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D&D Older Editions
Converting the old 2E bard kits?
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<blockquote data-quote="Archimago" data-source="post: 27495" data-attributes="member: 1204"><p><strong>How about this...</strong></p><p></p><p>For my homebrew I majorly changed the classes, including the bard. I was thinking that with a few modifications (mostly to names) I can create pretty much what you're looking for FoxWander.</p><p></p><p><strong>Adventurer</strong></p><p>HD: d6</p><p>Saves (F/R/W): Poor/Good/Good</p><p>BAB: Medium</p><p>Armour Pro: Light, Shields</p><p>Weapon Pro: All Simple plus 1 Martial</p><p>Skills: 6+int</p><p>Skill List: As PHB</p><p>Spell Progression as Bard</p><p>Spell List as Wizard</p><p>Spontaneous Casting w/ Spell Known list of Bard</p><p>Spontaneous Casting w/ limited spells known (use lesser spell progression chart for spells known)</p><p>L1 Worldly Knowledge, Adventurer's Casting Technique, Adventuring Spirit (Inspire Courage)</p><p>L2 Adventuring Spirit (Fascinate)</p><p>L4 Adventuring Spirit (Inspire Competence)</p><p>L6 Adventuring Spirit (Suggestion)</p><p>L8 Adventuring Spirit (Defensive Posture)</p><p>L10 Adventuring Spirit (Aggressive Aspect)</p><p>L12 Adventuring Spirit (Inspire Greatness)</p><p>L14 Adventuring Spirit (Counterspirit)</p><p>L16 Adventuring Spirit (Inspire Resolve)</p><p>L18 Adventuring Spirit (Compulsion)</p><p>L20 Adventuring Spirit (Aura of Spell-Resistance)</p><p>Worldly Knowledge– Add (Adventurer Level/2) to all knowledge checks </p><p>Adventuring Spirit – The adventurer is adept at gaining any advantage they can, their daring spirit is so powerful it can create supernatural affects when they concentrate; can perform once per level per day. Adventurer activates these auras simply by concentrating, only one may be active at a time, and no sound is produced by the adventurer nor instruments, etc. required.</p><p>Adventuring Spirit- Affect</p><p>Inspire Courage - As PHB </p><p>Fascinate - As PHB</p><p>Inspire Competence - As PHB</p><p>Suggestion - As PHB</p><p>Defensive Posture - Add Cha to AC for 10 rounds or till stop</p><p>Aggressive Aspect - Add Cha to Hit for 10 rounds or till stop</p><p>Suggestion - As PHB</p><p>Inspire Greatness - As PHB, except gain +2 damage as well</p><p>Counterspirit - Adventurer may attempt a counterspell dispel magic but at half the Adventurer’s caster level; if successful only area of 30ft radius around adventurer is considered countered (ie. outside this area a fireball would still have affect, even if the epicentre was within the radius of the counterspirit)</p><p>Inspire Resolve - Allies with 30ft may use Adventurer’s Perform score as their saving throw against any mind-affecting effect</p><p>Compulsion - Adventurer can force a subject to commit any non-suicidal act, target must be fascinated and have suggestion implanted to follow Adventurer’s will, and gets saving throw at DC 13+Adventurer’s Cha; counts against daily limit </p><p>Aura of Spell-Resistance - Allies within 30ft gain SR of 11+Adventurer’s Cha</p><p>Adventurer's Casting Technique: Adventurer can casting in light armour without any spell casting failure.</p></blockquote><p></p>
[QUOTE="Archimago, post: 27495, member: 1204"] [b]How about this...[/b] For my homebrew I majorly changed the classes, including the bard. I was thinking that with a few modifications (mostly to names) I can create pretty much what you're looking for FoxWander. [B]Adventurer[/B] HD: d6 Saves (F/R/W): Poor/Good/Good BAB: Medium Armour Pro: Light, Shields Weapon Pro: All Simple plus 1 Martial Skills: 6+int Skill List: As PHB Spell Progression as Bard Spell List as Wizard Spontaneous Casting w/ Spell Known list of Bard Spontaneous Casting w/ limited spells known (use lesser spell progression chart for spells known) L1 Worldly Knowledge, Adventurer's Casting Technique, Adventuring Spirit (Inspire Courage) L2 Adventuring Spirit (Fascinate) L4 Adventuring Spirit (Inspire Competence) L6 Adventuring Spirit (Suggestion) L8 Adventuring Spirit (Defensive Posture) L10 Adventuring Spirit (Aggressive Aspect) L12 Adventuring Spirit (Inspire Greatness) L14 Adventuring Spirit (Counterspirit) L16 Adventuring Spirit (Inspire Resolve) L18 Adventuring Spirit (Compulsion) L20 Adventuring Spirit (Aura of Spell-Resistance) Worldly Knowledge– Add (Adventurer Level/2) to all knowledge checks Adventuring Spirit – The adventurer is adept at gaining any advantage they can, their daring spirit is so powerful it can create supernatural affects when they concentrate; can perform once per level per day. Adventurer activates these auras simply by concentrating, only one may be active at a time, and no sound is produced by the adventurer nor instruments, etc. required. Adventuring Spirit- Affect Inspire Courage - As PHB Fascinate - As PHB Inspire Competence - As PHB Suggestion - As PHB Defensive Posture - Add Cha to AC for 10 rounds or till stop Aggressive Aspect - Add Cha to Hit for 10 rounds or till stop Suggestion - As PHB Inspire Greatness - As PHB, except gain +2 damage as well Counterspirit - Adventurer may attempt a counterspell dispel magic but at half the Adventurer’s caster level; if successful only area of 30ft radius around adventurer is considered countered (ie. outside this area a fireball would still have affect, even if the epicentre was within the radius of the counterspirit) Inspire Resolve - Allies with 30ft may use Adventurer’s Perform score as their saving throw against any mind-affecting effect Compulsion - Adventurer can force a subject to commit any non-suicidal act, target must be fascinated and have suggestion implanted to follow Adventurer’s will, and gets saving throw at DC 13+Adventurer’s Cha; counts against daily limit Aura of Spell-Resistance - Allies within 30ft gain SR of 11+Adventurer’s Cha Adventurer's Casting Technique: Adventurer can casting in light armour without any spell casting failure. [/QUOTE]
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