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OD&D Bards as NPCs NOT PC's!

Many players might not consider the bard as an official OD&D class. Case being that unlike the Ranger & Illusionist, which were also introduced outside of the official OD&D supplements (in Strategic Review or Dungeon magazine) - the bard never made it into the AD&D Player's Handbook. There are several other proposed classes like this, such as the alchemist (which I want to visit at a later date).

I've been toying with the idea of how these "unofficial" classes would be well suited as been specialists that can be hired or consulted by players in an OD&D campaign. The alchemist is already listed as a specialist in Underworld & Wilderness Adventures, so why not expand the details provided to included some of the traits they have as a proposed class? Like, I said, I want to look into this later, but for now I am intrigued by the bard...

OD&D Bards as NPCs NOT PC's!

A new version of the Bard combining Michael Siemon's & Dan Pierson's vision

Michael Siemon's idea for a bard was published in Alarums & Excursions #1 (after being contributed by Dan Pierson) in June 1975. This is far as I'm currently aware is the first proposal for a bard class. Doug Schwegman's bard was published in Strategic Review #6 in February 1976 - less than a year later. Both are relatively different, so I decided to combine the two ideas and make a few tweaks here and there.  For example, I replaced Siemon's proposed new ability score 'Inspiration' with good old fashioned Intelligence and any specifics regarding fighting as in my game I intend bards to operate as do Specialists such as Sages and the like (i.e. outside of adventuring). I also simplified spells drastically, so that the bard has access to cleric and magic-user spells listed in OD&D only. This is to keep them imbedded in the canon of OD&D a bit more.

In a nutshell, my vision for a bard is to act as a new type of Specialist that players can consult and pay for their services accordingly. This way the class (although not playable) exists in my campaign world to capture the essence of those days gone by when OD&D was a creative free-for-all mix and match. Taking this approach I can take advantage of these various creative proposals, but still keep my D&D game, for want of a better word "Gygaxian".

A Re-Imagined OD&D Bard as a Specialist

So, here is my version of the Bard as a Specialist.

Bards can be of any race. However, all dwarven bards reach the rank of Myrmidon (6th-level fighter) before they become bards. Because of this, dwarven bards are quite rare. Elf, dwarf and halflings are never higher than 8th level in the bard class. Elven bards have a +5% bonus to their lore scores (see LORE below).
  Bards are generally neutral in alignment, though some may lean lawful or chaotic. They are closely associated with druids, and since both belong to the same spiritual sect, they are expected to help each other when in need.
  Bards are typically wanderers and prefer not to settle in one place. Only Master Bards will consider residing in a stronghold. Other bards may accept temporary work or lodging.

All bards have at least:
  Average Intelligence (1d6 + 9)
  Above-average Charisma (1d6 + 12)

They are very skilled at learning new languages, customs, and lore, especially about religions, cults, and legends. Bards can speak as many languages as their Intelligence score allows.

If characters want a bard to perform or share lore, they'll need to pay them in gold, based on their level (see table below). If they're requesting spellcasting, the cost is the same as it is for magic-users, as detailed later in this section.

BARD                      SPELLS      LORE        COST (G.P.)
1. Rhymer                 None        30%          100
2. Lyrist                 
1st         40%          400
3. Sonateer               1st  
       50%          900
4. 
Skald                  1-2nd       60%          1,600
5. Racaraide              1-3rd       70%          2,500
6. Jongleur               1-4th       80%          5,000
7. Troubador 
             1-5th       90%          10,000
8. Minstrel               1-6th       100%         15,000
9. Muse                   1-6th       110%         20,000
10. Lore Master           1-7th       120%         25,000
11. Bard                  1-7th       130%         30,000
12. Master Bard           1-8th       140%         40,000

Cost of Spell Casting Services per Spell:

1st level   2,000 G.P.
2nd level   4,000 G.P.
3rd level   8,000 G.P.
4th level   16,000 G.P.
5th level   32,000 G.P.
6th level   64,000 G.P.
7th level   128,000 G.P.
8th level   256,000 G.P.
9th level   512,000 G.P.

SPELLS

Bards have access to the spells of clerics and magic-users (use the magic-users version if there is a difference between the two). The major difference is that bard's spells work only when being sung and heard.
  A bard's chance to know a given spell is as per their intelligence score (See EXPLANATION OF ABILITIES in GREYHAWK) Bard's can also improvise spells they do not know. See IMPROVISATION below.

IMPROVISATION

The effects of the spell are judged on the basis of the following criteria:

1. Bard's Intelligence Score

Up to 6   Insufficient effect to do any good with 75% chance of 
          obnoxious side effects.
7-14      Spell works but with 50% chance of harmful side-effects.
15-17     Desired effect and no harmful side-effects.
18+       Unexpectedly good effect.

2. Appropriateness of Level. If the spell's level is higher than
the bard's improvisation level then the spell will only have a 25% chance of working and will likely cause bad side effects (25% chance for each level too high). Side effects take the form of other spells the bard's level of improvisation could have conjured.

LORE

Bards have a vast knowledge of cults, religions, objects, magic items and legends. The percentage listed under lore on the bard table above reflects the bard’s knowledge in these areas. This is the percentage chance a bard has of knowing something and therefore being able to advise. This chance is affected as follows:

-50%
Identify Wands NOT USABLE by thieves/fighters or every class
Identify Staves NOT USABLE thieves/fighters or every class
Identify Rods NOT USABLE thieves/fighters or every class
Identify Misc. Magic Items NOT USABLE by thieves/fighters or every class*
Identify Potions USABLE by Fighters
Identify Artifacts and Relics

+0%:
Ascertain Intelligence of Magic Sword
Ascertain Egoism Rating of Magic Sword
Ascertain bonuses or penalty of Magic Sword
Ascertain bonuses or penalty of Misc. Magic Weapon
Ascertain bonuses or penalty of Magic Armor
Identify Rings
Identify Wands USABLE by thieves/fighters or every class
Identify Staves USABLE by thieves/fighters or every class
Identify Rods USABLE by thieves/fighters or every class
Identify Misc. Magic Items USABLE by thieves/fighters or every class
Identify Potions NOT RESTRICTED to Fighters
Identify Misc. Magic Items USABLE by thieves/fighters or every class*

+50%:
Identify ANY Cursed Item
Identify Lyre of Building
Identify Pipes of the Sewers
Identify Libram/Manual of Stealthy Pilfering 
Identify Manual of Puissant Skill at Arms

*In additional to the bonus/penalty the overall chance is also halved.


Comments

  1. You have their Intelligence as 1d6+9 ie 10-15, but you have rules for Bards with Intelligence "up to 6".

    ReplyDelete
    Replies
    1. That's right. An oversite on my part - however, if the bard just so happens to be affected by a cursed artifact, or succumbs to the mental drain of some magical creature then they may permanently or temporarily have a lower Intelligence Score.

      Delete

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