Composer

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Composer
You can create music that manipulates the listener in specific ways.
Prerequsites: Musician, Solo Flourish
Benefit: To compose a song, you must spend 2d20 hours and make a DC 15 Charisma check. The song must be at least ten rounds long. Select one of the effects below for the song to provide when played. Some creatures with radically different brain/hearing structures than you may be immune to these effects at the GM’s discretion.

  • Distract: Make a Persuasion check against the Will Defense of all enemies able to hear. Success means affected enemies take a -1 penalty to all attacks and skill checks for the duration of the song.
  • Enamor: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters move +1 attitude step friendlier (SE71) for the duration of the song and 2d4 rounds afterward.
  • Enrage: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters move +1 attitude step more hostile (SE71) for the duration of the song and 2d4 rounds afterward.
  • Soothe: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters gain +1 bonus hit point for every point the check exceeded their Will Defense (minimum 1, maximum 10) after listening to the song it its entirety. Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of the encounter go away. Bonus hit points do not stack.
  • Stimulate: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters are considered to enjoy the benefits of aide another for any skill check made for the duration of the song and 2d4 rounds afterward. If the affected character has the team feat associated with the skill check being made, they gain an additional +1 morale bonus to the check.
  • Terrorize: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters take a -2 penalty to Will Defense for the duration of the song. If the skill check exceeds their Will Defense by five or more, that enemy loses their move action for 1d4 rounds starting the round they hear the music. If the skill check exceeds their Will Defense by ten or more, that enemy loses their standard action for 1d4 rounds starting the round they hear the music.


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