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Bard 出自PHB2 preview http://www.wizards.com/default.asp?x=dnd/dramp/20081103 连结出处转自 KKCity Tablegame Astrolabe Bard "The clash of blades, a note. A battle fought, a verse. The hero's war, a song." CLASS TRAITS Role: Leader. Your spells inspire and invigorate your allies. Your spells also include significant control elements, making controller a natural secondary role. Power Source: Arcane. You channel magical power through words and music, studying long and hard to master the power contained in the lore and sagas of old. Key Abilities: Charisma, Intelligence, Constitution Armor Proficiencies: Cloth, leather, hide, chainmail; light shield Weapon Proficiencies: Simple melee, longsword, scimitar, short sword, simple ranged, military ranged Implements: Wands Bonus to Defense: +1 Reflex, +1 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Arcana. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Insight (Wis),Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Streetwise (Cha) Class Features: Bardic Training, Bardic Virtue, majestic word, Multiclass Versatility, Skill Versatility, Song of Rest, words of friendship Bards are artists first and foremost, and they practice magic just as they practice song, drama, or poetry. They have a clear sense of how people perceive reality, so they master charm magic and some illusions. Sagas of great heroes are part of a bard's repertoire, and most bards follow the example of many fables and become skilled in a variety of fields. A bard's artistic ability, knowledge of lore, and arcane might are widely respected, particularly among the world's rulers. Art and magic share a sublime beauty, and, as a bard, you seek the place where the two meet. You might be a naturally talented wanderer who casts impressive spells almost instinctively, a student of a bardic college who learned ordered systems of magic and epic poetry, a warrior skald who mixes skill at arms with thundering music, a dashing performer known for putting on a good show even for your enemies, or a perfectionist who seeks the consummate formula that blends art and magic into a higher force. A steady rhythm beats in the back of your mind as you brandish your sword. Your eyes and ears pick up the motion of the villains that surround you, and one glance tells you everything you need to know to defeat them. You whistle three staccato notes, letting your allies know the symphony of battle is about to begin. BARD OVERVIEW Characteristics: Your powers are a mix of ranged, melee, and close attacks, giving you plenty of options whether you choose to lead from the front or the rear. Your attacks can provide bonuses and extra movement to you and your allies, or they can charm and deceive your enemies. Religion: Many bards revere Corellon, patron of both artists and wielders of arcane magic. Cunning bards also honor Avandra and Sehanine, who are credited with inspiring trickery in the heroes of old. Valorous bards are more likely to revere Bahamut, Kord, or Moradin. Evil bards often worship Lolth, Tiamat, or Zehir. Races: Half-elves are sometimes said to be the best bards, partly because their ability score bonuses favor the valorous bard and partly because their Dilettante racial trait complements the bard's Multiclass Versatility. Gnomes and tieflings both make excellent cunning bards. Bard Class Features Bards have the following class features. Bardic Training You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual that has bard as a prerequisite (see Chapter 4) and another 1st-level ritual. In addition, you can perform one bard ritual per day of your level or lower without expending components, although you must pay any other costs and use any focus required by the ritual. At 11th level, you can perform two bard rituals per day of your level or lower without expending components; at 21st level, you can perform three. Bardic Virtue Bards praise many virtues in their stories, telling tales of people whose particular qualities set them above common folk. The valor of dauntless heroes and the cunning of great minds are among these virtues, and a bard can choose to emphasize either quality. Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain bard powers, as detailed in those powers. Virtue of Cunning: Once per round, when an enemy attack misses an ally within a number of squares of you equal to 5 + your Intelligence modifier, you can slide that ally 1 square as a free action. Virtue of Valor: When any ally within 10 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 2 + your Constitution modifier at 1st level, 5 + your Constitution modifier at 11th level, and 8 + your Constitution modifier at 21st level. Majestic Word The arcane power of a bard's voice can heal allies. You gain the majestic word power. Multiclass Versatility You can choose multiclass feats from several classes. Skill Versatility You gain a +1 bonus to untrained skill checks. Song of Rest When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge. A character can be affected by only one Song of Rest at a time. Words of Friendship Bards use magic to honey their words and turn the simplest argument into a compelling oration. You gain the words of friendship power. Implements Bards use wands to direct and control their spells. When you wield a magic wand, you can add its enhancement bonus to the attack rolls and the damage rolls of bard powers and bard paragon path powers that have the implement keyword. Without a wand, you can still use these powers. Songblades and some magic musical instruments (see Chapter 3) can be used as implements for bard powers and bard paragon path powers. Bards treasure these magic musical instruments not only for the power they offer, but for the wondrous melodies they produce in the hands of a skilled musician. Creating a Bard Your choice of ability scores, class features, and powers suggests one of two builds based on the storied virtues of cunning and valor. All bards use Charisma for their attacks. Intelligence increases the effect of tricky attacks, and Constitution is best for powers that inspire allies. Cunning Bard The heroes of the past whom you hold as exemplars overcame adversity and escaped danger using their wits, by tricking their foes and concocting cunning stratagems. You seek to emulate those heroes, combining your winning personality with a keen intellect. You use Charisma for your attack powers, so make it your highest score, followed by Intelligence to improve the effects of your tricky powers. Constitution is a good third score. Look for powers that let you put your cunning to work. Most cunning bards focus on ranged attack powers, using a wand from a safe distance to orchestrate the flow of battle. Suggested Class Feature: Virtue of Cunning Suggested Feat: Advantage of Cunning Suggested Skills: Arcana, Bluff, Intimidate, Perception, Streetwise Suggested At-Will Powers:misdirected mark, vicious mockery Suggested Encounter Power:blunder Suggested Daily Power:stirring shout Bard Powers Your powers are called spells, and you create them by gracefully mixing art, magic, and weapon skill. Class Features Each bard has the powers majestic word and words of friendship. Majestic Word Bard Feature You utter words laden with preternatural inspiration, restoring your ally's stamina and making wounds seem insignificant. Encounter (Special), Arcane, Healing Minor Action burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6 + Charisma modifier additional hit points. Level 11: 2d6 + Charisma modifier additional hit points. Level 16: 3d6 + Charisma modifier additional hit points. Level 21: 4d6 + Charisma modifier additional hit points. Level 26: 5d6 + Charisma modifier additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round. Words of Friendship Bard Feature You infuse your words with arcane power, transforming even the simplest speech into compelling oratory. Encounter F Arcane Minor Action Personal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn. Level 1 At-Will Spells Misdirected Mark Bard Attack 1 You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies. At-Will F Arcane, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn. Level 21: 2d8 + Charisma modifier damage. Vicious Mockery Bard Attack 1 You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage. At-Will F Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Charisma modifier damage. Level 1 Encounter Spells Blunder Bard Attack 1 You fog your foe's mind, causing it to stumble past your allies. Encounter F Arcane, Charm, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll. Virtue of Cunning: The power bonus to the attack roll equals 1 + your Intelligence modifier. Fast Friends Bard Attack 1 You sing a tune of false friendship, leaving your foe in a reverie. Encounter F Arcane, Charm, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: Choose yourself or an ally. The target cannot attack that character until the end of your next turn or until you or one of your allies attacks the target. Level 1 Daily Spells Echoes of the Guardian Bard Attack 1 You recite a verse from the saga of a great warrior, confounding your enemy so that one of your companions can more easily protect the others. Daily F Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage, and until the end of your next turn, the target is marked by an ally within 5 squares of you. Miss: Half damage. Effect: Until the end of the encounter, once during each of your turns, choose an ally within 5 squares of you when you hit an enemy. Until the end of your next turn, that enemy is marked by that ally. Stirring Shout Bard Attack 1 Your shout of wrath stabs into your foe's mind. Each time your allies hit that foe, they draw strength from its weakness. Daily F Arcane, Healing, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage. Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier. Level 2 Utility Spells Hunter's Tune Bard Utility 2 You shape the flow of sound, containing it and creating an area of silence. Daily F Arcane Minor Action Ranged 10 Target: One ally Effect: Until the end of your next turn, the target gains a +5 power bonus to Stealth checks and doesn't take a penalty to Stealth checks for moving more than 2 squares or running. Sustain Minor: The effect persists if the target is within range. Inspire Competence Bard Utility 2 Your magic channels the skill of ancient experts to help with the task at hand. Encounter F Arcane Minor Action Close burst 5 Target: You and each ally in burst Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill. Level 3 Encounter Spells Dissonant Strain Bard Attack 3 You sing in two pitches at once, creating a song that harms your foe while helping your ally. Encounter F Arcane, Implement, Psychic Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage, and the target takes a ? penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw. 那个?不是打错 我拿到的资料上面只有写这样 Impelling Force Bard Attack 3 A bolt of force shoves your foe next to one of your allies. Encounter F Arcane, Force, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d10 + Charisma modifier force damage, and you slide the target 5 squares to a space adjacent to one of your allies. Level 5 Daily Spells Song of Discord Bard Attack 5 You foster distrust in one of your foes, causing it to strike out at its allies. Daily F Arcane, Charm, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: The target is dominated until the end of your next turn. Effect: The target makes a basic attack against an enemy of your choice as a free action. Tune of Ice and Wind Bard Attack 5 You hum a discordant tune, slowing your enemies with ice and moving your allies with wind. Daily F Arcane, Cold, Implement Standard Action Area burst 1 within 10 squares Target: Each enemy in burst Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier cold damage, and the target is slowed (save ends). Miss: Half damage, and the target is slowed until the end of your next turn. Effect: You slide each ally in the burst 3 squares. Level 6 Utility Spells Allegro Bard Utility 6 You drum out a hasty rhythm that infuses you and your comrades with magical speed. Daily F Arcane Minor Action Close burst 10 Target: You and each ally in burst Effect: You slide each target 2 squares. Trickster's Healing Bard Utility 6 Your magic turns an enemy's blunder into an opportunity for your allies to overcome their wounds. Daily F Arcane, Healing Immediate Reaction Close burst 10 Trigger: An attack misses an ally within 10 squares of you Target: Each ally in burst missed by the triggering attack Effect: Each target regains hit points equal to one-half your level + your Intelligence modifier. Level 7 Encounter Spells Deflect Attention Bard Attack 7 You focus a foe's violent determination elsewhere, making you or an ally invisible to it for a moment. Encounter F Arcane, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage, and you or an ally within 10 squares of you becomes invisible to the target until the end of your next turn. Unluck Bard Attack 7 You manipulate what was once an ode to fate, speaking it in reverse and warping the weave of fortune. Encounter F Arcane, Implement, Necrotic Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier necrotic damage. The next time the target makes an attack roll before the end of your next turn, you roll 1d20 and can replace the target's roll with yours. In addition, choose an ally within 5 squares of you. The next time that ally attacks the target before the end of your next turn, you roll 1d20 and can replace the ally's roll with yours. Level 9 Daily Spells Forceful Conduit Bard Attack 9 A jolt of pain establishes an arcane link between your foe and one of your allies. Your ally can see through the foe's eyes and channel his or her own powers through its body. Daily F Arcane, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage, and the target is affected by a forceful conduit (save ends). Choose an ally within 10 squares of you. While the target is affected by this forceful conduit, that ally can make implement attacks during his or her turn as if occupying the target's space. Miss: Half damage. Until the end of your next turn, an ally within 10 squares of you can make implement attacks during his or her turn as if occupying the target's space. Hideous Laughter Bard Attack 9 Horrible convulsions seize your foe in a terrible mockery of laughter. Daily F Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 3d8 + Charisma modifier psychic damage, and the target can't take opportunity actions and takes a -2 penalty to attack rolls (save ends both). Aftereffect: The target can't take opportunity actions (save ends). Miss: Half damage, and the target can't take opportunity actions until the end of your next turn. Level 10 Utility Spells Illusory Erasure Bard Utility 10 Your magic song makes an ally abruptly disappear, giving him or her a chance to sneak up on foes. Encounter F Arcane, Illusion Minor Action Ranged 10 Target: One ally Effect: The target becomes invisible until the end of your next turn, and you slide the target 2 squares. Veil Bard Utility 10 You mask the appearance of your party, sculpting an illusory disguise. Daily F Arcane, Illusion Minor Action Close burst 10 Target: You and each ally in burst Effect: You transform the auditory, tactile, and visual qualities of the targets' bodies and equipment. Each target assumes the appearance of a humanoid of the same size, even the appearance of a specific individual you have seen. The illusion lasts for 1 hour, or you can end it as a minor 那个?不是打错 我拿到的资料上面只有写这样 --- 给直接按end的人 preview照惯例只公布了一半的能力 公布的部份基本上以阻碍技为主 治疗能力介於Cleric与Warlord之间 如果at will选了Misdirected Mark 跟Paladin应该会是好朋友 (远目) -- (村内) (村外) 雷克萨:我已经寻遍外域有关摩克纳萨尔的谣言,但没 往摩克纳萨尔村 有任何关於它的踪迹。最後,我们可能找到他们的家。 前方左侧下交流道 直行二十公里处 雷克萨:我......知道他们领导人的名字:李欧 罗克斯。将它找出来。这次你必须当我的眼睛。 --



※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 122.116.40.234
1F:→ kicca:Bard有误导啊... 11/04 19:52
2F:推 scbhung:结合行动顺序灵活运用的话,可以把两只怪锁在pal身上…? 11/04 21:05
3F:→ Arcanum:那个问号是-2。 11/04 22:00







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