Class Abilities Bard
Alter moods - While performing before a non-hostile group, the bard may alter the group's mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group's mood may be shifted one level in the direction wished by the bard.
Climb walls* 35% - Allows the bard to climb smooth or vertical surfaces.
Counter effects - Allows the bard to counter song based attacks.
Detect noise* 10% - May hear faint sounds.
History 10% - Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
Pick pockets* 5% - Allows the bard to pilfer small items from another's pocket or purse.
Rally friends - By spending three rounds, the bard may grant their comrads a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard.
Read languages* 5% - Gives a chance to read languages not familier to the bard.
Weapon specialization - Allows the bard to specialize in one weapon type.
Wizard spells - Allows the bard to cast wizard spells.
Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy
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