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Humanoid Bard (Rogue Kit)[]

Humanoid bards are basically humanoid versions of the human and half-elf bard. They follow all of the rules which apply to normal bards, though they have some special differences that separate them from the bards everyone knows. Unlike a true bard, who is a jack-of-all trades, humanoid bards (with some exceptions) normally focus on a particular brand of entertainment. Many sing, some dance, some act or tumble. A few even create and recite poetry. While most humanoid bards attempt to appeal to their particular audience, some (like mongrelmen bards) labor to create art that few other races can appreciate.

Requirements: Aarakocra, centaurs, flinds, mongrelmen, satyrs, voadkyn, and wemics can choose the bard kit. All must have a minimum Dexterity and Intelligence of 13. Most must have a minimum Charisma of 15. Mongrelman bards must have a minimum Charisma of 15 among their own kind. Humanoid bard alignment must be at least partially neutral.

Role: While all humanoid races have entertainers and storytellers, only a select few can produce characters which come close to the true bard class. These humanoid bards produce beautiful and inspiring ballads and songs (at least as far as other members of their race is concerned), and some even learn to grasp the intricate tastes of other cultures. In their own communities, humanoid bards are the keepers of tribal history, the chroniclers of important events, and the ambassadors to other tribes. In human society, they are more often entertainers, tugging a wide variety of emotions out of their audiences in exchange for profit, food, or shelter.

Even the best humanoid bards are often considered funny by humans and demihumans. Though this pains these artists, they accept their lot and try to make the best of it. Once in a rare while they are able to get across a message besides humor, but these flares of brilliance which cross over racial boundaries are fleeting indeed.

Humanoid bards make excellent adventuring companions, using their entertaining skills to brighten moods and inspire confidences. They have a variety of proficiencies to call upon, and while not as versatile as true bards, what skills and abilities they do have make them fairly formidable and extremely helpful.

Weapon Proficiencies: Humanoid bards are restricted as to weapons carried by thieves.

Nonweapon Proficiencies:

Equipment: Humanoid bards may purchase any type of armor up to and including chain mail, and any equipment (except shields),

Special Benefits: Humanoid bards can influence the reactions of groups of NPCs like true bards. NPCs not of the bard's race receive a +3 bonus to their saving throw. NPCs of the bard's race have a -2 penalty to their saves.

Members of this kit can inspire and rally their companions with heroic songs and tales. This takes four rounds to complete, at the end of which time those who heard the inspiration (within a 10-foot radius of the humanoid bard) receive one of the following benefits (as decided by the bard): +1 to attack rolls; +1 to saving throws; +2 to morale. Members of the bard's race receive an additional +1 bonus. The chosen effect lasts one round per level of the bard. Companions who are actively engaged in battle cannot be inspired.

The humanoid bard can counter opposing sound-based attacks. This benefit can be used against songs, chants, wails, and magical commands or suggestions. This ability requires intense concentration, as per the bard rules in the Player's Handbook.

The humanoid bard has a 5% chance per level to identify the general purpose and function of any magical item.

Special Hindrances: Humanoid bards do have any spellcasting abilities. When attempting to entertain groups not of their own race, humanoid bards suffer a -3 penalty to all proficiency checks. Mongrelman bards can only affect such crowds negatively.

Wealth Options: Humanoid bards initially receive 3d6 x 5 gp to purchase equipment.

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