Thoughts on how to fix the bard


Classes: Bard, Monk, and Rogue

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I realise we want backwards compatability, and I agree with that thought. Here are some fixes I think could help the bard alot without throughing the baby out with the bath water:

Spells: Up through second level these are find. After that the bard lags behind everyone else too much. Lets give 0 third level spells at 6th level, 0 fourth level spells at 8th level and 1 at 9th level, 0 fifth level spells at 11th level and 1 at 12th, and finally open up sixth level spells at 14th level with 0 and 1 at 15th.

This doesn't "break" backwards compatability, the paladin and ranger have had these sorts of improvements already, and it gets the bard closer to the other's power level with his spells. Please note it's not the spells or spell levels that put the bard behind the others here, it's how long he has to wait after everyone else has been casting the exact same spells. With my suggestion here he is still behind, but instead of it being 1~2 spell levels behind (2~4 actual class levels) it is only 1~2 levels behind everyone else.

Non-Performance class abilities: Move Jack of all trades down to level 11. Make lore master something you'll want to use by giving it bonuses in combat against monsters identify or just have it give the bard some spells he normally couldn't cast off of someone else's list. Add in some "Bardic Knacks" where the bard can pick up some talents or abilities that resemble some of the abilities others get, or have unique features.

Jack of all trades is a great ability but comes off like an after thought. By the time you get it you won't be wanting to make untrained skill checks anyways. Just get someone in the party that has 20 ranks in the skill to do it. The bard will have 0 ranks and isn't going to succeed at the tasks he'll be performing at level 19 with this ability. Lore Master would be fine but most wizards I know dump into a lot of knowledge skills (the current two at our table have 6+ knowledge skills). If it instead allowed the bard to grab 1~3 spells he normally couldn't cast over the course of his adventuring career it would make since flavorwise (I've travelled a lot and picked up new stuff in different places) and have a decent class ability. New bardic knacks would give new life to the bards "ultimate generalist" concept or at least give reason to look to see what a bard could do offering verisitility that is currently lacking.

Performance class abilities: Make the inspire line of performances a swift action to maintain, and add some scaling to Inspire competence, Inspire greatness, and Inspire heroics, or at least build the bonuses up to something worthwhile. Either open up the range on the offensive line of performances or give it a targetting feature (1 creature per 2 levels or something). Drop dirge of doom to 4th level, Discordant performance to 7th level, Song of freedom to 9th level, Soothing performance at 11th, Frightening song to 9th level, and paralyzing show to 13th.

Making the Inspire line of performances would let the bard actually DO something in combat other than "I sing... I move" without loosing his class abilities. Inspire competence can easily be replace by a simple aid other action by anyone and should have more umpf to make it worthwhile. The bonuses from Inspire greatness are lackluster for the level you get them at and just don't affect enough people, same for Inspire Heroics. Moving the Offensive songs down in levels would put these at spots where they can actually be used against creatures that won't have immunities to most these effects, and none of these abilities are better than spells other characters get at the same levels I've suggested.

Nothing here is huge, rescaling the powerlevel would be a huge step in the right direction for the bard and is perhaps the only looming problem hanging over his head. If you look at all the bardic prestige classes in the splat books they all do 1 of 2 things: Either give him so decent songs to use, or spead up/ improve his spells so they are online with other spellcasters. If you want to have a 20 level bard instead of everyone doing bard 'x'/ seeker of song, sublime chord, thaumturgitic lyrist, etc. then you got to get the scaling down better.


Abraham spalding wrote:
Spells: Up through second level these are find. After that the bard lags behind everyone else too much. Lets give 0 third level spells at 6th level, 0 fourth level spells at 8th level and 1 at 9th level, 0 fifth level spells at 11th level and 1 at 12th, and finally open up sixth level spells at 14th level with 0 and 1 at 15th.

May I also suggest adding more direct damage to the spell list as well. They have none. Even a Cause X Wounds would be nice at this point. I think the lack of spell "punch" is a drawback for the "Ultimate Generalist" class.


Max Money wrote:

May I also suggest adding more direct damage to the spell list as well. They have none. Even a Cause X Wounds would be nice at this point. I think the lack of spell "punch" is a drawback for the "Ultimate Generalist" class.

If you want to take out enemies efficiently, direct-damage spells in general lack punch. You're much better off with buffs, battlefield-control spells, and save-or-be-disabled effects (the latter of which the bard has in spades).


Kirth Gersen wrote:
Max Money wrote:

May I also suggest adding more direct damage to the spell list as well. They have none. Even a Cause X Wounds would be nice at this point. I think the lack of spell "punch" is a drawback for the "Ultimate Generalist" class.

If you want to take out enemies efficiently, direct-damage spells in general lack punch. You're much better off with buffs, battlefield-control spells, and save-or-be-disabled effects (the latter of which the bard has in spades).

But if the Bard is to be the "Jack of all trades, master of none" class, which most people generally agree on, than it should know at least some direct damage spells. The Bard, as far as I look at it, is the second best fighter-type, second best healer-type, second best skillmonkey-type, but not the second best mage-type with the current spell list. That is what I was referring to when I mentioned the "Ultimate Generalist" before.

Paizo Employee Creative Director

I'm not sure that the concept of the bard as the "jack of all trades" is entirely accurate any more. Back in 2nd edition, certainly this was true. But with 3rd edition's relaxation on multiclassing, it's a LOT easier to build a jack of all trades character with the right combo of multiclassing and prestige classes.

Which is why, I believe, the bard design got shifted in 3rd edition to more of a trickster/performer/social type character. (This change was somewhat hampered by the unfortunate fact that the bard was, if I remember correctly, the last class to be worked on during the design process).

Personally, I've thought of the rogue and the bard as brothers in arms. They're the two skill-monger classes; classes that use skills and skill-based abilities to take care of things. The rogue, with his evasion and sneak attack, is the more combat-focused of the two, while the bard, with his bardic music and illusion/enchantment magic, is the more support-based of the two. There's certainly some crossover between them, but the rogue's the one up in combat while the bard's the one who hangs back to support the party with magic.

It's out of combat situations that the bard's role really shines, though, and since the game itself is so focused ON combat, that's a big part of the problem why the bard doesn't often seem to fit well with the rest of the group. But when you have a game that's as much about political intrigue and mystery solving and the like, bards are pretty great.

All of which is a way of me saying: Giving the bard more damage power isn't the way to fix the bard, it's the way to change the bard into something else entirely, and all that'll do is annoy the type of player who wants to play bards in the first place.


James Jacobs wrote:
It's out of combat situations that the bard's role really shines, though, and since the game itself is so focused ON combat, that's a big part of the problem why the bard doesn't often seem to fit well with the rest of the group. But when you have a game that's as much about political intrigue and mystery solving and the like, bards are pretty great.

That's not true, though. Remember, with no Perform requirement, the Rogue can use all of his 8+Int skill points on social skills.

So the Bard doesn't really have a niche of his own. The Bard might be the cliche social character, but the Rogue does it better when he tries.

-Matt


James Jacobs wrote:


All of which is a way of me saying: Giving the bard more damage power isn't the way to fix the bard, it's the way to change the bard into something else entirely, and all that'll do is annoy the type of player who wants to play bards in the first place.

I don't want more damage, I want more relevance. I personally feel there are only two real problems with the bard:

1. Lag -- The bard typically gets his abilities too late in the game. By the time his spells are getting decent, everyone else is throwing great spells, after 7th level he lags by at least 1 spell level for the rest of his career. The spells he can cast lose relevance when the cleric, druid, wizard, and even sorcerer, are all casting the 'big boy' versions of said spells. The bard's musical abilities suffer from the same problem; the bard gets them at the same time, or later than he gets the spells that do the same thing. Take the mass suggestion ability the bard gets at eigthteenth level I mean come on! They come too late and have too little effect on play (inspire greatness and heroics can generally only affect one person at a time and aren't so amazing to warrant such treatment).
2. lack of diversity -- I love the fact that the bard has had more performance abilities added, I think this is the right way to enhance the bard and was a wonderful decision. I don't think it was taken far enough. I realise that there is a page count to consider, but acting and dancing and playing an instrument are three completely seperate things and shouldn't produce the exact same generic results. With only two 'branches' on the performance tree, it feels more like I'm paying a skill tax for class abilities rather than making solid choices between different career paths.

I think these problems can be solved relatively simply, start the spell progression on spell level 4 and higher 2 class levels earilier with a 0 spell slot (bonus only) then a 1 spell slot at 1 class level lower than it is now. My other thought is just open up some more performance types to their own abilities.

Again the problem isn't damage or lack there of, it's the feeling that I'm behind everyone else the entire time, by the time the bard can do something, everyone else has been doing it for levels, and boredom (mostly in combat) from just having the same meager options level after level. A person plays a bard to be dynamic, different, changing, and flexible. While the bard plays into that some, he doesn't have the 'umpf' yet to care it off like the rogue does.


Besides buffs and glitterdust, the bard is the guy who shouts 'cold iron' in combat to let the fighter know which weapon to pull out to most effectively damage whatever weird monster (never before encountered) the party has run up against, or 'sonic' to the wizard.
Exploring, the bard has maybe as good a chance as anyone else to know something useful when a puzzle is encountered based on the life of a tomb's principle occupant, and is ready (at higher levels) with Zone of Silence so that a party can wander around an enemy position freely discussing what's going on, without needing to worry about being overheard by the other side.
Occasionally clairvoyance comes in handy for taking a look at what's on the other side of a door.
The bard is the guy who makes everything generally easier for everyone else.
I'm not certain that the bard needs 'fixing' though the point about a rogue (having more skill points) being as good at being the 'face' of a party as a bard is interesting, if social-situation spells are assumed to be not present on a bard's spell-list.

Edit:
The Forgotten Realms Setting in 3.5 had a number of magical instruments which complemented the bard being a performer angle of the class; perhaps some such items might find their way into the PF RPG?


My problem is that every part of that can be done by a wizard (indeed two wizards in my current shop campaign do this) and sooner/ more effectively than the bard. What's more the wizards can be more effective, and provide more for the group as a whole.

IF the bard is to be the 'best fifth man for the group' he needs to be a good first, second, third, or fourth man too. Otherwise doubling up on one of the first 4 is going to be better than adding mister day-later-dollar-short bard.

We have had 12 different people with 18 different characters rotate through our game, and not once has someone choosen the bard, becuase the other classes are more effective at everything than he is, and can fill in for each other in a pinch just as readily.


Abraham spalding wrote:

My problem is that every part of that can be done by a wizard (indeed two wizards in my current shop campaign do this) and sooner/ more effectively than the bard. What's more the wizards can be more effective, and provide more for the group as a whole.

IF the bard is to be the 'best fifth man for the group' he needs to be a good first, second, third, or fourth man too. Otherwise doubling up on one of the first 4 is going to be better than adding mister day-later-dollar-short bard.

We have had 12 different people with 18 different characters rotate through our game, and not once has someone choosen the bard, becuase the other classes are more effective at everything than he is, and can fill in for each other in a pinch just as readily.

If you are holding the wizard class up as proof that another class is insufficiently effective by comparison, in politeness to your position as the OP I shall sadly bow out of this thread.


Bow out if you wish, I point out the following as making the bard insufficient:

The cleric, The Rogue, The Fighter, The Wizard, The Barbarian, The Paladin, The Monk, The Druid, The Sorcerer, and the Ranger.

Any of those can generally do most of what the bard does, and usually do it better. Most parties would be better off with another of the basic four than a bard.

If we have a party of: Fighter, Rogue, Cleric, and Wizard: then give the party a choice of a fifth member a bard, or another of the first four, most the time they'll grab another of what they have already. Why? Becuase the bard doesn't compare with any of the 'base 4'. He doesn't fill any needed slot, and can't do "just as well" in any of them either.

Look, a Druid can fill in for a Cleric, a Sorcerer for a wizard, A barbarian/ paladin/ ranger for a Fighter, the hardest to replace is the rogue and that's only becuase of trapfinding, otherwise most anything can cover his role as a harasser/ skill monkey. The bard does fit. He can't heal well enough, he can't buff well enough, because his buff spells come too late, he can't fight well enough, and if he wants his class features he can't skill monkey well enough. He's not arcane enough to take over for a wizard either.

Especially with the skill system as it is now. Any class can meet the same skill ranks a bard can meet. Before the bard at least knew that he could rely on his fairly unique skill list to carve him some room. However if anyone can have 20 ranks in anything, then he doesn't even have that. Yes at low levels the +3 class bonus helps, but the higher you get the less it means.

IF we want the bard to be a good choice he needs to be able to fill a role in some way. Either with his music and magic or his other class abilities. Right now he just doesn't cut it.

But prove me wrong. Show me a build that is bard class only and can fill in one of the 'core 4' roles in a party using only beta core rules. If your bard can cover all the bases that a member of the 'core 4' I'll have to rethink my position in it's majority. However I don't think it can be done.


I'm new to Pathfinder, and by no means have I got the new Bard down yet, but to my mind, new performance abilities are on the right track but far from finish off these guys.

I think the truest statement thus far has been that Bards, as of 3.0, shifted from being the "jack of all trades" that they were previously, and became arcane performers. However, like Gnomes, nobody has figured out how to make that work in 3.5+ yet, and it shows. Worse, D&D4e decided that Gnomes weren't even worth it anymore, and, since Bards have always been the odd-man class and seem to have followed the Gnome race in a lot of ways, I don't want them overlooked, diminished, or tossed out trying to make them behave in the "must occupy a role" framework of the 3.5 revisionist model.

Sure, they should have a job to do, and they should be viable compared to other classes, but "balanced" is an overused term.

What I first jumped at when finally picking up Pathfinder stuff was the opportunity to contribute to the betterment of the game, and Bard was where I started. Performance powers track nicely and build on the skill ranks system just fine. What the class is still missing is a freebie power, and all other classes get one. Even the fighter gets a Save bonus versus Fear effects...for free. Now it makes sense with their job description, but the Bard needs something similar, and, furthermore, it should relate to the Performer framework that the class now focuses on.

I researched all sound based powers derived from Ex or Su abilities and that are innate to a creature, not provided by some device (like a horn or harp or something). All that most do is stun, daze, confuse or otherwise de-buff enemies, and I think this si the route to go with Bards. Making these effects innate class abilities, delivered without skill ckeck like a Perform power, and instead operating in the same vein as Sorcerer blood line capabilities (also freebies), Bards would then be the only class with innate capabilities that are sonic related without being unsaveable, all the powers would relate towards performance, but as a hampering, distractive, interferring 'weapon', and it would offer Bards something powerful yet autonomous from Perform rank progression and solely based on Class Level.

I like some of the ideas about spell progression shifting, but I think an innate class ability that could, for example, make all enemies stunned for a round, would ultimately be more valuable, appropriate and Class enhancing.


Here's a strange, random, sleep-deprived, off-the-wall idea I just had:

What if, after a time, Bards received the ability to Quicken all their spells for a very-much-reduced spell-level cost? That way, though the Bard would be behind the other casters on level of spells attained and raw numbers of spells, perhaps by letting the Bard's "Quicken progression" match more evenly with other casters' "Quicken progression" (1st-level spells at 9th, 2nds at 11, 3rds at 13, etc), that would help make up for it? A Bard would be behind on overall spell progression, but not-so-behind on "Quicken progression."

The concept could be represented by a Bard being so good at the music behind his spells that he learns to cast them with less effort than before.

The gaping problem that would be fixed here is how after a time, even if a Bard has all the best buff spells, other classes can firing them out as swift actions, while the Bard is stuck spending his standard. This idea goes hand-in-hand with the reasoning behind speeding up Bardic Music activation as well. In a game with full-attacks, the higher level one goes, the more having to spend one's standard action stinks.

Then we could give the Bard all the best of the party-buffing spells. So this way, he could be the best in the game at party-buffing, and he wouldn't have to spend his standard action every round adding to his party's effectiveness. He wouldn't be locked into being solely a buff-bot.

Suddenly, the Bard would finally have a niche, and would finally be the best in the game at something.

-Matt


I was looking at this more for the sorcerer, however it could work with the bard too.


Mattastrophic wrote:

Here's a strange, random, sleep-deprived, off-the-wall idea I just had:<<SNIP>>

Suddenly, the Bard would finally have a niche, and would finally be the best in the game at something.
-Matt

What you mention here is why I believe they created the Marshal class in the Miniatures Handbook and then gave class options for it in the Player's Handbook II. And speaking of that, what if they gave the Bard a bit of Ranger feel? Choose between Bardic Performance and "Marshal Command". Something more combat-oriented, abilities that buff the party still, with less spells. That way if a party was low on fighter-types the 5th man could be a marshal Bard and if the party was low on spells they could play a performance Bard.

Or should they just smush the two classes together?

Abraham spalding wrote:
... I think these problems can be solved relatively simply, start the spell progression on spell level 4 and higher 2 class levels earilier with a 0 spell slot (bonus only) then a 1 spell slot at 1 class level...

I think it would be nice to have spells sooner as well. It would give Bards more spells (which could possibly include more direct damage <grin>) and not be so far behind the curve as to make their spells obsolete. They would still be second-line casters, just not hamstrung casters.


I would like to take a moment and wax nostalgic....

In the first AD&D Player's Handbook, what we now call First Edition, the Bard was what could arguably be the first prestige class.

You started out as a Fighter up to levels 6 to 8 at which time you became a dual class character (cool rules btw) and switched to Thief until levels 5 to 8 if memory serves me correctly. At that point you dual classed again into a Bard using the Druid's Spell progression, THAC0, etc. They had a very limited weapon and armor proficiency list, even more limited than the Magic-User of the time. This made the Bard good in combat, with a good amount of non-weapon proficiencies (read as skills for you younger folks), able to cast fairly late yet a decent amount of spells with a woodsy flair.

Now of course "fairly late" is an understatement because Rangers and Paladins did not get to cast spells until they were like level 9 or so (and Rangers could cast both Cleric spells and some Magic-User spells) so in comparison a Bard cast twice as high as those classes, but I digress. I think a Bard should get more fighter-type abilities, more rogue-type abilities and to have a wider range of spells to cast instead of mostly buffing and non-combat spells.

I like that the HD got bumped which helps make it more viable in combat. I like the "negative" performance aspects that were added (e.g. Dirge of Doom and discordant performance) as well as the alignment restriction that was lifted. I really like what has changed in the class, but I think there is still something missing from the Bard.


And to expand on what Max is saying, even the 2nd edition Bard had some serious power opportunities, but for different reasons. Bards pulled all of their spells from the wizard/sorcerer list (then just called the mage). And while they never got the same levels of spells as a true mage (bard progression stopped at 6th level spells), the bard's faster level progression ensured that they cast their spells with greater power than any mage of comparable level.

Frankly, the bard of 3.0+ is a completely different animal from its predicessors. While the 1st ed Bard did a lot of things reasonably well, and the 2nd ed Bard was a potentially powerful spellcaster with greater survivability and some fun tricks, the 3.0+ Bard feels like a number of good ideas with some seriously frustrating limitations.

Their fighting abilities are very average. All warrior classes plus monks, rogues and most clerics are better off in a stand-up fight.

Bards' spellcasting suffers from some of the worst aspects of rangers and sorcerers put together (the ranger gets a very limited list of spells and extremely limited castings per day, but can vary what spells they use each day; sorcerers suffer from a lack of versatility, but at least can cast a lot of spells in a day).

Bards have an excellent variety of skills, much like rogues, but come up seriously short as one of their necessary skills is chosen for them (Perform).

That leaves us with the bardic music. These abilities can be nice, but it sort of pigeon holes them in their role within the party: that of the buffer. The problem with that is that Clerics and Druids are both capable buffers and have a lot of other things to offer besides.

I feel like the bard has kind of been lost in the shuffle. There are a few ways I can think of to fix this. Add a progression of choosable feats. Class features that allow you to sacrifice one aspect of the current bard's abilities to gain something else. Ditch them and rebuild from scratch As is, the bard feels like the red-headed stepchild of 3.0+ base classes.


Tom Cattery wrote:

...

Their fighting abilities are very average. All warrior classes plus monks, rogues and most clerics are better off in a stand-up fight.

...

OK I have seen this before and don't understand. Bards have the same BAB progression as Clerics, Monks and Rogues as well as the same HD now (thanks Pathfinder). How can they be worse off?


Monks get more attacks with flurry of blows and deal more damage,
Rogues have sneak attack and rogue tricks,
Clerics have Divine Power & Divine Favor plus a whole host of really GOOD buffs,
Druids go wild shape gaining better and more attacks and buffs to help it,

...

Bards... sing a little song getting + 4 to hit and + 4 to damage... at most, which by the way benefits everyone else too.

That's how.


Abraham spalding wrote:


Clerics have Divine Power & Divine Favor plus a whole host of really GOOD buffs,

Plus a better selection of armor while still maintaining casting integrity.

But, yeah, what you said.


Mattastrophic wrote:

Then we could give the Bard all the best of the party-buffing spells. So this way, he could be the best in the game at party-buffing, and he wouldn't have to spend his standard action every round adding to his party's effectiveness. He wouldn't be locked into being solely a buff-bot. Suddenly, the Bard would finally have a niche, and would finally be the best in the game at something.

Matt, I often find myself disagreeing with you, but in this case I think you're on exactly the right track. I would very, very much like to see the 3.5e bard become a bard/marshall class (as Max Money mentioned) -- thus giving him a much-needed core niche and putting him on a par with the other classes. Excellent thoughts on both your parts; consider me a really big fan of this particular solution.


Abraham spalding wrote:
Monks get more attacks with flurry of blows and deal more damage,

... at a cost of reduced BAB until level 11. I will concede better damage output.

Abraham spalding wrote:
Rogues have sneak attack and rogue tricks,

... which as written is a bit over-powered and the Pathfinder talents mechanic only infringes on Bard territory in a minor way.

Abraham spalding wrote:
Clerics have Divine Power & Divine Favor plus a whole host of really GOOD buffs,

... most of the buffs are accessible to Bards as well. Though I am confused by Divine Power and Divine Favor. Where are these in the Cleric class description?

Abraham spalding wrote:
Druids go wild shape gaining better and more attacks and buffs to help it,

... More attacks topping out at three (claw, claw, bite) with a lower BAB because of secondary attacks which the buffs only offset.

Abraham spalding wrote:

...

Bards... sing a little song getting + 4 to hit and + 4 to damage... at most, which by the way benefits everyone else too.

They excel at buffing. The spell buffs are singular making Inspire Courage better until you get to the Mass versions thus being redundant for a Bard to have.

All these classes have the same base BAB and, barring differences in Str or Dex, there is not major difference in how well they can attack an opponent.


I was struggling with what to do, because I'd sort of made it my personal mission to get in here and make Bards better (lol), but when I saw mattastrophic's ideas, it was a perfect spring board.

So, does anyone have any thoughts on my idea following on from him of removing Perform as a Skill, making it a Class Ability exclusive to Bards, and having it directly effect their powers derived from class?


Max Money wrote:
Abraham spalding wrote:
1. Clerics have Divine Power & Divine Favor plus a whole host of really GOOD buffs,

... most of the buffs are accessible to Bards as well. Though I am confused by Divine Power and Divine Favor. Where are these in the Cleric class description?

Abraham spalding wrote:
2. Druids go wild shape gaining better and more attacks and buffs to help it,
... More attacks topping out at three (claw, claw, bite) with a lower BAB because of secondary attacks which the buffs only offset.

1. See spells. Clerics get a wider list than bards, and those two in particular make the bard's self-buffs look lame in comparison. And, of course, the cleric can fight in heavy armor, use a heavy shield, and throw spells of much higher level, sooner, than the bard can. Does mass harm appear on the bard list? Blade barrier? (And, for the latter, if it did appear on the bard list, could he cast it at 9th level?).

2. Big physical stat boosts (esp. Str), plus things like pounce or improved grapple, plus natural AC boost. And then self-buffing via greater magic fang, barkskin, and animal growth more than compensates for a -2 or -5 on secondary attacks. And, like clerics, they get higher level spells, at lower levels, than the bard does. And a super-pet to flank with.

Clerics and druids are vastly better melee combatants than are bards. Looking only at BAB and HD size is disingenuous; there are a lot more aspects than that. Also, "get the same buffs" isn't true, and even if it were, bards would almost always have to wait until being of higher level to get them, and they never get 7th-9th level spells at all.

So, bards will never be individual melee powerhouses. But they don't have to be. If they could buff the party better than the other classes (which, currently, they cannot) and still be even mediocre fighters, they'd be a class well worth playing. So, more marshall in my bard, please!


I think "marshall" is a bit much, but they should definitely be the morale-boosters and save-enhancers of all the classes. They should stand out as helping with these things and alleviating the "stresses" of adventuring (removing conditions like Stunned, Hypnotized or whatnot is something few classes do; none w/o Dispell).


You mean like, say, the heal-bot, I mean cleric does?

I don't mind the thought of the Bard becoming a better buffer, but I really think the best points for the Bard are in expanding his music selections.

IF the bard gets more/better buffs, but his spell progression doesn't change, it's not going to matter. By the time he gets too them it'll still be too late.


Abraham spalding wrote:
I don't mind the thought of the Bard becoming a better buffer, but I really think the best points for the Bard are in expanding his music selections. IF the bard gets more/better buffs, but his spell progression doesn't change, it's not going to matter. By the time he gets too them it'll still be too late.

So we make the buffs into music things, and expand their usefulness. Inspire courage is a good start, but what about inspiring better saves, or resistance to negative energy ("the lifting rush of the music causes a surge in your blood and in your very life force, counteracting the banshee's dread wail..."), or whatever? Each round, the bard could activate a single music ability as a swift action; the next round, he could continue the same one (again as a swift action) or switch to a different one as a swift action. This has two major effects:

  • Every party will want a bard because they'd have an assortment of swift-action buffs available when needed. Instead of every cleric taking Persistent Spell and being the "designated buff guy," he can use his spells for other stuff, and leave the mass conviction effects to the bard's music.
  • Players might actually have fun playing bards because they get to act, and not just stand around singing.


  • And that's essentially what I'm suggesting. However, it would follow the skill check mechanic. In the Banshee case you mention, it would be Bardic Performance check involving the skill appropriate to the encounter, and probably based on a Bardic Knowledge check previously to determine what the Banshee can do and "know the right tune o play" to buff the party to mitigate it.

    Bard rolls (D20+0.5 lvl+SKILL) and creates the desired effect, probably +2 Save Bonus. I haven't worked out "result" details yet, but maybe half ranks of the skill utilized is appropriate. With 8 ranks at 8th lvl, the bard could afford a +4 bonus - that seems alright.

    Now, in the Banshee situation, the player could have knowledge that this is a specific dead dude and he has already done the research at the local library and chooses to play a tune involving the events that lead to the Banshee becoming, well, Banshee. Thus, Knowledge (History) or Knowledge (Nobility) could be important. Most likely it could be Knowledge (Arcana) because of the type of creature we have here (a Banshee), but Knowledge (Religion) works too.


    Here are some thoughts I posted in another thread:
    Ok so I've been thinking on the idea of improving the bards performance based chasis, and here's what I have:

    1. KaeYoss suggested giving the bard an extra skill point that can only be spent on a perform skill. I like it.
    2. With KaeYoss's fix for that problem I'm keeping the skill rank requirements: You'll see why in a minute:
    3. Each of these performance types have their own special little thing, In order to use that thing you must keep your skill ranks in that performance type. The following performance types would not allow you to get Dirge of Doom, Discordant Performance, Song of Freedom, soothing performance, Frightening tune, or Paralyzing performance: Perform(dance) and Perform(acting)

    Oratory/singing -- Allows bardic music to be used/maintained with a Move action, allowing the bard to have a standard action that can't be used for spell casting.
    Perform(instrument) -- Allows bardic music to be used/maintained with a move action, allowing the bard to have a standard action that can be used for casting spells.

    Dancing -- Requires the bard to spend a move action every round to keep the dance going. The bard can actually move up to half his movement rate while using the move action to keep the dance going.
    NEW DANCES -- these three are gained one at a time at the same time as Dirge of Doom, Song of Freedom and Frightening Tune if the bard has the appropriate skill ranks in perform(dance):
    Dance of Evasion -- Any movement by a bard dancing the dance of evasion does not provoke an AoO, while dancing the dance of evasion the bard gets the benefits of the evasion class ability like a rogue.
    Dance of Free Movement -- Grants allies within 30 ft of the bard a +20 enhancement bonus to land speed, and an additional attack as part of a standard action. This additional attack is made at full BAB - 5. The bard may include theirself in the this benefit
    Dance of Blades -- While dancing this dance the bard make cause up a weapon in her possession to act as if it had the dancing weapon enhancement. The weapon will move with the bard but can always make a full attack on the bard's initiative.

    Acting -- Requires the bard to spend an hour at the start of the day "Getting into his Role". Once done he gains the following benefits at the same time as Dirge of Doom, Song of Freedom and Frightening Tune if the bard has the appropriate skill ranks in perform(acting) when a bard uses these abilities he loses half his bardic performance uses for that day (just at the start of the day not each time the ability is activated):
    At face Value -- People assume the bard is what he looks to be; All detection spells present information as if the bard was the role he is acting as.
    Fill the Role -- the bard may choose one class feature of another class that is gotten by that class at a level equal to or less than 1/2 the bard's class level. In the case of wizard and Cleric spellcasting the bard may choose to prepare his spells for the day off those classes list (he must have a spell book for wizard spells) but only up to spells 1/4 his level in spell level (i.e. he could prepare 3rd level spells at level 12) or his bard list.
    Mimic -- The bard may choose to repeat an action that he has just seen performed by another, if the action is the casting of a spell or spell-like ability this uses up a number of bardic performance uses equal to the spell's level. The bard may choose new targets for his mimicked performance.

    A bard could get as many sets of performances as he wants, as long as he keeps paying the skill tax on them

    If the bard had other performances to help with buffing and getting rid of problem effects that would be good too. Those could go under instrumental music I think, giving another catagory for the bard to choose from.


    That's a long list of possibilities for cursory suggestion. (lol) I like some of it, a lot, but I don't think differentiation and different dances/songs/etc are really necessary. There's already a list - Skills. It's pretty much done, and my suggestion that (A) Performance be a Class Ability instead of a Skill, (B) that it allow a roll to have Mundane to Exceptional effects (like skill check buffing, save augmentation, morale booting, etc.) or whatever the player and GM can agree upon works fine.

    Also under my suggestion, Lore Master should be tossed. Taking 10 on a knowledge check at he skill levels that the Bard has currently aren't that great anyway, and taking 20 as a standard action is not something I can imaging ever happening. Using a knowledge skill during combat? I don't get it. Use the "per day" progression points of this, though, to be the increments where the version of Performance I'm suggesting takes on new aspects of power; shifting from mundane skill buffing, to Exceptional qualities to Supernatural at 17th. It could work, and work easily with minimal re-writing.

    Bards at lower levels just get d20+1/2lvl+Skill with the new version of Perform I'm suggesting.

    Mid-level Bards can apply the Exceptional (Ex) quality and do "XYZ". Now this is where it gets into more effects like Dirge of Doom or whatever, but it still requires a check with a pertinent skill. Say...Intimidate to effectively create a Song of Dread, effecting enemies w/i 5'/lvl to have to save (WILL) or be Shaken, DC=d20+1/2lvl+Skill.

    I'm not making a new list of new things that a player will have to become familiar with, either. Instead, I'm opening up the notion of having Bard players get the chance to play around with the idea of "What can I do if I use skill X?" It brings a free-flowing sensibility to the Bard, while tying these powers a lot more to his learned skill areas (ranks).

    Removing Perform as a skill is crucial, though, so that power access becomes a function of experience level like all the other classes and not something tied solely to ranks allocated. That doesn't work or make sense if you look at the current Bardic Performance powers versus spells available to Bards at various exp lvls.


    There is only one way to fix this class.

    DELETE IT.

    It is, always has been, and always will be the stupidest thing in gaming since letting elves auto-detect secret doors. If you could be a multi classed fighter/rogue/wizard just by running around from place to place, every caravan driver, messenger and outlaw would be one. It's just retarded.

    This is how it plays out:

    Orgon, the dwarven barbarian swings his nicked and bloodied axe one final time, finishing off the last of the dark cultist of Bane. He surveys the room as he falls to one knee, battered, bleeding and exhausted. His friends Maylee the wizard and Lovar, cleric of Torm, lay dead in the corner. He begins to say a silent prayer...

    What the hell is that noise?

    His prayer interrupted, he turns to look behind him. Dingleberry the bard is still playing his f'ing lute! Orgon's rage gives him one last burst of energy and he cleaves the little twit in two before collapsing on the ground.

    Yeah, I'll take my fantasy with a little more hetero, thanks.


    OR...

    Korvas, Bard of Kord, lunges forward, careening through his foes, reciting the Battle Hymn of Doom told through his lineage, thus enhancing his strength and bracing him against the evil spells of his enemies...

    ...there's your "hetero", dude.


    Devo the Sane wrote:

    There is only one way to fix this class.

    DELETE IT.

    It is, always has been, and always will be the stupidest thing in gaming since letting elves auto-detect secret doors. If you could be a multi classed fighter/rogue/wizard just by running around from place to place, every caravan driver, messenger and outlaw would be one. It's just retarded.

    This is how it plays out:

    Orgon, the dwarven barbarian swings his nicked and bloodied axe one final time, finishing off the last of the dark cultist of Bane. He surveys the room as he falls to one knee, battered, bleeding and exhausted. His friends Maylee the wizard and Lovar, cleric of Torm, lay dead in the corner. He begins to say a silent prayer...

    What the hell is that noise?

    His prayer interrupted, he turns to look behind him. Dingleberry the bard is still playing his f'ing lute! Orgon's rage gives him one last burst of energy and he cleaves the little twit in two before collapsing on the ground.

    Yeah, I'll take my fantasy with a little more hetero, thanks.

    Stop playing a flute, dude.

    Ideas for your choices:
    Performance (rap)-why not?
    Performance( Speech)-Inspire
    Performance (Pledge)-Be patriotic. You calling your nations pledge un-hetero? Ask any soldier thems' fighting words.


    Or ask anyone German. the Pied Piper of Hamelin drove rats from the city with music from his flute.

    I say that he was using his Perform Class Ability to activate a Knowledge (Nature) check an Exceptional power "Control Vermin".

    :-D


    I've been bouncing a number of ideas around in my head for the Bard, trying to find a way to make them more unique and here's what I came up with:

    1) Training Specialties: Each bard gets a set of unique abilities based around how they were trained, similar to a Cleric's Domains or a Wizard's School Specialization. A bard trained as a dancer would be different that one trained with a musical instrument at a conservatory or as a skald at a war college. Ex 1: A dancer bard might get an ability called "Dance of Many" which duplicates the Mirror Image spell as a Supernatural ability. Ex 2: A war skald might have access to all simple and martial weapons to reflect their greater range of training.

    2) Unique Spellcasting (Spell Performance): Bards no longer get "spells per day". Instead, they get an increased number of Bardic Performances per day (say ((1+Cha modifier)X level)/day) that they can apply to either use for traditional Bardic Performance (Inspire Courage, etc.) or to cast their spells. Spells are cast at 1 Bardic Performance per spell. Metamagic Feats may still be used, but increase the number of Bardic Performances used by the number of levels by which it would normally raise the caster level. The bard would use a Perform check in place of a Spellcraft check to maintain concentration. I imagine it would also increase the difficulty of other spellcasters to identify the spells being cast.

    Hopefully, this gets some creative juices flowing.


    Tom Cattery wrote:

    I've been bouncing a number of ideas around in my head for the Bard, trying to find a way to make them more unique and here's what I came up with:

    1) Training Specialties: Each bard gets a set of unique abilities based around how they were trained, similar to a Cleric's Domains or a Wizard's School Specialization. A bard trained as a dancer would be different that one trained with a musical instrument at a conservatory or as a skald at a war college. Ex 1: A dancer bard might get an ability called "Dance of Many" which duplicates the Mirror Image spell as a Supernatural ability. Ex 2: A war skald might have access to all simple and martial weapons to reflect their greater range of training.

    Maybe something like I posted in my last long post? It's towards the middle.

    Personally I think more performance abilities, keyed to different performance types, and improving the spell progression by a level or two would handle all the bard's problems.


    Personally, I think different performance modalities gets too similar to Sorcerer Blood Lines, and I think that sort of thing feels better as an exclusive "PF sorcerer thing." The developers obviously spent a lot of time coming up with that to apply to Sorcerers, and having similar "paths" for Bards would step on those rules a bit too much for my tastes.

    Tom Cattery wrote:


    2) Unique Spellcasting (Spell Performance): Bards no longer get "spells per day". Instead, they get an increased number of Bardic Performances per day (say ((1+Cha modifier)X level)/day) that they can apply to either use for traditional Bardic Performance (Inspire Courage, etc.) or to cast their spells. Spells are cast at 1 Bardic Performance per spell. Metamagic Feats may still be used, but increase the number of Bardic Performances used by the number of levels by which it would normally raise the caster level. The bard would use a Perform check in place of a Spellcraft check to maintain concentration. I imagine it would also increase the difficulty of other spellcasters to identify the spells being cast.

    I like this, but it could simply be (Spells Per Day + CHA mod) x Bard lvl that count for both. In other words, if a Bard has 4 spells per day of a certain level, he has (4+CHA mod) x BrdLvl Bardic Performances per day also, so he can burn up Spell Per Day slots by doing Performances.

    That may be too much of a restriction, but I like it. It flows with my proposal well.


    Abraham spalding wrote:
    Tom Cattery wrote:

    I've been bouncing a number of ideas around in my head for the Bard, trying to find a way to make them more unique and here's what I came up with:

    1) Training Specialties: Each bard gets a set of unique abilities based around how they were trained, similar to a Cleric's Domains or a Wizard's School Specialization. A bard trained as a dancer would be different that one trained with a musical instrument at a conservatory or as a skald at a war college. Ex 1: A dancer bard might get an ability called "Dance of Many" which duplicates the Mirror Image spell as a Supernatural ability. Ex 2: A war skald might have access to all simple and martial weapons to reflect their greater range of training.

    Maybe something like I posted in my last long post? It's towards the middle.

    Personally I think more performance abilities, keyed to different performance types, and improving the spell progression by a level or two would handle all the bard's problems.

    Sorry, must have missed that.


    no problem it was a long post. :D Since you suggested it too I thought I would solicite your opinion too, which means I needed to make sure you saw it!


    I just don't think that is necessary. The type of Performance is irrelevant - it's the fact that a Bard can perform and get effects from it that make the class unique.

    I don't support the multiple type of performances idea, but instead support Bardic Performances all requiring a Swift Action instead.


    Abraham spalding wrote:
    no problem it was a long post. :D Since you suggested it too I thought I would solicite your opinion too, which means I needed to make sure you saw it!

    Well, I was actually thinking more along the lines of type of schooling as opposed to style of performance (although a certain amount of attention would have to be given to performance type in some cases). However, I do agree that the Bardic Performance needs to be diversified a bit to work better with types of Perform other than singing or musical instrument.


    cliff wrote:
    Tom Cattery wrote:


    2) Unique Spellcasting (Spell Performance): Bards no longer get "spells per day". Instead, they get an increased number of Bardic Performances per day (say ((1+Cha modifier)X level)/day) that they can apply to either use for traditional Bardic Performance (Inspire Courage, etc.) or to cast their spells. Spells are cast at 1 Bardic Performance per spell. Metamagic Feats may still be used, but increase the number of Bardic Performances used by the number of levels by which it would normally raise the caster level. The bard would use a Perform check in place of a Spellcraft check to maintain concentration. I imagine it would also increase the difficulty of other spellcasters to identify the spells being cast.

    I like this, but it could simply be (Spells Per Day + CHA mod) x Bard lvl that count for both. In other words, if a Bard has 4 spells per day of a certain level, he has (4+CHA mod) x BrdLvl Bardic Performances per day also, so he can burn up Spell Per Day slots by doing Performances.

    That may be too much of a restriction, but I like it. It flows with my proposal well.

    You're actually more liberal than me on that. Let's both take your 4th level bard and give him a Cha of 16, a +3 modifier.

    Your way would give (4+3)x4 music uses or 28 uses per day for both bardic performances and spells.

    My way gives (1+3)x4 music uses or 16 uses per day for performances and spells. And you say yours is restrictive.

    Seeing as a current 4th level bard would get approximately (don't have my book with me) 8 spells (lvls 0 and 1) per day and 4 uses of bardic music for a combined total of 12 spells/musics per day.

    My method would start (maybe) a little on the low side, but would increase considerably by mid-levels. Your method is freakin' HUGE from the get-go, and I'm not sure that's necessary, plus it complicates the math even further. Just my take on it.


    Yeah, but one spell use would eat up four (4) bardic Performance slots! That's what I was thinking...although probably way too complicate; too much book keeping. In other words, I was trying to run with your idea, but have them all draw from the same pool since they're all "magical" essentially.

    I'm having issues with more than that though. I've been trying to play Bards since day one when you had to have three classes before you could even try (lol) and I think that on some levels they're too powerful for what they are intended to be, but on others...most levels actually...they're either too weak or just plain have flawed balance.

    I think someone was toying with a 16th level Bard someplace that would have the following:
    Perform MaxRanks = 16
    Class Skill Bonus = +3
    Max CHA mod = +6
    Base Perform Check = 25
    Lowest/Mean/Highest = 26/36/46

    So, a Bard 3/4 of the way through his career can get Impossible achievements on average?!? That's insane, if not broken. I'm not a genius, but a 16th level Wizard spell DC is maximum DC35 (10 + Max INT bonus [+6] + Spell Lvl 9), and they're meant to be the arcane specialists, not Bards. Plus, that Bard ability can be delivered every round, whereas a Wizard expends that spell...it's gone.

    On the other hand, Bardic Performances come far too late in the game. Bards have the spell to do the same thing like...10 lvls sooner, not to mention other classes getting them sooner too.

    <sigh>


    cliff wrote:
    Yeah, but one spell use would eat up four (4) bardic Performance slots!

    I was thinking of casting spells with the Bardic Performance on a 1:1 basis, costing more only if metamagic feats were being used. Where are you basing your numbers?


    Well, I have a whloe new idea that I'll have to write out and post later that nullifies this previous line of reasoning, but I'll explain real quick anyway.

    Take your 4th level Bard who gets to cast 3 base first level spell castings per day. Let's assume a +3 CHA mod. With my theory, this equation would follow:

    (4 first lvl spells per day [including 1 bonus] + CHA mod [+3]) x Bard lvl 4 = 28 Bard Performances per day.

    That's a lot, but what I was also calculating on was that casting a spell would take away an available quantity of Performances, too, thus:

    (3 first lvl spells per day remaining + CHA mod [+3]) x Bard lvl 4 = 24 Bard Performances per day now available

    However....I've since totally changed my mind in favor of the game winner idea...

    :-D


    Okay, I'm almost finished writing up a full re-write of the Bard Class, but want input on power level, balance and where to place Bardic Performances. This is a complete re-work of the Class, but is still relatively backward compatible, or at the very least it leaves the majority of the class and other rule mechanics untouched, but does (a) remove Perform as a skill and makes it the Bardic Performance Class Ability. I've come up with an entirely new performance system, but it changes very little mechanically, instead moving things around and relying on explanation within the class of how things function. I felt this would keep things encapsulated and limit "run off" into other rules.

    I think everyone will find it an elegant solution to what should be a great class to play, but right now (and since it's debut back in 3.0) misses the mark and lacks the uniqueness and grandeur Bards should have.

    I'll post this weekend....

    Cliff


    Another thought is, that if the Bard is truly supposed to be the "second best warrior".. which he clearly isn't, maybe though he should have access to fighter only feats, though 2 levels later than a fighter could get them. A 6th level bard with weapon specialization isn't going to break the game, and he'd still have to use his level based feats to get them. All of a sudden the bard has an option to gain some decent fighting ability, though he certainly won't outclass the fighter who has more feats, more hit points, and wears heavier armor.

    In addition, I'd like to see a Bard who has, at a few points in his career "expanded spell knowledge", as a true jack of all trades, he might be able to pick up some spells from other classes. Say a bard gets this class feature at 4th level and every 4 levels there after.

    Expanded Spell Knowledge: Choose a spell from any class list. This spell has to be of a level you can cast. Add this spell to your spells known. Even if this is a divine spell, for you it is an arcane version of this spell.

    What this does is give the player some more options. One player's bard might choose Fireball (a nod to 2nd edition where bards were casting wizard spells) another might choose Entangle (a nod to 1st edition where Bards were closely connected to druids) and really gives a "Jack of all trades" feel to the character, still without overshadowing other classes. And they still have their specific niche as the performer/social/buffer PC. I actually really like these options for the bard. (As the Bard stands now, I find him unplayable.)


    Well, someone just suggested making Bards more flexible by allowing them to take Class Abilities from other classes in some way. I'll propose (as posted below) that this sort of thing could easily be done where I suggest Bardic Performance falling at the various level.

    My idea involves a substantial rewrite, and I'm only including the pertinent bits so as to not fully divulge the Bard Class and infringe on copyright. I'm stumped as to what could be done as a Bard Performance, and at what level, but I'm hoping for help with that from the forums here.

    Read it, see what you think, and then post any feedback you think might help...even if you think it sucks. Thanks.


    Weapon and Armor Proficiencies: Stay the same.
    Spells: Stay the same.
    Bardic Knowledge: Bards travel the entire world picking up a myriad of talents and traits along their journeys. In essence, they become highly adept in a wide array of Skills, and make it a point to incorporate these skills into their way of life to assist in their primary role – to Perform. The way in which this acquisition of skill is portrayed is through the evolution of Bardic Knowledge.

    At 1st level, a Bard selects one Knowledge skill. He gains 1 bonus skill point in that Knowledge skill and an additional point every time he gains a level. In addition, a Bard adds ½ his Bard level (rounded down, minimum 1) to all Knowledge skill checks and may make such checks untrained. The Bard also becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in.

    At 6th level, Bards learn to integrate talents that they have learned, regardless of the profession of origin. They may now add ¼ level of any other class which has a Class Skill in common with the Bard Class Skill list. In addition, once per day, the Bard can take 20 on any Knowledge skill check as a standard action.

    At 12th level, the Bard can take 20 on any Knowledge skill check as a standard action twice per day.

    At 16th level, the Bard can take 20 on any Knowledge skill check as a standard action three times per day.

    Not sure I dig the progression of this revamped, and I need to run a few more tests, but I want to stress that it is because of the way that Performances will be handled that I've split it up this way. Read on, and you'll see what I mean.


    Performance: A Bard’s primary ability is to Perform, and Bards are know the world over for their capability to captivate audiences and use arcane song, speech and movement along with numerous instruments, puppets and costumes to create mystical effects.
    The basic use of Performance is to simply enhance the Bard’s knowledge and skills. At 1st level Bards can add his Charisma bonus to any skill check using one of his Class Skills. He may not take any other type of actions, including Free and Swift actions, during such a performance. This use simply conveys a Bards talent for engaging an audience regardless of the topic and for being able to make just about any subject matter entertaining, but in game terms results in the Bard being able to achieve success against high DC challenges. Use of performance in this way requires a Full Round Action, and the Bard cannot engage in Free or Swift actions while performing this way either. Deaf Bards perform at a –4 penalty if the effect relies on sound, and blind bards perform at a –10 if the effect relies on sight. Failure still counts as one of the Bard’s performance uses for the day.

    Bards can opt to engage in one of the following Performances instead, each imparting a magical effect. To add a Performance at the appropriate Bard level, the desired performance of those shown is assigned to a specific skill that the Bard will use from then on to activate the magical effect of that performance. The Bard must have at least a number of ranks in the skill to which he assigns a performance equal to the Bard level at which he gains the new Performance choice. For example, a Bard gaining access to Performance 4 must have at least 8 ranks in any skill to which he wishes to assign a performance power. Any powers not previously assigned at earlier experience levels may be assigned at subsequent levels instead of choosing from the performances offered at a particular level, so a Bard who passes up Sicken at first level can choose to assign it at any later level where he gains a new level of Performance.

    Starting a Performance of this kind is a standard action. Some performance abilities require concentration, which means the Bard must take a standard action each round to maintain the ability. Even while using a performance ability that doesn’t require concentration, a bard cannot cast spells, activate magical items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Performances have specific limitations, depending on the skill used to activate the performance, and the types of performance required are listed with the description of the different performances available. Performances that involve acting or dance require line of sight to desired targets fo the effect, while those requiring comedy, oratory, song or music require targets to be able to hear the Bard and are subject to language restrictions (targets must speak the same language that the Bard is performing in). In all cases, the effects count as language dependant for the purposes of countermagic. Deaf Bards perform at a –4 penalty if the effect relies on sound, and blind bards perform at a –10 if the effect relies on sight.

    Bards are able to use Performance to counter magical effects. The two types of performance Bards can do without needing to assign them to a particular skill are Countersong and Reassurance.

    Countersong is performed to disrupt magical effects that depend on sound (but not spells that simply have verbal components). Countersong does not count as one of the Performance choices for a Bard at 1st level, and is attained for free, but must be assigned to Spellcraft. Each round of the Countersong the Bard makes a Bardic Performance check. Any creature within 30 feet of the Bard (including himself) that is affected by a sonic or language-dependent magical attack may use the Bard’s Performance.

    Reassurance is used to disrupt magical effects that depend on sight. Any creature within 30ft of the Bard (including himself) that is effected by an illusion (figment) or illusion (pattern) magical attack to use the Bard’s perform check in place of its own saving throw if, after the throw is rolled, should the perform check be higher. It also allows creatures still effected by ongoing, non-instantaneous illusions to gain another saving throw for as long as the target is aware of the reassurance.

    Neither can be used to disrupt effects that do not allow saves. Each of these two performances can be maintained by the Bard for 5 rounds, plus his Bard level, plus the skill total used to perform the countersong or reassurance. (5r+BRDlvl+Skill)

    Below are the other performances available in each performance level. At each Bard level where a performance level is gained, the Bard may assign two performances to skills from the choices shown for that performance level. The skill check sets the DC which must be overcome by unwilling targets to avoid the effects of the performance.

    Performance 1: Countersong, Reassurance, Fascinate, Sicken, Inspire Courage
    Performance 2: Inspire Competence, Inspire Courage, ???
    Performance 3: Suggestion, Inspire Courage, ???, ????
    Performance 4: Inspire Greatness, Inspire Courage, Dirge of Doom, Discordant Peformance
    Performance 5: Song of Freedom, Soothing performance, Inspire Courage, ???
    Performance 6: Frightening Tune, Paralyzing Show, Inspire Heroics, Inspire Courage, ???
    Performance 7: Mass Suggestion, Inspire Courage, ???, ????
    Performance 8: Deadly Performance, Inspire Courage, ???, ????

    Let me know i any of that makes sense (lol).

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