Bard Class (3rd Edition)

Ability Requirements : Dexterity 12
 Intelligence 13
 Charisma 15

Prime Requisites : Dexterity
     Charisma

Races Allowed : Human, Half-elf

A Bard must be of any non-lawful alignment.
A Bard with one of the following ability  scores of 16 or more, (Dexterity or Charisma score), will receive a 5% experience point bonus each up to a maximum of 10% to the experience points he earns during play.
	A Bard posess the Thaco, Hit Dice, and Saving Throw of Rogue.The Bard uses the same Experience Table as the Thief/Bard. 
	The Bard may use the following weapons: Club, Dagger, Dart, Hand Crossbow, Knife, Dirk, Lasso, Short Bow, Sling, Broad Sword, Long Sword, Short Sword, and Staff. The Bard may use any light or medium armor and all shields.
	Bards may use all magical items allowed to rogues.
	A deaf Bard receive a 20% chance that any spell he cast or Bardic Music power he use will failed.
	A Bard may learn thier spell in the following school : Abjuration, Conjuration/Summoning, Divination, Enchantment/Charm. They may also select their spell within the sphere of Healing.
The Bard casts these spells without needing to memorize them beforehand or keep a spellbook. Their spells are like innate abilities except that they still need material components if the spell requires them. All Bard spells have a verbal component (singing, reciting, or music). Bard gains bonus spells from a high charisma score.
	Bardic Music : Once per day per level, a Bard can use his song or poetics to produce magical effects on those around him. While these abilities fall under the category of bardic music, they can include reciting poettry, chanting, singing lyrical songs, singing melodies (fa-la-la, etc.), whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
	A Bard who is unencombred and wearing no armors receive a dexterity bonus of +2 to his Armor Class.
	The Bard receive the following Nonweapon Proficiency for free : Singing and Musical Instrument.
	A Bard can’t prepare spells ahead of time and so must use one full round to cast spells with a casting time of less than 1 round and add one additional round to cast spells with a casting time of one round or more when casting any spells with a metamagic proficiency.
	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				Spells per Day
Level		1	2	3	4	5	6	7	8
1		-	-	-	-	-	-	-	-
2		0	-	-	-	-	-	-	-
3		1	-	-	-	-	-	-	-
4		2	0	-	-	-	-	-	-
5		3	1	-	-	-	-	-	-
6		3	2	-	-	-	-	-	-
7		3	2	0	-	-	-	-	-
8		3	3	1	-	-	-	-	-
9		3	3	2	-	-	-	-	-
10		3	3	2	0	-	-	-	-
11		3	3	3	1	-	-	-	-
12		3	3	3	2	-	-	-	-
13		3	3	3	2	0	-	-	-
14		3	3	3	3	1	-	-	-
15		4	3	3	3	2	-	-	-
16		4	4	3	3	2	1	-	-
17		4	4	4	3	3	2	-	-
18		4	4	4	4	3	2	-	-
19		4	4	4	4	4	3	-	-
20		4	4	4	4	4	4	-	-
21		4	4	4	4	4	4	0	-
22		4	4	4	4	4	4	1	-
23		4	4	4	4	4	4	2	-
24		5	4	4	4	4	4	3	-
25		5	5	4	4	4	4	3	-
26		5	5	5	4	4	4	4	-
27		5	5	5	5	4	4	4	-
28		5	5	5	5	5	4	4	-
29		6	6	5	5	5	5	5	0
30		7	6	6	5	5	5	5	1

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

Bard Spell Point Progression

	Max. Spells
Bard	Memorize at	Spell
Level	Each Level	Points
1	0		0
2	1		0
3	2		4
4	3		8
5	4		15
6	4		20
7	4		20
8	4		40
9	4		50
10	4		50
11	4		75
12	4		90
13	4		90
14	4		125
15	5		150
16	5		185
17	5		250
18	5		265
19	5		315
20	5		345
21	5		345
22	5		385
23	5		425
24	6		470
25	6		475
26	6		525
27	6		540
28	6		565
29	7		645
30	8		705

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: General, Warrior, Priest.
Weapon Proficiencies			Nonweapon Proficiencies
Initial		# Levels		Thaco Penalty	Initial		# Levels
   2	 	    4		-3		   3		  4

Wealth Option: 2d6 x 10 GP

Bard can specialize in only one the following fighting style : One Handed. Two-Handed, Two Weapon; but can use all of them.

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

A Bard receive 80 character points to spend on abilities.

25		Spells
10		History[See the Bard section in Skills & Powers]
5		Inspire Courage(See below)
10		Countersong(See below)
5		Fascinate(See below)
10		Inspire Competence(See below)
5		Suggestion(See below)
10		Inspire Greatness(See below)
1		Nonweapon Proficiency Bonus: Singing
2		Nonweapon Proficiency Bonus: Musical Instrument two times
10		Animal Friendship[See the Bard section in Skills & Powers]
5		Charm Resistance[See the Bard section in Skills & Powers]
10		Resist Charm[See the Paladin section in Skills & Powers]
5		Climb Walls(See below)[See the Thief 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		Pick Pockets(See below)[See the Thief section in Skills & Powers]
5		Read Languages(See below)[See the Thief section in Skills & Powers]
5		Sound Resistance[See the Bard section in Skills & Powers]
15		Weapon Specialization[See the Fighter section in Skills & Powers]
5/10/15	Hit Point Bonus(d8/d10/d12)
5/10/15	Combat Ability Bonus(Priest/Warrior/Monster thaco)
15/20		Warrior Ability Bonus[See the Priest section in Spells & Magic]
10		Defense Bonus[See the Fighter section in Skills & Powers]
5+		Nonweapon Proficiency Group Crossovers[See the Priest section in Spells & Magic]
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/odd level, +1/even level for 5 points
10		Weapon Selection(All weapons)
15          	Accelerate Spell Progression[See the Bard 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+		Range Increase[See the Wizard section in Spells & Magic]
3		Weapon Proficiency Bonus: 1/5 level
1		One Nonweapon Proficiency Bonus
2		One Weapon Proficiency Bonus
2		Able to Use the Fighting Style Weapon & Shield

Restriction
5		Deafness Handicape(See the upper texte)
5/10/15	Limited Armor(Medium/Light/None)
10/15		Limited Weapon Selection(Wizard/None)
5+		Limited Magical Item Use[See the Fighter section in Skills & Powers]
5		Reduced Hit Dice(d4)
5		Reduced Combat Ability(Wizard thaco)
5		Awkward Casting Method[See the wizard section in Spells & Magic]
2		Behavior/Taboo[See the wizard section in Spells & Magic]
10		Hazardous Spells[See the wizard section in Spells & Magic]
15		Reduced Spell Progression[See the wizard section in Spells & Magic]
2/5		Slower Casting Time[See the wizard section in Spells & Magic]
8		Talisman[See the wizard section in Spells & Magic]

Inspire Courage : A Bard who spend 1 additional proficiency in one of the following proficiency (Chanting, Musical Instrument (Same instrument), or Singing) can use song or poetics to inspire courage in his allies, blostering them against fear and improving their combat abilities. To be affected, an ally must hear the Bard sing for a full round. The effect lasts as long as the Bard sings and for 5 rounds after the Bard stop singing (or 5 round after the ally can no longer hear the Bard). While singing, the Bard can fight but cannot cast spells, activate magic items by spell completion (such ass scrolls), or activate magic item by magic word (such as wand). Affected allies receives a +2 to all saving throws vs. mind affecting spells or powers and a +1 to attack and damage rolls.

Countersong : A Bard who spend 1 additional proficiency in one of the following proficiency (Chanting, Musical Instrument (Same instrument), or Singing) can counter magical effects that depend on sound (but not spells that simply have verbal component). While singing, the Bard can fight but cannot cast spells, activate magic items by spell completion (such ass scrolls), or activate magic item by magic word (such as wand). Each round of the countersong, he makes a Chanting, Musical Instrument (Same instrument), or Singing check Any creature within 30 feet of the Bard (including the Bard himself) who is affected by a sonic or language dependant magical attack (such as command) may use the Bard’s check result in place of his saving throw if, after rolling the saving throw, the check result proves to be better. The Bard may keep up the countersong for 10 rounds.
Fascinate : A Bard who spend 1 additional proficiency in one of the following proficiency (Chanting, Musical Instrument (Same instrument), or Singing) can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the Bard and must be within 90 feet. The Bard must also see the creature. The creature must be able to pay attention to the Bard. The distraction of a nearby combat or other dangers prevents the ability from working. The target can negate the effect with a saving throw vs. paralization (Wisdom spell bonus applies). If the saving throw succeed, the Bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the Bard. While fascinated, the target’s Vision and Hearing checks suffer a -4 penalty. Any potential threat (such as an ally of the Bard moving behind the fascinated creature) allows the fascinated creature a second saving throw. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect. While facinating (or attempting to fascinate) a creature, the Bard must concentrate, as if casting or maintaining a spell.
Inspire Competence : A Bard who spend 3 additional proficiency in one of the following proficiency (Chanting, Musical Instrument (Same instrument), or Singing) can use his music or poetics to help an ally succeed at a task. The ally must be able to see and hear the Bard and must be within 30 feet. The Bard must also see the creature. Depending on the task that the ally has at hand, the Bard may use his bardic music to lift the ally’s spirits, to help the ally focus mentally, or in some other way. The ally gets a +2 or + 20% bonus to his skill check with a particular skill as long as he or she continue to hear the Bard’s music. The Bard can maintain the effect for 2 turns.
Suggestion : A Bard who spend 4 additional proficiency in one of the following proficiency (Chanting, Musical Instrument (Same instrument), or Singing) can make a suggestion (as the spell) to a creature he has already fascinated (see above). The suggestion doesn’t count against the Bard’s daily limit on bardic music performances, but the fascination does. A saving throw vs. spell will negate the effect.
Inspire Greatness : A Bard who spend 6 additional proficiency in one of the following proficiency (Chanting, Musical Instrument (Same instrument), or Singing) can use song or poetics to inspire greatness in another creature, granting extra fighting capability. For every three levels a bard attains beyond 9th, the Bard can inspire greatness in one additional creature. To inspire greatness, the Bard must sing and the creature must hear the Bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the Bard continue to sing and for 5 rounds thereafter.
The target gains the following boosts:
•	+2 Hit Dice (d10s that grant temporary hit points).
•	+2 bonus on attack rolls
•	+1 bonus on saving throws vs death, poison, and paralyzation
Apply the target’s Constitution modifier, if any, to each bonus Hit Dice. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell.
	Deafness Handicape: A Bard who becomes deaf has a 20% chance that all spells and bardic music abilities will failed.

	When a Bard purchase a thieving skill as a class ability, check below to know your initial% chance per abilities.
Bard	Pick 	DetectDetect	Read	   Climb			
Level	Poclkets	Magic Noise	LanguagesWalls  
1	15	5	5	5	   60	
2	20	10	10	10	   65	
3	25	15	15	15	   70	
4	30	20	20	20	   75	
5	35	25	25	25	   80	
6	40	30	30	30	   85	
7	45	35	35	35	   90	
8	50	40	40	40	   95	
9	55	45	45	45	   99	
10	60	50	50	50	   99	
11	65	55	55	55	   99	
12	70	60	60	60	   99	
13	75	65	65	65	   99	
14	80	70	70	70	   99
15	85	75	75	75	   99	
16	90	80	80	80	   99	
17	95	85	85	85	   99	
18	99	90	90	90	  99	
19	99	95	95	95	  99	
20	99	99	99	 99	   99