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unbound:classes:bard

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Bard

“Battles are not only won with steel and sorcery, but with rhythm, melody, and the magic that echoes in every heart.”

Bards are far beyond any mere entertainer. They can inspire passion and drive their allies to new heights. They are researchers and scholars, but also instructors and teachers, trained to spread knowledge as much as to gather it. They are commanders who lead from the front, keeping the tradition of the warrior-poet alive.

The Bard is a versatile class that can excel in many different roles depending on how they choose to specialize their abilities and skills. They are skilled at using music, poetry, and storytelling as tools for inspiration and motivation, which makes them well-suited for leadership positions or as support characters who help keep morale high among allies.

In combat, Bards can use a combination of ranged attacks with their bardic knowledge ability and melee weapons to deal damage while also buffing themselves and their allies with songs and chants. Overall, the Bard is a unique class that combines elements of both warrior and scholar, allowing players to create characters who can excel in many different situations depending on their playstyle.

Attributes

When you select Bard as your class, increase your Charisma by +1. Then choose one of the following attributes, and increase it by +1: Agility, Education or Foresight.

Stamina

When you select this class, you gain twenty stamina, plus five times your Body score. Your Recoveries are equal to four plus your Body score.

Training: You are Trained in Performance and Lore. As usual, you must choose specializations for both of these skills. Choose a number of skills equal to two plus your Education score from the list below: Acrobatics, Arcana, Athletics, Deception, Diplomacy, History, Insight, Intimidation, Medicine, Nature, Perception, Religion, Society. You receive a +1 bonus to your training in these chosen skills. Finally, you receive a +1 bonus to your training in Blades, Bows, Unarmed and Unbalanced. Bards tend to prefer light, one-handed weapons.

Defences: Add your Level to your Charisma and Dexterity defences.

Discipline

Within the rich tapestry of bardic tradition, aspiring bards find themselves drawn to diverse paths of study and specialization known as Disciplines. Each Discipline represents a unique approach to the art of bardic performance and mastery, offering distinct avenues for personal growth, development, and expression.

Discipline of Battle: Bards who follow the Discipline of Battle are skilled combatants who excel on the front lines. By focusing on this Discipline, you gain proficiency in shields, enhancing your defensive capabilities. Additionally, you receive a significant boost to your durability with an extra five stamina, making you tougher and more resilient in combat.

Discipline of Harmony: Those who choose the Discipline of Harmony prioritize supporting their allies and fostering cooperation on the battlefield. With this Discipline, you harness your Inspirations to bolster your comrades, granting them the strength and resolve to overcome challenges. When you gain Inspiration at the start of your turn, you may do so to a limit equal to your level plus your Foresight.

Discipline of Magic: Bards who pursue the Discipline of Magic are dedicated students of the arcane arts, seeking to unlock the mysteries of magic. While you may not yet have the ability to cast spells, your deep understanding of magical principles grants you a significant advantage in knowledge. With this Discipline, you receive a +1 bonus to your training in Arcana, Nature, and Religion skills, reflecting your extensive study and expertise in these areas. If you already possess a training bonus in any of these skills, you can apply the bonus to a different skill of your choice, allowing you to diversify your knowledge and abilities.

Basic Attacks

For the Bard, words are weapons, and you can wield them with deadly precision. Your Vicious Mockery basic attack requires no ammunition, but cannot be used with any other ability that requires you to make a basic attack.

Melee: Skill vs Agility.

  • Hit: 2[W] + Body. Damage dice increase to 3[W] at Level 4.
  • Miss: 1[W] + Body.

Ranged: Skill vs Agility.

  • Hit: 2[W] + Dexterity. Damage dice increase to 3[W] at Level 4.
  • Miss: 1[W] + Dexterity.

Vicious Mockery: Performance vs Charisma.

  • Hit: 2d6 + Charisma. Damage dice increase to 3d6 at Level 3, and to 4d6 at Level 4.
  • Miss: 1d6 + Charisma.

Inspiration

As a Bard, your primary duty is to keep your team in fighting trim, and your most important tool is your ability to inspire them.

You begin each battle with a number of Inspiration points equal to your Victories. At the start of each turn, you gain one Inspiration, to a maximum equal to your level. At the end of an encounter, any unused Inspiration is lost.

As a simple action, you may choose a single ally that you can see and grant them one of your Inspiration points. You may only do this if that ally currently does not have Inspiration granted by you. When that ally makes a skill check, which can include an attack roll, they may expend that point of Inspiration to grant themselves favour on the roll. They must choose to do this before rolling the dice.

Hybrid Bards

If you select the Bard as a Hybrid Class, you gain their Inspiration feature.

Bard Features

When you select the Bard as your Class, choose one Bard Heroic-level Feature and add it to your character.

Heroic

Champion

Elite

Paragon

Legendary

unbound/classes/bard.1715569074.txt.gz · Last modified: by tailkinker