Bard preview - TRPG
By Jacky
at 2008-11-04T19:24
at 2008-11-04T19:24
Table of Contents
Bard 出自PHB2 preview
http://www.wizards.com/default.asp?x=dnd/dramp/20081103
連結出處轉自 KKCity Tablegame Astrolabe
Bard
"The clash of blades, a note.
A battle fought, a verse.
The hero's war, a song."
CLASS TRAITS
Role: Leader. Your spells inspire and invigorate your allies. Your spells
also include significant control elements, making controller a natural
secondary role.
Power Source: Arcane. You channel magical power through words and music,
studying long and hard to master the power contained in the lore and sagas
of old.
Key Abilities: Charisma, Intelligence, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, longsword, scimitar, short sword,
simple ranged, military ranged
Implements: Wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose four more
trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha),
Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int),
Insight (Wis),Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int),
Streetwise (Cha)
Class Features: Bardic Training, Bardic Virtue, majestic word, Multiclass
Versatility, Skill Versatility, Song of Rest, words of friendship
Bards are artists first and foremost, and they practice magic just as they
practice song, drama, or poetry. They have a clear sense of how people
perceive reality, so they master charm magic and some illusions. Sagas of
great heroes are part of a bard's repertoire, and most bards follow the
example of many fables and become skilled in a variety of fields. A bard's
artistic ability, knowledge of lore, and arcane might are widely respected,
particularly among the world's rulers.
Art and magic share a sublime beauty, and, as a bard, you seek the place where
the two meet. You might be a naturally talented wanderer who casts impressive
spells almost instinctively, a student of a bardic college who learned ordered
systems of magic and epic poetry, a warrior skald who mixes skill at arms with
thundering music, a dashing performer known for putting on a good show even
for your enemies, or a perfectionist who seeks the consummate formula that
blends art and magic into a higher force.
A steady rhythm beats in the back of your mind as you brandish your sword.
Your eyes and ears pick up the motion of the villains that surround you, and
one glance tells you everything you need to know to defeat them. You whistle
three staccato notes, letting your allies know the symphony of battle is
about to begin.
BARD OVERVIEW
Characteristics: Your powers are a mix of ranged, melee, and close attacks,
giving you plenty of options whether you choose to lead from the front or the
rear. Your attacks can provide bonuses and extra movement to you and your
allies, or they can charm and deceive your enemies.
Religion: Many bards revere Corellon, patron of both artists and wielders of
arcane magic. Cunning bards also honor Avandra and Sehanine, who are credited
with inspiring trickery in the heroes of old. Valorous bards are more likely
to revere Bahamut, Kord, or Moradin. Evil bards often worship Lolth, Tiamat,
or Zehir.
Races: Half-elves are sometimes said to be the best bards, partly because
their ability score bonuses favor the valorous bard and partly because their
Dilettante racial trait complements the bard's Multiclass Versatility. Gnomes
and tieflings both make excellent cunning bards.
Bard Class Features
Bards have the following class features.
Bardic Training
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical
rituals. You own a ritual book, and it contains two rituals of your choice
that you have mastered: one 1st-level ritual that has bard as a prerequisite
(see Chapter 4) and another 1st-level ritual.
In addition, you can perform one bard ritual per day of your level or lower
without expending components, although you must pay any other costs and use
any focus required by the ritual. At 11th level, you can perform two bard
rituals per day of your level or lower without expending components; at 21st
level, you can perform three.
Bardic Virtue
Bards praise many virtues in their stories, telling tales of people whose
particular qualities set them above common folk. The valor of dauntless heroes
and the cunning of great minds are among these virtues, and a bard can choose
to emphasize either quality.
Choose one of the following options. The choice you make gives you the benefit
described below and also provides bonuses to certain bard powers, as detailed
in those powers.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within
a number of squares of you equal to 5 + your Intelligence modifier, you can
slide that ally 1 square as a free action.
Virtue of Valor: When any ally within 10 squares of you reduces an enemy to 0
hit points or bloodies an enemy, you can grant temporary hit points to that
ally as a free action. The number of temporary hit points equals 2 + your
Constitution modifier at 1st level, 5 + your Constitution modifier at 11th
level, and 8 + your Constitution modifier at 21st level.
Majestic Word
The arcane power of a bard's voice can heal allies. You gain the majestic
word power.
Multiclass Versatility
You can choose multiclass feats from several classes.
Skill Versatility
You gain a +1 bonus to untrained skill checks.
Song of Rest
When you play an instrument or sing during a short rest, you and each ally
who can hear you are affected by your Song of Rest. When an affected
character spends healing surges at the end of the rest, that character
regains additional hit points equal to your Charisma modifier with each
healing surge. A character can be affected by only one Song of Rest at a time.
Words of Friendship
Bards use magic to honey their words and turn the simplest argument into a
compelling oration. You gain the words of friendship power.
Implements
Bards use wands to direct and control their spells. When you wield a magic
wand, you can add its enhancement bonus to the attack rolls and the damage
rolls of bard powers and bard paragon path powers that have the implement
keyword. Without a wand, you can still use these powers.
Songblades and some magic musical instruments (see Chapter 3) can be used as
implements for bard powers and bard paragon path powers. Bards treasure these
magic musical instruments not only for the power they offer, but for the
wondrous melodies they produce in the hands of a skilled musician.
Creating a Bard
Your choice of ability scores, class features, and powers suggests one of two
builds based on the storied virtues of cunning and valor. All bards use
Charisma for their attacks. Intelligence increases the effect of tricky
attacks, and Constitution is best for powers that inspire allies.
Cunning Bard
The heroes of the past whom you hold as exemplars overcame adversity and
escaped danger using their wits, by tricking their foes and concocting
cunning stratagems. You seek to emulate those heroes, combining your winning
personality with a keen intellect. You use Charisma for your attack powers,
so make it your highest score, followed by Intelligence to improve the effects
of your tricky powers. Constitution is a good third score. Look for powers
that let you put your cunning to work. Most cunning
bards focus on ranged attack powers, using a wand from a safe distance to
orchestrate the flow of battle.
Suggested Class Feature: Virtue of Cunning
Suggested Feat: Advantage of Cunning
Suggested Skills: Arcana, Bluff, Intimidate, Perception, Streetwise
Suggested At-Will Powers:misdirected mark, vicious mockery
Suggested Encounter Power:blunder
Suggested Daily Power:stirring shout
Bard Powers
Your powers are called spells, and you create them by gracefully mixing art,
magic, and weapon skill.
Class Features
Each bard has the powers majestic word and words of friendship.
Majestic Word
Bard Feature
You utter words laden with preternatural inspiration, restoring your ally's
stamina and making wounds seem insignificant.
Encounter (Special), Arcane, Healing
Minor Action
burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points
equal to your Charisma modifier. You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points.
Special: You can use this power twice per encounter, but only once per round.
At 16th level, you can use this power three times per encounter, but only
once per round.
Words of Friendship
Bard Feature
You infuse your words with arcane power, transforming even the simplest
speech into compelling oratory.
Encounter F Arcane
Minor Action
Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before
the end of your next turn.
Level 1 At-Will Spells
Misdirected Mark
Bard Attack 1
You conceal your arcane attack, tricking your foe into thinking the attack
came from one of your allies.
At-Will F Arcane, Implement
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally
within 5 squares of you until the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.
Vicious Mockery
Bard Attack 1
You unleash a string of insults at your foe, weaving them with bardic magic
to send the creature into a blind rage.
At-Will F Arcane, Charm, Implement, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty
to attack rolls until the end of your next turn.
Level 21: 2d6 + Charisma modifier damage.
Level 1 Encounter Spells
Blunder
Bard Attack 1
You fog your foe's mind, causing it to stumble past your allies.
Encounter F Arcane, Charm, Implement
Standard Action
Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares.
During the slide, you or one of your allies can make a melee basic attack
against the target as a free action, with a +2 power bonus to the attack roll.
Virtue of Cunning: The power bonus to the attack roll equals 1 + your
Intelligence modifier.
Fast Friends
Bard Attack 1
You sing a tune of false friendship, leaving your foe in a reverie.
Encounter F Arcane, Charm, Implement
Standard Action
Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: Choose yourself or an ally. The target cannot attack that character
until the end of your next turn or until you or one of your allies attacks
the target.
Level 1 Daily Spells
Echoes of the Guardian
Bard Attack 1
You recite a verse from the saga of a great warrior, confounding your enemy
so that one of your companions can more easily protect the others.
Daily F Arcane, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and until the end of your next turn,
the target is marked by an ally within 5 squares of you.
Miss: Half damage.
Effect: Until the end of the encounter, once during each of your turns,
choose an ally within 5 squares of you when you hit an enemy. Until the end
of your next turn, that enemy is marked by that ally.
Stirring Shout
Bard Attack 1
Your shout of wrath stabs into your foe's mind. Each time your allies hit
that foe, they draw strength from its weakness.
Daily F Arcane, Healing, Implement, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target,
that ally regains hit points equal to your Charisma modifier.
Level 2 Utility Spells
Hunter's Tune
Bard Utility 2
You shape the flow of sound, containing it and creating an area of silence.
Daily F Arcane
Minor Action
Ranged 10
Target: One ally
Effect: Until the end of your next turn, the target gains a +5 power bonus to
Stealth checks and doesn't take a penalty to Stealth checks for moving more
than 2 squares or running.
Sustain Minor: The effect persists if the target is within range.
Inspire Competence
Bard Utility 2
Your magic channels the skill of ancient experts to help with the task at hand.
Encounter F Arcane
Minor Action
Close burst 5
Target: You and each ally in burst
Effect: Choose a skill. Until the end of the encounter, each target gains a
+2 power bonus to his or her next check using that skill.
Level 3 Encounter Spells
Dissonant Strain
Bard Attack 3
You sing in two pitches at once, creating a song that harms your foe while
helping your ally.
Encounter F Arcane, Implement, Psychic
Standard Action
Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and the target takes a ? penalty
to attack rolls until the end of your next turn. In addition, an ally within
5 squares of you can make a saving throw.
那個?不是打錯 我拿到的資料上面只有寫這樣
Impelling Force
Bard Attack 3
A bolt of force shoves your foe next to one of your allies.
Encounter F Arcane, Force, Implement
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier force damage, and you slide the target 5 squares
to a space adjacent to one of your allies.
Level 5 Daily Spells
Song of Discord
Bard Attack 5
You foster distrust in one of your foes, causing it to strike out at its
allies.
Daily F Arcane, Charm, Implement
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target is dominated until the end of your next turn.
Effect: The target makes a basic attack against an enemy of your choice as a
free action.
Tune of Ice and Wind
Bard Attack 5
You hum a discordant tune, slowing your enemies with ice and moving your
allies with wind.
Daily F Arcane, Cold, Implement
Standard Action
Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier cold damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: You slide each ally in the burst 3 squares.
Level 6 Utility Spells
Allegro
Bard Utility 6
You drum out a hasty rhythm that infuses you and your comrades with magical
speed.
Daily F Arcane
Minor Action
Close burst 10
Target: You and each ally in burst
Effect: You slide each target 2 squares.
Trickster's Healing
Bard Utility 6
Your magic turns an enemy's blunder into an opportunity for your allies to
overcome their wounds.
Daily F Arcane, Healing
Immediate Reaction
Close burst 10
Trigger: An attack misses an ally within 10 squares of you
Target: Each ally in burst missed by the triggering attack
Effect: Each target regains hit points equal to one-half your level + your
Intelligence modifier.
Level 7 Encounter Spells
Deflect Attention
Bard Attack 7
You focus a foe's violent determination elsewhere, making you or an ally
invisible to it for a moment.
Encounter F Arcane, Implement, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage, and you or an ally within 10
squares of you becomes invisible to the target until the end of your next turn.
Unluck
Bard Attack 7
You manipulate what was once an ode to fate, speaking it in reverse and
warping the weave of fortune.
Encounter F Arcane, Implement, Necrotic
Standard Action
Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier necrotic damage. The next time the target makes
an attack roll before the end of your next turn, you roll 1d20 and can replace
the target's roll with yours. In addition, choose an ally within 5 squares of
you. The next time that ally attacks the target before the end of your next
turn, you roll 1d20 and can replace the ally's roll with yours.
Level 9 Daily Spells
Forceful Conduit
Bard Attack 9
A jolt of pain establishes an arcane link between your foe and one of your
allies. Your ally can see through the foe's eyes and channel his or her own
powers through its body.
Daily F Arcane, Implement, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target is affected by a
forceful conduit (save ends). Choose an ally within 10 squares of you. While
the target is affected by this forceful conduit, that ally can make implement
attacks during his or her turn as if occupying the target's space.
Miss: Half damage. Until the end of your next turn, an ally within 10 squares
of you can make implement attacks during his or her turn as if occupying the
target's space.
Hideous Laughter
Bard Attack 9
Horrible convulsions seize your foe in a terrible mockery of laughter.
Daily F Arcane, Charm, Implement, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage, and the target can't take
opportunity actions and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: The target can't take opportunity actions (save ends).
Miss: Half damage, and the target can't take opportunity actions until the
end of your next turn.
Level 10 Utility Spells
Illusory Erasure
Bard Utility 10
Your magic song makes an ally abruptly disappear, giving him or her a chance
to sneak up on foes.
Encounter F Arcane, Illusion
Minor Action
Ranged 10
Target: One ally
Effect: The target becomes invisible until the end of your next turn, and you
slide the target 2 squares.
Veil
Bard Utility 10
You mask the appearance of your party, sculpting an illusory disguise.
Daily F Arcane, Illusion
Minor Action
Close burst 10
Target: You and each ally in burst
Effect: You transform the auditory, tactile, and visual qualities of the
targets' bodies and equipment. Each target assumes the appearance of a
humanoid of the same size, even the appearance of a specific individual
you have seen. The illusion lasts for 1 hour, or you can end it as a minor
那個?不是打錯 我拿到的資料上面只有寫這樣
---
給直接按end的人 preview照慣例只公佈了一半的能力
公佈的部份基本上以阻礙技為主 治療能力介於Cleric與Warlord之間
如果at will選了Misdirected Mark 跟Paladin應該會是好朋友 (遠目)
--
(村內) (村外)
雷克薩:我已經尋遍外域有關摩克納薩爾的謠言,但沒 往摩克納薩爾村
有任何關於它的蹤跡。最後,我們可能找到他們的家。 前方左側下交流道
直行二十公里處
雷克薩:我......知道他們領導人的名字:李歐
羅克斯。將它找出來。這次你必須當我的眼睛。
--
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TRPG
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