why on earth does the bard only get 4 skill points/lvl???

For everyone's perusal, bards IMC:


Bards: Bards start with 6 skill points at 1st level. Progression is normal thereafter. Bards cast spells based on their repertoire. Every spell is actually an artistic composition. At 1st level, a bard knows 2d4 + CH bonus of 1st level compositions. Bards "collect" compositions (they do not automatically gain them), though powerful bards may create their own magical performances. Every bardic level allows the bard to perform any composition he knows to magical effect 1 time + CH bonus. If a 2nd level bard has a 17 CH he can perform any of the compositions he knows to magical effect 5 times. Success requires a Perform skill check. A bard may attempt a performance beyond his expertise (assuming he has acquired a higher level composition) at a + DC 4/level over penalty. In addition to magical compositions, a bard may use his artistic skill to inspire others with essentially no limit. Refer to the following list:

  • Effect/Composition Level
  • 0-level compositions
    Perform Skill Level=1
    Difficulty Class=5
  • Inspire Courage/1st level compositions
    PSL=3
    DC=10
  • Fascinate/2nd level compositions
    PSL=6
    DC=10
  • Countersong/3rd level compositions
    PSL=9
    DC=20
  • Inspire Competence/4th level compositions
    PSL=12
    DC=20
  • Suggestion/5th level compositions
    PSL=15
    DC=25
  • Inspire Greatness/6th level compositions
    PSL=20
    DC=30
DC is reduced by 1 for each round of performance after the first with a check made each round for as many rounds as the bard has levels. A bard who fails his ability check in a particular effect (not magical composition) will fail in that effect with that particular person or creature for the remainder of the day and night. With enough skill levels, success is virtually automatic (the dreaded 1 on a d20 roll!). The effects Inspire Courage and Countersong may be performed without instrumental accompaniment. Enchantments must be accompanied by a musical instrument.

PS: Impossible to copy a table on this board!
 
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I played a bard character like it is presented in the PHB, and I had much fun. I wasn`t able to shine in combat, but I allowed my allies to shine in combat. I was the party`s healer and negotiator. I knew things not even the loremaster did know.

I had a great time with the character.

One of the other players, in an actually very dungeon-heavy group, plays a Halfging Rogue/Bard, and he has proved very valuable. His Inspire Courage and Inspire Greatness abilities helped us a lot (with the right instruments, he can give us a +4 bonus to our attack rolls). The player has much fun.

In a Wheel of Time campaign, we have three wanderers, one of them is aiming for the gleeman, the WoT Bard Variant. The player is the same as for the Halfling Rogue/Bard, and again, he seems to have a great time (even if in the first 3 battles, his characters landed on the floor after the first hit :) )

But anyway, even if the class is fine, you can have some ideas to vary it. :)
1) Bard`s using "semispontaneous" casting.
One of my ideas is, that bard`s might really have the use for a spell book. A good performer might have some "standard performances" he can do nearly every time he needs one. But he is able to learn something new (Julia Roberts can play other roles as the "Pretty Woman"; Dan Akroyd sings not only Rythm & Blues, but also "country and western", and he can also act more than just his Elwood Blues Role :) ).
So, give the bard a "songbook". Here he can write down bardic spells, using the same rules as a wizard for wizard spells.
For "Implementation": If you think the bard is weak as is, just add this option: He can write down spells into his spellbook. He still learns according to the standard chart, and these are the spells he learns to cast spontaneously. If he wants to use spells from the book, he has to prepare them, like a wizard does.
Alternetively, you might make it a Feat-dependend thing, or a "class ability choice at 1st level" - choose between 2 extra skill points or spellbook...
2) "Spellsongs"
Make some special bardic music abilities that might be feat and spell dependent.
Example: The virtuosos "sharp note" as a "Spellsong":
If a bard knows the Keen Edge spell, and takes this feat, he can cause all slashing and piercings weapons of his allies to double its critical modifier. This is a supernatural ability and does not stack with Keen Edge. It lasts 5 rounds + Performance of the bard.

The feat solution for 1 and 2 do have the advantages that you can apply it to bards that are already "inplay".

Mustrum Ridcully
 

Chairman_Kaga, (and the rest of you guys) i'd love to rule0 it, but alas, the power of the DM is not mine. i'm trying desperately to convince him tho. :( it's not looking good so far.

~NegZ [/B]

you poor man...show him this thread...pretty much everyone here agrees on 6 sp per...maybe that'll help

:D
 

Just my two cents on Monte's bard:

It is reall cool for those characters who want to play a stringed instrument, like a lute or harp. I mean, it kicks some ass!

But those who want to play a drum or flute or even just sing cannot cast the higher level "spellchord" or "spellmelody" abilities. You have to have an instrument that can play multiple notes simultaneously to do so, or have more than one bard to do it.

PS: Monte has 6 sp too!
 

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