Bard

Bard Class Traits
Exp Rating: 3
Base Hitpoints: CHA/3
Level Hitpoints: 5 per level
Primary Attributes: Charisma, Constitution
Stamina: 2
Resolve: 2
Philosophies
Primary Class Philosophy: Music Philosophy
Philosophy Training:
  • Rank 2 in Music
  • 1 additional ranks spent in Music, Physical, or Mental
Disciplines:
Skills Training
Class Favored Skills:
Starting Skill Points:
  • 32 points to be spent in the above Class Skills. These points cannot be used to raise a skill above Rank 3.
Weapon & Armor Proficiencies
Weapon Proficiency: All Rank 1 and Rank 2 Weapons.
Armor Proficiency: All Rank 1 Armors and less.
Shield Proficiency: None.
"Quote"
——Attr

Masters of Music

The Bard...

Adventurers

A strong barbarian can often be a double-edged sword to an adventuring party, as their lack of control and understanding of the modern world often instigates just as many battles as they win. Despite this potential danger, many Barbarians become reliable allies once they come to some sort of understanding with their comrades. Not only can they be a relentless, fearless front-line fighter, but they can grow to be unquestioningly loyal allies to those they respect and care for. In the harsh environments that many of these warriors hail from, they have learned that strong friends are necessary for survival.

Barbarians usually have several basic reasons for choosing an adventuring lifestyle: Greed, Power or Desperation. Barbarians mostly prefer to stay among their own people, leaning towards xenophobia in some cases. However, the allure of wealth is far stronger to those who have very little, the allure of power is stronger still, and these two things can draw even the most dedicated tribesmen out of their simple environments. The third reason is a more common motivator, sometimes there is simply nothing left to survive off of in their homeland, so Barbarians are forced to explore outside their territory to live on. As a result, Barbarians sometimes simply fall in to the adventuring lifestyle after encountering a party of enterprising allies.

History and Culture

Barbarians have been in existence since humanoids first emerged, and then shortly after discovered how to kill. Over time, weaker savage cultures were consumed by stronger ones, and eventually only the most brutal of these warriors became strong enough to co-exist in a world with other beings who have surpassed them in terms of education and technology.

Tribes and families of these primitive fighters tend to live in small pockets scattered around the world, and have no particular areas that they come from. If an environment can support humanoid life, no matter how harsh, a group of savages cant typically be found there. Some barbarians do not come from primitive homes, and came by their circumstances a bit differently, perhaps being abandoned at youth, or growing up homeless in dangerous cities. There are no real cultural requirements to be a barbarian, other than an understanding of one's own instincts and self-reliance.

Alignment

Barbarians can have any range of disposition, but despite this many cultures see them as evil and dangerous, simply because they choose to remain outside of organized society. They can become hostile towards things they do not understand if they find themselves in an unfamiliar environment, but those who are a bit more tolerant of others will quickly learn that Barbarians are predisposed to ignorance due to their environment, and not simple irrational anger.

Goodly Barbarians often choose to learn how to live alongside other cultures or at least tolerate them, and quickly form strong bonds with their allies, generally being quicker to trust than others of their kind. Unaligned Barbarians are usually strong warriors whose primary motivation in life is to survive by any means necessary, and in many cases to survive more comfortably. Since most Barbarians don't tend to have the same sense of morality that other cultures do, they are often mistaken as evil warriors, when in reality they simply operate under a different set of rules. Evil Barbarians are known for raiding, killing and defiling everything in their path, they do not care for the laws of others, they follow one rule: Might Makes Right.

Class Features

♦ Musical Songs1st Level
You learn and use songs from the Music Philosophy. Use Charisma to determine your Virtuosity and Musical Might when using Musical Songs. If you gain Music Virtuosity from a different class feature, and that feature uses a different attribute, you may choose which attribute to use.
Virtuosity = ChaA + Casting Combat Training + LVLM + Misc. Bonuses
Musical Might = ChaP + Misc. Bonuses
♦ Musical Arts1st Level
You gain access to the Musical Arts skill.
♦ Jack of All Trades1st Level
The bard has a wide scope of training, picking up bits and pieces of knowledge. The Bard may make a Jack of All Trades check in place of any Trade Skill Check.
Jack of All Trades Check = 2 + IntA + Mental Philosphy Rank + Misc. Bonuses
♦ Bardic Music1st Level
As a bard, the spirits of music are attracted to you and join in as you play your music. These spirits can sustain a song for you, producing their own spectral instrument at your command. Choose one of the following types of spirits: Ghostly spirits of past bards, Fae Ensemble, or Elemental Symphony. Each ensemble provides a unique thematic benefit, altering the effects of Songs you perform. Once chosen, the types of spirits cannot be changed.

Spectral instruments can be conjured or dismissed as a Free action. They are completely ephemeral and cannot be interacted with. The conjured spirit takes over concentrating for you on one duration-based ongoing music song. If you are rendered unconscious or killed, the spirit continues to play until the duration of the song ends. It cannot upkeep songs.

♦ Bonus Basic Powers1st Level
You master two bonus Basic Musical Songs. You must still meet all prerequisites of the chosen songs.
♦ Bardic Rituals1st Level
The Bard may use their [Music Rank - 2] in place of any other philosophy for meeting prerequisites for Rituals.
♦ Greater Bardic Music5th Level
You may conjure a second Spectral Instrument to sustain musical songs for you.


Combat Training

Combat Training by Level
Type1st2nd3rd5th6th7th9th10th11th
Casting?'?'+1'?'?
Melee?'?'''?'?
Ranged?'?'''?'?
Parry'''''+1''?
Fort'?'''''?'
Reflex+1?'+1'''?+1
Will+1?'+1'''?+1
  • 1st level, one point in Reflex, one point in Will, and one point in your choice of the following: Casting, Melee Weapon Attacks, or Ranged Weapon Attacks.
  • 2nd level, one point in your choice of the following: Fortitude, Reflex, or Will.
  • 3rd level, one point in your choice of the following: Casting, Melee Weapon Attacks, or Ranged Weapon Attacks.
  • 5th level, one point in Reflex and one point in Will.
  • 6th level, one point in Casting.
  • 7th level, one point in Parry.
  • 9th level, one point in your choice of the following: Casting, Melee Weapon Attacks, or Ranged Weapon Attacks.
  • 10th level, one point in your choice of the following: Fortitude, Reflex, or Will.
  • 11th level, one point in Reflex, one point in Will, and one point in your choice of the following: Casting, Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.

Bard Specialties

When your character earns a Class Specialty, you may choose one from the following list.

♦ Practiced Music
Once per round, when you make a Virtuosity Check as part of upkeeping a Music Field, roll twice and take the better result.
♦ Flowing Music
Double the duration of your Music Songs. When you upkeep a song, the upkept duration is also doubled.
♦ Learned Trades
You gain a +5 class bonus to all Jack of All Trades checks.