malcolm_n
Adventurer
The following is a class, a likely paragon path for it, and the epic destiny it can reach. Thank you for taking the time to read and let me know what you think. Also, if anybody wants to comment on the ED and the PP, I would appreciate feedback so they're updated too.
[Sblock="The Bard"]BARD (Credit: Malcolm_N (EnWorld Member))
Class Traits
Role: Leader
Power Source: Arcane
Key Abilities: Charisma, Dexterity, Intelligence
Armor Training: Leather
Weapon Proficiencies: Dagger, Hand Crossbow, Shuriken, Sling, Short Sword
Bonus to Defenses: +1 Reflex, +1 Will
Starting HP: 12 + Constitution Score
HP per level gained: 5 HP/level
Healing Surges: 6 + Constitution Modifier
Trained Skills: Any 6 skills
Available Skills: All Skills are available to the bard.
Build Options: Performing Bard, Scholarly Bard, Selfish Bard, Selfless Bard
Class Features: Bardic Knowledge, Cantrips, Inspirational Presence, Rituals, Versatility
Creating a Bard
Performing Bard
You are the stereotype. That’s okay with you. You go about your business, wandering from town to town and playing your music. You may wait for a group of adventurers who happen to want your talents, or you may actively seek one out. Charisma plays lead for you, as it rounds out the majority of your abilities fine. Intelligence helps you to spin great tales, in addition to blending as well as dexterity with some of your other powers.
- Suggested Versatility: Beloved Musician
- Suggested Feat: Performing Artist (Human Feat: Jack of All Trades)
- Suggested Skills: Diplomacy, History, Insight, Perception, Streetwise
- Suggested At-will Powers: Cunning Strike, Locomotive Call
- Suggested Encounter Power: Silence
- Suggested Daily Power: Command
Scholarly Bard
You prefer your privacy. You know a great many things, but that knowledge is only privy to those who actively ask you to teach them of it. When called to adventure, you do so in an aloof manner befitting a mage of sorts. Intelligence is a key ability of yours because it improves upon your wealth of knowledge in addition to helping you pick a smattering of decent powers. Charisma is a tool to you; mostly used for its mechanical benefits. Dexterity plays little part unless you plan to be there when something attacks you.
- Suggested Versatility: Trained Spellcaster
- Suggested Feat: Skill Training (any) (human feat: Human Perseverence)
- Suggested Skills: Arcana, Diplomacy, History, Perception, Religion
- Suggested At-will Powers: Magic Missile (see Versatility), Locomotive Call
- Suggested Encounter Power: Silence
- Suggested Daily Power: Command
Selfish Bard
You much prefer to sneak into combat and take full advantage of what benefits that grants you and your party. With a rough exterior, you still grudgingly provide the party with benefits, but will usually just skulk around and wait for the chance to attack. Dexterity plays a key role in your abilities. With it, you deal more damage through your choice of powers and can usually stay hidden long enough to take advantage of a beneficial situation. Charisma is good for getting yourself out of a scrape without having to fight. Intelligence helps a bit, if you need to know why the tomb is there before going.
- Suggested Versatility: Practical Sneak
- Suggested Feat: Backstabber (Human Feat: Two-weapon Fighting)
- Suggested Skills: Acrobatics, Bluff, Diplomacy, History, Stealth
- Suggested At-will Powers: Cunning Strike, Feint and Thrust
- Suggested Encounter Power: True Strike
- Suggested Daily Power: Inspiring Strike
Selfless Bard
Up front with your comrades is the ideal place for you. Whether leading the party on the road or in combat, you really put yourself there with all the gusto you can muster. Charisma and Intelligence help you greatly when inspiring your allies and dexterity often helps you get into a good position to do so.
- Suggested Versatility: Exceptional Leader
- Suggested Feat: Student of Battle (Human Feat: Toughness)
- Suggested Skills: Diplomacy, Endurance, History, Insight, Perception
- Suggested At-will Powers: Feint and Thrust, Locomotive Call
- Suggested Encounter Power: True Strike
- Suggested Daily Power: Inspiring Strike[/sblock]
[sblock=Bard Features]All Bards share these class features
Bardic Knowledge: You gain a +2 to Knowledge checks. When you would fail a knowledge check, you may reroll it. Take the results of the second roll, even if it is lower. If you still fail the check, you cannot try again to gain that specific knowledge until you gain another level.
Cantrips: You can cast Dancing Lights, Message, and Summon Instrument.
Inspirational Presence: One ally within 4 squares of you gains a bonus to skill checks equal to ½ your Charisma modifier. You may change the ally in which to apply this benefit as a minor action. Once per day, you may apply the bonus to all allies instead.
Versatility: Pick one of the following options. The choice you make provides you benefits when specifically stated in a power’s description. If you possess any similar abilities, the use of these features stack.
__Beloved Musician: While performing, you can sustain one spell with the Sustain Minor effect as a free action instead.
__Exceptional Leader: You can use the Inspiring Word warlord class feature 1/day. You can also qualify as a Student of Battle with an Intelligence score of 13 or better.
__Practical Sneak: You can use the Sneak Attack rogue class feature 1/encounter. You can use any bard weapon with this feature.
__Trained Spellcaster: You can exchange one power of your choice for a wizard power of equivalent level.
Refreshing Personality: Once per encounter, you can let your allies regain their second wind if they’ve already used it.[/sblock]
[sblock=Bard Spells]
Bard Cantrips
DANCING LIGHTS Bard Cantrip
As the orc comes around the corner, he’s already too late to realize it was only a light and you have your weapon trained on him.
At-will Arcane
Minor Action, Ranged 5
Target: one square
Effect: Small, glowing orbs of light appear within the square targeted. These lights provide illumination like a torch. As a free action when you move, you can also move the lights. Putting out the lights is also a free action.
Sustain minor: You can sustain this power indefinitely.
MESSAGE Bard Cantrip
At-will Arcane * Psychic
Minor Action, Ranged 5
Target: One creature
Effect: You can convey one sentence to the target. To send the message, you do not have to see the target, but it does have to share a language with you.
Special: You need not take any action or motion to indicate you are using this spell.
SUMMON INSTRUMENT Bard Cantrip
At-will Arcane * Conjuration
Minor Action
Effect: You call to you one musical instrument which you can use to perform. This instrument can be any that would fit in the current environment. If the instrument would be left or used for anything other than to play music, it disappears immediately.
Level 1
COMMAND Bard Attack 1
With a word, you override the basic motor functions of your enemies.
Daily Arcane, Implement, Charm
Standard Action Close Burst 10
Targets: Each enemy in burst
Attack: Int or Cha vs. Will
Hit: Each ally, if able, can make an opportunity attack against the target. They have combat advantage for this attack.
Trained Spellcaster: Hit or miss, you and your allies have combat advantage against one target until the end of your next turn.
CUNNING STRIKE Bard Attack 1
You shine with an inner light that helps you to better strike where it counts.
At-will Arcane * Weapon
Standard Action, Melee
Target: One creature
Special: You must be wielding a light blade.
Attack: Cha vs. AC
Hit: 1[W] + Cha damage
Practical Sneak: Your sneak attack damage for this attack increases by +1d6.
FEINT AND THRUST Bard Attack 1
You weaken armor with even a glancing blow from your magical blade.
At-will Arcane, Weapon
Standard Action, Melee
Target: One creature
Special: You must be wielding a light blade.
Effect: The target suffers a -1 penalty to AC until the start of your next turn. You can make an attack.
Attack: Dex vs. AC
Hit: 1[W] + Dex damage.
Special: Increase the damage to 2[W] + Dex modifier and the AC penalty to -2 at 21st level.
INSPIRING STRIKE Bard Attack 1
Your weapon glows with a preternatural light. As you swing, your allies are invigorated by the display.
Daily Arcane * Healing, Weapon
Standard Action, Melee or Ranged Weapon
Target: One Creature
Attack: Dex vs. AC
Hit: 3[W] + Dex damage and heal allies within line of sight 10 + your Cha modifier HP.
Miss: Half damage and heal allies within line of sight your Charisma modifier HP.
LOCOMOTIVE CALL Bard Attack 1
Your performance captivates your enemy and distracts him while your party moves in.
At-will Arcane * Implement, Thunder
Standard Action, Ranged 5
Target: One creature
Attack: Cha vs. Will
Hit: 1d8 + Cha thunder damage and allies within range get a +2 bonus to attack when charging the target until the start of your next turn.
SILENCE Bard Attack 1
With an inaudible clap, you bring the immediate area to a complete quiet so that not even the ringing of swords can be heard.
Encounter Arcane * Implement, Thunder
Standard Action, Range 5
Target: One creature or unattended object
Effect (object): All squares adjacent to the target issue no sound until the end of the encounter. Creatures entering or within the effect are deaf and cannot be heard (save ends).
Attack (creature): Cha vs. Will
Hit (creature): 1d8 + Cha thunder damage and the target and all squares adjacent to the target issue no sound until the end of the encounter. Creatures entering or within the effect are deaf and cannot be heard (save ends).
TRUE STRIKE Bard Attack 1
You establish a magical connection with your allies to allow them a better advantage against the enemy.
Encounter Arcane, Implement, Weapon
Standard Action Melee or Ranged weapon
Target: One Creature
Attack: Dex +2 or Int +2 vs. AC
Hit: 1[W] + Dex or Int damage
Effect: Until the start of your next turn, allies within 5 squares of you get a +2 power bonus attacks.
Exceptional Leader: Increase the power bonus granted to +4.
Level 2
INSPIRE COURAGE Bard Utility 2
You rally together with your allies and boost their confidence.
Encounter Arcane, Implement
Standard Action
Effect: Allies who can hear you gain a power bonus to attacks and saves vs. fear equal to your Charisma modifier until the start of your next turn.
Sustain Minor: You can sustain this power as long as at least one ally can hear you.
Level 3
SHOUT Bard Attack 3
You create a loud enough noise to hurt ears and boggle the mind.
Encounter Arcane * Implement, Thunder
Standard Action, Close blast 5
Target: One Creature within blast
Attack: Cha vs. Will
Hit: 4d8 + Cha thunder damage and target is dazed until the start of your next turn.
Beloved Musician: Sustain Minor and target is dazed (save ends).
VERSATILE ENCOUNTER
Bard Attack 3 and 17
As a practitioner of several trades, you know a thing or two about a thing or two.
Daily Arcane, (Special)
Effect: Pick a Rogue, Warlord, or Wizard level 3 encounter attack (based on your versatility above). You gain that power as a Bard spell.
Special: Repeat this process at level 17 with an equivalent power.
Level 5
HOLD MONSTER Bard Attack 5
You bind a monster in place with a riddle it cannot solve.
Daily Arcane * Implement, Charm
Standard Action, Close blast 5
Target: One creature within blast
Attack: Int or Cha vs. Will
Hit: Target is stunned (save ends)
Miss: Target is immobilized (save ends)
VERSATILE DAILY Bard Attack 5 and 19
As a practitioner of several trades, you know a thing or two about a thing or two.
Daily Arcane, (Special)
Effect: Pick a Rogue, Warlord, or Wizard level 5 daily attack (based on your versatility above). You gain that power as a Bard spell.
Special: Repeat this process at level 19 with an equivalent power.
Level 6
CALL TO ARMS Bard Utility 6
Sensing something isn’t quite right, you brace the party for the worst.
Daily Arcane
Immediate Reaction
Trigger: Before rolling initiative
Effect: You and allies who can hear you gain a power bonus to Initiative equal to your Intelligence modifier. This bonus also applies to Perception checks until the end of your first turn.
PARRY Bard Utility 6
You pester your opponent by turning away his most vicious of attacks.
At-will Arcane, Stance, Weapon
Standard Action, Melee weapon
Effect: The next time a melee attack would hit you this turn, you can roll a melee attack using your Dexterity modifier and use the result as your defense instead.
Level 7
IRRESISTABLE DANCE Bard Attack 7
You strike up revelry within the foe’s head.
Encounter Arcane * Charm
Standard Action, Ranged 5
Target: One creature
Attack: Int or Cha vs. Will
Hit: Allies within range can make an immediate basic attack against the target. The target grants combat advantage to you and your allies (save ends).
Miss: The target grants combat advantage to you and your allies (save ends).
POMP AND FLARE Bard Attack 7
You demonstrate how to get by the enemy’s defenses for your comrade-at-arms.
Encounter Arcane * Weapon
Standard Action, Melee or Ranged weapon
Target: One creature
Attack: Melee or Ranged vs. Reflex
Hit: 2[W] + Dex damage and the next time one ally adjacent to you or the target makes an attack vs. the target’s AC, that ally may attack the target’s Reflex instead.
Miss: One ally adjacent to you or the target gets a +2 power bonus to attack the target’s AC until the end of that ally’s next turn.
Level 9
CRUSHING DESPAIR Bard Attack 9
Your enemy believes the fight to be lost.
Daily Arcane * Implement, Charm
Standard Action, Range 5
Target: One creature within range
Attack: Cha vs. Will
Hit: 3d8 + Cha damage and, unless attacked, the target is stunned until the end of your next turn.
Sustain Minor: The hit effect persists
Miss: Half damage and target is dazed until the end of its next turn.
Level 10
VERSATILE UTILITY Bard Utility 10
As a practitioner of several trades, you know a thing or two about a thing or two.
At-will, Encounter, or Daily Arcane, (Special)
Effect: Pick a Rogue, Warlord, or Wizard level 10 Utility (based on your versatility above). You gain that power as a Bard spell.
INVISIBILITY SPHERE Bard Utility 10
You wrap yourself and your allies in magic, making it impossible to see you.
Encounter Arcane
Standard Action, Aura 2
Effect: You and your allies within the aura are invisible until anybody attacks or the end of your next turn. Creatures entering the aura do not become invisible.
Sustain Minor: You can sustain this power until anybody within the aura attacks.
Level 17
SHOUT, GREATER Bard Attack 3
You create a loud enough noise to hurt ears and boggle the mind.
Encounter Arcane, Implement, Thunder
Standard Action, Close blast 5
Target: All enemies within blast
Attack: Cha vs. Will
Hit: 4d8 + Cha thunder damage and target is dazed until the start of your next turn.
Beloved Musician: Sustain Minor and target is dazed (save ends).
Level 19
HOLD MONSTER, MASS Bard Attack 19
You bind several monsters in place with a complicated expression.
Daily Arcane * Implement, Charm
Standard Action, Close blast 5
Target: All enemies within blast
Attack: Int or Cha vs. Will
Hit: Target is stunned (save ends)
Miss: Target is immobilized (save ends)
[/sblock]
[sblock=Bard Related Feats]
STUDENT OF THE ARCANE
Tier: Heroic
Requirements: Cha 13
Class/Skill: Bard/Any from available list
Benefit: You may use the Bardic Knowledge class feature 1/day.
______________________
ARCANE PRACTITIONER
Tier: Heroic
Requirements: Cha 13
Class/Skill: Bard/Any from available list
Benefit: You may use the Refreshing Personality class feature 1/day.
______________________
PERFORMING ARTIST
Tier: Heroic
Benefit: You get a +2 feat bonus to Charisma checks when you perform. This bonus can be applied to any Charisma based skill with which performing could be a positive outcome.
[/sblock]
[sblock="The Wanderer Paragon Path"]THE WANDERER PARAGON PATH
The teachings of travelers are often the most educated.
Prerequisite: Bard
Lead By Example(11th level): Once per day each, your allies may exchange an encounter power or class feature they possess with an equivalent power or feature you have. The ally must be the only target of the power or class feature.
______________________
Wanderer’s Action (11th level): When you spend an action point to take an extra action, you may choose to reroll any dice involved with the action and take the second roll even if it is lower.
______________________
Ward of the Albatross (16th level): Once per day, if you would roll a natural 1, you may count that roll as a natural 20 instead.
Wanderer Powers
WALK THE LINE Wanderer Attack 11
You move past your enemy in an attempt to catch him by surprise with your attack.Encounter Arcane * Weapon
Standard Action, High Critical, Melee Weapon
Target: One creature
Requirement: You must be wielding a light weapon.
Attack: Bluff vs. Passive Insight
Hit: You have combat advantage against the target and make a secondary attack against the same target.
Secondary Attack: Melee +2 vs. AC
Hit: 2[W] + Dex damage
______________________
ON THE ROAD AGAIN Wanderer Utility 12
You use your experience in traveling long distances to better traverse short ones.
Encounter Arcane * Teleportation
Move Action Personal
Effect: Teleport up to your speed.
Sustain Minor: When you move, you may teleport that distance instead.
______________________
FIVE HUNDRED MILES Wanderer Attack 20
You’ve gained a supernatural attunement with the ground beneath your feet, granting you amazing agility.
Daily Arcane * Teleportation
Standard Action, Personal, Ranged 20
Trigger: Before you roll initiative to start combat.
Effect: You gain a surprise round or may act in the surprise round as though you weren’t surprised. For this encounter, you are at the top of initiative. If more than one person would be at the top, roll initiative normally for each. During the surprise round, as a move action, you may teleport to any square within the range of this power.
[/sblock]
[sblock="Epic Destiny: The Tall Tale"]EPIC DESTINY: THE TALL TALE
As a Tall Tale, you become renowned for unbelievable accomplishments.
Prerequisite: 21st-level Bard
On your adventures, you’ve achieved much. From notoriety, to fame, to infamy; people around the world have learned to watch for you coming down the road. When something needs done, you are personally requested for your well known success. How you achieve results is often much exaggerated; and other times you really were the one person who did the impossible.
Immortality through word of mouth
Tall tales are often just ordinary guys who do ordinary things that just happen to get blown out of proportion. You, however, really have done the amazing and lived to hear the tale later. You could be a notorious villain said to fell an empire with but a word; or you could be the one guy to walk into town and defeat the lich, saving the princess from a fate worse than death. In any case, the following section details a path several tall tales have been driven down, though your own may not.
The Living Legend: At the end of your greatest quest, you take to the road and travel; taking great pains to avoid further conflict. You may, however, steer others onto the path of adventure by telling them of your own great acts as a third party. In this way, you are still able to help out without actively becoming part of the conflict.
However you decide to live the rest of your life, you still enjoy hearing and telling of your amazing deeds in the hopes of passing on cryptic knowledge to aspiring heroes of future generations. Long after your body has passed on, your life continues through the tales and exploits of others in your name.
All Tall Tales have the following features
The Most Honest Lie Ever Told (21st level): You have become the topic of conversation for completing a great deed that you may or may not have. Because enemies are afraid to approach you, lest you do the same to them, you gain a bonus to the defense of your choice equal to your Charisma modifier.
______________________
Surprising Exploits (24th level): Once per day, if you would fail a skill check involving strength, constitution, or dexterity, you succeed instead. This check can be any that is physically achievable; however impossible or improbable it may be. Your result, if it matters, is one more than the minimum required to succeed.
______________________
Extraordinary Abilities (30th level): Beginning at 30th level, you automatically succeed on all ability and skill checks made with your highest ability score. You may choose to which degree you succeed. Once per encounter, you also automatically succeed on one attack roll or save of your choice. Your success on the attack is one more than required to hit the target.
Tall Tale Power
DERRING-DO Tall Tale Utility 26
Without a second thought, you plunge yourself into the fray, heedless of personal injury.
Daily * Arcane
Minor Action Personal
Effect: Until you miss with an attack or fail a check during this encounter, you ignore damage that would be dealt to you. This effect does not prevent ongoing damage or other effects which result from a successful hit.
[/sblock]
[Sblock="The Bard"]BARD (Credit: Malcolm_N (EnWorld Member))
Class Traits
Role: Leader
Power Source: Arcane
Key Abilities: Charisma, Dexterity, Intelligence
Armor Training: Leather
Weapon Proficiencies: Dagger, Hand Crossbow, Shuriken, Sling, Short Sword
Bonus to Defenses: +1 Reflex, +1 Will
Starting HP: 12 + Constitution Score
HP per level gained: 5 HP/level
Healing Surges: 6 + Constitution Modifier
Trained Skills: Any 6 skills
Available Skills: All Skills are available to the bard.
Build Options: Performing Bard, Scholarly Bard, Selfish Bard, Selfless Bard
Class Features: Bardic Knowledge, Cantrips, Inspirational Presence, Rituals, Versatility
Creating a Bard
Performing Bard
You are the stereotype. That’s okay with you. You go about your business, wandering from town to town and playing your music. You may wait for a group of adventurers who happen to want your talents, or you may actively seek one out. Charisma plays lead for you, as it rounds out the majority of your abilities fine. Intelligence helps you to spin great tales, in addition to blending as well as dexterity with some of your other powers.
- Suggested Versatility: Beloved Musician
- Suggested Feat: Performing Artist (Human Feat: Jack of All Trades)
- Suggested Skills: Diplomacy, History, Insight, Perception, Streetwise
- Suggested At-will Powers: Cunning Strike, Locomotive Call
- Suggested Encounter Power: Silence
- Suggested Daily Power: Command
Scholarly Bard
You prefer your privacy. You know a great many things, but that knowledge is only privy to those who actively ask you to teach them of it. When called to adventure, you do so in an aloof manner befitting a mage of sorts. Intelligence is a key ability of yours because it improves upon your wealth of knowledge in addition to helping you pick a smattering of decent powers. Charisma is a tool to you; mostly used for its mechanical benefits. Dexterity plays little part unless you plan to be there when something attacks you.
- Suggested Versatility: Trained Spellcaster
- Suggested Feat: Skill Training (any) (human feat: Human Perseverence)
- Suggested Skills: Arcana, Diplomacy, History, Perception, Religion
- Suggested At-will Powers: Magic Missile (see Versatility), Locomotive Call
- Suggested Encounter Power: Silence
- Suggested Daily Power: Command
Selfish Bard
You much prefer to sneak into combat and take full advantage of what benefits that grants you and your party. With a rough exterior, you still grudgingly provide the party with benefits, but will usually just skulk around and wait for the chance to attack. Dexterity plays a key role in your abilities. With it, you deal more damage through your choice of powers and can usually stay hidden long enough to take advantage of a beneficial situation. Charisma is good for getting yourself out of a scrape without having to fight. Intelligence helps a bit, if you need to know why the tomb is there before going.
- Suggested Versatility: Practical Sneak
- Suggested Feat: Backstabber (Human Feat: Two-weapon Fighting)
- Suggested Skills: Acrobatics, Bluff, Diplomacy, History, Stealth
- Suggested At-will Powers: Cunning Strike, Feint and Thrust
- Suggested Encounter Power: True Strike
- Suggested Daily Power: Inspiring Strike
Selfless Bard
Up front with your comrades is the ideal place for you. Whether leading the party on the road or in combat, you really put yourself there with all the gusto you can muster. Charisma and Intelligence help you greatly when inspiring your allies and dexterity often helps you get into a good position to do so.
- Suggested Versatility: Exceptional Leader
- Suggested Feat: Student of Battle (Human Feat: Toughness)
- Suggested Skills: Diplomacy, Endurance, History, Insight, Perception
- Suggested At-will Powers: Feint and Thrust, Locomotive Call
- Suggested Encounter Power: True Strike
- Suggested Daily Power: Inspiring Strike[/sblock]
[sblock=Bard Features]All Bards share these class features
Bardic Knowledge: You gain a +2 to Knowledge checks. When you would fail a knowledge check, you may reroll it. Take the results of the second roll, even if it is lower. If you still fail the check, you cannot try again to gain that specific knowledge until you gain another level.
Cantrips: You can cast Dancing Lights, Message, and Summon Instrument.
Inspirational Presence: One ally within 4 squares of you gains a bonus to skill checks equal to ½ your Charisma modifier. You may change the ally in which to apply this benefit as a minor action. Once per day, you may apply the bonus to all allies instead.
Versatility: Pick one of the following options. The choice you make provides you benefits when specifically stated in a power’s description. If you possess any similar abilities, the use of these features stack.
__Beloved Musician: While performing, you can sustain one spell with the Sustain Minor effect as a free action instead.
__Exceptional Leader: You can use the Inspiring Word warlord class feature 1/day. You can also qualify as a Student of Battle with an Intelligence score of 13 or better.
__Practical Sneak: You can use the Sneak Attack rogue class feature 1/encounter. You can use any bard weapon with this feature.
__Trained Spellcaster: You can exchange one power of your choice for a wizard power of equivalent level.
Refreshing Personality: Once per encounter, you can let your allies regain their second wind if they’ve already used it.[/sblock]
[sblock=Bard Spells]
Bard Cantrips
DANCING LIGHTS Bard Cantrip
As the orc comes around the corner, he’s already too late to realize it was only a light and you have your weapon trained on him.
At-will Arcane
Minor Action, Ranged 5
Target: one square
Effect: Small, glowing orbs of light appear within the square targeted. These lights provide illumination like a torch. As a free action when you move, you can also move the lights. Putting out the lights is also a free action.
Sustain minor: You can sustain this power indefinitely.
MESSAGE Bard Cantrip
At-will Arcane * Psychic
Minor Action, Ranged 5
Target: One creature
Effect: You can convey one sentence to the target. To send the message, you do not have to see the target, but it does have to share a language with you.
Special: You need not take any action or motion to indicate you are using this spell.
SUMMON INSTRUMENT Bard Cantrip
At-will Arcane * Conjuration
Minor Action
Effect: You call to you one musical instrument which you can use to perform. This instrument can be any that would fit in the current environment. If the instrument would be left or used for anything other than to play music, it disappears immediately.
Level 1
COMMAND Bard Attack 1
With a word, you override the basic motor functions of your enemies.
Daily Arcane, Implement, Charm
Standard Action Close Burst 10
Targets: Each enemy in burst
Attack: Int or Cha vs. Will
Hit: Each ally, if able, can make an opportunity attack against the target. They have combat advantage for this attack.
Trained Spellcaster: Hit or miss, you and your allies have combat advantage against one target until the end of your next turn.
CUNNING STRIKE Bard Attack 1
You shine with an inner light that helps you to better strike where it counts.
At-will Arcane * Weapon
Standard Action, Melee
Target: One creature
Special: You must be wielding a light blade.
Attack: Cha vs. AC
Hit: 1[W] + Cha damage
Practical Sneak: Your sneak attack damage for this attack increases by +1d6.
FEINT AND THRUST Bard Attack 1
You weaken armor with even a glancing blow from your magical blade.
At-will Arcane, Weapon
Standard Action, Melee
Target: One creature
Special: You must be wielding a light blade.
Effect: The target suffers a -1 penalty to AC until the start of your next turn. You can make an attack.
Attack: Dex vs. AC
Hit: 1[W] + Dex damage.
Special: Increase the damage to 2[W] + Dex modifier and the AC penalty to -2 at 21st level.
INSPIRING STRIKE Bard Attack 1
Your weapon glows with a preternatural light. As you swing, your allies are invigorated by the display.
Daily Arcane * Healing, Weapon
Standard Action, Melee or Ranged Weapon
Target: One Creature
Attack: Dex vs. AC
Hit: 3[W] + Dex damage and heal allies within line of sight 10 + your Cha modifier HP.
Miss: Half damage and heal allies within line of sight your Charisma modifier HP.
LOCOMOTIVE CALL Bard Attack 1
Your performance captivates your enemy and distracts him while your party moves in.
At-will Arcane * Implement, Thunder
Standard Action, Ranged 5
Target: One creature
Attack: Cha vs. Will
Hit: 1d8 + Cha thunder damage and allies within range get a +2 bonus to attack when charging the target until the start of your next turn.
SILENCE Bard Attack 1
With an inaudible clap, you bring the immediate area to a complete quiet so that not even the ringing of swords can be heard.
Encounter Arcane * Implement, Thunder
Standard Action, Range 5
Target: One creature or unattended object
Effect (object): All squares adjacent to the target issue no sound until the end of the encounter. Creatures entering or within the effect are deaf and cannot be heard (save ends).
Attack (creature): Cha vs. Will
Hit (creature): 1d8 + Cha thunder damage and the target and all squares adjacent to the target issue no sound until the end of the encounter. Creatures entering or within the effect are deaf and cannot be heard (save ends).
TRUE STRIKE Bard Attack 1
You establish a magical connection with your allies to allow them a better advantage against the enemy.
Encounter Arcane, Implement, Weapon
Standard Action Melee or Ranged weapon
Target: One Creature
Attack: Dex +2 or Int +2 vs. AC
Hit: 1[W] + Dex or Int damage
Effect: Until the start of your next turn, allies within 5 squares of you get a +2 power bonus attacks.
Exceptional Leader: Increase the power bonus granted to +4.
Level 2
INSPIRE COURAGE Bard Utility 2
You rally together with your allies and boost their confidence.
Encounter Arcane, Implement
Standard Action
Effect: Allies who can hear you gain a power bonus to attacks and saves vs. fear equal to your Charisma modifier until the start of your next turn.
Sustain Minor: You can sustain this power as long as at least one ally can hear you.
Level 3
SHOUT Bard Attack 3
You create a loud enough noise to hurt ears and boggle the mind.
Encounter Arcane * Implement, Thunder
Standard Action, Close blast 5
Target: One Creature within blast
Attack: Cha vs. Will
Hit: 4d8 + Cha thunder damage and target is dazed until the start of your next turn.
Beloved Musician: Sustain Minor and target is dazed (save ends).
VERSATILE ENCOUNTER
Bard Attack 3 and 17
As a practitioner of several trades, you know a thing or two about a thing or two.
Daily Arcane, (Special)
Effect: Pick a Rogue, Warlord, or Wizard level 3 encounter attack (based on your versatility above). You gain that power as a Bard spell.
Special: Repeat this process at level 17 with an equivalent power.
Level 5
HOLD MONSTER Bard Attack 5
You bind a monster in place with a riddle it cannot solve.
Daily Arcane * Implement, Charm
Standard Action, Close blast 5
Target: One creature within blast
Attack: Int or Cha vs. Will
Hit: Target is stunned (save ends)
Miss: Target is immobilized (save ends)
VERSATILE DAILY Bard Attack 5 and 19
As a practitioner of several trades, you know a thing or two about a thing or two.
Daily Arcane, (Special)
Effect: Pick a Rogue, Warlord, or Wizard level 5 daily attack (based on your versatility above). You gain that power as a Bard spell.
Special: Repeat this process at level 19 with an equivalent power.
Level 6
CALL TO ARMS Bard Utility 6
Sensing something isn’t quite right, you brace the party for the worst.
Daily Arcane
Immediate Reaction
Trigger: Before rolling initiative
Effect: You and allies who can hear you gain a power bonus to Initiative equal to your Intelligence modifier. This bonus also applies to Perception checks until the end of your first turn.
PARRY Bard Utility 6
You pester your opponent by turning away his most vicious of attacks.
At-will Arcane, Stance, Weapon
Standard Action, Melee weapon
Effect: The next time a melee attack would hit you this turn, you can roll a melee attack using your Dexterity modifier and use the result as your defense instead.
Level 7
IRRESISTABLE DANCE Bard Attack 7
You strike up revelry within the foe’s head.
Encounter Arcane * Charm
Standard Action, Ranged 5
Target: One creature
Attack: Int or Cha vs. Will
Hit: Allies within range can make an immediate basic attack against the target. The target grants combat advantage to you and your allies (save ends).
Miss: The target grants combat advantage to you and your allies (save ends).
POMP AND FLARE Bard Attack 7
You demonstrate how to get by the enemy’s defenses for your comrade-at-arms.
Encounter Arcane * Weapon
Standard Action, Melee or Ranged weapon
Target: One creature
Attack: Melee or Ranged vs. Reflex
Hit: 2[W] + Dex damage and the next time one ally adjacent to you or the target makes an attack vs. the target’s AC, that ally may attack the target’s Reflex instead.
Miss: One ally adjacent to you or the target gets a +2 power bonus to attack the target’s AC until the end of that ally’s next turn.
Level 9
CRUSHING DESPAIR Bard Attack 9
Your enemy believes the fight to be lost.
Daily Arcane * Implement, Charm
Standard Action, Range 5
Target: One creature within range
Attack: Cha vs. Will
Hit: 3d8 + Cha damage and, unless attacked, the target is stunned until the end of your next turn.
Sustain Minor: The hit effect persists
Miss: Half damage and target is dazed until the end of its next turn.
Level 10
VERSATILE UTILITY Bard Utility 10
As a practitioner of several trades, you know a thing or two about a thing or two.
At-will, Encounter, or Daily Arcane, (Special)
Effect: Pick a Rogue, Warlord, or Wizard level 10 Utility (based on your versatility above). You gain that power as a Bard spell.
INVISIBILITY SPHERE Bard Utility 10
You wrap yourself and your allies in magic, making it impossible to see you.
Encounter Arcane
Standard Action, Aura 2
Effect: You and your allies within the aura are invisible until anybody attacks or the end of your next turn. Creatures entering the aura do not become invisible.
Sustain Minor: You can sustain this power until anybody within the aura attacks.
Level 17
SHOUT, GREATER Bard Attack 3
You create a loud enough noise to hurt ears and boggle the mind.
Encounter Arcane, Implement, Thunder
Standard Action, Close blast 5
Target: All enemies within blast
Attack: Cha vs. Will
Hit: 4d8 + Cha thunder damage and target is dazed until the start of your next turn.
Beloved Musician: Sustain Minor and target is dazed (save ends).
Level 19
HOLD MONSTER, MASS Bard Attack 19
You bind several monsters in place with a complicated expression.
Daily Arcane * Implement, Charm
Standard Action, Close blast 5
Target: All enemies within blast
Attack: Int or Cha vs. Will
Hit: Target is stunned (save ends)
Miss: Target is immobilized (save ends)
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[sblock=Bard Related Feats]
STUDENT OF THE ARCANE
Tier: Heroic
Requirements: Cha 13
Class/Skill: Bard/Any from available list
Benefit: You may use the Bardic Knowledge class feature 1/day.
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ARCANE PRACTITIONER
Tier: Heroic
Requirements: Cha 13
Class/Skill: Bard/Any from available list
Benefit: You may use the Refreshing Personality class feature 1/day.
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PERFORMING ARTIST
Tier: Heroic
Benefit: You get a +2 feat bonus to Charisma checks when you perform. This bonus can be applied to any Charisma based skill with which performing could be a positive outcome.
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[sblock="The Wanderer Paragon Path"]THE WANDERER PARAGON PATH
The teachings of travelers are often the most educated.
Prerequisite: Bard
Lead By Example(11th level): Once per day each, your allies may exchange an encounter power or class feature they possess with an equivalent power or feature you have. The ally must be the only target of the power or class feature.
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Wanderer’s Action (11th level): When you spend an action point to take an extra action, you may choose to reroll any dice involved with the action and take the second roll even if it is lower.
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Ward of the Albatross (16th level): Once per day, if you would roll a natural 1, you may count that roll as a natural 20 instead.
Wanderer Powers
WALK THE LINE Wanderer Attack 11
You move past your enemy in an attempt to catch him by surprise with your attack.Encounter Arcane * Weapon
Standard Action, High Critical, Melee Weapon
Target: One creature
Requirement: You must be wielding a light weapon.
Attack: Bluff vs. Passive Insight
Hit: You have combat advantage against the target and make a secondary attack against the same target.
Secondary Attack: Melee +2 vs. AC
Hit: 2[W] + Dex damage
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ON THE ROAD AGAIN Wanderer Utility 12
You use your experience in traveling long distances to better traverse short ones.
Encounter Arcane * Teleportation
Move Action Personal
Effect: Teleport up to your speed.
Sustain Minor: When you move, you may teleport that distance instead.
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FIVE HUNDRED MILES Wanderer Attack 20
You’ve gained a supernatural attunement with the ground beneath your feet, granting you amazing agility.
Daily Arcane * Teleportation
Standard Action, Personal, Ranged 20
Trigger: Before you roll initiative to start combat.
Effect: You gain a surprise round or may act in the surprise round as though you weren’t surprised. For this encounter, you are at the top of initiative. If more than one person would be at the top, roll initiative normally for each. During the surprise round, as a move action, you may teleport to any square within the range of this power.
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[sblock="Epic Destiny: The Tall Tale"]EPIC DESTINY: THE TALL TALE
As a Tall Tale, you become renowned for unbelievable accomplishments.
Prerequisite: 21st-level Bard
On your adventures, you’ve achieved much. From notoriety, to fame, to infamy; people around the world have learned to watch for you coming down the road. When something needs done, you are personally requested for your well known success. How you achieve results is often much exaggerated; and other times you really were the one person who did the impossible.
Immortality through word of mouth
Tall tales are often just ordinary guys who do ordinary things that just happen to get blown out of proportion. You, however, really have done the amazing and lived to hear the tale later. You could be a notorious villain said to fell an empire with but a word; or you could be the one guy to walk into town and defeat the lich, saving the princess from a fate worse than death. In any case, the following section details a path several tall tales have been driven down, though your own may not.
The Living Legend: At the end of your greatest quest, you take to the road and travel; taking great pains to avoid further conflict. You may, however, steer others onto the path of adventure by telling them of your own great acts as a third party. In this way, you are still able to help out without actively becoming part of the conflict.
However you decide to live the rest of your life, you still enjoy hearing and telling of your amazing deeds in the hopes of passing on cryptic knowledge to aspiring heroes of future generations. Long after your body has passed on, your life continues through the tales and exploits of others in your name.
All Tall Tales have the following features
The Most Honest Lie Ever Told (21st level): You have become the topic of conversation for completing a great deed that you may or may not have. Because enemies are afraid to approach you, lest you do the same to them, you gain a bonus to the defense of your choice equal to your Charisma modifier.
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Surprising Exploits (24th level): Once per day, if you would fail a skill check involving strength, constitution, or dexterity, you succeed instead. This check can be any that is physically achievable; however impossible or improbable it may be. Your result, if it matters, is one more than the minimum required to succeed.
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Extraordinary Abilities (30th level): Beginning at 30th level, you automatically succeed on all ability and skill checks made with your highest ability score. You may choose to which degree you succeed. Once per encounter, you also automatically succeed on one attack roll or save of your choice. Your success on the attack is one more than required to hit the target.
Tall Tale Power
DERRING-DO Tall Tale Utility 26
Without a second thought, you plunge yourself into the fray, heedless of personal injury.
Daily * Arcane
Minor Action Personal
Effect: Until you miss with an attack or fail a check during this encounter, you ignore damage that would be dealt to you. This effect does not prevent ongoing damage or other effects which result from a successful hit.
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