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Legend
Our DM is letting me come up with a homebrew bard build for our new campaign, and I'm thinking of using the essentials ranger as a template. This build is intended to be a melée skirmisher bard with mastery of positioning, moving enemies and allies around alike.
Here's what I've got so far....
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The Rake
“Don’t worry – you can trust me as far as you can throw a dagger.
In this weather the ogre looks bigger than he actually is. You’ve
got this.”
You are a notorious swindler, gambler, hedonist, and all around ne’er-do-well. While your honeyed words might pull the wool over your enemies’ eyes, you just as often get yourself (and your party) into trouble. Silver tongue, sharp wit, and the occasional bit of swordplay have gotten you out of many tight situations, but if it weren’t for your talent with subtle enchantments, you would have been drawn and quartered long ago.
The unfortunate sobriquet “gutter bard” follows you whether you’re a salacious courtier who inherited great riches or a sly scam artist born in the slums. Either way, you manage to squander your money weekly on wine, romance, and song. No ruler in their right mind would invite you to perform in their court, and – even if you were to accept – you would surely find some way to insult your host. Of course, they’d have to get in line with the rest of your foes waiting to restore their honor (at your expense).
Elaborate cons of seduction, ribald songs defaming the aristocracy, and exaggerated tales of your companions’ exploits at cheap taverns are your lifeblood. Though you may have the charm of a gypsy prince, one of these days it will get you killed… you or a convenient patsy.
CLASS TRAITS
Role: Controller/Leader. Your confounding powers throw your enemies into disarray, sow distrust, and dupe them into making lethal mistakes. At the same time you inspire your allies, positioning them to leverage your enemies’ every misstep. You are at your best weaving through the thick of melee with astounding manuverability.
Power Source: Arcane/Martial. You’re practiced in the arts of swordplay and spells of deception, weaving them together with panache. You specialize in making a fool of your opponents while providing your allies with key openings.
Key Abilities: Charisma, Dexterity
Armor: Cloth, leather
Weapon: Simple melee, longsword, scimitar, short sword, broadsword, rapier, simple ranged
Implements: songblades, magic musical instruments, wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana (Int). From the class skills below, choose 4 more trained skills.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Streetwise (Cha), Thievery (Dex)
Class Features: Derring-Do, Melee Training (Charisma), Skill Versatility, The Bardic Arts, Spellsong Aura, Majestic Word, Silver Tongue
CLASS FEATURES
Derring-Do
Either you're lucky or blessed. You prefer the theory that you look too good to hit.
You gain a bonus equal to your Charisma modifier to all defenses against attacks of opportunity provoked by movement.
Melee Training (Charisma)
Your banter distracts your foes so you can place a precise strike. Your infuriating wit makes every blow sting all the more deeply.
You gain the Melee Training (Charisma) feat for free.
Skill Versatility
They say you're a jack of all trades, master of none.
You never are restricted in what you can do with skills requiring "Training Only". You also retain feats with skills prerequisites even if you retrain the skill.
The Bardic Arts
Whether trained at a bardic college, apprenticed with a traveling master, or relying on patchwork skills, you practice time-honored artistic traditions of the bard.
You gain 2 of the following arts of your choice.
Carousing: You can drink dwarves under the table and get eladrin to crack a smile. When intoxicated, you gain a +2 bonus to Diplomacy checks; this bonus jumps to +5 with others who are also intoxicated. You also gain a +2 bonus to Endurance checks and saving throws involving intoxication, and the effects of intoxication last only half as long.
Espionage: You have an alternate/cover identity complete with clothes, contacts, properties, and documentation. You gain a +5 bonus to Bluff checks to pass off this alternate identity. Depending on the nature of your alternate identity, you might have diplomatic immunity, access to military intelligence, privileges of nobility, or some other benefit.
Friends in Low Places: Streetwise checks never take you longer than a short rest. In addition, when in a familiar settlement you can call in a favor by taking a -5 penalty on your Streetwise check; if successful you gain aid in the form of advice, a secret flophouse, legal aid, forged permits, and so forth.
Master of Disguise: ??
Polyglot: You have an intuitive understanding of the cadence and meaning of the spoken word. This allows you to get the gist of what a foreign language speaker is saying (“the keep is under attack”), though not the fine details (“giants are smashing in the gate”).
Ritual Casting: You can learn and cast rituals, beginning with any 2 rituals of your level or lower. In addition, you can cast one bard ritual for free per extended rest.
Rumor Monger: ??
??: Insight version of Perception (number/type/travel in 24 hrs)
Seduction: When making a Bluff of Diplomacy check with a member of a favorable sex, you can attempt to seduce them by taking a -5 penalty on your check. If successful, ??
Spellsong Aura The myths and legends surrounding the bard manifest themselves tangibly in your presence.
You gain 2 of the following auras of your choice.
When active, your spellsong aura extends 5 squares around you at 1st level. At 11th level this increases to aura 10, and at 21st level to aura 15.
Here's what I've got so far....
---------------------------------------------------------------
The Rake
“Don’t worry – you can trust me as far as you can throw a dagger.
In this weather the ogre looks bigger than he actually is. You’ve
got this.”
You are a notorious swindler, gambler, hedonist, and all around ne’er-do-well. While your honeyed words might pull the wool over your enemies’ eyes, you just as often get yourself (and your party) into trouble. Silver tongue, sharp wit, and the occasional bit of swordplay have gotten you out of many tight situations, but if it weren’t for your talent with subtle enchantments, you would have been drawn and quartered long ago.
The unfortunate sobriquet “gutter bard” follows you whether you’re a salacious courtier who inherited great riches or a sly scam artist born in the slums. Either way, you manage to squander your money weekly on wine, romance, and song. No ruler in their right mind would invite you to perform in their court, and – even if you were to accept – you would surely find some way to insult your host. Of course, they’d have to get in line with the rest of your foes waiting to restore their honor (at your expense).
Elaborate cons of seduction, ribald songs defaming the aristocracy, and exaggerated tales of your companions’ exploits at cheap taverns are your lifeblood. Though you may have the charm of a gypsy prince, one of these days it will get you killed… you or a convenient patsy.
CLASS TRAITS
Role: Controller/Leader. Your confounding powers throw your enemies into disarray, sow distrust, and dupe them into making lethal mistakes. At the same time you inspire your allies, positioning them to leverage your enemies’ every misstep. You are at your best weaving through the thick of melee with astounding manuverability.
Power Source: Arcane/Martial. You’re practiced in the arts of swordplay and spells of deception, weaving them together with panache. You specialize in making a fool of your opponents while providing your allies with key openings.
Key Abilities: Charisma, Dexterity
Armor: Cloth, leather
Weapon: Simple melee, longsword, scimitar, short sword, broadsword, rapier, simple ranged
Implements: songblades, magic musical instruments, wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana (Int). From the class skills below, choose 4 more trained skills.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Streetwise (Cha), Thievery (Dex)
Class Features: Derring-Do, Melee Training (Charisma), Skill Versatility, The Bardic Arts, Spellsong Aura, Majestic Word, Silver Tongue
CLASS FEATURES
Derring-Do
Either you're lucky or blessed. You prefer the theory that you look too good to hit.
You gain a bonus equal to your Charisma modifier to all defenses against attacks of opportunity provoked by movement.
Melee Training (Charisma)
Your banter distracts your foes so you can place a precise strike. Your infuriating wit makes every blow sting all the more deeply.
You gain the Melee Training (Charisma) feat for free.
Skill Versatility
They say you're a jack of all trades, master of none.
You never are restricted in what you can do with skills requiring "Training Only". You also retain feats with skills prerequisites even if you retrain the skill.
The Bardic Arts
Whether trained at a bardic college, apprenticed with a traveling master, or relying on patchwork skills, you practice time-honored artistic traditions of the bard.
You gain 2 of the following arts of your choice.
Carousing: You can drink dwarves under the table and get eladrin to crack a smile. When intoxicated, you gain a +2 bonus to Diplomacy checks; this bonus jumps to +5 with others who are also intoxicated. You also gain a +2 bonus to Endurance checks and saving throws involving intoxication, and the effects of intoxication last only half as long.
Espionage: You have an alternate/cover identity complete with clothes, contacts, properties, and documentation. You gain a +5 bonus to Bluff checks to pass off this alternate identity. Depending on the nature of your alternate identity, you might have diplomatic immunity, access to military intelligence, privileges of nobility, or some other benefit.
Friends in Low Places: Streetwise checks never take you longer than a short rest. In addition, when in a familiar settlement you can call in a favor by taking a -5 penalty on your Streetwise check; if successful you gain aid in the form of advice, a secret flophouse, legal aid, forged permits, and so forth.
Master of Disguise: ??
Polyglot: You have an intuitive understanding of the cadence and meaning of the spoken word. This allows you to get the gist of what a foreign language speaker is saying (“the keep is under attack”), though not the fine details (“giants are smashing in the gate”).
Ritual Casting: You can learn and cast rituals, beginning with any 2 rituals of your level or lower. In addition, you can cast one bard ritual for free per extended rest.
Rumor Monger: ??
??: Insight version of Perception (number/type/travel in 24 hrs)
Seduction: When making a Bluff of Diplomacy check with a member of a favorable sex, you can attempt to seduce them by taking a -5 penalty on your check. If successful, ??
Spellsong Aura The myths and legends surrounding the bard manifest themselves tangibly in your presence.
You gain 2 of the following auras of your choice.
When active, your spellsong aura extends 5 squares around you at 1st level. At 11th level this increases to aura 10, and at 21st level to aura 15.
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