Alternate Bard


Homebrew and House Rules

Silver Crusade

I am tossing together some ideas for creating a bard that works purely on a mix of martial talents, skills, and songs. Now for the most part the bard would remain as written in the core rule book, with the following changes:

Bardic Performance, Cantrips and Bard Spells would be replaced

Bard Songs would added in place of the above.

Lore Songs: a line of songs that has recorded the memories of bards through the ages, and been passed down, also a source of all that bardic lore we always hear about. Bards call upon the memories of the ages, and remember what others have forgotten.

"Ahh yes, Kelbor, you have studied well at the library. Your information is spot on. However those musty tomes have failed to record the plight of that item as it has traveled and changed owners through the ages, now if you will ..."

Inspire Songs: a line of battle themed music that inspires allies to greatness in battle. The kind of songs that turns farmers into soldiers, guardsmen into heroes, and heroes into champions of valor.

At lower levels these would emulate inspire courage, and inspire competence, as the bard grows in skill, be similar to good hope, greater heroism, heroes feast, etc...

Sluece Songs: Songs that can be whistled, and or hummed. Self effecting songs only that the bard uses to aide themselves in subterfuge, and infiltration. Illusionary disguises, invisibility, short distance teleports, etc...

Movement Songs: One of the ways a bard helps contribute to a party is enabling it to march or move rapidly, and remain mobile. Get the party to a destination, help their mobility in combat, out maneuver, and out flank your opponents.

Under this heading you would gain the abilities similar to expeditious retreat, haste, stamina renewal, forced march, etc...

Dirges, and Bellows: Bards with such mastery of voice should be able to wield that voice like a weapon. Deafening their opponents, stunning, irritating, confusing, and keeping them off guard through an onslaught of sonic, even thunderous barrages.

This song line would mimic effects like sound burst, shout, and greater shout, earthquake, thunder clap, cacophony, and dirge of doom type stuff.

Charm Songs: Playing on the emotions through their mastery of music bards can suggest, seduce, charm, and even dominate the minds of others.

I was thinking of giving songs duration of concentration, and making it so they are not effected by metamagic feats, but would benefit from lets say Lingering Performance. Requiring bards to make performance checks if they want to attempt multiple songs. These are all just ideas. Anyways what do you think? Any ideas?

Silver Crusade

Hmm absolutely no replies...You guys are tough. Well okay, here is what I put together as a rough draft and my first attempt at an alteration of a core class. Any thoughts suggestions will be appreciated.

Bard

Role: Bards inspire their comrades to greatness through auwens, while confusing, and befuddling their enemies. They are good at martial prowess, and masters of song. Many who have been on the opposing side against a bard, has claimed, "It was almost as if they know what we were going to do, before we do."

Aligment: Any
Hit Die: d8

Class Skills as per core rulebook

Weapons and Armor: as per core rulebook
A bard can cast songs in light armor without incurring arcane spell failure.

Songs:

A bard draws forth arcane energy through their songs. A bard can perform any song they know without prior preperation. All songs have a verbal component, or require an instrument. The music must be heard in order for the magic to take effect. In order to learn a song a bard must have a Charisma score of 10 + the song's level. The bard begins play with four zero level songs, and two first level songs. Through their travels they will learn no more than two songs per level from other bards, or even write their own songs. As you can see they only gain songs at a limited rate per level as drawing the arcane energy through song takes practice, and most bards never master all songs. A bard may also weave songs into an auwen, but this also takes practice and concentration. Bards singing a auwen must allocate their minor action each round to maintain the auwen in addition to making a perform check against a dc determined by the number of songs in the auwen.

Two songs___10 + the highest song level in the auwen
Three songs_18 + the highest song level in the auwen
Four songs__32 + the highest song level in the auwen
Five songs__48 + the highest song level in the auwen
Six songs___72 + the highest song level in the auwen

Bards aquire higher more powerful songs at a slow rate, for example a bard of fifth level may learn second level songs, a bard of eighth level may learn third level songs, a bard of eleventh level learn fourth level songs, a bard of fifteenth level may learn fifth level songs, and finally a bard of eighteenth level may learn sixth level songs. A bard advancing beyond twentieth level may begin writing and composing his own epic songs which should be worked out in quest, and gameplay between him, and his gamemaster.

Bardic Knowledge (Ex): As per core rulebook
Bardic Performance: Cantrips: Bard Spells: Are replaced by bard songs, and auwens
Versatile Performance: As per core rulebook
Well Versed: As per core rulebook
Lore Master: As per core rule book
Jack of all Trades: As per core rulebook
BaB, and Saves as per core rule book

Bard Auwens while are not limited to a number of uses per day, only last as long as the bard is singing, or performing. The bard is limited to the number of songs he can know, and the number of songs he can put into an auwen at any given time. A failure to pay minor action cost, or to make the perform check dc ends the bard's auwen and its magical effects. The bard may only add one song to an auwen each round. He must choose how many songs he is going to weave into his auwen, and what order they will be woven in the song. A perform check failure during any round causes the bard to begin again. Starting the auwen on the first round is a standard action, adding a new song to the auwen in the following rounds is a swift action. Some songs function better as auwens than do others. Knowing how to construct auwens usually comes with practice, and experience. Auwens were designed to be used in battle, and thus do not provoke attacks of oppurtunity.

Bard Songs Known:
Level_____0__1__2__3__4__5__6
One_______4__2
Two_______5__3
Three_____6__4
Four______6__6
Five______6__6__2
Six_______6__6__4
Seven_____6__6__6
Eight_____6__6__6__2
Nine______6__6__6__4
Ten_______6__6__6__6
Eleven____6__6__6__6__2
Twelve____6__6__6__6__4
Thirteen__6__6__6__6__6
Fourteen__6__6__6__6__6
Fifteen___6__6__6__6__6__2
Sixteen___6__6__6__6__6__4
Seventeen_6__6__6__6__6__6
Eighteen__6__6__6__6__6__6__2
Nineteen__6__6__6__6__6__6__4
Twenty____6__6__6__6__6__6__6

(All songs can be read as Song of _____, Psalm of_____,or Hymn of _____, whatever tickles your fancy.) Songs are considered concentration for purposes of duration, unless otherwise noted. Concentration remains as long as the bard pays the maintenance cost of his minor action, and succeeds his perform check. Through auwens a bard may effect a number of allies or foes equal to the bard's level unless the song description denotes otherwise. Bard buff songs are considered 30' radius centered on the bard. Metamagic feats do not effect bard songs. However a feat like Lingering Song will, enabling the magical effects of bard songs in play to remain in play for an additional two rounds even if the bard fails at maintaining his auwen.

Zero Level Songs:

Adrenal Maneuvers: The bard using this song grants himself and his allies the ability to make great leaps, or acrobatic maneuvers. Granting a +10 to any acrobatics check while the song is active.

Battle: The bard inspires his allies to greater feats of courage. The bard and allies gain a morale bonus +1 (+1 per 5 bard levels) to attack rolls, damage rolls, and saves vs charm, and fear effects.

Calm Emotions: The bard may alter the state of people or creatures in the area reducing any tendancy towards hostility. Affected creatures take a -5 to perception checks, and are considered one level further towards nuetral. Thus normally hostile, would be threatening (50% of going aggressive should they perceive the bard.) Threatening would become suspicious (20% chance of aggressiveness), suspicious would become nuetral. Multiple applications of the song will not reduce the targets hostility any further. Range of the song is short 25' + 5' per level. Effecting a ten foot radius from target.

Cloaking: The bard and his allies images are blurred to their opponents granting a 10 percent miss chance due to concealment. This is considered an illusionary effect, and can be countered with clairvoyance, true seeing, high wisdom (18+), or blind fighting feat.

Dissonance: The bard assaults his foes with a cacophany of noise. Effected foes can make a will(cha) save to negate the effects, failure results in 1d4 sonic damage, and foe is shaken. This is an AoE song centered at the bard. The song does not effect allies, only foes.

Guess: The bard through song gains a vision of which will be either the safest route to his destination, or the shortest route but cannot obtain both. The bard must chose whether to declare safe, or most direct before performing the song. If their is not a safe route the bard may end up getting no information, or only seeing his route as long as it is safe, then the vision goes cloudy. This song is self only.

Inspire Awe: The bard is sorrounded in an aura that makes him appear more powerful. Targets make a will(cha) save or select another target to attack. Target is self only.

Origins: The bard sees a vision of the items origin, where it was crafted, by whom it was crafted, and its general purpose. Granting the bard a +10 bonus to spellcraft checks for the purpose of identifying magical items. Target is item, or items within 30' of the bard, and must be within line of sight in order to be identified. The bard may identify any number of items equal to bard levels per day.

Running: The bard and his allies feel their pace quicken, enabling them to run faster, and longer. The bard and allies gain +10 feet to their base movement, +5 feet per three bard levels to a maximum of plus 30 feet. The song replentishes stamina enabling them to run twice as long as normal.

Study Another: The bard using this song makes a knowledge check to learn something about the target, getting a +10 to the appropriate Knowledge skill for this purpose. What the bard learns depends upon the success level of his check. The bard can learn an additional fact about the person or creature for every five points his skill check succeeds. This song is single target only.

First Level Songs:

Change: Through this song the bard alters his appearance up to a 50% change in mass, and can change gender if desired. If the bard has used study another song, the bard can take on that identity, including some of the targets skills, and expressions depending on how successful his study another had been. This change is illusionary and can be dispelled, or countered by means that typically counter illusions. Study Another grants more stability to this change making any efforts to dispell, or see through it 5 dc higher. Target is self only.

Dream: The bard chooses a topic which can be an object, person, or place known to the bard. He sings the song before going to sleep, and can learn something about his target while he sleeps. Target is self only.

Imbue Weapon: The bard uses the magic of song to guide his weapon granting a +1, +1 per five levels of experience to his attack rolls, and his weapon is considered magical for purposes of dr. (This bonus does not stack with arcane strike feat, or other such bonuses like magic weapon spell.) Target is bard's weapon, or weapons only. Effected weapons must currently be weilded.

Healing: The bard and his allies gain regeneration per round of 1 hp + 1 hp per five bard levels for as long as the song is active.

Invisibility: The bard can make himself invisible to the perceptions of others. However creatures in the area the bard is passing through will hear lilting music echoing around them, drawing their perceptions away from the bard's actual location. Intelligent creatures may deduce what is happening, and set others to searching for the mischief maker. Attacking, or starting another song ends the invisibility. Invisibility cannot be part of an auwen. Target is self only, and the invisible bard becomes invisible to his allies as well.

Resistance: The bard and allies are shielded from the effects of a chosen element such as acid, cold, fire, etc... The amount of protection is equal to 5, + 5 for every five bard levels. This protection does stack with other forms of protection like Resist Elements spell, and elemental resistance items. The bard must specify which element his song is protecting against when he starts the song.

Sleep: The bard can project a lullaby to target an area. Creatures in that area make a will(Cha) save or fall into a natural sleep. Any attack made against the sleeping creatures awakens them. Those creatures that save are still drousy and at -5 to their perception rolls, and - 2 to any further will saves. (This song does not effect targets that are thre or more levels higher than the bard.) Range is short, 25' + 5' per bard level. Area is thirty foot radius centered at target. (Yes this does mean an inexperienced bard may end up putting his ally to sleep.)

Seduction: The bard can make himself more attractive to any non hostile member of same race, or compatible race. Seducing the target into performing favors for him. The favors could be as simple as delivering a message, or as complex as becoming a temporary follower of the bard that will vouch for him around other locals, and officials. However the entralled follower gets a will(cha) save for doing anything against the law, or their own morality. This song is single target only.

Sounding: Can be sung before starting an auwen, sounding song grants the bard a +3, +1 per three levels to his next song performance or auwen. If his auwen ends, he must resing sounding to regain the bonuses. Target self only.

Writing: This song allows a bard to do one of two things, either make a perfect copy of a written document, or translate the document. Magical protections against copying, or scribing the document may still apply. However the song does allow the bard a spellcraft roll to understand what is blocking his efforts if such protections are in place. Bard may copy or translate a number of documents equal to bard level per day.

Second Level Songs:

Charm: The target is effected into thinking the bard is a trusted ally, and companion. Although the target gets a will (cha) save if commanded to attack any of its other allies, same if any of the bard's allies attacks the charmed person, or creature. A successful will (cha) save negates the charm song, and causes the bard to become the target of the creatures hate. This song is single target only.

Concealment: This song conceals the bard's identity, and location. Useful for protecting themselves against magical forms of scrying or detection. The song also grants change song more stability, and protection from being exposed. Make an opposed Caster versus Perform check to determine whether or not the concealment is broken. Target self only.

Fear: This song draws forth nightmares from the targets imagination to assault them, and make them cringe in fear. Those effected are panicked, and flee away from the bard. A successful will(cha) save leaves the target shaken. A second successful will(cha) save restores them to normality. Target or targets must be in bard's forward visual facing, and within line of sight. Range is moderate 40' + 5' per level. Qualified targets up to half bard's level may be chosen by the bard.
Foresight: The bard goes into an almost meditative trance while performing this song, and gains a vision of a probable future. The bard may only see possible future events that could happen at any given time within one minute per level of the bard. The bard does not know the exact point in the future, or exact details, only a guess, similiar to a gut feeling. Target self only.

Gating: This song requires a flute to be played, and carries the bard along ethereal conduits back to his town of birth. Any barrier that blocks teleportation spells will also block this song. This song can can only be used at great peril in the midst of combat, for it leaves the bard unaware of his sorroundings making him flat footed for any attacks of oppurtunity. Also note a foe grappling the bard during the song of gating has a 75% chance of being carried through the conduit with the bard. The travel through the conduit is not instantaneous, it takes one round per mile of real distance traveled. A lot could happen, and should the bard die, the conduit collapses leaving his body, and the assailant trapped in the ethereal plane. Target self, or grappled person or creature only, a grappled bard must make a perform check to maintain his song of gating. Should the perform check fail the conduit collapses leaving bard, and passenger trapped in the ethereal plane.
Haste: The bard inspires his allies to act more quickly granting them +30 feet to their movement, one additional attack at highest value when making a full round attack, +2 dodge bonus to their armor class, and +4 to their initiative.

Levitation: This song will carry the bard and his allies in a vertical direction only, up or down. Any other direction has to be because of some other exterior force in action.

Lord's Voice: This song amplifies the bard's voice, enabling him to double the effective range of his songs. Target self only. Duration number of rounds equal to bard level plus charisma modifier.

Sonic Burst: One of the bard's only direct damage songs. This song inflicts 1d6 sonic damage per two bard levels, and has a chance to stun for 1d4 rounds those unlucky enough to get caught in the cone of sonic energy. The cone is 5 ' beginning at the bard and extending 30 ' in forward cone from the bard and 30 ' wide at its ending point. Fortitude save halves the damage, and negates any stun effect.

Third Level Songs:

Binding: The bard calls forth ethereal bonds of music to bind his foes, slowing their movement. The chains are mostly illusionary, and can be resisted with a successful will (cha) save which negates the effect. Those failing have their movement speed cut in half for the duration of the song. Targets must be in bard's forward visual facing, and within moderate range 40' + 5' per bard level.

Curing: The bard using this song cleanses himself, and allies of poisons, or diseases, and grants a minor heal. A perform check versus the poison or disease dc is required to remove the ailment. The heal is equal to 1d8 + 1 per two bard levels to a maximum of +5. The heal from this song is offered only once as it is first brought into play.

Disenchanting: This song serves two-fold purpose, one to strip away undesirable magical effects from allies, or two strip away magical effects such as buffs, wards, glyphs from targets. Range is 25' + 5' per bard level, area is ten foot radius centered on target. The disenchanting is handled in the same manner as a dispel, stripping away lower level spells first. A perform versus caster level check must succeed first before any spells are stripped away.

Flight: The bard gains the ability to fly while this song is active. He may use his versatile perfomance:dance, or fly skill to manuever. However if the bard stops his song, is stunned, defeaned, or silenced the fly effect wears off, and he falls. He may make a versatile performance:dance, or acrobatics check to reduce damage from the fall. Target self only.

Heroism: Through means of this song bards have turned commoners into heroes, and heroes into champions of valor. Those effected by the song are bolstered to great acts. They receive a plus four morale bonus to attacks, damage, and saving throws, are immune to fear, and gain a number of temporary hit points equal to the bard's level. These bonuses do stack with other morale bonuses such as those from Song of Battle. Target bard, and allies within a 30' radius.Temporary hit points granted by this song are one time boost, and when striken are gone until the bard ends his current performance, and begins a new one.

Multiplicity: The bard creates an illusionary duplicate of himself. The duplicate mimics the bard's actions, and magical effects centered on bard switch between the bard, and the duplicate. Foes who are not fooled by illusions are also not fooled by this bard's duplicate. Otherwise treat the duplicate as if it is priority on enemies hate list. The duplicate can only sustain damage equal to the bard's level before it dissapates. The bard may only duplicate himself through means of this song, not other party members, or allies. Duration is equal to bard level plus cha modifier or until it has sustained its hit points in damage. If the bards is invisible this song automatically fails.
Slow: The bard calls forth hooligans to perform shenanigans on his foes, distracting them and slowing their actions. The hooligans are mostly constructs from the targets imagination, and are not seen by others. Depending on how descriptive your gamemaster wants to play this out, it can even look to others that the effected foe has begun dancing, or gone stark raving mad. Game effect is that the target may only perform one action; move action, minor action, or standard action per round. They still get their swift, and free action as well. Any such effected target may only make one attack per round. A successful will (cha) save negates the effect. This song may also be used to counter haste, in such case hasted mobs are returned to their normal actions as opposed to hasted actions. (A perform check versus caster level much like a dispel check is made is required to counter a haste spell.)

Thunder: The bard's voice booms audibly when using this song, the thunder of it rolling for a mile for every two levels the bard has obtained. Those in long range 100' + 10' per level make fortitude save or be stunned 1d6 rounds. Once this song has started the bard may chose a single target each following round to be struck by lightning which inflicts 1d6 lightning damage per bard level to a maximum of 6d6. Duration is equal to half the bard's levels. the initial thunder does not discriminate between friend or foe, and allies in the area must save as well.

Travel: The bard makes a short hop through the ethereal plane to a distance no further than 100' + 10' per level, and within line of sight. Travel in this manner replaces the bard's movement action for that round. Target self only.

Fourth Level Songs:

Displacement: The bard and allies within 30' radius appear to shift back and forth in a 5' radius of themselves to the perceptions of the bard's foes. This grants the bard and his allies a 50% miss chance due to concealment for as long as the song is active.

Protection: The bard using this song grants himself and allies a damage reduction, and minor heal. DR is equal to 1 + 1 per 4 bard levels and is followed by /- . Thus a twentieth level bard would grant himself and allies a DR 5/- . This DR follows the rules concerning of other DRs in regards to whether or not it stacks. The heal from this is 2d8 + 1 per 3 bard levels and only initiates when the song is first sung. Duration is one round per bard level.

Restoration: The bard may grant himself or an ally the restoration of a lost ability point per round through use of this song. This song is single target only. A perform check versus the dc of what inflicted the debilitation is required in order for the ability point to be restored.

Shielding: The bard grants himself and allies spell resistance by means of this song. The amount of spell resistance is equal to bard level plus his charisma modifier.

Victory: The bard boosts allies combat prowess, while baffling the efforts of his enemies for as long as this song is active. Allies within 30' radius of the bard gain a +2 profane bonus to attack, damage, armor class, and saves. Enemies within 30' radius make a will (cha) save or become shaken. The number of targets that can be effected at once is equal to the bard's level.

Fifth Level Songs:

Ancient Lore: The bard may use this song to receive a +10 bonus for the purpose of identifying artifacts, intelligent items, or relics. The bard will gain a vision of the items history, and "flavor text", in order to identify any of its properties the bard must make an ego check versus the target item. Learning each property takes an hour of the bard's time.Target a number of artifacts, intelligent items, or relics equal to the bard's charisma modifier per week. Duration one hour per charisma modifier. The bard must remain focused on a target item for a minimum of one hour, and is oblivious to all else around him during this time.

Domination: The bard through this song supresses the target's ego into submission, and takes control of its actions. The dominated creature acts on the same initiative as the controlling bard, starting on the round after it is dominated. The bard may not dominate more than one creature at a time. The bard must overcome the creature's ego in order to dominate it. This could well take a few rounds itself depending upon how your gamemaster handles ego battles. Creatures once they break free of domination utterly despise the bard, and seek to destroy him. This can also backfire on the bard, and he can find himself dominated by his target instead. Once you have chosen to commit to domination of a person or creature the loathing you gain from said creature is assured, regardless of who wins the ego battle. Particularly nasty enemies who dominate the bard may chose to keep their "pet" for a time before destroying him.

Elemental Doom: The bard through this song assaults enemies within 30' radius with tiny shards pulled from one of the elemental planes. The shards could be sharp slithers of rock, tongues of fire, sleet, etc... The effect is that enemies in the area take 1d6 + 1 point of damage for each round they remain in the area, and the bard continues to maintain the song. The song can either be centered on self, or a target within long range 100' + 10' per level. Additional effects may be allowed up to gamemaster discretion depending upon element, and target. Example, shards of earth may inflict bleeding condition, sleet may impede movement, and create slippery surface, tongues of fire could catch flammables on fire, etc...

Freedom: The bard and allies are able to move and act freely under the protection of this song. Even if conditions would normally state otherwise, enabling them to ignore effects such as rough terrain, slippery surfaces, hold, paralysis, solid fog, slow, and web. (This song does not enable flight, or running up walls, cliffs, etc...)

Sixth Level Songs:

Dream Journey: The bard using this song before sleep may induce a dream that will enable the bard to travel to a location known to the bard via his dream. The bard's ego, and soul are actually at the location interacting with it in the form of a manifested ghost. Damage sustained during this time is real to the bard, and he could die from it. The bard may also aquire information, items, or objectives while he is present through his dream personae. All the bard's talents, and items are available to him during the dream. Effects that block teleportation also block this spell. Once the bard awakes the dream journey is over, regardless of whether his mission objectives were completed or not. The bard does not gain any rest from sleep taken while performing a dream journey.

Metamorphesis: The bard may assume the appearance, skills, and abilities of a studied target for a duration of one hour per bard level. The song literally changes the bard's anatomy to that of the target. The process is uncomfortable, but causes no real damage. The bard reverts to his own anatomy once the songs duration has run its course. Since this is an actual change and not just an illusion it becomes harder to expose the bard. Even the target himself maybe taken offguard at first seeing himself, but is one way to expose the bard. Depending upon on convincing the bard's performance can become.

Slaying: A bard through this song may cause one enemy to die either from joy or sorrow. The target must be able to hear, and see the bard for one full round, after which the target gets a will save dc equal to bard level plus charisma modifier or perish. Even if the target saves against this effect it is staggered for 1d4 rounds, and shaken. This is a mind-effecting death effect that requires both visual, and audio components.

Speed: The bard and his allies metabolism is increased to an incredible degree. Movement, and actions are increased. The bard and allies gain +30' to base movement, + 4 to initiative, +4 dodge bonus to armor class, +1 attack bonus, +1 additional attack of highest value during a full attack action. These effects stack with any other haste effects. Once the song ends the bard and his party are exhausted.

Liberty's Edge

Pathfinder PF Special Edition Subscriber

So, let me start off by saying that Bard is my favorite class, and I love seeing people doing things that play with the concept. Thanks for putting in the work!

However, I'm not sure I could get behind this variant as it is currently written.

I love the idea of a Bard who actually just uses his performances, but this feels a little all over the place.

Specific critiques:

1) Its formatting is all over the place. This is not a game breaker, but it does make it harder to judge.

2) I don't understand what the Auwen actually do. It seems like you cast your songs through the medium of an Auwen, but that's not entirely clear.

3) There is no limit to how much they can use their abilities. There needs to be some sort of limiting factor.

4) The actually act of casting a single song doesn't feel any different than casting a spell. (Note: I love the fact that you can maintain multiple spells in an Auwen, and the fact that it is maintained through a perform check.)

5) I don't like the fact that it puts a 30' limit on the effectiveness of Bard song. A limiter is good. I don't think this is the right limiter.

There are some minor nitpicks with language (concentration, for instance) but those items above are the major issues I see.

If this is a draft, I'd love to see a later draft of it. :-)

Silver Crusade

The Shining Fool said wrote:
I love the idea of a Bard who actually just uses his performances, but this feels a little all over the place.

The bard is by far my favorite class, I played multiclass characters in 1st, and 2nd edition AD&D, but something was always lacking even then. I found what lacked when I finally started playing bards. My first bard was made in I.C.E.s Middle Earth Roleplaying System. I am trying to recreate that bard, that feel here in this alternate.

Specific critiques:

1) Its formatting is all over the place. This is not a game breaker, but it does make it harder to judge.

Yeah this maybe a challenge for me to iron out. I have all the knowledge of how this works in my head, but I am learning communicating that information is not always easy. Suggestions of how to reorganize it? Redefine parts of it, so that I can more clearly express my ideas would be helpful.

2) I don't understand what the Auwen actually do. It seems like you cast your songs through the medium of an Auwen, but that's not entirely clear.

An auwen is two or more magical songs, or mystical effects woven into one performance. The more songs you combine together, the greater the difficulty. Auwens are really meant for use in battle, but can be used in non combative, especially social situations as well.

3) There is no limit to how much they can use their abilities. There needs to be some sort of limiting factor.

I meant for the songs to be ever present resource for bards. That is one of the problems I have with Pathfinder bards, I do not have enough performance time to do even one "concerto" per day. Maybe enough time to grab an audience's attention for the opening song, then watch the rest of the performance go flat as I can no longer weave magic and song, inspiration, and evoke emotion due to daily uses of performance all expired on opening song. Then we head out on an adventure and well guys sorry no performances left for insire courage, or inspire competence...I used them all in the first song of the day at the "concerto" Then as you witnessed the audience walked out around song three or four when I could no longer captivate their attention.

4) The actually act of casting a single song doesn't feel any different than casting a spell. (Note: I love the fact that you can maintain multiple spells in an Auwen, and the fact that it is maintained through a perform check.)

A single song would not be much different, its dc would only be like a perform 5 check, so even a first level bard, that is automatic success.

5) I don't like the fact that it puts a 30' limit on the effectiveness of Bard song. A limiter is good. I don't think this is the right limiter.

The radius could be altered through feats, perhaps roleplay it out in game. I also meant to add a line of songs that could boost radius, increase ranges, increase number of targets that could be effected. I only listed songs I have detailed thus far. In truth any current spell on the bard spell list could be rewritten as a song.

There are some minor nitpicks with language (concentration, for instance) but those items above are the major issues I see.

Yeah I learned after writing this that there are already rules for concentration in the core mechanics. I would need to rename concentration as to avoid confusion, for certainly the rules for concentration as they exist would make this variant unplayable.

Thanks for your reply. I hope I have answered some of your questions, and will get to work attempting to clarify my mess.

Silver Crusade

My third revision is only steps ahead of my original first draft. I most likely will no longer revise or update this alternate as it was rejected by my gamemaster since it is not official Paizo. He actually told me bards are too powerful as they stand currently. Thus I will work with what I have and hope I do well. Please feel free to copy or use any or all of what is here. I have trashed it from my data base. Many of these songs were converted from bard spells, so you could do the same. Likewise these songs could be converted over to spells. Have fun and enjoy exploring the realms of your imaginations.

Bard - Songster

Role: Bards inspire their comrades to greatness through songs, while confusing, and befuddling their enemies. They are good at martial prowess, and masters of song. Many who have been on the opposing side against a bard, has claimed, "It was almost as if they know what we were going to do, before we do."

Aligment: Any
Hit Die: d8
Class Skills: as per core rule book
Bardic Knowledge: (Ex): As per core rulebook
Versatile Performance: As per core rulebook
Well Versed: As per core rulebook
Lore Master: As per core rule book
Jack of all Trades: As per core rulebook
BaB, and Saves: As per core rule book
Weapons and Armor: As per core rule book

Bardic Performance: Equal to 3(Level) + charisma modifer in number of rounds per day, and a required component cost for each round of medley. (Inspire Courage, Inspire Competence, Dirge of Doom, Fascinate, Suggestion, etc... are now considered songs, and count as one of the total number of songs in a medley. Set their song level as level appropriate to the level they are acquired; for example inspire courage is a zero level song, while inspire competence is a first level song, suggestion a second level song, and inspire greatness a third level song etc...)

Cantrips: Bard Spells: Are replaced by bard songs. Bard spells may be converted to songs with gamemaster approval. Zero level songs are unlimited in use per day, but only as single songs. Medleys, even zero level medleys require expenditure of Bardic Performance.

Songs:

A bard draws forth arcane energy through their songs. A bard can perform any song they know without prior preperation. All songs have a verbal component, or require an instrument. The music must be heard in order for the magic to take effect. In order to learn a song a bard must have a Charisma score of 10 + the song's level. The bard begins play with four zero level songs, and two first level songs. Through their travels they will learn no more than two songs per level from other bards, or even write their own songs. As you can see they only gain songs at a limited rate per level as drawing the arcane energy through song takes practice, and most bards never master all songs. A bard may also weave songs into a medley, but this also takes practice and concentration. Bards singing a medley must allocate their minor action each round to maintain the medley in addition to making a perform check against a dc determined by the number of songs in the medley.
Two songs 10 + the highest song level in the medley
Three songs 18 + the highest song level in the medley
Four songs 32 + the highest song level in the medley
Five songs 48 + the highest song level in the medley
Six songs 72 + the highest song level in the medley
Bards aquire higher more powerful songs at a slow rate, for example a bard of fifth level may learn second level songs, a bard of eighth level may learn third level songs, a bard of eleventh level learn fourth level songs, a bard of fourteenth level may learn fifth level songs, and finally a bard of seventeenth level may learn sixth level songs. A bard advancing beyond twentieth level may begin writing and composing his own epic songs which should be worked out in quest, and gameplay between him, and his gamemaster. Maximum number of songs known per level is equal to six plus charisma modifier.

Bard Medleys are taxing complex musical compositions as such are limited to a number of rounds per day, equal to the number of bardic performances the bard has obtained. The bard is also limited to the number of songs he can know, and the number of songs he can put into an medley at any given time. A failure to pay minor action cost, or to make the perform check dc ends the bard's medley and its magical effects. The bard may only add one song to a medley each round. He must choose how many songs he is going to perform in his medley, and what order they will be introduced into the song. A perform check failure during any round causes the bard to begin again. Starting the medley on the first round is a standard action, adding a new song to the medley in the following rounds is a swift action. Some songs function better together in a medley than do others. Knowing how to combine songs into medleys usually comes with practice, and experience. Medleys were designed to be used in battle, and thus do not provoke attacks of oppurtunity.

(All songs can be read as Song of _____, Psalm of_____,or Hymn of _____, whatever tickles your fancy.) Songs are considered performances for purposes of duration, unless otherwise noted. A performance remains as long as the bard pays the maintenance cost of his minor action, and succeeds his perform check, and does not exceed a number of rounds greater than uses per day. Through medleys a bard may effect a number of allies or foes equal to the bard's level unless the song description denotes otherwise. Metamagic feats do not effect bard songs. However a feat like Lingering Performance will, enabling the magical effects of bard songs in play to remain in play for an additional two rounds even if the bard fails at maintaining his medley. Zero level songs can be used an unlimited number of times per day, as single songs only if all uses of performance are expired for that day.

Zero Level Songs:

Adrenal Maneuvers:
Classification: Song (Transmutation)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature or ally per level that must be within 30 feet of the target
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
The bard using this song grants himself and his allies the ability to make great leaps, or acrobatic maneuvers. Granting a +1 per perform rank to a maximum of +10 to any acrobatics check while the song is active.

Battle:
Classification: Song (Abjuration)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature or ally per level that must be within 30 feet of the target
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
The bard inspires his allies to greater feats of courage. The bard and allies gain a morale bonus +1 + (1 per 5 perform ranks) to attack rolls, damage rolls, and saves vs charm, and fear effects.

Calm Emotions:
Classification: Song (Enchantment)
Components: Audible Peformance by singing or instrument
Range: Medium 100' + 10' per level
Target: One creature per level that all must be within 30 feet of target creature
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
The bard may alter the state of people or creatures in the area reducing any tendancy towards hostility. Affected creatures take a -5 to perception checks, and are considered one level further towards nuetral. Thus normally hostile, would be threatening (50% of going aggressive should they perceive the bard.) Threatening would become suspicious (20% chance of aggressiveness), suspicious would become nuetral. Multiple applications of the song will not reduce the targets hostility any further. Range of the song is short 25' + 5' per level. Effecting a ten foot radius from target.

Cloaking:
Classification: Song (Illusion)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature or ally per level that must be within 30 feet of the target
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
The bard and his allies images are blurred to their opponents granting a 10 percent miss chance due to concealment. This is considered an illusionary effect, and can be countered with clairvoyance, true seeing, high wisdom (18+), or blind fighting feat.

Dissonance:
Classification: Song (Evocation)
Components: Audible Peformance by singing or instrument
Range: Area of Effect centered on performer
Target: One creature per level that must be within 30 feet of the performer
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
The bard assaults his foes with a cacophany of noise. Effected foes can make a will(cha) save to negate the effects, failure results in 1d4 sonic damage, and foe is shaken. This is an AoE song centered at the bard. The song does not effect allies, only foes.

Guess:
Classification: Song (Divination)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: 1 round
Saving Throw none Spell Resistance no
The bard through song gains a vision of which will be either the safest route to his destination, or the shortest route but cannot obtain both. The bard must chose whether to declare safe, or most direct before performing the song. If their is not a safe route the bard may end up getting no information, or only seeing his route as long as it is safe, then the vision goes cloudy. This song is self only.

Inspire Awe:
Classification: Song (Illusion)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: Bardic Performance
Saving Throw none Spell Resistance no
The bard is sorrounded in an aura that makes him appear more powerful. Targets make a will(cha) save or select another target to attack. Target is self only.

Origins:
Classification: Song (Divination)
Components: Audible Peformance by singing or instrument
Range: 50'
Target: cone shaped emanation
Duration: 3 rounds per level
Saving Throw none Spell Resistance no
The bard sees a vision of the items origin, where it was crafted, by whom it was crafted, and its general purpose. Granting the bard a +10 bonus to spellcraft checks for the purpose of identifying magical items. Target is item, or items within 50' of the bard, and must be within line of sight in order to be identified. The bard may identify any number of items equal to bard levels per day.

Running:
Classification: Song (Transmutation)
Components: Audible Peformance by singing or instrument
Range: close 25' + 5' per level
Target: One creature per level within 30' of each other.
Duration: 10 minutes + 10 minutes per level
Saving Throw will negates Spell Resistance yes
The bard and his allies feel their pace quicken, enabling them to run faster, and longer. The bard and allies gain +10 feet to their base movement, +5 feet per three bard levels to a maximum of plus 30 feet. The song replenishes stamina enabling them to run twice as long as normal.

Study Another:
Classification: Song (Divination)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: Target creature
Duration: 1 round per level
Saving Throw will negates Spell Resistance yes
The bard using this song makes a knowledge check to learn something about the target, getting a +10 to the appropriate Knowledge skill for this purpose. What the bard learns depends upon the success level of his check. The bard can learn an additional fact about the person or creature for every five points his skill check succeeds. This song is single target only.

First Level Songs:

Change:
Classification: Song (Illusion)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: 10 minutes per level
Saving Throw none Spell Resistance no
Through this song the bard alters his appearance up to a 50% change in mass, and can change gender if desired. If the bard has used study another song, the bard can take on that identity, including some of the targets skills, and expressions depending on how successful his study another had been. This change is illusionary and can be dispelled, or countered by means that typically counter illusions. Study Another grants more stability to this change making any efforts to dispell, or see through it 5 dc higher. Target is self only.

Dream:
Classification: Song (Divination)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: 1 rest, or sleep period of at least one hour
Saving Throw none Spell Resistance no
The bard chooses a topic which can be an object, person, or place known to the bard. He sings the song before going to sleep, and can learn something about his target while he sleeps. Target is self only.

Imbue Weapon:
Classification: Song (Conjuration)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Target weapon currently being wielded
Duration: Bardic Performance
Saving Throw none Spell Resistance no
The bard uses the magic of song to guide his weapon granting a +1, +1 per five levels of experience to his attack rolls, and his weapon is considered magical for purposes of dr. (This bonus does not stack with arcane strike feat, or other such bonuses like magic weapon spell.) Target is bard's weapon, or weapons only. Effected weapons must currently be weilded.

Healing:
Classification: Song (Conjuration - Healing)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature per level within a 30' radius of target
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
The bard and his allies gain regeneration per round of 1 hp + 1 hp per five bard levels for as long as the song is active.

Invisibility:
Classification: Song (Illusion)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: 1 round plus one round per level
Saving Throw none Spell Resistance no
The bard can make himself invisible to the perceptions of others. However creatures in the area the bard is passing through will hear lilting music echoing around them, drawing their perceptions away from the bard's actual location. Intelligent creatures may deduce what is happening, and set others to searching for the mischief maker. Attacking, or starting another song ends the invisibility. Invisibility cannot be part of a medley. Target is self only, and the invisible bard becomes invisible to his allies as well.

Resistance:
Classification: Song (Abjuration)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature per level within 30' radius of the target
Duration: 1 round
Saving Throw none Will negates Resistance yes
The bard and allies are shielded from the effects of a chosen element such as acid, cold, fire, etc... The amount of protection is equal to 5, + 5 for every five bard levels. This protection does stack with other forms of protection like Resist Elements spell, and elemental resistance items. The bard must specify which element his song is protecting against when he starts the song.

Sleep:
Classification: Song (Enchantment)
Components: Audible Peformance by singing or instrument
Range: Medium 100' + 10' per level
Target: One creature per level within a 30' radius of target
Duration: 1 round per level
Saving Throw will negates Spell Resistance yes
The bard can project a lullaby to target an area. Creatures in that area make a will(Cha) save or fall into a natural sleep. Any attack made against the sleeping creatures awakens them. Those creatures that save are still drousy and at -5 to their perception rolls, and - 2 to any further will saves. (This song does not effect targets that are three or more levels higher than the bard.)

Seduction:
Classification: Song (Enchantment)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature
Duration: Number of rounds equal to Charisma Modifier minus target's Wisdom Modifier per level
Saving Throw none Will negates Resistance yes
The bard can make himself more attractive to any non hostile member of same race, or compatible race. Seducing the target into performing favors for him. The favors could be as simple as delivering a message, or as complex as becoming a temporary follower of the bard that will vouch for him around other locals, and officials. However the entralled follower gets a will(cha) save for doing anything against the law, or their own morality. This song is single target only.

Sounding:
Classification: Song (Abjuration)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: Special
Saving Throw none Will negates Resistance yes
Can be sung before starting a medley, sounding song grants the bard a +3, +1 per three levels to his next song performance or medley. If his medley ends, he must re-sing sounding to regain the bonuses. Target self only.

Writing:
Classification: Song (Divination)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: 1 hour + 10 minutes per level
Saving Throw none Will negates Resistance yes
This song allows a bard to do one of two things, either make a perfect copy of a written document, or translate the document. Magical protections against copying, or scribing the document may still apply. However the song does allow the bard a spellcraft roll to understand what is blocking his efforts if such protections are in place. Bard may copy or translate a number of documents equal to bard level per day.

Second Level Songs:

Charm:
Classification: Song (Enchantment)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature
Duration: Bard level + charisma modifier minus the target's level + wisdom modifier in number of rounds between each save.
Saving Throw Will negates Spell Resistance yes
The target is effected into thinking the bard is a trusted ally, and companion. Although the target gets a will (cha) save if commanded to attack any of its other allies, same if any of the bard's allies attacks the charmed person, or creature. A successful will (cha) save negates the charm song, and causes the bard to become the target of the creatures hate. This song is single target only.

Concealment:
Classification: Song (Abjuration)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature per level that all must be within 30 feet of target creature
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
This song conceals the bard's identity, and location. Useful for protecting themselves against magical forms of scrying or detection. It does not make the bard or his party invisible, or protect them from mundane forms of survelaince. This song only blocks magical scrying spells, and items such as crystal balls, know alignment, detect alignment, clairaudience/clairvoyance, etc..

Fear:
Classification: Song (Necromancy-mind effecting)
Components: Audible Peformance by singing or instrument
Range: Medium 50' + 10' per level
Target: One creature per level that all must be within 30 feet of target creature
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
This song draws forth nightmares from the targets imagination to assault them, and make them cringe in fear. Those effected are panicked, and flee away from the bard. A successful will(cha) save leaves the target shaken. A second successful will(cha) save restores them to normality. Target or targets must be in bard's forward visual facing, and within line of sight.

Foresight:
Classification: Song (Divination)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: 1 round plus 1 round per three levels.
Saving Throw none Spell Resistance no
The bard goes into an almost meditative trance while performing this song, and gains a vision of a probable future. The bard may only see possible future events that could happen at any given time within one minute per level of the bard. The bard does not know the exact point in the future, or exact details, only a guess, similiar to a gut feeling. Target self only.

Gating:
Classification: Song (Conjuration-Teleportation)
Components: Audible Peformance by Instrument
Range: Touch
Target: Self
Duration: Special
Saving Throw Fortitude negates Spell Resistance yes
This song requires a flute to be played, and carries the bard along ethereal conduits back to his town of birth. Any barrier that blocks teleportation spells will also block this song. This song can can only be used at great peril in the midst of combat, for it leaves the bard unaware of his sorroundings making him flat footed for any attacks of oppurtunity. Also note a foe grappling the bard during the song of gating has a 75% chance of being carried through the conduit with the bard. The travel through the conduit is not instantaneous, it takes one round per mile of real distance traveled. A lot could happen, and should the bard die, the conduit collapses leaving his body, and the assailant trapped in the ethereal plane. Target self, or grappled person or creature only, a grappled bard must make a perform check to maintain his song of gating. Should the perform check fail the conduit collapses leaving bard, and passenger trapped in the ethereal plane.

Haste:
Classification: Song (Transmutation)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature per level within 30' of target creature.
Duration: Bardic Performance
Saving Throw Fortitude Negates Spell Resistance yes
The bard inspires his allies to act more quickly granting them +30 feet to their movement, one additional attack at highest value when making a full round attack, +2 dodge bonus to their armor class, and +4 to their initiative.

Levitation:
Classification: Song (Transmutation)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature per level within 30' of target creature.
Duration: Bardic Performance
Saving Throw Fortitude Negates Spell Resistance yes
This song will carry the bard and his allies in a vertical direction only, up or down. Any other direction has to be because of some other exterior force in action.

Sonic Burst:
Classification: Song (Evocation)
Components: Audible Peformance by singing or instrument
Range: 60'
Target: Cone Shaped Emanation
Duration: Instantaneous
Saving Throw Fortitude Negates Spell Resistance yes
One of the bard's only direct damage songs. This song inflicts 1d6 sonic damage per two bard levels, and has a chance to stun for 1d4 rounds those unlucky enough to get caught in the cone of sonic energy. The cone is 5 ' beginning at the bard and extending 60 ' in forward cone from the bard and 30 ' wide at its ending point. Fortitude save halves the damage, and negates any stun effect.

Third Level Songs:

Binding:
Classification: Song (Transmutation)
Components: Audible Peformance by singing or instrument
Range: Medium 75' + 5' per level
Target: One creature per level within 30' of target creature.
Duration: Bardic Performance
Saving Throw Fortitude Negates Spell Resistance yes
The bard calls forth ethereal bonds of music to bind his foes, slowing their movement. Those failing have their movement speed cut in half for the duration of the song. Targets must be in bard's forward visual facing.

Curing:
Classification: Song (Conjuration - Healing)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature per level within 30' of target creature.
Duration: 1 round
Saving Throw Fortitude Negates Spell Resistance yes
The bard using this song cleanses himself, and allies of poisons, or diseases, and grants a minor heal. A perform check versus the poison or disease dc is required to remove the ailment. The heal is equal to 1d8 + 1 per two bard levels to a maximum of +5.

Disenchanting:
Classification: Song (Abjuration)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature or object per level within 30' of target creature.
Duration: Bardic Performance
Saving Throw None Spell Resistance no
This song serves two-fold purpose, one to strip away undesirable magical effects from allies, or two strip away magical effects such as buffs, wards, glyphs from targets. Range is 25' + 5' per bard level, area is thirty foot radius centered on target. The disenchanting is handled in the same manner as a dispel, stripping away lower level spells first. A perform versus 10 + caster level check must succeed first before any spells are stripped away.

Flight:
Classification: Song (Transmutation)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: Bardic Performance
Saving Throw Fortitude negates Spell Resistance yes
The bard gains the ability to fly while this song is active. He may use his versatile perfomance:dance, or fly skill to manuever. However if the bard stops his song, is stunned, defeaned, or silenced the fly effect wears off, and he falls. He may make a versatile performance:dance, or acrobatics check to reduce damage from the fall.

Heroism:
Classification: Song (Enchantment - Mind Effecting)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature or object per level within 30' of target creature.
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
Through means of this song bards have turned commoners into heroes, and heroes into champions of valor. Those effected by the song are bolstered to great acts. They receive a plus four morale bonus to attacks, damage, and saving throws, are immune to fear, and gain a number of temporary hit points equal to the bard's level. These bonuses do stack with other morale bonuses such as those from Song of Battle. Target and creatures within a 30' radius. Temporary hit points granted by this song are one time boost, and when stricken are gone until the bard ends his current performance, and begins a new one.

Multiplicity:
Classification: Song (Illusion)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: Special
Saving Throw None Spell Resistance no
The bard creates an illusionary duplicate of himself. The duplicate mimics the bard's actions, and magical effects centered on bard switch between the bard, and the duplicate. Foes who are not fooled by illusions are also not fooled by this bard's duplicate. Otherwise treat the duplicate as if it is priority on enemies hate list. The duplicate can only sustain damage equal to the bard's level before it dissapates. The bard may only duplicate himself through means of this song, not other party members, or allies. Duration is equal to bard level plus cha modifier or until it has sustained its hit points in damage. If the bard is invisible this song automatically fails.

Slow:
Classification: Song (Illusion - Mind Effecting)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature per level in line of sight to the bard.
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
The bard calls forth hooligans to perform shenanigans on his foes, distracting them and slowing their actions. The hooligans are mostly constructs from the targets imagination, and are not seen by others. Depending on how descriptive your gamemaster wants to play this out, it can even look to others that the effected foe has begun dancing, or gone stark raving mad. Game effect is that the target(s) may only perform one action. A successful will (cha) save negates the effect.

Thunder:
Classification: Song (Evocation)
Components: Audible Peformance by singing or instrument
Range: Area of Effect centered on Bard.
Target: 100' radius, +10' per level in effective radius
Duration: Instant
Saving Throw Fortitude halves, Reflex Halves Spell Resistance yes
The bard's voice booms audibly when using this song, the thunder of it rolling for a mile for every two levels the bard has obtained. Those in medium range 100' + 10' per level make fortitude save or be stunned 1d6 rounds. One creature plus one per level may also be struck by a lightning bolt dealing 6d6 damage. The bard may selct to strike no creatures with lightning if he so chooses. Creatures struck by lightning get a reflex save for half damage. Creatures struck by lightning must be within line of sight.

Travel:
Classification: Song (Conjuration - Teleportation)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: Instantaneous
Saving Throw None Spell Resistance no
The bard makes a short hop through the ethereal plane to a distance no further than 100' + 10' per level, and within line of sight. Travel in this manner replaces the bard's movement action for that round. Target self only.

Fourth Level Songs:

Displacement:
Classification: Song (Illusion)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature or object per level within 30' of target creature.
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
The bard and allies within 30' radius appear to shift back and forth in a 5' radius of themselves to the perceptions of the bard's foes. This grants the bard and his allies a 50% miss chance due to concealment for as long as the song is active.

Protection:
Classification: Song (Abjuration)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature or object per level within 30' of target creature.
Duration: Bardic Performance
Saving Throw Fortitude negates Spell Resistance yes
The bard using this song grants himself and allies a damage reduction, and minor heal. DR is equal to 1 + 1 per 4 bard levels and is followed by /- . Thus a twentieth level bard would grant himself and allies a DR 5/- . This DR follows the rules concerning of other DRs in regards to whether or not it stacks. The heal from this is 2d8 + 1 per level and only initiates when the song is first sung.

Restoration:
Classification: Song (Conjuration - Healing)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature or object per level within 30' of target creature.
Duration: One round per level
Saving Throw Fortitude negates Spell Resistance yes
The bard may grant himself or an ally the restoration of a lost ability point per round through use of this song. This song is single target only. A perform check versus the dc of what inflicted the debilitation is required in order for the ability point to be restored.

Shielding:
Classification: Song (Abjuration)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature or object per level within 30' of target creature.
Duration: Bardic Performance
Saving Throw Fortitude negates Spell Resistance yes
The bard grants himself and allies spell resistance by means of this song. The amount of spell resistance is equal to bard level plus his charisma modifier.

Victory:
Classification: Song (Enchantment - Mind Effecting)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature or object per level within 30' of target creature.
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
The bard boosts allies combat prowess, while baffling the efforts of his enemies for as long as this song is active. Allies within 30' radius of the bard gain a +2 profane bonus to attack, damage, armor class, and saves. Enemies within 30' radius make a will (cha) save or become shaken. The number of targets that can be effected at once is equal to the bard's level.

Fifth Level Songs:

Ancient Lore:
Classification: Song (Divination)
Components: Audible Peformance by singing or instrument
Range: 50'
Target: cone shaped emanation
Duration: 3 rounds per level
Saving Throw none Spell Resistance no
The bard may use this song to receive a +10 bonus for the purpose of identifying artifacts, intelligent items, or relics. The bard will gain a vision of the items history, and "flavor text", in order to identify any of its properties the bard must make an ego check versus the target item. Learning each property takes an hour of the bard's time. Target is equal to a number of artifacts, intelligent items, or relics equal to the bard's charisma modifier per week. Duration one hour per charisma modifier. The bard must remain focused on a target item for a minimum of one hour, and is oblivious to all else around him during this time.

Domination:
Classification: Song (Enchantment - Mind Effecting)
Components: Audible Peformance by singing or instrument
Range: Close 40' + 5' per level
Target: One Creature
Duration: Special
Saving Throw Will negates Spell Resistance yes
The bard through this song supresses the target's ego into submission, and takes control of its actions. The dominated creature acts on the same initiative as the controlling bard, starting on the round after it is dominated. The bard may not dominate more than one creature at a time. The bard must overcome the creature's ego in order to dominate it. This could well take a few rounds itself depending upon how your gamemaster handles ego battles. Creatures once they break free of domination utterly despise the bard, and seek to destroy him. This can also backfire on the bard, and he can find himself dominated by his target instead. Once you have chosen to commit to domination of a person or creature the loathing you gain from said creature is assured, regardless of who wins the ego battle. Particularly nasty enemies who dominate the bard may chose to keep their "pet" for a time before destroying him.

Elemental Doom:
Classification: Song (Evocation)
Components: Audible Peformance by singing or instrument
Range: 60' cone emanating from bard
Target: cone shaped emanation
Duration: Instantaneous
Saving Throw Reflex halves Spell Resistance yes
The bard through this song assaults enemies within cone shaped emanation with tiny shards pulled from one of the elemental planes. The shards could be sharp slithers of rock, tongues of fire, sleet, etc... The effect is that enemies in the area take 1d6 + 1 point of damage per two bard levels to a maximum of 8d6 + 8.

Freedom:
Classification: Song (Abjuration)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature or object per level within 30' of target creature.
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
The bard and allies are able to move and act freely under the protection of this song. Even if conditions would normally state otherwise, enabling them to ignore effects such as rough terrain, slippery surfaces, hold, paralysis, solid fog, slow, and web. (This song does not enable flight, or running up walls, cliffs, etc...)

Sixth Level Songs:

Dream Journey:
Classification: Song (Conjuration - Teleportation)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: Minimum of one hour of sleep
Saving Throw None Spell Resistance no
The bard using this song before sleep may induce a dream that will enable the bard to travel to a location known to the bard via his dream. The bard's ego, and soul are actually at the location interacting with it in the form of a manifested ghost. Damage sustained during this time is real to the bard, and he could die from it. The bard may also aquire information, items, or objectives while he is present through his dream personae. All the bard's talents, and items are available to him during the dream. Effects that block teleportation also block this spell. Once the bard awakes the dream journey is over, regardless of whether his mission objectives were completed or not. The bard does not gain any rest from sleep taken while performing a dream journey.

Metamorphesis:
Classification: Song (Transmutation)
Components: Audible Peformance by singing or instrument
Range: Touch
Target: Self
Duration: 10 minutes per level
Saving Throw none Spell Resistance no
The bard may assume the appearance, skills, and abilities of a studied target for a duration of one hour per bard level. The song literally changes the bard's anatomy to that of the target. The process is uncomfortable, but causes no real damage. The bard reverts to his own anatomy once the songs duration has run its course. Since this is an actual change and not just an illusion it becomes harder to expose the bard. Even the target himself maybe taken offguard at first seeing himself, but is one way to expose the bard. Depending upon on convincing the bard's performance can become.

Slaying:
Classification: Song (Necromancy-mind effecting)
Components: Audible Peformance by singing or instrument
Range: Medium 50' + 10' per level
Target: One creature per level that all must be within 30 feet of target creature
Duration: Bardic Performance
Saving Throw Will negates Spell Resistance yes
A bard through this song may cause one enemy to die either from joy or sorrow. The target must be able to hear, and see the bard for one full round, after which the target gets a will save dc equal to bard level plus charisma modifier or perish. Even if the target saves against this effect it is staggered for 1d4 rounds, and shaken. This is a mind-effecting death effect that requires both visual, and audio components.

Speed:
Classification: Song (Transmutation)
Components: Audible Peformance by singing or instrument
Range: Close 25' + 5' per level
Target: One creature per level within 30' of target creature.
Duration: Bardic Performance
Saving Throw Fortitude Negates Spell Resistance yes
The bard and his allies metabolism is increased to an incredible degree. Movement, and actions are increased. The bard and allies gain +30' to base movement, + 4 to initiative, +4 dodge bonus to armor class, +1 attack bonus, +1 additional attack of highest value during a full attack action. These effects stack with any other haste effects. Once the song ends the bard and his party are exhausted.

New Feats:

Exceptional Performance:
The bard has learned the benefit of flambouyance to give his performance an extra flourish.
Pre-Requisite: Bardic Performance
Benefit: Any numeric measurement pertaining to area, or target's effected by the bard's song, or medley is increased by 100%

Perfect Pitch:
The bard possesses a golden voice, soothing, and authorative.
Pre-Requisite: Bardic Performance
Benefit: Effective dc of bard's song are increased by +2

Silent Song:
The bard has learned that it is the focus of the mind which directs the power of his song, not his voice. By humming the song in his head, and focusing his mind, he can still make magic happen.
Pre-Requisite: Ability to perform bard songs of first level or higher
Benefit: The audible component of a song is waived. This feat cannot be applied to medleys, only a single song at a time can be used through this feat.

Sounding Performance:
The bard learns to project his voice through training, and practice to reach the ears of his audience.
Pre-Requisite: Bardic Performance
Benefit: Effective range of your bardic performance is increased by 100%.

New Magic Items:

Music Boxes
Aura varies CL varies
Slot ---; Price varies, special Weight 2lbs.

Description:

Ingeniously crafted boxes, usually with ornate decoration are prized treasures in many countries. A music box can recreate a song or a medley that was imbued into the device.
Activation of the music box usually only requires one opening the music box. Once the music box has played for one round, the song or songs begin to take effect on its audience.

Construction:

Craft Wonderous Items, Bardic Performance, Songs must be performed at the time they are imbued. Suggested cost for construction is equal to scroll cost by bard level per song, plus an addtional 5,000 gp per extra song beyond the first song imbued into the box. Caster level based on bard performing the songs. The music box will recreate the song at 3/4 of the performing bard's levels.

Verdant Wheel

what is novel here is your Auwen idea - that multiple 'spell-songs' may be concurrently maintained.

Core Bard does not really use the Perform skill to cast. this is a lost opportunity in my view.

what if we allowed the bard to do this with his current chassis?

for example, normally the Bard can only use one Bardic Performance effect at a time. imagine this instead:

Bardic Performance (alternate):
instead of 'rounds per day' we go back to 'performances per day' where the duration of the performance is effectively unlimited until he fails a Perform or Concentration check. something like that.

CHA + 1/2 Bard level?

Auwen (new):
As a full round action, the bard harmonizes with himself, enabling him to sustain multiple musical and magical effects simultaneously.

The bard may attempt two simultaneous bardic performance abilities, but if he fails a (DC = difficult) perform check, he loses both. Also, he must use the lowest of two appropriate perform skills to make the roll. If he wants to use three effects, he must make a (DC = very difficult) perform check, or lose all three. And must use the lowest between three appropriate perform skills to make the roll. He may sustain a maximum number of effects equal to the highest spell level he has available to him (so, 2 at 4th, 3 at 7th, 4 at 10th, 5 at 13th, 6 at 16th)...

As part of an Auwen, he may also cast spells. a spell used this way counts as a number of musical effects equal to it's spell level. only one cantrip may be used this way per round (but it counts as 0).

<brainstorm>

trade 3/4 BAB for 1/2 BAB?


I know, I'm super late to the party, and I doubt anyone will ever see this but I just found this and since I've been looking for the bard I have in mind for so long, I had to weigh in.

I was really excited by what you had going. I've always thought spells seemed redundant for a class focused on magical music, and bardic performance has always seemed to fall short of being able to stand on its own. I'm a bit confused by what you had going with songs and "auwen" there, but having songs' effects dependent on continuing to play seems perfect. Snake charmer's lose the control when they stop playing, after all.

Your second version seemed to lose some weight though, largely by putting time limits back in. You've got limiting factors already from the need for a skill check, and if you limit the power levels of songs to less than spells, you could easily allow unlimited use, as we already see with cantrips and with 3.5's warlock. I think bardic music should be focused on continuation and staying power, being effects over time in nature (buffs, debuffs, and charms largely).

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