TEXT: Bard 
  For Labyrinth Lord & the Advanced Edition Companion 
   
  Requirements:  
  STR 9, DEX 16, INT 15 
   
   
   
  WIS 12, CON 6, CHA 15 
  Prime Requisite: 
  None 
  Hit Dice: 
   
  1d6 
  Maximum Level: 
  23 
   
  A Bard is a professional storyteller and singer.  They often follow a band of adventurers as entertainer and 
  comrade.  They fight well but the magical abilities with song are their main focus.  An instrument is needed 
  for all bard abilities associated with song, except for inspiring ferocity or raising morale. In no way is any 
  loyalty or reaction adjustment for high charisma any benefit to a bard’s functions. A Bard cannot employ 
  henchmen or hirelings until he achieves 11th level, and then he may employ only druids or fighters of the 
  human, half-elven, elven, or halfling races.  
   
  A bard will work with no other bards while adventuring, although they may practice their music or poetry 
  with each other. Like monks and rangers, bards will retain very little of the money they gain. They will 
  attempt to buy serviceable clothes for traveling, and will buy fine clothes and the most exquisite instrument 
  they can acquire for use when they perform, but will keep only enough money to maintain themselves in a 
  modest manner. Any other money will be donated to a worthy cause or give away at whim - although not to 
  player characters! Occasionally, when a bard amasses an amount of wealth that is a burden to his creativity, 
  he might use it to have an extravagant festival or party instead of giving it away. 
   
  A bard may employ magical weapons of the types normally usable by a bard (see below). Magical leather 
  armor and a magical wooden shield may also be used by a bard. They may use potions, scrolls, rings, rods, 
  wands, and miscellaneous magic items which are usable by all classes.  Any books, manuals, or tomes that 
  are read by a bard, cause the same effect as if the bard were a druid.  Bards may also use a Rod of 
  Captivation and any magical instruments. 
   
   
   
  The bard may employ some magic items with better than usual effect. These are: 
   
  Magic Instrument 
  Extra Effects 
  Drums of Panic 
  Saving throw is made at -1 on the die and 
  effects are doubled. 
  Drums of Stunning 
  Double effects. 
  Horn of Blasting 
  50% greater damage. 
  Horn of Valhalla 
  Double amount of summoned fighters. 
  Lyre of Building 
  Double effects. 
  Pipes of the Sewers 
  Double number of rats in half the usual time; 
  also, a bard may substitute the  pipes  for 
  another instrument when attempting to 
  charm children, utilizing it as such rather 
  than for summoning rats. 
   
  Bards use the same attack table as fighters, but they use the saving throw tables as clerics.  The only armor a 
  bard may wear is leather armor, and only a wooden shield is permitted. A shield may not be actively used 
  when a bard attempts charming, since an instrument must be played which requires the use of both hands. 
  The weapons usable by a bard are: hand or throwing axe, club, dagger, darts, hammer, javelin, horseman’s 
  mace, scimitar, sling, broadsword, longsword, and short sword. A bard may use flaming oil, but not poison. 
  
   
  A bard may be human, elven, or half-elven and have an unlimited chance for advancement. A halfling or 
  dwarf may be a bard and attain up to 5th level. The alignment of a bard may be either lawful good, lawful 
  neutral, (pure) neutral, neutral good, or (rarely) chaotic neutral or chaotic good. Bards tend to be lawful, since 
  they depend on custom and culture to make their living. Bards may expect to be allowed admittance to the 
  homes of most nobles and other wealthy patrons to play for their dinner, and if they are superb they may also 
  receive other payment, perhaps a gold chain or a bag of coins thrown to the bard by the patron for his 
  excellence. Bards are not evil, for this evil intent would pervade their songs and ruin the beauty inherent in 
  them. Evil people are generally portrayed as being against beauty in any event. 
   
   
   
  BARD LEVEL PROGRESSION 
  Experience 
  Level 
  Hit 
  Dice 
  (1d6) 
  Charm 
  Lore 
  Read 
  Languages 
  0 
  1 
  1 
  10% 
  0% 
  0% 
  2,001 
  2 
  2 
  15% 
  1% 
  5% 
  4,001 
  3 
  3 
  20% 
  2% 
  15% 
  8,001 
  4 
  4 
  24% 
  5% 
  20% 
  16,001 
  5 
  5 
  28% 
  8% 
  25% 
  33,001 
  6 
  6 
  32% 
  11% 
  30% 
  67,001 
  7 
  7 
  36% 
  14% 
  35% 
  135,001 
  8 
  8 
  40% 
  18% 
  40% 
  270,001 
  9 
  9 
  44% 
  22% 
  45% 
  500,001 
  10 
  10 
  48% 
  26% 
  50% 
  750,001 
  11 
  11 
  52% 
  31% 
  55% 
  1,000,001 
  12 
  11+1* 
  56% 
  36% 
  60% 
  1,300,001 
  13 
  11+2* 
  60% 
  41% 
  65% 
  1,600,001 
  14 
  11+3* 
  64% 
  46% 
  70% 
  1,900,001 
  15 
  11+4* 
  68% 
  51% 
  74% 
  2,250,001 
  16 
  11+5* 
  72% 
  57% 
  77% 
  2,600,001 
  17 
  11+6* 
  76% 
  63% 
  79% 
  2,950,001 
  18 
  11+7* 
  80% 
  69% 
  80% 
  3,300,001 
  19 
  11+8* 
  84% 
  75% 
  81% 
  3,700,001 
  20 
  11+9* 
  87% 
  81% 
  82% 
  4,150,001 
  21 
  11+10* 
  90% 
  87% 
  83% 
  4,650,001 
  22 
  11+11* 
  93% 
  93% 
  84% 
  5,400,001 
  23 
  11+12* 
  98% 
  99% 
  86% 
   
  *Constitution-based hp adjustments no longer apply 
   
   
   
   
   
  BARD SONG PROGRESSION 
  Class 
  Song Level 
  Level 
  1 
  2 
  3 
  4 
  5 
  1 
  1 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  3 
  3 
  - 
  - 
  - 
  - 
  4 
  3 
  1 
  - 
  - 
  - 
  5 
  3 
  2 
  - 
  - 
  - 
  6 
  3 
  3 
  - 
  - 
  - 
  7 
  3 
  3 
  1 
  - 
  - 
  8 
  3 
  3 
  2 
  - 
  - 
  9 
  3 
  3 
  3 
  - 
  - 
  10 
  3 
  3 
  3 
  1 
  - 
  11 
  3 
  3 
  3 
  2 
  - 
  12 
  3 
  3 
  3 
  3 
  - 
  13 
  3 
  3 
  3 
  3 
  1 
  14 
  3 
  3 
  3 
  3 
  2 
  15 
  3 
  3 
  3 
  3 
  3 
  16 
  4 
  3 
  3 
  3 
  3 
  17 
  4 
  4 
  3 
  3 
  3 
  18 
  4 
  4 
  4 
  3 
  3 
  19 
  5 
  4 
  4 
  4 
  3 
  20 
  5 
  4 
  4 
  4 
  4 
  21 
  5 
  5 
  4 
  4 
  4 
  22 
  5 
  5 
  5 
  4 
  4 
  23 
  5 
  5 
  5 
  5 
  5 
   
   
  Charm:  An ability of bards is that of charming creatures of at least animal-level intelligence by use of their 
  singing and playing. Creatures that are immune to charms are not affected, nor are deafened creatures. All 
  non-associated creatures within 40’ of the bard are subject to the bard’s charm. Previously associated 
  creatures that are now hostile to the bard may be affected.  
   
  To check the success of a charm attempt, percentile dice are rolled. If the number rolled exceeds the bard’s 
  “Charm Percentage,” none of the creatures within range are particularly impressed with the bard’s song and 
  must merely delay their actions for 1 round. If the number rolled is equal to or less than the bard’s Charm 
  Percentage, all non-associated creatures must make a saving throw vs. spells. If the creature makes its saving 
  throw, it will listen to the bard for one round, doing nothing else, as long as the bard continues to play.  
   
  
  A bard can, if he wishes, while a creature is in this charmed state, try to implant a  suggestion  (as the spell), 
  in which case the charmed creature must again save vs. spells - this time at -2 on the die and if it fails, it will 
  suffer the full effects of the suggestion. If the second saving throw succeeds, the creature is totally free of the 
  bard’s charm. To plant a suggestion, the bard must be able to speak in a language that can be comprehended 
  by the intended victim. It is not necessary to speak the creature’s language to simply charm, however.  
   
  A bard may attempt to charm as often as he wishes, but any individual creature or character may be affected 
  only once per day. Loud noise which would drown out the bard’s singing, or a physical attack upon the bard, 
  will immediately negate charms, but not suggestions, which may be in effect.  
   
  Charming by a bard is exclusive of all other activities other than walking. If the bard begins to walk while 
  charming, the charmed creatures will attempt to follow until or unless they are forced to be farther than 40’ 
  away, at which time the charm will be broken. A bard must use both hands to play his instrument while 
  charming. 
   
  Lore:  The bard’s ability to determine the nature of magical or legendary people, places, or things is expressed 
  as the bard’s “Lore Percentage.” Usually this knowledge will be dispensed to others as a riddle, poem, song, or 
  in some other cryptic form. This ability is not a substitute for a detect magic spell. A typical +1 sword is 
  generally not able to be identified as such by a bard, but the sword of a legendary hero could be identified, 
  and the alignment (at least) of a sapient sword could be discovered. Any magic item bearing magical 
  inscriptions can be detected as magical and its properties determined by use of the bard’s Lore Percentage. 
  Any item to be identified must be closely scrutinized, and if it is possibly usable by the bard it must be 
  actually handled by him. Artifacts and relics can be identified as such by the bard, but their powers won’t be 
  known, or will only be hinted at. Bards may also have knowledge about a legendary place, if the name is 
  known or if the site has been visited.  
   
  Note that the dice should not always be allowed to dictate the course of events on a Lore Percentage roll. If 
  there is some knowledge that the LL does not want characters to find out, he may disregard the result of a 
  Lore Percentage roll and state that the bard knows nothing about the item or subject at hand. This should 
  only be done for the sake of the adventure or the campaign as a whole, and the tactic should not be used so 
  often that the bard’s ability becomes worthless. 
   
  Read Language:  The bard’s “Read Languages” percentage determines not only whether or not the bard can 
  comprehend a particular work, but how much of what is there may be understood. For instance, if a bard has 
  a 25% chance to read languages and is successful in the roll to determine whether the item can be read, he 
  can still read only 25% of the information there, so his knowledge of the work in question will still be rather 
  sketchy. Unlike thieves, bards may read languages that are now extinct. Bards are different in the way in 
  which they may learn languages. A bard does not need to be taught by a person who knows the language, but 
  must study the language for an amount of time equal to 1 month, minus one day for each point of intelligence 
  above 12 and minus one additional day for each language already known. However, this does not allow a bard 
  to learn more languages than his intelligence would indicate. A bard may also, if he wishes, learn languages 
  in the same way other classes do. 
   
  Songs:  Bards sing their “Songs of Power” while playing a musical instrument. By tapping the magical power 
  of other planes through the proper sounds, these Songs of Power have essentially the same effect as certain of 
  the magic-user, illusionist, and druidic spells. 
   
  Bards do not carry spell books, nor do they pray to a deity to receive their Songs; rather, they memorize all 
  their Songs during their studies at the various colleges, a new level at each of the five lower colleges. 
  Afterwards, they simply choose each day which Songs of Power they will implant in their minds that day, just 
  as other spell-casters do. 
   
  
  It is also possible for them to research/compose a new Song like other classes can do with spells. However, it 
  is vital to note that all Songs (standard or original) have a verbal component of the bard singing while 
  accompanying himself on an instrument.  There is also the somatic component of playing that instrument, 
  using both hands while standing still or walking slowly over an even surface. If the bard stops playing or is 
  disturbed in any way, the Song fails and is wasted. 
   
   
   
  First Level Songs 
  Allure (M) 
  Animal Non-Aggression (Special) 
  Auditory Illusion (I) 
  Comprehend Languages (M) 
  Dancing Lights (M) 
  Darkness Globe (I) 
  Entangle (D) 
  Hold Portal (M) 
  Light (M) 
  Protection from Evil (M) 
  Shield (M) 
  Sleep (M) 
   
  Second Level Songs 
  Arcane Lock (M) 
  Continual Light (M) 
  Deafness (I) 
  Invisibility (M) 
  Knock (M) 
  Levitate (M) 
  Obscuring Mist (D) 
  Scare (M) 
  Shatter (M) 
  Strength (M) 
  Ventriloquism (I) 
  Warp Wood (D) 
  Third Level Songs 
  Call Lightning (D) 
  Continual Light (I) 
  Fly (M) 
  Gust of Wind (M) 
  Hold Animal (D) 
  Hold Person (M) 
  Insect Swarm (D) 
  Protection from Evil 10’ Radius (M) 
  Protection from Normal Missiles (M) 
  Tongues (M) 
   
  Fourth Level Songs 
  Dispel Magic (D) 
  Fear (M) 
  Fire Shield (M) 
  Flame Charm (M) 
  Illusory Stamina (I) 
  Implant Emotion (I) 
  Minor Globe of Invulnerability (M) 
  Repel Insects (D) 
  Summon Animal I (D) 
  Summon Sylvan Beings (D) 
   
  Fifth Level Songs 
  Animate Dead (M) 
  Summon Animal II (D) 
  Confusion, Greater (I) 
  Conjure Elemental (M) 
  Control Winds (D) 
  Hold Monster (M) 
  Insect Plague (D) 
  Maze (I) 
  Satire (Special) 
  Transmute Rock to Mud (M) 
  Wall of Fire (D) 
  Wall of Force (M) 
   
   
   
  Special Songs 
   
  Satire (Conjuration/Summoning) 
  Level: 5 
  Duration: Special 
  Range: Special 
   
  The use of this powerful song is a bit tricky. It reflects the ability of a high-level bard to ridicule a prominent 
  public figure who behaves incorrectly. The scandalous Song has the effect of halving its target’s charisma 
  until such time as he repents and atones for his actions. However, the target’s actions must truly be 
  objectionable in the prevailing moral climate of the area (LL’s decision, based on the prevailing alignment of 
  the region); otherwise, the satire is unjust and the bard’s own charisma is halved instead, until he travels at 
  least 50 leagues away, and he may not return to the region for one full year. Players are warned that while 
  singing nasty songs about the evil Duke is fun, woe to the bard unlucky enough to be caught by the Duke’s 
  men. 
   
   
  
  Animal Non-Aggression 
  Level: 1 
  Duration: 5 rounds +1/1vl 
  Range: 30' 
   
  Upon hearing this Song’s soothing tones, any normal animals in its area of effect will cease to act aggressively 
  toward the bard’s party. The Song is negated if the party should harm the animals or their lairs in any way. 
  This Song does not cause friendship on the animals’ part, and it endows the bard with neither communicative 
  nor controlling ability. It has no effect on magical animals or on normal animals under magical control. 
   
  Other effects of a bard’s songs 
  A bard’s singing and/or playing also has other effects. By merely singing a song, a bard increases the morale 
  of associated creatures by 10%, giving +1 to those creatures on saving throws vs. fear, submission, or other 
  attacks which act to dishearten the individual.  They can also inspire ferocity in attack, so that “to hit” rolls 
  are made at +1. Both of these characteristics require 1 round of song to produce the desired effect; during the 
  second round after the bard begins to sing or play, the ferocity and/or morale bonuses will be in effect. These 
  effects last for one full turn, as long as the bard continues to sing or play throughout this time. The bard can 
  melee while he sings (and not play, obviously) and still produce these effects, but cannot charm or use “Songs 
  of Power” and invoke the ferocity/morale bonuses at the same time. A bard’s singing and playing negates the 
  song effects of harpies and prevents similar attacks which rely upon song. A bard’s song gives +1 to the 
  saving rolls of associated creatures and the bard himself against attacks which are based on sound, such as 
  the keen of a banshee, or the roar of an androsphinx (or any creature with a “roar” attack).  The bard’s 
  playing also stills the noise of shriekers. 
   
  When two opposing bards are in a conflict of songs, the charm percentage of the lower-level bard is 
  subtracted from the charm percentage of the higher-level bard, thus giving a new charm percentage for the 
  more adept bard in this instance. When two bards of equal level oppose each other, their songs have no 
  charming effect since they cancel each other out, though the duet may sound exquisite! 
   
  A bard is useful to his party when traveling in the wilderness because a bard’s songs are soothing for a road-
  weary traveller, thus allowing an additional 20% of normal movement per day if on foot; if all party members 
  are mounted, a gain of an additional 10% per day is obtained. 
   
   
   
  
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Classes/LL - Bard for LL AEC.pdf