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Szatany
2007-02-23, 03:08 AM
My take on the bard (partially unfinished):

Bard
http://www.syntheverse.com/images/preview/2001-0876.jpg
Picture by Brom

GAME RULE INFORMATION
Bards have the following game statistics.

Abilities: Same as in Player's Handbook.

Alignment: Any.

Hit Points per Level: 1d6 + Con modifier.
Hit points are maximized at 1st character level.

Skill Points per Level: 6 + Int modifier.
Skill points are multiplied by 4 at 1st character level.

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 (all skills, taken individually) (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).


Base Fort Ref Will
Level Attack Bonus Save Save Save Special .
1st +0 +0 +2 +2 Spellcasting, bardic
music, 1st stage ability
2nd +1 +0 +3 +3 Bardic knowledge +1
3rd +2 +1 +3 +3 1st stage ability
4th +3 +1 +4 +4 Foreigner
5th +3 +1 +4 +4 2nd stage ability
6th +4 +2 +5 +5 Bardic knowledge +2
7th +5 +2 +5 +5 2nd stage ability
8th +6/+1 +2 +6 +6 -
9th +6/+1 +3 +6 +6 3rd stage ability
10th +7/+2 +3 +7 +7 Bardic knowledge +3
11th +8/+3 +3 +7 +7 3rd stage ability
12th +9/+4 +4 +8 +8 Foreigner
13th +9/+4 +4 +8 +8 4th stage ability
14th +10/+5 +4 +9 +9 Bardic knowledge +4
15th +11/+6/+1 +5 +9 +9 4th stage ability
16th +12/+7/+2 +5 +10 +10 -
17th +12/+7/+2 +5 +10 +10 5th stage ability
18th +13/+8/+3 +6 +11 +11 Bardic knowledge +5
19th +14/+9/+4 +6 +11 +11 5th stage ability
20th +15/+10/+5 +6 +12 +12 Foreigner
CLASS FEATURES
All of the following are class features of the bard.

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). A bard ignores arcane spell failure caused by light armors when casting bard spells. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A bard casts arcane spells, which are drawn from the bard spell list.
To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a bard's spell is 10 + one-third the bard's level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day (excluding invocations, see below). The bard doesn't receive bonus spells per day for having high Charisma score. Like druid or paladin, a bard may know a number of spells from each spell level equal to 3 + his Charisma modifier. It is possible for him to learn spells above that limit, but the costs are high.
A bard need not prepare his 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 level. He does not have to decide ahead of time which spells he’ll cast.
Bard’s caster level is equal to 3/4 his class level, rounded up.

Spells per day Invocations
Level 0 1 2 3 4 5 C.L. known.
1st 2 - - - - - 1 1
2nd 2 1 - - - - 1 1
3rd 3 1 - - - - 2 2
4th 3 2 - - - - 2 2
5th 4 2 - - - - 3 2
6th 4 2 1 - - - 3 2
7th 4 3 1 - - - 4 3
8th 4 3 2 - - - 4 3
9th 4 4 2 - - - 5 3
10th 4 4 2 1 - - 5 3
11th 4 4 3 1 - - 6 4
12th 4 4 3 2 - - 6 4
13th 4 4 4 2 - - 7 4
14th 4 4 4 2 1 - 7 4
15th 4 4 4 3 1 - 8 5
16th 4 4 4 3 2 - 8 5
17th 4 4 4 4 2 - 9 5
18th 4 4 4 4 2 1 9 5
19th 4 4 4 4 3 1 10 6
20th 4 4 4 4 3 2 10 6
Learning New Spells: A bard can learn any spell from his list, but doing so is tasking and requires a sacrifice. To learn a spell, a bard must pay an amount of gold equal to spell level squared x 50 (or 25 gp in case of 0-level spells) for special rare materials. In addition, the bard must either have a teacher (another arcane spellcaster who knows the spell - that person need not to be a bard though), a scroll with the spell (which is destroyed in the process of learning it), or spend a number of days equal to spell's level squared on developing the spell from scratch (6 hours for a 0-level spell).
If a bard attempts to learn a spell and he already reached his limit of spells known for that level, multiply gold cost by 10.
A newly created 1st level bard knows a number of 0-level spells equal to his Cha bonus.
Spellbooks: Spells are difficult to contain in memory. Every day a bard must study his spellbook for 1 hour (this can be done at any time of day, but bard must not be fatigued or otherwise tired). Studying spells written in the book allows the bard to refresh his memory and keep his spellcasting abilities at peek efficiency. For each day the bard does not study his spellbook, his caster level is cumulatively reduced by 1 when determining effects of spells, unless he studies his spellbook for an hour.

Invocations: A bard can cast some spells as invocations. That means that he doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses reduced caster level, as shown on table: spells per day. A bard can cast invocations even if he has no slots left.
At 1st level, a bard learns how to cast one 0-level spell from the list below as invocation (provided he knows that spell).
At 3rd level and every 4 levels thereafter, a bard learns how to cast another spell from the list. A bard can choose a spell he doesn't know yet, but he is unable to cast it until he learns it. He cannot, however, choose a spell he can't yet cast because his class level is too low to access that level of spells.
List of spells a bard can cast as invocations:
0-level - Daze, Flare, Know Direction, Lullaby, Mage Hand, Prestidigitation, Read Magic, Resistance, Summon Instrument.
1st level - Animate Rope, Cause Fear, Identify, Lesser Confusion, Obscure Object, Remove Fear, Undetectable Alignment
2nd level - Animal Trance, Daze Monster, Heroism, Misdirection, Pyrotechnics, Scare, Shatter, Sound Burst
3rd level - Crushing Despair, Dispel Magic, Fear
4th level - Repel Vermin, Shout, Zone of Silence.Bardic Music (Su): Once per day per bard level, a bard can use his uncanny talent to re-roll any Perform check. He must choose the new result even if it’s worse than the original one. As he gains levels, a bard can use his talent to do other things, all of them supernatural.

Stage Abilities (Su): At 1st level and every 2 levels therafter, a bard learns one stage ability of a specific level. At first he can learn only easiest abilities, but as soon as he reached 5th level, more powerful ones become available. While the descriptions of those abilities discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. A bard must choose his style (choosing appropriate Perform skill as well) – most of his stage abilities require some ranks in the chosen skill.
Targets of bard’s abilities must be able to hear him or stage abilities have no effect on them.
Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

1st Stage Abilities:
Countersong: As a full round action that provokes attacks of opportunity, a bard grants his allies within 60 ft. a +4 bonus on saving throws against sonic and language-dependant effects for 1 round per rank of his chosen Perform skill. Only allies that are in range of the ability as it is being used are affected, but they are affected even if they move away from the bard.
Fascinate: A bard can cause up to one creature per 3 ranks in his Perform skill to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working.
Any creature affected by this ability can make Will save (DC 10 + half the ranks of bard’s Perform skill + bard’s Cha modifier) to ignore it. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 hour). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks.
Any potential threat allows a target to make another Will save. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Incite: As a full round action that doesn't provoke attacks of opportunity, a bard incite a single creature within 60 feet. The victim must make a Will save (DC 10 + half the ranks of bard’s Perform skill + bard’s Cha modifier). If the victim fails the save, it flies into a rage for 1 round per bard's rank in Perform skill. While in rage, the victim suffers all the penalties of barbarian's rage, but none of the benefits, with one exception: the victim can still use abilities that require focus or concentration (such as spellcasting), but only if she makes a DC 15 Concentration check prior to using such an ability. If a victim succeeds at its save, the bard cannot attempt to incite her again for 24 hours.
Inspire Courage: As a full round action that provokes attacks of opportunity, a bard grants his allies within 60 ft. a +4 bonus on saving throws against fear and charm effects for 1 round per rank of his chosen Perform skill. Only allies that are in range of the ability as it is being used are affected, but they are affected even if they move away from the bard.
Minor Spellsong: Choose one 0-level spell from bard’s list. He can cast this spell by spending one use of bardic music instead of a 0-level slot, if he makes a Perform check (DC 10). If he fails, bardic music is still spent and there is no effect.
Tale of Careful Thief: For 1 hour, a bard can tell a story which cannot be interrupted more than once, up to 5 minutes. Any creature with Intelligence 8 or more (including the bard) listening to the bard gains a +4 morale bonus on saving throws against one school of magic (of bard’s choice, same school for all characters) for the next 24 hours.
Tale of Revenge: For 1 hour, a bard can tell a story which cannot be interrupted more than once, up to 5 minutes. Any creature with Intelligence 8 or more (including the bard) listening to the bard gains a +1 morale bonus on attack and damage rolls against one specific race (such as mind flayers or storm giants) for the next 24 hours.2nd Stage Abilities:
Inspire Competence: As a full round action that provokes attacks of opportunity, a bard grants his allies within 60 ft. a +2 bonus on ability and skill checks for 1 round per rank of his chosen Perform skill. Only allies that are in range of the ability as it is being used are affected, but they are affected even if they move away from the bard.
Lesser Spellsong: Choose one 1st level spell from bard’s list. He can cast this spell by spending one use of bardic music, instead of a 1st level slot, if he makes a Perform check (DC 14). If he fails, bardic music is still spent and there is no effect.
Tale of Hardships of Life: For 1 hour, a bard can tell a story which cannot be interrupted more than once, up to 5 minutes. Any creature with Intelligence 8 or more (including the bard) listening to the bard can ignore up to 4 points of penalties to abilities, saves, attack and damage rolls, and skill checks for the next 24 hours.
Tale of Overcoming Difficulties: For 1 hour, a bard can tell a story which cannot be interrupted more than once, up to 5 minutes. Any creature with Intelligence 8 or more (including the bard) listening to the bard can re-roll one failed saving throw at any time within next 24 hours. Anyone who does that must accept second result even if it’s worse than the original one.
Wanton Tune: A bard can wake to life objects within 60 ft. He can animate up to one tiny object (see Monster Manual, page 13) per Perform rank, or one small object per 2 ranks, or one medium object per 4 ranks, or one large object per 7 ranks, or any combination of those. Objects remain animated for as long as the bard is playing (but no longer than 10 minutes) and they stay within 60 ft. For this ability to work, there must be suitable objects to be animated.3rd Stage Abilities:
Inspire Greatness: As a full round action that provokes attacks of opportunity, a bard grants a single ally within 60 ft. a +2 morale bonus on attack rolls, saving throws, and Damage Reduction 2/- for 1 round per rank of bard’s chosen Perform skill. The target can move away from the bard once she is affected.
Intriguing Tune: A bard can re-roll any Bluff, Diplomacy, or Intimidate check as a swift action.
Restive Spellsong: Choose one 2nd level spell from bard’s list. He can cast this spell by spending two uses of bardic music, instead of a 2nd level slot, if he makes a Perform check (DC 18). If he fails, bardic music is still spent and there is no effect.
Sway: As fascinate, but targets are also affected by charm person. A bard does not need to know fascinate to have or use this ability.
Vexing Tune: A bard can use this ability as an immediate action on a creature within 60 ft. If the target is casting a spell, using a supernatural ability, or otherwise performing action that would normally require a Concentration check to complete if the target suffered damage while attempting it, she must make a Concentration check opposed by the bard's Perform check. If she fails, the action is unsuccessful.4th Stage Abilities:
Inspire Heroics: As a full round action that provokes attacks of opportunity, a bard grants a single ally within 60 ft. a +4 morale bonus on saving throws and to AC for 1 round per rank of bard’s chosen Perform skill. The target can move away from the bard once she is affected.
Inspire Wrath: As a full round action that provokes attacks of opportunity, a bard grants a single ally within 60 ft. a +4 morale bonus on attack and damage rolls for 1 round per rank of bard’s chosen Perform skill. The target can move away from the bard once she is affected.
Potent Spellsong: Choose one 3rd level spell from bard’s list. He can cast this spell by spending two uses of bardic music, instead of a 3rd level slot, if he makes a Perform check (DC 22). If he fails, bardic music is still spent and there is no effect.
Tale of Amazing Achievements: For 1 hour, a bard can tell a story which cannot be interrupted more than once, up to 5 minutes. A bard chooses one feat he meets prerequistes of and any creature with Intelligence 8 or more (including the bard) listening to the bard gains this feat (if she meets the prerequisites) for the next 24 hours.
Tale of Resourceful Wanderer: For 1 hour, a bard can tell a story which cannot be interrupted more than once, up to 5 minutes. Any creature with Intelligence 8 or more (including the bard) listening to the bard who has one or more abilities that are usable a limited number of times per day (spells do not qualify), can use those abilities one extra time per day each any time within the next 24 hours.
Vicious Lampoon: As a full round action that provokes attacks of opportunity, a bard imposes a -3 penalty on attack and damage rolls, Will saves, and skill checks on a single foe within 60 ft. who fails a Will save (DC 10 + half the ranks of bard’s Perform skill + bard’s Cha modifier) for 1 round per rank of bard’s chosen Perform skill. The target is affected even if she leaves lampoon’s range.5th Stage Abilities:
Compel: As fascinate, but targets are also affected by suggestion. A bard does not need to know fascinate to have or use this ability.
Great Spellsong: Choose one 4th level spell from bard’s list. He can cast this spell by spending three uses of bardic music, instead of a 4th level slot, if he makes a Perform check (DC 26). If he fails, bardic music is still spent and there is no effect.
Tale of Potent Powers: For 1 hour, a bard can tell a story which cannot be interrupted more than once, up to 5 minutes. Any creature with Intelligence 8 or more (including the bard) listening to the bard adds +1 to DC of their special abilities (spells do not qualify) for the next 24 hours.
Tale of Powerful Magics: For 1 hour, a bard can tell a story which cannot be interrupted more than once, up to 5 minutes. Any creature with Intelligence 8 or more (including the bard) listening to the bard adds +1 to caster level of spells she casts (invocations do not qualify) for the next 24 hours.Bardic Knowledge (Ex): A bard has a lot of stray and seemingly unconnected knowledge. He gains +1 bonus on all Knowledge checks at 2nd level, and every 4 levels thereafter.

Foreigner (Ex*): Bard has sees and experiences a lot during his career and gets to know all kinds of people. He knows and can do many things that are normally reserved to other kinds of adventurers. At 4th, 12th, and 20th level, he gains special ability from the list below. Each foreigner ability can be selected only if the appropriate race or class exists in the setting. Whenever a foreigner ability grants a bonus on skill checks, it's a competence bonus.
* - Each foreigner ability is extraordinary unless it grants supernatural ability of another class or race.
Culture of Dwarfs: A bard spent much time with dwarfs and blended into their culture. He gains dwarven weapon familiarity and bonuses on Appraise and Craft checks. In addition, bard learns dwarven language.
Culture of Elves: A bard spent much time with elves and blended into their culture. He gains martial weapon proficiency: longbow and a +4 competence bonus on saves against sleep effects. In addition, bard learns elven language.
Culture of Giants: A bard spent much time with giants and blended into their culture. He gains rock throwing and rock catching abilities with rocks at least 2 size categories smaller than himself (a medium bard can throw tiny rocks, and so forth). In addition, bard learns giant language.
Tiny rock deals 2d4 damage and has range increment of 80 ft. Only medium or bigger bards can take this ability.
Culture of Githzerai: A bard spent much time with githzerai and blended into their culture. He gains githzerai inertial armor ability and casts daze at +2 DC. In addition, bard learns githzerai language.
Culture of Gnomes: A bard spent much time with gnomes and blended into their culture. He gains gnomish weapon familiarity and bonus on Craft (alchemy) checks. In addition, bard also learns gnomish language.
Culture of Goliaths: A bard who spends much time with goliaths can blend into their culture. He gains goliath mountain movement and bonus on Sense Motive checks. In addition, bard also learns Gol-Kaa.
Culture of Halflings: A bard spent much time with halflings and blended into their culture. He gains halfling bonus on Climb, Jump and Move Silently checks. In addition, bard also learns halfling language.
Culture of Humans: A bard spent much time with humans and became as versatile as they are. All classes become favored for the bard.
Culture of Illumians: A bard who spends much time with illumians can blend into their culture. He gains all of illumian superior literacy. In addition, bard also learns illumian language.
Culture of Kobolds: A bard spent much time with kobolds and blended into their culture. He gains kobold bonus on Craft (trapmaking), Profession (miner), and Search checks. In addition, bard also learns kobold language.
Culture of Goblins: A bard spent much time with goblins and blended into their culture. He gains +3 bonus on Move Silently and Ride checks. In addition, bard also learns goblin language.
Culture of Raptorans: A bard who spends much time with raptorans can blend into their culture. He gains raptoran pact with wind lords and weapon familiarity. In addition, bard also learns to speak Tuilvilanuue.
Culture of Troglodytes: A bard who spends much time with troglodytes can blend into their culture. He gains Weapon Focus (javelin) as a bonus feat, a +2 bonus on saves against poison and nausea, and is immune to troglodyte stench. In addition, bard also learns draconic language.EPIC BARD
An epic bard’s performance can move even the cruelest, most soulless creature, or inspire his allies to the heights or power and bravery.

Bard
Level Special .
21st Stage ability
22nd Bardic knowledge +6
23rd Stage ability
24th -
25th Stage ability
26th Bardic knowledge +7
27th Stage ability
28th Foreigner
29th Stage ability
30th Bardic knowledge +8Stage Ability: An epic bard gains bonus ability of any stage at 21st level, and every 2 levels thereafter. He can choose ability of any stage.

Bardic Knowledge: Epic bard's knowledge continues to accumulate. At 22nd level and every 4 levels thereafter, a bard gains +1 bonus on all Knowledge checks.

Foreigner: An epic bard gains extra foreigner ability at 28th level and every 8 levels thereafter (36th, 44th, 52nd, and so on).

cferejohn
2007-02-23, 05:46 AM
It seems to me that you've replaced the bard's core ability (Inspire Courage), and replaced it with a bunch of abilities that aren't quite as good, but offer a lot of options. I'm not sure if that's good or bad, just an observation.

Intelligence of 8 or more seems a little high. I would think a bard could communicate emotionally with creatures who are 6 or 7 INT...

Szatany
2007-02-23, 07:11 AM
It seems to me that you've replaced the bard's core ability (Inspire Courage), and replaced it with a bunch of abilities that aren't quite as good, but offer a lot of options. I'm not sure if that's good or bad, just an observation.

Intelligence of 8 or more seems a little high. I would think a bard could communicate emotionally with creatures who are 6 or 7 INT...
Tale abilities is about understanding the hidden moral of the story and learning a lesson from it. Thus Int requirement.

Arang
2007-02-23, 01:33 PM
That sounds more like Wisdom to me.

Morty
2007-02-23, 01:58 PM
Just a minor question: why isn't there an Goblin culture listed in foreigner ability?
Also, I think that bards should have restirction other than spellbook. I don't know how it should look, though. Otherwise, nice job.

Szatany
2007-02-24, 03:34 AM
That sounds more like Wisdom to me.Why? Wisdom is perception and willpower, Int is reason and understanding.


Just a minor question: why isn't there an Goblin culture listed in foreigner ability?
Also, I think that bards should have restirction other than spellbook. I don't know how it should look, though. Otherwise, nice job.

I don't know, do you have ideas for a goblin culture?

Morty
2007-02-24, 04:18 AM
Well, by SRD obvious choices would be Move Silently, since all goblinoids have that, and Ride, as Goblins have +4 bonus to ride(BTW it shoul be Goblinoid culture, my mistake). Maybe some darkvision, too and +4 to Hide since goblinoinds are described as 'stealthy'.

Ping_T._Squirrel
2007-02-24, 10:43 AM
Why only 5 levels of spellcasting?

Szatany
2007-02-27, 08:17 AM
Only 5 levels because they can learn more spells than normal bards (even if that's costly) and can cast some of them at will (see invocations). Cutting last level of spells is the price for that.

Added missing foreigner abilities, including goblins. I removed gnolls and orcs from the roster as they don't have anything specific according to MM.