APS - Primal 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, PRIMAL

The Satyrs of the forests play their pipes while the dryads keep rhythm from their trees. The primal bard is in tune with all of these; he is nature's story teller and myth-maker.


[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Bard Class Traits in the PH2 with the following.

Power Source: Primal. Your magic is a gift from nature. You can pick up a tune and hum with the wind, or listen to the sounds around you while crossing a stream and perfect a beautiful sonnet.

Armor Training: Cloth, leather, hide; light shields (virtue of constitution)
Weapon Proficiencies: Simple melee, scimitar, simple ranged, military ranged
Implements: Instruments, songblades, totems

Hit Points at 1st level: 14 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: Nature. From the bard class skills list, choose four more trained skills at 1st level.

Class Features: Bardic Training, majestic word, Multiclass Versatility, Primal Virtue, Song of Rest
[/sblock]
[sblock=PRIMAL BARD CLASS FEATURES] [FONT=&quot]Primal bards are tougher than their city-travelling counterparts. They lose out on their diplomatic skills and some versatility in skill training, but are better able to survive up close and personal.[/FONT]

[FONT=&quot]Primal Virtue[/FONT]
Choose a bardic virtue. This class feature counts as that virtue when a power would benefit from it. You also gain the following.
Virtue of Intellect: You gain the benefit of a bardic virtue that relies on Intelligence and a +1 bonus to your AC and Reflex defense when not wearing heavy armor.
Virtue of Constitution: You gain the benefit of a bardic virtue that relies on Constitution, proficiency in light shields, and a +2 bonus to your AC when not wearing heavy armor.
Virtue of Wisdom: You gain the benefit of a bardic virtue that relies on Wisdom and a +3 bonus to your AC when not wearing heavy armor.
[/sblock][sblock=PRIMAL BARD POWERS] The primal bard has access to all bard powers. You can also choose the following powers which give you a more distinct identity as a primal class. Powers with keywords like lightning and thunder are preferred by primal bards to help attain the feel of the class.

Call Lightning Primal Bard Attack 1
[FONT=&quot]You channel a strong soprano into powerful forks of lightning which force the enemy to move or suffer.[/FONT]
[FONT=&quot]At-will [/FONT][FONT=&quot]*[/FONT][FONT=&quot] Implement, Lightning, Primal[/FONT]
[FONT=&quot]Standard Action Ranged[/FONT][FONT=&quot] 10[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Charisma vs. Reflex[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1d8 + Charisma modifier lightning damage. If the target doesn’t move at least 2 squares on its next turn, it takes lightning damage equal to your Charisma modifier.[/FONT]
[FONT=&quot]Level 21: 2d8 + Charisma modifier psychic damage[/FONT]

Chant of Survival Primal Bard Attack 1
[FONT=&quot]Your music heals wounds over time.[/FONT]
Daily * Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier damage
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.

Spirit Bond Primal Bard Utility 2
[FONT=&quot]You weave threads of magic between two allies.[/FONT]
[FONT=&quot]Encounter [/FONT][FONT=&quot]*[/FONT][FONT=&quot] Primal[/FONT]
[FONT=&quot]Immediate Interrupt Close [/FONT][FONT=&quot]burst 5[/FONT]
[FONT=&quot]Trigger:[/FONT][FONT=&quot] An ally within the burst takes damage[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] The triggering ally and another ally within the burst.[/FONT]
[FONT=&quot]Effect:[/FONT][FONT=&quot] The targets each take half of the damage.[/FONT]

Improved Chant of Survival Primal Bard Attack 15
[FONT=&quot]Your music heals wounds over time.[/FONT]
Daily * Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier damage
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 3 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 15 hit points.

Greater Chant of Survival Primal Bard Attack 29
[FONT=&quot]Your music heals wounds over time.[/FONT]
Daily * Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 5d8 + Charisma modifier damage
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 4 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 20 hit points.[/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 List of other Alternate Power Sources and other works I've completed so far for my campaign setting.
 
Last edited:

log in or register to remove this ad

BARD, PRIMAL
The Satyrs of the forests play their pipes while the dryads keep rhythm from their trees. The primal bard is in tune with all of these; he is nature's story teller and myth-maker.

Your magic is a gift from nature. You can pick up a tune and hum with the wind, or listen to the sounds around you while crossing a stream and perfect a beautiful sonnet.

These descriptions strike me as more of a fayen bard. I'd see primal bard as the 'voice of rain and thunder', or the kind of bard that you'd see existing in a more primitive, primal society.

What functions would a bard in this society fulfill?
* Keeper of the stories and legends
* Facilitating coming of age rites
* Singing to bring the rain, hasten the change of seasons
* Using drums or chants to intimidate foes
* Calling the beasts out for the hunt
* Offering guidance to other members of the hunt

On this note, I'd probably change the names of some of the powers, just to make them sound more primal. Lymerics and Songs could become to chants or shouts... Possibly 'Chant of Survival', instead of 'Lymeric of Salvation' (as salvation sounds more divine), and 'Lightning Song' could become 'Lightning Shout'.

Keep up the good work, I'm looking forwards to seeing how you implement the sorcerer :).
 

Yeah, I sometimes have a brain lapse on naming conventions (my first attempt at druid back before they came out had power names like pounce, swipe, and growl...)

The fluff could always use better tooling too, especially since when I write these I squeeze them into one page initially then fill out with fluff. Crunch first is the way I try for these; it's just kinda my habit. B-)
 

Well, I tend to be more fluffy than crunchy, so I guess that works out :cool: .

(that sentence didn't quite come out right... :uhoh: Oh well! B-) )
 
Last edited:

That Primal Agility class feature is probably too good for a Bard with Virtue of Cunning. I have a normal Bard with Virtue of Cunning who gave up wearing chainmail armor because the bonus of hide armor plus his intelligence was actually better. Maybe this class feature would work better if it mimicked the druidic armor bonus features according to Virtue selected?
 

I kept looking back at this one too, for much the same reason. With the advent of also not being able to wield a shield to get the bonus, you get the equivalent of a light shield at heroic tier, a heavy shield at paragon, and a heavy shield +1 at epic.

I do like the druid option better, though, and I'll see what I can do with it.
 

Remove ads

Top