Druidic Bard

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Druid Kit - Druidic Bard (Classical Bard)

Specialty:

Qualifications: Strength of 15, Dexterity of 15, Constitution of 10, Intelligence of 12, Wisdom of 15, and Charisma of 15. They must always remain neutral, but can be good, chaotic or lawful. A bard must be human or half-elven. Druidic Bards begin play as fighters, and they must remain exclusively fighters until they have achieved at least the 5th level of experience. Anytime thereafter, and in any event prior to attaining the 8th level, they must change their class to that of thieves. Again, sometime between 5th and 9th level of ability, bards must leave off thieving and begin clerical studies as druids; but at this time they are Druidic Bards and under druidical tutelage. Bards must fulfill the requirements in all the above classes before progressing to Druidic Bard's Experience Table. They must always remain neutral, but can be chaotic, evil, good or lawful neutral if they wish.

This kit defines the Druidic Bard's abilities, and is taken in addition to previous warrior or rogue or racial kits. Secondary Skills: Druidic Bards may select any secondary skill.

Weapon Proficiencies: Druidic Bards are restricted to the use of the following weapons: club, dagger, dart, javelin, sling, scimitar, spear, staff, staff sling, bastard sword, long sword or short sword. They rarely carry around bulky weapons, even if they are proficient with them. A bard seen carrying a two-handed sword or halberd is likely to arouse suspicions about his intentions. A bard with an elegant sword at his side, however, does not draw as much attention. A finely crafted weapon even adds a touch of class to the bard's appearance.

Non-weapon Proficiencies: Bonuses: Singing, Musical Instrument (must be stringed), Reading/Writing (Native Tongue), Local History. Suggested: Animal Handling, Animal Lore, Animal Training, Astrology, Herbalism, Riding (land-based), Survival, Tracking, and Weather. For every additional proficiency slot spent in the musical instrument proficiency, bards not only increase their ability, but they also gain the use of two more instruments. A bard initially knows how to play one instrument (of the player's choosing). If a second proficiency slot is used for musical instruments, the bard can now accompany himself on three instruments.

The Druidic Bard is proficient at learning languages. One new language is learned, without study or proficiency cost, every 2 levels starting at 4th level, and one every level starting at 12th level.

Armor/Equipment: The bard can use any weapon. He can wear any armor up to, and including, chain mail, but he cannot use a shield larger than buckler. Their instruments, clothing, and other equipment are all kept in top condition. Special Benefits: A Druidic Bard always engages in combat at the level he or she attained as a warrior. A bard is able to function as a rogue of the level previously attained. All saving throws are made an the most favorable table, with the actual bard level considered as that of a druid. He or she must always have a stringed instrument.

Influence Reactions: When performing before a group that is not attacking (and not intending to attack in just seconds), the bard can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fiery speech, collection of jokes, a sad tale, a fine tune played on a fiddle, a haunting lute melody, or a heroic song from the old homeland. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the bard (round fractions down). If the saving throw fails, the group's reaction can be shifted one level (see the Reactions section in the DMG), toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.

Rally Allies: The music, poetry, and stories of the bard can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the bard can heroically inspire his companions (immortalizing them in word and song), granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The bard must spend at least three full rounds singing or reciting before the battle begins. This affects those within a range of 10 feet per experience level of the bard. The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be reinspired by the bard's words.

Counter Song, Characters within 30 feet of the bard are immune to the attack as long as the bard sings a counter song (or recites a poem, etc.). While doing this, the bard can perform no other action except a slow walk. Furthermore, if he is struck or fails a saving throw, his effort is ruined. Success is checked by having the bard make a saving throw vs. spell. Success blocks the attack, failure means the attack has its normal effect (everyone affected rolls saving throws, normal damage is inflicted, etc.). The bard can use this ability once per encounter or battle. This power does not affect verbal spell components or command words; it is effective against spells that involve explanations, commands, or suggestions.

Legend Lore. Finally, bards learn a little bit of everything in their studies and travels. Thus, all bards can read and write in their native tongue (if a written language exists) and all know local history (without cost if the optional proficiency rules are used). Furthermore, bards have a 5% chance per experience level to identify the general purpose and function of any magical item. The bard need not handle the item but must examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature.

Upon reaching 10th level, a bard can attempt to use magical devices of written nature-- scrolls, books, etc. However, his understanding of magic is imperfect (although better than that of a thief), so there is a 15% chance that any written item he uses is read incorrectly. When this happens, the magical power works the opposite of what is intended, generally to the detriment of the bard or his friends. The result may be unpleasant, deadly, or embarrassing. (Deciding these things is part of the DM's fun!)