To protect
artists, and destroy any that promote ugliness or would destroy beauty.
Alignment:
Any. Wardancers must be good.
Minimum Ability Scores:
Dexterity 12, Intelligence 13 and Charisma 15.
Wardancers must have a Dexterity of 15 and a Wisdom and Perception of 12.
Races Allowed:
General:
as for Bard.
Wardancers:
Humans, Elves, Half-Elves, and Goblins.
Weapons Allowed:
General:
as for Bard.
Wardancers:
Bonus: Martial Arts and Specialization with Martial arts.
Allowed: Blowgun, Dagger, Javalin, or Quarterstaff.
(Rapier or Sabre may be allowed, though it is not common)
Wardancers may save weapon proficiencies to use at a later level. No
more than on proficiency may be placed into martial arts per level.
Proficiencies:
General:
as for Bard.
Bonus: Sing or Play Instrument, Read/Write, Dance.
Wardancers:
Bonus: Dancing, Play Instrument, Religion, and Tumbling.
Recommended: Singning, Artistic Ability/Composition, Reading/Writing,
Jumping, Running or Riding, Local History, Other Languages.
Proficiency Groups:
General:
as for Bard.
Wardancers:
All five.
Duties of Priests:
General:
Guidance, Marriage, Education, and must
encourage artistic talents.
Wardancers:
Vigilance.
Armor Restrictions:
General:
as for bards.
Wardancers:
may wear no armor except for wrist
bracers (which count as a small sheild sheild).
Other Restricions:
General:
as for Bards. Also must always tip any performers who he/she sees.
Wardancers:
Must always pay performers. Must donate half their earnings to a
charitable institution, the faith of Taymarr, or toward enriching the artistic lives
of the people (museums, public statues, toward public fiestivals, etc.). May not own
more possessions than may carry on back (or mount).
Spheres of Influence:
General:
The basic priests of Taymarr are
bards. They get all the bardic abilities
but they are limited to learning spells from the mage schools of Abjuration,
Conjuration, Enchantment/Charm, Divination, and Illusion/Phantasm. In
addition, they
may opt to choose cleric spells from the spheres of All, Charm,
Divination, Elemental,
Healing, Protection, or Travellers. These spells are fitted into spell
slots normally, up to the maximum allowed by level. The Bard/Preists of
Taymarr only have
minor access to these spheres, limiting them to third level spells. Note
that it is
possible for a bard/priest of Taymarr to have both mage and preist spells
memorized at the same time.
Wardancers:
All, Charm, Combat, Protection, Sun.
Minor access to Divination, Elemental, Guardian, Healing, and Travellers.
Special: May use the mage spells Armor, Charm Person, Jump, Blur,
Invisibility, Mirror
Image, Strength, Blink, Haste, Invisible Mail, Improved Invisibility, and Stoneskin
as cleric spells of the same level as they are mage spells. (all of these spells are
available to the Bard/Preists also, regardless of school.
Powers:
General:
As for Bards.
Wardancers:
Charm/Fascination and Soothing Word. At 5th level these
may be used 6 times per day instead of three.
Turn Undead: May turn undead as a good preist of egual level.
Stealth: Wardancers Move Silently and Hide in Shadows as a
Ranger.