New AD&D Bard


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INTRODUCTION:

Bards have always been an interesting but troublesome aspect of AD&D. The first versions of the bard, in first edition AD&D, were too hard to qualify for, and once attained, way too powerful for normal play. The second edition AD&D bard is much better, but is still less a unique character class than a mage/thief combination.

I prefer the version of the bard presented in Dragon Magazine some time ago (and re-presented in a Best of the Dragon) which made the Bard its own unique character class. When I wanted to play a bard in Dave Wolin's Forgotten Realms campaign, we set about creating an entirely new character class, based on the Dragon Magazine article, but with our own tweaks. Our new bard is not only a storyteller and entertainer, but also a jack-of-all-trades but a master of none. The bard can fight almost as well as a fighter, can cast mage and priest spells, can acquire thief skills, but can never do any of these functions as well as their specialized counterparts.


Ability Requirements:

Prime Requisites are Dexterity and Charisma

Races allowed are Human (unlimited), Half Elf (unlimited), Halflings (5th level), and Dwarves (5th level).

The bard is a character class which specializes in those who make their way in life by charm, talent, and wit. A good bard should be glib of tongue, light of heart, and fleet of foot (when all else fails). Bards are known as jacks-of-all-trades but are master of none, save the performing arts.

A bard needs the ability scores outlines above. If both Dexterity and Charisma are 16 or above, the bard gains a 10% experience point bonus. The alignment of a bard may be either Lawful Good, Lawful Neutral, Neutral, Neutral Good, Chaotic Good, or (rarely) Chaotic Neutral. Bards may never be evil, for such evil intent would pervade their songs and ruin the beauty inherent in them and would also alientate them from harmonizing with the spirits of the world.

A bard, by his nature, tends to learn many different skills. He is a jack-of-all-trades but a master of none. Bards fight on the Warrior table. However, they may not specialize (or gain expertise) in weapons (although they may specialize in fighting styles), never gain extra attacks per round as warriors do at higher levels, and do not gain the ability to attack creatures of less than one hit die multiple times (known as heroic fray in Players Option).

Bards are limited to the following weapons (unless countermanded by a bard kit):

Axes, clubs, daggers, knives, darts, hammers, javelins, maces, scimitars, slings, swords, spears, or bows (but not crossbows).

They may wear padded, leather, or studded leather armour and may not wield a shield.

Bards gain weapon and non-weapon proficiencies as do Rogues. They suffer the same non-proficiency penalty as do Rogues. In addition, all bards are presumed to have a single bonus NWP slot in each of Musical Instrument, Singing, Read/Write Local Language, and Local History. In addition, any further slots taken in Muscial Instrument NWP gains the bard twice the normal numbers of instruments playable. Bards have crossover NWP in General, Rogue, Warrior, Wizard, and Priest proficiencies.

Bards may gain other proficiency bonuses depending upon what Bard kit they choose.

A bard makes saving throws as a Rogue.

Bards also have magical powers. These powers, which are not exactly spells or prayers but closely duplicate the effects of both, stem from the bard's ability to use his music to harmonize with the world around him. Such harmonization allows the bard to tap into the latent powers residing in the natural world, within the bard himself, or within any other beings, including spirits. Most of these spirits are of nature or woodland beings, for many such spirits have a special love of music and value it above all things save life itself. The bard then focuses this harmonization to perform uncanny effects. In general, bardic powers do not physically change the world, but instead manipulate latent forces of nature and/or manipulate latent emotions within living creatures.

It should be noted that the unwritten alliance between spirits and bards is a careful symbiosis involving the trading of songs for favours. Bards who ignore or destroy the things these spirits value become despised by these spirits and will find many of their songs rendered ineffective.

Note: These spirits are almost all invisibile, although they can exert force of will to affect the physical world. They have only a basic level of intelligence and are almost child-like in their mannerisms and naivete. Generally, these are harmless beings and fit closely the description under Unseen Servant (the 1st level wizard spell). There are exceptions however, and some of these spirits can be quite dangerous to offend.

Thus, bardic spells are known as songs. Bards learn songs in much the same way wizards learn spells, except that bards memorize their songs and, therefore, do not keep a songbook. All songs have verbal components. Where a spell also has a somatic or material component in its priestly or wizardly analogue, the song instead requires the playing of an instrument. This instrument can be of any sort the bard chooses, and may vary from casting to casting as the bard wills. Needless to say, the instrument is not destroyed upon casting of the song. Songs require the same amount of time to play and have the same effects as the analogous spell.


L1
LVL Experience Hit Dice(D6) L1 L2 L3 L4 L5 L6 Charm Pct Read/Lore Pct Wpn Profs NWP

1

0

1

1

-

-

-

-

-

10%

0%

2

3

2

2,000

2

2

-

-

-

-

-

15%

5%

2

4

3

4,000

3

2

1

-

-

-

-

20%

10%

2

5

4

8,000

4

3

2

-

-

-

-

25%

15%

3

6

5

16,000

5

3

2

1

-

-

-

30%

20%

3

7

6

32,000

6

3

3

2

-

-

-

35%

25%

3

8

7

64,000

7

4

3

2

1

-

-

39%

30%

3

9

8

125,000

8

4

3

3

2

-

-

43%

35%

4

10

9

250,000

9

4

4

3

2

1

-

47%

40%

4

11

10

500,000

10

4

4

3

3

2

-

51%

45%

4

12

11

750,000

10+2

5

4

4

3

2

-

55%

50%

4

13

12

1,000,000

10+4

5

4

4

3

3

-

59%

54%

5

14

13

1,250,000

10+6

5

5

4

4

3

1

62%

58%

5

15

14

1,500,000

10+8

5

5

4

4

3

2

65%

62%

5

16

15

1,750,000

10+10

5

5

5

4

4

2

68%

66%

5

17

16

2,000,000

10+12

6

5

5

4

4

3

71%

70%

6

18

17

2,250,000

10+14

6

5

5

5

4

3

74%

74%

6

19

18

2,500,000

10+16

6

6

5

5

4

3

77%

78%

6

20

19

2,750,000

10+18

6

6

5

5

5

4

79%

82%

6

21

20

3,000,000

10+20

6

6

6

5

5

4

81%

86%

7

22

21+

+250,000

+2hp

6

6

6

5

5

5

+2%

+3%

+1/4

+1

EXPLANATION of ABILITIES:

Charm Percentage:

The singing and playing of a bard has a chance of charming most creatures. Creatures within 40 feet of the bard must be diced for if they are not already associated with the bard, and those possibly affected (the bard must roll a single die roll under his charm percentage) must save versus Spells or be charmed and stand entranced while the bard sings and plays for as long as he sings and plays. Note that even those creatures that save will listen to the bard's playing and singing for 1 full round. This charming is greatly lessened against creatures who perceive imminent danger against themselves or their comrades or against those involved in combat. For example, a bard's playing is unlikely to force a person to stop and listen while an avalanche of boulders is heading his way.

If a bard fails his charm percentage, the affected creatures will merely hesitate for 1 segment before ignoring the bard's playing. Needless to say, creatures, to be affected, must be able to hear the bard's playing and singing clearly.

Charmed creatures are subject to Suggestion (as per the spell) from the bard, and if the bard implants a Suggestion in his singing, the charmed creatures must save versus spells at -1 or be subject to the full impact of the Suggestion. Those who save are totally free of the bard's musical charming however. The charming can be attempted on the same creature but once per day. Loud noises will negate the charming, but not an already implanted suggestion.

Suggestions only work on creatures of low or greater intelligence who can understand the bard's words. Charming works on creatures of animal or greater intelligence. Creatures immune to charm or deaf are unaffected.

Charming by a bard is exclusive of all other activities other than walking. If the bard begins to walk while charming, the charmed creatures will attempt to follow until they are forced to be farther than 40 feet away, at which time the charm will be broken. A bard must use both hands to play his instrument while charming.

Read Language:

This is an important ability, since words are the meat and drink of bards. They have some ability to read documents written in languages they do not know via proficiencies, relying on words and phrases they have picked up in their studies and travels and songs. The Read Language percentage gives the base percentage chance to puzzle out a foreign tongue and, if successful, also tells the degree of comprehension. Thus, a bard with a 5% Read Language who succesfully rolls 01-05 will understand about 5% of the document being read, perhaps a key word or two.

Lore:

Due to training, a bard has knowledge of many legendary and magical items after 1st level of experience, and this knowledge progresses upwards in level. If some legendary knowledge is appropriate and the dice score indicates that the bard has knowledge in the area, then this ability will deliver information similar to the Legend Lore spell. Without actually touching a magic item, the bard may determine the general nature and alignment of the item. This is due to study and knowledge of magical runes, styles, carvings, motifs, et al. Such items need not be touched but they must be examined carefully by the bard.

OTHER ABILITIES:

Influence Reactions:

The bard may, by playing his songs and by oration, influence the reactions of groups of NPCs. Such NPCs must be within comfortable earshot of the bard and not be involved in melee (or impending melee or impending danger). The bard may use whatever method is appropriate to the situation, whether a song, an inspiring poem, a fiery oration, whatever. He then must roll under his Charm Percentage. If successful, the NPCs will be swayed somewhat towards the bard's point of view. Such a swaying generally included either a bolstering or blunting of emotions or intentions. For example, if the party were trying to convince a group of elves to join their cause against some orcs, but the elves were, as a group, undecided, the bard could stand up, sing an ancient song about the courage of elves, and then deliver a speech emphasizing the evilness of orcs. If his Charm Percentage is made, the elves might be swayed to the party's cause and join in the orc hunt.

Poetry:

The bard's poetic ability and battle cries raise the morale of associated creatures by 10%. It likewise can inspire ferocity in attack, so the THACO of all associates or allies within 240' decreases by 1. In addition, the poetry gives all associates and allies a +2 save bonus versus fear, submission, or similar attacks which act to dishearten the individual. It requires 1 full round of poetics for this inspiration to take effect. While spouting poetry and battle cries, the bard can move, run, charge, ride, or engage in melee or missile fire but may not engage in any singing or casting of songs. This effect lasts for 1 turn at most. Thereafter, it may only be renewed once all current fighting stops (i.e. it may be used once per battle).

Negation:

A bard's singing and playing negates the song effects of harpies and prevents similar attacks relying on song. Such immunity affects the bard and all others within 30 feet of the bard. It will likewise still the noise of shriekers, for these creatures are soothed by the vibrations of the bard's voice or instrument.

The songs of a bard will also give the bard and those within 30 feet a +1 save versus attacks based on sound, such as the wailing of a banshee or the roar of an androshinx.

Opposing Bards:

When two or more bards engage in a contest to charm or influence reactions, the percentage of the higher level bard is subtracted frm the opposing percentage of the lower level bard and the difference is the new percentage for the higher level bard. Thus, bards of equal level completely negate each other's effects if opposed.

Traveling:

A bard is useful to his party when traveling in the wilderness or while performing repetitive or menial labour. This is because his songs and stories, make the labour 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 labour is increased by 10% from such efforts.

Shapechange:

When a bard gains 11th level, he may shapechange as a druid of 7th level. This ability is gained because of the bard's unique harmony with nature.

Followers/Henchmen:

A bard cannot employ henchmen or hirelings until 11th level, and then may only employ druids, warriors, or bards. Other than as a henchman, a bard will work with no other bards while adventuring.

If, after 9th level, a bard builds a stronghold, he may attract 10D6 zero level soldiers into his service.

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 armour of the type appropriate to their armour restrictions. They may also use all other magic items usable by Rogues, and may use a Horn of Valhalla. Bards have some different abilities with certain magic items, as set forth in the Complete Bard's Handbook.

NWP:

Bards are jacks-of-all-trades. This comes from the need to portray various roles during acting, from the lore contained in tales, poems, and songs, and from interacting with a great many other persons and cultures. Each level, a bard gains another NWP. However, in order to simulate a bard's master-of-none philosophy, except for levels evenly divisible by 4, each new NWP slot gained by a bard must be placed into an entirely new NWP.

Thus, a bard will tend to know a lot of skills, but will be great at few of them.

In addition, bards can use NWP slots to learn Rogue abilities. The abilities learnable include:

Each costs 1 slot to learn and that slot gives the bard base ability (per Rogue Class) plus racial and dexterity bonuses. Thereafter, the bard increases each ability learnt at 4% per level.

BARD SONGS:

The following tables list the songs available to bards. Where a song duplicates a spell, the class normally casting the spell is given, along with a source book. W = Wizard, P = Priest, PH = Player's Handbook, TOM - Tome of Magic, CBH = Complete Bard's Handbook, CNH = Complete Necromancer's Handbook. Those songs denoted with an * mean they involve the intervention of spirits. Those with a + are bard-unique songs (detailed below).

Songs require both a musical instrument (unless verbal component only in its Wizardly or Priestly analogue) and spoken words. Most songs also require continual playing and singing by the bard in order to function (not all require this, it is up to the DM to judge). At 11th level, a bard can have two songs functioning at a single time, a feat of intense concentration and discipline involving the interweaving of two complex songs into a single harmony. Each song must still be started in a different round, but the durations may overlap.

If the spell listed below has a reverse function, then that function is available to the bard upon learning the song.

Level One Songs Level Two Songs
Alter Instrument (W, CBH) Calm Chaos (P, TOM)
Animal Friendship (P, PHB) Continual Light *
Animal Non-Aggression + Deafness
Audible Glamer (W, PHB) Enthrall (P, PHB)
Dancing Lights (W, PHB) * Knock (W, PHB) *
Darkness (P, PHB) * Levitate (W, PHB) *
Find Familiar (W, PHB) Music of the Spheres (P, TOM)
Friends (W, PHB) Nap (P, TOM)
Hold Portal (W, PHB) * Rope Trick (W, PHB) *
Light (P, PHB) * Scare (W, PHB)
Protection from Evil (P, PHB) Shatter (W, PHB)
Remove Fear (P, PHB) Silence 15' r (W, CBH)
Sanctuary (P, PHB) Strength (W, PHB)
Shield (W, PHB) * Summon Swarm (W, PHB)
Sleep (W, PHB) Tasha's Laughter (W, PHB)
Sound Bubble (W, CBH) Ventriloquism II +
Spook (W, PHB) Warp Wood (P, PHB) *
Taunt (W, PHB) Wizard Lock (W, PHB) *
Unseen Servant (W, PHB) * Obscurement (P, PHB) *
Ventriloquism (W, PHB)
Level Three Songs Level Four Songs
Call Lightning (P, PHB) * Animal Summoning I (P, PHB)
Continual Darkness (P, PHB) * Call Woodland Beings (P, PHB)
Dispel Magic (W, PHB) Conjure Cabinet (W, CBH) *
Emotion Control (P, TOM) Emotion (W, PHB)
Fly (W, PHB) * Fear (W, PHB)
Gust of Wind (W, PHB) * Free Action (P, PHB) *
Hold Animal (P, PHB) Hold Plant (P, PHB)
Hold Person (W, PHB) Repel Insects (P, PHB)
Instant Audience (W, CBH) * Shout (W, PHB)
Invisibility Purge (P, TOM) Unseen Guardian + *
Summon Insects (P, PHB) Protection from Evil 10' r (P, PHB)
Unearthly Choir (P, TOM) Minor Globe of Invulnerability (W, PHB) *
Unseen Labourer + *
Wall of Sound (W, CBH)
Weldren's Worksong +
Level Five Songs Level Six Songs
Animal Summoning II (P, PHB) Animal Summoning III (P, PHB)
Hold Monster (W, PHB) Stone Tell (P, PHB) *
Insect Plague (P, PHB) Power Word, Stun (W, PHB)
Telekinesis (W, PHB) * Otto's Irresistable Dance (W, PHB)
Mordenkainen's Faithful Hound (W, PHB) * Aerial Servant (P, PHB) *
Commune with Nature (P, PHB) * Find the Path (P, PHB) *
Dismissal (W, PHB) Turn Wood (P, PHB) *
Conjure Elemental (P, PHB) * Globe of Invulnerability (W, PHB) *
Domination (P, PHB) Mass Suggestion (W, PHB)
Air Walk (P, PHB) * Invisible Stalker (w, PHB) *
Confusion (W, PHB) Feeblemind (W, PHB)
Bone Dance (W, CNH) * Plane Shift (P, PHB)

UNIQUE BARD SONGS:

Animal Non-Aggression:

When playing this song, all normal (including giant sized) animals within a 240' radius whose individual hit dice are equal to or less than the bard's level are purged of all aggressive tendencies. The bard may walk while playing this song, and the radius of non-aggression will travel with him. If a non-aggressive animal is attacked while under the influence of the song, then it will become immune to that casting. Otherwise, the song lasts for 1 turn per level of the bard. Animals purged of their aggression will forget the causes of any previous aggression, even after the spell expires or the radius lapses, and will likely wander away at the end of the spell or once out of the spell radius unless given a new reason for aggression.

Animals under the leash of a master or mounted by a rider gain a saving throw equal to its master/rider to avoid the effects. Familiars and abnormally intelligent animals are unaffected.

The spell stops attacks and aggressive displays, but, for example, charging warhorses will still continue their charge.

The spell takes 1 segment to cast.

Ventriloquism II:

This spell is similar to the normal Ventriloquism spell except that the bard may mimic double the number of voices, each sounding different, and from different locations within the spell range. In addition, range, area of affect, and duration are doubled.

The spell takes twice as long as Ventriloquism to cast.

Unseen Labourer:

This spell operates exactly like an Unseen Servant except that the Labourer is skilled in fine manipulation, has a strength of 20, and the spells lasts for 1 hour per level of the caster. The Labourer, however, will only perform menial tasks of labour for the caster. I.e. it will dig a hole but not open doors or serve food. The Labourer can wield tools but cannot take part in combat. The Labourer can essentially do the work of about 4 men or 1 stone giant.

The spell takes three times as long as Unseen Servant to cast.

Weldren's Worksong:

This song lasts 1 hour per level of the bard. All labourers within earshot of the bard who are targeted by the bard are able to work more efficiently and tirelessly. Such workers will not tire, will perform work 50% faster than normal, and accidents are only half as likely to occur. This spell's effects are in place of the bard's ability to increase labour by 10% through his songs and stories.

The spell takes 3 segments to cast.

Unseen Guardian:

By means of this spell, the bard summons an entity exactly like an Unseen Servant except that instead of performing menial services, the entity can only guard someone or something. The entity will use its best efforts to guard its ward. Its ward may consist of a single being or inanimate object(s) or area no more than 10 cubic feet in size. At the time of casting, the bard designates by touch who may bypass the guardian. The guard will remain for 1 hour per level of the bard. If someone or something attempts to steal a warded object or harm a warded individual, the guardian will attack. It has 5HD, is invisible (even while attacking), has a base AC of 4, and attacks once per round for 3-12 damage. It moves at a rate of 24. The guardian is average intelligence and can be tricked. It has an excellent sense of smell and hearing and normal vision.

This spell takes 4 segments to cast.


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