Hello all. I'm an old gamer that hasn't really gamed much over the last few years, but I'm about to start up a new game with some co-workers. My earliest years were Greyhawk, so that's what I'll be using. My group will be using 3.5, which we are all new to.
I want to allow, for the most part, just the core classes but I want to retain that old feel. My question is if I want to use the Old Lore bard from OJ15, should I not allow the core bard? Should the druidic bard be a complete replacement, or should I allow both the Old Lore and the core bard class? Sort of old style with new "trend" bards, or just a different tradition of bards?
Hopefully my question comes through clear...I'm writing this on only three hours sleep....heh heh.
I think you could allow both the Old Lore bard and the new bard. The Old Lore bard would retain all the original aspects of the earlier edition bard whilst the bard as seen in edition 3.5 could be labelled as a minstrel or troubadour perhaps? Music is such a fundamental part of many cultures it would not be strange to have two paths that focus on music.
Nah. A few things I forgot. The bardic lore modifier is twice level plus Int modifier (thus, it is 20 plus Int mod at 10th level and increases by one point after that IAW epic level rules; basically equal to a non-prestige bard's bardic knowledge check) and the spell list.
Essentiallty a fusion of the bard and ranger lists, I removed some spells with overlap (like summon monster) and generally used the lower level when there was conflict (cure spells). Again, this is a 3e spell list, feel free to update with 3.5 versions if you want.
Alarm
Animal Friendship
Cause Fear
Charm Person
Cure Light Wounds
Delay Poison
Detect Secret Doors
Detect Animals or Plants
Detect Snares and Pits
Entangle
Erase
Expeditious Retreat
Feather Fall
Grease
Hypnotism
Identify
Magic Fang
Magic Weapon
Message
Pass without Trace
Protection from Chaos/Evil/Good/Law
Resist Elements
Silent Image
Sleep
Speak with Animals
Summon Nature's Ally I
Unseen Servant
Ventriloquism
2nd-LEVEL OLD LORE SPELLS
Animal Messenger
Animal Trance
Blindness/ Deafness
Blur
Bull's Strength
Cat's Grace
Cure Moderate Wounds
Darkness
Daylight
Delay Poison
Detect Chaos/Evil/Good/Law
Detect Thoughts
Enthrall
Glitterdust
Hold Animal
Hold Person
Hypnotic Pattern
Invisibility
Levitate
Locate Object
Magic Mouth
Minor Image
Mirror Image
Misdirection
Obscure Object
Protection from Elements
Pyrotechnics
Scare
See Invisibility
Shatter
Silence
Snare
Sound Burst
Speak with Plants
Suggestion
Summon Nature's Ally II
Summon Swarm
Tasha’s Hideous Laughter
Tongues
Undetectable Alignment
Whispering Wind
3rd-LEVEL OLD LORE SPELLS
Bestow Curse
Blink
Charm Monster
Clairaudience/Clairvoyance
Confusion
Control Plants
Cure Serious Wounds
Diminish Plants
Dispel Magic
Displacement
Emotion
Fear
Gaseous Form
Greater Magic Fang
Greater Magic Weapon
Gust of Wind
Haste
Illusory Script
Invisibility Sphere
Keen Edge
Lesser Geas
Magic Circle against Chaos/Evil/Good/Law
Major Image
Neutralize Poison
Phantom Steed
Plant Growth
Remove Curse
Remove Disease
Scrying
Sculpt Sound
Sepia Snake Sigil
Slow
Summon Nature's Ally III
Tiny Hut
Tree Shape
Water Walk
Wind Wall
4th-LEVEL OLD LORE SPELLS
Break Enchantment
Cure Critical Wounds
Detect Scrying
Dimension Door
Dismissal
Dominate Person
Freedom of Movement
Hallucinatory Terrain
Hold Monster
Improved Invisibility
Legend Lore
Locate Creature
Modify Memory
Neutralize Poison
Nondetection
Polymorph Self
Rainbow Pattern
Secure Shelter
Shout
Summon Nature's Ally IV
Tree Stride
5th-LEVEL OLD LORE SPELLS
Contact Other Plane
Control Water
Dream
False Vision
Greater Dispelling
Healing Circle
Mind Fog
Mirage Arcana
Mislead
Nightmare
Persistent Image
Summon Nature’s Ally V
6th-LEVEL OLD LORE SPELLS
Control Weather
Eyebite
Geas/Quest
Greater Scrying
Mass Haste
Mass Suggestion
Permanent Image
Plane Shift
Programmed Image
Project Image
Repulsion
Summon Nature’s Ally VI
Veil
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