Conceptually, this bard has 3.x-style abilities. He's a face-man, a tale-teller, and repository of knowledge. Top that off with musical inspiration and fascination abilities; enchantment, auditory illusion, buffing, and healing spells; and fair combat abilities, he's a true jack-of-all-trades that complements the party without stealing anyone else's thunder. The cleric will always be a better healer, the thief will still have his unique skills, and the magic-user will have a greater spell selection and much more damage capability. As a support character, he most resembles the cleric.
Bard (Prime Requisite: Charisma)
- Hit Die: d6
- Save: as Cleric
- Combat Progression: as Cleric/Thief
- Armor Restriction: restricted leather or magic chainmail, no shield
- Weapon Restriction: restricted to sword, dagger, club, light crossbow, sling, shortbow
- Spell Ability: Cleric/M-U blend (I priced this at cleric level)
- Special Ability Rank II: Bardic Music (1/day, +1/day per 3 levels after 1st): Inspiration (+1 to hit and damage (+2 at 6th level, +3 at 12th level; Fascination (as Hypnotism)
- Weapon Mastery: non-fighter
- Skills (priced at 2:1, as per Thief): Music, Singing, Persuasion, Acting, Deception, Read Normal Languages, Knowledge: History, Knowledge: Legends
- Level Limit: Unlimited
- XP Progression: 2000 xp to 2nd level (as Fighter)
1: remove fear, light, detect magic, read languages, charm person, faerie fire, sleep, read magic, ventriloquism, auditory illusion, hypnotism, identify
2: silence 15' radius, speak with animal, hold person, cure light wounds, protection from evil, snake charm, deafness, magic mouth, amnesia, scare
3: locate object, hold animal, striking, fear, invisibility, clairaudience, fumble, suggestion
4: dispel magic, charm monster, confusion, tongues, emotion, heroism, feeblemind
5: cure serious wounds, protection from evil 10' radius, hold monster, geas, lore, charm plant
6: find the path, cure critical wounds, maze, antipathy/sympathy, power word stun, mass charm
*Spell notes: some of the spells are cribbed from 1st edition. Heroism is taken from 3.x; it's a single-target buff spell; I'm thinking it should be around +2 to hit, 2d8 temporary hit points, and fear immunity, say for a duration of one round/level.
Your feedback would be welcome.