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The Complete Bard's Murder Book
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=== Character Generation === To claim a place in the game, choose a kit, a race, a gender, name your character and give me at least a paragraph of background for a generic humanocentric medieval setting. Are you one of the traveling players? A musician? Are you connected to the royal family or townspeople in some way? Have you come to the fair to enjoy yourself? Do you care only about the tournament? Are you here to make money? A reputation? All of the above? Perhaps first and foremost, why are you the most incredible talent to walk the land in many a year? Your ability scores are 17, 16, 15, 14, 13 and 12. Arrange these numbers to taste, even if the result doesn't technically meet the class/kit requirements. You may play as any one of the good alignments, regardless of kit: LG, NG, CG. You start play with 5,000 xp (that's fourth level), 500 gp (total) to spend on equipment, and up to 500 xp worth of magic items from the ''DMG'', ''Tome of Magic'' and (naturally) the ''Complete Bard's Handbook''. Gunpowder exists in the setting, but so far has seen use only in bombards and cannons. Three weapon proficiencies per your kit, and 4 non-weapon slots (plus any "bonus" for your kit). If you choose a secondary skill, do so according to the guidelines for your kit. At fourth level, you get 65 percentage points on top of the base thief abilities, modified by kit and armor worn (CBH, pp. 10-12). HP generation: 6 + 3d6 + (4 x constitution bonus, if any) Spell selection: choose 'em yourself from the ''PHB'', ''ToM'' and ''CBH''. Take five first-level spells and four second (Loremaster gets one extra of each), and they need not be memorized in advance. You may similarly ignore material components in casting; your singing, playing or recitation satisfies all verbal and somatic.
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