· 8 years ago · Dec 02, 2017, 02:46 PM
1Bard
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3After a life of plucking their bows, many hunters feel the itch to strum strings of a different kind. The Bards of Kyukon are the right choice for the idealists among hunters who wish to change the world with their poetry.
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5The voice of a Bard is laden with magical harmonies, singing hymns that invoke the ancient Gods and Goddess of Kyukon to instill fear in the hearts of their enemies and inspire their comrades to victory with songs of eternal youth and glorious charges. Where their counterparts, regardless of gender, the Dancers, are more bent on disruption, Bards specialize in support, which make them central in all defensive strategies.
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7Making am: Bard
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9Abilities: The most important ability score to a Bard is their Charisma, using it to be their main way to buff their party members and place de-buffs on their foes. One of the two second most being intelligence, it is important in working up the Bard’s spells to hit their foes harder, maybe more powerful. The other stat is their Constitution score, helping them deal with their saving throws.
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11Where the class can only be found: Empire of the Diamond Skulled Coyote
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13Alignment: Any
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15Starting Gold: 2d20x10 gold coins (20 – 400 gold coins)
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17Starting age: Any
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19Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
201 ---- +0 ---- 1/0/0 ---- Summon Instrument ---- 4/1/0/0/0/0/0/0/0
212 ---- +0 ---- 1/1/0 ---- x ---- 4/2/0/0/0/0/0/0/0
223 ---- +1 ---- 2/1/0 ---- Detect Magic ---- 4/3/0/0/0/0/0/0/0
234 ---- +2 ---- 2/2/0 ---- x ---- 4/4/0/0/0/0/0/0/0
245 ---- +3 ---- 2/2/1 ---- Flare ---- 4/4/1/0/0/0/0/0/0
256 ---- +3 ---- 2/2/2 ---- x ---- 4/4/2/0/0/0/0/0
267 ---- +4 ---- 3/2/2 ---- Know Direction ---- 4/4/2/0/0/0/0/0/0
278 ---- +4 ---- 4/2/2 ---- x ---- 4/4/4/0/0/0/0/0/0
289 ---- +5 ---- 4/3/2 ---- Mending ---- 4/4/4/1/0/0/0/0/0
2910 ---- +5 ---- 4/4/2 ---- x ---- 4/4/4/2/0/0/0/0/0
3011 ---- +6 ---- 5/4/2 ---- Summon Monster ---- 4/4/4/3/0/0/0/0/0/0
3112 ---- +6 ---- 6/4/2 ---- x ---- 4/4/4/4/0/0/0/0/0
3213 ---- +6 ---- 6/5/2 ---- Disguise self ---- 4/4/4/4/1/0/0/0/0
3314 ---- +7 ---- 6/5/3 ---- x ----4/4/4/4/2/0/0/0/0
3415 ---- +7 ---- 7/5/3 ---- Identify ----4/4/4/4/3/0/0/0/0
3516 ---- +7 ---- 7/5/4 ---- x ---- 4/4/4/4/4/0/0/0/0
3617---- +8 ---- 8/5/4 ---- Alarm ---- 4/4/4/4/4/1/0/0/0
3718 ---- +8 ---- 9/5/4 ---- x ---- 4/4/4/4/4/2/0/0/0
3819 ---- +8 ---- 10/5/4 ---- Thriller ---- 4/4/4/4/4/3/0/0/0
3920 ----+9 ---- 10/6/4 ---- Summon Harem ---- 4/4/4/4/4/4/0/0/0
40----
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43Summon Instrument is a spell that summons one handheld musical instrument of the Bard's choice. This instrument appears in the Bard's hands or at their feet (Player's choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for the Bard that summons it, no other Bard can use it. The Bard can’t summon an instrument too large to be held in two hands.
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45Detect Magic allows the Bard to find spells general area witch the spell maybe found at. This skill has a few settings and each takes up a turn, namely, the bard is unable to attack or move when used this spell:
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471) Detect Magic: number; Number of different magical auras and the power of the most potent aura.
482) Detect Magic: strength; the strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the Bard can make Spell-craft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a non-spell effect.)
493) Detect Magic: Lingering Aura; a magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
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51Original Strength ---- Duration of Lingering Aura
52Faint ---- 1d6 rounds
53Moderate ----1d6 minutes
54Strong ---- 1d6x10 minutes
55Overwhelming ----1d6 days
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57Flare allows the Bard creates a burst of light. If the bard cause the light to burst directly in front of a single creature, that creature is dazzled for 1d4 turns unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
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59Know Direction allows the Bard to instantly know the direction of north from their current position. The spell is effective in any environment in which “north†exists, but it may not work in extra planar settings. The Bard’s knowledge of north is correct at the moment of casting, but they can get lost again within moments if the PC doesn’t find some external reference point to help them keep track of direction. This spell can't be use more than every ten (10) minutes.
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61Mending allows the Bard to repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
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63When a Bard uses this spell, it summons an extra planar creature (typically an outsider, elemental or magical beast native to another plane). It appears where the Bard designate and acts immediately, on the Bard's turn. It attacks the Bard's opponents to the best of its ability.
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65Summon Monster spell conjures one of the creatures from the list on the table. The Bard chooses which kind of creature to summon, and he/her/hir can change that choice each time they cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
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67Celestial Dog, Celestial Owl, Celestial Giant Fire Beetle, Celestial Porpoise, Celestial Badger, Celestial, Monkey, Fiendish Dire Rat, Fiendish Raven, Fiendish Monstrous Centipede – Medium, Fiendish, Monstrous Scorpion – Small, Fiendish Hawk, Fiendish Monstrous Spider – Small, Fiendish Octopus, Fiendish Snake - Small Viper
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69Disguise self allows the Bard to make oneself - including clothing, armor, weapons, and equipment - look different. The Bard can seem one foot shorter or taller, thin, fat, or in between. The Bard cannot change their body type. Otherwise, the extent of the apparent change is up to them. They could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of the Bard or their equipment. (Note: If the Bard uses this spell to create a disguise, they get a +10 bonus on the Disguise check. A creature that interacts with the Bard gets a Will save to recognize it as an illusion.)
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71Identify spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. (Note: Arcane Material Component: A pearl of at least 100 gold coins value, crushed and stirred into wine with a feather; the infusion must be drunk prior to spell-casting.)
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73Alarm is a spell that makes set off sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. The Bard decides at the time of casting whether the alarm will be mental or audible.
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75Mental Alarm: A mental alarm alerts you (and only the bard) so long as the Bard remains within one mile of the warded area. The Bard note a single mental “ping†that awakens them from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
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77Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
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79(Note: In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for one round. Creatures within a silence spell cannot hear the ringing.)
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81Thriller is a spell that compels all undead to dance for up to eleven (11) minutes. Zombies cannot save against it as well as skeletons. All other undead must make a DC Will save of thirty (30) or they too are compelled to dance. You can guess how they dance.
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83Summon Harem allows the Bard summons a 1d10+5 beautiful male, female or herm, of the caster's choice of species; they will do what the Bard want and wish. The Harem by optional choice, may instead summon one 1d4+6 Fighter equal to 1/4th the Bard's caster level as their Fighter level (A level twenty (20) Mage would summon 1d4+6 level five fighter). Otherwise the Harem is unclad men, women or herm who has 10 hit points and thirteen (13) AC (+3 Dex).
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85Material Component: a gold necklace worth at least twenty (20) gold coins