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Players who choose half-elves for their characters have 25 character points to spend on racial abilities.

 Detect secret doors (5): because of their acute senses, half-elves are quick to spot concealed doors and
hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a
1 on 1d6) to notice it. If actively searching, an elf’s chances improve to a two-in-six chance (1 or 2 on
1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
 Infravision (10): Infravision with a range of 60'.
 Less sleep (5): The half-elf requires only four hours worth of sleep to be rested. This is especially
valuable to spellcasters.
 Resistance (5): 30% resistance to sleep and charm spells.

Bards have 70 character points to spend on skills from the following list.
Skills marked with an asterisk (*) can be improved as a bard advances in level.

Charm resistance (5): Bards with this ability gain a +1 bonus to all saving throws versus charm-like
spells and effects.
Detect magic* (10): Bards can spot magical radiations within their line of sight, up to 60 feet away.
They can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming.
Detect noise* (5): This is the ability to hear sounds others usually can’t.
History (10): In his travels, a bard learns a great many things. The bard can read and write his native
language and knows his area’s local history. In addition, a bard has a 5% chance per level to identify the
general purpose, function, and history of any magical item he comes across. The bard need not touch the
item, but he must examine it closely.
Pick pockets* (10): A bard uses this skill to pilfer small items from the pouches, pockets, belts, sleeves,
packs, etc. of others. A failed attempt means the bard did not come away with an item, but it does not
indicate the bard was caught in the act. To determine if a bard’s attempt was noticed, subtract three times the
victim’s experience level from 100. If the bard’s roll was equal to or higher than this number, the attempt
was noticed. For example, if the thief tried to pick the pocket of a 7th level wizard and failed—and the
thief’s roll was 79 or higher—the thief is noticed. (7x3 = 21. 100–21 = 79.)
Read languages* (5): A bard needs every edge he can get, and the ability to read languages could put
him ahead of his competitors.
Scroll use (5): At 10th level, any bard can use magical spell scrolls. If a bard fails to accurately read the
scroll, usually something detrimental occurs, such as the spell backfiring. Consult Table 31 for the bard’s
chance to read a scroll.
Wizard spells (10): Bards are dabblers in magic, studying it in a rather disorganized fashion. They
cannot specialize in a school of magic. They can cast spells once they reach 2nd level, and they begin with
one to four spells in their spell books. A bard’s spell-casting level is equal to his actual experience level. The
bard’s spell progression chart follows.

After a bard’s skills are selected, consult the table below to determine base scores. If the bard has skills
from the table, record the appropriate scores. These skills can improve as the bard gains levels.
Skill points: Next, allocate 20 discretionary points among the bard’s “scored” skills. If the bard
possesses only one of those skills, all 20 points are allotted to it. If the bard did not select any of those skills,
the 20 points can be spent on nonweapon proficiencies or saved for use during the game.
Each time a bard advances a level, he is awarded 15 discretionary points to divide among those abilities.

Table 33: Bard Skill Base Scores


Climb Hear Pick Read Detect
walls noise pockets languages magic
50% 20% 10% 5% 10%
Table 31: Bard Scroll Use
Bard Level % Chance
1–2 10%
3–4 20%
5–6 30%
7 40%
8 50%
9 60%
10 70%
11+ 80%

Table 32: Bard Spell Progression


Bard Spell level
Level 1 2 3 4 5 6
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

• Recommended, Rogue: disguise, gaming, ventriloquism.


• Recommended, General: Debate, haggling, languages (modern),
• Recommended, Wizard: Languages (ancient), for bards also spellcraft, genie lore.

10 points free
NWP points
Rogues: 6
Total 16
Observation 3 6 Wis/Int, Int/Rea
Appraising 2 8 Int/Rea, Wis/Int
Grooming
Local History 2 8 Int/Know, Cha/App
Ancient History 3 6 Wis/Int, Int/Know
Singing 2 5 Cha/Ldr
Heraldry 2 8 Int/Know
44 cp left
Ambidexterity 4
Spellcraft 3 7 Int/Rea
Mod Lang Elf 2 9 Int/Know
Gaming 2 5 Wis/Int, Int/Know
Disguise 4 5 Wis/Int, Cha/Ldr
Debate 1 4 Intelligence or Wisdom
25left
Mod Lang Dwarf 2 9 Int/Know
Read/Write Common 2 8 Int/Know
Read/Write Elf 2 8 Int/Know
Looting 2 7 Dex/Aim
Venom Handling 3 5 Wis/Int
Brewing 3 8 Int/Know
11left
Music/Instrument 4
Play Harmonica 2 7 Cha/Ldr
Craft Instrument Master 8 5 Dex/Aim, Int/Know

Bargaining

Weapon points
Rogues: 6
Cost Rogue 3

Razor 3
Short Sword 3

44 cp left

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