Bard (Arcane)
đź’ˇ Requirements: Minimum INT 9 Prime requisite: CHA, DEX Hit Dice: 1d6 Maximum level: 14 Armor: Leather, chainmail, no shields Weapons: Any Languages: Alignment, Common
Bards are musicians and poets drawn to a life of wandering and adventure. They pick up a wide range of abilities in their travels, becoming jacks-of-all-trades.
Prime requisites: A bard with at least 13 CHA and DEX gains a 5% bonus to experience. A bard with a score of 16 or higher in one prime requisite, and a 13 or higher in the other gains a 10% bonus.
Anti-Charm
While the bard plays music and sings, allies within 30’ are immune to song-based magical effects and the beguiling powers of sylvan creatures or fairies. Allies already under the effect of such magic gain another saving throw with a +4 bonus.
Arcane Magic
See Magic in Old-School Essentials for full details on arcane magic.
Spell casting: From 2nd level, bards can cast arcane spells, owning a spell book in which the magical formulae for the spells they know are recorded. The level progression table (opposite) shows both the number of spells in the bard's spell book and the number they may memorize, determined by the character’s experience level. A bard's spells are selected by the referee (who may allow the player to choose). The list of spells available to bards is provided in Old-School Essentials (bards have the same spell selection as magic-users).
Using magic items: As spell casters, bards are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
Bard Skills
Bards can use the following skills, with the chance of success shown opposite:
Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the bard falls at the halfway point, suffering falling damage. This skill may not be used if the bard is wearing chainmail.
Hear noise (HN): In a quiet environment (e.g. not in combat), a bard may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.
Pick pockets (PP): If the victim is above 5th level, the bard’s roll is penalized by 5% for every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim (possibly using the reaction table under Encounters, in Old-School Essentials).
Read languages (RL): A bard can read non-magical texts in unknown languages (including dead languages and basic codes). If the roll does not succeed, the bard may not try to read that particular text again until they reach a higher level of experience.
Bard Skills Chance of Success
Level | CS | HN | PP | RL |
---|---|---|---|---|
1 | 77 | 1-2 | 20 | 40 |
2 | 78 | 1-2 | 25 | 50 |
3 | 79 | 1-3 | 30 | 60 |
4 | 80 | 1-3 | 35 | 70 |
5 | 81 | 1-3 | 40 | 80 |
6 | 82 | 1-3 | 45 | 82 |
7 | 83 | 1-4 | 55 | 84 |
8 | 84 | 1-4 | 65 | 86 |
9 | 85 | 1-4 | 75 | 88 |
10 | 86 | 1-4 | 85 | 90 |
11 | 87 | 1-5 | 95 | 90 |
12 | 88 | 1-5 | 105 | 90 |
13 | 90 | 1-5 | 115 | 90 |
14 | 91 | 1-5 | 125 | 90 |
Rolling Skill Checks
All skills except hear noise are rolled on d%, with a result of less than or equal to the listed percentage indicating success.
Hear noise is rolled by the referee on 1d6. If the roll is within the listed range of numbers, the skill succeeds.
Combat
Bards can use leather armor or chainmail but do not have the training required to use plate mail or shields. They can use all weapons.
Lore
From 2nd level, a bard has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legend. This ability may be used to identify the nature and powers of magic items.
After Reaching 11th Level
A bard can establish a manor. 2d6 apprentice bards of 1st level will come to study under the character.
Bard Level Progression
Level | XP | HD | Atk Bonus | Sv. D | Sv. W | Sv. P | Sv. B | Sv. S |
---|---|---|---|---|---|---|---|---|
1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 |
2 | 2,000 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 |
3 | 4,000 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 |
4 | 8,000 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 |
5 | 16,000 | 5d6 | +2 | 12 | 13 | 11 | 14 | 13 |
6 | 32,000 | 6d6 | +2 | 12 | 13 | 11 | 14 | 13 |
7 | 64,000 | 7d6 | +2 | 12 | 13 | 11 | 14 | 13 |
8 | 120,000 | 8d6 | +2 | 12 | 13 | 11 | 14 | 13 |
9 | 240,000 | 9d6 | +5 | 10 | 11 | 9 | 12 | 10 |
10 | 360,000 | 9d6+2* | +5 | 10 | 11 | 9 | 12 | 10 |
11 | 480,000 | 9d6+4* | +5 | 10 | 11 | 9 | 12 | 10 |
12 | 600,000 | 9d6+6* | +5 | 10 | 11 | 9 | 12 | 10 |
13 | 720,000 | 9d6+8* | +7 | 8 | 9 | 7 | 10 | 8 |
14 | 840,000 | 9d6+10* | +7 | 8 | 9 | 7 | 10 | 8 |
- Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
Bard Spell Level Progression
Level | Lvl 1. | Lvl 2. | Lvl 3. | Lvl 4. |
---|---|---|---|---|
1 | - | - | - | - |
2 | 1 | - | - | - |
3 | 2 | - | - | - |
4 | 3 | - | - | - |
5 | 3 | 1 | - | - |
6 | 3 | 2 | - | - |
7 | 3 | 3 | - | - |
8 | 3 | 3 | 1 | - |
9 | 3 | 3 | 2 | - |
10 | 3 | 3 | 3 | - |
11 | 3 | 3 | 3 | 1 |
12 | 3 | 3 | 3 | 2 |
13 | 3 | 3 | 3 | 3 |
14 | 4 | 4 | 3 | 3 |