As this character class subsumes the functions of two other classes, fighters and thieves, and tops them off with magical abilities, it is often not allowed by Dungeon Masters. Even though this presentation is greatly modified from the original bard character class, it is offered as supplemental to the system, and your DM will be the final arbiter as to the inclusion of bards in your campaign.
A bard must have scores of 15 or better in the following abilities: Strength, Wisdom, Dexterity and Charisma. Furthermore, a bard must have at least a 12 score in Intelligence and a 10 in Constitution.
A bard must be human or half-elven.
Bards begin play as fighters, and they must remain exclusively fighters until they have achieved at least the 5th level of experience. Anytime thereafter, and in any event prior to attaining the 8th level, they must change their class to that of thieves.
Again, sometime between 5th and 9th level of ability, bards must leave off thieving and begin clerical studies as druids; but at this time they are actually bards and under druidical tutelage.
Bards must fulfill the requirements in all the above classes before progressing to Bards Table I. They must always remain neutral, but can be Chaotic, Evil, Good or Lawful Neutral if they wish.
Prime Requisite. None
Minimum Ability Scores. Strength (15), Intelligence (12), Wisdom (15), Dexterity (15), Constitution (10), Charisma (15)
Hit Dice. d6; Maximum 10d6 added to prior hit dice.
Alignment. Any Neutral
Player Character Races. Human (U), Half-elf (U)
Armor. Leather or magical chain mail only
Shield. None
Initial Weapon Proficiencies. None additional
Non-proficiency Penalty. -2
Added Weapon Proficiencies. None
Weapons Allowed. club, dagger, dart, javelin, sling, scimitar, spear, staff, or sword (bastard, broad, long, short)
Use of Poison. Never (unless Neutral Evil)
Experience Points are strictly those gained as a bard, all previously earned are not considered here.
Experience Level is likewise that of the bard class only. There is no level beyond the 23rd.
The bard gains druidic powers as a druid of the same level, with the exception of druidic spells as explained below.
6-sided Dice for Accumulated Hit Points shows an asterisk after the initial "0" to indicate that the bard has as many hit dice as he or she has previously earned as a fighter (plus the possible addition of those earned as a thief if that class level exceeds the class level of fighter). All bard hit dice (and additional hit points) are additions to existing hit dice — none are lost for becoming a bard.
Number of Spells by Druid Spell level shows the number and level of druid (cleric) spells which the bard is able to use during one day. The bard selects which spells he or she wishes to have for that day (praying to see if his god will grant them) and casts them exactly as a druid of that level would, but never beyond the 12th level of druid ability until the 23rd level is reached. 23rd level bards cast their spells at 13th level druid ability. Bards can read scrolls which contain druid spells.
College is the important distinction to a bard, and he or she will not associate with a bard of a lesser college. The exception to this rule are the Magna Alumnae who will happily aid (by advice and suggestion) any other bard of any level.
Additional Languages Known shows the number of new languages the character gains upon achieving each level. Unlike other characters, the bard need not study to learn these new tongues — this is subsumed as previous work. The asterisk at 1st level is there to indicate that the character already knows certain languages from previous classes.
Charm Percentage 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 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 all bards know runes, glyphs, characters, symbols, etc. Naturally, any knowledge gained by bards while in their former classes is also retained at all levels.
A bard always engages in combat at the level he or she attained as a fighter. A bard is able to function as a thief of the level previously attained. All saving throws are made on the most favorable table, with the actual bard level considered as that of a druid.
He or she must always have a stringed instrument.
The bard's poetic ability raises the morale of associated creatures by 10%.
It likewise can inspire ferocity in attack, so hit probability die rolls are given a bonus of +1.
Both of these characteristics require 2 rounds of poetics to inspire the desired effect, i.e. 2 rounds of poetics will raise morale and cause ferocity, but l round will do neither. The effects last for 1 complete turn.
Note that while engaged in this activity, the bard can engage in melee combat but not in any singing or spell casting.
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, for 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 a druid, fighter or thief* potions rings
rods et al. — if usable by a druid, fighter or thief* scrolls swords
(Artifacts and relics are legendary in nature and not considered as miscellaneous magic items.)
* unless inscribed with magical writing, in which case the bard can read what is written at the very least.
Except as previously noted, bards are able to use magic items which are permitted to druids, fighters and thieves. Magical books/librams/tomes which pertain to druids, fighters, or thieves are also beneficial (or baneful) to bards, and these items can raise fighting or thieving ability of a bard beyond the norm. (If a writing is baneful, treat the bard as the least favorable of his three classes.)
Miscellaneous magic items of a musical nature are superior when employed by a bard:
Drums of Panic — Saving throw is made at a -1 on the die
Horn of Blasting — 50% greater damage
Lyre of Building — Double effects
Pipes of the Sewer — Double number of rats in one-half the usual time
Bards will never serve another as a henchman for longer than 1 to 4 months.
They are unable to employ henchmen other than druids, fighters or thieves of human, half-elven, or elven race.
It is possible for a bard to have 1 henchman upon attaining 5th level, 2 henchmen can be maintained upon reaching 8th level, 3 at 11th, 4 at 14th, 5 at 17th, 6 at 20th and any number at 23rd. This is subject to the bard's Charisma rating, of course. Only bards of 23rd level will settle down and construct a stronghold of any sort.
Note. If bards are permitted in your campaign, there is a possibility that your DM will also include certain magical items usable only by bards.