In order to be welcomed by the audience, all-body soldiers broke through a fortress alone, beautiful women prayed beads on the terrace under the moon and wept in mourning for their thin lovers, and young blond men and women kissed privately among kumquat flowers, all of which became their wonderful themes.
Old English period refers to the formation period of English-speaking countries and English languages. The earliest literary form is oral poetry. The main poets are Bards, Glaiman, Mina Singh and Bards. It was not until Christianity was introduced into England that some poems were recorded. The most important literary work in this period is the English national epic Beowulf, written in alliteration.
Bards originally referred to people who wrote carols and satires among Celts. By extension, it refers to the poets and singers in the tribe who are good at writing and reciting poems and have achieved great success. As early as 1 century, the Latin writer Lou Kanus described the bard as a national poet or singer in Gaul or Britain. This custom gradually disappeared in Gaul, but it survived in Ireland or Wales. Irish bards kept the tradition of singing poems. In Wales, the word bard has always been synonymous with poets; 10 century bard is divided into different grades. Although this kind of poets declined in the late Middle Ages, this tradition in Wales survived and was celebrated in the annual national competition of poets and musicians.
It is said that music has special magic power, and the bard proved it. Bards wander around, collecting local legends and spreading them around. He used music to perform magic tricks, which made the audience sometimes cry and sometimes rejoice. This is the life of traveling around the world. Bards have to face all kinds of people, so they often become diplomats, coordinators, messengers, spies or spies.
The bard's magic comes from the heart. A kind-hearted bard can bring hope and courage to the unfortunate people and use his kind musical magic to fight against the tricks of evil people. In the face of corrupt local lords, a good bard will resist tyranny, cleverly avoid being hunted down, and inspire the courage of the oppressed people. But evil people can also play music. Evil bards don't like to use violence, but use superb skills to manipulate other people's hearts and collect their "voluntary" gifts from obsessed listeners.
Adventure: Bards regard adventure as an opportunity to learn. They use their skills and abilities to enter mysterious ancient tombs, look for lost music, interpret ancient books, or travel to other places, explore rare birds and animals, and learn new songs and stories. Bards like to travel with heroes (or demons) in order to get first-hand materials. Bards can usually be praised by their peers if they can tell magical stories according to their own experiences. Bards keep telling many heroic deeds, and the scenes in the story are deeply rooted in the hearts of many bards, making them think they are heroes.
Features: The bard's magic comes from the soul, not the magic book. He can only cast a few spells, but he doesn't need to prepare in advance. The spell of a mage or warlock can burst into power, but the bard's magic emphasizes charm and illusion.
Besides magic, bard's music and songs also have magic. He can inspire his peers, fascinate the audience, and resist the spell cast by voice.
Bards have some skills of vagrants, but their skills are not as specialized as vagrants. Bards like to listen to stories, so they have a special understanding of local legends and special objects.
Camp: Bards wander around and act according to their intuition and inspiration, not tradition or law. The talent, magic and lifestyle of a bard cannot coexist with an orderly camp.
Religion: Bards love Fran, the God of the Road. They sometimes stop at Fran's altar, hoping to make some money from travelers. Although many bards are not elves, they still worship the fairy god, Kerry Dragon. Larrissian, because he is the father of music and poetry. Good bards also prefer the sun god Perot, believing that he can take care of their journey. Bards who like chaos and theft will like Varida Mara, the god of thieves. Evil bards believe in killing Erinu, but they rarely admit it. Because bard spends a lot of time traveling, although he has faith, he seldom goes to the temple to worship regularly.
Background: A bard apprentice usually learns skills from an experienced bard and follows his mentor until he can start his own journey. Many bards were orphans or vagrants when they were young, and they were taken care of by their tutors. Because bards often gather in informal "colleges", it is easy to meet famous local peers. However, the bard has no strong sense of group. In fact, many bards have strong competitive psychology with each other, jealous of each other's reputation and protecting their sphere of influence.
Race: Bards are usually human, elves or semi-elves. Humans are used to wandering life and can easily adapt to the new environment. Elves are gifted in music and magic, so the career of a bard is natural to them. The wandering life of a bard is also suitable for half-elves. After all, they feel strange even in their own homes. Bards are rarely seen among dwarves, dwarves and halflings, but members of these races may still become bards as long as they have mentors who are willing to train them.
Savage humanoid races have few minstrels except horses. Bards sometimes train children of human beings or other races.
Relationship with other professions: Bards cooperate happily with their partners in other professions. Bards are usually the spokesmen of the team and use social skills to gain benefits for the team. If there is no mage or warlock in the team, you need to rely on the bard's spell; If there is no prodigal son, you can use the skills of the bard. Bards are curious about the methods of more dedicated adventurers and often try to get advice from soldiers, wizards and vagrants.
Game rule information
Attribute: Charm determines the strength of the bard's spell, the number of spells cast every day, and the difficulty for the opponent to resist his spell. To cast a certain level of spells, the bard's charm value must reach 10+ spell level. Whether the bard can get extra spells depends on his charm. If the subject wants to fight the bard's spell, the difficulty level of the test is exempted (DC = 10+ spell level+bard's charm adjustment value for short). Charm, agility and wisdom are the key attributes of many bards' skills (as shown below).
Camp: Any disorderly camp.
Spells: According to Table 3-4 and Table 3-5, Bards can cast arcane from Bards' spell list. He can cast these spells without a spell book or preparation in advance. But all bards' spells have a language component (which can be singing, reciting or playing). If the bard's charm value is high enough, you can get extra spells. To cast a certain level of spells, the bard's charm value must reach 10+ spell level (charm value 10 can cast zero-level spells, charm value 1 1 can only cast first-level spells, and so on). If the subject wants to fight the bard's spell, the difficulty level of the exemption test = 10+ spell level+bard's charm adjustment value.
Singing: Bards can use their singing ability to create magic effects every day, and the number of uses is equal to the professional level. Bards can use their "acting" skills to achieve many special effects (see below for details). Besides, he can recite poems, sing love songs, hum melodies, whistle, play musical instruments, or rap while playing. Deaf minstrels have a 20% chance of not singing, just like casting spells with speech components (see Chapter 10 for instructions). Even if the singing is not good, it should be counted in the daily available times.
Inspire courage: Bards with the skill level of "Performance" of 3 can boost the morale of their peers through songs and drive away fear to strengthen their combat performance. In order to achieve the effect of boosting morale, the bard's companions must listen to a whole round of singing. As long as the bard keeps singing, this effect will last. After the minstrel sings, this effect can still last for 5 rounds (or 5 rounds after the companion can't hear the song). While singing, the bard can still fight, but he can't cast spells, start casting magic items (such as scrolls), and start magic items (such as wands) with words. The immunity of the promoted companion to charm and fear effects is reduced by +2 morale bonus, and the attack check and weapon damage dice have+1 morale bonus. Encouraging morale is a supernatural ability that affects the mind.
Anti-ode: Bards with "Performance" skill level 3 can use music or poetry to fight against spells that rely on sound (not all spells that require speech components are included). Just like boosting morale, a bard can do general actions when singing, playing or reciting broken spells, but not magical actions. When singing the curse-breaking song, the bard must perform a "performance" test every round. If a creature (and himself) within 30 feet away from him is attacked by sound waves or language magic (such as "sonic boom" and "command"), after the dice roll is exempted from verification, you can compare the results of the dice roll with the results of the bard's "performance" verification and choose the better one from the two. Bards can sing 10 rounds. Breaking the curse is a supernatural ability.
Fascination: A bard with a skill level of "performance" of 3 can fascinate a creature with music or poetry. Fascinated objects must be able to see and hear the bard, and must be within 90 feet of the bard. Bards must also be able to see objects. The object must be able to notice the bard. If there is fighting or other danger nearby, it will distract him and make the ecstasy ineffective. In order to fascinate the other party, the bard must take a performance test. If the subject's will test is greater than or equal to the bard's performance test, ecstasy will fail. If the object successfully resists ecstasy, the bard cannot be enchanted again for 24 hours. If the object is fascinated, it will sit quietly listening to the bard's music, and the number of rounds is equal to the bard's professional level. The "reconnaissance" and "listening" verification of the fascinated object has a -4 damage. If there is any potential threat (such as the bard's companion moving behind the object), the fascinated person can make a second exemption check on the bard's "performance" check. If there is an obvious threat (such as casting spells, pulling out weapons or aiming, etc.). ), the state of ecstasy will be lifted immediately.
When singing a song of ecstasy, the bard must remain focused, just like casting spells or maintaining spells. Ecstasy is a magic-like charm ability that affects the mind.
Motivation: A bard with a skill level of "performance" of 6 can use music or poetry to help his companions complete their tasks. The partner must be able to see and hear the bard and be within 30 feet of the bard. Bards must also be able to see each other. Bards can cheer up their partners by singing, make them concentrate or give other help. As long as the partner can hear the song, his skill test will have a +2 bonus. DM can decide when this ability is invalid. For example, it is ridiculous to make homeless people walk more quietly by singing. Bards can maintain this effect for 2 minutes (20 points for enough peer verification). Boosting skills are supernatural abilities that affect the mind.
Suggestion: Bards with the skill level of "Performance" of 9 can "hint" an enchanted creature (the effect is the same as the spell of the same name). Hints are not counted in the number of times a bard sings every day, but ecstasy must be counted in the number of times. If the opponent's will test is successful (DC= 13+ bard's charm adjustment value), the prompt is invalid. Hint is a spell similar to a spell that affects the mind.
Inspire greatness: Bards with 12 performance skill level can use music or poetry to increase the combat effectiveness of an object. After level 9, the bard can have one more goal every level 3. To achieve the effect of improving combat effectiveness, the object must listen to a whole round of singing and must be within 30 feet of the bard. As long as the object can hear the bard sing, it will get a temporary life roll, attack bonus and immunity bonus. After the bard finished singing, this effect can still be maintained for 5 rounds (all the additions are performance bonuses). The ability of the target object is improved as follows:
+2 health (use d 10 to calculate temporary health).
There is a +2 bonus when attacking.
Toughness test has an addition of+1.
If the target object has physique adjustment values, it must also be added to these additional health values. These extra life rolls are also normal life rolls when you want to determine the effect of "sleeping". Improving combat effectiveness is a supernatural enchantment ability that affects the mind.
Anecdotal knowledge: Bards will collect all kinds of legends when they travel around and get news from other bards. When encountering problems related to local celebrities, legendary objects or special places, the bard can do special anecdote knowledge verification to judge whether he knows the relevant information, and the bonus during verification is equal to the bard's professional level+intelligence adjustment value. This test can't know the exact power of magic items, but it can know the general function of the items. Bards can't get 10 or 20 in this test. This knowledge is basically completely random, and the difficulty level is determined by DM according to the following table.
Former minstrel
Bards who become order camps can no longer upgrade their professional ranks, but still retain all relevant abilities.