Storyteller (Character Kit)

Storyteller 
Class: Bard 
Speciality: Teller of legend, keeper of lore. 
Qualifications: Storytellers must possess a Wisdom score of 9 or more, in addition to the standard Bard class ability requirements. 
Introduction: "Aye, harper I am—the harper to the King's hall! Ne'er did folk need the glorious tales of the old heroes as they do in these dark days. Rally all to the saga of the great king of the Geats Beowulf, the slayer of the dark Grendel! Draw from the courage of our blood, and draw ye closer yet to this ember that fires the hearts of all true warriors within. Battle is but the hour of dawn awakening, but be ye strong in spear and shield, for 'tis the red of God's own enemies that shall paint the fields of war's harvest. Draw ye closer, and listen." 
Description: Storytellers are the Bards of the Anglo-Saxons. Their duties to their lord are manyfold, from the inspiration of the fyrd, to the provision of background music during feasts. They keep the lore of their people alive within their culture, an important role considering the lack of literacy that pervades all levels of Anglo-Saxon society outside the clergy. They often assume the role of diplomats, advisors, and messengers, individuals of charisma and knowledge who can pass on the lessons of history to those, friend and foe alike, that listen to their words. 
Role: The Storyteller is an important figure in Anglo-Saxon culture. As player characters, Storytellers may wander the land, gathering and passing on news and lore wherever they visit. They may, on the other hand, be the advisors of thegns, eoldermen, or kings, called upon to advise and inspire when battles must be fought, or judgements must be made. 
Secondary Skills: Storytellers may have any secondary skill but are rarely scribes, relying mainly on the oral tradition their profession thrives upon. 
Weapon Proficiencies: Storytellers are limited in weaponry by their culture. 
They may become proficient in the use of the spear, the seax (short sword), the scramasax (dagger), and the bow (long or short). 
Nonweapon Proficiencies:
* Bonus: Singing, Musical Instrument (harp, whistle flute, or lyre). 
* Recommended: Ancient History, Languages (Ancient and Modem), Local History 
Armor/Equipment: Storytellers are not limited in armor, equipment, or weapons. 
Special Benefits & Hindrances: Storytellers have all the standard abilities of the Bard class, as described in the Player's Handbook :, with the following exceptions. They are limited in spell use to spells from the Divination and Enchantment/ Charm schools. They do not gain the Thief abilities of Pick Pockets and Read Languages, although they retain the same number of discretionary points as standard Bards. Finally, a Storyteller uses the Priest group THAC0 instead of that used by Rogues. 
Thief Skills Adjustments: Storytellers possess the following base Thief 
ability scores: 
Pick Pockets * 
Detect Noise 10% 
Climb Walls 30% 
Read Languages * 
* This ability is never gained 
Campaigning in the Dark Ages So your appetite for the Dark Ages has been whetted, and you want to start a campaign based on these themes? The following sections offer advice to those DMs wishing to base a campaign on the world of the Anglo-Saxons. 
Historical vs. Fantasy Campaigns 
The main benefit of creating a historical campaign is the sheer amount of research material available. The main downside, ironically, is the amount of work required to ensure a coherent campaign consistent with the history. Of course, even within a historical campaign, you need not stick entirely to actual events. 
On the other hand, a fantasy campaign gives you free reign to include whatever you desire. The downside is the lack of resources for such a game. In general, a historical campaign requires more reading, while a fantasy campaign requires more writing.
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