Difference between revisions of "Bard Combat Abilities"
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== Missile Combat == | == Missile Combat == | ||
+ | The bard's [[Missile Weapons|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|action points]]. For all missile attacks, a [[Line-of-sight|line-of-sight]] is normally required; see [[Missile Weapons#Volley Fire|volley fire]]. | ||
+ | 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. | ||
+ | The table shown gives ranges for missile weapons. "Point blank" describes a distance so close that it's easier to hit; thus weapons fired at point blank '''are +1 to hit'''. There's no penalty for firing at "short" range. Targets at "medium" range give a penalty of -2 to hit, while "long" range targets are -5 to hit. | ||
− | + | ||
+ | below gives ranges for the bard's missile weapons. Weapons thrown or fired at point blank range are +1 to hit. There is no adjustment at short range. Medium range gives a -2 penalty, while long range gives a -5 penalty. | ||
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Revision as of 19:18, 23 October 2023
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.
Contents
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.
The table shown gives ranges for missile weapons. "Point blank" describes a distance so close that it's easier to hit; thus weapons fired at point blank are +1 to hit. There's no penalty for firing at "short" range. Targets at "medium" range give a penalty of -2 to hit, while "long" range targets are -5 to hit.
below gives ranges for the bard's missile weapons. Weapons thrown or fired at point blank range are +1 to hit. There is no adjustment at short range. Medium range gives a -2 penalty, while long range gives a -5 penalty.
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 |
See Weapons List