The word “bard” ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions.
In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.

Bards range from the disreputable charmers in the local tavern to the silk-clad singers of the court. Few realize that deep down, all bards are similarly trained, charming rogues. Most have the skills to flee when they are no longer wanted, and to hide from those they have offended. Some are more skilled in the wild than others, some instead are skilled at blending into any nation. Of those bards who engage in combat, most use bows. Some fortunate few even use masterfully crafted bows that are part lyre, to play their songs as they fight. Most combative bards have a bit of magic in their instruments, to allow them to keep playing as they fight. Bards tend to wear medium armor, protective enough to be helpful while light enough to move around in. The nation of Gridania produces many bards, most of whom are officers in the Archer’s Guild, though more than a few leave after their term of enlistment to wander the realms. Bards in Ul’dah are either hangers-on of the wealthy or scoundrels singing in tavenrs. Limsa Lominsa loves a good sea chanty, so Bards are welcome on any vessel in the navy or merchant marine. Those in Ishgard are typically more dour, and more focused on combat, singing hymns to Halone to inspire the Fury’s grace in their allies.

Class Abilities:
Athletics, Dodge, Linguistics, Lore, Performance, Stealth, Socialize, Survival

Anima Effects:

For 10 motes, the Bard may allow his allies to benefit from Double-9s on all actions for one turn. This ability may be used once per encounter<?>. At Bonfire/Iconic, his allies my double a single 9 each turn at no cost.
For three motes, the Bard may ignore up to (lower of 3 or Essence) penalties to a social action for one instant. These motes are always considered Personal.
For 10 motes, all of the Bard’s or an ally’s combat, movement, or social Charms with outstanding reset conditions are automatically reset. This effect can only be used once per day, becoming available again at sunrise.

Bard Class Charms use music to enhance the abilities of the bard’s allies.


Eorzea Reborn Maegis