Bront
The man with the probe
I wanted to add a little bit of LEW flavor for the Reqs, but I can remove that.GnomeWorks said:Wow, those are some outrageous prerequisites. You have to be 10th level to take this PrC, unless I'm missing something, and you have a special requirement which no character has done to date, that I'm aware of.
I'm not so certain about the Knowledge (Nature) requirement. Perhaps (The Planes) would be more appropriate?
Also, given that the class is heavily focused on bardic music, saying that that is a required ability would not be that outrageous.
The Nature idea is that the Song of the Elements is what ultimately binds nature togeather. So it treats the Elements as natural instead of planar.
It's listed as a requirement, the first listed special.
It's a Song, so you have to perform it with Music. Bardic Music can technicaly be performed with Comedy, Oratory, Dance, or any use of the Perform skill. However, the Song requires distinct notes, so it needs to be done in a way that creates them (Singing, String, Woodwind, hense the requirements).GnomeWorks said:The last sentence here is confusing. What do you mean, exactly?
That's exactly what I do. Maybe it wasn't clear enough, but you missed the requirement, and the spellcasting works exactly how you described (or else how would you ever get to 6th level spells?)GnomeWorks said:I'll admit that I'm not a fan of classes with their own spellcasting progression. I think that you should essentially require a member of this class to have taken a level of bard, by requiring that they have the bardic music ability, and then give this class a +1 spellcasting progression off of their bard level, using the Seeker list henceforth.
There are 5 songs, Song of the Earth, Song of the Sea, Song of the Wind, Song of the Sun, and Song of Chaos. You pick one.GnomeWorks said:How do you gain access to these? When you indicate "Song of the Elements Part I" on the table, do you mean that the Seeker gains access to one of the following songs? This needs to be clarified.
The effect I was going for was to create a temporary alleviation of most effects (Poison, Disease, and Curses specificly, but also things like addictions, and potentialy other things along those lines), but, as Rystil brought up in a previous thread, Death could be considered a condition, so I had to exclude some. It is hard to quantify, so if you can figure out better wording so it works on the types of things I listed and not on death, stunned, fatigued, etc, by all means do. It's also possable adjusting the duration may make it simpler.GnomeWorks said:- Lasting Melody -
I really think that you need to spell out the majority of what this song does, and then mention that other effects may also be affected under the DM's discretion.
Also, I think that the mechanic you have there is awkward. It should be something like "they are allowed a new saving throw, but may choose to use the Seeker's Perform check instead."
Number of people is also more limited, and Mishaps means you don't go instead of getting close, so it's better or worse in some ways too. Theorecticly, they can teleport with every bardic music per day, but given that that denies them anything else to do, I don't see a huge problem with that.GnomeWorks said:- Strength of the Stone -
That's neat. I have no issue with this.
- Gusting Melody -
Again, that's neat, and I have no issue with it.
- Whisper of the Wind -
At first glance, this seems absurd, but then a wizard can teleport at 9th, so being able to do this at 11th at earliest via the Seeker is not that bad. I'm fine with this.
Protection from elements is 12/level total that is once and done. This is basicly absorption of up to Rank (20 in your example) per round, that comes back each round, up till 5 rounds after the song ends. Since Max Ranks = CL + 3, It takes till the 10th round to be better than the spell at CL 11, and the 11th round at CL20 (And is somewhere in between at every other level), it's not as usefull as Mass Protection from Elements, other than he might get it earlier than a caster might (If it exists, it'd be about a 6th level spell)GnomeWorks said:- Misty Melody -
Are you saying that the damage the song absorbs "recharges" every round? So if you have somebody with 20 ranks in Perform, each round this song is working, it prevents 20 points of damage?
Potentialy, but he can't destroy, and doesn't get the KN: Religion synergy, and it goes away pretty quickly after you stop performing.GnomeWorks said:- Babbling of the River -
That's nifty, and I have no issue with it.
- Radiant Melody -
Turning undead... it really shouldn't be at a level equal to his ranks in Perform, because that means that he'll turn better than a cleric his level.
Treating Seeker levels as cleric levels would be a bit better, I think, for purposes of turning undead.
Then it's ulta-underpowered. What undead will an 11th level character face that can be turned by a 1st level cleric?
Nah, I want it to be more powerful the more seekers you have sitting around singingGnomeWorks said:- Radiant Melody -
Nifty, and I think you meant "...2d6 per Seeker level..."

Yeah, I'll get that fixed, nice spot.
Missed that one, should be 10 + Perform Ranks.GnomeWorks said:- Jarring Melody -
I see what you're trying to do, but it should be worded differently. "The saving throw DC for this effect is equal to the Seeker's ranks in Perform" would be much better.
Also, I think this ability affects far too many people. Affect 30 creatures at 10th level... when your Perform bonus is going to be absurd. It does seem a little overpowered.
I should probably put a range limit on it, but confusing 30 creatures at Level 10 is not that exciting compared to many 9th level wizard spells, and less than 3 at level 1 is underpowered. As for the save at 10 + perform, previous comments in a different post on that. (10 + 1/2 perform + Cha isn't that different either, and I like the perform based aspect of most of this.)
I'm open to better wording, but save was supposed to be the same intent as above. The acid was the only meh I was on, I guess I could have that do force damage that is subject to DR to simulate the slam of earth.GnomeWorks said:- Absence of Order -
Hmm, this sounds alright. Again with the wording of the line about the saving throw, but other than that, looks fine to me.
Glad you like themGnomeWorks said:(The special abilities)
That's nifty, and I don't see a problem with it.
That is awesome for a bard or bard-like character. I have no issue with it.
Again, a nifty thing for a bard to be able to do, and again, I have no issue with it.
I have no issue with this.
Again, nifty ability, and again, no issues here.
So this basically lets you do all five at once, right? In that case, I'm fine with it. It's not that outrageous of an ability at 10th, given that a character isn't capable of getting this until 20th character level.

And the 20th level one does let you do all five, but over the course of 5 rounds. So, it's not till round 2 that you have more than 2 effects happening at the same time. And yes, at 20th, given the power up time, it seems far from unreasonable.
I realy do appreciate all the comments. Hopefully I answered most of them, and I can fix the typo and the save wording on those other 2 abilities.