Post by Haldo Bramwise on Jul 3, 2008 9:26:47 GMT -6
Hey all. Here's my first attempt at a S&W:WB Bard. I know it isn't out yet, but I'm working from a few assumptions like the classes generally only go up to level 12 and that the attribute bonuses are the same as S&W:GH.
Please tell me what you you think and how to make it better. I take criticism real well.
Bard
Requirements: CHA 13 & INT 12
Prime Requisite: CHA 13
Hit Dice: 1d6 (Max9 HD)
In many ways, the bard can be seen as an ideal adventurer – a little like a fighter, magic-user, historian and sage - but a master of none. Above all, bards are artists and entertainers. Some memorize and recite ancient tales of glory and defeat. Some are proficient thespians who act out folk tales and morality plays. Others become master musicians or singers. Whichever path or combination of paths a bard chooses, their artistic drive and ability will be a major part of their life. In addition, many bards are driven to a life of adventuring in a desire to discover ancient mysteries and experience a few epic tales themselves. Some bards train in bardic colleges while others find master bards to train under. Bards may use any weapons and wear any armor up through chain mail, but may not use shields. They begin play with the standard ________ gold pieces (gp).
Bards use the Cleric's Base to Hit and the Saving Throw of the Magic User.
Legend Lore
From a lifetime of research and study of ancient tales and arcane lore, bards are sometimes able to recognize famous items, people, places, etc. This can be a handy ability when adventuring in lost ruins or when encountering ancient creatures or mysteries. At the Game Master's discretion, while most uses of this ability can be resolved quickly, some may require hours, days, or even weeks of research on the part of the bard to discover detailed information.
Charm
Because of a bard's talent and charisma, they are often able to charm people and monsters. However, unlike the Charm spells, a bard's charm ability does not render the target completely under the control of the bard. Instead, the charmed person or creature looses all interest in everything but the bard who is performing for them. Therefore, if the bard stops actively performing for the charmed person or monster, the charm is lost. Character of 4th level and higher, as well as monsters with 4 hit dice and higher receive a cumulative 5% per level or hit dice penalty to the bard's charm roll. At the Game master's discretion, additional bonuses or penalties may be applied to the bard's roll. Only ordinary, non-magical, mundane beings and creatures with at least some intelligence may be charmed by a bard. For example, demons, golems, undead, etc., are all exempt from a bard's charm ability. At 1st level a bard can attempt to use their charm ability once per day, twice a day at 5th level, and three times a day at 10th level.
Decipher Script
In their studies of both mundane and arcane lore, bards learn how to decipher many languages and magical writings – or at least how to get information out of them! For example, a bard might be able to understand the general essence of a legal document, have a good idea where the treasure is located on a treasure map or even somewhat understand how a spell inscribed upon a scroll might operate. Of course, it is up to the Game Master to decide what actions are appropriate for the bard as well as determining the ease or difficulty of any particular document by adding a bonus or a penalty to their roll.
Use Magic-User Wands and Scrolls
As dabblers in the arcane arts, bards may attempt to use a magic wand (only those usable by magic users) or read and cast magic from magic-user scrolls. However, a failed roll means that the spell written on the scroll or the spell contained in the wand does not activate correctly. It is up to the Game Master to decide what does happen when a bard fails at using a scroll or a wand. At the very least, the spell is lost (erased from the scroll or a charge is removed from the wand). However, much more disastrous effects are also likely, such as the spell being cast in its reverse form (if possible) or cast upon the bard or other party members. It is even possible that the scroll or wand may just explode with great magical force, causing 1D6 in damage per level of spell (or number of charges in the wand) and affecting everyone in a 5”area per level of the spell (or number of charges).
Bard Abilities (Legend Lore, Decipher Script and Charm & Use Magic User Scrolls and Wands)
Level 1 10%
Level 2 20%
Level 3 30%
Level 4 40%
Level 5 50%
Level 6 60%
Level 7 70%
Level 8 80%
Level 9 90%
Level 10 100%
Level 11 110%
Level 12 120%
*A Bard with a Charisma Score of 15-18 receive as 10% bonus to their Charm Ability rolls.
*A Bard with an Intelligence Score of 15-18 receives a 10% bonus to their Legend Lore and Use Magic User Scrolls and Wands rolls.
Please tell me what you you think and how to make it better. I take criticism real well.
Bard
Requirements: CHA 13 & INT 12
Prime Requisite: CHA 13
Hit Dice: 1d6 (Max9 HD)
In many ways, the bard can be seen as an ideal adventurer – a little like a fighter, magic-user, historian and sage - but a master of none. Above all, bards are artists and entertainers. Some memorize and recite ancient tales of glory and defeat. Some are proficient thespians who act out folk tales and morality plays. Others become master musicians or singers. Whichever path or combination of paths a bard chooses, their artistic drive and ability will be a major part of their life. In addition, many bards are driven to a life of adventuring in a desire to discover ancient mysteries and experience a few epic tales themselves. Some bards train in bardic colleges while others find master bards to train under. Bards may use any weapons and wear any armor up through chain mail, but may not use shields. They begin play with the standard ________ gold pieces (gp).
Bards use the Cleric's Base to Hit and the Saving Throw of the Magic User.
Legend Lore
From a lifetime of research and study of ancient tales and arcane lore, bards are sometimes able to recognize famous items, people, places, etc. This can be a handy ability when adventuring in lost ruins or when encountering ancient creatures or mysteries. At the Game Master's discretion, while most uses of this ability can be resolved quickly, some may require hours, days, or even weeks of research on the part of the bard to discover detailed information.
Charm
Because of a bard's talent and charisma, they are often able to charm people and monsters. However, unlike the Charm spells, a bard's charm ability does not render the target completely under the control of the bard. Instead, the charmed person or creature looses all interest in everything but the bard who is performing for them. Therefore, if the bard stops actively performing for the charmed person or monster, the charm is lost. Character of 4th level and higher, as well as monsters with 4 hit dice and higher receive a cumulative 5% per level or hit dice penalty to the bard's charm roll. At the Game master's discretion, additional bonuses or penalties may be applied to the bard's roll. Only ordinary, non-magical, mundane beings and creatures with at least some intelligence may be charmed by a bard. For example, demons, golems, undead, etc., are all exempt from a bard's charm ability. At 1st level a bard can attempt to use their charm ability once per day, twice a day at 5th level, and three times a day at 10th level.
Decipher Script
In their studies of both mundane and arcane lore, bards learn how to decipher many languages and magical writings – or at least how to get information out of them! For example, a bard might be able to understand the general essence of a legal document, have a good idea where the treasure is located on a treasure map or even somewhat understand how a spell inscribed upon a scroll might operate. Of course, it is up to the Game Master to decide what actions are appropriate for the bard as well as determining the ease or difficulty of any particular document by adding a bonus or a penalty to their roll.
Use Magic-User Wands and Scrolls
As dabblers in the arcane arts, bards may attempt to use a magic wand (only those usable by magic users) or read and cast magic from magic-user scrolls. However, a failed roll means that the spell written on the scroll or the spell contained in the wand does not activate correctly. It is up to the Game Master to decide what does happen when a bard fails at using a scroll or a wand. At the very least, the spell is lost (erased from the scroll or a charge is removed from the wand). However, much more disastrous effects are also likely, such as the spell being cast in its reverse form (if possible) or cast upon the bard or other party members. It is even possible that the scroll or wand may just explode with great magical force, causing 1D6 in damage per level of spell (or number of charges in the wand) and affecting everyone in a 5”area per level of the spell (or number of charges).
Bard Abilities (Legend Lore, Decipher Script and Charm & Use Magic User Scrolls and Wands)
Level 1 10%
Level 2 20%
Level 3 30%
Level 4 40%
Level 5 50%
Level 6 60%
Level 7 70%
Level 8 80%
Level 9 90%
Level 10 100%
Level 11 110%
Level 12 120%
*A Bard with a Charisma Score of 15-18 receive as 10% bonus to their Charm Ability rolls.
*A Bard with an Intelligence Score of 15-18 receives a 10% bonus to their Legend Lore and Use Magic User Scrolls and Wands rolls.