Help me with my Spell-Free Bard

DreadArchon

First Post
I'm toying with rules for a low-magic setting, and I'd like to have Bards functional but incapable of casting spells. Suggestions for changes or improvement?

SPELL-FREE BARD
Loses: Spell progression.

Gains: The following abilities, in addition to the usual:

Level 1: Bonus Feat: Melodic Casting (see Complete Mage).

Level 2: Supernatural Flair (Sp): The bard may use Prestidigitation and Summon Instrument as spell-like abilities, once per day per bard level.

Level 3: Wanderer's Step (Ex): The bard's speed is increased by 10 feet in any movement mode he uses, including those which would normally be limited or set (e.g. he could Spider Climb with a speed of 30 feet rather than 20 feet). Should this be applied to flight speeds, it does not effect the character's minimum movement per round. This ability does not function in Medium or Heavy armor.

Level 4: Evasion (Ex): As the Rogue ability.

Level 5: Deceive Item (Ex): As the Warlock ability (see Complete Arcane).

Level 6: --

Level 7: Lay on Hands (Su): As the Paladin ability.

Level 8: Dirgesong (Su), Song of Sorrow: As the Dirgesinger ability (see Libris Mortis).

Level 9: Composition (Su): The bard may maintain up to two Bardic Music (including Dirgesong) effects at once, though this does not give him additional standard actions per turn, so he may not (normally) combine two songs requiring concentration, nor may he begin a new song while performing one that requires concentration (as starting a song is a standard action).

Level 10: Dirgesong (Su), Song of Grief: As the Dirgesinger ability (see Libris Mortis).

Level 11: Imbue Item (Su): As the Warlock ability (see Complete Arcane).

Level 12: Zone of Silence (Sp): As the spell, usable at will.

Level 13: Dirgesong (Su), Song of Horror: As the Dirgesinger ability (see Libris Mortis).

Level 14: Marching Song (Su): Creatures affected by any Bardic Music effect with “Inspire” in the name also gain the benefits of the Wanderer's Step ability, as given above, except that those in Medium or Heavy armor may benefit from it. This stacks with actual occurrences of the Wanderer's Step ability (e.g. the user gains a total of +20 feet to all movement modes when using Inspire Courage), but not with other Bardic Music effects.

Level 15: --

Level 16: Dirgesong (Su), Song of Awakening: As the Dirgesinger ability (see Libris Mortis), except that the body is not considered to have been undead once the Song of Awakening is dismissed (e.g. it may be targeted by Raise Dead normally).

Level 17: Modify Memory (Sp): As the spell, 5 times per day.

Level 18: --

Level 19: Master Composer (Ex): The bard may maintain up to three Bardic Music (including Dirgesong) effects at once. The bard may concentrate on all of his songs with a single standard action (and thus may use multiple songs which require concentration). The bard may activate a Bardic Music (or Dirgesong) effect with a Move Action or Swift Action rather than a Standard Action. Finally, the bard's Bardic Music and Dirgesong effects are now considered extraordinary, and thus may function in an antimagic field.

Level 20: Song of Time (Su): This is a Bardic Music ability, requiring bard level 20 and 23 ranks in Perform. The Song of Time is an instantaneous effect (it cannot not last multiple rounds per use) that requires two daily uses of Bardic Music to activate. The Song of Time affects allies (and its user) who can hear the bard perform, giving each an extra Standard Action, taken immediately, in initiative order. Note that, with the Master Composer ability, this requires only a Swift Action or Move Action to activate, and is an (Ex) ability; if this ability is somehow used by a creature without Master Composer, it is (Su) and takes a Standard Action, as normal.
 

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Another version off the top of my head:

Lose spells

Gain:

d8 HD

Bonus feats: The bard is a jack of all trades. At 2nd, 7th, 13th, and 19th levels, the bard gains a bonus feat.

Harmonic Song: A Bard may add a single additional effect to a bard song already in progress as a swift action without an additional use of his daily bardic music allotment. Bards gain this ability at 5th level. At 10th level they may add two such effects as two separate swift actions. At 15th level they may do this three times, and at 20th four times.

Bardic Music

Healing Song: At levels 4, your song may provide Fast Healing 1 to allies. This increases by one at levels 11 and 17.


Too much? Too little?

-Stuart
 

Looks pretty solid. The 20th level power is quite strong, but if you are 20th level in a low magic game, you deserve to win.

Question - Any particular reason they get Lay on Hands? Is that flavor inspired or did you just want them to be able to heal people?
 

Ltheb Silverfrond said:
Question - Any particular reason they get Lay on Hands? Is that flavor inspired or did you just want them to be able to heal people?
(1) I wanted them to retain their healing abilities (as they can heal with spells in core)
(2) I wanted to make sure that Cha stays useful to them
 

I might suggest calling Lay on Hands Melody of Life and giving it a range of close (maybe replace the bard's level with their ranks of preform for total healing as well), just for flavor.

The level 20 ability is pretty potent too... if you weaken other casters it's too good. If it's in the same game as Time Stop then it should be almost fine (maybe limit it to 1 creature per 4 levels?).
 

Destil said:
If it's in the same game as Time Stop then it should be almost fine.
It won't be, though.

Alright, what if I made it one bard song to activate, free action, and grant everyone move actions? Or What if I made it only target the bard? Or... hmmm. Other ideas for modifying it?
 

I'm not quite grasping the concept of taking magic away from the bard and making up for it by giving him a bunch of magical abilities that do the same thing as spells but without actually using spell slots.

Why not just hybrid the bard with the swashbuckler to make him playable?

DS
 

Sabathius42 said:
I'm not quite grasping the concept of taking magic away from the bard and making up for it by giving him a bunch of magical abilities that do the same thing as spells but without actually using spell slots.
Many of the abilities are similar to spells and a few mimic spells, but he still doesn't have the widely varied (and numerous specific) applications of spells. Also, it prevents many prestige classes from becoming available.
 

DreadArchon said:
I'm toying with rules for a low-magic setting, and I'd like to have Bards functional but incapable of casting spells. Suggestions for changes or improvement?

The class you posted looks fine to me (although as the rest said, the 20th level is pretty hefty). Have you considered the Dark Sun Bard (http://www.athas.org/releases/ds3/ds3_r6.pdf)? It isn't like the class you made but it has no magic and I think it's a very viable class.
 


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