Bard O.C.C.
By:
Joshua I. Sanofsky
Note: This O.C.C. is designed for Palladium Fantasy, but can be used in Rifts and BtS (with a bit of imagination). If someone has already written up a bard O.C.C., sorry!
I was asked to convert my oldest AD&D character (a 1st Edition elven bard, something which can't exist anymore according to their rules) into Palladium Fantasy to give a bunch of newbie adventurers some subtle help. <g> Who better than a bard to give subtle help? ;)
So, anyway, here's my attempt to create a bard class for Palladium Fantasy. I'd like to dedicate it to my cousin Seth, who dragged me kicking and screaming into my first RPG all of 14 years ago... Wow...Time flies...And to my first character, Revis Qel-Eissen, who is now so much a part of me that some people wonder whether or not I'm schizophrenic. :) Comments are welcome!
The Bard O.C.C. is similar, in some ways, to the Scholar O.C.C. (PFRGP2E), but is even MORE of a Jack-of-all-trades than even the most adventurous Scholar. There are no organized bardic communities, nor schools where bards can be trained. To become a bard requires either a great deal of personal discipline, or an older bard to apprentice oneself to.
Most bards prefer the freedom of the open road, singing for food and lodging at taverns, private homes, etc. They may be inclined to stay a few days if someone in the household wishes to learn the rudiments of something the bard knows (literacy, musical instrument, cooking, etc.). Some bards attach themselves to a Lord, acting as tutor, confidante, spy, or any other role asked of them.
Bards, rather arrogantly, tend to consider themselves the saviors of knowledge and culture, struggling to learn and remember as much as they possibly can.
Bard Abilities:
- Magic Knowledge: Bards are nowhere near as proficient as Wizards with magic, but 75% of bards have an innate talent with it. As such, they can learn spells as they go. If the bard was trained by another bard who had magical knowledge, he starts with the following spells:
Blinding Flash
Cloud of Smoke
Decipher Magic
Ventriloquism
Charismatic Aura
Fool's Gold
Bards do not automatically gain spells as they increase in level, but can purchase them, learn them from another bard, or even from a generous wizard. Note: Bards cannot learn to use wards or magic circles.
- P.P.E.: If the bard is a magic user, he is (like wizards) a living battery of mystic energy.
Permanent P.P.E. base: 2d4x10+10, in addition to the P.E. attribute number. Add 2d6 P.P.E. per each level of experience, starting at level two. The bard cannot draw P.P.E. from other people, but can from ley lines and nexus points (per standard).
- Bardic Voice: Bards have the ability to put a great deal of force and authority into their voices. Doing this adds +25% to their Charm/Impress rolls, and may (50%+5%/lvl) cause people within the sound of his voice to stop whatever they're doing and listen to him.
Alignments: Scrupulous, Unprincipled & Anarchist ONLY
Attributes: I.Q. 12 or higher, M.A. 11 or higher, P.B. 11 or higher; A high P.E. and P.S. are helpful but not a necessity.
O.C.C. Skills:
Basic Math (+15%)
Literacy: Native Tongue at 98%
Literacy: Two of choice (+20% each)
Lore: Three of choice (+15% each)
Cook
Dance (+10%)
Sing (+15%)
Play Musical Instrument: Harp (+20%)
Play Musical Instrument: Two of choice (+10% each)
W.P. Sword
W.P. one of choice
Hand to hand: Basic. Expert can be selected at the expense of two other skills or Martial Arts for three other skills.
O.C.C. Related Skills: Select 12 other skills at level one, plus two additional skills at levels three, six, nine and twelve. All new skills start a level one proficieny.
Communications: Any (+10%)
Domestic: Any
Espionage: Any except Sniper
Horsemanship: General or Exotic only
Medical: First Aid only (+10%)
Military: Any except Field Armorer
Physical: Any except Forced March (+15%)
Rogue: Any except Use & Recognize Poison
Science: Any
Scholar/Technical: Any (+10%)
W.P.: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select five secondary skills from the previous list at level one, and one additional skill at levels three, six and nine. These are additional areas of knowledge and do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level.
Starting Equipment: Two sets of clothing, one set of fancy clothing, a pair of boots, hat, belt, bedroll, backpack, one large sack, a water skin, 2d4 sticks of charcoal or graphite (for writing or drawing), two quill pens, a bottle of ink, 4d6 sheets of parchment paper, a 100 page note/sketch book, small mirror, and a tinder box. All bards start with a harp of some sort (usually a lap harp) and one or two other small instruments of choice (nothing larger than a guitar). Note: If the bard is a Rifts character, replace the charcoal sticks with pencils, and the quill pens with their modern equivalent.
Armor: Any light or medium weight armor. Bards tend to avoid heavy armor because they value their mobility.
Weapons: Starts with a sword and one other weapon of choice. If in PFRPG2E, the weapons are basic S.D.C. weapons of good quality. If in Rifts, the weapons can be whatever the bard wishes to carry, though generally nothing larger than a simple laser rifle (no C-17 Plasma Cannons or gatling guns).
Money: The character starts with 50 in gold (or whatever). Additional money will come from payment for jobs and/or booty.