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THIS makes a bard a bard
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<blockquote data-quote="arscott" data-source="post: 4192837" data-attributes="member: 17969"><p>The thread on bards inspired me a bit. The way I see it, a bard is so adept with music that he can tap into the song of creation, causing all sorts of fun effects. He doesn't normally use weapons--he can damage foes with the power of his song.</p><p></p><p>There are two types of bards:</p><p> <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> Lore-based, who use int as their secondary attribute. Their music constists of poetry or song plus an accompanying instrument (such as a harp, drum, or lyre)</p><p> <img src="http://www.enworld.org/forum/images/smilies/2.gif" class="smilie" loading="lazy" alt=":2:" title="Two :2:" data-shortname=":2:" /> Entertainment-based, who use dex as their primary attribute. Their music has no vocals, only instrumental (flutes, fiddles, and pipes)</p><p></p><p>[SBlock]Role: Leader. Your songs inspire your allies, and your knowledge of lore aids them in combat.</p><p>Power Source: Arcane. You have some understanding of the song of creation, and can affect the universe with your music.</p><p>Key Abilities: Charisma, Dexterity, Intelligence</p><p></p><p>Armor Proficiencies: Cloth, leather</p><p>Weapon Proficiencies: Simple Melee, simple ranged</p><p>Bonus to Defense: +1 Reflex, +1 Will</p><p></p><p>Hit Points at 1st level: 12 + Con Score</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per day: 7 + Con Modifier</p><p></p><p>Trained Skills: Trained in Diplomacy and History, Plus four more from the list below:</p><p>Arcana, (Int), Acrobatics (Dex), Bluff (Cha), Insight (Wis), Nature (Int), Stealth (Dex), Streetwise (Cha), Theivery (Dex)</p><p></p><p>Build Options: Entertaining Bard, Learned Bard</p><p>Class Features: Rejuvinating Leader, Instrumental Mastery, <em>Invigorating Chord</em></p><p></p><p><strong>Rejuvinating Leader:</strong> You and each ally within 10 squares who can hear you gain a +1 bonus on saving throws.</p><p></p><p><strong>Instrumental Mastery:</strong> Select an instrument. When weilding your selected instrument, you gain it's listed benefit:</p><p></p><p>Example instruments:</p><p><em>Drum</em> You and each of your allies may, once per encounter, deal additional thunder damage equal to your intelligence modifier when making an attack.</p><p></p><p><em>Fiddle</em> You and each of your allies may, once per encounter, move an additional number of squares equal to your dexterity modifier when moving, charging, or running.</p><p></p><p>Thundersong Bard Attack 1</p><p>You focus the sound of your instrument into a destructive blast that targets one of your enemies.</p><p>At-Will•Arcane, Implement, Thunder</p><p>Standard ranged 10</p><p>Target: One creature</p><p>Attack: Cha vs. Reflex</p><p>Hit: 1d8 + Cha thunder damage. At 21st level, this improves to 2d8 plus Charisma damage.</p><p>Special: This power counts as a basic ranged attack.</p><p></p><p>Countersong Bard Utility 6</p><p>You play a song that bolsters your allies willpower, preventing them from becoming mentally dominated.</p><p>Daily•Arcane, Implement</p><p>Immediate Interrupt Ranged 10</p><p>Trigger: when a creature attempts to use a power with the charm, fear, or sleep keywords.</p><p>Target: The triggering power</p><p>Attack: Cha vs. the Will of the creature using the power</p><p>Hit: The triggering power is disrupted and has no effect.</p><p></p><p>Doom Chant Bard Attack 1</p><p>Your chanting fills an enemy with dread, attacking his mind and causing him to become distracted.</p><p>Encounter•Arcane, Fear, Psychic</p><p>Standard ranged 10</p><p>Target: One enemy</p><p>Attack: Cha vs. Will</p><p>Hit: 2d8+Cha psychic damage.</p><p>Secondary attack: Int vs. Will</p><p>Secondary hit: Target grants combat advatange to you and your allies until the end of your next turn.</p><p></p><p>Peircing melody Bard Attack 1</p><p>The high-pitched notes from your instrument cause pain to your enemies while giving focus to your allies.</p><p>Encounter•Arcane, Implement, Thunder</p><p>Standard close burst 10</p><p>Target: Each enemy in the burst</p><p>Attack: Cha vs. Fort</p><p>Hit: 1d10+dex thunder damage.</p><p>Effect: Allies within the burst gain +1 to attack until the end of your next turn.[/Sblock]</p></blockquote><p></p>
[QUOTE="arscott, post: 4192837, member: 17969"] The thread on bards inspired me a bit. The way I see it, a bard is so adept with music that he can tap into the song of creation, causing all sorts of fun effects. He doesn't normally use weapons--he can damage foes with the power of his song. There are two types of bards: :1: Lore-based, who use int as their secondary attribute. Their music constists of poetry or song plus an accompanying instrument (such as a harp, drum, or lyre) :2: Entertainment-based, who use dex as their primary attribute. Their music has no vocals, only instrumental (flutes, fiddles, and pipes) [SBlock]Role: Leader. Your songs inspire your allies, and your knowledge of lore aids them in combat. Power Source: Arcane. You have some understanding of the song of creation, and can affect the universe with your music. Key Abilities: Charisma, Dexterity, Intelligence Armor Proficiencies: Cloth, leather Weapon Proficiencies: Simple Melee, simple ranged Bonus to Defense: +1 Reflex, +1 Will Hit Points at 1st level: 12 + Con Score Hit Points per Level Gained: 5 Healing Surges per day: 7 + Con Modifier Trained Skills: Trained in Diplomacy and History, Plus four more from the list below: Arcana, (Int), Acrobatics (Dex), Bluff (Cha), Insight (Wis), Nature (Int), Stealth (Dex), Streetwise (Cha), Theivery (Dex) Build Options: Entertaining Bard, Learned Bard Class Features: Rejuvinating Leader, Instrumental Mastery, [I]Invigorating Chord[/I] [B]Rejuvinating Leader:[/B] You and each ally within 10 squares who can hear you gain a +1 bonus on saving throws. [B]Instrumental Mastery:[/B] Select an instrument. When weilding your selected instrument, you gain it's listed benefit: Example instruments: [I]Drum[/I] You and each of your allies may, once per encounter, deal additional thunder damage equal to your intelligence modifier when making an attack. [I]Fiddle[/I] You and each of your allies may, once per encounter, move an additional number of squares equal to your dexterity modifier when moving, charging, or running. Thundersong Bard Attack 1 You focus the sound of your instrument into a destructive blast that targets one of your enemies. At-Will•Arcane, Implement, Thunder Standard ranged 10 Target: One creature Attack: Cha vs. Reflex Hit: 1d8 + Cha thunder damage. At 21st level, this improves to 2d8 plus Charisma damage. Special: This power counts as a basic ranged attack. Countersong Bard Utility 6 You play a song that bolsters your allies willpower, preventing them from becoming mentally dominated. Daily•Arcane, Implement Immediate Interrupt Ranged 10 Trigger: when a creature attempts to use a power with the charm, fear, or sleep keywords. Target: The triggering power Attack: Cha vs. the Will of the creature using the power Hit: The triggering power is disrupted and has no effect. Doom Chant Bard Attack 1 Your chanting fills an enemy with dread, attacking his mind and causing him to become distracted. Encounter•Arcane, Fear, Psychic Standard ranged 10 Target: One enemy Attack: Cha vs. Will Hit: 2d8+Cha psychic damage. Secondary attack: Int vs. Will Secondary hit: Target grants combat advatange to you and your allies until the end of your next turn. Peircing melody Bard Attack 1 The high-pitched notes from your instrument cause pain to your enemies while giving focus to your allies. Encounter•Arcane, Implement, Thunder Standard close burst 10 Target: Each enemy in the burst Attack: Cha vs. Fort Hit: 1d10+dex thunder damage. Effect: Allies within the burst gain +1 to attack until the end of your next turn.[/Sblock] [/QUOTE]
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