Bardic Adalyst

The Advanced 3.5 D20 Fantasy Arrangment for Homebrewed Jacks Trade (aka Bardic Adalyst)...from OGL to this Conversion.

Of course before we begin, to get the formalities out of the way...

I used the following as OGL's and SRD's

http://www.systemreferencedocuments.org/35/sovelior_sage/home.html

http://www.wizards.com/D20/article.asp?x=srd35
http://www.wizards.com/d20/files/v35/SRD.zip

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Actually this is quite simple...utilizing the rules from the Open Gaming Content the following rules are in effect, unless otherwise stated, rules stay as they are in the OGL.  This system utilizes and expects that one is familiar with the OGL rules, or the following probably will be meaningless.  The following are only Additions to the OGL, filling in blank areas and changing some optional rules that are in the OGL/SRD for D20 3.5


Experience

Since XP is not covered in the OGL...and we should come up with something new...if you need to know how characters gain levels and gain XP you can use the following optional rules or you can use some other rules if you have them or created them.

Characters gain Experience in the following manner...

From the Hit die of the Creature...

Less than 1 HD = 5 XP
1 HD = 10 XP
2 HD = 40 XP
3 HD = 90 XP
4 HD = 140 XP
5 HD = 250 XP
6 HD = 360 XP
7 HD = 490 XP
8 HD = 640 XP
9 HD = 810 XP
10 HD = 1000 XP
11 HD = 1210 XP
12 HD = 1440 XP
13 HD = 1690 XP
14 HD = 1960 XP
15 HD = 2250 XP
16 HD = 2560 XP
17 HD = 2890 XP
18 HD = 3240 XP
19 HD = 3610 XP
20 HD = 4000 XP

In essence, take the Number of Hit dice, square it and multiply the result by 10. (Alternate rule - for quicker advancement take the Creatures CR, multiply it by 1000 and divide by 2 to get the amount of Experience provided...hence a CR2 creature would be 2 x 1000/ 2 = 1000 XP.  Perhaps it can also only be used for specific encounters such as boss encounters).

Obviously this will result in a slower rate of progression in many cases.  In truth, progression is even slower...as to advance a level...the following XP is needed...

Fighters/Fighter Sub groups (Ranger, Paladin, Barbarian and also include the Monk in this progression) need 1000 X 2(current Level) up to tenth level.

2 = 2000 XP = 2000 XP total
3 = 4000 XP = 6000 XP total
4 = 6000 XP = 10000 XP total
5 = 8000 XP = 18000 XP total
6 = 10000 XP = 28000 XP total
7 = 12000 XP = 40000 XP total
8 = 14000 XP = 54000 XP total
9 = 16000 XP = 70000 XP total
10 = 18000 XP = 88000 XP total

At tenth Level this becomes a strict 20000 XP total to advance to the next level.  So in otherwords...

11 = 20000 XP = 108000 Total
12 = 20000 XP = 128000 Total

And so forth...

An alternate method which is even slower is to double the necessary XP each level...so

2 = 2000 XP
3 = 4000 XP
4 = 8000 XP
5 = 16000 XP
6 = 32000 XP
7 = 64000 XP
8 = 128000 XP
9 = 256000 XP
10 = 500000 XP

At tenth level there is a slight change, so as to make it easier round each to the nearest 10,000 and keep it at a strict 250,000 (or 260,000 if you want to keep it at even a longer advancement)


For Rogues/Rogue Subgroups (Rogue, Bard, Jack)  as well a Clergy (Clerics, Druids) need 1000 X current level up to 9th so

2 = 1000 = 1000 XP total
3 = 2000 = 3000 XP total
4 = 3000 = 6000 XP total
5 = 4000 = 10000 XP total
6 = 5000 = 15000 XP total
7 = 6000 = 21000 XP total
8 = 7000 = 28000 XP total
9 = 8000 = 35000 XP total
10 = 35000 = 70000 XP total

At 10th level however, they will need a whole slew of XP to improve, however, once at 10th level the progression jumps up to needing 15000 XP to advance per level.  so they would need

11 = 15000 = 85000 XP total
12 = 15000 = 100000 XP total

and so forth

An alternate method which is even slower is to double the XP after 2nd so...

2 = 1000 XP
3 = 2000 XP
4 = 4000 XP
5 = 8000 XP
6 = 16000 XP
7 = 32000 XP
8 = 64000 XP
9 = 128000 XP
10 = 250000 XP

At tenth level there is a slight change so as to make it easier round each to the nearest 10,000 so basically at 120,000 per level (or 130,000 if you want to keep it at longer advancement).

For Spellcasters (Wizards, and Sorcerers) , the general rule will be to need 1000 x 3(current Level) to level up to 9th level.

So

2 = 3000 = 3000 XP total
3 = 6000 = 9000 XP total
4 = 9000 = 15000 XP total
5 = 12000 = 21000 XP total
6 = 15000 = 36000 XP total
7 = 18000 = 54000 XP total
8 = 21000 = 75000 XP total
9 = 10000 = 85000 XP total
10 = 15000 = 100000 XP total

Basically the 24000 needed to get to 9th under the system is rounded up to 25000 and divided between 9th and 10th levels.  25000 XP will be needed thereafter for each level.  So...

11 = 25000 = 125000 XP total
12 = 150000 = 150000 XP total

And so forth

If you want a more lengthy XP rules type is to double the XP after 2nd so...

2 = 3000 XP total
3 = 6000 XP total
4 = 12000 XP total
5 = 24000 XP total
6 = 48000 XP total
7 = 96000 XP total
8= 192000 XP total

However, to even things out a little bit at least the XP to get to 10th level is once again the XP needed for 9th level but divided between the two...so to even it out it will turn as

9 = 292000 XP total
10 = 386000 XP total

After 10th level XP will be rounded to the nearest 10,000 so one will need 380,000 XP per level (or 390,000 if one wants to keep it longer).

Multiclassing

In general, new rules for multiclassing also apply...BUT may be houseruled.  It is understood that many prefer their classes to be raised simultaneously.  The following are meant to differentiate between how one can be several classes at once, there are several options.

Demi-humans with the exception of Half Elves and Half Orcs are limited to the following.

Demi-Humans can only get up to 20th level in the Preferred Class.  In any Other class they can only get up to 10th level.  Demi-humans can gain epic advantages if they choose to multiclass as per the SRD...however in that they miss out at the lower levels for the power advantages they might otherwise gain...still they may never take class specific epic levels...such as epic fighter levels.  If they choose to do the alternate multiclassing ability, which will be called Demi-human Powerclassing, they can NEVER gain epic levels, and will be stuck at the 20/10 level maximum.  (Excessively Optional Rule...that can be added, but is not recommended) - However, they MAY take Prestige classes if they qualify for the Prestige class, but they do not gain epic levels in those (Note this is NOT recommended as Powerclassing is excessively powerful).

Powerclassing involves starting off at level 1 with ALL abilities of two classes.  The Demi-human can choose which classes these are within reason.  Experience earned will be split between these two classes.  So for example, if a Demi-Human takes a Class of Fighter/Wizard, then and they earn 500 XP, then the XP is divided between the classes so that they have 250 XP in each class.  To attain the next level in the class, they ONLY NEED THE AMOUNT listed as above...so for a Fighter/Wizards, they would need 2000 XP to get to 2nd level of Fighter, and 3000 XP to get to the level of Wizard.  In the next level, they would need 4000 XP to get to the 3rd level of Fighter, and 6000 XP to get to the 3rd level of Wizard.  Hence, they advance quicker in levels than others who are multiclassing.  When they multiclass character reaches their 10th levels, even though one class will stop advancing in level, they STILL divide their experience equally between the two classes.  The do not get a BAB or Save Bonus from both classes, instead getting ONLY the most favorable of the two.

Now Humans have the following rules for Multiclassing.  Humans tend to be more narrow and focused on their goals then Demi-humans in the Jacks Trade rules, hence they can only be one class with NO powerclassing.  They CAN do multiclassing as per the SRD...alternately they could do Split Classing. 

Split Classing means that they choose to end all advancement in their class (like the Paladin option in multiclassing in the SRD) in favor of another class.  In addition they must have at least ONE score that is an 18 and one score that is a 16.  For each additional class that they might choose to do this with they need yet another 18 (so if they did Split Classing with 3 classes they'd need at least one 16 and two 18s).  When they Split Class they start off advancing as if they were originally a level 1.  Hence lets say a 10th level fighter earned enough to get to 11th level and decided to split class.  Instead of gaining their 11th level, they would gain their level 1 in the Split Class, which lets say he choose to be a Ranger.  This next class level he would in turn only need 2000 XP to get to 2nd level...4000 to 3rd, and so forth.  He would keep ALL his abilities earned thus far in his old class, but never be able to ever advance in it again.  As with Powerclassing they must choose which is more favorable of their classes for their BAB and Save Bonuses

Half Elves and Half Orcs may choose any of the methods as desired, but once they have chosen they must stick to that method.

Prestige Classes

Obviously eventually one might choose to have a prestige class.   Prestige classes follow yet another form of advancement.

Their Advancement for Prestige Classes basically is 1000 x 4 (current level) up to level 9

2 = 4000 XP = 4000 XP total
3 = 8000 XP = 12000 XP total
4 = 12000 XP = 24000 XP total
5 = 16000 XP = 40000 XP total
6 =  20000 XP = 60000 XP total
7 = 24000 XP = 84000 XP total
8 = 28000 XP = 112000 XP total
9 = 32000 XP = 144000 XP total
10 = 36000 XP = 180000 XP total

For every level after 10th a Prestige Class requires 30000 XP.

So at 11th level a character will need

11 = 30000 XP = 210000 XP total
12 = 30000 XP = 240000 XP total

an optional and longer advancement is as follows where XP is doubled after 2nd

2 = 4000 XP
3 = 8000 XP
4 = 16000 XP
5 = 32000 XP
6 = 64000 XP
7 = 128000 XP
8 = 256000 XP
9 = 350000 XP
10 = 500000 XP

Where 9th level XP was again split between 9th and 10th levels.  After 10th level every level will be 400,000 XP or 100 times the original cost.  So 11th level would be

11 = 900000

One benefit in Bardic Adalyst is that the character is not limited to 10 levels of a Prestige Class before 20th overall level...to reflect changes that might be taken if a character chooses Powerclassing or Split classing.  Instead once a Prestige class is taken, it may continue to have that continue onwards.

Obviously the game is more garnered towards characters taking a single class and sticking to it, however, though it is more costly or hard to attain many of the multiclassing opportunities, multiclassing can be a great asset if used properly.

Other methods of gaining Experience

There are several other ways of gaining experience for those who simply can't wait.  These methods are are optional and are listed below.

#1 - Treasure .  For every Gold Piece or equivalent of worth of treasure they gain 1 XP.  For an alternate slower method, for every Platinum Piece or equivalent of worth treasure they gain 1XP.  This can give experience rather quickly dependant on the DM.

#2 - End of the Adventure rewards.  For successfully completing an adventure, the DM gives each character however much Experience they need to gain the next level up.  In the time between the adventure and the next, they can be assumed to be training.  For a slighly faster variation of this they can be given enough experience to level up at the end of the Gaming Session.  This means they will level up each time you game together.  For a slower progression you can give them enough experience to get to the next level each time you finish a set campaign (not to be confused with the entire campaign of the characters, but a campaign such as the end of a set of adventures with a big goal, where they finally achieve the overriding goal of the campaign).

#3 - Roleplaying Awards.  There is a judgement made on how well each player roleplayed their character.  For good roleplaying they can be granted up to 1/10 of the Experience needed to advance to their next level.

Races

Most of the character Races are the same...however there are some additions of races specific to Jack Trades...

Wild Elves

Wild Elves are like the Elves listed in the SRD with the following differences.  Wild Elves get the following bonuses and penalties.

+ 2 STR, +2 DEX, - 2 WIS, -4 INT, - 2 CHA

In addition, Wild elves are just that...wild.  They are almost animal like in many of their behaviors, and as such typically shun civilization.  Only a special kind of Wild Elf becomes an adventurer that travels to other lands, civilizations and associates with other races.  Most commonly characters will be of this demeaner.  Wild Elves CANNOT be of lawful alignment.  Their favored class is Barbarian.

Faer Elves

Faer Elves are like the Elves listed in the SRD with the following differences.  Grey Elves get the following bonuses and penalties...

+2 Int, +2 Dex, +2 Cha, - 2 Cons, -2 Str.

Faer Elves are magical in nature.  Some people who have met them even claim they have wings.  More civilized and magical than any of their cousins, they have magic flowing through their veins.  Though some will be Wizards, others will choose their favored class of Sorcerer.  Faer Elves have Sorcerer as their favored class.  In addition, if they choose to be a Wizard, and choose to Powerclass, they can get to be up to an 18th level Wizard.  Though still limited, they still can attain great power in Wizardry, and many of the most powerful among the Faer are those that are both Wizard and Sorcerer.  Faer Elves are found not only in their great cities above ground, but also underneath in great elven mining cities which unearth great and powerful magics and metals for utilization by their kindred.

Dark Dwarves

Dark Dwarves have waged a long and continuous war with the many elf races.  Dark Dwarves are different from the counterparts the Dwarves.  Dark Dwarves have a deep hatred for Elves, though they get along well with most other races.  They feel as if the Elves have taken dominion from them in the tunnels, and are competing with them in magic and ability.  Dark Dwarves particularly hate the Faer more than any other, followed closely by your general elf.  In other manners they are akin to the Dwarves in the OGL rules, with the exception that they have the following penalties and bonuses.

+2 Cons, +2 Wis, -2 Cha, -2 Dex

The Dark Dwarves favored class is that of a Cleric as they worship their dark underground powers to give them abilities above all others in metal and crafting.  Dark Dwarves despise sunlight, and prefer to exist in complete darkness underground.  However, there are some that are struck by adventurelust as they call it, and go travelling.  These typically become the adventurers, as well as the merchants that are necessary to contact those above ground who seek their wares.  Due to their Warlike nature, if a Dark Dwarf chooses to Powerclass they can also attain up to a level 15 as a Fighter as an exception to the level 10 Powerclass rule.

Wood Elves

Wood Elves are as Elves in the OGL rules, however, they have some differences.  Wood Elves typically live in the forests, among the trees, and observant of nature and the wild.  They tend to serve more towards nature and living in harmony with Nature itself.

Wood Elves gain the following bonuses and penalties...

+2 Dex, +2 Wis, - 2 Cons, -2 Int

Wood Elves have their favored class as a Ranger.  However, if they choose the Powerclassing Option, they can also take up to 15 levels of Druid.

Rounded Halflings

Rounded Halflings are much like normal Halflings, except they hate adventure, and prefer peace and quite and keeping to themselves more than anything curiousity might provide.  They are called Rounded Halflings due to the immense roundness of their bellies, or in otherwords, they are rather fat.  They themselves see the term Rounded Halfling as an insult, and instead refer to themselves as the Minoi, or the Peaceful ones.  It is a great rarity for one of them to be an adventurer...however as time has occurred, it seems many times they are forced upon these roles.

A Rounded Halfling gets the following bonuses...

+2 Dex, +2 Cons, -4 STR.

A Rounded halfling has a preferred class of Commoner.  No really, Commoner.

However, there is a special sect among the Minoi, called the Monastery of the Minokers...or PeaceKeepers.  These practice the art of restraining another whilst not using any weapons.  It is from this Monastery where their greatest warriors come in time of need.  These Monks are the law enforcement, keeping the peace with no weapons, but their words, their minds, and their sense of diplomacy and judgement.  Hence, the Minoi also have the favored class of Monk.

Wild Gnomes

Wild Gnomes live in the areas of great control, under the watchful eyes of Dragons and other such monsters.  Descended from the other Gnomes of the past, when the Draconic age descended upon the land, and the Gnomes were driven out of their homelands...those that remained had to develop means to avoid being destroyed.  These witty creatures known as Wild Gnomes are all that are left in the North lands, evading the eyes of all their enemies.  Wild Gnomes are similar to the Gnomes of the OGL Rules, but with the following differences.

+2 Int, +2 Wis, -2 Str

Wild Gnomes due to the intensities of their living environments have developed their own type of magic and hence their favored class is Illusionist (as shown below).  In addition, due to living in the Wild, if they so choose to Powerclass they also may attain up to a 15th Level in Druid.

Changes of Races from the OGL Rules

Humans

Gain no special bonuses except for a choice between a bonus feat, or a +1 to any score of their choice at character creation.

Half Elves

As explained under the Experience rules, Half Elves along with Half Orcs have more options in Multiclassing than any other race.  However, Half Elves do have a favored class.  In truth they have three favored classes of which they must choose one to be their favored class.  Their choices are between Thief, Bard, and Ranger (only if from Wood, Wild, or Normal Elf descent).

Classes

Changes from the OGL Rules

Skills and Talents

The only classes that can have skills in Bardic Adalyst are the Rogue, Bard, and Monk.  These three classes choose skills as defined in the OGL Rules.  The Bard and Monk can use the Search skill just like the Rogue to find traps and other such items, as well as using Disable Device as a Rogue.  These skills are used by them as apportioned with Skill points and are Class Skills.  (Optional - Other classes don't have skills or talents, but instead use their ability scores when trying to figure out if they can or cannot suceed according to DM discretion).

Other Classes have what one calls Talents.  Talents are like skills, except they are chosen at 1st level (aka character creation).  Talents however, must ALWAYS be at their maximum level...hence at 1st level, all the talents would be at a skill ranking of 4.  There is no need to write these skill points down next to Talents, as it is accepted that Talents are at their maximum value.  A character hence will not gain any more Talents unless they gain more points in their Intelligence.

If a character multiclasses later on, record the point at which they multiclassed.  If their new class has more skill points granted each level then their other class, they can continue to progress in their talents.  If it does not...all progression in those talents cease.  (Note, skills and talents as far as points are concerned cannot cross between each other.  So a Rogue/Fighter cannot put points into talents if one multiclasses from a Fighter to a Rogue.  All Talents cease to improve from that point on. However, if a Rogue multiclassed into a Fighter, the Rogue gains NO talents, but if the Rogue took more Rogue levels, or even Monk or bard Levels, they could improve their skills).  Once their talents cease to progress, those talents will ONLY increase when they increase in level with their primary class.

If a character Powerclasses, they choose which ever class has the highest amount of points for their Talents, and only gain Talents for that one class.  However, if one of their classes is a Rogue, Bard, or Monk, then they gain Talents AND skills.

If a character Split classes, all the above applies, which normally means they will not improve their Talents after they Split Class.

Fighters

Fighters may gain Weapon Specialization every 4th level.  Weapon Specialization in Bardic Adalyst adds a +1 to both Damage AND attack.  So a Fighter could gain this every 4 levels adding either a new weapon in which they are specialized in...OR concentrating on one particular weapon to stack these bonuses on...or become Greater Specialized in a weapon.  Hence a 20th Level Fighter that had specialized specifically only in one weapon would have a +5 to Hit and a +5 to damage with that weapon.

Rangers

Very little is different with the ranger EXEPT that at second level they have a choice between two weapon style and gains two weapon fighting, archery style and gain rapid shot, OR he can have single weapon style and gain Weapon Specialization as the Fighter above.

At 6th level this comes down to Improved two weapon fighting, Manyshot, or yet another bonus as per the Weapon Specialization as the Fighter, hence granting either bonuses to hit with two weapons, bonus to number of arrows fired as in 2 arrows +1 arrow per every 5 points above +6, up to a max of 4, or +2 damage and +2 attack with a single weapon.  NOTE that the Ranger cannot choose another weapon but must stick to the weapon he chose with his initial Weapon Specialization.

At 11th level once again he gains Combat Style Mastery which grants him either Greater Two Weapon Fighting, Improved Precise Shot, or yet another Weapon Specialization add on (for a total of +3 to hit and +3 to damage) to his specific weapon of choice.

In addition, in order to qualify as a Ranger, the characters must have one of the following.  They must start off with at least an 11 wisdom, and an 11 Constitution.

Or, they can alternately, have the Survival Skill/Talent, the Tracking Feat, and at least a +5 BAB.  If they choose this option the Ranger is considered a Prestige Class in terms of advancement.

Paladins

In order for a character to be a Paladin they must have at least an 13 Wisdom, and one score of 17 or greater.

Or alternately they can have the ability to cast 3rd level Divine spells, and Knowledge (Religion) Skill/Talent, the Ride skill/Talent, and the Heal Skill/Talent.  If they take this path they are treated as a prestige class, and when the Paladin starts gaining spell levels, instead this Paladin will act as if they gained one level of their spellcasting class for Divine spells instead of the paladin spells.

Wizards


With the number of Spells Cast, a Wizard can gain +1 spells to cast every 5 levels unless it is noted that they gain a spell earlier.  In otherwords, a Wizard is able to cast 4 first level spells at 7th level.  At 12th level the Wizard would then be able to cast 5 first level spells.  At 17th level the Wizard would be able to cast 6 first level spells, and so forth.

Illusionist

Illusionists are a strange class used by the Wild Gnomes of the Dragon Mountains.  This Class uses the Sorcerer Spells Known and Spells able to Cast.  However, Illusionists have a strange bonus.  They have access to Bard Spells as well, and if they desire, instead of having one Sorcerer Spell known, they can choose 2 Spells from the Bard lists instead to know.  The only spells they cannot learn in this manner are the Cure spells (such as Cure light Wounds and other such items).  They also cannot learn Cat's Grace, Eagle's Splendor, Fox's Cunning from the Bard's list or any of the Evocation or Necromancy spells from the Wizard/Sorcerer Lists.  Finally they can cast 1 more spell per day from the Bards or Illusionist spell list as if they were a specialist mage except that they are using the Sorcerer spell tables.

In addition, unlike the Sorcerer, they learn and cast their spells using the INT ability score.  In all other ways they resemble the Sorcerer.

Jack (Jack-Trade)

A Jack is basically a Jack of All Trades.  They are skilled in many things, but not great in any.  A Jack is almost exactly like a Bard...except...the following.

A Jack is trained in all simple and martial weapons and can be trained in one exotic weapon of their choice.  A Jack is trained in up to medium armor.  A Jack does NOT learn spells from the Bards spell tables...instead learning spells from the Wizards Spell tables.  A Jack LOSES all abilities dealing with the Performance skill and cannot perform songs or other such items.  A Jack still learns and casts the number of spells listed on their table.

Bardic Adalyst

A Bardic Adalyst is one that in many ways is more powerful in the Ways of a Bard.  They need no movement to cast their spells instead relying almost completely upon song.  If they are silenced they can no longer cast their spells NO MATTER WHAT FEATS they may possess.  Bardic Adalysts are trained at the special school for Bards at the Center of Men's Capital city of Choral.  In that school there are several different colleges with several different approaches.  There are several different types of Bardic Adalysts...  They are listed according to college, and type of Bardic Adalyst ability.

Songspeller/ Spell Adalyst - These can memorize spells as a Wizard. They use their Intelligence to learn spells.  There is NO limit to how many spells they can learn...HOWEVER, they cast spells of the Wizards list...BUT the number of spells they can cast is off the list for the Bards...minus 1 spell per day...with no minumum amount.  The cast spells by their Charisma still...so Intelligence is used in learning the spells (can learn spells up to a maximum of their Intelligence score -10) but casting spells is as per their Charisma score.  Also at 18th level they learn how to cast 7th level Wizard spells if they are able and can cast 1.  They learn how to cast 8th level Wizard spells at 21st level.  They can cast 2 7th level spells at 23rd, and 2 8th level spells at 25th.

Shadow Arts/ Rogue Adalyst - The Bardic Adalysts are just like normal Bards with the Exception that they gain 7 skill points per level...but lose the ability to cast any healing spells from their spell lists.  They also gain the ability to sneak attack at 10th level for +1d6 damage, and +2 d6 damage at 20th level.

Religious Chorus/ Divine Adalyst - This Adalyst differs from Bards in that they use their Wisdom to learn Clerical Spells.  they use their Charisma to cast their spells.  They are similar in methods to the Spell Adalyst description above.

Pure Musical / Pure Adalyst -These Bardic Adalysts can learn as many Bardic spells as they desire.  There are no limits.  Instead of using the Bard Casting tables, they use the Bard Spells Known for how many spells they can cast per day...hence a 1st level Pure Adalyst would be able to cast four 0 level spells per day base.  Those from these colleges concentrate so much upon their music that they do not devote time to certain other activities, and as such do not have access to Skills, but instead must use talents as other classes.

War Songs / Blood Adalyst - These Adalysts concentrate on how their abilities can apply to battle.  They gain the ability to cast spells from the Wizard/Sorcerer schools of Evocation in addition to Bardic spells.  Instead of the Usual Bardic abilities provided with song, they instead gain the following with Perform.  At 3rd level they give those allied to them a +1 to hit and damage...as well as to moral.  At 6th level their song strikes fear into their enemies giving their enemies a -1 to hit, damage, and moral.  The rest of his songs follow the typical Bardic performance guidelines.  They also gain a +1 to their HD roll for a maximum possible result of 7 (6+1).  They also gain a permanent +1 to their BAB at first level.  As with the Pure Adalyst they lose their skills and instead use talents as other classes...one of which MUST be Perform.  They also cast one less spell per day...with no set minimum amount due to their concentrations in War and War music.  The Blood Adalyst also loses the ability to use their Bardic Knowledge ability.

All of these are the class of Bardic Adalyst, however under special abilities it should be noted the college and type of adalyst that they are.

Epic Levels

As per the OGL Rules with the following changes...

The Attack Bonuses continue indefinately, as they were prior to 20th level.  Hence a fighter would continue to gain +1 to the BAB and also continue to gain more attacks every +5 BAB.  A Wizard or Sorcerer would continue gaining +1 BAB every two levels.

Wizards bonus spells also continue indefinately.

Saving Throws can be optional as per the rules in the OGL, OR a character can continue gaining Saving throws as per the rate they have prior to 20th level.

Combat Options


There is NO longer a max Dexterity bonus that one applies to an armor.  Someone with a +4 modifier in Dex can gain the bonus whether in Leather Armor, A chain Waistcoat, or Banded mail.

There is one form of Armor that is greater than Full Plate, it is known as Knights Plate.  It grants a +10 AC (and if the Optional Dex Rules are not being followed, then it grants 0 Dex bonus).

To Hit Knights Armor or THKA.  This is done by finding your BAB.  Add it to the other bonuses you have to find your typical Attack Bonus.  Subtract this from 10.  This would be your THKA.  Whenever you are in combat, add their armor bonus to your THKA (or if no armor bonus, their AC -10 would equal their Armor Bonus) to see what you would need to hit.

Hence if you had a BAB of +1 and a STR bonus of +1 as well as a Weapon Focus adding yet another +1 for a total of +3 AB, you would then subtract 3 from 10 (10 - 3 =7) for a THKA of 7.  If you attacked someone with Leather armor (+2) then you would add 2 to your 7 (7 + 2 = 9) and know that you need a 9 to hit the enemy.  Or if it were an enemy with a AC of 16, you could know they have a 6 Armor bonus, so 6 + 7 = 13, you would need a 13 to hit them.  It cuts out a few steps of the process of a typical attack...use as optional.

The World of Jack Trade/ Bardic Adalyst


Jack Trade is a harsh world of ancient races and ancient wars.  To the South Lie the Blood Mountains, rich in Adamantium and other even harder metals, (such as Relthium, which adds a natural +2 to hit and damage in weapons, or +2 AC in armor and increases the cost of the item by 2,000 - 10,000 times the cost).  A deep conflict lies within them, for the Dwarves laid claim there long before the arrival of the Elves into the world.  However, the Elves as they increased in power and knowledge, fought the Dwarves over these mountains...a conflict which has lasted almost as long as the Elves have been in Jack Trade.  In all probabilities with their long lifespans (elves never die) and attainment of power, they could have long ruled over the world in peace and harmony as they saw fit, except for their battle with the Dwarves (who live thousands of years) which has taken its toll on both sides to the point where each struggles even to keep it's own nations up.  Some dwarves have moved to smaller and less rich mountain ranges and made their peace with the Elves, though small in number, these small nations to the East and West prosper alongside the High Elves who dwell side by side.  However, in the Mountains other Elves, along with the Faer battle the Dark Dwarves who refuse to make a peace, and such a struggle may ultimately destroy both peoples.  In the lands at their base lie great forests where the Wild Elves live, and make war in their own tribes...kept only in check ironically by their cousins, the Wood Elves, from spreading their war into the lands Northwards.  This war too is taxing, and though they battle not the dwarves, ironically, they battle amongst themselves.

To the North lie the Lands of the Dragons and Giants.  This wasn't always so, for when Dragons were but wrymlings, they had no control over these lands, but the Gnomes ruled.  In time however, the Dragons grew, and thousands of years later, they arose and took over the lands of the Gnomes...ruling the Mountains, the Swamps, the Artic, and everything from the mountains to the far north in the artic.  However, some Gnomes remained, and travel and run amid these lands, creating a place for themselves.  Only the great wars between the Dragons, and their allies the Giants, between chromatic and metallic, prevent the dragons from travelling southward.

Also to the North but South of the Dragon Mountains lies Orclund and the Hillocks.  In Orclund great tribes of Goblinoids reside, mining the hills thereabouts, and serving under some unknown master.  Occasionally a tribe raids to the South into the lands of men, but only rarely.

Next to it, the land of Halflings and their many nations lie.

Finally in the middle of all these lands lie the lands of men.  Few they are, only Four in number.  Three are on the outside called Northland to the North, Westend to the West, and Eard to the East.  In their very center is the glory of men, their central land of Jack Trade.  In it is a lake which branches out with rivers to all corners of the world, making Jack Trade the center of merchandise as well as imports and exports.  The inner sea lies in the middle of it, and in the middle of the inner sea lies an island with three towers.   The Western Tower is the Tower of Magic, where Wizards and Sorcerers learn their trade.  To the East is the Tower of Might where the mighty clerics ply their prayers at it's top, and the Warriors, Spies, and Scouts of the Land learn their trade and practice at it's base.

It's the Central tower that is the land's greatest asset however, for their lies the Adalyst tower, the tower where the special great powers of the land reside and all knowledge from East to West abides.  In there lie the Bardic Adalysts and their colleges, and it is there that the true greatness of Jack Trade comes from.
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