Nearly always an out of character description to encompass a wide variety of people, bards have two things in common: Their innate connection to the Al'Noth and a strong reliance on their instincts to guide them. Beyond mere street musicians, bards tap into magic to bolster their performances, be it dance, song, or poetry. They frequently dabble in many arts both spoken and otherwise. This class of individuals may have strong people skills that lend to many subtle rolls such as spies, scouts or messengers, but can also paint them into important and up front positions such as negotiators, diplomats and mediators. Most bards tend toward charms and illusions to aid whatever goals they may have, but this is not the sole extent of their magical inclinations. Their ability to weave the Al'Noth into music, along with their ability to heal sets them apart from other arcane casters.
- Alignment: Any non-lawful
- Hit Die: d6
- Proficiencies: Armor (Light, Medium), Shields, Weapons (simple)
- Skill Points: 6 + Intelligence Modifier
- Class Skills:
- High Saving Throw(s): Reflex, Will
- BAB: Second
- Spellcasting: Arcane (Charisma-based, no spell preparation, spell failure from armor is a factor). Bards begin the game knowing all cantrips. Must have a Charisma score of 10 + the spell's level to cast a spell.
A bard begins to lose their way when they begin to rely more on laws to guide their inner selves then their instincts. When they step away from their gifts in such a fundamental way they begin to lose their connection with what makes them truly special. (Alignment shift to any lawful)
- Level 1
- Bardic Knowledge
- Bard Song
Bard Spells per Day
Base Spells per Day
The epic bard has learned to use their unique gifts with general ease. They have learned to find magical weaknesses in their foes to exploit when necessary and how to inspire their friends beyond their natural abilities. These individuals have found their place in the world and how they can best use their skills and gifts for greatest effectiveness.