Post by Stix on Jul 14, 2008 2:53:03 GMT -5
Ability Requirements: Dexterity 12, Intelligence 13, Charisma 15
Prime Requisite: Dexterity, Charisma
Hit Die: d6
Weapons: Any
Armor: Limit AC 5
Alter moods: When performing before a non-hostile group, the bard can alter the group’s mood. This can be achieved via an inspiring poem, a tragic tale, a collection of jokes, or a lively tune. Everyone hearing the bard’s performance must make a saving throw vs. paralyzation. For every three experience levels the bard possesses apply a –1 modifier to each roll. If the save fails, the group’s current attitude can be shifted one level in the direction chosen by the bard.
Counter effects: 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. For example, the bard’s adventuring party would be immune to the effects of a harpy’s song. 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 effect of his counter song ends.
History: In his travels, a bard learns a great many things. 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: Bard can use magic items usable only by wizards but with a chance of failure as per the PHB.
Rally friends: The bard can inspire his compatriots who are about to enter battle. If the bard knows the nature of the threat they face, the bard 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 one round per level of the bard.
Thief abilities: Bards receive a complement of skills which they can improve as they gain levels. At 1st level, a bard gains 20 percentage points to divide among his thieving skills (those marked with an asterisk). Whenever the bard gains a level, he receives another 15 percentage points.
Wizard spells: Bards are dabblers in magic, studying it in a rather disorganized fashion. They cannot specialize in a school of magic. They can cast spells once they reach 2nd level, and they begin with one to four spells in their spell books. A bard’s spell-casting level is equal to his actual experience level.
Followers: The PC attracts followers at 9th level as per the PHB.
A bard may use Character Points to buy the following abilities at character creation:
Combat bonus (5/15): For 5 CPs, the rogue’s THAC0 advances as if he were a priest of equal level. For 15 CPs, the rogue’s THAC0 advances as a warrior’s.
Greater hit die (10/20): For 10 points, the rogue rolls d8 for hit points. With the 20-point option, the rogue rolls d10 for hit points.
A bard may buy the following abilities at any level:
Animal friendship (10): Once a day, the bard can cast the equivalent of an animal friendship spell by singing a song.
Armor and spell use (5/10): Normally, a bard cannot wear armor and cast spells. For 5 CPs, he may wear leather or lighter armor and still use spells; for 10 CPs, he may wear any kind of armor normally usable by a bard and still cast spells.
Bow bonus (5): A bard with this ability gains +1 bonus to hit when using a bow of any type.
Charm person (10): Once a day, the PC can cast a charm person by singing the spell. At 9th level, the PC can cast charm monster instead of charm person once a day.
Charm resistance (5/10): The PC gains +1 to all saves vs. charm/enchantment spells and effects, or +2 for 10 points.
Defensive bonus (10/15): An unarmored and unencumbered bard gains a +2 to his armor class. For 15 points, the bard receives a +3 bonus to AC.
Detect magic* (10): Bards can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming.
Draw followers (5): The PC can attract followers at 9th level even without a stronghold, or whenever he establishes a stronghold, regardless of the PC’s level.
Increased skill progression (5): Bards with this ability do not gain the initial 20 points to distribute amongst their thieving skills, nor do they gain the additional 15 points per level. Instead, they gain an initial 50 points to distribute amongst their skills and an additional 25 points per level. The standard thief restrictions for the distribution of points are now followed.
Instrumental spell casting (10): The PC has learned how to enhance his spells by casting them through a musical instrument with which he is proficient. (CPs must be spent for this proficiency also). All spells cast through the instrument are treated as if two levels higher with regard to effect, range, etc., and need no material components. Casting spells in this manner increases casting time by 1 per level of the spell.
Learning bonus (5): The bard is adept at learning new things. This bonus allows the bard to purchase all NWPs at 1 point under the normal cost (minimum cost of 1 point). When learning languages, the bard pays the full normal NWP cost, but receives two languages instead of one.
Master of poisons (15): The bard can learn to manufacture and use poison, as detailed in the Dark Sun Campaign Setting.
Patron (7): The bard has a wealthy noble or merchant patron to support his creativity. The patron provides room and board and a small monthly stipend (10 gp a month) to the bard as needed. The patron may also be willing to help defray other expenses, such as instrument repair or travel accommodations. In return for this generosity, the patron expects the bard to entertain for him on a regular basis. The patron is quick to boast about “his” bard to others, who also want to see the bard perform. If the bard fails to please his patron, the patron cuts off all support. A vindictive patron may tarnish the bard’s reputation every chance he gets.
Poison resistance (5): The character receives a +1 bonus to saving throws vs. nonmagical poisons.
Priestly magic (5): The bard gains minor access to one sphere of priestly magic. Additional spheres may be purchased as many times as desired.
School specialization (10): A bard with this power may select a school of magic in which to specialize. He may choose enchantment/charm, illusion, or song magic as his specialty. Bard specialists gain all the normal benefits and restrictions associated with school specialization, including opposition schools and penalties to learning spells outside their chosen school. However, they may not engage in spell research.
Scroll use (10): The bard has a chance to read scrolls at any level. If a bard fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring.
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 bard can sing as per the quartet; at 9th level, the bard functions as if 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 except that all warriors within 10’ of the bard are affected.
Song of harmony (10): Once a day, a non-chaotic bard can play a song of harmony on his instrument which has the same effect as defensive harmony.
Sound resistance (5): +2 bonus to saves vs. sound-based magical assaults.
Spell bonus (15): The bard gains an extra spell per spell level possessed.
Unusual luck (10): For 10 CPs, the thief may make one reroll per game day. Use the best of the two die rolls.
Warrior ability bonuses (10): Thieves with this option use the warrior Strength and Constitution bonuses for exceptional scores.
Weapon specialization (10): This bard can specialize in a particular weapon. The character point cost must be met in addition.
Wizard magical item use (10): A bard with this ability may make use of magical items normally reserved for use by wizards, including wands, rings, and miscellaneous magical items, but not rods or staves.
Bards may also select any of the following limitations:
Awkward casting method (5): The bard’s spells require either loud singing or the strong playing of an instrument of some kind, making it impossible to cast spells discretely or quietly. He will almost never be able to cast spells without revealing a place of concealment or tipping off an ambush.
Bonded instrument (5): The bard’s magical power is inextricably linked with a single musical instrument. He must use or have this instrument on his person in order to cast spells. If the bard's instrument is destroyed, he can create a new one with 1d4 weeks of work.
Limited magical item use (5+): The PC with this penalty refuses to use certain categories of magical items. The bard gains 5 CPs for every category selected:
Opposition school (5+): The bard may not make use of spells from one philosophical school of magic or make use of magical items that duplicate that school’s effects. (Schools that are in opposition to any specialty schools of the character can’t be selected for this restriction.) For each opposing school of philosophy, the character may take a 5-point restriction.
Reduced hit points (10/15): For a 10 point restriction, bards with this limitation use a d4 for their Hit Die instead of a d6. As a 15 point restriction, a bard uses a d3. In addition the bard is limited to a Constitution bonus of +1 per die.
Reduced spell knowledge (5): The maximum number of spells of each level that the bard may know is reduced to one-half normal, or 10 if his Intelligence is high enough to allow him to know all the available spells. For example, a bard with an Intelligence of 16 may know up to 11 spells of each level, but with this limitation he may only know six spells of each level.
Reduced spell power (10): Since he is not a true wizard, the bard’s spells are of less power than a wizard’s. For purposes of all level-based characteristics (range, duration, area of effect, damage, and so on), a bard of 2nd–5th level effective casting level is one level lower, a 6th–9th level bard’s effective casting level is two levels lower, and a bard of 10th level or higher casts spells as if he were three levels lower.
Reduced spell progression (15): The bard can cast one less spell at each level than normal. For example, a 4th-level bard may normally memorize two 1st-level and one 2nd-level spell; with this restriction, he is reduced to memorizing only one 1st-level spell.
Unreliable casting method (5): The bard’s unorthodox approach to magic results in occasional failures, with spells just fizzling instead of taking effect. The chance for failure is 10% per spell level, less 2% per experience level. For example, a 6th-level bard casting a 2nd-level spell would have an 8% chance (20 minus 12) of failure.
Weapons restriction (3/5/10): With a 3 point restriction, the bard can only become proficient in a small selection of weapons, such as weapons allowable for a thief or a druid. For a 5 point restriction, bards with this limitation may never have proficiency in any weapon. As a 10 point restriction, the bard is not allowed to attempt to wield a weapon at all and may never try to injure another creature with a weapon. Doing so renders all bard skills unusable for at least one full week.
Prime Requisite: Dexterity, Charisma
Hit Die: d6
Weapons: Any
Armor: Limit AC 5
Level | XP Required | Hit Dice |
1 | 0 | 1 |
2 | 1,250 | 2 |
3 | 2,500 | 3 |
4 | 5,000 | 4 |
5 | 10,000 | 5 |
6 | 20,000 | 6 |
7 | 40,000 | 7 |
8 | 70,000 | 8 |
9 | 110,000 | 9 |
10 | 160,000 | 10 |
11 | 220,000 | 10+2 |
12 | 440,000 | 10+4 |
13 | 660,000 | 10+6 |
14 | 880,000 | 10+8 |
15 | 1,100,000 | 10+10 |
16 | 1,320,000 | 10+12 |
17 | 1,540,000 | 10+14 |
18 | 1,760,000 | 10+16 |
19 | 1,980,000 | 10+18 |
20 | 2,200,000 | 10+20 |
Alter moods: When performing before a non-hostile group, the bard can alter the group’s mood. This can be achieved via an inspiring poem, a tragic tale, a collection of jokes, or a lively tune. Everyone hearing the bard’s performance must make a saving throw vs. paralyzation. For every three experience levels the bard possesses apply a –1 modifier to each roll. If the save fails, the group’s current attitude can be shifted one level in the direction chosen by the bard.
Counter effects: 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. For example, the bard’s adventuring party would be immune to the effects of a harpy’s song. 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 effect of his counter song ends.
History: In his travels, a bard learns a great many things. 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: Bard can use magic items usable only by wizards but with a chance of failure as per the PHB.
Rally friends: The bard can inspire his compatriots who are about to enter battle. If the bard knows the nature of the threat they face, the bard 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 one round per level of the bard.
Thief abilities: Bards receive a complement of skills which they can improve as they gain levels. At 1st level, a bard gains 20 percentage points to divide among his thieving skills (those marked with an asterisk). Whenever the bard gains a level, he receives another 15 percentage points.
- Pick pockets*
- Climb walls*
- Detect noise*
- Read languages*
Wizard spells: Bards are dabblers in magic, studying it in a rather disorganized fashion. They cannot specialize in a school of magic. They can cast spells once they reach 2nd level, and they begin with one to four spells in their spell books. A bard’s spell-casting level is equal to his actual experience level.
Followers: The PC attracts followers at 9th level as per the PHB.
A bard may use Character Points to buy the following abilities at character creation:
Combat bonus (5/15): For 5 CPs, the rogue’s THAC0 advances as if he were a priest of equal level. For 15 CPs, the rogue’s THAC0 advances as a warrior’s.
Greater hit die (10/20): For 10 points, the rogue rolls d8 for hit points. With the 20-point option, the rogue rolls d10 for hit points.
A bard may buy the following abilities at any level:
Animal friendship (10): Once a day, the bard can cast the equivalent of an animal friendship spell by singing a song.
Armor and spell use (5/10): Normally, a bard cannot wear armor and cast spells. For 5 CPs, he may wear leather or lighter armor and still use spells; for 10 CPs, he may wear any kind of armor normally usable by a bard and still cast spells.
Bow bonus (5): A bard with this ability gains +1 bonus to hit when using a bow of any type.
Charm person (10): Once a day, the PC can cast a charm person by singing the spell. At 9th level, the PC can cast charm monster instead of charm person once a day.
Charm resistance (5/10): The PC gains +1 to all saves vs. charm/enchantment spells and effects, or +2 for 10 points.
Defensive bonus (10/15): An unarmored and unencumbered bard gains a +2 to his armor class. For 15 points, the bard receives a +3 bonus to AC.
Detect magic* (10): Bards can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming.
Draw followers (5): The PC can attract followers at 9th level even without a stronghold, or whenever he establishes a stronghold, regardless of the PC’s level.
Increased skill progression (5): Bards with this ability do not gain the initial 20 points to distribute amongst their thieving skills, nor do they gain the additional 15 points per level. Instead, they gain an initial 50 points to distribute amongst their skills and an additional 25 points per level. The standard thief restrictions for the distribution of points are now followed.
Instrumental spell casting (10): The PC has learned how to enhance his spells by casting them through a musical instrument with which he is proficient. (CPs must be spent for this proficiency also). All spells cast through the instrument are treated as if two levels higher with regard to effect, range, etc., and need no material components. Casting spells in this manner increases casting time by 1 per level of the spell.
Learning bonus (5): The bard is adept at learning new things. This bonus allows the bard to purchase all NWPs at 1 point under the normal cost (minimum cost of 1 point). When learning languages, the bard pays the full normal NWP cost, but receives two languages instead of one.
Master of poisons (15): The bard can learn to manufacture and use poison, as detailed in the Dark Sun Campaign Setting.
Patron (7): The bard has a wealthy noble or merchant patron to support his creativity. The patron provides room and board and a small monthly stipend (10 gp a month) to the bard as needed. The patron may also be willing to help defray other expenses, such as instrument repair or travel accommodations. In return for this generosity, the patron expects the bard to entertain for him on a regular basis. The patron is quick to boast about “his” bard to others, who also want to see the bard perform. If the bard fails to please his patron, the patron cuts off all support. A vindictive patron may tarnish the bard’s reputation every chance he gets.
Poison resistance (5): The character receives a +1 bonus to saving throws vs. nonmagical poisons.
Priestly magic (5): The bard gains minor access to one sphere of priestly magic. Additional spheres may be purchased as many times as desired.
School specialization (10): A bard with this power may select a school of magic in which to specialize. He may choose enchantment/charm, illusion, or song magic as his specialty. Bard specialists gain all the normal benefits and restrictions associated with school specialization, including opposition schools and penalties to learning spells outside their chosen school. However, they may not engage in spell research.
Scroll use (10): The bard has a chance to read scrolls at any level. If a bard fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring.
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 bard can sing as per the quartet; at 9th level, the bard functions as if 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 except that all warriors within 10’ of the bard are affected.
Song of harmony (10): Once a day, a non-chaotic bard can play a song of harmony on his instrument which has the same effect as defensive harmony.
Sound resistance (5): +2 bonus to saves vs. sound-based magical assaults.
Spell bonus (15): The bard gains an extra spell per spell level possessed.
Unusual luck (10): For 10 CPs, the thief may make one reroll per game day. Use the best of the two die rolls.
Warrior ability bonuses (10): Thieves with this option use the warrior Strength and Constitution bonuses for exceptional scores.
Weapon specialization (10): This bard can specialize in a particular weapon. The character point cost must be met in addition.
Wizard magical item use (10): A bard with this ability may make use of magical items normally reserved for use by wizards, including wands, rings, and miscellaneous magical items, but not rods or staves.
Bards may also select any of the following limitations:
Awkward casting method (5): The bard’s spells require either loud singing or the strong playing of an instrument of some kind, making it impossible to cast spells discretely or quietly. He will almost never be able to cast spells without revealing a place of concealment or tipping off an ambush.
Bonded instrument (5): The bard’s magical power is inextricably linked with a single musical instrument. He must use or have this instrument on his person in order to cast spells. If the bard's instrument is destroyed, he can create a new one with 1d4 weeks of work.
Limited magical item use (5+): The PC with this penalty refuses to use certain categories of magical items. The bard gains 5 CPs for every category selected:
- potions, oils, and scrolls
- rings, rods, staves, wands, and miscellaneous items
- weapons and armor
Opposition school (5+): The bard may not make use of spells from one philosophical school of magic or make use of magical items that duplicate that school’s effects. (Schools that are in opposition to any specialty schools of the character can’t be selected for this restriction.) For each opposing school of philosophy, the character may take a 5-point restriction.
Reduced hit points (10/15): For a 10 point restriction, bards with this limitation use a d4 for their Hit Die instead of a d6. As a 15 point restriction, a bard uses a d3. In addition the bard is limited to a Constitution bonus of +1 per die.
Reduced spell knowledge (5): The maximum number of spells of each level that the bard may know is reduced to one-half normal, or 10 if his Intelligence is high enough to allow him to know all the available spells. For example, a bard with an Intelligence of 16 may know up to 11 spells of each level, but with this limitation he may only know six spells of each level.
Reduced spell power (10): Since he is not a true wizard, the bard’s spells are of less power than a wizard’s. For purposes of all level-based characteristics (range, duration, area of effect, damage, and so on), a bard of 2nd–5th level effective casting level is one level lower, a 6th–9th level bard’s effective casting level is two levels lower, and a bard of 10th level or higher casts spells as if he were three levels lower.
Reduced spell progression (15): The bard can cast one less spell at each level than normal. For example, a 4th-level bard may normally memorize two 1st-level and one 2nd-level spell; with this restriction, he is reduced to memorizing only one 1st-level spell.
Unreliable casting method (5): The bard’s unorthodox approach to magic results in occasional failures, with spells just fizzling instead of taking effect. The chance for failure is 10% per spell level, less 2% per experience level. For example, a 6th-level bard casting a 2nd-level spell would have an 8% chance (20 minus 12) of failure.
Weapons restriction (3/5/10): With a 3 point restriction, the bard can only become proficient in a small selection of weapons, such as weapons allowable for a thief or a druid. For a 5 point restriction, bards with this limitation may never have proficiency in any weapon. As a 10 point restriction, the bard is not allowed to attempt to wield a weapon at all and may never try to injure another creature with a weapon. Doing so renders all bard skills unusable for at least one full week.