THE BARDThe Bard is generally very good in your iteration at early levels, but from level 10 or so it loses a lot of its power (see why below). Its spells have been taken away and in turn it has been granted four at will abilities - bard "spells" - which are used as a standard action. Its Bard Songs have become free actions - something that definetely adds a bunch to its utility. Arcane Rhyme and Sanctuary Score seem like abilities that would make me consider adding a bard to the party. However, they have some weird stuff:
- d10 hit points. This seems to me to have been implemented in the knowledge that the bard is perhaps not good enough on the terms of just its abilities. However, the difference between d8 and d10 hit points is very small in reality. I would make them d8 hit points, so they still have more than casters, and fix the problems with the class by making them have a little more 'umph'.
- The high BAB is the same issue as above. The problem is that a bard can't use a bard spell and attack in the same turn, and thus having the bard spells and a full BAB are mutually exclusive. See below.
- Lingering Song is absolutely useless. Its a 'dead feat' so to speak. It's a free action to initiate a bard song, so the duration of bard song's only becomes relevant when the bard is disabled and therefore unable to reinitiate a song. Taking a feat that solely benefits in this narrow situation seems pretty bad - so removal of Lingering Song is what I'd do. Perhaps change the feat to do something else.
- Initiating a song should probably be a Swift action, not a free action. Have you implemented Swift actions? If not, just keep it as a free action, it's not that big of a deal.
- Let's consider what a Bard will do on its turn. Most probably, it will start a song if one is not already active, and use a bard spell. That means that a bard's turn will almost always consist of using 1 of 4 spells or "auto-attacking." Here, it begins to suffer from the Jack of All Trades syndrome - it can do everything but nothing particularly well. In general, this is fine at low levels, but what about mid to high levels? Well, Pipes of Pain certainly seems like a bad thing for a 12th level character to be doing. Heavenly Melody seems very uninteresting except when fighting trash mobs, and even then, a fireball or similar spell will probably serve you better. Cursed Dirge is mostly interesting when fighting boss fights and single monsters. Countersong is a really good spell, but again, with narrow usability. How do we give the bard some stuff that will always be useful? The bard has full BAB, so if none of these apply, it could "auto-attack", but it will be much worse at this than the barbarian or fighter, and being lightly armored it probably will not want to get too much up in the face of enemies, even with high HD. Thus, it will probably be safest for the Bard to rely on ranged attacks - bows, crossbows, thrown weapons, etc. The problem with these are that they are not nearly as good as melee-attacks which do not require the feats ranged attacks do (Precise Shot comes to mind) to be effective and generally deal more damage (by way of power attack and strength bonus - both of which the bard probably won't be able to utilize very well).
- How do we solve the above issue? Well, it's a tough nut to crack, because the Bard is always a little weird. I have two preliminary suggestions. Both include making the bard gain 3/4 BAB, like the Cleric. The first suggestion is borrowing the Inspirations from NWN2. Much can be said about that game, but it handled this aspect pretty well, giving powerful, passive auras to a Bard. Only one active at a time, and it gained access to different inspirations on different levels. This of course would essentially give it two bard songs active at all times, so it might not be the best solution. The second suggestion is adding a range of buffs to Bard spells. This also makes the Bard more active. Buffs are generally useful at all levels, and so would help balance the bard at later levels without making it more powerful at low levels. You could also add another layer to this solution which borrows a bit from the druid - make some of these buffs better but make them only apply to the bard itself. For example, a buff that gave the bard a strength bonus, temporary hit points and full BAB for a duration, making it more safe to get up in the face of enemies.I'm just brainstorming here, but in my mind the bard right now feels weird and icky. The full BAB and d10 hit points makes it, by all standards, a fighter, but granting it active standard action abilities on top of this and restricting its armor without giving it an AC bonus like the monk's is contradictory.
Let me know what you think
