Player's Handbook

Bard

A rogue class.

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Requirements

Ability minimumsDexterity 12, Intelligence 13, Charisma 15
Prime requisitesDexterity, Charisma
AlignmentLawful Neutral, Neutral Good, True Neutral, Neutral Evil, Chaotic Neutral
Level limitsCentaur 12, Mongrelman 8, Wemic 10Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Bard experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d6
21,2502d6
32,5003d6
45,0004d6
510,0005d6
620,0006d6
740,0007d6
870,0008d6
9110,0009d6
10160,00010d6
11220,00010d6+2
12440,00010d6+4
13660,00010d6+6
14880,00010d6+8
151,100,00010d6+10
161,320,00010d6+12
171,540,00010d6+14
181,760,00010d6+16
191,980,00010d6+18
202,200,00010d6+20

Combat

Weaponsany
Armourup to chain mail, no shield
SpecializationMay not specialize in a weapon.
Combat

Bard THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
319
419
518
618
717
817
916
1016
1115
1215
1314
1414
1513
1613
1712
1812
1911
2011
Saving throws

Bard saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11314121615
21314121615
31314121615
41314121615
51212111513
61212111513
71212111513
81212111513
91110101411
101110101411
111110101411
121110101411
131089139
141089139
151089139
161089139
17968127
18968127
19968127
20968127

Magic

CastsWizard spells
Spells

Bard spell slots

Spells castable per day at each level, before any bonus from a high score.
Level123456
1
21
32
421
531
632
7321
8331
9332
103321
113331
123332
1333321
1433331
1533332
16433321
17443331
18444332
19444432
20444443

Kits

Humanoid Bard

A performer whose songs carry real weight in a fight, when the audience is listening.

Ability minimumsDexterity 13, Intelligence 13, Charisma 15
RacesAarakocra, Centaur, Flind, Mongrelman, Satyr, Voadkyn, Wemic
AlsoFor a mongrelman, the 15+ requirement is measured among its own kind. At least partially . Required for bards of these .
Bonus proficienciesLocal History
WeaponsThief weapon restrictions apply.
Proficiencies requiredA musical instrument, and one of Chanting, Dancing, Juggling, Poetry or Singing
Proficiencies recommendedActing, Artistic Ability, Chanting, Craft Instrument, Crowd Working, Dancing, Drinking, Eating, Etiquette, Fortune Telling, Languages (modern), Poetry, Rope Use, Voice Mimicry, Whistling/Humming
Proficiencies barredSpellcraft
ProficienciesLocal History is a free bonus . Every warrior-, priest- and rogue-group proficiency is recommended except Spellcraft, which is NEVER learnable.
ArmourArmor up to chain mail; any equipment except shields.
Starting money3d6 x 5 gp

Benefits

  • Influences group NPC reactions as a true bard: of another at +3, NPCs of the bard's own race save at -2.
  • Inspires companions with 4 of heroic song or tale: hearers within 10 feet choose one (bard's pick): +1 attack, +1 , or +2 morale; hearers of the bard's own get +1 more. Lasts 1 round per . A combatant already engaged cannot be inspired.
  • Counters sound-based attacks (songs, chants, wails, magical commands or suggestions) with intense concentration, per the PHB bard rules.
  • 5% per chance to identify the general purpose or function of a magical item.

Hindrances

  • No spellcasting.
  • -3 to all entertaining another ; a mongrelman bard's performance affects other-race crowds only negatively.

True Bard

The bard as the Player's Handbook prints him, bound into the system so that every other kit has something to be measured against.

AlsoStandard bard requirements.
Bonus proficienciesSinging, Musical Instrument, Reading/Writing (native), Local History
WeaponsAny weapon.
ProficienciesMusical Instrument: each additional slot spent grants use of two more instruments (1 at the first slot, 3 at the second, 5 at the third).
ArmourUp to and including chain mail; no shield.

Benefits

  • Influence Reactions: performance of 1d10 ; all who hear it , Save vs. paralyzation at -1 per three of the bard (round down). Failure shifts the reaction one step in the chosen direction; a successful save shifts it one step the opposite way.
  • Rally Allies: 3 or more of performance; allies within 10 feet per gain one chosen effect of +1 attack, +1 or +2 morale, lasting 1 round per level. Those already actively fighting cannot be rallied.
  • Counter Song: once per encounter, moving at half speed only; on a successful vs. spell it negates hostile sound-based effects within 30 feet. It does not stop spellcasting or command words.
  • Legend Lore: 1d10 of scrutiny, 5% per . Table 12 (3d6, rolled once per bard level on a success) is the optional detail table: 3 charges or uses left; 4 intelligent?; 5 cursed or evil?; 6 market value; 7 name; 8 famous past owners; 9 age; 10 creating ; 11 where made; 12 who crafted it; 13 owners' ; 14 who can use it; 15 general effects; 16 activation; 17 item type; 18 the full entry.

Blade

A performer whose act is the weapon itself, and who fights as a rogue rather than a warrior.

Ability minimumsDexterity 13, Intelligence 13, Charisma 15
Bonus proficienciesReading/Writing (native), Local History, Blind-fighting, Juggling
Weapons recommendedSword (any), Dagger, Knife
WeaponsAt least half of all weapon slots must go to sword (any), dagger or knife. At most ONE slot ever on a purely missile weapon; a thrown-or- weapon such as a spear or hand axe does not count as purely missile.
Proficiencies recommendedBlacksmithing, Bowyer/Fletcher, Disguise, Poetry, Weaponsmithing
ArmourStandard: up to and including chain mail; no shield.

Benefits

  • Weapons Display: once per encounter, one full uninterrupted with a non-missile weapon and room to extend the arms; lasts 1 round per . Opponents of Int 5+ who know weapons, are not already in and can see it take -2 morale (no immediate check); allies gain +1 attack.
  • Handle Weapon: two-weapon fighting at no penalty on the primary hand and -2 on the secondary, where the rogue default is -2/-4. The Blade is ambidextrous and takes no off-hand penalties. Catching a thrown small weapon via Juggling adds the Blade's to the roll.
  • Trick Throw: called shots with missile and hurled weapons at -4, reduced by 1 per five ( up): levels 1-5 -3, 6-10 -2, 11-15 -1, 16-20 0. Blind-fighting extends to hurled and missile attacks out to 30 feet.
  • Defensive Spin: once per combat, making no attacks while spinning; AC improves by ceil(/2), and attackers vs. paralyzation or take ceil(level/2) , capped at the weapon's maximum damage including bonuses. Lasts up to ; any hit on the Blade ends it.
  • Offensive Spin: one full without attacking, then a normal attack the next round; on a hit, a target of Int 5+ makes a morale check or keeps 10 or more feet away. Once per creature, and only against creatures that have not yet damaged the Blade.

Hindrances

  • No 10th- to use any written magical item.

Charlatan

A confidence artist who treats a costume and a story as the working tools of the trade.

AlsoStandard bard requirements.
Bonus proficienciesActing, Disguise, Forgery, Gaming
Weapons recommendedDagger, Short sword, Long sword
WeaponsOne initial weapon slot must be dagger, short sword or long sword; every second slot thereafter must be one of those three until all three are held. Otherwise any weapon.
Proficiencies recommendedAppraising, Astrology, Healing, Herbalism, Juggling, Reading Lips, Religion, Rope Use, Singing, Ventriloquism
ArmourAny armor and a shield, when the role being played requires it. Armor beyond the bard's own allowance carries a heavier penalty to rogue skills. A disguise of this kind is not maintained for more than a few weeks.

Benefits

  • Charm: a group of up to '' persons in average or better spirits, after 1d10 of mingling. vs. paralyzation at -1 per three levels of the bard (round down). Failure produces a charm person effect that is non-magical: no or time-based re-save, but a new save each time the relationship is stressed. A natural 20 sees through the facade.
  • Masquerade: fake any nonweapon or secondary skill. Skeptics to detect it, Save vs. paralyzation at -1 per three of the bard ( down). An check at -10 lets the Charlatan actually function as though proficient, for one check.
  • Detect Fakery: a check detects lies, false pretenses and swindles. A Charisma check at -10, after 1d10 of conversation, reveals .
  • Swindling: for purchases up to 10 gp per , roll Pick Pockets; success means paying that rolled of the price. Failing by more than the Charlatan's means the con is detected, and a roll above 95 is always detected.

Gallant

A romantic who fights by a code, and whose word about that code is worth more to him than the fight.

AlsoStandard bard requirements.
Bonus proficienciesDancing, Etiquette, Languages (Ancient), Poetry
Weapons requiredLance, jousting
WeaponsThe jousting lance must be taken. Otherwise any weapon.
Proficiencies recommendedAnimal Training, Armorer, Artistic Ability, Blacksmithing, Blind-fighting, Bowyer/Fletcher, Languages (Modern), Leatherworking, Musical Instrument, Riding (Land-Based), Reading/Writing, Singing, Weaponsmithing
ArmourAny form of armor. Armor beyond the bard's own allowance carries a heavier penalty to rogue skills.

Benefits

  • Essence of Purity: +1 per , in addition to any bonus. Any failed that would cause death may be rerolled. A Gallant slain while defending love, innocence, beauty or the opposite sex fights on for 1d4 more , or until further equal to his level is taken.
  • Code of the Gallant: while keeping the code, a +2 usable once per on ONE of attack, , AC or a , declared before the roll and never split. Breaking the code loses the bonus until atonement. The code: defend lovers, innocents and the opposite sex; never marry or vow to one person; never retreat before allies of the opposite sex; never overstay a welcome; spend half of all money on the innocent or on romance; own only what can be carried.
  • Romantic Appeal: non-hostile encounters shift one step friendlier unless the NPC , Save vs. paralyzation at -1 per three of the bard ( down). Same-sex who SUCCEED on the save shift one step worse instead.
  • Poetic Charm: one target of the opposite sex, over 1d10 including a poem. vs. paralyzation at -1 per three of the bard ( down). Failure means charmed, non-magical, and permanent until abused, with each abuse allowing a new save at the DM's modifiers.

Hindrances

  • Never builds a stronghold, and attracts no at 9th .

Gypsy-bard

A traveller whose road, whose animals and whose fortune-telling are all the same trade.

AlsoStandard bard requirements.
Bonus proficienciesDancing, Direction Sense, Languages (modern: Gypsy), Musical Instrument (tambourine, violin, mandolin)
Weapons recommendedDagger, Knife, Khopesh, Scimitar
Weapons barredBattle axe, Lance (any), Polearm (any), Trident, Two-handed sword, Bastard sword, Warhammer
WeaponsA dagger or knife must be taken. The first sword, if any, must be a khopesh or a scimitar.
Proficiencies recommendedAncient History, Astrology, Cooking, Craft Instrument, Disguise, Fire-Building, Gaming, Herbalism, Hunting, Juggling, Singing, Spellcraft, Survival, Tracking, Ventriloquism, Weather Sense
ArmourLeather, padded, studded leather, hide or elven chain only.

Benefits

  • Animal Rapport: Animal Handling, Animal Lore, Animal Training and Riding (land-based) are granted FREE, in addition to the four bonus . Training and riding extend to any familiar animal. Once per day as a spell-like : animal friendship at 5th , locate animals or plants at 10th, speak with animals at 15th.
  • Allure of the Gypsies: a group performance with three or more Gypsy-bards, or a willing audience, over 1d10 ; produces the effect of any one enchantment or charm spell that one of the performers could cast and knows.
  • Fortune Telling: with any scrying item, usable by the or not, or a deck of many things, produces an augury effect, one question per five ( up) per day. Cards drawn from a deck of many things this way never affect the Gypsy-bard.

Hindrances

  • Climb Walls at -25% on cliffs, building walls and cave walls. Trees are unaffected.

Herald

A messenger and a walking record of who holds what, and of who said so first.

AlsoStandard bard requirements.
Bonus proficienciesEtiquette, Heraldry, Local History, Reading/Writing
WeaponsUnrestricted.
Proficiencies recommendedLanguages (ancient), Languages (modern), Musical Instrument (horn family)
ProficienciesAt least half of all nonweapon must be spent on languages.
ArmourStandard: up to and including chain mail; no shield.

Benefits

  • Identify Rumors: learns twice as many rumors as anyone else, and a check tells true from false.
  • Local Lore: after one day per 1,000 inhabitants, an check recalls the names of officials, at -2 to recognize one on sight. A natural 20 means the information is false.
  • Basal Communication: with any speaking creature of Low or better within 10 feet and no distractions, a Read Languages roll sends a message and a separate roll receives one.
  • Persuade Crowd: 1d10 minutes of rumor and news in a shared language. vs. paralyzation at -1 per three of the bard ( down). Failure shifts the hearer one step toward the Herald's opinion; a successful save shifts one step the opposite way.

Jester

A licensed fool whose luck is real, and who is hardest to attack in exactly the moment he is most annoying.

Ability minimumsDexterity 14
Also 14; other requirements standard.
Bonus proficienciesActing, Dancing, Juggling, Tumbling
WeaponsOnly blowgun, hand crossbow, dagger, dart, hand axe, javelin, knife, quarterstaff, scourge, sling, short sword and whip.
Proficiencies recommendedCrowd Working, Disguise, Jumping, Musical Instrument, Poetry, Singing, Ventriloquism
ArmourLeather, padded, studded leather or elven chain only.

Benefits

  • Fool's Luck: +1, or +5% on a roll, to , , , , thief skill checks, and sub-checks such as or ; and +1 to AC. It does NOT apply to attack rolls, rolls, character generation or rolls.
  • Jesting: one silent sentence per to anyone who passes a check at -5, within 30 feet and in full view. Taunt: viewers within 30 feet vs. paralyzation at -1 per three or must try to strike the Jester, ignoring tactics, for as long as the jesting continues.
  • Joking: 1d10 in a shared language. vs. paralyzation at -1 per three of the bard (round down). Failure shifts the reaction one step in the desired direction; a successful save shifts it one step the opposite way. A one-round joke grants everyone affected by fear a second save, vs. spell if no save was allowed the first time.
  • A Jester's Mind: immune to insanity attacks; a bonus equal to against wizard enchantment/charm and the priest charm , though a natural 1 still fails; and mind-readers have a chance equal to the Jester's level in percent of being confused.

Jongleur

An acrobat and juggler whose whole defence is being somewhere else by the time the blow lands.

Ability minimumsDexterity 14
Also 14; other requirements standard.
Bonus proficienciesJuggling, Jumping, Tightrope Walking, Tumbling
WeaponsAll hurled weapons, meaning anything thrown but not bows, blowguns or other fired missiles, plus polearms, quarterstaff, sling, staff sling and whip. Nothing else.
Proficiencies recommendedDirection Sense, Endurance, Poetry, Rope Use, Running
ArmourThe bard standard, but wearing anything other than leather, studded leather, padded or elven chain suspends ALL of this 's special benefits for as long as it is worn. The heavier armor is not forbidden; the benefits simply stop.

Benefits

  • Extended . Juggling: add to the catch roll, and oversize missiles may be deflected. Jumping: double level for jump calculations, poles up to 20 feet longer than the Jongleur, vaulting from a 15-foot run, and the pole is kept on a second successful check. Tightrope Walking: all penalties halved, dropping fractions (-5 on a one-inch rope, -2 on two-to-six-inch, -2 to attack), and a balancing rod gives +4. Tumbling: the +4 AC applies in any is won, even if the Jongleur attacks later; no check is needed to reduce falling , and a successful check doubles the distances (no damage to 20 feet, half to 120 feet).
  • Dodge: a vs. paralyzation, to which only the defensive bonus applies, fully avoids falls, things dropped from above, dodgeable area spells such as fireball, lightning bolt and web, and, at the DM's option, . It replaces every other save for that hazard. It does not work against missiles, hurled weapons, single-target spells, or spells with no physical effect.
  • Entertain Crowd: as Influence Reactions but only in the friendlier direction, over 1d10 . vs. paralyzation at -1 per three (round down); a natural 1 worsens the reaction one step.

Hindrances

  • No 10th- to use any written magical item.
  • All special benefits are suspended while wearing anything heavier than leather, studded leather, padded or elven chain.

Loremaster

A scholar who reads the item, the inscription and the room, and is a ahead of his own spellbook.

Ability minimumsIntelligence 14, Wisdom 14
Also 14 and 14; other requirements standard.
Bonus proficienciesAncient History, Languages (ancient), Navigation, Reading/Writing
WeaponsOnly blowgun, dagger, dart, hand crossbow, knife, quarterstaff, sling and staff sling.
Proficiencies recommendedAnimal Lore, Artistic Ability, Astrology, Direction Sense, Engineering, Etiquette, Heraldry, Languages (modern), Local History, Musical Instrument, Religion, Spellcraft, Weather Sense
ArmourLeather only.

Benefits

  • Legend Lore: as the True Bard, except that all of the optional rules, Table 12 included, are mandatory for this .
  • Arcane Lore: may attempt ANY magical item on a successful check, rolled per use. Casts and memorizes spells as one higher than actual.
  • Persuasion: 1d10 ; listeners who understand , Save vs. paralyzation at -1 per three of the bard (round down). Failure shifts the reaction one step in either direction, the Loremaster's choice; a successful save has no effect, and a natural 20 shifts one step the opposite way.
  • Etymology: two Read Languages attempts on ancient (dead) languages; runes, glyphs and pictograms may be read with Read Languages; and an Ancient Languages check grants elementary use of an unknown ancient tongue at one-tenth the normal rate.

Meistersinger

A singer whose audience is the wildlife, and who ends up wearing some of it.

AlsoStandard bard requirements.
Bonus proficienciesAnimal Lore, Musical Instrument, Singing, Survival
Weapons barredHarpoon, Lance (any), Mancatcher, Polearm (any), Trident
WeaponsAt 1st one and one missile weapon are required; each further slot follows a repeating sequence of hurled, then melee, then missile.
Proficiencies recommendedAgriculture, Animal Training, Blacksmithing, Craft Instrument, Dancing, Direction Sense, Fire-Building, Fishing, Herbalism, Hunting, Mountaineering, Riding (airborne), Riding (land-based), Rope Use, Set Snares, Swimming, Tracking, Weather Sense
ArmourStandard: up to and including chain mail; no shield.

Benefits

  • Song of Companionship: an animal companion at 1st (tiny or small, granting its primary sense), at 5th (small or medium, allowing the Meistersinger to polymorph arms and head for unarmed attacks at his own with the animal's and number of attacks), and at 10th (medium or large, allowing a shape change into it once per day). A companion's equal the Meistersinger's at the level the companion was gained, and are fixed. On a companion's death: a or die, then 101 days of mourning; one replacement per level gained. Maximum three companions.
  • Song of Sanction: attacking animals and monsters , Save vs. paralyzation at -1 per three of the bard ( down). Failure means ignoring the Meistersinger and everyone within 1 foot per level. It ends if he moves, or on any attack made from inside the area.
  • Animal Charm: one animal, giant animals included, of no greater than the Meistersinger's , over 1d10 . vs. paralyzation at -1 per three levels of the bard (round down). Failure means charmed; a natural 20 means enraged and attacking. Total charmed Hit Dice may not exceed twice his level.
  • Influence Reactions: as the True Bard, but on animals only.

Hindrances

  • No and no typical stronghold.

Riddlemaster

A puzzle-solver whose habit of being right about small things keeps turning out to matter.

Ability minimumsIntelligence 15
Also 15; other requirements standard.
Bonus proficienciesArtistic Ability (riddles), Languages (modern), Poetry, Reading/Writing
WeaponsOnly blowgun, bow, crossbow, dagger, dart, hand axe, javelin, knife, quarterstaff, sling, spear, staff sling, short sword and whip.
Proficiencies recommendedAppraising, Blind-fighting, Direction Sense, Gaming, Heraldry, Musical Instrument, Navigation, Reading Lips, Singing, Weather Sense, Ventriloquism
ArmourStandard: up to and including chain mail; no shield.

Benefits

  • Probable Path: a secret check made by the DM, penalized by the number of prior uses that day; success reveals significant clues, and a natural 20 is misleading.
  • Riddles and Puzzles: double the attempts, one free mistake, and double the time on in-game riddles and puzzles. +10% to learn spells, to a maximum of 95%. The use-any-written-magic-item arrives at 8th instead of 10th.
  • Sense: +1 AC, and +1 (or +5% on a roll) to , individual , attack rolls, rolls, , thief skill checks, and -based rolls. It does NOT apply to , character generation, rolls, , or monster damage.
  • Riddling and Rhyming: Influence Reactions exactly as the True Bard.

Skald

A war-poet whose chant is worth a rank of shields, and who cannot read a word of it.

AlsoStandard bard requirements.
Bonus proficienciesAncient History, Local History, Poetry, Singing
Weapons recommendedBroad sword, Hand axe, Battle axe, Spear
WeaponsOne initial slot must go to broad sword, hand axe, battle axe or spear, and at least half of all weapon slots must go to those four until all are held.
Proficiencies recommendedArmorer, Blacksmithing, Blind-fighting, Bowyer/Fletcher, Crowd Working, Etiquette, Hunting, Leatherworking, Musical Instrument, Weaponsmithing
Proficiencies barredReading/Writing
ProficienciesReading/Writing may not be taken at character creation. See the hindrances for how and when literacy arrives.
ArmourAny armor up to and including bronze plate mail, and shields are allowed. Armor heavier than chain mail carries a heavier penalty to rogue skills.

Benefits

  • War Chant: begun three or more before combat, ranging 10 feet per ; it ends at the Skald's first wound, or after a number of rounds equal to his level if he is never wounded. The number of effects chosen is 1 at 1st level, 2 at 3rd, 3 at 6th, 4 at 9th, 5 at 12th and 6 at 15th. The effects: bonus equal to the Skald's ; +1 morale per six levels (round up); +1 attack; +1 ; +1 ; and -1 to AC, an improvement.
  • Influence Reactions: 1d10 . vs. paralyzation at -1 per three of the bard (round down). Failure shifts the reaction one step better; a successful save has no effect, and a natural 20 shifts it one step worse. This one improves reactions only.
  • Battle Chant: +1 attack whenever chanting in combat, and +1 with a broadsword, any axe, or a spear while chanting and proficient with it.
  • Legend Lore: as the True Bard, but restricted to items of war and combat.

Hindrances

  • Cannot take Reading/Writing at character creation, and gains no Read Languages at 3rd while living in his home society. On contact with a literate culture, Reading/Writing costs double and Read Languages starts at a base of 0%.
  • No spells at all until contact with a spellcasting culture. From the after that contact he begins as a 2nd-level caster, if he is at least 3rd level, and gains one caster level per level thereafter.
  • No 10th- to use any written magical item.

Thespian

An actor who can hold a room with a performance, and who has never in his life been proficient with a sword.

AlsoStandard bard requirements.
Bonus proficienciesActing, Disguise, Languages (modern), Reading/Writing
Weapons requiredDagger
WeaponsDagger only at 1st ; the knife is added at 2nd and the short sword at 5th. No other weapon , ever.
Proficiencies recommendedArtistic Ability, Crowd Working, Dancing, Etiquette, Jumping, Languages (ancient), Musical Instrument, Poetry, Reading Lips, Seamstress/Tailor, Singing, Tumbling, Ventriloquism, Weaving
ArmourAny armor, and a shield may be carried, but AC is 1 worse in any armor outside the bard's own allowance, and a shield gives no AC bonus at all. Armor beyond that allowance carries a heavier penalty to rogue skills.

Benefits

  • General Acting: a performance treated as an illusion; skeptics vs. SPELL at -1 per three to see through it. Note that this save is vs. spell, where most of the in this book use paralyzation.
  • Spell Acting (requires Spellcraft): one of fake casting; targets make a morale check or flee. If a real, flashy spell is cast alongside it, the morale check takes a penalty equal to that spell's .
  • Influence Reactions: 1d10 . vs. paralyzation at -1 per three of the bard (round down). Failure shifts the reaction one step in the desired direction; a successful save shifts it one step the opposite way.
  • Observe Motions: in any the Thespian wins , +2 AC, +2 and +1 attack.

Hindrances

  • AC is 1 worse in any armor outside the bard's own allowance, and a carried shield grants no AC bonus.

Dwarven Chanter

A dwarf whose chant sets the rhythm of a shift at the forge and of a shield wall alike.

Ability minimumsConstitution 13
RacesDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Also open toDwarf, Mountain dwarf, Deep dwarf, Duergar (gray dwarf), Sundered dwarf, Gully dwarf (Aghar)
Also 13, and the bard 's 13 is waived entirely. 12 and 15 still stand.
Bonus proficienciesCrowd Working, Musical Instrument, Chanting, Spellcraft
WeaponsOnly club, flails (all), maces (all), javelin, morning star, quarterstaff, sling, spear, staff sling and warhammer.
Proficiencies requiredSpellcraft
Proficiencies recommendedAncient History, Appraising, Armorer, Blacksmithing, Cobbling, Craft Instrument, Engineering, Gem Cutting, Languages (ancient), Languages (modern), Local History, Mining, Mountaineering, Pottery, Stonemasonry, Weaponsmithing
ProficienciesSpellcraft is mandatory for every dwarf and halfling demi-bard (p. 53); it is also one of this 's four free grants.
ArmourAny armor except plate mail, bronze plate, field plate and full plate. No shield.

Benefits

  • Counter Chant: the demi-bard counter spell, performed as a chant. It additionally cancels a learned spell already in effect, a wall of force for instance, for a number of equal to the Chanter's on a successful chance-to-learn roll, and permanently if that roll comes up less than or equal to his level.
  • War Chant: up to ten dwarves per , or one non-dwarf per level, who join the chant. After 1d10 the chanters gain +1 , +2 against and +2 morale, while opponents take -1 initiative and -2 morale.
  • Timing Chant: for mining, forging, marching or labor, +5% productivity per , to a maximum of 75% at 15th. Each hour requires a check or 1d4 temporary are lost, regained at 1 per hour of rest; at 0 hit points the Chanter collapses and must make a Constitution check or die. Requires a percussion instrument.
  • Trance: 1d10 to enter, then one activity continues until a preset condition is met. A check is required for each missed drink (1d8), meal (1d3), rest (1d4) and sleep (1d8). Only reaching 0 breaks it early.

Hindrances

  • No wizard spells at all.
  • No 10th- to use any written magical item.

Elven Minstrel

The only road an elf has into the bard , and one that runs through the instrument rather than around it.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf, Half-elf
Also open toElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
AlsoStandard bard requirements.
Bonus proficienciesMusical Instrument, Reading/Writing, Singing, Spellcraft
WeaponsOnly blowgun, bow (any), dagger, dart, hand axe, javelin, knife, quarterstaff, sling, spear, staff sling, long sword, short sword and trident.
Proficiencies recommendedAncient History, Artistic Ability, Craft Instrument, Etiquette, Heraldry, Local History, Poetry
ArmourLeather, padded or elven chain only, not studded leather.

Benefits

  • Special : +2 on against music-based magical effects, and a save is granted where none would normally be allowed.
  • Spell Singing: the becomes singing and the becomes playing a stringed, or other hand-manipulated, instrument. are carried in a prepared deer-leather bag and are consumed without being handled. Spells that emanate from the hand emanate from the instrument instead. Casting is otherwise normal.
  • Influence Reactions: as the True Bard; if the Minstrel is both singing AND playing, the reaction shifts two steps instead of one. This does not stack with Crowd Working or with reputation.
  • Counter Song: identical to the True Bard's.

Hindrances

  • Cannot cast any spell with a without an instrument in hand.

Gnome Professor

A gnome academic who lectures, tinkers, and occasionally blows a finger off proving a point.

Ability minimumsIntelligence 15, Charisma 13
RacesGnome, Svirfneblin (deep gnome), Tinker gnome (Minoi), Forest gnome
Also open toGnome, Svirfneblin (deep gnome), Tinker gnome (Minoi), Forest gnome
Also 15 and 13, swapped from the 's Intelligence 13 and Charisma 15. 12 stands.
Bonus proficienciesAncient History, Languages (ancient), Languages (modern), Reading/Writing
WeaponsOnly arquebus, blowgun, bow, crossbow, harpoon, mancatcher, scourge, sling, staff sling and whip.
Proficiencies recommendedAgriculture, Animal Lore, Appraising, Astrology, Brewing, Cooking, Direction Sense, Engineering, Etiquette, Fire-Building, Gem Cutting, Heraldry, Herbalism, Local History, Musical Instrument, Navigation, Religion, Rope Use, Spellcraft, Weather Sense, Whistling/Humming
ArmourLeather, studded leather or padded, normally. Once per month the Professor may experiment with one other armor type, or with a shield, for up to 1d10 days, at 1 worse AC and the loss of all defensive adjustment.

Benefits

  • Legend Lore: as the True Bard.
  • Profess: after 1d10 of study, hand out a number of single-use +1 bonuses (or +5% on a roll) equal to the Professor's , to any die rolls made by allies who follow the plan. They do not stack.
  • Mechanically Inclined: Find/Remove Traps at the thief-average progression, with no racial, or armor adjustments. The same serves as a general mechanical check.
  • Invention: a mechanical roll with a DM modifier of -25 to +25. A roll under the Professor's is a great success; 95 or more causes injury; and 100 is fatal unless a vs. paralyzation succeeds.
  • Armor experiment: once per month, one other armor type or a shield may be worn for up to 1d10 days, at 1 worse AC and with all defensive adjustment lost.

Hindrances

  • Spell selection is restricted to the illusionist's schools.

Halfling Whistler

A halfling who whistles the weather in, and whose pockets are full of exactly the right rocks.

Ability minimumsWisdom 13
RacesHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling
Also open toHalfling, Stout halfling, Tallfellow halfling, Kender, Athasian halfling, Furchin halfling
Also 13, and the 's minimum is lowered to 10. 12 stands.
Bonus proficienciesAgriculture, Dancing, Spellcraft, Whistling/Humming
Weapons recommendedrock-pitching
WeaponsAt least half of all weapon slots must go to hurlable weapons. Only blowgun, short bow (either kind), club, light crossbow, dagger, dart, footman's mace, hand axe, harpoon, javelin, knife, quarterstaff, sling, spear, staff sling, short sword, war hammer, and the special rock-pitching .
Proficiencies requiredSpellcraft
Proficiencies recommendedAnimal Lore, Astrology, Brewing, Cooking, Crowd Working, Direction Sense, Fire-Building, Fishing, Herbalism, Hunting, Leatherworking, Mountaineering, Musical Instrument, Poetry, Rope Use, Singing, Set Snares, Survival, Swimming, Tracking, Weather Sense
ProficienciesSpellcraft is mandatory for every dwarf and halfling demi-bard (p. 53); it is also one of this 's four free grants.
ArmourPadded only.

Benefits

  • Influence Reactions: exactly as the True Bard.
  • Counter Tune: the demi-bard counter spell, performed by whistling against spells with a , or by humming.
  • Chattering: fundamental communication with any natural animal that squeaks, chirps or whistles.
  • Stormwhistle: priest spells cast once per day each, by whistling and with no components: pass without trace at 1st , obscurement at 3rd, plant growth at 5th, speak with plants at 7th, control winds at 9th, weather summoning at 11th, control weather at 13th and entangle at 15th.

Hindrances

  • No wizard spells at all.
  • No 10th- to use any written magical item.

Shinobi Bard

The clan's bard: the traveller nobody questions, who comes back knowing what the next town is talking about.

RacesHuman, Half-elf
AlsoBards only. Secondary skill: Scribe.
Proficiencies requiredp-reading-writing

Benefits

  • Table 10 replaces the bard's Table 33 bases: Pick Pockets 10%, Open Locks 5%, Find/Remove Traps 5%, Silently 5%, Hide in Shadows 5%, Detect Noise 30%, Climb Walls 50%, Read Languages 10%. Progression as a bard.
  • No more than half a clan is -. A clan member of any other class MUST take their — it is not an optional choice within the clan.

Hindrances

  • Spell progression runs two behind an ordinary bard's, so the first spell arrives at 4th level.
  • Full clan obligation, identical to a 's: assignments are not optional, and the clan's interest outranks every other .

Notes

  • Casts wizard spells from a spellbook; no armor heavier than chain while casting; no specialization.
  • No spells at 1st ; a 2nd-level bard starts with 1d4 wizard spells.
  • Influence reactions / inspire allies (rally vs. fear, +1 attack & ).
  • Counter-song: counter sound-based magic and song attacks.
  • Legend lore: 5% per chance to know a legend.
  • Can attempt to use most magical items (including many wizard scrolls).
  • Skills: 20 points at 1st , +15 per level.
  • Non-elven chain mail = additional −5% to thief-skill rolls.