Primitive Screwhead
First Post
Over here, Saric posted a nicely fluffed version of the bard.
I think the direction was solid, but the execution was over the top. The resulting bard is definately a bad-ass.
I worked with one of my players as I convert my campaign over to 4th edition and have revised Saric's work... at least the first 9 levels.
Most of the changes were pulling the powers back in line with the similar powers of equal level, while attempting to create a unique 'Bard' feel to the class.
My guiding thoughts on what a 'Bard' should look like are:
So, looking for input and help making sure I got the powers in-line.. and maybe some help with levels 10 through 30
.. attached is a pdf file with my adjustments.
Thanks for your input!
I think the direction was solid, but the execution was over the top. The resulting bard is definately a bad-ass.
I worked with one of my players as I convert my campaign over to 4th edition and have revised Saric's work... at least the first 9 levels.
Most of the changes were pulling the powers back in line with the similar powers of equal level, while attempting to create a unique 'Bard' feel to the class.
My guiding thoughts on what a 'Bard' should look like are:
- The bard is a second line combatant that inspired effectiveness and continued fighting from a group of allies.
- He is capable of melee combat, although less effective at hitting than a dedicated frontline fighter and deals less damage than a dedicated striker.
- His primary tool is his voice and/or instrument, channeling arcane power through the melody and variations to bring about extraordinary effects.
- His inspiration comes mainly in the form of improved morale and improved team work.
- His secondary tools is arcane based spells, similar to the Wizards repertoire.
- He does not stand in the rear, as it is hard to be inspiring while kicking it back in the 'safe' zone.
So, looking for input and help making sure I got the powers in-line.. and maybe some help with levels 10 through 30

Thanks for your input!