AKA: Rockstar, Musician, Performer, DJ
Role: Leader Threshold: 1 + Vitality Defense: +1 to Willpower Power Sources: (Choose your primary)
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Guile (Presence)
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Treachery (Presence)
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Mythos (Intellect)
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Stamina: 6 + Vitality Trained Skills:
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Pick 5: Charm, Deception, Divinity, Driving, Insight, Intimidate, Lore, Riding, Streetwise
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Description
“To be a Bard is to accept a life of servitude. Most people will only see the fame, the stardom, the money. What they don’t realize; can’t realize, really, is all the sacrifice we make for them, contantly. With the kind of power we weild, every moment of our lives must be dedicated to it’s use or protection. Frankly, this lifestyle is the least we deserve.” – Mistress N’Vida
Not all Bards are famous, and not all famous musicians or actors are Bards. Ask ten Bards what makes someone a Bard or not, and you will get ten different answers. However, all Bards have a dedication to their craft that goes deeper than simply being good at it. They have found their own way to inspire and help those around them, to sooth their injuries, and to tear down those in their way.
Power Sources
Bards can draw their power from several sources: thier own guile and cunning, being expert liars, or even the knowledge of various myths and traditions.
Guile
A Bard who relies on Guile uses their force of personality to atract those around them, and make them want to do what the Bard wants them to do. These types of Bards favor being a secondary controller.
Treachery
Bards can apply their cunning in another way, by focusing on deception and deceit. These bards tend more towards being secondary strikers, with a splash of controller.
Mythos
Sometimes, it’s better to know what you’re talking about, rather than bluffing your way through. Bards who favor knowledge double down on their strengths as a leader.
Class Mechanic
Bards automatically gains the Jack of all Trades feat.
Act: You enter an act by using a power that has the Bardic keyword and an Act section. The Act section specified the effects of the act. They last as long as you choose to maintain the act; the Act section will specify the maintenence cost. You may drop the act at any time on your turn as an incidental.
When you use a power that has the Bardic keyword, you may enter a bardic “act”. These acts last as long as you choose to maintain them. What you are actually doing during these acts, however, is defined by your Bardic Style.
Bardic Style
Because bards come in all different types, you must choose at character creation what your “Bardic Style” is. This could be rousing speaches, singing, or playing the lute. Whatever it is, that is the flavor of all of your bardic powers. (Note: This is intended to add flavor and not a mechanic, per say. GMs can, however, choose to make certain monsters resistent to the particular style you have chosen, i.e. A deaf monster may not be affected by singing. We do, however, encourage GMs not to abuse this. If in doubt, choose the more fun or amusing option.)
Here is a non-exhaustive list of possible Bardic Styles:
- Singing
- Instrument (Lute, Electic Guitar, Kazoo)
- Speaches
- Dancing
- Acrobatics
- Comedian
- Trash Talk
Feel free to choose anything not on this list, as long as it’s approved by the GM.
Powers
Class Features
Bolster Encounter Utility
Flavor.
Manuever Healing Close burst: 3
Target: All allies in burst
Effect: You and all targeted allies are no longer staggered. Targeted allies may spend a point of stamina to move one step up on the condition track.
Special: This ignores line of affect. (You can target you can’t see, or are blocked by walls, etc.)
Share the Burden At-Will Utility
Flavor.
Action Healing Close burst: 5
Target: One ally in burst
Effect: The targeted ally may immediately give any number of stamina points to any other ally in the burst.
At-Will
Flavor.
Action Bardic, Charm, Weapon Melee: 1
Attack: Guile vs Willpower
Hit: Presence + damage, and the target grants combat advantage till the begining of your next. You enter an act.
Act(Manuever): When you enter the act, you may spend one point of stamina for each enemy in a close blurst 2. If that enemy moves, thier movement must bring them closer to you. This effects ends once they save, or you fail to maintain the act.
Act:
The range of the act is increased to a close burst 3.
Act:
It is now only an Incidental to sustain the act, not a Manuever.
Act:
When you spend a point of stamina, if the target does not move on their next turn, they take 2 damage.
Flavor.
Action Weapon Melee or Ranged: Weapon
Attack: Guile vs Willpower
Hit: Presence + damage, and your push the target 3 squares. During the push, one of your allies may make a Basic Melee attack against the target.
Hit:
During the movement all allies may make a basic Melee attack.
Hit:
Instead of pushing the target, you slide them.
Hit:
The target is moved 5 squares, instead of 3.
Feigned Mistake At-Will Attack
Flavor.
Immediate Reaction Bardic, Weapon Melee or Ranged: Weapon
Trigger: You are hit with a Retaliate Attack.
Target: Attacking creature
Attack: Treachery vs Willpower
Hit: Presence + damage and you enter an act.
Act(Manuever): The target takes a on all attacks.
Hit:
The target is also knocked prone.
Special:
You may enter this act as an action without being hit by a Retaliate attack. When you do so, you must target an adjacent creature.
Act:
When you sustain your act, all enemies in a close burst 2 take a to Retaliate Attacks.
False Taunt At-Will Attack
Flavor.
Action Weapon Melee or Ranged: Weapon
Attack: Treachery vs Willpower
Hit: Presence + damage, and the target is taunted by an ally at range 3, save ends.
Special: You may only have one enemy taunted through this power at a time. Using it on a different enemy will immediately end the taunt on the first target.
Hit:
The target is taunted by an ally at range 5, instead of 3.
Hit:
The target grants combat advantage to all allies except the taunting ally, save ends.
Effect:
Until the start of your next turn, if the target moves, all allies except the taunting ally may make retaliate attacks.
Rousing Story At-Will Attack
Flavor.
Action Bardic, Weapon Close blast: 3
Attack: Mythos vs Willpower
Hit: Intellect + damage and you enter an act.
Act(Manuever): Any ally within a close blast 2 may spend one point of stamina to move up on the condition track as an Incidental.
Act:
Any ally within a close blast 3 may now be targeted by the act.
Target:
Two creatures in burst.
Act(Action):
Any ally in a close blast 2 gains +1 to soak.
Special:
You may choose to enter the act given by this upgrade, or the original act when you successfully hit with this power.
Historical Kinship At-Will Attack
Flavor.
Action Weapon, Advantage Close blast: 3
Attack: Mythos vs Willpower
Hit: Intellect + damage. Any two allies in a close blast 2 may give stamina to an ally within a close blast 2 of them.
Hit:
The range of the effect is increased to a close blast 3 for both ranges.
Hit:
The target also grants combat advantage.
Special:
The target grants combat advantage to you for this attack.
Encounter
Persuasion Encounter Attack
Flavor.
Action Bardic Ranged: 5
Recharge: Two points of stamina.
Attack: Guile vs Willpower
Hit: Presence + damage, and the target is pulled 1 square. You enter an Act.
Act(Manuever): On your turn, you may force the target to make a Basic Melee attack against any creature.
Act:
When you maintain the act, the target is dazed.
Act:
The target may use any of their At-Will attacks instead of a Basic Melee.
Act:
The target must remain within range 5 of you. If the target is outside range 5, on it’s turn, it must take a manuever to attempt to move back into range 5.
Flavor.
Action Close burst: 2
Attack: Guile vs Willpower
Hit: Presence + damage, and the targets are dazed until the end of his next turn.
Recharge: Two points of stamina.
Hit:
The targets are stunned, instead of dazed.
Appear Weak Encounter Attack
Flavor.
Action Bardic, Weapon Melee or Ranged: Weapon
Recharge: Two points of stamina.
Attack: Treachery vs Willpower
Hit: Presence + damage, and you enter an Act.
Act(Manuever): You grant combat advantage and gain +1 soak for the duration of the act. All enemies in a close blast 3 grant combat advantage to your allies.
Effect:
Any enemy that attacks you grants combat advantage, save ends.
Act:
When you enter the act, you may spend a point of stamina to gain +2 soak.
Act:
When you maintain the act, allies in a close blast 3 may also spend one point of stamina to gain +1 soak. This lasts as long as the act is maintained and they are still within a close blast 3 of you.
Tangled Web Encounter Attack
Flavor.
Action Weapon Melee or Ranged: Weapon
Attack: Treachery vs Willpower
Hit: Presence + damage, and the target provokes Retaliate actions, even if he shifts, save ends.
Recharge: Spend 2 points of stamina
Effect: All enemies in range 3 gain a on all saving throws till the end of your next turn.
Special:
You may spend one point of stamina to force the target to fail his first saving through.
Burden of Knowledge Encounter Attack
Flavor.
Action Bardic, Weapon Close burst: 3
Attack: Mythos vs Willpower
Hit: Intellect + damage, and you enter an Act.
Act(Manuever): At the start of your turn, all enemies in a close burst 2 of you grant combat advantage. An ally in the burst may give any other ally in the burst a stamina.
Recharge: Spend 2 points of stamina.
Target:
All creatures in burst.
Act:
The range of the act’s effect is increased to a close burst 3.
History Lesson Encounter Attack
Flavor.
Action Weapon Close burst: 2
Recharge: Spend 1 point of stamina
Target: All enemies in burst
Attack: Mythos vs Willpower
Hit: Intellect + , and for each enemy hit, one ally in the blast may remove the staggered condition.
Hit:
Each enemy hit is dazed, save ends.
Hit:
Each ally in the blast may spend a stamina to go up one on the condition track.
Daily
Flavor.
Action Bardic Close burst: 3
Target: One creature in burst
Attack: Guile vs Willpower
Hit: Presence + damage, and the target is falls unconcious until the end of your next turn. You enter an Act.
Aftereffect: Target is unconcious (save ends)
Act(Action): Choose a creature in close burst 3. The enemy falls unconcious until the end of your next turn.
Act (Action):
The chosen enemy instead falls unconcious (save ends).
Act:
Each time an unconcious enemy fails a save against unconciousness, it takes your Presence in damage (this damage does not wake them).
Act:
The chosen enemy can be in close burst 5, instead of 3.
Flavor.
Action Bardic Close burst: 2
Target: One enemy in burst
Attack: Guile vs Willpower
Hit: Presence + damage, and each target is dominated, save ends. You enter an Act.
Act(Action): You grant combat advantage. You may spend a point of stamina to make a target fail it’s next saving throw versus domination.
Act:
You may spend stamina from any ally in a close burst 3 instead of your own.
Special:
You do not need line of affect to hit targets in the blast.
Flavor.
Action Bardic Close burst: 3
Attack: Treachery vs Willpower
Hit: Presence + damage, and the target grants combat advantage, save ends.
Effect: You enter an Act.
Act(Manuever): On your turn, one ally within range 5 of you can teleport to any square within range 2 of you. They gain invisibility till the end of their next turn.
Target:
All targets in burst.
Act:
It is now only an Incidental to maintain the act, not a Manuever.
Act:
When you maintain the act, you may teleport two allies, instead of one.
Appear Strong Daily Attack
Flavor.
Action Bardic, Weapon Melee or Ranged: Weapon
Attack: Treachery vs Willpower
Hit: Presence + damage, and the target is stunned, save ends. You enter an Act.
Act(Action): All allies in range 3 may ignore the penalties imposed by the condition track.
Effect:
Choose one ally at range 5. They move one step up on the condition track.
Act:
Allies may be in range 5, instead of 3.
Act:
When you sustain the act, all allies in range no longer grant combat advantage.
Mythos Daily 1 Daily Attack
Flavor.
Action Bardic Close burst: 3
Attack: Mythos vs Willpower
Hit: Intellect + damage, and the target is dazed, save ends. You enter an Act.
Act(Action): When you maintain this act, any ally in a close burst 2 may move up the condition track one step. You grant combat advantage
Target:
All enemies in burst.
Act:
You no longer grant combat advantage when you maintain the act.
Hit:
The target is stunned, instead of dazed.
Mythos Daily 2 Daily Attack
Flavor.
Action Bardic Ranged: Weapon
Attack: Mythos vs Willpower
Hit: Intellect + damage, and the target is weakened, save ends. You enter an Act.
Act(Manuever): All allies in a close burst 2 may spend a point of stamina to gain +2 soak until the start of your next turn.
Hit:
Deal 2 Intellect + damage.
Act:
You may spend a point of stamina in place of your ally.
Special:
You do not need to have line of effect to your allies in order for them to spend stamina for soak.