Author Topic: [3.5 Base Class] Bard Rewrite (Non-Caster)  (Read 2223 times)

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DonQuixote

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[3.5 Base Class] Bard Rewrite (Non-Caster)
« on: July 10, 2011, 04:19:07 AM »
So, the other day, I suddenly realized that the bard was an arcane caster.

I mean, I knew that already--my first character was a bard, for crying out loud--but it just suddenly hit me.  Why the hell was the bard an arcane caster?  There was no real reason that I could fathom.

When I raised the issue with some friends, they directed me to the Athasian bard.  I looked at it and frowned even more.  That didn't feel bard-like at all!  It was like an assassin or other city scum pretending to be a bard.

It was clear that action was necessary.  So, I took the initiative and rewrote the bard.  This version is more close to the roots of the Anglo-Saxon scop, the singer of tales and man of knowledge.  From ancient tales and epics, the bard draws knowledge that aids him and his allies in combat.  By singing said tales and epics, he inspires his comrades.  As the face of the party, he can defuse most diplomatic situations.  Through study and the presence of magic in tales, he learns to block, dispel, and--eventually--replicate its effects.

Thus, I give you:

The Bard
"I sing of arms and a man..."
--Virgil

   It is said that there is a power in music, one that can move the soul.  Knowledge, too, is said to have great power.  The bard, with his knowledge and performance of epic songs and poems, proves both to be true.  The life of a bard is the pursuit of knowledge and lore, as he discovers lost secrets that can turn the tide of battle and composes songs that can lift the darkest spirits.  When chance or fate draws him into a conflict, a bard serves best as an advisor and diplomat, venturing into actual battle only when necessary.
   A bard's power comes from his knowledge and his mastery of song, not from magic.  Though a bard's song seems magical in its effects, the inspiration that it grants is genuine, not conjured.  All that he does, he does of his own self: his negotiations are compelling and his healing arts skilled, but neither is truly magical.  The rudimentary understanding of magic that he possesses allows him only the ability to disrupt or alter magic he encounters, not to cast spells in his own right.

Making a Bard
A bard is a powerful ally in combat, capable of granting his allies increased capabilities that can lead a ragtag band of adventurers to victory over an overwhelming foe.  Though he does not have any access to true magic, his skill in the fields of diplomacy and spellcraft allows him versatility both on and off of the battlefield.

   Abilities: A bard's two most important ability scores are Charisma and Intelligence.  Charisma determines how often he can perform his bardic music and how difficult his effects are to resist, while Intelligence governs how many skill points he receives and improves his Knowledge and Spellcraft checks.  A good Constitution score is also useful, both for the extra hit points and for the increased duration of bardic music effects.

   Races: Bards are commonly human, gnome, elf, or half-elf.  Humans take well to the wandering life and adapt easily to new lands and customs.  Gnomes have a sense of humor and desire for knowledge that lends itslef well to a bardic career.  Elves are talented in music and know much of the world, so the career of the bard comes naturally to them.  A bard's wandering ways suit many half-elves, who often feel like strangers even when at home.

   Alignment: A bard can belong to any alignment.  Chaotic bards are wanderers, guided by whim and intuition, rather than by tradition or law.  By contrast, lawful bards adhere strictly to the traditions of their cultures and seek to memorize their songs flawlessly.  Good bards tend to seek out heroes to aid--and, if they cannot find them, they know how to inspire a group of common men and women to heroics.  Evil bards, by contrast, tend towards manipulation, often pretending to be virtuous in order to achieve their goals.

   Starting Gold: As the bard in the Player's Handbook.

   Starting Age: As the bard in the Player's Handbook.

   Hit Die: d6

LevelBase Attack BonusFortRefWillSpecial
1st+0+2+0+2Bardic music (fascinate, inspire courage), bardic knowledge (tactics), expert negotiator (calm), inspire courage +1
2nd+1+3+0+3Healer's lore, bardic knack
3rd+2+3+1+3Bardic music (inspire competence)
4th+3+4+1+4Arcane lore (resistance)
5th+3+4+1+4Bardic knowledge (puissance), expert negotiator (charm)
6th+4+5+2+5Bardic music (suggestion)
7th+5+5+2+5Identification, inspire courage +2
8th+6/+1+6+2+6Bardic knowledge (foe), arcane lore (spellbreaker)
9th+6/+1+6+3+6Bardic music (inspire greatness), harmony (two songs)
10th+7/+2+7+3+7Expert negotiator (binding oath), legend lore
11th+8/+3+7+3+7Bardic knowledge (dread secret), skill mastery
12th+9/+4+8+4+8Bardic music (inspire awe), arcane lore (imbue item)
13th+9/+4+8+4+8Harmony (three songs), inspire courage +3
14th+10/+5+9+4+9Bardic knowledge (foreknowledge)
15th+11/+6/+1+9+5+9Bardic music (inspire heroics), expert negotiator (bestow quest)
16th+12/+7/+2+10+5+10Arcane lore (reflection)
17th+12/+7/+2+10+5+10Harmony (four songs)
18th+13/+8/+3+11+6+11Bardic music (mass suggestion)
19th+14/+9/+4+11+6+11Silvered tongue, inspire courage +4
20th+15/+10/+5+12+6+12Arcane lore (reave magic), expert negotiator (convert)

Class Skills (8 + Int modifier per level, x4 at 1st level): Appraise, Balance, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Heal, Hide, Intimidate, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Use Magic Device, Use Rope

Class Features
All of the following are class features of the bard.

   Weapon and Armor Proficiency: As a bard, you are proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip.  You are also proficient with light armor and shields (except tower shields).

   Bardic Music: A number of times per day equal to 1/2 your bard level + your Charisma bonus, you can use your song or poetics to produce almost magical effects on those around you (including yourself, if desired).  While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.  Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify.  If you do not have the required number of ranks in at least one Perform skill, you do not gain the bardic music ability until you acquire the needed ranks.
   Starting a bardic music effect is a standard action, and you can only maintain an effect for a number of minutes equal to your Constitution modifier (minimum 1).  Some bardic music abilities require concentration, which means that you must take a standard action each round to maintain the ability.  Even while using bardic music that doesn't require concentration, you cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word.  Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music.  If you fail an attempt to use bardic music, the attempt still counts against your daily limit.

   Fascinate (Sp): If you have 4 or more ranks in a Perform skill, you can use your music or poetics to cause one or more creatures to become fascinated with you.  Each creature to be fascinated must be within 90 feet, be able to see and hear you, and able to pay attention to you.  You must also be able to see the creature.  The distraction of a nearby combat or other dangers prevents the ability from working.  For every three bard levels you attain beyond 1st, you can target one additional creature with a single use of this ability.
   To use the ability, you make a Perform check.  Your check result is the DC for each affected creature's Will save against the effect.  If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours.  If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as you continue to play and concentrate (up to a maximum of 1 round per bard level).  While fascinated, a target takes a -4 on skill checks made as reactions, such as Listen and Spot checks.  Any potential threat requires you to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
   Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.  Fascinate is an enchantment (compulsion), mind-affecting ability.

   Inspire Courage (Su): If you have 4 or more ranks in a Perform skill, you can us song or poetics to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities.  To be affected, an ally must be able to hear you sing.  The effect lasts for as long as the ally hears you sing and for 5 rounds thereafter.  An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.  At 7th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 7th level, +3 at 13th, and +4 at 19th).  Inspire courage is a mind-affecting ability.

   Inspire Competence (Su): Starting at 3rd level, if you have 6 or more ranks in a Perform skill, you can use music or poetics to help an ally succeed at a task.  The ally must be within 30 feet and able to see and hear you.  You must also be able to see the ally.  For every three bard levels you attain beyond 3rd, you can target one additional ally with a single use of this ability (two at 9th level, three at 12th, four at 15th, five at 18th). 
   An affected ally gets a competence bonus on all skill checks and opposed checks made as part of combat maneuvers (such as disarm attempts or grapple checks) equal to your Charisma modifier for as long as he or she continues to hear your music.  This bonus does not apply to Concentration, Disguise, Hide, Listen, Move Silently, Sense Motive, or Sleight of Hand checks.  The effect lasts for as long as you continue to sing and for 1 round thereafter.  You cannot inspire competence in yourself.  Inspire competence is a mind-affecting ability.

   Suggestion (Sp): At 6th level, if you have 9 or more ranks in a Perform skill, you gain the ability to make a suggestion (as the spell) to a creature you have already fascinated.  Using this ability does not break your concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
   Making a suggestion doesn't count against your daily limit on bardic music performances.  A Will saving throw (DC 10 + 1/2 your bard level + your Charisma modifier) negates the effect.  If you have 9 or more ranks in Knowledge (arcana), this DC increases by 2.  This ability affects only a single creature (but see mass suggestion, below).  Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

   Inspire Greatness (Su): At 9th level and higher, if you have 12 or more ranks in a Perform skill, you can use music or poetics to inspire greatness in yourself or a single willing ally within 30 feet, granting him or her extra fighting capability.  For every three bard levels you attain beyond 9th, you can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th).  To inspire greatness, you must sing and an ally must hear you sing.  The effect lasts for as long as the ally hears you sing and for 5 rounds thereafter.  A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.  The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent.  Inspire greatness is a mind-affecting ability.

   Inspire Awe (Su): Starting at 12th level, if you have 15 or more ranks in a Perform skill, you can use music or poetics to create uneasiness, fear, or even terror in your foes.  To be affected, a foe must be within 60 feet of you and be able to hear your.  Foes get a Will save (DC 10 + 1/2 your bard level + your Charisma modifier) to resist the effect.  If you have 15 or more ranks in Intimidate, this DC increases by 2.  The severity of the effect depends on the difference between your target's Hit Dice and your Hit Dice (including bonus Hit Dice from Inspire Greatness, if applicable).  A foe is paralyzed with fear if it has 10 or more Hit Dice fewer than you, panicked if it has 1 to 9 Hit Dice fewer than you, frightened if it has the same number of Hit Dice as you or up to 5 Hit Dice more than you, and shaken if it has 6 or more Hit Dice more than you.
   This effect lasts for as long as the foe can hear you and for 1 round thereafter.  If a foe's hearing of your song is interrupted, the foe needs to make another saving throw when it hears your song again.  Inspire awe is a fear effect and a mind-affecting ability.

   Inspire Heroics (Su): At 15th level and higher, if you have 18 or more ranks in a Perform skill, you can use music or poetics to inspire tremendous heroism in yourself or a single willing ally within 30 feet.  For every three bard levels you attain beyond 15th, you can inspire heroics in one additional creature.  To inspire heroics, you must sing and an ally must hear you sing for a full round.  A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC.  The effect lasts for as long as the ally hears you sing and for up to 5 rounds thereafter.  Inspire heroics is a mind-affecting ability.

   Mass Suggestion (Sp): At 18th level, if you have 21 or more ranks in a Perform skill, you gain the ability to make a mass suggestion.  This ability functions like suggestion, above, except that you can make the suggestion simultaneously to any number of creatures that you have already fascinated.  Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

   Bardic Knowledge: A number of times per day equal to 1/2 your bard level plus your Intelligence bonus, you can draw upon your expansive knowledge of folklore and legends, granting your allies benefits against the creatures you face.  Doing this counts as a move action.  Bardic knowledge pertains to creatures of all types, and you find new uses for your bardic knowledge as your level increases.
   Using bardic knowledge requires a Knowledge check of a type appropriate to the creature faced (see page 78 of the Player's Handbook).  The DC of the check is 15.  Most of your bardic knowledge abilities increase in effectiveness if you succeed on your Knowledge check by 5 or more.  Because you cannot perfectly convey your knowledge, you usually gain more benefit from your bardic knowledge than your allies do.  A specific bardic knowledge effect can only be used once against any given creature, though you can use bardic multiple times against the same creature to gain the benefit of multiple bardic knowledge effects.
   Your bardic knowledge can affect a single creature or all creatures of the same race, depending on the effect used.  A target creature must be within 60 feet, and you must be aware of the creature's presence, although you need not have a line of sight to it.  You can convey the information (and thereby the benefit) of a successful bardic knowledge check while singing, so you need not interrupt your bardic music in order to use bardic knowledge.  The effects of bardic knowledge last for the remainder of the encounter, unless stated otherwise.

   Tactics: You know the general combat behaviors of creatures of that race, granting you and your allies a +1 insight bonus to attack rolls made against them.  For example, a bard confronted by corruption eaters who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter.  If you succeed on your Knowledge check by 5 or more, then your insight bonus (but not your allies') increases to +2.  If you succeed on your Knowledge check by 10 or more, your insight bonus increases to +3 and your allies' bonus increases to +2.  If you succeed by 15 or more, your bonus increases to +4.  If you succeed by 20 or more, your bonus increases to +5 and your allies' bonus increases to +3.  If you succeed by 25 or more, your bonus increases to +6.

   Puissance: Starting at 5th level, you can use your bardic knowledge to help your allies fight off the abilities of other creatures.  You and any allies within 60 feet of you gain a +1 bonus on saving throws against the affected creature's abilities.  If you succeed on your Knowledge check by 5 or more, then your bonus (but not your allies') increases to +2.  If you succeed on your Knowledge check by 10 or more, your bonus increases to +3 and your allies' bonus increases to +2.  If you succeed by 15 or more, your bonus increases to +4.  If you succeed by 20 or more, your bonus increases to +5 and your allies' bonus increases to +3.  If you succeed by 25 or more, your bonus increases to +6.

   Foe: Starting at 8th level, you can direct your allies to attack vital spots of your enemies.  On a successful Knowledge check, you and your allies gain a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage.  If you succeed on your Knowledge check by 5 or more, then your bonus (but not your allies') increases to 2d6.  If you succeed on your Knowledge check by 10 or more, your bonus increases to 3d6 and your allies' bonus increases to 2d6.  If you succeed by 15 or more, your bonus increases to 4d6.  If you succeed by 20 or more, your bonus increases to 5d6 and your allies' bonus increases to 3d6.  If you succeed by 25 or more, your bonus increases to 6d6.

   Dread Secret: Starting at 11th level, you can dazzle a target creature for 1 round by speaking aloud a dread secret of it.  Unlike other bardic knowledge, this ability can be used only against a single creature.  If you succeed on your Knowledge check by 10 or more, then the target is dazed for 1 round.  If you succeed by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then you can choose to daze the target instead of stunning it).

   Foreknowledge: Starting at 14th level, you can better prepare your allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage.  You and all allies within 30 feet of you gain a +1 insight bonus to Armor class that applies to attacks by the affected creature only.  If you succeed on your Knowledge check by 5 or more, then your insight bonus (but not your allies') increases to +2.  If you succeed on your Knowledge check by 10 or more, your insight bonus increases to +3 and your allies' bonus increases to +2.  If you succeed by 15 or more, your bonus increases to +4.  If you succeed by 20 or more, your bonus increases to +5 and your allies' bonus increases to +3.  If you succeed by 25 or more, your bonus increases to +6.

   Expert Negotiator: As long as you can speak to a creature that understands you, you can attempt to use reason and your words to attempt to calm it down or sway its opinion.  Each ability requires both a minimum bard level and a minimum number of ranks in Diplomacy to qualify.  If you do not have the required number of ranks in the Diplomacy skill, you do not gain the expert negotiator ability until you acquire the needed ranks.
   Attempting to use an expert negotiator effect is a full-round action.  All expert negotiator abilities require you to speak clearly and deliberately, meaning that you cannot use them while performing your bardic music.  Moreover, you can only attempt to use expert negotiator abilities on creatures with which you can speak.  In most cases, if you fail to affect a creature with an expert negotiator ability, you cannot attempt to affect that creature again for a time.

   Calm (Su): If you have 4 or more ranks in Diplomacy, you can attempt to calm down one or more agitated creature by speaking firmly and calmly, bringing frenzied creatures out of rages and suppressing violent urges.  Each creature to be calmed must be within 30 feet, be able to see and hear you, and able to pay attention to you.  You must also be able to see the creature.  For every three bard levels you attain beyond 1st, you can target one additional creature with a single use of this ability.
   To use the ability, you make a Diplomacy check.  Your check result is the DC for each affected creature's Will save against the effect.  If a creature's saving throw succeeds or the effect is broken, you cannot attempt to calm that creature again for 24 hours.  If its saving throw fails, the creature is affected as if by the calm emotions spell (caster level equals your bard level).  Calm is an enchantment (compulsion), mind-affecting, language dependent ability.

   Charm (Su): Starting at 5th level, if you have 8 or more ranks in Diplomacy, you can attempt to sway a single creature's opinion of you such that it views you as a trusted friend and ally.  A creature to be charmed must be within 30 feet, be able to see and hear you, and able to pay attention to you.  You also must be able to see the creature.  For every three bard levels you attain beyond 5th, you can target one additional creature with a single use of this ability.
   To use the ability, you make a Diplomacy check.  Each affected creature must then make a Sense Motive check opposing your Diplomacy check.  If a creature's Sense Motive check succeeds, you cannot attempt to charm that creature again for 1 week.  If its Sense Motive check fails, a creature must then make a Will save to avoid being charmed (DC 10 + 1/2 your bard level + your Charisma modifier) to avoid being charmed.  This DC increases by 1 if a creature fails its Sense Motive Check by 10 or more, by 2 if it fails its Sense Motive check by 15 or more, by 3 if it fails its check by 20 or more, by 4 if it fails its check by 25 or more, and so on.  If a creature's saving throw succeeds or the effect is broken, you cannot attempt to charm that creature again for 24 hours.  If its saving throw fails, the creature is affected as if by the charm monster spell (caster level equals your bard level).  Charm is an enchantment (compulsion), mind-affecting, language dependent ability.

   Binding Oath (Su): At 10th level and higher, if you have 13 or more ranks in Diplomacy, you can act as an intermediary in discussions, allowing you to bring creatures to agreement.  Once per day, you can link two willing individuals in a powerful oath that binds them to their words.  This link has two effects.  First, it informs you and both parties if the oath is broken in any way.  Second, the individual who breaks the oath must make a Will save (DC 10 + 1/2 your bard level + your Charisma modifier) or be exhausted for one day per bard level you possessed at the time of the oath-binding.  Even on a successful save, a creature is fatigued for that many days.

   Bestow Quest (Sp): Starting at 15th level, if you have 18 or more ranks in Diplomacy, you can attempt to convince a creature that you have already charmed to take up a quest.  Using this effect does not end the charm effect, nor does it allow a second saving throw against the charm effect.
   Convincing a creature to accept a quest takes 10 minutes of discussion.  A Will saving throw (DC 10 + 1/2 your bard level + your Charisma modifier) negates the effect.  If you have 18 or more ranks in Knowledge (history), this DC increases by 2.  If a creature succeeds on this saving throw, you cannot attempt to bestow another quest upon it for 1 year.  If its saving throw fails, it is affected as if by the geas/quest spell (caster level equals your bard level).  This ability affects only a single creature.  Bestow quest is an enchantment (compulsion), mind-affecting, language dependent ability.

   Convert (Sp): At 20th level, if you have 23 or more ranks in Diplomacy, you can attempt to convince a creature to alter its worldview, changing to the alignment of your choice.  A creature to be converted must be within 30 feet, be able to see and hear you, and able to pay attention to you.  You also must be able to see the creature.  You may only to attempt a single creature with this ability, and you may only use this ability once per week.
   To use the ability, you make a Diplomacy check.  The creature you are attempting to convert must then make a Sense Motive check opposing your Diplomacy check.  If a creature's Sense Motive check succeeds, you can never again attempt to convert that creature, and it permanently gains a +4 bonus on all saving throws against your expert negotiator abilities.  If its Sense Motive check fails, the creature must then make a Will save to avoid being charmed (DC 10 + 1/2 your bard level + your Charisma modifier) to avoid being charmed.  This DC increases by 1 if a creature fails its Sense Motive Check by 10 or more, by 2 if it fails its Sense Motive check by 15 or more, by 3 if it fails its check by 20 or more, by 4 if it fails its check by 25 or more, and so on.  If a creature's saving throw succeeds, it cannot be affected by any new uses of your expert negotiator abilities for 24 hours.  If its saving throw fails, the creature's alignment permanently changes to the alignment that you specify.  Creatures whose alignments are listed as "always" a specific alignment and characters who would lose class abilities if they changed to the alignment that you specify gain a +4 bonus on the saving throw against this effect.  Outsiders with an alignment-based subtype are immune to this ability.
   Alteration in alignment is mental as well as moral, and an individual converted with this ability thoroughly enjoys his new outlook.  If the subject's comrades have an alignment outlook that differs significantly from his, he may abandon them or even take up actions against them, at the DM's discretion.  This effect can only be reversed by a wish or miracle spell or another use of the ability.  The subject makes no attempt to return to the former alignment, instead viewing it with horror and avoiding it in any way possible.  Convert is an enchantment (compulsion), mind-affecting, language dependent ability.

   Healer's Lore: Starting at 2nd level, you can draw upon your knowledge of healing traditions to treat wounds and other afflictions.  You use your Intelligence modifier in place of your Wisdom modifier when making Heal checks.

   In addition, you can use the Heal skill to restore hit points.  By making a successful DC 15 Heal check, you can heal a creature of 1d8 hit points over one hour.  However, you run the risk of harming your patient further, dealing 1d4 points of damage to your target if you fail the check by 5 or more.

   By attempting more difficult procedures, you can increase the speed and effectiveness of your healing.  You can shorten the time required to heal a creature by increasing the DC of the Heal check by 4.  The first such increase reduces the time taken to 30 minutes, and further increases reduce the time to 10 minutes, 5 minutes, 1 minute, 1 round, and finally to 1 standard action.  In addition, you heal an additional 1d8 for every 2 by which you increase the Heal check's DC (including increases to the DC made to shorten the time taken to heal a creature).  However, because such attempts are more dangerous, you run a greater risk of harming your patient: use the final DC of the Heal check in order to determine whether or not you deal damage to the creature.  Moreover, for every 2d8 points of damage that would have been healed by a check, you deal an additional 1d4 points of damage on a failed check.

   Finally, as you gain more knowledge of the healing arts, you gain the ability to treat common ailments.  If you have 5 or more ranks in Heal, you can choose to increase the DC of a Heal check by 2 in order to remove a dazed, dazzled, or fatigued condition from your target.  If you have 10 or more ranks in Heal, you can choose to increase the DC of a Heal check by 5 in order to remove an exhausted, nauseated, or sickened condition from your target.  These DC increases do not reduce the time it takes to heal a creature or increase the amount of healing administered, but they do count towards determining whether or not you harm your patient.

   Bardic Knack: At 2nd level, you gain the ability to tap into your general knowledge in order to aid you in certain attempts.  When making any skill check, you can choose to use 1/2 your bard level (rounded up) in place of the number of ranks you have in the skill (even if that number is 0).
   For example, a 5th-level bard would have the equivalent of 3 ranks in Appraise, Balance, Bluff, and so on (but only for the purpose of making skill checks).
   You can't take 10 on checks when you use your bardic knack (to take 10 you have to use your actual ranks).  If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.

   Arcane Lore: Starting at 4th level, your knowledge of tales and legends allows you to employ rudimentary knowledge about magic once per day for every four bard levels you possess.  Each ability requires both a minimum bard level and a minimum number of ranks in Spellcraft to qualify.  If you do not have the required number of ranks in the Spellcraft skill, you do not gain the arcane lore ability until you acquire the needed ranks.
   The action required to use an arcane lore ability varies depending on the effect in question.  Using arcane lore requires only thought and a few quick gestures, meaning that you do not need to interrupt a bardic music effect in order to use an arcane lore ability.

   Resistance (Su): At 4th level and higher, if you have at least 7 ranks in Spellcraft, you can use your knowledge of magic charms to grant yourself or an ally mystical defenses against spells.  If you or an ally within 60 feet of you would be affected by a spell or spell-like ability, you can make a Spellcraft check as an immediate action.  If you do so, that ally gains spell resistance equal to the result of your check against that spell only.  For every three bard levels you attain beyond 4th, you can target one additional creature with a single use of this ability, allowing you to protect your party members from area spells or spells with multiple targets.

   Spellbreaker (Sp): Starting at 8th level, if you have at least 11 ranks in Spellcraft, you can draw upon your knowledge of enchantments and curses to break their effects, allowing you to free your allies from ensorcellment.  As a full-round action, you can attempt to free a creature that you touch from enchantments, transmutations, curses, and magical transformations (such as petrification).  To use this ability, you make a Spellcraft check (DC 20 + caster level of the effect) for each such effect on the target creature.  A successful check means that the creature is free of the spell, curse, or effect.  In all other ways, this ability functions as the break enchantment spell.

   Imbue Item (Su): At 12th level and higher, if you have at least 15 ranks in Spellcraft, you can use your knowledge of the workings of mythical artifacts to create magic items, even if you do not know the spells required to make an item (although you must know the appropriate item creation feat).  You can substitute a Spellcraft check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell you don't know or can't cast.
   If the check succeeds, you can create the item as if you had cast the required spell.  If it fails, you cannot complete the item.  You do not expend the XP or gp costs for making the item; your progress is simply arrested.  You cannot retry this Spellcraft check for that spell until you gain a new level.

   Reflection (Su): Starting at 16th level, if you have at least 19 ranks in Spellcraft, you can attempt to redirect magical effects back on their originators.  If a spell or spell-like ability fails to overcome the spell resistance granted by your resistance ability, you can choose to immediately make another Spellcraft check (using up another one of your Arcane Lore uses for the day) to turn the spell back on its caster.  The DC of this Spellcraft check is 25 + the spell's level.  This ability turns only spells that specifically target creatures; effect and area spells are not affected.  Touch range spells also cannot be redirected with this ability.

   Reave Magic (Su): At 20th level, if you have 23 ranks in Spellcraft, you can attempt to disrupt nearby magical effects and grant yourself their benefits.  This ability functions as the reaving dispel spell (see page 119 of Complete Arcane), except that you make Spellcraft checks in place of dispel checks and you cannot use it to counterspell.  The DC for a Spellcraft check made to dispel a spell with this ability is 20 + the spell's caster level.

   Identification (Sp): At 7th level, you learn to recognize magic items for what they are, even without the benefits of magical training.  By handling a magic item for 1 minute and making a successful Spellcraft check (DC 10 + the item's caster level), you can determine its magical properties.  You cannot take 10 on this check, nor can you retry the check (and thus you cannot take 20).  This ability otherwise functions as the identify spell.

   Legend Lore (Sp): Starting at 10th level, you can consult myths and epics in order to learn about a significant creature, location, or object.  Once per week, you can cast legend lore as a spell-like ability (caster level equals your bard level).

   Skill Mastery (Ex): By the time you reach 11th level, you have become a master of your craft.  This mastery of the bardic skills allow you to act calmly and reliably, even under adverse conditions.  You select a number of skills equal to 3 + your Charisma modifier.  When making a check with one of these skills, you can take 10 even if stress and distractions would normally prevent you from doing so.

   Harmony (Su): Starting at 9th level, you gain the ability to weave music together in a powerful harmony.  As long as you have a number of ranks in a Perform skill greater than or equal to your bard level, you can combine two types of bardic music in order to provide the benefits of both (normal stacking rules for bonus types apply).  You must spend one use of your bardic music on each effect, though it still takes only a single standard action to start your bardic music.

   As you advance as a bard, your mastery of harmony increases, allowing you to create rich, polyphonic textures.  At 13th level, you can combine three types of bardic music in one performance.  At 17th level, you can combine up to four different types of music.

   Silvered Tongue (Su): When you reach 19th level, if you know at least ten languages, your study of words and language allows you to speak with anything.  You permanently gain the effects of speak with animals, speak with plants, stone tell, and tongues, enabling you to communicate with any living creature or object, including unintelligent ones.  You can make yourself understood as far as your voice carries.  Though you understand every creature and object, you may speak only one language (or rough equivalent) at a time.

   You can ask questions of and receive answers from any creatures, objects, or terrain, although this ability doesn't make them any more friendly or cooperative than normal.  Moreover, an object's perspective, perception, and knowledge may prevent it from providing the details you are looking for.  This effect does not include a speak with dead effect, so you cannot access the past memories of dead creatures.

   In addition, you cannot be magically silenced by any means, though effects that create barriers to sound can still block your voice.
« Last Edit: August 09, 2011, 02:00:27 AM by DonQuixote »

Bauglir

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Re: [3.5 Base Class] Bard Rewrite (Non-Caster)
« Reply #1 on: July 10, 2011, 09:32:29 PM »
Interesting class, although Arcane Lore seems like an odd ability if you dislike spellcasting on a bard. At any rate, you should probably change "greater than or equal to your bard level" that gives some abilities bonuses to a flat number. Otherwise you can have the odd situation of a bard who gains a level and doesn't keep investing skill ranks having the DC go down, which is not a good situation. Additionally, The last Arcane Lore ability needs a limit; otherwise, your bard will just watch your party wizard cast spells before sleeping, if there's any left, and be able to cast them 3 times each the next day. So any leftover spell slots get multiplied by 3, which is a bit of an odd situation to be in.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

DonQuixote

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Re: [3.5 Base Class] Bard Rewrite (Non-Caster)
« Reply #2 on: July 10, 2011, 10:31:27 PM »
Changed the required skill ranks for DC increases to match the required ranks of the skill on which the ability was based.

The thing about Arcane Lore is that, as tellers of tales and singers of epics, it makes sense for bards to understand the concepts of magic, but not be able to wield it.  Though you're right that Replication is somewhat broken--I might change the ability entirely, as I'm somewhat "Ehhh" about it.

Update: Replaced Replication with Reave Magic.  Given that, at 20th level, you only get to use Arcane Lore five times per day, I'm pretty sure it's not horribly broken.
« Last Edit: July 10, 2011, 10:53:22 PM by DonQuixote »

Bauglir

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Re: [3.5 Base Class] Bard Rewrite (Non-Caster)
« Reply #3 on: July 10, 2011, 10:47:36 PM »
Well, sure, but that's covered by Knowledge (arcana), Spellcraft, and/or UMD, I'd think. If they aren't capable of wielding it, then why are they wielding magical abilities? I dunno, I might be nitpicking overmuch, but it seems at odds with the original concept (in fact, I think the very reason bards are arcane casters originally is because they are supposed to have knowledge of magical effects and can put them into play with their force of personality). The whole thing was born of a fighter/thief/magic user hybrid prestige-class-esque thingamajig several editions ago.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

DonQuixote

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Re: [3.5 Base Class] Bard Rewrite (Non-Caster)
« Reply #4 on: July 10, 2011, 11:01:11 PM »
Well, my angle is that bards have enough knowledge that they know how to mess with it, but not enough to actually cast it on their own.  They can't do it much--only once per day for every four levels--but they can do a little bit more than say "That fireball was a fireball."  They get to say "That wizard is casting a fireball and I know just how to make it harder for him to hurt my buddies with it."  Or "Ahh, this enchantment was mentioned in the legend of Skaald.  They broke it like this."  And so on.

Especially with the change from Replication to Reave Magic, I think this point is pretty well expressed in the mechanics.