The Bard [Editors Note: The following is Ben Hudgins' bard character class for Warhammer. After that is a posting to the warhammer list with criticisms and suggested changes. My personal view is that they should be on a similar kind of level to the Alchemist career class, except with more of an individual flavour. It is certainly too powerful at the moment. The bard is not merely a wizard who can sing - the spells are weaved using the songs themselves. This will also make the casting time significantly longer.] [There will be two more versions of the Bard character class to be posted in the near future] Article 18870 of rec.games.frp: Path: pitt!dsl.pitt.edu!pt.cs.cmu.edu!tut.cis.ohio-state.edu!zaphod.mps.ohio-state.edu!samsung!cs.utexas.edu!rutgers!netnews.upenn.edu!eniac.seas.upenn.edu!hudgins >From: hudgins@eniac.seas.upenn.edu (Ben Hudgins) Newsgroups: rec.games.frp Subject: Bards for WHRP Keywords: bards, lutes, lyres, harps, etc. Message-ID: <21289@netnews.upenn.edu> Date: 5 Mar 90 17:53:05 GMT Sender: news@netnews.upenn.edu Reply-To: hudgins@eniac.seas.upenn.edu (Ben Hudgins) Organization: Gaming Addicts of America Lines: 448 Having been inspired by an ancient rec.games.frp article touting the joys of bards and such, I succumbed to my creative instinct and thusly the advance class of Bard has come about (for WHRP). Bard Advance Scheme - Level 1 ------------------------ M WS BS S T W I A Dex Ld Int Cl WP Fel --- --- --- --- --- --- --- --- --- --- --- --- --- --- +0 +20 +10 +0 +0 +3 +10 +0 +20 +10 +10 +0 +0 +10 Advance Scheme - Level 2 ------------------------ M WS BS S T W I A Dex Ld Int Cl WP Fel --- --- --- --- --- --- --- --- --- --- --- --- --- --- +0 +20 +10 +0 +0 +4 +20 +0 +20 +20 +10 +0 +0 +10 Advance Scheme - Level 3 ------------------------ M WS BS S T W I A Dex Ld Int Cl WP Fel --- --- --- --- --- --- --- --- --- --- --- --- --- --- +0 +20 +20 +0 +0 +4 +20 +0 +30 +30 +20 +10 +10 +30 Advance Scheme - Level 4 ------------------------ M WS BS S T W I A Dex Ld Int Cl WP Fel --- --- --- --- --- --- --- --- --- --- --- --- --- --- +0 +20 +20 +0 +0 +5 +30 +0 +30 +40 +30 +20 +20 +40 Skills: Level 1 Level 3 ------- ------- Clown Blather Dance Mystic Songs, Level 3 Mystic Songs, Level 1 Speak Additional Language Read/Write Story Telling Read/Write Music Wit Speak Additional Language Level 2 Level 4 ------- ------- Acting Linguistics History Magical Sense Mimic Mystic Songs, Level 4 Mystic Songs, Level 2 Speak Additional Langauage Speak Additional Language Theology Magic Points: Elves: +4d4 points per level Others: +2d4 points per level Trappings: Hand Weapon Lute or Mandolin Sheet Music Colorful Clothes Career Exits: Bard - of next level Bawd Charlatan Demagogue Notes: Bards must first progress through the Minstrel career (taking all skills and advances; note that non-elves must start with Entertainer - Troubadour before becoming Minstrels, although they do not have to take all advance and skills before advancing to Minstrel). Once they become Bards, to advance in level they must take all skills and advances, along with at least two mystic songs of their current level. Level advances cost 100 EP as usual. Mystic Songs - Level 1 ---------------------- Awaken Magic Point Cost: 1 Range: 100 yards Duration: instantaneous Singing Time: 1 round When the bard plays this tune, all creatures within the range of the spell will awaken. Those under the effects of magical sleep or the like are allowed another saving throw at +20 to their magic test. Charm I Magic Point Cost: 2 Range: 10 yards Duration: special Singing Time: 1 round This song effects only one creature at a time, specified by the bard. The target must make both a successful magic test and WP test or be allied with the bard for a number of turns equal to the amount that the target failed the test by (magic or WP, depending which is worse). Disharmonic Blast I Magic Point Cost: 2 Range: 48 yards Duration: instantaneous Singing Time: 1 round The bard must specify a target. Unless the target makes a successful magic test, it will suffer 1d10 wounds at Strength 2. A successful test will halve this damage. Lullaby Magic Point Cost: 2 Range: 20 yards Duration: 1/2 hour per level Singing Time: 2 rounds Anyone within the area of effect of this spell (except the bard) must make a WP test or fall asleep for the duration. There is a modifier on this test, however: the difference between the bard's Fel and the victim's WP. Reveal Magic Magic Point Cost: 2 Range: 10 yards Duration: instantaneous Singing Time: 2 rounds When the bard completes this song, all magic items within the range will begin to glow softly. At the end of the round after the bard has ceased to sing, this glow will stop. Note that only magic items will glow, while magic using creatures and other spell casters will not. Song of Battle I Magic Point Cost: 2 Range: 20 yards Duration: as long as the bard sings Singing Time: effect begins immediately All those who are friendly to the bard within the range of this spell will gain a +10 bonus to their WS. Note that the bard cannot do anything but sing during this spell or the bonus ceases. Song of Courage I Magic Point Cost: 1 Range: 20 yards Duration: as long as the bard sings Singing Time: effect begins immediately This song is similar to the Song of Battle, only allies of the bard gain a +10 bonus to their Cl and WP. Song of Harmony I Magic Point Cost: 2 Range: 10 yards Duration: instantaneous Singing Time: 3 rounds All creatures within the area of effect are healed for 1d6 wounds. Summon Animals I Magic Point Cost: 2 Range: special Duration: 1 hour Singing Time: 2 rounds This song will summon 5d10 rats which will serve the bard for the duration of the spell. Mystic Songs - Level 2 ---------------------- Charm II Magic Point Cost: 4 Range: 20 yards Duration: special Singing Time: 1 round This song has the same effect as Charm I, only the creature has a -10 penalty to its WP test. The bard may, however, opt to choose two targets instead of just one, whereas the WP tests of the two targets will be unmodified. Disharmonic Blast II Magic Point Cost: 4 Range: 48 yards Duration: instantaneous Singing Time: 1 round This spell is a more powerful version of Disharmonic Blast I, causing 1d10 wounds at Strength 4 to a specified target. Again, a successful magic test halves the damage. Song of Battle II Magic Point Cost: 4 Range: 20 yards Duration: as long as the bard plays Singing Time: effect begins immediately This is a more powerful version of the Song of Battle I, increasing WS by +20 instead of just +10. Song of Courage II Magic Point Cost: 2 Range: 20 yards Duration: as long as the bard plays Singing Time: effect begins immediately This is a more powerful version of the Song of Courage I, increasing Cl and WP by +20. Song of Forgetfulness Magic Point Cost: 4 Range: 48 yards Duration: 2d6 rounds per level Singing Time: 1 round This song effects a specific target within the range of the spell. The target must make a successful WP test or suffer the effects of a Steal Mind spell for the duration of the spell. The victim will also suffer amnesia, forgetting all that has happened to him or her in the last 24 hours, including any spells they have memorized within the last day. Song of Harmony II Magic Point Cost: 4 Range: 10 yards Duration: instantaneous Singing Time: 3 rounds All creatures within the area of effect are healed for 1d6+3 wounds. Song of the Vines Magic Point Cost: 6 Range: 50 yards Duration: 1d6 rounds per level Singing Time: 2 rounds This song will animate all the underbrush within the range of the spell. These plants will obey the bard, attacking his or her opponents. This plant beast has 5 attacks per round, attacking with a WS of 33. Hits cause damage at Strength 3. The plants cannot be destroyed, but will be held at bay by fire. Summon Animals II Magic Point Cost: 4 Range: special Duration: 1 hour Singing Time: 2 rounds This song will summon 1d10 wolves, who will obey the bard for the duration of the spell. Mystic Songs - Level 3 ---------------------- Charm III Magic Point Cost: 8 Range: 20 yards Duration: special Singing Time: 1 round This song has the same effects as Charm I, only the target creature has a -20 penalty to its WP test. The bard may, however, opt to choose two targets whereas their WP test will be made with a -20 penalty. Four targets may also be chosen, although their WP tests will be unmodified. Disharmonic Blast III Magic Point Cost: 8 Range: 48 yards Duration: instantaneous Singing Time: 1 round This spell is a more powerful version of Disharmonic Blast II, causing 1d10 wounds at Strength 8 to a specified target within the range of the spell. Again, a successful magic test halves the damage. Song of Battle III Magic Point Cost: 8 Range: 20 yards Duration: as long as the bard sings Singing Time: effect begins immediately This is a more powerful version of the Song of Battle II, increasing WS by +30. Song of Courage III Magic Point Cost: 4 Range: 20 yards Duration: as long as the bard sings Singing Time: effects begin immediately This raises the Cl and WP of all the bards allies by +30, provided they are within range. Song of Harmony III Magic Point Cost: 8 Range: 10 yards Duration: instantaneous Singing Time: 3 rounds All creatures within the range of the spell are healed for 2d6 wounds. Song of Instability Magic Point Cost: 10 Range: 20 yards Duration: instantaneous Singing Time: 2 rounds All creatures subject to instability must make a check if they are within the range of the spell. This is irregardless of whether they are under control of some being or in a location where they would not normally be subject to instability. Song of the Trees Magic Point Cost: 10 Range: 50 yards Duration: 1d6 round per level Singing Time: 2 rounds This spell will animate the surrounding vegetation. This plant beast attacks 5 times per round at Strength 6, with a WS of 66. See Song of the Vines for further details. Soundwave Magic Point Cost: 12 Range: 20 yards Duration: instantaneous Singing Time: 1 round This is a mass damage spell, causing 4d6 wounds at Strength 3 to all beings within the area of effect (except the caster). A successful magic test halves the damage. Summon Animals III Magic Point Cost: 6 Range: special Duration: 1 hour Singing Time: 2 rounds This song summons 1d6 war dogs that will serve the bard for the duration of the spell. Mystic Songs - Level 4 ---------------------- Call the Dead Magic Point Cost: 14 Range: special Duration: until dawn the following day Singing Time: 3 rounds This duplicates the spell Summon Skeleton Horde. Charm IV Magic Point Cost: 12 Range: 20 yards Duration: special Singing Time: 1 round This song has the same effects as Charm I, only the target creature has a -30 penalty to its WP test. The bard may opt to split the effect between 2, 3, or 6 targets, incurring a -15 penalty on WP tests for 2 targets, -10 for three targets, and no penalty for any of the six targets. Disharmonic Blast IV Magic Point Cost: 12 Range: 48 yards Duration: instantaneous Singing Time: 1 round This is a more powerful version of Disharmonic Blast III, casuing 1d10 wounds at Strength 12 to a specified target within the range of the spell. Again, a successful magic test halves the damage. Song of Battle IV Magic Point Cost: 12 Range: 20 yards Duration: as long as the bard sings Singing Time: effect begins immediately This spell is similar to the other Songs of Battle, but raises WS by +40. Song of Courage IV Magic Point Cost: 8 Range: 20 yards Duration: as long as the bard sings Singing Time: effect begins immediately This spell raises the Cl and WP of the bard's allies by +40 as long as they are within range of the spell. Song of Harmony IV Magic Point Cost: 12 Range: 10 yards Duration: instantaneous Singing Time: 3 rounds All those who are within the area of effect are healed for 2d6+3 wounds. Summon Animals IV Magic Point Cost: 8 Range: special Duration: 1 hour Singing Time: 2 rounds This song summons 1d3 bears that will obey the bard for the duration of the spell. Notes on Mystic Songs: All of the appropriate spells above have a circular area of effect centered on the bard, the circle having a radius equal to the range of the spell. This reflects the auditory aspect of Mystic Songs. Note also the bard must have an instrument to cast these spells and must be able to sing also. A gagged bard is no good. Neither is one with his hands tied behind his back (ever try to play a lute with your toes?). Also, the spells above are mostly combat oriented. I am sure that others can be created for the more non-martial aspects of the bard profession (such as something that makes listeners more...receptive to suggestion). Some may think that the bard is too powerful a career, but the class is tailored to my interpretation of the Old World, where magic using folk are few and far between and all kick butt. Feel free to make any mods you want, but gimme credit if ya would. I'm a vain type of fellow. Also, please excuse any typos or no-nos anywhere in this material. I was in a hurry. Date: Mon, 03 Feb 92 09:45:38 MEZ From: Benedikt Rosenau Reply-To: wfrp (WFRP Mailing List) Errors-To: cluther X-Mailing-List: WFRP Mailing List X-From: Benedikt Rosenau Subject: That Bard From Rec.games.frp To: WFRP Mailing List In-Reply-To: Message of Sat, 1 Feb 92 15:21:02 EST from The spells of the bard posted remind me of a the spells of a character class similar to a bard in an ADnD offshot. Anyway, I had the feeling that the career posted was made up from WHFRP skills and ADnD spells. The ADnD of version of a rogue/spellcaster blend seems to have influenced the concept strongly. Normally, a character would have to go through (and survive) two fully different career paths to have the advantages of both. On the advance system: +40 on both Fellowship and Leadership? If memory serves +40 Ld was reserved for the Mercenary Captain and +40 Fel for the Demagogue. There is no advance in Toughness, 1 wound more than that of a spellcaster of a similar level, and quite a lot of advances in personal statistics. The WS and BS skill advances imply that this is rather a crossover from a fighter- spellcaster than - well, for instance - a just more secular druid. Believe me, I once had a character with 71 Fel after going through Power Behind The Throne, and it has been a nuisance. Together with Seduction, Charm, Wit, and Etiquette it added up to a total Fellowship roll of 111. Critical success on a roll of 81 or lower. I don't play that character anymore. Skills: I wonder what Acting and Mimic in the skill list are for. And I do miss History and Genealogy (or heraldry) when I compare it to the historical filids. Read/Write Music is fine. Magic points: 4d4 for Elves only and 2d4 for other races? Either 4d4 for humans misses by accident or it is an attempt to unbalance the game and push the Elves. Honestly, apart from that the disadvantages of Elves or rarely enforced, the combination of spells, advances, and an Elven profile are a powergamer's wet dream. For instance disharmonic blast 1d10 Wounds at Strength 2. Roll 1d10 1d6 damage and add 2, or is it 1d10+2? Does armour protect? The first version is quite likely to blow even an advanced charcter to shreds (in a first level non specialist spellcasting career boosted by some neato rogue abilities? Wow, er, bleech) and even the second version is too powerful if it can bypass armour. And where is the idea of using it only for magical attacks that work like Strike To Stun? And of course, we have a more powerful version of the sleep spell than that of a similar magic career. And strong healing magic is included too. The most powerful healing spell used to give 1d10 wounds back to a character, but now everything in the area of effect is INSTANTLY (oh my god) cured for 2d6+3. IMO, that is the worst violation of the WHFRP concept or what I think it could be that I have seen. For 'balance', the summoning skills exceed that of a druid, and are on a par with that of a Necromancer or Demonologist WITHOUT any of the disadvantages of the these. Has anyone ever seen an evil wizard proceed beyond second level? If so, contact me. Am I wrong or does the Bard need only an instrument (as opposed to a magic instrument) to be able to use his spells? Anyway, the casting time for most spells is too short for my idea of music based magic. Nor are the effects subtle enough. This is a straightforward boost on the wizards careers. The Warhammer Careers are indeed unbalanced, and spellcasters are among the most powerful, but even specialist wizards have to go at great lengths to find a teacher (fully left out for the bard) and have to blow out 200xlevel exp for getting to the next level. I assume our Bard just spends 100... And the spellpoint cost is so low that it makes me cry. The Warhammer World is quite balanced, but with this kind of charming, spell- casting rogue leader, Bards would rule. Let's come to my own idea of them. Bard is related to a Druid like an Alchemist to a Wizard. This means an advance scheme simliar to that of a priest, some of the more academic or theologic skills exchanged with musical or social skills - like Scroll Lore becomes History (oral). Human bards should be followers of the Old Faith, Elves and Hobbits should have special gods for it. The Initiate stage would be quite like that of a Ministrel. Magic points (2d8) and Magic be available from level 2 upwards, with spells similar to that of a druid of Level-1. Restrictions would be a behavior like you would expect from a mix of a druid and a priest of Verena (or whatshername?). Exits would include the Seer. But, Clays way of going through the careers of a Ministrel and a Druid is the best one for playing, IMO.