High Bards of Dwarden
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In Dwarden, the ancient profession of the bard remains largely intact from how is was practiced in the legends of the ancient world. Treated as a revered profession, the high bards of the colleges of Dwarden still sing in the courts of knights and kings, and even Paladins of the Order still patronize them from time to time. Extremely distinct from what they dub the "low bards" who practice the new methods of their profession in what is considered the base and tasteless manner of the courts in Tanettes and Pompiers, the High Bards of Dwarden are instead considered men of high standing, and if not knights, are certainly always a distinguished and respected guest in the halls of Dwarden lords, if not permanent lore masters and warrior poets of their patrons. Some even become knights and lords in their own right.
Often of high bardic familial descent but open to any man of pure Dwarden blood, the high bards of Dwarden always begin their careers as warriors. Generally trained as a youth in the manner of song, they are more importantly trained in the ways of fighting, and only by achieving distinction and well-proven skill as a warrior may they ever be considered to become a bard of Dwarden. Once they have achieved such notoriety as a warrior (5th-7th level), the bard must relinquish for a time his focused interest on combat and war, and take study as a rogue (thief), learning the secrets of the world around them and how to get to them. Once attaining fine-tuned skills of slight of hand, lock craft, read languages and the ability to enter into a place unseen and unheard (5th-9th level), the bard may approach the monks and friars of St. Gandol, the druid-like Dwarden saint of nature. Typically, would-be bard acolytes approach the Abbey of St. Gandol in the Kambold Valley in the Nargad Mountains, where they study the ancient druidical lore of Brothers and Friars of St. Gandol preserved there, as well as the mysterious and arcane studies kept there by the bards themselves. To make such studies, the Brothers and Friars must accept the applicant, and often times a quest or some other feat is required. Not all applicants are accepted, as the Brothers and Friars are loathe to share their high lore and magic with outsiders. On occasion, rogues are permitted to apply for visiting studies, slowly gaining their skills over a course of years, studying only for months at a time. Such is typically allowed when an acolyte is descended from a bard, and is already steeped in memorized song and lore. However, normally an acolyte studies for many years before he becomes a bard, if he has no background in the lore and magic.
Contents
Rules
A high bard must have scores of 15 or better in the following abilities: strength, wisdom, dexterity and charisma. Furthermore, a bard must have at least a 12 score in intelligence and a 10 in constitution. At least one aspect of their alignment must be neutral. Only humans and half elves may become high bards. Due to dual-classing requirements, humans must necessarily have a 17 dexterity and 17 charisma, the two prime requisites of a high bard. Half elves may be multi-classed fighter/thieves, and then convert into a high bard as early as reaching 5th/6th level.
Hit Dice
Upon becoming a high bard, extra hit dice are gained, starting at 2nd level, regardless of the previous level attained. From 2nd to 11th level, a high bard of Dwarden gains a full hit die, plus any constitution bonuses he might have. After 11th level, high bards only gain 1 extra hit point per level, regardless of constitution.
Fighting Skills
High Bards assume the best THAC0 available to them, which is typically that of their fighter levels. Upon becoming actual bards, their THAC0 progression is as a rogue, and so therefore they will most typically use their superior fighter THAC0, assuming the character, in accordance with dual-classing rules, rose in higher level as a thief than as a fighter.
Thief Skills
Upon becoming a 1st level high bard, the dual-classing character gains 20 percentage points, ten of which must be distributed to the skill read languages. Every level thereafter, the bard gains 15 percentage points to distribute, but 5% must be distributed to read languages, even if it sends the score over 100%.
Bard Skills
Influence Reactions
Just as described in the Player's Handbook.
Charm
A high bard of Dwarden is a mystical figure steeped in the ancient lore of Dwarden and St. Gandol, and as such, his musical skill, his very hands and voice, are imbued with a magical aura. As such, as a bard grows in power, his songs and music are of greater inherent power than the low bards, and he may charm his very audience within a range of 10 feet per level of the bard.
Most any creature must save versus spell or be charmed and sit entranced while the bard sings. Note that even those creatures not charmed will listen to the bard's singing and playing for 1 full round. Charmed creatures are subject to suggestion (as if it were the spell of that name) from the bard, and if the bard implants a suggestion in his singing, the charmed creatures must save versus magic at -2 on their dice rolls or be subject to the full impact of the suggestion. Those which save are totally free of the bard's musical charming, however. The charming can be attempted on the same creature but once per day. Loud noise or physical attack will immediately negate charming, but not suggestion. This power may be defeated by magical resistance. Particularly clever or foolish suggestions will receive modifications, as per the spell description.
The base percentage chance of this skill is listed on the pertinent table. For every bonus point of charisma-based reaction adjustment, the bard gains another 5% bonus to his charm ability. Further modifiers may apply, based upon the instrument used, the song that is sung, and the mood and nature of the audience. While singing before friendly audiences, the high bard gains a 10% bonus. While singing before indifferent audiences, there is no bonus. For a threatening audience, the high bard receives a -10% penalty, and for hostile audiences he receives a -25% penalty. All other modifiers will be applied as the DM sees fit.
The Music, Poetry, and Stories of the Bard can also be Inspirational, Rallying Friends and Allies
As described in the Player's Handbook, but for high bards, this power grows greater every other level, with a further +1 bonus being added to his either his allies' bonuses to hit, saving throws or morale. He may choose which attributes receive the bonuses as he advances in level, but before any such attribute receives a +2 bonus, the high bard must be able to distribute the bonuses across all. For example, a 7th level bard may inspire his companions to fight with a +2 to hit, a +1 bonus to morale and a +1 bonus to saving throws. By 17th level, a high bard will be able to inspire +3 bonuses to all these dice rolls.
Bards are also Able to Counter the Effects of Song and Poetry used as Magical Attacks
As described in the Player's Handbook, but the range is increased to ten feet per level, and his saving throw is at a +2 bonus from 1st-5th level, +3 at 6th, +4 at 11th, +5 at 16th, and +6 at 21st.
Legend Lore and Item Knowledge
As per the Player's Handbook, but the attached table is used as the percentage chance. Every intelligence point above 12 gives a bard a +5 percent bonus to such rolls.
Followers
As discussed in the Player's Handbook.
Druid Spells
A high bard receives druid spells, accessible from all druid spheres, granted by St. Gandol and the will of Mandador. These spells are kept in a book of lore, studied by the high bards, without which they cannot cast such magic. High bards may use all items normally usable by druids.
Use of Druidic Scrolls and Magical Items
A high bard may begin to pen druid scrolls at 10th level. They may use any magical item usable by the monks of St. Gandol.
Magic-User Spells
As keepers of all things mysterious and arcane, high bards are also custodians of wizardly magic. As they rise in level, they also gain the potential to cast wizardly magic
Use of Wizardly Scrolls and Magical Items
A high bard may use all such items as might a wizard. He may begin to pen wizard scrolls at 10th level.