#bardweek Remember to vote for your favorite suggestions in the Bardic Compendium Class Contest!

#bardweek Remember to vote for your favorite suggestions in the Bardic Compendium Class Contest!

#bardweek Remember to vote for your favorite suggestions in the Bardic Compendium Class Contest! Or better yet, come with your own!

https://plus.google.com/110937611143261107555/posts/1ZSDKCxAtyW

#bardweek

#bardweek

#bardweek   

Today’s winner of the Bardic Compendium Class Contest is Tom Tyson for his suggestion about the Ukulele Bard! Today I drew a bit of inspiration from Hawaiian folklore, and each bard move is thus associated with  a Hawaiian god or goddess.

Without further ado, let me present…

The Godsinger

When you have been taught the divine tunes of the ukulele by a kahuna you may take this move the next time you level:

The Song of Ku

When you praise Ku with a song while playing the ukulele as a part of your Arcane Performance, on a hit your ally is granted temporary divine protection by Ku. They gain +2 Armor forward.

Once you’ve taken “The Song of Ku,” the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.

The Song of Pele

When you praise Pele with a song while playing the ukulele roll+CHA. On a 10+ she summons forth a volcanic eruption under your foes. On a 7-9 volcano erupts but choose one:

– Pele demands tribute, a sacrifice or a favor

– The volcano goes out of control, exposing you and your party to danger.

The Song of Kanaloa

When you praise Kanaloa with a song while playing the ukulele and you bring him a proper sacrifice he will grant you an audience with Death, a lost friend or loved one. If the offering is meager, Death will be angered and will give you a bargain. If you accept he will be appeased. Otherwise, take -1 ongoing to Last Breath until you find away to appease Death.

The Hula

When you perform the hula in praise of Laka, ask Laka a question about how you can peacefully deal with a situation and roll+CHA. On a 10+ she will answer you clearly and give you sage advice. On a 7-9 you get a short glimpse containing an object, person or location that will help you in your endeavor. Either way, you take +1 forward when acting on the answers.

http://www.to-hawaii.com/hawaiian-myths-and-legends.php

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Do YOU have any cool Bard stories from your games?

(does not have to be from Dungeon World) 

I played a Bard in a game run by David Reichgeld. We where checking out a cult in a mountain monastery. It turns out they had captured a god and where harvesting it for its divine flesh. The god would regrow the flesh but it gave the cultist increased power and abilities. The god was chained to a giant stonetable by obsidian chaines (the only thing that can hold a divine being) . During the fight i rolled a miss and so the god grabbed me in it’s giant hand and started to squeeze me, meanwhile it communicated with my character  mentally. I used this connection to parley with the god. I offered to free him if he gave me some of his power in return. 

The Wizard used the presents of a god as a place of power and fullfilled the ritual. 

It was actually a protector god of children so my character got the ability to make children believe whatever he said (with the option to multiclass into cleric moves later)

It was a really cool scene and end to our one-shot. 

#bardweek

#bardweek

#bardweek

Todays “winner” of the Bardic Compendium Class Contest (TM) (no, it’s not really trademarked, so don’t sue) is Eric Nieudan with his “freestyle gangsta rapper” suggestion!

The Rhymer

When you have mastered the art of rythmic rhyming and fast-talking, you may take this move the next time you level:

Masterful Vituperation

When you bust a rhyme that smears foe as a part of your arcane performance, on a hit you enchant him with a powerful sense of enmity, and he will try to harm you to the best of his ability.The spell is broken when they take damage, and the first ally to attack the foe takes +1 to their roll.

Once you’ve taken “Masterful Vituperation,” the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.

Fo Shizzle

When you bust a rhyme and include nonsense words you made up on the spot roll+INT, your words are infused with a . On a 10+ your words are infused with magic and the listener is so confused that are stunned for a few moments. On a 7-9 the listener is only stunned so long as you keep rhyming, and even then only for a few moments.

Bling Bling

When you flash some jewelry and rhyme about all your coin and wenches, roll+CHA. On a hit, a listener is put under an illusion. On a 10+ choose 2. On a 7-9 you still choose two, but they are maliciously envious:

– They believe that you are an important and influential person.

– They consider you exceptionally attractive.

– They believe that you are very rich.

Thug Life

You speak the secret tongue of the Homies and know their secret hand gestures. When you recruit in the slums, take +1 to your roll.

#BardWeek #repost of #compendiumclasses I did that fit the bard really well.

#BardWeek #repost of #compendiumclasses I did that fit the bard really well.

#BardWeek #repost of #compendiumclasses I did that fit the bard really well.

The Maestro. Owning a Bar fits the Bard better then any other class I think.

https://docs.google.com/document/d/1_O0YFdOrPUiVJiOua2R7ct1hoVlfViJWmtekYnwE80I/edit?usp=docslist_api

The Lighthearted Trickster. Fitting the pacifist bard as well as the trickster really well.

https://docs.google.com/document/d/1OEZ_KB5_U61O6XBz5j0m71drqpK3dQ0rAMbmX97SxiQ/edit?usp=docslist_api

The Jack of all trades. Because the Bard already fits the archetype and is the master of Multiclassing!

https://docs.google.com/document/d/1Zkn3wC2dq05f2E3qUJbNF7bhhtFKRrHlqQzx2rpSr6k/edit?usp=docslist_api

Crane Archer. Maybe not directly obvious but e AA offers a lot of flexibility and utility to fire arrows that are useful to the party right now.

https://docs.google.com/document/d/1lkBF-ce7D2Ys_4oe6nUaLaKfEbCmvv-blSKIGZDzORs/edit?usp=docslist_api

Soul Gambler. Performers gambling for their soul to be better performers are also a well known trope, at a gambling bards anyway.

https://docs.google.com/document/d/1_kjttvqX9RouCYa_ziCswJNolaEUTPapIK-jmd6dtLM/edit?usp=docslist_api

I remember seeing an alternate Bard (or improved Bard?) class floating around, but I don’t have the link to it.

I remember seeing an alternate Bard (or improved Bard?) class floating around, but I don’t have the link to it.

I remember seeing an alternate Bard (or improved Bard?) class floating around, but I don’t have the link to it. Does anyone know what I’m talking about? #bardweek  

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Arcane Art Discussion Part 2 – The 4 options 

Heal 1d8 damage

+1d4 forward to damage

Their mind is shaken clear of one enchantment

The next time someone successfully assists the target with aid, they get +2 instead of +1

After talking about initiating the move yesterday, let’s focus on the actual mechanical things you can do with it.

1. extra damage (can stack up to a +3d4) 

This is pretty self explanatory and is probably used a lot.  A potential +6 damage is nothing to sneeze at. Especially when someone has means of doing “automatic” damage, like on a defend. Since you can upgrade to 3d4 on level 6, this would give an ally 6+3d4 damage, so roughly 12 autodamage with jsut this move and defend. Not that bad. 

Try to work out if you can use this damage boost with magical attacks or area/multiple attacks like Blot out the Sun. 

2. Healing (potentially 3d8 healing) 

Not much to say here. Stacks nicely with the Invigorating Cleric move. 

3. Clearing their mind of an enchantment

Now this is where the real utility comes in. Most of the times there is not much you can do on short notice when the Ranger is mind-controled or the the Fighter has bloodlust cast on him. 

You can use these kinds of effects more often as a GM too since the party has a better way of dealing with them. In fact, you should. Give a bard the opportunity to use this part of his ability and be extra cool and useful. If this never comes up it is a missed opportunity for the game. 

4. +2 when adining. 

This one isn’t so flashy or oviously useful then the other options i think. However, it boosts teamwork in the whole group. If you use this it means that someone has to aid and that more helping happens in the group. If you have THIS ONE action that you really want to succeed this is the way to pull it of. Using this mode often will make everyone more into a teamplayer. If you are helping yourself most of the times be sure to pick up the A Little Help From My Friends move to get a tasty +1 yourself. With your 6 bard bonds you should be well equipped to helping everyone.