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Players Handbook 2.pdf
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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, Per-

ception, Streetwise

Suggested At-Will Powers: misdirected mark, vicious mockery

Suggested Encounter Power: blunder Suggested Daily Power: stirring shout

Valorous Bard

To your mind, the ancient heroes most worthy of emulation are those whose courage in the face of overwhelming odds carried them to victory. Your own fortitude and forceful personality inspire similar valor in your allies. Your highest ability score should be Charisma, since you use it for attack powers, followed by Constitution to improve your powers of inspiration. It’s a good idea to make Intelligence your third score. Choose powers that emphasize valor and endurance in the face of adversity. Most valorous bards focus on melee and close attack powers, wielding a sword in the thick of battle and leading by example.

Suggested Class Feature: Virtue of Valor

Suggested Feat: Strength of Valor

Suggested Skills: Arcana, Athletics, Diplomacy, Intimidate, Perception

Suggested At-Will Powers: guiding strike, war song strike

Suggested Encounter Power: shout of triumph Suggested Daily Power: slayer’s song

C H A P T E R 2 | C h a r a c t e r C l a s s e s

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 Close 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 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

Guiding Strike

Bard Attack 1

Your weapon stroke guides your allies, showing them where to

focus their attacks.

At-Will Arcane, Weapon

Standard Action Melee weapon

Target: One creature Attack: Charisma vs. AC

Hit: 1[W] + Charisma modifier damage, and the target takes a –2 penalty to the defense of your choice until the end of your next turn.

Level 21: 2[W] + Charisma modifier damage.

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 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.

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