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Entries in bard (2)

Friday
Dec172010

Pathfinder: Re-Skinning the Bard so People Will Play it

I don’t really have anything against the bard, but I do believe he is the least-played character class of them all. In my experience, the better you are at one thing (like multiplying damage on a charge) the more likely it is that you will be played as a character class. It also helps if your game mechanics set you up to look dramatic or cool while you’re doing your thing (like shapeshifting, backstabbing, or blasting away the undead with a firmly presented holy symbol).

Most bards do NOT look like this. This image was created by Jason Engle.

In short, bards do everything pretty well, but seldom as well as the classes built to fulfill those critical roles, and their non-traditional adventurer activities (playing music, singing, poetry) relegate them to enjoying very little love at the gaming table.

I have a partial solution that I’m sure has occurred to many of you out there—I edited the bard in a number of ways to give him a new flavour that is less care-free performer and more hardened marine.

Here are my sweeping changes.

  • Change the name of the Bard class to Soldier, Warlord, Adventurer or something else that speaks of experience, wisdom, and/or command.
  • Naturally, replace the word “bard” throughout with your chosen class name.
  • Instead of activating his/her spells and abilities through song, make it Rhetoric, Command, Inspiration, or something else that speaks to the force of will and charisma that we’re looking for.
  • Replace the names of abilities wherever they no longer fit with your theme. Bardic Knowledge becomes Well-Traveled. Bardic Performance becomes Command. Countersong becomes Shout, Distraction becomes order, and so on.

Simple, but I can’t leave all the work to you. Here’s an alternate class and role description for your new bard-based character class.

Officer

The failed tactics of an ancient army, the secret lore and customs of a cabal of prickly wizards, and the best way to crack a safe, a prisoner, or a whip; all of these are well-known to the officer. Typically educated, formally or not, the officer has forgotten more mundane and archaic lore than most learn in their lifetimes, and she uses this knowledge to outmanoeuvre her enemies, get into places she doesn’t belong, and get out with ever more valuable experiences. Comfortable in armour and well-trained with a variety of weaponry, she is nonetheless an able spellcaster, and she has learned to empower her commands in ways that have profound effects on her audience. For the officer, every day brings new challenges, adventures, and rewards, and she is more than equipped to claim the treasures of each.

Role: Experienced well beyond her years, the officer’s versatility as a combatant, dungeoneer, or party leader are her greatest strengths. A deep skill pool allows her to train to fulfill many party roles, from diplomat to assassin. A capable support combatant, she is most effective away from the front lines where she can weaken her enemies while empowering her allies with knowledge, magic, and her potent command abilities.

What do you think? Have you found bards woefully underplayed over your gaming career? Would you play a warlord, soldier, or officer in a pathfinder campaign? Let me know in a comment below. 

Thursday
Sep102009

Pathfinder a Bite at a Time: Classes (Barbarian to Cleric)

Sure, it's getting a little late for this now as many of you have already decided whether or not to lay down the bones for Paizo's successor to 3.5E. For the rest of you (or for those who just appreciate another take), allow me to be your guide to Pathfinder, a bite at a time.

Today, let's talk about the classes.

The "Old" Gang's all Here

Pathfinder offers each of the 11 core classes from 3E (Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorceror, and Wizard). Ten prestige classes are also present in the PF Core Rulebook, from Arcane Archer to Shadowdancer. As before, if you were pleased with the group in the past you'll be pleased with what's in store for you here. If you were hoping for something new you'll have to look deeper (but not much) than the names of these established favorites. Let's do so.

Nuts and Bolts

Before I launch into each class I want to mention that a few fundamental changes have been made to the class system for Pathfinder. Multiclassing, made easy in third edition, has been simplified even further. There are no longer favored classes tied to race (you pick your favored class regardless of ancestry), and every time you take a level in your favored class you gain either +1 HP or +1 skill rank, your choice. The result is a breaking down of the archetypal walls built up in previous iterations, and slightly more powerful PCs, which I believe is a welcome change.

Pathfinder has also done away with experience penalties tied to multiclassing—if you've ever wanted to build a cleric/fighter/monk/wizard, you can do so now more easily than ever before. This makes multiclassing more attractive for new players (who may not want to deal with the added complexities), and experienced players (who may not feel the juice is worth the squeeze).

The BarbarianNot to be trifled with.

The barbarian continues to impress (or disappoint, I suppose) with mainstays like fast movement, martial weapon and shield proficiencies, and d12 hit dice. Most notable is that the Rage ability now only fatigues you for a short time between raging, allowing you to rage multiple times per day, even at low levels. Even better are the new rage powers which range in effect from biting as a secondary attack, to heightened senses during rage (low-light, darkvision, or scent), to surges of martial strength that can knock your enemies flying or potentially out-bearhug an ogre. There are 28 rage powers you can learn, adding a great deal of welcome depth and coolness to the barbarian class.

The Bard

That's it—I'm rolling a bard NPC for my game.I'd be lying if I told you that the bard is greatly improved, but only because I've seldom even seen this class played. Cantrips, as for all the "primary" spellcaster classes (those who cast from 1st level), have become at-will abilities, another welcome change to the system. The bard's HD is a d8, and her weapon proficiencies are still an eclectic mix (I always carry a whip when I roll Bard).

Bardic knowledge has been streamlined, and bardic performances are now usable a minimum of 4 times per day (and likely many more considering the linked Charisma). Her skills are still strong at 6+Int, and she becomes a true Jack-of-all-Trades starting at 10th level when she can use every skill, even if untrained. Overall, the bard is a class where you will never run out of options in or out of combat, but in the wrong hands, group, or campaign, I can see it feeling underpowered despite the versatility.

The ClericNot your typical cleric. I love it. You can build it.

A favorite for many, and considered broken by some, the cleric's greatest changes are seen in the domains that he can choose from and the mechanics around turning undead (the ability to Turn or Command undead is locked up in associated feats, and it works like a burst costing channel energy uses). Let's start with domains.

From the Air domain to Weather (33 to choose from in the Core Rulebook) the expanded and growing level-dependent powers and abilities granted by a cleric's domains ensure that you can build a customized cleric made for much more than healing and buffing. Some will be familiar, at least in name, while others (like the Rune domain) are fresh. Best of all, even the old domains are interesting and vital to a cleric PC. I approve.

Clerics and Paladins no longer turn undead unless they take the Turn Undead or Command Undead feats. Instead they Channel Energy (either positive or negative depending on alignment). Channeling energy sends a wave of energy outwards that heals (or harms) creatures, expanding a cleric and paladin's healing powers without forcing them to spend their spells rejuvenating party reserves. It also maintains the cleric's power over undead, and streamlines the whole process (no more cumbersome turning and damage checks). Along with at-will orisons, this is just another fine change that I'm looking forward to experiencing on either side of the screen.

Trendsetting

It may not be obvious yet, but the definite trend behind Pathfinder was to keep what worked, get rid of what didn't, and improve the whole show with an eye towards streamlining and customization. My Pathfinder game is young (just four sessions old), but I can say that I'm excited to introduce my three new players to D&D with this gorgeous Core Rulebook as my wingman.

With that said, there is one class that I'm less than pleased with... tune in tomorrow to see, and be sure to leave a comment about these Pathfinder classes.

Thanks much.