Hi Saric! I'm an italian player and I translated yuor wonderful work in my language. Can I post it in my blog (with all the credits of course)?
I'm plaing the bard in the Keep of the shadowfell and it seems to be very balance whit the other class in the core manual.
Thank you for this class![]()
Yes you can, and if you don't mind could you post a link to the blog?
If you haven't read the rest of the thread I've stated the difference between a cleric's sacred flame and this power at least twice. A cleric can do this at range, and the ally can gain grant temp hp or a save.I like the idea of this class, but the powers are all far above and beyond the Core class abilities. I believe the Bard should be the Jack of all Trades and Master of none.
As written, this bard is the Jack of all Trades.... and better at it than the other guys.
One of my players is looking to use this class, so I suggested some toning down of the abilities he is looking to use. I post them here for input and help making this class one that isn't the best man at the party.
REad here for a short summation of what the problems I see in the class:
Wow... ouch..
I am still kinda new at the balance of 4e, but there are a number of things in this class that just jump out at me.
Inciting Strike: At will attack that deal damage and grants Temp hp
This one was an oversight, it should just be a +2 to attack rolls against the target rather than adding the healing surge.Critical Strike, Bard 1 Encounter
1[w]+mod, all allies within 3 gain +2 to hit target and one ally w/in 5 can spend a healing surge
Vs
Lions Roar, Warlord 7 Encounter
2[W]+mod, you or one ally w/in 5 can spend a healing surge
Wrong class to be comparing the bard to. Also if I recall correctly, brute strike = reliable which means it never is used up on a miss.Accelerated Strike, Bard 1 Daily
3[w]+ mod and allies w/in 5 can shift as minor for remainder of encounter
Vs
Brute Strike, Fighter 1 Daily
3[W] + mod
For a more effective comparison try the warlord. All 3 of its level 1 daily attacks deal 3 [w] damage.
Again wrong level, wrong class to be comparing the bard to.Raging Pulse, Bard 6 Daily Utility
Burst 5, all allies w/ range gain temp hp, -1 to AC and +1 to attacks, damage, and will Def until end of encounter.
Vs
Hallowed Circle, Paladin 5 Daily
Burst 3, creates zone where allies gain +1 bonus to all defenses. Zone last until end of encounter or until dispelled.
A cleric's level 2 utility power called shield of faith grants a +2 to ac for all allies. A cleric's level 2 utility power called bless grants a +1 bonus to all attack rolls for allies within the burst. Therefore, granting a +1 to attack rolls is akin to a level 2 utility. Add +1 damage and +1 will defense. Subtract a -1 to ac. Add temp hp and I'd say you'd have a moderately balanced power. If anything, perhaps a cutback on the penalty and some of the other additions might be in order.
Bards should be cool.These are the ones that were obviously 'proud nails'. I didn't go digging into the higher level abilities. This bard class is cool.. IMHO too cool. It has burst effects, boost effects, major healing effects, and some of the heaviest hitting weapon attacks in the game. Basically it’s a better X than X is, with the possible exception of the Striker classes.

At Wills
Inciting Strike
Hit: 1[W] + Dex mod and mark the target. Allies gain +2 additional damage to melee attacks against the marked target.
Marking is the hallmark of a defender. The cleric gets a whopping total of one power that marks the other being a paragon class feature.
Wern't you the one saying earlier that the bard seems to be cherry picking abilities from other classes when you're suggesting the exact same thing?
Your suggestion is akin to an underpowered cleric's healing strike.
Improvised Jab
Hit: 1[W]
Effect: Select one ally within 5. target grants combat advantage to that allies melee attacks until the start of your next turn
Warning Yell
Chr vs Will
Hit 1D8 + Chr mod. Select one ally that is adjacent to the target. That ally gains +2 to defenses from attacks from the target until the start of your next turn.
Again, where are you getting this from? This is what it says...
Hit: 1d8+ Charisma modifier thunder damage and one ally within 5 squares of you can make a saving throw. 2d8 + Charisma modifier at 21st level.
See the cleric's divine glow. 1d8 blast to enemies and +2 bonus to allies attack rolls.Encounter
Distracting Shout
Hit: 1D8 + Chr
Change last line. Allies basic attack gains the int bonus to only damage
Distracting shout only targets a single opponent. 1d8 = loss of damage already compared to divine glows potential of a maximum of 9 targets.
Divine glow grants a +2 bonus to attack rolls to allies within the area. Your proposition only grants a bonus to damage on a single attack granted by distracting shout. Sounds like a semi-stronger warlords "commander's strike" at range to me.
See cleric's command. Dazed until the end of your next turn. = combat advantage for all your allies and you (no way to get rid of it) It doesn't deal damage though, but thats because you can knock the target prone or slide it a couple of squares away.Iron Thunder Horn
Hit 1D10 + Chr Mod and target is knocked prone
See the cleric's Daunting light 2d10 and grants combat advantage to a single ally. However it is an effect, which means it happens regardless of a hit or miss. My version of Ironthunder horn does not have that luxury.
Also bear in mind, the prone condition can be negated by a move action, so unless you're constantly readying actions or delaying to use this power, it isn't that powerful (especially if you have many ranged attackers in your party since you take a -2 penalty to ranged attack rolls against prone opponents and they don't grant combat advantage, thats only for melee attacks).
You made the same mistake I did. But now I see the error in my document. It should be an area burst 2 not a ranged 2, and target all creatures within burst not "blast"Deafening Blast
Close Blast 5
Target: Each creature in burst
Attack Chr vs Fort
2D6 + Chr mod, target is deafened (Save ends)
Effect: glass in the area of effect shatters
Why would you lower it to 2d6 damage? 3d6 average is 10.5 damage, and deafened is hardly the greatest condition.
See the phb update on wizard's site, powers can already target objects at the dm's discretion.
By the way, if you make the effect destroy all glass in the area of effect, if any ally happens to be in the area, they just lost all their potions...
Dailies:
Immediate Assistance
Trigger: An ally within 5 squares is hit by a melee attack
Attack: Chr vs Will
Hit 2D6 + Chr mod
Effect: Target is weakened until the start of your next turn.
What's wrong with sonic weapon as is? Either way, your suggestion is a close blast 3, = max 9 targets and pushes a number of squares = to wisdom mod? no bard should really have wisdom since their suggested stats are charisma, dex and int.Sonic Weapon
Daily Arcane*Thunder*weapon Close Blast 3
Standard action Must be wielding a melee weapon
Attack: Chr vs Fort.
Hit: 3[w] + Chr mod and you push the target a number of squares equal to your wisdom mod.
Miss: Half damage
Oh and it has 3 [w] at ranged. If i were a warlord or cleric I would kill for this.
Sound Burst:
Attack Chr vs Fort
Hit: 2D8 + Chr mod and Dazed (save ends)
Miss: Half Damage
Sustain: Move action. Dazed targets suffer a penalty to their save equal to your Int Mod
I'll give you this one, but the sustain part is not really a good idea. Damage ratio, would have to look at it.
I'll look at this one again.Utilities:
Inspirational Boost
Encounter: Move action Close burst 5
Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Chr mod
I can't find this anywhere in the 2nd release. Maybe i'm just sleepy, but who knows. Either way, a few powers got shuffled around or renamed so i'm unsure about this.Heroism
Effect: Target may make an immediate save to shake off ongoing effects as a free action
Target may spend a healing surge as a free action
I actually had changed bardic music awhile back, just never posted the update. Its a feat now rather than a class ability.Bardic Music:
Countersong
As written
did you know that there is 0 encounter powers that are sustained by any class in the phb? The only one I can find is in dragon magazine's Class acts article for the wizard, and that probably was an oversight. Inspire courage remained as is, but is now a minor action applying only to one person, but the fear effect can be removed regardless if it has (save ends) or not.Inspire Courage
power bonus to attack only.
Immediate save against a persistant [Fear] effect
Sustain: Move action
Once again, the sustain. As much as it seems to match the old 3.5 effect of the bard singing over and over again, there are no encounter powers that are sustained. If bardic music was switched to a daily, then maybe. However, it has been changed that it will attack no one for one turn unless attacked.Fascinating Song
Hit: target is immobilized and cannot take attacks against the Bard until the end of your next turn.
Sustain: Standard Action
Special: The target gains an immediate save against this effect each time it is attacked by you or your ally.
I had changed this to a feat, and it applies to all skill checks still. However, thanks for your idea, it applies to everyone's next skill check in a skill challenge.Inspire Competence:
Select a skill you have training in. Allies within range gain a +2 power bonus to their skill checks for that skill until the end of your next turn or until the end of the skill challenge phase.
Healing Hymn
Encounter: Arcane/Healing
Minor Action. Close Burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: Target gains temporary hit points as if they had spent a healing surge and an additional +1D6.
You can target one additional ally at 7th level, two additional at 14th level, three additional at 21st level, and four additional at 28th level.
While mathematically, temporary hp might equate the same thing in 4th edition. It doesn't, because if your ally is dying, this power is useless. Which means the bard is less effective of a leader than a cleric or warlord. Also, the fact that you added additional targets at the higher levels is very unbalanced. Another thing to point out is that yours does not consume a healing surge which makes it more powerful than a heal, as long as the the targets are conscious. I'm not sure if you omitted the two, three times per encounter clause on purpose or by oversight, but if it still is in, then this power just became extremely powerful due to the fact you can use it more times per encounter.
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