Change font size
It is currently Sun Nov 19, 2017 11:22 am


Post a new topicPost a reply Page 1 of 1   [ 4 posts ]
Author Message
 Post subject: [D&D 3.5] "Fixing" the Bard
PostPosted: Wed Jun 17, 2009 5:30 pm 
Noise Maker
User avatar

Joined: Mon Mar 03, 2008 12:52 pm
Posts: 1616
Location: 52°15'24.99"N 1°09'48.62"W, Sol III
Real Name: Set to Private
Back in a thread about Monks, Blitzkrieg suggested that if I wanted to fix a character class from D&D 3.5, why didn't I try the Bard?
Here goes.

What I've done is to steal some of the Charismatic hero class features from the d20 modern game, and use the to replace the Bard's features. I've also increase the uses per day of Bardic abilities to make them less rubbish.
Other than that, there are no changes. The attack bonus, saves, armour and weapon choices, and spells remain the same.

What do you think? Would this make Bards too awesome?

_____________________________________________________


Level Special
1_____Bardic music, bardic knowledge, countersong, fascinate, Talent
2_____Talent
3_____
4_____Talent
5_____Suggestion
6_____Talent
7_____
8_____Talent
9_____Inspire Greatness
10____Talent
11____Song of Freedom
12____Talent
13____
14____Talent
15____Inspire Heroics
16____Talent
17____Mass Suggestion
18____Talent
19____
20____Talent


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 can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. 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: Bard Spells Known 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: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known 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: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bardic Music: A Bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired).
While these abilities fall under the category of bardic music and the descriptions 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. 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 music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). 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.
Each different effect of Bardic Music may be used up to once per day per Bard level, but no more than once per encounter.

Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent 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 countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics 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.
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 and concentrate (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.

Suggestion (Sp): 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 (see above). 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 daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 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 (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics 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 sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing 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. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics 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 music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics 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 sing and an ally must hear the bard sing 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 hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting 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 that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Talent
At 1st, 2nd, and every other level thereafter, the Bard selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Charm Talent Tree
The Bard has an innate talent for being charming and captivating.
Charm: The Bard gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Bard level.
A Bard can only charm Dungeonmaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.
This ability can be taken more than once (for another gender).
Favor: The Bard has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Bard can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.
A Bard spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Bard level. The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Bard can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.
The DM should carefully monitor a Bard’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the game.
Prerequisite: Charm.

Fast-Talk Talent Tree
The Bard has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.
Fast-Talk: The Bard has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Bard level as a competence bonus on any Bluff, Diplomacy, or Intimidate checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.
Dazzle: The Bard has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.
To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Bard level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the dazzle attempt by making a Will saving throw (DC 10 + Bard’s class level + Bard’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Bard level.
This talent can be selected multiple times, each time worsening the dazzled penalty by –1. This is a Mind-Affecting ability.
Prerequisite: Fast-talk.
Taunt: The Bard has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero.
To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Bard level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the taunt by making a Will saving throw (DC 10 + Bard’s class level + Bard’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.
Prerequisites: Fast-talk, dazzle.

Leadership Talent Tree
The Bard has a talent for leadership and inspiration.
Coordinate: The Bard has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.
The hero can coordinate a number of allies equal to one-half his or her Bard level, rounded down (to a minimum of one ally).
Inspiration: The Bard can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Bard for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Bard can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Bard level, rounded down (to a minimum of one ally).
Prerequisite: Coordinate.
Greater Inspiration: The Bard can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Bard for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus.
A Bard can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Bard level, rounded down (to a minimum of one ally).
Prerequisites: Coordinate, inspiration.


Ex-Bards
A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.

_________________
Running the Game - the loneliness of the long distance blogger
Tengwio, hinoin! U eo swaillir, aneo?


Top
 Profile  
Reply with quote  
 Post subject: Re: [D&D 3.5] "Fixing" the Bard
PostPosted: Wed Jun 17, 2009 5:45 pm 
Awesome! I didn't think you'd actually do it. I've always loved the ideas of bards in D&D but they are just so useless that playing one isn't a viable idea. I don't think it's broken on paper but who knows what'd happen in practice. I might just do this for Gaultria if that's allowed (I know it's mainly core stuff, but I'd love to play this).


Top
  
Reply with quote  
 Post subject: Re: [D&D 3.5] "Fixing" the Bard
PostPosted: Sun Jun 28, 2009 12:00 am 
Noise Maker
User avatar

Joined: Mon Mar 03, 2008 12:52 pm
Posts: 1616
Location: 52°15'24.99"N 1°09'48.62"W, Sol III
Real Name: Set to Private
This isn't necessarily a finished work - I fully expected someone to find that it's still flawed.

My thoughts on why to use this particular solution -
    In the rules as written:
  • Casting a spell or using Bardic music effect takes the same action type each round as attacking
  • Bards get a poor spell progression - almost as bad as the magical fighters (rangers and paladins)
  • The spells and powers that Bards get are good, but very limited in number (once per day per level), and almost exclusively mind affecting and sonic, thus useless against lots of enemies
  • Bards have the same poor attacks as rogues, but no sneak attack to boost it
  • Clerics get full spell progression, power over the undead, better armour and the same attack bonuses as the Bard
My fix is to increase the number of uses of the bardic music effects, and to move some bardic music effects into the at will talents that I stole from d20 Modern.

_________________
Running the Game - the loneliness of the long distance blogger
Tengwio, hinoin! U eo swaillir, aneo?


Top
 Profile  
Reply with quote  
 Post subject: Re: [D&D 3.5] "Fixing" the Bard
PostPosted: Fri Oct 30, 2009 12:37 pm 
Noise Maker
User avatar

Joined: Mon Mar 03, 2008 12:52 pm
Posts: 1616
Location: 52°15'24.99"N 1°09'48.62"W, Sol III
Real Name: Set to Private
Here's another homebrewed class that I've made up that sort of belongs in this thread - it's a blend of Marshall and Bard from D&D, with a heavy dose of Charismatic Hero and Field Officer from d20 modern thrown in.
My idea is for them to take the place of the bard as the "talky man" and "buff the party" character.

This is very much a work in progress, so all comments are welcome. I've no pretensions to completeness for this class as it stands. Some features will be stripped or modified before I'm done, for sure.
The name will get changed for sure....


Charismatic Officer - a Bard / Marshal combination
Class Features
Alignment: any
Hit-Die: d8
Weapon and armour proficiencies: The Chsarismatic Officer is proficient with Light and Medium Armour, and with all Simple and Martial Weapons.
Skill Points at 1st level: (4 + INT bonus) x 4
Skill points at each additional level: 4 + INT bonus
Class skills:
  • Str: Swim.
  • Dex: Ride.
  • Int: Knowledge (all).
  • Wis: Listen, Profession (siege engineer), Sense Motive, Spot.
  • Cha: Bluff, Diplomacy, Handle Animal, Intimidate, Perform.
  • Speak Language




















LevelBase AttackFort saveRef saveWill saveFeaturesMinor Auras KnownMajor Auras Known
1+0+0+0+2Skill Focus (Diplomacy), Minor Aura, Worldly Knowledge1
2+1+0+0+3Major Aura +1, Bonus Feat11
3+2+1+1+3Conceal Motive, Distraction21
4+3+1+1+4Grant Move Action, 1/day21
5+3+1+1+4Bonus Feat32
6+4+2+2+5React First32
7+5+2+2+5Major Aura +242
8+6/+1+2+2+6Grant Move Action, 2/day42
9+6/+1+3+3+6Weaken Resolve53
10+7/+2+3+3+7Bonus Feat53
11+8/+3+3+3+7Snap Out of It53
12+9/+4+4+4+8Grant Move Action, 3/day63
13+9/+4+4+4+8Major Aura +363
14+10/+5+4+4+9Action Trust +1d664
15+11/+6/+1+5+5+9Bonus Feat74
16+12/+7/+2+5+5+10Grant Move Action, 4/day74
17+12/+7/+2+5+5+1074
18+13/+8/+3+6+6+11Action Trust +2d674
19+14/+9/+4+6+6+11Major Aura +484
20+15/+10/+5+6+6+12Grant Move Action, 5/day85



Officer Class Features:

Aura- The officer can maintain one Minor Aura and one Major Aura continuously, as long as he/she is able to communicate with the surrounding allies.
An aura is activated as a Swift Action and Dismissed as a Free Action. The Aura ends if the officer is Dazed, Unconscious, Stunned, Paralyzed, etc.
The Aura affects all allies within a 60’ radius (including the officer) who can hear the officer, share a language, & have at least a 3 Intelligence.

Minor Aura grant a bonus equal to the officer’s Charisma modifier:
Accurate Strike – bonus on confirming a Critical.
Art of War – bonus Disarm, Trip, Bull Rush, & Sunder attempts.
Demand Fortitude – bonus on Fortitude saves.
Determined Caster – bonus on rolls to overcome Spell Resistance.
Force of Will – bonus on Will saves.
Master of Opportunity – bonus to AC vs. Attacks of Opportunity.
Master of Tactics – bonus on damage rolls when flanking.
Motivate Charisma – bonus on Charisma checks & Charisma-based Skill checks.
Motivate Constitution – bonus on Constitution checks & Constitution-based Skill checks.
Motivate Dexterity – bonus on Dexterity checks & Dexterity-based Skill checks.
Motivate Intelligence – bonus on Intelligence checks & Intelligence-based Skill checks.
Motivate Strength – bonus on Strength checks & Strength-based Skill checks.
Motivate Wisdom – bonus on Wisdom checks & Wisdom-based Skill checks.
Over the Top – bonus on damage rolls when charging.
Watchful Eye – bonus on Reflex saves

Major Aura +N – grant a bonus equal to ‘N’ (determined by level):
Hardy Soldiers – allies gain Damage Reduction ‘N’ / —
Motivated Ardour – +N bonus on damage.
Motivate Attack – +N bonus on melee attacks.
Motivate Care – +N bonus to AC.
Motivate Urgency – Land speed increases by + (2*N)’.
Resilient Troops – +N bonus on all saving throws.
Steady Hand – +N bonus on ranged attacks.

Bonus Feat - an Officer can choose a bonus feat from the following list: Alertness, Athletic, Combat Expertise, Deceitful, Diehard, Dodge, Endurance, Great Fortitude, Improved Feint, Improved Initiative, Investigator, Leadership, Lightning Reflexes, Mobility, Mounted Archery, Mounted Combat, Negotiator, Persuasive, Ride-by Attack, Self-sufficient, Spirited Charge.
The Charismatic Officer must meet the prerequisites of the Feat.

Conceal Motive - level bonus to oppose Sense Motive checks

Distraction - Feint 1 character per 2 levels at up to 30ft range

Grant Move Action, N/day – As a Standard Action, the officer grants all allies within 30’ (but not himself/herself) an extra Move Action to be taken immediately. This does not change the allies’ location in the initiative order. A person can only benefit from this class ability once per round (in the case of multiple officers).

React First - if speaking with enemies prior to start of combat, gain a free readied action prior to start of combat if either side (apart from Officer) decides to initiate combat.

Weaken Resolve - Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check). If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Officer’s class level + the Officer’s Charisma modifier. The target must be within sight and hearing distance of the Officer and must be able to understand him. A target that resists the Officer’s attempt to weaken its resolve is immune to the Officer’s use of this ability for 24 hours.

Snap Out of It - create an effect equivalent to the break enchantment spell (caster level equals the character’s Officer level), or to negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. Using this ability requires 1 minute of uninterrupted concentration and speech, and it functions on a single target within 30 feet. An officer can’t use Snap Out of It on himself.

Action Trust - gain 4 + 1/2 level Action Points, each level hereafter (if your game uses Action Points already, the Officer gets 6 + 1/2 level). As a free action, a Charismatic Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +1d6 (applying a bonus of +1 to +6). At 18th level, this bonus increases to +2d6.
The ally to be affected must be within sight and hearing distance of the Officer to gain the benefits of the Charismatic Officer’s spent action point. An Officer may use this ability once per round, but not on himself.

_________________
Running the Game - the loneliness of the long distance blogger
Tengwio, hinoin! U eo swaillir, aneo?


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post a new topicPost a reply Page 1 of 1   [ 4 posts ]


Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
610nm Style by Daniel St. Jules of Gamexe.net