Rocker (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search


Rocker[edit]

A Rocker specializes in paralysing foes in fear while increasing the combat potential of allies.

Making a Rocker[edit]

Alignment: Any nonlawful

Starting Age: Moderate.

Table: The Rocker

Hit Die: d8

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 Metal Music, Metal Militia, Instil Fear (-1), Countersong, Riff of Power 2
2nd +1 +0 +3 +3 3 0
3rd +2 +1 +3 +3 Riff of Power 3 1
4th +3 +1 +4 +4 3 2 0
5th +3 +1 +4 +4 3 3 1
6th +4 +2 +5 +5 Riff of Power 3 3 2
7th +5 +2 +5 +5 3 3 2 0
8th +6/+1 +2 +6 +6 Instil Fear (-2) 3 3 3 1
9th +6/+1 +3 +6 +6 Riff of Power 3 3 3 2
10th +7/+2 +3 +7 +7 3 3 3 2 0
11th +8/+3 +3 +7 +7 3 3 3 3 1
12th +9/+4 +4 +8 +8 Riff of Power 3 3 3 3 2
13th +9/+4 +4 +8 +8 3 3 3 3 2 0
14th +10/+5 +4 +9 +9 Instil Fear (-3) 4 3 3 3 3 1
15th +11/+6/+1 +5 +9 +9 Riff of Power 4 4 3 3 3 2
16th +12/+7/+2 +5 +10 +10 4 4 4 3 3 2 0
17th +12/+7/+2 +5 +10 +10 4 4 4 4 3 3 1
18th +13/+8/+3 +6 +11 +11 Riff of Power 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11 4 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Instil Fear (-4) 4 4 4 4 4 4 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Rocker.

Weapon and Armor Proficiency: A Rocker is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Rockers are proficient with light armor and shields (except tower shields). A Rocker can cast Rocker spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Rocker 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 (most do). A multiclass Rocker still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A Rocker casts arcane spells, which are drawn from the Rocker spell list. She can cast any spell she knows without preparing it ahead of time. Every Rocker spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a Rocker must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Rocker's spell is 10 + the spell level + the Rocker's Charisma modifier.

Like other spellcasters, a Rocker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, she receives bonus spells per day if he has a high Charisma score. When Table: Rocker Spells Known indicates that the Rocker gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on his Charisma score for that spell level.

The Rocker's selection of spells is extremely limited. A Rocker begins play knowing four 0-level spells of your choice. At most new Rocker levels, she gains one or more new spells, as indicated on Table: Rocker Spells Known. (Unlike spells per day, the number of spells a Rocker knows is not affected by his Charisma score; the numbers on Table: Rocker Spells Known are fixed.)

Upon reaching 5th level, and at every third Rocker level after that (8th, 11th, and so on), a Rocker can choose to learn a new spell in place of one he already knows. In effect, the Rocker “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Rocker spell the Rocker can cast. A Rocker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

As noted above, a Rocker need not prepare his spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up his allotment of spells per day for the spell’s level.

Table: Rocker Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 4
2nd 5 2
3rd 6 3
4th 6 3 2
5th 6 4 3
6th 6 4 3
7th 6 4 4 2
8th 6 4 4 3
9th 6 4 4 3
10th 6 4 4 4 2
11th 6 4 4 4 3
12th 6 4 4 4 3
13th 6 4 4 4 4 2
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3
16th 6 5 4 4 4 4 2
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4
  1. Provided the Rocker has a high enough Charisma score to have a bonus spell of this level.

Metal Militia: A Rocker has captured the essence of metal in order to improve his combat potential. A Rocker can choose to learn proficiency with a new martial in place of one he already knows. In effect, the Rocker “loses” the old proficiency in exchange for the new one. A Rocker may swap only a single proficiency at any given level, and must choose whether or not to swap it at the same time that she gains new level.

Metal Music: Once per day per Rocker level, a Rocker can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Metal music and the descriptions discuss singing or playing instruments, the Rocker can only activate them while playing a lute or another string instrument of the same family.

Starting a Metal music effect is a standard action. Some Metal music abilities require concentration, which means the Rocker must take a standard action each round to maintain the ability. Even while using Metal music that doesn’t require concentration, a Rocker cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Rocker has a 20% chance to fail when attempting to use Metal music. If he fails, the attempt still counts against his daily limit.

Countersong (Su): A Rocker can counteract the effects of spells that depend on sound (but not a spell that merely has a verbal component). When she is using his Metal music ability, the Rocker may make a Perform check to affect every creature she chooses within the range of his Metal music. The target may choose to replace their Will save with the Rocker's Perform check, and if the check surpasses the DC the effect is negated or reduced normally. If a creature within range 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 Rocker's Perform check result for the save. Countersong has no effect against effects.

Instil Fear (Su): A Rocker instil fear in his enemies, intimidating them and impairing their combat abilities. To be affected, an creature must be able to hear the bard sing. The effect lasts for as long as the creature hears the Rocker perform and for 5 rounds thereafter. An affected creature receives a -1 penalty on saving throws against charm and fear effects and a -1 penalty on attack and weapon damage rolls. At 8th level, and every six Rocker levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Instil Fear is a mind-affecting ability. A creature can negate this effect, provided they succeed a Will save against the effect equal to the Rocker's Perform.

Riff of Power (Su): The Rocker begins to be able to bend the fabric of reality with mind bending riffs to inspire and intimidate all who hear. Starting at 1st level, the Rocker can chose a Riff of Power to add to his Metal Music. The Rocker gains an additional Riff of Power at 3rd level and every 3 levels afterwards. Riffs of Power available to the Rocker are listed below:

Ace of Spades: The Rocker can use this song to gives his allies the luck of the ancients. Performing this song allows for allies within range to re-roll any skill or ability check and keep the second result. An ally does not have to re-roll, however if they chose to do so they must keep the second result even if it's worse then the first. Additionally, they gain +2 on any skill or ability check made while the Rocker performs this song. This is considered a mind-affecting ability.

Cemetery Gates: The Rocker can inspire loyalty beyond death in all allies that can hear him play this haunting tune. If an ally is reduced to 0 or fewer hit points by an effect that otherwise leaves their body intact, they remain concious and continue to act while the Rocker continues to play this tune. Instead of dying at -10 hit points, the new total is equal to the Rocker's perform check. If your allies body is somehow destroyed (such as with the disintegrate spell) they can no longer act. This is considered a mind-affecting ability.

F.E.A.R.: The Rocker devastates the auditory senses of his enemies with a frightening display of true talent. All creatures within range must make a Will save against the Rocker's perform check of be stricken with fear, as per the spell, as long as the Rocker keeps playing. This is considered a fear and mind-affecting ability.

Five Magics: The Rocker can enter the magical weave through this song to empower spells cast within it's area. All spells cast by allies can have one of the following Metamagic effects modify their spell: Empower Spell, Extend Spell, Reach Spell or have the spell DC of the desired spell increased by 2. The effect lasts for as long as the ally hears the Rocker perform and for 5 rounds thereafter.

Enter Sandman: The Rocker plays a riff that induces fatigue in all creatures in the area (The Rocker can chose who is affected). To use the ability, a bard makes a perform check. His check result is the DC for each affected creature’s Will save against the effect. If the creatures do not succeed their saving throw, they fall into a magical slumber. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature succeeds the saving throw, he is considered fatigued. The effect lasts for as long as the creature hears the Rocker play and for 5 rounds thereafter. This is considered a mind-affecting and sleep ability.

The Heretic Anthem: A Rocker can use the power of the primal music to temporarily sever some creatures’ tie with other planes. Extraplanar creatures within 60 feet of the Rocker must make a Will saving throw against the Rocker's perform skill. Any creature that fails this saving throw is instantly sent to its home plane. Unlike other musical abilities and affects, this song has a duration of instantaneous and cannot be maintained, though the Rocker can activate it again on subsequent rounds by spending additional uses of Metal music.

Painkiller: The Rocker can call upon the power of metal to disperse the elements around himself and allies. While the Rocker plays this song, he grants all allies within range (including himself) resistance 15 to two elements of his choice (acid, cold, electricity or fire). This ability stacks with other abilities that reduce damage from elements.

Raining Blood: The Rocker can call upon the power of lightning to electrify his enemies with this stunning performance. Immediately, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within range. Any creature in the target square or in the path of the bolt is affected.

You may call a lightning bolt as long as you play this song. Once you stop performing, you may still call down one more bolt during the round you stopped performing, however if you take another action you must concentrate in order to do so. You may call a total number of bolts equal to your Rocker level (maximum 10 bolts).

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.

This ability functions indoors or underground but not underwater.

Symphony of Destruction: The Rocker can use his music to deteriorate the structural integrity of the objects around him. Halve the hardness of the object and double your Strength bonus for the purposes of any Strength check made to break an object. If an item is magical in nature, it may attempt a Fortitude save equal to the Rocker's perform check in order to keep it's original hardness.

The Trooper: The Rocker can use his song to embolden his allies in their actions on the battlefield. All allies within range gain +10ft. to their movement speed regardless of encumbrance or terrain and ignore terrain conditions. Additionally, all allies gain DR 5/magic for the duration of this song. The effect lasts for as long as the ally hears the Rocker perform and for 5 rounds thereafter. This is considered a mind-affecting ability.

Ex-Rockers[edit]

A Rocker is a wandering badass whose heart never truly leaves the open road. If a Rocker ever becomes lawful, she may not continue advancing as a Rocker until she once again becomes non-lawful. She retains all previously gained Rocker levels and abilities, however.


Back to Main Page3.5e HomebrewClassesBase Classes