Bard Abilities 70 points
Accelerated Spell Progression (15 CP)
The bard enters Table 32 : Bard Spell Progression in the PHB as if he were one level higher. A 1st-level bard with this advantage has the spell power of a 2nd-level bard, a 4th-level bard is treated as a 5th-level bard, and so on.
Armor and Spell Use (5/10 CP)
Normally, a bard cannot wear armor and cast spells. For 5 CPs, he may wear leather or lighter armor and still use spells; for 10 CPs, he may wear any kind of armor normally usable by a bard and still cast spells.
School Specialization (10 CP)
A bard with this power may select a school of magic in which to specialize. He may choose enchantment/charm, illusion, or song magic as his specialty. Bard specialists gain all the normal benefits and restrictions associated with school specialization, including opposition schools and penalties to learning spells outside their chosen school. However, they may not engage in spell research.
Scroll Use (10 CP)
A bard with this ability may use magical items normally reserved for use by wizards, including wands, rings, and miscellaneous magical items, but not rods or staves.
Alter Moods (5 CP)
When performing before a non-hostile group, the bard can alter the group's mood. This can be achieved via an inspiring poem, a tragic tale, a collection of jokes, or a lively tune. Everyone hearing the bard's performance must make a saving throw vs. paralyzation. For every three experience levels the bard possesses, apply a –1 modifier to each roll. If the save fails, the group's current attitude can be shifted one level in the direction chosen by the bard.
Animal Friendship (10 CP)
Once a day, the bard can cast the equivalent of an animal friendship spell by singing a soothing song.
Charm Resistance (5 CP)
Bards with this ability gain a +1 bonus to all saving throws versus charm-like spells and effects.
Climb Walls (5 CP)
This skill lets bards climb smooth or vertical surfaces.
Counter Effects (10 CP)
Bards are able to counter the effects of songs and music used as magical attacks by performing a counter song. All characters within 30' of the bard are immune to such attacks. For example, the bard's adventuring party would be immune to the effects of a harpy's song. The bard can perform no actions other than a slow walk while countering magic with his music. If he is struck in combat or fails any saving throw, the effect of his counter song ends.
Detect Magic (10 CP)
Bards can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming.
Detect Noise (5 CP)
This is the ability to hear sounds others usually can't.
History (10 CP)
In his travels, a bard learns a great many things. The bard can read and write his native language and knows his area's local history. In addition, a bard has a 5% chance per level to identify the general purpose, function, and history of any magical item he comes across. The bard need not touch the item, but he must examine it closely.
Pick Pockets (10 CP)
A bard uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the bard did not come away with an item, but it does not indicate the bard was caught in the act. To determine if a bard's attempt was noticed, subtract three times the victim's experience level from 100. If the bard's roll was equal to or higher than this number, the attempt was noticed.
Rally Friends (5 CP)
The bard can inspire his compatriots who are about to enter battle. If the bard knows the nature of the threat they face, the bard can spend three full rounds rallying his friends with one of the following effects: a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus on Morale rolls during the upcoming battle. The range is 10' per level of the bard, and the duration is one round per level of the bard.
Read Languages (5 CP)
A bard needs every edge he can get, and the ability to read languages could put him ahead of his competitors.
Sound Resistance (5 CP)
Bards gain a +2 bonus to saving throws vs. sound-based magical attacks such as: harpy's song, dragonne's roar, sphinx's roar, the shout spell, yeth hound howl, and sirine song.
Weapon Specialization (10 CP)
This bard can specialize in a particular weapon. The character point cost must be met in addition.
Wizard Spells (10 CP)
Bards are dabblers in magic, studying it in a rather disorganized fashion. They cannot specialize in a school of magic. They can cast spells once they reach 2nd level, and they begin with one to four spells in their spell books. A bard's spell-casting level is equal to his actual experience level.
Optional Limitations for Bards
Awkward Casting Method (5 CP)
The bard's spells require either loud singing or the strong playing of an instrument of some kind, making it impossible to cast spells discreetly or quietly. He will almost never be able to cast spells without revealing a place of concealment or tipping off an ambush.
Opposition School (5+ CP)
The bard may not make use of spells from one philosophical school of magic or make use of magical items that duplicate that school's effects. (Schools that are in opposition to any specialty schools of the character can't be selected for this restriction.) For each opposing school of philosophy, the character may take a 5-point restriction.
Reduced Spell Power (10 CP)
Since he is not a true wizard, the bard's spells are of less power than a wizard's. For purposes of all level-based characteristics (range, duration, area of effect, damage, and so on), a bard of 2nd–5th level effective casting level is one level lower, a 6th–9th level bard's effective casting level is two levels lower, and a bard of 10th level or higher casts spells as if he were three levels lower.
Reduced Spell Progression (15 CP)
The bard can cast one less spell at each level than normal. For example, a 4th-level bard may normally memorize two 1st-level and one 2nd-level spell; with this restriction, he is reduced to memorizing only one 1st-level spell.
Unreliable Casting Method (5 CP)
The bard's unorthodox approach to magic results in occasional failures, with spells just fizzling instead of taking effect. The chance for failure is 10% per spell level, less 2% per experience level. For example, a 6th-level bard casting a 2nd-level spell would have an 8% chance (20 minus 12) of failure.
| Skill | Base Score |
|---|---|
| Climb Walls | 50% |
| Hear Noise | 20% |
| Pick Pockets | 10% |
| Read Languages | 5% |
| Detect Magic | 10% |
| Bard Level | Spell Level |
|---|---|
| 1 | — |
| 2 | 1 |
| 3 | 2 |
| 4 | 2, 1 |
| 5 | 3, 1 |
| 6 | 3, 2 |
| 7 | 3, 2, 1 |
| 8 | 3, 3, 1 |
| 9 | 3, 3, 2 |
| 10 | 3, 3, 2, 1 |
| 11 | 3, 3, 3, 1 |
| 12 | 3, 3, 3, 2 |
| 13 | 3, 3, 3, 2, 1 |
| 14 | 3, 3, 3, 3, 1 |
| 15 | 3, 3, 3, 3, 2 |
| 16 | 4, 3, 3, 3, 2, 1 |
| 17 | 4, 4, 3, 3, 3, 1 |
| 18 | 4, 4, 4, 3, 3, 2 |
| 19 | 4, 4, 4, 4, 3, 2 |
| 20 | 4, 4, 4, 4, 4, 3 |
| Bard Level | % Chance |
|---|---|
| 1–2 | 10% |
| 3–4 | 20% |
| 5–6 | 30% |
| 7 | 40% |
| 8 | 50% |
| 9 | 60% |
| 10 | 70% |
| 11+ | 80% |