singer to heal 1d4+1 points of damage to themselves or one creature touched. Each other singer cleric can touch the injured creature to heal an additional 1d4+1 points of damage per cleric. This effect cannot be used in the same way as normal healing to deal damage to undead.
If seven or more cleric is singing together, they can cure blindness, slow poison, or cure disease instead of healing damage.
If nine or more cleric are participating, a dispel magic, remove curse, neutralize poison can be casted. Dispel magic and remove curse uses the highest level participate to determine the effect.
If twelve or more cleric participate, regeneration, resurrection can be made instead or one level of lost experience that was lost in the last day can be restored.
If twenty or more cleric participates, a true resurrection spell can be work, but uses the total level of all participates to determine how long dead of the target can be revived.