Difference between revisions of "Bard Combat Abilities"

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With every level, [[Bard (class)|bards]] roll a d6 to determine their additional hit points. At 1st level, bards are presumed to have rolled a '6' on the die, starting with 'full' hit points. Bards also gain hit points for their [[Hit Points per Die|body mass]], which is rolled by the DM.
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[[File:Bard Combat Abilities.jpg|right|350px|thumb]]
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'''Bard combat abilities''' are less prolific in combat than the balance of characters, and so [[Bard (class)|bards]] often act in support roles when fighting; excepting their [[THAC0]] shortcomings, they have a decent selection of weapons so that they're at least diligent combatants.  Bards are able to employ magic items that are normally employed by [[Fighter (class)|fighters]] and [[Thief (class)|thieves]].  
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As they are usually lightly armoured and short of weapons, they move quickly over a battlefield, which grants versatility as a support character. Between rescuing other characters and lending their [[Martial Spirit|martial support]] through voice and song, they can also provide an effective ranged combat occasionally.
  
Bards are limited in their [[Armor List|armor types]] to [[Padded Armor|padded]], [[Leather Armor|leather]], [[Studded Leather (armor)|studded leather]] or [[Chain Mail (armor)|chain mail]]; they may not wear [[Ring Mail (armor)|ring]], [[Scale Mail (armor)|scale]], [[Banded Mail (armor)|banded]], [[Splint Mail (armor)|splinted]] or [[Plate Mail|plate mail]]. They are prohibited from using [[Shield (armor)|shields]] and great [[Helmet (armor)|helmets]], but may use normal helmets if they desire.
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'''Hit points.''' Bards acquire additional [[Hit Points|hit points]] as they advance through levels by rolling a d6.  At 1st level, player characters are assumed to have rolled a "6" on the die, starting with "maximum" hit points. Bards also receive hit points based on their [[Hit Points per Die|body mass]], determined by the Dungeon Master's roll.
  
Bards are able to employ magic items that are normally employed by fighters and thieves. Bards begin with two weapon proficiencies. A new weapon proficiency is gained for every 3rd level above 1st. Below is a list of weapons a bard may use:
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{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
 
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|+Weapons Available to Bards
{| class="wikitable" style="float:right; margin-left: 15px; background-color:#d4f2f2;"
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! style="width: 75px|Weapon !! style="width: 50px|Damage !! style="width: 50px|# of Hands !! style="width: 50px|Break Chance !! style="width: 125px|Attack Form
|+Weapons Available to Assassins
 
! Weapon !! Damage !! # of Hands !! Break Chance !! Attack Form
 
 
|-
 
|-
| club || 1-6 || one || 1 in 4 || hand-to-hand, hurled
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| style="text-align: left"|[[Club (weapon)|club]] || 1-6 || one || 1 in 4 || hand-to-hand, hurled
 
|-
 
|-
| dagger || 1-4 || one || 1 in 6 || hand-to-hand, hurled
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| style="text-align: left"|[[Dagger (weapon)|dagger]] || 1-4 || one || 1 in 6 || hand-to-hand, hurled
 
|-
 
|-
| dart || 1-3 || one || 1 in 6 || hand-to-hand, hurled
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| style="text-align: left"|[[Dart (weapon)|dart]] || 1-3 || one || 1 in 6 || hand-to-hand, hurled
 
|-
 
|-
| [[Javelin (weapon)|javelin]] || 1-6 || one || 1 in 6 || hurled
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| style="text-align: left"|[[Javelin (weapon)|javelin]] || 1-6 || one || 1 in 6 || hurled
 
|-
 
|-
| quarterstaff || 1-6 || both || 1 in 6 || hand-to-hand
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| style="text-align: left"|[[Quarterstaff (weapon)|quarterstaff]] || 1-6 || both || 1 in 6 || hand-to-hand
 
|-
 
|-
| [[Weapons List|scimitar]] || 1-8 || one || 1 in 6 || hand-to-hand
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| style="text-align: left"|[[Weapons List|scimitar]] || 1-8 || one || 1 in 6 || hand-to-hand
 
|-
 
|-
| sling || 1-4 || both || 1 in 6 || hurled
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| style="text-align: left"|[[Sling (weapon)|sling]] || 1-4 || both || 1 in 6 || hurled
 
|-
 
|-
| [[Spear (weapon)|spear]] || 1-6 || both || 1 in 4 || hand-to-hand, hurled
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| style="text-align: left"|[[Spear (weapon)|spear]] || 1-6 || both || 1 in 4 || hand-to-hand, hurled
 
|-
 
|-
| sword (broad) || 2-8 || one || 1 in 4 || hand-to-hand
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| style="text-align: left"|[[Broad Sword (weapon)|sword (broad)]] || 2-8 || one || 1 in 4 || hand-to-hand
 
|-
 
|-
| sword (short) || 1-6 || one || 1 in 6 || hand-to-hand
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| style="text-align: left"|[[Short Sword (weapon)|sword (short)]] || 1-6 || one || 1 in 6 || hand-to-hand
 
|}
 
|}
  
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'''Weapons.''' They only start with two [[Weapon Proficiencies|proficiencies]], and only gain a new proficiency every 5th level after 1st: at 6th level, 11th, 16th and so on.  A bard's penalty for using a non-proficient weapon is -4 [[Roll to Hit|to hit]].  They are limited to the weapons on the table shown.
  
{| class="wikitable" style="float:right; margin-left: 15px; background-color:#f2e3d4;"
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'''Armour.''' With regards to [[Armour List|armour]], bards have restrictions and can only wear [[Padded Armour|padded]], [[Leather Armour|leather]], [[Studded Leather (armour)|studded leather]] or [[Chain Mail (armour)|chain mail]].  Other forms are not permitted.  Also, bards cannot utilise [[Shield (armour)|shields]] or "great" [[Helmet (armour)|helmets]], though ordinary helmets and [[Skullcap|skullcaps]] are permissible.
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== Missile Combat ==
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The bard's [[Missile Weapons|ranged attack]] capability is limted to a group of weapons that can be [[Missile Weapons#Hurled Weapons|hurled]]; none of what the bard can use is fired.  Missile fire occurs simultaneously with other forms of combat, as part of an expenditure of [[Action Points|action points]].  For all missile attacks, a [[Line-of-sight|line-of-sight]] is normally required; see [[Missile Weapons#Volley Fire|volley fire]].
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Bards do not normally possess [[Hereditary Weapon I (sage ability)|hereditary bonuses]] that increase their chance to hit.  They can gain [[Dexterity (ability stat)|dexterity]] bonuses if they possess a stat of 16 or greater.  [[Strength (ability stat)|strength]] bonuses don't apply to hurled weapons.
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{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
|+ Missile Range in Combat Hexes
 
|+ Missile Range in Combat Hexes
! Weapon !! Point Blank !! Short !! Medium !! Long
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! style="width: 75px|Weapon !! style="width: 50px|Point Blank !! style="width: 50px|Short !! style="width: 50px|Medium !! style="width: 50px|Long
 
|-
 
|-
| club || 2 || 3-5 || 6-7 || 8-9
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| style="text-align: left"|club || 2 || 3-5 || 6-7 || 8-9
 
|-
 
|-
| dagger || 2 || 3-5 || 6-9 || 10-12
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| style="text-align: left"|dagger || 2 || 3-5 || 6-9 || 10-12
 
|-
 
|-
| dart || 2 || 3-5 || 6-10 || 11-15
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| style="text-align: left"|dart || 2 || 3-5 || 6-10 || 11-15
 
|-
 
|-
| javelin || 2 || 3-9 || 10-18 || 19-27
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| style="text-align: left"|javelin || 2 || 3-9 || 10-18 || 19-27
 
|-
 
|-
| sling || — || 2-13 || 14-25 || 26-37  
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| style="text-align: left"|sling || — || 2-13 || 14-25 || 26-37  
 
|-
 
|-
| spear || 2 || 3-6 || 7-12 || 13-18
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| style="text-align: left"|spear || 2 || 3-6 || 7-12 || 13-18
 
|}
 
|}
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The provided table displays the effective ranges for missile weapons. When a target is within "point-blank" range, it signifies an extremely close distance where hitting the target is considerably easier. Therefore, when firing at a point-blank target, there is a +1 bonus to the chance of hitting. There is no penalty for firing at a target within the "short" range.
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When targeting a distant object at "medium" range, there is a penalty of -2 applied to the likelihood of hitting the target. If the target is at an even greater distance within the "long" range, the penalty increases to -5 for attempting to hit the target.
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See [[Weapons List]]
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[[Category: Reviewed]]

Latest revision as of 19:22, 23 October 2023

Bard Combat Abilities.jpg

Bard combat abilities are less prolific in combat than the balance of characters, and so bards often act in support roles when fighting; excepting their THAC0 shortcomings, they have a decent selection of weapons so that they're at least diligent combatants. Bards are able to employ magic items that are normally employed by fighters and thieves.

As they are usually lightly armoured and short of weapons, they move quickly over a battlefield, which grants versatility as a support character. Between rescuing other characters and lending their martial support through voice and song, they can also provide an effective ranged combat occasionally.

Hit points. Bards acquire additional hit points as they advance through levels by rolling a d6. At 1st level, player characters are assumed to have rolled a "6" on the die, starting with "maximum" hit points. Bards also receive hit points based on their body mass, determined by the Dungeon Master's roll.

Weapons Available to Bards
Weapon Damage # of Hands Break Chance Attack Form
club 1-6 one 1 in 4 hand-to-hand, hurled
dagger 1-4 one 1 in 6 hand-to-hand, hurled
dart 1-3 one 1 in 6 hand-to-hand, hurled
javelin 1-6 one 1 in 6 hurled
quarterstaff 1-6 both 1 in 6 hand-to-hand
scimitar 1-8 one 1 in 6 hand-to-hand
sling 1-4 both 1 in 6 hurled
spear 1-6 both 1 in 4 hand-to-hand, hurled
sword (broad) 2-8 one 1 in 4 hand-to-hand
sword (short) 1-6 one 1 in 6 hand-to-hand

Weapons. They only start with two proficiencies, and only gain a new proficiency every 5th level after 1st: at 6th level, 11th, 16th and so on. A bard's penalty for using a non-proficient weapon is -4 to hit. They are limited to the weapons on the table shown.

Armour. With regards to armour, bards have restrictions and can only wear padded, leather, studded leather or chain mail. Other forms are not permitted. Also, bards cannot utilise shields or "great" helmets, though ordinary helmets and skullcaps are permissible.

Missile Combat

The bard's ranged attack capability is limted to a group of weapons that can be hurled; none of what the bard can use is fired. Missile fire occurs simultaneously with other forms of combat, as part of an expenditure of action points. For all missile attacks, a line-of-sight is normally required; see volley fire.

Bards do not normally possess hereditary bonuses that increase their chance to hit. They can gain dexterity bonuses if they possess a stat of 16 or greater. strength bonuses don't apply to hurled weapons.

Missile Range in Combat Hexes
Weapon Point Blank Short Medium Long
club 2 3-5 6-7 8-9
dagger 2 3-5 6-9 10-12
dart 2 3-5 6-10 11-15
javelin 2 3-9 10-18 19-27
sling 2-13 14-25 26-37
spear 2 3-6 7-12 13-18

The provided table displays the effective ranges for missile weapons. When a target is within "point-blank" range, it signifies an extremely close distance where hitting the target is considerably easier. Therefore, when firing at a point-blank target, there is a +1 bonus to the chance of hitting. There is no penalty for firing at a target within the "short" range.

When targeting a distant object at "medium" range, there is a penalty of -2 applied to the likelihood of hitting the target. If the target is at an even greater distance within the "long" range, the penalty increases to -5 for attempting to hit the target.


See Weapons List