Turin Answers Bulmahn on Bards, Monks and Rogues


Classes: Bard, Monk, and Rogue


Bardic Music

Interestingly, the Bardic Music abilities have their "mind-affecting" qualifiers buried in each seperate ability's text. Perhaps this can be simplified in some way? Also, as has already been noted, why effectively require a character to 'burn' at least a third of their base skill allotment (2 out of 6) to function?

Bards I would note are excellent candidates as Cohorts as opposed to "primary" characters for smaller groups. As a general 'rule of thumb', imo.

The Fascinate ability I can see uses for if one's chums are not too quick on the draw to make chum out of, say, guards that need distracting, for example.

Inspire Courage is interesting: it combines elements of Bless with other 'buff' spells. The downside of course is if/when the Bard gets gutted and has to make the Spellcraft check to maintain concentration. Note that "gutted" is not "fragged"... It is not in and of itself particularly formidable - but it certainly outstrips most other morale bonus spells. Sadly, it is beaten or equalled by Greater Heroism in all aspects save for the weapon damage bonus until the Bard achieves 20th level. In and of itself, the weapon damage bonus makes this a worthwhile ability.

Inspire Competence I can see being of use now and then, although some of the circumstances that it would prove of the greatest benefit will largely render them ineffective due to line of sight/being able to hear and similar qualities from such things as inclement weather et al. That having been said, mayhap it could be that Bardic Music is compatible with "verbalized" performances by way of such spells as Telepathic Bond or by way of certain creatures' telepathic abilities? I will refrain from the obvious comment about the mentioned spell in question.

Suggestion Stands as is, working 'hand in hand' as it were with the above Fascinate ability.

Dirge of Doom is missing its requisite typing information: Sonic or Language-Dependant, Mind-affecting, Fear effect. PFRPG Beta, pages 18-19.

Discordant Performance is a risky proposition, having a third of the range of the Fascinate ability. Interesting as to the Perform skills it is attached to.

Inspire Greatness is nice and effective.

Song of Freedom is named interestingly, as the ability itself strikes me as along the lines of a "the funny guy in the squad always tells us these jokes and cracks the rest of us up" kind of thing. I do like it though. :)

Frightening Tune is ... interesting, although I am wary of such close range effects, I can see the rationale behind it. An interesting ability given the character MIGHT have had access to the Fear spell since as early as 10th level.

Paralyzing Show seems to be erroneously identified as requiring that the victim be able to see the Bard while listing Perform types that are mostly auditory in nature (act is at least half; comedy and oratory are pretty much by definition and consistency with earlier abilities).

Inspire Heroics rather nice as with Inspire Greatness. Perhaps the two abilities should be combined at 18th level?

Mass Suggestion can have its uses, as combined with the above Fascinate ability.

Deadly Performance is missing its effects typing: Mind-affecting, Death Effect, Language-Dependant or Sonic at the minimum. Yes, it is supernatural, but it remains a Bardic Music ability.

It is interesting to note that of the 16 Bardic Music abilities, 8 of them can be used with any; 4 can be used with one grouping and 4 can be used with a completely different grouping. I think this is hamstringing the class unnecessarily, 'though the logic is clear enough.

Monks The queries from Jason Bulmahn were (roughly) as follows:

(A) Are they effective combatants - if not, how can they be improved?
* Monks are moderately effective combatants, primarily due to having better CMB than others of equivelant or lesser BAB. However, to really make the most of this in a meaningful fashion at higher level play where BIG beasties await, I would recommend (a) adding an additional bonus to the Maneuver Training class feature. Say, starting at 3rd level and improving by +1 per 3 additional Monk levels until 18th level, a Monk gains an insight bonus when calculating his CMB; (b) awarding monks full proficiency with all simple and martial weapons in addition to the exotic weapons for monks; (c) awarding monks when using Monk weapons their unarmed damage bonus as a replacement for the base damage of the weapon - if/when the former is higher than the latter; and (d) awarding monks as additional class features the benefits of Agile Maneuvers, Defensive Combat Training and Weapon Finesse feats.

(B) Do the monk's ki abilities fit with the flavor of the class?
* It strikes me - and always has - that 3e monks are 'always lawful'. Being as how it seems that monks are (very loosely) based upon martial arts masters, I would propose that monks can be of any non-chaotic alignment. The Ki Strike abilities could be themed along the lines of lawful / good / evil rather than merely lawful. I do believe that monks as written will not measure up to the amount of time a Barbarian of comparable level can spend in a Rage (all else being equal). The Wholeness of Body ability seems especially in need of being improved in capability - say, along the lines of a paladin's Lay on Hands - as it is strictly a personal/self-only ability.

(C) Are there any themes that are missing from this ability? I presume this references Ki ability itself.

*I actually do not understand the rational behind a monk's gaining of certain class abilities, specifically Abundant Step, Diamond Soul, Tongue of the Sun and Moon and Empty Body. I can see them belonging to a monk-based Prestige Class. These abilities if none other can and should readily be exchangable for other abilities more befitting a martial arts master. These also present - along with Quivering Palm and Diamond Body - a body of abilities that can be exchanged either within the core class or within the frame work of any number of prestige classes.

Thematic elements that are missing from the nominally classic 'monk' presented include such concepts as:
* applying Slow Fall without requiring a difficult-to-adjudicate distance to "within arm's reach of a wall".
* massive, short term boosts of strength, a true "Power Blow" as it does not lack in accuracy - say, based on being done as a Full Attack, combining the benefits of the Vital Strike feats with using the Wisdom modifier as the govorning ability score.
* blows smashing through objects (ignoring hardness), such as breaking boards, cinderblocks, etc. A "Breaking Blow".
* "ninja" type stealth such as 'walking on rice paper', the Ranger's 'Hide in Plain Sight' class feature; "ninja" or "lin kuei" are classically known for disguises, impersonation, use of traps and poisons as well, even up to the point of the rogue's Trapfinding class ability.
* hypnosis effects, i.e.: 'clouding men's minds'.
* healing powers (sometimes via internal energy channeled into the recipient, other times via external 'chi' energy channeled into the recipient); a good analogy would be the Paladin's 'Lay on Hands' ability.
* projection of Ki or Chi in various means; examples would include such things as direct "ranged unarmed strikes" to as complex as a blending of Telekinesis with the top-shelf abilities from Master of the Unseen Hand. Other examples of this include 'remote' wielding of melee weapons (typically big nasty ones).
* energy effects channelled through unarmed strikes and monk weapons, classically cold, electricity, fire and sonic (thunder) energy types.
* deflecting or avoidance of blows at the last moment (along the lines of a Moment of Prescience).
* shape changing along the lines of druidic Wild Shape or even full-on Shapechange.
* These but scratch the surface of suitable Ki Powers - much, much more can be gleaned readily.

Rogues Jason Bulmahn specifically directed his line of inquiry at the Rogue's 'Talents', specifically: "Are there enough? Are any of them too good? Are any of them underpowered? Are there any thematic areas that the tricks should cover?"

1. "Are there enough?" There are 14 Rogue Talents and 8 Advanced Rogue Talents, which is quite a few (22 total) to hit the ground running with. That is a decent number to start off the Pathfinder RPG, although...

2. "Are any of them too good?" 'Slow Reactions' is probably too good - especially with a Rogue that can really Feint. 'Major Magic' - due to being able to select 'True Strike' - can be argued as too good. The big restraint on this is the restriction that a given talent can only be selected once, which keeps the Combat Trick and Weapon Training talents in check from heavy abuse. Bleeding Attack strikes me as being "too good to pass up", as it adds 'gravy' (DOT) damage on top of the mauling inflicted by the sneak attack itself without reducing the sneak attack's damage output.

3. "Are any of them underpowered?" 'Rogue Crawl' and 'Stand Up' are vastly underpowered by comparison to the rest.

4. "Are there any thematic areas that the tricks should cover?" This really depends upon the thematic elements one is expecting to be so covered. I do not believe that a Rogue should be dispelling with a sneak attack. A better replacement for this would be along the lines of a "channelled offensive spell" or something, although I am of the opinion that 'Dispelling Attack' can be gotten rid of altogether.

Skill Tricks (especially Advanced) could also touch upon or enable 'variations' in conjunction with cashiering the Trap Sense class feature, improving upon 'rogue-ish' combat feats (Dodge and Improved Feint come readily to mind) or getting positively "Ebil" with thrown splash weapons.


Maybe you could turn this post into 3 post about each class separatly

just a sugestion ^_^"


pontoark wrote:

Maybe you could turn this post into 3 post about each class separatly

just a sugestion ^_^"

umm ... smacks his face in time-honored Simpsonian fashion ... D"OH!! I'll do exactly that!

EDIT: A request to the PostMonster General: would you be so kind as to rip this thread out since I've pillaged it to make the kindly suggested trio of threads in its stead?

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Design Forums / Classes: Bard, Monk, and Rogue / Turin Answers Bulmahn on Bards, Monks and Rogues All Messageboards
Recent threads in Classes: Bard, Monk, and Rogue