Heavy Metal Bard (3.5e Class)
From D&D Wiki
Heavy Metal Bard[edit]
Bards that use rock music and want to rock out and use there talents to have fun and make a bit of gold on the side.
Making a Heavy Metal Bard[edit]
This bard is strong and independent but also wild and dangerous. It's abilities while beneficial to him may sometimes be harmful to his allies. With great power comes great yada yada yada...
Abilities: Intelligence and Charisma, as long as you keep your charisma high and your knowledge & perform skills maxed devote the rest of your feats to combat.
Races: Best is a Human with the hellbred template from the fiendish codex 2.
Alignment: Any nonlawful
Starting Gold: starting gold same as the Bard.
Starting Age: As Bard.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | ||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +2 | Bardic knowledge, bardic performance, cantrips, countersong, fascinate, inspire courage +1, Song of power | 2 | 0 | — | — | — | — | — | |||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +3 | Song of power, Instill Fear –1 | 3 | 0 | — | — | — | — | — | |||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +3 | Inspire competence | 3 | 1 | — | — | — | — | — | |||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +4 | Song of Power | 3 | 2 | 0 | — | — | — | — | |||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +4 | Inspire courage +2 | 3 | 3 | 1 | — | — | — | — | |||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +5 | Suggestion | 3 | 3 | 2 | — | — | — | — | |||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +5 | Song of Power | 3 | 3 | 2 | 0 | — | — | — | |||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +6 | Instill Fear –2 | 3 | 3 | 3 | 1 | — | — | — | |||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +6 | Inspire greatness | 3 | 3 | 3 | 2 | — | — | — | |||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +7 | Song of Power | 3 | 3 | 3 | 2 | 0 | — | — | |||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +7 | +7 | Inspire courage +3 | 3 | 3 | 3 | 3 | 1 | — | — | |||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +8 | Song of freedom | 3 | 3 | 3 | 3 | 2 | — | — | |||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +8 | Song of Power | 4 | 3 | 3 | 3 | 3 | 0 | — | |||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +9 | Paralyzing show, Instill Fear –3 | 4 | 3 | 3 | 3 | 3 | 1 | — | |||||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +9 | +9 | Inspire heroics | 4 | 4 | 3 | 3 | 3 | 2 | — | |||||||||||||||||||||||||||||
16th | +12/+7/+2 | +5 | +10 | +10 | Song of Power | 4 | 5 | 5 | 5 | 4 | 3 | 0 | |||||||||||||||||||||||||||||
17th | +12/+7/+2 | +5 | +10 | +10 | Inspire courage +4 | 4 | 5 | 5 | 5 | 4 | 4 | 1 | |||||||||||||||||||||||||||||
18th | +13/+8/+3 | +6 | +11 | +11 | Mass suggestion | 4 | 4 | 4 | 4 | 4 | 3 | 2 | |||||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +11 | +11 | Song of power | 4 | 4 | 4 | 4 | 4 | 4 | 3 | |||||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +12 | +12 | Deadly performance, Instill Fear –4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | |||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
Weapon and Armor Proficiency: Proficient with all simple weapons, plus the longsword, rapier, sap, short sword, short bow, and whip. Also proficient with light armor and shields (except tower shields). A Heavy Metal Bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Heavy Metal Bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Heavy Metal Bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: Heavy Metal Bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every Heavy Metal Bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a Heavy Metal Bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Heavy Metal Bard’s spell is 10 + the spell level + the Heavy Metal Bard’s Charisma modifier. Like other spellcasters, a Heavy Metal Bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Table. In addition, he receives bonus spells per day if he has a high Charisma score. The Heavy Metal Bard’s selection of spells is extremely limited. As noted above, a Heavy Metal Bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Bardic Knowledge: At 1st level, a Heavy Metal Bard selects one Knowledge skill. He gains 1 bonus skill point to place in that Knowledge skill and an additional skill point every time he gains a level. In addition, a Heavy Metal Bard adds 1/2 his level (minimum 1) to all Knowledge skill checks and may make such checks untrained. A Heavy Metal Bard can make knowledge checks untrained.
Bardic Performance: Once per day per Heavy Metal Bard level 1, a Heavy Metal Bard can use his Perform skill to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic performance, they can be activated using any Perform skill, such as dancing, singing, playing an instrument, or performing comedy. Each ability requires both a minimum Heavy Metal Bard level and a minimum number of ranks in the Perform skill to qualify; if a Heavy Metal Bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic performance ability until he acquires the needed ranks. Some abilities can only be used by a Heavy Metal Bard with a specific type of Perform. Starting a bardic performance effect is a standard action. Some bardic performance abilities require concentration, which means the Heavy Metal Bard must take a standard action each round to maintain the ability. Even while using a bardic performance ability that doesn’t require concentration, a Heavy Metal Bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Bardic performance has specific limitations, depending on the type of Perform skill used to activate it. Bardic performance activated with Perform (act) or Perform (dance) requires line of sight to the targets of its effects and does not affect blind creatures. Bardic performance activated with Perform (comedy) and Perform (oratory) requires the targets to be able to hear the Heavy Metal Bard, and such effects are language dependent (although the Heavy Metal Bard can activate magic items that require a magic word, such as wands, while using these types of Perform to activate bardic performance). Bardic performance activated using any other type of Perform only requires the targets to be able to hear the Heavy Metal Bard. These requirements are in addition to those listed with each bardic performance ability. Just as for casting a spell with a verbal component, a deaf Heavy Metal Bard has a 20% chance to fail when attempting to use bardic performance using a Perform skill that relies on sound. A blind Heavy Metal Bard has a 50% chance to fail when attempting to use bardic performance using a Perform skill that relies on sight. If he fails either of these checks, the attempt still counts against his daily limit.
Countersong (Su): A Heavy Metal Bard with 1 or more ranks in a Perform skill can use his performance to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Heavy Metal Bard (including the Heavy Metal Bard himself ) that is affected by a sonic or language-dependent magical attack may use the Heavy Metal Bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature withinrange of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Heavy Metal Bard’s Perform check result for the save. Countersong does not work on effects that don’t allow saves. The Heavy Metal Bard may keep up the countersong for 10 rounds. A Heavy Metal Bard can use this bardic performance ability utilizing Perform (keyboard, percussion, wind, string, or sing).
Fascinate (Sp): A Heavy Metal Bard with 1 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Heavy Metal Bard, and able to pay attention to him. The Heavy Metal Bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Heavy Metal Bard attains beyond 1st, he can target one additional creature with a single use of this ability. Each creature within range receives a Will save (DC 10 + ½ Heavy Metal Bard’s level + Heavy Metal Bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the Heavy Metal Bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Heavy Metal Bard continues to play and concentrate (up to a maximum of 1 round per Heavy Metal Bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires the Heavy Metal Bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. A Heavy Metal Bard can use this bardic performance ability utilizing any type of Perform.
Inspire Courage (Su): A Heavy Metal Bard with 1 or more ranks in a Perform skill can use his performance to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to percieve the Heavy Metal Bard’s performance. The effect lasts for as long as the ally perceives the Heavy Metal Bard‘s performance and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 5th level, and every six Heavy Metal Bard levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 11th, and +4 at 17th). Inspire courage is a mind-affecting ability. A Heavy Metal Bard can use this bardic performance ability utilizing any type of Perform.
Inspire Competence (Su): A Heavy Metal Bard of 3rd level or higher with 3 or more ranks in a Perform skill can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Heavy Metal Bard. The Heavy Metal Bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the Heavy Metal Bard’s music. Certain uses of this ability are infeasible, such as Sneak attempts. The effect lasts as long as the Heavy Metal Bard concentrates, up to a maximum of 2 minutes. A Heavy Metal Bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability. A Heavy Metal Bard can use this bardic performance ability utilizing any type of Perform.
Instill Fear (Su): Requires at least 1 ranks in Perform. All opponents that can see & hear you receive a penalty on saving throws vs. charm & fear effects, and on attacks & weapon damage (Will Neg, DC is 10 + ½ Heavy Metal Bard’s level + Heavy Metal Bard’s Cha modifier). Effect lasts as long as you continue the song and the opponent can hear you plus 5 rounds. This is a Mind-Affecting Fear effect.
Suggestion (Sp): A Heavy Metal Bard of 6th level or higher with 6 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Heavy Metal Bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Heavy Metal Bard’s daily limit on bardic performances. A Will saving throw (DC 10 + 1/2 Heavy Metal Bard’s level + Heavy Metal Bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability. A Heavy Metal Bard can use this bardic performance ability utilizing any type of Perform.
Inspire Greatness (Su): A Heavy Metal Bard of 9th level or higher with 9 or more ranks in a Perform skill can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting her extra fighting capability. For every three levels a Heavy Metal Bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, and four at 18th). To inspire greatness, a Heavy Metal Bard must perform and an ally must hear or see him perform. The effect lasts for as long as the ally witnesses the performance and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability. A Heavy Metal Bard can use this Bardic performance ability utilizing any type of Perform.
Song of Freedom (Sp): A Heavy Metal Bard of 12th level or higher with 12 or more ranks in a Perform skill can use his performance to create an effect equivalent to the break enchantment spell (caster level equals the character’s Heavy Metal Bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Heavy Metal Bard can’t use song of freedom on himself. A Heavy Metal Bard can use this bardic performance ability utilizing Perform (keyboard, percussion, wind, string, or sing).
Paralyzing Show (Sp): A Heavy Metal Bard of 14th level or higher with 14 or more ranks in a Perform skill can use his performance to paralyze his enemies. To be affected, an enemy must be able to see the Heavy Metal Bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + ½ Heavy Metal Bard’s level + Heavy Metal Bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the Heavy Metal Bard cannot use paralyzing show on that creature again for 24 hours. If it’s saving throw fails, the creature becomes paralyzed for a number of rounds equal to the Heavy Metal Bard’s level. At the end of an affected creature’s turn, it is allowed a new Will save to overcome the effect, making it immune to paralyzing show for 24 hours. A Heavy Metal Bard can use this bardic performance ability utilizing Perform (act, comedy, dance, or oratory).
Inspire Heroics (Su): A Heavy Metal Bard of 15th level or higher with 15 or more ranks in a Perform skill can use his performance to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Heavy Metal Bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Heavy Metal Bard must perform and an ally must witness the performance for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally witnesses the performance and for 5 rounds thereafter. Inspire heroics is a mind-affecting ability. A Heavy Metal Bard can use this bardic performance ability utilizing any type of Perform.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Heavy Metal Bard of 18th level or higher with 18 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability. A Heavy Metal Bard can use this bardic performance ability utilizing any type of Perform.
Deadly Performance (Su): A Heavy Metal Bard of 20th level or higher with 20 or more ranks in a Perform skill can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the Heavy Metal Bard perform and be within 30 feet. The target receives a Will save (DC 10 + 1/2 Heavy Metal Bard’s level + Heavy Metal Bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is stunned for 1d4 rounds and the Heavy Metal Bard cannot use deadly performance on that creature again for 24 hours. If its saving throw fails, the target dies. A Heavy Metal Bard can use this bardic performance ability utilizing any type of Perform.
Cantrips (Sp): A Heavy Metal Bard knows a number of cantrips. He can cast these spells at will as a spell-like ability. The number of cantrips a Heavy Metal Bard knows is noted under 0 level spells known. Cantrips are treated like any other spell cast by the Heavy Metal Bard in terms of duration and other variables based on level.
Well-Versed (Ex): At 2nd level, the Heavy Metal Bard becomes resistant to the bardic performance of others. The Heavy Metal Bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language dependent effects.
Song of Power (Su): At 1th, 2th, 4th, 7th, 10th, 13th, 16th and 19th level the Heavy Metal Bard may select one of the following songs of power. Using each song counts as a standard use of the bardic music ability. All of the songs of power count as standard actions that do not provoke an attack of opportunity unless otherwise noted. Continuing a song of power is also a standard action.
-Flame: This song draws forth the dancing flames that lie in every object and person. Everyone other than the Heavy Metal Bard within a 30 ft radius of the Heavy Metal Bard must make a fortitude save (10 +1/2 the Heavy Metal Bard level + cha mod) or take 1d8 fire damage per 2 levels of Heavy Metal Bard. This is magical fire and all objects in range suffer this damage as well.
-Forest: This song causes plants within range to awake to their original, primal state. It acts as a Plant Growth spell over a 60 ft radius. Additionally while the Heavy Metal Bard plays hostile creatures within area of effect are subject to an Entangle spell with a DC (10 +1/2 the Heavy Metal Bard level + cha mod).
-Land: The song of land causes the soil to shift, as if the Heavy Metal Bard had cast the Move Earth spell at a caster level equal Heavy Metal Bard levels taken.
-Moon: When the Heavy Metal Bard sings the song of the moon all creatures that do not have their normal shape (though shape shifting, illusion, or other effect) must make a will save (10 +1/2 the Heavy Metal Bard level + cha mod) or be restored to their normal form. This effect lasts for five rounds after the Heavy Metal Bard completes the song.
-Sea: This song invokes the sea’s infinite bounty and healing power. All allies within a 10 ft radius gain Fast Healing with a value equal to the Heavy Metal Bard’s Charisma bonus. This ability starts one round after the Heavy Metal Bard starts singing and lasts for as long as the Heavy Metal Bard keeps singing and the beneficiary is within range. Singing or continuing the song of the sea is a full round action that does not provoke an attack of opportunity.
-Storm: The cackling sound of the song of thunder portends doom for those around the Heavy Metal Bard. Every round that the Heavy Metal Bard makes a DC 25 Perform roll he can select one target within 120 ft. Lightning lances from the air around the Heavy Metal Bard towards that target striking it for 5d8 damage. The target may make a Reflex save (DC 25) to take half damage. Any round that the Heavy Metal Bard fails to make his Perform skill check the song breaks and he must start again if he wishes to conjure more lightning.
-Sun: Singing the song of the sun causes light to gather around the musician. Every round that he makes a Perform check 25 pure sunlight illuminates a radius that expands by 5 ft per round. Thus on the first round the light covers 5 ft. radius circle, on the second round a 10 ft. radius circle and so on. When the Heavy Metal Bard finishes the song the radius begins to retract at a rate of 5 ft per round. If the Heavy Metal Bard fails his Perform check the song breaks and he must start again.
-Wind: The song of the wind draws a tempest of air around the Heavy Metal Bard. Every one of Large size or less within 40 ft. radius must make a strength check with a DC equal to the Perform check of the Heavy Metal Bard or be pushed back in a straight line to the edge of the songs effect. Targets that hit hard objects are not damaged. Ranged attacks are at a -8 circumstance bonus to hit anyone within area of effect. A Heavy Metal Bard must not move during this song or be swept away in the effect as well.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes