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Bard

Prerequisites: Dex 12, Int 13, Cha 15

Prime requisites: Dex, Cha

Progression as: rogue

Bards are adventurers, story teller, assassins, spys… well… adventurers who travel far and wide in order to explore the world and to learn more about exotic cultures. They are not necessarily singers, but almost all bards have at least one art form in which they excels, be it singing, poetry or whatever.

Bards are jack-of-all-trades but masters of none. They are incredibly versatile in their abilities, but often have a hard time when confronted to true specialists. Regarding alignment, they must have one "neutral" component in their philosophy.

Bards have 70 CPs to spend on class abilities.

Standard Abilities: Alter Moods, Climb Walls, Counter Effects, Detect Noise, History, magical item Use, Pick Pockets, Rally Allies, Read Languages, Poison use.

Note: Athasian bards never have spell casting abilities.

Class Breakdown

Alter moods (5): When performing before a non-hostile group, the bard can alter the group's mood. Everyone hearing the bard's performance must save vs. paralyzation. For every three levels of the bard a -1 modifier is applied to each roll. if the save fails, the group's current attitude can be shifted one level in the direction chosen by the bard.

Charm person (10): Once a day, the PC can charm person by song. At 9th level, the PC can cast charm monster instead of charm person once a day. A musical instrument is needed to use this ability.

Charm resistance (10): The PC gains a +2 bonus to saves vs. enchantment/charm spells and effects.

Counter effects (10): Bards are able to counter the effects of songs and music used as magical attacks by performing a counter song. All characters within 30' of the bard are immune to such attacks. The bard can perform no actions other than a slow walk while countering magic with his music. If he is struck in combat or fails any saving throw, the effects of his counter song ends.

Defense bonus (10/15): An unarmored and unencumbered bard gains +2 to AC. For 15 points, this bonus is +3.

History (10): The bard can read and write his native language and knows his area's local history. In addition, a bard has a 5% chance per level to identify the general purpose, function, and history of any magical item he comes across. The bard need not touch the item, but he must examine it closely.

Magical item use (10/20): The PC can use magical items useable only by wizards but with a chance of failure as per the Players' Handbook. As a 20 point ability, the bard is able to use any magical item normally reserved to the rogue, wizard or warrior class with no special chance of failure.

Performance (0): The bard automatically possesses the Singing and Musical Instrument (of the player’s choice) proficiencies. These may be improved by spending CPs as a normal proficiency.

Poison Use (10): the Bard learns how to brew poisons (as per the Age of Heroes Handbook). He learns the use of one poison type (determined randomly) par level and is able to create one dose of one poison per day, given the proper ingredients.

Rally allies (5): The bard can inspire his compatriots who are about to enter battle. If the bard knows the nature of the threat they face, he can spend three full rounds rallying his friends with one of the following effects: a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus on Morale rolls during the upcoming battle. The range is 10' per level of the bard, and the duration is 1 round per level of the bard.

Song of combat (10): Once a day, the bard can play a song of combat which has the same effect as unearthly choir as if he were a trio of priests. At 6th level, the PC can sing as per the quartet; at 9th level, the bard functions as a quintet; at 12th level, the bard sings as an ensemble of six priests; and at 16th level, the bard sings as if he were an entire choir of eleven priests.

Song of discordance (10): Once a day, a non-Lawful bard can play a song of discordance on his instrument which has the same effect as chaotic combat upon all warriors within 10' of the bard.

Song of Harmony (10): Once a day, a non-Chaotic bard can play a song of harmony upon his instrument which has the same effect as defensive harmony.

Sound resistance (5): Bards gain a +2 bonus to saving throws vs. sound-based magical attacks such as a harpy's song, the shout spell, the hound’s howl, and sirine song.

Thief ability (5+): For 5 CPs, the character may select one thief ability.(move silently, hide in shadows etc…) Each additional 5 CPs allows the character an additional ability, to a maximum of four. The character's percentile score increases by 20/level starting at the level he gained his first ability - he gains no points for levels he had before he first learned a thieving skill. His skills are modified for armor, race, and Dexterity as usual. Note that the "backstab" ability is not a thieving skill.

Weapon specialization (10/20): The PC can specialize in a particular weapon. The character point cost for gaining proficiency and specialization must also be met. As the 20 point ability, he is able to specialize in the weapon and he also uses the warrior's thac0 and number of attacks with the given weapon once specialization is achieved.

Skill Points

Next, allocate 20 additional discretionary points among the bard's "scored" skills. If the bard did not select any such skills, the 20 points can be spent on non-weapon proficiencies or saved for use during the game. Each time the bard advances in level, he is warded 20 discretionary points to divide among those abilities. No scored ability may exceed 95%.


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