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{{Spell table | {{Spell table | ||
|where=spell_level="0" AND classes HOLDS NOT "Wizard" AND classes HOLDS NOT "Sorcerer" AND classes HOLDS NOT "Cleric" AND classes HOLDS NOT "Bard" AND classes HOLDS NOT "Ranger" AND classes HOLDS NOT "Druid" AND classes HOLDS NOT "Paladin" AND classes HOLDS NOT "Warlock" AND (is_npc = false OR is_npc IS NULL) | |where=spell_level="0" AND classes HOLDS NOT "Wizard" AND classes HOLDS NOT "Sorcerer" AND classes HOLDS NOT "Cleric" AND classes HOLDS NOT "Bard" AND classes HOLDS NOT "Ranger" AND classes HOLDS NOT "Druid" AND classes HOLDS NOT "Paladin" AND classes HOLDS NOT "Warlock" AND (is_npc = false OR is_npc IS NULL) | ||
}} | }} | ||
{| class="wikitable nomobile" style="width: 100%;" | {| class="wikitable nomobile" style="width: 100%;" | ||
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| 3 | | 3 | ||
|} | |} | ||
== Class information == | |||
[[File:Default Bard Armor.png|250px|right|Bard's default armour]] | |||
; Hit points | |||
: At level 1: {{InfoBlob|8 + {{Ability|Constitution}} modifier}} | |||
: On level up: {{InfoBlob|5 + {{Ability|Constitution}} modifier}} | |||
; Key Ability Scores | |||
: {{Ability|Charisma}} for improved spell's [[Difficulty Class|DC]] and [[Attack Roll|Attack Rolls]] with spells. | |||
: {{Ability|Constitution}} for more Hit Points and better {{Concentration}} checks. | |||
: {{Ability|Dexterity}} for higher [[Initiative]] and [[Armour Class]]. | |||
; Saving Throw proficiencies | |||
: {{Ability|Dexterity}}, {{Ability|Charisma}} | |||
; Equipment proficiencies | |||
: {{SimpleWeaponsProf}}, {{WeaponType|Hand Crossbows}}, {{WeaponType|Rapiers}}, {{WeaponType|Longswords}}, {{WeaponType|Shortswords}} | |||
: {{LightArmour}} | |||
; Skills with proficiency (Choose 3) | |||
: {{Skill|History}}, {{Skill|Insight}}, {{Skill|Medicine}}, {{Skill|Persuasion}}, {{Skill|Religion}}, {{Skill|Deception}}, {{Skill|Intimidation}}, {{Skill|Performance}}, {{Skill|Acrobatics}}, {{Skill|Sleight of Hand}}, {{Skill|Stealth}}, {{Skill|Animal Handling}}, {{Skill|Arcana}}, {{Skill|Investigation}}, {{Skill|Athletics}}, {{Skill|Nature}}, {{Skill|Perception}}, {{Skill|Survival}} | |||
: You receive a bonus to every [[Character Creation#Skills|Skill]] that you are [[Proficiency|Proficient]] in. At [[#Level 1|Level 1]] the [[Proficiency Bonus]] is +2. | |||
=== [[Spells|Spellcasting]] === | |||
{{Hatnote|For a list of spells available to the Bard, see: [[Bard/Spells]].}} | |||
; Spellcasting Ability | |||
: {{Ability|Charisma}} | |||
; [[Spells#Known_spells|Known spells]] | |||
: Bard Spells are Always Prepared. In exchange, Bards know fewer Spells at low levels. | |||
== Gameplay == | == Gameplay == | ||
{{infobox statistics | {{infobox statistics | ||
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</gallery> | </gallery> | ||
=== [[Forest]] === | |||
{| class="wikitable" style="width:100%;text-align: left;" | {| class="wikitable" style="width:100%;text-align: left;" | ||
! width =|Item name | ! width =|Item name | ||
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{{ref|A [[Selûnite Prayer Sheet|note]] hidden behind the statue should be read next to the chest to unlock it. Selûne-devoted [[Cleric|clerics]] can open the chest without the note.|name=note5}} | {{ref|A [[Selûnite Prayer Sheet|note]] hidden behind the statue should be read next to the chest to unlock it. Selûne-devoted [[Cleric|clerics]] can open the chest without the note.|name=note5}} | ||
</references> | </references> | ||
== [[Wyrm's Crossing]] == | == [[Wyrm's Crossing]] == | ||
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==== Bridge to Wyrm's Rock Fortress ==== | ==== Bridge to Wyrm's Rock Fortress ==== | ||
The bridge to [[Wyrm's Rock Fortress]] is guarded by Flaming Fist and Steel Watchers. Successfully bluffing your way past grants the [[Inspiration|Inspirational Event]] '''Rock-Solid Alibi''' ([[Charlatan]] background). | The bridge to [[Wyrm's Rock Fortress]] is guarded by Flaming Fist and Steel Watchers. Successfully bluffing your way past grants the [[Inspiration|Inspirational Event]] '''Rock-Solid Alibi''' ([[Charlatan]] background). | ||
==Related quests== | ==Related quests== | ||
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* [[Mask of the Wild]]: You gain {{SmallIcon|Proficiency Icon.png}} [[Proficiency]] in [[Stealth]]. | * [[Mask of the Wild]]: You gain {{SmallIcon|Proficiency Icon.png}} [[Proficiency]] in [[Stealth]]. | ||
{{clear}} | {{clear}} | ||
== External links == | == External links == | ||
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{{NavGameplay}} | {{NavGameplay}} | ||
== Overview == | |||
The six abilities each represent an aspect of a creature's capabilities: | |||
* [[Strength]] (STR), physical power and might | |||
* [[Dexterity]] (DEX), agility, coordination and balance | |||
* [[Constitution]] (CON), health and endurance | |||
* [[Intelligence]] (INT), rational reasoning and memory | |||
* [[Wisdom]] (WIS), awareness and insight | |||
* [[Charisma]] (CHA), influence and force of character | |||
Ability scores are bought with points during [[Character Creation|character creation]]. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied. | |||
=== Ability score modifiers === | |||
Each ability has an ability score modifier, which is derived from its ability score. The ability score modifiers are being added to any ability checks, [[saving throws]] and [[attacks|attack rolls]] a creature makes associated with that ability, as well as to the [[Difficulty Class]] (DC) of any spells that they cast. | |||
Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls. | |||
An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}} | |||
{{AbilityScoreModifierTable}} | |||
==Ability checks== | |||
{{Excerpt|Dice rolls|Ability checks|subsections=yes|templates=SAI, InfoBlob, note, cond}} | |||
== Footnotes == | |||
{{notelist}} | |||
== Penalty to saving throws == | |||
=== Class features === | |||
*{{sai|Boar Companion}} - All creatures within the {{sai|Kick Up Muck}} area suffer a -2 penalty to Dexterity saves | |||
*{{sai|Wolf Companion}} - Target of {{sai|Infectious Bite (Wolf Companion)|Infectious Bite}} suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves | |||
=== Spells === | |||
*{{sai|Find Familiar: Rat}} - Target of {{sai|Infectious Bite (Rat)|Infectious Bite}} suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves | |||
=== Items === | |||
*{{MdRarityItem|Seemingly Gleaming Ring}} - Wisdom saves -1 | |||
*{{MdRarityItem|Gloves of Baneful Striking}} - On a weapon hit, the target suffers a 1d4 penalty to saves against wearer's next spell, for 2 turns | |||
*{{MdRarityItem|Phalar Aluve}} - [[Phalar Aluve: Shriek]] incurs a 1d4 penalty to Charisma, Wisdom, and Intelligence saves of all enemies within 6 m / 20 ft radius, for 5 turns ({{recharge|short rest}}) | |||
=== Conditions === | |||
*{{cond|Bloodless}} - Saves -1 | |||
*{{cond|Bane}} - Target suffers a 1d4 penalty to saves | |||
*{{cond|Slowed}} - Target suffers a -2 penalty to Dexterity saves | |||
*{{cond|Reverberation}} - Target suffers a -1 penalty to Strength, Dexterity, and Constitution saves per remaining turn of the condition | |||
*{{cond|Mental Fatigue}} - Target suffers a -1 penalty to Wisdom, Intelligence, and Charisma saves per remaining turn of the condition | |||
== Proficiency in saving throws == | |||
=== Class features === | |||
*{{sai|Transmuter's Stone: Constitution}} - Proficiency in Constitution saves | |||
<!--===Spells===--> | |||
=== Items === | |||
*{{MdRarityItem|Helmet of Autonomy}} - Proficiency in Wisdom saves | |||
*{{MdRarityItem|Elixir of Dwarven Resilience}} - Proficiency in saves until making three successful saves or until a [[long rest]], upon consumption | |||
<!--===Conditions===--> | |||
== d20 rolls == | |||
Whenever a creature attempts an action that has a chance of failure, they roll a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed. | |||
These attempts are categorised either as attack rolls – which are rolled against the target's [[Armour Class]] (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC: | |||
<center>Formula = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)}}</center> | |||
; Attack rolls : When a creature attacks a target they make an attack roll against the target's DC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped [[weapon]] (including unarmed), but some [[spells]] – such as a warlock's [[Eldritch Blast]] – require the caster to make spell attacks. | |||
; Saving throws : Traps, spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or ''save''. To attempt a save, a creature rolls a d20 against a target save DC. | |||
; Ability checks : An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful. | |||
A Difficulty Class (or DC) is a number rolled against when making ability checks or saving throws. It represents how difficult a task is to accomplish. | |||
The number is determined by the the task attempted – or in the case of saves – the spell, condition or action that has to be overcome. | |||
=== Natural 1s and 20s === | |||
Rolling a 1 or 20 on a d20 roll is referred to as a ''natural 1'' or ''natural 20''. When making an attack roll or ability check, rolling a natural 1 is always an automatic failure, while a natural 20 is always an automatic success, regardless of the the final result after modifiers are applied. Saving throws attempted during dialogue and death saving throws can also roll roll natural 1s and 20s. | |||
Unlike attack rolls and ability checks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, however when saving throws are used during dialogue they will guarantee failure or success when a 1 or 20 is rolled. | |||
=== Advantage and disadvantage === | |||
[[File:Advantage Icon.png|alt=The in-game symbol for advantage.|left]] | |||
[[File:Disadvantage Icon.png|alt=The in-game symbol for disadvantage|left]] | |||
A [[List of sources of advantage|number of situations and conditions]] give creatures advantage or disadvantage on d20 rolls. A creatur that makes a roll with advantage rolls two d20 dice separately, and use the higher of the two results. If they instead have disadvantage, they choose the lower of the two. | |||
Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likesise, creatures that have {{em|both}} advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either. | |||
== List of all feats == | |||
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}} | |||
{{table feat | |||
| name = Ability Improvement | |||
| description = | |||
* Increase one [[ability score]] by 2, or two ability scores by 1, up to a maximum of 20. | |||
}} | |||
{{table feat | |||
| name = Actor | |||
| feature1 = Actor | |||
| description1 = | |||
* Your {{Ability|Charisma}} increases by 1, to a maximum of 20, and you gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]]. | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Alert | |||
| feature1 = Alert | |||
| description1 = | |||
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}} | |||
| rows = 2 | |||
}} | |||
{{table feat | |||
| name = Athlete | |||
| feature1 = Athlete: Standing Up | |||
| description1 = | |||
* Your {{Ability|Strength}} or {{Ability|Dexterity}} score increases by 1, to a maximum of 20. | |||
* When you are {{Cond|Prone}}, standing up uses significantly less movement. | |||
* Your {{SAI|Jump}} distance also increases by 50%. | |||
| rows = 2 | |||
}} | |||
{{table end}} | |||
{{SpoilerWarning}} | |||
{{Party interactions|image=Astarion Approval.png}} | |||
{{CompanionTab|Astarion|nodesktop=yes}} | |||
{{clear}} | |||
{| class="wikitable sortable" style="text-align: center;" | |||
|+ [[File:Ammunition Icon.png|32px|link=]] ''' List of Arrows | |||
! style="width: 24%;" class="unsortable" |Name | |||
! data-sort-type="number" | Rarity | |||
! Value | |||
! Type | |||
! class="unsortable" |Effect | |||
|- | |||
| style="text-align:left;" | {{LgItemIcon|Arrow of Piercing}} | |||
| data-sort-value="1" | Common | |||
| 10 | |||
| Damage | |||
| Deals weapon damage + half of that to creatures directly behind the target. | |||
|- | |||
| style="text-align:left;" | {{LgItemIcon|Barbed Arrow}} | |||
| data-sort-value="1" | Common | |||
| 10 | |||
| Damage | |||
| Deals Weapon Damage + {{DamageText|1d4|Piercing}} when moving for 5 turns. | |||
|- | |||
|} | |||
== Transcript == | |||
{{Dialogue start}} | |||
'''Kith'rak Voss:''' Explain yourself, ''vin'iisk.'' | |||
*{{dopt|''(If using {{SAI|Disguise Self}})'' '''Player:''' Honestly? I'm not really a gith.}} | |||
**{{dact|seeabove|disguise}} | |||
*{{dopt|'''Player:''' {{Ability check|Deception|15}} ''Play along as a gith. Say you're indeed from the creche.''}} | |||
**{{dcond|If you pass the check}} | |||
***'''Kith'rak Voss:''' Curious. Most coming from the creche would come across this bridge behind me. You did not... | |||
***'''Kith'rak Voss:''' ...but I suppose you are young and untested. This world can be confounding to navigate. | |||
***{{dact|seeabove|weapon2}} | |||
**{{dcond|If you fail the check}} | |||
***'''Kith'rak Voss:''' ''Lies.'' You speak like the vermin from this wretched world. What are you, a deserter? | |||
***{{anchor|liar2}}'''Kith'rak Voss:''' No matter. Baretha! This one is no kin to us. Kill him/her/them. I will continue searching for the weapon. | |||
***{{dact|seeabove|latefail}} | |||
*{{dopt|'''Player:''' {{Ability check|Performance| }} ''Impersonate a fierce gith and refuse him any explanation.''}} | |||
**{{dcond|If you pass the check}} | |||
***'''Kith'rak Voss:''' Ha! Your tongue is sharp - good. The creche's hatchlings have not been compromised by this meek, ''wretched'' world. | |||
***{{dact|seeabove|weapon2}} | |||
**{{dcond|If you fail the check}} | |||
***'''Kith'rak Voss:''' There is no conviction in your voice. What are you? A deserter? A traitor? | |||
***{{dact|seeabove|liar2}} | |||
*{{dopt|'''Player:''' ''Attack''.}} | |||
**{{dact|You chose violence.|failcase}} | |||
{{Dialogue end}} |