Breton Born
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+1 reputation
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Bard
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+1 saving throw bonus to all mind/charm effects
+1 to hit with short bladed swords
healing word
Once per day bards may use this skill to restore health and vigour to the injured or those suffering from poison or disease. You may restore a total of 1hp per level to a number of people equal to your charisma modifier bonus or to the maximum number of henchmen you may have.
Inspire skill: The bard may attempt to encourage and enhance the skills or abilities of an ally through the use of dramatic words to inspire hope, courage, skill or endeavor. Basically you can get someone to make an advantageous roll, rolling their action dice twice and taking the higher of the rolls.
Taunt skill: The bard may critique and mock an opponent to the extent that they take actions at a disadvantage, rolling their action dice twice and taking the least favorable die roll as the outcome.
Charm Percentage (20) is the chance the bard has of successfully casting a charm person (or charm monster) spell with his or her music. This charming ability does not negate any immunities or the saving throw versus magic.
legend lore and Item Knowledge Percentage (5) shows the chance that the bard has of knowing something about a legendary person, place or thing or of knowing what a particular magic item is. The latter ability is limited to weapons, armor, potions, scrolls, and those items of magical nature which the bard can employ or which bear magical inscriptions; for a11 bards know runes, glyphs, characters, symbols, etc. Naturally, any knowledge gained by bards while in their former classes is also retained at all levels.
Bards Table 111: Armor and Weapons Permitted:
Armor Shield Weapons* Oil Poison
leather or magical chainmail. none club, dagger, yes yes
dart, javelin,
sling, scimitar, neutral evil
spear, staff, sword*'
*includes any magical weapons of the named type
**bastard, broad, long, short
A bard's singing and playing negates the song effects of harpies and prevents similar attacks which rely upon song. It will likewise still the noise of shriekers, far these creatures are soothed by the vibrations of the bard's instrument.
The singing and playing of the bard likewise has a chance of charming most creatures. Creatures within 4' of the bard must be diced for if they are not already associated with the bard and those possibly affected (See Table II) must save versus magic or be charmed and sit entranced while the bard sings. Note that even those creatures not charmed will listen to the bard's singing and playing for 1 full round. Charmed creatures are subject to suggestion (as if it were the spell of that name) from the bard, and if the bard implants a suggestion in his singing, the charmed creatures must save versus magic at -2 on their dice rolls or be subject to the full impact of the suggestion. Those which save are totally free of the bard's musical charming, however. The charming can be attempted on the same creature but once per day. Loud noise or physical attack will immediately negate charming, but not suggestion.
Due to training, a bard has knowledge of many legendary and magical items after 1st level of experience, and this knowledge increases as the bard progresses upwards in level. If some legendary knowledge is
appropriate and the dice score indicates that the bard has knowledge in the area, then his or her ability will deliver information similar to the magic-user spell, legend lore (q.v.). Without actually touching an item, the bard also has a like chance of determining its magical properties and alignment. This latter ability is limited to:
armor
misc. weapons
misc. magic items- if usable by druid, fighter or thief*
potions
rings
rods et 01.- if usable by a druid, fighter or thief*
scrolls
swords
*unless inscribed with magical writing, in which case the bard can read
what is written at the very least
Artifacts and relics are legendary in nature and not considered as
miscellaneous magic items. |
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