APS - Divine Bard

malcolm_n

Adventurer
Design Goal: Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like the alternate power source without sacrificing (too much) power. Take the psionic barbarian, for example. It suggests that the barbarian character wield a staff to take advantage of it as an implement with the provided powers (which also allow other weapons at a cost). A staff is not usually an optimal weapon for a barbarian, but it functions as one just fine. With the option, you can also use it to greater effect as an implement, which ties in nicely if you multiclass into something like monk, or even wizard.

Why?: Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.

Rules Clarification: The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature.
Example: Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.

BARD, DIVINE

[FONT=&quot]Bardic training is not limited to arcane schools or wandering mages. Religious sects, churches, and even divine intervention may call a person to the life of a bard.
[/FONT]
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Sorcerer Class Traits in the PH2 with the following.

Power Source: [FONT=&quot]Divine. You walk the land, preaching the ways of your deity and singing praise to divine beings in thanks for the power they grant you.[/FONT]

Implements: Holy symbols, instruments, songblades

Trained Skills: Religion. From the bard class skill list, choose 4 more trained skills at 1st level.

Class Features: [FONT=&quot]Bardic Training, Channel Divinity, majestic word, Multiclass Versatility, Skill Versatility, Song of Rest, words of friendship[/FONT][/sblock]
[sblock=DIVINE BARD CLASS FEATURES] [FONT=&quot]As a divine bard, you give up the choice of your Bardic Virtue class feature. Instead, you gain the Channel Divinity class feature. You also gain holy symbols as an implement, rather than wands.[/FONT]

[FONT=&quot]Channel Divinity (Bardic Virtue)[/FONT]
Choose a bardic virtue which relies on either your Intelligence or Wisdom. This class feature counts as that virtue when a power would benefit from it.
As a devout follower of a particular god, you gain the Channel Divinity class feature and the surprising luck channel divinity power. You also gain your god’s channel divinity feat as a bonus feat. You can use either of those powers, but not both, during each encounter.
[/sblock][sblock=DIVINE BARD POWERS] The divine bard has access to all bard powers. You can also choose the following powers which give you a more distinct identity as a divine class.

Channel Divinity: Surprising Luck Divine Bard Attack 1
[FONT=&quot]Your prayers are answered and your ally rarely misses.[/FONT]
[FONT=&quot]Encounter [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Divine[/FONT]
[FONT=&quot]Immediate Interrupt Close[/FONT][FONT=&quot] burst 10[/FONT]
[FONT=&quot]Trigger:[/FONT][FONT=&quot] An ally within 10 squares of you makes an attack roll against a target you attacked this round.[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] The triggering ally[/FONT]
[FONT=&quot]Effect:[/FONT][FONT=&quot] The target makes a second attack roll and uses either result.[/FONT]

Vengeance Burst Divine Bard Attack 1
[FONT=&quot]Divine lighting sparks away and lays about the ground, ready to punish any who linger within.[/FONT]
[FONT=&quot]At-will [/FONT][FONT=&quot]*[/FONT][FONT=&quot] Divine, Implement, Lightning[/FONT]
[FONT=&quot]Standard Action Area [/FONT][FONT=&quot]burst 1 in 10 squares[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each creature in burst[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Charisma vs. Reflex[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1d6 + Charisma modifier lightning damage. Whenever the target makes an opportunity attack before the end of your next turn, the target takes lightning damage equal to either your Intelligence or Wisdom modifier.[/FONT]
[FONT=&quot] Level 21: 2d6 + Charisma modifier lightning damage.[/FONT]

Covenant of the Radiant Swords Divine Bard Attack 1
[FONT=&quot]You call forth a protective barrier of blades which strikes out before defending your allies.[/FONT]
[FONT=&quot]Encounter [/FONT][FONT=&quot]*[/FONT][FONT=&quot] Divine, Implement, Radiant[/FONT]
[FONT=&quot]Standard Action Close [/FONT][FONT=&quot]blast 3[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each enemy in blast[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Charisma vs. Reflex[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1d6 + Charisma modifier radiant damage[/FONT]
[FONT=&quot]Effect:[/FONT][FONT=&quot] Each ally in the blast gains a +2 power bonus to AC until the end of your next turn.[/FONT]
[FONT=&quot] Bardic Virtue:[/FONT][FONT=&quot] The bonus to AC equals 1 + your Intelligence or Wisdom modifier.[/FONT]

Blessing of the Forgotten Bard Divine Bard Utility 2
[FONT=&quot]You are able to channel your power to quickly heal an ally already utilizing it.[/FONT]
[FONT=&quot]Encounter [/FONT][FONT=&quot]*[/FONT][FONT=&quot] Divine[/FONT]
[FONT=&quot]Immediate Reaction Close [/FONT][FONT=&quot]burst 5[/FONT]
[FONT=&quot]Trigger:[/FONT][FONT=&quot] An ally under an effect you created reduces a creature to 0 or fewer hit points.[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] The triggering ally[/FONT]
[FONT=&quot]Effect:[/FONT][FONT=&quot] The ally gains temporary hit points equal to either your Intelligence or Wisdom modifier.[/FONT]

Improved Covenant of the Radiant Swords Divine Bard Attack 1
[FONT=&quot]You call forth a protective barrier of blades which strikes out before defending your allies.[/FONT]
[FONT=&quot]Encounter [/FONT][FONT=&quot]*[/FONT][FONT=&quot] Divine, Implement, Radiant[/FONT]
[FONT=&quot]Standard Action Close [/FONT][FONT=&quot]blast 3[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each enemy in blast[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Charisma vs. Reflex[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 2d6 + Charisma modifier radiant damage[/FONT]
[FONT=&quot]Effect:[/FONT][FONT=&quot] Each ally in the blast gains a +2 power bonus to AC until the end of your next turn.[/FONT]
[FONT=&quot] Bardic Virtue:[/FONT][FONT=&quot] The bonus to AC equals 1 + your Intelligence or Wisdom modifier.[/FONT]

Greater Covenant of the Radiant Swords Divine Bard Attack 1
[FONT=&quot]You call forth a protective barrier of blades which strikes out before defending your allies.[/FONT]
[FONT=&quot]Encounter [/FONT][FONT=&quot]*[/FONT][FONT=&quot] Divine, Implement, Radiant[/FONT]
[FONT=&quot]Standard Action Close [/FONT][FONT=&quot]blast 3[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each enemy in blast[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Charisma vs. Reflex[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 3d6 + Charisma modifier radiant damage[/FONT]
[FONT=&quot]Effect:[/FONT][FONT=&quot] Each ally in the blast gains a +2 power bonus to AC until the end of your next turn.[/FONT]
[FONT=&quot] Bardic Virtue:[/FONT][FONT=&quot] The bonus to AC equals 1 + your Intelligence or Wisdom modifier.[/FONT]
[/sblock]As always, I appreciate any thoughts/feelings on these. I'll post another one tomorrow after I finish formatting. Gonna work through each available power source/class, and I'm willing to take requests.

Here is the http://www.enworld.org/forum/4e-fan-creations-house-rules/257513-aps-arcane-paladin.htmlList of other Alternate Power Sources and other works I've completed so far for my campaign setting.
 
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lol, that's a pretty funny picture.

I'm gonna try something a bit more difficult next and see how it floats. Also, with the monk as our only psionic class thus far, I only feel good about including its abilities in one or two classes at best to prevent it from becoming a cookie cutter.

So, that said, these are the hard ones that I can think of at the moment.

Martial version of most arcane classes (except swordmage). Bard wasn't that hard (will post soon).

... huh, I was thinking of these as I typed and JUST realized those are pretty much the only difficult ones. Cool, I'll take a look at those then and see what I can do :D.
 

Fair enough on the psionic power source. Until we have more info on it, it's probably not worth while.

So, that said, these are the hard ones that I can think of at the moment.

Martial version of most arcane classes (except swordmage). Bard wasn't that hard (will post soon).

That does present a bit of a conundrum... The most obvious explenation would be one using alcemy/fantasy tech. This would probably fit the wizard best - having them hurl various explosive vials and the like.

Teleportation powers seem like a problem too. Re-flavoring them as nimble acrobatics shouldn't be too hard though.

One of the biggest potential gameplay issues could be shifting the power damage for some classes so that it's weapon based. You may not want to bother with changing this though, as it could risk screwing with the balance too much. If you wanted to give it a go, you could put together a class feature that looks something like:

Martial substitution.

Change all your powers to 1(W) damage/dice of damage that the power would normally deal. The power looses any energy descriptors it had (cold, fire, necrotic, etc...)


Some random ideas off the top of my head:

Warlock: vengance-driven archer-like class. Their curses are non-magical and their pacts are to themselves. Class powers could be explained as various short-ranged atack manouvers with bows.

Wizard: A master of gadgets and alchemical solutions (as above)

Sorcerer: Where others learned martial combat through application and training, it came to you as an innate skill. (It could also be possible to theme the martial sorcerer as a skilled deulist, using taunts and sword-play that defies description... but in order to do that, we may need to find an easy way for him to function as more of a close combat character... if an easy solution could be found, it would probably be very fun to play.)

Sword mage: Just take out the typed damage and find a way for them to explain ranged or area attacks. Perhaps they function more in the way that I just described sorcerers, with taunts and unbelievably good swordplay. (how does he strike everyone in a colse blast 3? He's just that good...)

Oh wait, just realized that you already have a concept for sword mages. Oh well, can't hurt B-) .
 
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