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BARD/BLADE
 
Wounds: 1d6+7
Move: 4
Weapon Skill: 4 Damage Dice: 1*see below
Ballistic Skill: 6+ Luck: 1
Strength: 3 Willpower: 4
Toughness: 3 (4) Skills: 0*see below
Initiative: 5 Pin: 3+
Attacks: 1
 
Equipment: Tome of Recording, used as a "diary" to record the warrior's adventures. The Tome magically prints the details on it's pages as the warrior goes about his life.
Weapon: Blades of Leshwan. Each blades causes 1d6+2 due to it's wicked nature + Str. See below for details.
Armour: Pit armour, giving him +1 Toughness.
Pinning: The Bard escapes from pinning on a roll of 3+.
Special rules: See below for special rules.
 
ENEMY'S WS 1 2 3 4 5 6 7 8 9 10
TO HIT FOE 2 3 3 4 4 4 4 4 5 5
 
Weapons: The Bard has two identicle weapons called the Blades of Leshwan. These crude looking weapons consist of a number of blades and prongs. The grips of these blades have 4 holes through which to place the weilders fingers. From the top of the knuckle area extend 3 sharp spikes which make it good for parrying (+1 to any parry roll). From the bottom of the weapon extend 2 or 3 other smaller sharp blades. Combining the actual blade of the weapon with the spikes and shorter blades at the bottom of the weapon allow it to do an extra +2 when determining damage. Also due to the special grip the wielder can only be disarmed on a roll of 6+. If the wielder is disarmed he suffers damage equal to the strength of the one that disarmed him. This damage is suffered to the hand itself and causes it to become useless until healled. The hand must be "targeted" to be healed, thus healing the whole party any number of points will not restore the damage to the hand [keep hand damage seperate]. Once the hand is healed, it may be used as normal after 1 week.  
If the Bard rolls a 1 on an attack, consult the chart below (this is due to the crude nature of the weapon):  
1     = He hits a nearby party member instead for normal damage. Determine randomly if needed.  
2     = He hits himself for normal damage.  
3-5 = Nothing occurs. He simply missed.  
6     = He hits a nearby enemy. Determine randomly if needed. 
 
 
 
* SPECIAL RULES *
*Bards prefere to be called Blades instead after thier crude weapon of choice.  
*The Blade gets the skill ambidexterity at level 2. All other skills obtained are random. 
*The Blade rarely uses any weapon other than his Blades of Leshwan. If he does he is at -1 to hit.  
*The Blade may wear and obtain Pit armour the same as a Pit Fighter. 
*When determining the damage done using the Blades of Leshwan roll an additional d6 and disregard the lowest of the dice rolls and add any other bonuses for Strength or anything else. If the dice roll up both on 1, then it is treated just as described in the Weapon section above. 
*Bards are treated as a Wizard for determing identifying things and they get a +1 bonus to there rolls.
 
The Blades of Leshwan are made in a special way and allow air to flow through them as they are moved either during battle or
simple for show. The air flowing through the blades comes out through a series of small holes all around the weapon. The holes
are very small and hard to notice unless inspecting the weapon. The air flow produces a somewhat musical sound and acts as
an inspirational tone to the warriors and as a nuisance to monsters. The Bard character may also be heard singing, humming, or even reciting a poem or tale he knows during the "music of the blades". If such is done, then roll d6 on the following chart to see which benefits come into affect on the following round:
1) The monsters are at +1 Strength and +1 to hit against the warriors. (The Blade has infuriated the monsters).
2) The monsters are at -1 to hit the warriors.
3) The warriors are at +1 to hit the monsters.
4) The monsters are at -1 Strength against the warriors.
5) The warriors are at +1 Strength against the monsters.
6) The monsters are at -1 to hit and -1 Strength against the warriors.

Each effect last only one turn. Re-roll each turn if the warriors are still in battle.

FEAR AND TERROR
Also the Bard may use the same ability to provide a bonus to fear and terror rolls. On the second turn of combat the warriors are allowed a second roll vs. fear/terror if they failed their roll in the first round. Roll d6, if the roll is a 1 then the warriors get an additional -1 to their roll vs. the fear/terror. If the roll is a 2 then nothing happens. If the roll is a 3, 4, or 5 then the warriors get a +1 bonus to their roll vs. fear/terror. If the roll is a 6 the warriors get +1 to their roll vs. fear/terror for every 2 Battle levels the Bard has. If the warriors still fail the second roll they do not get another roll for the remainder of the battle involving the creatures they rolled for. If the warriors are still in battle with the same monsters that caused the fear/terror and another monster arrives that causes the warriors to roll for fear/terror, the Bard character may then attempt the same feat for the new monster.
 
 

 
 

 
 
 

* BARD BATTLE-LEVEL TABLE *
Battle- 
Level
Gold Title Move WS BS Str Damage 
Dice
T Wounds I A Luck WP Skills Pin
1 0 Novice 4 4 6+ 3 1* 3 1d6+7 5 1 1 4 0** 3+
2 2,000 Champion 4 4 6+ 3 1* 3 2d6+7 5 2 1 4 1** 3+
3 4,000 Champion 4 5 6+ 3 1* 3 2d6+8 6 2 2 4 2 3+
4 8,000 Champion 4 5 6+ 3 1* 3 3d6+8 6 3 2 4 3 3+
5 12,000 Hero 4 5 5+ 4 2* 4 3d6+9 7 3 3 4 4 2+
6 18,000 Hero 4 6 5+ 4 2* 4 4d6+9 7 3 3 5 5 2+
7 24,000 Hero 4 6 5+ 4 2* 4 4d6+10 8 4 4 5 6 2+
8 32,000 Hero 4 6 5+ 4 2* 4 5d6+10 8 4 4 5 7 2+
9 45,000 Lord 4 7 4+ 4 3* 4 5d6+11 9 4 4 5 8 2+
10 50,000 Lord 4 7 4+ 5 3* 4 6d6+11 9 4 5 5 9 2+
  *See the Special Rules section involving damage with the Blades of Leshwan.
**The Bard/Blade gets the skill Ambidexterity at level 2. All other skills gained are determined randomly.
* SKILLS AND SPELLS TABLE *
As the Bard/Blade progresses in level and gains Skills or Spells roll 3d6-2 and consult the table below to determine what Skill or Spell is learned.
1) Spell. The Bard has learned a new spell. Determine what spell he has learn just as if he were a Wizard.
2) Blademaster.* 
 
Once per turn the Warrior may use this skill too disarm any adjacent Monster that carries a weapon. This counts as one of the Warrior's attacks. The Warrior must declare that he is doing so before he rolls to hit. If the attack hits, the Monster is disarmed - all normal attacks against the Monster receive a +1 modifier to hit as it cannnot defend itself as well without its weapon. Furthermore the Monster will make no attacks in the next Monster Phase as it has to spend the rest of the round recovering its weapon. 
As well as being usefull for parrying, the Bard/Blade may also use his Blades of Leswan to disarm a foe.
3) Coup de Grace.* The Warrior knows the weak spots on numerous Monsters and can dispatch of them more  quickly. 
  At the end of the Warrior's Phase, the Warrior can choose to perform a Coup de Grace on any adjacent monster that has lost at least half of its original Wounds score. The Warrior rolls a d6; the number rolled is the number of Wounds that the monster takes with no deductions. However, if the Warrior rolls a 1, the Monster still suffers 1 wound but the Warrior is  automatically hit by the Monster for its normal damage. 
Having collected knowledge most of his life the Bard/Blade knows the weaknesses of some Monsters.
4) Spell. The Bard has learned a new spell. Determine what spell he has learn just as if he were a Wizard.
5) Deathsong.  This skill allows your Warrior to survive below zero Wounds. 
  As soon as your Warrior is knocked to zero Wounds or below he begins to sing his deathsong. Instead of falling down unconscious, your Warrior remains standing and can continue to fight. Place him at 1 Wound. 
  Each time your Warrior is hit while singing his deathsong roll 1d6. On a score of 1, 2, 3 or 4 the hit has its normal effect, and takes your Warrior below 0 Wounds and into unconsciousness. On a score of 5 or 6 he ignores the blow's effects, remains standing and on 1 Wound. 
  Your Warrior continues to sing his deathsong and remain on 1 Wound until he is healed in the normal manner. 
He is after all a Bard and they do sing. What more need be said.
6) Parry.* This skill allows your Warrior to parry an incoming blow. When your Warrior is attacked roll 1d6. On a score of 1-5 he must take the hit as normal. On a score of 6 he turns the strike away and he takes no damage. 
The Bard/Blade has been taught (or learned from another means) in his past to parry blows directed at him when using his Blades of Leshwan.
7) Spell. The Bard has learned a new spell. Determine what spell he has learn just as if he were a Wizard.
8) Spirit of the Wood. If the Warrior triggers any kind of trap roll 1d6. On a roll of 1-4 the trap works as normal. However, on a roll of 5 or 6 the Warrior reacts fast enough to avoid the trap.
9) Doomstrike.* This Skill allows you to add +3 to all your Warrior's to hit rolls for one turn. 
This skill can be used once per adventure.
10) Spell.. The Bard has learned a new spell. Determine what spell he has learn just as if he were a Wizard.
11) Swordmaster of Hoeth.* The Warrior must roll a dice. On a score of 5 or 6, he gains double attacks. 
  On a score of 2, 3 or 4, he attacks as normal. 
  On a score of 1 he somehow clashes his blades together while fighing and gets them entangled. He may not do nothing at all for the rest of the turn. 
  He may try this once per turn.
12) Trademaster. This skill gives your Warrior a keen eye for finding bargains. While in a Settlement you may roll an extra 1d6 when making the dice roll to see if an item is in stock. In addition, when your Warrior buys an item roll 1d6. On a score of 6 he gets it for half the price. 
The Bard is a smooth talker and a charmer and has certain "ways" of finding things he is looking for.
13) Spell. The Bard has learned a new spell. Determine what spell he has learn just as if he were a Wizard.
14) Wayfinder. The Bard is somewhat familiar with the area and can sense trouble. During a journey the Warrior can cancel any one event, turning it into an "Uneventful Week" instead. 
Being a gatherer of knowledge and always one carefull to take in all about his surroundings, the Bard might know something about the area that others don't or simple might normally overlook.
15) Weaponlord.* The Warrior may attempt to use this skill once per turn. He may choose one of the following benefits: 
  +1 Attacks this turn 
  +1 to all hit rolls this turn 
  +1 Strength dice for resolving damage this turn. 
The Warrior does not automatically get the bonus, he must make a succesful dice roll first: 
Level                   Dice roll 
Novice                      6+ 
Champion                 5+ 
Hero                         4+ 
Lord                         3+
16) Spell. The Bard has learned a new spell. Determine what spell he has learn just as if he were a Wizard.
  *This skill may only be used when the Bard/Blade is using his Blades of Leshwan.
* LIMITATIONS FOR TREASURE, EQUIPMENT, WEAPONS & ARMOUR *
The Bard/Blade character may use any Treasure, or Equipment found. He may also use any Weapon found but prefers to use his Blades of Leshwan. The Bard/Blade character is limited to Leather Armour, Furs, Chainmail Armour, Light Armour, and the Leather Helm as well as any Armour made specifically for his race (i.e. Elven Armour if he is an elf).

The Bard/Blade can be of any race the creator wants him to be at the time of the character's creation. Since all races have a lore gatherer of some sort it is not uncommon to see a Bard of almost any race. The most common however are Halfling, and Elf. There are a good number of Human Bards but not so many of Dwarven blood or any of the other races.

* BARDS IN SETTLEMENTS *
When visiting a settlementthe Bard will try to visit as many locations as he can before he must leave or trigger a Catastrophic Event. He will of course wish to train first (if able). No matter what race the Bard has a 50% chance of being welcomed into any House, Guild, Quarters, etc. as all gain from the knoledge the Bard has to offer and offer there's in return. Roll 1d6. If the score is 1,2 or 3 the Bard is not welcome that day but may try again another day if he wishes. On a roll of 4, 5, or 6 the Bards is welcomed in regardless of his race and is asked to share information. If the Bard is going into a place that is of his own race the roll is not required.
The Bard is so welcome by others because of his knowledge that he is more unlikely to have a bad event happen to him while he is in a Settlement. If a bad event is rolled, roll again and if it is still a bad event then choose the least baneful of the two.
* BARDS IN THE ALEHOUSE *
A Bard will go to an Alehouse to gather rummors / knowledge. The Bard never drinks enough to become drunk since he might pass out and miss something important and does not roll on the Alehouse Event Table.Instead roll 2d6 and if both dice come up the same number the Bard has found out something useful. Consult the table below:
 
Both #'s rolled 
where 3's
The Result of the dice roll (These results are due to the Bard offering some useful sort of information. You need not determine what the information is, it is just considered to happen).
1s The Bard is told how to tell real merchandise sold by a Merchant. He gets +1 to all hiws dice rolls the next time he determinse if the stuff he bought from a Merchant is real or not.
2s The Bard meets a good friend of a trader and is told to mention his name if he ever goes to see that trader. The next time the Bard goes to see a trader roll 1d6. If the roll is a 6 then this is the trader he was told about and he may buy any one item at 25% less cost. If the roll is not a 6 then keep trying each time the Bard meets a new trader until he finds the right one.
3s The Bard is told a thrillng story and is given a +1 to his next die roll for determining if he has useful information or a good story to tell in exchange for something he desires.
4s The Bard meets someone who has a magical scroll with one spell on it and is offered to buy it for 100 gold per level of the spell. The spell is determined randomly rolling 2d6 and adding the numbers together to find out what level the spell is. Then roll 3d6 to determine what type of spell it is. 1-3 it is an Attack spell; 4-6 it is a Defensive spell; 7-9 it is a Healing spell; 10-12 it is a Special spell. If there is not a spell of the type rolled for that level then reroll the type of spell.
5s Same as rolling a 9 on the normal Alehouse Events Table.
6s The Bard is told of a hidden treasure near by. Roll d6. If the number is a 5 or 6 the Bard is given an additional treasure. Determine what it is by using the Dungeon Room Treasure table on page 67 of the Roleplay Book.
* LIVING EXPENSES *
The Bard may have some useful information or even a good story to offer the owner of the establishment in exchange for a nights stay. Roll 1d6. If the roll is a 5 or 6 the Bard has offered sufficient information for the nights stay. He can try this once per day. If the roll is a 1, 2, 3,  or 4 he will have to pay as normal.
 
This character created by Jeff Hobby
 Lord Snail