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The Age of COnan

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their songs and legends. Bards are extremely quick at picking up languages,<br />

customs, etc, and have a vast knowledge <strong>of</strong> cults, religions, and legends. Thus<br />

Bards are allowed to speak as many different languages as their intelligence<br />

score.<br />

A Bard’s Lore ability reflects the Bard’s knowledge <strong>of</strong> legends, magic, etc.<br />

This number is the bonus a Bard has on a roll <strong>of</strong> 2d6 against a target <strong>of</strong> 11, <strong>of</strong><br />

telling what certain objects or creatures are, what they do, their properties,<br />

purposes, etc. This check also reflects his knowledge <strong>of</strong> locales and legends<br />

outside <strong>of</strong> the dungeon; the referee must decide which places and legends a<br />

Bard would have a chance <strong>of</strong> knowing on the outdoor maps. A Bard’s Lore<br />

ability is especially useful when it comes to myths, legends and experience in<br />

recognizing various types <strong>of</strong> heraldry, weapons and armor, both magical and<br />

non-magical, as well as his excellent knowledge <strong>of</strong> magical writings.<br />

<strong>The</strong> base target for this ability is 11; the Bard may gain additional bonuses or<br />

penalties based on the obscurity <strong>of</strong> the knowledge he is attempting to call<br />

forth. Common or easy facts gain +4 to the check. Trivia or lesser known, but<br />

still common, knowledge gains +2. Moderately difficult knowledge is +0.<br />

Knowledge that is somewhat obscure suffers -2, and exceptionally obscure or<br />

specialized knowledge suffers -4. <strong>The</strong> referee should use judgment when<br />

applying bonuses or penalties.<br />

Finally, his extensive lore expertise includes knowledge <strong>of</strong> herbalism, treating<br />

wounds, and holistic medicines, enabling him to act as a healer. Once per day<br />

per patient, the Bard can make a Lore check, representing his finding or<br />

having in his possession the proper herbs, poultices, bandages, etc, and his<br />

knowledge <strong>of</strong> how to treat the injury in question. Depending the availability<br />

<strong>of</strong> resources or the Bard’s current supplies affect the difficulty <strong>of</strong> the check,<br />

but generally it should be very easy (+4) to trivial (+2) as the knowledge itself<br />

is easy to come by. If successful, he can restore 1d6 hit points <strong>of</strong> damage to<br />

the wounded character, or can grant an additional saving throw against poison<br />

or disease. Treating a patient requires one turn to accomplish. At fifth level<br />

the bard can perform this ability twice per day per patient, and at tenth he can<br />

do this thrice per day per patient.<br />

Levels and the Number <strong>of</strong> Experience Points Needed To Attain <strong>The</strong>m (Bards)<br />

Level Title Lore Dice for Accu- Fighting XP<br />

mulative hits Capability<br />

1 Fool +1 1 Man 0<br />

2 Jester +1 2 Man+1 1,000<br />

3 Poet +2 3 2 Men 2,500<br />

4 Storyteller +2 4 3 Men 5,000<br />

5 Actor +3 4+1 3 Men +1 10,000<br />

6 <strong>The</strong>spian +3 5 Hero-1 20,000<br />

7 Lyricist +4 6 Hero 35,000<br />

16

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