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Encounters for Bards

RealMarkP

First Post
I have a player whose playing a Bard. He is new to D&D and I would like to design one or more encounters/situations to help him explore his Bardly skills. He is:

- Level 3 Bard.
- Has ranks in Craft(Alchemy).
- Has ranks in Perform.
- Is a Gnome Paragon.
- Has a ton of arcane scrolls (but no ranks in Use Magic Device), so he cannot use many of the scrolls.
- Has a tome (big instruction manual) that allows him to make any item from the Chaositech 3rd party supplement. He has no craft skills in this area, however.

So what kind of stuff can I throw at the party so that this Bard is as useful as the warrior and paladin; they are the tanks. Thus far, he has rarely used his weapons and spends his time Inspiring Courage by singing. Occasionally he uses a wand of charm. Has used a scroll once in a while.

My ideas:
- Give him a ring/amulet that buffs Use Magic Device (so that he can use scrolls)
- Give him the opportunity to make potions.
- [In combat] Incapacitate the Paladin and Fighter, putting the Bard on the spot.
- Remind him, when he levels, he can make stuff from the Chaositech book if he puts ranks in Craft(...).

Again, he is a new player so I don't blame him, I just want to put him in situations where he can explore his class more. Any suggestions?
 

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Ack! Bards are a hard class to play unless you really know what you're doing.

Gnome Paragon is a trap. Pure and simple. Worse casting than the bard, fewer skill points, and doesn't even help bardic music. Keen senses and illusion aptitude aren't worth a level of spells between them - he'd be better off as a straight bard in just about every possible way. Mirror Image may be cute but it's not that good.

Re: Chaositech, treat Alchemy as a craft skill (it was in 3.0), and the craft skill required for Chaositech. That brings the whole thing into play usefully. Otherwise Alchemy promises but doesn't deliver.

For Inspire Courage, Song of the Heart (from Eberron) can be taken in place of the frankly useless Inspire Courage, and increases the bonus from Inspire Courage by +1. A +2/+2 bonus to the whole party is getting somewhere. Add a Badge of Valour (Magic Item Compendium, 1600GP) for a further +1 bonus 3 times/day and we're up to +3/+3. There's also a first level spell for yet another +1/+1. At +4/+4 at third level when the bard starts to sing, the battle turns as the wizard is now hitting almost as hard as the fighter normally does - you probably don't want it this high.

And also for Inspire Courage remember that it lingers - use it on round 1 and it only ends on round 6. And you can keep maintaining it indefinitely; combine it with the Message cantrip and Perform (Oratory) and you've got team comms - with no definite end time for the oratory. Think something like the earbuds for the Leverage team with everyone being vastly more efficient while in contact.

Hope some of that helped.
 

RealMarkP

First Post
Gnome Paragon is a trap ...
As a standalone class, I agree with you. However, I gave the player a free level in this class when he picked his race. I'm also considering, through DM handwaving magic, that he gains the bonuses of his Paragon in tandem to his Bard levels; probably at a nerfed progression, such as every 4 levels. The reason being is to make him a bit beefier as the only arcane spellcaster in the group. My reasoning is that since he is inexperienced, he many not optimally use a beefed-up class to it's potential and may not become a Munchkin.

As for encounters, I don't want to throw traps at the group too often, as they don't have a rogue. So, what kind of Bard friendly encounters would you suggest?
 
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There is a wizard tower that the PCs need access to with an arcane lock that only opens when an ancient, esoteric song is sung/played with perfect precision with respect to intonation. Perhaps the bard knows pieces of the song but needs the rest of it and needs to know the exact notes/pitch. Singing the song/playing the tune with incorrect intonation perhaps triggers a glyph or is punitive in some other fashion (but don't make it inaccessible with a failure).

The PCs find themselves lost in the Feywild where sardonic wit, guile, song and nursery rhymes are the currency for the capricious fey kingdoms they encounter. The PCs are captured by the equivalent of the Queen of Hearts and are sitting in their cell, sentenced to death. In a conversation with a prisoner in a nearby cell, they find that the only pardon for their crimes (something absurdly nonsensical) is a masterful rendition of the Queen's favorite speech or sonnet from her favorite play. This will give them a non-combat opportunity to resolve a serious conflict.
 

nijineko

Explorer
this is more in the vein of thematic silliness, but: an attack of semi-sentient rocks which attack with a charging roll, perform sonic dissonance attacks, and can be lulled with music.

how about a harmonizing weapon?

or you could use a bell sword. again, thematic, but in a more serious vein.

what other options does this bard have available? bards are not usually combat focused, though it can be done.

maybe just some opponents who are willing to talk, or an encounter with an argument or puzzle that the npcs request the help of the pcs to resolve. or maybe an encounter with a sentient undead, likely a powerful ghost or spirit who will let them or give them assistance in some fashion in exchange for mortal music. (a common, if frequently forgotten, theme with the dead.)
 

Greenfield

Adventurer
Bards are normally second or third string anything in most games. They're fairly skilled, but even at that they're second string behind the Rogue.

It takes the right mindset and a relatively subtle approach to play one well, and that seldom describes a beginning player.

There are something like seven Skills in 3.0/3.5 that depend on Charisma, and he should probably look at focusing on them. Not every player deals well with Diplomacy situations, or wants to play them, but it can be one of the most useful of the lot.

Alchemy is a Craft skill in 3.0 and 3.5, and though it's Intelligence based, it can still be useful for a Bard. I know there's an Alchemist class in Pathfinder, but I don't know what, if anything, is possible using the skill.

Still, it may be the most promising avenue for your player. So to that end I'll post the list of Alchemical materials I've collected from the web.

You, as DM, will want to edit this list, as some of it is kinda broken, relatively speaking.
*****************
Alchemist's Mercy 1GP DC 10 Dragon Magazine 280 pg 51
A fine powder that, when mixed with juice or water and consumed, eliminates the effects of a hangover.

Armor Insulation 50GP DC 25 2lb flask Frostburn pg 78
Thick red syrup that is applied to the inside of armor, provides +5 circumstance bonus to fortitude checks to resist cold weather for 24 hours after application.

Armor Soft 50GP DC 25 Dragon Magazine 280 pg 51
Mildly corrosive red oil that softens metal armor and reduces their armor check penalty by 1 for the next hour. Each use of Armor soft on any given suit causes a 5% cumulative chance of permanent armor failure. Armor soft doesn't work on nonmetal armors but the corrosive effects still apply.

Brittle Bone 30GP DC 20 8oz Libris Mortis pg 73
This unguent must be spread over a set of bones before animation as a skeleton. The ointment reduces the skeleton’s natural armor by 2 points (to a minimum of 0), but when the skeleton is destroyed, its bones splinter and fly apart, sending shards in all directions. Any creature within the skeleton’s reach takes 1 point of piercing damage per HD of the skeleton (Refl ex DC 15 half; minimum 1 point). Spreading Brittle Bone over a creature’s bones requires a full round action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature four flasks, a Gargantuan creature eight flasks, and a Colossal creature sixteen flasks.

Bullet, Priest's 20GP DC 15 Glassblowing 10oz Libris Mortis pg 73
Glass orb that contains holy water that can be launched from a sling. Does 1d4 damage to those susceptible to holy water damage.

Burn Salve 15 GP DC 10 Dragon Magazine 301 pg 53
If applied within 2 rounds of burn injury, it will heal 1d6 points of fire based damage.

Cooling Gel 100GP DC 20 Dragon Magazine 280 pg 51
A cold blue gel that provides a +1 resistance bonus to flame or heat attacks for a half hour or heals 1d6 points of burn damage if applied within an hour.

Courier's Ink 20GP DC 20 Dragon Magazine 280 pg 51
Invisible ink that turns red when soaked with revealing solution.
Since Courier's Ink is invisible until revealed scribing the precise symbols needed for spells is impossible.

Devil's Soap 25GP DC 20 Dragon Magazine 301 pg 58
Foul smelling black paste that grants fire resistance 2 for an hour.

Disappearing Ink 5GP DC 15 Tome and Blood pg 72
After a set period of time, usually an hour, the writing vanishes.
Applying heat to the paper makes the ink reappear
A spot or search chek DC20 reveals traces of faded writing

Dragon's Brew 50GP DC 25 Dragon Magazine 301 pg 58
A thick liquid that grants increased stamina and dulls pain. Imbibier is granted +1 alchemical bonus to all Fortitude saves for an hour

Elf Hazel 5GP DC 10 Dragon Magazine 301 pg 53
A weeks worth of applications of this clear liquid remove any previously healed scars

Embalming Fire 20GP DC 20 8oz Libris Mortis pg 73
Used to treat zombie bodies. If the zombie takes even a single point of damage, it's body bursts into blue flame for a minute. The fire doesn't harm the zombie but allows it to do an additional 1d6 fire damage with its slam attacks. One vial is enough to treat a medium sized zombie.

Firebane 50GP DC 25 Dragon Magazine 280 pg 51
This thick grease provides Fire Resistance 10 against one fire based attack.
Firebane is potent for half an hour and can be washed off with water.
If Firebane is left on for more than an hour it causes 1 point of subdual damage per minute.

Fire Beatle Paste 50GP DC 25 Dragon Magazine 280 pg 51
Thick reddish paste distilled from fire beatle glands burns fiercely when ignited.
One container yields a half inch line one yard long when spread that burns for 1d4 rounds doing 3d6 damage per round that halves hardness before applying damage.
A container can be ignited and use as a torch, and will not splatter or stick if thrown.

FireStone 50GP DC 25 Dragon Magazine 280 pg 51
Small orange greandelike weapon that bursts into flame, upon striking a hard object, dealing 1d6 fire damage within the 5ft square it lands in. Fires lit by a firestone burn normally.

Flashpellet 50GP DC25 Tome and Blood pg 72
Bead sized grenade like weapon explodes on impact.
All sighted creatures within 10ft must REF SAV DC15 or be dazzled for 1 minute.
Dazzled creatures suffer -1 on attack rolls.

Flash Powder 20GP DC 20 Dragon Magazine 280 pg 51
Silky grey mildly explosive powder that burns too quickly to cause damage but brilliantly enough to provide enough of a distraction to allow someone who was under observation a hide check and to cause a -5 penalty to spot checks to anyone who looked directly at the flash for 5 rounds.

Free Foot 25GP DC 25 Dragon Magazine 280 pg 51
This oil makes up to a 5ft square area exceptionally slippery. Any creature crossing the affected are must make a DC 15 reflex save or fall down. A successful save is required to regain their footing and another successful save is required to leave the area. Large and multi-legged creatures only suffer the effect if all of their feet are in affected areas.
If Free Foot and Tanglewire are used together the victim must pass both saves to leave the area or will be subject to both effects on the following round

Freeze Powder 100GP DC 25 1lb vial Frostburn pg 78
Salt looking substance will freeze up to a cubic foot of liquid or a 10ft square of wet surface. Ingesting Freeze Powder causes 2d6 cold damage, DC15 Fortitude save for half damage.

Frost Lotion 15 GP DC 10 Dragon Magazine 301 pg 54
This lotion can heal 1d6 points of cold damage if applied within 2 rounds of the injury.

Frostbite Salve 50GP DC 20 1lb jar Frostburn pg 78
Pale yellow cream suppresses 2 points of ability damage caused by frostbite for up to an hour after application.

Gash Glue 40GP DC 20 Dragon Magazine 301 pg 54
Thick gray glue that when applied can stabilize a dying creature.

Glowpowder 50GP DC 20 Tome and Blood pg 72
Fine Luminescent powder that clings and glows for minute once released. It is not bright enough to provide useful illumination. It comes in tube that allows it to be blown out into a 10' cone, a standard action that provokes an attack of opportunity. Alternatively it can be carefully sprinkled to cover up to 125 square feet, 5 square feet per round.
Provides a +2 circumstance bonus to search checks in affected area and reduces the concealement bonus of invisible creatures down to a 20% miss chance.

Goblin Ink 20GP DC 10 Dragon Magazine 301 pg 53
waterproof ink that can not be distorted by water after it dries

Ghost Oil 50GP DC25 1lb Libris Mortis pg 73
Weapons treated with Ghost Oil ignore the miss percentage associated with incorporeal undead for the duration

Healing Salve 50GP DC 25 Tome and Blood pg 72
As a full round action, one rubs this stinky green paste into a wound and it heals 1d8 points of damage per dose.
If you have 5 or more ranks in profession herbalist you receive a +2 synergy bonus to craft it.

Holdfast 50GP DC 25 Dragon Magazine 280 pg 51
A small pouch of tanglefoot solution attached to a rope, quieter and smaller than a grappling hook. Range increments of 10ft and holds up to 200lb of weight for 1d4+3 rounds. Any miss has a 50% chance of breaking the pouch. Creatures hit can break the hold with a DC 27 strength check or sever the rope.

Ice Chalk 15GP DC 20 Frostburn pg 78
Waxy sticks, in various colors, that write on Ice like chalk marks slate.

Ice Crystal 5GP DC 15 Dragon Magazine 280 pg 51
Small rock crystal that becomes as cold as ice when immersed in water. Reverts to normal temperature upon removal from water.

Icewalker Oil 75GP DC 35 Dragon Magazine 301 pg 53
Icy blue liquid that when applied to feet allows the user to traverse ice and snow as if under the effects of the spider climb spell.

Insect Repellent 5GP DC 15 Dragon Magazine 280 pg 51
Strong smelling liquid keeps tiny or smaller insects at bay for 4 hours. Larger or magically compelled insects must make a DC 12 will save to approach. The benefit is lost if the protected character attacks the insect.

Journeyman Serum 5GP DC 5 Dragon Magazine 301 pg 53
provides a +2 alchemical bonus to resist taking subdual damage while making a forced march.

Lantern Stars 5GP DC 10 Dragon Magazine 301 pg 53
Fist sized glass globe that gives off light equal to a torch for 4 hours, without heat or smoke.

Liquid Ice 30GP DC 25 Dragon Magazine 280 pg 51
Viscous liquid that freezes upon exposure to air.
One vial can freeze the surface of 10ft by 10ft area of water or extinguish a like sized area of fire.
Used as a grenade like weapon causes 1d6 cold damage on a direct hit and 1 point of splash damage.

Liquid Night 150GP DC25 8oz Libris Mortis pg 73
Protects sunlight sensitive undead from the harmfull effects of sunlight.

Melt Powder 25GP DC 20 1lb vial Frostburn pg 78
Melts up to 1 cubic foot of ice, or 1 inch deep 10 ft square area. Hazardous to Cold Subtype creatures, causing 2d6 acid damage if ingested, DC fortitude save for half damage, bitter tasting to everyone else.

Memorybind 300GP DC 30 Dragon Magazine 301 pg 58
Thin red liquid that if drank while preparing spells for the day allows imbiber to prepare an additional 1st level spell. Memorybind disrupts the natural flow of magic however and reduces the DC of all spells cast that day by 2.

Mindfire 200GP DC 30 Dragon Magazine 301 pg 55
Mindfire is combined with ingested poisons to add a powerfull mind clouding effect. If the victim fails either save they suffer a -2 on all will saves and must make concentration checks at DC 15+spell level to cast any spells for the next hour.

Night Eyes 25GP DC 25 Dragon Magazine 280 pg 51
Thick greasy substance that take a full round to apply and grants low light vision. The low light vision lasts 10 minutes. The eyes become unnaturally sensitive to light for the duration of the effect, and bright sources of bright light (daylight spell eyc..) cause a -1 penalty to attack rolls.

Night Venom 500GP DC 35 Dragon Magazine 301 pg 55
When night venom is added to a poison it grants an additional sleep effect to the poison. If victim fails the poison's initial save they must make an additional save at the same DC or fall into a fitful slumber until the poisons secondary effect sets in. The victim can be awakened by normal means.

Oakdeath 100GP DC 25 Dragon Magazine 301 pg 55
Viscous brown liquid that when added to poison increases the poisons DC by 2 for a hour. Oakdeath is as illegal to use as poison.

Phantom Ink 10GP DC 20 Tome and Blood pg 72
Similar to disappearing ink but can only be read under a certain type of light.
Firelight Phantom Ink is revealed by candles, torches, and other flames.
Magical Light Phantom Ink is revealed by dancing lights, continual flames.
Moonlight Phantom Ink is revealed by Moonlight
Starlight Phantom Ink is revealed by Starlight and is usually only visible to those with Darkvision

Polar Skin 25GP DC 25 1lb flask Frostburn pg 78
Dull white cream, takes a minute to apply and lasts up to an hour, protects the wearer by absorbing up to 5 points of cold damage. These effects do not stack with and are superseded by any form of magical protection.

Powdered Water 5SP DC 10 Dragon Magazine 280 pg 51
Sparkling white powder in watertight container. Mix one ounce of powder with a single drop of water and a round later it expands into a gallon of drinkable water.

PureBalm 75 GP DC 35 Dragon Magazine 301 pg 53
Clear syrupy substance that when applied between the initial and secondary effects of a contact or injury poison turns black and absorbs some of the poison giving a +8 alchemical bonus to resist the poison's secondary effect.

Razor Ice Powder 50GP DC 25 1lb vial Frostburn pg 78
Granular white powder that transforms up to a 5 ft square patch of icy surface into razorice (see page 16 of Frostburn).

If sprinkled on any natural weapon possesed by a cold subtype creature it provides a +1 enhancement bonus to slashing damage for an hour.

Red Rager 50GP DC 25 Dragon Magazine 280 pg 51
When this thick red salve is spread over the entire body, red rager grants a +2 bonus to strength for the next 10 minutes, and a -4 penalty to dexterity for one hour. A single dose is enough to cover one medium or 2 small-sized creatures. Anyone who uses red rager regularly will eventually suffer deleterious side effects. If used more than twice in a week, the character must make a fortitude save (DC15) or suffer a 1 point permanent reduction in charisma, as each failed save means that the potent chemicals have affected the characters mind, raising his temper, in addition to coloring his skin a faint red.

Senses 50GP DC 25 Dragon Magazine 301 pg 53
A foul tasting tea that sharpen hearing and sight, providing a +1 alchemical bonus to spot and listen checks for an hour.

ScentBreaker 20GP DC 15 Tome and Blood pg 72
Alchemical compound to confuse creatures with the scent ability. Small grenade like pouch can be thrown in 10ft range increments or scattered over a 5ft area. Affected creatures make a fortitude save, DC 18 for a direct hit, DC 15 otherwise, or lose scent ability for 1 minute. After the minute affected creatures must make a second save or lose their scent ability for an hour.
If you have 5 or more ranks in herbalist profession you receive a +2 synergy bonus to craft it.

ShineWater 10GP DC 5 Dragon Magazine 301 pg 53
An overnight rust remover and polishing solution. One dose of shine water is enough to treat one medium sized weapon or similarly sized object.

SlimeBane 15GP DC 25 Dragon Magazine 280 pg 52
Grenade like weapon that does 1d6 acid damage to ooze type creatures.

Slippery Oil 50GP DC 25 Dragon Magazine 280 pg 52
When covered in slippery oil, a character gets a +5 bonus to escape artist checks, and is more difficult to grapple (-5 to grapple attacks against him).

Sneezing Powder 60GP DC 25 Dragon Magazine 280 pg 52
When thrown as a grenade-like weapon, a direct hit causes the target to suffer a -2 circumstance penalty to all rolls for 1d4 rounds unless they make a successful fortitude save (DC15). Creatures immune to gases or poisons and those with no olfactory sense are immune to sneezing powder.

Softshoe Powder 25GP DC 25 Dragon Magazine 280 pg 52
Applying Softshoe powder on one's feet or footwear provides a +2 competence bonus to move silently checks for 10 minutes.

Soupstone 300GP DC 15 Dragon Magazine 280 pg 52
When dropped into a container of water, this small stone turns the water into hot, nourishing broth of the flavor chosen when the stone was created. A single Soupstone can transform up to 10 gallons of water before it becomes inert. Note that it has no effect on water-elemental-based creatures.

Stonecloth 100GP per sq ft Alchemy DC 25 Craft Weaving DC 15 Dragon Magazine 280 pg 52


Suregrip 20GP DC 20 Tome and Blood pg 72
A gooey substance that provides a +2 circumstance bonus to grip for 10 minutes.
Applied to hands grants bonus to climbing, holding, and grappling.
Applied to Rope, grants bonus to Use Rope when binding or tying knots.
Applied to Feet, grants bonus to Balance checks.

Tangle Wire 25GP DC 25 Dragon Magazine 280 pg 53
This thin barbed wire, coated with a less-adhesive though longer-lasting form of the substance found in tanglefoot bags, is difficult to transport and handle, but easy to string across a narrow opening. Tangle wire comes wrapped into a tight bundle, but once unwound it cannot be rewound and stored for later use. A single bundle consists of a 10' strand. To avoid a tangle wire, a character must make a successful Spot check (DC15). Those who fail this spot check and blunder into the wire will be caught by the wire and take 1d2 points of damage per round unless they stand completely immobile. Additionally, they cannot move out of the 5' square until they are free of the its grip. Escaping from a tangle wire requires a dexterity or escape artist check (DC20) to escape or a strength check (DC15) to pull away. A character with a slashing weapon can free himself as a full round action. If the victim is willing to take damage from the wire, he can act normally (other than moving out of the square) while caught.

Titan Gum 25GP DC 15 Dragon Magazine 301 pg 53
Particularly strong and fast setting glue. Hardens to full strength in a single round and can support up to 500 lbs before breaking. Require DC 20 Strength check to separate glued items.

Traveler's Solace 50GP DC 25 Dragon Magazine 280 pg 52
This bitter, unpleasant liquid allows its drinker to circumvent the effects of fatigue and exhaustion for a short time. Fatigued characters that drink a dose of traveler's solace can run and charge normally, and suffer no penalty to their strength or dexterity, while exhausted characters suffer a -4 penalty to both scores. The beneficial effects of this brew last for 1d4 hours, but its after-effects last much longer. Exhausted characters who used traveler's solace require 8 full hours of rest before they become fatigued, while fatigued characters require at least 8 hours of bed rest before they become fully rested. Traveler's solace has no effect if it has already been taken in the last 8 hours.

Truth Wine 75GP DC 30 Dragon Magazine 280 pg 52
A sweet white wine of elven origin, truth wine loosens the tongue of those who imbibe it, even more so than normal alcohol. Those who drink truth whine, in addition to suffering from the normal effects of alcohol consumption, must succeed at a will save (DC15) in order to tell a lie. This save applies each time the person attempts to tell a lie. The effects of truth wine are short-lived, lasting only 10 rounds - 1 round per point of constitution bonus.

Vapors of Sleep 50GP DC 25 Dragon Magazine 280 pg 52
When applied to a cloth and held over the nose and mouth (or other breathing orifice) this liquid causes the victim to fall into a deep sleep (as the sleep spell) for 1d4 hours. A vial of Vapor's may also be used as a grenade-like attack, and although its targets will not fall asleep, they will suffer a - 2 circumstance penalty to all actions due to drowsiness and disorientation for 1d4 rounds. Both uses of Vapor's of sleep allow a Fortitude save (DC13) to completely avoid the affects.

Vine Oil 50GP DC 15 Dragon Magazine 301 pg 53
This fishy smelling oil when spread over the body numbs the body to pain for an hour. This allows the user to fight below 0 hit points all the way until they reach -5 hit points. Vine oil however robs the user of the ability to stabilize below 0 hit points naturally on their own.

Whale Grease 75GP DC 25 2lb flask Frostburn pg 78
Pungent smelling clear grease take s a minute to apply but completely protects you from hypothermia for an hour. The strong odor however allows creatures that track by sent to track you at twice the normal distance. Whale grease is not water soluable but is removed easily with alcohol.

White Sanguine 100GP DC 20 Dragon Magazine 301 pg 55
A milky white viscous substance to combine with injury poisons to prevent clotting. If the victim fails the poison's initial save their wounds will bleed for one minute, inflicting 1 point of damage per round in blood loss. A DC 15 heal check or any cure spell will stop the bleeding.

Wittlewort Brew 30GP DC 15 Dragon Magazine 301 pg 53
Grants the creature an immediate saving throw to resist the effects of enchantment spells or effects they are under. If the enchantment did not allow an initial saving throw, wittlewort will have no effect.
 

nijineko

Explorer
this is more in the vein of thematic silliness, but: an attack of semi-sentient rocks which attack with a charging roll, perform sonic dissonance attacks, and can be lulled with music.

how about a harmonizing weapon?

ie: rock and roll with a guitar-weapon. ^^
 

Quickleaf

Legend
[MENTION=91296]RealMarkP[/MENTION] Any encounter which call upon his countersong ability would be good, such as with sirens or a banshee perhaps...or a rival bard who has put a castle to sleep with mass slumber cast as a song.
 

RealMarkP

First Post
Thanks for the all the suggestions!

I had an idea that I would like to run by you. I was thinking of expanding Countersong to be a bit more useful. It could be used in place of a Counterspell, but instead of negating the spell, it would force a Concentration check on the caster. The Bard will essentially try to drown out (or heckle) the spell caster's attempt at casting. This would only work for spells that have a Vocal component. The concentration check would be either DC 10 + Bard CL or against the Bard's Performance roll, I have not decided yet.

Also, after reading this thread, I'm thinking of house ruling Countersong so that it can be readied as an action just like counterspell.

Your thoughts?
 

Mary_Crowell

First Post
I have a relatively new player who is playing a bard too in 3.5. After much discussion we have figured out that while she doesn't mind being the enabler and helping everyone else kick butt with inspire courage, she gets cranky after a while when they start talking trash about who is the more powerful character.

Since my campaign world (Muse) is supposed to be one that favors bard, I finally just unhinged everything and made her bard Chosen of Kalliope, and added a steam punk/martial element to it.

Chosen of Kalliope

Kalliope is the Muse of Bards who kick a** with style. She loves steam technology. Traditionally, her symbols included tablet & stylus, the scroll, and the lyre. But Kalliope is an early adopter of technology. She’s the muse found in the lab/garage covered in axel grease and blowing things up. As a result, she’s updated her symbols to be the typewriter, the book, gears, and Calliope steam organ.
To bards she has chose Kalliope does the following:

· grants the meta-magic feat: Extend Spell
· grants the general feat: Scribe Scroll
· grants 4 ranks in Profession: Siege Engineer
· grants 4 ranks in Profession: Scribe
· The bard is treated as though she has Versatile Performer for the purposes of taking Perform: Keyboard Instrument as one of her chosen instruments. (She is not actually granted Versatile Performer, however, but may choose to do so at a later time.)
· Adds Shatter (2nd), Sculpt Sound (3rd), and Shout (4th) to the bard’s spells known. These don’t count against the list of spells known a bard gets. Note: the bard must be of a level to cast the spells to actually be able to use them or pen them as scrolls.
· The Chosen of Kalliope can always follow and understand any discussion of technology. They get a +2 circumstance bonus to appraise and craft skills and to Knowledge Architecture and Engineering.
· Also, they gain weapon familiarity with any weapon that is more technologically advanced (like aquebus.)
· Assuming she takes Energy Substitution (Sonic) at 9th, Aurora can meet all the pre-requisites at 10th allowing her to become a Thunder Singer at 11th.



[Addendum: Thundersinger is a prestige class that we use in our campaigns. It's for bards that want to have some evocation spells at higher levels. Also, Aurora is her bard's name. This was a direct cut and paste from my notes.]
 
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