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==Traits & Race/Class/Kit Abilities== ===Racial Abilities=== ===Class Abilities=== * Alter moods – While performing before a non-hostile group, the bard may alter the group’s mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group’s mood may be shifted one level in the direction wished by the bard. * Climb walls* 65% – Allows the bard to climb smooth or vertical surfaces. * Counter effects – Allows the bard to counter song based attacks. * Detect noise* 25% – May hear faint sounds. * History 15% – Gives a bard a 5% chance per level to identify a magic item by closely examining the item. * Pick pockets* 15% – Allows the bard to pilfer small items from another’s pocket or purse. * Rally friends – By spending three rounds, the bard may grant their comrades a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard. * Read languages* 10% – Gives a chance to read languages not familiar to the bard. * Wizard spells – Allows the bard to cast wizard spells. * Schools of Magic – Enchantment/Charm, Illusion/Phantasm ===Kit Abilities=== * Jesters receive a +1 bonus (+5% on percentile rolls) to most die rolls. This includes saving throws, initiative, surprise, proficiency checks, thief skill checks, ability checks, and ability sub-checks (e.g., bend bars/lift gates, resurrection survival, and so on). The fool’s luck also adds a +1 bonus to the Jester’s Armor Class. * About the only die rolls that the fool’s luck ability doesn’t affect are attack rolls, damage rolls, initial character generation rolls, and Hit Die rolls. * Jesters enjoy a +1 bonus to Charisma when they are working an audience. * A Jester’s Mind: Jesters are immune to attacks that cause insanity. Jesters also gain a saving throw bonus equal to their level vs. wizard spells of the enchantment/charm school and priest spells of the charm sphere. (A saving throw of 1 always fails, however.) Furthermore, any attempt to read a Jester’s mind has a percentage chance equal to the Jester’s level of causing confusion in the mind reader (treat as if under the effect of a confusion spell). ===Traits=== * Precise Memory – With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized. * Music/Singing – +2 bonus to singing proficiency checks. * Obscure Knowledge – Successful Intelligence/Knowledge check allows the recollection of a fact pertaining to the current subject. ===Languages=== *Common (Speak, Read, Write) *Dwarf *Elf *Hobgoblin *Orc
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