The Quintessential Bard
Format: Full-color soft cover, BW interior, 128 pages
Genre: Fantasy
Setting: Generic
Publisher: Mongoose Publishing
Author: Shannon Kalvar
Rating: 3
The Quintessential Bard is the 15th book in the Collectors Series by Mongoose Publishing. Promising to accentuate this popularly disdained class by expanding options through character concepts, prestige classes and the Tricks of the Trade, the book contains a slew of new information usable for any Bard character. The Quintessential Bard includes the standard sections of character concepts, prestige classes, Tricks of the Trade, Tools of Trade and so on.
Overview
Binding is standard for the product, with a black and white interior, art (seemingly somewhat scarce in this book) ranges from average to good.
Introduction
The book opens with a general overview of the material presented, a word about what the Collectors’ Series of books is all about, and finally offers a roadmap directing the reader where to find what in the book. Facing the intro is a page of fiction that sets the tone for the remainder of the book. This is the standard format for the Collector’s Series, though there is no other fiction.
Character Concepts
The idea of character concepts is a sticky issue. On the one hand, you get to customize your class in ways somewhat delineated in the DMG. Players get instant templates to apply to their characters, replete with personalities and motivations. However, despite the prefatory remark that concepts are not a means to “break the character,” in many ways these concepts sometimes provide unfair advantages, especially evident when the character multiclasses. A good concept is one that provides a role-playing template, while altering minor mechanics of the class to advantage one feature, while restricting another. Some of the concepts in this book do just this, but as can be seen below, many do not.
Of the concepts, we see a good range of character archetypes, each having benefits for their selection as well as drawbacks. Unfortunately, there is not a consistent mechanic for balancing them, and so there is a wide range of possibilities for breaking or hindering these characters. There are fourteen concepts in all, each of which provide details for adventuring, role-playing benefits and penalties.
This chapter is frustrating as many of the ideas are sound, with good tips and ideas for many different bard characters. Unfortunately, many of the mechanical aspects either don’t work or are simply unbalanced. One of the best this chapter has to offer is the Naturalist, a bard with Celtic overtones, who suffers druidic restrictions to his weapons and armor and slower bardic music progression, in exchange for his spells being divine and access to the Animal and Plant domains.
The Skald and the Storm Crow provide further excellent examples of how to personalize the bard class. In the case of the former, the bard gains martial weapon proficiencies and a d8 Hit Die in exchange for a reduced spell progression. The Storm Crow, a watcher of epic battles, represents some of the very best benefits of character concepts, slightly altering some features in exchange for equal drawbacks.
Sadly, things start breaking down for the rest. Some of the concepts suffer from too great of restrictions, such as the Alderman, who if he leaves his hometown for more than 5 months in a year, he loses all the features of the concept. The Ambassador, while an interesting idea, restricts the character more than presenting options for the class.
Though some of the concepts are mechanically well conceived, they have some overall concept issues. In the case of the Law Keeper, it’s a pretty big leap for a bard to be a judge, and the thinness of the argument shows in the concept's descriptive text. The Lore Master is another problem, given the shared name with the prestige class. Another name would have better suited this otherwise acceptable template.
Other Concepts just suffer from bad mechanics. The Artist lacks clearly defined benefits, and confers a weird type of bonus—circumstance—to one form of expression (its unclear to what this bonus applies). Also, Artists take 12 times longer to perform actions when “taking 10,” even though “taking 10” itself normally does not increase the time it takes to perform said skill. The Explorer suffers from the same issues, basically having a class confer a favored class, while the Talespinner provides the character, by the time he reaches 20th level, 6 Toughness feats for a tradeoff of a -3 penalty to saves against Mind-Affecting spells and effects that alter his emotional state, excluding one of the most common of all such mind-affecting spells, fear, which they gain a +3 bonus to resist.
Prestige Classes
The Quintessential Bard gives us eight new prestige classes, with a good mix of 5 and 10 level varieties. Like the section on Character Concepts, the Prestige Classes are a mixed bag. Some of these classes are quite good, such as the Singer of Dawn, who is a great ally for undead hunting parties, and the Soul Taker, an evil prestige class who exploits and corrupts through her masterful use of music and seduction.
Unfortunately, the same difficulties found in the Character Concepts are present in the prestige classes. Take the Elder for example. Characters can qualify for this prestige class at 4th level. When they advance to 2nd level in this class, they may use their supernatural ability called Voice of Command to issue a command, against any target they may successfully Intimidate. The target does not get a Save. Intimidate has a DC = 10 + target’s HD. So, the Elder, who has access to the Intimidate skill as a class skill, spends as many skill points as he is able to maximize his ranks, provides a base Intimidate skill of +9. As this is a Bard prestige class, and assuming the default array with one ability boost, kicks the Elder Cha to 16, providing a +3 modifier. This adjusts the character’s Intimidate skill of +12. Assuming he rolls a “10” every time, this 6th level character can target any 12 HD or Level character by a command spell all day long. A simple command to sleep creates a helpless target, and in a party of four… well, game over for anyone that gets in their way. It does not help matters that this is a Free Action that, as worded, “can only affect a specific target once per day,” not that any target could survive this 6th level class ability anyhow.
The dream dancer is another prestige class featuring serious problems in the class abilities. Characters should be able to qualify for this class by 9th level, by multiclassing as a Rog 2/ Brd 7. Aside from a slew of class skills, proficiency in all simple weapons, all armors and shields but the heaviest, +6 generic bonus to skills, with an additional stackable +6 circumstance bonus to some of the same and more skills, this character, by 14th level can, by expending a full-round action to dance, forcing all targets within 30-feet to make a Will save against a DC equaling the dancers Perform skill check. Now, assuming the character maximizes her Perform skill, she should have a base Perform of +17 (14th level character: Rog 2/Brd 7/ Dream Dancer 5). Assuming she uses the default array, and begins with a 15 Cha, modified by Ability increases by dint of level advancement, she has a Cha of 18, not including any magic items that further enhance her abilities, resulting in a total Perform modifier of +21. So, the DC to resist, given an average roll of “10,” is 31.The average 20th-level fighter cannot make this save on anything but a “20”! It gets worse. Any targets failing this save are helpless for 1d6 rounds after the performance ends. Even if the dancer attacks and snaps them out of their reverie, they are still stunned for 1d4 additional rounds. There is no limit to the amount of times the dream dancer can perform this action, no cost, absolutely nothing to place a restriction on this ability. Assuming a PC plays the dancer, the adventurer is likely to have compatriots. This is a prime opportunity for the PCs to wipe out their opponents. Worse yet, there are no parameters for the types of creatures affected: so the dancer could enamor undead, constructs or even ooze.
Tricks of the Trade
Many claim that the Tricks of the Trade chapter is the most important part of the Collector's Series. In these sections, the book presents a set of new options for characters to expand the usefulness of their particular class choice. The Quintessential Bard is no different from others, succeeding here and making up for the difficulties of the first two chapters.
This chapter begins with an analysis of popular Bard skills. There are some interesting uses, such as Support Bardic Knowledge, which grants a +2 circumstance bonus to Bardic Knowledge checks by spending a day gathering information succeeding a Gather Info check (DC 10). Interpret allows bards to use Diplomacy to bridge the gulf between two speakers of different languages. Of the skills covered, Diplomacy, Gather Information, Innuendo, Intimidate and Use Magic Device are covered. Clearly, some of the usefulness of this chapter fades with the advent of 3.5.
Another interesting section of this chapter is Assisting Actions. The bard provides a theme song for special situations. Examples include the Battle Hymn, which grants a +1 morale bonus to saves against fear and facilitates communication between units, to Folk Dance, which on a successful Perform check, the bard confers a +2 bonus to everyone else’s Perform (dance) skill checks for the duration of the dance. This section is much more balanced and has a greater appeal to those playing in low-fantasy games. Finally, Tricks of the Trade concludes with a look at expanding the Profession skill for Bards. These professions detail some common fantasy entertainers while providing incentive for dumping skill ranks into this skill.
Feats
The Feats chapter presents a number of Bardic Knowledge oriented feats that confer special knowledge if the character rolls a “natural” 20 on the check, even if they fail the Bardic Knowledge check. Even though they do not violate an established rule—given that Bardic Knowledge is not exactly a skill—it seems to go against the grain of the established system: auto success and auto fails being reserved for attack rolls and saves. Some of the feats are good, such as Dwarven Warcry, which is open to any dwarf character. It allows the character to shout once per day, potentially affecting everyone within 30-feet. If the victims fail their save, they suffer a -2 morale penalty to their attack and damage rolls for the next 4 rounds. Many of the feats establish the building blocks for Magical Craft, something covered in Tools of the Trade.
Not all of the feats are as balanced. Sidewinder is a general feat that allows the feat user a +2 bonus to damage against all flanked non-undead and non-construct opponents, without a prerequisite. First Strike seems tedious, almost threatening to restore the need for segments, granting characters who receive an AoO and hit the target the ability to deal damage slightly before the opponent who provokes the attack can act.
Tools of the Trade
This meaty chapter expands rules for masterwork items (instrument qualities such as beautiful and rich), invested instruments (signature instruments that confer alignment-based benefits, all of which the bard gains by taking the Signature Instrument Feat), magical instruments, exotic tools and magic items. Magical Crafts are magical extensions of the Craft skill, providing ways to enhance finished items in new and interesting ways. Such things include Architecture, Engraving, Sculpture and more. Most of the effects are minor and well thought through, though I think this chapter would be better served in a Quintessential Expert rather than for the Bard whose primary focus is Performance Art. The chapter concludes with Compositions, which is the proverbial gem in the rough. This allows the bard to be the true maestro and composer, able to organize collections of players to produce magical music. Each of the sample compositions includes a brief history, an overview of the instruments and techniques employed, a complexity rating and so on. This is a good section, and for me, saves the book.
The Power of Lore
Next is the chapter that expands and details bardic knowledge. It begins with an overview of the standard applications for this class ability and the degrees of obscurity. Once the chapter examines the basic categories, it goes into further depth for each, providing examples more detailed for each DC, even sneaking in an Epic level tier. After common usage, we get a deeper look at some other uses for bardic knowledge such as deciphering divinations, formulating questions and remembering details. Finally, extraordinary usage allows the bard to recognize the symbols and synchronistic relationships at work in the world. The bard is able to decipher meanings, read omens and even predict actions. This is another stellar chapter.
Mysteries of Music
The feats chapter alluded to Mysteries and here we receive full details on their function and usefulness in play. Mysteries are great ways to expand bardic music through a variety of performance forms such as acting, bells, chanting (epic through martial), dancing and a ton more. The bard’s ranks in Perform determine the potency of the mystery. The mysteries continue with an examination of cultural varieties of musical mysteries covering all the standard races plus evil chants and particular mysteries for unusual instruments.
Bard Spells
This brief chapter adds 16 new spells to the bard’s arsenal. All of the spells are useful and appear to be appropriate for their respective spell levels.
Bardic Duels
The second to last chapter provides mechanics for bards to face one another in non-lethal combat. Five duels are included, one for magic, performance, riddles, rites and steel. Each duel has variable features and qualities, but the mechanics are simple and appear to be a lot of fun.
Venues
Every book in the Collector’s Series offers some discussion on followers and strongholds. The Quintessential Bard departs from the norm, as explained in the
Designer’s Notes, by collapsing the two ideas into one chapter called venues. Venues are place where bards regularly perform. Each venue has a number of characteristics rated from 0-4, having a corresponding effect. Some venues have magical attributes, further personalizing the locale. The remainder of the chapter discusses the characteristics of six or so archetypical venues including borrowed, court, religious and a few more. Each overview of the types includes several examples of each. Finally, at the very end of this chapter are brief rules for building your own venue.
Conclusion
The Quintessential Bard is really two books in one. The first half is very frustrating, throwing balance considerations to the wind. Yet, the later half of the book is quite good, filled with fresh and original ideas. The bard is a tough class to like, for it seems vastly underpowered compared to other core classes. Where this book succeeds is in the Mysteries, Power of Lore and Venues chapters. These are excellent additions to the d20 canon and in line with some of the better books in the Collector’s Series. However, there are some serious problems in the Character Concepts and Prestige Classes. Many players search for the crunchy bits in a sourcebook for ways to improve their characters, exploiting advantage where they find it. While there are some fabulous aspects in the first part of this book, the danger to the average game is far too severe for an idle recommendation. Sadly, the design problems in the first couple of chapters reduce what would otherwise have been a 4 star book to an average 3 stars.