Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
[LONG] Monte Cook Bard Variant Variant balancing!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nifft" data-source="post: 314861" data-attributes="member: 6562"><p>Here are some untested modifications to the Bard variant found in the Book of Eldrich Might II. I really like the Spellnote/chord/melody system, but don't feel the spell list represents the 3E Bard's abilities.</p><p></p><p>First, I eliminated all direct damage spells, except for a few Sonic spells (specifically Shout and Great Shout). Then, I added back some of the more interesting standard 3E Bard spells. (What's a 3E Bard without Modify Memory?)</p><p></p><p>Since the BoEM2 allows Spellnotes to be freely converted into Spellchords and Spellmelodies, it's silly to measure Bard power in three different quanta. I've made a less-jumpy progression of Snotes and noted the levels at which conversion into Schords and Smelodies become possible.</p><p></p><p>Okay, here goes:</p><p></p><p>Bards gain the class skills: Spot (Wis) and Heal (Wis). They lose the </p><p>class skill Spellcraft (Int).</p><p></p><p>Spellnotes per level:</p><p>Level Spellnotes per Day</p><p>1 1</p><p>2 2</p><p>3 3</p><p>4 5</p><p>5 8</p><p>6 11</p><p>7 14</p><p>8 19</p><p>9 24</p><p>10 29</p><p>11 34</p><p>12 41</p><p>13 48</p><p>14 57</p><p>15 67</p><p>16 78</p><p>17 90</p><p>18 103</p><p>19 117</p><p>20 132</p><p></p><p>Bards receive bonus Spellnotes equal to double thier Charisma bonus.</p><p></p><p>Starting at level 6, a Bard can trade 5 Spellnotes for 1 Spellchord.</p><p>Starting at level 13, a Bard can trade 15 Spellnotes for 1 Spellmelody.</p><p>A Bard of any level can contribute Notes to another Bard's Chord or Melody.</p><p></p><p>The spellnote, spellchord and spellmelody list is drastically altered: (+ indicates originally in BoEM2, * indicates my addition)</p><p></p><p></p><p>*** Spellnotes: move-equivalent actions</p><p></p><p>+ Burst of Speed</p><p>+ Cushion Fall</p><p>+ Deflect Blow</p><p>+ Momentary Charm</p><p>* Shatter (1d4 / two levels vs. brittle objects)</p><p>* Suggestion</p><p>* Ghost Sound</p><p>* Stupify (1 creature: Will save or flat-footed for 1 round)</p><p>* Startle (1 creature: Will save or Shaken for 1d4+2 rounds)</p><p>* Open / Close</p><p>* Deafen (1 creature: Fortitude save or Deafened for 2d4 rounds)</p><p>* Message</p><p>* Detect Magic</p><p>* Detect Poison</p><p>* Read Magic</p><p>* Remove Deafness</p><p>* Evoke Magical Device (add Bard levels to next Use Magic Device check)</p><p></p><p>*** Longnotes: multiple rounds, uses move actions, uses Spellnote slot</p><p>Duration: 2 rounds/level, thereafter every round make a Perform check vs. number of elapsed rounds</p><p></p><p>* Minor Healing (1 HP/round, up to 1d6 + (Heal/2, max +5)) takes full-round actions and Heal skill</p><p>+ Inspire Courage</p><p>* Mend (1 sq. yard per round)</p><p>* Clean / Polish (1 sq. yard per round)</p><p>* Prestidigitation</p><p>* Countersong</p><p>* Mage Hand</p><p>* Calm Animal (2d4 + Cha bonus HD of animals)</p><p>* Light</p><p>* Resistance</p><p>* Inspire Competence (1 ally / 3 levels: +2 Competence bonus to specific skill, or +1 competence bonus to-hit, damage, and all saves)</p><p>* Lulabye (1 sleeping creature will not awaken despite minor disturbances)</p><p>* Delay Poison</p><p>* Purify Food & Drink (1 cubic foot / round)</p><p>* Entropic Shield (1 ally / 2 levels)</p><p>* Endure Elements</p><p>* Detect Lie</p><p></p><p></p><p>*** Spellchords: standard actions</p><p>Duration: 1 hour / 2 levels or as noted</p><p>Save: DC 13 + Cha bonus or as noted</p><p></p><p>+ Alter Sounds</p><p>+ Channel Sound (1 round / 2 levels)</p><p>+ Charm</p><p>+ Slumber</p><p>* Dischord (1 foe; Will; or become confused for 1d4+2 rounds)</p><p>* Disguise (Change Self with any one ally as subject)</p><p>* Enhance Physique (1 ally: bonus 1d4+1 to one physical ability: Str, Dex, Con)</p><p>* Fumble (instant; foes within 25'; Reflex or drop weapons, fall, etc.)</p><p>* Shout</p><p>* Taint Liquid (See Below)</p><p>* Gust of Wind</p><p>* Pyrotechnics</p><p>* Invisibility Purge</p><p>* Calm Emotions</p><p></p><p>*** Longchords: multiple rounds, uses move actions, uses Spellnote slot</p><p>Duration: 5 rounds / level, thereafter every 5 rounds make a Perform check vs. (number of rounds / 5)</p><p></p><p>* Healing (2 HP/round, up to 3d6 + (Heal/2, max +10)</p><p>+ Levitation (100 lbs + 20 lbs/level)</p><p>* Blur (1 ally)</p><p>* Soften Earth and Stone (100 cubic feet per round)</p><p>* Shield Other</p><p>* Resist Elements</p><p>* Hold Animals (2d4 +Cha bonus HD of animals)</p><p>* Haste (1 ally)</p><p>* Wind Wall (1 round / 2 levels)</p><p>* Detect Thoughts</p><p></p><p></p><p></p><p>*** Spellmelodies: full-round actions</p><p>Duration: 10 minutes / level or as noted</p><p>Save: DC 13 + Cha bonus or as noted</p><p></p><p>+ Ultrasonic Shatter</p><p>+ Disrupt Magic</p><p>+ Great Sound Channel</p><p>* Break Enchantment</p><p>* Great Shout (50' cone; 5d6 damage, Fort save or stun for 2d4 rounds)</p><p>* Mass Suggestion</p><p>* Modify Memory</p><p>* Silence 15' Radius (1 round / 2 levels)</p><p>* Dismissal (1 creature / 4 levels)</p><p>* Geas / Quest</p><p>* Mirror Image</p><p>* Neutralize Poison (1 creature / 4 levels)</p><p>* Quench Fires</p><p>* Heat Metal (Range 150'; Area 30'; 2 rounds / level)</p><p>* Chill Metal (Range 150'; Area 30'; 2 rounds / level)</p><p>* Emotion (5 rounds / level)</p><p>* Hold Monster (1 round / level)</p><p>* Mass Haste (1 ally / 4 levels; 1 round / 2 levels)</p><p>* Inspire Greatness (1 ally / 4 levels; +2 HD, +2 to-hit, +2 all saves)</p><p>* Detect Scrying</p><p>* Repel Vermin</p><p></p><p>*** Longmelodies: long duration, takes 1 minute of continuous singing to start (standard action to extend, Perform check every 10 minutes), uses Spellmelody slot</p><p>Save: DC 13 + Cha bonus or as noted</p><p></p><p>* Mass Heal (1 target / 4 levels; heals 2 HP / round, up to 5d6 + (Heal/2, max +15))</p><p>* Harmony of Flight (10 minutes / level)</p><p>* Stone Shape (1 cubic foot of stone / round)</p><p>* Veil (1 ally / 2 levels)</p><p>* Lead Vermin (10d6 + 10x Cha Bonus HD of specific vermin follow you)</p><p>* Mind Fog (500 cubic feet + 100 cubic feet / level)</p><p>* True Sight</p><p>* Spell Resistance (1 ally / 4 levels; 12 + level SR)</p><p>* Comprehend Languages</p><p>* Otto's Irrisistible Dance</p><p>* Enlarge</p><p>* Reduce</p><p>* Magic Circle Against Evil / Good / Law / Chaos</p><p>* Zone of Truth</p><p>* Animate Objects</p><p>* Corrosive Harmonics (render 1 cubic inch of metal brittle per 10 minutes)</p><p></p><p></p><p>*** New Spellchords:</p><p></p><p>* Taint Liquid:</p><p>Transmutation [Sonic]</p><p>Range: Touch</p><p>Area: 10 gallons + 2 gallons / level</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates [DC 13 + Cha bonus]</p><p>Spell Resistance: Yes (object)</p><p></p><p>The Bard infuses a liquid with a mild poison. The caster chooses what type of poison to taint the liquid with at the time of casting. Drinkers suffer different effects depending on the type of toxin:</p><p></p><p> - Intoxicant: drunkenness (+2 morale; -1 to all other rolls)</p><p> - Irritant: nausea (-2 morale; -2 Fortitude; -4 balance, climb, jump)</p><p> - Soporific: fatigue (-2 Str, Dex; -2 Reflex)</p><p> - Halucinogen: minor halucinations (-2 Will; -4 spot, listen, search, track)</p><p></p><p>The poison's effect lasts 1d4+1 hours.</p><p></p><p></p><p></p><p></p><p>..... whew, that's a lot. </p><p></p><p> -- Nifft</p></blockquote><p></p>
[QUOTE="Nifft, post: 314861, member: 6562"] Here are some untested modifications to the Bard variant found in the Book of Eldrich Might II. I really like the Spellnote/chord/melody system, but don't feel the spell list represents the 3E Bard's abilities. First, I eliminated all direct damage spells, except for a few Sonic spells (specifically Shout and Great Shout). Then, I added back some of the more interesting standard 3E Bard spells. (What's a 3E Bard without Modify Memory?) Since the BoEM2 allows Spellnotes to be freely converted into Spellchords and Spellmelodies, it's silly to measure Bard power in three different quanta. I've made a less-jumpy progression of Snotes and noted the levels at which conversion into Schords and Smelodies become possible. Okay, here goes: Bards gain the class skills: Spot (Wis) and Heal (Wis). They lose the class skill Spellcraft (Int). Spellnotes per level: Level Spellnotes per Day 1 1 2 2 3 3 4 5 5 8 6 11 7 14 8 19 9 24 10 29 11 34 12 41 13 48 14 57 15 67 16 78 17 90 18 103 19 117 20 132 Bards receive bonus Spellnotes equal to double thier Charisma bonus. Starting at level 6, a Bard can trade 5 Spellnotes for 1 Spellchord. Starting at level 13, a Bard can trade 15 Spellnotes for 1 Spellmelody. A Bard of any level can contribute Notes to another Bard's Chord or Melody. The spellnote, spellchord and spellmelody list is drastically altered: (+ indicates originally in BoEM2, * indicates my addition) *** Spellnotes: move-equivalent actions + Burst of Speed + Cushion Fall + Deflect Blow + Momentary Charm * Shatter (1d4 / two levels vs. brittle objects) * Suggestion * Ghost Sound * Stupify (1 creature: Will save or flat-footed for 1 round) * Startle (1 creature: Will save or Shaken for 1d4+2 rounds) * Open / Close * Deafen (1 creature: Fortitude save or Deafened for 2d4 rounds) * Message * Detect Magic * Detect Poison * Read Magic * Remove Deafness * Evoke Magical Device (add Bard levels to next Use Magic Device check) *** Longnotes: multiple rounds, uses move actions, uses Spellnote slot Duration: 2 rounds/level, thereafter every round make a Perform check vs. number of elapsed rounds * Minor Healing (1 HP/round, up to 1d6 + (Heal/2, max +5)) takes full-round actions and Heal skill + Inspire Courage * Mend (1 sq. yard per round) * Clean / Polish (1 sq. yard per round) * Prestidigitation * Countersong * Mage Hand * Calm Animal (2d4 + Cha bonus HD of animals) * Light * Resistance * Inspire Competence (1 ally / 3 levels: +2 Competence bonus to specific skill, or +1 competence bonus to-hit, damage, and all saves) * Lulabye (1 sleeping creature will not awaken despite minor disturbances) * Delay Poison * Purify Food & Drink (1 cubic foot / round) * Entropic Shield (1 ally / 2 levels) * Endure Elements * Detect Lie *** Spellchords: standard actions Duration: 1 hour / 2 levels or as noted Save: DC 13 + Cha bonus or as noted + Alter Sounds + Channel Sound (1 round / 2 levels) + Charm + Slumber * Dischord (1 foe; Will; or become confused for 1d4+2 rounds) * Disguise (Change Self with any one ally as subject) * Enhance Physique (1 ally: bonus 1d4+1 to one physical ability: Str, Dex, Con) * Fumble (instant; foes within 25'; Reflex or drop weapons, fall, etc.) * Shout * Taint Liquid (See Below) * Gust of Wind * Pyrotechnics * Invisibility Purge * Calm Emotions *** Longchords: multiple rounds, uses move actions, uses Spellnote slot Duration: 5 rounds / level, thereafter every 5 rounds make a Perform check vs. (number of rounds / 5) * Healing (2 HP/round, up to 3d6 + (Heal/2, max +10) + Levitation (100 lbs + 20 lbs/level) * Blur (1 ally) * Soften Earth and Stone (100 cubic feet per round) * Shield Other * Resist Elements * Hold Animals (2d4 +Cha bonus HD of animals) * Haste (1 ally) * Wind Wall (1 round / 2 levels) * Detect Thoughts *** Spellmelodies: full-round actions Duration: 10 minutes / level or as noted Save: DC 13 + Cha bonus or as noted + Ultrasonic Shatter + Disrupt Magic + Great Sound Channel * Break Enchantment * Great Shout (50' cone; 5d6 damage, Fort save or stun for 2d4 rounds) * Mass Suggestion * Modify Memory * Silence 15' Radius (1 round / 2 levels) * Dismissal (1 creature / 4 levels) * Geas / Quest * Mirror Image * Neutralize Poison (1 creature / 4 levels) * Quench Fires * Heat Metal (Range 150'; Area 30'; 2 rounds / level) * Chill Metal (Range 150'; Area 30'; 2 rounds / level) * Emotion (5 rounds / level) * Hold Monster (1 round / level) * Mass Haste (1 ally / 4 levels; 1 round / 2 levels) * Inspire Greatness (1 ally / 4 levels; +2 HD, +2 to-hit, +2 all saves) * Detect Scrying * Repel Vermin *** Longmelodies: long duration, takes 1 minute of continuous singing to start (standard action to extend, Perform check every 10 minutes), uses Spellmelody slot Save: DC 13 + Cha bonus or as noted * Mass Heal (1 target / 4 levels; heals 2 HP / round, up to 5d6 + (Heal/2, max +15)) * Harmony of Flight (10 minutes / level) * Stone Shape (1 cubic foot of stone / round) * Veil (1 ally / 2 levels) * Lead Vermin (10d6 + 10x Cha Bonus HD of specific vermin follow you) * Mind Fog (500 cubic feet + 100 cubic feet / level) * True Sight * Spell Resistance (1 ally / 4 levels; 12 + level SR) * Comprehend Languages * Otto's Irrisistible Dance * Enlarge * Reduce * Magic Circle Against Evil / Good / Law / Chaos * Zone of Truth * Animate Objects * Corrosive Harmonics (render 1 cubic inch of metal brittle per 10 minutes) *** New Spellchords: * Taint Liquid: Transmutation [Sonic] Range: Touch Area: 10 gallons + 2 gallons / level Duration: Instantaneous Saving Throw: Fortitude negates [DC 13 + Cha bonus] Spell Resistance: Yes (object) The Bard infuses a liquid with a mild poison. The caster chooses what type of poison to taint the liquid with at the time of casting. Drinkers suffer different effects depending on the type of toxin: - Intoxicant: drunkenness (+2 morale; -1 to all other rolls) - Irritant: nausea (-2 morale; -2 Fortitude; -4 balance, climb, jump) - Soporific: fatigue (-2 Str, Dex; -2 Reflex) - Halucinogen: minor halucinations (-2 Will; -4 spot, listen, search, track) The poison's effect lasts 1d4+1 hours. ..... whew, that's a lot. -- Nifft [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
[LONG] Monte Cook Bard Variant Variant balancing!
Top