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Thread: Revised Bard

  1. - Top - End - #1
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Revised Bard

    All due credit to NothingAbnormal's fae bard prestige class.

    The revised paladin represents Will and Fortitude, the revised ranger represents Fortitude and Reflexes, and finally this revised bard represents Reflexes and Will.

    Full BAB (can make many dazzling rapier flourishes)! d8 HD!
    Bardic Knowledge - bits of lore you've picked up through Gather Information on every possible subject
    Bardic Performance-deliberately includes nonverbal Perform skills, limits are per ENCOUNTER rather than per day, and they're all supernatural abilities
    Individual performances have been edited slightly. I'm considering going back to the Neverwinter Nights (DnD 3.0?) version where Perform ranks gave scaling bonuses to virtually all character stats, plus the Curse Song feat option...

    Bard

    "Music is the language of the soul, of the heart...and of the fey."

    Alignment
    Any chaotic.

    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), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

    Skill Points at 1st Level: (8 + Int modifier) x 4.

    Skill Points at Each Additional Level: 8 + Int modifier.

    Table: The Bard
    Level
    Base
    Attack Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save

    Special
    Spells per Day
    Spells Known
    0th 1st 2nd 3rd 4th 5th 6th 0th 1st 2nd 3rd 4th 5th 6th
    1st +1 +0 +2 +2 Bardic Knowledge, Fey Court, Fey Empathy, Countersong, Fascinate, Inspire Courage +1
    2
    4
    2nd +2 +0 +3 +3 Unearthly grace
    3
    5
    21
    3rd +3 +1 +3 +3 Inspire Competence
    3
    1
    6
    3
    4th +4 +1 +4 +4 Resist Nature's Lure
    3
    2
    6
    3
    21
    5th +5 +1 +4 +4 Fey Armour
    3
    3
    1
    6
    4
    3
    6th +6/+1 +2 +5 +5 Fey Charisma +2, Suggestion
    3
    3
    2
    6
    4
    3
    7th +7/+2 +2 +5 +5 Bonus Feat, Evasion
    3
    3
    2
    6
    4
    4
    21
    8th +8/+3 +2 +6 +6 Inspire Courage +2
    3
    3
    3
    1
    6
    4
    4
    3
    9th +9/+4 +3 +6 +6 Inspire Greatness
    3
    3
    3
    2
    6
    4
    4
    3
    10th +10/+5 +3 +7 +7 Slippery Mind
    3
    3
    3
    2
    6
    4
    4
    4
    21
    11th +11/+6/+1 +3 +7 +7 Courtly Armour
    3
    3
    3
    3
    1
    6
    4
    4
    4
    3
    12th +12/+7/+2 +4 +8 +8 Fey Charisma +4, Performance of Freedom
    3
    3
    3
    3
    2
    6
    4
    4
    4
    3
    13th +13/+8/+3 +4 +8 +8 Orphean Performance
    3
    3
    3
    3
    2
    6
    4
    4
    4
    4
    21
    14th +14/+9/+4 +4 +9 +9 Inspire Courage +3
    4
    3
    3
    3
    3
    1
    6
    4
    4
    4
    4
    3
    15th +15/+10/+5 +5 +9 +9 Inspire Heroics
    4
    4
    3
    3
    3
    2
    6
    4
    4
    4
    4
    3
    16th +16/+11/+6/+1 +5 +10 +10 Fey Charisma +6
    4
    4
    4
    3
    3
    2
    6
    5
    4
    4
    4
    4
    21
    17th +17/+12/+7/+2 +5 +10 +10 Improved Evasion
    4
    4
    4
    4
    3
    3
    1
    6
    5
    5
    4
    4
    4
    3
    18th +18/+13/+8/+3 +6 +11 +11 Mass Suggestion
    4
    4
    4
    4
    4
    3
    2
    6
    5
    5
    5
    4
    4
    3
    19th +19/+14/+9/+4 +6 +11 +11 Inspired
    4
    4
    4
    4
    4
    4
    3
    6
    5
    5
    5
    5
    4
    4
    20th +20/+15/+10/+5 +6 +12 +12 Fey Coronation, Inspire Courage +4
    4
    4
    4
    4
    4
    4
    4
    6
    5
    5
    5
    5
    5
    4
    1. Provided the bard has a high enough Charisma score to have a bonus spell of this level.

    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 all light, one-handed, and ranged martial weapons and whips. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor or using a shield (except a tower shield) without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a tower 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, which are drawn from the bard spell list, the 3.5 ranger spell list, the sorcerer/wizard spell list (enchantment and illusion schools only), and the Animal, Chaos, Charm, Liberation, Luck, Madness, Nobility, Plant, Travel, and Trickery domains. He can cast any spell he knows without preparing it ahead of time. Every bard spell has either a verbal component (singing, reciting, or music) or a somatic component (dancing, pantomiming, etc). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell 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. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Bard indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

    The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: The Bard. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: The Bard are fixed.)

    Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    As noted above, 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 allotment of spells per day for the spell’s level.

    Bardic Knowledge (Ex)
    A bard adds his Charisma modifier and one-third his ranks in Gather Information to all his Knowledge checks, and may make all Knowledge checks untrained.

    Fey Court (Su)
    A bard's alignment determines his membership in either the Seelie or Unseelie fey court. A good-aligned bard joins the Seelie court. An evil-aligned bard joins the Unseelie court. A Seelie bard that become evil immediately joins the Unseelie court instead, and vice versa (switching all court-specific class abilities as well). A neutral-aligned bard may join either court, and may choose again each time he gains a character level (switching all court-specific class abilities as well).

    Seelie Court
    Seelie bards treat Diplomacy as a class skill for as long as they are a member of the Seelie court. A Seelie bard that joins the Unseelie court retains his ranks in Diplomacy (even if he has more ranks than would normally be allowed for a cross-class skill).

    Unseelie Court
    Unseelie bards treat Intimidate as a class skill for as long as they are a member of the Unseelie court. An Unseelie bard that joins the Seelie court retains his ranks in Intimidate (even if he has more ranks than would normally be allowed for a cross-class skill).

    Fey Empathy (Su)

    A bard can improve the attitude of a fey creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The bard rolls 1d20 and adds his bard level and his Charisma modifier to determine the fey empathy check result.

    A bard can also use this ability to influence an elemental or outsider, but he takes a -4 penalty on the check unless making a check against a good-aligned (if Seelie) or evil-aligned (if Unseelie) creature.

    A bard may make one fey empathy check against a creature every 24 hours. After making a successful fey empathy check against a creature, a bard can make Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature with a +4 bonus.

    Bardic Performance (Su)
    Once per encounter per bard level, a bard can use his Perform skill to produce magical effects on those around him (usually 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 bardic performance ability until he acquires the needed ranks.

    Starting a bardic performance effect is a standard action. Some bardic performance abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using a bardic performance that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell, a deaf bard has a 20% chance to fail when attempting to use a bardic performance made with a spoken Perform skill and a bard must have at least one hand free when attempting to use a bardic performance made with a physical Perform skill. If he fails, the attempt still counts against his encounter limit.

    Counterperformance
    A bard with 3 or more ranks in a Perform skill can counter magical effects that depend on sound or sight (but not spells that simply have verbal components). Each round of the counterperformance, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic, language-dependent, pattern, gaze, or similar magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the counterperformance is already under the effect of a noninstantaneous sonic, language-dependent, pattern, gaze, or similar magical attack, it gains another saving throw against the effect each round it observes the counterperformance, but it must use the bard’s Perform check result for the save. Counterperformance allows saves against effects that don’t allow saves as if they had a Will save DC equal to the CR of the creature (or trap etc.) causing the effect plus 20.

    Fascinate
    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 or 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.

    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 observes the performance, taking no other actions, for as long as the bard continues to play and concentrate. 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
    A bard with 3 or more ranks in a Perform skill 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 see or hear the bardic performance. The effect lasts for as long as the ally observes the bardic performance and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

    Inspire Competence
    A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his performance to help an ally 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.

    The ally gets a morale bonus on skill checks equal to one-half the bard's Perform check for as long as he or she continues to observe the performance. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

    Suggestion
    A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

    Making a suggestion doesn’t count against a bard’s encounter limit on bardic performances. A Will saving throw (DC 10 + ½ bard’s level + 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-affecting, language dependent ability.

    Inspire Greatness
    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 single 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 make a performance and an ally must observe it. The effect lasts for as long as the ally observes the performance 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 that are Hit Dice dependant. These bonus Hit Dice are lost first if a character suffers negative levels (effectively negating those negative levels). Inspire greatness is a mind-affecting ability.

    Performance of Freedom
    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 break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and performing, and it functions on a single target within 30 feet. This effect works even against spells greater than 5th level that cannot be dispelled by dispel magic.

    Inspire Heroics
    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. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must make a performance and an ally must observe it for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally observes the performance and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

    Mass Suggestion
    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 that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

    Unearthly Grace (Su)
    At 2nd level, a bard gains a bonus equal to his Charisma bonus (minimum +1) on his initiative checks, saving throws, and Armour Class.

    Resist Nature's Lure (Su)
    Starting at 4th level, a bard gains a +4 bonus on saving throws against the spell-like abilities of fey.

    Fey Armour (Su)
    Starting at 5th level, a bard gains damage reduction/cold iron equal to one-half his bard level.

    Fey Charisma (Su)
    Beginning at 6th level a bard gains a +2 sacred (if Seelie) or profane (if Unseelie) bonus to his Charisma score. This bonus increases to +4 at 12th level, and +6 at 18th level.

    Bonus Feat
    At 7th level a Seelie Bard gains Combat Inspiration as a bonus feat. An Unseelie bard gains Fearsome Presence instead.

    Evasion (Ex)
    At 7th level, a bard can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the bard is wearing light armor or no armor. A helpless bard does not gain the benefit of evasion.

    Slippery Mind (Su)
    At 10th level, a bard gains a slippery mind. This ability represents the bard’s ability to wriggle free from magical effects that would otherwise control or compel him. If a bard with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

    Courtly Armour (Su)
    At 11th level, a Seelie bard's damage reduction improves to damage reduction/cold iron and evil. An Unseelie Bard's damage reduction instead improves to damage reduction/cold iron and good. In either case the damage reduction also improves to three-quarters of his bard level.

    Orphean Performance (Ex)
    The great bard Orpheus could move the stones, trees, and even the dead to tears with his music. At 13th level, a bard's performances, spells, and special attacks can affect even creatures that are immune to mind-affecting or morale affects. Creatures that would normally be immune by virtue of a spell, class feature, or magic item receive a +4 bonus on saves against the bard's mind-affecting and morale effects. Creatures that would normally be immune by virtue of their type receive no bonus.

    Furthermore, the bard's performances are considered extraordinary rather than supernatural effects.

    Improved Evasion (Ex)
    At 17th level a bard gains Improved Evasion. This ability works like evasion, except that while the bard still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed save. A helpless bard does not gain the benefit of improved evasion.

    Inspired (Su)
    At 19th level a bard benefits from a constant greater heroism effect, as the spell. The temporary hit points from this effect are refreshed at the end of every encounter. The bard also gains spell resistance equal to his bard level +5. This spell resistance automatically ignores beneficial or harmless spells, at his option.

    Fey Coronation (Su)
    At 20th level, a bard becomes a member of the fey nobility by virtue of his unsurpassed artistic talents. He gains a gaze attack out to 30 feet as the charm monster (if Seelie) or fear (if Unseelie) spells (save DC 10 + one-half his bard level + his Charisma modifier). He may use rainbow bridge and shadow walk at will to travel the twilight fey dimension. Finally, his type changes to fey, he gains low-light vision, and he becomes immortal (ignoring aging penalties, magical aging effects, and never dying of old age, though he may be slain).

    Ex-bards
    A bard who becomes non-chaotic in alignment cannot progress in levels as a bard, though he retains all his bard abilities.
    Last edited by rferries; 2017-08-17 at 01:32 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
    NecromancerGirl

    Join Date
    Dec 2016
    Location
    Hunting "Yonder."
    Gender
    Female

    Default Re: Revised Bard

    Quote Originally Posted by rferries View Post
    All due credit to NothingAbnormal's fae bard prestige class.

    The revised paladin represents Will and Fortitude, the revised ranger represents Fortitude and Reflexes, and finally this revised bard represents Reflexes and Will.

    Full BAB (can make many dazzling rapier flourishes)! d8 HD!
    Bardic Knowledge - bits of lore you've picked up through Gather Information on every possible subject
    Bardic Performance-deliberately includes nonverbal Perform skills, limits are per ENCOUNTER rather than per day, and they're all supernatural abilities
    Individual performances have been edited slightly. I'm considering going back to the Neverwinter Nights (DnD 3.0?) version where Perform ranks gave scaling bonuses to virtually all character stats, plus the Curse Song feat option...

    Bard

    "Music is the language of the soul, of the heart...and of the fey."

    Alignment
    Any chaotic.
    I would suggest any nonlawful, opens the class a bit.
    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), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

    Skill Points at 1st Level: (8 + Int modifier) x 4.

    Skill Points at Each Additional Level: 8 + Int modifier.
    You know you have to throw a rogue together now right? (I'm working on an infilitrator class)
    Table: The Bard
    Level
    Base
    Attack Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save

    Special
    Spells per Day
    Spells Known
    0th 1st 2nd 3rd 4th 5th 6th 0th 1st 2nd 3rd 4th 5th 6th
    1st +1 +0 +2 +2 Bardic Knowledge, Fey Court, Fey Empathy, Countersong, Fascinate, Inspire Courage +1
    2
    4
    2nd +2 +0 +3 +3 Unearthly grace
    3
    5
    21
    3rd +3 +1 +3 +3 Inspire Competence
    3
    1
    6
    3
    4th +4 +1 +4 +4 Resist Nature's Lure
    3
    2
    6
    3
    21
    5th +5 +1 +4 +4 Fey Armour
    3
    3
    1
    6
    4
    3
    6th +6/+1 +2 +5 +5 Fey Charisma +2, Suggestion
    3
    3
    2
    6
    4
    3
    7th +7/+2 +2 +5 +5 Bonus Feat, Evasion
    3
    3
    2
    6
    4
    4
    21
    8th +8/+3 +2 +6 +6 Inspire Courage +2
    3
    3
    3
    1
    6
    4
    4
    3
    9th +9/+4 +3 +6 +6 Inspire Greatness
    3
    3
    3
    2
    6
    4
    4
    3
    10th +10/+5 +3 +7 +7 Slippery Mind
    3
    3
    3
    2
    6
    4
    4
    4
    21
    11th +11/+6/+1 +3 +7 +7 Courtly Armour
    3
    3
    3
    3
    1
    6
    4
    4
    4
    3
    12th +12/+7/+2 +4 +8 +8 Fey Charisma +4, Performance of Freedom
    3
    3
    3
    3
    2
    6
    4
    4
    4
    3
    13th +13/+8/+3 +4 +8 +8 Orphean Performance
    3
    3
    3
    3
    2
    6
    4
    4
    4
    4
    21
    14th +14/+9/+4 +4 +9 +9 Inspire Courage +3
    4
    3
    3
    3
    3
    1
    6
    4
    4
    4
    4
    3
    15th +15/+10/+5 +5 +9 +9 Inspire Heroics
    4
    4
    3
    3
    3
    2
    6
    4
    4
    4
    4
    3
    16th +16/+11/+6/+1 +5 +10 +10 Fey Charisma +6
    4
    4
    4
    3
    3
    2
    6
    5
    4
    4
    4
    4
    21
    17th +17/+12/+7/+2 +5 +10 +10 Improved Evasion
    4
    4
    4
    4
    3
    3
    1
    6
    5
    5
    4
    4
    4
    3
    18th +18/+13/+8/+3 +6 +11 +11 Mass Suggestion
    4
    4
    4
    4
    4
    3
    2
    6
    5
    5
    5
    4
    4
    3
    19th +19/+14/+9/+4 +6 +11 +11 Inspired
    4
    4
    4
    4
    4
    4
    3
    6
    5
    5
    5
    5
    4
    4
    20th +20/+15/+10/+5 +6 +12 +12 Fey Coronation, Inspire Courage +4
    4
    4
    4
    4
    4
    4
    4
    6
    5
    5
    5
    5
    5
    4
    1. Provided the bard has a high enough Charisma score to have a bonus spell of this level.

    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 all light, one-handed, and ranged martial weapons. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor or using a shield (except a tower shield) without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a tower 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.
    interesting way of giving martial weapons, took out proficiency with the whip (I like using a dagger whip, more for RP then anything )
    Spells
    A bard casts arcane spells, which are drawn from the bard spell list, the 3.5 ranger spell list, the sorcerer/wizard spell list (enchantment and illusion schools only), and the Animal, Chaos, Charm, Liberation, Luck, Madness, Nobility, Plant, Travel, and Trickery domains. He can cast any spell he knows without preparing it ahead of time. Every bard spell has either a verbal component (singing, reciting, or music) or a somatic component (dancing, pantomiming, etc). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell 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. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Bard indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

    The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: The Bard. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: The Bard are fixed.)

    Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    As noted above, 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 allotment of spells per day for the spell’s level.
    Wide spell selection... and if using your revised ranger that means they can get druid too
    Bardic Knowledge (Ex)
    A bard adds his Charisma modifier and one-half his ranks in Gather Information to all his Knowledge checks.
    Like this better then the original, however maybe make the bonus a third or a quarter? Of course ~+11 is not too bad at 20th...
    Fey Court (Su)
    A bard's alignment determines his membership in either the Seelie or Unseelie fey court. A good-aligned bard joins the Seelie court. An evil-aligned bard joins the Unseelie court. A Seelie bard that become evil immediately joins the Unseelie court instead, and vice versa (switching all court-specific class abilities as well). A neutral-aligned bard may join either court, and may choose again each time he gains a character level (switching all court-specific class abilities as well).

    Seelie Court
    Seelie bards treat Diplomacy as a class skill for as long as they are a member of the Seelie court. A Seelie bard that joins the Unseelie court retains his ranks in Diplomacy (even if he has more ranks than would normally be allowed for a cross-class skill).

    Unseelie Court
    Unseelie bards treat Intimidate as a class skill for as long as they are a member of the Unseelie court. An Unseelie bard that joins the Seelie court retains his ranks in Intimidate (even if he has more ranks than would normally be allowed for a cross-class skill).

    Like it.
    Fey Empathy (Su)
    A bard can improve the attitude of a fey creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The bard rolls 1d20 and adds his bard level and his Charisma modifier to determine the wild empathy check result.

    A bard can also use this ability to influence an elemental or outsider, but he takes a -4 penalty on the check.

    A bard may make one fey empathy check against a creature every 24 hours. After making a successful fey empathy check against a creature, a bard can make Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature with a +4 bonus.
    Bolded a small mistake, and for outsiders maybe good/neutral if seelie, evil/neutral if unseelie?
    Bardic Performance (Su)
    Once per encounter per bard level, a bard can use his Perform skill to produce magical effects on those around him (usually 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 bardic performance ability until he acquires the needed ranks.

    Starting a bardic performance effect is a standard action. Some bardic performance abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using a bardic performance that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell, a deaf bard has a 20% chance to fail when attempting to use a bardic performance made with a spoken Perform skill and a bard must have at least one hand free when attempting to use a bardic performance made with a physical Perform skill. If he fails, the attempt still counts against his encounter limit.
    Do you have to have a hand free for perform (weapon drill?) CW . Kidding, totally.
    Counterperformance
    A bard with 3 or more ranks in a Perform skill can counter magical effects that depend on sound or sight (but not spells that simply have verbal components). Each round of the counterperformance, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic, language-dependent, pattern, gaze, or similar magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the counterperformance is already under the effect of a noninstantaneous sonic, language-dependent, pattern, gaze, or similar magical attack, it gains another saving throw against the effect each round it observes the counterperformance, but it must use the bard’s Perform check result for the save. Counterperformance allows saves against effects that don’t allow saves as if they had a Will save DC equal to the CR of the creature (or trap etc.) causing the effect plus 20.

    Fascinate
    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 or 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.

    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 observes the performance, taking no other actions, for as long as the bard continues to play and concentrate. 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
    A bard with 3 or more ranks in a Perform skill 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 see or hear the bardic performance. The effect lasts for as long as the ally observes the bardic performance and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

    Inspire Competence
    A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his performance to help an ally 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.

    The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to observe the performance. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
    Never liked this, competence bonuses are common and this one is so small...
    Suggestion
    A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

    Making a suggestion doesn’t count against a bard’s encounter limit on bardic performances. A Will saving throw (DC 10 + ½ bard’s level + 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-affecting, language dependent ability.

    Inspire Greatness
    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 single 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 make a performance and an ally must observe it. The effect lasts for as long as the ally observes the performance 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 that are Hit Dice dependent. These bonus Hit Dice are lost first if a character suffers negative levels (effectively negating those negative levels). Inspire greatness is a mind-affecting ability.

    Performance of Freedom
    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 break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and performing, and it functions on a single target within 30 feet. This effect works even against spells greater than 5th level that cannot be dispelled by dispel magic.

    Inspire Heroics
    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. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must make a performance and an ally must observe it for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally observes the performance and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

    Mass Suggestion
    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 that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

    Unearthly Grace (Su)
    At 2nd level, a bard gains a bonus equal to his Charisma bonus (minimum +1) on his initiative checks, saving throws, and Armour Class.
    Ability score consolidation is always nice.
    Resist Nature's Lure (Su)
    Starting at 4th level, a bard gains a +4 bonus on saving throws against the spell-like abilities of fey.
    Weak, especially at higher levels... maybe scaling?
    Fey Armour (Su)
    Starting at 5th level, a bard gains damage reduction/cold iron equal to one-half his bard level.

    Fey Charisma (Su)
    Beginning at 6th level a bard gains a +2 sacred (if Seelie) or profane (if Unseelie) bonus to his Charisma score. This bonus increases to +4 at 12th level, and +6 at 18th level.
    This is more powerful then the similar paladin and ranger abilities, as it is a less common bonus type (enhancement vs profane/sacred... also paladins should be sacred/profane
    Bonus Feat
    At 7th level a Seelie Bard gains Combat Inspiration as a bonus feat. An Unseelie bard gains Fearsome Presence instead.

    Evasion (Ex)
    At 7th level, a bard can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the bard is wearing light armor or no armor. A helpless bard does not gain the benefit of evasion.

    Slippery Mind (Su)
    At 10th level, a bard gains a slippery mind. This ability represents the bard’s ability to wriggle free from magical effects that would otherwise control or compel him. If a bard with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

    Courtly Armour (Su)
    At 11th level, a Seelie bard's damage reduction improves to damage reduction/cold iron and evil. An Unseelie Bard's damage reduction instead improves to damage reduction/cold iron and good. In either case the damage reduction also improves to three-quarters of his bard level.

    Orphean Performance (Ex)
    The great bard Orpheus could move the stones, trees, and even the dead to tears with his music. At 13th level, a bard's performances, spells, and special attacks can affect even creatures that are immune to mind-affecting or morale affects. Creatures that would normally be immune by virtue of a spell, class feature, or magic item receive a +4 bonus on saves against the bard's mind-affecting and morale effects. Creatures that would normally be immune by virtue of their type receive no bonus.

    Furthermore, the bard's performances are considered exceptional rather than supernatural effects.
    Extraordinary
    Improved Evasion (Ex)
    At 17th level a bard gains Improved Evasion. This ability works like evasion, except that while the bard still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed save. A helpless bard does not gain the benefit of improved evasion.

    Inspired (Su)
    At 19th level a bard benefits from a constant greater heroism effect, as the spell. The bonus hit points from this effect are refreshed at the end of every encounter. The bard also gains spell resistance equal to his bard level +5. This spell resistance automatically ignores beneficial or harmless spells, at his option.

    Fey Coronation (Su)
    At 20th level, a bard becomes a member of the fey nobility by virtue of his unsurpassed artistic talents. He gains a gaze attack out to 30 feet as the charm monster (if Seelie) or fear (if Unseelie) spells (save DC 10 + one-half his bard level + his Charisma modifier). He may use rainbow bridge and shadow walk at will to travel the twilight fey dimension. Finally, his type changes to fey, he gains low-light vision, and he becomes immortal (ignoring aging penalties, magical aging effects, and never dying of old age, though he may be slain).

    Ex-bards
    A bard who becomes non-chaotic in alignment cannot progress in levels as a bard, though he retains all his bard abilities.
    All in all pretty nice (enjoyed the rainbow bridge spell)

    We're going to have to put a HB campaign together at some point ot playtest everything
    Homebrew: If it is mine feel free to PEACH and/or use it.

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  3. - Top - End - #3
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    OldWizardGuy

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    Default Re: Revised Bard

    Quote Originally Posted by NothingAbnormal View Post
    I would suggest any nonlawful, opens the class a bit.

    You know you have to throw a rogue together now right? (I'm working on an infilitrator class)

    interesting way of giving martial weapons, took out proficiency with the whip (I like using a dagger whip, more for RP then anything )

    Wide spell selection... and if using your revised ranger that means they can get druid too

    Like this better then the original, however maybe make the bonus a third or a quarter? Of course ~+11 is not too bad at 20th...

    Like it.

    Bolded a small mistake, and for outsiders maybe good/neutral if seelie, evil/neutral if unseelie?

    Do you have to have a hand free for perform (weapon drill?) CW . Kidding, totally.

    Never liked this, competence bonuses are common and this one is so small...

    Ability score consolidation is always nice.

    Weak, especially at higher levels... maybe scaling?

    This is more powerful then the similar paladin and ranger abilities, as it is a less common bonus type (enhancement vs profane/sacred... also paladins should be sacred/profane

    Extraordinary

    All in all pretty nice (enjoyed the rainbow bridge spell)

    We're going to have to put a HB campaign together at some point ot playtest everything
    I really wanted to emulate the wildness of fey/artistic inspiration, hence the chaotic restriction. I may revert back to the base bard alignments though.

    I was realising that yeah, fighter and rogue (and barbarian and monk) will need reworking too... but this project has expanded way beyond what I originally planned (simple feats to enhance ranger/paladin spellcasting haha :D). Not sure I dare tackle more classes. Especially if the revised classes haven't really gone up a tier!

    Wow you're right! I wanted to give them more options, but didn't realise that whips are exotic weapons! Added them back in again now.

    Spell selection is most definitely NOT from the revised ranger list, but from the original 3.5 ranger list :D. The idea is that bards should be like fey -access to charm and nature magic.

    Bardic knowledge was cribbed from the Pathfinder version. Reduced the bonus to one-third but added that they can make them untrained now.

    Whoops thanks for spotting that! Clever idea about Seelie/Unseelie and outsiders, edited a reference in.

    Switched competence bonus to morale bonus, and increased the value to +10 (so by taking 10 most skill checks can be aced). Alternatively the bonus could be set to equal the bard's Charisma modifier, or one-third/one-half the bard's level.

    Resist Nature's Lure is just a bit of flavour stolen from the 3.5 druid. I'd rather delete it than put any real thought into it hah :D

    Yeah I realised after the fact that the enhancement bonuses should be a different bonus type, so that they can stack with the usual stat-enhancing items. Switched ranger to an insight bonus and paladin to sacred/profane bonuses too...but maybe all three classes should just grant untyped bonuses, as with divine grace/monk AC?

    Whoops thanks for catching that extraordinary bit.

    Thanks again, and yeah we've certainly been churning out the material :D

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    OldWizardGuy

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    Default Re: Revised Bard

    What would people think about bardic performances being distilled into 2 basic types: an "inspiration" that grants bonuses to basically all stats (attacks, skill checks, saves etc) for all friendly creatures nearby, and a "enthrall" version that fascinates enemies and allows suggestion etc? The power of both types (e.g. value of granted bonus) would simply scale with bard level.

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    NecromancerGirl

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    Default Re: Revised Bard

    Quote Originally Posted by rferries View Post
    I really wanted to emulate the wildness of fey/artistic inspiration, hence the chaotic restriction. I may revert back to the base bard alignments though.
    I can see the point
    I was realising that yeah, fighter and rogue (and barbarian and monk) will need reworking too... but this project has expanded way beyond what I originally planned (simple feats to enhance ranger/paladin spellcasting haha :D). Not sure I dare tackle more classes. Especially if the revised classes haven't really gone up a tier!
    They are definitely more powerful, 6th casting vs 4th at a minimum, and I like the reworks more then the originals. I have a couple fighter reworks out and working on a two hander... also have a monk now that I think of it... needs to be worked over though.
    Wow you're right! I wanted to give them more options, but didn't realise that whips are exotic weapons! Added them back in again now.

    Spell selection is most definitely NOT from the revised ranger list, but from the original 3.5 ranger list :D. The idea is that bards should be like fey -access to charm and nature magic.
    Awh
    Bardic knowledge was cribbed from the Pathfinder version. Reduced the bonus to one-third but added that they can make them untrained now.
    I would go and add that they don't auto-fail on a roll of 1 (seems a nice touch to me).
    Whoops thanks for spotting that! Clever idea about Seelie/Unseelie and outsiders, edited a reference in.

    Switched competence bonus to morale bonus, and increased the value to +10 (so by taking 10 most skill checks can be aced). Alternatively the bonus could be set to equal the bard's Charisma modifier, or one-third/one-half the bard's level.
    On my minstrel I used perform checks or half/quarter a perform check (they got level on perform) so it seems to work out alright... in theory.
    Resist Nature's Lure is just a bit of flavour stolen from the 3.5 druid. I'd rather delete it than put any real thought into it hah :D
    Fair enough
    Yeah I realised after the fact that the enhancement bonuses should be a different bonus type, so that they can stack with the usual stat-enhancing items. Switched ranger to an insight bonus and paladin to sacred/profane bonuses too...but maybe all three classes should just grant untyped bonuses, as with divine grace/monk AC?
    Hmm... I like the paladin's and bard's, however insight is still common... maybe untyped is best...
    Whoops thanks for catching that extraordinary bit.

    Thanks again, and yeah we've certainly been churning out the material :D
    Yeah, my friend's brothers want me to DM them some more at some point, might test some out with them.

    Quote Originally Posted by rferries View Post
    What would people think about bardic performances being distilled into 2 basic types: an "inspiration" that grants bonuses to basically all stats (attacks, skill checks, saves etc) for all friendly creatures nearby, and a "enthrall" version that fascinates enemies and allows suggestion etc? The power of both types (e.g. value of granted bonus) would simply scale with bard level.
    I would personally scale both bonus and what it applies to if you went that route, for ex:
    At x level the bard's inspirational bonus applies to skill checks and equals 1/4 a perform check (or whatever you end up using). Then at x level it also applies to saves and equals 1/3 (1/2?) the perform check and so on...
    Homebrew: If it is mine feel free to PEACH and/or use it.

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    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

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    OldWizardGuy

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    Default Re: Revised Bard

    Quote Originally Posted by NothingAbnormal View Post
    I can see the point

    They are definitely more powerful, 6th casting vs 4th at a minimum, and I like the reworks more then the originals. I have a couple fighter reworks out and working on a two hander... also have a monk now that I think of it... needs to be worked over though.

    Awh

    I would go and add that they don't auto-fail on a roll of 1 (seems a nice touch to me).

    On my minstrel I used perform checks or half/quarter a perform check (they got level on perform) so it seems to work out alright... in theory.

    Fair enough

    Hmm... I like the paladin's and bard's, however insight is still common... maybe untyped is best...

    Yeah, my friend's brothers want me to DM them some more at some point, might test some out with them.


    I would personally scale both bonus and what it applies to if you went that route, for ex:
    At x level the bard's inspirational bonus applies to skill checks and equals 1/4 a perform check (or whatever you end up using). Then at x level it also applies to saves and equals 1/3 (1/2?) the perform check and so on...
    Thanks! Ranger and Paladin may have made the jump to tier 3 with these revisions, but bard was already tier 3 and I'm not sure it can compete with tier 2 (sorcerer etc.) without 9th-level casting.

    I believe that Knowledge checks (like all skill checks) don't auto-fail on a natural 1, so no worries there.

    Set the skill boost to one-half Perform check.

    Insight is rare enough I think (are there any spells/feats/items that give insight boosts to ability scores?) so I'll leave it at that.

    Yeah I'll leave the performances as they are for now I think then.

    Thanks again!

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    NecromancerGirl

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    Default Re: Revised Bard

    AFB, but psionic powers do, I believe... (some)
    Homebrew: If it is mine feel free to PEACH and/or use it.

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    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

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    OldWizardGuy

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    Default Re: Revised Bard

    Quote Originally Posted by NothingAbnormal View Post
    AFB, but psionic powers do, I believe... (some)
    AFB? Also, I think powers still grant enhancement bonuses (to ability scores, at least).

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    NecromancerGirl

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    Default Re: Revised Bard

    absent from books, most of mine are pdf's and my computer too (another) dump so currently attempting to recover them... As far as the psionics I have not played/used them too much, so I am unsure, sorry for any confusion!
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

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    OldWizardGuy

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    Default Re: Revised Bard

    Quote Originally Posted by NothingAbnormal View Post
    absent from books, most of mine are pdf's and my computer too (another) dump so currently attempting to recover them... As far as the psionics I have not played/used them too much, so I am unsure, sorry for any confusion!
    No worries! And I learned a new acronym haha.

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