Completing the Complete Bard Add fops and brigands to your campaign's bardic repertoire by Jon Winter The Complete Bard's Handbook dramatically expanded the horizons of the bard class, describing many new kits, proficiencies, magical items, spells, rules for nonhuman demi-bards and more. This article adds further to the bard's repertoire of possibilities. Each Dungeon Master should read through this article and decide if either of the kits below are appropriate for her campaign. The format of each kit is identicle to that found in the Complete Bard's Handbook. Note: All kit ability requirements are in addition to the standard requirements for bards÷Dexterity 12, Intelligence 13, and Charisma 15. * Indicates a proficiency from the Complete Thief's Handbook (pages 16-21). ** Indicates a proficiency from the Complete Bard's Handbook (pages 64-66). Dandy Specialty: Any artform needed to flirt shamelessly with young, attractive, and rich members of the opposite sex; especialy poetry, music (instruments or song), and dance. Practical jokes and tricks are also high on the list of the dandy's favorite pastimes. Qualifications: No additional ability requirements. Dandies tend to be innocent (but not necessarily naive), and are therefore best suited to being of a good or neutral alignment. Dandies may be human, half-elf, or halflings. Introduction: "What-ho Officer! Cool night to be out, isn't it. My name? Oh, I'm Kelar Bladesemmer. You probably know my father, Taeros. Yes? Oh, jolly good! "I suppose you'd like to know why I was just climbing out of that window. No, no, good heavens, I'm not a thief or anything shocking like that. There's a perfectly simple explanation. You see, my aunt, well, she's only really a half-aunt but that doesn't matter, anyway, my aunt says I mustn't go out after sundown while my parents are away÷in Baldur's Gate, you know. Of course, she's not usually such a frightful old dragon, but I suppose she's just cross that I broke her vase. It was an ugly thing, really, but she's so sentimental about her china, although I probably shouldn't have dropped it, it's just that I was surprised you see, when she yelled at me last night . . . "Anyway, she locked me in my room and said I couldn't go to the party. I ask you, it's just not on, is it? She said I'd been to too many parties this week. Since when was three too many? So I had to climb out of the window and down the roses. I won't do that again in a hurry÷I've torn my darned chemise, pardon my language. So if you'd just excuse me, officer, I'll just be alone to the party. Must dash. I'll be seeing you around then, officer." Description: Every medieval city has it's powerful or noble families that hold great sway over the guilds or even the rulers. Children of such families learn the skills of reading and writing, politics and diplomacy, ancient languages, and heraldry. Many are destined to enter the nobility, and others will become prominent council members or guild leaders. However, there are always the disappointments... The dandy is one of these. The dandy is likely to be a younger child; one who does not appreciate the nuances of the ancient languages, or is bored stiff by politics. Whatever the reason, the dandy rebels against the dull, over-serious life of his parents, becoming a fun-loving, childish prankster. Only tolerated by parents, the dandy lives life to the full, continually landing in all kinds of trouble as practical jokes and innocent schemes (usually concerning attractive members of the opposite sex) backfire. Dandies dress in fancy, brightly colored clothing (usually made of expensive silks). The typical dandy can often be found hanging around sophisticated wine bars in rich areas of cities (taverns are far too crude and rough) and is very rarely seen "doing a proper day's work." Dandies hate getting their hands dirty! They are often frowned upon for their arrogance and laziness, for some dandies treat the lower classes like second-rate citizens. Even so, it is hard to dislike a dandy, for the eternal optimism and wisecracking remarks are endearing, if perhaps a little annoying. Dandies remain blissfully ignorant of the real world around them, living inside the protected shell of nobility. They have little concept of poverty or real danger, for these are things which they have never been exposed. Magic is treated as an amusing toy, fun to dabble in and good for playing tricks, but not taken seriously enough to be studied in great depth. Similarly, music and acting are enjoyed and performed by dandies, but not with such zeal as with other bards. Dandies love to show off by playing more and more outrageous jokes on friends and aqaintances. Note: Characters with this kit will have views on life similar to warrior and thief swashbucklers, although the dandy bard is even more foppish than the swashbuckler. The dandy spends less time stealing and fighting, and more time just having fun although if this can be accomplished by stealing and fighting, then so be it!) Role: Fulfilling absolutely no useful role in society whatsoever, some dandies show contempt for the lowly working classes, as "anyone who works for a living must be common." Most dandies must therefore have very rich÷and tolerant÷parents, or have otherwise aquired a vast amount of wealth to fritter away. Even a dandy will eventually become bored of the city life, for it's thrills seem stale compared with those bragged of by adventurers. For this reason, many dandies eventually decide to leave the comfort of their homes and venture outside the city walls (many for the first time) to experience the ultimate thrill of adventure. This kit works best in city-oriented campaigns, although an interesting role-playing theme could be the dandy's discovery of possible exploitation of peasants by the nobility (and subsequent feelings of guilt), if he spends much time among country folk. A different campaign might revolve around the adventures experienced by a group of young, rich, decadent city nobles. Classes chosen could include warrior and thief swashbucklers, a dandy bard, a young priest struggling to keep his religious vows, etc. Secondary Skills: Gambler may be chosen, but dandies usually have none. Weapon proficiencies: Trained in the weapons of the aristocracy from a young age, dandies must choose their initial weapons from: bows, (short or cross, but not long), polearms, short sword, dagger, stilletto, main-gauche, rapier, and sabre. Other weapons may be learned later if the dandy has access to training. Nonweapon proficiencies: Bonus: Dancing, Etiquette, Singing. Recommended: Acting**, Artistic ability, Fast-talking*, Gaming, Heraldry, Languages (ancient or modern), Local history, Musical instrument, Poetry**, Riding (land-based), Tumbling. Equipment: Dandies, unused to heavy exertion, only can wear leather, padded, or studded leather (under their fancy, voluminous clothes), and do not know how to use shields properly. To ensure they only wear quality garments, dandies must spend at least twice the price on all clothes listed in the PHB and the Arms and Equipment Guide, and must always pay more for equipment and armor (about 25-50% more). Special benefits: Weapon of choice: Young nobles are trained to use certain weapons from about the age of seven for self-defence, pleasure, and exercise. Favored weapons for this training (the "aristocratic" weapons from the Renaissance years) are the stiletto, main-gauche, rapier, and sabre. Because they undergo intense and continuos training in these weapons (whether they like it or not), dandies may specialize in just one of these. They gain a +1 bonus on attack rolls and a +1 bonus on damage rolls. Bottomless coffers: The noble families of large cities are all incredibly rich compared with the "common folk." In theory, dandies should be able to live in luxury without working, provided for by their parents. They start out with 5d6«10 gp from their family's ample coffers. Furthermore, the DM may allow the dandy to "borrow" money from his parents to fund his extravagant lifestyle occasionally, albeit at levels that are not high enough to unbalance the campaign. Many noble families are none too pleased by the foppish behavior of their children, and dandies could be disinherited, or lose their financial aid, by their kin if they overly abuse their privileges. Wit and charm: Dandies are naturally outgoing, friendly figures. This causes others, especially members of the opposite sex, to be drawn to them. Their natural charm wit, and innocence will enhance the reactions of those who already feel positive toward the dandy, increasing them by one place if the dandy makes a successful Charisma check with a +2 bonus. However, on a roll of 20 or more, the dandy has offended someone÷maybe as the butt of a joke÷whose reaction is shifted two places worse. Those how are already feeling negative toward the dandy begin to view him as a useless, idle layabout. This is especially true in the case of downtrodden, hard-working peasants, who resent the dandy's patronizingly superior tone of voice. Optionally, the DM could have players tell a joke when using this skill, and assign an additional +3 bonus or -3 penalty if the joke is good or bad, appropriate or unsuitable. Dandy's luck: The wild and unlikely schemes hatched by dandies seem to have an uncanny knack of working. When everything seems to be terrible, the dandy is usually able to concoct a plan that could work . . . perhaps . . . a bit. The DM must adjudicate this skill on a case-by-case basis. Special hindrances: Dandy's luck: The dandy's luck is wildly unpredictable, and can bring negative effects as well as positive. This usually occurs when everything seems to be running smoothly, and can throw a real wrench in the works. Again, this must be used creativly by the DM to add color and intrigue to campaign÷rules cannot be given to cover every possibility. Note: For two excellent examples of dandy characters, please refer to Danilo Thann in the Forgotten Realms¨ novels Elfshadow by Elaine Cunningham (although he's a wizard, his personality is perfect), and to Giogi Wyvernspur in The Wyvern's Spur by Kate Novak and Jeff Grubb. Outlaw Specialty: Thievery, musical instruments, storytelling, and song. Qualifications: To survive in the cut-throat criminal underworld, outlaw bards must be physically fitter than other bards; they must therefore have a minimum Strength and Dexterity of 12 and 14 respecitvely. Outlaws are criminals, and therefore are not suited to lawful alignments. Humans, elves, half-elves, and gnomes may be outlaws. Halflings may become outlaws, but are able to advance to twelfth level only. As with all halflings, they cannot cast magical spells, but do get special resistance to spells they "know" (see the CBH page 53 for rules on halflings resisting magic). Introduction: "Well met. I am Melendrian, although more know me as The Red Cape. I operate in Suzail, Cormyr. Some call me a thief, but I pefer to think of myself as a redistributor of wealth, and corrector of social unfairness. I also get a tremendous thrill when I pull off a major haul! I relieve the wealthy of their valuables, and donate much of my income to charities and churches. Although many realize where this portion of their income is coming from, they do not worry themselves over how it is obtained. Why should some suffer in poverty when others have so much, and do nothing useful for it? That is why I steal. "In this respect, I think of myself as doing good for the community, but unfortunately, others do not share my view. I blame those rogues who keep all their earnings for themselves÷pirates and bandits especially. They abuse their talents for greed, and give me a bad name. I can do nothing to prevent them, however, for they outnumber me fifty to one. "Anyway, I can't stop here. That fellow across the street is looking at me suspiciously. I've got another job to pull before dawn, and I'm in no mood to be followed tonight. Fare you well." Description: The outlaw bard (also called the brigand bard) is more inclined toward thieving than other bard characters. While most bards enjoy performance and artistry for their own sakes, outlaw bards need to feel the rush of excitement when burgling houses, and to "perform" for themselves. Some outlaws will even go so far as to leave cryptic clues as to their identity, playing a cat-and-mouse game with the law. Such games gain the outlaw infamy, but also place him at great risk÷but risk and thrills are the things most desired by outlaws. The outlaw bards make full use of all their skills to "earn" money, while avoiding the law at the same time. They have more highly developed thieving skills than other bards, for they practice and use the dexterous arts more often, and the morsels of magical knowledge that they pick up can mean the difference between a successful heist and capture. These abilities, plus their support from the commoners (who have the most to gain from the generous exploits of some outlaws), can often give these bards an edge over their thief counterparts. Role: Oulaws are sometimes burglers who work with thieves' guilds for personal profit, or occasionally, are members in wilderness-based bandit gangs. Many more, however, are freelance thieves; they show loyalty to no one but themselves. Good-aligned outlaws are most likely to be from this group; like Melendrian in the example above, they "rob the rich to give to the poor," whereas the evil outlaws rob the rich and poor alike, and keep all the money for themselves! Outlaws are usually tolerated by thieves' guilds, even those that generally dislike bards, although they tend to treat outlaw bards as "second-rate." Most powerful guilds are anxious to make a successful outlaw bard join their ranks, just to receive a cut of the profits. Outlaws, with the bard's wanderlust, rarely feel comfortable in something as rigid and inflexible as a thieves' guild, and the powerful guilds dislike the outlaw's love of unnecessary risks and thrills. Secondary Skills: Gambler, or other appropriate to the character's background. Weapon proficiencies: Outlaws may use any weapon. Nonweapon proficiencies: Bonus: Disguise, Fast-talking*, Information gathering*. Recommended: Appraising, Begging*, Forgery, Jumping, Local history, Looting*, Observation*, Rope use, Set snares, Tightrope walking, Trailing*. Equipment: Many outlaws carry a set of thief's picks, and other gear usually only possessed by thieves. Because their activities require agility and fast movements, outlaws dislike wearing bulky armor, as do thieves. Studded leather armor is the heaviest an outlaw may wear. Special benefits: Roguish repertoire: Outlaw bards rely more heavily upon their thieving talents to earn a living than typical bards. It is therefore in their best interest to concentrate as much as possible on learning new thief skills. When first created, the outlaw must choose which one of the thief skills that bards do not normally possess (from "Open locks," "Find/remove traps," "Hide in shadows" or "Move silently") he will choose as a bonus (it begins with 10 points assigned to it). Once picked, this skill cannot be changed. Increased practice: Outlaws get much more of an opportunity to practice their rogue talents than ordinary bards, and therefore advance more quickly in experience. At first level, the outlaw receives 35 points (instead of 20) to distribute between his thief skills, and gains an extra 20 (instead of 15) every time he advances a level. All other rules regarding advancement apply normally. Underworld contacts: Being more criminally aware than other bards, the outlaw is an expert at finding contacts among local thieves. Given an hour in a seedy tavern, and four or five gold pieces for drinks and bribes, an outlaw can find a contact÷typically a thief of levels 1-4. This contact can lead the bard to other rogues, take him to the local thieves' guild, exchange information about possible "jobs," or even buy stolen goods to fence at a later date. Entertaining: Using a combination of singing, instrument playing, storytelling, and bawdy jokes, the outlaw can entertain and influence the reactions of others. This ability functions as the Influence reactions of the true bard (CBH page 16). Special hindrances: Outlaw bards may only keep as much treasure and equipment as they can carry. ÿ