New Bard


Homebrew and House Rules


Ok so with all the talk of "what would you change with the bard" and "bardic music should be more musical" I decided to convert my comedic 3.5 Bard to Pathfinder. So without further adieu...

The DethBard

Starting Gold: 3d6 x 10 gp
Starting Age: As a Bard

Alignment: Any Chaotic.
Hit Die / BAB: d8 / three-fourths (medium)
Saves: Good Reflex and Will.

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device. Skill Ranks at Each Level: 6+int modifier (not sure if this should be reduced or not)

Weapon and Armor Proficiencies: DethBards are proficient with all simple weapons, plus the battleaxe, hand axe, long sword, short bow, short sword, and throwing axe. DethBards are also proficient with light armor and shields (except tower shields).

I'll leave out the level progression and just skip to the abilities because I didn't make a lot, it probably needs more so any suggestions are appreciated.

Songs: A DethBards songs are similar to the spells of spell casters and the Bardic Performance of normal Bards but have a much wider array of effects. It takes a standard action for a DethBard to start a song though it can be maintained each round as a free action; at 7th level a DethBard can start a song as a move equivalent action, and at 13th level a DethBard can start a song as a swift action. Unless otherwise specified, DethBard songs last a number of rounds equal to the number of ranks in the perform skill he uses to start the song. If a DethBard is interrupted while performing he must make a second perform check (DC=10+song level+the DethBard's Charisma modifier) or stop performing.

To learn or perform a song, a DethBard must have a Charisma score equal to at least 10+the song level. The Difficulty Class for a saving throw against a DethBard’s song is 10+the song level+the DethBard’s Charisma modifier. A DethBard starts play knowing 6 songs and learns 1 additional song each level thereafter. Like spell casters with spells, a DethBard can only perform a certain number of songs per day, he begins play being able to perform 4 songs per day and can perform an additional song per day for every 2 DethBard levels he has (4 songs at 1st, 5 songs at 3rd, 6 songs at 5th, etc).

Upon reaching 5th level and at every third DethBard level after that (8th, 11th, etc), you can choose to learn a new song in place of one you already know. In effect, you lose the old song in exchange for the new one. The new song's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level DethBard song you can perform. A DethBard may swap only a single song at the same time that he gains new songs known for the level.

Deafening Cry: At 4th level a DethBard learns to let out a cry that can deafen his enemies. This functions as a Blindness/Deafness spell-like ability but it can only deafen creatures, he may use this once per day at 4th level and 1 additional time every 5 levels thereafter, to a maximum of 3 times per day at 14th level.

Shout: At 10th level a DethBard can use the Shout spell as a spell-like ability once per day, he may use this ability an additional time per day for every 4 levels thereafter (2 times at 14th, 3 times at 18th).

Greater Shout: At 16th level a DethBard can use the Greater Shout spell as a spell-like ability once per day.

What a Racket: At 20th level a DethBard has become so musically talented that once/day he may perform 2 songs at once. It takes a standard action to initiate and a swift action each round to maintain. You must make 2 separate perform checks (1 for each song) and you must use 2 different perform types.

Highest-level Songs Known
Level - Song Level
1st-2nd - 1st
3rd-4th - 2nd
5th-6th - 3rd
7th-8th - 4th
9th-10th - 5th
11th-12th - 6th
13th-14th - 7th
15th-16th - 8th
17th+ - 9th

Songs - I definitely need more songs and might add a few every now and then, any ideas are welcome. You guys have to watch the Speed Kills link though if you haven't seen it, especially from like 2:40 after.

Ace of Spades: You may choose 1 person within 30ft, if they are an ally they gain a +1 luck bonus to attack rolls for every 3 DethBard levels you posses (maximum +5), if they are an enemy they take a -1 luck penalty to attack rolls for every 3 DethBard levels you posses (maximum -5). Will Negates, LVL: 2

Baby I’m an Anarchist: Functions as Magic Circle Against Law, except it is centered on the DethBard and has a 30ft radius, for the duration of the song. Will Negates, LVL: 4

Beat on the Brat: Choose 1 creature within 30ft, everyone that can see them must make a Will save or attack them for the duration of the song, if they cannot attack they must try to get as close to the target as they can. Will Negates, LVL: 4

Blitzkrieg Bop: Every 3 rounds of performing you may fire a line of fire that deals 3d6 fire damage from the end of your instrument or your means of performing the song. 25ft+5ft/2 levels line, Reflex Half, LVL: 3

Breaking the Law: Choose 1 person within 30ft, if they fail their save they become Chaotic for the duration of the song. Will Negates, LVL: 2

Cat Scratch Fever: Choose 1 person within 30ft, they take 1d4+1 per 2 DethBard levels points of slashing damage, after the 1st round they must make a Fortitude save or become nauseated for the duration of the song. Fortitude Negates, LVL: 1

Crazy Train: Every 3 rounds of performing, choose 1 enemy within 30ft, they must make a Perception check (DC10), if they pass they may make a Reflex save in order to take half the damage, if they fail they take 1d6 per 2 DethBard levels (maximum 10d6) force damage. Reflex Half (see text), LVL: 3

Cult of Personality: Everyone that can see you must make a Will save or make their way towards you at their full base speed, when they can no longer get closer they must sit patiently. If you do anything but play the song the targets may make another Will save with a +5 bonus. Will Negates, LVL: 3

Deadly Sinners: Creatures of opposing alignment in a 30ft radius take a -2 penalty to hit and a -1 penalty to damage rolls for every 3 DethBard levels you posses (maximum -10 to hit and -5 to damage) for the duration of the song. Will Negates, LVL: 3

Destroy the Orcs: All Orcs that come within 10ft of you must make a Fortitude save or take 12d6 points of damage, if they succeed on their save they take 3d6 points of damage. The subject might die from the damage, even he succeeds on his saving throw. Fortitude Partial, LVL: 5

Enter Sandman: Summons a Sand Golem (from Sandstorm) that follows your commands for the duration of the song.

Ghostfire: A cone of fire bursts from the end of your instrument or by whatever means you’re performing your song for the duration of the song. This cone deals 1d6 fire damage +1/level (maximum +5). 15ft cone, Reflex Half, LVL: 1.

Hips Don’t Lie: Functions as Irresistible Dance for the duration of the song. LVL: 6

I Kill Children: All attacks against small sized or smaller creatures within 30ft of you deal an extra 2 damage/2 DethBard levels (maximum +10). LVL: 2

La Cucaracha: Summons a swarm of cockroaches for the duration of the song (functions like a wasp swarm without poison). LVL: 2

Master of Puppets: Choose 1 creature within 30ft; they must make a will save each round to resist being controlled by you. If you put them in a situation where they would do something they normally wouldn’t (attacking an ally, attacking themselves, etc) they receive another will save. Will Negates (see text), LVL: 4

Mustakrakish: Functions as a Gate spell for the duration of the song. LVL: 9

Paint it Black: After performing for 1 round, it becomes night. After the 3rd round of performing this functions as the Darkness spell, finally, after the 5th round of performing this functions as the Deeper Darkness spell. LVL: 3

Paranoid: Functions as a Confusion spell for the duration of the song. LVL: 4

Purple Haze: Creatures caught in the haze must make a will save or become blinded, after their 2nd round in the haze, they must make another will save to resist becoming fascinated and dazzled. 25ft+5ft/2 levels range, 30ft radius, Will Negates, LVL: 3

Raining Blood: All creatures caught in the rain must make a fortitude save to resist becoming sickened, after the 1st round of rain creatures in the rain must make an Acrobatics check (DC10) or fall prone. 400ft+40ft/level range, 100ft radius, Fortitude Negates (see text), LVL: 8

Ring of Fire: Functions as a Wall of Fire spell for the duration of the song. LVL: 5

Riot: This functions as the Rage spell for the duration of the song. 30ft range, LVL: 1

Should I Stay or Should I Go: All Undead within 30ft of you must make a Will save or flee as if they were panicked. If they pass their save they rage for 3 rounds. LVL: 1

Speed Kills: Choose 1 creature within 30ft, they must make a Will save or die, if they fail their save the song ends and the target explodes and everyone in a 10ft radius must make Reflex save or take 5d6 half fire, half piercing damage. If they pass their save you may continue performing and they take 10d6 fire damage and catch fire. Each round after they catch fire the fire damage is reduced by 2d6 (8d6 on the 2nd round, 6d6 on the 3rd, etc), it cannot be reduced past 2d6, they receive a Reflex save each round after the 1st to put out the fire, rolling on the ground provides a +2 to this save and dousing the target with at least 2 gallons of water puts the fire out. 30ft range, Will Partial (see text), LVL: 9

Sweet Dreams: 1 subject within 30ft must make a Will save or fall asleep for the duration of the song. 30ft range, Will Negates, LVL: 1

Through the Fire and the Flames: All allies within 30ft of you gain Fire Resistance 10 for the duration of the song. LVL: 3

When I Come Around: Functions as a Calm Emotions spell for the duration of the song. Will Negates, LVL: 2


Felgoroth wrote:
Speed Kills: Choose 1 creature within 30ft, they must make a Will save or die, if they fail their save the song ends and the target explodes and everyone in a 10ft radius must make Reflex save or take 5d6 half fire, half piercing damage. If they pass their save you may continue performing and they take 10d6 fire damage and catch fire. Each round after they catch fire the fire damage is reduced by 2d6 (8d6 on the 2nd round, 6d6 on the 3rd, etc), it cannot be reduced past 2d6, they receive a Reflex save each round after the 1st to put out the fire, rolling on the ground provides a +2 to this save and dousing the target with at least 2 gallons of water puts the fire out. 30ft range, Will Partial (see text), LVL: 9

That mans hands are flying tarantulas


I think I'm going to increase the number of rounds to the ranks in the perform skill +3 or +charisma modifier because 1 round at 1st level isn't that great. Here's some more songs I've thought of.

Thunderstruck: You may call down 1 lightning bolt for each round you play the song. Each bolt deals 1d6 lightning damage/2 DethBard levels (maximum 5d6). 100ft range, Reflex Half, LVL: 2

Drunken Lullabies: A number of creatures equal to 1 per 3 DethBard levels within a 30ft radius of you take a -2 penalty to Intelligence and Wisdom but gain a +2 bonus to Constitution or Strength (your choice) for the duration of the song. 30ft radius, Will Negates, LVL: 3


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