From: Solipsist at Large <IK20001@MAINE.MAINE.EDU>
Subject: AD&D2: Alternate Bard Kits
Followup-To: rec.games.frp.dnd
Keywords: Conforms to the regular definition of "kit"
Organization: University of Maine System
Date: Sun, 20 Dec 1992 08:31:57 GMT




                       The (Semi) Complete Bard
                    Kits for the `Forgotten' Rogue

     [[NOTE:  This was written up as an article for the AD&D v2
     system previously to the release of the Complete Bard's
     Handbook.  The Bard Kits detailed herein should be
     considered an alternative to the CBH.  If you wish to use
     both systems, you should only allow Bards with the True Bard
     Kit to further take these kits, as Blades, Jongleurs and the
     like have not been tested with them.  Also note that none of
     these Kits have any Bonus Proficiencies listed, but instead
     act in all ways like Bards as written in v2 of the Player's
     Handbook (gaining the Bonus Proficiencies listed therein).
     `Required' Proficiencies must be taken from the available
     list of NWP the Bard can receive.
          My original introduction is now out of date.  It
     basically stated my purposes (which should be self evident),
     and my desire to allow Bards to play distinctive characters.
     Remember that all bards have one Musical Instrument
     Proficiency, Singing Proficiency, Local History, and
     Read/Write in their native tongue, unless otherwise
     indicated.  Also note these kits all receive TWO musical
     Instruments for one slot -- which I further assume means +2
     to the Proficiency if multiple slots are added to a specific
     instrument.]]

     CHANTER (Barbarian Bard)

     Description:  These are the storytellers and repositories of a
tribe's oral history in a DM's Barbarian Tribes.  The mind of the
Chanter contains the history, legends and traditions of a tribe, and
it is his responsibility to remember them.  He must also teach them to
the children of the tribe, and advise those who rule it.  He often
works with barbarian priests and shamans, and his magical power
(though erratic as any bard's) inspires the awe that the tribe feels
for the ancient lore.  Some tribes revere their chanters.  Others fear
him, tolerating him as a necessary but horrible fact of life.
     To survive in a Barbarian tribe, a Chanter must have a Strength
of at least 15.  A character can come from a barbarian tribe with a
lower strength, of course, but cannot take the Chanter Kit.
     Role:  A Chanter should be a powerful, mysterious figure.  He
speaks in riddles, and seems at once wiser than the hills yet ignorant
of the most basic `civilized' activity.  Where a typical Bard sees the
world similarly to the rest of the party, a Chanter sees it alive with
spirits and faeries.
     Secondary Skills:  The DM should decide, based on the Tribe's
Background.  Typical tribes have required skills, such as Fisher or
Hunter.
     Weapon Proficiencies:  Required:  Battle Axe, Bastard Sword.  If
the DM decides the tribe's typical weapons are different, he may
change them.  These are not bonuses, though a chanter does receive an
additional proficiency slot at first level with which he may choose
either knife or short bow.  However, he forfeits his slot at fourth
level.
     Non-Weapon Proficiencies:  Required:  Endurance, Ancient History
(Tribe).  Recommended:  General -- Animal Handling, Animal Training,
Direction Sense, Fire-Building, Riding (Land-Based), Weather Sense.
Warrior -- Hunting, Mountaineering, Running, Set Snares, Survival,
Tracking.  Priest (costs twice normal slots) -- Herbalism.  Rogue --
Jumping.  The DM may (at his discretion) choose to require a
proficiency in the tribal specialty (Fishing, Hunting, or the like).
     Equipment:  A Chanter, when spending his initial gold, may not
buy any weapons he is not proficient in, nor may he buy equipment the
DM decides he wouldn't have access to in his tribe.  When in the outer
world, he may spend gold as he wishes.
     Special Benefits:  Chanters pass the ancient lore of the tribe
down as a matter of course.  This lore includes certain Magic User
Spells, which the Chanter gains access to *when he gains the ability
to cast spells*.  This list is limited, and is usually not too
offensive.  A typical list might be:  Affect Normal Fires, Audible
Glamour, Cantrip, Light, Phantasmial Fire, Spook, and Unseen Servant.
Spells like Burning Hands or Magic Missile should not be part of this
tradition.  As ancient lore, they should not include Read Magic, as
this implies learning *new* knowledge.  At no time should these
automatic spells exceed first level.  The Chanter must memorize them
as normal.
     Special Hindrances:  The mysterious Chanter is a fearsome
figure -- inspiring a -3 modifier to NPC reaction rolls.
     Further, gain only one Musical Instrument per proficiency slot
spent, instead of two.
     Finally, Chanters progress in spell use more slowly than other
bards.  They only gain spell use at third level, and progress in spell
use as if they were one level lower.  This only applies to available
spells and how many can be memorized -- a third level chanter still
casts spells as a third level spellcaster.
     Wealth Options:  Chanters have the usual 2d6x10 starting gold,
but must spend all but 3 g.p. or less, when the character is first
created.
     Races:  Normally, only humans may be Chanters.  If the DM allows
a half-elven barbarian tribe, he should allow half-elven Chanters.


     CHRONICLER (Companion Bard)

     Description:  Some adventuring bards are not simply out for
treasure, glory or excitement.  Chroniclers follow a path of adventure
to preserve it for prosperity.  They accompany heroes and adventuring
parties, annotating and writing songs and epic poems to spread the
fame of the adventurers far and wide (which tends to spread the
Chronicler's Fame as part of the bargain).  Chroniclers are prized by
knights and other heroes (particularly vain ones).
     Chroniclers need a minimum constitution of 12, since they often
must move over (or through) great obstacles to see the end of a story.
     Role:  Chroniclers are some of the most commonly encountered
bards in adventuring parties.  You won't find a Chronicler in a dusty
old library or hanging around a tavern leading songs.  He wants to be
in the middle of an epic!  Especially if that epic will end up in a
dusty library or being sung about in a tavern....
     Chroniclers are often affiliated with Bardic Colleges or
societies.  It's a good relationship -- the Chronicler has a venue for
his work and the college has a steady flow of new sagas and
information.
     Secondary Skills:  Scribe.
     Weapon Proficiencies:  Any.  A good selection of melee weapons,
such as longsword and dagger, are helpful since Chroniclers are as
likely as any bard to be in the thick of battle.
     Nonweapon Proficiencies:  Required:  None.  Recommended:
Artistic Ability (Poetry, Composition), Reading Lips.  A chronicler
with a good memory doesn't have to be skilled at writing poems, but it
makes it more difficulty to be successful.
     Equipment:  Chroniclers should be prepared to weather difficult
situations (no one wants to hear a three-hour poem on an *easy* task).
There is no restriction on what equipment they *must* buy, but a
Chronicler who is ill-prepared for almost anything might be in for
trouble.
     Special Benefits:  Chroniclers are well received by knights and
other powerful (and vain) personalities.  Therefore, they receive a +2
reaction bonus from these NPCs.
     Further, Chroniclers have excellent powers of observation and
memory.  This makes it easier for Chroniclers to remember important
facts.  If a *player* forgets something important within two game days
of the event, the DM should roll an intelligence check -2 to see if
the Chronicler remembers.  The DM decides when a roll is appropriate.
     Special Hindrances:  Chroniclers have a reputation for honesty in
their sagas (not always deserved) that makes DIShonest people nervous.
Corrupt or secretive people react to Chroniclers at -2, and often seek
to drive him out of the area...or worse.
     Wealth Options:  Both humans and half-elves may be Chroniclers.


     JESTER (Fool)

     Description:  Jesters are happy-go-lucky souls who dress
flamboyantly, bringing joy and happiness to those around them.
Jesters are comedians, storytellers and pratfall artists, performing
tumbles and the life to amuse noblemen and people of wealth and means.
     As Jesters must be acrobatic, a Dexterity of 12 is required for
this kit.
     Role:  Jesters play a rather specific `public' role.  They are
the fools and jokers who amuse nobles and kings, taking their minds
off their woes.  Unofficially, Jesters are often advisors, spies,
councilors, or (as with the Fool in King Lear) consciences for their
lords.  Jesters are also used as a last defense for their lord (or
against him).  Jesters are often Lower Class members `done good,'
providing entertainment for powerful members of society (and getting
fed and even *paid* for it!)  They may also be in league with local
bardic colleges or thieves' guilds, trading information for benefits.
     Secondary Skills:  Any, though Scribe, Gambler, or
Trader/Barterer are all appropriate.
     Weapon Proficiencies:  Required:  None.  Recommended:  Jesters
tend to take proficiency in lighter weapons or easily concealed ones,
as few people find it easy to laugh at a man with a claymore.  Knives,
daggers, slings or (at most) the short sword are acceptable.  If the
Jester is an adventurer, he may choose heavier weapons, of course.
     Nonweapon proficiencies:  Required:  Juggling, Tightrope Walking.
Recommended:  General -- Dancing, Etiquette, Heraldry, Languages
(modern).  Rogue -- Ventriloquism.
     Equipment:  At first level, a Jester may spend his starting money
as he wishes, but may not make any purchase more expensive than 15
G.P., excepting *one* musical instrument.  This is because the Lower
Class Jester's equipment is most likely being bought by his patron,
and few patrons would put out large sums of money for their fools.  A
Jester should buy flamboyant clothing, often festooned with buckles
and bells, and a cox-comb (a many tasseled hat ending in bells).
Decks of cards, silk scarves and the like should be picked up so the
jester can entertain his lord.  After first level, Jesters may
purchase what they will with their money.
     Special Benefits:  Jesters are very popular, gaining a +2
reaction from NPCs.  Everybody loves a jester.
     Further, when juggling, tumbling, or otherwise performing in an
attempt to influence NPCs (Player's Handbook, p.42), Jesters modify
the observer's saving throw by an additional +3.  Jesters are almost
always jollying their masters into better moods.
     Special Hindrances:  Jesters are not adept at inspiring and
rallying allies.  It takes *five* rounds to produce the effect, and it
only lasts one round per *two* levels of the Jester.  One simply
doesn't take such inspiration seriously.
     In a related vein, people do not take Jesters seriously.  This is
a role-playing consideration, which the DM should carefully
adjudicate.  No matter how urgently a jester speaks, he is only rarely
heard.  Most people just dismiss a Jester's Comments out of hand.
Player Characters are justified in adopting this attitude, at least
until the Jester proves himself.
     Wealth Options:  Jesters only receive 1d6x10 G.P. starting money,
at first level.
     Races:  Either humans or half-elves may be jesters.  Furthermore,
DMs may want to allow dwarves and gnomes to be jesters, though they
cannot normally be bards.  Many noblemen (particularly the cruel ones)
prefer fools of short, easily demeaned stature.  If a DM allows a
Gnome jester, he should restrict the jester to spells an illusionist
can take.  Despite this, Gnomes make good jesters, possessing (on
average) good senses of humor and wit.  Dwarves, on the other hand,
make poor jesters (usually `working' for humanoids or cruel lords, who
laugh at them instead of with them) and cannot cast spells at all.
Should a player wish to play a dwarvan jester despite this, it may
well be an interesting Role-Playing challenge.


     MINSTREL (Bard-for-Hire)

     Description:  The minstrel is something of a mercenary.
Cavaliers, Nobles, and other important personages employ one or more
Minstrels to play and entertain (and sing the praises of their Lord to
all the passersby).  They often act as heralds and scribes for their
lords, and advisors in certain situations.
     Minstrels spend a lot of time learning new songs and stories, to
keep their patrons entertained.  They also try and keep abreast of
current events.  `Free-lance' Minstrels often travel with adventuring
parties, playing at taverns and inns along the way.  However, most
Minstrels try to stick to steady employment.
     Role:  Minstrels are found as `staff bards' in Keeps and Castles,
playing for their Lord's family and entertaining guests.  They may
also be found accompanying their Lord in a retinue or simply as a
companion.  Minstrels make excellent bodyguards, being both well-armed
and magically capable.
     In a typical party, a Minstrel might serve a PC or NPC noble or
noble's son or daughter.  A Minstrel might also be `free-lancing,'
singing for his supper in taverns and inns along the way.  Minstrels
and Jesters have similar roles, though Minstrels are held in higher
regard.
     Secondary Skills:  Scribe, or possibly Gambler or Trader/
Barterer.
     Weapon Proficiencies:  Required:  None.  Recommended:  Minstrels
acting in Bodyguard roles should take appropriate weapons, but none
are distinctive.
     Nonweapon Proficiencies:  Required:  Etiquette, Heraldry.
Recommended:  Artistic Ability (poetry), Dancing, Ancient History
(Patron's Family), Gaming, Navigation
     Equipment:  A minstrel should purchase some fine `performance
clothes' as he is regularly at court.  Livery of his lord is a must.
Also, a Minstrel should have good quality musical instruments.  If a
minstrel fails to spend 150% for performance items, he will embarrass
his patron and ultimately be dismissed.  Free-lancers do not have that
danger, but failure to live up to this standard will prevent the
Minstrel from performing in any but the seediest places.
     Special Benefits:  Minstrels are well known and liked, almost
anywhere they go.  Therefore, a Minstrel may present himself at nearly
any noble's keep, inn, or tavern and sing for his room and lodgings
(and often a bit extra, from the audience).
     If a minstrel is accompanying his patron, it isn't appropriate to
sing for his supper -- that looks badly on his lord.  It is expected
that a minstrel's patron will pay for his room and board.  This
doesn't have to be extravagant, but it is in bad taste to mistreat
one's servants.  Indeed, poor treatment of a Minstrel could result in
the countryside humming satirical songs about the ex-patron.
     Special Hindrances:  Because they are dressed well and are
apparently in service to a powerful patron, Minstrels are easily
recognizable.  A person who sees a Minstrel can usually describe him
to pursuing enemies, the town guard, and the like.
     Minstrels in the service of a patron must appear to act in their
patron's best interest (for the most part).  This usually means
obeying orders, singing their patron's praises in unpopular quarters,
and other such things.
     Freelance Minstrels still consider themselves `upper crust.'
When they cannot stay at a local keep or castle, they must still pay
150% for superior room and board (when they aren't being put up for
free, because of their performance).  This keeps up a certain image
which is part of a minstrel's act.  By affecting affluence, Minstrels
attract attention (and therefore increased revenue) when they perform.
Failure to keep this standard will result in lower turnouts, as people
assume the Minstrel can't be very successful...or good.
     Wealth Options:  Minstrels receive 3d6x10 g.p. starting gold.
     Race:  With few exceptions, Minstrels are human.  Half-elves
often feel too alienated to affect the highly developed social skills
of a Minstrel.


     MUSICIAN (Vocalists, Instrumentalists and Composers)

     Description:  Musicians are highly trained in the musical arts,
usually attending Bardic Colleges and being trained in musical theory,
composition, history and performance.  Many are fourth or fifth sons
of nobles, or almost any non-heir daughter.  Others show some native
talent which a patron supports, guiding them to their gifts,  As a
result, Musicians are some of the finest performers around, though
their combative and magical abilities suffer somewhat.
     Role:  Musicians play several roles, especially if the society
tends towards a Renaissance feel.  Rich, artistic patrons (and
poseurs) often support symphonies, orchestras and choruses for their
enjoyment and to add to their prestige.  Larger temples will also keep
musicians, as well.
     Gifted composers often find patrons as well, whether they're
wealthy merchants or actual nobility.  A good patron gives his
composer free rein to express his creativity.  These kept composers
are the most likely to join an adventuring expedition -- to gather
fuel for inspiration.
     Many nobles have several children -- too many to parcel land or
wealth to.  Children low in prestige might be trained as Musicians to
given them something to do.  Further, if the society is misogynist, a
nobleman might want to make his daughters more attractive to potential
suitors.  Said nobleman might send his daughters to a Bardic College
for training -- most of whom would merely develop a musical instrument
or singing proficiency.  A few serious students would pursue their
careers as Musicians, though.  A patronizing father might get more
than he expected when sending a daughter to a college...these
daughters often turn to adventuring as well.
     Secondary Skills:  Scribe, if any.
     Weapon Proficiencies:  Musicians are not taught great combat
skills, normally.  Therefore, initial weapons must be selected from
the following list:  Dagger, Dirk, Dart, Knife.  DMs who have access
to the Complete Fighters Handbook or the Complete Thief's Handbook may
allow Musicians to learn Rapier, Sabre, Main Gauche or Stilleto as
well, as Fencing is often a noble's pastime.  The DM should decide if
he wishes to allow the Musician to take these weapons.  As the
Musician progresses in level, he may select whatever weapons he
wishes, of course.
     Nonweapon Proficiencies:  Required:  Artistic Ability (Musical
Composition), Etiquette.  Recommended:  Dancing, Languages (Modern),
Seamstress/Tailor, Weaving; Rogue -- Ancient History, Musical
Instrument (see below); Wizard -- Languages (Ancient).
     Equipment:  Although Musicians may purchase whatever they wish,
for the most part, they are restricted somewhat in their initial
purchases.  They cannot initially purchase heavy armor, as they have
not been exposed to it in their training.  Therefore, Leather Armor is
the heaviest which may be bought.
     Secondly, Musicians are aristocrats or patronized by aristocrats.
Therefore, they must spend 150% cost for their goods (see below).
     Finally, Musicians are perfectionists when it comes to their
music, which carries through to their instruments.  A Musician must
pay 200% or more for high quality instruments.
     Special Benefits:  Musicians receive +1 to their Musical
Instrument proficiencies.  Additional slots spent (giving two
instruments per slot) also yield +1 bonuses.  These bonuses are
cumulative -- additional slots added to an existing proficiency yield
a +4 instead of the normal +2 for bards.
     Similarly, any additional slots devoted to Singing yield a +2 to
the skill, instead of +1.
     Because of their greater skill in quick composition and evocative
lyrics, Musicians have their ability to inspire allies enhanced
*greatly*.  Musicians' inspirations yield a +2 bonus to attack, a +2
bonus to saving throws, *or* a +5 bonus to morale.
     Special Hindrances:  Musicians do not receive the hard physical
training other bards do.  This causes their ability scores to begin at
lower levels.  Musicians have the following ability scores as a base
(this table supplementing Table 33 in the Player's Handbook for
Musicians *only*:)

                            Initial Scores
    --------------------------------------------------------------
     Climb Walls    Detect Noise   Pick Pockets   Read Lang.
         25%             20%            5%           10%

     Musicians still receive their dexterity bonuses plus 20
additional points to add to these scores at first level.  They also
still receive an additional 15 points to distribute each level.
     Musicians who fail to spend the appropriate money to maintain
their status will not be treated as musicians or accorded the respect
the position entails.  It simply seems unlikely that an eminent
musician would have anything less than the best.  However, their
abilities are unaffected by this -- it is merely a role-playing
consideration.
     Wealth Options:  Musicians receive an extra 150 g.p., in addition
to the standard 2d6x10 G.P.
     Race:  Either Humans or half-elves may be musicians.

     [[I had other kits planned -- the Amazon Harper,
     Storyteller, Raconteur, Outlaw Bard and Forester kits in
     particular, but the Complete Bard's Handbook came out and I
     lost my drive to do them.  Please let me know if you'd be
     interested in them]]
--
Eric Alfred Burns                        "Life is full of decisions
Solipsist at Large                        but you never get to make any."
"It's all in your mind"
IK20001@maine.maine.edu                           --Linus Van Pelt