Bront's Creation Collection

Bront

The man with the probe
Well, currently, wizards only get 2 per level free, so the 3rd one could save them...just under 10,000 gold...

yeah, I can see that being an issue... Any suggestions? Particularly something that might be useful to non-casters? The template is perfectly viable to them, though it doesn't play to their strengths.

Need to tweek the stun/antimagic thing. Just some quick changes.

The LA thing was 1 or 2, an I just picked 2 when I stuck it in here, but yes, with their disadvantages, I can see them being LA +1s.
 

log in or register to remove this ad

Rystil Arden

First Post
yeah, I can see that being an issue... Any suggestions?

How about one extra spell slot of your very highest level of spells (which slides upwards as you unlock a new level). That can be a great aid to the Wizard, who is often stuck with exactly 1 spell per day from her best level, while it isn't overpowering (the sorcerer benefit is still stronger for the sorcerer).

Particularly something that might be useful to non-casters? The template is perfectly viable to them, though it doesn't play to their strengths.

How about a third option for non-casters: The magicborn has the innate ability to cast a single 1st-level spell once per day per two character levels as a Spell-like Ability. The DC, if any, is 11+the magicborn's Charisma bonus, and the caster level is equal to the magicborn's total character level + 1 for the racial ability. Getting a few True Strikes is no slouch for a Fighter, although the -2 Str and -2 Con still hurt.

Need to tweek the stun/antimagic thing. Just some quick changes.

The LA thing was 1 or 2, an I just picked 2 when I stuck it in here, but yes, with their disadvantages, I can see them being LA +1s.

Yeah, the stun thing with Dispel (depending, of course, on the GM's style) could be a big issue, since most casters are already pretty screwed if they get Targetted-Dispelled.
 

Bront

The man with the probe
Ok, fixed the dispell/anti-magic thing (Needed to turn subdual damage to non-lethal, and note that it was a Will save). I added a note that it had to target the mageborn specificly.

I like extra spell slot idea and the casting of 1 1st level spell. Caster level should be 1/2 the character's ECL, or = the highest arcane spell caster ranking of the caster.

One more tweek, need to change sense magic to add crunch to it.
 

Rystil Arden

First Post
I like extra spell slot idea and the casting of 1 1st level spell. Caster level should be 1/2 the character's ECL, or = the highest arcane spell caster ranking of the caster.

I would use TCL (total character level = Hit Dice) instead of ECL to determine caster level (although the choice of 1/2 or full is up to you) since it shouldn't get an increase in caster level for any other LA adjustments it might have (for instance, I could see a Magicborn Dragon in a second). Also, do remember the racial +1 to caster level ;)
 


Bront

The man with the probe
Seeker of the Elemental Song V2.2
The Seekers of the Elemental Song see and hear the music of the world a bit differently, and seek to learn the song that unlocks them. They believe that song mastered the chaos that helped to form and command the elements to work together. They hope to master the elements and the chaos surrounding them by learning the full Song of the Elements.
Hit Die: d6
Requirements
To qualify to become a Seeker, a character must fulfill all the following criteria.
Skills: Perform: (Strings, Woodwinds, or Singing) 13 ranks, KN: Arcane 13 Ranks, Listen 13 Ranks, and KN: Nature 10 Ranks
Feats: Skill Focus: Perform: (Strings, Woodwinds, or Singing)
Special: Bardic Music, Must Speak Tarren, Ignan, Auran, and Aquan
Special: Must have visited or at least been near one of the six towers. Close enough to hear the song eminating from it. (Line of sight)

Class Skills
The Seeker’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Survival (Wis), Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Code:
[B]Table: Seeker of the Elemental Song
Level	BAB	Fort	Wil	Ref	Special[/B]
1st	+0	+0	+2	+2	Bardic Music, Song of the Elements part I, Inspire Music, Spell Casting
2nd	+1	+0	+3	+3	Blend Music
3rd	+1	+1	+3	+3	Song of the Elements part II
4th	+2	+1	+4	+4	Splice Music
5th	+2	+1	+4	+4	Song of the Elements part III
6th	+3	+2	+5	+5	Greater Inspire Music
7th	+3	+2	+5	+5	Song of the Elements part IV
8th	+4	+2	+6	+6	Meld Music
9th	+4	+3	+6	+6	Song of the Elements part V
10th	+5	+3	+7	+7	Song of the Elements Mastery
Class Features
All the following are Class Features of the Seeker prestige class.

Weapon and Armor Proficiency: A Seeker gains no Weapon or Armor Proficiency beyond what they already have.
Bardic Music: A Seeker gains Bardic Music as if he had gained a bard level, including any new uses of Bardic Music if he has the appropriate ranks in Perform to perform them. However, this only applies for Instrumental or Singing performances. The Seeker can not use Seeker levels or abilities with any other Perform type (such as oratory or dancing).
Spell Casting: A Seeker cast spells and advances on the bard spell casting table, but they instead use the Seeker spell list. All new spells learned by taking Seeker levels (or subsequent bard levels) are drawn from the Seeker's spell list. All spells learned prior to being a Seeker are kept.
Song of the Elements Parts: There are 5 parts to the Song of the Elements, Each part having a melody and a finale. At each odd level, the Seeker learns one part, and can use the melody and the finale of that part. The melody can be used and sustained as per normal bardic music rules. The finally effects work like bardic music as well, except the finales end after their effects happen, and may not be maintained.
Song of the Earth:
- Lasting Melody - This song allows the Seeker to temporarily alleviate conditions. Sufferers of Poison, Disease, Curses, Addictions, and most other malicious conditions receive a new saving through, and can opt to use the Seeker's perform bonus instead of rolling the save normally. If the save is successful, the effects of the condition are alleviated for the duration of the song, and if the song is sustained for more than a minute, this continues for one hour per seeker level. When the duration expires, the effects resume as if continuing from when they last affected the character and no time has passed. Permanent conditions, such as death, amputation, damage, and such are not subject to this power, and the DM has the final say of what is and isn't affected.
- Strength of the Stone - This song can be used to heal allies within 50 feet. The Seeker takes a full round action, and makes a perform check, and the result is the amount of HP healed, with a maximum of 5 HP per Seeker level, after which the song ends.
Song of the Wind:
- Gusting Melody - This song creates a swirling wind around the Seeker and his allies, giving all allies who are listening a 5% miss chance per Seeker level to all ranged attacks against them. This effect ends immediately upon the end of the song.
- Whisper of the Wind - This song allows the Seeker to Teleport, much like the spell, with a range equal to 100 miles per rank in Perform, and the Seeker can take one additional person per Seeker level. In the event of a mishap, the Seeker simply does not teleport. Once the Seeker arrives at his destination, the song ends.
Song of the Sea
- Misty Melody - This song protects the seeker and his allies from energy attacks. The song absorbs a number of points of energy damage equal to the perform ranks of the seeker per round. All energy damage counts against the total. This effect end 5 rounds after the song ends.
- Babbling of the River - This song allows you to Control Weather, as per the spell, except that the song must be sung each time the Seeker wishes to change the weather again. The song takes one full round to perform, and ends the round after it begins.
Song of the Sun
- Radiant Melody - This Song allows the Seeker to turn (but not destroy) undead at a level equal to the number of perform ranks of the Seeker. The song requires concentration, and the effects wear off 1 round after the song ends.
- Essence of the Morning - This Song calls forth a ray of searing sunlight, scorching one opponent. The effect is a Ray that does 2d6 per Seeker level (4d6 vs. Undead and creatures vulnerable to sunlight/fire), and is a ranged touch attack using the Seeker's perform check to hit. After the strike, the song ends.
Song of Chaos
- Jarring Melody - This song clouds the minds of those who hear the song. Up to 3 opponents per level of the Seeker within that can hear the Seeker must make a Will save DC 10 + the number of ranks in Perform of the type used to enact the song or act as if under the Confusion spell. This effect requires concentration to maintain, and ends immediately upon the song ending.
- Absence of Order - This Song calls down the destructive power of Chaos. When a Seeker spends a full round action to call this song, chaotic energy rises up to strike his enemies, striking one opponent at random per seeker level within 50' of the Seeker for 1d8 points of damage per seeker level, Reflex save for Half. Save DC is 10 + the number of ranks in Perform of the type used to enact the song, and the damage energy is determined at random (Roll a D10, 1-2: Fire, 3-4: Cold, 5-6: Acid, 7-8: Sonic, 9-10: Electricity)
Inspire Music: The Seeker is so musically inspiring, that he brings out the innate musical talent in those who listen to his song. When performing without bardic music, one ally per Seeker class level can use the perform skill as if they had a number of ranks equal to 1 + Seeker's class level. These ranks to not count for others using their own bardic music. This effect lasts for one hour, and does not cost a bardic music use.
Blend Music: The Seeker can combine two bardic music effects (Including Song of the Elements parts). Each effect is considered a separate use of the bardic music ability as if they had been used separately. If either or both effects require concentration, the seeker can use a standard action to maintain both of them. Normal stacking rules for benefits and bonuses still apply, and if the song ends (either from loosing concentration, or other stipulations), it ends for both effects, and rules for what happens are handled normally. Concentration checks made while blending music are made at a -5.
Splice Music: The Seeker can work in the beginning and ends of bardic music effects into the current performance. This means that the Seeker can begin a second bardic music effect while maintaining a current one (and only one). This is a swift action, and once done, the seeker is considered to be using the blend music effect. Also, a Seeker can end one effect without ending both when using the blend music special ability. To end one and only one effect requires a DC 15 concentration check (Without the blending penalty). Failure indicates that both effects were ended.
Greater Inspire Music: As Inspire Music, except it now grants use of the perform skill as if they had a number of ranks equal to twice the Seeker's class level. All other aspects of the power remain unchanged.
Meld Music: If the Seeker is only using one Bardic Music effect, a Seeker can cast a bard spell by making a concentration check vs. a DC of 15 + Spell Level of the spell trying to be cast. Failure means that the spell is expended, but does not break the bardic music effect. Ending a song using Splice Music no longer requires a concentration check, and is automatically successful.
Song of the Elements Mastery: The Seeker can sing the Song of the Elements in it's entirety. The Seeker must start from scratch (No songs started), and beings the first part of the Song of the Elements, and the effects of melody and the finally (if desired) happen. Next Round, the Seeker starts a second part, again with melody and finally (if desired) happening, while previous melody effects remain. This continues until all 5 parts have been sung, at which point the Seeker can maintain all 5 parts at the same time. This costs two daily bardic music uses, and may not be used with Blend, or Splice Music, though Meld Music can be used once the Song of the Elements is complete. Failure of any concentration checks result in the ending of the entire song. The songs can be sung in any particular order.

Seeker's Seeker List:
0-Level Bard Spells (Cantrips)
Create Water: Creates 2 gallons/level of pure water.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one instrument of the caster’s choice.

1st-Level Seeker Spells
Alarm: Wards an area for 2 hours/level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Confusion, Lesser: One creature is confused for 1 round.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold environments
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Magic Mouth: Speaks once when triggered.
Magic Aura: Alters object’s magic aura.
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Speak with Animals: You can communicate with animals.
Ventriloquism: Throws voice for 1 min./level.

2nd-Level Seeker Spells
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Blindness/Deafness: Makes subject blind or deaf.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fog Cloud: Fog obscures vision.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Gust of Wind: Blows away or knocks down smaller creatures.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Make Whole: Repairs an object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Seeker Spells
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels magical spells and effects.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Scrying: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Sending: Delivers short message anywhere, instantly.
Sleet Storm: Hampers vision and movement
Speak with Plants: You can talk to normal plants and plant creatures.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Seeker Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Control Water: Raises or lowers bodies of water.
Contact Elemental Plane: Lets you ask question of extraplanar entity, works as Contact Other Plane, but only for the Elemental Planes.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fly: Subject flies at speed of 60 ft.
Freedom of Movement: Subject moves normally despite impediments.
Hold Monster: As hold person, but any creature.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th-Level Seeker Spells
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Song of Discord: Forces targets to attack each other.
Stoneskin: Ignore 10 points of damage per attack.
Suggestion, Mass: As suggestion, plus one subject/level.
Teleport: Instantly transports you as far as 100 miles/level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Wall of Stone: Creates a stone wall that can be shaped.

6th-Level Seeker Spells
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Control Weather: Changes weather in local area.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Flesh to Stone: Turns subject creature into statue.
Freezing Sphere: Freezes water or deals cold damage.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Geas/Quest: As lesser geas, plus it affects any creature.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Move Earth: Digs trenches and builds hills.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Scrying, Greater: As scrying, but faster and longer.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Stone to Flesh: Restores petrified creature.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
True Seeing M: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.


[sblock=LEW version]Seeker of the Elemental Song V2.2
The Seekers of the Elemental Song see and hear the music of the world a bit differently, and seek to learn the song that unlocks them. They believe that song mastered the chaos that helped to form and command the elements to work together. They hope to master the elements and the chaos surrounding them by learning the full Song of the Elements.
Hit Die: d6
Requirements
To qualify to become a Seeker, a character must fulfill all the following criteria.
Skills: Perform: (Strings, Woodwinds, or Singing) 13 ranks, KN: Arcane 13 Ranks, Listen 13 Ranks, and KN: Nature 10 Ranks
Feats: Skill Focus: Perform: (Strings, Woodwinds, or Singing)
Special: Bardic Music, Must Speak Tarren, Ignan, Auran, and Aquan
Special: Must have visited or at least been near one of the six towers. Close enough to hear the song eminating from it. (Line of sight)

Class Skills
The Seeker’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Survival (Wis), Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Code:
[B]Table: Seeker of the Elemental Song
Level	BAB	Fort	Wil	Ref	Special[/B]
1st	+0	+0	+2	+2	Bardic Music, Song of the Elements part I, Inspire Music, Spell Casting
2nd	+1	+0	+3	+3	Blend Music
3rd	+1	+1	+3	+3	Song of the Elements part II
4th	+2	+1	+4	+4	Splice Music
5th	+2	+1	+4	+4	Song of the Elements part III
6th	+3	+2	+5	+5	Greater Inspire Music
7th	+3	+2	+5	+5	Song of the Elements part IV
8th	+4	+2	+6	+6	Meld Music
9th	+4	+3	+6	+6	Song of the Elements part V
10th	+5	+3	+7	+7	Song of the Elements Mastery
Class Features
All the following are Class Features of the Seeker prestige class.

Weapon and Armor Proficiency: A Seeker gains no Weapon or Armor Proficiency beyond what they already have.
Bardic Music: A Seeker gains Bardic Music as if he had gained a bard level, including any new uses of Bardic Music if he has the appropriate ranks in Perform to perform them. However, this only applies for Instrumental or Singing performances. The Seeker can not use Seeker levels or abilities with any other Perform type (such as oratory or dancing).
Spell Casting: A Seeker cast spells and advances on the bard spell casting table, but they instead use the Seeker spell list. All new spells learned by taking Seeker levels (or subsequent bard levels) are drawn from the Seeker's spell list. All spells learned prior to being a Seeker are kept.
Song of the Elements Parts: There are 5 parts to the Song of the Elements, Each part having a melody and a finale. At each odd level, the Seeker learns one part, and can use the melody and the finale of that part. The melody can be used and sustained as per normal bardic music rules. The finally effects work like bardic music as well, except the finales end after their effects happen, and may not be maintained.
Song of the Earth:
- Lasting Melody - This song allows the Seeker to temporarily alleviate conditions. Sufferers of Poison, Disease, Curses, Addictions, and most other malicious conditions receive a new saving through, and can opt to use the Seeker's perform bonus instead of rolling the save normally. If the save is successful, the effects of the condition are alleviated for the duration of the song, and if the song is sustained for more than a minute, this continues for one hour per seeker level. When the duration expires, the effects resume as if continuing from when they last affected the character and no time has passed. Permanent conditions, such as death, amputation, damage, and such are not subject to this power, and the DM has the final say of what is and isn't affected.
- Strength of the Stone - This song can be used to heal allies within 50 feet. The Seeker takes a full round action, and makes a perform check, and the result is the amount of HP healed, with a maximum of 5 HP per Seeker level, after which the song ends.
Song of the Wind:
- Gusting Melody - This song creates a swirling wind around the Seeker and his allies, giving all allies who are listening a 5% miss chance per Seeker level to all ranged attacks against them. This effect ends immediately upon the end of the song.
- Whisper of the Wind - This song allows the Seeker to Teleport, much like the spell, with a range equal to 100 miles per rank in Perform, and the Seeker can take one additional person per Seeker level. In the event of a mishap, the Seeker simply does not teleport. Once the Seeker arrives at his destination, the song ends.
Song of the Sea
- Misty Melody - This song protects the seeker and his allies from energy attacks. The song absorbs a number of points of energy damage equal to the perform ranks of the seeker per round. All energy damage counts against the total. This effect end 5 rounds after the song ends.
- Babbling of the River - This song allows you to Control Weather, as per the spell, except that the song must be sung each time the Seeker wishes to change the weather again. The song takes one full round to perform, and ends the round after it begins.
Song of the Sun
- Radiant Melody - This Song allows the Seeker to turn (but not destroy) undead at a level equal to the number of perform ranks of the Seeker. The song requires concentration, and the effects wear off 1 round after the song ends.
- Essence of the Morning - This Song calls forth a ray of searing sunlight, scorching one opponent. The effect is a Ray that does 2d6 per Seeker level (4d6 vs. Undead and creatures vulnerable to sunlight/fire), and is a ranged touch attack using the Seeker's perform check to hit. After the strike, the song ends.
Song of Chaos
- Jarring Melody - This song clouds the minds of those who hear the song. Up to 3 opponents per level of the Seeker within that can hear the Seeker must make a Will save vs. the Seeker's perform bonus or act as if under the Confusion spell. This effect requires concentration to maintain, and ends immediately upon the song ending.
- Absence of Order - This Song calls down the destructive power of Chaos. When a Seeker spends a full round action to call this song, chaotic energy rises up to strike his enemies, striking one opponent at random per seeker level within 50' of the Seeker for 1d8 points of damage per seeker level, Reflex save for Half. Save DC is 10 + the number of ranks in Perform of the type used to enact the song, and the damage energy is determined at random (Roll a D10, 1-2: Fire, 3-4: Cold, 5-6: Acid, 7-8: Sonic, 9-10: Electricity)
Inspire Music: The Seeker is so musically inspiring, that he brings out the innate musical talent in those who listen to his song. When performing without bardic music, one ally per Seeker class level can use the perform skill as if they had a number of ranks equal to 1 + Seeker's class level. These ranks to not count for others using their own bardic music. This effect lasts for one hour, and does not cost a bardic music use.
Blend Music: The Seeker can combine two bardic music effects (Including Song of the Elements parts). Each effect is considered a separate use of the bardic music ability as if they had been used separately. If either or both effects require concentration, the seeker can use a standard action to maintain both of them. Normal stacking rules for benefits and bonuses still apply, and if the song ends (either from loosing concentration, or other stipulations), it ends for both effects, and rules for what happens are handled normally. Concentration checks made while blending music are made at a -5.
Splice Music: The Seeker can work in the beginning and ends of bardic music effects into the current performance. This means that the Seeker can begin a second bardic music effect while maintaining a current one (and only one). This is a swift action, and once done, the seeker is considered to be using the blend music effect. Also, a Seeker can end one effect without ending both when using the blend music special ability. To end one and only one effect requires a DC 15 concentration check (Without the blending penalty). Failure indicates that both effects were ended.
Greater Inspire Music: As Inspire Music, except it now grants use of the perform skill as if they had a number of ranks equal to twice the Seeker's class level. All other aspects of the power remain unchanged.
Meld Music: If the Seeker is only using one Bardic Music effect, a Seeker can cast a bard spell by making a concentration check vs. a DC of 15 + Spell Level of the spell trying to be cast. Failure means that the spell is expended, but does not break the bardic music effect. Ending a song using Splice Music no longer requires a concentration check, and is automatically successful.
Song of the Elements Mastery: The Seeker can sing the Song of the Elements in it's entirety. The Seeker must start from scratch (No songs started), and beings the first part of the Song of the Elements, and the effects of melody and the finally (if desired) happen. Next Round, the Seeker starts a second part, again with melody and finally (if desired) happening, while previous melody effects remain. This continues until all 5 parts have been sung, at which point the Seeker can maintain all 5 parts at the same time. This costs two daily bardic music uses, and may not be used with Blend, or Splice Music, though Meld Music can be used once the Song of the Elements is complete. Failure of any concentration checks result in the ending of the entire song. The songs can be sung in any particular order.

[sblock=Spell List]Seeker's Seeker List:
0-Level Bard Spells (Cantrips)
Create Water: Creates 2 gallons/level of pure water.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one instrument of the caster’s choice.

1st-Level Seeker Spells
Alarm: Wards an area for 2 hours/level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Confusion, Lesser: One creature is confused for 1 round.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold environments
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Magic Mouth: Speaks once when triggered.
Magic Aura: Alters object’s magic aura.
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Speak with Animals: You can communicate with animals.
Ventriloquism: Throws voice for 1 min./level.

2nd-Level Seeker Spells
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Blindness/Deafness: Makes subject blind or deaf.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fog Cloud: Fog obscures vision.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Gust of Wind: Blows away or knocks down smaller creatures.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Make Whole: Repairs an object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Seeker Spells
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels magical spells and effects.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Scrying: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Sending: Delivers short message anywhere, instantly.
Sleet Storm: Hampers vision and movement
Speak with Plants: You can talk to normal plants and plant creatures.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Seeker Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Control Water: Raises or lowers bodies of water.
Contact Elemental Plane: Lets you ask question of extraplanar entity, works as Contact Other Plane, but only for the Elemental Planes.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fly: Subject flies at speed of 60 ft.
Freedom of Movement: Subject moves normally despite impediments.
Hold Monster: As hold person, but any creature.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th-Level Seeker Spells
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Song of Discord: Forces targets to attack each other.
Stoneskin: Ignore 10 points of damage per attack.
Suggestion, Mass: As suggestion, plus one subject/level.
Teleport: Instantly transports you as far as 100 miles/level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Wall of Stone: Creates a stone wall that can be shaped.

6th-Level Seeker Spells
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Control Weather: Changes weather in local area.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Flesh to Stone: Turns subject creature into statue.
Freezing Sphere: Freezes water or deals cold damage.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Geas/Quest: As lesser geas, plus it affects any creature.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Move Earth: Digs trenches and builds hills.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Scrying, Greater: As scrying, but faster and longer.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Stone to Flesh: Restores petrified creature.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
True Seeing M: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.
[/sblock]
[/sblock]
 
Last edited:

Bront

The man with the probe
Rystil Arden said:
I would use TCL (total character level = Hit Dice) instead of ECL to determine caster level (although the choice of 1/2 or full is up to you) since it shouldn't get an increase in caster level for any other LA adjustments it might have (for instance, I could see a Magicborn Dragon in a second). Also, do remember the racial +1 to caster level ;)
Ok, I think I recreated it correctly based on what we discussed. Feedback as always is welcome on anything :)
 




Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top