They say that there is magic in words, and that those with
the right words could talk a fish out of the water. You happen to know that
such things are true, and there is magic in words, books, and music. You are a
Bard, and you have been granted a rare skill that can be used to persuade
others to do as you ask and bring forth bits of ancient magic. With a silky
smooth voice, clever wit, and a bit of charm, you find yourself getting what
you want nearly all the time.
Primary Stats: Charisma
(Charm, Diplomacy, Etc), Intelligence (Knowledge and Healing)
Bonus to Skill
Checks: Bluff, Diplomacy, Concentration, Insight, Intimidate, Knowledge,
Perception, Performance, Streetwise
Basic Abilities
Opening this talent tree grants you the following powers and
abilities.
Likeable Fellow: You are looked upon favorably nearly everywhere you go, and people will generally treat you with respect and a good attitude. This could help you calm tense situations, help you bluff your way out of things, or even make you a diplomat if need be.
Likeable Fellow: You are looked upon favorably nearly everywhere you go, and people will generally treat you with respect and a good attitude. This could help you calm tense situations, help you bluff your way out of things, or even make you a diplomat if need be.
Haggle: Money
doesn’t grow on trees, and you need all you can get. Merchants need to make a
living, sure, but you know the tricks of the trade and you can use it to help
you get the best price anywhere you go… if you’re lucky. This helps you get
better deals from all types of merchants throughout the world.
Enchanted Voice:
Your voice is incredible and you can use it to charm or enchant people, as well
as using it to speak or sing for an audience. If you sing with your music, you
can enhance your illusions and empower other spells. You can also bark out a
sonic blast that does a great deal of damage in a wide range. This has limited
effect at the start, but as you gain power and ability, it can become something
truly incredible.
Mastery: Mastery
is a measure of your overall power and ability in a given talent branch. Each
rank raises your ability a bit higher, and grants you greater power and access
to more abilities further down the line. You must purchase each rank in order.
Each rank is explained in detail below.
Rank 1: Your
powers are slightly enhanced. You gain more wisdom in trading and find it slightly
easier to get better deals with merchants. Your voice takes on slightly more
power. 10 points.
Rank 2: Your
powers are slightly enhanced. You gain more wisdom in trading and find it
slightly easier to get better deals with merchants. Your voice takes on
slightly more power. In addition, it is much easier to get the opposite sex to
do what you ask of them or fall for a lie. 20 points.
Rank 3: Your
powers are enhanced. You gain more wisdom in trading and find it easier to get
better deals with merchants. Your voice takes on more power. You have learned
that if you sing, or play an instrument, or simply recite the proper speech or
story, that you can aid your allies, enhancing their abilities with a slight
bit of magic. In addition you have become highly adept at boasting to
intimidate people. You gain a +2 to Charisma or Intelligence. 30 points.
Rank 4: Your
powers are greatly enhanced. You gain more wisdom in trading and find it much
easier to get better deals with merchants. Your voice takes on a great deal
more power. You have learned special words that have power in them, and when
you say them, your voice becomes a devastating weapon. 40 points.
Rank 5: Your
powers are greatly enhanced. You gain more wisdom in trading and find it much
easier to get better deals with merchants. Your voice takes on a great deal
more power. You can now perform small bits of magic by performing. The magic
will be small, but can be used to enhance everything from healing, to fighting
prowess, to summoning bits of lightning and fire. It can even be used to
enhance the abilities of your allies, except for aiding with stealth. Making
noise to conceal yourself simply won’t work. You gain a +3 to Charisma or
Intelligence. 50 points.
Bardic Knowledge:
You have traveled a great deal, seen, heard and read a lot, and this has
granted you special knowledge. You’re more likely to recall a bit of important
information or know said information when no one else does. This can be very
useful in a number of situations, giving you pieces of important trivia when
you need them the most. 10 points.
Geas: A few
properly whispered words, a brush of magic, and you have people eating out of
the palm of your hand. This lets you give people subtle commands that they are
very compelled to obey. They are able to resist at this level, and will not
follow commands that would force them to harm themselves in anyway. At Mastery
Rank 3 you can affect more people. At Mastery Rank 5 you can affect people with
a simple look and a psychic command, but the people who would follow it are
very stupid people. The higher the intelligence of the person, the more
difficult this is, but you no longer require verbal communication to inflict
the gaes, you only need to see them. Requires Mastery Rank 2 and 30 points.
Diplomatic Path
10 Points.
Opening this branch of Bard grants the following abilities.
The Open Door:
Being a likeable fellow, and having stories to tell and a friendly manner can
help you get into a lot of places that might otherwise bar you. This makes you
a sort of diplomat, and, given the chance, you can talk your way into cities
and places you might not normally be welcome. This also boosts your ability to
haggle and bargain with people to get what you need, even if it doesn’t always
require money.
Diplomatic Branch Abilities
Bribery:
Sometimes all the words in the world won’t work, and it comes down to paying
someone off. This doesn’t always have to be with money, but your ability to
talk with people is going to help you get a better deal and convince those who
can’t be convinced to do things in a way that is, at least, slightly more
beneficial to you. 10 points.
Opportunistic: A
well timed strategy allows you to redirect damage from an ally to an enemy.
This takes a bit of planning and can’t be done all the time, but should prove
useful quite often. Requires Mastery Rank 1 and 15 points.
Wag the Dog:
You’re exceedingly good at distraction, and you can usually keep the attention
of your enemies, or whoever, on what you would like them to see rather than
what they probably should see. Requires Mastery Rank 2 and 15 points.
Silvered Tongue:
You have an amazing way with words, and it only adds to your ability to
enchant, disarm, and communicate. You almost always know what to say and when,
and people are very likely to believe you, or want to believe you. Requires
Mastery Rank 2 and 20 points.
Parlay: You have
way about you and you can, sometimes, stop a battle, or prevent one by calling
for a talk with various leaders and important people in the enemy camp. It
might take time, but it could save you from a great deal of bloodshed. This
enhances your likeable fellow as well
as providing you with extra options in many situations, allowing you to more
often talk your way out of situations instead of fighting. Requires Mastery
Rank 2 and 20 points.
Sharp Tongue:
Your wit is legendary, and your insults, literally, cut like a knife. Requires
Mastery Rank 2 and 20 points.
Deductive Insight:
You meet someone. Based on their walk, the way they dress, how they speak and
move, you can deduce that they lived here at this time, went to this particular
school, and are likely to be interested in this. Deductive Insight allows you
to read people with a glance, gaining knowledge about them with a simple look.
Requires Mastery Rank 3 and 20 points.
Little White Lies:
You’re exceptionally good at lying to people and making it seem believable. You
could, conceivably, with patience and carefully chosen words, convince someone
that you’re a royal, and you, of course, have access to the records or money
you need. Requires Mastery Rank 3 and 20 points.
Little Birds: The
world is a dangerous place, and having the most current information can be the
difference between life and death. To this end, you have a small series of
informants who can meet with you to feed you information and help you find
information when you need. As you gain in power and Mastery, you will have a
network of spies to help you, and better ways of communicating with them. Each
level grants you a better array of spies to aid you.
Level 1
A few spies, no more than 5 total that can get around
reasonably well. They are not terribly expensive, but they’re also not the
greatest spies around. Requires Mastery Rank 3 and 15 points.
Level 2
A small series of spies in several large cities that can
report to you through various means, but none directly just yet, unless you
have the magic or ability on your own. There are around 30 total in cities you
choose to have them in. They can listen to all sorts of things, are
inconspicuous, but are not trained spies, only trained courtesans, workers,
etc. Requires Mastery Rank 4 and 30 points.
Level 3
You have a large network of spies built of various types.
You have courtesans who hear the whispers of the elite and the royal or even
have the ear of said people, you have workers and common folk that no one cares
about and will say anything in front of, and you have actual spies who are
skilled at getting difficult information. They are everywhere and have a way to
communicate with you directly when they have new information, and vice versa. Requires
Mastery Rank 5 and 40 points.
Legal Standing:
You have a great knowledge of laws and legalities. On Earth, you would be an
exceedingly brilliant lawyer along the lines of Matlock, or Perry Mason.
Requires Mastery Rank 3 and 30 points.
Writ of Silence:
A bit of magic in your knowledge and ability allows you make a small area that
nullifies magic. This won’t disrupt all spells, and the more powerful the
spell, the more power you need to keep the magic nullified. The area lasts only
as long as you have the energy and concentration to keep it up. Requires
Mastery Rank 3 and 30 points.
Allies Everywhere:
You have grown enough in your power, traveled enough, and learned enough about
the world to have a wide variety of allies all over the world. You have the
favors of kings, the will of assassins, and more. If you need something, you
are likely to know someone that can help you or get it to you. Requires Mastery
Rank 5 and 50 points.
Loremaster Branch
10 points.
Opening this branch of Bard grants the following abilities.
Ancient Knowledge:
You’ve studied secrets in ancient tomes, knowledge thought lost to the world,
and it has shown you incredible things. This grants you access to secret
alchemical recipes, lost enchantments, and ancient smithing techniques. It also
enhances all knowledge you might have and let’s find rare secrets that you may
have heard.
Loremaster Branch Abilities
Historical
Inspiration: You’re reading has helped you to learn a massive amount of
trivia. When a situation arises, there’s a good chance that you’ve read about
someone who overcame it before, and how they did it. This also enhances your
bardic knowledge. 10 points.
Arcane Secrets:
You know secret tips and tricks that can be used in wielding magic. You’re
skill in the arcane is greatly enhanced by this knowledge, granting you greater
ability and control, and perhaps abilities and spells thought lost to time.
Requires Mastery Rank 1 and 15 points.
Battle Tactics:
More than just raw physical power, you know anatomy, battle strategy,
coordination, and more, allowing you to not only fight with greater ability but
to direct the course of battle and aid your allies enhancing their fighting
prowess as well. Requires Mastery Rank 1 and 15 points.
Martial Mastery:
You know just how much you have to give, exactly how much you can take, and
just how to push yourself past those limits. You are a better, stronger, faster
fighter, and you can share your knowledge with your allies. Requires Mastery
Rank 1 and 15 points.
Good Night’s Rest:
Drawing on your extensive knowledge, you can safeguard a camp, or anywhere you
might be sleeping, to alert you quietly to danger and making it harder to find
you and your camp. Requires Mastery Rank 2 and 15 points.
Lost Secrets – Ghost
Steed: You have learned the secret of an ancient pact, and you can take
advantage of that knowledge. It allows you to summon a ghost horse. Only you
can ride it, and it moves slightly faster than a normal steed, and will never
tire. It lasts as long as you will it, and disappears at your command. It is
intangible to everyone but you, and cannot be used to pull anything. Requires
Mastery Rank 2 and 20 points.
Beat the Odds:
You need a push, and you recall a story that lets you gain that edge you need.
This allows you re-roll a failed roll with a bonus equal to your Intelligence
modifier. Requires Mastery Rank 2 and 25 points.
Crack in the Armor:
Your knowledge has given you a great deal, and in battle, it lets you know the
weak points in armor as well as flesh, allowing you to strike with greater
accuracy. Requires Mastery Rank 3 and 20 points.
Traps and Secrets:
You have an eye for architecture, and this gives you great advantages when
looking for secret doors, extra exits, or to spot traps before someone blunders
into them. You will likely even have an idea how to disarm the traps and make a
safe passing. Requires Mastery Rank 3 and 20 points.
Lost Secrets – Molten
Steeds: You can summon a small number of ancient horses known as molten
steeds. They are made of living flame, can fly, and can move with incredible
speed to aid you and your allies. Requires Mastery Rank 3 and 30 points.
Quick Study: You
watch someone carefully for a moment, seeing how they do something. After a
bit, you can perform the same action for a short time. Requires Mastery Rank 3
and 30 points.
Call of the Dragon:
It isn’t easy, and it takes a great deal out of you, but you have learned the
secret of calling through time to summon the ancient dragons to you. They swarm
over your foes, unleashing various magical attacks and pushing your enemies
back, or outright destroyting them. Requires Mastery Rank 5 and 50 points.
Musical Branch
10 points.
Opening this branch of Bard grants the following abilities.
The Harmonies: There
is music everywhere, and you have access to it. It sings through people and
tells the stories of the world if you know how to listen. This essentially allows
you to ask a question and get an idea of the answer from listening to the
music. It requires a bit of concentration and meditation, so it’s not something
you can do on the fly. This also allows you to hear “heartsongs”, literally the
music that represents a person. Playing someone’s song to them can have a
number of effects, but generally if you just listen it does nothing to the
subject and only allows you to glean a bit about their past, guess at their
future and sort of see their current mood. It can also help you determine their
goals, motives, and tell you if they’re lying to you or not.
Musical Branch Abilities
Song of Chaos:
Discordant notes flow across the battlefield, confusing and disorienting your
foes. They may run in terror, turn and attack each other, or simply fall,
covering their ears from the terrible, painful noise. Requires Mastery Rank 1
and 10 points.
Inspiring Refrain:
You can use music to heal allies. You’re skills aren’t great, but they are
decent and can mean the difference between a mortal wound and a minor one.
Requires Mastery Rank 1 and 15 points.
Battlecry: A
stirring shout allows your allies to better use their abilities, and stuns your
foes with fear for a few moments. Requires Mastery Rank 1 and 20 points.
Call of Thunder:
Your voice is a potent weapon, and when you call, thunder erupts as a physical
force against your foes. Requires Mastery Rank 1 and 20 points.
Song of Hope: A
well timed speech, a stirring song, helps you and your allies carry on. This
allows you to heal people, slightly, and aid in their recovery, granting them a
small regeneration for a short time. Requires Mastery Rank 2 and 20 points.
The Voice: Using
a sometimes forbidden technique, you put a great deal of magic in your voice
and command someone. They are highly compelled to follow your order. This
stacks with Geas. Requires Mastery Rank 2 and 25 points.
Elysian Hymn: A
soft, gentle song soothes your allies, allows them to sleep more soundly,
recover more swiftly, and can mend wounds. Requires Mastery Rank 3 and 20
points.
Word of Power:
Your words are a physical force, stopping foes in their tracks and breaking
bone. Requires Mastery Rank 3 and 25 points.
Music, Magic, and
More: You have gained great insight into the world and how various types of
magic work. You now have a slightly higher magical ability. You no longer need
an instrument or even to sing to bring music forth. It is in your blood and you
are as tied to it as it is to you. Your bardic spells are much more powerful.
You can create and sustain illusions for a much longer time now without
concentrating on them, and even make them solid and give them voice without
speaking for them. Requires Mastery Rank 3 and 30 points.
Increase the Tempo:
A few notes allow you and your allies to move with greater speed and agility
for a short time, dealing more damage or simply running faster. Requires
Mastery Rank 3 and 30 points.
Vale Inimicus: An
ancient hymn summons forth the spirits of long dead guardians. They wreath
around the field, flowing through your enemies and destroying them. Requires
Mastery Rank 4 and 40 points.
God Voice: Your
voice is now not only one of your best qualities, but a powerful weapon. You
have the voice of a god, and you may occasionally, and with a bit of luck, say
something and make it reality. You must use this last ability sparingly and very
carefully as it can backfire or have far reaching consequences. However, now
you should be able to lie incredibly convincingly to just about anyone or
anything, even someone or something that can’t really be lied to. Requires
Mastery Rank 5 and 50 points.
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