Bard

= Bard = Bards are the singing, dancing, happy-go-lucky storytellers of the world, with a certain tinge of magic to their art that helps to increase their effectiveness. The old, blind poet who sits beneath the rotted willow tree at every sunset and recites his favorite epics is a bard. The classic fellow who regales tavern-goer's of the trials and accomplishments of local heroes is a bard. The spoony rapscallion with a lyre under one arm and the charmed hearts of some lovely and weak-minded folk under the other is a bard. Bards have a tendency to fill any niche missing in an adventuring party, and while they may not do it as well as others, it's at least better than nothing.

Bards in Armeya are found in just about any civilization.


 * Special Notes about Bards:** A Bard is much more than just a person who enjoys performing; they are magically adept at influencing the minds of others. In Armeya RPG, this reflects as a time in the Bard's life of having once studied at the University. Thus, to play a Bard, one requires a background in the University. Unlike a Wizard, a Bard need not graduate from the University. As a result of this, Bards are often looked down upon by Wizards as failures and incompetent. Furthermore, a Bard prepares his or her spells just as a Wizard does, and requires a spellbook to do this.


 * Special Notes on Magic:** Armeya RPG treats magic in this setting a fair bit differently. To read on how magic functions in this setting, go to this page. To check the allowed spell lists for your character's class, go here.

Alternative Class Features

 * Note**: Some alternative class features may be altered from as they appear in the source material. When there is a discrepancy, use what is listed here in place of what is listed in the source material. Changes in the list below will be noted in bold. Remember that you may only choose one alternative class feature.
 * Bardic Knack (PHB 2, p 35): Lose bardic knowledge, gain the ability to use half your class level in place of skill ranks.
 * Bardic Sage (UA, p 49): Adds additional spells and bonus to knowledge in exchange for reduced Bardic music abilities.
 * Divine Bards (UA, p 50): Wisdom used to determine if you can cast a spell, Charisma used for all other factors, some spells added to the the bard spell list. **Requires devotion to a god.**
 * Healing Hymn (CC, p 47): Lose fascinate, boost natural healing and healing spells.
 * Hymn of Fortification (CC, p 47): Lose inspire competence, use bardic music to generate protection from evil type effects.
 * Inspire Awe (DrM, p 13): Gain ability to inspire awe instead of courage.
 * Inspire Hatred (EoE, p 21): Lose inspire greatness, gain inspire hatred.
 * Loresong (DS, p 8): Give up bardic knowledge. Once per day (more at higher levels) add +4 bonus to an attack, save, or check roll.
 * Mimicking Song (DS, p 8): Give up countersong. Use bardic music to give allies a +2 bonus on move silently.
 * Nature Bard (UA, p 58): Gain animal companion, nature sense, resist nature's lure, and wild empathy as a druid. Lose bardic knowledge, inspire courage, inspire competence, inspire greatness, and inspire heroics. **Requires devotion to Vo Q'fimby or Ta Rak Ra.**
 * Spellbreaker Song (CM, p 35): Lose countersong, can use bardic music to disrupt casters, giving them 20% spell failure chance.