Rockstar
The Rockstar
This is a modified version of The Rockstar class published by Gonzo.
Message: Joy/Happiness/Hope is changed to a Sanctuary effect.
Rock-Out and Solo can now scale off Charisma or Dexterity (higher) to reduce ability score dependency.
Rock-out: Affects a scaling maximum number of closest enemies within 30 ft. The maximum number limit is lifted at 15th level.
The scaling of Idol (EX) is smoothed out slightly.
Performance Persona duration increased by +1. The initial base Fort DC to maintain Performance Persona has been increased but scales as fast as the base Fort save — leveling no longer makes it more difficult to maintain.
Songs: Attacks can now be verses, and instrumentals are exclusively solo. (Limitations may be affected by stylistic choices or other effects). Songs effects are changed; see the feature for details.
A plethora of Stylistic Choices have been added. Rockstars can now pick twice as many stylistic choices, but 2 of which are now only available while in his persona.
Pump Up The Volume and Certified Platinum have been removed. Power budget shifted to songs and Stylistic Choices instead.
Sonic Symphony comes in earlier at 17th level to fill the gap of the removed features above. Once per round at 17th level, the once per round limitation is lifted at 19th level.
Class Features Marked with an § are unchanged from the Gonzo version.
§ Hit Dice: d10.
§ Role: The rockstar is always center stage. He is the headliner, not some lame opening act, and fights on the front line. While he is primarily skilled at melee combat, he can also create damaging solos and rock-outs that cause sonic damage in a large radius.
§ Alignment: Any chaotic
§ Starting Wealth: 5d6 × 10 gp (average 175 gp.). In addition, each character begins play with an outfit worth 10 gp or less and an instrument (not instrument weapon) of his choice.
§ Class Skills: The rockstar’s class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Disguise (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), and Sense Motive (Wis).
§ Skill Ranks per Level: 2 + Int modifier.
Class Features
Table: The Rockstar
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | 1 | 0 | 0 | 2 | Genre, instruments, message, rock-out (1d6) |
| 2nd | 2 | 0 | 0 | 3 | Idol, sonic shield |
| 3rd | 3 | 1 | 1 | 3 | Solo (1d8), songs |
| 4th | 4 | 1 | 1 | 4 | Performance persona (1/day), 2 stylistic choices |
| 5th | 5 | 1 | 1 | 4 | Accompaniment, message |
| 6th | 6/1 | 2 | 2 | 5 | Art of rock +1, stylistic choice |
| 7th | 7/2 | 2 | 2 | 5 | Power solo |
| 8th | 8/3 | 2 | 2 | 6 | Performance persona (2/day), stylistic choice |
| 9th | 9/4 | 3 | 3 | 6 | Shred |
| 10th | 10/5 | 3 | 3 | 7 | Art of rock +2, stylistic choice |
| 11th | 11/6/1 | 3 | 3 | 7 | Can’t stop the music |
| 12th | 12/7/2 | 4 | 4 | 8 | Performance persona (3/day), stylistic choice |
| 13th | 13/8/3 | 4 | 4 | 8 | Pump up the volume (rock-out) |
| 14th | 14/9/4 | 4 | 4 | 9 | Art of rock +3, stylistic choice |
| 15th | 15/10/5 | 5 | 5 | 9 | Rock-out no target limit |
| 16th | 16/11/6/1 | 5 | 5 | 10 | Performance persona (4/day), stylistic choice |
| 17th | 17/12/7/2 | 5 | 5 | 10 | Sonic symphony 1/round |
| 18th | 18/13/8/3 | 6 | 6 | 11 | Art of rock +4, stylistic choice |
| 19th | 19/14/9/4 | 6 | 6 | 11 | Sonic symphony unlimited |
| 20th | 20/15/10/5 | 6 | 6 | 12 | Performance persona (5/day), stylistic choice, the show must go on |
§ Weapon and Armor Proficiencies
The rockstar is proficient with all simple weapons and all instruments, as well as light armor but not shields.
§ Instruments (Ex)
Thanks to the special training the rockstar has, he may treat an instrument as a martial weapon, rather than an exotic weapon, with the following profile:
Table: Instruments
| Weapon | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Damage Type | Special | Weapon Type |
|---|---|---|---|---|---|---|---|---|---|
| Drumstick, pair* | 56 gp | 1d2 | 1d4 | 19-20 x2 | - | 1 lb. | P | Instrument | Light |
| Guitar (“The Axe”) | 10 gp | 1d6 | 1d8 | 19-20 x2 | - | 7 lbs. | B or S | Instrument | 2 Hands |
| Keytar | 25 gp | 1d6 | 1d8 | 19-20 x2 | - | 7 lbs. | S | Instrument | 2 Hands |
| Mic & Cord | 50 gp | 1d4 | 1d6 | x2 | - | 3 lbs. | B | Instrument, reach, trip, grapple | 2 Hands |
| Saxophone | 20 gp | 1d8 | 1d10 | x2 | - | 6** lbs. | B | Instrument | 1 Hand |
| Violin Bow | 15 gp | 1d4 | 1d6 | 19-20 x2 | - | 1 lbs. | P or S | Instrument | 1 Hand |
| Shield | Cost | Shield Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Weight | Special |
|---|---|---|---|---|---|---|---|
| Violin | 15 gp | 1 | - | -1 | 5% | 5 lbs. | Instrument |
*These two drumsticks are spike tipped. When used as a pair, the penalty for dual wielding them is reduced by -2 (minimum 0). A wearable drum is provided with this to allow for use with the rockstar class features.
**This is an average. Alto can weigh 3-4; tenor can weigh as much as 8; and a bari can weight up to 15.
Message
Everyone has a message they want people to heed. Some have shallow messages, like the pop star who encourages everyone to party or the rapper who tells people to objectify women and glamorize violence. Others have deeper messages, like a glam rockstar bringing attention to the struggle of his generation or an Irish singer-songwriter who shines light on the history of her people though tragic folk ballads. When the rockstar rocks out or does a solo, it projects his thoughts and emotions into the minds of creatures affected by the rockstar’s rock-out and solo class feature.
At 1st level, this effect is purely superficial. At 5th level, the message causes a creature, the first time in a 24 hour period that takes damage from a rock-out or solo attack, to make a Will save (DC 10 + 1/2 rockstar level + Charisma modifier) or be overcome with the emotions of the message.
At 1st level, the rockstar should select the most fitting emotion that ties with his message. Once the choice is made, it applies to all rock-out and solo attacks and cannot be changed. He must choose the following list of emotions:
- Joy/Happiness/Hope: The creature cannot attack the Rockstar for 1 round, even with a targeted spell, as if the Rockstar was affected by Sanctuary. If the Rockstar attacks a creature affected in this way, the benefits of this effect are lost for that creature only.
- Sorrow/Sadness/Bitterness: The creature takes -4 penalty on Will saves for the next 1d4 rounds.
- Intimidation/Anger/Rage: The creature is shaken for 1d4 rounds.
The effects of Message trigger before songs or stylistic choices, except for Joy/Happiness/Hope, which always triggers after.
§ Genre (Ex)
Every musician has a specialty that he is passionate about. This becomes the rockstar’s genre. The rockstar must pick or develop a rock genre at 1st level. Depending on what genre a rockstar chooses, he can use his Perform skill in place of a single other skill. While it is up to the player to select his genre and the associated skill (For example: the death metal genre and the Intimidate skill) there are a few guidelines. The skill must be a rockstar class skill, cannot be Knowledge (local), and the player must be able to rationalize his choice to his GM. The possibilities are endless, so long as the genre has heart and is in tune with the rockstar’s message. Some examples include glam rock, folk rock, pop rock, blues rock, British rock, arena rock, punk rock, death metal, hard rock, alternative rock, etc. The rockstar can even develop his own rock genre that is tailored to the campaign setting or his race. Some examples might include Elven soul funk or Gnomish polka metal, psychedelic gargoyle pop, Dwarven axe ska, and even Halfling battle ballards.
Rock-Out (Su)
At 1st level, the rockstar can rock-out on his instrument as a standard action to deal sonic damage to enemies around him. This deals 1d6 sonic damage + 1/2 rockstar level, within a 30 ft. range. But it only affects the 2 closest enemies plus 1 per 3 Rockstar levels. If enemies are equidistant, roll randomly to determine which are affected.
Using rock-out does not provoke an attack of opportunity. Creatures take half damage if they succeed a Reflex save at DC 10 + 1/2 rockstar level + Dexterity or Charisma modifier (selecting the higher modifier).
At 15th level, rock-out hits all enemies within its range.
Idol (Ex)
By 2nd level, the fame and fortune of the rockstar is on the rise. When he saunters around town, his talent preceeds him. If he makes a Perform check (DC 15), the rockstar gains a bonus on Charisma based skill checks when interacting with people he meets who hear him and are aware of his fame. This circumstance bonus to the skill check equals 1/2 the rockstar’s level.
The chance of someone knowing the rockstar is 20% per 4 rockstar levels (minimum 10%). Being recognized has its drawbacks, particularly if the rockstar is infamous. Checks by anyone made to identify the rockstar with Knowledge (local) gains a +4 bonus.
§ Sonic Shield (Su)
When an opponent targets the rockstar of at least 2nd level with a melee or ranged attack, the rockstar can spend an immediate action to make a Perform check. The rockstar can use the result as his AC or touch AC against the targeted attack. The rockstar must be aware of the attack and not flat-footed. The rockstar must be wielding an instrument to perform this ability.
§ Solo (Su)
At 3rd level, the rockstar can perform a wicked solo on his instrument as a full-round action to deal sonic damage to all enemies around him. This deals 1d8 sonic damage + 1/2 rockstar level to all enemies within 30 feet. Performing a solo does not provoke an attack of opportunity. Creatures take half damage if they succeed a Reflex save at DC 10 + 1/2 rockstar level + Dexterity or Charisma modifier (selecting the higher modifier).
Songs (Su)
At 3rd level, the rockstar can string combinations of rock-out and solo attacks together to make a song. When the rockstar of 3rd level or above makes an attack (from standard attack actions, attacks of opportunity, or attacks as part of a full-attack action), rock-out, or solo, he must describe the lyrical accompaniment he will provide in one of 3 ways: as a chorus, a verse, or an instrumental (where he lets his instrument do the talking).
- Chorus: The centers of the song. (Rock-out only)
- Verse: The varying parts of the song. (Rock-out or Attack)
- Instrumental: A part of the song without vocals. (Solo only)
Depending on what the rockstar used during his previous attack, rock-out, or solo attack (during the same combat), he gains a bonus effect on the next attack, rock-out or solo. Songs effects take place before stylistic choices effects unless different a timing is specified.
-
Chorus-to-Verse: If this is an attack that hits, treat the target as affected by stylistic choices of his chorus-to-verse rock-out and its minimum damage, no save. If this is a rock-out, the rockstar designates a creature within range to roll twice on its reflex save to determine how it is affected, taking the worse result.
-
Chorus-to-Instrumental: The range of this and all other solos and rock-outs until the end of the rockstar’s next turn is increased by 5 feet, plus another 5 feet per rockstar level.
-
Verse-to-Chorus: 1d4 allies in range, designated by the rockstar, can move 5 ft. immediately after the chorus and its other effects. This movement does not provoke. 6th level and every 3 levels thereafter, the dice size of this ability increases by one step.
-
Verse-to-Instrumental: The rockstar’s turn ends. But he can spend a swift or move action to rock-out until the end of his next turn. This effect wears off once used.
-
Instrumental-to-Chorus: A single creature within range, as defined by the rockstar, is subject to an awesome blow or bull rush attempt by the rockstar. The creature may be of any size.
-
Instrumental-to-Verse: The rockstar designates a target damaged by the verse. It must move toward the rockstar on its turn as best it can. A successful will save at DC 10 + rockstar’s level + rockstar’s charisma modifier negates this effect. This is a mind-affecting compulsion effect.
§ Performance Persona (Su)
At 4th level, the rockstar is able to solidify a persona, related to his music, who is larger than life. This alternate persona is a form he can adopt at a standard action and dismiss just as quickly. While in his performance persona, he gains a morale bonus on all Perform checks equal to 1/2 his rockstar level. This persona is generally represented by an alternate style of voice, lavish or even flamboyant attire (which changes as part of the transformation), and even drastic personality changes. These physical changes are superficial and do not provide any mechanical benefit. Some kind of superficial transitory effect generally accompanies the transformation (a bolt of lighting, a brilliant light with a guitar riff, etc.).
The rockstar can remain in his rockstar persona for as long as he wishes; however, after a number of rounds equal to 1 + his Charisma modifier of being in his persona, he must make a Fortitude save (DC 15 + 1/3 Rockstar Level) or be forced to revert to his normal form. Every time he makes a successful Fortitude save, the DC increases by +2. The rockstar may only transform once per day at 4th level. At 8th level and every 4 levels thereafter, he gains one additional use per day.
§ Art of Rock
Starting at 6th level, the rockstar selects a single weapon type with the instrument special feature. Whenever he attacks with a weapon from his chosen type, he gains a +1 bonus on attack and damage rolls. Every 4 levels thereafter (10th, 14th, and 18th), the bonus increase by +1 to a maximum of +4 at 18th level.
Power Solo (Su)
At 7th level, when the rockstar performs a solo, it becomes so powerful that it can shatter stone and break hearts. The damage for the solo class feature is increased to 2d6 rather than 1d8.
At 13th level, this increases again to 3d6.
§ Shred (Su)
At 9th level, when performing a solo or rock-out, the rockstar may choose to use an alternative damage type. He may choose acid, cold, electricity, or fire as his alternative to sonic.The rockstar must select only one, and it must thematically fit his genre and/or message. Once this selection has been made it cannot be changed. However, on a turn by turn basis, he may chose between sonic and the new damage type he gains from this class feature.
As an example, a death metal guitarist who growls about the destruction of societal norms might pick fire or acid; meanwhile, a jazz maven who blasts bittersweet melodies could chose cold. Ultimately, this change is determined by the player, but he should attempt to align it with his message and/or genre and have a rationale ready.
§ Can’t Stop the Music
At 11th level, the rockstar’s message is so potent that any attempts to hinder it fail. The rockstar may rock-out or perform a solo even in locations that would not normally allow him to do so. This includes underwater, in an area of silence, the vacuum of space, or even an antimagic field. This does not give him the ability to otherwise survive in said area. However, in an area of magical silence or an antimagic field (or similar effect), the rockstar’s rock-out or solo deals minimum damage.
Sonic Symphony
Once per round, a 17th level rockstar can use sonic shield as a free action. Then he can spend an immediate action to use it a second time in the same round.
At 19th level, he can use Sonic Shield any number of times a round as a free action.
Note: A Rockstar can only use Sonic Shield once each time he is targetted by an attack.
§ The Show Must Go On (Ex)
At 20th level, the rockstar’s martial training is able to augment his strange presence. While in his performance persona, he can continue to play any instrument he has chosen for his art of rock class features, even under circumstances that would not allow him to do so. He ignores any armor check penalties to his Perform skill, can play while blinded at no penalty, can play his instrument as normal even if it is broken, can play while unconscious (nonetheless, he ceases to play when dead), can play without the typically associated body part with no penalty (example: no penalty if he was missing an arm or he could play with his teeth with no penalty), is not at risk of taking damage while disabled if the action he takes is playing his instrument, suffers no penalties to his Perform skill while entangled or fatigued/exhausted or shaken or sickened, and never drops his instrument while panicked or stunned. This does not allow him to make attacks or anything other than produce music. (For example, this does not allow him to use his rock-out and solo class features.)
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