Bard
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“Music is a moral law. It gives soul to the universe, wings to the mind, flight to the imagination, and charm and gaiety to life and to everything.” — Plato


Overview

AKA: Singer, Musician, Troubador, Minstrel
Bards are the sorcerers of song, the mages of music, and the sages of symphony. They utilize instruments and their voices to bring might to their party, enhancing them and protecting them with potent spells woven of plucked strings and blown wind. They are a magical support job, whose songs provide essential backup in difficult fights, and who can contribute to faster victory in other combats.

Base Statistics

These are the basic statistics for anybody with Bard set as their main job.

HP 15 Weapon Power 1d6 Weapon Type Instruments
MP 25 Spell Power 1d10 Armor Type Light Armor
Job Bonus +1 Reslience, +1 Speed Job Tree Dancer/White Mage

Skills

Characters with Bard as their main job can use the following skills.

Explore Spirit: Bards are social gadflies, and find information from living beings about how to navigate.
Social Spirit: Charming and debonair, bards are the star of any party.
Knowledge Spirit: Some people tell Bards things that should probably be kept secret…

Sing

Bards gain the following powers as they gain job levels. Bard songs fall into three major camps: Rounds, which are continuous effects that keep going as long as the bard keeps singing; Refrains, which instantly increase an ally's capabilities; and Verses, which use charms to inhibit enemies.

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1: Verse: Lullaby

A bard first learns how to put enemies into a deep slumber.

Lullaby Spell 1 A
5 MP
Inflicts Sleep on one enemy.

2: Round: Life's Anthem

Life's Anthem restores HP to the party throughout combat.

Life's Anthem Spell 1 A
15 MP
Heal each party member an amount equal to your HALF SPELL POWER every round at the start of their turn until the end of combat, or until you choose a different Round.

3: Refrain: Valor Minuet

Valuor Minuet enhances a party's physical attacks.

Valor Minuet Spell 1 A,
10 MP
Bestows Bravery on one party member.

4: Verse: Alluring Air

Alluring Air sows chaos amongst enemy ranks!

Alluring Air Spell 1 A
10 MP
Inflicts Confuse on one enemy.

5: Round: Mage's Ballad

Mage's Ballad keeps the party's MP high.

Mage's Ballad Spell 1 A
15 MP
All party members recover HALF SPELL POWER} MP equal every round at the start of their turn until the end of combat, or until you choose a different Round.

6: Refrain: Esoteric Melody

The Esoteric Melody focuses your allies' magic power.

Esoteric Melody Spell 1 A,
10 MP
Bestows Faith on one party member.

7: Verse: Silent Refrain

Silent Refrain quiets your foes.

Silent Refrain Spell 2 A
20 MP
Inflicts Silence on one enemy.

8: Round: Requiem

A high level bard can destroy their foes slowly over time.

Requiem Spell 2 A
25 MP
Deal SPELL POWER Holy damage to all enemies every round at the start of their turn until the end of combat, or until you choose a different Round.

9: Refrain: Hastemarch

Hastemarch inspires allies to up their tempo!

Hastemarch Spell 2 A,
20 MP
Bestows Haste on one party member.

10: Verse: Elegy

Elegy causes enemies to plod slowly.

Elegy Spell 2 A,
20 MP
Inflicts Slow on one enemy.

Epic: Round: Heroes' Rhyme

Bards at the pinnacle of their ability turn their party into the heroes they are singing about!

Heroes' Ryme Spell 4 A
45 MP
Each party member gains a +1 bonus to Weapon Power, Spell Power, Stamina, Willpower, Luck, and Speed every round at the start of their turn until the end of combat, or until you choose a different Round. This bonus stacks with itself.

Feats

Bards can customize their abilities with feats, gaining new abilities and options.

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Rank I

Hide

Prerequisite: Bard Level 1
Hide lets the bard avoid combat entirely.

Hide [Ability] Tech 1 A Until your next turn, you cannot be a target of any abilities (either from party members or enemies). You can remain in this state until you take any other action.

Refrain: Knight's Minne

Prerequisite: Bard Level 3
Certain bards increase their allies' defense.

Knight's Minne Spell 1 A,
10 MP
Bestows Protect on one party member.

Refrain: Sword Mardigral

Prerequisite: Bard Level 4
Certain bards can make their allies luckier in attacks.

Sword Mardigral Spell 1 A,
10 MP
Bestows Accuracy on one party member.

Refrain: Matador's Song

Prerequisite: Bard Level 4
Certain bards can make their allies luckier in defenses.

Matador's Song Spell 1 A,
10 MP
Bestows Evade on one party member.

Rank II

Refrain: Disenchant

Prerequisite: Bard Level 6
Certain bards increase their allies' magic defense.

Disenchant Spell 1 A,
10 MP
Bestows Shell on one party member.

Round: Romeo's Ballad

Prerequisite: Bard Level 5
Bards can stun enemies, preventing them from acting.

Romeo's Ballad Spell 2 A,
20 MP
Each enemy, at the start of their turn, must roll 1d20. On a roll of less than 10, the enemy cannot act. This effect lasts until the end of combat, or until you choose a different Round.

Rank III

Refrain: Guardian Ballad

Prerequisite: Bard Level 9
Bards can weave together defenses in a chord.

Guardian Ballad Spell 2 A,
20 MP
Bestows Protect and Shell on one party member.

Refrain: War Chant

Prerequisite: Bard Level 9
Bards can weave together enhancements in a chord.

War Chant Spell 2 A,
20 MP
Bestows Bravery and Faith on one party member.

Verse: Spell Finale

Prerequisite: Bard Level 10
Bards can end magic with a triumphant cry.

Spell Finale Spell 3 A,
30 MP
Dispels all enhancements on one enemy.

Epic

Refrain: Goddess's Hymnus

Prerequisite: Bard Epic Level
A bard may restore the dead to life with a pluck of a string.

Goddess's Hymnus Spell 3 A,
30 MP
Bestows Reraise on one party member.

Refrain: Nameless Song

Prerequisite: Bard Epic Level
A bard can allow fate to dictate the blessings his music gives.

Nameless Song Spell 4 A,
40 MP
Roll 1d20 for each party member.
On a roll of 5 or better, all ailments are removed.
On a roll of 10 or better, they regain all HP.
On a roll of 15 or better, they regain all MP.
On a roll of 20, they gain Reraise if they are alive, or are raised if they are dead.
Note that these effects are cumulative — a roll of 20 includes all previous effects.
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