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D&D 3E/3.5 Fix the Bard!- Bard 3.51 now online

Bah, just get the Enchiridion of Mystic Music. Use the Bard there to get the bonus metamusic feats, apply the Metamusic feats to diversify your portfolio of abilities. Add in the Versatile Performer feat and now you have plenty of options.

It is nice to pull out some ability that your fellow players, using WotC material, will find surprising. :)
 

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Firebeetle said:
Not bad, but it doesn't really increase the "bardness" of the bard.
The bard doesn't need help with "bardness." He needs help staying alive in combat if he's going to do anything but hang back and sing.
 

Firebeetle said:
Then why, my prehistoric twisted appendage, do you NEVER see monsters with extra levels of bard? Fighter, sure, sorcerer, of course, cleric, yeah, rogue, you bet, wizard, time to time, bard, are you kidding? Our goal needs to be this. . .

DM: There are 10 gnolls bearing down on you. . .
Player 1: nothing flurry of blows can't handle.
DM: with a skinny gnoll who is casting a spell.
Player 2: I can dispell that
DM: and a large gnoll who is dual-wielding swords
Player 3: I can take him.
DM: and a gnoll with a guitar
Players (all): Crap! How can we get out of here!

Scratch the guitar. A gnoll in my world wouldn't play a guitar. But my players are hardly ever happy when they think they have encountered an opponent giving one side bonuses. They are even more unhappy when they figure out that the same bard is giving them minuses at the same time. Point and Counterpoint, it's a nice little feat. Especially when coupled with Inspire Courage & Inspire Despair.
 

ForceUser said:
The bard doesn't need help with "bardness." He needs help staying alive in combat if he's going to do anything but hang back and sing.

I understand what you are saying there! I tend to put my Bard in melee. But that is mostly because the Ranger is a terror with the bow. Otherwise I would hang back and use ranged combat. It definitely gets rough on the HP at times though.

It would be interesting to do a variant Bard more focused on melee. Maybe bump up the HD (as you have suggested) and scrap spellcasting for a couple of bonus fighter feats?
 

Being a BAD bard

ForceUser said:
The bard doesn't need help with "bardness." He needs help staying alive in combat if he's going to do anything but hang back and sing.

"bardness" does not just consist of sitting back and signing, that's the problem. It's using magic to twist the pyschology of both enemy and ally, devasting sonic attacks, sublime trickery, and kicking @$$ with panache and derring-do. That's "bardness". Improved evasion and d8 hit die are swell, but they're not "bardic".
 

Firebeetle said:
Improved evasion and d8 hit die are swell, but they're not "bardic".
I disagree. The 1E bard was part warrior, part magic-user, part druid, and part thief. The 3E version of the bard is in no way part warrior. My adjustments brings a bit of parity to the role as envisioned in 1E (not to mention historically).
 
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I allow players who make bards to choose 1 arcane spell of their choice per level in addition to the standard bard spell list. For example, as the level 1 spell.. a guy might pick the ole' tried-n'-true magic missle. When he gets access to level 3 spells, he might pick fireball. Then stoneskin after that, and so on.

That way, the bard can actually pick an offensive or defensive spell to make himself more useful. I only allow them 1 extra spell per spell level. 1 1st, 1 2nd, 1 3rd, and so on.

Lightning Bolt has been a favorite, as well as Stoneskin.

Evasion at 5th level.

Oh, and give them a Bonus Fighter Feat at 4th, 8th, 12th, 16th, and 20th levels.

To me, it gives me a more.. "jack-of-all-trades" thing.


edit: fixed errors after looking at my "Bard Notes Houserule Option" thing.
 
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Another spell-less bard

Here is my (currently untested) spell-less bard. It is based around songs that affect and aid party members. Songs improve automatically at higher levels.

Craftyrat

Bard

(Bardic music is replaced by an entirely new system. Bards do not cast regular spells.)

Hit Dice: d6
BAB: Medium
F/R/W: Low/Medium/Medium
Skill Points: 5 + Int modifier (including the +1 that all classes get; bard skill points are reduced to compensate for the improved bardic music).

Bardic Knowledge: As the current bard ability.

Bardic music is replaced by the following song system. Songs are spell-like abilities, requiring a standard action to invoke and a free action to maintain. Only one can be maintained each round, and if another is started then the current song must end. Songs also end if the bard starts casting a regular spell, or triggers a wand, rod or staff. Starting a song requires a Perform check (DC 12 + song level). Starting a song provokes an attack of opportunity, but they can be started on the defensive. Most songs stay active for as long as they are being sung. Songs cannot be sung in heavy armor – it is too restrictive. A bard who is silenced, paralyzed, or otherwise unable to vocalize cannot start a song.

Songs are relatively hard to find; few bards know the difficult secrets of scribing them. Most bards learn songs directly from another bard, or from ancient magical texts. Bards often know just one song per two levels. Listed below are some of the more common songs. A bard can know any number of songs, but they can only have 4 songs prepared at any one time. Preparing a song takes one minute of concentration, and a perform check (DC 15 + song level). Bards can sing songs of a level equal to their bard level. A bard can only learn songs they are capable of singing (ie: a 1st level bard cannot learn a 2nd level song). Bard songs almost always affect a radius (rather than a specific target). Any bard song that affects all allies within a certain radius also affects the bard (unless the description says otherwise). Most bard songs do not allow a saving throw. Most bard songs provide an ability or bonus to them and their allies within a certain radius. A few inflict penalties, or very rarely damage, on opponents.

Bonuses granted by bard songs are morale bonuses, unless stated otherwise (or unless the description says the song is specifically duplicating a spell).

Songs:

1st: Song of Skill: Grants a +1 bonus on all skill checks to all allies within a 20’ radius; increases by +1 for every 6 levels gained over 1st.

2nd: Song of Battle: Increases AC of allies by 1, Strength by 2, and Dexterity by 2; radius 20'

3rd: Song of Weakening: decreases natural AC of enemies by 2, plus 1 additional point for every three levels gained; cannot lower natural ac below 0, and no effect on creatures without natural armor

4th: Song of Resistance: Grants a +1 bonus to all saving throws to all allies in a 20’ radius; increases by +1 for every four levels gained over 4th.

5th: Song of the Fleet Feet: increases base movement (regular land speed only) by 20 for all allies with 20' radius; lasts for 1 turn after the song is ended

6th: Song of Draining: Inflicts a -1 penalty to saving throws to all opponents in a 20' radius; increases by -1 for every five levels gained over 6th.

6th: Song of Protection: Grants all allies with a 20’ radius universal resistance of 5. This rises to 10 at 12th level, and 15 at 18th level.

7th: Song of Air: Grants water breathing to all allies within a 20' radius; lasts for five rounds after the song is ended. This song can be started underwater.

8th: Song of Healing: Heals all allies within 20' radius by 1 hp per round; increases by 1 hp for every four levels gained over 8th.

9th: Song of the Sudden Strike: increases initiative of all allies by 4; radius 20'; lasts for 1 turn after the song ends.

10th: Song of Peace: All creatures within 20’ radius of the bard (including the bard) suffer a -4 to all melee and ranged attack and damage rolls; if the bard initiates any hostile action while this song is playing, the song immediately ends and the bard is stunned for 1 round

11th: Song of Flames: Inflicts 1d6 fire damage to all opponents with a 10' radius each round, rises by 1d6 for every 3 levels gained over 11th. Many good-aligned bards refuse to learn or use this song.

12th: Song of Stone: Grants DR 5/-- to all allies within a 20’ radius. This does not stack with damage resistance from another source, though it will override that resistance at the option of the creature affected.

13th: Song of Invisibility: Grants invisibility and see invisible to all allies in a 20' radius; anyone who breaks the invisibility by attacking breaks the invisibility for that person only and is not affected by the same song until one turn has passed; though the bard is invisible, they must sing quietly to maintain the song and can be detected that way (Alertness DC 30).

13th: Song of Sure Strike: All allies within 20’ can reroll any miss chance due to conceal or incorpealness.

14th: Song of the Dolphin: Grants water breathing and a Swim speed of 30’ to all allies within a 20’ radius; creatures affected gain the benefit of having a natural swim speed, and can also attack normally with melee weapons while underwater. If an ally leaves the radius, or the song ends, the water breathing fades after 5 rounds, while the other benefits end immediately.

15th: Song of Beauty: Increases the bard’s charisma by 3 points, plus one point for every three levels gained; lasts for 1 turn after the song is ended

16th: Song of the Dimensions: All allies within 100’ radius may, as a free action, Dimension Door once per round; the arrive point must be within the radius of the song; at the end of this song the bard is fatigued for one turn for every round they were singing this song

17th: Song of Haste: Grants all allies the effect of a haste spell; radius 20'

19th: Song of Power: Increases the effective level of allied casters by 2; radius 20'

Feat: Additional song (allows the bard to keep an additional song prepared; Prerequisite: 5th level).
 

Lastest thinking on the 3.6 Bard

I like this Crafty Rat, it goes along with my recent thinking.

Looking at classes, I think the bard should be based off the rogue and monk. Both classes have abilities that are gained over time that give that class it's particular flavor. Bard currently feels more like the bastard child of several other classes; not it's own, unique class.

However, there are some great feat ideas out there that would work as abilities. Here's some basics for what I am suggesting for the 3.6 Bard.

Alignment: Any (why nonlawful? why do the keepers of lore and mythology have to be unlawful? It makes no sense!)

Hit Die: d8 (that's the warrior-bit)

Class Skills: Same

Skills Points (1st and additional): Same

Base Attack Bonus: Same

Saves: Same

Special: Abilities at different level To Be Determined

No spells!

Class Features

Weapon and Armor proficiency (same) (note that chainmail is more useful without causing spell failure)

Again, No spells

Bardic Knowledge is same

Bardic Music (expanded with new abilities)

I'll try to write out a draft of abilities tonight. Any suggestions are most welcome!
 

Bard 3.51

It only took a couple of weeks. :o

Here is the Bard 3.51. I've included the prologue text below along with the attachment in word.

Bard 3.51
The version of the bard is an effort to fix the current 3.5 bard class. It has been made with input from the online community at ENWorld.org.
What, you may ask, is wrong with the bard in the first place? The bard does not significantly impact the composition of a party and has minimal impact on any combat and rarely has the ability to shine. Bard levels are almost never added to NPCs and NPC bards are even more rare in a combat context in the game. To have a class that seemingly ignores the most frequently activity in the game, fighting, regulates it to a second-class PC status.
As you look over this version of the bard, you may say “that’s too powerful.” Remember the basic prejudice against bards and the perception of the power they should wield. This bard’s powers are on par with the abilities of other classes at similar level. Bards can be powerful too while still being bards.
The basic premise of this version is as follows:
1.) Bards should be combat worthy. The 1st edition bard was primarily a fighter, and historically bards were fighters as well. This version presumes a swashbuckling style of fighter, given the bard’s armor and weapon proficiencies and the charismatic appeal of swashbucklers. They are given a d8 hit die, the parry ability, and combat based bonus feats that emphasize a swashbuckling style. Spell casting has been removed and replaced with spell-like abilities.
2.) Bards should impact personalities and engender conversation with allies and opponents alike. Bards have a high Charisma and proficiency in all the roleplaying skills. In order to improve their chances of using these abilities, the bard is given the ability to charm person and charm monster. These abilities open up the possibility of parleying with the enemy more than is usually possible.
3.) Bards should be masters of the mind, not of sound. Sonic attacks have been minimized. Bards instead have the ability to cause sleep, dominate, and hideous laughter along with their ability to suggest.
4.) Bards support their party. Their abilities have been retained here, along with the addition of the Song of Restoration.
5.) Bards know things. Improved Bardic Knowledge and Legend Lore have been added as abilities.
I invite intelligent discussion and constructive criticism via this thread on ENWorld or e-mail at firebeetle@charter.net. Thank you for reading.
 

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