Carrilion Bard

The bard is a master of the performing arts, for example music, dance, poetry or rhetoric. Inspiration, intuition and force of personality allow him to influence others with ease. He has aquired great knowledge of history, legends and myths as an apprentice, mostly in the form of poetry, ballad and song.

He intuitivly knows the truth: art and magic are one and equal - the same thing seen from different sides like the ripples on the water viewed from the shore or the ground of a lake.

Roles in society: There are many roles in society for bards to fill: They can be musicians in the streets, the inns, the opera and even at the courts of nobility. The heralds of knights, the messengers, diplomats and even spies may be bards. Others are actors, story-tellers, poets, composers or court jesters. Many bards just wander the lands bringing news from afar and living from their art.

Of course the dwarves, elves and humans treat their bards differently.

The bards in dwarven society are normal citizens, without any special rights or legal protection. They are employed by those who need their talents - mostly for entertainment and rarely for some serious business.

In human society the bards in special roles are treated special. For example the court jesters have the right to say anything they want about their noble and his lesser kin. They need not fear any punishment for jokes and insults alike. The jester of the king is the king of jesters and allowed to make fun of any noble or commoner, but to the jester of a count it's forbidden to ridicule the king or his men! Any ruler or court must have a jester and once employed, he can not be dismissed. He only leaves, if he wants to - giving him considerable influence and power.

The greatest bards in elven society are considered to be kings and queens more readily than members of other classes. Fame and glory being the decisive factor, bards have a great advantage here.

Roles in adventuring parties: A bard can be a valuable addition to any adventuring party. Usually he acts as the party's memory, sometimes even keeping notes or writing a log or diary of their adventures. The bard also serves as the party's herold, when dealing with nobles, officials, guards and anybody who doesn't know the party.

The bard helps the party with his vast knowledge, skills and good advice, his music and his arcane magical powers. He can be a valuable supporter for every other class and the party as a whole.

Spiritual and religious correlation: Most bards are aesthetes and love freedom more than anything. No bard who rejects individuality and personal freedom can further evolve. A bard can be a trustworthy companion and friend of the highest morals or a selfish and egocentric womanizer or seductress. He may be an ambitious musician, caring for nothing but his own art or may be jalous of others and not below stealing poetry or compositions from them.

The most important deity for bards is Brigit, the goddess of love, passion, art and inspiration. Brigit is one of the most powerful deities of Carrilion, controlling some of the most important emotions of every living being, the season of spring as well as the element of fire and the sun.

The old god Oghma is responsible for the force of personality, the ability to persuade and the charisma of every creature. Also, all knowledge and the keeping thereof is under his control. As befits a powerful deity his portfolio contains much more, but the rest of his portfolio is unrelated to bards.

A more unpleasant goddess can be important for bards too: Badh Catha is the goddess of madness, fear and incertitude, but also of wariness and cowardice. Some bards feel the urge to revere her for some reason.

Powers and weaknesses: The bard's magic is subtle; enchantments are his strongest spells. Most of their other spells are illusions, divinations and transmutations. Bards are almost unheard of using evocation and necromancy spells. They are the only spell casters able to heal wounds with arcane magic.

The bard's greatest power is the interaction with more or less intelligent beings, capable of speech and reason. These can be easily influenced with his skills, music and magic. Mindless monsters, animals and undead are usually the most dangerous opponents for the bard. When fighting is inevitable, most bards rely on their companions for the melee, because they have only little direct fighting skills.

GAME RULE INFORMATION

Abilities: Charisma is the key ability for the bard. His number of spells per day, the DC to resist a spell cast by him and his maximum spell level at higher levels all depend on Charisma. Furthermore his Bardic Music, Tune Braiding and many of his skills depend on his Charisma. Intelligence and Dexterity are important for many of his class skills.

Alignment: Any nonlawful.

Hit Die: d6.

Class Skills

The bard's class skills (and the key ability for each skill) are
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int),
Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha),
Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex),
Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a),
Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

Table I: The Bard
            ––—— Spells per Day ——–—
Level Base Attack
Bonus
Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Bardic Music: Countersong, Fascinate,
Tune of Courage +1, Tune of Despair -1;
Tune Braiding, Bardic Knowledge
2
2nd +1 +0 +3 +3   3 0
3rd +2 +1 +3 +3 Tune of Confidence, Tune of Failure 3 1
4th +3 +1 +4 +4   3 2 0
5th +3 +1 +4 +4   3 3 1
6th +4 +2 +5 +5 Tune of Suggestion, Tune of Sleep 3 3 2
7th +5 +2 +5 +5   3 3 2 0
8th +6/+1 +2 +6 +6 Tune of Courage +2, Tune of Despair -2 3 3 3 1
9th +6/+1 +3 +6 +6 Ode of Battle, Ballad of Dolor 3 3 3 2
10th +7/+2 +3 +7 +7   3 3 3 2 0
11th +8/+3 +3 +7 +7   3 3 3 3 1
12th +9/+4 +4 +8 +8 Ode to Freedom, Ballad of Lunacy 3 3 3 3 2
13th +9/+4 +4 +8 +8   3 3 3 3 2 0
14th +10/+5 +4 +9 +9 Tune of Courage +3, Tune of Despair -3 4 3 3 3 3 1
15th +11/+6/+1 +5 +9 +9 Ode to the Heroes, Ballad of Vulnerability 4 4 3 3 3 2
16th +12/+7/+2 +5 +10 +10   4 4 4 3 3 2 0
17th +12/+7/+2 +5 +10 +10   4 4 4 4 3 3 1
18th +13/+8/+3 +6 +11 +11 Ode of Suggestion, Ballad of Sleep 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11   4 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Tune of Courage +4, Tune of Despair -4 4 4 4 4 4 4 4

Weapon and Armor Proficiency:

A bard is proficient with all simple weapons and the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow and whip.

Bards are proficient with light armor and buckler. A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. A bard who wears armor other than light or a shield suffers an arcane spell failure for spells with a somatic component and an armor check penalty applies to his Perfom checks during Tune Braiding, which is described below.

The bards of Carrilion are not proficient with medium armor, heavy armor and small, large or tower shields.

Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table I: The Bard, above. In addition, he receives bonus spells per day if he has a high Charisma score. When Table I: The Bard indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table II: Bard Spells Known. Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table II: Bard Spells Known are fixed.

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Table II: Bard Spells Known
  ————— Spells Known —————
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4
2nd 5 21
3rd 6 3
4th 6 3 21
5th 6 4 3
6th 6 4 3
7th 6 4 4 21
8th 6 4 4 3
9th 6 4 4 3
10th 6 4 4 4 21
11th 6 4 4 4 3
12th 6 4 4 4 3
13th 6 4 4 4 4 21
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3
16th 6 5 4 4 4 4 21
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4
1Provided the bard has a high enough Charisma score to have a bonus spell of this level.

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired), see Table III: Bardic Music Overview below. While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). For special rules on spell casting while using bardic music see Tune Braiding below. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Table III: Bardic Music Overview
Bardic Music Name Magical Type Minimum Level Minimum Perform ranks Tune Braiding DC Modifier
Countersong Su 1 3 +2
Tune of Courage Su, mind-affecting 1 3 +2
Tune of Despair Su, mind-affecting 1 3 +2
Fascinate Sp, mind-affecting enchantment [compulsion] 1 3 +2
Tune of Confidence Su, mind-affecting 3 6 +3
Tune of Failure Su, mind-affecting 3 6 +3
Tune of Sleep Sp, mind-affecting enchantment [compulsion] 6 9 -
Tune of Suggestion Sp, mind-affecting, language dependent enchantment [compulsion] 6 9 -
Ode of Battle Su, mind-affecting 9 12 +6
Ballad of Dolor Su, mind-affecting 9 12 +6
Ballad of Lunacy Sp, mind-affecting enchantment [compulsion] 12 15 +8
Ode to Freedom Sp, abjuration 12 15 +8
Ode to the Heroes Su, mind-affecting 15 18 +9
Ballad of Vulnerability Su, mind-affecting 15 18 +9
Ballad of Sleep Sp, mind-affecting enchantment [compulsion] 18 21 -
Ode of Suggestion Sp, mind-affecting, language dependent enchantment [compulsion]) 18 21 -

Countersong:
A bard can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the Countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the Countersong for 10 rounds with one use of Bardic Music.

Tune of Courage:
A bard can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th).

Tune of Despair:
A bard can use song or poetics to cause despair in his enemies, weakening them against fear and impairing their combat abilities. To be affected, an enemy must be able to hear the bard sing and fail a Will saving throw versus DC 10 + 1/2 bard's level + bard's Cha modifier. The effect lasts for as long as the enemy hears the bard sing and for 5 rounds thereafter. An affected enemy receives a -1 morale penalty on saving throws against charm and fear effects and a -1 morale penalty on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this penalty increases by 1 (-2 at 8th, -3 at 14th, and -4 at 20th).

Fascinate:
A bard can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.

Tune of Confidence:
A bard can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. For every three levels a bard attains beyond 3rd, he can target one additional ally with a single use of this ability (two at 6th level, three at 9th level, four at 12th level, five at 15th, six at 18th). Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't use Tune of Confidence on himself.

Tune of Failure:
A bard can use his music or poetics to hinder an enemy to succeed at a task. The bard must be able to see the enemy and the enemy must be within 30 feet and able to see and hear the bard. To be affected, the enemy must fail a Will saving throw versus DC 10 + 1/2 bard's level + bard's Cha modifier. The enemy suffers a -2 competence penalty on skill checks with a particular skill as long as he or she continues to hear the bard's music. For every three levels a bard attains beyond 3rd, he can target one additional enemy with a single use of this ability (two at 6th level, three at 9th level, four at 12th level, five at 15th, six at 18th). Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes.

Tune of Sleep:
A bard can use his music or poetics to put to sleep a single creature (of less or equal HD than the bard's level) that he has already fascinated, see Tune Braiding below. Using this ability does not break the bard's concentration on the Fascinate effect, nor does it allow a second saving throw against the Fascinate effect. Using Tune of Sleep doesn't count against a bard's daily limit on Bardic Music performances. To be affected, a creature must be able to hear the bard sing and fail a Will saving throw versus DC 10 + 1/2 bard's level + bard's Cha modifier. The effect lasts for as long as the enemy hears the bard sing and for 1 minute per level of the bard thereafter (see Ballad of Sleep below).

Tune of Suggestion:
A bard can make a Suggestion (as the spell) to a creature that he has already fascinated, see Tune Braiding below. Using this ability does not break the bard's concentration on the Fascinate effect, nor does it allow a second saving throw against the Fascinate effect. Making a Suggestion doesn't count against a bard's daily limit on Bardic Music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see Ode of Suggestion below).

Ode of Battle:
A bard can use music or poetics to grant extra fighting capability to himself or a single willing ally within 30 feet, who can hear the bard sing. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). The target(s) gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter.

Ballad of Dolor:
A bard can use music or poetics to diminish the vitality of a single enemy within 30 feet, causing him to suffer 1 negative level temporarily. A Will save against DC 10 + 1/2 bard's level + bard's Cha modifier negates the effect. For every three levels a bard attains beyond 9th, he can target one additional enemy with a single use of this ability (two at 12th level, three at 15th, four at 18th). To cause this effect, a bard must sing and the enemies must hear him sing. The effect lasts for as long as the enemies hears the bard sing and for 5 rounds thereafter.

Ballad of Lunacy:
A bard can use music or poetics to create an effect equivalent to the Feeblemind spell (caster level equals the character's bard level). The bard must be able to see the enemy. To be affected, a creature must be within 30 feet, able to hear the bard sing and fail a Will saving throw versus DC 10 + 1/2 bard's level + bard's Cha modifier. The effect lasts for as long as the enemy hears the bard sing and for 5 rounds thereafter.

Ode to Freedom:
A bard can use music or poetics to create an effect equivalent to the Break Enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet, who can hear the bard sing. A bard can't use Ode to Freedomon himself.

Ode to the Heroes:
A bard can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter.

Ballad of Vulnerability:
A bard can use music or poetics to cause vulnerability in a single enemy within 30 feet. The target suffers a -4 penalty to AC and saves, if it fails a Will save against DC 10 + 1/2 bard's level + bard's Cha modifier. For every three levels a bard attains beyond 15th, he can target one additional enemy with a single use of this ability. To cause this effect, a bard must sing and the enemies must hear him sing. The effect lasts for as long as the enemies hears the bard sing and for 5 rounds thereafter.

Ballad of Sleep:
This ability functions like Tune of Sleep, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can put to sleep any number of creatures (each of less or equal HD than the bard's level) that he has already fascinated.

Ode of Suggestion:
This ability functions like Tune of Suggestion, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the Suggestion simultaneously to any number of creatures that he has already fascinated.

Tune Braiding: The bard is able to braid two magical effects from his Bardic Music into one performance or to cast a spell without interrupting his play to maintain an effect. When braiding two Bardic Music effects, both count against his daily number of Bardic Music, exceptions are mentioned in the descriptions of the Bardic Music effects. If he fails a Perform check, he is not able to maintain the first effect, when he starts the second effect or casts the spell. He is effectivly considered to have stopped playing for the first effect. Because starting a Bardic Music effect and starting to cast a spell are standard actions, the bard can not start a second effect or cast a spell in the same round he starts the first effect. Tune Braiding can only be used with an effect maintained from at least the previous round.

The DC for Tune Braiding two Bardic Musics is equal to
20 + the Tune Braiding DC Modifiers from Table III: Bardic Music Overview for both effects.

The DC for Tune Braiding a Bardic Music with a spell is equal to
20 + the Tune Braiding DC Modifier + (spell level multiplied by 2).

If the bard has 5 or more ranks in Concentration, he gains a +2 synergy bonus on this check.

No more than one spell and one Bardic Music effect or two Bardic Music effects can be braided in any round. Should the bard start a Tune Braiding with a third Bardic Music effect, the first effect is no longer maintained automatically. He has to make a successful Perform check to braid the second and third effect, as described above.

Note: Some effects are so easy to braid, that they don't count against the limit of daily Bardic Music performances and don't require a Perform check to determine success. These are mentioned in the Bardic Music descriptions above. For example no Perform check is required to braid Fascinate with a Tune of Suggestion or a Tune of Sleep. So these effects can never be braided with other effects or a spell, because they are already part of a Tune Braiding with Fascinate.

Example 1: A 15th level bard with Cha 18, 18 ranks in Perform and Skill Focus (Perform) is playing an Ode to the Heroes to help his Paladin friend in combat. While maintaining the Ode to the Heroes he wants to cast Summon Monster V, a fifth level spell. The DC is 20 + 9 + 10 = 39 and the bard rolls an 15 on d20. With all modifiers (+25) his Perform check result is 40 - a success! The Summon Monster V is cast without interrupting the Ode to the Heroes.

Example 2: The same bard now tries to braid the Ode to the Heroes he already plays with an Ode of Battle to further help the Paladin and two other allies. The DC is 20 + 9 + 6 = 35 and the bard rolls a 10 on d20. With all modifiers (+25) his Perform check result is 35 - again success! He maintains the Ode to the Heroes and braids it with the Ode of Battle.

Should he try to braid another spell or effect in his music, the Ode to the Heroes would no longer be maintained and end 5 rounds later in any case.

Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check. A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority; common legends of the local population.
20 Uncommon but available, known by only a few people.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it,
possibly known only by those who don't understand the significance of the knowledge.

Ex-Bards

A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.

Human Bard Starting Package

Deity: Most often and most likely a bard prays to Brigit.

Armor: Studded leather +3 AC, Buckler, armor check penalty -2, speed 30 ft., 25 lb.

Weapons: Rapier (1d6, crit 18-20/x2, 3 lb., Medium size, Piercing),
Club (1d6, x2, 10 ft., 3 lb., Medium size, Bludgeoning),
Dagger (1d4, crit 19-20/x2, 10 ft., 1 lb., Small size, Piercing),
Light crossbow (1d8, crit 19-20/x2, 80 ft., 6 lb., Small size, Piercing).
This bard chose to get proficient with the Rapier.

Skills: Perform (Singing) (Cha) 4; and pick 6 + Int modifier other skills. Bluff (Cha) 4, Decipher Script (Int) 4, Diplomacy (Cha) 4, Escape Artist (Dex) 4, Gather Information (Cha) 4, Jump (Str) 4, Knowledge (history) (Int) 4, Listen (Wis) 4, Sleight of Hand (Dex) 4, Spellcraft (Int) 4, Tumble (Dex) 4, Use Magic Device (Cha) 4

Feats: Improved Initiative, Skill Focus (Perform).

Gear: Backpack with bedroll, flint and steel, 10 trail rations, waterskin, 5 Torches. Case with 10 crossbow bolts. Spell component pouch.

Gold: 1d2 gp.

High-Elven Bard Starting Package

Deity: Most often and most likely a bard prays to Brigit.

Armor: Studded leather +3 AC, Buckler, armor check penalty -2, speed 30 ft., 25 lb.

Weapons:
Rapier (1d6, 18-20/x2, 3 lb., Medium size, Piercing),
Club (1d6, x2, 10 ft., 3 lb., Medium size, Bludgeoning),
Dagger (1d4, 19-20/x2, 10 ft., 1 lb., Small size, Piercing),
Whip (1d2 subdual, x2, 15 ft., 2 lb., Small size, Slashing),
Light crossbow (1d8, 19-20/x2, 80 ft., 6 lb., Small size, Piercing).
High Elves are proficient with longswords, rapiers, long and short bows, so this bard chose to get proficient with the whip in addition.

Skills:
Perform (Singing) (Cha) 4; and pick 5 + Int modifier other skills. Bluff (Cha) 4, Decipher Script (Int) 4, Diplomacy (Cha) 4, Escape Artist (Dex) 4, Gather Information (Cha) 4, Jump (Str) 4, Knowledge (history) (Int) 4, Listen (Wis) 4, Sleight of Hand (Dex) 4, Spellcraft (Int) 4, Tumble (Dex) 4, Use Magic Device (Cha) 4

Feats: Skill Focus (Perform).

Gear: Backpack with bedroll, flint and steel, 10 trail rations, waterskin, 5 Torches. Case with 10 crossbow bolts. Spell component pouch.

Gold: 1d2 gp.


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