Dan’s Dungeons and Dragons Player’s Handbook
Chapter 3: Character Classes– Non-Spell Users
Bards are a unique class. The bard is a story teller and poet. He is an entertainer and a walking storehouse of gossip and loose tidbits of knowledge. A bard makes his way through life by his charm, talent and wit. A good bard should be glib of tongue, light of heart and fleet of foot (when all else fails).
The prime stats for a bard are Int and Cha.
Bards can use any simple or martial weapon.
Bards can wear leather and can use a small shield.
Bards get 12 hit dice plus 2 bonus hit points per level.
Bards have Hide, Move Silently, Ancient History, Empathy, Diplomacy, Perform Poetry and Perform with an instrument of his choice as class skills. They also have gather info and local history as class skills as long as they are in area in which they speak the local language. The Bard can also select 4 class skills of the player’s choice.
Bards have a special bonus to their knowledge checks concerning anything of legendary status. This bonus replaces the normal class skill bonus that would apply in these circumstances. This bonus does not apply to any other knowledge checks. See chart 13.
Bards attract a few followers when they reach name level.
The bard is a poet, storyteller, musician and entertainer. He can entertain audiences as well as stir the emotions of others. When reciting poetry or telling a story he can attempt to inspire allies or shift the reactions of an audience. When singing or playing his instrument he can attempt to charm audiences and counter song based attacks.
Many of a Bard’s performances can influence groups of creatures at one time. When making a save for a group, average the bonuses in the crowd and make 1 roll for the group. The crowd will save or fail together. If an individual in the crowd had a high enough bonus to make the save by 5 or more, they can save even if the crowd fails. If the crowd fails the saving throw, they are affected by the performance. Those who make a successful save will often have a hostile reaction to the bard.
This ability is used to enthrall a group of people that can hear the song and possibly affect their behavior through a suggestion implanted in the song. The duration of the song can be chosen by the bard and will typically run from 18-30 rounds (3-5 minutes). The bard must begin the song in an appropriate moment, and if all those able to hear it stop to listen, They will be required to make a will save half way through it. At that point, the bard will know if they are not enthralled at all, somewhat enthralled or thoroughly enthralled. It is at this point that he can implant a suggestion into the song. Use the following chart:
10 Decent song- No effect
16 Good song- Will save 15 or the audience is enthralled while the song continues.
22 Great song- Will save 18 or the audience is enthralled while the song continues and for 1-6 rounds after it is over.
28 Memorable song- Will save 21 or the audience is enthralled and subject to a suggestion implanted in the song while the song continues and for 2-12 rounds after it is over.
34 Extraordinary song- Will save 21 or the audience is completely enthralled while the song continues and they will obey a suggestion implanted in the song after it is over.
This ability is used to counter music and song based attacks. As soon as the bard realizes there is an attack of this nature in progress he can play and or sing and consult the following chart. The bard must continue playing or singing as long as the attack continues. He can do nothing else when doing this.
10 Good song- No effect.
16 Some Protection- Effects are at 50% duration.
22 Good Protection- Effects are at 25% duration.
28 Complete Protection- Effect is negated.
34 True Counter- Effect is negated and turned on the source.
This ability is used to inspire the bard’s allies for the duration of one battle. The bard must begin and continue reciting for 5 rounds. He may not engage in melee for the first two rounds. The bard can begin reciting and after two rounds the performance check is rolled. The results are applied as follows on the third round and after. The bard must engage in melee in rounds three, four and five. After that the bard can do other things but the effect continues for all those that were within hearing range of the bard for those first five rounds. This includes the bard. This ability can only be used once per day.
10 Good poem- No effect
16 Stirring poem- Listeners gain +1 to hit, damage, saves and moral rolls for the rest of the current battle.
22 Moving poem- Listeners gain +2 to hit, damage, saves and moral rolls for the rest of the current battle.
28 Rousing poem- Listeners gain +3 to hit, damage, saves and moral rolls for the rest of the current battle.
34 Epic poem- Listeners gain +4 to hit, damage, save
and moral rolls for the rest of the current battle.
This ability is used to affect the reactions of others to the bard, his party and sometimes others. The bard must say something to get the attention of his audience. This is up to the player to roll play. The player must state the intended shift before he rolls for the success of his story. After he has their attention he can begin. The story will hold their attention until he is finished if it is successful. This ability can only be used once per day.
10 Good story- Bard interrupted after 1-6 rounds.
16 Stirring story- Listeners reaction to the bard is shifted one level in the direction of the bard’s choice. 3-18 rounds
22 Moving story- Listeners reaction to the bard is shifted two levels in the direction of the bard’s choice. 4-10 minutes
28 Rousing story- Listeners reaction to the bard and his companions is shifted three levels in the direction of the bard’s choice. 1-3 turns.
34 Epic story- Listeners reaction to the people of the bard’s choice is shifted four levels in the direction of the bard’s choice. 4-10 turns
Book of Treasures