|
Bard
Bards are
renowned for their performances of singing, dancing, playing instruments, as
well as literature. They are the tellers of tales and adventures if not of their
own. They tend write Tales they have heard and seen as well as offer their
services for some gold. They make good morale type adventurers that tend to aid
or support the party. As a Bard most of your talents rely upon a Performance
Skill roll in order to perform abilities. Bards normally carry their favorite
instrument with them an item that is portable and useable when needed. Their
power of song and dance is one of the oldest ways aside from power of word or
magic. The Bard is a wonderful ally though their ethics may determine their
different behaviors yet a Bard is still an asset to the party when a Spell
Caster is unavailable.
Benefits>
These are basic Abilities you know of easily from your novice training when
learning to become a Bard. Some are set specifically for your profession as
abilities you may know and how to use. Though they are rarely powerful skills
they are useful skills that will assist you in your travels as an Adventurer in
the world of Everlynn.
Bardic
Knowledge> This grants the Bard Knowledge of old songs, stories, music,
and hearth wisdom of old ages. They are also able to apply this ability to their
Performance giving them a +4 to Performance rolls regardless of the limit. This
is also their knowledge to Sing, Dance, and perform dance or Music to their
abilities.
Bard
Difficulty> a Bard must always beat the Difficulty 10 in order to perform
a Bardic Ability. Failure ends in unable to perform the ability correctly and a
Crit Failure of 1 ends up causing the ability to reflect negatively as in lashed
out on the party or if the bonuses where for the party it is now on the enemy.
Bardic
Instrument> Just a role play tool but important none the less the Bard
must state in their background the instrument they use. The Instrument is an
essential component to not only the song and dance but music to the Bard’s
ability.
Two
Songs> Bards can choose two basic songs to know ranging from the 20-30
Exp
Range
. These are normally songs that they have learned during their training as a
Bard.
Spells>
Though a Bard is not highly skilled at Magic they can learn simple 20 Exp
spells each time they have learned a Song. This does not count towards the Four
Basic songs but they may choose one Spell that is of 20 Exp for Free as their
first spell. Also a Bard may cast a spell similar to a Spell Caster but with out
the Difficulty of 10. Bards are a bit handicap in using spells properly and can
only Cast five spells a day regardless of how many spells they have. Spells
classified under Bard’s profession is limited but cannot be recast if the bard
is also a Spell Caster. The Spells are of two different origins there fore do
not apply to the other profession.
Criticals>
When a Bard performs
a at a 20 on a d20 roll the critical success gives the full effect of the
performed ability as well as increase the difficulty +2 for those that it
applies too. This is a special action for Bards since they can use abilities of
their profession an unlimited amount of times as long as they have the
components to do so. But on a critical fail of 1 on a d20 roll the performed
ability back fires onto the party and reflects the opposite onto the Bard’s
allies.
Abilities>
For a bard abilities
consist of many songs that can be performed by signing, dancing, music, and
reciting old tales. Their intriguing powers come from an old style and form that
brought power when the world of Everlynn was once young. Now that times has
change this influential power still plays a roll in the lives of people conveyed
by those called Bards.
Song
of
Aurora
> The song bring a healing and joyful feeling to the
souls that listen. The Bard may perform this song in order to restore 2d10 of
the Party’s Health back. This Effect is immediate once the Bard has performed
this song with out fail. If the bard critically fails on a 1 the Song does harm
to the party at 2d10 Damage.
Cost>
20 Exp
Song
of Chaos> A song
of confusion those who are the enemies of the Bard that listen to the song are
confused for d8 rounds. The enemy must make a Resist roll Difficulty 14 or be
affected by the Song. This causes enemy to be confused and attack randomly. If a
critical fails of 1 the Song reflects onto the party and causes them to become
confuse with a Resist Roll.
Cost>
20 Exp
Dance
of the Dazzler>
Those who the Bard Targets as their audience are dazed and glued to their feet
watching the Bard Dance their dazzling form. Those who the Bard deems as their
audience (Party or Enemy) must make a Mind Check Difficulty 14 or be dazzled
(Stun) for 2d4 rounds. If on a critical fail of 1 the party must make the Mind
Check or be dazzled.
Cost> 20 Exp
Slumber
Bell
> Sweet lullaby that rocks targets with Minds of 12 or
lower to Fall Asleep. It has no effect on Insects or Construct Object (Example
Golems) but those with a human like intelligence. An Elfish song for children to
sleep well Bards can apply it to a designated Target or up to three Targets. The
Targets must make a Resist Difficulty 14 or suffer under the Status Effect
Sleep. However loud noise does not wake them up since it is a deep sleep but
hitting them will cause them to wake up. On a Crit fail 1 the Slumber Bell is
reflected onto the Bard.
Cost> 20 Exp
Swift
Dance of the Desert Wind>
Far from the known lands of Everlynn is an Ancient City of a great Desert. The
city retains in memory passed down to Bards in this old War song from the ages
of the War of the Gods. It depicts a female Hero who crosses the sands of time
who eyes are like a draconic God and Beauty untouched by the world. As the Bard
Sing this song and dances the Desert’s path they increase the agility of their
own and the party. The Party and the Bard increase +3 in Dodge once this Dance
has been performed correctly. On a crit fail of 1 all including the Bard suffer
a -3 to Dodge if the is performed incorrectly.
Cost> 20 Exp
Dance
of Shadows> By
performing this Nocturan Dance of old folklore the Dancer kicks up black sand
around in the dance and a thick black mist covers the area of the enemy in a
fine blinding shadow. The Enemy suffers a -5 to all actions and rolls while
caught in the mist that surrounds them in a 25ft radius. If on a crit fail of 1
the mist covers the party causing them terrible confusion and suffering a -5 to
all actions and rolls.
Cost>
20 Exp
Surprise
Rose> Bards with
this ability are able to avoid taking damage from an attack by making a
Performance Roll vs. the Attackers Attack Roll. For Example the Attacker Rolls a
12 on his melee the Bard would need to make a performance roll higher than 12 in
order to use this ability. It can be used numerous times to avoid damage and is
one of the most useful dance abilities for the Bard. The target the Attacker
hits when the ability is successful is just a bushel of roses as the Bard stands
elsewhere that is 5ft from the Attacker. On a Critical Fail the Bard is hit and
also trips being knock down till their next turn.
Cost>
40 Exp
Seventh
Song of Pales> A
Choir song known for its clerical powers it creates a +1 Bonus to all the
bard’s Ally and the Bard as long as they continue singing the choir song. Also
the Party and Bard restore 2d6 Hp every round the Song continues. At the same
time any Status Effect are cured the moment the choir song is sung and any
Fallen Comrade Comatose or deceased rises back to life with at Least 20 Hp. The
downside is that the bard must continue singing the song and beat the Difficulty
of 10 in a Performance Check. Each time the Bard is interrupted by an action or
Target they must make a Performance Check Difficulty 10 +1 for each distraction
that interrupts them.
Cost>
50 Exp
Shield
of Magic Ordain>
The music created by the Bard’s Instrument creates a protective melody
granting a blue clear shield in front of them and their party. The Shield
Reduces Physical and Magical Damage as well as creates a Resistance to Magic.
The Bard and their party receives a +30% in Armor Physical and Magical and +3 to
E.Resist.
Cost>
30 Exp
Waltz
of Fear> Demonic
in origin this Waltz is danced every year by Waku demons that live in another
realm. The face of the Bard slightly changes to one of the Waku and seems to
Waltz alone or with a party member and a dark and fearful melody is almost heard
from beyond this world. The Effect causes Fear to opposing parties and enemies
and grants immunity to Fear Effects for the party for the remainder of the day.
The enemy targets must make a E.Resist Check Difficulty 16 or suffer a -4
penalty to all rolls and actions. If successful not only does the enemy suffer
but the party is immune to any Fear Effects as well. On a critical fail of 1 the
effects reverse and the party must make an E.Resist Check or suffer a -4 penalty
while the enemy is immune to fear.
Cost>
40 Exp
Deep
Blue Sea> This
aquatic song sung by sirens and Merfolk is an intriguing piece of music that
calls fourth many abilities. To one Effect it may call fourth a great wave that
can raise the water level in a local water area or decrease it. Another is to
summon a wind to give life to sails and is highly prized by sailors and boat
travelers. The third effect can grant those the ability to breath water as if
they were a fish. Lastly it summons an Ebb and school of fish and dolphins that
will strike at enemies in or out of water bringing fourth a rushing tide that
will knock down enemies instantly and deal 5d6 Damage. The song sounds like a
mermaid or siren’s singing as from water you can hear the large whales sing.
Cost> 50 Exp
Dance
of the Phoenix>
Honored to the birds of flame the Phoenix the dance creates lashes for flame
from the twirling fiery festive dance by the bard. As the Bard recites each
dance she can creates three times a flame or brings a dead friend back to life.
The flames lashed out in the dance unleashes 3#2d10 Flames that strike a group
in a wave of a fiery inferno where as the Resurrection dance revives the friends
D.Hp full as well as restores 20 Hp.
Cost> 60 Exp
Song
of the Dragon> The
song enables the bard to call fourth the breath of a fiery dragon through their
mouth. It also grants the ability of Natural scale skinned as armor for the
Bard. Once Song the Bard can also speak draconic and unleash a 5d6 fiery cone in
a straight line equal to their movement. In addition the scaly skin offers a
+30% to Armor for the remainder of the day giving the bard rather unique traits.
However on a critical fail of 1 the Bard sets themselves on fiery dealing 5d6
damage and d6 damage each round he is not put out.
Cost> 40 Exp
Musical
Prayer> The song
of Clerics allows a Bard to bring back the soul of a recently Dead ally to full
D.Hp and Full Hp. The song can only be used once per day but can be very useful.
Cost>
40 Exp
Illusion
Dance> A powerful
dance that has ghosting images following after the Bard’s every move and
mirrors their appearance. The Bard tends to perform this dance to confuse and
prevent the enemy from attacking them by tricking them into attacking an
illusion. The dance creates 5 ghostly images, including the Bard, and each time
the Enemy strikes at the Bard an illusion dies but not the Bard. Eventually the
Bard will run out of these illusions and become vulnerable.
Cost>
40 Exp
Gospel
Prayer> Divine in
Power this is a song and dance granted by the Bard to give commune to their god.
The song empowers the Bard’s Allies in exchange of their praise. The Bard’s
Ally’s are Invincible and impervious to any harm but the Bard. The Bard must
continue this dance and song each round beating a Difficulty of 14 in
Performance or the ability will cancel out. Any distractions does not penalize This
is at times the ultimate sacrifice or aid to a Bard’s Party.
Cost>
100 Exp
|