Bard
Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.
Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.
Alignment
Any.Hit Dice
1d6Proficiencies
- Armor: light armor and shields (except tower shields).
- Weapons: all Simple Weapons, plus the Longsword, Rapier, Sap, Short Sword, Shortbow, and Whip.
- Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
- Skill Points Per Level: 6 + Intelligence modifier.
Class Features
All of the following are features of the Bard class.Spells
A bard casts arcane spells drawn from the Bard Spell List. They can cast any spell they know without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the Spell Level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the Spell Level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each Spell Level per day. Their base daily spell allotment is given on Table: bard. In addition, they receive bonus spells per day if they have a high Charisma score. The bard’s selection of spells is extremely limited. They begin play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, they gain one or more new spells, as indicated on Table: Bard Spells Known. Unlike spells per day, the number of spells a bard knows is not affected by their Charisma score. Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), they can choose to learn a new spell in place of one they already know. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. A bard need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their allotment of spells per day for the spell’s level.Bardic Knowledge (Ex)
A bard adds half their class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around them, including themselves if desired. They can use this ability for a number of rounds per day equal to 4 + their Charisma modifier. At each level after 1st, a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that they have mastered, as indicated by their level. Starting a bardic performance is a Standard Action, but it can be maintained each round as a Free Action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a Standard Action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, Paralyzed, Stunned, knocked Unconscious, or otherwise prevented from taking a Free Action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a Move Action instead of a Standard Action. At 13th level, a bard can start a bardic performance as a Swift Action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language-dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If they fail this check, the attempt still counts against their daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If they fail this check, the attempt still counts against their daily limit. Blind creatures are immune to bardic performances with visual components.List of Bardic Performances:
- Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong they make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including themselves) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of their saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, they gain another saving throw against the effect each round they hear the countersong, but they must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
- Distraction (Su): At 1st level, a bard can use their performance to counter magic effects that depend on sight. Each round of the Distraction, they make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including themselves) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of their saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, they gain another saving throw against the effect each round they see the Distraction, but they must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
- Fascinate (Su): At 1st level, a bard can use their performance to cause one or more creatures to become Fascinated with them. Each creature to be Fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to them. The bard must also be able to see the creatures affected. The Distraction of nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, they can target one additional creature with this ability. Each creature within range receives a Will Save (DC 10 + 1/2 the bard’s level + the bard’s Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If their saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While Fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (Compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
- Inspire Courage (Su): A 1st level bard can use their performance to inspire courage in their allies (including themselves), bolstering them against Fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 Morale Bonus on Saving Throws against Charm and Fear effects and a +1 Competence Bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting their performance.
- Inspire Competence (Su): A bard of 3rd level or higher can use their performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 Competence Bonus on skill checks with a particular skill as long as they continue to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in themselves. inspire competence relies on audible components.
- Suggestion (Sp): A bard of 6th level or higher can use their performance to make a suggestion (as per the spell) to a creature that they have already Fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a Standard Action to activate (in addition to the Free Action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Charisma modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (Compulsion), mind-affecting, language-dependent ability and relies on audible components.
- Dirge of Doom (Su): A bard of 8th level or higher can use their performance to foster a sense of growing dread in their enemies, causing them to take become Shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become Frightened or Panicked, even if the targets are already Shaken from another effect. Dirge of doom is a mind-affecting Fear effect, and it relies on audible and visual components.
- Inspire Greatness (Su): A bard of 9th level or higher can use their performance to inspire greatness in themselves or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, they can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 Competence Bonus on attack rolls, and a +1 Competence Bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
- Soothing Performance (Su): A bard of 12th level or higher can use their performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the Caster Level. In addition, this performance removes the Fatigued, Sickened, and Shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
- Frightening Tune (Sp): A bard of 14th level or higher can use their performance to cause Fear in their enemies. To be affected, an enemy must be able to hear the bard Perform and be within 30 feet. Each enemy within range receives a Will Save (DC 10 + 1/2 the bard’s level + the bard’s Charisma modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes Frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.
- Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in themselves or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, they can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 Morale Bonus on Saving Throws and a +4 Dodge Bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
- Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that they have already Fascinated. Mass suggestion is an enchantment (Compulsion), mind-affecting, language dependent ability that relies on audible components.
- Deadly Performance (Su): A bard of 20th level or higher can use their performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard Perform for 1 full round and be within 30 feet. The target receives a Will Save (DC 10 + 1/2 the bard’s level + the bard’s Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, the target is Staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.
Masterpieces
Talented bards can learn or create masterpieces, unusual applications of the bardic performance ability requiring special training. Each masterpiece has its own prerequisites, and typically require the sacrifice of either a feat or a bard spell known to learn. Details on these masterpieces can be found here: Bard Masterpieces.Cantrips (Sp)
Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. They can use their bonus in that skill in place of their bonus in associated skills. When substituting in this way, the bard uses their total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not they have ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).Advanced Versatile Performances
Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard can choose an advanced versatile performance for one Perform skill they previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard meets the option’s prerequisites. A bard with an archetype that replaces versatile performance cannot select advanced versatile performance options.- Expanded Versatility (Ex): The bard chooses one Perform skill that they have already selected with versatile performance. They add one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once.
- Martial Performance (Ex): The bard chooses one weapon belonging to a Fighter Weapon Group that is associated with a Perform skill they have selected with versatile performance (see below). They gain proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, they gain Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective Fighter level is equal to 1/2 their bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated Fighter Weapon Groups. The types of Perform skills and their associated Fighter Weapon Groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).
- Masterpiece: The bard gains a Bard Masterpiece as though they gave up a feat to learn it. They must still meet the masterpiece's prerequisites, and the masterpiece must list ranks in a perfom skill that the bard has chosen with versatile performance as a prerequisite. This option can be selected multiple times.
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