Bard Combat Abilities
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.
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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 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.
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.
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