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Thread: An Improved 3.5 Bard

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    Default An Improved 3.5 Bard

    "What?!?! An improved Bard? Why would anyone need such a thing?"

    Well, to me, the Bard is a great concept with bad execution. The Bard is supposed to be a 'Jack of All Trades, Master of None' and therefore frequently better than a master of one. They ought to be capable casters, skill-monkeys, and combatants, moving from one role to another seamlessly. The Bard as it stands does not do this. His casting is highly limited, as is his combat ability. Compared to the Factotum, another Jack, his skills are similarly limited. This rewrite of the Bard attempts to fix that. I could use some help however, I'm worried that the casting is a bit too much, and that he may be a bit more powerful than I intended. This class is supposed to be balanced against the Druid, specifically, being highly capable as a caster and as a combatant (Where the Druid has Wildshape, this Bard has Wardance and some other abilities). In addition to the straight up homebrew, this Bard takes certain ideas from the Pathfinder Bard and applies them to the standard 3.5 Bard.

    Without further ado, I give you Kalaska'Agathas' improved Bard:
    Spoiler
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    Bard (Improved):
    __________________________________________________ _______________
    “The Jack of All Trades, Master of None, is frequently better than a Master of One.” The quintessential adventurer, wandering across the land, gathering lore, telling stories, working wonders with magic and a well-placed knack or two–such is the life of the Bard. When chance or opportunity draws them into a conflict, Bards serve as diplomats, negotiators, messengers, scouts, and spies.
    A Bard’s magic and versatility comes from his cunning. A good-aligned Bard brings joy, courage, and hope to the downtrodden and uses his diverse skills, tricks, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good Bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from an evil heart as well. Evil Bards forgo blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences “willingly” give.
    Adventures: Bards see adventures as opportunities to learn and ply their skills of persuasion, manipulation, and inspiration. They especially relish the opportunity to explore a long forgotten tomb, study ancient magic, decipher an ancient text, travel to strange places, encounter strange creatures, and learn (and even cause) new songs, stories, and poems. Bards accompany other heroes (or villains) to participate in extraordinary deeds, for a Bard who may relate these events firsthand typically wins much renown from his fellows and audience alike.
    Characteristics: Quick witted and captivating, Bard’s are typically masters of multiple forms of artistry, and possess an uncanny ability to know more than they ought to and use this knack to keep themselves and their companions one step ahead of danger. He is a scoundrel, a scholar, a scout, a spy, or a negotiator—often blurring the lines between one and the other. His magic is somewhere between that of a Sorcerer and a Wizard, coming in equal parts from force of personality and arcane study.
    In addition to their spells, a Bard’s music, poetry, and performance take on a supernatural quality—they may encourage his allies, hold audiences in rapture, and even harry enemy spellcasters.
    Bards share some skills in common with the Rogue, but unlike that class, Bards are not focused on mastery of a few specific skills (though they certainly may choose to) but rather general ability in a wide range of areas. A Bard listens to stories as often as he tells them which grants him a nigh-encyclopedic knowledge of people, places, and events.
    Alignment: Bards are wanderers, seekers of new knowledge, and therefore tend towards an alignment which is neutral on at least one axis.
    Religion: Religious Bards tend to worship gods of travel, magic, knowledge, and trickery. Additionally, more larcenous Bards may worship gods of thievery, night, and all Bards tend to revere gods of luck. In any event, even non-religious Bards will know of a god or goddess appropriate to the situation they find themselves in, and it is the rare Bard who is loath to offer a quick prayer to an applicable deity.
    Background: An apprentice Bard may learn from a single Master Bard, or from a number of tutors. Many Bards were once young runaways or orphans, befriended by wandering Bards who became their mentors. Some Bards congregate in “Bardic Colleges” (of varying degrees of formality) where an apprentice Bard may meet many more experienced Bards in an area. Similarly, an individual Bard’s allegiance to his fellows varies from Bard to Bard. Some Bards are in fact quite jealous of their fellows and their reputations, competing over territory and audiences.
    Races: Most races will have Bards in their number, keepers of their culture, history, and lore.
    Other Classes: A Bard works well with members of other classes. Often, the Bard is the “Face” of a party, using his mastery of social skills to the party’s benefit. A Bard may use his magic to support the party, rather than blasting away at his enemies, and use his combat skills to harry opponents, tripping, disarming, flanking and moving to provide the greatest advantage to his fellows.
    Role: The Bard is perhaps the ultimate generalist. In most groups, he works best in a support role. He is less stealthy than the Rogue or Ranger, and lacks the combat prowess of the Fighter or Barbarian. Rather, the Bard strives to improve and facilitate the abilities of his allies by buffing, flanking, and beleaguering their enemies. He makes his allies better at what they do, and often can fill in for another character when needed. For a typical group of four characters, the Bard is often the most useful fifth character to consider adding, and can make an excellent leader.

    Game Rule Information
    Bards have the following game statistics:
    Abilities: Intelligence determines how powerful a spell a Bard can cast, and how difficult they are to resist, while Charisma determines how many he may cast per day (See Spells, below). Intelligence is important for a Bard’s skills, as well as Dexterity and Charisma. A high Constitution is also beneficial, as it affects a Bard’s hit points and Concentration skill. Dexterity also benefits a Bard in combat.
    Alignment: Typically Lawful Neutral, Chaotic Neutral, Neutral Good, or Neutral Evil.
    Hit Die: d8
    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), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skill Points at 1st Level: (6+Int Modifier)x4
    Skill Points at Each Additional Level: 6+Int Modifier.
    Class Features
    All of the following are class features of the Bard.
    Weapons and Armor Proficiency: A Bard is proficient with all simple weapons, plus the hand crossbow, longsword, longbow, rapier, sap, shortsword, shortbow, spiked-chain, and whip. Bards are proficient with light armor and with shields (except tower shields).
    Because the somatic components required for Bard spells are relatively simple, a Bard may 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.
    Spells: A Bard casts arcane spells (the same type of spells available to a Sorcerer or Wizard) which are drawn from the Bard and Sorcerer/Wizard list. A Bard need not choose and prepare these spells beforehand.
    To learn or cast a spell, a Bard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Bard’s spell is 10 + the spell level + the Bard’s Intelligence modifier.
    Like other spellcasters, a Bard can only cast a certain number of spells per day. His base daily spell allotment is given on table 1-1: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. Like a Wizard, a Bard may know any number of spells (See Writing a New Spell into a Spellbook, pg 179 PHB). A Bard need not use a spellbook (though he may learn spells from another’s spellbook, provided he first deciphers the arcane script), but rather than spending time scribing a spell into a spellbook, a Bard spends the equivalent amount of time memorizing the spell.
    Unlike a Wizard or Cleric, a Bard need not prepare his spells in advance. He may 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 learns spells as a Wizard.
    Bardic Knowledge: A Bard learns many stray bits of knowledge on his travels. He 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, historical events, or noteworthy places (If the Bard has 5 or more ranks in Knowledge (history), he gains a bonus +2 on this check). Additionally, a Bard adds half his class level (minimum 1) to all knowledge checks, and may make all knowledge checks untrained. A successful Bardic Knowledge check will not reveal the powers of a magic item but may give a hint to its general function. A Bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM can determine the Difficulty Class of this check by referring to table 1-2: Bardic Knowledge.
    Knack: A Bard has a particular knack for skills, adding his Charisma modifier to all his skill checks. In addition, he is treated as trained in all skills (as if he had the feat Jack of all Trades).
    Bardic Performance: Once per Bard level per day, the Bard is trained to use the Perform Skill to create magical effects on those around him, including himself if desired. Each ability requires both a minimum Bard level and a minimum number of ranks in the Perform skill to qualify; if a Bard does not have the required number of ranks in at least one perform skill, he does not gain the ability until he acquires the needed number of ranks.
    At first level, it is a standard action to initiate a Bardic Performance, at seventh it becomes a move action, and at thirteenth it becomes an immediate action. To maintain a Bardic Performance is a free action at any level. To change a Bardic Performance from one effect to another requires the Bard to first stop the first performance and begin the next using a standard action (or move, or swift, depending upon his level).
    Each Bardic Performance has audible components, visual components, or both.
    If a Bardic Performance has audible components, the targets must be able to hear the Bard for the performance to have any effect. A deaf Bard has a 20% chance to fail when attempting to use a Bardic Performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to Bardic Performances with audible components.
    If a Bardic Performance has visual components, the targets must have line of sight to the Bard for the Bardic performance to have any effect. A blind Bard has a 50% chance to fail when attempting to use a Bardic Performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to Bardic Performances with visual components.
    Spellbreaker Song (Su): A Bard with 3 or more ranks in a Perform skill (and at least one rank in Knowledge (Arcana)) may use his performance to interfere with spells that have verbal components. Enemy spellcasters within 30 feet of the Bard take a 20% spell failure chance when casting any spell with a verbal component (as if they were deafened). A Bard may maintain this ability for three rounds consecutively.
    Fascinate (Sp): A Bard with 3 or more ranks in a Perform skill can use his performance to cause one or more creatures 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. For every three levels a Bard attains beyond 1st, he can target one additional creature with a single use of this ability (two at 4th level, three at 7th level, and so on). To use the ability, a Bard makes a Perform check. His check result
    is the DC for each affected creature’s Will save against the effect. 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 (up to a maximum of 1 round per Bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. 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.
    Inspire Courage (Su): A Bard with 3 or more ranks in perform can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the Bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six Bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The Bard must choose which component to use when starting his performance.
    Inspire Competence (Su): A Bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his performance to help an ally (including himself) succeed at a task. The ally must be within 30 feet and able to see
    or hear the Bard. The Bard must also be able to see the ally. Depending on the task that the ally has at hand, the Bard may use his Bardic music to lift the ally’s spirits, to help him or her focus mentally, or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Bard’s music. This bonus increases by +1 for every four levels attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). The DM may rule that certain uses of this ability are infeasible—chanting to make a rogue move more quietly, for example, is self-defeating. The effect lasts as long as the Bard maintains the performance, up to a maximum of 2 minutes. Inspire competence is a mind-affecting ability.
    Suggestion (Sp): A Bard of 6th level or higher with 9 or more ranks in a Perform skill can use his performance skill to make a suggestion (as the spell) to a creature that is already fascinated (see above). Using this ability does not break the Bard’s concentration on the fascinate effect, nor does it allow a second saving throw on the fascinate effect. Making a suggestion does not count against a Bard’s daily limit on Bardic Performances. A Will saving throw (DC 10 + ½ the Bard’s Level + the Bard’s Cha Modifier) negates the effect. This ability affects only a single creature (but see Mass Suggestion below). Suggestion is an enchantment (compulsion), mind effecting, language dependent ability.
    Dirge of Doom (Su): A Bard of 8th level or higher with 11 or more ranks in a Perform skill can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
    Inspire Greatness (Su): A Bard of 9th level or higher with 12 or more ranks in a Perform skill can use his performance to inspire greatness in himself or a willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Bard must perform and an ally must hear or see him perform. The effect lasts for as long as the ally hears or sees the Bard perform and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as sleep. Inspire greatness is a mind-affecting ability.
    Soothing Song (Su): A Bard of 12th level or higher with 15 or more ranks in a Perform skill can use his performance to create an effect equivalent to the mass cure serious wounds, using the Bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 uses of Bardic Performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
    Frightening Song (Sp): A Bard of 14th level or higher with 17 or more ranks in a Perform skill can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the Bard’s level + the Bard’s Charisma modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
    Inspire Heroics (Su): A Bard of 15th level or higher with 18 or more ranks in a Perform skill can use his performance to inspire tremendous heroism in himself or a single willing ally within 30 feet, allowing that creature to fight bravely even against overwhelming odds. For every three levels the Bard character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, the Bard must perform and an ally must hear or see the Bard perform for one full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the ally perceives the Bard performing and for up to five rounds thereafter. Inspire heroics is a mind effecting ability.
    Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures he has already fascinated (see above). Mass Suggestion is an enchantment (compulsion), mind effecting, language dependent ability.
    Deadly Performance (Su): A Bard of 20th level or higher with 23 or more ranks in a Perform skill can use his performance to cause one enemy to die of joy or sorrow. To be affected, the target must be able to see and hear the Bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + ½ the Bard’s level + the Bard’s Charisma modifier) to negate the effect. If a creature makes its save, the target is staggered for 1d4 rounds, and the Bard cannot use deadly performance on that creature for 24 hours. If a creature fails its save, it dies. Deadly Performance is a mind effecting death effect that relies on visual and audible components.
    Versatile Performance: At 2nd level, a Bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the Bard uses his total Perform skill bonus in place of his associated skill bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every four levels thereafter, the Bard can select an additional type of Perform to substitute.
    The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Tumble, Balance, Jump), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String Instruments (Bluff, Diplomacy), and Wind Instruments (Diplomacy, Handle Animal).
    Well Versed: At 2nd level, a Bard becomes resistant to the Bardic Performance of others. He gains a +4 bonus on Saving throws against Bardic Performance, Sonic, and language dependent effects.
    Lore Master: At 5th level, a Bard becomes a master of lore and can take 10 on any Knowledge check. He may choose not to take 10 and instead roll normally. In addition, once per day, a Bard may take 20 on any Knowledge check as a standard action. He may use this ability one additional time per day for every six levels he possesses beyond 5th, up to a maximum of three times per day at level 17.
    Jack of All Trades: At 16th level, a Bard considers all skills to be class skills (if a Bard has taken Cross-Class skill ranks, convert them to full ranks, not exceeding his allowed skill rank totals. Any skill ranks beyond the allowed max may be redistributed elsewhere.). At 19th level, the Bard may take 10 on any skill check, even if it is not normally allowed.
    Eschew Materials: At 1st level, a Bard gains Eschew Materials as a bonus feat.
    Weapon Finesse: At 1st level, a Bard gains Weapon Finesse as a bonus feat, even if he does not normally qualify for it.
    Bonus Feats: At 1st level, 4th level, and every four levels thereafter, a Bard may select a bonus feat from the following list: Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Improved Critical, Improved Initiative, Melodic Casting, Lingering Song, Point Blank Shot, Precise Shot, Two Weapon Fighting, Improved Two Weapon Fighting, Improved Trip, Improved Disarm, or Quick Draw.
    Wardance: A Bard of 5th level or higher with 8 or more ranks in Perform (Dance) may use his skill in dancing to aid him in combat. This adds his Charisma bonus to his AC and attack bonus. A Bard of 10th level or higher with 13 or more ranks in Perform (Dance) may use his skill in dancing to gain a 20% miss chance in combat. A Bard of 15th level or higher with 18 or more ranks in Perform (Dance) may use his skill in dancing to gain an additional move action per round. A Bard of 20th level or higher with 23 or more ranks in Perform (Dance) may use his skill in dancing to gain a 40% miss chance in combat.

    "Table" 1-1
    BAB: Medium
    Spells per Day: As the Wizard
    Saves: Good Fort and Will, the Bard is stronger than he looks, both mentally and physically.


    So what do you think? What changes, if any, are necessary to bring this Bard in line with the Druid? How should the spellcasting change, to reflect the Bard's 'having the right tool for the job' nature?
    Last edited by Kalaska'Agathas; 2010-08-28 at 09:06 PM.
    No levelled malice
    Infects one comma in the course I hold;
    But flies an eagle flight, bold, and forth on,
    Leaving no track behind.

    Andrew Eldritch Avatar by Lord Fullbladder, Master of Goblins
    Psionic Tricks Handbook (WIP!)

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    Oh, and you can just call me KA.