Elder Bard
The
"Colleges of the Old Lore" are an order of bards, known as Elder
Bards, appended to the druidic society of the Old Faith. Very few of these
archetypal bards are left. Bards of the Old Lore are distinguished from today's
common bards and minstrels by their noble origins, their tradition of
scholarship, and their use of druidic magic. The prospective Old Lore bard must
be of human descent and noble birth, although half-elves and possibly others of
human descent are permitted as well. Tradition demands that each candidate have
proven skill in war making and stealth, in addition to surpassing grace, in
order to receive druidic training. "Noble born" means that the elder
bards come from a handful of families. Some claim blood purity, but others have
maintained extensive cultural traditions. Some families do both, while others
are stewards of an elder site or a magical item.
Elder Bards are wanderers, defenders, and guardians
of lore. The level of trust and dedication involved in their position demands
that they be both exemplars of their kind and remarkably rare. Once a person is
marked as having the potential for becoming an Old Lore Bard, a
"watchling" (a small animal serving another Old Lore Bard) is
dispatched to follow him for a year and a day to report his behavior and
character. After this time, if seen fit, the prospective member is approached
in secret. If this meeting goes well, another year and a day passes. This is
the training time, and it's grueling: hardship, rote memorization, ancient
skills, and communion with the spirits of the land are all part of the Elder
Bard's new life. He either tempers from the stress or breaks.
The Old Lore legacy also includes a small number of magical,
stringed instruments crafted specifically for each of the colleges of the Old
Lore (see "Elder Bard Magic Items" below). Recovery of any such
instrument is of prime concern to the remaining members of these colleges, and
the true enchantments worked by the ancient craftsmen come alive only at the
touch of a bard of the Old Lore.
Hit Dice: d6
Weapons
An Elder Bard is proficient with all simple weapons and any one of the
following weapons: bastard sword, longbow, composite longbow, longspear,
longsword, quarterstaff, rapier, sap, scimitar, short composite bow,
shortspear, short sword, shortbow, sickle, sling, or whip.
Armor
Elder Bards are proficient with light and medium armors, but are
penalized for wearing worked metal armors (except elven chainmail) and shields.
Elder Bards cast divine spells, and therefore suffer no penalties for allowed
armor use.
Advancement
Level advancement for Base Attack Bonus, Saves, and Spells per Day is the
same as the chart used for Druids. Elder Bards must choose a repertiore of
spells as a common bard does. He may substitute one spell from the common Bard
spell list per spell level, if it is not also on the Sorcerer spell list.
Class Skills:
Animal Empathy, Appraise, Balance, Bluff, Climb, Concentration, Craft,
Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Handle
Animal, Heal, Hide, Innuendo, Intimidate, Intuit Direction, Jump, Knowledge
(Nature), Listen, Move Silently, Perform, Pick Pockets, Profession, Scry,
Search, Sense Motive, Spellcraft, Spot, Swim, Tumble, Use Magic Device, and
Wilderness Lore
Skill Points per Level: 4 + Int modifier
Requirements:
* Born of human lineage, of a noble bloodline (e.g.. must have at least 1
level in the Aristocrat class)
* Alignment must be Neutral or a combined Neutral alignment
* Has acquired skills of Perform +10, Move Silently +8, Hide +8
* Possesses any one of the following feats and its prerequisites: Spirited
Charge, Great Cleave, Spring Attack, or Shot on the
Run
Level Progression:
Probationer: At 1st level (rhymer), gains Bardic Knowledge and Music
ability
Fochlucan: At 2nd level (lyrist), gains a Bonus Language--Druidic
MacFuirmidh: At 3rd level (sonneteer), gains Sneak Attack, +1d6
Doss: At 4th level (thespian), gains Nature Sense, may attract an Animal
Companion
Canaith: At 5th level (jester), Greater Lore
Cli: At 6th level (jongleur), gains Sneak Attack, +2d6
Anstruth: At 7th level (troubadour), gains Woodland Stride
Ollamh: At 8th level (minstrel), gains Bonus Feat
Magna Alumnae: At 9th level (muse), gains Sneak Attack, +3d6
Alumnae Maestro: At 10th level (lorist), gains the Legend Lore spell-like
ability 1/day
Class Features:
A check
equalling the Elder Bard’s level plus his Intelligence modifier determines
whether he knows some relevant information about local, noteable people,
legendary items, or noteworthy places.
DC 10: Common knowledge possessed by a strong minority of the population
DC 20: Uncommon but available, known by only a few people in the area
DC 25: Obscure, known by few, difficult to come by
DC 30: Extremely obscure, known by very few, possibly forgotton
Bardic Music
Countersong
An Elder Bard can use song or poetics to counter normal and magical
effects that depend on sound (such as a harpy song, or a shrieker wail). Each
round of the countersong, the Elder Bard makes a Perform check. Any creature
within a 30-foot radius who is affected by a sonic or language-dependent
magical attack (such as sound burst or command) may use the bard's Perform
check in place of his saving throw if, after rolling his saving throw, the
Perform check result proves to be better. The countersong may be kept up for 10
rounds.
Fascinate
An Elder Bard can use song or poetics to cause a single creature, within
a 90-foot radius, to become fascinated with the bard. The target creature must
be able to see and pay attention to the bard (distractions prevent the ability
from working). The bard makes a Perform check and the target can negate the
effects with a Will save equal to or greater than the bard's check result. If
the bard is successful, the creature sits quietly and listens for up 1 round
per class level of the Elder Bard. Any potential threat (such as the bard's
ally moving behind creature) allows the target an additional saving throw. Any
obvious threat (such as drawing a sword) breaks the effect. Once a creature is
fascinated, the bard may implant a suggestion, as per the spell, within his
song. Each creature is susceptible to the bard's fascination ability only once
per 24-hour period.
Inspire Competence
An Elder Bard can use song or poetics to inspire competence in any one of
his allies within 30 feet. Affected allies receive a +2 morale bonus to his
skill checks with a particular skill for as long as the music lasts or up to
two minutes.
Inspire Courage
An Elder Bard can use song or poetics to inspire courage in his allies.
Affected allies receive a +2 morale bonus to saving throws against charm and
fear effects, and a +1 morale bonus to attack and weapon damage rolls.
Inspire Greatness
An Elder Bard can use song or poetics to inspire greatness in another
creature, granting extra fighting capability. The bardic music must be heard
for at least one full round. the creature must be within 30 feet. The effect
lasts for the duration of the music and for 5 rounds thereafter. The target
gains the following bonuses:
+2 Hit Die (d10)
+2 competence bonus on attacks
+1 competence bonus on Fortitude saves
Suggestion
AN Elder Bard may make a suggestion (as per the spell) to a creature that
he has already fascinated. The suggestion doesn’t count against his daily limit
on bardic music performances. A Will save (DC 13+ the Elder Bard’s Charisma
modifier) negates the effect.
Bonus Language
As the Elder Bard successfully passes his probationary period of one year
and one day, he gains acceptance in the elite ranks of the Old Lore Bards, and
begins to learn the secret Druidic language, replete with its unique alphabet,
hand signs and signals.
Sneak Attack
As per the Rogue class, an Elder Bard may catch an opponent when he is
unable to defend himself effectively, striking a vital spot for extra damage,
under the following conditions:
Foe is denied his Dexterity bonus to AC.
Foe is flanked
Foe is blind or has no means to see attacker (invisibility or total darkness)
Foe hasn’t acted yet in a surprise round or first round of combat
Foe is immobilized or incapacitated--
grappled by someone other than attacker
cowering
paralyzed or held
sleeping or unconscious
ability score reduced to 0
Foe is off balance--
running
climbing
walking a tightrope
Notes:
Extra damage is not multiplied for critical hits.
Extra damage stacks with any other sneak attack bonuses obtained from other
classes
With a sap or unarmed strike, subdual damage may be dealt
Ranged sneak attacks must be made within 30’ of target or less.
Sneak attacks may only be made to creatures with a discernible anatomy.
Sneak attacks may not be made against creatures with concealment.
Any creature immune to critical hits is also immune to sneak attacks.
Nature Sense
As per the Druid class, an Elder Bard learns to identify plants and
animals by their species and traits. He can also determine whether the water is
safe to drink or polluted.
Animal Companion
As per the Druid class, an Elder Bard may begin to play with an animal
companion. This animal must be one which the druid has befriended with the
spell Animal Friendship. It can have no more than 2 Hit Dice.
Greater Lore
After spending at least eight hours with a magic item an Elder Bard may,
as per the Loremaster class, identify it. This extraordinary ability is as per
the spell, and is allowed only once per item examined. Thus, the Elder Bard can
determine the single most basic function of a magic item, including how to
activate that function (if appropriate), and how many charges are left (if
any).
Woodland Stride
As per the Druid class, an Elder Bard learns to move through natural
thorns, briars, overgrown areas, and similar terrain at his normal speed, and
without suffering damage or other impairment.
Bonus Feat
In their studies, Elder Bards learn all sorts of applicable knowledge and
secrets. At 8th level, a Bard of the Ollamh college gains a bonus feat of his
choosing.
Legend Lore
As per the spell, Legend lore brings to the Elder Bard’s mind legends
about an important person, place, or object. This takes place in only 1d4 x 10
minutes if such is at hand, in 1d10 days if only detailed information is
available, or 2d6 weeks if only rumors and incomplete information is available.