Bards

Prime Attribute:  Charisma

Weapon Slots


 * Bards start with 3 weapon slots, and gain 1 every third level (3, 6, 9, 12, etc.)  They may spend these on any weapon.

Skills Bards add their level to attempts at Climb, Listen, Pick Pockets, and Decipher Script. They also add their level to attempts at identifying an item’s properties or knowing the history of an area or individual.

Improve Reactions Bards can influence the reactions of others, by telling a joke,  a story, singing a song, or simply being very confident and charming. Targets make a Wisdom save. On a failed save, the bard’s targets are more well disposed to him. This ability cannot be used on targets who are already so badly disposed to the bard that they are actually attacking.

Inspire A bard can rally his comrades, providing a +1 bonus to attacks, saving throws, and a +2 bonus to morale for all allies within 10 feet x Bard Level. This ability lasts a number of rounds equal to the bard's level.

Fascinate


 * A bard may put a creature into a trance by performing for it.  The creature makes a Charisma save, and the trance lasts as long as the Bard continues performing.  Any obvious threat breaks the trance, and a fascinate attempt may not start in the midst of combat.  Once a trance is resisted or broken, a creature cannot be re-fascinated for 24 hours.

Countersong A bard can counter spells that rely on music and sound by making an Intelligence saving throw against them. The bard must focus on doing nothing else but countersinging, though they can also move at half their speed.

Spells


 * Bards get access to wizard spells as detailed in the chart at the bottom of this page.