The Bard
Original Source
Bard
Advance Scheme - Level 1
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
+0 |
+20 |
+10 |
+0 |
+0 |
+3 |
+10 |
+0 |
+20 |
+10 |
+10 |
+0 |
+0 |
+10 |
Advance Scheme - Level 2
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
+0 |
+20 |
+10 |
+0 |
+0 |
+4 |
+20 |
+0 |
+20 |
+20 |
+10 |
+0 |
+0 |
+10 |
Advance Scheme - Level 3
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
+0 |
+20 |
+20 |
+0 |
+0 |
+4 |
+20 |
+0 |
+30 |
+30 |
+20 |
+10 |
+10 |
+30 |
Advance Scheme - Level 4
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
+0 |
+20 |
+20 |
+0 |
+0 |
+5 |
+30 |
+0 |
+30 |
+40 |
+30 |
+20 |
+20 |
+40 |
Skills
Level 1
- Clown
- Dance
- Mystic Songs, Level 1
- Read/Write
- Read/Write Music
- Speak Additional Language
Level 2
- Mystic Songs, Level 3
Mystic Songs, Level 1 Speak Additional Language
Read/Write Story Telling
Read/Write Music Wit
Speak Additional Language Level 2 Level 4
------- -------
Acting Linguistics
History Magical Sense
Mimic Mystic Songs, Level 4
Mystic Songs, Level 2 Speak Additional Langauage
Speak Additional Language Theology Magic Points: Elves: +4d4 points per
level Others: +2d4 points per level Trappings: Hand Weapon Lute or
Mandolin Sheet Music Colorful Clothes Career Exits: Bard - of next
level Bawd Charlatan Demagogue Notes: Bards must first progress through
the Minstrel career (taking all skills and advances; note that
non-elves must start with Entertainer - Troubadour before becoming
Minstrels, although they do not have to take all advance and skills
before advancing to Minstrel). Once they become Bards, to advance in
level they must take all skills and advances, along with at least two
mystic songs of their current level. Level advances cost 100 EP as
usual. Mystic Songs - Level 1
----------------------
Awaken Magic Point Cost: 1 Range: 100 yards Duration: instantaneous
Singing Time: 1 round When the bard plays this tune, all creatures
within the range of the spell will awaken. Those under the effects of
magical sleep or the like are allowed another saving throw at +20 to
their magic test. Charm I Magic Point Cost: 2 Range: 10 yards Duration:
special Singing Time: 1 round This song effects only one creature at a
time, specified by the bard. The target must make both a successful
magic test and WP test or be allied with the bard for a number of turns
equal to the amount that the target failed the test by (magic or WP,
depending which is worse). Disharmonic Blast I Magic Point Cost: 2
Range: 48 yards Duration: instantaneous Singing Time: 1 round The bard
must specify a target. Unless the target makes a successful magic test,
it will suffer 1d10 wounds at Strength 2. A successful test will halve
this damage. Lullaby Magic Point Cost: 2 Range: 20 yards Duration: 1/2
hour per level Singing Time: 2 rounds Anyone within the area of effect
of this spell (except the bard) must make a WP test or fall asleep for
the duration. There is a modifier on this test, however: the difference
between the bard's Fel and the victim's WP. Reveal Magic Magic Point
Cost: 2 Range: 10 yards Duration: instantaneous Singing Time: 2 rounds
When the bard completes this song, all magic items within the range
will begin to glow softly. At the end of the round after the bard has
ceased to sing, this glow will stop. Note that only magic items will
glow, while magic using creatures and other spell casters will not.
Song of Battle I Magic Point Cost: 2 Range: 20 yards Duration: as long
as the bard sings Singing Time: effect begins immediately All those who
are friendly to the bard within the range of this spell will gain a +10
bonus to their WS. Note that the bard cannot do anything but sing
during this spell or the bonus ceases. Song of Courage I Magic Point
Cost: 1 Range: 20 yards Duration: as long as the bard sings Singing
Time: effect begins immediately This song is similar to the Song of
Battle, only allies of the bard gain a +10 bonus to their Cl and WP.
Song of Harmony I Magic Point Cost: 2 Range: 10 yards Duration:
instantaneous Singing Time: 3 rounds All creatures within the area of
effect are healed for 1d6 wounds. Summon Animals I Magic Point Cost: 2
Range: special Duration: 1 hour Singing Time: 2 rounds This song will
summon 5d10 rats which will serve the bard for the duration of the
spell. Mystic Songs - Level 2
----------------------
Charm II Magic Point Cost: 4 Range: 20 yards Duration: special Singing
Time: 1 round This song has the same effect as Charm I, only the
creature has a -10 penalty to its WP test. The bard may, however, opt
to choose two targets instead of just one, whereas the WP tests of the
two targets will be unmodified. Disharmonic Blast II Magic Point Cost:
4 Range: 48 yards Duration: instantaneous Singing Time: 1 round This
spell is a more powerful version of Disharmonic Blast I, causing 1d10
wounds at Strength 4 to a specified target. Again, a successful magic
test halves the damage. Song of Battle II Magic Point Cost: 4 Range: 20
yards Duration: as long as the bard plays Singing Time: effect begins
immediately This is a more powerful version of the Song of Battle I,
increasing WS by +20 instead of just +10. Song of Courage II Magic
Point Cost: 2 Range: 20 yards Duration: as long as the bard plays
Singing Time: effect begins immediately This is a more powerful version
of the Song of Courage I, increasing Cl and WP by +20. Song of
Forgetfulness Magic Point Cost: 4 Range: 48 yards Duration: 2d6 rounds
per level Singing Time: 1 round This song effects a specific target
within the range of the spell. The target must make a successful WP
test or suffer the effects of a Steal Mind spell for the duration of
the spell. The victim will also suffer amnesia, forgetting all that has
happened to him or her in the last 24 hours, including any spells they
have memorized within the last day. Song of Harmony II Magic Point
Cost: 4 Range: 10 yards Duration: instantaneous Singing Time: 3 rounds
All creatures within the area of effect are healed for 1d6+3 wounds.
Song of the Vines Magic Point Cost: 6 Range: 50 yards Duration: 1d6
rounds per level Singing Time: 2 rounds This song will animate all the
underbrush within the range of the spell. These plants will obey the
bard, attacking his or her opponents. This plant beast has 5 attacks
per round, attacking with a WS of 33. Hits cause damage at Strength 3.
The plants cannot be destroyed, but will be held at bay by fire. Summon
Animals II Magic Point Cost: 4 Range: special Duration: 1 hour Singing
Time: 2 rounds This song will summon 1d10 wolves, who will obey the
bard for the duration of the spell. Mystic Songs - Level 3
----------------------
Charm III Magic Point Cost: 8 Range: 20 yards Duration: special Singing
Time: 1 round This song has the same effects as Charm I, only the
target creature has a -20 penalty to its WP test. The bard may,
however, opt to choose two targets whereas their WP test will be made
with a -20 penalty. Four targets may also be chosen, although their WP
tests will be unmodified. Disharmonic Blast III Magic Point Cost: 8
Range: 48 yards Duration: instantaneous Singing Time: 1 round This
spell is a more powerful version of Disharmonic Blast II, causing 1d10
wounds at Strength 8 to a specified target within the range of the
spell. Again, a successful magic test halves the damage. Song of Battle
III Magic Point Cost: 8 Range: 20 yards Duration: as long as the bard
sings Singing Time: effect begins immediately This is a more powerful
version of the Song of Battle II, increasing WS by +30. Song of Courage
III Magic Point Cost: 4 Range: 20 yards Duration: as long as the bard
sings Singing Time: effects begin immediately This raises the Cl and WP
of all the bards allies by +30, provided they are within range. Song of
Harmony III Magic Point Cost: 8 Range: 10 yards Duration: instantaneous
Singing Time: 3 rounds All creatures within the range of the spell are
healed for 2d6 wounds. Song of Instability Magic Point Cost: 10 Range:
20 yards Duration: instantaneous Singing Time: 2 rounds All creatures
subject to instability must make a check if they are within the range
of the spell. This is irregardless of whether they are under control of
some being or in a location where they would not normally be subject to
instability. Song of the Trees Magic Point Cost: 10 Range: 50 yards
Duration: 1d6 round per level Singing Time: 2 rounds This spell will
animate the surrounding vegetation. This plant beast attacks 5 times
per round at Strength 6, with a WS of 66. See Song of the Vines for
further details. Soundwave Magic Point Cost: 12 Range: 20 yards
Duration: instantaneous Singing Time: 1 round This is a mass damage
spell, causing 4d6 wounds at Strength 3 to all beings within the area
of effect (except the caster). A successful magic test halves the
damage. Summon Animals III Magic Point Cost: 6 Range: special Duration:
1 hour Singing Time: 2 rounds This song summons 1d6 war dogs that will
serve the bard for the duration of the spell. Mystic Songs - Level 4
----------------------
Call the Dead Magic Point Cost: 14 Range: special Duration: until dawn
the following day Singing Time: 3 rounds This duplicates the spell
Summon Skeleton Horde. Charm IV Magic Point Cost: 12 Range: 20 yards
Duration: special Singing Time: 1 round This song has the same effects
as Charm I, only the target creature has a -30 penalty to its WP test.
The bard may opt to split the effect between 2, 3, or 6 targets,
incurring a -15 penalty on WP tests for 2 targets, -10 for three
targets, and no penalty for any of the six targets. Disharmonic Blast
IV Magic Point Cost: 12 Range: 48 yards Duration: instantaneous Singing
Time: 1 round This is a more powerful version of Disharmonic Blast III,
casuing 1d10 wounds at Strength 12 to a specified target within the
range of the spell. Again, a successful magic test halves the damage.
Song of Battle IV Magic Point Cost: 12 Range: 20 yards Duration: as
long as the bard sings Singing Time: effect begins immediately This
spell is similar to the other Songs of Battle, but raises WS by +40.
Song of Courage IV Magic Point Cost: 8 Range: 20 yards Duration: as
long as the bard sings Singing Time: effect begins immediately This
spell raises the Cl and WP of the bard's allies by +40 as long as they
are within range of the spell. Song of Harmony IV Magic Point Cost: 12
Range: 10 yards Duration: instantaneous Singing Time: 3 rounds All
those who are within the area of effect are healed for 2d6+3 wounds.
Summon Animals IV Magic Point Cost: 8 Range: special Duration: 1 hour
Singing Time: 2 rounds This song summons 1d3 bears that will obey the
bard for the duration of the spell. Notes on Mystic Songs: All of the
appropriate spells above have a circular area of effect centered on the
bard, the circle having a radius equal to the range of the spell. This
reflects the auditory aspect of Mystic Songs. Note also the bard must
have an instrument to cast these spells and must be able to sing also.
A gagged bard is no good. Neither is one with his hands tied behind his
back (ever try to play a lute with your toes?). Also, the spells above
are mostly combat oriented. I am sure that others can be created for
the more non-martial aspects of the bard profession (such as something
that makes listeners more...receptive to suggestion). Some may think
that the bard is too powerful a career, but the class is tailored to my
interpretation of the Old World, where magic using folk are few and far
between and all kick butt. Feel free to make any mods you want, but
gimme credit if ya would. I'm a vain type of fellow. Also, please
excuse any typos or no-nos anywhere in this material. I was in a hurry.
Date: Mon, 03 Feb 92 09:45:38 MEZ
From: Benedikt Rosenau
Reply-To: wfrp (WFRP Mailing List)
Errors-To: cluther
X-Mailing-List: WFRP Mailing List
X-From: Benedikt Rosenau
Subject: That Bard From Rec.games.frp
To: WFRP Mailing List
In-Reply-To: Message of Sat, 1 Feb 92 15:21:02 EST from
The spells of the bard posted remind me of a the spells of a character
class
similar to a bard in an ADnD offshot. Anyway, I had the feeling that
the
career posted was made up from WHFRP skills and ADnD spells. The ADnD
of
version of a rogue/spellcaster blend seems to have influenced the
concept
strongly. Normally, a character would have to go through (and survive)
two
fully different career paths to have the advantages of both.
On the advance system: +40 on both Fellowship and Leadership? If memory
serves
+40 Ld was reserved for the Mercenary Captain and +40 Fel for the
Demagogue.
There is no advance in Toughness, 1 wound more than that of a
spellcaster of
a similar level, and quite a lot of advances in personal statistics.
The WS
and BS skill advances imply that this is rather a crossover from a
fighter-
spellcaster than - well, for instance - a just more secular druid.
Believe me, I once had a character with 71 Fel after going through
Power Behind
The Throne, and it has been a nuisance. Together with Seduction, Charm,
Wit,
and Etiquette it added up to a total Fellowship roll of 111. Critical
success
on a roll of 81 or lower. I don't play that character anymore.
Skills:
I wonder what Acting and Mimic in the skill list are for. And I do miss
History
and Genealogy (or heraldry) when I compare it to the historical filids.
Read/Write Music is fine.
Magic points: 4d4 for Elves only and 2d4 for other races? Either 4d4
for humans
misses by accident or it is an attempt to unbalance the game and push
the
Elves.
Honestly, apart from that the disadvantages of Elves or rarely
enforced, the
combination of spells, advances, and an Elven profile are a
powergamer's wet
dream.
For instance disharmonic blast 1d10 Wounds at Strength 2. Roll 1d10 1d6
damage
and add 2, or is it 1d10+2? Does armour protect? The first version is
quite
likely to blow even an advanced charcter to shreds (in a first level
non
specialist spellcasting career boosted by some neato rogue abilities?
Wow, er,
bleech) and even the second version is too powerful if it can bypass
armour.
And where is the idea of using it only for magical attacks that work
like
Strike To Stun?
And of course, we have a more powerful version of the sleep spell than
that of
a similar magic career. And strong healing magic is included too. The
most
powerful healing spell used to give 1d10 wounds back to a character,
but now
everything in the area of effect is INSTANTLY (oh my god) cured for
2d6+3.
IMO, that is the worst violation of the WHFRP concept or what I think
it could
be that I have seen.
For 'balance', the summoning skills exceed that of a druid, and are on
a par
with that of a Necromancer or Demonologist WITHOUT any of the
disadvantages of
the these.
Has anyone ever seen an evil wizard proceed beyond second level? If so,
contact
me.
Am I wrong or does the Bard need only an instrument (as opposed to a
magic
instrument) to be able to use his spells? Anyway, the casting time for
most
spells is too short for my idea of music based magic. Nor are the
effects
subtle enough. This is a straightforward boost on the wizards careers.
The
Warhammer Careers are indeed unbalanced, and spellcasters are among the
most
powerful, but even specialist wizards have to go at great lengths to
find a
teacher (fully left out for the bard) and have to blow out 200xlevel
exp for
getting to the next level. I assume our Bard just spends 100...
And the spellpoint cost is so low that it makes me cry.
The Warhammer World is quite balanced, but with this kind of charming,
spell-
casting rogue leader, Bards would rule.
Let's come to my own idea of them. Bard is related to a Druid like an
Alchemist
to a Wizard. This means an advance scheme simliar to that of a priest,
some of
the more academic or theologic skills exchanged with musical or social
skills -
like Scroll Lore becomes History (oral). Human bards should be
followers of the
Old Faith, Elves and Hobbits should have special gods for it. The
Initiate
stage would be quite like that of a Ministrel. Magic points (2d8) and
Magic
be available from level 2 upwards, with spells similar to that of a
druid of
Level-1. Restrictions would be a behavior like you would expect from a
mix
of a druid and a priest of Verena (or whatshername?).
Exits would include the Seer.
But, Clays way of going through the careers of a Ministrel and a Druid
is the
best one for playing, IMO.