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 table 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