Bard

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Creation - Races - Archetypes - Maneuvers - Playing - Combat

Barbarian - Bard - Druid - Knight - Ranger - Thief - Wizard

A Bard is a master of song, mood, and luck. Bards typically wander the countryside and make their home in taverns, entertaining the local populous. Their tales are often fanciful, exciting, and sometimes are even true. Bards are known to be a opportunists, risk takers, and generally a jack of all trades.


Contents

Role Models


Abilities

First

Burning Melody

  • Type: Strike
  • Use:
  • Call:

Song to control flame.

Song of Life

  • Type: Spell
  • Use:
  • Call:

Heal entire party for 2d6 per target.

Calamitious Defending

  • Type: Stance
  • Use:
  • Call:

Anyone successfully striking the caster will hear the sound of their hits amplified causing disorientation -2 to hit for 3 rounds and suffer 1d4 damage.

Resonating Blade

  • Type: Stance
  • Use:
  • Call:

Causes harmonic vibration in blade. +2 to damage for 3 rounds.

Whistling Arrow

  • Type: Strike
  • Use:
  • Call:

Cause any allies arrows to shriek, causing all opponents in hearing distance to suffer -2 on rolls.

Fickle Finger of Fate

  • Type: Counter
  • Use:
  • Call:

Turn a good roll to bad for someone nearby.

Silence

  • Type: Spell
  • Use:
  • Call:

Cause everything within 10' radius to be silent for 3 rounds. Effect is centered on caster.

Sound the Charge

  • Type: Spell
  • Use:
  • Call:

If used at the beginning of a battle, all allies gain +2 to hit for their next attack.

Insidious Song

  • Type: Spell
  • Use:
  • Call:

Target suffers from a indidious song stuck in their head causing -2 to checks during the duration of the encounter.

Second

Anthem

  • Type: Spell
  • Use:
  • Call:

Inspire confidence in entire party. Each member gets to use +2 to any roll once in the coming day.

Refrain

  • Type: Boost
  • Use:
  • Call:

Cause a previous used musical ability to last another round.

Summon Rats

  • Type: Spell
  • Use:
  • Call:

A pack of rats attacks all foes in a designated area for 3 rounds. All targets must make reflex saves per round or take 1d6 damage and suffer +2 to AC.

Third

Fourth

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