"A good Bard
should be glib of tongue, light of heart, and fleet of foot (when all else
fails)". A roguish storyteller, information gatherer, gadfly, roustabout,
and/or general mischief maker, Bards are generalists par excellence. Bards often have a smattering of
magic, a skillful dodge or three, and a trick or two with a blade up their
sleeve. When the chips are down the Bard is rarely bereft of an option, and
endlessly take their foes unawares with their multitudinous bag 'o tricks.
|
Bards tend
to expand into whatever happens to interest them at the time, rarely
bothering to follow an exacting regimen, a strict schedule, or a suggested
course schedule. Bards with foresight tend to always be prepared for the
next challenge, while more bon vivant Bards just hope that their skills will
measure up when the time comes. Either way, Bards are often gap fillers in
an adventuring group; taking the role of a thief, warrior, or spell caster if the
group lacks one. In a group with all the main niches filled, Bards tend to
mold themselves into some arrangement which complements their fellows or
which meets their fancy. |
Cost |
Ability |
52 |
Rapscallion Package Deal (exclude Conversation) |
40 |
Sorcerer Savant
Package |
15 |
Blather Skills Package |
3 |
PS: Performer
(Choose an instrument or other performance media) |
1 |
Detect Noise:
+1 PER Normal Hearing |
1 |
FAM: Climbing |
1 |
FAM: Oratory |
1 |
FAM: Sleight of
Hand |
3 |
Talented: Pick
any 1 Skill Enhancer: (Jack of All Trades, Linguist, Traveler, Scholar) |
8 |
+8 points in Spells |
125 |
Total Cost of Abilities |
Value |
Disadvantages |
0 |
None |
+125 |
Total Cost of Package |
Rapscallions
are those who are off the straight and narrow either in fact or in spirit.
Alert to opportunity, quick witted and cagey, Rapscallions have a solid core
of potential allowing them to adapt to whatever course fate presents them. |
They represent both the best and worst of Rogues, for they are naturally
talented but often choose to put that talent to primarily selfish ends |
Cost |
Ability |
6 |
Quick: +2
DEX |
2 |
Fleet: +1" Run |
3 |
Quick Witted:
+3 INT |
3 |
Glib: +3 PRE |
4 |
Determined: +2
EGO |
3 |
Alert: +1 All
PER |
1 |
Hard Bargainer:
+1 to Resist Bargaining |
1 |
Blas: +1 to
Resist Oratory |
1 |
Immovable: +1
to Resist Persuasion |
1 |
Tight-lipped:
+1 to Resist Conversation |
1 |
Resistance: +1
to Resist Interrogation/Questioning |
10 |
Puissant: +1
Overall Level |
3 |
Bribery |
3 |
Conversation |
3 |
Persuasion |
3 |
Streetwise |
2 |
Survival: Urban |
3 |
Trading |
1 |
WF: Short
Blades |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
1 |
Literacy w/ Native Language |
3 |
Well Connected |
var |
Contacts |
var |
Favors |
var |
Successful: Money |
var |
Street Credibility:
Reputation Perk |
var |
Established: Base(s) |
var |
Established: Followers |
2 |
Thieves' Cant: (Language;
basic conversation; literate) |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-5 |
Social Limitation: Prior
Conviction
(Got caught at some point in the past and has done some
time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Rogues (More Powerful, Group, Professional, Unaware, Outdo) |
The Sorcery Magic System is
detailed
here. |
The Sorcerer Savant is a Sorcerer that developed their
abilities naturally, without training, or perhaps received only partial
instruction.. |
The Sorcerer Savant
Package is useful for any character concept
that is primarily focused on some other profession but has some Magical
ability, or even for a
"multiclass" character that split their time between Magic and some other
pursuit. Also, a Character built on the Sorcerer Savant can always improve their
Magic capabilities as they progress, so its a good starting point for mixed
background concepts. |
Cost |
Ability |
6 |
Sorcerer MPP 0 Level: MP, 15-point
reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations
(requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed
Phase, -1/4) |
10 |
Sorcerer MPP
1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4),
Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous
Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4) |
9 |
Multipower
Slots |
15 |
Spellcraft 11- |
Value |
Disadvantages |
0 |
None |
+40 |
Total Cost of Package |