This is a repost of my bard on the wotc forums. I just wanted to get more critique and feedback. Hope you guys like it.
For those who wish to just see a pdf you can download the class at this link. http://www.badongo.com/file/9985993 The pdf contains the most current version of the class.
Update- June 27, 2008: After collecting errata and some suggestions, I've compiled them into a new pdf. I've also included a new epic destiny and the npc template for dm's who wish to use bard for nefarious deeds. Thanks again everyone for the feedback.
You can get the new pdf at the following sites:
http://myfreefilehosting.com/f/00c3f43792_1.38MB
http://www.badongo.com/file/10099912
Update- September 20, 2008: After some free time I finally managed to glance over the bard again and tweaked it a little bit. Among the changes are addition of armor proficiency (chain), removal of the rapier, and an assortment of critical corrections to power attack types. A few powers changed slightly such as bardic music being streamlined and some of them moving to feats. Thanks again everyone for the feedback.
You can get the new pdf at the following site
http://www.filedropper.com/bardrelease32
BARD
“Legends are forged through the sound of music and prose.”
Class Traits
Role: Leader. You lead by singing or playing music, and casting potent magic spells that aid your allies and hinder your opponents.
Power Source: Arcane. You have mastered the art of magic through song and music.
Key Abilities: Charisma, Dexterity, Intelligence
Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiency: Simple Melee, simple Ranged, longsword, short sword, shortbow
Implement: Bardic Instrument
Bonus to Defense: +1 Will, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Streetwise (Cha) and Arcana (Int).
Choose any three other skills except Endurance (Con)
Build Options: Musician, Spellblade
Class Features: Bardic Knowledge, Cantrips, Bardic Music, Healing Hymn
Bards are the quintessential companions. Traveling the land and picking up a variety of tricks, stories and magic enables Bards to aid their allies with sound advice or inspiring music. A true trickster at heart, Bards have a strong tie to illusory magic, which confuses their foes and sometimes entertains audiences. Inspiring the masses with a masterful song or poem, the Bard is a confident and capable leader.
A Bard is a jack-of-all-trades, using his music to fill in a variety of roles if need be. An aspiring bard could be a simple minstrel, an accomplished thief who covers up his capers with his performances, a devoted sage or a competent swordsman.
Bards are a mystery all unto themselves, using their abilities for their own benefit or for others. In the end the decision is up to you, to be a dashing hero or an unscrupulous scoundrel.
Creating a Bard
The Bard has two basic builds to start: The Musician and the Spell Blade.
The Musician
You are the center of attention, bursting into song or playing a fine medley, you grant powerful effects to your allies. This build usually is in the back lines, supporting your allies and hindering your foes with mind affecting effects. To this end, choose powers that give your allies the upper hand or heal them. Using your offensive songs at the right time can also turn the tide of a battle in your favor. Make Charisma your primary score and Dexterity as your secondary and intelligence as your tertiary score.
Suggested Feat: Skill Focus, Alertness
Suggested Skills: Perception, Insight, Diplomacy
Suggested At-Will Powers: Inhibiting Song, Warning Yell
Suggested Encounter Power: Distracting Shout
Suggested Daily Power: Burst of Awe
The Spell Blade
Using a myriad of special abilities you've picked up on your way through the world, your attacks flourish with arcane might. You strike swiftly with deadly effect. This build focuses mostly on melee combat and usually plays mind games with those you face. Assign your highest ability score to Dexterity, and your secondary score to Charisma. Apply your tertiary score to Intelligence.
Suggested Feat: Nimble Blade (Human feat: Toughness)
Suggested Skills: Acrobatics, Athletics, Perception, Bluff
Suggested At-Will Powers: Improvised Jab, Insightful Strike
Suggested Encounter Power: Critical Strike
Suggested Daily Power: Accelerated Strike
Bard Overview
Characteristics: You are a jack of multiple trades, with a good combination of Melee and Ranged powers. Most of your attacks deal a reasonable amount of damage but they usually grant bonuses to your allies. Some of your powers also can fool or Incapacitate opponents, giving you control over the battlefield for the short time. Some of your powers can also be used to heal your allies effectively.
Religion: Bards usually can be found worshiping any deity, however most gravitate to Avandra, Erathis, or Ioun. Evil bards usually worship Vecna, Lolth or Zehir.
Races: Halflings are almost perfect bards having a mix of trickery and wit to get by. Half-Elves also make excellent Bards, using their strong personalities to great effect with their music and relations with other people. All other races usually some historical or musical tradition, which many do very well at.
Implements
Bards make use of instruments to help channel and direct their arcane powers. A bard holding a magic bardic instrument can add its enhancement bonus to the attack rolls and the damage rolls of bard powers, as well as bard paragon path powers that have the implement keyword. Without a bardic instrument, a bard can still use these powers but he or she doesn’t gain the bonus provide by the magic implement.
A typical Bardic instrument costs about as much as a holy symbol.
Bard Class Features
All bards have these class features.
Bardic Knowledge
A bard picks up obscure stories and legends from other bards and people. As a result, a bard knows a little bit about almost everything gaining a +2 to all knowledge checks.
Cantrips
A bard has minor training in the arcane arts and as a result, can choose 2 cantrips from the wizard list and can use them as At Will powers.
Bardic music
Once per encounter you can play or sing a Bardic song, inspiring your allies to greater deeds, or confusing your opponents. Regardless of how many different uses you have for Bardic Song, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers. A starting bard can choose two of the following musical options;
Bardic Music: Countersong - Bard Feature
You sing and play at your highest notes trying to mask the sounds of battle.
Encounter ✦ Arcane
Immediate Interrupt Close burst 5 (10 at 11th, 15 at 21st)
Trigger: You or one of your allies is attacked by an effect with the thunder or charm keyword.
Target: All allies within burst
Effect: Against an effect with the thunder or charm keyword, the target gains resist 5. This effect lasts until the end of your next turn.
In addition, if the triggering attack has a lingering effect, the target gets an immediate save to remove the effect.
The bonus increases to resist 10 at 11th level, and 15 at 21st level.
Bardic Music: Inspire Courage - Bard Feature
You quickly chant a song of bravery, and raise your allies’ morale for a few seconds.
Encounter ✦ Arcane
Standard Action Close burst 5 (10 at 11th, 15 at 21st)
Target: All allies within burst
Effect: Target gains a +1 power bonus to attack and damage rolls. In addition, if the target is subjected to or currently affected by an effect with the fear keyword it gets an immediate save to remove it. This effect lasts until the end of your next turn.
The bonus increases to +2 at 11th level and +3 at 21st level.
Bardic Music: Fascinating Song - Bard Feature
A strange but soothing melody erupts from you, enthralling your enemies in their steps.
Encounter ✦ Arcane, Charm, Implement
Standard Action Ranged 10
Target: One creature within range (2 creatures at 11th level, 3 creatures at 21st level)
Attack: Charisma vs. Will.
Hit: Target is restrained and can't take attacks against you until the end of your next turn (save ends). If you or your allies attack the target, this effect ends immediately.
Special: You can activate Healing Hymn and it sustains the effect until the end of your next turn.
Bardic Music: Inspire Competence - Bard Feature
A mellow melody motivates your allies to try their best.
Encounter ✦ Arcane, Implement
Standard Action Close burst 10
Target: All allies within burst
Effect: Your allies gain a +2 power bonus to their skill checks until the start of your next turn. The bonus increases to +3 at level 11, +4 at level 21, +5 at level 30.
Special: You can activate Healing Hymn and it sustains the song until the end of your next turn.
Healing Hymn
Using the healing hymn power, bards can heal their allies with mystic songs.
Healing Hymn - Bard Feature
You hum or play a musical note that soothes an ally's pain.
Encounter ✦ (Special) Arcane, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level you can use this power three times per encounter.
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level and 6d6 at 26th level.
For those who wish to just see a pdf you can download the class at this link. http://www.badongo.com/file/9985993 The pdf contains the most current version of the class.
Update- June 27, 2008: After collecting errata and some suggestions, I've compiled them into a new pdf. I've also included a new epic destiny and the npc template for dm's who wish to use bard for nefarious deeds. Thanks again everyone for the feedback.
You can get the new pdf at the following sites:
http://myfreefilehosting.com/f/00c3f43792_1.38MB
http://www.badongo.com/file/10099912
Update- September 20, 2008: After some free time I finally managed to glance over the bard again and tweaked it a little bit. Among the changes are addition of armor proficiency (chain), removal of the rapier, and an assortment of critical corrections to power attack types. A few powers changed slightly such as bardic music being streamlined and some of them moving to feats. Thanks again everyone for the feedback.
You can get the new pdf at the following site
http://www.filedropper.com/bardrelease32
BARD
“Legends are forged through the sound of music and prose.”
Class Traits
Role: Leader. You lead by singing or playing music, and casting potent magic spells that aid your allies and hinder your opponents.
Power Source: Arcane. You have mastered the art of magic through song and music.
Key Abilities: Charisma, Dexterity, Intelligence
Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiency: Simple Melee, simple Ranged, longsword, short sword, shortbow
Implement: Bardic Instrument
Bonus to Defense: +1 Will, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Streetwise (Cha) and Arcana (Int).
Choose any three other skills except Endurance (Con)
Build Options: Musician, Spellblade
Class Features: Bardic Knowledge, Cantrips, Bardic Music, Healing Hymn
Bards are the quintessential companions. Traveling the land and picking up a variety of tricks, stories and magic enables Bards to aid their allies with sound advice or inspiring music. A true trickster at heart, Bards have a strong tie to illusory magic, which confuses their foes and sometimes entertains audiences. Inspiring the masses with a masterful song or poem, the Bard is a confident and capable leader.
A Bard is a jack-of-all-trades, using his music to fill in a variety of roles if need be. An aspiring bard could be a simple minstrel, an accomplished thief who covers up his capers with his performances, a devoted sage or a competent swordsman.
Bards are a mystery all unto themselves, using their abilities for their own benefit or for others. In the end the decision is up to you, to be a dashing hero or an unscrupulous scoundrel.
Creating a Bard
The Bard has two basic builds to start: The Musician and the Spell Blade.
The Musician
You are the center of attention, bursting into song or playing a fine medley, you grant powerful effects to your allies. This build usually is in the back lines, supporting your allies and hindering your foes with mind affecting effects. To this end, choose powers that give your allies the upper hand or heal them. Using your offensive songs at the right time can also turn the tide of a battle in your favor. Make Charisma your primary score and Dexterity as your secondary and intelligence as your tertiary score.
Suggested Feat: Skill Focus, Alertness
Suggested Skills: Perception, Insight, Diplomacy
Suggested At-Will Powers: Inhibiting Song, Warning Yell
Suggested Encounter Power: Distracting Shout
Suggested Daily Power: Burst of Awe
The Spell Blade
Using a myriad of special abilities you've picked up on your way through the world, your attacks flourish with arcane might. You strike swiftly with deadly effect. This build focuses mostly on melee combat and usually plays mind games with those you face. Assign your highest ability score to Dexterity, and your secondary score to Charisma. Apply your tertiary score to Intelligence.
Suggested Feat: Nimble Blade (Human feat: Toughness)
Suggested Skills: Acrobatics, Athletics, Perception, Bluff
Suggested At-Will Powers: Improvised Jab, Insightful Strike
Suggested Encounter Power: Critical Strike
Suggested Daily Power: Accelerated Strike
Bard Overview
Characteristics: You are a jack of multiple trades, with a good combination of Melee and Ranged powers. Most of your attacks deal a reasonable amount of damage but they usually grant bonuses to your allies. Some of your powers also can fool or Incapacitate opponents, giving you control over the battlefield for the short time. Some of your powers can also be used to heal your allies effectively.
Religion: Bards usually can be found worshiping any deity, however most gravitate to Avandra, Erathis, or Ioun. Evil bards usually worship Vecna, Lolth or Zehir.
Races: Halflings are almost perfect bards having a mix of trickery and wit to get by. Half-Elves also make excellent Bards, using their strong personalities to great effect with their music and relations with other people. All other races usually some historical or musical tradition, which many do very well at.
Implements
Bards make use of instruments to help channel and direct their arcane powers. A bard holding a magic bardic instrument can add its enhancement bonus to the attack rolls and the damage rolls of bard powers, as well as bard paragon path powers that have the implement keyword. Without a bardic instrument, a bard can still use these powers but he or she doesn’t gain the bonus provide by the magic implement.
A typical Bardic instrument costs about as much as a holy symbol.
Bard Class Features
All bards have these class features.
Bardic Knowledge
A bard picks up obscure stories and legends from other bards and people. As a result, a bard knows a little bit about almost everything gaining a +2 to all knowledge checks.
Cantrips
A bard has minor training in the arcane arts and as a result, can choose 2 cantrips from the wizard list and can use them as At Will powers.
Bardic music
Once per encounter you can play or sing a Bardic song, inspiring your allies to greater deeds, or confusing your opponents. Regardless of how many different uses you have for Bardic Song, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers. A starting bard can choose two of the following musical options;
Bardic Music: Countersong - Bard Feature
You sing and play at your highest notes trying to mask the sounds of battle.
Encounter ✦ Arcane
Immediate Interrupt Close burst 5 (10 at 11th, 15 at 21st)
Trigger: You or one of your allies is attacked by an effect with the thunder or charm keyword.
Target: All allies within burst
Effect: Against an effect with the thunder or charm keyword, the target gains resist 5. This effect lasts until the end of your next turn.
In addition, if the triggering attack has a lingering effect, the target gets an immediate save to remove the effect.
The bonus increases to resist 10 at 11th level, and 15 at 21st level.
Bardic Music: Inspire Courage - Bard Feature
You quickly chant a song of bravery, and raise your allies’ morale for a few seconds.
Encounter ✦ Arcane
Standard Action Close burst 5 (10 at 11th, 15 at 21st)
Target: All allies within burst
Effect: Target gains a +1 power bonus to attack and damage rolls. In addition, if the target is subjected to or currently affected by an effect with the fear keyword it gets an immediate save to remove it. This effect lasts until the end of your next turn.
The bonus increases to +2 at 11th level and +3 at 21st level.
Bardic Music: Fascinating Song - Bard Feature
A strange but soothing melody erupts from you, enthralling your enemies in their steps.
Encounter ✦ Arcane, Charm, Implement
Standard Action Ranged 10
Target: One creature within range (2 creatures at 11th level, 3 creatures at 21st level)
Attack: Charisma vs. Will.
Hit: Target is restrained and can't take attacks against you until the end of your next turn (save ends). If you or your allies attack the target, this effect ends immediately.
Special: You can activate Healing Hymn and it sustains the effect until the end of your next turn.
Bardic Music: Inspire Competence - Bard Feature
A mellow melody motivates your allies to try their best.
Encounter ✦ Arcane, Implement
Standard Action Close burst 10
Target: All allies within burst
Effect: Your allies gain a +2 power bonus to their skill checks until the start of your next turn. The bonus increases to +3 at level 11, +4 at level 21, +5 at level 30.
Special: You can activate Healing Hymn and it sustains the song until the end of your next turn.
Healing Hymn
Using the healing hymn power, bards can heal their allies with mystic songs.
Healing Hymn - Bard Feature
You hum or play a musical note that soothes an ally's pain.
Encounter ✦ (Special) Arcane, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level you can use this power three times per encounter.
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level and 6d6 at 26th level.
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