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View Full Version : The Bard (Fixed-list Caster Project), 3.5, PEACH



Grod_The_Giant
2013-11-23, 01:48 PM
The Bard is kind of a weird class, from an optimization standpoint. If you don't go splatbook-diving, it's an awkward sorcerer-rogue hybrid. Bardic Music, which ought to be the main part of the class, is almost useless before you start digging out ACFs and fluff- or setting-specific feats. In short, its optimization floor is waaay too low. But I do like the Bard. Couple that with my current project of writing/rewriting focused-list casters to cover all types of magic, and, well... here we are.

The Bard

Hit Die: d6.

Class Skills: The Bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.



Level
BAB
Fort
Ref
Will
Special
Songs Known
0th
1st
2nd
3rd
4th
5th
6th


1st
+0
+0
+2
+2
Bardic Music (Lied), Bardic Lore
0*
2








2nd
+1
+0
+3
+3
Bardic Knack
1*
3
0







3rd
+2
+1
+3
+3
Spell to Song, Variation
1*
3
1







4th
+3
+1
+4
+4
Bardic Flourish
2*
3
2
0






5th
+3
+1
+4
+4
Heart of the Music
2*
3
3
1






6th
+4
+2
+5
+5
Variation, Bardic Music (Sonata)
3*
3
3
2






7th
+5
+2
+5
+5
The Beat Goes On
3*
3
3
2
0





8th
+6/+1
+2
+6
+6
Song to Spell
4*
3
3
2
1





9th
+6/+1
+3
+6
+6
Variation
4*
3
3
3
2





10th
+7/+2
+3
+7
+7
Bardic Music (Concerto)
5*
3
3
3
2
0




11th
+8/+3
+3
+7
+7
Dual Song
5*
3
3
3
3
1




12th
+9/+4
+4
+8
+8
Variation
6*
3
3
3
3
2




13th
+9/+4
+4
+8
+8

6*
3
3
3
3
2
0



14th
+10/+5
+4
+9
+9
Spell Within Song
7*
4
3
3
3
2
1



15th
+11/+6/+1
+5
+9
+9
Variation
7*
4
4
3
3
2
2



16th
+12/+7/+2
+5
+10
+10

8*
4
4
4
3
3
2
0


17th
+12/+7/+2
+5
+10
+10
Soul of the Music
8*
4
4
4
4
3
3
1


18th
+13/+8/+3
+6
+11
+11
Bardic Music (Symphony), Variation
9*
4
4
4
4
4
3
2


19th
+14/+9/+4
+6
+11
+11
Don't Stop The Music
9*
4
4
4
4
4
4
3


20th
+15/+10/+5
+6
+12
+12
Eternal Song
10*
4
4
4
4
4
4
4


*In addition to Inspire Courage.

Weapon and Armor Proficiency: A Bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields).

Spells: A Bard casts arcane spells, which are drawn from the Bard spell list below. When he gains access to a new level of spells, he automatically knows all the spells for that level on the Bard's spell list. He can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. He also has the option of adding to his existing spell list through his Variation class feature (see below) as he increases in level.

To cast a Bard spell, a Bard must have an Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Bard's spell is 10 + the spell's level + the Bard's Cha modifier. Like other spellcasters, a Bard can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Charisma score (PH 8).

A Bard need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

A Bard can cast Bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Music (Su): A Bard is a performer like no other, capable of producing magical effects through the power of his performance. While many Bards sing or play an instrument to produce these effects— hence the name "Bardic Music"— any performance governed by the Perform skill may be used. To be affected by Bardic Music, targets must be able to either hear the Bard if his performance is auditory, or see him if his performance is visual.

Individual Bardic Music effects are known as Compositions. Each Composition has two elements: a Chord and a Refrain. The Chord takes effect instantly, and requires no further attention. The Refrain requires the Bard to concentrate on the Composition, continuing to perform. You must activate a Composition's Chord before you can concentrate on the Refrain.

Playing a Composition's Chord is a swift action. Make a Perform check; the result determines the chord's strength, as shown on the table below. The effects of a Chord last for a number of rounds equal to its strength. The saving throw against a Chord, if relevant, is equal to 10 + the Chord's strength + your Charisma modifier.



Check Result
Chord Strength


15 or below
1


16-25
2


26-30
3


31-35
4


36 or higher
5



Alternately, you may play both Chord and Refrain as a standard action. The strength of the Composition improves to be equal to your Charisma modifier, and any save DCs improve to 10+1/2 your Bard level + your Charisma modifier. The Chord works once, as normal; the effects of the Refrain (if any) remain in effect as long as you continue to perform, taking a standard action each round to do so. You may concentrate on a Refrain for a number of rounds equal to your Charisma modifier.

All Bards begin play with knowledge of the Inspire Courage Composition. Bards learn one additional Composition at every even-numbered level. Compositions are grouped into different grades. At first level, a Bard may only learn Lieds. At 6th level, he may learn Sonatas. At 10th level, he may learn Concertos, and he may learn Symphonies at 18th level.

A Bard may use his Bardic Music a number of times per day equal to one-half his Bard level plus his Charisma modifier. Each time he plays a Chord, he expends one or more such uses, depending on the level of the Chord in question.



Composition Level
Bardic Music Uses


Lied
1


Sonata
2


Concerto
3


Symphony
4



A Bard may only have one Composition active at a time. If he wishes to play another Chord while one is already in effect, the new effect replaces the original.

Bardic Lore (Ex): A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Bardic Knack (Ex): Beginning at 2nd level, when making a skill check, a Bard may use either his normal number of ranks in a skill or one-half his Bard level, whichever is greater. However, this ability does not allow him to use trained-only skills if he is not already trained in them.

Spell to Song (Ex): Beginning at 3rd level, as a free action, a Bard may sacrifice a spell slot to gain an insight bonus to a Perform check equal to the level of the spell slot sacrificed.

Variation: At 3rd level, and every subsequent third level, a Bard learns one spell from the original Bard spell list. The new spell must be of a level he can currently cast.

Bardic Flourish (Sp): Beginning at 4th level, a Bard may use the spell prestidigitation at will.

Heart of the Music (Ex): Beginning at 5th level, a Bard gains a bonus to saves against sonic and language-dependent effects equal to his Charisma modifier.

The Beat Goes On (Su): Beginning at 7th level, a Bard may, as a free action, spend a bardic music use to instantly dispel a silence effect, as long as its caster level is not greater than his Bard level plus his Charisma modifier.

Spell to Song (Ex): Beginning at 8th level, a Bard may sacrifice a spell slot to regain a number of Bardic Music uses equal to one-half the level of the sacrificed spell (rounded up).

Dual Song (Su): Beginning at 10th level, a Bard may mix two Compositions— he may have two Chords active at the same time, and he may concentrate on two Refrains simultaneously.

Spell Within Song: At 14th level, you learn the secret to mixing music and spellcasting. On the second round of concentrating on a Refrain, you may cast a single Bard spell, using up a spell slot one level higher than normal.

Soul of the Music (Ex): At 17th level, a Bard becomes immune to sonic and language-dependent effects.

Don't Stop the Music (Ex): Starting at 19th level, a Bard may concentrate on a single Refrain as a swift action, or two Refrains as a move action.

Eternal Song (Ex): A 20th level Bard may have any number of Chords active at the same time, and may concentrate on all Refrains simultaneously.


New Feats
Extra Composition
Prerequisite: Ability to learn Sonatas
Benefit: You learn one additional Composition of one grade lower than the highest grade of Composition you currently have access to.
Special: This feat may be taken more than once. Each time, you may learn an additional Composition.

Grod_The_Giant
2013-11-23, 01:49 PM
Compositions

Lieds

Fascinate


Chord: All enemies must make a Will save or be fascinated for a number of rounds equal to the chord’s strength. This is a mind-affecting effect.

Refrain: Enemies must make a new save each round; if they fail their save while fascinated, they become entranced-- a condition identical to being fascinated, except that the condition is only broken by aggressive actions taken directly against the creature, not simply obvious threats.


Healing Hymn


Chord: All allies gain a number of hit points equal to the chord’s strength times your Charisma modifier. If this would heal them above their normal maximum hit points, they gain the difference as temporary hit points, which last for a number of rounds equal to the chord’s strength.

Refrain: Allies gain fast healing equal to one-half your Charisma modifier. In addition, any effects used by allies which restore hit points restore extra hit points equal to 1/2 your ranks in Perform. If you have ranks in multiple Perform skills, only consider the one in which you have the most ranks.


Hymn of Fortification


Chord: One chosen ally gains the benefit of a protection from [alignment] spell with a descriptor matching your own alignment. However, the deflection bonus to AC and resistance bonus to saves are equal to the chord’s strength.

Refrain: All allies gain the benefits of a protection from [alignment] spell with a descriptor matching your own alignment. However, the deflection bonus to AC and resistance bonus to saves are equal to your Charisma modifier. In addition, no summoned creatures or outsiders with an opposed alignment may approach within 10 feet of you, as though you were under the effects of a magic circle against [alignment] spell.


Inspire Arcana


Chord: You may activate this chord as an immediate action when an ally casts a spell. The ally gains a morale bonus to caster level and spell save DC equal to ½ the chord’s strength, rounded up.

Refrain: Any ally casting a spell gains a morale bonus to caster level and spell save DC equal to ½ your Charisma modifier, rounded up.


Inspire Awe


Chord: All enemies must make a Will save or be shaken for a number of rounds equal to the chord’s strength. This is a mind-affecting fear effect.

Refrain: Enemies must make a new save each round; if they fail their save while shaken, they become frightened. If they fail their save while frightened, they become panicked.


Inspire Competence


Chord: Allies gain a morale bonus equal to the chord's strength to skill checks and ability checks for a number of rounds equal to the chord's strength. This is a mind-affecting ability.

Refrain: Allies may take 10 on skill checks even when threatened or rushed, and may make trained-only checks untrained.


Inspire Courage


Chord: Allies gain a morale bonus equal to the chord's strength to attack rolls, damage rolls, and saves against charm and fear effects for a number of rounds equal to the chord's strength. This is a mind-affecting ability.

Refrain: Allies gain immunity to charm and fear effects. If they fail a save against a mind-affecting effect, they may retry it one round later. This bonus may only be used once against a given effect.


Mimicking Song


Chord: You may activate this chord as an immediate action when an allied bard uses a chord. Boost the strength of his chord by ½ the strength of this one (rounded up).

Refrain: Allied bards gain a morale bonus to their Charisma score equal to your Charisma modifier. The bonus only applies when the allied bard is using Bardic Music abilities.


Soothing Voice


Chord: All enemies must make a Will save or be affected as though by a calm emotions spell.

Allies affected by fear effects may immediately make a new save against the effect, with a morale bonus equal to the chord’s strength.

Refrain: Enemies must make a new save each round; if they fail, they become fascinated. Allies gain immunity to fear effects. Any ongoing fear effect instantly ends, and no more can be used while the Refrain is in effect.


Spellbreaker Song


Chord: You may activate this chord as an immediate action when an enemy attempts to cast a spell. When casting that spell, they suffer a spell failure chance of 10% times the chord’s strength.

Refrain: All enemy spellcasters suffer a spell failure chance of 10% times your Charisma modifier.



Sonatas

Command


Chord: One enemy must make a Will save or be affected as though by a command spell.

Refrain: Each round, you may use command, as the spell, on an enemy of your choice. Enemies take a penalty on saves against these commands equal to the number of commands they have been affected by during this refrain.


Dragonfire Inspiration


Chord: When you learn this Composition, pick one of the following energy types— acid, cold, electricity, or fire.

Allies’ weapon attacks deal extra damage of the chosen energy type— 1d6 points for every point of the chord’s strength. Spells cast by allies with a matching descriptor gain a morale bonus to caster level equal to the chord’s strength.

Refrain: Allies gain resistance to the chosen energy type equal to 5*your Charisma modifier


Inspire Greatness


Chord: One ally gains a number of bonus hit die equal to the chord's strength for a number of rounds equal to the chord's strength. Each temporary hit die grants 1d10+Con mod temporary hit points, and a +1 bonus to their base attack bonus and skill ranks, and a +1 bonus to all base saves for every 2 hit dice granted. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant.

Refrain: Allies gain 1 temporary bonus feat for every three hit dice granted. They must qualify for these bonus feats, although they may apply the normal bonuses of Inspire Greatness when qualifying.


Phantasmal Song


Chord: You produce a major image, as the spell. The illusion lasts without concentration for a number of rounds equal to the chord's strength.

Refrain: The major image's is not counted until the end of the Refrain. In addition, once during the refrain, pick one enemy. They are affected as though by a phantasmal killer spell.


Suggestion


Chord: One enemy must make a Will save or be affected as though by a suggestion spell.

Refrain: Each round, you may use suggestion, as the spell, on an enemy of your choice. Enemies already affected by one of your suggestions are instead charmed, as the charm monster spell, if they fail their save.


Sustaining Song


Chord:All allies gain fast healing equal to the Chord's strength.

Refrain: All allies gain regeneration equal to your Charisma modifier instead of fast healing.



Concertos

Song of Freedom


Chord: A number of allies equal to the chord's strength are affected as though by a break enchantment spell, with a caster level equal to your bard level.

Refrain: All allies who can hear you can act as though under the effects of a freedom of movement spell.


Inspire Heroics


Chord: One ally gains a morale bonus equal to the chord's strength to attack rolls, damage rolls, skill checks, ability checks, saving throws, and armor class, as well as temporary hit points equal to the chord's strength times your Charisma modifier.

Refrain: All allies gain the benefits of this Composition.


Jarring Song


Chord: Any enemy attempting to cast or concentrate on a spell must make a Concentration check, opposed by your own Perform check. If he fails, he fails to cast his spell.

Refrain: Any enemy spell with verbal components or the [sonic] description instantly fails.


Song of Timelessness


Chord: A number of enemies equal to the chord's strength must make Will saves or be affected as though by a slow spell for a number of rounds equal to the chord's strength.

Refrain: Slowed enemies are instead frozen in time— they cannot take actions, but they cannot be affected by any force. Weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall. When you cease concentrating on the Refrain, the creature is unaware that time has passed.


Song of Fury


Chord: Any ally who chooses may enter a rage, as though they were a barbarian with a level equal to twice the chord's strength, for a number of rounds equal to the chord's strength. If they already were capable of raging, they may rage as though they had a number of additional levels of the class granting rage equal to the chord's strength.

Refrain: When making a full attack, raging allies may make one additional attack at their highest base attack bonus. In addition, a number of times during their rage equal to your Charisma modifier, raging allies may move up to their speed as a swift action.


Frightening Tune


Chord: Enemies must make a Will saves or be frightened. This is a fear effect.

Refrain: Beginning on the second round you concentrate on the refrain, enemies must make a new Will save each round. If they succeed, they are immune to further effects of this composition. If they fail, they are affected as though by the Chord. If they were already frightened when they fail the save, they are instead panicked for a number of minutes equal to your Charisma modifier, and shaken for an equal number of hours thereafter. This is a fear effect.



Symphonies

Mindbending Melody


Chord: All enemies must make a Will saves or become confused for a number of rounds equal to the chord's strength.

Refrain: Enemies must make a new save each round. If they fail a save while already confused, they are permanently confused, as though affected by an insanity spell. Any effect which cures insanity can cure this effect.


Revealing Melody


Chord: All glamours within 100 feet are instantly dispelled, as though affected by a successful greater dispel magic spell.

Refrain: You and all allies are affected as though by a true seeing spell.


Song of Cosmic Fire


Chord: All enemies in a 20ft burst within 100 feet take damage equal to twice the result of your Performance check. This damage is half fire and half pure cosmic energy. Additionally, targets must make a Fortitude save or be stunned for a number of rounds equal to the chord's power.

Refrain: Each round you concentrate on the Refrain, you may use the effects of the Chord again without expending additional uses of Bardic music.


Charming Melody


Chord: All enemies must make Will saves with a DC equal to 10+ the chord’s strength + Charisma modifier or be affected by a charm monster spell.. Creatures of different types get a +4 bonus to their save.

Refrain: Enemies must make a new save each round, with a +1 bonus for each round the performance has gone on. If they fail 3 saves, they are affected as though by a dominate monster spell.


Deadly Performance


Chord: All enemies must make Will saves or take a number of negative levels equal to the chord's strength.

Refrain: Each round you concentrate on the Refrain, you may use the effects of the Chord again without expending additional uses of Bardic music.




Bard Spell List


0-Level Bard Spells (Cantrips)

Amplify (SpC): Lowers Listen DC by 20.
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Summon Instrument: Summons one instrument of the caster’s choice.
Ghostharp (SC): Object records, plays a song at your command.
Minor Disguise (SC): Makes slight changes to your appearance.


1st-Level Bard Spells

Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Confusion, Lesser: One creature is confused for 1 round.
Disguise Self: Changes your appearance.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Improvisation (SpC): You gain a pool of luck bonus points equal to twice your caster level and can spend them to improve attack rolls, skill checks, and ability checks.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Undetectable Alignment: Conceals alignment for 24 hours.
Ventriloquism: Throws voice for 1 min./level.


2nd-Level Bard Spells

Battle Hymn (SpC): Allies can reroll one Will save/round.
Detect Thoughts: Allows “listening” to surface thoughts.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Minor Image: As silent image, plus some sound.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Reflective Disguise (SpC): Viewers see you as their own species and gender.
Silence: Negates sound in 20-ft. radius.
Suggestion: Compels subject to follow stated course of action.
Tongues: Speak any language.
Wave of Grief (SpC): Cone imposes –3 penalty on attacks, checks, and saves.


3rd-Level Bard Spells

Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Creaking Cacophony (SpC): Sound distracts and makes foes vulnerable to sonic damage.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Dirge of Discord (SpC): All within 20 ft. take –4 on attack rolls and Dexterity, and reduce speed by 50%.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Haunting Tune (SpC): 1 subject/level becomes shaken.
Love’s Lament (SpC): Cone deals 1d6 Wisdom damage and causes nausea.
Major Image: As silent image, plus sound, smell and thermal effects.
Sculpt Sound: Creates new sounds or changes existing ones.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.


4th-Level Bard Spells

Celebration (SpC): Intoxicate subjects.
Dominate Person: Controls humanoid telepathically.
Freedom of Movement: Subject moves normally despite impediments.
Fugue(F) (SpC): Your Perform check creates variety of effects.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Hold Monster: As hold person, but any creature.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Legend Lore(MF): Lets you learn tales about a person, place, or thing.
Locate Creature: Indicates direction to familiar creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Voice of the Dragon (SpC): +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.


5th-Level Bard Spells

Body Harmonic(F) (SpC): Piercing tone deals 1d10 damage to one ability/round.
Dream: Sends message to anyone sleeping.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Reflective Disguise, Mass (SpC): Viewers see subjects as their own species and gender.
Seeming: Changes appearance of one person per two levels.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
Suggestion, Mass: As suggestion, plus one subject/level.
Wail of Doom (SpC): Deal 1d4 damage/level in 30-ft. cone, plus subjects panicked or shaken.


6th-Level Bard Spells

Charm Monster, Mass: As charm monster, but all within 30 ft.
Dirge (SpC): Enemies take 2 points of Str and Dex damage/round
Find the Path: Shows most direct way to a location.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Permanent Image: Includes sight, sound, and smell.
Programmed Image(M): As major image, plus triggered by event.
Project Image: Illusory double can talk and cast spells.
Revenance (SpC): Restores dead creature to life for 1 minute/level.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
Veil: Changes appearance of group of creatures.

DMwithoutPC's
2013-11-23, 04:11 PM
I think it looks realy cool, but I'm a bit confused by the chord-refrain part. When do you activate a Chord? and when a refrain? I think I'm missing a bit of text, because I just don't see it...

Also, you say the Bardic Music effect can be created with any Perform skill, which would mean that Perform (dance) and Perform (Mime) are also applicable. Is this intentionally? It would make all the sound related effect a bit odd, since they don't make a sound...

Lastly, where did you get the word Lied from? It means song in Dutch and German, but I never seen it used in an English text. Is it part of the normal English vocabulary?

John Cribati
2013-11-23, 04:34 PM
I think you meant "visual" at one point instead of "auditory."


Also, you say the Bardic Music effect can be created with any Perform skill, which would mean that Perform (dance) and Perform (Mime) are also applicable. Is this intentionally? It would make all the sound related effect a bit odd, since they don't make a sound...

Well, in that case, they'd just have to be creative with the names.

unbeliever536
2013-11-23, 05:49 PM
Quick notes:

-The asterisk in the table next to the bard's number of songs known is never explained. I'm guessing it means "in addition to Inspire Courage"?

-I would suggest moving the note about ASF to the description of the Bard's spells, since it is specific to the Bard spells and the fluff justification refers to a property of the spells, not the armor.

-Nowhere do you give Bardic Music a number of uses per day.

-You talk about Eclectic Learning, but you named the ability Variation.

-You never defined a Refrain. It's pretty clear that it's the effect of the song when you concentrate, but you should say so specifically.

-In a number of compositions, you talk about things changing from strength of chord to charisma bonus in the refrain, but you already said that the strength changes from the rolled strength to charisma bonus for the refrain.

Just to Browse
2013-11-23, 07:45 PM
Allies’ weapon attacks deal 1d6 extra damage of the chosen energy type per point of your Charisma modifier. Spells cast by allies with a matching descriptor gain a morale bonus to caster level equal to your Charisma modifier.Can I deal +4d6 fire damage with all weapons at level 1?

Grod_The_Giant
2013-11-24, 07:27 PM
I think it looks realy cool, but I'm a bit confused by the chord-refrain part. When do you activate a Chord? and when a refrain? I think I'm missing a bit of text, because I just don't see it...
Hmm. I was having some trouble with that wording; I guess it defeated me after all. Basically, the idea is that when you use Bardic Music, you can use it in one of two ways:

As a swift action. You roll a Perform check, the Chord goes off, and that's all.
As a standard action, with standard-action concentration thereafter. You roll your Perform check, the Chord goes off, and then the Refrain goes into effect until you stop concentrating or a number of rounds have elapsed equal to your Charisma modifier.

I'll try to re-write that section.


Also, you say the Bardic Music effect can be created with any Perform skill, which would mean that Perform (dance) and Perform (Mime) are also applicable. Is this intentionally? It would make all the sound related effect a bit odd, since they don't make a sound...
Yeah, I guess. I didn't want to be restrictive, but it does make a lot of things a bit odd.


Lastly, where did you get the word Lied from? It means song in Dutch and German, but I never seen it used in an English text. Is it part of the normal English vocabulary?
It's a category of composition-- one singer and a piano accompaniment. Probably not normal unless you hang out with classical musicians, I suppose.


I think you meant "visual" at one point instead of "auditory."
Whoops. Where's that?


-The asterisk in the table next to the bard's number of songs known is never explained. I'm guessing it means "in addition to Inspire Courage"?
Correct-- I'll fix that.


-I would suggest moving the note about ASF to the description of the Bard's spells, since it is specific to the Bard spells and the fluff justification refers to a property of the spells, not the armor.
The proficiency block was copy-pasted directly from the SRD.


-Nowhere do you give Bardic Music a number of uses per day.
The last line of the second-to-last paragraph in the section-- once/day/bard level.


-You talk about Eclectic Learning, but you named the ability Variation.
Whoops.


-You never defined a Refrain. It's pretty clear that it's the effect of the song when you concentrate, but you should say so specifically.
D'oh!


-In a number of compositions, you talk about things changing from strength of chord to charisma bonus in the refrain, but you already said that the strength changes from the rolled strength to charisma bonus for the refrain.
...headdesk


Can I deal +4d6 fire damage with all weapons at level 1?
Yeeaahhh... I think I'll just slip that back to Concerto level.

Seerow
2013-11-24, 07:48 PM
I may have missed it, but is there any particular reason you cut the Bard's spells per day progression?


Also, the spells section refers to "Ecclectic Learning" which has been renamed here to "Variation".


Is there anything that prevents the Bard from have a bunch of songs going at once just by spending a swift action each round? ie if you had a good enough perform check to consistently (or always) hit 5 power, then by round 5 you have 5 different songs going. Is this intended or are you supposed to have only one active at a time barring the features that specifically allow you to mix compositions?

Are higher level compositions intended to cost the same as lower level ones? I know that's how bard works by default, but having a +cha bonus to skill checks and a multi-round save-or-die taking the exact same resource usage just feels wrong. The old model may not work well with your new music system.

Speaking of, have you considered altering the Bard's music usage per day limit? With how central the music is to this bard, first level seems really punishing (once a day). Maybe something like 1/2 level (round up) + cha mod per day?

Grod_The_Giant
2013-11-24, 10:21 PM
I went through the list of Compositions and cut out repeated information about save DCs and strength improvements; all that got moved to the general bardic music entry. I also edited a few that may have been silly (Phantasmal Song and Deadly Performance in particular)


I may have missed it, but is there any particular reason you cut the Bard's spells per day progression?
I certainly didn't mean to. Where do you see a difference?


Is there anything that prevents the Bard from have a bunch of songs going at once just by spending a swift action each round? ie if you had a good enough perform check to consistently (or always) hit 5 power, then by round 5 you have 5 different songs going. Is this intended or are you supposed to have only one active at a time barring the features that specifically allow you to mix compositions?
That's correct, aye. The class features let you mix refrains.


Are higher level compositions intended to cost the same as lower level ones? I know that's how bard works by default, but having a +cha bonus to skill checks and a multi-round save-or-die taking the exact same resource usage just feels wrong. The old model may not work well with your new music system.

Speaking of, have you considered altering the Bard's music usage per day limit? With how central the music is to this bard, first level seems really punishing (once a day). Maybe something like 1/2 level (round up) + cha mod per day?
Hmm... yeah, I like that a lot better. Would you combine both ideas, then?

Seerow
2013-11-24, 10:27 PM
I certainly didn't mean to. Where do you see a difference?


Don't mind me, I was actually looking at the Bard's spells known and thinking it was spells per day. So I saw 5 getting cut to 4 and thought it was kind of funny.


That's correct, aye. The class features let you mix refrains.


In that case, I think this class may get just a little too much action economy cheese. Swift actions from level 1 is cool. Mixing multiple swift/standard actions simultaneously, while still being able to spam the swift actions feels too strong.

It might play out differently in actual play, but I'd be scared of this bard going nova.



Hmm... yeah, I like that a lot better. Would you combine both ideas, then?


Yeah, I would. I'd also consider something like an ability that lets them convert spell slots to extra bardic music uses, so if someone really wants to focus hard on their music, they can do that.

Grod_The_Giant
2013-11-24, 10:45 PM
In that case, I think this class may get just a little too much action economy cheese. Swift actions from level 1 is cool. Mixing multiple swift/standard actions simultaneously, while still being able to spam the swift actions feels too strong.

It might play out differently in actual play, but I'd be scared of this bard going nova.
Yeah, I may have gone a bit overboard there. Fix away!


Yeah, I would. I'd also consider something like an ability that lets them convert spell slots to extra bardic music uses, so if someone really wants to focus hard on their music, they can do that.
Fair enough, and good idea.

Eladrinblade
2013-11-24, 11:45 PM
Love it.

You really nailed the music stuff.

Kudos, cookies, and internets! :smallbiggrin:

Eldest
2013-11-25, 09:54 AM
According to my reading of the Bardic Music section right now, the Chord effect takes place every time you concentrate to extend it.

Dragonfire Inspiration needs a duration for the chord.

Jarring spell is a standard action. Not sure if you wanted it to be one or not.

Frightening Song: what's the point of having multiple saves on the refrain? They either fail the first save and are panicked for minutes or are immune on the first round. Oh, panicked for minutes might be slightly overpowered.

Grod_The_Giant
2013-11-25, 01:09 PM
According to my reading of the Bardic Music section right now, the Chord effect takes place every time you concentrate to extend it.
Damn you, words!

Dragonfire Inspiration needs a duration for the chord.
The effects of a chord last for a number of rounds equal to its strength-- it's in the Bardic Music entry, right about the table.


Jarring spell is a standard action. Not sure if you wanted it to be one or not.
No, it isn't? It's a swift action to use the chord, and a standard action to concentrate on the refrain, like (almost) any composition.


Frightening Song: what's the point of having multiple saves on the refrain? They either fail the first save and are panicked for minutes or are immune on the first round. Oh, panicked for minutes might be slightly overpowered.
Ehh... rounds/level or minutes/level, it's still taking an enemy out of the encounter. It's also a fear effect that comes into play at 10th level.

I'll edit the text a bit, though. The intended order of operations, which I seem to have mucked up, is:

Round 1: All enemies make a save or are frightened.
Round 2: All enemies save again; if they succeed this time, they can't be scared again. If they were already frightened, and fail this save, they're panicked.

Eldest
2013-11-25, 01:50 PM
The effects of a chord last for a number of rounds equal to its strength-- it's in the Bardic Music entry, right about the table.

My bad.


No, it isn't? It's a swift action to use the chord, and a standard action to concentrate on the refrain, like (almost) any composition.

No, I was more asking if you wanted that to be an immediate action, like the spellbreaker song. Sorry about being unclear.


Ehh... rounds/level or minutes/level, it's still taking an enemy out of the encounter. It's also a fear effect that comes into play at 10th level.

I'll edit the text a bit, though. The intended order of operations, which I seem to have mucked up, is:

Round 1: All enemies make a save or are frightened.
Round 2: All enemies save again; if they succeed this time, they can't be scared again. If they were already frightened, and fail this save, they're panicked.


Ok, that makes way more sense.

nonsi
2013-12-02, 02:51 PM
See if you can incorporate my Bard (http://www.giantitp.com/forums/showpost.php?p=16104076)'s Break the Silence feature (or something similar) into yours.
This one's a must, not luxury.

Other than that, yours is one solid Bard remake.

Grod_The_Giant
2013-12-02, 06:46 PM
See if you can incorporate my Bard (http://www.giantitp.com/forums/showpost.php?p=16104076)'s Break the Silence feature (or something similar) into yours.
This one's a must, not luxury.

Other than that, yours is one solid Bard remake.
Silence is actually not nearly as dangerous as you'd think, as you can use non-auditory Perform checks to activate your music. It's not a bad thought, though.