More ideas
Zimbel said:
I am highly sceptical that you've made up for the lack of spells with a handful of bardic songs, 1 HP/LV, and a parry bonus.
The primary problem, as I see it, with the class you've presented is that far too many of the abilities are based off of fascinate. Fascinate is difficult to use in combat, which means that there are relatively few combat abilities. This does not mean that I'm suggesting removing those abilities; I'm suggesting adding more (particularly at high levels).
A secondary problem, with the 3.x bard as well as yours, is that a bard gains a lot of bardic song uses at high level to no useful effect, since a bard typically uses 3 or fewer songs/combat.
Allegro (LV 10+): At the cost of an additional bardic song, you can activate a bardic song that requires at most 1 full round to start as a move action.
Lone Duet: (at LV 15+?) You can start one bardic song while maintaining another. They may be of the same or different types. To do this, you need either to use two seperate instruments, or one that can perform multiple notes at once. Any save DCs from either piece, or perform checks made while using a lone duet are at -2. Starting a Lone Duet costs an additional Bardic song, and maintaining two songs at once costs an additional bardic song/round.
Lead by Song: choose a creature, and make a perform check. That creature (which may be yourself) gains a +1 morale bonus to Charisma/ 10 points on the perform check (+2 for a check of 20, +3 for 30, etc) while you maintain this song. (Note: you could do this sort of thing for any attribute, or even create a mass version)
Happiness helps: Make a perform check. All allies within 30' that can hear and see you gain your perform check -10 temporary HP (so a check of 15 grants 5 temporary HP). These temporary HP last for as long as you maintain the song.
Song of Dance: Your allies speed increases by 5. They can move up to 10' as a 5' move. These effects last as long as you maintain this song.
Spell speed: While you sing, your allies cast any spells that require 1 round to cast or a full-round action as a standard action.
The banjo is mightier than the shield: Treat any 1-handed musical instrument that you are currently using as granting a +1 shield bonus, and any 2-handed musical instrument (or larger) that you are currently using as granting a +2 shield bonus. This bonus increases by +1/5 LV. Note that shield bonses (for example, from a shield in the other hand) do not stack with each other. Also note that this is in addition to any cover bonusses from particuarly large instruments (such as an organ).
Spell power: Make a perform check. While you sing, all your allies' spells are cast a +1 CL/ 20 points on the perform check (so a check of 39 is +1).
Spell up: (LV 9+) While singing this song, when an ally casts a spell, you may make a perform check as a free (immediate) action, DC 25+Spell level (at your option; no more than once/round). If it succeeds, the spell is (at your option) Maximized, Extended, Empowered, or Enlarged. In the event that you choose an effect that is invalid for the spell (example: you failed a spellcraft check, and the caster didn't name the spell in advance), this consumes the bardic song uses with no effect. This costs two uses of the bardic song ability per spell affected. The song itself does not cost any bardic song uses (although it does cost an action).
Spell through the roof: (LV 17+) While singing this song, when an ally casts a spell, you may make a perform check as a free (immediate) action, DC 35+Spell level (at your option; no more than once/round) If it succeeds, the spell is (at your option) Heightened to LV 9, Twinned, or Persistant. In the event that you choose an effect that is invalid for the spell (example: you failed a spellcraft check, and the caster didn't name the spell in advance), this consumes the bardic song uses with no effect. This costs five uses of the bardic song ability per spell affected. The song itself does not cost any bardic song uses (although it does cost an action).