Showing posts with label sages. Show all posts
Showing posts with label sages. Show all posts

Wednesday, 5 October 2011

The Bard as Hireling

So ... if all a bard character does is strengthen your morale and make you feel at home in the wilderness and know lots of semi-useful trivia, maybe you're better off having a bard as a retainer instead of playing one?

Think of the precedent. African kings with their praise singers ... Brave Sir Robin's bard. Xena's sidekick Gabrielle was a bard, and it's hard to think of the roles being reversed, isn't it?

The bard, then, can be seen as a luxurious accessory for a pretty accomplished party of adventurers. Wages for a bard are a base 100$ (gp) a month, with an additional 50$ for each bonus point the bard's Charisma and Intelligence scores give. What do you get for all this? Well ...
  • The bard can sing in a wilderness or dungeon camp. This increases the natural healing rate by 1 for characters 2nd level or higher. (I houserule that you only heal 1 hp/night in camp, but 1 hp/level/night in a safe location such as an inn).
  • The bard with exceptional Charisma, can sing and play at any time to give all other hirelings and henchmen a Morale bonus on 2d6 equal to Charisma bonus; if no bonus, a bard's playing still negates 1 point of any morale penalties in effect. 
  • Some bardic traditions instead give enemies a like Morale penalty. These are the ones that come equipped with bagpipes.
  • The bard can create a spectacle of entertainment as the party enters or wanders around a settlement. This creates a certain notoriety, both for good and bad: urban encounters are twice as likely to happen, and the party is twice as likely to come to the attention of local authorities. This also gives +1 to reaction rolls in situations where a song is appropriate and the audience is receptive to the bard's style, but -2 if the style is disliked. Finding out the king's tastes is very important.
  • The bard can sometimes act as a sage on matters of history and legend for the cultural tradition he or she knows. This translates to a 50% chance of answering a general question in that field of history or legend, 20% of answering a specific question and 5% of answering an exacting question, plus 5% per bonus point in Intelligence the bard has. Chances are cut by 1/5 for a cultural tradition that only borders on the one the bard knows. 
  • If using the carousing rules, the bard increases by a factor of 1.5 the amount of money that can be converted to experience, as people flock to the party trail.
Mere musicians can also be had for 50$ a month, with none of the "sage" or "morale" abilities, and thus no bonus for exceptional scores. Musicians, however, often show poor morale when heading into danger (2d6 morale score 1d6+1) whereas bards are more inquisitive and made of sterner stuff (morale score 2d4+2).