Introduction
The Bard is a partial Expert class. Might be a martial skald, a light-fingered troubadour, mix true magic in with their artful performances.
All Bards gain Perform as a bonus skill. Unlike the normal Partial Expert class, Bards do not get a bonus non-combat Focus at first level, nor do they get a Partial Expert’s bonus skill point when advancing a character level. One who takes the standard Partial Expert for their other class gains these things normally.
Bard ‘Spell’ Table
| Level | Arts |
|---|---|
| 1 | A Thought Tongues and Any One |
| 2 | Any One |
| 3 | - |
| 4 | Any One |
| 5 | - |
| 6 | Any One |
| 7 | - |
| 8 | Any One |
| 9 | - |
| 10 | Any One |
Bard Arts
A Bard has an Effort score equal to their Perform skill level plus their Charisma modifier, to a minimum of one point. Bard arts may be used in or out of armor, and do not count as magical effects for the purposes of abilities that counter or detect magic. Unless specified otherwise, their range is out to normal unaided voice range. Every Bard gains A Thousand Tongues as a starting art, plus one more of their choice. As they advance in levels, they can pick additional arts.
A Thousand Tongues:
Your arts that require communication are intuitively understood by all intelligent creatures, whether or not you speak their language. You can learn a new language with no more than a week of study with a native speaker.
Additional Bard Arts
Battle Cry
Commit Effort for the day as an On Turn action to bolster your allies. They gain +1 to hit, saving throws, and damage, including Shock, for one round per level. At 4th level this bonus increases to +2, and at 9th, to +3.
Cursed Tune
Commit Effort for the scene as a Main Action while targeting an intelligent creature. Your imprecations cause them to falter, inflicting a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at 9th it becomes -3.
Deft Fingers
You’re accustomed to juggling your belongings while holding an instrument. Your maximum Readied item count increases by two.
Entangle Incantation
Commit Effort for the scene as an Instant action when an foe within 60’ incants a spell. Your voice tangles with their words, forcing them to make an opposed Int/Magic vs Cha/Perform skill check against you, with a +2 bonus to your roll. If you tie or succeed, the spell fizzles and is wasted. This art can be used only once per round.
Evoke Emotion
Commit Effort for the day as a Main Action while performing. You evoke a desired emotion in listeners, whether intelligent or animal, granting a +1 bonus to relevant social skill checks for the scene for you and your allies. If desired, you can force a new Reaction Roll, taking it if it’s more favorable than the original. This art does not work in combat and can be used only once per scene.
Inspire Dread
Commit Effort for the day as an Instant action when your enemies are forced to make a Morale check. You goad their fears, forcing them to make two Morale checks instead of one. Those who succeed on both must still make an Instinct check immediately after.
Keen Senses
First practiced by the blind music masters of the Second Dynasty, this art gives you the equivalent of sight out to 60’ even if blinded. You cannot distinguish colors, but you can perceive physical details as readily as if with your eyes. Physically-invisible creatures and objects are obvious to you.
Liberating Song
You are immune to mind or emotion controlling effects. You can Commit Effort for the scene as an Instant action to grant any ally in range a Mental saving throw to throw off such effects, assuming they allowed a save to begin with. If the second save is failed, this art cannot help them.
Rally
Commit Effort for the day as a Main Action to exhort a wounded or fallen ally, removing any Frailty. The target regains 2d6 plus your level in hit points, but you incur one System Strain.
Soothe the Savage
Commit Effort for the day as a Main Action. For as long as you keep spending a Main Action performing each round, animals and other living bestial creatures will not attack you or your allies unless commanded by their masters or threatened by the party. This art can’t be triggered once actual combat has begun.
Soothing Graces
Your arts restore and hearten those with you. You and your allies lose an extra point of System Strain after each night’s comfortable rest. This does not stack with similar rest-aiding powers.
Swift Misdirection
Commit Effort for the scene as a Main Action and target one intelligent creature within earshot. Tell them something in no more than one sentence; unless what you say is physically impossible or emotionally unendurable, they must make a Mental save or believe it for one round. After that, they can judge your words with their normal reason. This art can affect a creature only once per scene.