Sie sind auf Seite 1von 8

The Bard

Bards are warriors of legends who fight in great armies or in small


traveling companies, inspiring them with their art. A Bard can be a singer,
a writer, a poetry or any other kind of artist and through its art he channel
years of experience and memories to fuel their comrades.

Bard Abilities
Weapon and Armor Restrictions
Bards are allowed to wear only leather armor, but may use shields. They
can wield any one-handed melee weapon or any light ranged weapon (like
light bows).

Bard’s Songs
A Bard can prepare or create songs after every rest, studying or recalling
them from their scrolls. A Bard’s Song functions as a spell, with the
following exceptions. The turn a Bard starts preparing a Song, he can’t do
anything but chanting, gesturing or performing. Once a Song has started,
the Bard may act normally until he is damaged and still maintain the
performance active, if it has a duration listed. In example, a Song of
Blessing (which corresponds to the cleric’s Bless spell) lasts until the Bard
performs it and he is damaged. If a Bard takes any damage, the active Song
immediately ends, with all the benefits wiped away. If the Bard wants to
prepare another song, the active song’s effects end immediately and he
starts casting another one at the start of his turn, as for any other
spellcasting form.
Bards may research, discover and create new Songs as they travel.

Saving Throw
Bards have a +2 bonus on saving throws vs Dragon Breath and similar
attacks.

Bardic Knowledge
A Bard as always a chance to know or recall something about a legendary
place, object, event or creature. Every time the GM or the Bard feels it
appropriate, the Bard is entitled to roll a d6. If the result is equal or lower
his Bardic Knowledge value, the roll is successful and the GM should hand
out some additional information on the topic.
Establish an Academy
Upon reaching 9th level, a Bard may establish an Academy that may attract
scholars, fighters, magic-users or any other low level follower.

Bard Advancement
Level Exp. Hit To Saving Bardic
Points Dice Hit Throws Knowledge
1 0 1 +0 14 2
2 1,500 1+1 +0 13 2
3 3,000 2 +0 12 3
4 6,000 3 +1 11 3
5 12,000 3+1 +1 10 3
6 24,000 4 +2 9 4
7 48,000 5 +2 8 4
8 96,000 6+1 +3 7 4
9 192,000 7 +3 6 4
10 384,000 8 +4 5 5

Spells
Level 1 2 3 4
1 1 - - -
2 2 - - -
3 2 1 - -
4 2 2 - -
5 2 2 1 -
6 2 2 2 -
7 2 2 2 1
8 3 2 2 2
9 3 3 2 2
10 3 3 3 3

P.S. Bards follow the Cleric’s attack rolls tables.


Bard’s Songs
Note: Bard’s Songs are named as spells, here. Every Bard player should come up
with an interesting name of every Song (like “The Dragon’s Eyes” for “Charm
Person”)
Level 1 Level 2
Charm Person Bless
Cure Light Wounds Hold Person
Detect Magic Invisibility
Light Light, Continual
Protection From Chaos Phantasmal Force
Wizard Lock

Level 3 Level 4
Alter Time Charm Monster
Dispel Magic Confusion
Fly Hallucinatory Terrain
Lightning Bolt Polymorph
Locate Object Wizard eye
Protection From Chaos, 10 ft. radius
The Monk
Monks are scholars and martial artists who observe nature, elements and
creatures to perceive the flow of everything and transmute it in powerful
energy. Most Monk masters don’t have a long adventuring life, since they
prefer contemplation and study than traveling around. Some students
though are not satisfied and seek answers among the dangers of a
stimulating life.

Monks Abilities
Weapon and Armor Restrictions
Monks do not use any weapon, armor or shield. They fight with bare
hands and wear comfortable clothes.

Old Wolf Patience


Monks are focused combatants when needed. Their starting unarmored
AC is 8. It gets better as they raise in levels.

Bear Growing Talons


The bare hands attacks of Monks deal 1d6 -1 damage, but the damage
improves as they raise in level.

Panther’s Agility
Monks get the chance to attack more than once every round at the cost of
precision, with a penalty to each attack equal to the maximum number of
attacks they can make. They can still make a single attack with no
penalties, though.

Saving Throw
Monks have a +2 bonus on saving throws vs Spells.

Establish a School
Monks tend to retire as soon as they learn the lessons they started
traveling and usually go back to their monasteries. Some of hem though,
prefer sharing their teachings and experience with young scholars and
aspirant monks. This is usually done at 10th level, in a natural place, far
from urban chaos.
Monk Advancement
Level Exp. Hit To Saving AC Damage Attacks
Points Dice Hit Throws
1 0 1 +0 12 5 1d6 - 1 1
2 2,000 2 +1 11 5 1d6 - 1 1
3 4,000 2+1 +1 10 5 1d6 1
4 8,000 3 +2 9 4 1d6 2
5 16,000 4 +2 8 4 1d6 2
6 32,000 4+1 +3 7 3 1d6 2
7 64,000 5 +3 6 3 1d6 3
8 128,000 6 +4 5 2 1d6 + 1 3
9 256,000 6+1 +4 4 2 1d6 + 1 3
10 512,000 7 +4 3 1 1d6 + 1 4

P.S. Monks follow the Cleric’s attack rolls tables.


The Ranger
Rangers are perfect hunters and scouts. They favor ranged combat and
positioning rather than first line dangers, but they are trained to survive
in the wilderness as well as in deep forests and depth explorations.

Ranger Abilities
Weapon and Armor Restrictions
Rangers are trained to travel light, so they may only wear leather armor.
They may use shields, but in melee they are limited to short swords or
similar small weapons. They may use any kind of ranged weapons.

Exploration
Ranger can explore the wilderness, hunting for food, searching for traps
or even setting them up. The Exploration skill can be used even to get
some kind of awareness about the local flora and/or fauna as well as for
tracking creatures. When a Ranger wants to use its Exploration skill, he
gets to roll a d6: if the result is equal to or higher than the given number,
the check is successful and the GM describes accordingly.

Saving Throw
Rangers have a +2 bonus on saving throws vs Poison or Death.

Hawk’s Eyes
A Ranger is a master hunter. While wielding a bow, a Ranger may give up
one of the two normally allowed attacks to get a +2 bonus to hit and
damage rolls.

Establish an Order
Rangers tend to familiarize with each other and group in orders, devoted
to specific activities. Upon reaching 8th level, a Ranger may establish his
own order and attract followers of any kind, usually fighters, rangers or
even clerics someway tied to nature-related cults.
Ranger Advancement
Level Exp. Hit To Saving Exploration
Points Dice Hit Throws
1 0 1 +0 13 2
2 1,500 1+1 +0 12 2
3 3,000 2 +1 11 2
4 6,000 2+1 +1 10 2
5 12,000 3 +2 9 3
6 24,000 3+1 +2 8 3
7 48,000 4 +2 7 3
8 96,000 4+1 +3 6 4
9 192,000 5 +3 5 4
10 384,000 6 +4 4 5

P.S. Rangers follow the Thief’s attack rolls tables.

Das könnte Ihnen auch gefallen