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Bard. Bards are rogues, but they are very different from Thieves.
Their strength is their pleasant and charming personality.
Bards are talented musicians and walking storehouses of
gossip, tall tales, and lore. They learn a little bit about everything
that crosses their path; they are jacks-of-all-trades
but masters of none. While many Bards are scoundrels,
their stories and songs are welcome almost everywhere.
Hit Dice: d6
Alignment: Any Neutral
Features:
- Weapons and Armor. The Bard may not wear Splint Mail, Plate Mail, or
Full Plate Armor, and may not use any shield larger than a Buckler. The
Bard's weapons are limited to the following: Long Sword, Short Sword,
Katana, Scimitar, Dagger, Club, Quarterstaff, Crossbow, Shortbow,
Dart, and Sling.
- Proficiency. The Bard may achieve, but not exceed, Proficiency in any
weapon they can use.
- Pick Pockets. The Bard begins at 1st level with 25 skill points in Pick
Pockets, and gains an additional 5 points in this ability every level
thereafter (to a maximum of 99 at level 16).
- Spellcasting. Starting at 2nd level, the Bard may learn, memorize,
and cast wizard spells as though they were a Mage. They begin with
the ability to cast level 1 spells, and eventually learn to cast up to
level 6 spells.
- Bard Song. The Bard may activate a song ability at will. While using
this ability, the Bard may not attack or cast spells, and all friendly
creatures within 30 feet are immune to fear effects and will not suffer
morale faiure.
Kits (EE)
Blade. The Blade is an expert Fighter and adventurer whose
Bardic acting abilities make him appear more intimidating
and fearsome. His fighting style is flashy and entertaining,
but also lethally dangerous.
Features:
- Two Weapon Style. The Blade may achieve Mastery in Two
Weapon Style.
- Offensive Spin. Once per day for every four levels in this class, the
Blade may enter a powerful offensive stance for four rounds, doubling
their movement rate and gaining a temporary +2 bonus on all attack
and damage rolls. The Blade also gains an additional attack every
round, and all attacks deal maximum damage. The benefits of this
ability do not stack with Haste or Improved Haste.
- Defensive Spin. Once per day for every four levels in this class, the
Blade may enter a powerful defensive stance for four rounds, gaining
a temporary bonus to Armor Class of +1 per level in this class (up to a
maximum of +10). While this ability is active, the Blade cannot move.
- Reduced Lore. The Blade's bonus to Lore from levels is half that of a
normal Bard.
- Reduced Pick Pockets. The Blade's Pick Pockets score is half that of
a normal Bard, and they only receive half the number of additional
points in this ability at every level.
Jester. Jesters are well-versed in the arts of ridicule and hilarity,
and use their abilities to distract and confuse their enemies,
cavorting madly during combat. Do not mistake them
for true fools, however, as they can also be quite deadly.
Features:
- Jester's Song. Instead of the normal Bard Song, the Jester gains an offensive
song that targets enemies within 30 feet. The following effects
are cumulative: At 1st level, enemies must save vs. Spell with a +2
bonus or be confused. At 15th level, enemies must save vs. Spell or be
slowed. At 20th level, enemies must save vs. Spell with a +2 bonus or
be knocked unconscious.
Skald. These nordic Bards are also warriors of great strength,
skill, and virtue. Their songs are inspiring sagas of battle
and valor, and Skalds devote their lives to those pursuits.
Features:
- Combat Bonuses. The Skald gains a permanent +1 bonus to attack and
damage rolls.
- Skald's Song. Instead of the normal Bard Song, the Skald can use a
special song to boost their allies' combat effectiveness. At 1st level,
allies gain a temporary +2 bonus on attack and damage rolls and
to Armor Class. At 15th level, allies gain a temporary +4 bonus to
attack and damage rolls and to Armor Class, and are immune to fear
effects. At 20th level, allies gain a temporary +4 bonus to attack and
damage rolls and to Armor Class, and immunity to fear, stun, and
confusion effects.
- Reduced Pick Pockets. The Skald's Pick Pockets score is a quarter that
of a normal Bard, and they only receive a quarter the number of additional
points in this ability at every level.
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