Bard

Ability Requirements :	Dexterity 12
				Intelligence 13
				Charisma 15

Prime Requisites:	Dexterity
			Intelligence

Races Allowed:	Human, Half-elf

	A Bard must be of any neutral-good, true neutral, neutral evil, lawful-neutral, or chaotic-neutral in alignment.
	A Bard with one of the following ability scores of 16 or higher, dexterity or charisma), will receive a 5%  experience bonus each up to a maximum of 10% to the experience points he earns during play.
	A Bard posess a hit dice of d6, the Thaco of rogues, the saving throws of rogues, and the thief/bard experience table.
	Bards may use all weapons and can wear medium and light armors.
	Bars can use all magical items allowed to rogues.
	Bards trying to learn a new spell from a wizard spell book or scroll, must first try to translate correctly the wizards spell into a bardic spell. His chance to do so is a base chance of 40% + 5%/level to a maximum of 85%. If the Bard use the spell Read Magic he may scip the translation part and try directly to learn the spell. Translating a wizard notation to bardic notation requires one week and 100GP in materials. When the translation is complete, the Bard may attempt to learn the spell to see if he can add the spell to his spell book. If the check fails, he can always wait until he gains a new level before examining his notes again.
	Bards may try to read wizard scrolls before the reach level 10th. His chance of success are 25% at level 4th + 10% for each level above 4th, to a maximum of 85%. If the Bard fails to read the spell correctly, the effect may be less (or more!) than expected, or it may affect someone or something besides its intended target.
	A Bard who is unencombred and wearing no armors receive a dexterity bonus of +2 to his Armor Class.
	Bards gain bonus spells with a high intelligence score.
	The Bard receive the following nonweapon proficiencies for free: Singing and Musical Instrument(only 1 instrument).
	A Bard who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, a Bard must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.
Bard’s may buy the following nonweapon proficiency at half their cost: Climb Walls, Detect Noise, Pick Pockets, Read Languages.

Bard				Spells per Day
Level		1	2	3	4	5	6	7	8
1		-	-	-	-	-	-	-	-
2		1	-	-	-	-	-	-	-
3		2	-	-	-	-	-	-	-
4		2	1	-	-	-	-	-	-
5		3	1	-	-	-	-	-	-
6		3	2	-	-	-	-	-	-
7		3	2	1	-	-	-	-	-
8		3	3	1	-	-	-	-	-
9		3	3	2	-	-	-	-	-
10		3	3	2	1	-	-	-	-
11		3	3	3	1	-	-	-	-
12		3	3	3	2	-	-	-	-
13		3	3	3	2	1	-	-	-
14		3	3	3	3	1	-	-	-
15		3	3	3	3	2	-	-	-
16		4	3	3	3	2	1	-	-
17		4	4	3	3	3	1	-	-
18		4	4	4	3	3	2	-	-
19		4	4	4	4	3	2	-	-
20		4	4	4	4	4	3	-	-
21		4	4	4	4	4	4	1	-
22		4	4	4	4	4	4	2	-
23		4	4	4	4	4	4	3	-
24		4	4	4	4	4	4	4	-
25		5	5	4	4	4	4	4	-
26		5	5	5	5	4	4	4	-
27		5	5	5	5	5	5	4	-
28		6	5	5	5	5	5	5	-
29		6	6	5	5	5	5	5	1
30		6	6	6	6	5	5	5	1

Bard Spell Point Progression
	Max. Spells
Bard	Memorize at	Spell
Level	Each Level	Points
1	0		0
2	1		4
3	2		8
4	3		15
5	4		25
6	4		30
7	4		35
8	4		40
9	4		50
10	4		65
11	4		75
12	4		90
13	4		115
14	4		130
15	5		150
16	5		185
17	5		215
18	5		255
19	5		270
20	5		320
21	5		390
22	5		430
23	5		470
24	6		510
25	6		520
26	6		545
27	6		595
28	6		640
29	7		695
30	8		720

Bardic Spell Cost By Level

Spell		Fixed		Free
Level		Magick	Magick
Cantrip	-		1
1st		4		8
2nd		6		12
3rd		10		20
4th		15		30
5th		22		44
6th		30		60
7th		40		80
8th		50		100

Proficiency Group Crossovers: Rogue, Warrior, Wizard, General.
	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		# Level
2		4		-3		3		4

Wealth Option: 2d6 x 10 GP

Bard can specialize in only one of the following fighting style: One handed, two handed, two weapon; but can use all of them.

# of Attack Per Round
Bard
Level		# Att/rnd
1-10	1/1
11-20	3/2
21+		2/1

A Bard receive 90 character points to spend on skills from the following list.

4	Alter Moods[See the Bard section in Skills & Powers]
10	Animal Friendship[See the Bard section in Skills & Powers]
5	Charm Resistance[See the Bard section in Skills & Powers]
5	Climb Walls(See below)[See the Thief section in Skills & Powers]
10	Counter Effects[See the Bard section in Skills & Powers]
10	Detect Magic(See below)[See the Thief section in Skills & Powers]
5	Detect Noise(See below)[See the Thief section in Skills & Powers]
10	History[See the Bard section in Skills & Powers]
10	Pick Pockets(See below)[See the Thief section in Skills & Powers]
4	Rally Friends[See the Bard section in Skills & Powers]
1	Nonweapon Proficiency Bonus: Singing
1	Nonweapon Proficiency Bonus: Musical Instrument(Only one instrument)
5	Read Languages(See below)[See the Thief section in Skills & Powers]
5	Sound Resistance[See the Bard section in Skills & Powers]
5/10	Scroll Use[See the Bard section in Skills & Powers]
15	Weapon Specialization[See the Fighter section in Skills & Powers]
10	Wizard Spells[See the Bard section in Skills & Powers]
15	Accelerated Spell Progression[See the Bard section in Spells & Magic]
10	Scroll Use[See the Bard section in Spells & Magic]
5	Wizard Magical Item Use[See the Bard section in Spells & Magic]
5/10/15Hit Point Bonus(d8/d10/d12)
3	Weapon Proficiency Bonus: 1/5 Level
5/15/20Combat Bonus(Priest/Warrior/Monster thaco)
15/20	Warrior Ability Bonus[See the Priest section in Spells & Magic]
10	Find/Remove Traps(See below)[See the Thief section in Skills & Powers]
5	Hide In Shadows(See below)[See the Thief section in Skills & Powers]
5	Move Silently(See below)[See the Thief section in Skills & Powers]
10	Open Locks(See below)[See the Thief section in Skills & Powers]
11	Identify Runes(See below)[See the New General Proficiencies{Thieving Skills} to learn more]
10	Escaping Bonds(See below)[See the Thief section in Skills & Powers]
6	Appraisal(See below)[See the New General Proficiencies{Thieving Skills} to learn more]
10	Defense Bonus[See the Fighter section in Skills & Powers]
0/10	Weapon Selection(Thief/All weapons)
2/5	Automatic Spell Acquisition[See the Wizard section in Spells & Magic]
5/8	School Knowledge[See the Wizard section in Spells & Magic]
10/15	Bonus Spell[See the Wizard section in Spells & Magic]
2/5	Casting Time Reduction[See the Wizard section in Spells & Magic]
10/15	Extended Spell Duration[See the Wizard section in Spells & Magic]
5/7+	Learning Bonus[See the Wizard section in Spells & Magic]
5/7+	Range Increase[See the Wizard section in Spells & Magic]
5+	Nonweapon Proficiency Group Crossovers
	10	Warrior + Wizard
10+	Weapon Proficiency Group Crossovers(10 character points per new class)
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/even level, +1/odd level for 5 points
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
1	Nonweapon Proficiency Bonus: Reading/Writing
1	Nnoweapon Proficiency Bonus: Local History
2	Able to Use the Fighting Style Weapon & Shield

Restriction
5	Awkward Casting Method[See the Wizard section in Spells & Magic]
5+	Opposition School[See the Bard section in Spells & Magic]
10	Reduced Spell power[See the Bard section in Spells & Magic]
15	Reduced Spell Progression[See the Bard section in Spells & Magic]
5	Unreliable Casting Method[See the Bard section in Spells & Magic]
5	Reduced Hit Dice(d4)
5/10/15Limited Armor(Medium/Light/None)
5/10/15Limioted Weapon Selection(Thief/Wizard/None)
5+	Limited Magical Item Use[See the Wizard section in Spells & Magic]
5	Reduced Combat Ability(Wizard thaco)
5	Spell Translation(See below)
2	Behavior/Taboo[See the Wizard section in Spells & Magic]
5	Difficult Memorization[See the Wizard section in Spells & Magic]
5+	Environmental Condition[See the Wizard section in Spells & Magic]
10	Hazardous Spells[See the Wizard section in Spells & Magic]
17/20	Learning Penalty[See the Wizard section in Spells & Magic]
2/5	Slower Casting Time[See the Wizard section in Spells & Magic]
5+	Supernatural Constraint[See the Wizard section in Spells & Magic]
8	Talisman[See the Wizard section in Spells & Magic]

	Spell Translation: Bards trying to learn a new spell from a wizard spell book or scroll, must first try to translate correctly the wizards spell into a bardic spell. His chance to do so is a base chance of 40% + 5%/level to a maximum of 85%. If the Bard use the spell Read Magic he may scip the translation part and try directly to learn the spell. Translating a wizard notation to bardic notation requires one week and 100GP in materials. When the translation is complete, the Bard may attempt to learn the spell to see if he can add the spell to his spell book. If the check fails, he can always wait until he gains a new level before examining his notes again.

	When Purchasing a thieving skill when first creating a Bard, the Bard’s thieving skills will advance each time the Bard advance in level. To determine the initial thieving skill percentage see below:
				Initial Percentage
Skills					Bard
Pick Pockets				10
Open Locks				5
Find/Remove Traps			5
Move Silently				5
Hide In Shadows				5
Detect Noise				20
Climb Walls				50
Read Languages				5
Detect Magic				5
Escape Bonds				15
Appraisal				20
Identify Runes				15

The Bard will receive 3% of discretionary percentage point per thieving skills, up to a maximum of 20%,  at 1st level that he can add to their base scores. No more than 10% can be assigned to any single skill. Each time the thief advance in level, he will receive 2% of discretionary percentage point per thieving skills, up to a maximum of 15%,  that he can add to their base scores. No more than 8% can be assigned to any single skill.