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SUBLIME CHORD (Complete Arcane 60-63)
Music is not just a pleasant sound; it is also the expression of
mathematical relationships fraught with significance. A member of the
sublime chord prestige class sees music, even the powerful music of a
skilled bard, as nothing more than a stepping-stone to true universal
insight into the legend- ary song of creation heard at the dawn of
time. Music and magic are actually one and the same, and an astute
student who unravels the riddles of meter and pitch simultaneously
reveals hidden secrets of great power.
All sublime chords must have some foundation in the bard's art, since
bardic music is the first step in mastering the power of the First
Song. However, music is only one tool for understanding the infinite; a
sublime chord must also study mathematics and the precise movements of
the stars and planets in which the music of the spheres is evident. In
exchange for abandoning her continuing study of bardic music, a sublime
chord instead masters a number of spells far more powerful than most
bards can ever use. While most sublime chords receive the majority of
their training as bards, a small number of sorcerers and wizards are
drawn to this class, enticed by the notion of an ultimate truth linking
the power of song and the power of magic.
Sublime chords are often drawn to colleges, universities, and other
gatherings of learned folk. In some places, such as the Starry Lyceum in
the city of Osterhaven, they gather in small circles of musical
scholars. The Starry Lyceum is dedicated to the pursuit and preservation
of knowledge, and its members are known for their efforts to recover
lost secrets and prevent the fading of ancient songs and star-taught
wisdom. Ostensibly neutral in the affairs of the world, the sublime
chords of the Lyceum make their learning and lore available to all who
seek it - a policy that often runs counter to those who would seek to
govern or dominate other people by fostering ignorance.
NPC sublime chords are encountered in much the same variety of
adventures and roles in which one finds NPC bards. They blur the line
between bard and wizard, and are often mistaken for mages who wield
mysterious song-based magic. As scholars without peer, NPC sublime
chords are especially interested in recovering lost lore and exploring
arcane mysteries, and they often join adventuring parties with similar
interests.
Adaptation: The Starry Lyceum can serve as the focal point for
the inclusion of this prestige class. However, this organization is more
than a group; it is really a way of life. Its members are scholars,
bards, and mages in search of fundamental truth and dedicated to the
preservation of knowledge. In your campaign, you can easily substitute
any similar college for the Starry Lyceum. For example, in the FORGOTTEN
REALMS® setting, the scribes of Candlekeep or the Vault of Sages in
Silverymoon would serve quite well in place of the Lyceum for any
sublime chord characters.
Hit Die: d6.
REQUIREMENTS
To qualify to become a sublime chord, a character must fulfill all the
following criteria.
Skills: Knowledge (arcana) 13 ranks, Listen 13 ranks, Perform
(any) 10 ranks, Profession (astrologer) 6 ranks, Spellcraft 6 ranks.
Spells: Able to cast 3rd-level arcane spells.
Special: Bardic music ability.
CLASS SKILLS
The sublime chord's class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy
(Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis),
Perform (Cha), Profession (Wis), Search (Int), Speak Language (n/a),
Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will
|
Special |
Spells per day |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
+0 |
+0 |
+0 |
+2 |
Bardic lore, bardic music |
2 |
1 |
- |
- |
- |
- |
2nd |
+1 |
+0 |
+0 |
+3 |
Song of arcane power |
2 |
2 |
- |
- |
- |
- |
3rd |
+1 |
+1 |
+1 |
+3 |
|
3 |
2 |
1 |
- |
- |
- |
4th |
+2 |
+1 |
+1 |
+4 |
|
3 |
3 |
2 |
- |
- |
- |
5th |
+2 |
+1 |
+1 |
+4 |
|
3 |
3 |
2 |
1 |
- |
- |
6th |
+3 |
+2 |
+2 |
+5 |
Song of timelessness |
4 |
3 |
3 |
2 |
- |
- |
7th |
+3 |
+2 |
+2 |
+5 |
|
4 |
4 |
3 |
2 |
1 |
- |
8th |
+4 |
+2 |
+2 |
+6 |
|
4 |
4 |
3 |
3 |
2 |
- |
9th |
+4 |
+3 |
+3 |
+6 |
|
4 |
4 |
4 |
3 |
2 |
1 |
10th |
+5 |
+3 |
+3 |
+7 |
Song of cosmic fire |
5 |
4 |
4 |
3 |
3 |
2 |
CLASS FEATURES
All the following are class features of the sublime chord prestige class.
Weapon and Armor Proficiency: Sublime chords gain no proficiency
with any weapon or armor.
As with bard spells, the somatic components for a sublime chord's spells
do not incur an arcane spell failure chance as normal for arcane spells
if the sublime chord is wearing light armor.
Spells Known |
Level |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
3 |
1 |
- |
- |
- |
- |
2nd |
4 |
2 |
- |
- |
- |
- |
3rd |
4 |
2 |
1 |
- |
- |
- |
4th |
4 |
3 |
2 |
- |
- |
- |
5th |
4 |
3 |
2 |
1 |
- |
- |
6th |
4 |
4 |
3 |
2 |
- |
- |
7th |
4 |
4 |
3 |
2 |
1 |
- |
8th |
4 |
4 |
4 |
3 |
2 |
- |
9th |
4 |
4 |
4 |
3 |
2 |
1 |
10th |
4 |
4 |
4 |
4 |
3 |
2 |
Spells per Day: A sublime chord has the ability to cast a small
number of arcane spells, all of 4th level or higher. To cast a sublime
chord spell, a character must have a Charisma score of at least 10 + the
spell's level, so if she has a Charisma of 13 or lower, she cannot cast
any sublime chord spells. Bonus spells are based on Charisma, and saving
throws against these spells have a DC of 10 + spell level + the sublime
chord's Cha modifier. A sublime chord can choose spells from the
sorcerer/wizard spell list or the bard spell list; if a spell appears on
both lists at different levels, she uses the bard version of the
spell. A sublime chord's caster level for both her sublime chord spells
and the spells she gains from other arcane spellcasting classes is
determined by adding her sublime chord level to her level in another
arcane spellcasting class. If she had more than one arcane spellcasting
class before becoming a sublime chord, she must choose to which class to
add her sublime chord levels for the purpose of determining her sublime
chord spellcaster level. A sublime chord prepares and casts spells just
as a sorcerer does, including the ability to replace a known sublime
chord spell with a new spell at every even-numbered class level
beginning at 4th.
Bardic Knowledge: A sublime chord continues to col- lect the odd
bits of lore and knowledge that bards acquire. She can add her sublime
chord class level to her bardic knowledge checks, so her bardic
knowledge checks have a bonus equal to her bard level + her sublime
chord level + her Int modifier.
Bardic Music: A sublime chord expands her repertoire of bardic
music to encompass new songs or poetics of strange and wondrous
power. These effects function just as the bardic music effects described
in the Player's Handbook. Each use of a sublime chord song expends one
daily use of the character's bardic music ability.
A sublime chord adds one-half her class level (rounded down) to her bard
level to determine her number of daily uses of bardic music.
Song of Arcane Power (Su): A sublime chord of 2nd level or higher
with 12 or more ranks in a Perform skill learns how to use her bardic
music to assist her spellcasting. As a move action, she can prepare to
cast a spell by giving voice to the song of power. The next spell she
casts gains a bonus to its caster level based on the result of the
sublime chord's Perform check:
Perform Check Result |
Caster Level Increase |
9 or lower |
+0 |
10 to 19 |
+1 |
20 to 29 |
+2 |
30 or higher |
+3 |
The spell to be enhanced by the song of arcane power must be cast by the
end of the sublime chord's next turn, or else the song fades with no
effect (other than consuming a bardic music use).
Song of Timelessness (Su): A sublime chord of 6th level or higher
with 16 or more ranks in a Perform skill knows the song of
timelessness. As a standard action, she can envelop a single creature
within 60 feet in a field of timelessness, provided she has line of
effect to the target (see page 176 of the Player's Handbook). The
subject is entitled to a Will save (DC 10 + sublime chord level + Cha
modifier) to negate the effect.
If the subject fails its save, it is frozen in a shimmering aura of
timelessness and can take no actions. However, no force can affect
it - weapons cannot reach it, spells that target it automatically fail,
and if the ground it is standing on is somehow taken away, it would not
even begin to fall. A sublime chord can keep her target frozen in time
for as long as she maintains the power by continuing to perform, up to a
maximum of 1 minute per level.
When she stops performing, the subject immediately returns to normal. As
far as the creature is concerned, no time seems to have passed.
Song of Cosmic Fire (Su): A 10th-level sublime chord with 20 or
more ranks in a Perform skill learns the song of cosmic fire. Using this
ability costs a sublime chord two of her daily uses of bardic music. The
song of cosmic fire creates a 20-foot-radius spread of fire anywhere
within 100 feet of the sublime chord (provided she has line of effect to
the fire's point of origin). Creatures in the area take damage equal to
the sublime chord's Perform check result. All affected creatures are
entitled to a Reflex save (DC 10 + sublime chord level + Cha modifier)
for half damage.
SAMPLE SUBLIME CHORD
Faerjan Laughingsong Skoras: Female gnome bard 10/sublime chord
2; CR 12; Small humanoid; HD 12d6+12; hp 55; Init +2; Spd 30 ft.; AC 20,
touch 14, flat-footed 18; Base Atk +8; Grp +2; Atk +12 melee
(1d4-1/19-20, +1 short sword); Full Atk +12/+7 melee
(1d4-1/19-20, +1 short sword); SA spell-like abilities; SQ bardic
knowledge 13, bardic music 11/day (countersong, fascinate,
inspire competence, inspire courage +2, inspire greatness, song of
arcane power, suggestion), gnome traits, low-light vision; AL N;
SV Fort +6*, Ref +9*, Will +11*; Str 6, Dex 14, Con 12, Int 13, Wis 12,
Cha 20.
Skills and Feats: Concentration +16, Decipher Script +6,
Diplomacy +13, Jump +3, Knowledge (arcana) +14, Listen +18, Perform
(sing) +22, Profession (astrologer) +7, Sense Motive +8, Spellcraft +9
(+11 to decipher spells on scrolls), Use Magic Device +18 (+22 when
using scrolls); Dodge, Great Fortitude, Scribe Scroll, Spell Focus
(enchantment), Weapon Finesse.
Languages: Common, Gnome, Sylvan.
Spell-Like Abilities: 1/day-dancing lights, ghost
sound (DC 15), prestidigitation, speak with animals
(burrowing mammal only, duration 1 minute).
Countersong (Su): Use music or poetics to counter magical effects that depend on sound.
Fascinate (Sp): Use music or poetics to cause one or more creatures to become fascinated with Faerjan.
Gnome Traits: Gnomes have a +1 racial bonus on attack rolls
against kobolds and goblinoids. Gnomes have a +4 racial bonus to Armor
Class against giants.
*Gnomes have a +2 racial bonus on saving throws against illusions.
Inspire Competence (Su): Use music or poetics to help an ally
succeed at a task.
Inspire Courage (Su): Use music or poetics to bolster Faerjan's
allies against fear and improve their combat abilities.
Inspire Greatness (Su): Use music or poetics to inspire greatness
in Faerjan or an ally, granting the target extra fighting
capability.
Song of Arcane Power (Su): Use music or poetics to assist her
spellcasting. As a move action, Faerjan can activate this song, and the
next spell she casts gains a bonus to its caster level, based on the
result of her Perform check (see the sublime chord class description for
details). The spell to be enhanced must be cast by the end of Faerjan's
next turn, or the song of arcane power fades with no effect (other than
consuming a use of bardic music for the day).
Suggestion (Sp): Use music or poetics to make a suggestion
(as the spell) to a creature that Faerjan has already fascinated.
Bard Spells Known (3/5/4/3/1 per day; caster level 12th):
0-dancing lights, detect magic, ghost sound (DC
15), lullaby (DC 16), mage hand, read magic; 1st-
cure light wounds, expeditious retreat, Tasha's hideous
laughter (DC 17), undetectable alignment;
2nd-blur, glitterdust (DC 17), hold person (DC
18), invisibility; 3rd-charm monster (DC
19), haste, sculpt sound, summon monster III;
4th-dimension door, neutralize poison.
Sublime Chord Spells Known (3/3 per day; caster level 12th): 4th-bestow curse (DC 19), cure critical wounds, greater invisibility, solid fog; 5th-hold monster (DC 21), mind fog (DC 21).
Possessions: +2 mithral shirt, +1 short
sword, cloak of Charisma +2, boots of striding and
springing, ring of protection +1, divine scroll
of heal, scroll of neutralize poison, scroll
of teleport, wand of cure moderate wounds (25
charges), wand of magic missile (3rd level; 20 charges), 23 pp.
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