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Information


The tavern dancer, the flute player in the market, the singer at private parties... these people are what communities call Bards. The entertaining class that uses their unique abilities to please the senses of those around them. There is nothing typical about Bards, who's talents can include juggling, acrobatics, gaming, story telling and more. Often poor, they typically use their arts to feed their families and live life to the fullest.

Why be a bard?

If you want a class that you don't have to work very hard at building, this might be a good one for you. A Bard is good for players who want their character to entertain others through story, and have the center of attention on themselves. It's not "easy" to be a bard however, as sometimes a bard can find themselves ignored by others or dismissed as annoying or weak. You'll have to prove yourself if you want to be a bard recognized by everyone. However if you aren't interested in being the center of attention, a bard is also a very relaxed and useful character to have around. The perfect "tavern sitter" for those who prefer a less active role in the game.

How do they fair in battle?

Fighting wise they are fairly weak. If you intend to do a lot of fighting, then this class might not be for you. Their abilities range more for support and magic, dishing out effects instead of damage.

How do they fair in quests?

A bard can actually be VERY useful during quests since most of their abilities effect groups. They can give bonuses to your party, or negatives to the enemy party. It really depends on the bard as an individual and what abilities they invest into. Since they do not deal damage well, they often stay back with the healers and sages to take less damage.

What race and alignment are most typical for this class?

Any race can be a bard, though the races without humanoid hands and gripping capability will find some bard abilities impossible (such as instrument playing) because they can't hold them, let alone use them. Singing, dancing, and story telling are some abilities that any race can perform however. Some of the more common races that become bards are: Giant Fae, and Angels.

Alignment is no issue or reason for being a bard. Some deemed more 'evil' tend to use their skills to manipulate or control others. Those on the other range use their talents for entertainment and support. Since 'evil' typically finds bards weak though, you'll normally find bards more on the 'good' spectrum.

Requirements

Minimum of: 10 INF & 5 AGL & 30 MP

Armor Limit: Cloth for any bard performances/skills except singing. Up to leather otherwise.

Weapon Limit: Cannot use a weapon and perform at the same time. Otherwise no restriction.

Race Limit: Humanoid required for any instrument performances. Otherwise no restriction.
Weapons to Unlock: Staff, Dagger
(Instead of unlocking a weapon through 10 duels, you can unlock the above by using a CP; allowing for faster and easier access to a weapon if you do not wish to duel.)

Automatically Known Skills

(Invest CP to make them stronger)



Unlock-able Skills

(Use CP to unlock these additional skills)

Charm

Type/Cost: Mastery, 1 CP per 15%, 15 MP each turn.

Roll: d100, roll lower than unlocked percentage to succeed. Defending roll by victim uses APT. Initial success starts the charming, but the bard must continue to perform every turn after the first to keep the charm going, costing MP each turn but not requiring additional rolls when the person is currently under the charm. If the bard or victim are touched during the performance, or if the bard runs out of MP, the charm spell will break.

Requirements: Any Performance Skill

Description: Using one of the performance skills, the bard can use their talent to charm another person. When charmed, the personal will either stop what they are doing and give their full attention to the bard, or they will reveal secret/hidden information to the bard as long as they are under the charm. Tt can be used to obtain information, convince someone of something (such as innocence), erase a short-term memory within the last hour or turn, escape, gain entrance some where and more. GM Discretion.

Instrument Performance

Type/Cost: Mastery; Auditory

Roll: d100

Requirements: Instrument, Audible Range

Description: A musical instrument is used to perform auditory effecting spells. Since playing an instrument occupies the hands, any other actions cannot be taken that uses the hands, including Block defense. As soon as an instrument starts to play, all party members in hearing range gain +1 to their rolls as a buff, and enemies get -1 to their rolls. Spells performed through instrument play have double the damage and effect, since playing an instrument leaves a bard more vulnerable. Each point invested increases the party and enemy buffs.

-Master Class- Can combine instrument playing with any other ability except 'Artist' or 'Acrobatics' for two actions in a single turn.

Singing Performance

Type/Cost: Mastery; Auditory

Roll: d100

Requirements: Voice, Audible Range

Description: Individuals with the ability to sing tend to have the voices of sirens. Alluring, enchanting, sometimes downright frightening... the ability to sing can have many uses. Lyrics or no lyrics, the songs are used to perform bardic magic and to entertain. The bard effects all people within listening range (a turn can be used by others to plug their ears but cannot attack or defend when doing so) including party and enemies. Master Bards can direct their voice at specific targets, effecting as many people as they have CP invested. Ranged attacks can be done at the same time of singing at half damage and half accuracy (cut your attack roll in half rounded down.) Melee attacks disrupt the stamina and air flow required for singing and cannot be done at the same time.

Story Telling Performance

Type/Cost: Mastery; Auditory

Roll: d100

Requirements: Voice, Audible Range

Description: This ability allows a Bard to trap a person in a story. As long as they are trapped in the story, they are subject to being hurt by it and cannot attack or defend (exception of Absorbing) until they snap out of the trance. They'll visually see the story that the Bard is telling them, hurt each time something in the story hurts them. Damage dealt is equal to the CP invested times two plus whatever their Influence attribute is (Example: 5 CP & 3 INF would be 5x2=10, +3 = d13 magic damage!) The person attempting to fight off the spell must roll their APT by the Skill Chart and succeed. This ability does not use Bardic Spells.

Dancing Performance

Type/Cost: Mastery; Visual

Roll: d100

Requirements: Visual Range, or Physical Touch, Min. 5 VIG

Description: Bards who use dance as their choice of entertainment are some of the most fit physically. Their fluid movements and displays can awe people at the feats of poses most cannot do. The sway of the hips, the spinning without getting dizzy, the leaps, the splits... all these things can hypnotize someone into not looking away. This is when a Bard is able to perform their spells. Unlike other abilities, Dancing (and Acrobatics) has a physical element to it that can be used to their advantage as well. Dancing gives +1 damage for melee attacks for each CP invested, along with performing visual bardic spells.

Expressive Performance

Type/Cost: Mastery; Visual

Roll: d100

Requirements: Visual Range, Bardic Tool Required (Puppet, Paintbrush, Etc.)

Description: Uses an art utensil or tool to perform visual bardic spells. For example, a person may draw out a spell on a piece of paper which will visually jump off the paper, or use a paintbrush to outline a near-invisible action in the air that results in the activation of a spell. Each CP invested gives the ability to know a spell, which is stored in the item used to perform. Different utensils can hold different spells. If item is lost, stolen, or broken, the user loses access to the spell. If an item only holds one spell, that spell will get +5 damage. If an item holds more than one spell, it will get +1 to hit with a held spell for each CP invested.

Structure Investments

(Meet the requirement and unlock the ability to purchase the structure.)

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