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A better more talented Bard

Sadrik

First Post
Version 2.0
Here is a list of the things that I changed.

The biggest change was the implementation of talents it uses the same format as the rogues every even level you pick one and at tenth you can begin selecting advanced ones. Some of the talents I got from the rogue list others I made up and others were from the bards own class features.

Another change is that the performances are now selectable. Essentially you start with the fascinate performance, I felt this one should be universal to all bards. The select a new performance at every odd level, including first.

Versatile performer is a 1st level ability that affects all of your performance skills. So it is just a matter of getting the two adjoining skills at 1/2 price basically. Example sing gives bluff and sense motive so you will have both skill at the cost of 1 - perform (sing). You can only use a number of ranks up to your bard level though.

I added sonic resistance to the well-versed class feature because well, they should have it.

Now on to the specific talents:

Armor training is for chivalrous bard who still wants to cast spells while in heavier armor.

Countersong and distraction were combined, I cannot see selecting this one without them combined like this.

Note that many of the songs are now selectable at a lower level than they were previously available. I felt this was ok, even in the case of suggestion, which required the limited use of the fascinate performance.

Lingering performance is a must for those bards who want to provide lots of bonuses. It can effectively double the number of uses per round per day.

Quick performance is also very handy for getting your performances off quickly as a move action, this was removed from the bardic performance text and as a talent. The swift version became an advanced talent.

The sound burst and shout performances were added because many people feel like a bard should be able to do some sonic damage utilizing their performance resources. This allows for that, and in fact, can be quite powerful when coupled with quick/swift performance talents.

I gave them the option of trapfinding so that they could take some of the we-have-to-have-a-rogue pressure that can happen when dealing with a dungeon with a lot of traps.

Vicious Taunt is a new performance that I added, I have always thought that the bard needed something like this in their repertoire.

I gave them the possibility of getting evasion at the upper levels, it seemed thematically appropriate for them.

Inspire greatness and inspire heroics I altered, to allow the bard to affect a number of people equal 1 per five levels they have much simpler and more powerful initially but weaker at the top end levels (at least for the number of people these can affect).

Jack of all trades is made simpler and better by simply allowing all skills and making all skills class skills.

Deadly performance is still the cap stone and not an advanced performance.

Hopefully this new and better version of the bard will allay some of the concerns that people are having with the bard. Please feel free to add new talents and performances or give insight and inspiration into this new version of the class so that we can all use it. So, here it is:

Bard
Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.
Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.

Alignment: Any.

Hit Die: d8.

Class Skills
The bard's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Class Features
All of the following are class features of the bard.

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex): A bard can use his bonus in a perform skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex): A bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. A bard also gains sonic resistance 5 this increases to 10 at 6th and 15 at 11th and 20 at 16th level.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

As a bard gains experience, he learns new performances to add to his repertoire. Starting at 1st level, a bard learns the fascinate performance and an additional bardic performance. He gains an additional bardic performance for every 2 levels of bard attained after 1st level. A bard cannot select an individual performance more than once.

Fascinate (Su): A bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Countersong and Distraction (Su): A bard that selects this talent learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

A bard can also use this performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Dirge of Doom (Su): A bard that selects this talent can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Courage (Su): A bard that selects this talent can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard that selects this talent can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Sound Burst (Su): A bard that selects this talent can use his performance to create an effect equivalent to the sound burst spell. Shout relies on audible components.

Suggestion (Sp): A bard that selects this talent can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Vicious Taunt (Su): A bard that selects this talent can use his performance to taunt an enemy. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target will attempt to attack the bard, if able, either verbally in a social situation or diverts their attacks to the bard in a combat one while the bard performs. Vicious Taunt is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Advanced Performances: At 11th level, and every two levels thereafter, a Bard can choose one of the following advanced performances in place of a bardic performance.

Frightening Tune (Sp): To select this talent the bard must have selected the dirge of doom talent. A bard that selects this talent can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Inspire Greatness (Su): A bard that selects this talent can use his performance to inspire greatness in himself or willing allies within 30 feet, granting extra fighting capability. For every five bard levels, he can affect one creature while using this performance. To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Inspire Heroics (Su): A bard that selects this talent can inspire tremendous heroism in himself or willing allies within 30 feet. For every five bard levels, he can affect one creature while using this performance. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp): To select this talent the bard must have select the suggestion talent. This ability functions just like suggestion, but allows a bard to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

Shout (Su): To select this talent the bard must have select the sound burst talent. A bard that selects this talent can use his performance to create an effect equivalent to the shout spell. Shout relies on audible components.

Soothing Performance (Su): A bard that selects this talent can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Bard Talents: As a bard gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a bard gains one bard talent. He gains an additional bard talent for every 2 levels of bard attained after 2nd level. A bard cannot select an individual talent more than once.

Armor Training: A bard that selects this talent gains medium armor proficiency feat and incurs no spell failure as if wearing light armor.

Bardic Knowledge (Ex): A bard that selects this talent adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Combat Trick: A Bard that selects this talent gains a bonus combat feat (see Feats).

Fast Stealth (Ex): This ability allows a Bard to move at full speed using the Stealth skill without penalty.

Finesse Bard: A Bard that selects this talent gains Weapon Finesse as a bonus feat.

Ledge Walker (Ex): This ability allows a Bard to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a Bard with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Lingering Performance: A bard’s performances now linger for 1 round after the bard has stopped the performance. A performance that is lingering may overlap with another bardic performance.

Lore Master (Ex): A bard that selects this talent becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Quick Performance: A bard that selects this talent can now begin a bardic performance as a move action.

Trapfinding: A bard that selects this talent adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A bard can use Disable Device to disarm magic traps.

Weapon Proficiency: A bard that selects this talent gains either we Martial Weapon Proficiency feat or Exotic Weapon Proficiency feat.

Weapon Training: A Bard that selects this talent gains Weapon Focus as a bonus feat.

Advanced Talents: At 10th level, and every two levels thereafter, a Bard can choose one of the following advanced talents in place of a Bard talent.

Evasion (Ex): A bard that selects this talent can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the bard is wearing light armor or no armor. A helpless bard does not gain the benefit of evasion.

Feat: A bard may gain any feat that she qualifies for in place of a bard talent.

Improved Lingering Performance: To select this talent the bard must have selected the lingering performance talent. A bard’s performances now linger for 3 rounds after the bard has stopped the performance. A performance that is lingering may overlap with another bardic performance.

Jack-of-All-Trades (Ex): A bard that selects this talent can use any skill, even if the skill normally requires him to be trained and the bard considers all skills to be class skills.

Skill Mastery: A bard that selects this talent becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Bard may gain this talent multiple times, selecting additional skills for skill mastery to apply to each time.

Slippery Mind (Ex): This ability represents the Bard's ability to wriggle free from magical effects that would otherwise control or compel her. If a Bard with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Swift Performance: A bard that selects this talent can now begin a bardic performance as a swift action.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.
 
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Sadrik

First Post
What are the Bard's conceptual niche's?

1. Minstrel/singer/musician/poet
2. Jester/comedian/actor/dancer
3. Loremaster/historian/chronicler/sage
4. Gallant/swashbuckler/hero/fencer
5. Diplomat/leader/orator/commander

These are probably the five general areas that the bard fits into when a player think of how they will roleplay them. Some of them are possible with the RAW and others are not so much. The bard should not fill all 5 of the above areas at once they should have ways to differentiate themselves. For instance, I don't see a jester as a loremaster and I don't see the diplomat being a musician but I see all of them being part of the conceptual niche of the bard.

Add your ideas for new talents that can fill in these other bard concepts more fully. Or if there is a conceptual niche I am missing please by all means...
 
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WesSchneider

First Post
Cool cool. Some really neat options here. I'm playing a storytellin' bard in James Jacob's Thursday night Sandpoint game and I'll definitely be checkin' this out. I'm sure Jason will TOTALLY enjoy hearing me whine "But Sadrik said I coooooould!" :p
 

Sadrik

First Post
Thanks,
I hope you enjoy the class. The newest version is quite a bit better, it seperates the performances from the talents so now a bard player will select a performance or a talent every level. There are a lot of cool concpets that this class will fill.

And just tell James I said you could...
 

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