Bard Profession in The Arbour Coast | World Anvil

Bard

Bardic characters are those who have learned history, oral tradition, music, and performance. They travel widely looking for inspiration for the next great ballad or epic poem. Regardless of their base class, such Bards are welcome additions to most adventuring crews, as they have several useful skills to assist other characters.   Bardic characters receive a +2 bonus on any saves associated with music, dance, performance, song, or singing, whether by spell or by a creature's special ability (other bards' songs, siren's song, pipes of pan, or similar effects).   Having strong musical background, a Bard's ear for music grants him the Thief ability to Listen at an equivalent level. The ability is generally used to listen at a door, or to try to listen for distant sounds in a dungeon. The Game Master must decide what noises the character might be able to hear; a successful roll does not mean that a noise has been heard, but rather that a noise might have been heard. The GM should always make this roll for the player. Also note that the Bard and his party must try to be quiet in order for the character to use this ability. If the Bardic character already has Listen from his base class (for instance, Bardic-Thief), then he receives an additional +10% bonus to reflect his extra skill.   Bards are also very inclined to acrobatic performance and dance, allowing Bards to Tumble and Evade quite well. When subjected to an area-affecting spell or similar situations, the Bard takes 1/2 damage if successful with his tumble check; 1/4 damage if the relevant Save is also successful. The tumble ability may also spare the Bard from situations such as parting shots by opponents when retreating. The Game Master may reference this ability for other such situations as he sees fit.   Because a Bard travels widely collecting historical details, legends, and various bits of locale lore, he has the ability to come up with useful information. Often this Lore ability allows a Bard to intuitively put together details regarding locales, notable persons, or even details about magical items. In any event, the Game Master is warned not to give out full or detailed information, but rather vague bits of lore that may or may not be entirely accurate. Information outside the milieu or other meta-game information is never made available to characters.   This collecting of information from various sources also predisposes a Bard to be able to translate or read various writings (regardless of language used) through comparison, deductive reasoning, and sometimes a bit of guesswork. It takes about 10 minutes to Decipher text consisting of a page of normal sized handwriting, whether successful or not in translating the script. The Game Master may adjust the chance of success and time requirements for various factors such as size of texts, obscurity of language, or even penmanship.   When in a non-violent situation or at least a situation where active combat has not yet been initiated, a Bard may attempt to Influence the reactions of nearby individuals or groups. The targets must be intelligent or otherwise capable of appreciating the music or performance (as determined by the Game Master mindless undead, constructs, animated objects, slimes, or other similar beings are always immune. Using the Bard's preferred performance style (see Chosen Instrument below), the subjects must make a save vs. Spells to resist the influence. The target's save is adjusted by its Wisdom modifier (if any), but is penalized by the Bard's Charisma modifier and a further 1 point for each 5 levels of the Bard (5th +1, 10th +2, 15th +3, 20th +4). Those that fail their save have their reactions shifted in the direction the Bard desires, while those that succeed recognize the attempt and their reactions are shifted in the opposite direction. Each subsequent attempt to further modify reactions gives the targets a cumulative +2 bonus on their save, with any failure erasing all gains by the Bard at once. See the Monster Reactions in the Encounter section of the Core Rules for more.   Bards can produce effects collectively called Bard Songs, that enhance other characters in various ways, usually by playing of instruments and/or singing (detailed below).   Bardic characters have musical talent enough to play most common instruments at least marginally well, but at 1st level must declare a chosen instrument to master (stringed, bow & stringed, reed horns, brass horns, drums, or rarely keyboards, to name several but not necessarily all). The Bard requires one of his chosen instruments to produce various effects collectively called Bard Songs (detailed below). At each 5th level (5th, 10th, 15th, etc) he may choose another class of instrument to master. Given time and reasonable resources, a Bard has the skills to maintain, repair, or even produce instruments he has mastery in.   Occasionally one might find Bardic characters who specialize in other forms of performance such as epic poetry, witty comedy, acrobatics, dance or other more rare displays. The Game Master may have to improvise any particulars of such characters to determine how abilities work in conjunction with these chosen specialties. It is recommended that Bards begin play utilizing the standard types of instruments and learn these other performance techniques later during the course of the campaign.   Bards that have spell casting abilities (such as Bardic Magic-Users or Bardic Clerics) have the unique ability to “play” or perform their spell casting. The magical words are incorporated into lyrics or into the music itself and the somatic gestures are incorporated into the playing of instruments. This allows the Bard to choose to play Bard Songs or Cast Spells as necessary without dropping his instrument. He must still do one or the other, as casting a spell (while performing) will cease any Bard Song he might have in effect. The “playing of magic” is just as easily recognizable as any other sort of spell casting; a Bard has no special talent for hiding spell casting through his playing. It simply allows the Bard to adventure without unnecessary switching of gear round to round.    

Bardic Song Mechanic

  Bards begin play knowing two different Bard Songs plus one additional song for each point of Intelligence Bonus. At 2nd level and each even level afterwords, the Bard receives additional song proficiency which he can use to learn additional Bard Songs or to improve his proficiency with songs he already knows. Song Proficiency may not be increased beyond the “maximum bonus” listed according to his level.   Listed below are the basic Bardic Songs available to Bard characters with an explanation of each song's benefit. The player should be encouraged to come up with his or her own unique song names and perhaps even come up with some sample lyrics or melody for each. Of course, this is not necessary for actual play but may enhance the role-playing aspect of the campaign.   Songs that are played during the course of combat must be played continuously. Regardless of the Bard's particular playing style, he may not utilize a weapon nor use a shield while playing. The Bard may move about defensively, but may not attack during a round that he is playing. If the Bard is struck in combat, the effect is immediately canceled until the Bard's turn when he can resume playing, however, a Bard can choose to end a song (with flourish) so that the effect lingers one additional round. This allows the Bard to take advantage of the song effect himself on his next turn. When Bards are playing on opposing sides of a battlefield, all bonuses and penalties apply, sometimes creating a situation of a “net” bonus/penalty.   Sometimes Bards play together as a duet, quartet, etc. Each Bard must know the same songs to participate in such collective Bardic Song playing. The highest proficiency Bard forms the base bonus and adds one for each participating Bard, up to a maximum of +5 (added to the highest level Bard's ability). However, any one Bard that is interrupted or fails to continue play will spoil the entire performance for all the Bards.   Songs   The songs listed below are the most common sort of Bard Songs. Other more rare or unique songs may be developed over the course of play by the Game Master or intrepid players. Any new abilities should mirror the power levels shown by those listed here.  
  • Alertness Song (rondo) – While playing this quiet tune, all allies within 10 feet are less likely to be surprised, reducing the die roll range by 1 (from 1-2 on d6 to a roll of 1 on d6). A second rank of proficiency reduces the chance further to a roll of 1 on d8, and a third rank modifies the roll to 1 on d10. Proficiency in this particular Bard Song may not be increased beyond 3 such ranks.
  • Battle Song, offense (march) – While playing all allies within 60 feet receive the benefit of +1 on their attack rolls.
  • Battle Song, defense (strophic) – While playing all allies within 60 feet receive the benefit of +1 on their Armor Class.
  • Charms Song (lullaby) – By playing lullaby, a Bard lulls those listening into a drowsy day-dreamy state. Allies are unaffected, but others have a -1 penalty on saves versus sleep, charms, illusions, suggestions and similar effects.
  • Funeral Song (requiem) – While playing this song, undead creatures (or vile beings from netherworld regions) are more easily turned by clerics or those with similar powers. The cleric receives a +1 to his or her Turning attempt.
  • Healing Rest Song (nocturne) – By playing periodically during the periods of rest, each allied character including the Bard, receives the benefit of an additional point of healing (see p.51 of core rules). A major disruption of the rest period will spoil the effect.
  • Laying of Hands Song (hymn) – While playing a song of divine inspiration, any divine spell casters within 60 feet receive an additional +1 point per die of healing spells.
  • Lock Picking Song (measures) – By this carefully timed piece, a Bard can assist in the concentration of roguish characters during attempts to Open Locks and in the Removal of Traps (but not location of such traps). The Thief gets a +5% bonus on such attempts for each rank of proficiency of the Bard. Any character with such abilities can benefit from the song's effect.
  • Magic Dampening Song (elegy) – When playing this tune, magical effects are easier to shrug off, granting a +1 to any saving throw versus a magical effect (typically Wands and Spells). However, this song affects both allies and enemies equally. Only the highest proficiency Bard effect applies when multiple bards might play this song at same time.
  • Magic Destruction Song (crescendo) – When playing this tune, magical effects are much more destructive, granting a +1 to the effective caster level of damaging spells originating within 60 feet of the Bard, modifying spell effects such as range, damage, and/or duration. This song affects both allies and enemies equally. Only the highest proficiency Bard effect applies when multiple bards might play this song at same time. The empowered caster does not receive additional memorized spells or other level derived benefits, only increased effectiveness with their current allotment of damaging spells.
  • Morale Boost Song (polonaise) – While the Bard plays, allies within 60 feet have the benefit of +1 on morale or saves against fear effects.
  • Morale Killing Song (caprice) – While the Bard plays, any enemies within 60 feet have a penalty of -1 on morale or saves against fear effects.
  • Pied Piper Song (allegro) – While playing this song, natural animals (including giant varieties) are more easily befriended or calmed by druids or those with similar powers. The druid receives a +1 to his or her Animal Affinity (Turning) attempt. While the song is playing, any animal specific charm or control type spell (as determined by Game Master) has a -1 penalty to the animal's saves.
  • Recall Song (lament) – This calming tune aids concentration and contemplation, allowing a spell caster (including the playing Bard if applicable) to recall a previously cast 1st level spell after a period of 1 hour of meditation while the Bard plays. Neither the Bard nor the spell caster may be interrupted during this time. No one spell caster may benefit from this effect more than once per day, but multiple spell casters may benefit from the effect. Increased proficiency allows spells of higher level to be recalled (up to level 5 spells), but the spell caster may choose lower level spells if desired. Regardless, only one spell can be recalled.
  • Travel Song (barcarolle) – By playing a rhythmic tune during the majority of a day's traveling time, the allied group receives the benefit of +10% additional distance after all other factors are figured. Each additional level of proficiency increases this bonus by an additional +10% (up to +50% maximum).

Career

Qualifications

In addition to any requirements of their base class, a Bardic character must have a minimum Charisma score of 13, a Dexterity score of 11, and an Intelligence score of 11. In addition, the experience point requirements are generally greater for a Bard (more than other quasi-classes), as one receives many benefits.   A Bard is limited to one-handed melee weapons of those available to his base-class, and he may use short bows, light crossbows, or slings according to what his base-class allows. A Bard may use armor and shields if his base-class allows, but is limited to light or medium armor types (leather or chain). A Bard can utilize magical items according to his base-class and may use musical magical items at increased proficiency (as determined by the Game Master).