BARD ----- "There is small magick everywhere in the world. Many who have lived in the larger cities and towns for long enough have forgotten, but those who still dwell in the little villages and hamlets, along the ancient rivers, out on the lonely moors, or in the deep forest still remember. The Bluebird's Song that a lost child might sing to find their way back to the forest path that leads to their cottage, the Faerie Song of Hiding sung by a grandmother out gathering wood wishing to be unnoticed by a large troll passing near, The Shepherd's Song that would call animals to the caster, as long as he knew their names, The Sailor's Chant to summon a minor wind; strong enough to propel a boat if enough of the crew were participating - many of these folk know a minor ritual or two, even if it is just something to kindle a fire in the hearth, or put a colicky baby to sleep." Bards take this a step further. Their magic is typically stronger and more reliable, but the origins are nearly the same. In the course of their travels, bards learn stories and songs of brave heroes, daring rogues, enchanting faerie queens, fearsome giants, mystical realms, and mighty deeds. Bards learn to make these stories come alive in the minds of their audience. A powerful enough bard can literally conjure forth a moving image of color and sound capable of rendering the entire room of listeners spellbound with the story that is being spun. ** ** Certain elements in the environment may affect the potency of a bardic song. For instance, the charming power of a love song may be enhanced if sung during a full moon. * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * Saves as Thief. * Armor: Light or medium, no shield. * Weapons: Any melee weapon and crossbows. * Languages: Begin knowing 5. Can learn an additional 2 for each point of INT above 10. * Bards begin knowing 2D4 songs/spells. These songs may be chosen by the player beforehand or created from necessity during play. Spell ideas can be taken from real songs (Moonshadow, Sounds of Silence, I Hear You Knockin' But You Can't Come In, etc). D4 new songs may be learned at each succeeding XP level. New Bardic songs may be learned from other bards, dragons/creatures, or rural 'singers of small magick', from stories or legends heard about or found in writings during their travels, from personal inspiration and from intuitive connection to the natural world around them (the Bluebird's Song). * Bards can cast 2 + CHA bonus spells/day at level 1 plus 1/day for each subsequent XP level. They can choose from any spells that they know. There are no 'spell levels' as such, but the power and results of the spellsong may be determined (by the DM) based on the XP level of the bard who is casting it. CHA bonuses work against Saving Throws same as PSY bonuses do for Magic-Users. * Sage Ability: Chance to know the answer to an obscure question about history, theology, geography, law, customs, music, math, philosophy, gaming, medicine, martial theory, local fables heraldry, science, literature, etc. is 1(D6) at level 1, 1-2 at level 5, 1-3 at level 9 and 1-4 at level 13. (Bards travel widely and hear many things) * Charm Ability: Bards can Charm(as spell) 1/day at first level, 2/day at 6th level, 3/day at 11th level. * +2 to Saving Throws vs Charm Spells and the like. * +3 on Reaction Rolls from faeriekind. * Hear Noise/Listen At Doors: 3 in 6 chance. * Find Secret Doors: 1-3(D6) when searching (Bards know many stories about such clever things). * At 2nd level, a Bard's music will raise the morale and give a bonus to Saving Throws and Skill Checks of +1 to friends and allies, while also penalizing those of adversaries by -1. At 9th level, this becomes +2/-2. * At 3rd level, Bards gain the skill of ventriloquism and can mimic any voice they have ever heard before. * At 4th level, Bards add a +2 to any attempts at such things as persuasion, fast talking their way out of a bad situation, seduction, etc. * At 5th level, a Bard can pen sheet music from memory of a song they have heard only once before. * At 6th level, Bards can Charm Person*(as MU spell) with their music 1/day. At 10th level, 2/day and add Charm Monster**. At 14th level, 3/day. * Charm Person includes living humans, humanoids, demi-humans, and faeriekind. ** Charm Monster includes most everything else. See Spell List. * Bards are skilled instrument makers and can craft any stringed, keyed, woodwind, or percussion intrument at 7th level. These instuments will be of very high quality - worthy of a professional Bard. * At 8th level, a bard can weave an illusory 3D image, complete with sound and scent, of the story they are telling. This image appears completely real and solid and can mesmerize and charm all who are able to see or hear the bard (saving throws apply to any with INT of 13+). The effect lasts for D10 rounds after the Bard has stopped playing/ singing. This can be done once/day. * At 9th level, bards are immune to mind-affecting spells (charms, compulsions, phantasms, patterns, morale effects, and the like) cast by mortals and fey. * Bards can counterspell the songs of other bards or creatures that make use of song or sound(harpies, shriekers, groaning spirits, etc...). SEE BELOW: Compare the level of the countering bard with that of the attacking bard or creature then consult the table below. The counterspelling bard rolls 2d6 + CHA bonus, and if he or she beats the target number the spell is successfully countered. Rolling the exact number required indicates nominal success. Rolling higher than the number required indicates better results. **DM judgement here** Counterspelling Magic-User is: 10 or more levels higher 4 or better 7-9 levels higher 5 or better 4-6 levels higher 6 or better 1-3 levels higher: 7 or better Equal level: 8 or better 1-3 level lower: 9 or better 4-6 levels lower: 10 or better 7-9 levels lower: 11 or better 10 or more levels lower: 12 * OPEN LOCKS, PUZZLE BOXES, FOIL MAGICAL ENCLOSURES: Roll on the Bard Skills Table below * DECIPHER: Treasure maps, magical scrolls, strange codes, runes, glyphs, and ciphers, artifact command words. Roll on Bard Skills Table below. Bard Skills Which Increase With Level -------------------------------------- The chances each level are: level 1 = 1-2(D6) level 9 = 1-4 level 5 = 1-3 level 13 = 1-5 Bard Spell Examples -------------------- Moonshadow: Good for thieves. Shadows deepen and thicken. Bonus to Hide in Shadows for thieves. Gives non-thief characters the ability of a 7th-level thief to Hide in Shadows. Lasts for 1 turn/level of bard. Sounds of Silence: Can be cast as an area effect spell(10' radius per caster level) or on a specific creature. Lasts 1 turn per XP level of bard. Can be used either to mute all sounds emanating from the creatures in the circle or to protect those inside from sounds without. I Hear You Knocking: Closes and magically locks doors/portals (as Hold Portal or Wizard Lock) Ride of the Valkyries: Summons 1-3 Valkyries to fight on the side of The Party. (AC:4, F:3, DMG:1-6) Valkyries fight for D6 rounds or until slain, whichever comes first. Can only be used once per month. Theme from Ghostbusters: Protection from touch of Spirits, Wraiths, Phantasms, and Ghosts. 10' radius. Lasts as long as the song goes on. March of the Dwarven Clans: Spirits high, exhaustion relieved, can double distance traveled on foot in a day. If used for two days in a row, the third day must be a day of rest - no foot travel. Kung Fu Fightin': Causes 2D6 humanoid adversaries within 60' to break into kung fu fighting amongst themselves. Those at/above level 4 or with a 13+ INT get a saving throw. Lasts for D4 rounds after the bard stops playing. The Lion Sleeps Tonight: "Calms the savage beast". Ferocious animals become calm and drowsey. Save vs spell or fall asleep for D4 hours. Animals who make the save will still remain quiet and docile for D4 turns after the song ends. Only affects non-fantastical mammals (not dragons, griffins, chimera, giant frogs, etc). Eye of the Tiger: Intimidate humanoid opponent(s). Causes Morale Check. Those at/above level 4 or with a 13+ PSY get a saving throw. Bridge Over Troubled Water: Creates a bridge of shimmering translucence 10' long per level of bard. Lasts for as long as the bard is playing. Monster Mash: Causes all humanoid monsters of 8HD or less within hearing range to dance in a jerky fashion. Attack rolls are at -4. Those at/above level 4 or with a 13+ INT get a saving throw. Lasts for D4 rounds after the bard stops playing. Walkin' a Tightrope: Safety Dance: Walk Like an Egyptian: Ain't No Mountain High Enough: I Heard It Through The Grapevine: Return To Sender: Would I Lie To You: Fly Me to the Moon: