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    Default [d20r, Class] The Bard, v2.0

    Level BAB Fort Ref Will Special Melodies Harmonies Verses 1st 2nd 3rd 4th 5th 6th
    1st +0 +1 +1 +1 Bardic Performance, Cantrips, Improvisation, Lore, Motivation +1 1 1 1 2
    2nd +1 +1 +1 +1 Jack of All Trades 1 1 1 3
    3rd +2 +2 +2 +2 1 1 1 4 2
    4th +3 +2 +2 +2 Improvisational Ability 2 1 1 5 3
    5th +3 +3 +3 +3 Motivation +2 2 1 1 5 4
    6th +4 +3 +3 +3 Jack of All Trades 2 2 1 5 4 2
    7th +5 +3 +3 +3 2 2 2 5 5 3
    8th +6/+1 +4 +4 +4 Improvisational Ability 3 2 2 5 5 4
    9th +6/+1 +4 +4 +4 Motivation +3 3 2 2 5 5 4 2
    10th +7/+2 +5 +5 +5 Jack of All Trades 3 2 2 5 5 5 3
    11th +8/+3 +5 +5 +5 3 3 2 5 5 5 4
    12th +9/+4 +6 +6 +6 Improvisational Ability 4 3 2 5 5 5 4 2
    13th +9/+4 +6 +6 +6 Motivation +4 4 3 3 5 5 5 5 3
    14th +10/+5 +6 +6 +6 Jack of All Trades 4 3 3 5 5 5 5 4
    15th +11/+6/+1 +7 +7 +7 4 3 3 5 5 5 5 4 2
    16th +12/+7/+2 +7 +7 +7 Improvisational Ability 5 4 3 5 5 5 5 5 3
    17th +12/+7/+2 +8 +8 +8 Motivation +5 5 4 3 5 5 5 5 5 4
    18th +13/+8/+3 +8 +8 +8 Jack of All Trades 5 4 3 5 5 5 5 5 5
    19th +14/+9/+4 +9 +9 +9 5 4 4 5 5 5 5 5 5
    20th +15/+10/+5 +9 +9 +9 Improvisational Ability, Masterful Performance 6 5 4 5 5 5 5 5 5

    Bard Class Features
    HD: d6

    Class Skills: A bard is trained in the Bard skill set and two other sets of their choice.

    Prowess: 4 per level.

    Proficiencies: Bards are proficient with all simple weapons and with two other weapon groups. Bards are also proficient with light armor but not with any shields. A bard is not affected by arcane spell failure when wearing light armor and not using a shield.

    Spellcasting [Arcane, Progressing]: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

    Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score. When the indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

    The bard's selection of spells is extremely limited. A bard begins play knowing two 1st level spells of your choice. He also knows a number of 0th level spells (cantrips) equal to his Charisma modifier. At every new bard level, he gains two new spells drawn from the bard spell list. These spells must be spells he is capable of casting, so that a third level bard could not learn a 6th level bard spell, but could learn a 2nd level bard spell. Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score: he learns two spells per level regardless.

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

    As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

    Cantrips (Sp) [Arcane, Progressing]: A bard may cast any cantrip he knows as a spell-like ability at will.

    Melodies, Harmonies, and Verses [Lore, Progressing]: Melodies, harmonies, and verses make up the bard's performance repertoire.

    There are three components to any bardic performance: melodies, harmonies, and verses. Melodies add a fundamental effect to the bardic performance based upon the bard's Motivation modifier. Harmonies add secondary effects that are also based upon the bard's Motivation modifier. Verses add a tertiary rider effect.

    A bard knows one melody, one harmony, and one verse at first level and learns more at the rate shown on the table.

    Bardic Performance (Su) [Lore, Progressing]: A bard may activate his bardic performance a number of times per day equal to his class level plus his Charisma modifier. When he does so, he selects up to one harmony, one melody, and one verse he knows to determine the effects of his bardic performance.

    To activate his bardic performance ability, a bard must begin performing (a standard action). A bard's bardic performance ability radiates in a 30' radius around the bard. Should the bard move, it remains centered on him. A bard can continue a bardic performance as a swift action for a number of rounds equal to one-half his bard level plus his Constitution modifier. After this time, he must end his performance. Regardless of how long his performance lasts, however, its effects last an additional three rounds beyond the cessation of the bard's performance.

    Once activated, creatures in the performance's area are affected by the melody, harmony, and verse the bard selected. Leaving the area immediately ends the effect on a creature, but reentering the area restores any effects again, including inflicting damage (if applicable), but not including used expendable effects such as rerolls or temporary hit points.

    Any bonus provided by a bardic performance is considered to be a morale bonus.

    Improvisation (Ex) [Lore]: A bard, as a true jack-of-all-trades, is capable of improvising in situations where he normally would be outclassed. Starting at first level, a bard receives a number of Improvisation Points equal to his bard level plus his Intelligence modifier each day. He may spend these points (usually as a swift action, but see each ability for details) to activate his other class features. In order to recover Improvisation Points, he must rest for eight hours (but he may recover his Improvisation at the same time he recovers his spellcasting).

    Lore (Ex) [Lore, Progressing]: As a swift action, a bard may spend an Improvisation Point to alter the way he uses knowledge skills for a number of rounds equal to his Intelligence modifier. While under the effects of this ability, the bard adds half his bard class level to his composite ability modifier when determining his skill modifier for all knowledge skills.

    Motivation (Ex) [Lore]: A bard's bardic performance occasionally has variable effects: generally, these effects are based upon the bard's Motivation modifier. A bard's Motivation modifier is +1 at 1st level and increases every four levels thereafter (at 5th, 9th, 13th, and 17th).

    Jack of All Trades (Ex, Ps, Sp, or Su; see text) [Lore]: At 2nd level and every four levels thereafter (6th, 10th, 14th, and 18th), the bard gains one of the following features:
    • Avatar of Nature: as the druid ability, except the bard can only summon one specific first-level spirit. This spirit is chosen when this ability is selected and cannot be changed.
    • Domain Intrinsic Power: as the cleric ability.
    • Favored Terrain: as the ranger ability. This feature may be selected multiple times.
    • Lay on Hands: as the paladin ability, except the bard substitutes half his bard level for his paladin level. If the bard selects this ability a second time, he instead uses his full bard level instead of half his bard level.
    • Rugged: as the dreadnaught ability, except the bard substitutes his bard level for his dreadnaught level.
    • Sneak Attack +1d6: as the rogue ability. This feature may be selected multiple times.
    • Tactical Leadership +1: as the warlord ability. This feature may be selected multiple times: each time, increase the bonus by 1.
    • Unarmed Strike: as the monk ability, except the bard substitutes half his bard level for his monk level. If the bard selects this ability a second time, he instead uses his full bard level instead of half his bard level.


    Abilities gained through Jack of All Trades count as the features from their originating classes for the purposes of determining whether or not the bard qualifies for feats, prestige classes, and similar prerequisites.

    Improvisational Ability (Ex) [Lore]: At 4th level and every four levels thereafter (at 8th, 12th, 16th, and 20th levels), a bard gains a new method of using his Improvisation, chosen from the list below:
    • Baffling Feint: A bard can activate this ability as an immediate action to cause his next attack roll in this round to be a touch attack.
    • Brutal Swings: A bard can activate this ability as a swift action to gain a morale bonus on his damage rolls equal to his Charisma modifier for one minute.
    • Copycat Game: A bard can activate this ability as a full-round action to gain the benefits of a feat that he has both witnessed used within the past number of rounds equal to his Charisma modifier. He uses all his abilities to determine the effects of the feat. If the feat is an investing feat, he immediately gains temporary prowess equal to his Charisma modifier that may only be invested in the copied feat.
    • Countersong: A bard can activate this ability as an immediate action to attempt to counter a sonic-based spell or effect. Treat this ability as a [i]dispel magic[i] spell used to counter.
    • Daunting Attack: A bard can activate this ability as a swift action to gain a morale bonus on his attack rolls equal to his Charisma modifier for one minute.
    • Extended Song: A bard can activate this ability as a move action to cause his ongoing bardic performance effect to last an additional number of rounds equal to 1d4 plus his Charisma modifier after he ceases performing. Multiple applications of this ability do not stack.
    • Force of Personality: A bard can activate this ability as a swift action to gain a morale bonus on his saving throws equal to his Charisma modifier for one minute.
    • I'm Too Pretty To Die: A bard can activate this ability as an immediate action to reroll one failed attack, save, or check that would otherwise render him dead or below zero hit points.
    • Lucky Break: A bard can activate this ability as an immediate action to add 1d6 to a die roll after seeing the result but before hearing the effect.
    • Master's Touch: A bard can activate this ability as a swift action to gain proficiency with a touched weapon or armor for 1 minute. This proficiency is for a specific item, not for a type of weapon or armor.
    • Mimicking Song: A bard can activate this ability as a full-round action to cast a spell of no greater level than half his bard level (round down) that he has both witnessed and identified with the Spellcract skill that was cast within the past number of rounds equal to his Charisma modifier. He uses all his abilities to determine the effects of the spell (caster level, primary ability score, DCs, etc).
    • Not In The Face: A bard can activate this ability as a swift action to gain a morale bonus to his Armor Class equal to his Charisma modifier for one minute.
    • Once More With Feeling: A bard can activate this ability as a swift action to redistribute the purchased abilities of an ongoing bardic performance. The duration and area does not change: merely the effects.
    • Speedy Song: A bard can activate this ability as a free action to gain an extra swift action this round. This ability may only be activated once per round.


    Masterful Performance (Ex) [Lore]: At 20th level, the bard gains the ability to add an additional melody, harmony, or verse to his bardic performance's effects. He selects this when activating his performance, and it acts in all ways as if it were part of the performance.

    Bardic Performances
    Melodies
    • Allies within range gain a bonus on attack rolls equal to the bard's Motivation modifier.
    • Allies within range gain temporary Hit Points equal to twice the bard's Motivation modifier.
    • Allies within range gain a bonus on opposed checks made as part of a combat maneuver (like bull rush or trip).
    • Allies within range gain Spell Resistance equal to 10 plus twice the bard's Motivation modifier.
    • Allies within range gain a bonus to Fortitude saves equal to the bard's Motivation modifier.
    • Allies within range gain a bonus to Reflex saves equal the bard's Motivation modifier.
    • Allies within range gain a bonus to Will saves equal to the bard's Motivation modifier.
    • Enemies within range take a penalty on damage rolls equal to the bard's Motivation modifier.
    • Enemies within range take a penalty on skill checks equal to the bard's Motivation modifier.
    • The bard gains a fly speed equal to 5' times his Motivation modifier, with Good maneuverability.


    Harmonies
    • Allies within range gain a bonus on damage rolls equal to the bard's Motivation modifier.
    • Allies within range gain a dodge bonus to Armor Class equal to the bard's Motivation modifier.
    • Allies within range gain a bonus to skill checks equal to the bard's Motivation modifier.
    • Allies within range gain damage reduction equal to twice the bard's Motivation modifier. This damage reduction may be overcome by magic weapons.
    • Enemies within range take a penalty on attack rolls equal to the bard's Motivation modifier.
    • Enemies within range take sonic damage equal to the bard's Motivation modifier each round.
    • Enemies within range take a penalty to Fortitude saves equal to the bard's Motivation modifier.
    • Enemies within range take a penalty to Reflex saves equal the bard's Motivation modifier.
    • Enemies within range take a penalty to Will saves equal to the bard's Motivation modifier.
    • The bard gains a +1 competence bonus to his Motivation modifier.


    Verses
    • Allies within range gain a +2 bonus to saving throws.
    • Allies within range overcome one kind of damage reduction of the bard's choice.
    • Allies within range gain telepathy with one another.
    • Enemies within range take a -2 penalty to saving throws.
    • Enemies within range take a -5 penalty to any spell resistance they possess.
    • Creatures within range can communicate with each other as if under the effects of a [i]tongues[i] spell.
    • Double the radius of the bard's bardic performance.
    • Double the bard's Motivation modifier for one round, but the bardic performance ends immediately when the bard stops performing.
    • The bard's bardic performance lasts an extra five rounds after the bard ceases performing.
    • The bard gains a +1 morale bonus to his Motivation modifier.

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    Bugbear in the Playground
     
    nonsi's Avatar

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    Default Re: [d20r, Class] The Bard, v2.0

    1. It seems like this fix relies on several other fixes and house rules, so you'd probably want to reference them here.
    2. I couldn't find How many cantrips does a bard gain and at which levels.
    3. I notice 3 dead levels: 7, 11, 19 (not sure there's a lot you can do with this though).
    4. Generally, seems quite inspirational & versatile, and I likes how the table is nicely streamlined.

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    Titan in the Playground
     
    Fax Celestis's Avatar

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    Default Re: [d20r, Class] The Bard, v2.0

    Quote Originally Posted by nonsi View Post
    1. It seems like this fix relies on several other fixes and house rules, so you'd probably want to reference them here.
    2. I couldn't find How many cantrips does a bard gain and at which levels.
    3. I notice 3 dead levels: 7, 11, 19 (not sure there's a lot you can do with this though).
    4. Generally, seems quite inspirational & versatile, and I likes how the table is nicely streamlined.
    It's actually part of my d20 Rebirth project.

    The bard's selection of spells is extremely limited. A bard begins play knowing two 1st level spells of your choice. He also knows a number of 0th level spells (cantrips) equal to his Charisma modifier. At every new bard level, he gains two new spells drawn from the bard spell list. These spells must be spells he is capable of casting, so that a third level bard could not learn a 6th level bard spell, but could learn a 2nd level bard spell. Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score: he learns two spells per level regardless.

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    Titan in the Playground
     
    Fax Celestis's Avatar

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    Default Re: [d20r, Class] The Bard, v2.0

    I've heard some concerns about the Avatar of Nature ability gained from Jack of All Trades not scaling in comparison to the other Jack of All Trades abilities. Do people have thoughts on this?

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    Bugbear in the Playground
     
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    Default Re: [d20r, Class] The Bard, v2.0

    Quote Originally Posted by Fax Celestis View Post
    I've heard some concerns about the Avatar of Nature ability gained from Jack of All Trades not scaling in comparison to the other Jack of All Trades abilities. Do people have thoughts on this?
    Well, it doesn't. I mean, your summon gets a boost at 10th level (maybe--depends on the spirit), but aside from that, it's all up front power. Some of it feels like it overpowers the other options, especially certain domains for the cleric JoAT option (depending on the domain, of course). If I'm reading it correctly, what you get is a set of three or so abilities and a small animal summon, whereas the cleric domain ability you get is relatively minor. Those are the only two I've really read in a while, so I can't weigh in too heavily on the other options.
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    Default Re: [d20r, Class] The Bard, v2.0

    I have to say, a Bard that doesn't care about their allies a great deal is an excellent candidate for a ranged attacker...

    Consider:
    Human Bard 2
    Your feats are Point Blank Shot and one other (I suggest Far Shot.)
    Your melody is the flight one; your other musical components are the two that boost their Motivation bonus by +1 each.
    Your Jack of all Trades is Sneak Attack +1d6.

    Why is this good?

    Fly up 30'. Only ranged attackers can touch you; invest in AC increasers, and you're set for now.

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    Ettin in the Playground
     
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    Default Re: [d20r, Class] The Bard, v2.0

    Quote Originally Posted by Fax Celestis View Post
    I've heard some concerns about the Avatar of Nature ability gained from Jack of All Trades not scaling in comparison to the other Jack of All Trades abilities. Do people have thoughts on this?
    Well, I would use those aforementioned dead levels (7/11/19) to boost your Avatar. Just a thought.

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