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Fix the Bard!- Bard 3.51 now online
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<blockquote data-quote="craftyrat" data-source="post: 2757893" data-attributes="member: 8306"><p><strong>Another spell-less bard</strong></p><p></p><p>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.</p><p></p><p>Craftyrat</p><p></p><p>Bard </p><p></p><p>(Bardic music is replaced by an entirely new system. Bards do not cast regular spells.)</p><p></p><p>Hit Dice: d6</p><p>BAB: Medium</p><p>F/R/W: Low/Medium/Medium</p><p>Skill Points: 5 + Int modifier (including the +1 that all classes get; bard skill points are reduced to compensate for the improved bardic music).</p><p></p><p>Bardic Knowledge: As the current bard ability.</p><p></p><p>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.</p><p> </p><p>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.</p><p></p><p>Bonuses granted by bard songs are morale bonuses, unless stated otherwise (or unless the description says the song is specifically duplicating a spell).</p><p></p><p>Songs:</p><p></p><p>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.</p><p></p><p>2nd: Song of Battle: Increases AC of allies by 1, Strength by 2, and Dexterity by 2; radius 20'</p><p></p><p>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</p><p></p><p>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.</p><p></p><p>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</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>9th: Song of the Sudden Strike: increases initiative of all allies by 4; radius 20'; lasts for 1 turn after the song ends.</p><p></p><p>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</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>13th: Song of Sure Strike: All allies within 20’ can reroll any miss chance due to conceal or incorpealness.</p><p></p><p>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.</p><p></p><p>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</p><p></p><p>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</p><p></p><p>17th: Song of Haste: Grants all allies the effect of a haste spell; radius 20'</p><p></p><p>19th: Song of Power: Increases the effective level of allied casters by 2; radius 20'</p><p></p><p>Feat: Additional song (allows the bard to keep an additional song prepared; Prerequisite: 5th level).</p></blockquote><p></p>
[QUOTE="craftyrat, post: 2757893, member: 8306"] [b]Another spell-less bard[/b] 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). [/QUOTE]
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