True Bard

Specialty: Jack-of-all-trades.

Qualifications: Standard ability scores (Dexterity of 12, Intelligence of 13, and Charisma of 15).

Introduction: This is a typical bard right out of the Player's Handbook. No introductions are needed.

Description: Bards are described in the Player's Handbook. They are the epitome of the jack-of-all-trades, able to wield all weapons, don most types of armor, cast a good number of wizard spells, and employ four of the eight thief skills. Bards are very versatile, but they are masters of no craft.

As with all bards, True Bards are entertainers. They can sing, play instruments, create and recite poetry, and spin tall tales. In fact, a bard's skill at these art forms is such that he can inspire and rally allies and even negate the effects of hostile songs and sounds.

Bards are always able to read and write their native language. They know much about local history, and they can relate legends pertaining to many of the powerful magical items they encounter in their travels.

Bards are tremendous listeners, readers, and searchers. They eagerly listen to any news and stories that folk are willing to tell. If there's anything available for a bard to learn, he'll learn it as soon as he can.

Role: Bards are excellent characters to play in small gaming groups. Their varied skills enable them to fill in for many more-specialized characters. For example, a bard could serve as a small group's wizard and thief. They are great survivalists, as they can almost always find some skill to help them out of any predicament they fall into.

Secondary Skills: True Bards may select any secondary skill.

Weapon Proficiencies: Bards are unrestricted as to weaponry, but they rarely carry around bulky weapons, even if they are proficient with them. A bard seen carrying a two-handed sword or halberd is likely to arouse suspicions about his intentions. A bard with an elegant bow across his back, however, does not draw as much attention. A finely crafted weapon even adds a touch of class to the bard's appearance.

Nonweapon Proficiencies: Bonuses: Singing, Musical Instrument, Reading/Writing (native tongue), Local History.

Other proficiencies may be selected as desired. For every additional proficiency slot spent in the musical instrument proficiency, bards not only increase their ability, but they also gain the use of two more instruments. A bard initially knows how to play one instrument (of the player's choosing). If a second proficiency slot is used for musical instruments, the bard can now accompany himself on three instruments.

Armor/Equipment: The bard can use any weapon. He can wear any armor up to, and including, chain mail, but he cannot use a shield. True Bards generally wear bright, cheerful colors, sometimes wearing plumed hats to complete the ensemble. Their instruments, clothing, and other equipment are all kept in top condition.

Special Benefits: Influence Reactions: When performing for an audience, the bard can attempt to alter the mood of his listeners. Such an audience must not be attacking or preparing for an immediate attack. The bard must be singing, chanting, spinning a tale, reciting a powerful oratory, or playing a tune on an instrument with which he is proficient. The intended effect of the performance is determined by the bard's player; he may want to make the audience friendlier or more hostile, for instance. After a length of time (1d10 rounds is suggested), all NPCs able to hear the performance (regardless of whether or not they are paying attention) must roll a saving throw vs. paralyzation. For small groups, roll individual saving throws. For large groups, the DM may split the audience into groups of ten or so and roll a separate saving throw for each group. There is a -1 penalty to the saving throw for every three levels of experience of the bard. Those failing the roll have their reactions adjusted one level (from friendly to indifferent, for example) in the desired direction--consult Table 59: Encounter Reactions, in the DMG. Those whose saving throws succeed have their reactions adjusted one level in the direction opposite from that intended by the bard.

Rally Allies: To use this ability, the bard must know the nature of the upcoming combat. A bard can't rally allies if there is no obvious opponent. Rallying allies is done is much the same manner as influencing reactions. The bard sings heroic songs or weaves inspiring tales about how his comrades will overcome their foes and win the day. Such heroic recitals always take at least three rounds, and the audience must be in close proximity to the bard for the effects to occur (within a 10-foot radius per level of the bard). When complete, all the affected allies automatically receive one of the following three benefits (as decided by the bard's player): +1 to attack rolls, +1 to saving throws, or +2 to morale. The chosen effect lasts one round per level of the bard. The effects can be renewed by the bard, even during the same encounter, but combatants have to return to within the bard's radius and listen to his tales for another three rounds. It is impossible to rally allies who are actively battling opponents.

Note that the benefit applies only to the specific encounter that the bard sings about. It does not apply to a ranger who hears the tale, rides off on his horse to warn the rear guard, and is then ambushed by wandering bandits.

Counter Song: Another powerful use of story, song, or tale when voiced by a bard is that of counter song. This is the intricate art of canceling the effects of hostile sound, whether it be songs, chants, wails, or even commands and suggestions from magical spells. In order to sing the proper counter song or chant the proper counter poem, a bard must concentrate intensely. He may perform no additional actions other than a slow (half speed) walk. If he is struck by an attack or fails a saving throw, his attempt is ruined. The exertion is such that only one counter song may be attempted per encounter or battle.

Success of the counter song is realized only if the bard rolls a successful saving throw vs. spell. If this is successful, the hostile sounds have no effects within 30 feet of the bard. If the saving throw fails, the bard's attempt is fruitless and the hostile sounds have their standard effects (applicable saving throws and other defenses still apply).

Counter singing does not prevent hostile spellcasters from reading scrolls, using magical item command words, or casting spells (even spells with verbal components). Counter singing does prevent all other hostile sounds from functioning, including spell effects that require the caster to speak (e.g., command, quest, suggestion, tongues, etc.).

Legend Lore: One of the most useful abilities of the bard is his knowledge of famous magical items and uncanny knack for figuring out how they function. To perform legend lore, the bard must scrutinize the item closely. This does not necessarily require actually handling the item, but it must be fully visible to the bard.

Scrutiny takes 1d10 rounds, after which a percentile roll is made. The bard has a 5% chance per level of knowing something about the item. The exact information revealed is up to the DM. The bard draws upon history, rumors, and clues based on the item's construction to gain this information. Typical information revealed includes the item's history, maker, name, and other less technical aspects. Information such as the number of pluses, exact command words, etc., are rarely learned. This type of specific information is left for spells, such as identify, commune, limited wish, and so on.

A good optional rule is to give some very specific information to the bard player if the roll is equal to or less than the bard's level. Furthermore, if the roll is 01, the bard should know almost everything there is to know about the item.

If the DM allows it, the following table may be used as a fast optional method to determine what is known about an item that was successfully examined by a bard. To use this table, the bard must first succeed with the legend lore percentile roll. If this roll succeeds, the player should roll on the following table once per level of the bard. Results that come up more than once are not rerolled; the bard simply knows a lot about this aspect of the item. After rolling, give the DM some time to come up with a suitable background and history. Few items are detailed with this type of information. After all, bards tend to be more curious about the legends and lore that lie behind an item's powers than most others.

Table 12: LEGEND LORE RESULTS

3d6 Roll

Information Gained

3

How many charges/uses left

4

Whether item is intelligent

5

Whether items is cursed/evil

6

Value on the open market

7

Name

8

Famous past owners

9

Age of item

10

What race created it

11

Where it was made

12

Who crafted it

13

Alignment of owners

14

Who can use it

15

General effects

16

How to activate it

17

Item type (as per DMG )

18

Let player read DMG entry

Special Hindrances: None.

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