Site hosted by Angelfire.com: Build your free website today!
Go to Assassin

Classes

Go to Cleric
Back to Class List

Information


The tavern dancer, the flute player in the market, the singer at private parties... these people are what communities call Bards. The entertaining class that uses their unique abilities to please the senses of those around them. There is nothing typical about Bards, who's talents can include juggling, acrobatics, gaming, story telling and more. Often poor, they typically use their arts to feed their families and live life to the fullest.

Why be a bard?

If you want a class that you don't have to work very hard at building, this might be a good one for you. A Bard is good for players who want their character to entertain others through story, and have the center of attention on themselves. It's not "easy" to be a bard however, as sometimes a bard can find themselves ignored by others or dismissed as annoying or weak. You'll have to prove yourself if you want to be a bard recognized by everyone. However if you aren't interested in being the center of attention, a bard is also a very relaxed and useful character to have around. The perfect "tavern sitter" for those who prefer a less active role in the game.

How do they fair in battle?

Fighting wise they are fairly weak. If you intend to do a lot of fighting, then this class might not be for you. Their abilities range more for support and magic, dishing out effects instead of damage.

How do they fair in quests?

A bard can actually be VERY useful during quests since most of their abilities effect groups. They can give bonuses to your party, or negatives to the enemy party. It really depends on the bard as an individual and what abilities they invest into. Since they do not deal damage well, they often stay back with the healers and sages to take less damage.

What race and alignment are most typical for this class?

Any race can be a bard, though the races without humanoid hands and gripping capability will find some bard abilities impossible (such as instrument playing) because they can't hold them, let alone use them. Singing, dancing, and story telling are some abilities that any race can perform however. Some of the more common races that become bards are: Giant Fae, and Angels.

Alignment is no issue or reason for being a bard. Some deemed more 'evil' tend to use their skills to manipulate or control others. Those on the other range use their talents for entertainment and support. Since 'evil' typically finds bards weak though, you'll normally find bards more on the 'good' spectrum.

Requirements

8 INF

Main Class Skills

(Starts unlocked at 90 DL. Invest CP to make stronger.)

Skill Name


BATTLE



Weapons Allowed:

Armor Allowed:

Magic Allowed (1 CP per type):

Skills:

QUEST OR EVENT

It takes 1 CP to use any of the following, and each CP invested will increase it.


Camping Knowledge
(Heal 5 LP per CP, each shift slept.)
You are a well-prepared camper and understand eating, hydrating, hygiene and proper bedding are important for being well rested.

If you sleep all 3 and get half your LP back, you also get the LP added from this skill. If the LP is more than your max, you keep that until next attacked or the quest/event ends.

Luck
(+1 toward non-attack rolls per CP.)
When it comes to accomplishing things, you tend to have an edge on other people. Maybe the Gods favor you, or maybe it is just lady luck blowing you a kiss.

Hidden Paths
(APT is rolled to locate a hidden path. This gives +1 toward DL roll. If discovered, it is up to you if you share the information with everyone or investigate on your own.)
You have keen perception of things most do not notice. Due to this, you are able to find doorways and paths that are practically invisible.

Riding
If everyone in the party is riding, they will cut 1 day off their travel. This means one less chance of an unexpected battle while camping.
If you are riding when you get attacked by an enemy, you get +1 DMG and +1 INIT (per CP invested) for your first attack if your party attacks first. If the enemy attacks on the first turn instead, you will get +2 (per CP invested) toward your roll if you dodge. This skill requires owning a ride-able animal, such as a horse, or being on a travelling vessel.

MONETARY



Jobs:

Structures:

Skills: