• Welcome to The Campaign Builder's Guild.
 

News:

We're back!

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Soup Nazi

#1
Quote from: Kap'n XeviatThe only thing I'm frustrated with is that this announcement has instantly killed my desire to write crunch. I'm going to see about shifting gears to writing up my world's class and race fluff, so I'm ready to convert, and do what I can writing history and other fluffy goodnesses in the mean time.

Otherwise, almost everything I've seen so far has me excited; especially Tome of Battle.

I'm totally with you on the crunch thing. I have literally like a hundred feats, 10 prestige classes, 25 fully stated affiliations (PHB II style), more than 50 alternate class features, and other crunchy bits for my homebrew...all for naught if I'm going to adopt a new edition of rules.

Yet, I'm still exited about 4E.

Anybody want some free 3.5 crunch?
#2
I'm pretty much only able to do PbP. Most of my online activities happen while I'm at work, and since I have an irregular schedule its very hard to plan around it. I might just have to play something other than a psionicist though (even though its my first choice), since I'd basically be doing it completely bind (without the books). A wizard on the other hand, I could play with my eyes shut, so perhaps that is the better choice from a practical standpoint.

If PbP is not your ideal choice, I can understand that. Consider me an alternate that will fill a gap if you can't get enough people to do IRC or AIM. I'd still be interested in hearing about the campaign though, whether I play or not.
#3
AC scales from 10 (the worst you can have) to -10 (the lowest you can have)

THAC0 (To hit armor class zero) is the number you need to hit AC 0. THAC0 begins at 20 for most classes and 19 for paladins, rangers, and fighters and drops lower as you gain levels; it's basically BAB in reverse.

The chart for THAC0 if you don't already have it memorized is on page 91 of the PHB. Saving throws are on page 101 (which I no longer have memorized).

C'mon people, no love for the old stuff?

EDIT: I got rid of my 2E books many moons ago, but I think I still have the rules down well enough to try this. Are 2E psionics in too?
#4
Meta (Archived) / Hmm...what do I do with this class?
August 16, 2007, 07:49:54 PM
QuoteI assume it is d6, like bard, but considering that this class has no means of dealing direct/high damage until very late (unlike the normal bard with his spells, or the warlock with his eldritch blast), a d8 wouldn't be too farfetched.
Oh sorry, I was distracted. I was thinking D6 hit die.

It does have some unlimited use abilities available at low levels that don't outright kill, but are none-the-less quite potent. Things like cause fear and lesser confusion at will. I'd go so far as to say this class is pretty darned powerful at low levels.
#5
Quote from: A Nominal Fee
Quote from: IshmaylI think you've come up with the new name of our new hosting section!
CBG-max. No nominal fee required.

Uh Oh! Where's that leave you?

#6
[blockquote=Some preview I dug up]An April release, Keep of the Shadowfell, will include a set of quickstart rules for 4E.[/blockquote]
Hey Ishy, looks like WotC is using your homebrew to launch 4E.
#7
Quote from: Stargate525Nothing good EVER came of the word 'experience'

That's how I gain levels.  !turtle
#8
Meta (Archived) / Hmm...what do I do with this class?
August 15, 2007, 06:57:14 PM
QuoteJust another thing I'd like to add. What happens if a non-humanoid character like a star elf or a tiefling reaches level 20 in this class?

IIRC from Savage Species, the outsider and undead types are already "the top of the food chain", so to speak, and can not be changed into other types. However, exactly this would happen with "fey apotheosis".

Perhaps you could sneak in a small sentence like "unless the character already has the fey, outsider, or undead type" just to eliminate any possible conflicts.

I stumbled upon this because for an upcoming FR campaign I'm seriously considering playing a star elf minstrel. (And yes, my DM-to-be also really likes the class! )

I already thought of that scenario. Take a second look at the wording of the apotheosis ability.

QuoteAt 20th level, the minstrel becomes a magical creature. She is forever more treated as a fey rather than as a humanoid (or whatever her creature [type] was prior to 20th level), for the purpose of spells and magical effects. Hence forth her lyric invocations are treated as supernatural abilities. They are no longer subject to spell resistance or being dispelled by dispel magic. Her lyric invocations also no longer provoke attacks of opportunity, and never require Concentration checks. The saving throw DC against these effects increases to 10 + ½ her class level + her Charisma modifier. In all other respects, her lyric invocations remain the same.

Your type doesn't actually change to fey. You remain whatever creature type you were prior to the apotheosis, but you are treated as though you were a fey for the purpose of spells and effects (like charm person, dominate person, and so forth).

The perfect self ability of the monk functions the same way actually. Monk's don't actually become outsiders, they are simply treated like them for the resolution of certain effects.

On an unrelated note, I try to pretend that Savage Species doesn't exist. It was one of those strange books that came along during the transition of 3.0 to 3.5 and it has some serious flaws as far as mechanics are concerned. Not that I have anything at all against those who like the book...it's just not my cup-o'-tea.

QuoteThis question is being posed mostly to Soup Nazi at the moment, but also can be directed towards anyone on the site who is good with crunch aspects and creating races and deities. I'm thinking it would be a neat idea to offer an "alternative classes" serial in the Guide. Something that basically replaces standard (core) classes with new, alternative classes, with good descriptions on how they can easily be fitted into other campaign settings. Perhaps we could even use CBG members' settings as the examples (such as, "Fitting the Alternative Bard into Jade Stage, Dystopia, Dilandri, etc" Maybe this Minstrel could be the first one?

I don't really have a problem with that. I say do with the minstrel as you will.

QuoteI've never been a big fan of the various "apotheosis" capstone abilities. Perhaps fey apotheosis should only change the creature types of humanoids and monstrous humanoids, leaving other, stranger creature types unchanged. (Consider: a fey warforged is both mechanically confusing and kinda silly.)

Luckily this doesn't actually change your creature type. Would it help if I called it "Touched by the Fey," or something else a little less misleading?

Perhaps turtle apotheosis,  ninja turtle apotheosis, or ninja turtle pirate dinosaur cowboy transformer apotheosis?

I hope I get enough time later to go back through this and make those changes and updates I had promised to make a couple days ago...work is not cutting me any slack today. Honestly, what is the world coming to, when you can't play with D&D mechanics on the clock?

#9
Meta (Archived) / Hmm...what do I do with this class?
August 13, 2007, 05:48:46 PM
QuoteActually, there is one little thing. This class is fey-heavy, but the lyric invocations progress least, lesser, greater, and then dark. It just seems, to me, that dark lyric invocations does not fit in with the style of the class.

Agreed completely.

QuoteSir Vorpal definitively has a point. Why not call them "sublime" instead of "dark".

Sublime would be great if not for the overlap with the disciplines of the sublime way. The name needs to something completely unique I think.

QuoteOr uber!

or wicked hawt! JK.

QuoteAs for the fey theme, why not allow more versatility: a member of the class chooses a heritage (celestial, draconic, fey, fiendish, or whatever) at 1st level. I can see the descendants of bronze dragons, harpies, lillends, satyrs, succubi and many other races all being musically inclined.

I don't really see a problem with that. It will make it harder to write thematic fluff though.
Sounds like a good idea for the "adaptation" section of the class description.

QuoteSome thoughts, more or less at random.

That's how this whole thing got started.  :)

QuoteThe use of lyric invocations instead of spells is pretty cool. But at top level they'll have 3/3/3/3 (least, lesser, greater, dark). I wonder if it might be cooler to let them have more of the least and fewer of the higher power ones, like 5/4/3/2 or something. Although there's going to be a tendency to replace lesser ones with greater ones, and use the freed up slot to pick up a different one. (E.g., add Lesser Hex, so Least Hex is obsolete. Drop it and pick up some other least invocation. Then, when you pick up greater Hex, you can drop Lesser Hex to improve one of your least invocations, and drop that to pick up a new least invocation.)

What about this seems problematic? I designed the lyric invocations specifically so people could do just that (drop lower level ones like Lesser Hex, for a different lesser lyric invocation, when you get a more powerful Hex).

As for the lyric invocation progression it matches up pretty much identically to a warlock's invocations, a paladins spells, and so on. Many classes end up with an even number of spells (and similar abilities) of different levels as they reach their maximum potential around 20th level. Up until 20th level, you will always have fewer high level abilities than lower level abilities.

I'll change it gladly, if you can better explain to me wherein lies the problem. I'm just not seeing it.

QuoteSense Magic as a second level at-will ability is campaign-changing. Everybody and their brother would be wanting a minstrel on staff purely for detect magic ability.

Warlocks get this ability too; paladins get detect evil at will. I understand that being able to detect magic whenever you want will have an obvious effect on the campaign, but we are talking about a 0-level spell. I don't see that much demand for paladins and warlocks for their  "at will detection abilities."

Do you really think an at will 0-level spell-like ability is that powerful? I could swap it with eyes of the fey (currently gained at 8th level) if its too good, but I'm not totally convinced that it is.

QuoteThe Fey Heritage thing, and everything that goes along with it, is kind of campaign-dependent. For example, in my campaign fey per se don't exist. Or in other campaigns the whole fey thing might be a little out of character. For me, that is the biggest down side. It might be interesting to develop variants that don't depend so heavily on that, for different campaign environments. The concept of lyric invocations is fairly distinct from the fey heritage concept.

I completely understand. A base class really should be flexible enough for use in multiple kinds of campaigns, but most of the more recent 20-level classes, have been niche classes (like the dragon shaman, shadowcaster, swordsage, and so on) and this would be a pain in the neck to do as a PrC.

Were I to cut the fey theme, this class would lack any theme at all, other than basic musical class which is kind of bland. Do you have any alternate kinds of fluffy themetics to propose. I'm all ears. I can see other people here actually using this before I would, so I've got no particular personal attachment the current theme.

QuoteTo get maximum value out of Deceive Item, a character would have to spend some skill point on UMD. Not sure if that is a good thing or not. It makes some sense, but thematically seems a little out of place.

Yeah, that's another class feature blatantly ripped from the warlock. Given that UMD is one of the most powerful and exclusive class skills in the game, many people maximize their ranks in it already. Unlike a warlock however, this class lacks a general combat ability (like eldritch blast) and since they only have a few directly offensive lyric invocations, Deceive Item can come in mighty handy with wands and staffs. Thematically it falls in line under the assumption that the class manipulates magic through unorthodox means, and that its magic is more innate than learned. Besides, who doesn't want a class that can pick up any item, and swing it around, chant various incantations, and cross their fingers until they figure out how to use it? that's some fun stuff right there.

I hope I'm not sounding too dismissive. I am completely open to alternate suggestions (I just want an actual alternative to replace any given class feature, since I currently have no dead levels at all, and that's kind of nice). Maybe we could have a vote on certain changes, yea or nay style?

I'm actually surprised that nobody has commented on the Unearthly Grace class feature, which in my mind was one of the most powerful class features in the whole package, or any of the lyric invocations, since some of them are quite powerful when you consider that you can use them at will. Though I did try to balance things by making it so that many cannot be used simultaneously, and the most powerful (like the melody of mindbending) require the use of fascinate first.

NEW IDEA: Lets start a list of class features (or other aspects) you guys would like removed, and suggestions for potential replacements. If anyone's intimidated by the crunchy stuff, just give a general idea, and I'll do my best to translate it into D&D tech. I'll happily sit down with this thing on Wednesday and tweak away.

-Peace-
#10
Meta (Archived) / Hmm...what do I do with this class?
August 13, 2007, 11:29:47 AM
Quote from: Ra-TielJust a quick idea as for the name of the class. How about "troubadour"?

I like that quite a bit. I think later on today, I'll go back through the first post and edit that in.

Good call.
#11
Meta (Archived) / Hmm...what do I do with this class?
August 13, 2007, 08:09:11 AM
Quote from: Sir VorpalHey, if you don't mind Soup Nazi, I would love to use this instead of the bard in my Derunas setting.

Go nuts my friend. I still feel like it needs some work, but if you're interested in actually using it, maybe you could help me fix it up.

The first thing I'd like to tackle are the names of the class features and the lyric invocations, and the general flavor text, but since you are more likely to use this class in your games than I am, what do you think needs the most attention?
#12
Meta (Archived) / Hmm...what do I do with this class?
August 12, 2007, 11:25:43 AM
QuoteIt's a pity bard is already used.

Still, it's an awesome class. I'd replace bard with it any day - it's so much... cooler.
with[/i] min/maxing they become incredible.

They don't work well in a 4 man party, because they fail to replace any single essential role, as well as the typical class that fills it.

B. I don't like bardic music that much (in its current form), and I think it should have much more diversity. I figured I could replace the spellcasting completely with new kinds of bardic music that have a wider range of applications.

C. I needed a general theme, and the first thing that came to mind was the pied piper, and various singing fey-like legends. I went with a general fey theme, since there isn't too much emphasis on them already in D&D.

D. Mix it all together with a little mechanical stuff drawn from a variety of sources (bards, PrCs, the warlock, etc), and this is what was spewed out.

QuoteThis works really well as a variant bard. One thing I'd do would be to tweak it to be a celestial based class, and focus on the fiendish aspect of the warlock, and they'd be the perfect antithesis of each other.

Use it in your games in place of the bards. If your world is a bit more high magic, it could spice things up well (you could also use warlocks in place of wizards, use dragonfire adepts instead of sorcerers, and make a celestial based version in place of clerics).
So, instead of being preached to by a high-holy cleric, your church is a musical[/quote]

Jesus Christ, Superstar?
#13
Meta (Archived) / Hmm...what do I do with this class?
August 11, 2007, 06:19:17 PM
Yeah. I kinda just threw it together on a whim, and never really put much thought into what I really wanted it to be. I figure it's fairly mechanically sound, but it needs some flavor, better names for class features, and some basic TLC.

If anyone has any suggestions, I'm totally open to them. Consider this a very rough draft.

EDIT: basically, what should I do to this to make it playable, fun, and flavorful.
#14
Meta (Archived) / Hmm...what do I do with this class?
August 11, 2007, 12:52:05 AM
So here's the deal. I just sort of brewed this up out of my behind, and I have no idea what to do with it. I guess you could call it an alternative take on the bard, or perhaps an alternative take on the warlock, or...I don't know. What do you guys think I should do with it?

THE MINSTREL

Alignment: any nonlawful

Starting Gold: 4d4 x 10 (100 gp)

Starting Age: as Sorcerer

Class Features

All the following are class features of the minstrel

Weapon and Armor Proficiencies: A minstrel is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Minstrels are proficient with light armor and shields (except tower shields).

Countersong (Su)
A minstrel with 3 or more ranks in a Perform skill can use her music or poetics at will to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, she makes a Perform check. Any creature within 30 feet of the minstrel (including the minstrel herself) that is affected by a sonic or language-dependent magical attack may use the minstrel'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 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 minstrel's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The minstrel may keep up the countersong for 10 rounds.

Fascinate (Su)
A minstrel with 3 or more ranks in a Perform skill can use her music or poetics at will to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the minstrel, and able to pay attention to her. The minstrel 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 she attains beyond 1st , the minstrel can target one additional creature with a single use of this ability.

To use the ability, a minstrel makes a Perform check. Her check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the minstrel 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 minstrel continues to play and concentrate (up to a maximum of 1 round per minstrel level).

While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the minstrel to make another Perform check also 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.

Just as for casting a spell with a verbal component, a deaf minstrel has a 20% chance to fail when attempting to use her fascinate ability.

Fey Heritage
A minstrel is reputedly touched by the fey, and as such she gains Fey Heritage (see page 43 of Complete Mage), as a bonus feat at 1st level. At every 4 levels gained thereafter (5th, 9th, 13th, and 17th), a minstrel gains a bonus heritage feat for which Fey Heritage is the prerequisite. She must still meet the prerequisites for these feats as normal.

Lore (Ex)
Minstrels are intimately familiar with fables, legends, myth, and obscure history, mostly learned from their travels, and the subject matter of their songs. As such they learn a little bit of everything, have a chance of knowing some relevant piece of information about almost anything.

Beginning at 2nd level, a minstrel may make a special 'Lore' check with a bonus equal to her class level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If a minstrel has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)

A successful Lore check will not reveal the powers of a magic item but may give a hint as to its general function. A minstrel may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Consult the following table for examples of the type of information that can be gleaned from a Lore check. The DM determines specifically what information is available with this check; some secrets are just not common knowledge and a Lore check (no matter the results) will not reveal them.

[table=Lore]
[tr][th]Lore DC[/th][th]Type of Knowledge[/th][/tr]
[tr][td]DC 10[/td][td]Common, known by at least a substantial minority of the local population.[/td][/tr]
[tr][td]DC 20[/td][td]Uncommon but available, known by only a few people, legends.[/td][/tr]
[tr][td]DC 25[/td][td]Obscure, known by few, hard to come by.[/td][/tr]
[tr][td]DC 30[/td][td]Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.[/td][/tr]
[/table]
Lyric Invocations
A minstrel does not prepare or cast spells as other wielders of arcane magic do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as lyric invocations that unlock magical effects through power of music. A minstrel can use any lyric invocation she knows at will, with the following qualifications:

Lyric invocations are spell-like abilities; using a lyric invocation is therefore a standard action that provokes attacks of opportunity. A lyric invocation can be disrupted, just as a spell can be ruined during casting. A minstrel is entitled to a Concentration check to successfully use an invocation if she is hit by an attack while performing a lyric invocation, just as a spellcaster would be. A minstrel can choose to use a lyric invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. Lyric invocations are subject to spell resistance unless a it's description specifically states otherwise. A minstrel's caster level with her invocations is equal to her minstrel level.
The save DC for a lyric invocation (if it allows a save) is 10 + equivalent spell level + the minstrel's Charisma modifier. Since spell-like abilities are not actually spells, a minstrel cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of lyric invocations, in order of their relative power, are least, lesser, greater, and dark. A minstrel begins with knowledge of one lyric invocation, which must be of the lowest grade (least). As a minstrel gains levels, she learns new lyric invocations, as indicated on the table below.

At any level when a new lyric invocation is learned, she can also replace a lyric invocation she already knows with another lyric invocation of the same or a lower grade. At 6th level, a minstrel can replace a least lyric invocation she knows with a different least lyric invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a minstrel can replace a least or lesser lyric invocation she knows with another lyric invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a minstrel can replace a least, lesser, or greater lyric invocation she knows with another lyric invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).

Lyric invocations by their very nature require song, music, or poetics to use. Effects that prevent a minstrel from producing song, music, or poetics (such as a silence spell) also prevent the use of lyric invocations. Additionally, each lyric invocation has a prerequisite number of ranks in the Perform skill in order to learn it. Least lyric invocations require 3 ranks in Perform, lesser lyric invocations require 8 ranks in Perform, greater lyric invocations require 13 ranks in Perform, and dark lyric invocations require 18 ranks in Perform. Typically minstrels use Perform (sing) to unlock the powers of the lyric invocation, though any type of musical instrument or oratory poetics also function equally well.

Lyric invocations come in three varieties: chords, enchantments, and songs. Descriptions of the differences between these effects are as follows:

Chords: A chord requires only a single standard action to invoke; typically these lyric invocations have an instantaneous effect. Just as for casting a spell with a verbal component, a deaf minstrel has a 20% chance to fail when attempting to use a lyric invocation chord.

Enchantments: An enchantment can only be used against subjects affected by the minstrel's fascinate ability. Using these lyric invocations does not break the minstrel's concentration on the fascinate effect, nor does the use of one of these lyric invocation enchantments allow a second saving throw against the fascinate effect. A successful saving throw against a lyric invocation enchantment breaks the fascinate effect for that target. Just as for casting a spell with a verbal component, a deaf minstrel has a 20% chance to fail when attempting to use a lyric invocation enchantment.

Songs: A song requires a single standard action to begin, and its effects last for only as long as the minstrel continues to sing, and for 3 rounds thereafter. While singing, a minstrel cannot speak, use her fascinate ability, activate magic items by spell completion (such as scrolls), spell-trigger (such as wands), or command word, cast spells, or begin other lyric invocations. Just as for casting a spell with a verbal component, a deaf minstrel has a 20% chance to fail when attempting to use a lyric invocation song.

Sense Magic(Sp)
Starting at 2nd level, a minstrel can instinctively sense the presence of magic auras. She has the ability to use detect magic as a spell-like ability at will. Her caster level is equal to her class level.

Damage Reduction (Ex)
Because a minstrel is reputedly touched by the fey, beginning at 3rd level, she gains damage reduction 1/cold iron. At 7th level and every four levels gained thereafter (11th, 15th, and 19th), a minstrel's damage reduction improves by 1.

Deceive Item (Ex)
At 4th level and higher, a minstrel has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a minstrel can take 10 even if distracted or threatened.

Eyes of the Fey (Ex)
Starting at 8th level, a minstrel's vision begins to become more acute as she unlocks more power from her personal connection to the fey. She gains low-light vision. If the minstrel already has low-light vision, she now sees four times as well as a normal human in shadowy illumination and twice as well in normal light.

Unearthly Grace (Su)
Beginning at 10th level, a minstrel adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Imbue Item (Su)
A minstrel of 12th level or higher can use her supernatural power to create magic items, even if she does not know the spells required to make an item (although she must know the appropriate item creation feat). She can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or druid spells, 25 + spell level for all other divine spells) in place of a required spell she doesn't know or can't cast.

If the check succeeds, the minstrel can create the item as if she had cast the required spell. If it fails, she cannot complete the item. She does not expend the XP or gp costs for making the item; her progress is simply arrested. She cannot retry this Use Magic Device check for that spell until she gains a new level.

Spell Resistance (Ex)
Beginning at 14th level, a minstrel's connection to the fey grows even stronger and she gains spell resistance equal to 10 + her class level.

Timeless Body (Ex)
Beginning at 18th level, the power of the lyric minstrel's fey connection infuses her with eternal vigor. She no longer ages (see page 37 of the Player's Handbook).

Fey Apotheosis
At 20th level, the minstrel becomes a magical creature. She is forever more treated as a fey rather than as a humanoid (or whatever her creature was prior to 20th level), for the purpose of spells and magical effects. Hence forth her lyric invocations are treated as supernatural abilities. They are no longer subject to spell resistance or being dispelled by dispel magic. Her lyric invocations also no longer provoke attacks of opportunity, and never require Concentration checks. The saving throw DC against these effects increases to 10 + ½ her class level + her Charisma modifier. In all other respects, her lyric invocations remain the same.

If the minstrel had feats or special abilities that pertained to her lyric invocations when they were spell-like abilities (such as the Quicken Spell-Like Ability feat) they continue to function on her lyric invocations despite the fact that for other purposes these abilities are now treated as supernatural abilities.

[class=Minstrel]
[bab=cleric]
[ref=good]
[will=good]
[special=Special]
[1]Countersong, Fascinate, Fey Heritage, Lore, Invocations (least)[/1]
[2]Sense Magic[/2]
[3]DR 1/cold iron[/3]
[4]Deceive Item[/4]
[5]Bonus Fey Heritage Feat[/5]
[6]Lyric Invocations (lesser)[/6]
[7]DR 2/cold iron[/7]
[8]Eyes of the Fey[/8]
[9]Bonus Fey Heritage Feat[/9]
[10]Unearthly Grace[/10]
[11]DR 3/cold iron, Lyric Invocations (greater)[/11]
[12]Imbue Item[/12]
[13]Bonus Fey Heritage Feat[/13]
[14]Spell Resistance[/14]
[15]DR 4/cold iron[/15]
[16]Lyric Invocations (dark)[/16]
[17]Bonus Fey Heritage Feat[/17]
[18]Timeless Body[/18]
[19]DR 5/cold iron [/19]
[20]Fey Apotheosis[/20]
[/special]
[special=Invocations Known]
[1]1[/1]
[2]2[/2]
[3]2[/3]
[4]3[/4]
[5]3[/5]
[6]4[/6]
[7]4[/7]
[8]5[/8]
[9]5[/9]
[10]6[/10]
[11]7[/11]
[12]7[/12]
[13]8[/13]
[14]8[/14]
[15]9[/15]
[16]10[/16]
[17]10[/17]
[18]11[/18]
[19]11[/19]
[20]12[/20]
[/special]
[/class]
Class Skills (6+Intelligence modifier per level, x4 at 1st level): Appraise, Balance, Bluff, Concentration, Craft, Diplomacy, Decipher Script, Disguise, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spot, Spellcraft, Survival, Swim, Tumble, and Use Magic Device.

LYRIC INVOCATIONS

ARIA OF CONFUSION
Greater; 5th; Enchantment

    You can confuse (as per the confusion spell) the minds of each creature that you have fascinated. A Will save negates the effect. A confusing melody is an enchantment (compulsion), mind-affecting effect.

ARIA OF ENTANGLEMENT
Lesser; 3rd; Song

    This lyric invocation functions as per the entangle spell, except that its effects last only as long as the minstrel sings, and for 3 rounds thereafter.

ARIA OF REVERBERATION
Least; 2nd; Chord

    You utter a single reverberating chord, affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute. This is a sonic effect.

CHANT OF FURY
Greater; 5th; Song

    You can use this lyric invocation song to turn your allies (including yourself) into furious berserkers. To be affected, an ally must be able to hear you sing. The effect lasts as long as you concentrate on the effect and for 3 rounds thereafter.
    Each ally affected by this lyric invocation song can choose to enter a rage on their turn. This functions identically to a barbarian's rage, except that it ends automatically when the effects of this lyric invocation song end. If the ally already has the ability to rage, they can choose to apply the full effect of their own rage, without spending one of their daily uses of rage. The chant of fury is a mind-affecting effect.

CHANT OF RENEWAL
Least; 1st; Song

    You can use this lyric invocation song to bolster your allies (including yourself) against the effects of combat fatigue and injuries. To be affected, an ally must be able to hear you sing. The effect lasts as long as you concentrate on the effect and for 3 rounds thereafter.
Each ally affected by this lyric invocation song gains fast healing 1 so long as their current hit points are less than half their total hit points. Once their current hit points reach ½ their total hit points, this lyric invocation song ceases to renew the ally, until their current hit points once again drop below half their total hit points. At 5th level, and every four minstrel levels thereafter, this healing increases by 1 (fast healing 2 at 5th, fast healing 3 at 9th, fast healing 4 at 13th, and fast healing 5 at 17th). Chant of renewal is a mind-affecting effect.

CHANT OF STAMINA
Least; 1st; Song

    You can use this lyric invocation song to inspire toughness in your allies (including yourself), bolstering their resilience. To be affected, an ally must be able to hear you sing. The effect lasts for as long as you concentrate on the effect and for 3 rounds thereafter.
You grant creatures so inspired 2 temporary hit points per caster level, and the benefits of the Diehard feat. This is a mind-affecting effect.

CORD OF CHARMING
Lesser; 4th; Chord

    You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly come to regard you as its comrade. Other than these differences, this ability works as the charm monster spell. You can never have more than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature. This is an enchantment (charm), mind-affecting, language dependant effect

CHORD OF CONFUSION
Least; 2nd; Chord

    This lyric invocation chord functions as per the lesser confusion spell. The chord of confusion is an enchantment (compulsion), mind-affecting effect.

CHORD OF CURSE-BREAKING
Lesser; 4th; Chord

    This lyric invocation chord functions as per the remove curse spell, except that it affects a single ally within 60 feet. You cannot use this lyric invocation chord on yourself.

CHORD OF FREEDOM
Greater; 6th; Chord

    This lyric invocation chord functions as per the break enchantment spell, except that it affects a single ally within 60 feet. You cannot use this lyric invocation chord on yourself.

CHORD OF SHATTERING SILENCE
Least; 2nd; Chord

    This lyric invocation chord, which begins as an inaudible whisper, builds to a deafening crescendo, immediately dismissing all silence effects (and the deafened condition affecting all creatures, including yourself) within a 30-foot-radius burst centered on you. This lyric invocation chord is unique in that it function in an area of silence, and with 100% chance of success even when you have been deafened. This lyric invocation is a sonic effect.

CHORD OF TERROR
Least; 2nd; Chord

    This lyric invocation chord functions as per the cause fear spell The chord of terror is an enchantment (compulsion), mind-affecting effect.

CHORD OF VIGOR
Least; 2nd; Chord

    This lyric invocation chord grants a single ally (including yourself) within 60 feet, the benefits of fast healing 1, for a number of rounds equal to your caster level. However, this invocation only affects creatures with less than half their total hit points. Once a creature is restored to their ½ their total hit points, this lyric invocation chord ceases to benefit the target.

CHORD OF UNMAKING
Lesser; 4th; Chord

    This lyric invocation chord inflicts 1d6 points of damage per caster level (maximum 10d6) to all constructs in a 30-foot-burst centered on you. There is no saving throw against this effect. This is considered a sonic effect.

HEX, DARK
Dark; 8th; Chord

    The target of this curse must be within 60 ft. The subject of this lyric invocation suffers a -8 penalty to attack rolls, saves, ability checks, skill checks, and damage rolls for 24 hours. A successful Will save negates the effect. Dark hex is an is an enchantment (compulsion), evil, mind-affecting effect.

HEX, GREATER
Greater; 6th; Chord

    The target of this curse must be within 60 ft. The subject of this lyric invocation suffers a -6 penalty to attack rolls, saves, ability checks, skill checks, and damage rolls for 24 hours. A successful Will save negates the effect. Greater hex is an is an enchantment (compulsion), evil, mind-affecting effect.

HEX, LEAST
Least; 2nd; Chord

    The target of this curse must be within 60 ft. The subject of this lyric invocation suffers a -2 penalty to attack rolls, saves, ability checks, skill checks, and damage rolls for 24 hours. A successful Will save negates the effect. Least hex is an is an enchantment (compulsion), evil, mind-affecting effect.

HEX, LESSER
Lesser; 4th; Chord

    The target of this curse must be within 60 ft. The subject of this lyric invocation suffers a -4 penalty to attack rolls, saves, ability checks, skill checks, and damage rolls for 24 hours. A successful Will save negates the effect. Lesser hex is an is an enchantment (compulsion), evil, mind-affecting effect.

INSPIRE COMPETENCE
Least; 1st; Song

    You can use this lyric invocation song to help inspire your allies (including yourself) to succeed at a particular task. To be affected, an ally must be able to hear you sing. The effect lasts as long as you concentrate on the effect and for 3 rounds thereafter.
An affected ally receives a +2 competence bonus on skill checks with a particular skill of your choice. At 5th level, and every four caster levels thereafter, this bonus increases by 2 (+4 at 5th, +6 at 9th, +8 at 13th, and +10 at 17th). Inspire competence is a mind-affecting effect.

INSPIRE COURAGE
Least; 1st; Song

    You can use this lyric invocation song to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear you sing. The effect lasts for as long as you concentrate on the effect and for 3 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 four caster levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 9th, +4 at 13th, and +5 at 17th). Inspire courage is a mind-affecting effect.

INSPIRE GREATNESS
Dark; 7th; Song

    You can use this lyric invocation song to inspire greatness in all willing allies (including yourself), granting them extra fighting capability. To be affected, an ally must be able to hear you sing. The effect lasts for as long as you concentrate on the effect and for 3 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 +2 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 effect.

INSPIRE LEGION
Dark; 7th; Song

    You can use this lyric invocation song to unite your allies (including yourself), and increase their fighting skill. To be affected, an ally must be able to hear you sing. The effect lasts for as long as you concentrate on the effect and for 3 rounds thereafter.
    You grant creatures so inspired a base attack bonus equal to your caster level (if it would otherwise be higher than their normal base attack bonus), a +6 enhancement bonus to their Strength score, and damage reduction 6/-. Inspire legion is a mind-affecting effect.

INSPIRE SPELLPOWER
Least; 1st; Song

    You can use this lyric invocation song to inspire an ally (including yourself), bolstering their magical power. At 5th level, and at every four caster levels thereafter (two at 5th, three at 9th, four at 13th, and five at 17th) you may affect one additional ally. To be affected, an ally must be able to hear you sing. The effect lasts for as long as you concentrate on the effect and for 3 rounds thereafter.
    An affected ally receives a +1 morale bonus to their caster level. At 5th level, and every four minstrel levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 9th, +4 at 13th, and +5 at 17th). Song of spellpower is a mind-affecting effect.

MELODY OF MINDBENDING
Greater; 5th; Enchantment

    You can dominate (as per the dominate person spell) the mind of a single creature that you have  fascinated. A Will save negates the effect. A melody of mindbending  is an enchantment (compulsion), mind-affecting, language dependant effect.

MELODY OF SUBLIMINAL MESSAGES
Lesser; 3rd; Enchantment

    You can make a suggestion (as the spell) to a creature that you have fascinated, except that the suggestion is imbedded subliminally within your music, and you need not share a common language with the target. A Will saving throw negates the effect. This ability affects only a single creature. Subliminal message is an enchantment (compulsion), mind-affecting effect.

MELODY OF SUBLIMINAL MESSAGES, MASS
Dark; 7th; Enchantment

    This lyric invocation song functions like the subliminal message invocation, except that you may affect any number of targets that you have already fascinated. Mass subliminal message is an enchantment (compulsion), mind-affecting effect.

NOTE OF DIMENSION BENDING
Lesser; 4th; Chord

    This lyric invocation chord bends the fabric of space and time, instantaneously teleporting you 25 ft. + 5 ft. / 2 levels to any destination within your line of sight.

NOTE OF DISPELLING, LESSER
Lesser; 4th; Chord

    This lyric invocation chord instantaneously dispels magical effects (as per the dispel magic spell).

NOTE OF DISPELLING, GREATER
Greater; 6th; Chord

    This lyric invocation chord instantaneously dispels magical effects (as per the greater dispel magic spell).

NOTE OF SOLITUDE
Greater; 6th; Chord

    This lyric invocation chord instantaneously banishes an extraplanar creature back to the plane from whence it came. A Will saving throw negates the effect.  

OBERON'S ENCHANTING LULLABY
Lesser; 3rd; Enchantment

    You can lull creatures into a deep sleep (as per the sleep spell) that you have fascinated. A Will saving throw negates the effect. Unlike the sleep spell, this ability affects any number of creatures with 4 HD or less that you have fascinated. This lyric invocation is an enchantment (compulsion), mind-affecting effect.

OBERON'S IRRESISTIBLE LULLABY
Greater; 5th; Enchantment

    You can lull creatures into a deep sleep (as per the deep slumber spell) that you have fascinated. A Will saving throw negates the effect. Unlike the deep slumber spell, this ability affects any number of creatures with 8 HD or less that you have fascinated. This lyric invocation is an enchantment (compulsion), mind-affecting effect.

OBERON'S  ENDLESS SLUMBER
Dark; 7th; Enchantment

    You can lull creatures into an endless, deep sleep (as per the endless slumber spell, CM 103) that you have fascinated. A Will saving throw negates the effect. Unlike the endless slumber spell, this ability affects any number of creatures of any number of HD that you have fascinated. This lyric invocation is an enchantment (compulsion), mind-affecting effect.

SONG OF DISCORD
Greater; 5th; Song

    You can use this lyric invocation song to inspire your enemies to attack one another (as per the song of discord spell). The effect lasts as long as you concentrate on the effect and for 3 rounds thereafter. The song of discord is an enchantment (compulsion), mind-affecting, sonic effect.

SONG OF DISRUPTION
Greater; 5th; Song

    You can use this lyric invocation song to disrupt the concentration of enemy spellcasters. To be affected, an enemy spellcaster must be able to hear you sing. The effect lasts as long as you concentrate on the effect and for 3 rounds thereafter.
    Each enemy affected by this lyric invocation song, that attempts to cast a spell while so affected, must first succeed on a Concentration check opposed by your Perform check. On a successful check by the enemy spellcaster their spell functions as normal, but on a failed check the enemy spellcaster's concentration is broken, and their spell is lost. Song of disruption is a mind-affecting effect.

SONG OF REVEALING
Greater; 5th; Song

    You can use this lyric invocation song to reveal things as they actually are to all willing allies (including yourself). To be affected, an ally must be able to hear you sing. The effect lasts for as long as you concentrate on the effect and for 3 rounds thereafter.
An ally so affected gains the effects of true seeing (as per the spell) for the duration of this lyric invocation song.

SONG OF TERROR
Greater; 5th; Song

    You can use this lyric invocation song to cause uneasiness, fear, or even terror in your enemies. To be affected, an enemy must be able to hear you sing. The effect lasts as long as you concentrate on the effect and for 3 rounds thereafter.
    Each enemy affected by this lyric invocation song, receives a Will saving throw to negate the effect. On a failed saving throw, however, your enemy suffers a fear effect, the severity of which is based upon the difference between your foes' hit dice and your caster level (as indicated on the table below). This lyric invocation is a fear and mind-affecting effect.

[table=]
[tr][th]Hit Die Difference[/th][th]Effect[/th][/tr]
[tr][td]+6 or more[/td][td]Cowering (frozen in fear, may take no actions, -2 to AC, lose Dexterity bonus to AC)[/td][/tr]
[tr][td]+1 to +5[/td][td]Panicked (drop everything held, flee along a random path, may take no actions except movement, -2 penalty to attack rolls, saves, ability checks, and skill checks, cower if cornered[/td][/tr]
[tr][td]+0[/td][td]Frightened (flee if possible, -2 penalty to attack rolls, saves, ability checks, and skill checks, may fight back if cornered)[/td][/tr]
[tr][td]-1 to -5[/td][td]Shaken (-2 penalty to attack rolls, saves, ability checks, and skill checks)[/td][/tr]
[tr][td]-6 or less[/td][td]No affect[/td][/tr]
[/table]
SONIC CHORD, DARK
Dark; 8th; Chord

    This lyric invocation functions as per the greater shout spell. Dark sonic chord is a sonic effect.

SONIC CHORD, LESSER
Lesser; 4th; Chord

   This lyric invocation functions as per the shout spell. Lesser sonic chord is a sonic effect.

WHISPERS OF THE FOREST
Lesser; 4th; Chord

    With but a simple whisper you commune with nature itself (as per the commune with nature spell). Whispers of the forest is a divination, air effect.

WHISPERS OF THE GALE
Lesser; 4th; Chord

    With but a simple whisper you billow forth powerful winds. This lyric invocation functions as per the gust of wind spell. Whispers of the gale is an air effect.

WHISPERS OF THE WIND SPIRIT
Least; 2nd; Chord

    With but a simple whisper, the wind spirits carry your voice to distant people and distant places. This lyric invocation functions as per the whispering wind spell. Whispers of the wind spirit is an air effect.
#15
Meta (Archived) / A Good Way to Simplify Play?
August 03, 2007, 07:50:37 PM
How long has it been since I posted here? Too long I suppose. Hi Eric, what's happening?

QuoteA d20 System question for the CBG at large: If your goal was to simplify the rules and speed up play, would it be reasonable to round all DCs to multiples of 5? What about multiples of 10? Or would the system lose too much if DCs couldn't be modified in 1 or 2 point increments?

I don't think rounding all the DCs to increments of 5 would bad at all. Heck, as a DM that's precisely what I already do almost 99% of the time. I simply can't be bothered by looking up the various modifiers during actual game play so I use this general guideline from the PHB:

05 = Easy
10 = Average
15 = Tough
20 = Challenging
25 = Formidable
30 = Heroic
40 = Nearly Impossible

Does anyone actually use all various conditional modifiers in the PHB verbatim at their gaming table? I suppose if I had my laptop open to a hyperlinked SRD at the gaming table I could, but usually I'm using that for my DM notes and the adventure session I have prepped for the evening.

A revision of the skill system to make all the modifiers fall into increments of 5 would be a godsend (for me at least). The I wouldn't have to second guess myself when I make the DC too low or too high (I tend to do that more than I'd like to admit).

Are you actually working on something like this? Because if you are, please post it. I'd be more than willing to playtest it at my gaming table.

-Peace Out-

Nasty Nate