Download as rtf, pdf, or txt
Download as rtf, pdf, or txt
You are on page 1of 3

Wizardly Bard

Requirements: Int 9, Cha 9


Prime Requisite: Cha
Hit Dice: 1d6 up to 9th, +1 per level after
Maximum Level: None
Experience: As Wizard
Combat: As Thief
Save: as Thief
Special Abilities: Spells, Extra Languages, Climb Walls, Detect Noise, Pick Pockets, Read Languages, Influence
Reactions, Inspire, Lore, Negation. Read and cast scrolls at 9th level.
Weapons: Any
Armor: Leather and shield or lighter to use thief abilities and none to cast spells.

Wizardly Bard Abilities:


Spells
In his travels, a bard manages to learn a few wizard spells. These he keeps in his spell book, abiding by all the
restrictions on memorization and spell use that bind a wizard, especially in the prohibition of armor.

Bard Spells
Level 1 2 3 4 5 6
1 1 -- -- -- -- --
2 2 -- -- -- -- --
3 2 1 -- -- -- --
4 3 1 -- -- -- --
5 3 2 -- -- -- --
6 3 2 1 -- -- --
7 3 3 1 -- -- --
8 3 3 2 -- -- --
9 3 3 2 1 -- --
10 3 3 3 1 -- --
11 3 3 3 2 -- --
12 3 3 3 2 1 --
13 3 3 3 3 1 --
14 3 3 3 3 2 --
15 433321
16 443331
17 444332
18 444432
19 444443
20 444444

Extra Languages:
The bard begins with twice the normal language slots as a normal character. Thus a character with a Int of 10 begins
with two slots (Common plus one other) and a character with Int of 16 begins with six languages ( Common plus
two = three languages. Times two = six.)

Climb Walls, Detect Noise, and Pick Pockets as a thief of equivalent level.

Read Language:
This is an important ability, since words are the meat and drink of bards. He has an 80% chance to read any normal
writing or language (including simple codes, dead languages, treasure maps, and so on, but not magical writings). If
he tries but fails to read apiece of writing, he must gain at least one experience level before trying to read it again.

Influence Reactions
When performing before a group that is not attacking (and not intending to attack in just seconds), the bard can try
to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is
most suitable to the situation at the moment -- a fiery speech, collection of jokes, a sad tale, a fine tune played on a
fiddle, a haunting lute melody, or a heroic song from the old homeland. Everyone in the group listening must roll a
saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit
dice). The die roll is modified by -1 for every three experience levels of the bard (round fractions down). If the
saving throw fails, the group's reaction can be shifted one level (see the Reactions Table pg. 52) toward either the
friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their
reaction shifted one level toward the opposite end of the scale.

Inspire
The music, poetry, and stories of the bard can also be inspirational, rallying friends and allies. If the exact nature of
an impending threat is known, the bard can heroically inspire his companions (immortalizing them in word and
song), granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly
useful in large battles) to those involved in melee. The bard must spend at least three full rounds singing or reciting
before the battle begins. This affects those within a range of 10 feet per experience level of the bard.

The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle.
However, troops who have withdrawn from combat can be inspired again by the bard's words. A troop of soldiers,
inspired by Cwell, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue.
Cwell, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back
into battle with renewed spirit

Lore:
Finally, bards learn a little bit of everything in their studies and travels. Bards have a 5% chance per experience level
to know local events and history. They also use the same chance to identify the general purpose and function of any
magical item. The bard need not handle the item but must examine it closely taking 1d10 rounds. Even if successful,
the exact function of the item is not revealed, only its general nature. Since Cwell the Fine is 2nd level, he has a 10%
chance to know something about a magical sword +1. If he succeeds, he knows whether the sword is cursed and
whether it has an alignment ("This sword was used by the evil warrior Lurdas. I wouldn't touch it if I were you!").
This ability does not enable him to identify the sword's exact properties, only its history and background. He has no
idea of its bonuses or penalties or any special magical powers, except as can be inferred from the histories.

Negation
Bards are also able to counter the effects of songs and poetry used as magical attacks, such as a harpies or sirens.
Characters within 30 feet of the bard are immune to the attack as long as the bard sings a counter song (or recites a
poem, etc.). While doing this, the bard can perform no other action except a slow walk. Furthermore, if he is struck
or fails a saving throw, his effort is ruined. Success is checked by having the bard make a saving throw vs. spell.
Success blocks the attack, failure means the attack has its normal effect (everyone affected rolls saving throws,
normal damage is inflicted, etc.). The bard can use this ability once per encounter or battle. This power does not
affect verbal spell components, command words, or power word spells; it is effective against spells that involve
verbal communication such as explanations, commands, or suggestions.

Other Abilities:
Traveling:
A bard is useful to his party when traveling in the wilderness or while performing repetitive or menial labor. This is
because his songs and stories, make the labor or travel seem to pass by more quickly and enjoyably. Thus, an
additional 20% of movement may be made per day if travel is by foot, or an additional 10% per day if movement is
mounted. Manual labor is increased by 10% from such efforts.

Level 9: A bard can build a stronghold and attract followers upon reaching 9th level. His reputation will bring in a
number of fighter’s, thieves, and bards to serve and learn from him.
.
Level 10: A bard can read and cast magic from magic-user (and elf) scrolls with 90% accuracy, just like a thief.

Magical Items:
Bards may employ any magical weapons not specifically restricted to a single class (of course, the weapon must be
of a type bards can normally use). They may wear magical armor of the type appropriate to their armor restrictions.
They may also use all other magic items usable by Fighters and thieves, and may use a Horn of Valhalla.

You might also like