Bard: Difference between revisions

From The Domains of Dread
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=== Minstrel <small>(Mis)</small> ===
=== Minstrel <small>(Mis)</small> ===
  '''<code>Requirements</code>''': Any
  '''<code>Requirements</code>''': None
  '''<code>BAB</code>''': 3/4
  '''<code>BAB</code>''': 3/4
  '''<code>Hit Dice</code>''': d6
  '''<code>Hit Dice</code>''': d6
Line 43: Line 43:


=== Specialist <small>(Spc)</small> ===
=== Specialist <small>(Spc)</small> ===
  '''<code>Requirements</code>''': Any
  '''<code>Requirements</code>''': None
  '''<code>BAB</code>''': 3/4
  '''<code>BAB</code>''': 3/4
  '''<code>Hit Dice</code>''': d6
  '''<code>Hit Dice</code>''': d6
Line 53: Line 53:


=== Swashbuckler <small>(Swh)</small> ===
=== Swashbuckler <small>(Swh)</small> ===
  '''<code>Requirements</code>''': Any
  '''<code>Requirements</code>''': None
  '''<code>BAB</code>''': 1
  '''<code>BAB</code>''': 1
  '''<code>Hit Dice</code>''': d8
  '''<code>Hit Dice</code>''': d8

Revision as of 11:36, 16 April 2025

It is said that there may be no magic more special than the magic of music, poetry and song; the Bard, then, seeks nothing except to prove these sayings true. In the Realms of Terror they are known as storytellers, minstrels, negotiators, messengers, scouts and even spies, all greasing the wheels upon which true experiences may be witnessed, catalogued, and later performed. Like sponges Bards absorb the fabric of the world around them, following the lives of the greatest heroes and most vile villains beyond the Misty Border. Yet Bards are not always open books - in each rest the secrets of Bardic spellcraft, an ancient technique working the very nature of reality itself through self-expression. Behind every smiling face lies a maestro capable of raising the spirits of the oppressed inasmuch they might enrapture their audiences for their own selfish benefit, toying with the minds of others through powerful enchantments and illusions. Whether a Bard rises to the responsibility inherent to these abilities is a question answered only by the performer, themselves.

Their work lends well to travel, with Bards found around most places in the Core. Kartakan Bards are especially prominent, as their cultural heritage permits Kartakass as the only domain in the Realms of Terror with recognized bardic colleges. As more minstrels have emigrated across the continent, greater premiums have been placed on those capable of performing both in their native language and the Kartakan-Sithican dialect, mingling the harmony in the former with the contrasting sibilance in the latter. The dazzlement of their audiences grants Bards plausible deniability in their performances, with most domain authorities tolerating all but the most flamboyant displays. They are a diverse lot, with any matter of motivations and principles availed to the individual.

Bards as Adventurers

Adventure is at the heart of Bards, for there are no new songs learned only by standing still. They may relish opportunities to practice their many skills and abilities, further their reputation, or to spread tales about those who have come before, need a champion now, or are needed in the future. Bards often seek company, joining entourages to witness deeds firsthand so that they might spin marvelous (perhaps even embellished) versions later to new fellows beyond. The Realms of Terror are especially dense with myths, legends and other threads for the enterprising Bard to pull on - for better or worse.

Ideology and Alignment

Despite a reputation for whimsy Bards may represent any alignment, though this may not always be clear to those around them as they are masters of perfecting theater-like personas to don and doff at their leisure. Therefore a Bard who sings for peace and brother may be really a scurrilous rogue, and another who lavishes the praise of a government may as easily be a spy for any number of oppositional powers. The Word is a malleable art form, requiring nothing from the Bard to be practiced other than an ineffable presence and inherent force of personality.

Organized religion is a stage to work unto itself, so there exists room for Bards to extol dogmas through their art from any ideoligion that they might follow. Some may cast dubious eyes on the flamboyant or invective nature of skilled Bards, though, and others may consider such gifts as the genuine article of the divine as would any other miracle.

Origins

Many cultures across the Prime Material train nascent Bardic potential in their entertainers and adventurers, with that talent at times, either through careful cultivation or sudden crystallization, giving rise to the true Bard. Often, though not always, these Bards find themselves in the apprenticeship of a senior Bard who they will serve until prepared to strike out on their own. Occasional is the congregation of Bards in informal colleges, loose institutions seeking to impart the rite of true music to their students. It should be noted that Bardic spellcraft is precisely a cultivated form in the Realms of Terror rather than a circumstance of blood, though blood may well have its due in other ways. Taken together the circumstances of one's training are less important than the reason why a Bard has taken to the road - jealous rivals and jilted authorities being only two of countless possibilities.

Races

The Bardic traditions are syncretic with human and halfling societies, owing to the strong sense of community and adoration of the arts endemic to both races. Elves leverage their talent in music and spellcraft, allowing the career of the Bard to come naturally to them. Dwarves, though rigorous in their appetite, do have organs of performance that a Bard may call upon, foreign as it may be for any non-Dwarven observer. Half-elves are especially prone to Bardic insights as a child of two worlds. Caliban Bards may begin their journeys as performers through tragic or unkind circumstances.

Other Perspectives

A Bard works well with their companions, often serving as the spokesperson of any group or party so to advantage their diction and social skills for their overall benefit. It is not uncommon for a particularly versed Bard to be able to float between groups without difficulty, melding their persona to present company as required. As their spellcraft is so deeply intertwined with their performance, bargaining for acceptance with skeptical folk is not a challenge except for the most scrutinous individuals, like Inquisitors, who have the trained eye to separate performance from covert spellcraft. Yet the evasive nature of a Bard makes it difficult for any one person or institution to pin them down - and that is to their preference.

Bards in The Domains of Dread

Dirgist (Drg)

Requirements: LE, NE, CE or CN alignment
BAB: 3/4
Hit Dice: d6
Weapon Proficiencies: Simple, Martial
Skill Points per Level: 4 + INT
Primary Saving Throw: Reflex, Will
Class Skills: Acrobatics, Appraise, Concentration, Deception, Handle Magical Device, Intimidate, Intuition, Knowledge, Lore, Perception, Performance, Persuasion, Search, Sleight of Hand, Spellcraft, Stealth, Tumble
Unavailable Skills: Handle Animal

Minstrel (Mis)

Requirements: None
BAB: 3/4
Hit Dice: d6
Weapon Proficiencies: Simple, Martial
Skill Points per Level: 4 + INT
Primary Saving Throw: Reflex, Will
Class Skills: Acrobatics, Appraise, Concentration, Deception, Handle Magical Device, Intimidate, Intuition, Knowledge, Lore, Perception, Performance, Persuasion, Search, Sleight of Hand, Spellcraft, Stealth, Tumble
Unavailable Skills: Handle Animal

Specialist (Spc)

Requirements: None
BAB: 3/4
Hit Dice: d6
Weapon Proficiencies: Simple, Martial
Skill Points per Level: 8 + INT
Primary Saving Throw: Reflex, Will
Class Skills: Acrobatics, Appraise, Concentration, Deception, Handle Animal, Handle Device, Handle Lock, Handle Magical Device, Handle Medicine, Intimidate, Intuition, Handle Magical Device, Knowledge, Lore, Perception, Performance, Persuasion, Poise, Search, Sleight of Hand, Spellcraft, Stealth, Survival, Tumble
Unavailable Skills: None

Swashbuckler (Swh)

Requirements: None
BAB: 1
Hit Dice: d8
Weapon Proficiencies: Simple, Martial
Skill Points per Level: 2 + INT
Primary Saving Throw: Reflex, Will
Class Skills: Acrobatics, Appraise, Concentration, Deception, Handle Magical Device, Intimidate, Intuition, Knowledge, Lore, Perception, Performance, Persuasion, Search, Sleight of Hand, Spellcraft, Stealth, Tumble
Unavailable Skills: Handle Animal