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Variant Bard Class

Posted: Fri Jan 22, 2016 4:11 am
by Korena
Hello people,
I'm just starting a new C&C game and one my my players wants to play bard but the version in the PHB was not really what she had in mind. So, I worked up this version of the Bard and would love your input on it. Despite lots of RPG experience, this will be my first time being a DM/CK so any thoughts would be greatly appreciated.

BARD
PRIME ATTRIBUTE: Charisma
HIT DICE: d8
ALIGNMENT: Any
WEAPONS: Broadsword, bows, club, dagger, dart, hand axe, hammers, javelin, longsword, rapier, scimitar, short sword, sling, spear, staff
ARMOR: Padded, leather coat, leather, hide, studded leather, laminar leather
ABILITIES: Decipher Script, Listen, Exalt, Legend Lore, Resounding Voice, Counter-Song, Entertainer, Lullaby, Siren's Call, Resonance, Fascinate, Thunderous Blast, Praise, Exhort Greatness, Fugue, Perfect Pitch, Heaven's Trumpet, Epic Song/Tale

DECIPHER SCRIPT (Intelligence): (as in the PHB)

LISTEN (Wisdom): (as in the PHB for rogues)

EXALT (Charisma): (as in the PHB)

LEGEND LORE (Charisma): (as in the PHB)

RESOUNDING VOICE: The bard can speak or sing with a resounding voice for 1 minute + 1 minute per level. While using this ability, the bard can be heard clearly up to 50 feet away (+ 50 ft per level up to 500ft). Creatures within an area of magical silence cannot hear the subject, and a subject within a silence effect cannot be heard at all.

COUNTER-SONG (Charisma): Bards are also able to counter magical attacks that involve explanations, commands, or suggestions. With a successful attribute check, all characters, within 60 feet, that can hear the bard are immune to the attack as long as the bard sings or plays a counter song (or recites a poem, etc.). While doing this the bard can perform no other action except a slow walk. Furthermore, if the bard is struck or fails a saving throw, the counter-song is interrupted and the effect ends. The Castle Keeper may increase or decrease the challenge class depending on the level of the hostile caster, etc. The bard can use this ability once per day (with an additional use per day at ) and can maintain the effect for a number of rounds equal to the bard’s level.

ENTERTAINER: From books, roaming magicians, and adventuring spell-casters, bards pick up tips and tricks to enhance their ability to entertain. After all being able to entertain is how a bard makes their way in the world(for non-adventuring bards especially). Whether that entertaining is achieved by storytelling, musical performance, circus or magician tricks, or a combination of all is up to the bard. Beginning at 1st level, bards can cast prestidigitation once per day plus an additional cast per day every 4th level (4, 8, 12, 16, 20). At 3rd level, bards can cast ventriloquism once per day with an additional cast per day every 4th level (7, 11, 15, 19). At 5th level, bards can cast faerie fire once per day with an additional cast per day every 4th level (9, 13, 17). At 8th level, bards can cast mirror image once per day with an additional cast per day every 4th level (12, 16, 20). At 10th level, bards can cast phantasmal form once per day with an additional cast per day every 4th level (14, 18). At 13th level, bards can cast illusory image once per day with an additional cast per day at 17th level. At 16th level, bards can cast project image once per day with an additional cast per day at 20th level.

LULLABY: At 2nd level, a bard can augment the body's natural ability to heal during sleep. The character to be healed must be within 30 feet, able to hear the bard, and not distracted by any loud noises nearby. The bard must sing or play for 3 rounds to insure the target is asleep and then for an additional 3 minutes while the target slumbers. As long as the target character stays asleep for at least 6 hours, it is healed 2d4. Additionally, (if the character was poisoned, diseased, etc. before going to sleep) the character gains +2 on it's next saving throw against any naturally curable condition or illness. The bard's healing ability increases by 1d4 for each level and the saving throw bonus rises to +3 at 6th level, +4 at 12th level and +5 at 18th level. The number of characters the bard can heal is always half of the bard's level (1 at 2nd, 2 at 4th, 3 at 6th, etc.). The bard can use this ability once per day with and additional use per day at 7th, 12th, and 17th level.

SIREN'S CALL: At 3rd level, the bard is able to use music to briefly entrance the minds of unsuspecting foes. The bard cups their mouth with their hands and sings a haunting melody. For a moment, all creatures in a 20 ft cone directly in front of you turn and stare at you. Some creatures seem reluctant or unable to pull their eyes away. Any creature that fails a charisma save (or has SR), that can hear the song, is enchanted for 1 round. Enchanted creatures don't move, take no actions, and take a -2 penalty to AC. If the enchanted creature takes damage it will snap out of the spell. Creatures beyond the radius might hear the tones, but they are not enchanted. The bard can use this ability twice per day with an additional use at 9th and 15th level.

FASCINATE: (the same as in the PHB except the following) At 5th level, a bard may attempt hypnotism on a fascinated creature. At 8th level, a bard may attempt to implant a suggestion into a fascinated creature. At 11th level, a bard may attempt a mass suggestion on fascinated creatures. At 14th level, a bard may attempt antipathy/ sympathy on a fascinated creature. In each case, the creature receives a saving throw to attempt to resist the spell-song.

RESONANCE: At 4th level, bards learn the power of resonating sound waves. The bard creates a deep resonant vibration, in a 10 x 30 ft cone in front of her, that shakes creatures off their feet. Creatures in the area must succeed on a dexterity or strength save or fall prone. The bard can use this ability once per day with an additional use at 11th and 19th level.

THUNDEROUS BLAST: At 6th level, the bard can imbue their vocal chords or instrument with great power. Channeling energy into shimmering waves of sound, the bard sends a thunderous blast towards their enemies causing them to tremble and quake. This ability creates a cone of sonic energy that blasts your enemies. The strength depends on the amount of time you spend channeling energy into it.
If you use this ability as a standard action, it deals 3d6 (+1d6 per level after 6th) points of sonic damage per level in a 10 ft wide 30-foot long cone. Creatures damaged by the blast are stunned for one round and deafened for as many rounds as the damage they took if they fail a constitution save.
If you use this ability as a full-round action, it deals 3d8 (+1d8 per level after 6th) points of sonic damage per level in a 10 ft wide 50-foot long cone. Creatures damaged by the blast are stunned for one round (no save for stun) and deafened for as many rounds as the damage they took if they fail a constitution save.
The bard can use this ability once per day with an additional use per day at 13th and 20th level.

PRAISE: At 7th level, bards learn the inspirational power of sacred hymns and poems. When the bard recites a sacred poem or sings/plays a inspirational hymn it temporarily boosts by 2 the effective caster level of each good-aligned divine spell-caster within range (100 ft. + 10 ft./level; A sphere-shaped emanation with a radius equal to the range, centered on you). This increase does not grant access to additional spells, but it does improve all spell effects that are dependent on caster level. In addition, praise mimics the effect of a hallow spell with respect to turning or rebuking undead. Within the spell's area, each good-aligned divine spell-caster gains a +4 sacred bonus on Charisma checks to turn undead, and each evil-aligned divine spell-caster takes a -4 sacred penalty on Charisma checks to rebuke undead. The bard can use this ability once per day with an additional use per day at 14th level.

EXHORT GREATNESS: (as in the PHB except I added the following as it did not state how often the bard could use this ability) The bard can use this ability once per day with an additional use at 16th level.

FUGUE: At 10th level, bards gain the ability to project sound waves to confuse their enemies. The bard causes a discordant cacophony of haunting and alien music to rise up in the area they designate. (A 30 ft radius within 100ft + 10ft per level.) Although the strange music reaches your ears, you feel no effect from it. Creatures that fail a charisma save become affected by the haunting fugue in semi-random ways. On each affected creature's turn (as long as it remains in the affected area), the CK rolls a d6 to determine the effects. A bard that is concentrating on this ability can maintain it for up to 1 round for every two levels. (i.e. 2 rounds at 4th level, 4 rounds at 8th, etc.)
d6 Result
1 Victim becomes paranoid and flees, if it cannot flee it takes full defensive action
2 Victim takes 4d6 points of sonic damage
3 Victim goes into a surreal, sleepwalking state (wanders around slowly/takes no actions)
4 Victim is deeply depressed (-4 morale penalty on attack rolls, damage rolls, and saving throws)
5 Victim is stunned for 1 round
6 Victim attacks their nearest ally
All creatures that succeed on their saves against the spell are disoriented and take a -2 penalty on attack rolls and skill checks as long as they remain in the affected area. The bard can use this ability twice per day.

PERFECT PITCH: At 12th level, the bard has learned to sing/play with perfect pitch. Aiming a single note of perfect pitch toward an object, the bard causes it to shatter. The target object cannot weigh more than 2 pounds per caster level and must be within 25 ft + 5 ft per level. Anyone within 5 feet of an exploding object suffers 1 point of damage per caster level (maximum 15 points). No saving throw applies to this effect but magical objects have SR negating it. This ability can be used once per day with an addition use at 14th, 16th, 18th, and 20th level.

HEAVEN'S TRUMPET: At 15th level, the bards musical ability has reached an astonishing level of perfection. The bard can produce a blast of music of utter clarity, piercing beauty, and paralyzing awe. All foes within 120 feet cone in front of you must succeed on a constitution save or be paralyzed for 1d4 rounds. The bard must use a woodwind or brass instrument to perform this ability. The bard can use this ability once per day with an additional use at 19th level.

EPIC SONG AND TALE: At 18th level, the bard gains the ability to cast heroes' feast once per week.

(Cleric HD, BtH and Ranger Experience)
Lvl HD (BtH) EXP
1 d8 (+0) 0
2 d8 (+1) 2,251
3 d8 (+1) 4,501
4 d8 (+2) 9,001
5 d8 (+2) 18,001
6 d8 (+3) 40,001
7 d8 (+3) 75,001
8 d8 (+4) 150,001
9 d8 (+4) 250,001
10 d8 (+5) 500,001
11 +3 HP (+5) 725,001
12 +3 HP (+6) 950,001


PHANTASMAL FORM
Cast Time 1 Range self Duration 10 min./lvl. Save none SR none Components V, S
This spell changes the bard's appearance including clothing, armor, weapons, and equipment. The bard can seem shorter, taller, fatter, thinner, or something different from themselves altogether (as long as it is a race the bard has encountered, can visualize well, and is humanoid). The form is quite real; it looks, sounds, smells, and feels like the visualized form though the bard does not gain the mannerisms or gain languages, etc. They do however gain any mundane physical benefits of the form (darkvision, enhanced hearing or smell, etc). The bard can still use class abilities/cast spells as long as they are in the form of an intelligent race and not wearing armor outside their class, etc.

ILLUSORY IMAGE
Cast Time 1 Range 400 ft Duration concentration Save intelligence SR no Comp V, S
This spell creates a visual illusion of an object, creature, terrain, or force as visualized by the caster in up to a 100x100 ft cube + 10 cubic feet per level (past 10th). The illusional image looks, sounds, and smells like whatever the bard visualized/imagined. Structures, equipment, and objects within the image are not physically changed but may be hidden (by an illusory wall) or affected. Creatures within the image cannot be affected. Creatures who view the illusion believe it unless they succeed an int saving throw. The illusional image cannot do direct damage. The bard can move the image within the spell's range. If a creature/character makes their saving throw they perceive the image is an illusion but still see it.

HEROES' FEAST (18th)
Cast Time 10 min. Range 60 ft. Duration 1 hr (12 hr effect) Save none SR no Comp V, S, DF
The bard sings a grand aria, plays a moving sonata, tells an epic saga, or recites a puissant poem. As the last notes of the performance fade, a magnificent feast appears near the bard. This includes a regal table, chairs, service, food and drink. The feast takes one hour to consume and the beneficial effects do not set in until after the hour is completed. Every creature partaking of the ambrosial food and nectar-like beverage is cured of all diseases, sickness, and nausea; gains 1d8 + 10 temporary hit points; becomes immune to poison; gains +1 on all charisma saves; and becomes immune to fear for 12 hours.

Re: Variant Bard Class

Posted: Tue Jan 26, 2016 9:38 am
by T1Hound
To be fair, it depends on how much the other classes are upgraded. In my opinion, comparing this to the other core classes in C&C, it's too powerful. If it was for 3.x or Pathfinder, I think it would fit pretty well.

For C&C, I like the Lullaby ability. Maybe not the added d4 but comparing it to the paladin, it's not bad.

Siren's Call isn't bad.

For C&C, I think the Resonance and Thunderous Blast might be going too far. Thunderous may be better at 10th.

From there, I start deviating more with Praise, etc.

If it was Pathfinder or another system, I'd say yes but it's not my C&C and preference for the setting (unless other classes are ramped up more).