Bard
Ability Requirements: Dexterity 12, Intelligence 13, Charisma 17
Prime Requisites: Dexterity, Charisma
Races Allowed: Human, Elf, Half-elf, Dwarf
Alignments Allowed: Must be at least partially neutral; Neutral, LN, CN, NG, or NE
Automatic Proficiencies: Reading/Writing, Local History, Etiquette, Singing, Musical Instrument.
The bard makes his way in life by his charm, talent, and wit. A good bard should be glib of tongue, light of heart, and fleet of foot (when all else fails).
In precise historical terms, the title "bard" applies only to certain groups of Celtic poets who sang the history of their tribes in long, recitative poems. These bards, found mainly in Ireland, Wales, and Scotland, filled many important roles in their society. They were storehouses of tribal history, reporters of news, messengers, and even ambassadors to other tribes. However, in the AD&D game, the bard is a more generalized character. Historical and legendary examples of the type include Alan-a-Dale, Will Scarlet, Amergin, and even Homer. Indeed, every culture has its storyteller or poet, whether he is called bard, skald, fili, jongleur, or something else.
High level Bards are often employed as mediators, ambassadors and emissaries.
A bard can be lawful, neutral or chaotic, good or evil, but must always be partially neutral. Only by retaining some amount of detachment can he successfully fulfill his role as a bard.
A bard, by his nature, tends to learn many different skills. He is a jack-of-all-trades but master of none. Although he fights as a rogue, he can use any weapon. He can wear any armor up to, and including, chain mail, but he cannot use a shield.
Special Abilities
Musical Ability
All bards are proficient singers, chanters, or vocalists and can play a musical instrument of the player's choice (preferably one that is portable). Additional instruments can be learned if the optional proficiency rules are used -- the bard can learn two instruments for every proficiency slot spent.
Magical Ability
In his travels, a bard also manages to learn a few wizard spells. (Dwarven Bards cannot ever learn spells.) Like a wizard, a bard's Intelligence determines the number of spells he can know and the chance to know any given spell. 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. Hence, a bard will tend to use his spells more to entertain and impress than to fight. The Bard Spell Progression table lists the number of spells a bard can cast at each level.
Since bards are dabblers rather than full-time wizards, their spells tend to be gained by serendipity and happenstance. In no case can a bard choose to specialize in a school of magic. Beginning bards do not have a selection of spells. A 2nd-level bard begins with one to four spells, chosen either randomly or by the DM. (An Intelligence check must still be made to see if the bard can learn a given spell, and Read Magic and Write must still be two of the 4 spells.) The bard can add new spells to his spell book as he finds them, but he does not automatically gain additional spells as he advances in level. All spells beyond those he starts with must be found during the course of adventuring. The bard's casting level is equal to his current level.
Bard Spell Progression
Spell Level | ||||||
---|---|---|---|---|---|---|
Bard Level | 1 | 2 | 3 | 4 | 5 | 6 |
1 | -- | -- | -- | -- | -- | -- |
2 | 1 | -- | -- | -- | -- | -- |
3 | 2 | -- | -- | -- | -- | -- |
4 | 2 | 1 | -- | -- | -- | -- |
5 | 3 | 1 | -- | -- | -- | -- |
6 | 3 | 2 | -- | -- | -- | -- |
7 | 3 | 2 | 1 | -- | -- | -- |
8 | 3 | 3 | 1 | -- | -- | -- |
9 | 3 | 3 | 2 | -- | -- | -- |
10 | 3 | 3 | 2 | 1 | -- | -- |
Influence
Combat and spells, however, are not the main strength of the bard. His expertise is in dealing and communicating with others.
The bard can influence reactions of groups of NPCs. 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 toward either the friendly or hostile end of the scale, at the player's option (The spectrum of reactions is
Flight, Friendly, Indifferent, Cautious, Threatening, Hostile
Flight: Avoidance, panic, terror, or surrender.
Friendly: Kind, helpful, conciliatory, or simply non-aggressive.
Indifferent: Neutral, bored, businesslike, unconcerned, unimpressed, or simply oblivious.
Cautious: Suspicious, wary, dubious, paranoid, guarded, untrusting, or mildly conciliatory.
Threatening: Boastful, bravado, blustering, intimidating, short-tempered, or bluffing.
Hostile: Irritable, hot-tempered, aggressive, or violent.
).
Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.
This ability cannot affect people in the midst of battle; it is effective only when the audience has time to listen. If Cwell tried telling his tale while the bandits were attacking his group, the bandits would have quickly decided that Cwell was a fool and carried on with their business. Furthermore, the form of entertainment used must be appropriate to the audience. Cwell might be able to calm (or enrage) a bear with music, but he won't have much luck telling jokes to orcs unless he speaks their language.
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 reinspired 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.
Bards are also able to counter the effects of songs and poetry used as magical attacks. 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 or command words; it is effective against spells that involve explanations, commands, or suggestions.
Finally, bards learn a little bit of everything in their studies and travels. Thus, all bards can read and write their native tongue (if a written language exists) and all know local history.
Furthermore, bards have a 5% chance per experience level to identify the general purpose and function of any magical item. The bard need not handle the item but must examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature.
Being something of a warrior, a bard can build a stronghold and attract followers upon reaching 9th level. The bard attracts 10d6 0th-level soldiers into his service. They arrive over a period of time, but they are not automatically replaced if lost in battle. Of course, a bard can build a stronghold any time, but no followers arrive until he reaches 9th level.
Upon reaching 10th level, a non-dwarven bard can attempt to use magical devices of written nature--scrolls, books, etc. However, his understanding of magic is imperfect (although better than that of a thief), so there is a 15% chance that any written item he uses is read incorrectly. When this happens, the magical power works the opposite of what is intended, generally to the detriment of the bard or his friends. The result may be unpleasant, deadly, or embarrassing. (Deciding these things is part of the DM's fun!)
Thief-like skills
Finally, the bard has a number of abilities similar to thieving abilities. The base percentage for each ability is listed in the Bard Base Thief-like Skills table. This base percentage must be adjusted for the race and Dexterity of the bard as given in the Thief description. Each time the character advances a level, he receives an additional 15 points to distribute.
Bard Base Thief-like Skills
Pick Pockets | Detect Noise | Climb Walls | Read Languages |
---|---|---|---|
20% | 30% | 60% | 15% |
Bard abilities are subject to modifiers for situation and armor as per the thief, and the descriptions are likewise identical.