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Revised bard

Kerrick

First Post
(I'm so glad I wrote this out in Notepad beforehand and saved it... the forums ate the first post, so let's try it again.)

I've finally got a finished class to present. :p This one's kind of radical, though, which is why I wanted some active feedback. Awhile back, I rewrote bardic music to have a simple Perform DC as a requirement - no minimum ranks. Level was enough, I thought; I set the DCs low enough that you didn't have to max out Perform to make them on a 10 on the die.

I went back to the bard after I read some random comment about giving the bard a list of songs to choose from. "Great idea!" I thought. And so I did it. The bard now has a list of 16 songs to choose from; each has prereqs, which you must still qualify for (min. level for all; a few require other songs also) and a Perform DC. They're divided into four groups - battle hymns (inspire xxx), countersongs (self-explanatory), charm songs (same), and buff songs (boost saves, attacks, etc.). You can pick and choose among them freely - the first two songs of each group have only a level prereq, but the higher ones require lower-level songs. So basically, if you want a battle bard with some buffing ability, you can do that. If you want a magical bard (charming/countering ability) you can do that too. You get a total of 7 songs, and I'll probably add a feat like Extra Turning to add more. I also added in a few extra abilities tied to the bardic "jack of all trades" and "loremaster" archetypes to give them some extra oomph beyond their music.

Check it out:


The Bard

BAB: Medium
Saves: Fort low, Ref/Will high
Weapons/Armor: As before, plus medium armor.

1: Bardic music, bardic knowledge
2: --
3: Bardic music
4: --
5: Jack of all trades
6: Bardic music
7: --
8: --
9: Bardic music
10: Polyglot
11: --
12: Bardic music
13: --
14: --
15: Skill mastery, bardic music
16: --
17: --
18: Bardic music
19: --
20: Loremaster

Bardic Knowledge: Bards spend their careers hearing stories and gleaning information; as a result, they are fonts of trivia and odd bits of lore. They gain a bonus to all Knowledge checks equal to half their class level; even if a bard has no ranks in a given Knowledge skill, he can make an Intelligence check (with the bonus) to see if he knows or has heard something about the subject in question.

Bardic Music: Once per day per class level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Starting a bardic music effect is a standard action. In order to use a bardic music ability, the bard must make a Perform check, using whichever Perform skill he wishes; the DC for this check varies depending on the bardic music ability (see below). If the check succeeds, the bard can use the ability. If the check fails, the attempt still counts against his daily limit.

Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Creatures that are deaf or that otherwise cannot hear the bard perform are not affected.

At 1st level, 3rd level, and every three class levels thereafter, the bard can choose one song (see Bardic Music, below). He must fulfill the listed prerequisites to choose that song.

Jack of All Trades (Ex): The bard can choose any two skills, whether or not they are on his class list. He gains a +2 bonus to both skills.

Polyglot (Ex): Bards pick up a smattering of numerous languages in their travels, both spoken and written. The bard gains the Polyglot feat for free as a bonus feat.

Skill Mastery (Ex): The bard becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. At 15th level, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he can take 10 even if stress and distractions would normally prevent him from doing so.

Loremaster (Ex): The bard's store of knowledge is so vast that he can take 10 on a Knowledge check to search his memory for a random bit of information. Effectively, he drops into a semi-trance for 1 minute while he turns his attention inward, seeking the answer to the question. Doing so is taxing, however; he can do so only three times per day.


Bardic Music

[sblock] Bards can choose their songs from the following list. They must fulfill the prerequisites in order to choose a song. In all cases, the creature or ally to be affected must be able to hear the bard sing.

Bolstering Ballad (Su): A bard who makes a DC 20 Perform check can bolster his or an ally's ability to resist harmful spells and effects. For every three class levels above 11th, the bard can affect one extra ally. The ally to be affected must be within 30 feet and able to hear the bard. It gains a +2 competence bonus to all saves while the bard sings.

For every 10 points by which the bard's Perform check exceeds DC 20, the ally gains an additional +1 bonus to its saves.

Prerequisite: 6th level.

Collaborative Chant (Su): A bard who makes a DC 14 Perform check can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard, and the bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

For every 10 points by which the bard’s Perform check exceeds DC 14, the ally gains an additional +1 competence bonus to skill checks.

Prerequisite: 1st level.

Countersong (Su): A bard of who makes a DC 15 Perform check can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a caster level check (using his bard level as the caster level). If the caster level check succeeds, the other effects is negated for that round for all creatures within 30 feet of the bard (including the bard himself). If the caster level check fails, the creatures can still make their own saving throws. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, the bard can make a caster level check each round to negate it, as if he were using a dispel magic spell. Countersong has no effect against effects that don’t allow saves. The bard can keep up the countersong for 10 rounds.

For every 10 points by which the bard’s Perform check exceeds DC 15, he gains a +1 bonus to the caster level check.

Prerequisite: 1st level.

Dominate (Sp): A bard who makes a DC 27 Perform check can use his music or poetics to dominate a creature that she has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. The target is entitled to a Will save (DC 10 + 1/2 bard's level + bard's Cha modifier); if it fails, it is dominated for as long as the bard maintains the fascinate effect and for 1 minute per level afterward. It is otherwise identical to the dominate person spell.

Dominate is an enchantment (compulsion), mind-affecting, language-dependent ability.

For every 5 points by which the bard's Perform check exceeds DC 27, the save DC is increased by +1.

Prerequisites: Fascinate, 11th level.

Fascinate (Sp): A bard who makes a DC 14 Perform check can use his music or poetics to fascinate one or more creatures. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond the 1st, he can affect one additional creature (two at 4th, three at 7th, etc.).

All creatures to be affected must make a saving throw (DC 10 + 1/2 bard’s level + Cha bonus) to resist it. 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 listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires the bard to make another Perform check (DC 16) and allows the creature a new save.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

For every 5 points by which the bard’s Perform check exceeds DC 14, the save DC is increased by +1; for every 10 points, he can affect one additional creature.

Prerequisite: 1st level.

Healing Harmony (Su): A bard who makes a DC 26 Perform check can generate healing energy in a number of allies equal to his Charisma bonus within 30 feet. The allies must be able to hear the bard perform, and he must be able to see them. Each round the bard plays, they regain 1 hit point per point of the bard's Charisma bonus; dying allies do not gain hit points, but gain a +2 bonus to Constitution checks to avoid losing more hit points (those at 0 hit points are not affected).

For every 10 points by which the bard's Perform check exceeds DC 26, the allies gain an additional 1 hit point of healing each round.

Prerequisites: Collaborative chant, 11th level.

Hindering Song: A bard who makes a DC 25 Perform check can use song or poetics to hinder enemy spellcasters within 30 feet. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively (DC 10 + 1/2 bard's level + bard's Cha bonus). The bard can choose to exclude anyone from this effect. The bard can keep up the hindering song for a maximum of 10 rounds.

For each 10 points by which the bard's Perform check exceeds 25, the Concentration DC increases by +1.

Prerequisites: Countersong, 12th level.

Inspire Courage (Su): A bard who makes a DC 15 Perform check can use song or poetics to inspire courage in allies within 30 feet (including himself), bolstering them against fear and improving their combat abilities. The effect lasts for as long as the ally hears the bard sing or remains in the area of effect, and for 5 rounds thereafter. An affected ally receives a +2 morale bonus to saves against charm and fear effects. Inspire courage is a mind-affecting ability.

For every 10 points by which the bard’s Perform check exceeds DC 15, allies gain an additional +1 morale bonus to saves.

Prerequisite: 2nd level.

Inspire Greatness (Su): A bard who makes a DC 21 Perform check can use music or poetics to inspire heroism in all allies within 30 feet. A creature so inspired gains a +2 morale bonus on attack rolls and melee damage rolls, and a +2 morale bonus to saves against charm and fear effects. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire greatness is a mind-affecting ability.

For every 10 points by which the bard’s Perform check exceeds DC 21, affected creatures gain an additional +1 morale bonus to attack and damage rolls, and to saves. For every 20 points over the DC, he can affect an additional ally (exclusive of the number he can affect according to his level).


Prerequisites: 8th level.

Inspire Heroics (Su): A bard who makes a DC 38 Perform check can use music or poetics to inspire heroics in all allies (including himself) within 30 feet. To be inspired, the ally must hear the bard sing for a full round. The effect lasts for as long as the ally hears the bard and for 5 rounds thereafter. 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 morale bonus on attack rolls and damage 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 Die-dependent. Inspire greatness is a mind-affecting ability.

For every 10 points by which the bard’s Perform check exceeds DC 38, all allies affected gain an additional +1 competence bonus on attack rolls and Fort saves. For every 20 points, all allies affected gain an additional Hit Die, and he can affect an additional ally (exclusive of the number he can affect according to his level).

Prerequisites: Inspire courage, inspire greatness, 20th level.

Inspire Valor (Su): A bard who makes a DC 30 Perform check can use music or poetics to inspire heroism in himself and a single willing ally within 30 feet. For every levels the bard has over 14th, he can affect one extra ally. A creature so inspired gains a +2 morale bonus on attack rolls and melee damage rolls, and a +4 morale bonus to saves vs. charm and fear effects. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire valor is a mind-affecting ability.

For every 10 points by which the bard’s Perform check exceeds DC 30, affected creatures gain an additional +1 morale bonus to attack and damage rolls. For every 20 points over the DC, he can affect an additional ally (exclusive of the number he can affect according to his level).

Prerequisites: Inspire courage, 14th level.

Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard who makes a DC 33 Perform check can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

For every 5 points by which the bard’s Perform check exceeds DC 33, the save DC is increased by +1.

Prerequisites: Fascinate, suggestion, 16th level.

Song of Freedom (Sp): ): A bard who makes a DC 34 Perform check can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

For every 10 points by which the bard’s Perform check exceeds DC 34, he gains a +1 bonus to the caster level check.

Prerequisites: Countersong or unravel, 17th level.

Suggestion (Sp): A bard who makes a DC 20 Perform check can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will save (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

For every 5 points by which the bard’s Perform check exceeds DC 20, the save DC is increased by +1.

Prerequisites: Fascinate, 6th level.

Unravel (Su): A bard who makes a DC 21 Perform check can attempt to dispel a spell or effect from the Enchantment or Illusion schools (basically, any charm, domination, or similar effect, or any illusion). In order to do so, he must be able to see the target (either a creature being affected, or the illusion) and actively must know of its presence. She makes a caster level check – 1d20 + his bard level vs. 11 + the effect's caster level – but he also gains a +1 bonus to the check per 5 points by which he exceeds DC 21. If the check succeeds, the spell or effect is dispelled.

Prerequisites: 7th level.[/sblock]
 
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InkwellIdeas

Adventurer
Publisher
I like it! I'd offer just two critiques:
1: (very minor) the name of the ability "Jack of all trades" is misleading to me. That name implies to me that the bard has some minor training in all skills, or at least he has access to all skills.
2: Since your bardic music can only be used 1xlevel/day, setting even relatively moderate DCs for even the few songs that can be used by low level bards (accordign to your bardic music section) makes this ability very weak in my opinion. And in my opinion the bard is already overall weak (at least in combat) due to him having a little of everything insteaed of being good at one thing (hand-to-hand, spells, ranged.)
 

Kerrick

First Post
1: (very minor) the name of the ability "Jack of all trades" is misleading to me. That name implies to me that the bard has some minor training in all skills, or at least he has access to all skills.
Yeah, true. It's not the best name I could've come up with, but I needed something.

2: Since your bardic music can only be used 1xlevel/day, setting even relatively moderate DCs for even the few songs that can be used by low level bards (accordign to your bardic music section) makes this ability very weak in my opinion. And in my opinion the bard is already overall weak (at least in combat) due to him having a little of everything insteaed of being good at one thing (hand-to-hand, spells, ranged.)
Ah, you're right. The formula I used for the DCs is 10 (the d20 die roll) + level + 3 (skill total) + 1/3 level + 1 (a guess on Charisma bonus). I assumed max ranks, which is NOT what I wanted to do. Good catch - I'll fix those.
 



lottrbacchus

First Post
How about "Jack of all trades" = "Skillful" instead?

What would you do if a player wanted something exactly like this class, but really didn't want a musician/performer- what would you let them trade for the bardic music abilities?

I came up with trading out all the bardic music stuff for sneak attack at perform 4,8,12,16,20 and called them "Death Jester" variant.

But looking for other ideas still
 

Herzog

Adventurer
@lottrbacchus:

I think taking away the music aspect from the bard is simmilar to taking away the spellcasting of the wizard. I would be much more interested in a Bard variant without spellcasting, or with music and spellcasting more intertwined.

Having said that, you could take a look at the Loremaster prestige class, and take some of the 'secret lore' elements from that.
 


Kerrick

First Post
How about "Jack of all trades" = "Skillful" instead?
That could work.

What would you do if a player wanted something exactly like this class, but really didn't want a musician/performer- what would you let them trade for the bardic music abilities?

I came up with trading out all the bardic music stuff for sneak attack at perform 4,8,12,16,20 and called them "Death Jester" variant.
Eh... that treads too much on the rogue's toes. I'd go with Herzog's idea and just give them more lore/knowledge-based abilities.

I don't suppose anyone here ever read Eela6's improved 15-level rewrite of The Seeker of the Song? That had what, 20 or so nifty bardsongs? :hmm:
Never heard of it. Where can I find it? I'm doing a Skald PrC (battle bard) and I want to add a few new battle-oriented songs for it.
 

Hey Kerrick,

Very nice. Although I personally have a love/hate relationship with the Bard class (can't stand the image of the singing fop in the back of the party of grim slayers...."inspiring" them), I always appreciate new angles that improve the "feel" of the mechanics. I was disappointed to read that you are including spellcasting after all. Have you considered the "spellsong" magic alternate Bard from Monte Cook's Eldritch Might series? I always liked the feel of that.....if you HAVE to include magic....

I built an alterate Bard class called the Skald which uses the Hit Die, BAB, Saves and Proficiencies of the 3.5 Ranger class. Removes all Ranger class abilities, and substitutes all Bard class abilities except spellcasting. Also adds a Fighter bonus feat at 2nd, 7th, 13th, and 19th. Swaps the Ranger skill selection for the Bards and, Bobs your uncle; the Skald....and Bob actually IS my uncle. I think it is a fairly balanced and easily playable "battle Bard". It also reflects more of the legendary "Celtic" or "Nordic" style of Bard. Just think of the character Herger (the blond smiling guy) in the 13th Warrior....now thats a Skald.

Re: Jack of All Trades....how 'bout......Jack of All Trades? The feat from Complete Adventurer (page 110). I believe it models what the Bard should have, completing the "promise" in the descriptive text claiming that they are, indeed, Jacks of All Trades...that doesn't make sense when you have a Bard with 7 thieving skills at max rank;)

Later
 

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