Street Musician (Archetype)

Compatible Classes: Breakdancer, Harmonicist.

Street musician have the following class features:

Skills: A street musician gains Acrobatics (Dex) as a class skill.

Songbomb (Sp): At 1st level, a street musician perfects the use of songbombs, strange packets of sonic energy that, when triggered, let loose with a riot of music for a short time. By expending 1 point from his songbomb pool, a street musician can deploy a songbomb in a square that he occupies as a standard action that provokes attacks of opportunity. Songbombs manifest as a slight rippling effect in the air and emanate a low, audible hum, similar to the white noise of an amplifier set to a high gain. They are not exactly easy to see, requiring a DC 10 + 1/2 the street musician's class level + his Charisma modifier Perception check to reveal their location. Any individual who witnesses the deployment of a songbomb automatically succeeds on his Perception check to perceive it. Given their wholly aural nature, songbombs are perfectly weightless, do not obstruct movement through the space they occupy, and are unaffected by gravity or other forces that can move them from their initial deployment position. A deployed songbomb can be dispelled as though it were a score that is actively being conducted.

When deploying a songbomb, a street musician selects from one of the following triggering mechanisms. If a songbomb does not trigger within 1 round per street musician level, it loses cohesion and vanishes, ending the effect immediately.

Command: The street musician arms the songbomb with a command word trigger. So long as the deploying street musician is within 60 feet of his songbomb, and so long as the songbomb can hear its street musician, he can trigger it as a standard action.

Proximity: The street musician arms the songbomb as a proximity mine of sorts. Whenever a creature approaches to within 30 feet of the songbomb, it triggers. Creatures who are within 30 feet of the songbomb at the time of deployment are treated as friendlies and do not cause a proximityarmed songbomb to trigger when they move into range.

Timer: The street musician selects a number that is less than or equal to his street musician class level. After a number of rounds equal to the chosen number has elapsed, the songbomb triggers.

When deploying a songbomb, the street musician selects a single standard score he knows. When a songbomb is triggered, it erupts in a cacophonic burst of sound, playing the selected score for 1 round as though the street musician were conducting the score in the space in which the songbomb erupted. All compositions performed by the songbomb of a street musician with harmonicist levels function as though the street musician were not a harmonicist, but rather any other composition class. To that end, a score containing a composition that is only compatible with the harmonicist base class cannot be selected for use in a songbomb.

The intro of a songbomb's score is triggered when the songbomb begins to play the score, while the outro of a songbomb's score is triggered when the songbomb ceases to play the score.

All scores used in a songbomb are considered spell-like, even if that score contains no spell-like compositions.

No more than one songbomb can be deployed at a time. Deploying a second songbomb causes the first to end immediately.

A street musician’s levels in the breakdancer class stack with his levels in the harmonicist class for the purpose of this ability.

If the street musician is a breakdancer, this ability replaces the dance moves gained at 2nd, 6th, 10th, 14th, and 18th levels.

If the street musician is a harmonicist, this ability replaces front and center.

Songbomb Pool (Su): At 1st level, a street musician gains a pool of songbomb points, a measure of his capacity to drop a tune in the most literal fashion possible. The number of points in a street musician's songbomb pool is equal to 1, plus an additional 1 for every two street musician levels he possesses.

A street musician’s levels in the breakdancer class stack with his levels in the harmonicist class for the purpose of this ability.

The songbomb pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Systems by Interjection Games
Strange Magic 1
Composition Magic
Breakdancer Cantor Harmonicist Maestro
Composition Feats Intros and Outros Melodies
Ethermagus Ethermancer Etherslinger
Ethermagic Feats Ethermagic Items Alteration Mani. Bestow Mani.
Blast Mani. Genesis Mani. Voidmeld Mani. Greater Mani.
Truenamer Scion of Discordia Truemagic Feats Truenaming Items
Heart and Mind Artifice Far-Flung Spheres Realized Vision
Strange Magic 2
Cartomancer Wildcard Cartomancy Feats
Classic Portents Deathdealer Portents Poker Card Equiv.
Gourmend Herbalist Naturalist
Herbalism Feats Gour/Herb Tables Naturalist Tables Biome Summ. Tables
The Herb Log The Recipe Book Microcosms
Onmyoji Shikigami Ascendent Warrior Poet
Onmyodo Feats Shikigami Feats Friendship Feats
Petitions Talismans Poetry Book
Other Systems
The Assassin
The Assassin Techniques Assassin Feats
The Primordial Dancer
The Primordial Dancer Dances List Prim. Dancer Feats
The Reaper
The Reaper Soulsown Talents
Runesmith Runesmithing Feats Equipment Runes Projection Runes
The Triggerman
Triggerman Triggerman Feats Triggerman Techniques
Get Strange Magic 1 Get Strange Magic 2
Get The Assassin Get The Prim. Dancer Get The Reaper Get Runesmithing
Get The Triggerman
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