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Elder Scribe
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Elder Scribe


Posts : 127
Join date : 2010-02-22

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PostSubject: Bard   Bard Icon_minitimeMon Mar 15, 2010 9:24 am

Bards begin with 30 points to spend on skills demarkated with an asterick *. These skills increase by 2% per point spent at character creation. Afterwards, each increases by only 1%.

Alter moods (5)
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. If the save fails, the group’s current attitude can be shifted one level in the direction chosen by the bard. See the reactions section of the Dungeon Master Guide for more details.

Masterful Performer (10)
Requires Alter Moods
The bard is so skillful at swaying an audience that they must reroll once if their savings throw initially succeeded.

Animal friendship (10)
Once a day, the bard can cast the equivalent of an animal friendship spell by singing a soothing song.

Charm resistance (5)
Bards with this ability can reroll once failed saving throws versus charm-like spells and effects.

Climb walls* (1)
This skill lets bards climb smooth or vertical surfaces. Each purchase increases the bard's chance of success by 1%.

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. 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. More details of this power can be found in the Player’s Handbook.

Detect magic* (1)
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. Each purchase increases the bard's chance of success by 1%.

Detect noise* (5)
This is the ability to hear sounds others usually can’t. Each purchase increases the bard's chance of success by 1%.
History (10)
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 chance 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. The bard's chance begins at 25% increases by 15% each successive purchase. This skill maxes at 85%.

Pick pockets* (1)
A bard uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the bard did not come away with an item, but it does not indicate the bard was caught in the act. To determine if a bard’s attempt was noticed, the victim rolls a savings throw. Each purchase increases the bard's chance of success by 1%.

Rally friends (5)
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 to damage rolls or a +2 bonus on Morale rolls during the upcoming battle.

Read languages* (5)
A bard needs every edge he can get, and the ability to read languages could put him ahead of his competitors. Each purchase increases the bard's chance of success by 1%.

Scroll use (10)
Some bards have a chance to read scrolls. If a bard fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring. The bard begins with a 20% chance, each successive purchase increases the bard's chance by 10%. This skill maxes at 80%.

Sound resistance (10)
Bards can reroll twice for saving throws vs. sound-based magical attacks such as: harpy’s song, dragonne’s roar, sphinx’s roar, the shout spell, yeth hound howl, and sirine song.

Wizard spells (10)
Bards are dabblers in magic, studying it in a rather disorganized fashion. They cannot specialize in a school of magic. Bards cannot cast spells beyond 5'th level and can only cannot cast 2 spells a day.

Casting Bard (5)
Requires Wizard spells.
Bard's with this ability can cast up to 6'th level spells and increase their mana pool to 5 spells a day.
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