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Guitarist

A guitarist is a bard who focuses mainly on a singular instrument, a guitar. He focuses the power of sound through his guitar to create sonic vibrations to hurt and hinder his foes.

The guitarist is an archetype of the bard class.

Guitar

A guitarist begins play with a guitar as part of his starting equipment. A guitarist must have a guitar to utilize his sonic boom ability. He may magical enhance his guitar to provide an enhancement bonus to hit and damage on ranged touch and area effect attacks or increase the DC saving throws.

Sonic Boom (Su)

A guitarist can use his guitar to produce an ear splitting boom of sonic energy. A sonic boom is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target. A sonic boom deals 1d8 points of damage at 1st level and increases in power as the guitarist rises in level. The guitarist adds his Charisma modifier to his sonic boom damage. A guitarist can apply one boom shape enhancement and one sonic essence enhancement to the same sonic boom. The target must make a Fortitude save (DC 10 + half of the bard’s level + his Charisma modifier) or become shaken for 1 round. The damage increases by 1d8 at 4th level and every three levels thereafter (3d8 at 7th, 4d8 at 10th, 5d8 at 13th, 6d8 at 16th, and finally 7d8 at 19th). A sonic boom counts as a weapon-like spell for the purpose of applying feats. A sonic boom is the equivalent of a 1st-level spell. If the guitarist applies a boom shape enhancement or a sonic essence enhancement to his sonic boom, it uses the equivalent spell level of the boom shape enhancement or the sonic essence enhancement, whichever is higher. A sonic boom is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to sonic boom. A sonic boom deals half damage to objects.

This ability replaces bardic performance.

Sonic Boom Enhancement (Su)

At 2nd level, and every two levels thereafter, a guitarist learns to enhance his sonic boom ability. Unless otherwise noted, a guitarist cannot select an individual sonic boom enhancement more than once. Some sonic boom enhancements can only be chosen if the guitarist has met certain prerequisites first. Some sonic boom enhancements that are marked with an asterisk (*) modify the range, target(s), or area of a guitarist’s sonic boom. These are called boom shape enhancements. Boom shape enhancements do not stack, only one can be applied to an individual boom. Some sonic boom enhancements that are marked with two asterisks (**) modify the damage or other effects of the guitarist’s sonic boom. These are called sonic essence enhancements. Sonic essence enhancements do not stack, only one can be applied to an individual boom and replaces the shaken effect. A guitarist can apply one boom shape enhancement and one sonic essence to an individual boom. The DC of any saving throw called for by a sonic boom enhancement is equal to 10 + half of the bard’s level + his Charisma modifier.

Bewitching Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a bewitching boom. Any creature struck by a bewitching boom must succeed on a Will save or be confused for 1 round. This is a mind influencing effect. A bewitching boom is equivalent to a 6th level spell. Prerequisite: A guitarist must be at least 12th level before selecting this enhancement.

Binding Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a binding boom. Any creature struck by a binding boom must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect. A binding boom is equivalent to a 4th level spell. Prerequisite: A guitarist must be at least 8th level before selecting this enhancement.

Bleeding Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a bleeding boom. This boom causes living opponents to bleed. This attack causes the target to take 1 additional point of damage each round for each die of the guitarist’s sonic boom (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. A bleeding boom is equivalent to a 1st level spell.

Blinding Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a blinding boom. Any living creature struck by a blinding boom must succeed on a Fortitude save or be blinded for 1 round. A blinding boom is equivalent to a 1st level spell.

Deteriorating Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a deteriorating boom. Any creature struck by a deteriorating boom must succeed on a Fortitude save or have its damage reduction lowered by 5 for 1 minute. If the target has more than one type of damage reduction, this effect applies to all of them. Multiple uses of this essence don’t stack; instead, the new duration replaces the old one. A deteriorating boom is equivalent to a 4th level spell. Prerequisite: A guitarist must be at least 8th level before selecting this enhancement.

Frightful Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a frightful boom. Any creature struck by a frightful boom must succeed on a Will save or become frighten for 1 minute. A frightened creature struck by a frightful boom is not affected by the frighten aspect of the boom but takes damage normally. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be frightened by a frightful boom. A frightful boom is equivalent to a 4th level spell. Prerequisite: A guitarist must be at least 8th level before selecting this enhancement.

Hammer Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a hammer boom. A hammer boom deals normal damage to objects, rather than half. A hammer boom is equivalent to a 2nd level spell.

Hindering Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a hindering boom. Any living creature struck by a hindering boom must succeed on a Will save or be slowed for 1 round in addition to the normal damage from the boom. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple slow effects don’t stack. A hindering boom is equivalent to a 3rd level spell. Prerequisite: A guitarist must be at least 6th level before selecting this enhancement.

Noxious Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a noxious boom. Any creature struck by a noxious boom must make a Fortitude save or be nauseated for 1 minute. A noxious boom is equivalent to a 4th level spell. Prerequisite: A guitarist must be at least 8th level before selecting this enhancement.

Penetrating Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a penetrating boom. A penetrating boom gains a +4 bonus on caster level checks made to penetrate a target’s spell resistance. A creature affected by a penetrating boom must succeed on a Will save or have its spell resistance lowered by 5 for 1 minute. Multiple uses of this essence don’t stack; instead, the new duration replaces the old one. A penetrating boom is equivalent to a 6th level spell. Prerequisite: A guitarist must be at least 12th level before selecting this enhancement.

Repelling Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a repelling boom. Any Medium or smaller creature struck by a repelling boom must make a Reflex save or be hurled 1d6×5 feet (1d6 squares) directly away from the guitarist and knocked prone by the energy of the attack. If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone. Movement from this boom does not provoke attacks of opportunity. A repelling boom is equivalent to a 3rd level spell. Prerequisite: A guitarist must be at least 6th level before selecting this enhancement.

Sickening Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a sickening boom. Any living creature struck by a sickening boom must make a Fortitude save or become sickened for 1 minute. A sickened creature struck by a second sickening boom is not affected by the sickening aspect of the boom but still takes damage normally. A sickening boom is equivalent to a 2nd level spell.

Sonic Chain* (Su): This boom shape enhancement allows the guitarist to improve his sonic boom by turning it into an arc of sonic energy that “jumps” from the first target to others. A sonic chain can jump to one secondary target per 5 guitarist levels within 30 feet of the previous one, allowing the guitarist to make additional ranged touch attacks and deal damage to the secondary targets if you hit. The guitarist can’t target the same creature more than once with the sonic chain. If he misses any target in the chain, the sonic chain attack ends there. Each target struck after the first takes half the damage dealt to the first target. The guitarist must make a separate spell penetration check for each target, if applicable. A sonic chain is equivalent to a 6th level spell. Prerequisite: A guitarist must be at least 12th level before selecting this enhancement.

Sonic Cone* (Su): This boom shape enhancement allows the guitarist to invoke his sonic boom as a 30-foot cone. The sonic cone deals the normal sonic boom damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage. A sonic cone is equivalent to a 4th level spell. Prerequisite: A guitarist must be at least 8th level before selecting this enhancement.

Sonic Doom* (Su): This boom shape enhancement allows the guitarist to invoke his sonic boom as the dreaded sonic doom. This causes bolts of sonic power to lash out and savage nearby targets. A sonic doom deals sonic boom damage to any number of targets designated by the guitarist and within 20 feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage. A sonic doom is equivalent to a 5th level spell. Prerequisite: A guitarist must be at least 10th level before selecting this enhancement.

Sonic Line* (Su): This boom shape enhancement allows the guitarist to invoke his sonic boom as a 60-foot line. A sonic line deals the normal sonic boom damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can attempt a Reflex save for half damage. A sonic line is equivalent to a 3rd level spell. Prerequisite: A guitarist must be at least 6th level before selecting this enhancement.

Sonic Spear* (Su): This boom shape enhancement extends the guitarist’s sonic boom attacks to great distances. Sonic spear increases the range of a sonic boom attack to 250 feet with no range increment. A sonic spear is equivalent to a 2nd level spell.

Spirit Boom** (Su): This sonic essence enhancement allows the guitarist to change his sonic boom into a spirit boom. The boom deals an extra 1 point of damage per die to undead. The spirit boom also affects incorporeal creatures normally. A spirit boom is equivalent to a 4th level spell. Prerequisite: A guitarist must be at least 8th level before selecting this enhancement.

These abilities replace distraction, fascinate, inspire courage, inspire competence, inspire greatness, encore, soothing performance, inspire heroics, funeral ballad, and deadly performance.

Extra Sonic Boom (Su)

At 7th level, the guitarist is able to produce an additional sonic boom attack at a -5 penalty as part of a full-attack. At 14th level, he can produce a third sonic boom attack at a -10 penalty. The guitarist cannot use any boom shape enhancements with the additional sonic booms.

This ability replaces skilled performer and frightening tune.