Appendix: Original Bards Table
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| 6-Sided
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| Dice for
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| Druid
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| Addl.
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Exp.
| Experience
| Accum.
| Level
| Spells
|
| Lang.
| Charm
| LL***
|
Level
| Points
| hp
| Title
| 12345
| College
| Known
| %
| %
|
1
| 0-2,000
| 0*
| Rhymer
| 1----
| (Probationer)
| 0**
| 5%
| 0%
|
2
| 2,001-4,000
| 1
| Lyrist
| 2----
| Fochlucan
| 0
| 20%
| 5%
|
3
| 4,001-8,000
| 2
| Sonneteer
| 3----
| Fochlucan
| 0
| 22%
| 7%
|
4
| 8,001-16,000
| 3
| Skald
| 31---
| Fochlucan
| 1
| 24%
| 10%
|
5
| 16,001-25,000
| 4
| Racaraide
| 32---
| MacFuirmidh
| 0
| 30%
| 13%
|
6
| 25,001-40,000
| 5
| Jongleur
| 33---
| MacFuirmidh
| 1
| 32%
| 16%
|
7
| 40,001-60,000
| 6
| Troubadour
| 331--
| MacFuirmidh
| 1
| 34%
| 20%
|
8
| 60,001-85,000
| 7
| Minstrel
| 332--
| Doss
| 0
| 40%
| 25%
|
9
| 85,001-110,000
| 8
| Muse
| 333--
| Doss
| 1
| 42%
| 30%
|
10
| 110,001-150,000
| 9
| Lorist
| 3331-
| Doss
| 1
| 44%
| 35%
|
11
| 150,001-200,000
| 10
| Bard
| 3332-
| Canaith
| 0
| 50%
| 40%
|
12
| 200,001-400,000
| 10 + 1
| Master Bard
| 3333-
| Canaith
| 1
| 53%
| 45%
|
13
| 400,001-600,000
| 10 + 2
| M. Bard 13th
| 33331
| Canaith
| 1
| 56%
| 50%
|
14
| 600,001-800,000
| 10 + 3
| M. Bard 14th
| 33332
| Cli
| 0
| 60%
| 55%
|
15
| 800,001-1,000,000
| 10 + 4
| M. Bard15th
| 33333
| Cli
| 1
| 63%
| 60%
|
16
| 1,000,000-1,200,000
| 10 + 5
| M. Bard 16th
| 43333
| Cli
| 1
| 66%
| 65%
|
17
| 1,200,001-1,400,000
| 10 + 6
| M. Bard 17th
| 44333
| Anstruth
| 0
| 70%
| 70%
|
18
| 1,400,001-1,600,000
| 10 + 7
| M. Bard 18th
| 44433
| Anstruth
| 1
| 73%
| 75%
|
19
| 1,600,001-1,800,000
| 10 + 8
| M. Bard 19th
| 54443
| Anstruth
| 1
| 76%
| 80%
|
20
| 1,800,001-2,000,000
| 10 + 9
| M. Bard 20th
| 54444
| Ollamh
| 1
| 80%
| 85%
|
21
| 2,000,001-2,200,000
| 10 + 10
| M. Bard 21st
| 55444
| Ollamh
| 1
| 84%
| 90%
|
22
| 2,200,001-3,000,000
| 10 + 11
| M. Bard 22nd
| 55544
| Ollamh
| 1
| 88%
| 95%
|
23
| 3,000,001-up
| 10 + 12
| M. Bard 23rd
| 55555
| Magna Alumnae
| 1
| 95%
| 99%
|
* The bard has as many Hit Dice as he 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.
** The character may already know languages from his previous experience.
***Stands for "Legend Lore and Item Knowledge"
Notes Regarding the Original Bards Table
· Experience points are strictly those gained as a bard. All previously earned
experience points are not considered here.
· Experience level is 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 would, and he
learns and casts spells exactly as a druid of the same level, but he does not
progress beyond the 12th level of druid ability until the 23rd level (at which
time he casts spells at the 13th level of ability). Bards can read scroll that
contain druidic spells.
· At first level, the bard has as many Hit Dice as he has previously earned as a
fighter (plus the possible addition of those earned as a thief if that class
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.
· College is an important distinction to a bard; he will not associate with a
bard of a lesser college. The exceptions to this rule are the Magna Alumnae, who will happily aid (by advice and suggestion) any bard of any level.
· The bard need not study to learn the additional languages indicated on the
table-this process is subsumed as previous work.
· Charm percentage is the chance the bard has of successfully casting a charm person (or charm monster) spell with his music. It does not negate any immunities or saving throws vs.
magic.
· Legend lore and item knowledge percentage shows the chance a bard has of
knowing something about a legendary person, place, or thing, or of knowing what a
particular magical item is. The latter ability is limited to weapons, armor,
potions, scrolls, and those items of magical nature that the bard can employ or
which bear magical inscriptions. All bards know runes, glyphs, characters,
symbols, etc. Naturally, any knowledge gained by the bard while in his former classes is
retained at all levels.
Class Description
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 class, it is offered as supplemental to the system, and the DM will
be the final arbiter as to the inclusion of bards in the campaign.
A bard must have scores of 15 or better in the following abilities: Strength,
Wisdom, Dexterity, and Charisma. He must also have an Intelligence score of at
least 12 and a Constitution score of at least 10. The character must be either
a human or a half-elf.
Bards begin play as fighters and must remain exclusively so 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 to the thief class.
Sometime between 5th and 9th level, bards must leave the thief class and become a
druid-at this time, they are actually bards under druidic tutelage. Bards must
fulfill the requirements in all the above classes before progressing to the Original Bards Table. They must always remain Neutral, but they may be Good, Chaotic, Evil, or
Lawful if they wish.
A bard always engages in combat at the level he attained as a fighter.
Likewise, he is able to function as a thief of the level attained. All saving throws
are made on the most favorable table, with the actual bard level considered to
be that of a druid. He 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 battle, so attack rolls gain a +1 bonus. Both
effects require two rounds to inspire the desired effect, and they last for
one turn. Note that the bard can engage in combat while engaged in this ability,
but he cannot sing or cast spells.
A bard's singing and playing negates the song effects of harpies and similar
attacks that rely upon song. It negates the sound of shriekers, who are soothed
by the sound of the bard's instrument.
When the bard plays his instrument, creatures (not in the bard's party) within
4" of the bard must roll successful saving throws vs. spell or sit entranced
while the bard performs. Even those creatures who are not charmed by the bard
will still stop and listen for one round. Charmed creatures are subject to a
suggestion (as the spell), and if the bard implants the suggestion in his song, the
charmed creatures must roll a successful saving throw vs. spell with a -2
penalty or be subject to the full impact of the suggestion. Those who save are
totally free of the bard's charm effect. Each creature is susceptible to this ability once per day. Loud noise
or physical attack will negate the charm, but not the suggestion.
Due to his training, a bard has knowledge of many legendary and magical items
after the 1st level of experience, and this knowledge improves with
advancement. If some legendary knowledge is appropriate and the dice score indicates that
the bard has knowledge in that area, then his ability will deliver information
similar to the magic-user spell, legend lore. 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, miscellaneous weapons, miscellaneous magical items (if usable by a druid,
fighter, or thief-unless inscribed with magical writing, in which case the
bard can read what is written at the least), potions, rings, rods et al. (if usable by a druid, fighter, or thief), and scrolls. Artifacts and relics
are not considered "miscellaneous magical items."
Bards are able to use magical items that are permitted to druids, fighters,
and thieves. Magical books/librams/tomes that pertain to the same are also
beneficial (or baneful) to bards, and these items can raise fighting or thieving
abilities beyond the norm. (If a writing is baneful, treat the bard as the least
favorable of his classes.) Miscellaneous magical items of a musical nature are
superior when employed by a bard, such as drums of panic (-1 to saving throws), a horn of blasting (50% greater damage), a lyre of building (the effects are doubled), and pipes of the sewer (twice the number of rats in half the usual time).
Bards may wear leather or magical chain mail only and may not use shields.
They may use any type of club, dagger, dart, javelin, sling, scimitar, spear, or
staff. They may also use a bastard, long, or short sword. They may employ oil,
but never poison (unless they are Neutral Evil in alignment).
Bards will never serve as a henchman for longer than one to four months. They
are unable to employ henchmen other than druids, fighters, or thieves of human,
half-elf, or elf stock. It is possible for a bard to attract one henchman upon
attaining 5th level, two at 8th level, three at 11th level, four at 14th
level, five at 17th level, six at 20th level, and any number of them at 23rd level
(subject to the bard's Charisma). Only bards of 23rd level may settle down and
construct a stronghold of any sort.
Note: If bards are permitted in your campaign, there is a possibility that the DM
will also include certain magical items that are usable only by bards.
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