Spell-less, Bardic Performance-less "Bard" (Indiana Jones style)


Homebrew and House Rules


EDIT:

I have overhauled it, and reimagined it as a spell-less rogue/ranger/bard combination base class.

Here is a link to the new draft of the class:
Base class: Explorer

---------------------
This is my spell-less, perform-less bard variant. It's based on the
archaeologist bard archetype from Paizo.

It's an explorer - a person who has been around, picked up all sorts of
knowledge, is plucky and lucky and handy in a fight.

(Essentially one step closer to Indiana Jones than the Archaeologist
archetype took - because indy was great at Use Magic Device, but he
didn't cast any spells)

(I essentially just took the Archaeologist, took away spells, made some tweaks)

Thoughts?

----Changes to Bard----
Class Skills: No Spellcraft or slight of hand, add survival, heal, and swim.

HD/BAB of a fighter

Add medium armor proficiency.

Explorers do not gain the bardic performance ability or any of its
performance types. Explorers do not gain spellcasting.

They still gain Bardic (Explorer's) Knowledge, Loremaster, and Jack of All Trades.

-------------------------------------------

Explorer's confidence (Ex)

Fortune favors the Explorer, and he's seen his way through enough
sticky situations to attain a level of confidence. And his confidence
is contagious.

As a move action, an archaeologist can perform a private ritual (tip
their hat, say "Here goes," thumb their nose, clap their hands once,
say a quick prayer, click their tongue, rub a lucky ring, etc) to call
on fortune’s favor, giving he and any allies in visual range a +1 luck
bonus on attack rolls, weapon damage rolls, and saving throws vs charm
and fear effects.

As a swift action, he can use this ability to instead gain +1 bonus on
either saves vs traps, jump checks, or acrobatic checks. Once active,
the explorer can switch between the bonus desired (jump, acrobatics, or
save vs traps) as a free action at the beginning of his turn.

He can use this ability for a number of rounds per day equal to 4 + his
Charisma modifier. At each level after 1st, the Explorer can use this
bonus for one more round a day.

Line of sight does not have to be maintained, as long as the Explorer
passes through his allies sight during the round.

Maintaining this bonus is a free action, but it ends immediately if the
Explorer is killed, paralyzed, stunned, knocked unconscious, or
otherwise prevented from taking a free action to maintain it each
round. Explorer's Confidence is treated as bardic performance for the
purposes of feats, abilities, effects, and the like that affect bardic
performance. Like bardic performance, it cannot be maintained at the
same time as other performance abilities. This bonus increases to +2 at
5th level, +3 at 11th level, and +4 at 17th level.

Don't Miss a thing (Ex)

An explorer has a great eye for staying alive, regardless of
environment. As he gains experience, his senses sharpen even further.

At 2nd level, an explorer gains a bonus equal to half his class level
on Survival checks (except to follow or detect tracks). He also gains
the Urban Forager feat.

At 6th level, an explorer gains a bonus equal to half his class level
on Perception checks.

This ability replaces the versatile performance ability.

Uncanny Dodge (Ex)

At 2nd level, an explorer gains uncanny dodge, as the rogue class
feature of the same name.
This ability replaces well-versed.

Trap Sense (Ex)

At 3rd level, an explorer gains trap sense +1, as the rogue class
feature of the same name. This bonus improves by +1 for every three
levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents

At 4th level, an explorer gains a rogue talent. He gains an additional
rogue talent for every four levels of explorer gained after 4th level.
Otherwise, this works as the rogue’s rogue talent ability.

Bonus Feats:
At 5th level, an Explorer may take Skill Focus or any combat feat.

At 14th and 18th level, they may take another combat feat or skill
focus.

Evasion (Ex)

At 6th level, an explorer gains evasion, as the rogue ability of the
same name.

Advanced Talent

At 12th level, and every four levels thereafter, an explorer can choose
an advanced rogue talent in place of a rogue talent.

Lucky Me (Ex)

An explorer didn't get this far without luck on his side.

At 19th level, an Explorer can reroll any save or skill check once per
day - and take the better of the two rolls.


Not bad from what I can see but do you have a capstone ability?


I like it.

And Nom, I'd assume he doesn't have one, just like regular Bard doesn't have a capstone so far as I can tell.


Rynjin wrote:

I like it.

And Nom, I'd assume he doesn't have one, just like regular Bard doesn't have a capstone so far as I can tell.

It doesn't?! I can feel the flair of my RPG-OCD begin to flail in agitation! I must set about editing my Core book; I will be back shortly!


Seems to me that there isn't much left from the original bard.

So why not simply make it a whole new class?

While I can see the need for it, I don't think full BAB is that fitting, though...


Instead of making so many changes you could make an archetype that trades spellcasting for something else and that is compatible with the archeologist.

That way you could combine both archetypes if you like but would offer the option of making a bard that just takes the explorer to trade spellcasting but keep performance.

And for BAB you could stick with the bards normal BAB but give him an ability that gives him bonuses to hit that somewhat offset the lower BAB but keep him on the slower attack prograssion.

I could imagine something that works similar to arcane strike but gives a to hit bonus instead of the damage bonus. Perhaps even lets the weapon count as silver and/or cold iron in addition similar to arcane strike where the weapon counts as magic for DR.


Omw to work, so just a quick post -

OmNom - that was my original concern, but I noticed the Arcaheologist Variant (which is official from Paizo) also lacks a capstone ability. So I figured they already balanced/playtested that. I added the luck reroll based on the capstone from the old Temple Raider of Olidimmara PrC from 3.5, just so they'd still get something cool at the end.

I also felt the archeologist gave too much rogueiness away - it had huge bonuses to Disable Device. I switched that with less huge bonuses to Survival. That way a straightforward rogue is still a better trapman, and a straight ranger is still a better tracker.

I see this as a jack-of-all-non-magical-trades, but with Use Magic Device as a class skill (which helps round it out and keep it from getting too underpowered from posing all magic). Also for flavor (Indy couldn't cast spells, but he was so well read he could make the Staff of Ra work).


Umbranus wrote:

Instead of making so many changes you could make an archetype that trades spellcasting for something else and that is compatible with the archeologist.

That way you could combine both archetypes if you like but would offer the option of making a bard that just takes the explorer to trade spellcasting but keep performance.

That's actually what I did, but I realized I couldn't balance the class and keep the flavor without modifying some of the class abilities of the Arcaheologist archetype to fit the "Spell-less combat bard" Archetype I created.


Thanks so much for all your suggestions! Can't wait to get off work and spend some time with them! :)


Heh, the reason that the Archaeologist doesn't have a capstone is because the author of it forgot it :)


Is that true? In that case, should I perhaps get rid of the last rogue talent and the Lucky Me ability, replacing them with a more significant capstone ability at lvl 20?

Or perhaps, if the author's oversight about the capstone ability leaves a power gap, keep Lucky Me but still replace the rogue talent with a more significant capstone ability?

Maybe something like Lucky Me, but more powerful?

Suggestions? :)


Uh, looks like I got it slightly wrong. But basically, the reason wasn't because it wasn't too powerful.


So the developer just forgot/overlooked it? Capstones are a pretty important part of class balance. I have to say, Master Strike is a pretty massively useful ability.

Any suggestions on something moderately epic to replace the rogue talent at 20th? Something a bit better than an advanced rogue talent, and unique?

As it stands, the class is almost a sneak attack-less rogue with less skill points and no capstone ability, traded for a minor party buff, hit die increase, BAB increase. Figure it needs a little oomph at the end to make up for the fact it doesn't get an instant kill capstone power.

Maybe ability to overcome DR with any attacks? Maybe the first 10 points of any DR? Like, he's been around the block, knows all about all sorts of creatures through research and experience, can always make his hits count?

Rogues at 20th level can frequently get around DR by doing huge sneak attack damage. (10d6 means DR 10 is beat by soaking minimum sneak attack damage) - this class can't. Plus it's flavorful. Essentially a different take on precision damage.

Dark Archive

Wouldn't it be easier to take the rogue, drop sneak attack for Bardic Knowledge, Loremaster, and Jack of All Trades and come up with a new capstone ability?

Just an idea.


So I'm hearing that Bards don't have capstones...

Then what in Golarion is Deadly Performance at level 20?


Marthian wrote:

So I'm hearing that Bards don't have capstones...

Then what in Golarion is Deadly Performance at level 20?

The bard has a capstone, but the archaeologist archetype does not.


Marthian wrote:

So I'm hearing that Bards don't have capstones...

Then what in Golarion is Deadly Performance at level 20?

I overlooked it.


I really like the Idea of a rogue with bardic performance instead of SA. I like that idea alot.

edit: I would also switch Trap Sense with Versatile Performance.


Alright, I have taken your ideas, thought about them, thought some more, and here is a full draft of the class.

It's essentially a Jack of All Trades base class combining Rogue, Ranger, and Bard (archaeologist archetype) - but with all Spellcasting and Supernatural Abilities removed.

It can do many things a Rogue, Ranger, or Bard can do (but none as well as them, so as to not take away those classes' place).

It's a great "one person party" character, a great "replacement rogue," and a great "fifth party member" (instead of a bard or ranger).

I'd love to hear your thoughts on this draft! :)
--------------

Explorer

There are many wonders in the world. Wonders of lore, wonders of wealth, wonders of treasure. These wonders are waiting to be discovered by those tough, clever, smart, and skilled enough to grab them. These wonders are all in a day's work for an explorer. The explorer is the adventuring academic, the swashbuckling scholar. He keeps his sword sharp, his eye sharper, and his mind sharper still. In addition, while not capable of casting spells, an explorer can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item he might discover. He is the quintessential Jack-of-all-trades, and uniquely suited to a life of adventure.

Role: Equally capable with sword, skill, and scholarship; equally comfortable in city or at sea, in the wild or in a library; an explorer is ready for anything. Many explorers travel alone, as their wide array of skills make them very self-sufficient. These explorers tend to be treasure hunters, bounty hunters, wandering champions of a cause, or researchers seeking hidden and dangerous lore. However, their skills and knowledge truly shine in a group setting: many explorers become military captains, officers on sailing vessels, bodyguards and guides, or members of adventuring parties.

Alignment: Any

Hit Die: d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The explorer’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str) and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.

BAB: High
Fort Save: Low
Ref Save: High
Will Save: High

1: Explorer's Research, Explorer's Confidence +1
2: Don't Miss A Thing, Uncanny Dodge
3: Trap Sense +1
4: Rogue Talent
5: Lore Master, Bonus Feat
6: Explorer's Confidence +2, Trap Sense +2
7: Evasion
8: Rogue Talent
9: Trap Sense +3
10: Jack of All Trades
11: Explorer's Confidence +3
12: (Advanced) Rogue Talent, Trap Sense +4
13:
14: Bonus Feat
15: Trap Sense +5
16: (Advanced) Rogue Talent
17: Explorer's Confidence +4
18: Trap Sense +6, Bonus Feat
19: Lucky Me
20: Field Researcher

Class Features:

Weapon and Armor Proficiency: An explorer is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Explorers are also proficient with light armor, medium armor, and shields (except tower shields).

-------------------------------------------

Explorer's Research (Ex)

An explorer adds half his class level (minimum 1) to all Knowledge skill checks and may
make all Knowledge skill checks untrained. This skill is identical to a bard's Bardic Knowledge.

Explorer's Confidence (Ex)

Fortune favors the explorer, and he's seen his way through enough 
sticky situations to attain an extraordinary level of confidence. And his confidence is contagious.

As a move action, an explorer can perform a private ritual (tip their hat, say "Here goes nothing," rub a lucky ring, say a quick prayer, thumb their nose, clap their hands once, click their tongue, kiss a sword, etc) to call on fortune’s favor, giving he and any allies in visual range a +1 luck bonus on attack rolls, weapon damage rolls, and saving throws vs charm and fear effects.

As a swift action, he can use this ability to instead gain +1 bonus on 
either saves vs traps or acrobatics checks. Once active, 
the explorer can switch between the bonus desired (acrobatics or 
save vs traps) as a free action at the beginning of his turn.

He can use this ability for a number of rounds per day equal to 4 + his 
Charisma modifier. At each level after 1st, the explorer can use this 
bonus for one more round a day.

Line of sight does not have to be maintained, the ally gains the bonus so long as the Explorer passes through his line of sight during the round.

Maintaining this bonus is a free action, but it ends immediately if the 
explorer is killed, paralyzed, stunned, knocked unconscious, or 
otherwise prevented from taking a free action to maintain it each 
round. Explorer's Confidence is treated as bardic performance for the 
purposes of feats, abilities, effects, and the like that affect bardic 
performance. Like bardic performance, it cannot be maintained at the 
same time as other performance abilities. This bonus increases to +2 at 
6th level, +3 at 11th level, and +4 at 17th level.

Don't Miss a Thing (Ex)

An explorer has a great eye for staying alive, regardless of 
environment. As he gains experience, his senses sharpen even further.

At 2nd level, an explorer gains a bonus equal to half his class level 
on Survival checks (except to follow or detect tracks). He also gains 
the Urban Forager feat.

At 6th level, an explorer gains a bonus equal to half his class level 
on Perception checks.

Uncanny Dodge (Ex)

At 2nd level, an explorer gains uncanny dodge, as the rogue class 
feature of the same name. 

Trap Sense (Ex)

At 3rd level, an explorer gains trap sense +1, as the rogue class 
feature of the same name. This bonus improves by +1 for every three 
levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents

At 4th level, an explorer gains a rogue talent. He gains an additional 
rogue talent at 8th, 12th, and 16th level
Otherwise, this works as the rogue’s rogue talent ability.

Lore Master (Ex)

At 5th level, the explorer becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. An explorer can choose not to take 10 and can instead roll normally. In addition, once per day, the explorer can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Bonus Feats

At 5th level, 14th level, and 18th level an explorer may take Skill Focus or any combat feat.

Evasion (Ex)

At 7th level, an explorer gains evasion, as the rogue ability of the 
same name.

Jack Of All Trades (Ex)

At 10th level, the explorer can use any skill, even if the skill normally requires him to be trained. At 16th level, the explorer considers all skills to be class skills. At 19th level, the explorer can take 10 on any skill check, even if it is not normally allowed.

Advanced Talent

Beginning at 12th level, an explorer can choose an advanced rogue talent in place of a rogue talent.

Lucky Me (Ex)

An explorer didn't get this far without luck on his side.

At 19th level, an explorer can reroll any failed save or skill check once per day.

Field Researcher (Ex)

A master explorer has seen it all, and read about it all. He knows unique lore about the anatomy, physiology, and natures of many creatures. He also knows that knowledge is leverage – even in combat - and knows just how to apply that leverage to great effect in order to hit his enemies where it hurts.

An explorer can ignore 5 points of damage reduction against any creature of a type corresponding to a Knowledge skill in which he has at least 2 ranks.

If the explorer has at least 5 ranks in the corresponding knowledge skill, he can ignore 10 points of DR.

If the explorer has at least 20 ranks in the corresponding knowledge skill, he can ignore 15 points of DR.

This bonus applies to any weapon attack, natural weapon attack, unarmed attack, or improvised weapon attack made by the explorer. It does not apply to DR gained through spells or spell-like abilities (Righteous Might, Deadly Juggernaut, Unbreakable Construct, Frightful Aspect, etc) except for the Undead Anatomy spells (which, in fact, grant the caster the anatomy of an undead creature).

Example: Thorsen the 20th Level Explorer has 20 ranks in Knowledge (Nature), 15 ranks in Knowledge (Dungeoneering), 5 ranks Knowledge (Planes), 2 ranks in Knowledge (Arcana).

Therefore, he would ignore:

15 points of DR in Animals, Fey, Giants, Monstrous Humanoids, and Vermin (for nature)

10 points of DR in Outsiders [Demons, Devils, etc] (for Planes), as well as in Abberations and Oozes (for Dungeoneering).

5 points of DR in Constructs, Dragons, and Magical Beasts (for Arcana).


OmNomNid wrote:
Not bad from what I can see but do you have a capstone ability?

Hi OmNomNid - You were right, it was missing a capstone ability.

I took out the final (advanced) rogue talent from 20th level and replaced it with a capstone ability of my design (Called "Field Researcher").

Then I went back and balanced it out a bit - I'd like to hear what you think:

Base Class: Explorer

Thanks!


I'm thinking it's either balanced, or it might be just a *tad* underpowered.

Maybe I add a flavorful class ability that adds +2 to initiative? Maybe at level 9 or 13?

One Step Ahead (Ex)

At 9th level (or at 13th level?), an explorer gains a +2 bonus to initiative. This bonus stacks with any other initiative bonus, such as the benefit provided by the Improved Initiative feat,

What do you think?


If he's Indiana Jones, I disagree with the lack of "Sleight of Hand" and reference the Raiders of the Lost Ark scene with the Idol.

Or are you considering that to be Use Magic Device?

Also, are you still giving him Bardic Knowledge? Because a jack of all non-magical trades probably wouldn't have Knowledge Arcana or Knowledge Planes...


You got it - considering that UMD.

And it's not that he's anti-magic - just doesn't get spellcasting. Paizo had an "archaeologist" bard archetype - supposed to be Indiana Jones - but I didn't get why he was required to get full bard spell progression. So, I was inspired to make this.

The class is designed to facilitate the making of an Indiana Jones. But I find many of these homebrew classes are too limited - aka, a class that could *only* be Indiana Jones. I have wanted to make sure you could be any sort of rough-and-tumble adventuring scholar who's a great shot/good in a fight.

In a high magic world. Knowledge of magic would be both practical (dealing with magical beasts. Dragons, and wizards) as well as a legitimate academic pursuit an archeology /anthropology professor like Indiana Jones might study.

Likewise Knowledge Planes - A) Demons etc are a real force in the world, especially when dealing with ancient mysteries/artifacts. Also, in a world where there *are* multiple planes to explore, such knowledge would be a logical pursuit for a professional explorer.

Furthermore, this is a great class for the scholar of the arcane strike who simply didn't have "the gift ".

I'm almost done with some adjustments to the class...It's adding something about academic/research specialization... (Indy was well rounded in his education, but was really an expert on anthropology/archeology). I'll post them soon :)


Inspire This wrote:


Furthermore, this is a great class for the scholar of the arcane strike who simply didn't have "the gift ".

Typo: should read "scholar of the who simply doesn't have the gift"


Inspire This wrote:

So the developer just forgot/overlooked it? Capstones are a pretty important part of class balance. I have to say, Master Strike is a pretty massively useful ability.

Any suggestions on something moderately epic to replace the rogue talent at 20th? Something a bit better than an advanced rogue talent, and unique?

Fortune's Favor

At the beginning of reach round, roll 1 d20. at any time before the start of your next turn you can replace any d20 roll you make with that one. If you do not do so during that round, the roll is loss.

Simple, effective and not in any way over-powered.

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