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rules:part_2_player_characters:bard [2025/06/13 22:33] – [Table] restlessrules:part_2_player_characters:bard [2025/06/20 21:19] (current) – external edit 127.0.0.1
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 ====== Bard ====== ====== Bard ======
  
-^ Level  ^ Experience Points  ^  Hit Dice  ^  Decipher  ^  Listen  ^  Lore  ^  Tumble  ^  Song Slots (max. bonus) +^ Level  ^  Experience \\ Points  ^  Hit \\ Dice  ^  Decipher  ^  Listen  ^  Lore  ^  Tumble  ^  Song Slots \\ (max. bonus)   Open \\ Locks  ^  Remove \\ Traps  ^  Pick \\ Pockets  ^  Move \\ Silently  ^  Climb \\ Walls  ^  Hide  ^ 
-| 1      | 0                  |  1d4       |  10        |  30       1      10      |  2 (+1)                   +| 1      | 0                      |  1d4          |  10        |  40       1      10      |  2 (+1)                       25              20                30                25                |  80              |  10    
-| 2      | 1,250              |  2d4       |  14        |  34       5      15      |  3 (+1)                   +| 2      | 2,250                  |  2d4          |  14        |  44       5      15      |  3 (+1)                       30              25                35                30                |  81              |  15    
-| 3      | 2,500              |  3d4       |  18        |  38       9      20      |  3 (+1)                   +| 3      | 4,500                  |  3d4          |  18        |  48       9      20      |  3 (+1)                       35              30                40                35                |  82              |  20    
-| 4      | 5,000              |  4d4       |  22        |  42       13    |  25      |  4 (+2)                   +| 4      | 9,000                  |  4d4          |  22        |  52       13    |  25      |  4 (+2)                       40              35                45                40                |  83              |  25    
-| 5      | 10,000             |  5d4       |  26        |  46       17    |  30      |  4 (+2)                   +| 5      | 18,000                 |  5d4          |  26        |  56       17    |  30      |  4 (+2)                       45              40                50                45                |  84              |  30    
-| 6      | 20,000             |  6d4       |  30        |  50       21    |  35      |  5 (+2)                   +| 6      | 36,000                 |  6d4          |  30        |  60       21    |  35      |  5 (+2)                       50              45                55                50                |  85              |  35    
-| 7      | 40,000             |  7d4       |  34        |  54       25    |  40      |  5 (+2)                   +| 7      | 72,000                 |  7d4          |  34        |  64       25    |  40      |  5 (+2)                       55              50                60                55                |  86              |  40    
-| 8      | 75,000             |  8d4       |  38        |  58       29    |  45      |  6 (+3)                   +| 8      | 144,000                |  8d4          |  38        |  68       29    |  45      |  6 (+3)                       60              55                65                60                |  87              |  45    
-| 9      | 150,000            |  9d4       |  42        |  62       33    |  50      |  6 (+3)                   +| 9      | 288,000                |  9d4          |  42        |  72       33    |  50      |  6 (+3)                       65              60                70                65                |  88              |  50    
-| 10     225,000            |  9d4+2     |  45        |  65       36    |  53      |  7 (+3)                   +| 10     432,000                |  9d4+2        |  45        |  75       36    |  53      |  7 (+3)                       68              63                74                68                |  89              |  53    
-| 11     300,000            |  9d4+4     |  48        |  68       39    |  56      |  7 (+3)                   +| 11     576,000                |  9d4+4        |  48        |  78       39    |  56      |  7 (+3)                       71              66                78                71                |  90              |  56    
-| 12     375,000            |  9d4+6     |  51        |  71       42    |  59      |  8 (+4)                   +| 12     720,000                |  9d4+6        |  51        |  81       42    |  59      |  8 (+4)                       74              69                82                74                |  91              |  59    
-| 13     450,000            |  9d4+8     |  54        |  74       45    |  62      |  8 (+4)                   +| 13     864,000                |  9d4+8        |  54        |  84       45    |  62      |  8 (+4)                       77              72                86                77                |  92              |  62    
-| 14     525,000            |  9d4+10    |  57        |  77       48    |  65      |  9 (+4)                   +| 14     1,008,000              |  9d4+10       |  57        |  87       48    |  65      |  9 (+4)                       80              75                90                80                |  93              |  65    
-| 15     600,000            |  9d4+12    |  60        |  80       51    |  68      |  9 (+4)                   +| 15     1,152,000              |  9d4+12       |  60        |  90       51    |  68      |  9 (+4)                       83              78                94                83                |  94              |  68    
-| 16     675,000            |  9d4+14    |  63        |  83       54    |  69      |  10 (+4)                  +| 16     1,296,000              |  9d4+14       |  63        |  93       54    |  69      |  10 (+4)                     |  84              79                95                85                |  95              |  69    
-| 17     750,000            |  9d4+16    |  66        |  86       57    |  70      |  10 (+4)                  +| 17     1,440,000              |  9d4+16       |  66        |  96       57    |  70      |  10 (+4)                     |  85              80                96                87                |  96              |  70    
-| 18     825,000            |  9d4+18    |  69        |  89       60    |  71      |  11 (+5)                  +| 18     1,584,000              |  9d4+18       |  69        |  99       60    |  71      |  11 (+5)                     |  86              81                97                89                |  97              |  71    
-| 19     900,000            |  9d4+20    |  72        |  92       63    |  72      |  11 (+5)                  +| 19     1,728,000              |  9d4+20       |  72        |  99       63    |  72      |  11 (+5)                     |  87              82                98                91                |  98              |  72    
-| 20     975,000            |  9d4+22    |  75        |  95       66    |  73      |  12 (+5)                  |+| 20     1,872,000              |  9d4+22       |  75        |  99       66    |  73      |  12 (+5)                     |  88              83                99                93                |  99              |  73    |
  
 +Bards are those who have learned history, oral tradition, music, and performance. They travel widely, looking for inspiration for the next great ballad or epic poem. Bards are welcome additions to most adventuring crews as they have several useful skills to assist other characters.
 +
 +A Bard must have a minimum Charisma score of 13, a Dexterity score of 11, and an Intelligence score of 11.
 +
 +Bards receive a +2 bonus on any saves associated with music, dance, performance, song, or singing, whether by spell or by a creature’s special ability (other bards’ songs, siren’s song, pipes of pan, or similar effects).
 +
 +A Bard is limited to one-handed melee weapons, and they may use short bows, light crossbows, or slings. A Bard may wear light armor and shields. A Bard can utilize magical items as a thief and may use musical magical items at increased proficiency (as determined by the DM).
 +
 +Having strong musical background, a Bard’s ear for music grants them the Thief ability to Listen at an equivalent level. The ability is generally used to listen at a door, or to try to listen for distant sounds in a dungeon. The DM must decide what noises the character might be able to hear; a successful roll does not mean that a noise has been heard, but rather that a noise might have been heard. The GM should always make this roll for the player. Also note that the Bard and their party must try to be quiet in order for the character to use this ability.
 +
 +Bards are also very inclined to acrobatic performance and dance, allowing Bards to Tumble and Evade quite well. When subjected to an area-affecting spell or similar situations, the Bard takes 1/2 damage if successful with their tumble check; 1/4 damage if the relevant save is also successful. The tumble ability may also spare the Bard from situations such as parting shots by opponents when retreating. The DM may reference this ability for other such situations as they see fit.
 +
 +A Bard may learn two additional languages beyond what their race and intelligence score normally allows, however these additional languages are not part of the beginning set and must be learned during the course of game play.
 +
 +Because a Bard travels widely collecting historical details, legends, and various bits of locale lore, they have the ability to come up with useful information. Often this Lore ability allows a Bard to intuitively put together details regarding locales, notable persons, or even details about magical items. In any event, the DM is warned not to give out full or detailed information, but rather vague bits of lore that may or may not be entirely accurate. Information outside the milieu or other meta-game information is never made available to characters.
 +
 +This collecting of information from various sources also predisposes a Bard to be able to translate or read various writings (regardless of language used) through comparison, deductive reasoning, and sometimes a bit of guesswork. It takes about 10 minutes to Decipher text consisting of a page of normal sized handwriting, whether successful or not in translating the script. The DM may adjust the chance of success and time requirements for various factors such as size of texts, obscurity of language, or even penmanship.
 +
 +The Decipher text ability can also used by the Bard to cast spells from scrolls, regardless of the scroll’s associated class. The reading takes the entire round, and the Bard can do nothing else during that time, not even defend themselves (-4 penalty to AC and no shield or dexterity bonus). Any such spell scroll is consumed by the attempt, and the chance of success is modified by -5% per level of the spell. For instance, a 9th-level Bard (50% basic chance) consuming a fireball spell (-15% for 3rd level spell) has a 35% chance of success. Such spells are always cast at the minimum level that such a spell can be cast by its associated class. The mentioned fireball spell would be at 5th-level caster, the minimum that a Magic-User could otherwise produce the spell.
 +
 +When in a non-violent situation or at least a situation where active combat has not yet been initiated, a Bard may attempt to Influence the reactions of nearby individuals or groups. The targets must be intelligent or otherwise capable of appreciating the music or performance (as determined by the DM); mindless undead, constructs, animated objects, slimes, or other similar beings are always immune. Using the Bard’s preferred performance style (see Chosen Instrument below), the subjects must make a save vs. Spells to resist the influence. The target’s save is adjusted by its wisdom modifier (if any), but is penalized by the Bard’s charisma modifier and a further 1 point for each 5 levels of the Bard (5th +1, 10th +2, 15th +3, 20th +4). Those that fail their save have their reactions shifted in the direction the Bard desires, while those that succeed recognize the attempt and their reactions are shifted in the opposite direction. Each subsequent attempt to further modify reactions gives the targets a cumulative +2 bonus on their save, with any failure erasing all gains by the Bard at once. See the Monster Reactions in The Encounter section of the Basic Fantasy RPG Core Rules for more.
 +
 +Bards can produce effects collectively called Bard Songs that enhance other characters in various ways, usually by playing of instruments and/or singing (detailed below).
 +
 +Bards have musical talent enough to play most common instruments at least marginally well, but at 1st-level must declare a chosen instrument to master (stringed, bow & stringed, reed horns, brass horns, drums, or rarely keyboards, to name several but not necessarily all). The Bard requires one of their chosen instruments to produce various effects collectively called Bard Songs (detailed below). At each 5th level (5th, 10th, 15th, etc) they may choose another class of instrument to master. Given time and reasonable resources, a Bard has the skills to maintain, repair, or even produce instruments they have mastery in.
 +
 +Occasionally one might find Bards who specialize in other forms of performance such as epic poetry, witty comedy, acrobatics, dance, or other more rare displays. The DM may have to improvise any particulars of such characters to determine how abilities work in conjunction with these chosen specialties. It is recommended that Bards begin play utilizing the standard types of instruments and learn these other performance techniques later during the course of the campaign.
 +
 +In all other ways, the Bard operates as a Thief.  (The Bard is a Thief with the Bard quasi-class applied.)
 +
 +
 +==== Bard Song mechanic ====
 +
 +Bards begin play knowing two different Bard Songs plus one additional song for each point of intelligence Bonus. At 2nd level and each even level afterwords, the Bard receives additional song proficiency which they can use to learn additional Bard Songs or to improve their proficiency with songs they already know. Song Proficiency may not be increased beyond the “maximum bonus” listed according to their level.
 +
 +Listed below are the basic Bardic Songs available to Bard characters with an explanation of each song’s benefit. The player should be encouraged to come up with their own unique song names and perhaps even come up with some sample lyrics or melody for each. Of course, this is not necessary for actual play but may enhance the role-playing aspect of the campaign.
 +
 +Songs that are played during the course of combat must be played continuously. Regardless of the Bard’s particular playing style, they may not utilize a weapon nor use a shield while playing. The Bard may move about defensively, but may not attack during a round that they are playing. If the Bard is struck in combat, the effect is immediately canceled until the Bard’s turn when they can resume playing; however, a Bard can choose to end a song (with flourish) so that the effect lingers one additional round. This allows the Bard to take advantage of the song effect themselves on their next turn. When Bards are playing on opposing sides of a battlefield, all bonuses and penalties apply, sometimes creating a situation of a "net" bonus/penalty.
 +
 +Sometimes Bards play together as a duet, quartet, etc. Each Bard must know the same songs to participate in such collective Bardic Song playing. The highest proficiency Bard forms the base bonus and adds one for each participating Bard, up to a maximum of +5 (added to the highest level Bard’s ability). However, any one Bard that is interrupted or fails to continue play will spoil the entire performance for all the Bards.
 +
 +
 +==== The songs ====
 +
 +The songs listed below are the most common sort of Bard Songs. Other more rare or unique songs may be developed over the course of play by the Game Master or intrepid players. Any new abilities should mirror the power levels shown by those listed here.
 +
 +**Alertness Song (rondo): ** While playing this quiet tune, all allies within 10 feet are less likely to be surprised, reducing the die roll range by 1 (from 1-2 on d6 to a roll of 1 on d6). A second rank of proficiency reduces the chance further to a roll of 1 on d8, and a third rank modifies the roll to 1 on d10. Proficiency in this particular Bard Song may not be increased beyond 3 such ranks.
 +
 +**Battle Song, offense (march): ** While playing, all allies within 60 feet receive the benefit of +1 on their attack rolls.
 +
 +**Battle Song, defense (strophic): ** While playing, all allies within 60 feet receive the benefit of +1 on their Armor Class.
 +
 +**Charms Song (lullaby): ** By playing a lullaby, a Bard lulls those listening into a drowsy day-dreamy state. Allies are unaffected, but others have a -1 penalty on saves versus sleep, charms, illusions, suggestions and similar effects.
 +
 +**Funeral Song (requiem): ** While playing this song, undead creatures (or vile beings from netherworld regions) are more easily turned by clerics or those with similar powers. The Cleric receives a +1 to their Turning attempt.
 +
 +**Healing Rest Song (nocturne): ** By playing periodically during the periods of rest, each allied character including the Bard, receives the benefit of an additional point of healing (see Healing and Rest in the Encounter section of the Basic Fantasy RPG Core Rules). A major disruption of the rest period will spoil the effect.
 +
 +**Laying of Hands Song (hymn): ** While playing a song of divine inspiration, any divine spell casters within 60 feet receive an additional +1 point per die of healing spells.
 +
 +**Lock Picking Song (measures): ** By this carefully-timed piece, a Bard can assist in the concentration of roguish characters during attempts to Open Locks and in the Removal of Traps (but not location of such traps). The Thief gets a +5% bonus on such attempts for each rank of proficiency of the Bard. Any character with such abilities can benefit from the song’s effect.
 +
 +**Magic Dampening Song (elegy): ** When playing this tune, magical effects are easier to shrug off, granting a +1 to any saving throw versus a magical effect (typically Wands and Spells). However, this song affects both allies and enemies equally. Only the highest proficiency Bard effect applies when multiple bards might play this song at same time.
 +
 +**Magic Destruction Song (crescendo): ** When playing this tune, magical effects are much more destructive, granting a +1 to the effective caster level of damaging spells originating within 60 feet of the Bard, modifying spell effects such as range, damage, and/or duration. This song affects both allies and enemies equally. Only the highest proficiency Bard effect applies when multiple bards might play this song at the same time. The empowered caster does not receive additional memorized spells or other level-derived benefits, only increased effectiveness with their current allotment of damaging spells.
 +
 +**Morale Boost Song (polonaise): ** While the Bard plays, allies within 60 feet have the benefit of +1 on morale or saves against fear effects.
 +
 +**Morale Killing Song (caprice): ** While the Bard plays, any enemies within 60 feet have a penalty of -1 on morale or saves against fear effects.
 +
 +**Pied Piper Song (allegro): ** While playing this song, natural animals (including giant varieties) are more easily befriended or calmed by Druids or those with similar powers. The Druid receives a +1 to their Animal Affinity (Turning) attempt. While the song is playing, any animal specific charm or control type spell (as determined by Game Master) has a -1 penalty to the animal’s saves.
 +
 +**Recall Song (lament): ** This calming tune aids concentration and contemplation, allowing a spellcaster (including the playing Bard if applicable) to recall a previously-cast 1st-level spell after a period of 1 hour of meditation while the Bard plays. Neither the Bard nor the spell caster may be interrupted during this time. No one spell caster may benefit from this effect more than once per day, but multiple spell casters may benefit from the effect. Increased proficiency allows spells of higher level to be recalled (up to level 5 spells), but the spell caster may choose lower level spells if desired. Regardless, only one spell can be recalled.
 +
 +**Travel Song (barcarolle): ** By playing a rhythmic tune during the majority of a day’s traveling time, the allied group receives the benefit of +10% additional distance after all other factors are figured. Each additional level of proficiency increases this bonus by an additional +10% (up to +50% maximum).
 +
 +
 +
 +
 +
 +
 +{{tag>houserule class}}

It’s called “thieves’ cant” because they literally can’t