Bard Class Preview

Monday, July 16, 2018

The bard—it's arguably the most iconic support character. For some reason, bards are often the butt of goofy jokes, even though they're powerful force multipliers who can contribute to just about every aspect of play. Bard is one of my favorite classes in Pathfinder, and it has some of the most exciting changes of any of the classes in the Pathfinder Playtest, but I'm going to start you with a big one first. Are you sitting down yet? OK, good:

Bards are full 10-level spellcasters.

Spellcasting

As before, bards are spontaneous spellcasters who make up for having not quite as many spells as the other spontaneous caster, the sorcerer, by having special bardic performances. But this time around, bards don't have a delayed spellcasting progression. Instead, they have one fewer spell in their repertoire and one fewer spell slot per day at each spell level, compared to the sorcerer. That's pretty awesome already, but here's the even cooler part: bards have collected all sorts of esoteric bardic knowledge since forever, right? With an offbeat spell list that combines mental magic, a handful of unique additions, and a little bit of healing, bards are the primary occult spellcasters, blending mental and spiritual essences. That brings bards, whose spell list has grown with far less than that of wizards, to the forefront among the other primary spellcasters. This has given us the opportunity to create a bunch of cool never-before-seen bard spells for the playtest. Also, as I mentioned in the spells blog, bards can replace the Somatic Casting and Verbal Casting components of spellcasting by playing a musical instrument, in case you want a bard who plays the violin to cast his spells! But what about their performances? How do those come into play?

Compositions

Compositions are a special type of spell that only bards gain. You might be thinking these are probably powers like other classes, right? Not so! In exchange for their slightly lower number of spells bards get, most of their compositions are cantrips, usable at will, meaning you no longer need to worry about running out of bardic performance rounds per day. Not only that, they're often cast with a single action. They start out with a composition that will likely look familiar.

Inspire Courage Cantrip

Cantrip, Composition, Emotion, Enchantment, Mental
Casting [[A]] Verbal Casting
Area 60-foot aura
Duration 1 round

You inspire your allies with words or tunes of encouragement. You and all allies in the aura gain a +1 conditional bonus to attack rolls, damage rolls, and saves against fear.

Usually, a bard can cast only one composition per turn and have only one active at a time.

Bards have powers and Spell Points in addition to their compositions. Many bard powers allow you to manipulate and customize your performances as you desire, including increasing the duration, granting a more significant bonus (an extremely powerful benefit), or having multiple compositions active at a time. Typically, these extra benefits require a successful Performance check to activate and provide an even more powerful effect on a critical success. Take for example, lingering composition.

Illustration by Wayne Reynolds

Lingering Composition Power 1

Enchantment, Power
Casting [[F]] Verbal Casting; Trigger You finish casting a cantrip composition with a duration of 1 round.

You attempt to add a flourish to your composition to extend its benefits. Attempt a Performance check. The DC is usually a high-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.

Success The composition lasts 2 rounds.
Critical Success The composition lasts 3 rounds.
Failure The composition lasts 1 round.

But altering your performances with special modifications like this is just one of several paths represented by a new bardic class feature…

Muses

A bard's inspiration comes from a unique place—his muse. There are three muses in the Pathfinder Playtest. The first is maestro, focused on powers that alter compositions. Next is lore, focused on Occultism, willpower, and unusual knowledge. The third is polymath, focused on being a jack of all trades with increased skills and ability to handle unexpected situations, including the ability to keep a spellbook to prepare a small number of new spells to add to your repertoire each day. As befits the individualistic nature of a performer's muse, none of the initial muse abilities are exclusive, so you can use your feats to traverse as deeply as you want into the abilities from each path; your muse merely represents a starting point on your bardic journey.

For example, if you select the maestro muse at 1st level, you gain the Lingering Composition bard feat (granting you the lingering composition power detailed above) and add soothe to your spell repertoire, but any bard can take this feat or learn this spell—selecting the maestro muse just grants them as a default.

Bard Features

As a bard, you gain spellcasting and occult spell proficiency at the same levels as the other spellcasters, new spell levels at every odd level except 19, expert proficiency in occult spells at 12th level, master proficiency at 16th level, and legendary proficiency at 19th level. You also have the most trained skills at 1st level except for rogues, just barely edging out rangers. Finally, you begin play at 1st level with two compositions, the inspire courage cantrip (which has been detailed above) and the counter performance power.

Counter Performance Power 1

Composition, Enchantment, Fortune, Mental, Power
Casting [[R]] Verbal Casting or [[R]] Somatic Casting; Trigger You or an ally within 60 feet must roll a saving throw against an auditory or visual effect.
Area 60-foot aura

You protect yourself and allies through performance. Choose an auditory performance if the trigger was auditory or a visual performance if it was visual, then roll a Performance check for the chosen performance. You and allies in the area can use the higher result of your Performance check or their saving throws.

Since you need to use only a reaction to cast counter performance, rather than needing to activate it ahead of time like in Pathfinder First Edition, creatures that rely on visual or auditory effects will have a really hard time messing with you!

Bard Feats

Bard feats tend to fall in two categories: feats associated that are loosely associated with one of the three muses, and those that grant you a new composition.

For instance, the Cantrip Expansion feat at 4th level allows you to add two cantrips from the occult spell list to your spell repertoire, which can come in handy for those bards with the lore or the polymath muses. The powerful 14th-level Allegro feat, on the other hand, grants you the following cantrip to add a spring to an ally's step.

Allegro Cantrip

Cantrip, Composition, Emotion, Enchantment, Mental
Casting [[A]] Verbal Casting
Range 30 feet; Targets one ally
Duration 1 round

You perform rapidly, speeding your ally. The ally is quick and can use the action to Strike, Stride, or Step.

There's plenty of favorites in there from among bardic masterpieces from Ultimate Magic too, like house of imaginary walls, which Cosmo used with his goblin bard to mime a box around my ranger, trapping me with a dangerous enemy while Cosmo remained safe and sound.

In a nutshell, bards now have a vast number of quality-of-life improvements, while fundamentally staying true to the way they worked before. Fellow bard fans, what do you think?

Mark Seifter
Designer

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Mark Seifter wrote:
Felinus wrote:
Am I wrong in guessing that spells of a single essence may exist on multiple lists, where relevant, to limit refluffing a duplication?
You are not wrong. Spells with two adjacent essences (they rarely have two opposing essences) may even be on all three lists that border either essence, depending on how they work.

Will these essences limit the possibilities of adding more spell lists down the line when more classes are created/updated? I can see the witch possibly using the occult list, but having them use the same list as bards is a bit odd. Psychic maybe the occult list, but a dedicated psychic list makes more sense to me.

And I'm very curious how former 6 and 4 level casters are going to be dealt with now that all of the core classes are all or nothing for spell-casting. Magi with full 10 level casting? Inquisitors with only powers instead of normal spell slots? Summoners really need a list of their own or maybe it'd be something like all conjuration, abjuration and transmutation spells from the Arcane and Occult spell lists but nothing else.


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Jhaeman wrote:
Associating bards with the occult is a pretty weird leap to me. The conflict between performance (a public expression of artistic creativity) and occult knowledge (by definition secretive and insular) just doesn't work. I respect people trying to reconcile the concepts here, but if the connection isn't intuitive to readers, why use it? If you were to tell me that *any* major spellcasting class had a link to the occult, bards would have been last on my list.

That is because you are interpreting "occult" to mean something different than what Paizo has interpreted it as.

And truth be told, occult probably doesn't quite mean what you think it means. Its meaning is "to hide from sight." A meaning closer to its use here is "supernatural practices and techniques" - this is according to Dict.org, a website that does an excellent job of defining words, listing its sources, and finding alternative words.

Or in other words, "occult" is perfectly suited for this sphere of magic, especially given the range of "essence" includes mental magics which would in many ways be "hidden from sight."


Pathfinder Lost Omens, Rulebook Subscriber

I guess for some it is intuitive and others it is not. For me it makes sense perfectly and it's not really reconciling. I guess it's because I feel like certain limitations of both the bard concept and the occult flavor are being enforced by others, without it really being there in the rules/blog post.


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Doktor Weasel wrote:
Mark Seifter wrote:
Felinus wrote:
Am I wrong in guessing that spells of a single essence may exist on multiple lists, where relevant, to limit refluffing a duplication?
You are not wrong. Spells with two adjacent essences (they rarely have two opposing essences) may even be on all three lists that border either essence, depending on how they work.

Will these essences limit the possibilities of adding more spell lists down the line when more classes are created/updated? I can see the witch possibly using the occult list, but having them use the same list as bards is a bit odd. Psychic maybe the occult list, but a dedicated psychic list makes more sense to me.

And I'm very curious how former 6 and 4 level casters are going to be dealt with now that all of the core classes are all or nothing for spell-casting. Magi with full 10 level casting? Inquisitors with only powers instead of normal spell slots? Summoners really need a list of their own or maybe it'd be something like all conjuration, abjuration and transmutation spells from the Arcane and Occult spell lists but nothing else.

I think one of the major design goals with spells in the playtest is to step away from the design concept of each class having its own individual spell list, and instead having them refer to pre-existing spell lists that are almost communal for certain classes.

In that respect, it's a pretty logical conclusion that, since the Bard, the one 6th level caster in Core P1e, is now a 9th level caster but with slightly less spells overall than its other spontaneous counter part, the casting-focused Sorcerer, that the other historically 6th level casters will follow a similar path, having less spells than historically-full casters and having more focus on their class abilities.

In example, I could see both the Magus and the Summoner having default access to the Arcane spell list, but with slightly less spells known/per day/slots, and more emphasis on their ability to use combat-focused magic in a skirmish and their ability to summon, respectively. Same goes for the Warpriest and the Inquisitor for the Divine analogy, except with being a spell-casting tank and delivering judgement to enemies of your faith, respectively - hell, now that Paladins don't have any conventional spellcasting, Warpriests and Inquisitors being the divine gishes is more justifiable, especially since the Warpriest and Inquisitor by themselves are pretty distinct in how they operate (IE Prepared vs. Spontaneous).

Sovereign Court

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Pathfinder Starfinder Society Subscriber
Jhaeman wrote:
Associating bards with the occult is a pretty weird leap to me. The conflict between performance (a public expression of artistic creativity) and occult knowledge (by definition secretive and insular) just doesn't work. I respect people trying to reconcile the concepts here, but if the connection isn't intuitive to readers, why use it? If you were to tell me that *any* major spellcasting class had a link to the occult, bards would have been last on my list.

Arcane magic was always a stretch for bards. I like occult much better as it speaks to subtler magic that might arise from music in a smoky tavern.

Grand Lodge

Mark Seifter wrote:


For the muses, it's like if your witch patron choice you picked Shadow, you wouldn't say "Shadow" you would say "Count Ranalc" (or whoever). For the muses, your Maestro-themed muse might be Shelyn, or a powerful grig, or a choral angel, or just your own inner song, though you wouldn't say "Maestro."

Idea: Just rename "Muse" to "Muse theme". :)

Names are important. .o/

Designer

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Doktor Weasel wrote:
Mark Seifter wrote:
Arachnofiend wrote:

I mean

The Eldritch Abomination Went Down To Georgia just doesn't quite have the same ring to it, unfortunately... Maybe we can workshop it.
The Shoggoth Went Down to Georgia?

You can't forget the great musical A Shoggoth on the Roof. Tentacles!

By the way, this is brilliant! Now I want to do a set of songs based on the playtest. Huh...


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Friendly Rogue wrote:

I think one of the major design goals with spells in the playtest is to step away from the design concept of each class having its own individual spell list, and instead having them refer to pre-existing spell lists that are almost communal for certain classes.

In that respect, it's a pretty logical conclusion that, since the Bard, the one 6th level caster in Core P1e, is now a 9th level caster but with slightly less spells overall than its other spontaneous counter part, the casting-focused Sorcerer, that the other historically 6th level casters will follow a similar path, having less spells than historically-full casters and having more focus on their class abilities.

In example, I could see both the Magus and the Summoner having default access to the Arcane spell list, but with slightly less spells known/per day/slots, and more emphasis on their ability to use combat-focused magic in a skirmish and their ability to summon, respectively. Same goes for the Warpriest and the Inquisitor for the Divine analogy, except with being a spell-casting tank and delivering judgement to enemies of your faith, respectively - hell, now that Paladins don't have any conventional spellcasting, Warpriests and Inquisitors being the divine gishes is more justifiable, especially since the Warpriest and Inquisitor by themselves are pretty distinct in how they operate (IE Prepared vs. Spontaneous).

Oh, I understand the reasoning about simplifying spell lists. I just don't think these lists really fit some classes. I can see fewer spell slots replacing fewer spell levels in some cases. The idea of Magi, Inquisitors and Warpriests with full spell levels is rather interesting (even though I almost never used spells with my inquisitor). I could also see the inquisitor just going to powers instead of spell levels.

But I think some lists really should be different. Summoners just don't make sense to be casting all arcane magic, they're very focused on summoning and buffing monsters and their eidolons. Casting Fireball just doesn't really fit that niche. And witches, psychics and bards all have a rather different thematic niche as well. Maybe witches could use the primal list, but that doesn't really fit them fully either. Or maybe make them have a flexible list based on patron like the sorcerer with bloodlines. Shoehorning everyone into one of four lists seems like you'll lose a lot of flexibility, uniqueness and flavor in favor of simplicity. Simplicity of the spell lists is a good goal, but I just don't want it to become too limiting.


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Doktor Weasel wrote:
Mark Seifter wrote:
Felinus wrote:
Am I wrong in guessing that spells of a single essence may exist on multiple lists, where relevant, to limit refluffing a duplication?
You are not wrong. Spells with two adjacent essences (they rarely have two opposing essences) may even be on all three lists that border either essence, depending on how they work.

Will these essences limit the possibilities of adding more spell lists down the line when more classes are created/updated? I can see the witch possibly using the occult list, but having them use the same list as bards is a bit odd. Psychic maybe the occult list, but a dedicated psychic list makes more sense to me.

And I'm very curious how former 6 and 4 level casters are going to be dealt with now that all of the core classes are all or nothing for spell-casting. Magi with full 10 level casting? Inquisitors with only powers instead of normal spell slots? Summoners really need a list of their own or maybe it'd be something like all conjuration, abjuration and transmutation spells from the Arcane and Occult spell lists but nothing else.

The combination of the four essence types gives six potential lists. There is another thread that discusses and hypothesises this if you're interested in that side of things.

I agree that the Witch will probably be a prepared occult caster. I imagine the distinction will arise from class powers and patrons adding non-occult spells to the Witches spellbook/familiar much as it does now.

Some of those other casters you mentioned could probably be partially achieved using core classes and the right archetype and class/skill feats. Inquisitor as a stealthy, lored-up Paladin for instance. Magus would be harder, though a wizard would just need to dump a lot of feats into combat boosts. Down the line, I imagine magus would go the route of Paladin in 2e using class feats and spell points to give powers.

I'd love to see the Summoner go the way of Sorcerer, with a different spell list determined by what type of Eidolon it has (Primal-Beast, Arcane-Construct, Divine-Outsider, Occult-Aberrant).


Doktor Weasel wrote:
You can't forget the great musical A Shoggoth on the Roof.

I meant for that to be the whole playlist not just Tentacles, but it's too late to edit.


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For those interested in the discussion about essence

Designer

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Doktor Weasel wrote:
Doktor Weasel wrote:
You can't forget the great musical A Shoggoth on the Roof.
I meant for that to be the whole playlist not just Tentacles, but it's too late to edit.

Yeah, I found the other ones in the "next up." I wonder if Aladdin would be a good starting point for a generic playtest song list with its references to magic and other fantasy tropes in various songs. Here's a draft of a song sung in-character by a self-proclaimed god-wizard about how he feels none of the other classes are relevant, to the tune of Never Had a Friend Like Me:

Never Seen a Martial Like Me:
I've got more narrative agency than forty thieves
A thousand monks is just a thousand fails
But party you in luck 'cause up my sleeves
I got a brand of magic never fails
You got some power in your corner now
Some heavy ammunition, now's your chance!
You got some punch, pizzazz, yahoo and how
See all you gotta do is read Jack Vance
And I'll say
Mister Big Bad Guy, sir
Eat a wish, or two, or three!
Let me take your XP
Jot it down
You ain't never seen a martial like me
Life is competitive
And to win we just need me
Fighter, whisper while the grown-up talks
You ain't never seen a martial like me
Yes sir, my pride matches my talents
I'm the boss
The king, the suit
Say what you wish
I'm best, true dish
You're just here to carry all the loot!
You're part of column A
I'm all of A and B
I'm in the mood to replace you dude
You ain't never seen a martial like me
Can a martial do this?
Does a martial do that?
Does a martial pull this out his little hat?
Can a martial go poof?
Well, looky here
Can a martial go, Abracadabra, scry and buff
And then make the sucker disappear?
So dontcha sit there slack-jawed, buggy-eyed
I'm here to answer all your midday prayers
You got me bona fide, certified
You got a wizard for your chargé d'affaires
I got a powerful urge to hedge you out
So what's your shtick?
I really want to know
You got a list that's three words long, no doubt
Well, all you gotta do is watch like so - and oh
Hey Mister Fighter, sir, a couple spells make me
Better at your job, you big nabob
You ain't never seen a martial, never seen a martial
You ain't never seen a martial, never seen a martial
You ain't never seen a martial like me!!!
Caster martial disparity, hah!


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Pathfinder Rulebook Subscriber
Stone Dog wrote:
Neriathale wrote:
I am now torn between a playtest bard with a blasphemous flute to up the occult flavour and a dwarf with bagpipes. Choices, choices....
I don't understand the distinction. ;)

OH... Bagpipes are a set of blasphemous flutes. So obvious in hindsight.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
Doktor Weasel wrote:
Doktor Weasel wrote:
You can't forget the great musical A Shoggoth on the Roof.
I meant for that to be the whole playlist not just Tentacles, but it's too late to edit.

Yeah, I found the other ones in the "next up." I wonder if Aladdin would be a good starting point for a generic playtest song list with its references to magic and other fantasy tropes in various songs. Here's a draft of a song sung in-character by a self-proclaimed god-wizard about how he feels none of the other classes are relevant, to the tune of Never Had a Friend Like Me:

** spoiler omitted **...

You, sir, are a bonafide genius!


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Mark Seifter wrote:
Doktor Weasel wrote:
Doktor Weasel wrote:
You can't forget the great musical A Shoggoth on the Roof.
I meant for that to be the whole playlist not just Tentacles, but it's too late to edit.

Yeah, I found the other ones in the "next up." I wonder if Aladdin would be a good starting point for a generic playtest song list with its references to magic and other fantasy tropes in various songs. Here's a draft of a song sung in-character by a self-proclaimed god-wizard about how he feels none of the other classes are relevant, to the tune of Never Had a Friend Like Me:

** spoiler omitted **...

Oh, this is so wrong... But it's so funny...

Designer

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And then Whole New World is too perfect for a new edition of a game, with not much change (this one is sung by a game designer or demoer).

A Whole New Game:
I can show you the game
Shining, shimmering splendid
Tell me, players, now when did
You last let your heart decide?
I can open your eyes
Take you wonder by wonder
Over sideways and under
On a magic playtest ride
A whole new game
A new fantastic point of view
Oh please don't tell us no
Or where to go
Or say it must be broken
A whole new game
I can't quite tell from this preview
But when I play it here
It's crystal clear
That now I'm in a whole new game with you
Now I'm in a whole new game with you
Unbelievable fights
Actual clear rules for hiding
Stepping, Striking, and Striding
Through three action diamond icons
A whole new game (Don't you dare write troll posts)
A hundred thousand things to see (Turn the page, it gets better)
I'm like a shooting star
I've come so far
I can't go back to where I used to be
A whole new game (Every feat a surprise)
With new horizons to pursue (Every background, red-letter)
I'll chase them anywhere
There's time to spare
Let me share this whole new game with you
A whole new game (A whole new game)
That's where we'll be (That's where we'll be)
A thrilling chase
A wondrous place
For you and me


Doktor Weasel wrote:


You can't forget the great musical A Shoggoth on the Roof. Tentacles!

Thank you so much.


Milo v3 wrote:

Occult flavour is about things like cults, rituals, invocation, forbidden practices, relics, sacrifice, drawing in power from outside, sympathy, spirits, old gods, ascension, etc.

Occult flavor is now more about bard stuff. New edition, new flavor.


I think the best way to understand the main inspirations driving how the Bard began and has evolved is to read the Riddle-Master of Hed (published 1976), which obviously influenced Gygax although the word "bard" doesn't appear anywhere in it.

You have magic harps, legends of harpists who can enchant animals, a riddle college where most of the powerful and educated go to learn and master riddles that are a mix between legendary historical anecdote and wise fable, disappeared wizards who left behind locked spell books that dabblers can use in limited ways, a "great shout" that some people do in stress or surprise that breaks things and can opens locks (including spell locked spell books), spells to make stones speak (magic mouth), spells to delve into and heal minds, archeology at legendary sites of lost civilizations, the search for truth behind scraps of legends and unanswered riddles, and druidic themed magic like shapeshifting, elemental control, and binding between rulers and the land and people/creatures in their domain.


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Hoping we get options for a dancer-type bard who works without an instrument.


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So all this talk about the bard and the occult and their relationship has reminded me of a certain book where a troupe of traveling performers are slain because their leader composes a piece that's a little too truthful about some demons who are supposed to be a mere fairytale, and said demons don't want the truth to be known.

The occult theme may not fit with the kind of bard that's just a street performer or a mere sweet talker with a lute, but that's not all a bard is. The occult does fit, in my mind, with the idea of an adventuring bard. The kind of bard that goes around the country getting little snippets of obscure folklore to add to their performances and stories, the guy who tells scary stories from some other land when everyone's sitting around the campfire and manages to make them just terrifying and, what's worse: very plausible. The guy who knows how the ten people who live in a remote village, just a couple days worth of walking south of here, where you can hear unsettling laughs coming from the nearby willows at nights when there's no moon, deal with their particular brand of supernatural creatures.

And that has made me, for the first time ever, consider playing a bard.


Neriathale wrote:
I am now torn between a playtest bard with a blasphemous flute to up the occult flavour and a dwarf with bagpipes. Choices, choices....

You could always play a playtest Dwarf with blasphemous bagpipes!


Pathfinder Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I'm going to skip heaping praise on all the the cool songs Mark is creating and focus on one thing:

Mark Seifter wrote:
Actual clear rules for hiding

Another thing I've really been hoping would be heavily updated. Can't wait to see those.


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Gavmania wrote:
You could always play a playtest Dwarf with blasphemous bagpipes!

...or in other words, bagpipes. ;-)


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Thinking about it more, Bard is actually a perfect fit for the Occult. After all, how many evil cultist rituals involve the leading of brainwashed followers in ominous chanting and demonic linedancing? How terrifying would it be to come across people singing:

"'Cthulhu fhtagn!' What a wonderful phrase!
'Cthulhu fhtagn!' Ain't no passing craze!
It means 'no worries, for the rest of your days (are numbered').
It's our problem-free end to humanity!
'Cthulhu fhtagn!'"

*Someone more familiar with Lovecraft can finish that.


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Pathfinder Rulebook Subscriber

"it means no morals! It's the end of all days!
It's the final spree... Of humanity!
Cthulu f'tagn!"


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Also, at the risk of invoking tired stereotypes, there's no base class I'd associate more strongly with the 'eerie Romani fortune teller' archetype than the Bard, and that's the imagery that leads to mind when you consider tarot readings and seances and many similar occult trappings.

Also, on an unrelated note: fingers crossed that Bards get a spell or composition to animate objects or the dead for as long as they keep playing.


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Renchard wrote:
Milo v3 wrote:

Occult flavour is about things like cults, rituals, invocation, forbidden practices, relics, sacrifice, drawing in power from outside, sympathy, spirits, old gods, ascension, etc.

Occult flavor is now more about bard stuff. New edition, new flavor.

Also, even in PF1 the Occult was also about stuff like "predicting the future with harrow cards or similar" or "object reading" or "perceiving people's auras" or "hypnotism" or "faith healing", all of which are wholly in the bard's wheelhouse.

What Milo is talking about is the darker side of occultism, let's have the classic bard hero define the lighter side of occultism.


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In 2001 I spotted the book Harry Potter and the Bible : The Menace Behind the Magick by Richard Abanes in my local library. The Harry Potter books were a new phenomenon then, a fantasy series so popular that youngsters were avidly reading them. The conservative Christian community usually objected to books with witchcraft in them, but some were praising the Harry Potter series. I was curious what this book by Abanes said.

Richard Abanes' bias can be seen in the title: he misspells "magic" as "magick" because some occult sources spell it that way. J.K. Rowling spelled it "magic." He spotted occult symbols in the Harry Potter books and admonished them as encouraging occultism. He ignored that this formerly secret occult knowledge had leaked into common folklore centuries ago, into the popular images of wizards and witches and goblins.

This complements our discussion here on bards wielding occult magic. Bards are purveyors of folklore, about the tales and songs that people love to hear again and again. Some will dig deep into folklore, as J.K. Rowling did, to flesh out details in their tales. Occult knowledge leaks into folklore. It probably spreads even more on Golarion, where adventurers return with tales of occult spells used by themselves and against themselves and the bards capture those stories in new songs.

But that still faces the same question: once occult lore is in the songs of the bards and has become folklore, is is still occult?

Friendly Rogue wrote:
Jhaeman wrote:
Associating bards with the occult is a pretty weird leap to me. The conflict between performance (a public expression of artistic creativity) and occult knowledge (by definition secretive and insular) just doesn't work. I respect people trying to reconcile the concepts here, but if the connection isn't intuitive to readers, why use it? If you were to tell me that *any* major spellcasting class had a link to the occult, bards would have been last on my list.
I don't want to be that person, but if we're going off of definitions, Arcane is the one that is more strictly defined as mysterious, secretive, and insular. While the actual word Occult has its roots with the Latin word for "secret," most modern definitions tend to more closely tie it with explicit magical/supernatural beliefs or practices. Either way, both the terms "arcane" and "occult" are practically synonyms in practice, so you're damned if you do and you're damned if you don't.

Occult means hidden, the view to it covered up. Arcane means secret, shut away beyond common reach. Do we want two branches of magic to have the same meaning in their names? In contrast, primal means belonging to the earliest age, and divine means of the gods. Those names are distinct and meaningful.

Occult became the name for the mind-magic spells because it showed up 3 years ago in Pathfinder Roleplaying Game: Occult Adventures. "Psychic" appears to be reserved for a casting method, so it is not available. Some of the related names such as "enchantment" and "illusion" are schools of arcane magic, so they aren't available either.

"Bardic" could serve as a name, but the return of the Occult Adventure classes in a few years will make it seem misnamed. We need a name that relates to folklore and the mind and forgotten lore.

How about "Dream"? Some of the eldritch stories, such as H.P Lovecraft's The Dream-Quest of Unknown Kadath, relate to the otherworldly nature of dreams. Dreams also relate to the forgotten, because we often forget dreams. Dream interpretation is viewed as occult lore. Yet the other meaning of dream, about hopes and aspirations, fit the bard well. It does have the disadvantage that its adjective, "dreamy" means attractive, but we could use the backup adjective "dreamlike." "Visionary" and "fantastic" are similar.


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Mark Seifter wrote:

And then Whole New World is too perfect for a new edition of a game, with not much change (this one is sung by a game designer or demoer).

** spoiler omitted **

Now that Bards use the Occult spell list, Friends on the Other Side is already an appropriate song.


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PossibleCabbage wrote:
Renchard wrote:
Milo v3 wrote:

Occult flavour is about things like cults, rituals, invocation, forbidden practices, relics, sacrifice, drawing in power from outside, sympathy, spirits, old gods, ascension, etc.

Occult flavor is now more about bard stuff. New edition, new flavor.

Also, even in PF1 the Occult was also about stuff like "predicting the future with harrow cards or similar" or "object reading" or "perceiving people's auras" or "hypnotism" or "faith healing", all of which are wholly in the bard's wheelhouse.

What Milo is talking about is the darker side of occultism, let's have the classic bard hero define the lighter side of occultism.

To be honest, most of what I have seen bards commonly do is really creepy and disturbing when you think about it. Whispering in people's ears, using charm/suggestion/etc spells to influence people's behaviour, creating vicious rumours, manipulating people through charisma, hurting people with insults, whatever the hell is going on with spells like Tasha's hideous laughter. They can very easily can get into pied piper type territory with the somewhat questionable and mysterious magics they use, and that seems very occult to me.


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Mathmuse wrote:
"Psychic" appears to be reserved for a casting method, so it is not available.

They could un-reserve it and rename the casting method. "Cerebral" or "cognitive" perhaps, depending on just what it signifies.


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Put me firmly in the 'Bards = Occult is good' camp.

We acquired an NPC bard in book 1 of Strange Aeons, and he fits right into the occultish/Lovecraftian themes of that AP (albeit the poor boy has developed an irrational fear of books), not least because some of the bardic spells and masterpieces are in the twisted mind control area.

Anything that gets my second-favourite class away from the lute & goatee stereotype is good. Those characters are minstrels, without real power, bards should be something different and less frivolous, manipulators of minds and perceptions - which fits with my concept of the occult.

If anyone listens to the Magnus Archives podcast, there are a lot of what I think of as 'bards' in that - some of them work for the circus.


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Felinus wrote:
Down the line, I imagine magus would go the route of Paladin in 2e using class feats and spell points to give powers.

I don't know, the thought of the Magus not getting spellcasting seems really off to me, and it somewhat clashes with the concept of someone who melds arcane study with martial training. I feel like leaving the door open for a new Arcane Paladin-esque class in the future would be a better fit. I would suggest the Bloodrager would be a good fit, but considering the Sorcerer is no longer exclusively Arcane, it doesn't have as strong a fit into the concept anymore.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
In encounter mode, we tend to lean into the abstractions of the game more to allow for predictable and precise choices, things like space in quanta of exactly a 5-foot square if you're using a grid, and time in quanta of exactly 6 second combat rounds. But in the world, not everything is exactly on a 5-foot grid (assuming that the world is measured on a 5-foot grid at all times caused issues in an infamous pit jumping thread, for instance), and magic doesn't bleed away on exact multiples of 6 seconds.

So only bards will be able to precisely time things with their magic? I always liked the concept of timing things by spell expiration.

Speaking of which, will it be defined if a caster knows when their spell is expiring?


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Friendly Rogue wrote:
Felinus wrote:
Down the line, I imagine magus would go the route of Paladin in 2e using class feats and spell points to give powers.
I don't know, the thought of the Magus not getting spellcasting seems really off to me, and it somewhat clashes with the concept of someone who melds arcane study with martial training.

I am pretty sure that Magus (aka Eldritch Knight) will be an Archetype, if and when they republish it. Eldritch Knights, Arcane Archers, and Arcane Tricksters don't really have enough of a niche to justify being their own Classes anymore.

Their stat-line is no longer a consideration with everything based in level, and limited casting is just as easily done using 3rd edition Multiclassing (I.E. Taking 1 level of Fighter for every 3 Levels of Wizard produces something close to a second tier caster like the Magus). All that leaves is their niche features really.

Something like Spellstrike seems more feat-worthy in PF2 (particularly as an Archetype), and Spell-Combat (Using the same Action to perform Somatic Casting and Strike with a weapon; preferably with the same hand so that you can have a shield raised too) would be a prize for most any martially focused caster given that even single-classed their accuracy isn't so far behind the Fighter's.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Seems to me that we're already halfway to Magus with the way casters are going to be interacting with the new proficiency and action systems. All you really need is an archetype giving you access to action economy boosts for melding spellcasting and attacks and weapon/armor proficiencies as class feats and voila.

Designer

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Revan wrote:
Seems to me that we're already halfway to Magus with the way casters are going to be interacting with the new proficiency and action systems. All you really need is an archetype giving you access to action economy boosts for melding spellcasting and attacks and weapon/armor proficiencies as class feats and voila.

The thing is, you already have the action economy you need to make one attack at no penalty and cast a typical spell, so all you need is a way to easily get all the proficiencies (which there also is) and you can have an awesome magus character like Amanda's wizard in our office game.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

Which begs the question, what are the bard weapon and armor proficiencies?


Mark Seifter wrote:
Revan wrote:
Seems to me that we're already halfway to Magus with the way casters are going to be interacting with the new proficiency and action systems. All you really need is an archetype giving you access to action economy boosts for melding spellcasting and attacks and weapon/armor proficiencies as class feats and voila.
The thing is, you already have the action economy you need to make one attack at no penalty and cast a typical spell, so all you need is a way to easily get all the proficiencies (which there also is) and you can have an awesome magus character like Amanda's wizard in our office game.

That takes care of a spell combat facsimile, but not spellstrike. Although with the way crits work now the main benefit of channeling a spell through your weapon is lost unless a PF2 magus concept could somehow make its to-hit against regular AC better than its to-hit against touch AC.

Liberty's Edge

Mark Seifter wrote:
Revan wrote:
Seems to me that we're already halfway to Magus with the way casters are going to be interacting with the new proficiency and action systems. All you really need is an archetype giving you access to action economy boosts for melding spellcasting and attacks and weapon/armor proficiencies as class feats and voila.
The thing is, you already have the action economy you need to make one attack at no penalty and cast a typical spell, so all you need is a way to easily get all the proficiencies (which there also is) and you can have an awesome magus character like Amanda's wizard in our office game.

Multiclassing ? Which just might be the topic of next Monday's blog post ?


Mark Seifter wrote:
Revan wrote:
Seems to me that we're already halfway to Magus with the way casters are going to be interacting with the new proficiency and action systems. All you really need is an archetype giving you access to action economy boosts for melding spellcasting and attacks and weapon/armor proficiencies as class feats and voila.
The thing is, you already have the action economy you need to make one attack at no penalty and cast a typical spell, so all you need is a way to easily get all the proficiencies (which there also is) and you can have an awesome magus character like Amanda's wizard in our office game.

Would metamagics for making a weapon attack in place of an attack roll or a class feature that allows 1/turn the subbing of one somatic casting component for a weapon attack (similar action economy wise to a monk, though possibly with a "no more spells this turn" caveat if needed) be likely areas that might be relevant in the future?


Re_posts on Magus being possible as just an archetype:

NOOOOOOOooooooo...!

:p

Designer

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Xenocrat wrote:
Mark Seifter wrote:
Revan wrote:
Seems to me that we're already halfway to Magus with the way casters are going to be interacting with the new proficiency and action systems. All you really need is an archetype giving you access to action economy boosts for melding spellcasting and attacks and weapon/armor proficiencies as class feats and voila.
The thing is, you already have the action economy you need to make one attack at no penalty and cast a typical spell, so all you need is a way to easily get all the proficiencies (which there also is) and you can have an awesome magus character like Amanda's wizard in our office game.
That takes care of a spell combat facsimile, but not spellstrike. Although with the way crits work now the main benefit of channeling a spell through your weapon is lost unless a PF2 magus concept could somehow make its to-hit against regular AC better than its to-hit against touch AC.

In theory, since connecting two things on the same Strike and attack bonus is pretty useful, you could have a situation where you can deliver the touch attack with a weapon Strike so you can put the combined damage on a single Strike at your highest bonus. Not sure if balanced, though. There's also already a pretty strong spell-combat-esque-round encouragement feat out there for wizards and sorcerers, which is a must-have for the magus-ish build.


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Might be fun to have the touch spell with weapon strike be, if you beat TAC you get the spell damage, if you beat regular AC you get the weapon damage. If you beat both you get both.

It's a little crunchy, but the fun kind.


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Seltyiel Fan! wrote:

Re_posts on Magus being possible as just an archetype:

NOOOOOOOooooooo...!

:p

Well, a central question which will resonate throughout PF2 is if we can replicate the mechanics of a PF1 class with a combination of choices in a different class, but not so much the thematics, what do we do with that thematic space?

Like a PF2 divine sorcerer can absolutely mechanically replicate an oracle from PF1, but cannot in any way replicate the Oracle's flavor and concept ("special blood" being an accident and "cursed/chosen by the gods for a mysterious purpose are sort of irreconcilable) and we've had several indications that the Oracle isn't going anywhere.

So the question we're going to keep coming back to is "what is to become of all these gishes" or "is there more to the magus than a warrior who magics or a magic-user who fights?"


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Tectorman wrote:

"'Cthulhu fhtagn!' What a wonderful phrase!
'Cthulhu fhtagn!' Ain't no passing craze!
It means 'no worries, for the rest of your days (are numbered').
It's our problem-free end to humanity!
'Cthulhu fhtagn!'"

*Someone more familiar with Lovecraft can finish that.

It's actually already been done.

Designer

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Azih wrote:

Might be fun to have the touch spell with weapon strike be, if you beat TAC you get the spell damage, if you beat regular AC you get the weapon damage. If you beat both you get both.

It's a little crunchy, but the fun kind.

Multiple DC thresholds like that doesn't play too nicely with degrees of success (imagine TAC is 3 lower and you beat the full AC by 7, which beats the TAC by 10).

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