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| rules:part_2_player_characters:bard [2025/06/13 22:48] – restless | rules: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 | + | ^ Level ^ Experience \\ Points |
| - | | 1 | 0 | 1d4 | 10 | 40 | 1 | + | | 1 | 0 | 1d4 | 10 | 40 | 1 |
| - | | 2 | 2,250 | 2d4 | 14 | 44 | 5 | + | | 2 | 2,250 | 2d4 | 14 | 44 | 5 |
| - | | 3 | 4,500 | 3d4 | 18 | 48 | 9 | + | | 3 | 4,500 | 3d4 | 18 | 48 | 9 |
| - | | 4 | 9,000 | 4d4 | 22 | 52 | 13 | 25 | 4 (+2) | | + | | 4 | 9,000 | 4d4 | 22 | 52 | 13 | 25 | 4 (+2) |
| - | | 5 | 18, | + | | 5 | 18, |
| - | | 6 | 36, | + | | 6 | 36, |
| - | | 7 | 72, | + | | 7 | 72, |
| - | | 8 | 144, | + | | 8 | 144, |
| - | | 9 | 288, | + | | 9 | 288, |
| - | | 10 | 432, | + | | 10 | 432, |
| - | | 11 | 576, | + | | 11 | 576, |
| - | | 12 | 720, | + | | 12 | 720, |
| - | | 13 | 864, | + | | 13 | 864, |
| - | | 14 | 1, | + | | 14 | 1, |
| - | | 15 | 1, | + | | 15 | 1, |
| - | | 16 | 1, | + | | 16 | 1, |
| - | | 17 | 1, | + | | 17 | 1, |
| - | | 18 | 1, | + | | 18 | 1, |
| - | | 19 | 1, | + | | 19 | 1, |
| - | | 20 | 1, | + | | 20 | 1, |
| - | 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. | + | 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. | A Bard must have a minimum Charisma score of 13, a Dexterity score of 11, and an Intelligence score of 11. | ||
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| 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, | 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, | ||
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| + | The Decipher text ability can also used by the Bard to cast spells from scrolls, regardless of the scroll’ | ||
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| + | 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’ | ||
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| + | 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). | ||
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| + | 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. | ||
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| + | 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. | In all other ways, the Bard operates as a Thief. | ||
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| + | ==== Bard Song mechanic ==== | ||
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| + | 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. | ||
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| + | 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. | ||
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| + | 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, | ||
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| + | 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. | ||
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| + | ==== The songs ==== | ||
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| + | 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. | ||
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| + | **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. | ||
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| + | **Battle Song, offense (march): ** While playing, all allies within 60 feet receive the benefit of +1 on their attack rolls. | ||
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| + | **Battle Song, defense (strophic): ** While playing, all allies within 60 feet receive the benefit of +1 on their Armor Class. | ||
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| + | **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. | ||
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| + | **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. | ||
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| + | **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. | ||
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| + | **Laying of Hands Song (hymn): ** While playing a song of divine inspiration, | ||
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| + | **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. | ||
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| + | **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. | ||
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| + | **Magic Destruction Song (crescendo): | ||
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| + | **Morale Boost Song (polonaise): | ||
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| + | **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. | ||
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| + | **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’ | ||
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| + | **Recall Song (lament): ** This calming tune aids concentration and contemplation, | ||
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| + | **Travel Song (barcarolle): | ||
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