A bard is a professional story teller, verse-maker, music composer, oral historian and genealogist, often employed by a patron, to commemorate one or more of the patron’s ancestors and to praise the patron’s own activities. Bards are steeped in the history and traditions of clan and country, as well as in the technical requirements of a verse technique that is syllabic and uses assonance, half rhyme, and alliteration, among other conventions. It was believed that a well-aimed bardic satire, a so-called glam dicenn, could raise boils on the face of its target.
Bards see adventures as opportunities to learn. They practice their many skills and abilities, and they especially relish the opportunity to enter a long-forgotten tomb, to discover ancient works of magic, to decipher old tomes, to travel to strange places, to encounter exotic creatures, and to learn new songs and stories.
Declaration. A single-classed fighter of human or half-elf racial stock that meets all ability score and alignment prerequisites for the bard class must declare their intent to become a bard before they reach 8th level as a fighter. Note. If a half-elf, the character cannot be multi-class.
Mentor. When you advance to 5th level as a fighter, you must obtain a mentor that is either a bard or druid (that higher level than you) that will help you prepare for your new career. This mentor won’t necessarily provide level advancement training, but will help you better understand your new path forward and will begin to build your skill set. You must choose a stringed instrument and your mentor assists you in becoming proficient in it’s use (use the rules for Intelligence, Learning a New Language for time required).
Dual-class. Once you are at least 5th level in experience as a fighter and before you advance to 8th level, you must become a 1st level thief using the Human Dual-class rules.
Exception. Half-elves declaring their intent to become a bard that have a mentor as above, can use the human dual-class rules to achieve bard status.
Switch to Bard Class. Once you advance past the level you achieved as a fighter, but before training to become a 9th level thief, you are ready to become a bard. After you advance to your final thief level, you must then earn at least 25,001 XP to qualify for bard probationer status. At that point, you must convince your mentor to train you as a 1st level bard (probationer).
Training. You must pay your mentor at least 1,000 g.p. for training to advance to 1st level bard status. You must also donate 50% of your individual cash share (obtained while earning your first 25,001 XP) to your future bardic college. After a week (or more, if determined by the GM), the character becomes a 1st level bard with at least 25,001 XP.
Henchmen. Once the character becomes a bard, any henchmen will leave formal service. See below.
Race. Human or half-elf
Minimum Ability Scores.* Strength (15), Intelligence (12), Wisdom (15), Dexterity (15), Constitution (10), and Charisma (15).
Alignment Requirements. Any Neutral
Class and Level. Dual-classed Fighter (levels 5th to 7th) and Thief (levels 6th to 8th)
* These scores are required for entry in the Bard class. Dual-class rules also apply at the time of switching classes, from Fighter to Thief: Str 15+ and Dex 16+ (although later ability score loss won't affect dual-class status or Bard class entry so long as the Bard minimum ability scores are present).
Primary Ability Scores. None
Minimum Ability Scores. See Bard Prerequisites.
Hit Dice. d6; Maximum 19d6 added to their previous hit dice. Self-train (see CHARACTER ADVANCEMENT & OPTIONS—GAINING LEVELS—Training, Training for Bards)
Hit Points. Each level beginning when you are 2nd level, you gain 1d6 hp if you roll for hit points or you can gain 3.5 hit points without rolling. The 0.5 hit points will carry over.
Alignment Restrictions. Any Neutral.
Player Character Races. Human (U), half-elf (U).
Armor and Shield. Bard class features and spells can only be deployed in leather armor or magical chain mail. Shield use also interferes with bard class features.
Weapon Proficiencies. Initial none additional; Penalty -2; A bard will never add more weapon proficiencies.
Weapons Allowed. Any.
Additional Restrictions. See Bard Details and Limitations.
AAC0. The character’s AAC0 (“attack AC 0”) chance is the same as that attained from their fighter class. This functions as the base and each bonus noted on The Bard table will lower that base. Thus, a fighter 7/thief 8/bard 6 has an AAC0 of 12.
Hit Dice. At 1st level as a bard, the character does not gain a hit die for additional hit points. After this, at 2nd level and beyond, the bard gains hit dice as noted and hit points. A bard’s maximum Constitution Hit Point Adjustment for these hit dice is +2.
Instrument. A bard must always have a stringed instrument to use their special bardic abilities.
Class Abilities. A bard is able to function as a dual-classed fighter/thief of the levels previously attained. Thief skills may be used while wearing magical chain mail without penalty (although metal gauntlets cannot be worn for skills requiring the character’s hands).
Magic Item Use. Bard can use items usable by druids, fighters or thieves as well as special bard instruments. Items or magical writings treat bards as the better (or if cursed or not created for them, the worse) class per the effect. Certain items of a musical nature may work differently. For example, drums of panic (-1 saves), horn of blasting (+50% damage), lyre of building (double effect), pipes of the sewer (summon double the number in half the time), etc.
Henchmen. Once a bard, subject to the limitations of the bard’s Charisma, bards can only gain their first henchman as a 5th level bard and can add another one each three levels (8th, 11th, 14th, 17th, and 20th). At 23rd level, Charisma is the only limiter to the number of henchmen. In any case, bards can only gain henchmen that are elven, half-elven or human druids, fighters or thieves (or multi-class in combination).
NPC Bards. Bards will never serve another as a henchman for longer than 1 to 4 months.
Probationer. At 1st level, you begin former tutelage under your mentor. During this time, your mentor is expected to deliver a series of “tests” designed to determine your aptitude and potential. If you pass, you will advance to the next level (by attending a college) once you obtain the necessary number of experience points. If you fail, you can never rise past 1st level as a bard (but can continue to gain levels as a dual-class thief if you give up all bardic abilities).
College. Once a bard gains experience, they will be accepted into exclusive bardic “colleges” which are organized based upon the campaign. In any case, a bard from a higher level college refrains from associating with bards from lower level colleges. However, a bard of the Magna Alumnae will associate freely with bards of any level/college.
Countersong. [innate, sonic] (declared; major, 1 segment; concentration) As an innate ability, a bard can counter the effects of sonic-based attacks including spells or abilities with the sonic component (e.g. a harpy’s song) while playing (concentrating) within a 60 foot radius. This effect will also still certain sonic-based hazards (such as a shrieker which will remain dormant or become silent when in the area of effect).
Druidic. At 1st level, all bards learn Druidic, a secret language used by them to interact with druids and other bards as it pertains to nature. Understanding of this language gives limited understanding of the intent of animals, plant-based, or fey creatures (although no further communication or coercion is possible without other means). Thus, for example, a bard will know whether a bear is hostile due to hunger, disease, coercion by another force, or the proximity of their young. This language is limited to natural subjects.
Fascinate. [innate; charm, sonic] (declared; major, 1 segment; concentration) As an innate ability, a bard can cause all living opponents in a 40-ft. radius to make a Wisdom save vs. Spell or become fascinated for as long as the bard plays their instrument and sings. A successful save means the opponent is fascinated only during the round the bard begins their playing. In any case, a bard can only affect a creature with this ability once per 24 hours. See Combat, Conditions. Each round, the bard must declare their activity as singing or the fascination effect ends for all affected. If the bard loses concentration for any reason or moves beyond 40-ft. of an affected creature, the fascinated creatures can act normally beginning the next round. In addition to damage toward those affected, any loud noises (per the GM) will break the fascination effect. Once a creature is fascinated, the bard can choose to implant a suggestion.
Suggestion. [innate; language-dependent, sonic] (declared as part of the fascinate ability; major, 1 segment) On any round after the bard has fascinated a creature through singing and playing, the bard can target any one previously fascinated creature to be subject to a suggestion effect (cast an an innate ability and can be used without another roll to fascinate) woven into the fabric of their ongoing singing. The target must be within 40-ft. of the bard. As per the spell, the creature must be able to clearly hear and understand (by way of a shared language) the suggestion being made. The target must make a -2 Wisdom save vs. Spell or be affected by the suggestion for a duration of up to 1 hour plus 1 hour per bard level of the bard or until complete. See the suggestion spell. If the target makes their save, they will have negated not only the suggestion, but the fascination effect as well. A creature affected by a suggestion is no longer fascinated but will carry out the suggestion even when the bard ceases playing or concentrating (to the limit of the duration of the suggestion effect) and range is not a factor with regards to the ongoing magical effect.
Inspire. [innate; charm, language-dependent, sonic] (minor, 1 segment) A bard can verbally encourage allies while engaging in other non-verbal activities. After two rounds of encouragement, allies within hearing range (per the GM) will gain a +1 bonus to attack rolls and a 10% bonus to morale checks for a duration of 10 rounds. Once allies are inspired, the bard can cease encouragement and the effect will continue through it’s duration. Non-verbal activities include physical attacks, etc. while verbal activity includes singing and possibly spell casting or magic item use. Inspiration can be repeated but only affects those not under the effects of inspiration.
Resistance. Bards are granted a +2 bonus to saving throws involving fire or electricity.
Spells. Bards can prepare the indicated number druid spells each day based on bard level. Bards pray for spells and must harvest and use mistletoe as druids. Bards do not gain bonus spells for high Wisdom. Caster level is equal to the bard’s level but is limited to a maximum of caster level 12 until the bard achieves 20th level at which time it raises to caster level 13.
Identify. [innate] (major, 10 rounds) Beginning at 2nd level, a bard has a chance to identify the properties of certain magic items using an innate ability similar to the spell, identify (caster level is equal to the bard’s level). The ability operates using the following procedure.
Limitations. The identify ability only works on the following magic item types: potions, scrolls, rings, rods*, miscellaneous magic items**, magic armor, magic swords, or other magic weapons. (* Only if usable by a druid, fighter, or thief. ** As per rods, but any magical inscriptions can be read, if on a surface that can be seen. Note that any writing that carries a consequence for reading will also affect a bard that reads it.
Examination. The bard examines the item for 10 rounds looking for identifying marks, design, or materials. This does not require the bard to actually touch the item, but it must be uncovered and clearly seen.
Determination of Item Properties. Once the examination is complete, the bard rolls against their Chance to Identify from Bard Table III and if the result if equal to or lower than the value noted, the bard will identify all properties and any alignment possessed by the item. As per the spell, functions will be general or vague but the procedure to release the magic including any command phases will be revealed. Items with pluses over +2 will be “strongly” magical (as opposed to “weaker”) and items with charges will be noted as having +/- 25% of the actual number. If the check fails, the bard simply will not be able to identify the item.
Legend Lore. [innate] (major, 10 rounds) Due to the depth of the bard’s education which involves historical writings, essays, sonnets, and the like, a bard has a chance to know information regarding important historical or legendary items (these include unique magic items or those possessed by famous personages). The nature of the information known is always from a snippet of writing (poem, story, letter, riddle, or the like) and is cryptic in nature. As with the identify ability, after 10 rounds of reminiscing (or observation if the item is on hand), the bard will roll a Chance to Identify that will determine the success. Per the GM, this ability may work on certain portals or features in famous or legendary places.
Druidic Languages. Beginning at 3rd level and for each level thereafter, a bard can learn a new language of their choice from the following list. The bard must spend at minimum 3 weeks learning the language (which can overlap in part or in whole with their standard level training time) from a mentor that already speaks the language. The list of languages includes (but is not limited to): brownie, centaur, dryad, elvish, faun (satyr), gnome, green dragon, hill giant, lizardman, manticore, nixie, pixie, sprite, treantish. The GM will have final say over the list of languages available (these will be primarily from “sylvan” creatures). These languages are in addition to the bard's “Additional Languages” ability below, but only one language can be learned at a time. See also Intelligence.
Nature Sense. Beginning at 3rd level, bards can identify animal type, plant type, and purity of water as druids (see The Druid).
Pass without Trace. Beginning at 3rd level, bards can pass without trace as druids (see The Druid).
Additional Languages. Beginning at 4th level, a bard will gain an understanding of a new language while training to gain a level. The levels at which a new language is granted is noted on Bard Table III. These languages are typically historical or regional human languages but can include demi-human tongues. Otherwise, the player can consult with the GM for other options based on the campaign. These languages are in addition to the “Druidic Languages” ability above, but only one language can be learned at a time.
Change Shape. 3/day [innate] (major, 1 segment) Beginning at 7th level, a bard can change shape as a druid (see The Druid).
Create Healing Potions. Beginning at 7th level, a bard may compound, using the aid of an alchemist, potions of healing or extra-healing as a druid (see The Druid).
Immunity to Charm Effects. Beginning at 7th level, bards are no longer subject to charm effects in any way as druids (see The Druid).
Scribe Spell Scrolls. Beginning at 7th level, bards may scribe their spells on to scrolls as druids (see The Druid).
Fabricate Druidical Magic Items. Beginning at 11th level, a bard may fabricate magical items usable by druids (see The Druid). This also allows bards to fabricate magic instruments of the bards as well (the most powerful type is determined by bard level).
Stronghold. A bard of 20th level can construct a stronghold. Bards do not automatically attract men-at-arms although these may be hired.