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| #1SaricJun 11, 2008 0:00:56 | After much thinking and work, I figured that leaving some of the old iconic classes out of the phb was kinda silly. It is also one of the main reasons that my groups are skeptical to move over to 4th edition. Most notably the lack of Barbarian, Druid, Bard and Sorcerer. I don't know about you, but I don't feel like waiting a year for the classes to come out. So, I put together a complete bard class. I'm sharing it here for critique, ideas and for anyone who wants to try it out for one of their games. I might make the Druid Class next, but im unsure of which role the druid would fall under. Anyways, without further ado, the bard. (thanks in advance for corrections, ideas, comments, feedback and candy) Update- June 21, 2008: I would have posted this yesterday but the forums were going nuts. Here is the updated bard, compiled into pdf format.The Bard Pdf is the most current version of the class. It contains a significant amount of revision and or changes + new material. I also finished the Druid class which will be contained in another thread but it is available for pdf download. In the meantime, you can head over to the thread here:4th Edition Druid Update- June 27, 2008: After collecting errata and some suggestions, I've compiled them into a new pdf. I've also included a new epic destiny and the npc template for dm's who wish to use bard for nefarious deeds. Thanks again everyone for the feedback. You can get the new pdf at the following sites: http://myfreefilehosting.com/f/00c3f43792_1.38MB http://www.badongo.com/file/10099912 Update- September 20, 2008: After some free time I finally managed to glance over the bard again and tweaked it a little bit. Among the changes are addition of armor proficiency (chain), removal of the rapier, and an assortment of critical corrections to power attack types. A few powers changed slightly. Thanks again everyone for the feedback. You can get the new pdf at the following site http://www.filedropper.com/bardrelease32 BARD “Legends are forged through the sound of music and prose.” Class Traits Role: Leader. You lead by singing or playing music, and casting potent magic spells that aid your allies and hinder your opponents. Power Source: Arcane. You have mastered the art of magic through song and music. Key Abilities: Charisma, Dexterity, Intelligence Armor Proficiencies: Cloth, Leather, Hide Weapon Proficiency: Simple Melee, simple Ranged, longsword, short sword, shortbow Implement: Bardic Instrument Bonus to Defense: +1 Will, +1 Reflex Hit Points at 1st Level: 12 + Constitution score Hit points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Streetwise (Cha) and History (Int). Choose any three other skills except Endurance (Con) Build Options: Musician, Spellblade Class Features: Bardic Knowledge, Cantrips, Bardic Music, Healing Hymn Bards are the quintessential companions. Traveling the land and picking up a variety of tricks, stories and magic enables Bards to aid their allies with sound advice or inspiring music. A true trickster at heart, Bards have a strong tie to illusory magic, which confuses their foes and sometimes entertains audiences. Inspiring the masses with a masterful song or poem, the Bard is a confident and capable leader. A Bard is a jack-of-all-trades, using his music to fill in a variety of roles if need be. An aspiring Bard could be a simple minstrel, an accomplished thief who covers up his capers with his performances, a devoted sage or a competent swordsman. Bards are a mystery all unto themselves, using their abilities for their own benefit or for others. In the end the decision is up to you, to be a dashing hero or an unscrupulous scoundrel. Creating a Bard The Bard has two basic builds to start: The Musician and the Spell Blade. The Musician You are the center of attention, bursting into song or playing a fine medley, you grant powerful effects to your allies. This build usually is in the back lines, supporting your allies and hindering your foes with mind affecting effects. To this end, choose powers that give your allies the upper hand or heal them. Using your offensive songs at the right time can also turn the tide of a battle in your favor. Make Charisma your primary score and Dexterity as your secondary and intelligence as your tertiary score. Suggested Feat: Improved Initiative (Human feat: Skill Focus (diplomacy) Suggested Skills: Perception, Insight, Diplomacy,Arcana Suggested At-Will Powers: Inhibiting Song, Warning Yell Suggested Encounter Power: Distracting Shout Suggested Daily Power: Burst of Awe The Spell Blade Using a myriad of special abilities you've picked up on your way through the world, your attacks flourish with arcane might. You strike swiftly with deadly effect. This build focuses mostly on melee combat and usually plays mind games with those you face. Assign your highest ability score to Dexterity, and your secondary score to Charisma. Apply your tertiary score to Intelligence. Suggested Feat: Nimble Blade (Human feat: Toughness) Suggested Skills: Acrobatics, Athletics, Perception, Bluff Suggested At-Will Powers: Improvised Jab, Insightful Strike Suggested Encounter Power: Critical Strike Suggested Daily Power: Accelerated Strike Bard Overview Characteristics: You are a jack of multiple trades, with a good combination of melee and ranged powers. Most of your attacks deal a reasonable amount of damage but they usually grant bonuses to your allies. Some of your powers also can fool or Incapacitate opponents, giving you control over the battlefield for the short time. Some of your powers can also be used to heal your allies effectively. Religion: Bards usually can be found worshiping any deity, however most gravitate to Avandra, Erathis, or Ioun. Evil bards usually worship Vecna, Lolth or Zehir. Races: Halflings are almost perfect bards having a mix of trickery and wit to get by. Half-Elves also make excellent Bards, using their strong personalities to great effect with their music and relations with other people. All other races usually some historical or musical tradition, which many do very well at. Implements Bards make use of instruments to help channel and direct their arcane powers. A bard holding a magic bardic instrument can add its enhancement bonus to the attack rolls and the damage rolls of bard powers, as well as bard paragon path powers that have the implement keyword. Without a bardic instrument, a bard can still use these powers but he or she doesn’t gain the bonus provide by the magic implement. A typical Bardic instrument costs about as much as a holy symbol. Bard Class Features All bards have these class features. Bardic Knowledge A bard picks up obscure stories and legends from other bards and people. As a result, a bard knows a little bit about almost everything gaining a +2 to all knowledge checks. Cantrips A bard has minor training in the arcane arts and as a result, can choose 2 cantrips from the wizard list and can use them as At Will powers. Bardic music Once per encounter you can play or sing a Bardic song, inspiring your allies to greater deeds, or confusing your opponents. Regardless of how many different uses you have for Bardic Song, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers. A starting bard can choose two of the following musical options; Bardic Music: Countersong - Bard Feature You sing and play at your highest notes trying to mask the sounds of battle. Encounter ✦ Arcane, Implement Immediate Interrupt Close burst 10 Trigger:You or one of your allies is attacked by an effect with the thunder or charm keyword. Target: All allies within burst Effect: Against an effect with the thunder or charm keyword, the target gains resist 5. This effect lasts until the end of your next turn. In addition, if the triggering attack has a lingering effect, the target gets an immediate save to remove the effect. The bonus increases to resist 10 at 11th level, and 15 at 21st level. Bardic Music: Inspire Courage - Bard Feature You quickly chant a song of bravery, and raise your allies’ morale for a few seconds. Encounter ✦ Arcane, Implement Standard Action Close burst 10 Target: All allies within burst Effect: Target gains a +1 power bonus to attack and damage rolls. In addition, if the target is affected by an effect based on fear it gets an immediate save to remove it. This effect lasts until the end of your next turn. The bonus increases to +2 at 11th level and +3 at 21st level. Bardic Music: Fascinating Song - Bard Feature A strange but soothing melody erupts from you, enthralling your enemies in their steps. Encounter ✦ Arcane, Charm, Implement Standard Action Ranged 10 Target: One creature within range (2 creatures at 11th level, 3 creatures at 21st level) Attack: Charisma vs. Will. Hit: Target is restrained and can't take attacks against you until the end of your next turn (save ends). If you or your allies attack the target, this effect ends immediately. [color=DarkRed]Bardic Music: Inspire Competence - Bard Feature [/color] A mellow melody motivates your allies to try their best. Encounter ✦ Arcane, Implement Standard Action Close burst 10 Target: All allies within burst Effect: Your allies gain a +2 power bonus to their skill checks until the start of your next turn. The bonus increases to +3 at level 11, +4 at level 21, +5 at level 30. Healing Hymn Using the healing hymn power, bards can heal their allies with mystic songs. Healing Hymn - Bard Feature You hum or play a musical note that soothes an ally's pain. Encounter ✦ (Special) Arcane, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level you can use this power three times per encounter. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level and 6d6 at 26th level. |
| #2SaricJun 11, 2008 0:01:40 | Heroic Powers Bard Powers Your bard powers are called spellsongs. Some are better for the musician and some are better for the spellblade. But a bard can choose any power when making a power selection. Level 1 At-Will Spellsongs Inciting Strike - Bard Attack 1 By striking in a skilled fashion, your allies are inspired to fight longer. At Will ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[w]+Dexterity modifier damage, and one ally you can see gains temporary hit points equal to your Intelligence modifier + one-half your level. Increase damage to 2[w]+ Dexterity modifier at 21st level. Improvised Jab - Bard Attack 1 You attack your foe in an unorthodox manner, allowing one of your comrades to take advantage of the situation. At Will ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[w] + Dexterity modifier damage. One ally within 5 squares gains a power bonus to on its next attack roll against the target equal to your Dexterity modifier. Increase damage to 2[w]+ dexterity modifier at 21st level. Inhibiting Song - Bard Attack 1 You sing or play a strange verse, distracting your foe's attention from your allies. At Will ✦ Arcane, Thunder, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: Deal damage equal to your Charisma modifier, target takes a penalty to attack rolls equal to your Intelligence modifier. Warning Yell - Bard Attack 1 You shout at your opponent, giving your ally enough time to recover. At Will ✦ Arcane, Thunder, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Reflex Hit: 1d8+ Charisma modifier thunder damage and one ally within 5 squares of you can make a saving throw. 2d8 + Charisma modifier at 21st level. Level 1 Encounter Spellsongs Distracting Shout - Bard Attack 1 By yelling an insult or just making a loud noise, your opponent lowers his guard for a second. Just enough time for your ally to take advantage. Encounter ✦ Arcane, Implement, Thunder Standard Action Ranged 5 Target: One creature. Attack: Charisma vs. Will. Hit: 1d10+Charisma modifier thunder damage, one ally adjacent to the target gets a basic melee attack against it. Your ally adds your Intelligence modifier to the damage. Ghost Song - Bard Attack 1 You hum a creepy tune that makes your opponents uneasy. Encounter ✦ Arcane, Implement, Psychic Standard Action Close burst 2 Target: Each enemy in burst Attack: Charisma vs. Will. Hit: 1d8+Charisma modifier Psychic damage, target takes a -2 penalty to AC until the end of your next turn. Critical Strike - Bard Attack 1 By seizing the moment to attack, you motivate your allies to press on and rout your opponent. Encounter ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Special: Must be flanking while making this attack. Hit: 1 [w] + Dexterity modifier damage, and all allies within 3 squares gain a +2 power bonus to attack rolls against the target until the end of your next turn. In addition, one ally within 5 squares can spend a healing surge. Amplifying Verse - Bard Attack 1 As you strike, you chant a heroic motto that allows you and your ally to concentrate on the flow of battle. Encounter ✦ Arcane, Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. AC Hit: 1 [w] +Dexterity modifier damage, you and one ally within 5 squares gain +1 power bonus to attack and defenses until the end of your next turn. In addition, your ally gains temporary hit points equal to your Intelligence modifier + one-half your level. Phantom Blow - Bard Attack 1 After you strike, your foe sees shadows approaching at every angle, opening up potential assaults. Encounter ✦ Arcane, Weapon, Illusion Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC. Hit: 1 [w] + Dexterity modifier damage and target is considered flanked until the end of your next turn. Level 1 Daily Spellsongs Burst of Awe - Bard Attack 1 With a flick of your wrist and an intoned word, a burst of light staggers your foes and gives your allies new hope. Daily ✦ Arcane, Implement, Thunder Standard action Close burst 2 Target: Each enemy in burst Attack: Charisma vs. Will. Hit: The target is dazed until the end of its next turn. Effect: You and all your allies in the burst regain 5 hit points and receive 5 temporary hit points + your Intelligence modifier. Accelerated Strike - Bard Attack 1 You strike hard and fast, inciting your allies to follow your example. Daily ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 3[w] + Dexterity modifier. Effect: Until the end of the encounter, you and your allies within 5 squares can shift as a minor action. Immediate Assistance - Bard Attack 1 As your ally suffers at the hands of your foes, you leap into the fray to aid him. Daily ✦ Arcane, Weapon Immediate Reaction Meleeweapon Trigger: An ally within 5 squares takes damage. Attack: You can shift up to 5 squares closer to your ally and make a Dexterity vs. AC attack against the creature that attacked your ally. You gain combat advantage against the target for purposes of this attack. Hit: 2[w] + Dexterity modifier damage. Effect: The ally that was damaged can spend a healing surge. Tasha's Hideous Laughter - Bard Attack 1 With a twist of your fingers and a quick joke, an opponent falls to the ground laughing uncontrollably, uplifting the chaos of combat if but for a few seconds. Daily ✦ Arcane, Implement, Charm Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: Target falls prone and is stunned (save ends) Effect: Until the end of the encounter, you and each ally within sight, gain a +2 power bonus to attack rolls against the target. Special:If the target is of a different race, it gains a +2 bonus to its save because humor doesn't translate well. Shadow Image - Bard Attack 1 You close your eyes and imagine a goblin walking across the bridge. Daily ✦ Arcane, Implement, Illusion Standard Action Ranged 1 square within 10 squares Target: One square (see below) Attack: Charisma vs. Will. Hit: 1d6+ Charisma modifier damage (only when illusion attacks) Miss: Target realizes its an illusion and is now immune to the spell. Effect: You make a visual illusion of an object or creature or force that occupies a square. The illusion cannot go further than 10 squares from you or out of line of sight. You can move your image up to 6 squares as a minor action and make it attack as a move action. if you make your image attack or the image is attacked by a foe, you must make a attack roll against the creature the illusion attacked or which attacked the illusion. This illusion lasts until the end of your next turn. Sustain Standard: Illusion lasts until the end of your next turn up to a maximum of 5 minutes. Grease - Bard Attack 1 By either humming a tune or chanting mystical words, you conjure a field of an oil-like substance, which covers a creature or the ground beneath your opponents. Daily ✦ Arcane, Implement Standard Action Ranged burst 2 within 10 squares Target: Each creature in burst or one creature Attack: Charisma vs. Reflex Hit (burst): Target is knocked prone. This power lasts until the end of your next turn. Any creature that enters the area is subject to another attack. You can dismiss this effect as a minor action. Hit: (creature):Drop one item to the ground that is in target’s hands, your choice. The target is so slippery that he or she gains a +4 power bonus to escape grabs, and a -4 penalty for attempting grabs. This effect lasts until the end of your next turn. Level 2 Utility Spellsongs Refreshing Song - Bard Utility 2 You hum a simple tune of encouragement putting your ally's mind at ease. Daily ✦ Arcane, Healing Standard Action Melee touch Target: You or one creature Effect: The target gains the effect of a second wind. Add your Intelligence modifier to the hit points regained. Special: This power's effect does not count as the target's second wind for the encounter. Improvisation - Bard Utility 2 Hit him with the chair! Encounter ✦ Arcane Minor Action Ranged 5 Targets: You or one creature Effect: The target gains a power bonus to attack rolls and skill checks equal to your Intelligence modifier until the start of your next turn. Inspirational Boost - Bard Utility 2 [i] With an encouraging medley, you give your allies a renewed resolve. [/i] Encounter ✦ Arcane Minor Action Close burst 5 Target: You and each ally in burst Effect: The targets gain a +2 power bonus to their attack rolls and defenses until the end of your next turn. Lively Step - Bard Utility 2 [i] A quick fanfare is all it takes to march faster. [/i] Encounter ✦ Arcane Minor Action Close burst 6 Target: You and each ally in burst Effect: Until the end of your next turn, the targets speed increases by 2 squares. Level 3 Encounter Spellsongs Bladeweave - Bard Attack 3 Your blade shifts and weaves, dizzying your opponent as you strike. Encounter ✦ Arcane, Weapon, Illusion Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 2 [w] + Dexterity modifier and the target is dazed until the end of your next turn. Ironthunder Horn - Bard Attack 3 You blow an eldritch horn that appears, pointing it at a foe in the distance, knocking him to the ground. Encounter ✦ Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 2d10 + Charisma modifier thunder damage and knocks the target prone. Pyrotechnics - Bard Attack 3 With a wave of the hand and a snap of your fingers, a flash of light bursts in an opponent's eyes. Encounter ✦ Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature. Attack: Charisma vs. Will. Hit: 1d10+ Charisma modifier radiant damage. Target is dazed until the end of your next turn. Distorting Strike - Bard Attack 3 You mutter a spell under your breath and strike with your weapon, sapping the strength from your opponent. Encounter ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC. Hit: 2 [w] + weakened until the end of its next turn. Bard Daily Spellsongs 5 Glitterdust - Bard Attack 5 You throw a stream of shining purple dust that sticks to your foe's armor and eyes. Daily ✦ Arcane, Implement Standard Action Ranged burst 2 within 20 squares Target: Each creature in burst Attack: Charisma vs. Will Hit: Target is blinded. (save ends), suffer a -5 penalty to stealth checks until the end of the encounter, outlines invisibility. Miss: suffer a -5 to stealth checks until the end of the encounter, outlines invisibility. Wave of Grief - Bard Attack 5 With a cry of sorrow your foes start to believe the fight is hopeless. Daily ✦ Arcane, Implement Standard Action Ranged Blast 3 Target: Each creature in blast Attack: Charisma vs. Will Hit: Until the end of the encounter, the target takes a -2 penalty to attack rolls and defenses. (save ends). If the target fails its save, the target becomes restrained. Battle Hymn - Bard Attack 5 Singing a heroic song of battle, you wade into combat, inspiring an ally to continue the fight. Daily ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 2 [w] + Charisma modifier damage. One ally within 5 squares makes a saving throw, with a +2 power bonus. Miss: One ally within 5 squares makes a saving throw against one effect that the target caused and that a save can end. Sonic Weapon - Bard Attack 5 Your weapon roars with a thunderclap. Daily ✦ Arcane, Thunder, Weapon Minor Action Melee touch Target: One held weapon Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 thunder damage. When the weapon hits an enemy, the enemy takes a -2 penalty to attack rolls until the end of the weapon wielder's next turn. Level 6 Utility Spellsongs Swift Invisibility - Bard Utility 6 You sing a quick verse and you are concealed for a few seconds from your foes. Encounter ✦Arcane, Illusion Minor Action Personal Effect: You are invisible until the start of your next turn. If you attack, you become visible. Rage - Bard Utility 6 With a steady beat, you whip your allies into a frenzy. Daily ✦ Arcane Standard Action Close burst 5 Target: You and each ally in burst Effect: The target gains temporary hit points equal to half your character level. In addition, the target gains a +1 power bonus to attack, damage and Will defense. However, the target suffers a -1 penalty to AC. All of these benefits and penalties last until the end of the encounter. Combined Talent - Bard Utility 6 You exhort your allies to work together, guiding their actions in song. Encounter ✦ Arcane Minor Action Close burst 5 Target: You and each ally in burst Effect: Until the end of your next turn, aiding another is a minor action and the bonus granted is +3 rather than +2. Soothing Touch - Bard Utility 6 Whispering ancient words you touch your ally on the shoulder reinvigorating him. Daily ✦ Arcane, Healing Standard Action Melee touch Target: You or one creature Effect: The target regains hit points as if spent a healing surge, and the target may use a second wind as an immediate action. Add your Intelligence Modifier to the hit points regained. Special:: This power's effect does not count as the target's second wind for the encounter. Heroism - Bard Utility 6 With a word of encouragement, you or your ally unlocks their heroic potential. Daily ✦ Arcane, Healing Standard Action Melee Touch Target: You or one creature Effect: The target regains hit points as if it had spent a healing surge and a +2 power bonus on attack rolls, skill checks and saves until the end of the encounter. Level 7 Encounter Spellsongs Hold Creature - Bard Attack 7 With a piercing gaze, you assault the mind of your foe, making him freeze in his steps. Daily ✦ Arcane, Implement, Charm Standard Action Ranged 6 Target: One creature Attack: Charisma vs. Will Hit: 2d8+Charisma modifier psychic damage, target is restrained until the end of your next turn. Deafening Blast - Bard Attack 7 The sound of an explosion ripples out from the location you point at. Encounter ✦ Arcane, Implement, Thunder Standard Action Ranged burst 2 within 10 squares Target: All creatures within blast Attack: Charisma vs. Fortitude Hit: 3d6 + Charisma modifier thunder damage, target is deafened. (save ends) Echoing strike - Bard Attack 7 With a swift blow, the sound of thunder echoes in your foe's ear. Encounter ✦ Arcane, Weapon, Thunder Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[w] + Dexterity modifier and takes 5 ongoing thunder damage (save ends), One ally within 5 squares can spend a healing surge. Add your Intelligence modifier to the hit points regained. Tactical Precision - Bard Attack 7 You strike at the right time, encouraging your allies to work as a team. Encounter ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[w] + Dexterity modifier. Effect: You and all allies within 5 squares gain a +2 power bonus to attack rolls and an additional 1d6 damage when attacking a creature that is granting combat advantage. This lasts until the end of your next turn. Level 9 Daily Spellsongs Dirge of Discord - Bard Attack 9 You play an eerie song of death that sows confusion among your foes. Daily ✦ Arcane, Implement, Necrotic Standard Action Ranged burst 2 within 5 squares Target: All creatures within burst Attack: Charisma vs. Will Hit: 3d6+Charisma modifier necrotic damage, target is slowed and takes a -2 penalty on attack rolls and AC (save ends) Miss: half damage, target is slowed and takes a -2 penalty on attack rolls and AC until the start of your next turn. Whirling Blade - Bard Attack 9 You extend a hand and toss your blade out, surprising your enemies as it spins and cuts all in its path. Daily ✦Arcane, Weapon Standard Action Close blast 3 Target: Each enemy in blast Attack: Dexterity vs. AC Hit: 2 [w] + Dexterity modifier damage, target grants combat advantage until the end of your next turn. Sound Burst - Bard Attack 9 The roaring sound of a furious thunderstorm explodes at your command, leaving your foes reeling in pain. Daily ✦ Arcane, Implement, Thunder Standard Action Ranged Burst 2 within 20 squares Target: Each creature in burst Attack: Strength vs. Fortitude Hit: 2d10+ Thunder damage, target is stunned (save ends). Miss: Half damage. War Cry - Bard Attack 9 With a loud battleshout and a heroic charge, your foes flee before you as your allies follow your lead. Daily ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Special: You must charge as part of this attack. Hit: 2[w]+Charisma modifier the target moves its speed + your Intelligence modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks. Effect: All allies within sight can spend a healing surge. Level 10 Utility Spellsongs Victorious Song - Bard Utility 10 Playing the anthem of ancient empires, you boost your allies’ morale to win the fight. Daily ✦ Arcane Standard Action Ranged burst 6 Target: You and all allies within hearing range. Effect: Until the end of the encounter, the target gains a +2 power bonus to attack rolls, skill checks, saves and damage rolls. Lingering Chorus - Bard Utility 10 Spectral voices continue to echo your song. Daily ✦ Arcane Free action Personal Effect: You do not need to sustain any of your Bardic Music for the rest of the encounter. In addition, the bonus or number of targets for your Bardic Music increases by 1 until the end of the encounter. Recovering song - Bard Utility 10 You start to chant an elven lullaby, granting peace for a few seconds in a pitched battle. Daily ✦ Arcane, Healing Standard Action Close burst 5 Targets: You and each ally in burst Effect: Each target can activate their second wind. Add your Intelligence modifier to the hit points recovered. This use does not count as the target's second wind for the encounter. In addition, each target gains a +2 power bonus on its saves until the end of your next turn. G'elsewhere Chant - Bard Utility 10 As you chant and touch your ally's hand, golden sparks fly out as he appears a distance away in relative safety. Daily ✦ Arcane Standard Action Melee Touch Target: You, one ally, or one unattended object Effect: The target teleports 10 squares away in a random direction and must end up further away from all enemies. |
| #3SaricJun 11, 2008 0:02:30 | Paragon Tier Powers Level 13 Encounter Spellsongs Haunting Tune - Bard Attack 13 You sing a grim chorus and your foes shudder in fear. Encounter ✦ Arcane, Fear Standard Action Ranged burst 2 within 10 squares Target: All creatures in burst Attack: Charisma vs. Will Hit: 2d10 + Charisma modifier psychic damage. The target receives a -2 penalty to attack rolls and defenses until the end of your next turn. Dissonant Chord - Bard Attack 13 You play a loud note which is atrocious to hear, driving your enemies back. Encounter ✦ Arcane, Implement, Thunder Standard Action Close burst 2 Target: Each enemy in burst Attack: Charisma vs. Fortitude Hit: 2d8 + charisma modifier thunder damage, and you slide the target out of the burst area. Wounding Lunge - Bard Attack 13 You swing or thrust your weapon as hard as you can, drawing blood from your foe. Encounter ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC. Hit: 3 [w] + dexterity modifier damage, target is considered bloodied to you and your allies until the start of your next turn. Shadowmend - Bard Attack 13 As you strike your foe you are covered in shadows. The resulting shadows casts over your allies and heals them. Encounter ✦ Arcane, Weapon, Illusion, Healing Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 2 [w] + dexterity modifier damage and any ally within 5 squares can spend a healing surge. Effect: You gain concealment until the end of your next turn. . Level 15 Daily Spellsongs Misfortune's Curse - Bard Attack 15 You curse the foe and laugh at how unlucky he is to face you in combat. Daily ✦ Arcane, Implement, Charm Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: Until the end of the encounter, the target must re-roll any roll it makes and take the lowest result. (save ends). Miss: Until the end of the encounter, the target takes a -2 penalty to any roll it makes (save ends). Puppeteer - Bard Attack 15 With a chuckle and the movement of your fingers, your foe grimaces in pain and then falls under your control as if it were a puppet. Daily ✦ Arcane, Implement, Charm, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 4d8+ Charisma modifier psychic damage. In addition, the target is dominated until the end of your next turn (save ends). Suicidal actions grant an immediate saving throw to remove the effect. Miss: Half damage and target is immobilized until the end of your next turn Sustain Minor:The effect persists until the end of your next turn, up till a maximum of 5 minutes. Otto's Imperative Ambulation - Bard Attack 15 After you strike, your foe feels compelled to move recklessly. Daily ✦ Martial, Weapon, Charm Standard Action Melee weapon Target: One creature Attack: Dexterity vs. Will Hit: 3 [w] + Dexterity Modifier damage. Until the end of the encounter, the target must first move 2 squares before taking any action. (save ends) Menacing Shade - Bard Attack 15 You close your eyes and imagine an ogre smashing your foes under its foot. Daily ✦ Arcane, Implement, Illusion Standard Action Ranged 4 squares within 10 squares Target: Up to four squares (see below) Attack: Charisma vs. Will. Hit: 3d6 + Charisma modifier damage (only when illusion attacks) Miss: Target realizes its an illusion and is now immune to the spell. Effect: You make a visual illusion of an object, creature or force that occupies up to four squares. The illusion cannot go further than 10 squares from you or out of line of sight. You can move your image up to 6 squares as a minor action and make it attack as a move action. if you make your image attack or the image is attacked by a foe, you must make a attack roll against the creature the illusion attacked or which attacked the illusion. This illusion lasts until the end of your next turn. Sustain Standard: The Illusion lasts until the end of your next turn up to a maximum of 5 minutes. Dolorous Blow - Bard Attack 15 You strike your opponent in the head, impairing his judgment when avoiding deadly blows. Daily ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 3[w] + dexterity modifier damage. Until the end of the encounter, any attack roll against the target can score a critical hit on a roll of 19-20. Miss: half damage. Level 16 Utility Spellsongs Protégé - Bard Utility 16 With a slap on the back, you hand an ally a harp, and he starts to play a masterpiece. Daily ✦ Arcane Standard Action Melee touch Target: One ally Effect: The target gains the power to use Bardic songs and Healing Hymn as if he were a bard of half your level. In addition, he gains a +2 power bonus on reflex and will defenses. These effects last until the end of the encounter. Ruin-Delvers Fortune - Bard Utility 16 The mistakes of the past will not be repeated. Daily ✦ Arcane Immediate Interrupt Ranged 10 Trigger: A creature attacks you or your ally Effect: The target gains a power bonus to all defenses equal to your Charisma modifier against the attack. In addition, the target takes no damage or ill effect on a miss. Song of Grace - Bard Utility 16 A calming song lets you and your allies catch your breath. Encounter ✦ Arcane, Healing Standard Action Close burst 5 Target: You and each ally in burst Effect: Each target can spend a second wind. Special: This power's effect does not count as the target's second wind for the encounter. Haste - Bard Utility 16 You play a song as fast as you can, as your allies speed up with the ominous rhythm. Daily ✦ Arcane Standard Action Close burst 5 Target: You and each ally in burst Effect: Until the end of the encounter, you and all allies speed increases by 2. In addition the targets gain a +1 power bonus to attack rolls and reflex saves with a free basic attack as long as they haven't taken a move action in the round. Swift Fly - Bard Utility 16 With a muttered word, you begin to fly if only for a few seconds. Encounter ✦ Arcane Minor Action Personal Effect: You gain a speed of fly 8 until the start of your next turn. Level 17 Encounter Spellsongs Blinking Assault - Bard Attack 17 You appear and disappear from reality for a few seconds as you approach your foe. Encounter ✦ Arcane, Weapon Standard Action Melee weapon Special: You can move up to your speed before or after striking without provoking opportunity attacks. You can’t use this power's effects work in an area with an active forbiddance ritual. Attack: Dexterity vs. AC Hit: 2 [w] + Dexterity modifier damage. Effect: You gain total concealment until the start of your next turn. Resonating Melody - Bard Attack 17 You repeat a verse over and over, healing your allies and confusing your opponents. Encounter ✦ Arcane, Psychic, Healing Standard Action Close burst 5 Target: Each foe in burst. Attack: Charisma vs. Will Hit: 3d6 + Charisma modifier psychic damage, and target takes a -2 penalty to ac until the start of your next turn. Effect: You and each ally within the burst can spend a second wind. Shout - Bard Attack 17 You cup a hand near your mouth and let loose a yell at the top of your lungs, shattering everything in your path. Encounter ✦ Arcane, Implement, Thunder Standard Action Close Blast 6 Target: Each creature or object in blast Attack: Charisma vs. Fortitude. Special: If the target is a construct or object, the attack is Charisma vs. Reflex. Hit: 4d6 + Charisma modifier thunder damage and the target is deafened (save ends) If the target is a construct or unattended object, the damage is 4d8+ Charisma modifier thunder damage. Spectral Strike - Bard Attack 17 Your hands and weapon become ghostlike, enveloping your foe in shadow as you lunge forward. Encounter ✦ Arcane, Weapon, Illusion Standard Action Melee weapon Target: One creature Attack: Dexterity +2 vs. reflex Hit: 3[w] + Dexterity modifier damage . The target considers all foes to have concealment until the end of your next turn. Level 19 Daily Spellsongs Resounding Thunder - Bard Attack 19 The sound of a tornado’s winds explodes in the ear of any who dare attack you or your ally. Daily ✦ Arcane, Thunder Standard Action Melee touch Target: You or one ally. Effect: Until the end of the encounter, any creature that attacks the target in melee takes 3d8+ charisma modifier thunder damage plus ongoing 10 thunder damage. (save ends), In addition, the target gains a +2 power bonus to ac. Thundercloud - Bard Attack 19 You sing a cadenza, and a standing wave of thunder lingers in the area. Daily ✦ Arcane, Implement, Conjuration, Thunder Standard Action Area wall 10 within 10 squares Effect: You create a wall of contiguous squares that have continuous sound waves echoing through the area that lasts until the end of your next turn. The wall can be up to 10 squares long and 4 squares high. The spaces occupied by the wall are considered difficult terrain. If a creature enters the wall, or starts its turn there, it takes 4d6+Charisma modifier thunder damage and is deafened (save ends). Sustain Minor: The barrier persists. Melf's Slumber Arrows- Bard Attack 19 You open your palm slightly and arrow with swirling green dust appears. Daily ✦ Arcane, Sleep Standard action Personal Effect: Until the end of the encounter, you can manifest up to one special arrow per turn as a minor action. Only you may shoot this magical arrow. Firing this arrow is a basic ranged attack that deals 3d8+charisma modifier damage and slows the target (save ends). If the target fails its first saving throw it becomes unconscious (save ends) If you miss the attack it deals half damage and the trailing dust slows the target. (save ends) Mind Fog - Bard Attack 19 A thin mist erupts from the ground, playing tricks on your foe's minds and aiding your allies. Daily ✦ Arcane, Charm, Psychic, Healing, Zone Standard Action Close burst 5 Attack: all enemies within burst Hit: 4d8+ Charisma Modifier psychic damage. Target takes a -5 penalty to will defense (save ends) Miss: Half damage. Target takes a -2 penalty to will defense (save ends). Effect: You and each ally within the area can use your second wind. In addition, you or any ally who begins their turn inside the zone gains regeneration 5 until the end of the encounter. Special: This power's effect does not count as the target's second wind for the encounter. |
| #4SaricJun 11, 2008 0:03:21 | Epic Tier Powers Level 22 Utility Spellsongs Renewed Vigor - Bard Utility 22 A golden light emanates from your feet, giving you and your allies a burst of energy. Encounter ✦ Arcane, Healing Standard Action Close burst 6 Targets: You and each ally in burst Effect: Target can spend a second wind and gains temporary hit points equal to half your level. In addition, if the target is weakened or slowed, it gets a saving throw to remove the effect. Special: This power's effect does not count as the target's second wind for the encounter. Nixie's Grace - Bard Utility 22 The feeling of a wave of water crashes over you and your allies, protecting you from harm. Daily ✦ Arcane Standard Action Close burst 5 Targets: You and each ally in burst Effect: Target gains resist 5 to all damage and a +2 power bonus defenses until the end of the encounter. Secondary Effect: You gain a swim speed of 6, low light vision (if applicable) and can breathe underwater for up to 5 minutes. Legendary Heroism - Bard Utility 22 Legends never die. Daily ✦ Arcane Standard Action Melee touch Target: You or one ally Effect: The target gains temporary hit points equal to your level. In addition, until the end of the encounter the target gains a +4 power bonus to attack rolls, skill checks, saves and is immune to fear effects. Battlecry - Bard Utility 22 With a bold shout, you rally your allies with a burst of confidence. Encounter ✦ Arcane, Healing Minor Action Close burst 10 Target: You and all allies within burst Effect: Target gains a power bonus on their next damage roll equal to your Charisma modifier. The target must make this attack before the end of your next turn or lose the bonus. In addition, if the target is suffering from a charm, or fear effect, it makes a save against it with a +2 power bonus. Level 23 Encounter Spellsongs Nightmare - Bard Attack 23 A torrent of vile and hideous images appears in the mind of your opponent you strike. Encounter ✦ Arcane, Weapon, Psychic Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 3 [w] + Dexterity modifier psychic damage. Target is weakened until the start of your next turn. Dimensional Strike - Bard Attack 23 You incant a quick spell and vanish from sight for but a second catching your foe off guard. Encounter ✦ Arcane, Weapon, Teleportation Standard Action Melee weapon Target: One creature Special: You can teleport up to 5 squares before or after the strike. You gain combat advantage against the opponent you strike. Attack: Dexterity vs. AC Hit: 4[w] + dexterity modifier damage. Mirage Arcana - Bard Attack 23 You Close your eyes and imagine you and your allies are fighting in the trees of a vast jungle. Encounter ✦ Arcane, Illusion, Implement Standard Action Close burst 6 Target: Each enemy in burst Attack: Charisma vs. Will Hit: Your opponents believe that the area surrounding you is impassable until the end of your next turn. As a result, you and your allies are considered to have total cover against melee attacks, and cover against ranged attacks. Miss: Your opponents believe that the area surrounding you is difficult terrain until the end of your next turn. Shadow Evocation - Bard Attack 23 You unleash a wave of shadow, which your foes believe to be a burning cloud of fire. Encounter ✦ Arcane, Implement, Illusion, Acid, Cold, Fire, Lightning or Thunder Standard Action Ranged burst 4 within 20 squares Target: Each enemy in burst Special: Choose one of the following damages before rolling an attack; Acid, Cold, Fire, Lightning, Thunder Attack: Charisma vs. Reflex and Will Hit (Reflex): The target takes a -2 AC and reflex defense until the start of your next turn. Hit(Will): 4d6 + Charisma modifier elemental damage (see above) Miss (Reflex): No effect. Miss (Will): Half damage. Target realizes it was an illusion. Level 25 Daily Spellsongs Wail of Doom - Bard Attack 25 You unleash a terrible requiem of agony that envelops your foes in black energy. Daily ✦ Arcane, Implement, Necrotic Standard Action Close blast 6 Target: Each creature in blast Attack: Charisma vs. Will Hit: 4d10+ Charisma modifier necrotic damage. The target moves its speed + your Intelligence modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks. In addition, the target takes a -2 penalty to attack rolls and defenses for the rest of the encounter (save ends) Miss: Half damage, the target takes a -2 penalty to defenses until the end of your next turn. Otto's Irresistible Dance - Bard Attack 25 As you assault your foe you tap your feet, making your foes and allies dance as well. Daily ✦ Arcane, Weapon Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. Will Hit: 3[w] + Dexterity modifier damage. Target is stunned; In addition, at the start of its turn, it provokes an opportunity attack. (save ends each separately) Miss: Half damage.Target provokes an opportunity attack. Effect: Until the end of the encounter, all allies within 5 squares gain +2 power bonus to all defenses and attack rolls. Misleading Feint - Bard Attack 25 It’s always good to be in two places at once. Daily ✦ Arcane, Weapon, Illusion Standard Action Melee Weapon Target: One creature Attack: Dexterity vs. AC, Will Hit (AC):5 [w] + Dexterity modifier damage. Hit (Will): The target still believes the duplicate is real. Effect: After attacking, you create an illusory duplicate of your self that stands directly in your square if your duplicate is ever attacked you must make an attack roll (see above). You turn invisible until the end of your next turn. If you attack, the invisibility ends. Sustain Minor: The effect persists until the end of your next turn up to a maximum of 5 minutes. Song of Discord - Bard Attack 25 A dissonant melody makes your foes attack each other. Daily ✦ Arcane, Implement, Charm, Psychic Standard Action Ranged Burst 4 within 20 squares Target: Each creature in burst Attack: Charisma vs. Will Hit: 3d10+ Charisma modifier psychic damage. Until the end of the encounter, the target must roll a d100 at the start of its turn. if a 50 or lower is rolled, the creature must attack the nearest creature to the best of its ability. Otherwise, the target may act normally. (save ends) Level 27 Encounter Spellsongs Angelic Inspiration - Bard Attack 27 You sing a chorus of angels in battle as you strike, granting your allies a glimpse of the heavens. Encounter ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 3 [w] + Dexterity modifier damage. Each ally within 5 squares of you can spend a healing surge and gains temporary hit points equal to your Intelligence modifier. Lighthearted Melody - Bard Attack 27 You chant a mellow tune, and a brilliant ray of light blasts towards your opponent. Encounter ✦ Arcane, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Reflex Hit: 4d10+Charisma modifier radiant damage. Target is blinded until the end of your next turn. Greater Shout - Bard Attack 27 You inhale and then unleash a earth-shaking yell. Encounter ✦ Arcane, Implement, Thunder Standard Action Close Blast 6 Target: Each creature or object in blast Special: If the target is a construct or object, the attack is Charisma vs. Reflex. Attack: Charisma vs. Fortitude. Hit: 6d6 + Charisma modifier thunder damage and the target is deafened (save ends) If the target is a construct or unattended object, the damage is 6d8+ Charisma modifier thunder damage. Friend to Foe - Bard Attack 27 You start to hum and point your Closed fist at your enemy, making him blink and think you are a trusted ally. Encounter ✦ Arcane, Implement, Charm, Psychic Standard Action Ranged 5 Target: One living creature Attack: Charisma vs. Will Hit: 3d8+ Charisma modifier psychic damage. The target forgets you are its enemy and targets its nearest ally with attacks until the end of your next turn. If the target has no allies, it takes no actions on its turn. Level 29 Daily Spellsongs Resonating Agony - Bard Attack 29 A rumble courses through your foe, shaking his body from within. Daily ✦ Arcane, Implement, Thunder Standard Action Melee Touch Target: One creature Attack: Dexterity vs. Reflex Hit: 4d10+Charisma modifier thunder damage. Deals 15 ongoing thunder damage (save reduces ongoing damage by 5) Miss: Half Damage. Target receives 10 ongoing thunder damage (save reduces ongoing damage by 5). Stone Shatter - Bard Attack 29 With a perfect note, you swing your weapon with the wind at your back shattering stone and limb. Daily ✦ Arcane, Implement, Thunder Standard Action Melee weapon Target: One creature or unattended object Attack: Dexterity vs. AC Hit: 6[w] + Dexterity modifier thunder damage. If the target is a construct or unattended object the damage is 7[w] + Dexterity modifier thunder damage. Miss: Half damage. Dirge - Bard Attack 29 As you sing a requiem inspired by the ancient gods of death, spectral skulls float from the sky sapping your foes life force. Daily ✦ Arcane, Implement, Necrotic, Zone Standard Action Close Burst 6 Attack: Charisma vs. Fortitude Hit: 4d10+Charisma modifier necrotic damage. In addition target is weakened until the end of the encounter (save ends) Miss: Half damage. Sustain Minor: When you sustain this power, make a charisma vs fortitude attack against every enemy within the zone dealing 2d8+Charisma modifier necrotic damage and weakening the target until the start of your next turn Project Image - Bard Attack 29 You extend your hand and a shadowy version of yourself appears. It smiles as now two of you prepare to assault your foes. Daily ✦Arcane, Implement, Illusion Standard Action Ranged 10 Target: One square within range. Attack: Charisma vs. Will. Hit: 4d8 + Charisma modifier damage (only when illusion attacks) Miss: Half damage and the target realizes its an illusion and is immune receiving damage from the spell except if you originate a power from the duplicate. Effect: You create a shadow duplicate of yourself that appears in 1 unoccupied square within range. You must maintain line of effect to the illusion at all times. If you ever use any teleportation powers or leave line of effect from the illusion, it disappears. You can direct the duplicate to move up to 6 squares and attack as a move action. If you make your image attack or the image is attacked by a foe, you must make a attack roll against the creature the illusion attacked or which attacked the illusion. This illusion lasts until the end of the encounter, up to a maximum of 5 minutes. Special: You can originate any of your powers from the illusion's square rather than your own. |
| #5SaricJun 11, 2008 0:29:28 | Paragon Paths War Chanter “I am the living embodiment of the sound of battle.” Prerequisite: Bard Class You are the fearless song of war, pushing those around you to greater heights. You might lead a warband or just be a walking bastion of inspiration during the most horrible battles. War Chanter Path Features Inspire Toughness (11th level): When you use an action point to gain an extra action, you grant yourself and all allies within line of effect temporary hit points equal to half your level. War Chanter Music (11th level): You can use two Bardic music effects per encounter rather than one. In addition, you can combine two Bardic music effects by just activating one. For example, you could sing counter song and inspire courage with a single standard action. Singing Shout (16th level):Whenever activating Bardic music effects you can grant any affected allies a +2 bonus on their next attack and damage roll before the end of your next turn. Inspire Recklessness - War Chanter Attack 11 Your carelessly lunge into the fray, ferociously attacking all in your path. Encounter ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Special: You can use this power as part of a charge. Attack: Dexterity +2 vs. AC Hit: 3 [w] damage + Dexterity modifier. Effect: You suffer a -2 penalty to AC until the start of your next turn. In addition, one ally within 5 squares of you can use an encounter power either as part of a charge as long as it has a range of melee. The ally suffers -2 penalty to AC and gains a +2 bonus to his attack roll if he chooses to use this power. Inspire Legion - War Chanter Utility 12 You jump to the front lines and unite your allies with the fervor of the ancient armies of the past. Daily ✦ Arcane Standard Action Close burst 12 Target: All allies within burst Effect: Until the end of the encounter, any ally within the effect can use any other ally’s stat modifier if it is higher than his for the purpose of attacking or dealing damage. Inspire Awe - War Chanter Attack 20 You showcase your finest vision of the chaos of battle, placing dread in the hearts of your enemies. Daily ✦ Arcane, Implement, Fear, Psychic Standard Action Close burst 6 Target: All enemies within burst Attack: Charisma vs. Will Hit: 4d8+Charisma modifier psychic damage. In addition, until the end of the encounter, the target is stunned and takes a -2 penalty to attack and defenses. (save ends separately) Miss: Half damage. In addition, takes a -2 penalty to attack and defenses until the end of your next turn. Virtuoso “Watching my performance is the greatest experience a creature can ever attain.” Prerequisite: Bard Class You are the center of attention, a walking performer of grandiose reputation and talent. Wherever you go, people usually come from far and wide just to see you perform. Your performances have a supernatural effect on those who are near your presence. Even your worst enemies begrudgingly admire or fear your talents even in the thick of battle. Virtuoso Path Features Virtuoso Performance (11th level): When you use an action point to gain an extra action, you gain an additional use of Bardic Music for the encounter. Fascinating Song (11th level): If you do not have the Fascinating song Class feature, you now gain it. (If you already have it, add an additional target to its effect.) Sustaining Song (11th level): Once per encounter you can make one ally within 6 squares automatically succeed on a death or dying effect. Revealing Melody (16th level): Whenever activating a Bardic music effect, you can grant any affected allies the ability to see through illusions and invisibility effects until the end of your next turn. Jarring Song - Virtuoso Attack 11 [i] You play a high-pitched aria, which disrupts your foes focus. [/i] Encounter ✦ Arcane, Implement, Psychic Standard Action Close burst 5 Target: Each enemy in burst. Attack: Charisma vs. Fortitude Hit: 3d6+ Charisma modifier psychic damage. In addition, you can move the target 1 square. This provokes opportunity attacks. Song of Fury - Virtuoso Utility 12 [i] You play a bandinerie inciting your allies with ferocious vigor. [/i] Daily ✦ Arcane Standard Action Close burst 12 Target: All allies within burst Effect: The target gains temporary hit points equal to your level. In addition, the target gains a +2 power bonus to attack rolls, damage rolls and will defense. However, the target suffers a -2 penalty to AC. All of these benefits and penalties last until the end of the encounter. Mindbending Melody - Virtuoso Attack 20 [i] You twist the thoughts of those enthralled by your performance. [/i] Daily ✦ Arcane, Implement, Charm, Psychic Move Action Close burst 6 Target: Any creature that is restrained by Fascinating Song Attack: Charisma vs. Will Hit: 4d10+Charisma modifier psychic damage. In addition, target is dominated until the start of your next turn. Miss: Half damage and target is dazed until the end of your next turn. Shadowdancer “Now you see me now you don’t.” Prerequisite: Bard Class You are a living paradox, intriguing the masses by staying out of sight. You usually keep to yourself and use your powers to deceive others. Dancing in the dark borders of reality and the shadowfell, you gain unnatural powers of illusion and deception. You can almost never be kept down, always having a trick up your sleeve. Shadowdancer Path Features Hide in Plain Sight (11th level): When you use an action point to hide, you don’t have to have cover or concealment to make a stealth check. This effect lasts until the end of your next turn. Touch of Darkness (11th level): You gain a +2 bonus on stealth checks. Mark of the Shadowfell (16th level): You gain darkvision. Shadow Illusion - Shadowdancer Attack 11 [i] You create a shadow duplicate that stands right next to you after striking. [/i] Encounter ✦ Arcane, Illusion Standard Action Melee weapon Target: One Creature Attack: Dexterity vs. AC Hit: 3 [w] + Dexterity modifier. Effect: You create a duplicate of yourself that stands in your square. Until the start of your next turn, all attacks have a 50% of hitting you. Creatures with special senses such as truesight, tremorsense or blindsight are immune to this effect. Shadow Jump - Shadowdancer Utility 12 [i] You jump into the outline of a tree and appear in your foe's shadow. [/i] Encounter ✦ Arcane, Teleportation Move Action Personal Effect: You teleport up to 5 squares. You can't bring other creatures with you. Summon Shadow - Shadowdancer Attack 20 [i] You harness the power of the shadowfell and summon a companion to aid you. [/i] Daily ✦ Arcane, Conjuration, Implement Standard Action Ranged 10 Target: One creature adjacent to the shadow Attack: Dexterity vs. AC Hit: 4d8+Dexterity modifier damage Effect: You conjure a shadow that occupies 1 square within range. The creature follows your orders and takes its turn at the start of your turn. It can move up to 5 squares and attack once per round. The shadow lasts until the end of the encounter. Sublime Chord “Music is the fabric of the universe. Harness it and you will gain true power” Prerequisite: Bard Class You are an adept performer and scholar, carefully singing or playing your instrument with the same precision and dedication that a wizard studies his books. You are typically inspired by the preservation and expansion of knowledge. You seek to unravel the ties between magic and song, combining the two into a composite whole. Sublime Chord Path Features Expanded Repertoire (11th level): You can use an action point to recover one bard encounter power that you have already used rather than taking an extra action. True Lore (11th level): Once per encounter, you can re-roll any knowledge check. Student of the Stars (16th level): Whenever using Healing Hymn or a Bardic music effect, the effect deals 1d6 damage to the target if it is an enemy, or gives 1d6 hit points if the target is an ally. Song of Timelessness - Sublime Chord Attack 11 [i] You envelop the target in a shimmering silver aura, removing it from the time cycle. [/i] Encounter ✦ Arcane Standard Action Ranged 10 Target: One Creature Attack: Charisma vs. Will Hit: 3d6+ Charisma modifier. The target cannot take any actions on its turn. The target is immune to all effects and attacks until the start of your next turn. Song of Arcane Power - Sublime Chord Utility 12 [i] You incant the lost verses of eldritch songs, empowering your spells to great effect. [/i] Encounter ✦ Arcane Move Action Personal Effect: The next attack you make in this round gains an additional dice of damage + your Intelligence modifier. Song of Cosmic Fire - Sublime Chord Attack 20 [i] You pull upon the energy of the worlds beyond with your music, igniting your foes in arcane fire. [/i] Daily ✦ Arcane, Implement, Fire Standard Action Ranged burst 4 within 20 squares Target: Each creature in burst Attack: Charisma vs. Reflex Hit: 5d10+Dexterity modifier damage plus ongoing 10 fire damage (save ends). |
| #6epochgamesJun 11, 2008 1:51:57 | I haven't had the complete chance to pick out any design flaws, as I don't see any readily apparent. I'm sure some will look hard enough and find them, but they'd most likely find the same in the core classes. I'd say this is a mighty fine job, Saric. |
| #7sagelyoneJun 11, 2008 15:48:12 | Jesus H Christ, that must have taken all your time from release till now. Havn't been able to read all of it, but kudos on shadow dancer. |
| #8ZetesofosJun 11, 2008 18:57:15 | Holy crap....I want to play a bard now. I never wanted to before, but I do now. I wouldn't be surprised if WotC actually release a bard class just like this. I could seriously use this in a campaign I'm making (maybe a couple minor balance tweaks depending on how things go) Still, amazing work. |
| #9SaricJun 11, 2008 19:55:14 | Jesus H Christ, that must have taken all your time from release till now. I've actually had a lot of free time since i planned the end of my 3.5 campaign in advance, so I don't really have much to do in the meantime but fiddle with 4th edition stuff. Holy crap....I want to play a bard now. I never wanted to before, but I do now. I wouldn't be surprised if WotC actually release a bard class just like this. I could seriously use this in a campaign I'm making (maybe a couple minor balance tweaks depending on how things go) If you find any balance issues, swing em by me. Im considering a few tweaks myself but its always better to get different perspectives on the matter. |
| #10ceiling90Jun 12, 2008 21:50:00 | Holy moly, you're amazing. Did you seriously do this by your self? That's amazing. I haven't really read it all the way, but so far looks good. More on the amazing side really. |
| #11SaricJun 13, 2008 0:03:42 | Holy moly, you're amazing. Did you seriously do this by your self? That's amazing. I haven't really read it all the way, but so far looks good. More on the amazing side really. Glad you liked it. I appreciate the feedback. |
| #12DaybreakerJun 13, 2008 16:29:17 | Wow. Very impressive. |
| #13BelorinJun 13, 2008 16:40:51 | Wow, just... wow. I am seriously thinking of yoinking this for my campaign, I love playing Bards, the only thing is I am currently DMing and can't play. Unless an NPC Bard... I am really looking forward to the new Bard, also. Bel |
| #14danmarlokJun 14, 2008 12:41:05 | Nice work indeed. |
| #15PangurJun 14, 2008 14:29:18 | The Musician Can I ask which skill? Perform, perchance? Oh wait... ;) |
| #16SaricJun 14, 2008 15:26:29 | Can I ask which skill? Perform, perchance? Oh wait... ;) You bring up a good point, I was thinking of putting a perform skill in, but figured if you are a bard, you probably are good at singing, dancing or playing an instrument. Hmm, something to think about. |
| #17perrywrogersJun 15, 2008 13:37:56 | Very nice work. My wife is going to use it in our Eberron game. I'd love to see what come up with for the druid. Also, I agree that a Perform skill is not needed. If the bard needs to make any sort of singing, poetry, or story-telling check in front of an audience, I'd probably go with a Diplomacy-based attack against the audience's/subject's Will defense. I'd use an Acrobatics check if it were a more physical performance like dancing, juggling, or acrobatics. Other sorts of skill-based checks can be improvised based on the skills 4e already has. I don't particularly see the need for new skills to soak-up the already limited number of trained slots. I favor finding more uses for the existing skills to give them a broader use in the game. |
| #18bluff_im_a_horseJun 15, 2008 14:07:06 | I haven't had a chance to scrutinize it entirely, but I would like to point out that Sorceror and Barbarian were not "iconic classes" at all, and neither were included in any edition before that point. (Neither was monk, but monk is hardly as "iconic.") I'm not disagreeing that I wish the classes were still present, but I think it is nearsighted to call them iconic. From what I've read so far, I think you'd done a good job of capturing the spirit of the Bard, though. Congrats. |
| #19SaricJun 15, 2008 15:39:56 | I haven't had a chance to scrutinize it entirely, but I would like to point out that Sorceror and Barbarian were not "iconic classes" at all, and neither were included in any edition before that point. (Neither was monk, but monk is hardly as "iconic.") I'm not disagreeing that I wish the classes were still present, but I think it is nearsighted to call them iconic. Very true, I played 2nd edition, and the druid and bard both appeared there. Barbarian was some sort of kit I believe. And our lovely strap-wearing sorcerer didn't exist (I'm looking at you hennet!). Either way, I appreciated the flavor that the new classes gave to the game rather than just having another fighter or wizard running around. Even though at the core the differences were: "I rage and hit stuff while running fast" and "I don't carry a magic book around", it made enough of a distinction that they probably should have been released as well. Granted, my statement didn't mean I thought barbarian and sorcerer were iconic. I meant that my group's favorite classes are those 4. Which is the reason they don't really want to play 4th edition. Every time I talk about it with them and showed them my books all I hear is "What? no Druid or Sorcerer?" "I never liked the Bard but he should be in there." So basically, I don't think I'll be playing 4th at least for the time being... ![]() Very nice work. My wife is going to use it in our Eberron game. I'm 2/3 of the way with the druid. I should be done by the end of the week. I'm also planning to make some bard,druid related feats and items after I finish/balance the druid. In the meantime, I'd love to hear it plays out. Oh, and if your wife breaks the game because of my class, you can come back here and yell at me. ![]() |
| #20ZerothOfTheLawJun 15, 2008 22:20:26 | This is awesome. As far as I can see, and I read to level 12 , the abilities are quite balanced, since they all require allies. This is a great character, well done. :D Totally using this for my campaign. |
| #21bandamanJun 16, 2008 0:27:23 | my group will also be testing this build out. It looks fantastic |
| #22pyromancer2kJun 17, 2008 20:54:06 | Granted, my statement didn't mean I thought barbarian and sorcerer were iconic. I meant that my group's favorite classes are those 4. Which is the reason they don't really want to play 4th edition. Every time I talk about it with them and showed them my books all I hear is "What? no Druid or Sorcerer?" "I never liked the Bard but he should be in there." Actually I think the sorcerer would probably be the easiest to do. The only really difference between the sorcerer and wizard was wizard could change out spells each day, had to pick the list ahead of time, and the sorcerer got 50% more cast per day. Also be was based off CHA but even so they still have the same spell list. So just use the wizard power list and figure out some class abilities that will make him unique. Perhaps he can convert his higher lvl powers into a lower level one. Similar to spontaneous casting in 3.x. So if say he has a level 13 encounter and level 7 encounter. He can either use each one once or use the level 7 twice using up the level 13. Since the sorcerer and wizard had access to the same spells before it doesn't seem unreasonable to have them share the same power list for the time being. |
| #23perrywrogersJun 17, 2008 23:46:56 | I'm 2/3 of the way with the druid. I should be done by the end of the week. She's working on her character concept at this point, and looking at different power and feat combinations. She's very happy to have a bard in her hands at this point. If it's not too much trouble, or too inappropriate, would you link your druid class thread to this thread so that I can get it through my Thread Subscription? I don't get into the forums very often, and I don't want to risk missing it. ![]() Thanks |
| #24danmarlokJun 20, 2008 16:49:34 | Hey all, I've taken Saric's incredible amount of work and fixed some things (and probably screwed some other things up) and made a few changes that I thought would make it better fit my group and posted it as a pdf if you're interested. Given how great these forums work on a day to day basis here's the link to where you can get it that doesn't depend on them. http://www.keyourcars.com/2008/06/20/bard-4th-edition-v1/ |
| #25mcdungeonJun 20, 2008 17:30:28 | Any feats coming out? Also, is improvisation supposed to be for the target's end of next turn? Or just the bard's? You sorta lose out if its only the bard's casting it on others. |
| #26SaricJun 20, 2008 19:28:48 | Any feats coming out? Feats, items and the answer to your question and the like are in the pdf I just made. It contains the tweaks for the Bard that I worked on the past couple days and is more up to date than the forum posting. Here is the link. http://www.badongo.com/file/9985993 But to answer your question, the improvisation power works for whoever the target is, even if the bard targets himself. And it lasts until the end of the Bard's next turn. Considering it also is a minor action to activate, having one round of an instant boost in addition to any other attack or buff you wish to give your ally during that turn, it can be pretty potent. If you are referring to inspire competence, it should also work until the end of the bard's next turn. |
| #27mcdungeonJun 20, 2008 22:51:01 | Basically if the combat list looked like... Enemy's init 14 Target init 12 Bard init 10 The target only benefits 1 rd with the text, and a bard would benefit 2 rds. I guess I was wondering if this was intentional or not. Until end of bard's next turn means it'll only last 1 round for a target or ally, when self-cast it lasts 2. |
| #28SaricJun 21, 2008 1:01:48 | Basically if the combat list looked like... Ahh, I see what you mean. The effect should only be one turn, thus until the start of the bard's next turn. It was unintentional for the bard to benefit two rounds instead of just one. Thanks for pointing it out. Huzzah for errata!! |
| #29SaricJun 21, 2008 17:15:50 | If it's not too much trouble, or too inappropriate, would you link your druid class thread to this thread so that I can get it through my Thread Subscription? I don't get into the forums very often, and I don't want to risk missing it. Druid Class Thread There ya go, you can also go to it via my sig and the top of the page. |
| #30Thorvald_GrimbjornJun 24, 2008 0:47:29 | Haven't really looked at all the Powers, but, so far, I like it very much. However, I have a few suggestions: 1) Skills list. Even a Bard shouldn't be so versatile. I'd suggest the following Skills as Bard Skills, based on 3.5's list of Bard Class Skills: Acrobatics, Arcana, Athletics, Bluff, Diplomacy, History, Insight, Nature, Perception, Stealth, Streetwise, Thievery. He would start with Diplomacy and History as Trained Skills and would be able to choose three others. 2) I think both Improvised Jab's power bonus and Inhibiting Song's penalty should be a flat +2/-2, respectively, to bring it more in line with similar At-Will Powers in the book. |
| #31SaricJun 24, 2008 6:42:30 | Haven't really looked at all the Powers, but, so far, I like it very much. However, I have a few suggestions: This is the bard's skill list in 3rd edition. Class Skills The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha). I think its safe to say they get pretty much everything. However, Intimidate and heal probably should be removed. Since a bard had access to all knowledges, it would be a crime to not allow him to have access to dungeoneering and religion. As for history as a trained skill, many others have also pointed this out and it will be changed in lieu of arcana. 2) I think both Improvised Jab's power bonus and Inhibiting Song's penalty should be a flat +2/-2, respectively, to bring it more in line with similar At-Will Powers in the book. See the cleric's Righteous Brand. it is the exact same other than the fact that this one can aid an ally's ranged attack and thus does not last until the end of the bard's next turn. Inhibiting song should have a duration, and I've just changed it to "next attack." A flat -2 seems appropriate for this power. |
| #32perrywrogersJun 24, 2008 8:42:11 | I agree that Heal, Endurance, and Intimidate should not be class skills. Maybe the Jack-of-all-Trades feat should be part of the bard's class features somehow. Then you could trim down the list of trainable skills, and still give the proper "feel" to the class. |
| #33Thorvald_GrimbjornJun 24, 2008 22:21:36 | This is the bard's skill list in 3rd edition.(...) I think its safe to say they get pretty much everything. However, Intimidate and heal probably should be removed. So, basically, you agree with what I said, except for Dungeoneering and Religion. ;) Since a bard had access to all knowledges, it would be a crime to not allow him to have access to dungeoneering and religion. I thought that as well at first, but, really, what kind of Bard would have either Dungeoneering or Religion? Neither Skill is thematically appropriate for minstrels/bards/skalds/jongleurs/etc., and I doubt too many Bards had Knowledge (Dungeoneering) or Knowledge (Religion) in 3rd Edition. As for history as a trained skill, many others have also pointed this out and it will be changed in lieu of arcana. Actually, I think you should change Streetwise to Diplomacy as an automatically Trained Skill, since all Bard archetypes use Diplomacy, but not all use Streetwise. |
| #34SaricJun 25, 2008 0:03:21 | So, basically, you agree with what I said, except for Dungeoneering and Religion. ;) Basically. If i'm a bard who likes to collect stories, it usually covers all aspects of knowledge, including caves, dungeons and even religious rites. A bard who knew stories and tales/monsters of the underdark or the fabled "tomb of horrors". It is very appropriate for them to have it.It also could apply as a racial theme too, a dwarven bard could be well versed in the hills/caverns.Or say I was a bard who stopped at a a couple monasteries on my travels. The main theme of a bard to me is meeting people and knowing what was going on in a town. Streetwise covers that very well. If you were a simple juggler you probably weren't well versed in royal etiquette, but you knew where the best place to put on a show was. Rumor gathering is how the bard sometimes gathers information and some of his stories. Thus, History and Streetwise coincide towards this goal better than diplomacy in my opinion. As an observation, I believe streetwise should be a subset of the diplomacy skill, but thats just me. Considering how it almost seems to be the same thing. |
| #35julescarvJun 25, 2008 2:45:20 | Hmm... while bards don't get Heal in 3.5, in 4e bards (by this post) are leaders. I don't think that having heal as a skill is essential to the bard concept, but I don't think that not having heal as a skill is essential to the bard concept either (I can imagine bards having heal in 3.5 and no one would have minded), and if they're going to be a group's main healer, as per their "leader" role, then giving them access to the skill trained without needing to spend a feat would be nice, since they could then do rituals like raising the dead and such. |
| #36eagleyeJun 25, 2008 14:33:31 | Congratulations on making the EN World front page! Just a note: by posting to this board, you gave this wonderful build to WotC. I actually hope that they do, you created a wonderful build which I hope to use soon either as a DM or as a player. |
| #37raevyn001Jun 25, 2008 17:21:56 | Really impressive. This will be getting playtested in my group this coming weekend. One of my players complained since we've switched over to 4th, "I haven't been a bard for two whole weeks, man. I feel like I'm getting stupider". Thanks for "smartening up" my player again. Good Gaming Be well in all things, Rave |
| #38Thorvald_GrimbjornJun 26, 2008 1:00:55 | If i'm a bard who likes to collect stories, it usually covers all aspects of knowledge, including caves, dungeons and even religious rites. A bard who knew stories and tales/monsters of the underdark or the fabled "tomb of horrors". It is very appropriate for them to have it. Hmmm, true, didn't think of it that way. The main theme of a bard to me is meeting people and knowing what was going on in a town. Streetwise covers that very well. If you were a simple juggler you probably weren't well versed in royal etiquette, but you knew where the best place to put on a show was. Rumor gathering is how the bard sometimes gathers information and some of his stories. Thus, History and Streetwise coincide towards this goal better than diplomacy in my opinion. Ah, but Diplomacy doesn't necessarily mean courtly etiquette, it may mean only that you know how to talk with people! It would also be a nod to what has always been a staple of the D&D Bard, the ability to influence (for the better) the reactions of the NPCs. Streetwise also bothers me a bit because I can come up with several types of Bards - Viking Skalds, or any Bard from a barbarian culture, and the old Meistersinger 2nd Edition kit, for example - for whom it would be inappropriate to have Streetwise. |
| #39perrywrogersJun 26, 2008 9:33:22 | I think Diplomacy should be the only automatically trained class skill. The other knowledge-type skills, whether they be of religion, arcana, dungeons, nature, the mean streets of the city, or whatever should be the player's choice based on the 'flavor' bard s/he is going for. Thus, I think those choices should be available for training. |
| #40Thorvald_GrimbjornJun 26, 2008 18:48:20 | I think Diplomacy should be the only automatically trained class skill. The other knowledge-type skills, whether they be of religion, arcana, dungeons, nature, the mean streets of the city, or whatever should be the player's choice based on the 'flavor' bard s/he is going for. Yes, that makes perfect sense - an acrobat, a jongleur or something of the sort wouldn't really need to know History, for example. Thus, the Bard could start with either Bluff or Diplomacy as an automatic Trained Skill, and then choose 4 other Skills amongst his list of Class Skills. |
| #41unorthadox_dragonJun 26, 2008 21:49:11 | sweet crakers this is awsome. I only have one problem... why cant they choose Endurance as a skill? i think they should be able to for the purpose of long winded songs that require an endurance check ^^ |
| #42SaricJun 27, 2008 19:47:32 | sweet crakers this is awsome. While it may seem the Bard should get it for purposes of traveling and the sort, I don't see the bard as a really "tough" it out kind of class. Which is why currently only the 4 classes who do seem "tough" actually get it. Namely Paladin, Ranger, Warlord, Fighter. By the way, the new bard update is on the first post with the new pdfs. Here are the links. http://myfreefilehosting.com/f/00c3f43792_1.38MB http://www.badongo.com/file/10099912 |
| #43cooledgarJul 06, 2008 17:52:07 | I love this bard :D just one question: the bardic music can sustain? u just mention the sustain in one utility power, in bardic music hability description you dont mentoin that. Lingering Chorus - Bard Utility 10 Bardic music |
| #44darkskeletonJul 06, 2008 22:27:38 | I love it, honestly I might allow my players to use this in my next campaign. The only real thing I have against it is that the bard's ability to heal is right up there with a cleric's or warlord's (perhaps even better), a Bard is naturally a support class, so I don't think it should have such a strong ability to heal. Instead of a large pool of healing abilities I think having the bard to make the decision to utilize some of his feats on the healing type to improve his healing abilities would work better for game balance. But once again, outstanding job, overall it feels just like the core 4E classes. EDIT: After a quick look at the Cleric class, I noticed that Clerics get a lot more healing abilities then I thought. So perhaps the problem wouldn't be as bad as I thought. Maybe it was just me... hmmm. I think that maybe reducing the bonus healing die size on healing hymn from d6 to d4 would perhaps be enough. Anyone else have a thought about the healing capabilities? P.S./EDIT2: I also agree with the above guys that the bard shouldn't be able to train every skill but endurance and making diplomacy a class skill instead of streetwise. For intimidate, I was thinking "What about Orc bards?"... Does an Orc aim to be diplomatic (in most cases)... of course not. So I think what should be done is this. Remove streetwise as a class skill, make it trainable instead. Make diplomacy a default trained skill, give some races (particularly the monster-like races and Dragonborn) the ability to choose intimidate as a initially trained class skill instead of diplomacy if they want, and allow the other to be trainable. As for the other races which are naturally diplomatic, either keep intimidate as a trainable or disallow it as a class skill. (EDIT 5: Ok I didn't realize that Bard's never had intimidate in 3.5/3.0, I was thinking along the lines of like a War Bard (A Leader) being very intimidating because he had a huge army of fierce monsters and a very high skill in intimidate to go along with it. MAYBE making that into a Paragon path which gives you intimidate as a trained skill? Just a thought) P.S P.S/EDIT3: Still needs Bard specific feats (EDIT4: >< I skipped over the feats thinking they were encounter powers, they almost exactly alike at first glance lol. Explains why the only feat I saw was the Multiclass feat which had different color text. But yea there in there) |
| #45SaricJul 07, 2008 23:40:19 | I love this bard :D No, I had determined that a class feature that scaled with class level and could be sustained was overpowered compared to almost every other encounter power in the game. My original draft had it, but for the reasons aforementioned I changed it to the current one. The only real thing I have against it is that the bard's ability to heal is right up there with a cleric's or warlord's (perhaps even better), a Bard is naturally a support class, so I don't think it should have such a strong ability to heal. Instead of a large pool of healing abilities I think having the bard to make the decision to utilize some of his feats on the healing type to improve his healing abilities would work better for game balance. No, the whole point of being a leader class is to be able to fill a role which is support/heal while having other interesting abilities to bring to the table. To take that away means you pretty much have to include a cleric/warlord in addition to the bard to make it a better rounded party. If you made it d4's why on earth would a bard be taken above a cleric. P.S./EDIT2: I also agree with the above guys that the bard shouldn't be able to train every skill but endurance and making diplomacy a class skill instead of streetwise. For intimidate, I was thinking "What about Orc bards?"... Does an Orc aim to be diplomatic (in most cases)... of course not. So I think what should be done is this. You didn't read the pdf. Below is the trained skills of the bard. And below it is the skill list of the bard in 3.5. Trained Skills: Streetwise (Cha) and History (Int). Choose any three more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Cha). Class Skills The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha). I'm going to make history the only trained skill. and allow the other 4 skills to be picked up by the player. If the bard wants diplomacy, he has to choose it from his list. History is one of the only clear-cut things that everyone agrees the bard should have as a baseline skill. As for intimidate being an option, I'll consider it. P.S P.S/EDIT3: Still needs Bard specific feats You didn't read the pdf. The links are at the beginning of the thread. Here's one of them. http://www.badongo.com/file/10099912 But once again, outstanding job, overall it feels just like the core 4E classes. I'm glad you liked it. |
| #46BoonedaleJul 16, 2008 2:09:12 | The concept of a "Bard" as a "Leader" is good as you have it writen, but for me I see the "Bard" as a "Controler". That is s/he is able to enhance the skills and moral of the group the bard is running with. Also the Bard would be able to "Intice" and "Mezmerize" the opponents the group would come across in there travels. Also IMO Bard powers (those that use music in any form) should not be bound by the instrument the Bard uses, but be more open ended. A Bard can rally the party using two sticks just as easely as using a horn or a small harp. |
| #47TenzhiJul 16, 2008 2:49:49 | The concept of a "Bard" as a "Leader" is good as you have it writen, but for me I see the "Bard" as a "Controler". That is s/he is able to enhance the skills and moral of the group the bard is running with. Also the Bard would be able to "Intice" and "Mezmerize" the opponents the group would come across in there travels. Enhancing the abilities of the party is the purview of a Leader. A Controller is all about creating hazardous terrain, AoE damage, and impeding/moving the enemy around on the battlefield. Also IMO Bard powers (those that use music in any form) should not be bound by the instrument the Bard uses, but be more open ended. A Bard can rally the party using two sticks just as easely as using a horn or a small harp. Indeed, and that's how the class as written works. However, the Bard will do better with a +5 instrument than he would with two mundane sticks. |
| #48SaricJul 16, 2008 6:13:25 | The concept of a "Bard" as a "Leader" is good as you have it writen, but for me I see the "Bard" as a "Controler". That is s/he is able to enhance the skills and moral of the group the bard is running with. Also the Bard would be able to "Intice" and "Mezmerize" the opponents the group would come across in there travels. Also IMO Bard powers (those that use music in any form) should not be bound by the instrument the Bard uses, but be more open ended. A Bard can rally the party using two sticks just as easely as using a horn or a small harp. You obviously didn't read the powers of the class or the new pdf. Despite being a leader, a good majority of the bard's powers involve controlling or damaging multiple opponents in some manner. Glitterdust, Grease, Sound Burst, Whirling Blade come to mind. Basically the bard as written does exactly what you say it "should" do. The cleric also falls into this category of controller (leader) if you hadn't noticed. Also in regard to bardic instruments, if you had read the second pdf it states as so. "Implement Bards make use of instruments to help channel and direct their arcane powers. A bard holding or wearing a magic bardic instrument can add its enhancement bonus to the attack rolls and the damage rolls of bard powers, as well as bard paragon path powers that have the implement keyword. Without a bardic instrument, a bard can still use these powers but he or she doesn’t gain the bonus provided by the magic implement. Depending on the bard’s choice of entertainment or focus, a bardic instrument can range from a musical instrument, storybook to a juggling pin. A typical Bardic instrument costs and functions exactly like a holy symbol. " Since the bard's implement works just like a holy symbol, it just needs to be held or worn. Just because it says "instrument" does not mean it has to be a musical instrument. |
| #49cattJul 19, 2008 11:56:28 | In regards to the Shadowdancer paragon path...Shadowdancer Path Features Does it actually take an action to make a stealth check? I just thought it was part of some other action, like a move action to get behind cover or such. Might it make more sense to just say "When you spend an action point, you gain concealment until the end of your next turn." That way it is also more in line with most other path effects that are "when you spend an AP, you get + to attack, bonus to damage, an extra move action, etc." This way you are free to get easy stealth, and a boost to defenses. Shadow Illusion - Shadowdancer Attack 11 [i] So you make an attack, and then also make a duplicate of yourself? But if there's no one adjacent to you, you can't use this? It seems like it would make more sense to just use the effect as a utility power with a minor action. For an encounter power, maybe something along the lines of the anime-style attack of "I throw a dagger at your shadow (vs reflex) and you are immobilized (save ends)." Or if you want to stay similiar to this power (and keep the 12 utility free for a teleport) then maybe more along the lines of "I throw shadow in the target's eyes for damage, and if I hit it also sees multiple of me (until next turn, or until save)." Summon Shadow - Shadowdancer Attack 20 [i] The way this is written, it sounds like you attack someone, then a shadow appears. However, I take it to mean that the attack/hit section is to describe the shadow's attacks. And then since it doesn't say otherwise, the shadow gains your dexterity? It would probably be better to phrase this along the line of the wizard power Bigby's Grasping Hands (PHB 164) So basically you summon a shadow under your control that can move and attack for 4d8+dex once per round for the whole encounter. And requires no concentration from you to maintain. This is waaay overpowered. It should, at the least, either require a Sustain Standard to maintain it, or else a Sustain Minor and to move it require a move action from you. Alternately, you could instead say that you become a shadow yourself -gaining a basic attack that does 4d8+dex damage, and the insubstantial and possibly phasing qualties. Otherwise, this means that once per day you can essentially become two characters. Of course, we don't really have any "official" summon-type spells to base it off of, so who knows, summons could end up like this, but it seems to be much more powerful than the other lv20 paragon path dailys... |
| #50SaricJul 19, 2008 14:54:24 | In regards to the Shadowdancer paragon path... First of all, stealth reads as so. "Stealth: Part of whatever action you are trying to perform stealthily." Since an action point allows a move, minor or standard I think it actually covers all of them. Perhaps a reword of the shadowdancer's ability like "whenever you use an action point and wish to perform the action stealthily, you do not require cover or concealment." Would just granting concealment be a tad bit more simpler? Yes and no. The intent is not to give characters a defense boost if they decide to hit and run, rather make sure that if they use the action point to be stealthy, that they will be able to do so in a clear field while being directly observed. I'll consider it. So you make an attack, and then also make a duplicate of yourself? But if there's no one adjacent to you, you can't use this? It seems like it would make more sense to just use the effect as a utility power with a minor action. For an encounter power, maybe something along the lines of the anime-style attack of "I throw a dagger at your shadow (vs reflex) and you are immobilized (save ends)." Or if you want to stay similiar to this power (and keep the 12 utility free for a teleport) then maybe more along the lines of "I throw shadow in the target's eyes for damage, and if I hit it also sees multiple of me (until next turn, or until save)." First of all if you didn't know, powers that have an "effect" clause occur regardless if an attack hits or not. Page 59 of the phb. Thus if you wanted to make it pop out even if no one was next to you then you could. I rather like the idea of a duplicate springing out after you strike, confusing your opponent. Granted I should probably note that area effects should hit the bard and his duplicate. The way this is written, it sounds like you attack someone, then a shadow appears. However, I take it to mean that the attack/hit section is to describe the shadow's attacks. And then since it doesn't say otherwise, the shadow gains your dexterity? It would probably be better to phrase this along the line of the wizard power Bigby's Grasping Hands (PHB 164) Good example: lower level cleric power. Knights of glory cleric level 19 daily- minor action to attack, move to move. deals 3d10+wis mod on a hit. Average damage = 16.5 + stat mod + implement shadowdancer is 18 + stat mod + implement. I'm going to lean with its perfectly fine in terms of damage. as for actions, it could be debatable. I'll check it out in playtesting. But considering some area sustains deal damage to multiple targets I'm pretty sure having 1 summon without actions attached to it isn't gamebreaking. |
| #51cattJul 19, 2008 16:47:01 | First of all, stealth reads as so. Well, yeah, but the way I read it implies that you actually make an attack roll. But I can see your point as well. My real concern is that it is basically two things in one - an attack against a single target, and then an effect that "hits" everyone. Just seems jarring to me that way. But that's just my 2/100ths of a buck. Good example: lower level cleric power. But the Cleric's Knights require action on the part of the character to do anything, so you mostly conserve economy of actions. As an aside, isn't it kind of weird that to make the Knights attack, you use a minor action, but just to move them requires a move action? But I digress... I'm pretty sure having 1 summon without actions attached to it isn't gamebreaking. Quite true, but once you have one, then you have precedence for another. And even if that other is a wizard power, then you just multiclass and you can have two "free action" summons at once. Slippery slope and all that. I just oppose any power that effectively gives a character extra actions for an extended duration. Then again, when I consider how many rolls large area effects do sometimes entail, especially if successful hits also lead to multiple save-ends effects... I think I may just have negative associations with summoning due to the 87 skeleton army of 3E necromancer party members... |
| #52SaricJul 19, 2008 17:52:12 | Well, yeah, but the way I read it implies that you actually make an attack roll. But I can see your point as well. My real concern is that it is basically two things in one - an attack against a single target, and then an effect that "hits" everyone. Just seems jarring to me that way. But that's just my 2/100ths of a buck. Actually in epic levels the number of skeletons could be infinite as long as you had bodies but thats another story... ;) I see what you're saying about a chain reaction, I'll run some play-testing on the shadow later tonight. I'll reword it to be more clear in the next update. |
| #53zebodeJul 24, 2008 23:59:03 | Oh man, I can't thank you enough. I'm switching my 3 year long 3.5 campaign to 4th and the party bard was my major problem!!! Many, many, many thanks from your brazilians folks here! The only thing I've found so far: Inhibiting Song - Bard Attack 1 The way it is written it seems quite unbalanced even if it was a daily. It becomes an attack debuff that lasts forever, without an ending specification. Now, I'm not sure what would be better for balacing, since it is an at-will: An one shot penalty: Hit: Deal damage equal to your Charisma modifier, target takes a penalty to his next attack roll equal to your Intelligence modifier. or An one round penalty: Hit: Deal damage equal to your Charisma modifier, target takes a penalty to attack rolls equal to your Intelligence modifier, this effect lasts untill the start of your next turn |
| #54SaricJul 26, 2008 19:22:48 | Oh man, I can't thank you enough. I'm switching my 3 year long 3.5 campaign to 4th and the party bard was my major problem!!! Many, many, many thanks from your brazilians folks here! Since I've been rather busy/lazy recently I have not updated the thread. However, the pdf links at the beginning of the thread contain a good amount of changes. For your convincence I'm quoting the pdf. ;) Inhibiting Song Bard Attack 1 You sing or play a strange verse, distracting your foe's attention from your allies. At Will ✦ Arcane, Thunder, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier thunder damage. Target takes a -2 penalty on its next attack roll. I'm glad you can get some use out of this class. send any more potential issues my way. I occasionally check the thread from time to time to put more errata in for the next release. |
| #55flimflamJul 27, 2008 14:45:33 | Very nice work... I'll throw a couple suggestions at you as well... Bardic Music: Inspire Courage Change the bonus type. Instead of giving a +1 power bonus to attack and damage, make it a +1 morale bonus. This would keep in theme with the Bard inspiring it's comrads, plus allow it to stack with any power bonus that another class may grant (and there are several). For the Bardic Music powers, perhaps instead of having them end at the end of your next turn (as most of them seem to do) you can remove that with a Sustain: Minor. Again, this seems in flavor of how Bard's used to work, continuously singing songs in battle and continuing to grant benefits. Not sure I like how you diverge from how powers increase. For example, Healing Hymn grows stronger at levels 6, 11, 16, 21 and 26. This isn't in unison with how abilities usually grow, just at each tier (11th and 21st levels). But that is just a minor nit pick and just a suggestion. I think Inciting Strike At-Will might be too strong. Compare it to the Paladin's At-Will Bolstering Strike. They just get a flat Wis Mod for temporary Hit Points, not the bonus 1/2 level AND they can only apply it to themselves, whereas the Bard can pick himself or an ally. I think temp hit points are a strong thing in this edition (basically replaces DR from 3.5), and if you are going to have an At-Will power that grants temp HP, you shouldn't make it too good. I would suggest removing the +1/2 level. Anyway, great job over all!!! |
| #56SaricJul 27, 2008 17:03:20 | Very nice work... Read page 275 for power bonus: "A power bonus derives from a power or a class feature." The whole point of 4th edition is to not have 30 different bonuses stacking like in 3.0-3.5. No morale, circumstance, insight, luck, sacred, profane, deflection, natural armor, resistance bonuses. For the Bardic Music powers, perhaps instead of having them end at the end of your next turn (as most of them seem to do) you can remove that with a Sustain: Minor. Again, this seems in flavor of how Bard's used to work, continuously singing songs in battle and continuing to grant benefits. Because 4th edition encounter powers are not supposed to be sustained. I dare you to look in the book and see how many low level "encounter" powers that can be sustained. Astral shield is a cleric one but its level 16 power. And lets put it into perspective. a stackable +1 to +3 bonus is a 5%-15% more chance to hit. Why wouldn't a bard not use this every fight and why would anyone be a cleric/warlord when this is clearly better than their class features? Not sure I like how you diverge from how powers increase. For example, Healing Hymn grows stronger at levels 6, 11, 16, 21 and 26. This isn't in unison with how abilities usually grow, just at each tier (11th and 21st levels). But that is just a minor nit pick and just a suggestion. Not to seem like attacking you, but have you even read the warlord and cleric "healing" abilities? They both are identical and since the bard is a leader I made it follow along the same lines, otherwise the bard wouldn't be able to keep up with the others. I think Inciting Strike At-Will might be too strong. Compare it to the Paladin's At-Will Bolstering Strike. They just get a flat Wis Mod for temporary Hit Points, not the bonus 1/2 level AND they can only apply it to themselves, whereas the Bard can pick himself or an ally. I think temp hit points are a strong thing in this edition (basically replaces DR from 3.5), and if you are going to have an At-Will power that grants temp HP, you shouldn't make it too good. I would suggest removing the +1/2 level. Err, first of all the bard is a leader not a defender. Comparing two different class roles doesn't accomplish that much. 2nd of all, if you hadn't noticed the bard can only pick an ally. You must have misread it since I double checked the pdfs, and the thread which really hasn't been updated that much. Inciting Strike - Bard Attack 1 By striking in a skilled fashion, your allies are inspired to fight longer. At Will ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[w]+Dexterity modifier damage,and one ally you can see gains temporary hit points equal to your Intelligence modifier + one-half your level. Increase damage to 2[w]+ Dexterity modifier at 21st level. Lastly, the cleric power "sacred flame" does the same thing as a ranged attack and gives the ally the option of temporary hit points = cha mod + 1/2 level or to make a saving throw. With all due respect, you should do a little more research of comparable classes before calling overpowered. |
| #57juralJul 28, 2008 1:23:12 | I'm looking it over, and I like it! But I'm sure giving the ability to make a saving throw with an at will power is too much. Other classes/races get this ability as an encounter based utility ability, or as part of an encounter ability or daily ability. or when an action point is used. I can't recall any other way to get the ability more frequently. At Will seems like too often. But all in all, a great job. |
| #58unrealgeekJul 28, 2008 5:53:20 | Love it. Heh, "Hit 'im with the chair!" |
| #59SaricJul 28, 2008 7:19:05 | I'm looking it over, and I like it! But I'm sure giving the ability to make a saving throw with an at will power is too much. Other classes/races get this ability as an encounter based utility ability, or as part of an encounter ability or daily ability. or when an action point is used. I can't recall any other way to get the ability more frequently. At Will seems like too often. The cleric power sacred flame.. and yes its "at-will". |
| #60Thorvald_GrimbjornJul 30, 2008 13:22:43 | I'm going to make history the only trained skill. and allow the other 4 skills to be picked up by the player. If the bard wants diplomacy, he has to choose it from his list. History is one of the only clear-cut things that everyone agrees the bard should have as a baseline skill. Actually, I still think Diplomacy is a better choice, since it fits all Bard archetypes, while History doesn't. I also have a few more suggestions: - Fluff: Change Healing Hymn's name to Inspiring Performance and Fascinating Song to Fascinate. I'd also suggest renaming several Powers and rewriting the fluff accordingly, so that they are less based on "songs" and more on "performance"; I could help you with this part, if you want. Finally, I don't think there's a need to name the Bard's Powers "Spellsongs", just name them Spells. After all, if a Paladin strikes someone with a two-handed sword using a Prayer, why can't the Bard hit someone with a rapier or a song using a Spell? ![]() - Bardic Knowledge: The bonus should probably increase to +4 at 11th level and +6 at 21st level. - Bardic Music: To keep it more in line with the Cleric's Channel Divinity feature, I think the list of Bardic Music powers should be trimmed down to only two: Inspire Courage and Fascinate. Countersong is too situational to be useful as a class feature, and Inspire Competence... Really, even back in 3rd Edition it made no sense - how can a Bard inspire his Rogue companion to pick locks better? Or to move more silently? Really, no wonder Rich Burlew's "Order of the Stick" makes so much fun of this class feature. Countersong could still be learned as a Feat. - Bardic Music Feats: You're giving too many Encounter Powers to the Bard; a Cleric can only choose one Channel Divinity Feat. I'd suggest making all Bardic Music Feats Heroic Tier for now, and only allowing a Bard to learn one. - Inspire Courage: Since you're not making an attack with it, there's no need for the Implement keyword. - Improvised Jab: I'd suggest having the attack bonus be based on Intelligence, not Dexterity. While Righteous Jab has Strength as both its attack attribute and its "effect" attribute, the fact that Improvised Jab helps both melee and ranged attacks makes it much more useful than Righteous Jab. |
| #61SaricJul 30, 2008 14:35:20 | Actually, I still think Diplomacy is a better choice, since it fits all Bard archetypes, while History doesn't. Quoted from the bard definition from wikipedia http://en.wikipedia.org/wiki/Bard "A bard was one of a caste of poets and scholars of medieval and early modern Ireland, Scotland, Wales and Cornwall. Bards (who are not the same as the 'Filidh' or 'Fili') were those who sang the songs recalling the tribal warriors' deeds of bravery as well as the genealogies and family histories of the ruling strata among Celtic societies. The pre-Christian Celtic peoples recorded no written histories; however, Celtic peoples did maintain an intricate oral history committed to memory and transmitted by bards and filid. Bards facilitated the memorization of such materials by the use of poetic meter and rhyme. As officials of the court of king or chieftain, they performed a number of official roles. They were chroniclers and satirists whose job it was to praise their employers and damn those who crossed them. It was believed that a well-aimed bardic satire, glam dicenn, could raise boils on the face of its target." Sounds like history to me. If a bard wants to be diplomatic he or she can pick it themselves. If you wish to change it for your game, I encourage you to do so. However, due to the above mentioned, History will stay as the primary skill. - Fluff: Change Healing Hymn's name to Inspiring Performance and Fascinating Song to Fascinate. I'd also suggest renaming several Powers and rewriting the fluff accordingly, so that they are less based on "songs" and more on "performance"; I could help you with this part, if you want. I just wanted to make it sound different. Strictly speaking, the difference between spell-song and spell is the word "song" and makes no in-game impact. I'd suppose for consistency with the rest of the power sources to name it spells only. - Bardic Knowledge: The bonus should probably increase to +4 at 11th level and +6 at 21st level. Im unsure that a +30% to all knowledge skills sounds like a fair idea. If anything, possibly a +1,+2,+3 ratio or +2, +3, +4. The bard should indeed get a leg up on other classes with knowledge but not so big. - Bardic Music: To keep it more in line with the Cleric's Channel Divinity feature, I think the list of Bardic Music powers should be trimmed down to only two: Inspire Courage and Fascinate. Countersong is too situational to be useful as a class feature, and Inspire Competence... Really, even back in 3rd Edition it made no sense - how can a Bard inspire his Rogue companion to pick locks better? Or to move more silently? Really, no wonder Rich Burlew's "Order of the Stick" makes so much fun of this class feature. Countersong could still be learned as a Feat. Turn undead then seems too situational too wouldn't you agree? ;) Thats the point, turn undead is great should the situation arise. Countersong is great should said situation arise. It might need a few more tweaks but thats the design of it. Inspire Competence is just an ability that the bard can use to help his comrades in skill challenges or aid them at a distance. And since there are no rules for verbal components for spells, Inspire competence could be just a pat on the back, a whisper, a glance, a thumbs up, a nod of recognition etc. With that in mind I believe the rogue could indeed pick locks better or move silently better since he knows he has backup. - Bardic Music Feats: You're giving too many Encounter Powers to the Bard; a Cleric can only choose one Channel Divinity Feat. I'd suggest making all Bardic Music Feats Heroic Tier for now, and only allowing a Bard to learn one. Thats because the clerics and paladins in my games have some of the divine feats from 3.5 converted to "channel divinity" feats available. The game must expand, and a lot of the old material is still good enough to use with a little tinkering. If a bard really wanted to pick up more powers with his feat selection instead of other feats why shouldn't he be able to? Also bear in mind that it wouldn't matter that if a bard had 900 bardic songs because they can only use 1/encounter. or 2 with a feat. (Which I'm pretty sure will also be instituted in some fashion for channel divinity.) Now what I will concede is that maybe the 2/encounter feat might need to be moved up a tier perhaps. I still have to do a little more play-testing on it. - Inspire Courage: Since you're not making an attack with it, there's no need for the Implement keyword. Noted. Will change in the next update. Improvised Jab: I'd suggest having the attack bonus be based on Intelligence, not Dexterity. While Righteous Jab has Strength as both its attack attribute and its "effect" attribute, the fact that Improvised Jab helps both melee and ranged attacks makes it much more useful than Righteous Jab. The cleric's power is called "righteous brand" not jab. :P Actually that was the balancing factor. Improvised jab is supposed to be more useful theoretically. However, you must also realize that righteous brand works on all melee attack rolls and damage until the end of the cleric's next turn. Improvised jab only works on the next attack. ;) Which means if someone used an action point and had a way to strike an opponent more than once with a power like say the ranger's twin strike, thats potentially three attacks not including an opportunity attack or a fighter's combat challenge. Also bear in mind that the bard has to be in melee range to use the power which means it technically should be better than lance of faith since it can't be used from 5 squares away. So i'd say with all these things in mind, improvised jab is pretty fair. |
| #62Thorvald_GrimbjornJul 30, 2008 23:14:18 | Quoted from the bard definition from wikipedia(...) True, going by a strict definition, all bards should have History. However, if we go by a strict definition, Druids should be radically different from what they are. ![]() The D&D Bard isn't, and never has been, a Celtic bard, he's an amalgam of several archetypes - including jongleurs, jesters and others. Which is why I believe Diplomacy fits all Bard archetypes, while History doesn't. Im unsure that a +30% to all knowledge skills sounds like a fair idea. +2, +3 and +4 sounds about right. The point is, it should scale up with tier, since the DC for Knowledge checks also does. Turn undead then seems too situational too wouldn't you agree? ;) Facing undead is much less situational than facing Powers with the Charm or Thunder keyword, wouldn't you agree? ![]() Thats because the clerics and paladins in my games have some of the divine feats from 3.5 converted to "channel divinity" feats available. The game must expand, and a lot of the old material is still good enough to use with a little tinkering. While that is true - and I have no doubt we will be seeing more Channel Divinity Feats in future sourcebooks -, then your work loses some of its appeal to others who prefer their homebrews to stick as close as possible to the official rules. The cleric's power is called "righteous brand" not jab. :P Right, my bad. Since you haven't answered my suggestions about "re-fluffing" the class, I assume you feel that's not necessary. ![]() |
| #63SaricJul 31, 2008 0:35:53 | +2, +3 and +4 sounds about right. The point is, it should scale up with tier, since the DC for Knowledge checks also does. I'll run the math on the dc's and skill challenges later. I'll post later what I come up with. Facing undead is much less situational than facing Powers with the Charm or Thunder keyword, wouldn't you agree? A lot of creatures have powers with the charm keyword. Aboleth's, Beholders, Bone Devil, Succubus, Green Dragons, ghosts, Mind Flayers, Some Nagas, Vampires. However not many have lingering effects... ![]() But I see what you're saying, I'll probably change the power to help defenses against attacks with those keywords rather than as use as written. Since you haven't answered my suggestions about "re-fluffing" the class, I assume you feel that's not necessary. Put simply, yes the re-fluffing would make the bard more generic for other archetypes. Do I want to do it right now? no I'm kinda working on some other project + studying. ![]() I also don't believe its superbly detrimental to the class right now that its more geared towards the singing aspect. Maybe its just because its 1:30 in the morning that I can't make up my mind. Hmm I wonder... |
| #64Thorvald_GrimbjornJul 31, 2008 19:21:53 | Put simply, yes the re-fluffing would make the bard more generic for other archetypes. Do I want to do it right now? no Hey, you know what, Saric? I've changed my mind, I agree with you: it's better to leave the Bard focused on music and lore! Those who prefer to play a jongleur, an acrobat and other, non-musical types of Bards can still play a Rogue, perhaps multiclassed into Bard. That said, here's a new suggestion: let the Bard have both Diplomacy and History as automatic trained Skills, plus a choice of four others - or maybe three. However, I still suggest trimming down both the Class Skills list and the Bardic Music options. ![]() |
| #65SaricAug 01, 2008 0:01:29 | Hey, you know what, Saric? I've changed my mind, I agree with you: it's better to leave the Bard focused on music and lore! Those who prefer to play a jongleur, an acrobat and other, non-musical types of Bards can still play a Rogue, perhaps multiclassed into Bard. Yeah I'm probably going to move countersong and inspire competence to feat powers. The current skill list available seems pretty decent, except for the fact that maybe thievery and perception could be cut. However, bard's in 3.5 had listen and sleight of hand. As for thievery, it probably should stay because if a warlock gets it, why shouldn't a trickster bard be able to get it? Perception has a 50-50 chance of getting dropped. But what kind of bard is one who can't pay attention to the finest and faint intricacies of prose and song? Hmmm.... |
| #66Thorvald_GrimbjornAug 01, 2008 3:48:00 | However, bard's in 3.5 had listen and sleight of hand. As for thievery, it probably should stay because if a warlock gets it, why shouldn't a trickster bard be able to get it? I think you may be basing yourself too much on 3rd Edition. Sleight of Hand is only a small part of Thievery; ditto for Listen and Perception. Personally, however, I'd remove Athletics, Dungeoneering and Religion*. *I know Bards should know about a lot of stuff, but that's basically what Bardic Knowledge is for. If the Bard also has Jack of All Trades, he would have a +4 bonus to all Dungeoneering and Religion checks - almost the same as being trained in the skills. |
| #67zebodeAug 04, 2008 0:03:09 | Hi Saric, Again, many thanks for your bard class. I'm definatly using it on my campaings. But I've been doing some changes here and there mostly on fulfill my personal feelings about possible balance issues and fit better my campaing's bard. So, I'd like to share one of the major changes I've done so far. It's the War Chanter Paragon Path, which is the paragon the bard of my campaign will be using in near future: War Chanter Path Features Inspire Recklessness (11th level): When you spend an action point to take an extra action, you and your allies may choose to gain a +2 bonus to attack rolls until the start of your next turn. Anyone choosing to take this attack bonus will also receive a -1 penalty to AC until the start of your next turn. Your allies need to be able to see and hear you to gain this bonus. Singing Shout (11th level): On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to attack rolls. War Chanter Music (16th level): You can use your Bardic music one extra time per encounter. Inspire Awe ____________ War Chanter Attack 11 You showcase your finest vision of the chaos of battle, placing dread in the hearts of your enemies. Encounter ✦ Arcane, Fear, Implement Standard Action ____________ Close burst 5 Target: All enemies within burst Attack: Charisma vs. Will Hit: The target is immobilized and grants combat advantage to you and your allies until the end of your next turn. Effect: The target takes a -2 penalty to attack rolls. (save ends) Inspire Toughness ____________ War Chanter Utility 12 Your song or poetics inspire a berserk resiliency on your allies. Encounter ✦ Arcane, Healing Immediate Reaction ____________ Close burst 15 Trigger: You target at least one ally with your Bardic Music. Target: Each ally affected by your Bardic Music in burst Effect: Each target gain temporary hit points equal to 5 + your Charisma modifier. Inspire Legion ____________ War Chanter Attack 20 You release a battle cry that unites your allies with the fervor of the ancient armies of the past. Daily ✦ Arcane, Implement, Thunder Standard Action ____________ Ranged 10 Target: One Creature Attack: Charisma vs. Fortitude Hit: 3d8 + Charisma modifier thunder damage and every ally within 10 squares of you can make a basic attack as a free action. Miss: One ally within 10 squares of you can make a basic attack as a free action. Effect: Until the end of the encounter, whenever you or an ally scores a critical hit, the attacker that scored the critical hit can choose an ally within10 squares of him. That ally can make a basic attack as a free action. ======================================================= My main intention on doing these changes was to simplify things with complicated mechanics (powers used as part of charge) or things that I felt were not usual to 4th ed. mechanics (stat switching or enhancement; combination of encounter powers, etc) Secondly, I've considered build concept... this was a path with one power based on Charisma and other power based on Dexterity. Not usual for paragon paths to be based on primary and thirdiary powers at the same time. The choice for Charisma I've made was to fulfill the needs of my own campign's bard that is a Musician. However making this a Dex based path would be ok and would not be dificult at all. Finally, I benchmarked other classes and powers looking for similarities... for exemple Singing Shout description on 3.5 is quite similar to 4th ed. Battle Captain's Cry Havoc, so I've kept the power the same from Warlord's path. The main difficult on converting was Inspire Legion since 4th ed. is very prohibitive on stat changes and enhancement of any kind. So I've sticked with a 4th ed. mechanic that represents fightning union on higher levels. That is it! I'm all open to inputs, critics and/or suggestions. |
| #68Thorvald_GrimbjornAug 04, 2008 10:28:32 | My main intention on doing these changes was to simplify things with complicated mechanics (powers used as part of charge) or things that I felt were not usual to 4th ed. mechanics (stat switching or enhancement; combination of encounter powers, etc) Indeed. It seems Saric is basing himself too much on 3.5, which, in my opinion, is bad, since 4th Edition's design principles are different. |
| #69radiobyebyeAug 08, 2008 20:35:05 | I'm in the process of rewriting this for myself...and taking it DOWN a notch. This is way too powerful in my views...anyone agree or disagree? |
| #70SaricAug 08, 2008 22:19:44 | I'm in the process of rewriting this for myself...and taking it DOWN a notch. Considering you provided 0 examples/comparisons, I am going to disagree. So until you do, I am going to consider you a troll. Have a nice day. ![]() |
| #71radiobyebyeAug 08, 2008 22:57:16 | The temporary hit point at-will is insane. The Level 1 daily that does 3[w] and minor shifts is absolutely ludicrous as well. I've been been moving through and basically cutting everything into pieces whenever I've had time, but since I haven't playtested it, I'm not sure entirely if what I'm doing is rational. Has anyone actually played this and had it NOT be overpowered? |
| #72SaricAug 08, 2008 23:38:47 | The temporary hit point at-will is insane. I believe i've countered that argument earlier at least twice in the thread. You should read it the rest of the thread before posting. However for your convenience here it is. Inciting Strike - Bard Attack 1 Also the pdf clearly states that the other power does 2[w] damage. "Immediate Assistance Bard Attack 1 As your ally suffers at the hands of your foes, you leap into the fray to aid him. Daily ✦ Arcane, Weapon Immediate Reaction Melee weapon Trigger: An ally within 5 squares takes damage. Attack: You can shift up to 5 squares closer to your ally and make a Dexterity vs. AC attack against the creature that attacked your ally. You gain combat advantage against the target for purposes of this attack. Hit: 2[w] + Dexterity modifier damage. Effect: The ally that was damaged can spend a healing surge." While I'll admit it seems a bit off the wall and it needs to be reworded and maybe a little tweaks would be good for it, I don't think this power breaks the game. I'll give it a look. |
| #73radiobyebyeAug 08, 2008 23:58:15 | Not that one^ This one makes shifts a minor action, as well as doing 3[w] |
| #74SaricAug 09, 2008 2:02:15 | "Accelerated Strike Bard Attack 1 You strike hard and fast, inciting your allies to follow your example. Daily ✦Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 3 [w] + Dexterity modifier. Effect: Until the end of the encounter, you and your allies within 5 squares can shift as a minor action." How is it overpowered? The power to shift as a minor action is hardly gamebreaking. Let's see White raven onslaught for the warlord, it allows any time an ally within 10 squares of you to make a successful attack to slide an adjacent ally 1 square. Which does not use an action nor does it count as movement. Oh and it also deals 3 [w] + mods. Accelerated Strike can only be used on the ally's turn and takes up an action. Seems pretty clear cut to me. Wow you can shift and run away, or shift two squares in a round like a kobold yippie. |
| #75ORC_ParadoxAug 09, 2008 3:51:49 | I have removed content from this thread because of violations of the Code of Conduct. You can review the Code of Conduct here: http://forums.gleemax.com/community_coc.php Please keep your posts respectful of other members, even if they disagree with you. |
| #76SaricAug 09, 2008 8:35:33 | I have removed content from this thread because of violations of the Code of Conduct. You can review the Code of Conduct here: http://forums.gleemax.com/community_coc.php I fail to see how stating terms of constructive criticism and responses is against the code of conduct or is disrespectful. ;) |
| #77radiobyebyeAug 09, 2008 21:25:34 | Bah, this is a strict forum. Haha, no big deal. What I had said, Saric, is that I wasn't trying to offend you or anything- but that I had looked over the class with my gaming group, and we all agreed that on paper, it certainly looked overpowered. You said to look at what other classes can do, but it seems to me like you've cherry-picked some of the best abilities of the other leaders, as well as some other classes, and in doing so have created a class that is, overall, way too powerful. I merely wondered if it had been extensively playtested otherwise... My post was deleted because I used the term "BigD***", and was apparently a little hostile. It was late, I claim innocence. :D |
| #78SaricAug 10, 2008 6:32:50 | Bah, this is a strict forum. Haha, no big deal. None taken, I just wish for actual comparisons when advocating balance issues for points of reference. Considering my gaming group is around level 9, I haven't seen any issues as of yet, however since its impossible to pick up every power/level, play-testing in an actual party environment is still not going to cover everything. Overall, I think the class has a few dents here and there, but I believe it is viable alternate class. Just needs a little more polish. |
| #79edusauronAug 10, 2008 17:31:27 | My group's been using Saric's Bard since our 4th edition campaign's inception, two months ago. They're hitting 5th level now. Nobody ever thought the bard is overpower. Well... in 3.5 the bard guy always thought his character was the weakest link. Now (he's playing the bard again) he's really happy with it. Well... maybe it's overpowered now :P |
| #80SaricAug 10, 2008 23:09:08 | My group's been using Saric's Bard since our 4th edition campaign's inception, two months ago. They're hitting 5th level now. Nobody ever thought the bard is overpower. That's good news to hear, if you don't mind if any balance issues crop up drop a line here. |
| #81radiobyebyeAug 11, 2008 0:33:53 | Well, I'm definetely going to check with my DM next game on this. It's well written- assuming my qualms about the class are wrong, it should be just fine, and I've always been a Bard man. Until the offiicial supplement, this will be great. Yippee! |
| #82daknit_bard_of_tarotAug 29, 2008 22:44:58 | Thank you very much for this. Yes, I, go figure, was dissapointed to see the lack of bard classes (Wotc don't like bards in Magic, either) and was thinking what a task it wold be to make one. Again, thank you. Suggestion: The voice. Bardic music for my charatcer has always been voice and never a musical instrument. There's the power of poem, soothing lullabye, or an actor's guile. While a bard is a worthwhile performer, there seems to be little room for this path. Is there a chance to add an errata for "Vocalist?" While singing and "dancing" (swordplay, for example) is nice, bards can be powerful speakers. I would love to help and add to this, but this really is your project. I leave it to you. |
| #83gregorypeckSep 10, 2008 1:36:19 | I was wondering about giving the bard the ability to wear chainmail armor, for several reasons: In 4E, the warlord and the cleric can wear chainmail (and serve similar party roles) Exalted Armor is designed to be used by clerics/warlords to improve on their healing abilities. Exalted Armor can only enchant chain mail. Finally, in 3E the bard can use chainmail. Please tell me your thoughts! |
| #84ariusSep 10, 2008 5:55:15 | I was wondering about giving the bard the ability to wear chainmail armor, for several reasons: On the topic of heavy armor I have two thoughts... Bards focusing on Dex or Int aren't likely to need or use the heavy armor. But I do think that bards should have comparable armor and weapon proficiencies as the other leader classes, and if they don't, that should be a balacing factor. Saric, was the missing armor proficiency a concious choice and balancing factor? Simply saying they aren't likely to use it isn't a balancing factor, and there's no reason to close off particular builds unless it is in order to balance the class against some other option. For instance a spell focused bard with a high charisma and only an average intelligence might like chain as an option, but a Dex focused combat bard is likely better off with Hide and Dex unless then can afford the feats to pickup Scale or Plate. |
| #85SaricSep 10, 2008 12:13:13 | Thank you very much for this. Yes, I, go figure, was dissapointed to see the lack of bard classes (Wotc don't like bards in Magic, either) and was thinking what a task it wold be to make one. Again, thank you. I don't think that actually requires an errata, rather an update/addition. This has been discussed quite a bit already but I'll give you a summary. The Musician suggested Bard build is considered to be just that, singing/playing an instrument. There is nothing that assumes that this is the only way to describe how a bard's power work. If you really wanted to, you could describe your powers working after making a riveting speech/inspiration to empower your allies. Remember, a bardic instrument does not neccecarily mean it has to be a musical instrument. A bardic instrument can be whatever the bard needs to do whatever he needs to do. If the bard is a juggler, he could have a magical juggling pin. If the bard is an orator, like you wish him to be, he could have maybe a small speech book wrapped around his neck like a necklace. However, I would suppose a tree/build of powers solely dedicated to just talking/giving speeches could prove interesting. It would be kind of strange doing so in the middle of combat, but then again so is singing. ![]() I was wondering about giving the bard the ability to wear chainmail armor, for several reasons: A bard in 3rd edition was proficient with only light armor. It just so happened that in 3rd edition one of the most overpowered armors in the game was also considered to be light. Mithral Chain Shirt and or just plain old chain shirt. Despite being made of chainmail, it wasn't exactly as heavy as full "chainmail". Thats why I chose not to give them chainmail. Quoted from the 3.5 srd " Bards are proficient with light armor and shields (except tower shields)" The reason I didn't give them shields is beyond me... Now in 2nd edition, a bard was proficient with chainmail, but not with shields. Hmm. I'll have to reconsider this. On the topic of heavy armor I have two thoughts... You are correct, since I assumed players would have a decent Int score to supplement their AC, I basically waived the notion of using chainmail. As said earlier, I will strongly consider this, and post my tweak in my next update. Thanks a lot for the input. :D (Buff Bards!!!!!) ![]() |
| #86Thorvald_GrimbjornSep 12, 2008 16:02:02 | You are correct, since I assumed players would have a decent Int score to supplement their AC, I basically waived the notion of using chainmail. Since both builds have either DEX or INT as their primary/secondary attribute, I don't think it's a problem if he doesn't have chainmail proficiency. I would suggest adding light shield proficiency, however. |
| #87xeorsosSep 12, 2008 16:42:44 | Since both builds have either DEX or INT as their primary/secondary attribute, I don't think it's a problem if he doesn't have chainmail proficiency. I would suggest adding light shield proficiency, however. Agreed. |
| #88CWestHawkSep 20, 2008 17:27:27 | I have removed content from this thread because of violations of the Code of Conduct. You can review the Code of Conduct here: http://forums.gleemax.com/community_coc.php I just read through the entire post and I do not see what was removed or why it was in violation of the CoC. If Saric is correct and all he did was delineate what "constructive criticism" was, then I would like to know how that violates the CoC. It's kinda hard to prevent history from repeating itself if no one knows what the history was. Eh? |
| #89SaricSep 20, 2008 22:39:00 | I just read through the entire post and I do not see what was removed or why it was in violation of the CoC. If Saric is correct and all he did was delineate what "constructive criticism" was, then I would like to know how that violates the CoC. If I recall correctly, I didn't call anyone names. /shrug/ I don't even remember what was going on anyways. Anyways without futher ado, Update- September 20, 2008: After some free time I finally managed to glance over the bard again and tweaked it a little bit. Among the changes are addition of armor proficiency (chain), removal of the rapier, and an assortment of critical corrections to power attack types. A few powers changed slightly such as bardic music being streamlined and some of them moving to feats. Thanks again everyone for the feedback. You can get the new pdf at the following site http://www.filedropper.com/bardrelease32 As a mathematical response to the concern of bardic knowledge not increasing at higher tiers, I have the following data. All examples assume the bard has the relevant training in the knowledge skill. The assumptions also are based on the phb's most recent update to knowledge dc's Base dc's Heroic Paragon Epic Common 10 15 20 Expert 20 25 30 Master 25 30 35 Level 1 bard starting with 16 intelligence (+3) and 12 wisdom Int based knowledge +5 trained +3 stat, +2 bardic knowledge = +10 Knowledge nature +5 trained +1 stat +2 bardic knowledge = +8 Level 11 (19 intelligence and 13 wisdom) Int based knowledge = +5 trained, +4 stat, +2 bardic knowledge +5 level = +16 Wis based knowledge = +5 trained, +1 stat, +5 level, +2 bardic knowledge= + 13 A level 11 basic bard can make any int based master knowledge with a passive skill check (he could have done this same feat approximately 3 levels ago or quicker with the skill focus feat.). With wisdom, he can make any wis based expert knowledge with a passive skill check and is only two away from master. (he could have accomplished this same feat approximately 7 levels ago or quicker with the skill focus feat.) Level 21 (22 Intelligence and 14 wisdom) Int based Knowledge = 6 stat, +5 trained, +10 level, +2 bardic knowledge = 23 Wis based knowledge = +2 stat, +5 trained, +10 level, +2 bardic knowledge = 19 A level 21 basic bard can make any epic int based expert knowledge with a passive skill check. He will gain epic master knowledge with a passive skill check by approximately level 24. With wisdom, he can make any epic wis based common knowledge with a passive skill check, and will gain expert by level 22. Obviously these assumptions change if the bard is untrained, but with the easily obtainable jack of all trades feat, the bard should only be approximately 3 numbers behind one with training. Which means it is feasible to get a good roll and still get the knowledge check. Due to the math given above, bardic knowledge will stay at a base +2 until I can see a valid reason to change it. |
| #90CWestHawkSep 21, 2008 22:33:29 | Thanks for all the hard work on this, Saric. ![]() |
| #91Thorvald_GrimbjornSep 22, 2008 16:58:18 | You know, Saric, I have some concerns about the balance of your Bard. It feels like you're cherry-picking other Leaders' best features - the Cleric's healing and buffing and the Warlord's damage and battlefield re-arrangement. |
| #92SaricSep 22, 2008 17:53:06 | You know, Saric, I have some concerns about the balance of your Bard. It feels like you're cherry-picking other Leaders' best features - the Cleric's healing and buffing and the Warlord's damage and battlefield re-arrangement. A bard cannot heal as good as a cleric due to healers lore. That extra wis modifier adds up after a few heals. Especially when concerning multiple allies. Leaders are supposed to buff, otherwise they aren't leading are they? As of now, I only have two classes to really compare the bard to. So in a sense, they must be somewhat similar to be able to accomplish the same role and knowing how far you can push the envelope when concerning abilities. Otherwise, people will moan and groan when you pick the class much like 3.5. "Another bard? come on we need a cleric!!" Are some of the powers almost identical? To a degree, yes. Healing Hymn should be on par with the other two leaders. I'm unsure of how you're suggesting a bard is like a warlord in battlefield re-arrangement though. People don't bat an eye when a warlock deals +1d6 - 3d6 extra damage with warlock's curse just like a ranger's hunter's quarry. They both even have the same other class feature "prime shot". Do people complain when a paladin marks a target? While I will admit that the taking of a wizard's cantrips might seem as a bit ripping off of the wizard, from a rping and design standpoint, those cantrips fit right up the alley of what a bard feels like. A bard with ghost sound? sounds about right to me. In addition, the bard was always considered to be a jack of all trades. That was how it has been portrayed in the last two editions, and I feel that it would be a disservice if they couldn't come a little close to that now. If a bard wants to heal, he can heal. If a bard wants to buff he can buff. If a bard wants to fight he can fight, dealing respectable damage. If a bard wants to be sneaky he can do so. If the bard wants to control, he can control. I would say the least effective role the bard can fill is a defender's due to the way the class is built. The thing is, a bard can't heal more than the cleric, because the cleric will always heal more effectively. Can the bard always give free bonuses just for being near, not requiring activation like a warlord? No, (granted a warlord's features are kinda dull in play) and thats why the bard can't really entirely overshadow the other two classes. The bard's niche is the arcane trickster/buffer. A bard can never control as well as a wizard, can never defend better than a defender, nor can they do as much damage as a striker. While I won't say the class is perfect, it is in pretty solid and just requires more polish and loose ends tied up. Also if you don't mind, can you share some examples so I can see where you're coming from? (sonic weapon is the only other power that comes to mind). |
| #93ariusSep 22, 2008 19:53:41 | As a mathematical response to the concern of bardic knowledge not increasing at higher tiers, I have the following data. So basically to sum up your notes in a line or two, DCs scale at 5 per tier just as character bonuses scale at 5 per tier, so either way being a bard, you are always 2 points ahead of the curve ... I could buy into that, maybe. After looking through AV, there are a couple items, particularly the level 12 Foe Stone, which seems like it can replicate the most useful combat application of this feature at-will, or the Headband of Intellects Level 10 property of +2 to all knowledge checks. Certainly many uses for knowledge outside of combat exist with the same DCs, but you boil it down, the bard is only 2 ahead of a wizard on nearly any knowledge check, and a wizard with a headband of intellect is equivelant. On top of that the wizard probably has a better Intelligence as a primary ability, and may, depending on build, have a much better wisdom (orb wizard). So it seems much more likely that even given the class ability of the bard, the wizard is just as good with lore as the bard. To look at it from a different angle, when compairing class features to the Cleric (which I think is closest in comparison to the bard based on role, features and general game play) you have the following: Cleric vs. Bard Healing Word vs. Healing Hymm (equivelant) Healer's Lore vs. Bardic Knowledge (I think the cleric wins this one hands down) Channel Divinity vs. Bardic Music (equivelant; the cleric has more choices, but is limited based on deity) Ritual Casting vs. 2 Cantrips (I love cantrips, but I think this comes out slightly in favour of the cleric) |
| #94arthedain_the_rangerSep 23, 2008 9:11:31 | Very nice work Saric, really awesome :D I noticed that you made this class the best "group buffer", since a lot of his powers give bonuses to all the allies nearby. You're trying to differentiate it from the cleric (best healer) and the warlord (best tactical leader), am i right? Just a question tough, why the Ispiring courage chant affects only one ally? In your last version it was a Close burst 5 power that affected all the allies in the area, while now it's a single target spell. If you want to bring the power more in line with the others Class abilities, wouldn't be better to raise the bonus, something like (+ Car score of the caster?) cause a single target spell should be more powerful and significative than a multi target spell. Warning Yell (Bard attack 1), I think this power should give an alternative to the saving throw, something like "an Ally that you can see can chose to get +1 to his next attack roll or to make a saving throw", that's because if there's no one affected by a status this power deals just plain damage... |
| #95Thorvald_GrimbjornSep 23, 2008 20:38:26 | A bard cannot heal as good as a cleric due to healers lore. That extra wis modifier adds up after a few heals. Especially when concerning multiple allies. (...) Are some of the powers almost identical? To a degree, yes. Healing Hymn should be on par with the other two leaders. (...) People don't bat an eye when a warlock deals +1d6 - 3d6 extra damage with warlock's curse just like a ranger's hunter's quarry. I'm not talking about class features. I'm talking about the powers. For instance, take Improvised Jab, which gives a power bonus to an ally's next attack roll equal to the Bard's DEX modifier. That's nothing, right? After all, it's basically a re-flavoured Righteous Brand. Except Righteous Brand is one of the best buffing powers out there, one that borders so closely on overpowered that even the folks at the Character Optimization board - who almost to a man think paragon multiclassing is worthless - suggest melee builds that paragon multiclass into Cleric just for this at-will. The Warlord has no at-wills like this one. Meanwhile, the Bard also has Accelerated Strike, which deals 3[W] and allows the Bard and his allies to shift as a minor action until the end of the encounter. In a way, it's similar to the Warlord's White Raven Onslaught, arguably better - but the Cleric has no similar level 1 power that allows for anything even close to such a thing. See now what I mean? Your Bard is almost like a combination Cleric-Warlord, with the best powers of both classes. |
| #96raevyn001Sep 24, 2008 15:57:15 | Saric: Just got finished trying this class out in all three tiers of play. Nothing short of excellent. The powers worked well, really demonstrating this character's abilities as a Leader Class. It was not over-powered (we found that it fits right in with the "official" classes as written), allowed for great role playing experiences, and not only preserved the balance of the game mechanics, but also had opportunities to shine as an individual character class as well as creating opportunities for the other characters to share the floor. Outstanding work. I really hope to see more from you in the future. (It can be noted that the Druid is in playtest currently, but as a main PC in the campaign [we had a side-trek to test this one because it looked like fun and I found a way to fit the story in with the campaign], so a report on how well that class does at different tiers will be delayed). Thank you muchly for your efforts in building this class and for sharing it with us. Good Gaming! Be well in all things, Rave |
| #97karolusbOct 13, 2008 17:34:56 | Cantrips Charming, but I am not certain they are needed (conversely they almost certainly aren’t overpowering) Bardic music 4 choices seem a bit much at start. Restrained is very powerful. Inspire confidence has always seemed like a silly one to me (Bluff, Bluff, Bluff, the stupid ogre . I would trim it down to 2-3 with a couple extras as feats. Level 1 At-Will Spellsongs Inciting Strike - Bard Attack 1 – Very Good Improvised Jab - Bard Attack 1 - Very Good Inhibiting Song - Bard Attack 1 – Poor Warning Yell - Bard Attack 1 - Good. All the powers are within the reasonable range of at wills. As a whole I think their at will selection might be better than it should be though. Making them competitive with clerics merely makes Warlords seem weaker than they already do. Level 1 Encounter Spellsongs Distracting Shout - Bard Attack 1 - I would eyeball this at a d8 Ghost Song - Bard Attack 1 – If all classes were balanced against clerics they would be tougher than they are. Too good for a will targetter. I would reduce the damage to d6. Critical Strike - Bard Attack 1 – A lot going on, but good. Amplifying Verse - Bard Attack 1 – Overly redundant, 2W no heal would be my guess. Phantom Blow - Bard Attack 1 – Average. Overall too many powers for first level, and I think a tad above average. Need a true double damage option. Level 1 Daily Spellsongs Burst of Awe - Bard Attack 1- Poor Accelerated Strike - Bard Attack 1 – Good Immediate Assistance - Bard Attack 1 – Too defendery, and awfully good at that. If I saw a need for a power like this I would at least limit it a bit more. Tasha's Hideous Laughter - Bard Attack 1 – Poor Shadow Image - Bard Attack 1 – Too far below average to be worthwhile. I would say up the damage or make it sustain minor. Grease - Bard Attack 1 – Poor. Perhaps the weakness of their daily powers makes up for the high quality of encounter and at wills at 1st, I would prefer more across the board balance. Again too many choices at this level. Level 2 Utility Spellsongs Refreshing Song - Bard Utility 2 – Better than similar powers for no reason I can see. Improvisation - Bard Utility 2 – Good (Perhaps a tad too good) Inspirational Boost - Bard Utility 2 - Good Lively Step - Bard Utility 2 – Good Nice. Level 3 Encounter Spellsongs Two powers that daze seem redundant, even if they have different deliveries. I think you default to a d10 more often than you should for damage, that said, looks good. Bard Daily Spellsongs 5 Glitterdust - Bard Attack 5 – AOE Blindness seems awfully good. Wave of Grief - Bard Attack 5 – Restrained remains too good. I am a bit confused about when the restrained ends as well. I am assuming that Save ends overrides until the end of the encounter. Battle Hymn - Bard Attack 5 – Should the extra limit apply to the hit as well? And is it needed. Sonic Weapon - Bard Attack 5 – Nice Level 6 Utility Spellsongs Combined Talent - Bard Utility 6 – Really good, perhaps too good (but also cool). Soothing Touch - Bard Utility 6 – More complicated than it needs to be. I would go regain use of second wind. I think you like until the end of the encounter powers more than the designers think you should, you also tend to overcomplicate some things in the effort to make them more distinct from their origins. In these cases I would lean towards simplicity. Level 7 Encounter Spellsongs Hold Creature - Bard Attack 7 – Ranged 6? Deafening Blast - Bard Attack 7 – Outside the reasonable power range for this level (aka better than the wizard power of the same level), even more so for a leader type. Tactical Precision - Bard Attack 7 – Is there any basis for a power this good elsewhere? Woof, prior to this level, minor complaints aside, I would allow this class. This is just a bit too much. Level 9 Daily Spellsongs Dirge of Discord - Bard Attack 9 – We seem to be drifting more out of range as we go up in level. On a 1-5 I would rate this a 7. Whirling Blade - Bard Attack 9 – Again woof. War Cry - Bard Attack 9 – This one I like. Ok I know that the classic bard was defined by his poorly defined role, but he also wasn’t very good. I think you need to tone down the controller elements. At the very least powers which are cut and paste from wizard should not then gain extra features. I would lose most of the controller specific elements, keeping just enough for good flavor and a bit of versatility. (Aka you have way too many area attacks for this class) I think we need to remember that will is the lowest average defense, and so when converting vs. fort attacks into vs. will attacks we should be giving something up, not gaining. I would look closer to warlord than priest, I am not sure if warlords are underpowered, or cleric over, but balancing against cleric will kill the warlord for good. I think your "second wind but not" thing is simply complication for the sake of it, it also leads to a bit more bonus in most of these cases than seems warranted. Ok you have probably guessed I am a critical person. Overall I think I like it. But you need to really consider it against a tight core of classes. Being as wizardy as a wizard and as clericy as a cleric is simply too good. Top that off with dex based melee and I think you are combining too many roles into one, which is of course the classic definition of the Bard, but you aren’t giving up enough for it. As a side not I think most games place way to much of a premium on versatility, overcharging for it, so I am not saying you must cripple a template to let it be a tad versatile, just that full healing and multiple area powers at virtually every level is too much. Now that you have read my review you would almost certainly not guess how much I like your work ![]() |
| #98magmar2Oct 15, 2008 7:02:05 | My wife is a Bard nut, she is going to flip when she reads this. Why are you not working for WotC? I think you nailed Bard dead on. So, are you or have you done a sorcerer yet? |
| #99longbottom_leafmanOct 15, 2008 15:47:34 | Wish I had something helpful to say, but all and all you did a fantastic job and should be extremely proud of yourself. I'll be using it in my game without hesitation, and this is the first time I've done such a thing with something I found on a message board. That said, while I agree that the lack of certain classes in 4e is aggravating, they did a good job putting all the typical fantasy archetypes in the new PHB. Much as I love classes like bard and monk, they aren't exactly atypical characters in most fantasy stories. Even classic archetypes like the barbarian and druid can still be made accurately enough with the fighter and cleric classes respectively (though having a "real" version would be rather nice). |
| #100mwrosserNov 19, 2008 22:30:01 | Wow Saric great job. I've always wanted to play a bard, but 3e and 3.5 bard was worthless. Although he was pretty awesome in Neverwinter Nights 2. I think you nailed it though. Any plans to merge/reconcile your bard with the new official preview in the latest ampersand column? If your druid is as good as your bard, WOTC needs to offer you a job. |
| #101DoctorBadWolfNov 20, 2008 15:45:07 | Hmmm, true, didn't think of it that way. every single viking skald ever born had the realworld equivelent of streetwise. period. many of them ALSO had diplomacy. the skald was more than just a warrior poet. he was a man that went amongst the people, all of them, from lord to jarl, and knew their ways. a bard who is a member of a barbarian tribe would be the most likely person in the tribe to have streetwise. i don't know how much you have studied viking era scandinavian and germanic culture, but all i've seen tells me that the skald knew more about surviving in what passed for urban areas than the medievil minstrels often did. sure, this is moot now, because we have a preview to tell us what the bard has and doesn't have, but the idea of not giving a bard diplomacy AND streetwise seems strange to me. |
| #102Thorvald_GrimbjornNov 27, 2008 13:22:57 | the skald was more than just a warrior poet. he was a man that went amongst the people, all of them, from lord to jarl, and knew their ways. First of all: "lord" and "jarl" are pretty much the same thing. ;) Second of all: what you're describing sounds more like Diplomacy than Streetwise. a bard who is a member of a barbarian tribe would be the most likely person in the tribe to have streetwise. Medieval Scandinavian society wasn't tribe-based, it was clan (or family, whichever term suits you best)-based. i don't know how much you have studied viking era scandinavian and germanic culture, A lot, actually. I'm majoring in Norse Literature, Norse Culture and Norse History. ![]() but all i've seen tells me that the skald knew more about surviving in what passed for urban areas than the medievil minstrels often did. London, Paris, Genoa and Venice, to name only capitals, were much larger - with a correspondingly larger population - than Norway's then-capital, Trondheim, so no - just no. |
| #103nazralteJan 12, 2009 21:50:46 | Just read the preview for the Bard that will be in the PHB2 and I just had to comment. First, alot of the class traits are darn close. Only a few differences like the implement, weapon list and a couple skills. I still think your Bard captures the feel of the bard better. Like, they gave wands as the Bard's implement. Makes MUCH more sense for it to be an instrument. And I personally like the bard to get thievery and stealth. I can understand why they didnt because bards really arent thieves, but they got those kind of skills before so its kinda nice to still have them. The Bard features on both are fine, though I think the PHB version does a good job there. The only one I really liked is the cantrips you gave them. Makes sense to me, being a magic user, to get a couple cantrips. The few abilities (spells and such) they listed for the Bard are similar in feel to what you did, which is good. So to sum up, if it were me, I would definitly keep the implement as an instrument, keep the cantrips and probably keep your skill list. The rest I would just go by the PHB I think, just to keep it "legal". With all the similarites, I really gotta wonder if they did pull any ideas from your Bard or others here. |
| #104Thorvald_GrimbjornJan 17, 2009 10:15:47 | Like, they gave wands as the Bard's implement. Makes MUCH more sense for it to be an instrument. If I'm not mistaken, the same article mentioned special instruments which the Bard could use as implements. Makes sense to me, being a magic user, to get a couple cantrips. Then the Warlock and the Swordmage should also have Cantrips? ;) The few abilities (spells and such) they listed for the Bard are similar in feel to what you did, which is good. Yes, but much more balanced. :heehee With all the similarites, I really gotta wonder if they did pull any ideas from your Bard or others here. Considering Saric, and everyone else, took inspiration from earlier incarnations of the Bard, I hardly think so. |
| #105nazralteJan 17, 2009 21:03:03 | If I'm not mistaken, the same article mentioned special instruments which the Bard could use as implements. Yes, it did mention instruments later in the article. Didnt notice it at the time of the post. Even still, its kinda odd to have wands as an implement at all. Warlock no, seeing how its a completely different type of magic. Swordmage I dont know what that is, so I cant comment. However, bards in previous editions always got a small number of wizard spells, so cantrips are a cool idea that I like. They dont really do anything so I dont see the harm in bards having them. Of course balanced. They have a team of playtesters for that.. What I meant from the last statement was how close all the stuff was 4E wise, like number of skills, HPs, number of surges, ect. And seeing how Saric came up with this almost half a year ago devs at Wizards could have easily gotten some inspiration from Sarics 4E bard. |
| #106ScottomirJan 19, 2009 10:49:06 | I've been working (terribly slowly) on a fantasy medieval campaign handbook. That the Bard was missing from the PHB was an unpleasant problem. Given how it's taking forever-and-a-day for me to rewrite the Paladin as a medieval knight (instead of 4E's refugee from World of Warcraft), I wasn't looking forward to having to create a Bard-like class whole-cloth. Unfortunately, the rumors I heard about the forthcoming 4E Bard in the PHB2 don't give me much hope that it will be appropriate for a fantasy medieval campaign. So I'd like to use Saric's idea as a basis for my fantasy medieval 4E Bard-like class, the Minstrel. A great many of the powers looks quite appropriate, though I would need to replace a few of the more "high magic" ones. Thanks for your work, Saric! Have you updated your powers since your last official PDF, from back in like September? |
| #107DoctorBadWolfJan 30, 2009 9:35:35 | London, Paris, Genoa and Venice, to name only capitals, were much larger - with a correspondingly larger population - than Norway's then-capital, Trondheim, so no - just no. I'm going to bother responding to your terminology clarification, mostly because it's not terribly important. as to the rest, I'll begin where I should have begun in the first place. "Streewise:When in a settlement—a village, a town, or a city— make a Streetwise check to find out what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go." Seriously, in what way is this not something a Bard should be expected to be able to do? Secondly, a court minstrel is often little more than a fop, whereas the Skald is, again, often someone who is expected to know what the hell is going on amongst the people, high and low. This is done, in 4e, through the Streetwise skill. |
| #108Thorvald_GrimbjornJan 31, 2009 1:24:37 | Seriously, in what way is this not something a Bard should be expected to be able to do? The archetypical fantasy Bard? Sure. A Norse Skald? Not necessarily. ;) Secondly, a court minstrel is often little more than a fop, Oh good Lord, you didn't just apply what is mostly a fantasy stereotype to a historical profession, did you? Also, Norse Skalds were the court minstrels of their people. whereas the Skald is, again, often someone who is expected to know what the hell is going on amongst the people, high and low. This is done, in 4e, through the Streetwise skill. Not necessarily, no. The point is now moot, however: there's an official Bard ready to be released, and while he has the option of learning Streetwise, he doesn't automatically start with it - which is exactly what I've been arguing for. ![]() |
| #109DoctorBadWolfFeb 14, 2009 21:51:00 | The archetypical fantasy Bard? Sure. A Norse Skald? Not necessarily. ;) Seriously, explain how it is that it doesn't make sense for the skald to have streetwise. i don't mean that you're saying it makes no sense whatsoever, I'm just curious as why you think that it doesn't make a great deal of sense. and when you think of a court minstrel, do you really think of anything other than the archetype of a the minstrel tied to the royal court who spends pretty much his whole time in the court either vying for favor or watching people and reporting to the king or what have you? also, note that i "is often" not "was always" or "was predominately." this usage suggests that i am referring to a variable number of people that may be relatively small, while the fact that i am making a note of it suggests that i am proposing that the archetype is well known enough to take into account. The image of the skald archetype is rather different than the image of the medieval courtly minstrel. yes, it's all moot now. in my opinion, still, if arcana wasn't more necessary mechanically than any of the other skills, it would make sense for your automatic skill to be choice of diplomacy and streetwise. |
| #110nazralteFeb 15, 2009 19:32:51 | Honestly, I really dont understand why you two are arguing over that. I mean, the bard is so very loosly based on real life anyways. Minstrils and such were the lowest members of the court usually, and of course in D&D they are anything but. And of course lets not forget the magic and all the other crap that has nothing to do with real life. So really, who cares? When it comes to Saric's bard, we only need to worry about how it compares to past D&D versions, and nothing else. |
| #111tastygreenappleFeb 15, 2009 20:33:45 | wands=conductor's batons:D |
| #112DoctorBadWolfFeb 20, 2009 18:00:40 | Honestly, I really dont understand why you two are arguing over that. I mean, the bard is so very loosly based on real life anyways. Minstrils and such were the lowest members of the court usually, and of course in D&D they are anything but. And of course lets not forget the magic and all the other crap that has nothing to do with real life. eh, to me, when you are re-imagining a class, you should look at the archetypes that inspired it. unfortunately i came across as thinking more about the historical truth than i really was, i was more concerned with the archetypes as such, the combination of truth and legend that makes up what people think of when they think BARD. so far, the 4e Bard seems to be doing a decent job, although i hope they eventually have more weapon based powers than they currently do, but overall, good for a preview. Seems like they are low on skills too, but that may be a matter of me thinking back to 3.5, and forgetting how things work in 4e. |
| #113mhbjarkistefFeb 14, 2012 0:57:50 | I want to see the compiled pdf but the links stopped working ![]() |