Bard

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Chamber Music for an adoring audience of one.

For as long as there have been creatures with the Spark of Civility, there has been Song.

Indeed, some philosopher-poets assert, credibly, that the presence of a musical tradition, even the simple ability to understand, appreciate, and create Music, is one of the fundamental differences between those with the Spark, and those without.

As such, music is one of those things that make the Civilized Races truly different and better than mere monsters.

Once you understand the foundational importance of Song, of artistry, of the ability to create joy from nothing, you begin to understand why the bard is easily the most powerful class in existence.

That said, even if you leave aside the considerable physical might of a capable bard, having a bard in your band of adventurers makes every battle easier in a hundred ways. Nobody is as good as a bard at raising morale, steeling the spirit, and screwing up courage to the veritable 'sticking point'. Never doubt that bards win many battles without ever lifting a finger.

Plus, having a bard means an endless river of entertainment is there for the taking. Bards can be funny or somber, joyful or morose, a laughing presence or a steel-eyed poet-warrior, but they are also always entertaining. They may entertain in a thousand different and surprising ways, but you will certainly never suffer ennui in the presence of a bard.

Role: Bards have a wide variety of attacks. They are able to cast surprisingly potent spells, affect enemies directly through song and verse, and even dance with a sword to lethal effect. But a Bard's greatest contribution to a party is their uncanny ability to strengthen their allies, both directly and subtly. A bard multiplies the power of everyone around them, and impairs the efficiency of their enemies.

Alignment: Any

Hit Die: d6

Starting Wealth: 250 gp

Recommended Ability Score Priority:
  • Charisma: primary; used for spells, social skills, harmony and staccato damage.
  • Dexterity: secondary; used for ranged to-hit, AC, and dex-based skills.
  • Intelligence: tertiary; used for skill points, and knowledge skills.
  • Constitution: low priority.
  • Strength: low priority.
  • Wisdom: low priority.
Base To-Hit:
A bard's base to-hit numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged to-hit rolls.
  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier
Base Weapon Damage:
A bard's base weapon damage numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged damage rolls.
  • Melee Damage: Base Weapon Damage + Strength Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
  • Projectile Weapon Damage: Base Weapon Damage (may add Strength Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A bard's base armor class is 9.
  • Armor Class: 9 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
Maneuver Defense:
A bard's maneuver defense is calculated normally.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
Skills:
Bards get 7 + Int modifier skill ranks per Bard class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
  • Perform (at least one Perform subskill (e.g. Acting, Musical Instruments, etc.) is strongly recommended)
  • Diplomacy
  • Bluff
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Favored Class: Bard

If the Bard class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Bard (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   n/a   n/a   +0   +2   +2   9 Spellsong

Spellsong (Su)

If Bard is your favored class, you gain the Spellsong feat as a bonus feat. With this feat, you can incorporate the casting of a bard spell with the action of initiating a Bardic Performance. To do this, you increase the action required to initiate the Bardic Performance as described in the bulleted list below, and choose a spell with a casting time of no greater than a Standard Action. By doing so, you initiate the Bardic Performance and cast the spell at the same time.

  • If your Bardic Performance requires a Standard Action to initiate, activating Spellsong requires a Full Attack Action (a standard action + a move action).
  • If your Bardic Performance requires a Move Action to initiate (when you have at least 6 levels of the Bard class), activating Spellsong requires a Standard Action (or the first attack in a full attack action).
  • If your Bardic Performance requires a Swift Action to initiate (when you have at least 11 levels of the Bard class), activating Spellsong requires an Attack Action (a standard action, or any attack in a full attack action).

Spellsong can only be used when you first initiate a Bardic Performance. It cannot be used with a performance you are sustaining from a previous round.

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Courageous Bard (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +0   -5   -   -   +0   +2   +2   9 Level 1 Spells, Implement Bonus, Bardic Performance I, Harmony, Song of Courage
2nd   +1 (+1)   -4 (+1)   -   -   +0   +3 (+1)   +3 (+1)   9 Versatile Performance I
3rd   +1   -4   -   -   +1 (+1)   +3   +3   9 Song of Steel
4th   +2 (+1)   -3 (+1)   -   -   +1   +4 (+1)   +4 (+1)   9 Level 2 Spells, Bardic Knowledge I
5th   +2   -3   -   -   +1   +4   +4   9 Versatile Performance II

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip (only the 'whip', not the exotic whips).

Bards are proficient with light armor, and light shields.

A bard can cast bard spells while wearing light armor and using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spell caster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

A multi-class bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bard Spells (Sp)

  • Bards are Charisma-Based Arcane casters, that can spontaneously cast any spell they know, if they have spell slots remaining of that spell level.

Beginning at 1st level, a bard is able to cast arcane spells drawn from the Bard Spells list. Unlike a wizard or a cleric, 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 spells per day for that spell level. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level.

Spells Known

A bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of their choice. At each new bard level, they gain one or more new spells, as indicated on the table below. (Unlike 'spells castable per day', the number of spells a bard knows cannot be improved by having a high Charisma score.) These new spells can be common spells chosen from the bard spell list, or they can be unusual spells that the bard has gained some understanding of through study.

Upon reaching 5th level, and at every third bard level after that (i.e., 8th, 11th, and so on), a bard 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. 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.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values').

Level 0th 1st 2nd 3rd 4th 5th 6th
1st   4 (+4)   3 (+3)   -   -   -   -   -
2nd   4   4 (+1)   -   -   -   -   -
3rd   4   5 (+1)   -   -   -   -   -
4th   5 (+1)   5   2 (+2)   -   -   -   -
5th   5   5   3 (+1)   -   -   -   -

Spells Castable Per Day

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. Higher level bards have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a bard has a limited number of spell slots of each spell level that they can cast each day.

The bard's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the bard fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values').

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
1st   ∞   3 (+3)   -   -   -   -   -   -   -   -   -   -   -
2nd   ∞   4 (+1)   -   -   -   -   -   -   -   -   -   -   -
3rd   ∞   5 (+1)   -   -   -   -   -   -   -   -   -   -   -
4th   ∞   5   1 (+1)   -   -   -   -   -   -   -   -   -   -
5th   ∞   6 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -   -

Cantrips

Zeroth-level bard spells are called cantrips. Cantrips are weaker magic spells that are easily cast, often providing useful tricks to make life simpler for the magic user. A bard knows a limited number of cantrips, as shown on the Spells Known table (above), but can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, cantrips do not use up spell slots for the day.

Implement Bonus (Su)

Beginning at 1st level, while wielding a rod, staff, or wand, or any weapon with the Implement quality, you gain an implement bonus to all to-hit rolls you make when casting a spell or activating a spell-like ability. This bonus applies to melee touch attacks, ranged touch attacks, standard melee attacks, or standard ranged attacks. Divine casters may also use their holy symbol as an implement.

The implement bonus is equal to +1 at 1st level, and increases by an additional +1 per 4 class levels, dropping fractions, to a maximum of +9 at level 33 (i.e. +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th, +6 at 21st, +7 at 25th, +8 at 29th, and +9 at 33rd). Note that, if you multi-class into another class that also gets this bonus, the class levels stack for purposes of calculating this bonus.

If you are not actively wielding a rod, staff, or wand, you do not get this bonus.

Furthermore, casters can flick, twirl, or swoosh a wielded rod, staff, or wand to complete the somatic gestures of any spells they cast, in place of using their empty hand(s). That is, an implement counts as an empty hand for purposes of completing somatic gestures.

When wielding a magic staff in both hands, a caster need only have material components in a readily available storage location (like a Component Pouch). The staff will draw out and consume the components as part of casting the spell, eliminating the need for the caster to pause in wielding the staff to draw the component themselves. This only works if the component is in an accessible place that could normally be pulled from as part of casting a spell. If the component is tucked away in a (non-magical) backpack, stored in a portable hole, or left in the caster's bedside table back in town, the staff has no power to pull components from there.

If you enchant your implement with an enhancement bonus, that bonus is also added to your spell and spell-like ability to-hits, stacking with the implement bonus. However, the enhancement bonus does not add its bonus to the spell or spell-like ability's damage, the way it does with weapon damage, except with ray spells, since rays are treated like weapons. For the rules on enchanting weapons, and how much it costs to do so, see Magic Weapons.

Bards may use their musical instruments in place of a rod, staff, or wand, as long as they are carrying the instrument in their hands. Bards that use a perform skill which does not require a physical instrument (such as Acting, Dance, Oration, or Comedy) must wield a rod, staff, or wand as described above to gain this bonus.

Bardic Performance I (Su)

Beginning at 1st level, a bard is trained to use the Perform skill to create magical effects on those around them, including themselves, if desired. To initiate one of their performances, they enter a Stance, which follows the rules for stances, except as described below. Each round, the bard can produce any one of the Songs that they have mastered, as indicated by their level.

Initiating a Bardic Performance

Entering the stance of a bardic performance is a standard action, but it can be sustained each round as a free action. Entering a stance does not provoke attacks of opportunity. A bardic performance requires the bard to be standing, wielding an Instrument (see below), occupies both hands, and requires the bard to have all their actions available each round to maintain the stance.

Ending a Performance

Ending a bardic performance requires an immediate action (or a swift action if done during the bard's turn) and can trigger a finale (see below). A performance cannot be ended the same round it was begun, and the same performance cannot be ended and then re-started in the same round. However, a bard can end one performance and begin a different one in the same round, assuming they have enough actions to do so. A bardic performance is disrupted if the bard is knocked out of their stance (see Stance rules). If the performance stance is disrupted, the bard must use another standard action to re-initiate the stance (unless they have the higher level abilities that reduce this to lesser action types). A disrupted performance does not trigger the performance's finale (see below).

Additional Performance Rules

As with all stances, a bard cannot have more than one bardic performance in effect at one time. While in the bardic performance stance, the bardic class features Harmony or Staccato may be used, as long as the bard has adequate actions to do so.

Allies must be within the range of the performance (typically 30 feet, but some Bard class features expand this) in order for the bard to select them to gain the benefits of the performance. Furthermore, any allies the bard wishes to affect with a performance must be capable of perceiving the performance. The specific sense required depends on which Perform skill the bard is using: if the bard is using Dance, for example, their allies must be able to see them; if the bard is using a stringed instrument, their allies must be able to hear them; if the bard is using Acting, their allies must be able to both see and hear them. Similarly, if the performance is targeting an enemy creature, that creature must possess the appropriate sense (and not be blind to that sense) in order to be affected by the performance.

A bard that is Blind to any of their senses suffers a 20% chance to fail when attempting to use a bardic performance that includes the affected sense. This check is made at the beginning of their turn each round, and is not an action. If they fail this check, the performance grants no benefits or effects until a successful check is made on a subsequent round.

Bard Instruments

In order to use their Perform skill and initiate a bardic performance stance, a bard must wield an instrument with both hands. This may be a traditional instrument such as a lute, violin, or flute, or it may be any other instrument which the bard uses to focus their performance. It can be an item of clothing such as a signature hat which is manipulated about the body, as used by Fred Astaire; it can be an artifact such as Yorick's Skull to which the bard declaims dramatically; it can be a scarf which is held and manipulated to emphasize the performance, or anything else the player wishes.

You can, if you wish, play as a martially-oriented bard that uses a sword and shield (for example) in place of their instrument, assuming your perform skill doesn't require a specific instrument (for example, if your Perform skill is focused on Oratory). However, doing this has two major drawbacks:

  • First, when you are using your sword and shield as your bardic instrument to maintain a stance, you cannot also use it as a weapon and shield. You do not threaten enemies with the sword, and you do not gain any armor class bonus from the shield during any round in which you initiate, sustain, or end a performance during your turn.
  • Second, a bard that chooses to wield a sword and shield does not get an implement bonus from these items, since they are not musical instruments. Just as a bard who chose Comedy as their Perform focus must wield a wand, rod, or staff to gain an implement bonus, so too must a bard who chooses to employ instruments of war over instruments of song.

Finales

During combat, as an immediate action (or as a swift action if performed during their turn), the bard may end their performance in order to gain a Finale effect. Note that 'ending a performance' is not the same as having the performance disrupted, and disrupted performances do not allow the bard to gain a Finale effect. The Finale may not be used in same round that the performance is started. A new performance may begin the same round a Finale is used, but it must be a different performance than the one that was just ended. The bard is never obligated to use the finale when ending a performance, though voluntarily ending a performance always costs an immediate or swift action. Finales may only be used during combat (while there is an initiative order).

Bardic Performances Known (Courageous Tier)

The bard learns two bardic performances at this experience tier: Song of Courage at 1st level, and Song of Steel at 3rd level.

Song of Courage (Su)

Song of Courage (Su)

Beginning at 1st level, the bard can use this performance to increase the fighting spirit of their allies (including themselves), significantly improving their damage output. Each round that the bard sustains this performance, they may choose a number of their allies (including themselves) to affect with this performance, based on their current Bard level, as described below:

  • At Bard levels 1 - 10, the bard may affect up to 3 allies.
  • At Bard levels 11 - 20, the bard may affect up to 4 allies.
  • At bard levels above 21, the bard may affect up to 5 allies.

All allies chosen to be affected must be within range of the performance (typically within 30 feet of the bard), and must be able to perceive the performance.

While under the effects of this song, affected allies receive a bonus to all damage they inflict with each successful attack, based on the number of Bard levels the bard performing the song possesses. This applies to any attack that inflicts damage, whether it be melee, ranged, spell-based, or some other class feature. If the base attack does not deal damage, it cannot gain damage from this song alone.

The amount of bonus damage granted by Song of Courage is detailed in the table below:

Bard Levels Bonus Die
1 - 5 +1d6
6 - 10 +1d8
11 - 15 +1d10
16 - 20 +2d6
21 - 25 +2d8
26 - 30 +2d10
31+ +3d8

The damage provided by Song of Courage is bonus damage. This means it does not increase with level, nor is it multiplied on a critical hit. However, since it is not precision damage, any resistances or defense against precision damage an enemy might have do not apply to this damage.

The damage type of the bonus damage is the same as the attack which caused it. If the attack dealt more than one type of damage, the attacker may choose which of those damage types the bonus damage inflicts. Damage of the same type is always added together before mitigating abilities (such as DR or ER) are applied to it.

No creature may be under the effects of more than one performance, even if they are being performed by different bards.

Finale: One ally that is affected by this performance at the time the finale is triggered may re-roll a to-hit roll that they just made, and may add +1 to the roll for each experience tier of the Bard class that the bard possesses (i.e. +1 at Bard levels 1-5, +2 at bard levels 6-10, +3 at bard levels 11-15, etc., to a maximum of +7 at bard levels 31+). If the attack hits, the affected ally may include the Song of Courage bonus damage in their damage result.
Song of Steel (Su)

Song of Steel (Su)

Beginning at 3rd level, the bard can use this performance to turn themselves into a powerful combatant, temporarily focusing on their own power instead of empowering their allies.

Each round that the bard sustains this performance, they grant themselves (and only themselves) the following benefits:

  • They gain a performance bonus to all of their melee and ranged to-hit rolls (including any melee or ranged touch attacks) equal to their half their Bard class level, rounding down. After Bard level 20, this to-hit bonus no longer increases (i.e., it has a maximum value of +10).
  • They add their Charisma modifier to all attack and damage rolls required by any melee, ranged, spell, spell-like, or class feature-based attacks they perform, as long as those attacks require to-hit rolls and/or inflict damage.
  • If the bard possesses at least 5 tiers of the Bard class (i.e. at bard level 21 and above), their damage with all attacks that inflict damage (regardless of what the source is, whether melee, ranged, spell, or class feature) is increased by +1d6 per bard class level they possess, as bonus damage. Bonus damage is not multiplied on a critical hit, and is always of the same damage type as the attack which includes it.
  • If the bard declares a full attack action while this performance is in effect, they gain a bonus attack at their highest attack value. This free bonus attack stacks with (can be used in addition to) any other bonus attacks they might have (such as from Haste (Sorcerer/Wizard Spell), a weapon with the Speed magic property, etc.).
  • While the performance is sustained, the bard suffers only half damage from all melee damage they suffer (rounding down), regardless of whether that melee damage is physical or energy in type. This halving occurs before any other mitigation is applied (such as Damage Resistance (DR) or Energy Resistance (ER)), if the bard possesses any such mitigation. This aspect of Song of Steel provides no protection to the bard caused by ranged or area of effect attacks, however.

The bard must still sustain their bardic performance throughout this song to enjoy its benefits, but they are able to do so while wielding a weapon or implement, if they wish, even if that weapon or implement requires both hands. However, as soon as the performance ends, they will once again need both hands to begin or sustain any of their other performances.

No creature may be under the effects of more than one performance, even if they are being performed by different bards.

Finale: The bard may slide themselves up to 2 squares as forced movement upon triggering the finale of this performance, and sheathe or stow any weapon they are wielding as a free action. The distance of the slide increases to 3 squares at Bard level 11, to 4 squares at Bard level 21, and to 5 squares at bard level 31. This slide cannot interrupt an attack has already been declared, but it can occur between the actions of a creature (such as between a move and an attack, unless that move and attack is a Charge, which is a single action).

Harmony (Sp)

Beginning at 1st level, the bard may use Harmony to strike at their enemies with a devastating crash of sound as an attack action. This means Harmony can be used once per round as a standard action, or once per attack during a full attack action. Furthermore, any bonus attacks the bard might have, such as that granted by the Haste spell or similar effects, can also be used to attack with Harmony. Harmony may be a loud shout, a thunderous strum of an instrument, a shattering clap of the hands, etc. The bard does not need to be in a Bardic Performance stance, wielding an instrument or implement, or even in combat to use Harmony. Attacking with Harmony does not interrupt a Bardic Performance.

Harmony may be used to target up to two different creatures within a 15-foot cone (a 3x3x3 cubic area with one corner or edge adjacent to the bard's space). The bard makes a ranged touch attack against each creature they wish to target. If they hit, they inflict sonic (energy, common) damage equal to the amount described in the 'Harmony Damage' section, below. All other creatures or objects in the cone's area of effect that were not targeted are entirely unaffected. The bard may not target the same creature twice with a single use of Harmony, even if only one target is present within the cone's area of effect. Despite requiring a to-hit roll, Harmony is considered an 'area of effect' attack, and thus inflicts increased damage to creatures vulnerable to such effects, such as swarms.

Alternatively, in lieu of dealing damage, either or both attacks within a Harmony may instead be used to perform a Sunder check against a single worn, wielded, or unattended object within the range of the 15-foot cone area it affects. If the bard attempts to sunder a worn or wielded object, the bard must succeed on a Caster Check versus a DC of the wielder's Maneuver Defense. If the bard attempts to sunder an unattended object, they must overcome the object's Sunder DC.

Because Harmony is a spell-like ability, using it provokes attacks of opportunity from threatening enemies unless a defensive casting check is successfully made prior to using it. It also benefits from any implement bonus and/or enhancement bonus from any wielded musical instrument, rod, staff, or wand in their hands when the ability is used.

Harmony is not subject to Spell Resistance. Because Harmony is not a spell, its damage cannot be amplified with mana burning, nor can it be augmented with metamagic feats.

Harmony Damage (Courageous Tier)

When any target is successfully struck by Harmony, the bard may first Slide that target 1 square as forced movement. As with all forced movement, this ignores difficult terrain, never provokes attacks of opportunity, and may be negated if the target elects to fall voluntarily prone.

In addition to the slide, Harmony inflicts an amount of Sonic (energy, common) damage based on the bard's character level (not their bard class level, if it is different), as described in the table below:

Level Harmony Damage
1st 1d6 (+ Cha Mod)
2nd 1d6+1 (+ Cha Mod)
3rd 2d6 (+ Cha Mod)
4th 2d6+1 (+ Cha Mod)
5th 3d6 (+ Cha Mod)

Versatile Performance I (Ex)

At 2nd level, a bard can use any one of their Perform skills as a substitute for all checks made against one of the skills listed below. Any time a check is required for that skill, the bard makes a check against their Perform skill instead.

Note that the Bard isn't actually using the Perform skill (e.g. playing an instrument) to make the skill check. Instead, they are using various epiphanies they have achieved in the pursuit of their art to inspire their ability with the chosen skill. Only one of the skills listed below may be selected at 2nd level, but any of the bard's Perform skills may be used in place of that skill.

The skills that may be selected for substitution by your Perform skill are:

Once a skill has been chosen, it may not be changed, except through the re-selection process.

If you have already gained a version of the Versatile Performance class feature from a previous level of the Bard class, you may not select a skill you have already picked. Picking a skill a second time does not provide any new benefit.

Bardic Knowledge I (Ex)

Beginning at 4th level, the bard adds a +1 training bonus to all Knowledge skill checks. This bonus stacks with the bonus provided by other Bardic Knowledge class features from other experience tiers of the Bard class the bard may possess. It does not stack with training bonuses from any other sources except those provided by the Bardic Knowledge class features.

Versatile Performance II (Ex)

At 5th level, a bard can use any one of their Perform skills as a substitute for all checks made against one of the skills listed below. Any time a check is required for that skill, the bard makes a check against their Perform skill instead.

Note that the Bard isn't actually using the Perform skill (e.g. playing an instrument) to make the skill check. Instead, they are using various epiphanies they have achieved in the pursuit of their art to inspire their ability with the chosen skill. Only one of the skills listed below may be selected at 5th level, but any of the bard's Perform skills may be used in place of that skill.

The skills that may be selected for substitution by your Perform skill are:

Once a skill has been chosen, it may not be changed, except through the re-selection process.

If you have already gained a version of the Versatile Performance class feature from a previous level of the Bard class, you may not select a skill you have already picked. Picking a skill a second time does not provide any new benefit.

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Intrepid Bard (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +3 (+1)   -2 (+1)   -   -   +2 (+1)   +5 (+1)   +5 (+1)   9 Bard Spells, Implement Bonus, Harmony, Bardic Performance II, Song of Heroism
7th   +3   -2   -   -   +2   +5   +5   9 Level 3 Spells, Versatile Performance III
8th   +4 (+1)   -1 (+1)   -   -   +2   +6 (+1)   +6 (+1)   9 Mana Burning, Song of Focus
9th   +4   -1   -   -   +3 (+1)   +6   +6   9 Sound Eclipse
10th   +5 (+1)   +0 (+1)   -   -   +3   +7 (+1)   +7 (+1)   9 Level 4 Spells, Versatile Performance IV

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip (only the 'whip', not the exotic whips).

Bards are proficient with light armor, and light shields.

A bard can cast bard spells while wearing light armor and using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spell caster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

A multi-class bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bard Spells (Intrepid Tier)

If you do not already have the Bard Spells class feature, you gain it at 6th level. See Bard Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Bard class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Intrepid Tier)

The bard continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that bards can add to their spellbooks at each new class level. Note that having a high Charisma score does not increase the number of spells a bard knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th
6th   5   5   4 (+1)   -   -   -   -
7th   5   6 (+1)   4   2 (+2)   -   -   -
8th   6 (+1)   6   4   3 (+1)   -   -   -
9th   6   6   4   4 (+1)   -   -   -
10th   6   6   5 (+1)   4   2 (+2)   -   -

Spells Castable Per Day (Intrepid Tier)

The following table shows how many spells the bard can actually cast each day from levels 6 through 10. Higher level bards have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a bard has a limited number of spell slots of each spell level that they can cast each day.

The bard's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the bard fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
6th   ∞   6   3 (+1)   -   -   -   -   -   -   -   -   -   -
7th   ∞   6   3   1 (+1)   -   -   -   -   -   -   -   -   -
8th   ∞   6   4 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -
9th   ∞   7 (+1)   4   3 (+1)   -   -   -   -   -   -   -   -   -
10th   ∞   7   4   3   1 (+1)   -   -   -   -   -   -   -   -

Implement Bonus (Intrepid Tier)

If you do not already have the Implement Bonus class feature, you gain it at 6th level. See Implement Bonus for details on how this works.

Harmony (Intrepid Tier)

If you do not already have the Harmony class feature, you gain it at 6th level. See Harmony for details on how this works.

If you already possess the Harmony class feature from a previous tier of the bard class, the range of its cone area of effect improves by 5 feet in all directions (typically becoming a 20-foot cone at this level, occupying a 4x4x4 cubic space that must share a corner or edge with a corner or edge of the bard's own space).

Harmony Damage (Intrepid Tier)

When any target is successfully struck by Harmony, the bard may first Slide that target 1 square as forced movement. As with all forced movement, this ignores difficult terrain, never provokes attacks of opportunity, and may be negated if the target elects to fall voluntarily prone.

In addition to the slide, Harmony inflicts an amount of Sonic (energy, common) damage based on the bard's character level (not their bard class level, if it is different), as described in the table below:

Level Harmony Damage
6th 3d6+2 (+ Cha Mod)
7th 4d6 (+ Cha Mod)
8th 4d6+3 (+ Cha Mod)
9th 5d6+1 (+ Cha Mod)
10th 5d6+3 (+ Cha Mod)

Bardic Performance II (Su)

If you do not already have the Bardic Performance I class feature, you gain it at 6th level. See Bardic Performance I for details on how this works. You do not gain the 'Bardic Performances Known' of any experience tier in the bard class you do not possess — if you don't take that tier, you can't learn those songs.

If this is at least the second experience tier of the Bard class you possess (i.e., you have at least six levels of the Bard class), you can now initiate a Bardic Performance as a Move Action instead of a Standard Action.

Bardic Performances Known (Intrepid Tier)

The bard learns two bardic performances at this experience tier: Song of Heroism at 6th level, and Song of Focus at 8th level.

Song of Heroism (Su)

Song of Heroism (Su)

Beginning at 6th level, the bard can use this performance to inspire tremendous heroism in their allies. Each round that the bard sustains this performance, they may choose a number of their allies (including themselves) to affect with this performance, based on their current Bard level, as described below:

  • At Bard levels 1 - 10, the bard may affect up to 3 allies.
  • At Bard levels 11 - 20, the bard may affect up to 4 allies.
  • At bard levels above 21, the bard may affect up to 5 allies.

All allies chosen to be affected must be within range of the performance (typically within 30 feet of the bard), and must be able to perceive the performance.

While under the effects of this song, affected allies gain a +2 Performance Bonus to their Armor Class (AC), and a +5 foot Performance Bonus to all movement speeds they possess. The movement speed bonus increases by an additional 5 feet of movement for each experience tier of the Bard class the bard possesses after the first (i.e. +10 feet at Bard level 6, +15 feet at Bard level 11, +20 feet at Bard level 16, etc., to a maximum of +35 feet at Bard level 31).

No creature may be under the effects of more than one performance, even if they are being performed by different bards.

Finale: One ally that is affected by this performance at the time the finale is triggered can slide 10 feet as an interrupt to an imminent attack. If the attacker can no longer reach the ally, they can abort their attack action and do something else (i.e. this doesn't cause the enemy creature to lose any actions). This finale must be declared before the results of the enemy's to-hit roll are known.
Song of Focus (Su)

Song of Focus (Su)

Beginning at 8th level, the bard can use this performance to inspire their allies to exhibit tremendous focus, increasing the accuracy of their attacks. Each round that the bard sustains this performance, they may choose a number of their allies (including themselves) to affect with this performance, based on their current Bard level, as described below:

  • At Bard levels 1 - 10, the bard may affect up to 3 allies.
  • At Bard levels 11 - 20, the bard may affect up to 4 allies.
  • At bard levels above 21, the bard may affect up to 5 allies.

All allies chosen to be affected must be within range of the performance (typically within 30 feet of the bard), and must be able to perceive the performance.

While under the effects of this song, affected allies receive a +2 performance bonus to all to-hit rolls they make (regardless of source, whether melee, ranged, spell, or class feature).

In addition, all affected allies gain a +1 Performance Bonus to their critical threat range with any attacks they make that are capable of inflicting a critical hit, for as long as they remain under the effects of the performance. This increase stacks with other threat-range-increasing abilities, such as the Improved Critical feat, or the Keen magic weapon property.

Finally, if any affected ally uses an ability that grants a saving throw to an enemy creature, they receive a +1 Performance Bonus to the saving throw DC, for as long as they remain under the effects of the performance. This increase stacks with other save DC-increasing abilities, such as the Spell Focus feat.

No creature may be under the effects of more than one performance, even if they are being performed by different bards.

Finale: One ally that is affected by this performance at the time the finale is triggered may increase the severity of a status condition they just inflicted on an enemy creature by one step on that condition's array. That is, a weak condition becomes the moderate condition in that array, or a moderate condition becomes the strong condition in that array. This finale has no effect on strong status conditions, and has no effect on attacks that didn't inflict a status condition at all.

Versatile Performance III (Ex)

At 7th level, a bard can use any one of their Perform skills as a substitute for all checks made against one of the skills listed below. Any time a check is required for that skill, the bard makes a check against their Perform skill instead.

Note that the Bard isn't actually using the Perform skill (e.g. playing an instrument) to make the skill check. Instead, they are using various epiphanies they have achieved in the pursuit of their art to inspire their ability with the chosen skill. Only one of the skills listed below may be selected at 7th level, but any of the bard's Perform skills may be used in place of that skill.

The skills that may be selected for substitution by your Perform skill are:

Once a skill has been chosen, it may not be changed, except through the re-selection process.

If you have already gained a version of the Versatile Performance class feature from a previous level of the Bard class, you may not select a skill you have already picked. Picking a skill a second time does not provide any new benefit.

Mana Burning (Sp)

  • Note: In the context of mana burning, a 'spell' can refer to any of spells, extracts, or poultices. Any time a 'spell' is referred to in this section, it applies to any or all of these three types. If you are multi-classed, dual-classed, or otherwise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others. They are interchangeable with regards to mana burning.

Beginning at 8th level, when casting a spell, you can expend one or more additional spells as part of the same action as casting the spell, in order to increase that spell's destructive power.

To understand mana burning, you must understand four concepts: spell level, caster level, character level, and Circle.

A spell's level is a measure of how difficult it is to learn, and usually a factor in how powerful its effects are. Paladins and Rangers only have spells that go up to level 4, Bards and Alchemists only have spells that go up to level 6. Clerics, Druids, Sorcerers, and Wizards have spells that go up to level 9. Conventional spells do not go above level 9, though you can apply metamagic feats to a spell to cause its level to go as high as level 17 (assuming your character class grants spell slots that high).

Caster level is how many levels a character possesses in a specific spellcasting class. If you are multi-classed or dual-classed, your caster level only goes up if you level in a class that can cast spells. If you gain levels in a non-spellcasting class, your caster level remains frozen at the sum of the levels you gained in spellcasting classes only. Caster level is usually used to determine how difficult it is to resist the effects of a spell (if it grants a saving throw). Other variables in a spell can also be affected by caster level, such as a spell's range, or even how many targets it can affect at once.

Character level is the character's total level. That is, it is the sum of all class levels from any class the character has taken. If a character doesn't multi-class or dual-class (i.e. they only have one character class), their character level is equal to their class level. If their sole class is a spellcasting class, their character level is also equal to their caster level.

Finally, Circles are a measure of how much base damage a spell does, relative to the caster's character level. If a spell has a Circle listed, it will be highlighted in orange in the spell's description. Every spell has a Level, but not every spell has a Circle. If a spell does not have a Circle, it generally does no damage, or has a custom damage profile. Spells that do not have a Circle listed cannot be mana burned.

Mana Burned spells (or spell slots) are used up for the day, exactly as though they had been cast. For each additional spell you burn in the casting, you increase the spell's Circle by one step, increasing the spell's base damage dealt. You cannot mana burn cantrips (or orisons, or powerful cantrips), but you can mana burn any spell you have either memorized (if you must prepare spells in advance) or have available (if you can spontaneously cast spells).

Aside from certain arcane bloodlines and certain expensive magic items, the only way to increase a spell's Circle is by mana burning one or more additional spells at the same time that the spell is being cast (as part of the same action). This means, for example, that memorizing a spell in a higher level slot than the minimum required does not raise the spell's circle. Similarly, memorizing a spell in a higher level slot because it has one or more Metamagic Feats applied to it does not increase the spell's Circle.

For each extra spell burned (beyond the spell actually being cast), the spell's Circle moves up one step on the damage scale.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30


There is also a maximum spell circle you can raise a given spell, based on your character level. This maximum is: (total character level + 1) ÷ 2, round down. Note that this is NOT based on the character's caster level or class level, but their total character level, making this an attractive option for multi-classed or dual-classed characters. Furthermore, the maximum is unaffected by classes who learn higher level spell slots at a slower pace than full casters. For example, even though a bard cannot cast 3rd level spells at 5th level, they can cast a 2nd level spell and mana burn it to Circle 3 damage, dealing the equivalent of a third level spell.

All benefits of any Metamagic Feats applied to the spell being cast are applied after all Mana Burning has been done. That is, you can memorize a Maximized Fireball (using a sixth level spell slot — 3 for the spell's normal spell level, and 3 for the Maximize metamagic feat), and then burn four additional spell slots of any other spell level to increase the Maximized Fireball's Circle 3 damage to Circle 7 damage (assuming you are high enough level to use Circle 7 damage), and the fireball will inflict maximized Circle 7 damage.

  • Example: A 18th level wizard casts the old classic, fireball. Fireball does Circle 3 damage (1d6 per character level, max 10d6). The wizard mana burns it up to Circle 9 damage (1d6+3 per level, max 25d6+75). In order to do this, the wizard must expend the base 3rd level slot for the Fireball spell, and then six spell slots of any spell level to move the Circle up by six steps. Since the wizard is 18th level, Circle 9 is the maximum Circle they could mana burn a spell up to, and by bumping the Fireball spell to Circle nine, they will deal 18d6+54 points of damage with it, far exceeding the normal limits of a fireball.

Sound Eclipse (Ex)

Beginning at 9th level, the bard gains Energy Resistance (ER) versus Sonic (energy, common) damage equal to 5 + their Bard class level. This ER can only stack with other sources of ER if they are of the same type (i.e. also vs. Sonic). ER of different types, such as ER x/Common or ER x/- do not stack; instead, only the highest available value that is resistant to the damage being inflicted can be used.

Dragons may have loud roars, but bards can find three notes that harmonize with that roar, and turn it into something beautiful, if only in their own heads.

Versatile Performance IV

At 10th level, a bard can use any one of their Perform skills as a substitute for all checks made against one of the skills listed below. Any time a check is required for that skill, the bard makes a check against their Perform skill instead.

Note that the Bard isn't actually using the Perform skill (e.g. playing an instrument) to make the skill check. Instead, they are using various epiphanies they have achieved in the pursuit of their art to inspire their ability with the chosen skill. Only one of the skills listed below may be selected at 10th level, but any of the bard's Perform skills may be used in place of that skill.

The skills that may be selected for substitution by your Perform skill are:

Once a skill has been chosen, it may not be changed, except through the re-selection process.

If you have already gained a version of the Versatile Performance class feature from a previous level of the Bard class, you may not select a skill you have already picked. Picking a skill a second time does not provide any new benefit.

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Heroic Bard (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +5   +0   -   -   +3   +7   +7   9 Bard Spells, Implement Bonus, Mana Burning, Harmony, Bardic Performance III, Song of Bracing
12th   +6 (+1)   +1 (+1)   -   -   +4 (+1)   +8 (+1)   +8 (+1)   9 Versatile Performance V, Lore Master I
13th   +6   +1   -   -   +4   +8   +8   9 Level 5 Spells, Song of Soothing
14th   +7 (+1)   +2 (+1)   -   -   +4   +9 (+1)   +9 (+1)   9 Fortissimo I, Bardic Knowledge II
15th   +7   +2   -   -   +5 (+1)   +9   +9   9 Versatile Performance VI, Pianissimo I

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip (only the 'whip', not the exotic whips).

Bards are proficient with light armor, and light shields.

A bard can cast bard spells while wearing light armor and using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spell caster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

A multi-class bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bard Spells (Heroic Tier)

If you do not already have the Bard Spells class feature, you gain it at 11th level. See Bard Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Bard class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Heroic Tier)

The bard continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that bards can add to their spellbooks at each new class level. Note that having a high Charisma score does not increase the number of spells a bard knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th
11th   6   7 (+1)   5   4   3 (+1)   -   -
12th   6   7   5   4   4 (+1)   -   -
13th   7 (+1)   7   5   5 (+1)   4   2 (+2)   -
14th   7   7   6 (+1)   5   4   3 (+1)   -
15th   7   7   6   5   4   4 (+1)   -

Spells Castable Per Day (Heroic Tier)

The following table shows how many spells the bard can actually cast each day from levels 11 through 15. Higher level bards have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a bard has a limited number of spell slots of each spell level that they can cast each day.

The bard's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the bard fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
11th   ∞   7   4   4 (+1)   2 (+1)   -   -   -   -   -   -   -   -
12th   ∞   7   5 (+1)   4   3 (+1)   -   -   -   -   -   -   -   -
13th   ∞   7   5   4   3   1 (+1)   -   -   -   -   -   -   -
14th   ∞   7   5   4   4 (+1)   2 (+1)   -   -   -   -   -   -   -
15th   ∞   7   5   5 (+1)   4   3 (+1)   -   -   -   -   -   -   -

Implement Bonus (Heroic Tier)

If you do not already have the Implement Bonus class feature, you gain it at 11th level. See Implement Bonus for details on how this works.

Mana Burning (Heroic Tier)

If you do not already have the Mana Burning class feature, you gain it at 11th level. See Mana Burning for details on how this works.

Harmony (Heroic Tier)

If you do not already have the Harmony class feature, you gain it at 11th level. See Harmony for details on how this works.

If you already possess the Harmony class feature from a previous tier of the bard class, the range of its cone area of effect improves by 5 feet in all directions (typically becoming a 25-foot cone at this level if you have not multi-classed into any other character classes, occupying a 5x5x5 cubic space that must share a corner or edge with a corner or edge of the bard's own space).

In addition, if you possess at least 3 experience tiers in the Bard class (i.e. you are at least an 11th level Bard), you may now target one additional creature within the area of effect of Harmony each time it is used, or perform one additional sunder against a worn, wielded, or unattended object within the area of effect. No creature may be the target of Harmony more than once per use of Harmony, even if they are the only available target within the area of effect.

Harmony Damage (Heroic Tier)

When any target is successfully struck by Harmony, the bard may first Slide that target 1 square as forced movement. As with all forced movement, this ignores difficult terrain, never provokes attacks of opportunity, and may be negated if the target elects to fall voluntarily prone.

In addition to the slide, Harmony inflicts an amount of Sonic (energy, common) damage based on the bard's character level (not their bard class level, if it is different), as described in the table below:

Level Harmony Damage
11th 6d6+1 (+ Cha Mod)
12th 6d6+4 (+ Cha Mod)
13th 7d6+2 (+ Cha Mod)
14th 7d6+5 (+ Cha Mod)
15th 8d6+3 (+ Cha Mod)

Bardic Performance III (Su)

If you do not already have the Bardic Performance I class feature, you gain it at 11th level. See Bardic Performance I for details on how this works. You do not gain the 'Bardic Performances Known' of any experience tier in the bard class you do not possess — if you don't take that tier, you can't learn those songs.

If this is the second experience tier of the Bard class you possess (i.e., you have six levels of the Bard class), you can now initiate a Bardic Performance as a Move Action instead of a Standard Action.

If this is at least the third experience tier of the Bard class you possess (i.e., you have at least eleven levels of the Bard class), you can now initiate a Bardic Performance as a Swift Action instead of a Move Action.

Bardic Performances Known (Heroic Tier)

The bard learns two bardic performances at this experience tier: Song of Bracing at 11th level, and Song of Soothing at 13th level.

Song of Bracing (Su)

Song of Bracing (Su)

Beginning at 11th level, the bard can use this performance to help counter harmful effects directed at their party. Each round that the bard sustains this performance, they may choose a number of their allies (including themselves) to affect with this performance, based on their current Bard level, as described below:

  • At Bard levels 1 - 10, the bard may affect up to 3 allies.
  • At Bard levels 11 - 20, the bard may affect up to 4 allies.
  • At bard levels above 21, the bard may affect up to 5 allies.

All allies chosen to be affected must be within range of the performance (typically within 30 feet of the bard), and must be able to perceive the performance.

While under the effects of this song, each time any of the Bard's affected allies are targeted by an enemy attack that grants a saving throw, they gain a performance bonus to that saving throw equal to +2 plus an additional +1 per two experience tiers of the Bard class that the bard possesses. That is, if the bard has at least 6 bard levels (2 tiers), they grant a +3 bonus. If the bard has at least 16 bard levels (4 tiers), they grant a +4 bonus, and if the bard has at least 26 bard levels (6 tiers), they grant a +5 bonus.

Song of Bracing does not work on effects that don't allow saves.

No creature may be under the effects of more than one performance, even if they are being performed by different bards.

Finale: One ally that is affected by this performance at the time the finale is triggered may reduce a status condition that they are currently suffering under by one step. That is, a strong condition becomes a moderate condition in the same array. A moderate condition becomes a weak condition in the same array. A weak condition is immediately ended. This finale cannot be applied to any of the Ability Drain, Ability Dilution, Ability Damage, Essence Destruction, Essence Suppression, Essence Omission, Tainted, Poisoned, Blighted, Infected, Diseased, or Plagued conditions.

Song of Soothing (Su)

Song of Soothing (Su)

Beginning at 13th level, the bard can use this performance to heal their allies during combat. Each round that the bard sustains this performance, they may choose a number of their allies (including themselves) to affect with this performance, based on their current Bard level, as described below:

  • At Bard levels 1 - 10, the bard may affect up to 3 allies.
  • At Bard levels 11 - 20, the bard may affect up to 4 allies.
  • At bard levels above 21, the bard may affect up to 5 allies.

All allies chosen to be affected must be within range of the performance (typically within 30 feet of the bard), and must be able to perceive the performance.

The bard gains 10 points of healing per bard level per day. This pool can be accessed during any round in which the bard is performing Song of Soothing. Points from this healing pool can be spent to heal any of the affected allies within range. Each point of healing in the pool can be allocated as the bard wishes. One point of healing in the pool heals one hit point for one ally. This means they may allocate 1 hit point of healing to one creature, or 50 hit points to each of three different allies (for a total of 150 points expended), etc. until the pool is expended for the day. Once used, the pool of healing can only be refreshed after a full-night's rest (typically 8 hours).

When the bard begins Song of Soothing, they choose the allies within range that they wish to affect. At any time while the performance is ongoing, the bard may assign healing from the pool to one or more of the affected allies as a free action. This can even occur outside of the bard's turn, as long as the bard is still performing Song of Soothing at that time.

As with any song, a bard may change which allies are affected by the performance at the start of each of their turns, as a free action. Affected allies do not automatically receive any healing, only that healing which the bard assigns from their remaining pool.

Song of Soothing can be used to stabilize a dying creature, but behaves like a healing spell, rather than a potion or a Heal check, restoring hit points from the creature's negative hit point value (instead of starting from zero).

Song of Soothing grants no benefits outside of combat, including the finale effect.

The bard must spend at least 1 point from the healing pool each round that Song of Soothing is performed, or the song's finale cannot be used. Furthermore, healing may only be applied to a selected ally who has sustained damage from an enemy. Uninjured allies may not be used to expend a point from the healing pool just to keep the finale in play.

Song of Soothing is considered Persistent Healing, not instant healing, and as such, will not trigger abilities requiring instant healing, such as Ambergold's armor effect. Song of Soothing relies on both audible and visual components.

No creature may be under the effects of more than one performance, even if they are being performed by different bards.

Finale: A single target within range of the performance gains an additional effect of a Cure Moderate Wounds (Bard Spell), using the Bard's level as caster level. This finale effect can only be used during combat, and is considered to be instantaneous healing.

Versatile Performance V (Ex)

At 12th level, a bard can use any one of their Perform skills as a substitute for all checks made against one of the skills listed below. Any time a check is required for that skill, the bard makes a check against their Perform skill instead.

Note that the Bard isn't actually using the Perform skill (e.g. playing an instrument) to make the skill check. Instead, they are using various epiphanies they have achieved in the pursuit of their art to inspire their ability with the chosen skill. Only one of the skills listed below may be selected at 12th level, but any of the bard's Perform skills may be used in place of that skill.

The skills that may be selected for substitution by your Perform skill are:

Once a skill has been chosen, it may not be changed, except through the re-selection process.

If you have already gained a version of the Versatile Performance class feature from a previous level of the Bard class, you may not select a skill you have already picked. Picking a skill a second time does not provide any new benefit.

Lore Master I (Ex)

Beginning at 12th level, the bard gains the ability to Take 10 on any knowledge skill they have at least 1 skill rank in.

In addition, once per day, the bard may spend a Standard Action to Take 20 on any one knowledge skill they have at least 1 skill rank in. If the bard gains the Lore Master class feature from other experience tiers of the Bard class, the number of times per day it can be used stacks with each of those, to a maximum of 5 times per day if you have all five of the Bard tiers in which it appears: Heroic Tier (11-15), Undaunted Tier (16-20), Valorous Tier (21-25), Mythic Tier (26-30), and Legendary Tier (31-35).

Fortissimo I (Su)

Beginning at 14th level, the range of the bard's Bardic Performance increases by +5 feet. This increase in the range of Bardic Performance stacks with every other instance of the Fortissimo class feature the bard might have from other experience tiers of the Bard class.

Bardic Knowledge II (Ex)

Beginning at 14th level, the bard adds a +1 training bonus to all Knowledge skill checks. This bonus stacks with the bonus provided by other Bardic Knowledge class features from other experience tiers of the Bard class the bard may possess. It does not stack with training bonuses from any other sources except those provided by the Bardic Knowledge class features.

Versatile Performance VI (Ex)

At 15th level, a bard can use any one of their Perform skills as a substitute for all checks made against one of the skills listed below. Any time a check is required for that skill, the bard makes a check against their Perform skill instead.

Note that the Bard isn't actually using the Perform skill (e.g. playing an instrument) to make the skill check. Instead, they are using various epiphanies they have achieved in the pursuit of their art to inspire their ability with the chosen skill. Only one of the skills listed below may be selected at 15th level, but any of the bard's Perform skills may be used in place of that skill.

The skills that may be selected for substitution by your Perform skill are:

Once a skill has been chosen, it may not be changed, except through the re-selection process.

If you have already gained a version of the Versatile Performance class feature from a previous level of the Bard class, you may not select a skill you have already picked. Picking a skill a second time does not provide any new benefit.

Pianissimo I (Su)

Beginning at 15th level, the bard may choose one Bardic Performance song that they know and alter it such that any affected allies (including the bard themselves) may initiate Stealth while under the effects of that song, if they wish.

While normally the fact that Bardic Performance is a Stance would preclude the bard from entering a Stealth stance at the same time, this class feature allows the bard to break that rule, with regards to the one song they have picked.

If the bard has this class feature from another experience tier of the Bard class, they simply pick a different song each time the class feature is acquired. Picking the same song more than once does not provide any additional benefits.

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Undaunted Bard (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +8 (+1)   +3 (+1)   -   -   +5   +10 (+1)   +10 (+1)   9 Bard Spells, Implement Bonus, Bardic Performance, Mana Burning, Harmony, Level 6 Spells, Song of Warding
17th   +8   +3   -   -   +5   +10   +10   9 Versatile Performance VII, Lore Master II
18th   +9 (+1)   +4 (+1)   -   -   +6 (+1)   +11 (+1)   +11 (+1)   9 Reprise I, Song of Defiance
19th   +9   +4   -   -   +6   +11   +11   9 Level 7 Spells, Fortissimo II
20th   +10 (+1)   +5 (+1)   -   -   +6   +12 (+1)   +12 (+1)   9 Versatile Performance VIII, Pianissimo II

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip (only the 'whip', not the exotic whips).

Bards are proficient with light armor, and light shields.

A bard can cast bard spells while wearing light armor and using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spell caster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

A multi-class bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bard Spells (Undaunted Tier)

If you do not already have the Bard Spells class feature, you gain it at 16th level. See Bard Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Bard class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Undaunted Tier)

The bard continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that bards can add to their spellbooks at each new class level. Note that having a high Charisma score does not increase the number of spells a bard knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th
16th   7   8 (+1)   6   5   5 (+1)   4   2 (+2)
17th   7   8   6   6 (+1)   5   4   3 (+1)
18th   8 (+1)   8   6   6   5   4   4 (+1)
19th   8   8   7 (+1)   6   5   5 (+1)   4
20th   8   8   7   6   6 (+1)   5   5 (+1)

Spells Castable Per Day (Undaunted Tier)

The following table shows how many spells the bard can actually cast each day from levels 16 through 20. Higher level bards have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a bard has a limited number of spell slots of each spell level that they can cast each day.

The bard's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the bard fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
16th   ∞   7   5   5   4   3   1 (+1)   -   -   -   -   -   -
17th   ∞   7   5   5   4   4 (+1)   2 (+1)   -   -   -   -   -   -
18th   ∞   7   5   5   5 (+1)   4   3 (+1)   -   -   -   -   -   -
19th   ∞   7   5   5   5   4   3   1 (+1)   -   -   -   -   -
20th   ∞   7   5   5   5   4   4 (+1)   2 (+1)   -   -   -   -   -

Implement Bonus (Undaunted Tier)

If you do not already have the Implement Bonus class feature, you gain it at 16th level. See Implement Bonus for details on how this works.

Bardic Performance (Undaunted Tier)

If you do not already have the Bardic Performance I class feature, you gain it at 16th level. See Bardic Performance I for details on how this works. You do not gain the 'Bardic Performances Known' of any experience tier in the bard class you do not possess — if you don't take that tier, you can't learn those songs.

If this is the second experience tier of the Bard class you possess (i.e., you have six levels of the Bard class), you can now initiate a Bardic Performance as a Move Action instead of a Standard Action.

If this is the third experience tier of the Bard class you possess (i.e., you have at least eleven levels of the Bard class), you can now initiate a Bardic Performance as a Swift Action instead of a Move Action.

If you possess four or more experience tiers of the Bard class (i.e., you have at least sixteen levels of the bard class), bardic performance no longer improves, other than to grant you additional songs at this experience tier.

Bardic Performances Known (Undaunted Tier)

The bard learns two bardic performances at this experience tier: Song of Warding at 16th level, and Song of Defiance at 18th level.

Song of Warding (Su)

Song of Warding (Su)

Beginning at 16th level, the bard can use this performance to help their allies withstand attacks. Each round that the bard sustains this performance, they may choose a number of their allies (including themselves) to affect with this performance, based on their current Bard level, as described below:

  • At Bard levels 1 - 10, the bard may affect up to 3 allies.
  • At Bard levels 11 - 20, the bard may affect up to 4 allies.
  • At bard levels above 21, the bard may affect up to 5 allies.

All allies chosen to be affected must be within range of the performance (typically within 30 feet of the bard), and must be able to perceive the performance.

While under the effects of this song, affected allies can reduce the damage of a single successful attack made against them by half, once per round. This can be declared after the damage total of an attack is announced, but before it is subtracted from the character's hit points. The affected ally cannot, however, wait until all attacks are resolved against them and then choose which attack to use it against. Song of Warding can never be used more than once per affected ally per round.

No creature may be under the effects of more than one performance, even if they are being performed by different bards.

Finale: One ally that is affected by this performance at the time the finale is triggered may heal 1d8 + the bard's CHA modifier points of damage as Instantaneous Healing.
Song of Defiance (Su)

Song of Defiance (Su)

Beginning at 18th level, the bard can use this performance to help an ally withstand all attacks made against them.

The bard may choose a single ally (which could be themselves) to affect with this performance. The ally chosen must be within range of the performance (typically within 30 feet of the bard), and must be able to perceive the performance.

Each round that an ally is the beneficiary of this performance, they suffer only one-half normal damage (rounding down) from any attacks or effects that inflict hit point damage. If the target has damage reduction or some other mitigating ability, it is applied to the damage after Song of Defiance divides it. Secondary effects, such as status conditions, are still resolved normally.

No creature may be under the effects of more than one performance, even if they are being performed by different bards.

Finale: The ally that is affected by this performance at the time the finale is triggered may push any enemies that are threatening them up to 10 feet (2 squares) each. This is forced movement.

Mana Burning (Undaunted Tier)

If you do not already have the Mana Burning class feature, you gain it at 16th level. See Mana Burning for details on how this works.

Harmony (Undaunted Tier)

If you do not already have the Harmony class feature, you gain it at 16th level. See Harmony for details on how this works.

If you already possess the Harmony class feature from a previous tier of the bard class, the range of its cone area of effect improves by 5 feet in all directions (typically becoming a 30-foot cone at this level if you have not multi-classed into any other character classes, occupying a 6x6x6 cubic space that must share a corner or edge with a corner or edge of the bard's own space).

Harmony Damage (Undaunted Tier)

When any target is successfully struck by Harmony, the bard may first Slide that target 1 square as forced movement. As with all forced movement, this ignores difficult terrain, never provokes attacks of opportunity, and may be negated if the target elects to fall voluntarily prone.

In addition to the slide, Harmony inflicts an amount of Sonic (energy, common) damage based on the bard's character level (not their bard class level, if it is different), as described in the table below:

Level Harmony Damage
16th 8d6+5 (+ Cha Mod)
17th 9d6+3 (+ Cha Mod)
18th 9d6+6 (+ Cha Mod)
19th 10d6+4 (+ Cha Mod)
20th 10d6+7 (+ Cha Mod)

Versatile Performance VII (Ex)

At 17th level, a bard can use any one of their Perform skills as a substitute for all checks made against one of the skills listed below. Any time a check is required for that skill, the bard makes a check against their Perform skill instead.

Note that the Bard isn't actually using the Perform skill (e.g. playing an instrument) to make the skill check. Instead, they are using various epiphanies they have achieved in the pursuit of their art to inspire their ability with the chosen skill. Only one of the skills listed below may be selected at 17th level, but any of the bard's Perform skills may be used in place of that skill.

The skills that may be selected for substitution by your Perform skill are:

Once a skill has been chosen, it may not be changed, except through the re-selection process.

If you have already gained a version of the Versatile Performance class feature from a previous level of the Bard class, you may not select a skill you have already picked. Picking a skill a second time does not provide any new benefit.

Lore Master II (Ex)

Beginning at 17th level, the bard gains the ability to Take 10 on any knowledge skill they have at least 1 skill rank in.

In addition, once per day, the bard may spend a Standard Action to Take 20 on any one knowledge skill they have at least 1 skill rank in. If the bard gains the Lore Master class feature from other experience tiers of the Bard class, the number of times per day it can be used stacks with each of those, to a maximum of 5 times per day if you have all five of the Bard tiers in which it appears: Heroic Tier (11-15), Undaunted Tier (16-20), Valorous Tier (21-25), Mythic Tier (26-30), and Legendary Tier (31-35).

Reprise I (Su)

Beginning at 18th level, the bard becomes more adept at twisting the various melodies of their Bardic Performances together into a complex, storied whole. Any time the bard has been performing a song for at least a full round (i.e. they began it in their previous turn, or some time prior to that), they may attempt to blend a second song into the music of the first.

To do so, the bard must spend the action necessary to initiate a new performance, and then succeed on a Perform skill check, versus a Hard DC based on the CR of the encounter. If they succeed, they are able to begin the second performance without ending the first, allowing them to grant the benefits of both songs at the same time. Note, however, that no one creature may ever be the target of more than one Bardic Performance at the same time. This means that the bard must choose who will be affected by each song, and there can be no overlap.

If the Perform check fails, the bard is unable to sustain both performances and must choose which performance they wish to run (as well as which targets will be affected by the remaining performance). If the Perform check fails by 5 or more, or if the bard rolls a natural 1 on the check, both performances abruptly end, and the action to initiate the second performance is wasted.

If Reprise is used, the finales of both songs become unavailable. No matter when or how the songs are ended, they will not grant their Finale effects if they are used with Reprise (even if the Reprise was unsuccessful).

Once a second song has been successfully played over the first, it is only a single free action to sustain both songs. If the bard wishes to end one of the songs and start a different one, they must spend the action to end the song (an Immediate or Swift action), and then spend the action to begin a new performance, and then make a new Perform skill check.

Under no circumstances can the bard ever perform more than two songs at the same time with Reprise.

Example: In the first round of an encounter, the bard spends the action to begin performing their Song of Courage, affecting four allies (but not themselves). In the second round, they spend the action to begin performing Song of Steel, which can only affect the bard. The bard rolls their Perform check, and successfully exceeds the target DC for the encounter's CR. Now both songs can be sustained each round as a free action.

Fortissimo II (Su)

Beginning at 19th level, the range of the bard's Bardic Performance increases by +5 feet. This increase in the range of Bardic Performance stacks with every other instance of the Fortissimo class feature the bard might have from other experience tiers of the Bard class.

In addition, the area of effect of Staccato expands by 15 feet (improving from a 15-foot cone to a 30-foot cone (a 6x6 square area adjacent to a corner or edge of the bard's space)). This stacks with the increased area of effect granted by Fortissimo IV if the bard also has that class feature (expanding the area of effect to a 45-foot cone (a 9x9 square area adjacent to a corner or edge of the bard's space)).

Versatile Performance VIII (Ex)

At 20th level, a bard can use any one of their Perform skills as a substitute for all checks made against one of the skills listed below. Any time a check is required for that skill, the bard makes a check against their Perform skill instead.

Note that the Bard isn't actually using the Perform skill (e.g. playing an instrument) to make the skill check. Instead, they are using various epiphanies they have achieved in the pursuit of their art to inspire their ability with the chosen skill. Only one of the skills listed below may be selected at 20th level, but any of the bard's Perform skills may be used in place of that skill.

The skills that may be selected for substitution by your Perform skill are:

Once a skill has been chosen, it may not be changed, except through the re-selection process.

If you have already gained a version of the Versatile Performance class feature from a previous level of the Bard class, you may not select a skill you have already picked. Picking a skill a second time does not provide any new benefit.

Pianissimo II (Su)

Beginning at 20th level, the bard may choose one Bardic Performance song that they know and alter it such that any affected allies (including the bard themselves) may initiate Stealth while under the effects of that song, if they wish.

While normally the fact that Bardic Performance is a Stance would preclude the bard from entering a Stealth stance at the same time, this class feature allows the bard to break that rule, with regards to the one song they have picked.

If the bard has this class feature from another experience tier of the Bard class, they simply pick a different song each time the class feature is acquired. Picking the same song more than once does not provide any additional benefits.

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Valorous Bard (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +11 (+1)   +6 (+1)   -   -   +7 (+1)   +13 (+1)   +13 (+1)   9 Bard Spells, Implement Bonus, Bardic Performance, Mana Burning, Harmony, Song of Surging
22nd   +11   +6   -   -   +7   +13   +13   9 Level 7 Spells, Lore Master III
23rd   +12 (+1)   +7 (+1)   -   -   +8 (+1)   +14 (+1)   +14 (+1)   9 Reprise II, Song of Mayhem
24th   +12   +7   -   -   +8   +14   +14   9 Fortissimo III, Bardic Knowledge III
25th   +13 (+1)   +8 (+1)   -   -   +9 (+1)   +15 (+1)   +15 (+1)   9 Level 9 Spells, Pianissimo III

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip (only the 'whip', not the exotic whips).

Bards are proficient with light armor, and light shields.

A bard can cast bard spells while wearing light armor and using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spell caster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

A multi-class bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bard Spells (Valorous Tier)

If you do not already have the Bard Spells class feature, you gain it at 21st level. See Bard Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Bard class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Valorous Tier)

The bard continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that bards can add to their spellbooks at each new class level. Note that having a high Charisma score does not increase the number of spells a bard knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th
21st   8   9 (+1)   7   6   6   5   5
22nd   8   9   7   7 (+1)   6   5   5
23rd   8   9   7   7   6   6 (+1)   5
24th   8   9   8 (+1)   7   6   6   6 (+1)
25th   8   9   8   7   7 (+1)   6   6

Spells Castable Per Day (Valorous Tier)

The following table shows how many spells the bard can actually cast each day from levels 21 through 25. Higher level bards have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a bard has a limited number of spell slots of each spell level that they can cast each day.

The bard's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the bard fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
21st   ∞   7   5   5   5   5 (+1)   4   3 (+1)   -   -   -   -   -
22nd   ∞   7   5   5   5   5   4   3   1 (+1)   -   -   -   -
23rd   ∞   7   5   5   5   5   4   4 (+1)   2 (+1)   -   -   -   -
24th   ∞   7   5   5   5   5   5 (+1)   4   3 (+1)   -   -   -   -
25th   ∞   7   5   5   5   5   5   4   3   1 (+1)   -   -   -

Implement Bonus (Valorous Tier)

If you do not already have the Implement Bonus class feature, you gain it at 21st level. See Implement Bonus for details on how this works.

Bardic Performance (Valorous Tier)

If you do not already have the Bardic Performance I class feature, you gain it at 21st level. See Bardic Performance I for details on how this works. You do not gain the 'Bardic Performances Known' of any experience tier in the bard class you do not possess — if you don't take that tier, you can't learn those songs.

If this is the second experience tier of the Bard class you possess (i.e., you have six levels of the Bard class), you can now initiate a Bardic Performance as a Move Action instead of a Standard Action.

If this is the third experience tier of the Bard class you possess (i.e., you have at least eleven levels of the Bard class), you can now initiate a Bardic Performance as a Swift Action instead of a Move Action.

If you possess four or more experience tiers of the Bard class (i.e., you have at least sixteen levels of the bard class), bardic performance no longer improves, other than to grant you additional songs at this experience tier.

Bardic Performances Known (Valorous Tier)

The bard learns two bardic performances at this experience tier: Song of Surging at 21st level, and Song of Mayhem at 23rd level.

Song of Surging (Su)

Song of Surging (Su)

Beginning at 21st level, the bard can use this performance to release the potential within themselves and their allies to cast spells with an uncanny mastery. Each round that the bard sustains this performance, they may choose a number of their allies (including themselves) to affect with this performance, based on their current Bard level, as described below:

  • At Bard levels 1 - 10, the bard may affect up to 3 allies.
  • At Bard levels 11 - 20, the bard may affect up to 4 allies.
  • At bard levels above 21, the bard may affect up to 5 allies.

All allies chosen to be affected must be within range of the performance (typically within 30 feet of the bard), and must be able to perceive the performance.

While under the effects of this song, affected allies who have the Mana Burning class feature are no longer limited by their character level, when determining the maximum spell circle they can cause a spell to inflict. Where normally, you cannot use mana burning to raise the circle of a spell above 1 + half your total character level (rounding down), while this song is in effect, that is no longer true. Any spell cast by an affected ally that has a listed Circle for its damage can be mana burned as high as the caster wishes to take it, up to the maximum of Circle 18.

In addition, any affected ally that mana burns a spell while under the effects of this performance gains 1 additional circle as a bonus, as though they had spent an additional spell slot themselves. That is, if an affected ally casts a Fireball spell, which deals circle 3 damage, and mana burns it twice, spending two additional spell slots to do so, they gain a bonus circle from this performance, making the Fireball deal circle 6 damage. Furthermore, the affected ally could do this even if their level were not high enough to normally mana burn something up to circle 6 damage.

The bonus circle granted by this performance is considered a Performance Bonus, and stacks with any other source of bonus circles, such as those granted by certain Sorcerer Bloodline powers.

No creature may be under the effects of more than one performance, even if they are being performed by different bards.

Finale: One ally that is affected by this performance at the time the finale is triggered can automatically succeed on all caster checks they make during the process of casting a spell as this finale is triggered. This means any defensive casting check, any checks to overcome spell resistance, or other caster check required to cast the spell automatically succeed. This only affects those checks required to successfully cast the spell. Once the spell is successfully cast, the actual spell and all of its effects are resolved normally. (For example, if the spell allows the caster to perform a combat maneuver against an enemy using a caster check, they would still have to roll that, since it isn't related to casting the spell, only resolving its effects.)
Song of Mayhem (Su)

Song of Mayhem (Su)

Beginning at 23rd level, the bard can use this performance to cause one enemy to suffer massive damage through the power of joy and sorrow. The enemy creature must be within range of the performance (typically within 30 feet of the bard), and must be able to perceive the performance.

Once each round that the performance is sustained (including the round in which it is begun), the bard may select an enemy within range of the performance (typically within 30 feet of the bard), and who can perceive the performance. The bard may then make a Ranged Touch Attack as a free action. If the attack hits, the target suffers 10 points of sonic (energy, common) per Bard level of the bard, and they become Rattled until the start of the Bard's next turn. The target receives a Fortitude save, DC of 12 + half the bard's class level + the bard's CHA modifier. If they succeed, they suffer only half damage and are not Rattled.

The bard may never use Song of Mayhem's effect more than once per round, even if action points are used. Hit or miss, no creature can be targeted with Song of Mayhem more than once per encounter.

No creature may be under the effects of more than one performance, even if they are being performed by different bards.

Finale: If the bard is hit by an enemy they have damaged with Song of Mayhem during this encounter, they can trigger the finale to force that enemy to re-roll the attack with a -4 penalty. The finale may be declared after the enemy determines they have hit the bard, but must occur before damage is resolved.

Mana Burning (Valorous Tier)

If you do not already have the Mana Burning class feature, you gain it at 21st level. See Mana Burning for details on how this works.

Harmony (Valorous Tier)

If you do not already have the Harmony class feature, you gain it at 21st level. See Harmony for details on how this works.

If you already possess the Harmony class feature from a previous tier of the bard class, the range of its cone area of effect improves by 5 feet in all directions (typically becoming a 35-foot cone at this level if you have not multi-classed into any other character classes, occupying a 7x7x7 cubic space that must share a corner or edge with a corner or edge of the bard's own space).

In addition, if you possess at least 5 experience tiers in the Bard class (i.e. you are at least an 21st level Bard), you may now target one additional creature within the area of effect of Harmony each time it is used, or perform one additional sunder against a worn, wielded, or unattended object within the area of effect. No creature may be the target of Harmony more than once per use of Harmony, even if they are the only available target within the area of effect.

Harmony Damage (Valorous Tier)

When any target is successfully struck by Harmony, the bard may first Slide that target 1 square as forced movement. As with all forced movement, this ignores difficult terrain, never provokes attacks of opportunity, and may be negated if the target elects to fall voluntarily prone.

In addition to the slide, Harmony inflicts an amount of Sonic (energy, common) damage based on the bard's character level (not their bard class level, if it is different), as described in the table below:

Level Harmony Damage
21st 11d6+5 (+ Cha Mod)
22nd 11d6+9 (+ Cha Mod)
23rd 12d6+13 (+ Cha Mod)
24th 12d6+17 (+ Cha Mod)
25th 13d6+21 (+ Cha Mod)

Lore Master III (Ex)

Beginning at 22nd level, the bard gains the ability to Take 10 on any knowledge skill they have at least 1 skill rank in.

In addition, once per day, the bard may spend a Standard Action to Take 20 on any one knowledge skill they have at least 1 skill rank in. If the bard gains the Lore Master class feature from other experience tiers of the Bard class, the number of times per day it can be used stacks with each of those, to a maximum of 5 times per day if you have all five of the Bard tiers in which it appears: Heroic Tier (11-15), Undaunted Tier (16-20), Valorous Tier (21-25), Mythic Tier (26-30), and Legendary Tier (31-35).

Reprise II (Su)

If you do not already have the Reprise I class feature, you gain it at 23rd level. See Reprise I for details on how this works.

If you already have the Reprise I class feature, it improves upon reaching 23rd level. You no longer have to make a Perform check to attempt to initiate a second song over top of an existing song. You must still have started the first song at least 1 round prior to starting the second song. You still cannot benefit from the Finale of either song if the are used with Reprise.

Remember that no one creature may ever be the target of more than one Bardic Performance at the same time. This means that you must choose who will be affected by each song, and there can be no overlap.

Fortissimo III (Su)

Beginning at 24th level, the range of the bard's Bardic Performance increases by +5 feet. This increase in the range of Bardic Performance stacks with every other instance of the Fortissimo class feature the bard might have from other experience tiers of the Bard class.

In addition, the range of the bard's Harmony class feature improves to Medium (100 feet + 10 feet per Bard class level) instead of Close.

Bardic Knowledge III (Ex)

Beginning at 24th level, the bard adds a +1 training bonus to all Knowledge skill checks. This bonus stacks with the bonus provided by other Bardic Knowledge class features from other experience tiers of the Bard class the bard may possess. It does not stack with training bonuses from any other sources except those provided by the Bardic Knowledge class features.

Pianissimo III (Su)

Beginning at 25th level, the bard may choose one Bardic Performance song that they know and alter it such that any affected allies (including the bard themselves) may initiate Stealth while under the effects of that song, if they wish.

While normally the fact that Bardic Performance is a Stance would preclude the bard from entering a Stealth stance at the same time, this class feature allows the bard to break that rule, with regards to the one song they have picked.

If the bard has this class feature from another experience tier of the Bard class, they simply pick a different song each time the class feature is acquired. Picking the same song more than once does not provide any additional benefits.

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Mythic Bard (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +13   +8   -   -   +9   +15   +15   9 Bard Spells, Implement Bonus, Bardic Performance III, Mana Burning, Harmony, Melodic Weave I
27th   +14 (+1)   +9 (+1)   -   -   +10 (+1)   +16 (+1)   +16 (+1)   9 Lore Master IV
28th   +14   +9   -   -   +10   +16   +16   9 Level 10 Spells, Reprise III
29th   +15 (+1)   +10 (+1)   -   -   +11 (+1)   +17 (+1)   +17 (+1)   9 Fortissimo IV, Bardic Knowledge IV
30th   +15   +10   -   -   +11   +17   +17   9 Pianissimo IV

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip (only the 'whip', not the exotic whips).

Bards are proficient with light armor, and light shields.

A bard can cast bard spells while wearing light armor and using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spell caster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

A multi-class bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bard Spells (Mythic Tier)

If you do not already have the Bard Spells class feature, you gain it at 26th level. See Bard Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Bard class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Mythic Tier)

The bard continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that bards can add to their spellbooks at each new class level. Note that having a high Charisma score does not increase the number of spells a bard knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th
26th   9 (+1)   9   8   7   7   6   6
27th   9   9   8   8 (+1)   7   6   6
28th   9   9   8   8   7   7 (+1)   6
29th   9   10 (+1)   8   8   7   7   7 (+1)
30th   9   10   8   8   8 (+1)   7   7

Spells Castable Per Day (Mythic Tier)

The following table shows how many spells the bard can actually cast each day from levels 26 through 30. Higher level bards have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a bard has a limited number of spell slots of each spell level that they can cast each day.

The bard's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the bard fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
26th   ∞   7   5   5   5   5   5   4   4 (+1)   2 (+1)   -   -   -
27th   ∞   7   5   5   5   5   5   5 (+1)   4   3 (+1)   -   -   -
28th   ∞   7   5   5   5   5   5   5   4   3   1 (+1)   -   -
29th   ∞   7   6 (+1)   5   5   5   5   5   4   4 (+1)   2 (+1)   -   -
30th   ∞   7   6   6 (+1)   5   5   5   5   5 (+1)   4   3 (+1)   -   -

Implement Bonus (Mythic Tier)

If you do not already have the Implement Bonus class feature, you gain it at 26th level. See Implement Bonus for details on how this works.

Bardic Performance (Mythic Tier)

If you do not already have the Bardic Performance I class feature, you gain it at 26th level. See Bardic Performance I for details on how this works. You do not automatically gain the 'Bardic Performances Known' of any experience tier in the bard class you do not possess.

If this is the second experience tier of the Bard class you possess (i.e., you have six levels of the Bard class), you can now initiate a Bardic Performance as a Move Action instead of a Standard Action.

If this is the third experience tier of the Bard class you possess (i.e., you have at least eleven levels of the Bard class), you can now initiate a Bardic Performance as a Swift Action instead of a Move Action.

If you possess four or more experience tiers of the Bard class (i.e., you have at least sixteen levels of the bard class), bardic performance no longer improves at this experience tier.

Bardic Performances Known (Mythic Tier)

At 26th level, if you do not already know all 10 of the bardic performance songs, you may choose any one of those songs that you do not already know from any experience tier.

Mana Burning (Mythic Tier)

If you do not already have the Mana Burning class feature, you gain it at 26th level. See Mana Burning for details on how this works.

Harmony (Mythic Tier)

If you do not already have the Harmony class feature, you gain it at 26th level. See Harmony for details on how this works.

If you already possess the Harmony class feature from a previous tier of the bard class, the range of its cone area of effect improves by 5 feet in all directions (typically becoming a 40-foot cone at this level if you have not multi-classed into any other character classes, occupying a 8x8x8 cubic space that must share a corner or edge with a corner or edge of the bard's own space).

Harmony Damage (Mythic Tier)

When any target is successfully struck by Harmony, the bard may first Slide that target 1 square as forced movement. As with all forced movement, this ignores difficult terrain, never provokes attacks of opportunity, and may be negated if the target elects to fall voluntarily prone.

In addition to the slide, Harmony inflicts an amount of Sonic (energy, common) damage based on the bard's character level (not their bard class level, if it is different), as described in the table below:

Level Harmony Damage
26th 13d6+35 (+ Cha Mod)
27th 14d6+37 (+ Cha Mod)
28th 14d6+39 (+ Cha Mod)
29th 15d6+41 (+ Cha Mod)
30th 15d6+43 (+ Cha Mod)

Melodic Weave I (Su)

Once per round, you may choose one enemy you have damaged this round with any of your abilities. That creature may not make attacks of opportunity against you until the start of your next turn. Melodic Weave may never affect more than one creature per round. Creatures with roles, such as Threats and Heavies, do not treat this effect as a condition, and therefore are affected normally.

Lore Master IV (Ex)

Beginning at 27th level, the bard gains the ability to Take 10 on any knowledge skill they have at least 1 skill rank in.

In addition, once per day, the bard may spend a Standard Action to Take 20 on any one knowledge skill they have at least 1 skill rank in. If the bard gains the Lore Master class feature from other experience tiers of the Bard class, the number of times per day it can be used stacks with each of those, to a maximum of 5 times per day if you have all five of the Bard tiers in which it appears: Heroic Tier (11-15), Undaunted Tier (16-20), Valorous Tier (21-25), Mythic Tier (26-30), and Legendary Tier (31-35).

Reprise III (Su)

If you do not already have the Reprise I class feature, you gain it at 28th level. See Reprise I for details on how this works.

If you have the Reprise I class feature, but do not already have the Reprise II class feature, you gain it at 28th level. See Reprise II for details on how this works.

If you already have both the Reprise I and Reprise II class features, your ability to combine two songs improves again at 28th level. You are now able to trigger the Finale of any songs you use with Reprise. Triggering a Finale still costs either a Swift Action or an Immediate Action. Finales cannot be triggered if your performance is forced to end without your intent (e.g. your stance is disrupted).

Remember that no one creature may ever be the target of more than one Bardic Performance at the same time. This means that you must choose who will be affected by each song, and there can be no overlap.

Fortissimo IV (Su)

Beginning at 29th level, the range of the bard's Bardic Performance increases by +5 feet. This increase in the range of Bardic Performance stacks with every other instance of the Fortissimo class feature the bard might have from other experience tiers of the Bard class.

In addition, the area of effect of Staccato expands by 15 feet (improving from a 15-foot cone to a 30-foot cone (a 6x6 square area adjacent to a corner or edge of the bard's space)). This stacks with the increased area of effect granted by Fortissimo II if the bard also has that class feature (expanding the area of effect to a 45-foot cone (a 9x9 square area adjacent to a corner or edge of the bard's space)).

Bardic Knowledge IV (Ex)

Beginning at 29th level, the bard adds a +1 training bonus to all Knowledge skill checks. This bonus stacks with the bonus provided by other Bardic Knowledge class features from other experience tiers of the Bard class the bard may possess. It does not stack with training bonuses from any other sources except those provided by the Bardic Knowledge class features.

Pianissimo IV (Su)

Beginning at 30th level, the bard may choose one Bardic Performance song that they know and alter it such that any affected allies (including the bard themselves) may initiate Stealth while under the effects of that song, if they wish.

While normally the fact that Bardic Performance is a Stance would preclude the bard from entering a Stealth stance at the same time, this class feature allows the bard to break that rule, with regards to the one song they have picked.

If the bard has this class feature from another experience tier of the Bard class, they simply pick a different song each time the class feature is acquired. Picking the same song more than once does not provide any additional benefits.

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Legendary Bard (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +16 (+1)   +11 (+1)   -   -   +12 (+1)   +18 (+1)   +18 (+1)   9 Bard Spells, Implement Bonus, Bardic Performance, Mana Burning, Harmony, Level 11 Spells, Melodic Weave II
32nd   +16   +11   -   -   +12   +18   +18   9 Lore Master V
33rd   +17 (+1)   +12 (+1)   -   -   +13 (+1)   +19 (+1)   +19 (+1)   9 Reprise IV
34th   +17   +12   -   -   +13   +19   +19   9 Level 12 Spells, Fortissimo V, Bardic Knowledge V
35th   +18 (+1)   +13 (+1)   -   -   +14 (+1)   +20 (+1)   +20 (+1)   9 Pianissimo V

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip (only the 'whip', not the exotic whips).

Bards are proficient with light armor, and light shields.

A bard can cast bard spells while wearing light armor and using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spell caster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

A multi-class bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bard Spells (Legendary Tier)

If you do not already have the Bard Spells class feature, you gain it at 31st level. See Bard Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Bard class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Legendary Tier)

The bard continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that bards can add to their spellbooks at each new class level. Note that having a high Charisma score does not increase the number of spells a bard knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th
31st   9   10   9 (+1)   8   8   7   7
32nd   9   10   9   8   8   8 (+1)   7
33rd   10 (+1)   10   9   8   8   8   7
34th   10   10   9   9 (+1)   8   8   7
35th   10   10   9   9   8   8   8 (+1)

Spells Castable Per Day (Legendary Tier)

The following table shows how many spells the bard can actually cast each day from levels 31 through 35. Higher level bards have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a bard has a limited number of spell slots of each spell level that they can cast each day.

The bard's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the bard fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
31st   ∞   7   6   6   6 (+1)   5   5   5   5   4   3   1 (+1)   -
32nd   ∞   7   6   6   6   6 (+1)   5   5   5   4   4 (+1)   2 (+1)   -
33rd   ∞   7   6   6   6   6   6 (+1)   5   5   5 (+1)   4   3 (+1)   -
34th   ∞   7   6   6   6   6   6   6 (+1)   5   5   4   3   1 (+1)
35th   ∞   7   6   6   6   6   6   6   6 (+1)   5   4   4 (+1)   2 (+1)

Implement Bonus (Legendary Tier)

If you do not already have the Implement Bonus class feature, you gain it at 31st level. See Implement Bonus for details on how this works.

Bardic Performance (Legendary Tier)

If you do not already have the Bardic Performance I class feature, you gain it at 31st level. See Bardic Performance I for details on how this works. You do not automatically gain the 'Bardic Performances Known' of any experience tier in the bard class you do not possess.

If this is the second experience tier of the Bard class you possess (i.e., you have six levels of the Bard class), you can now initiate a Bardic Performance as a Move Action instead of a Standard Action.

If this is the third experience tier of the Bard class you possess (i.e., you have at least eleven levels of the Bard class), you can now initiate a Bardic Performance as a Swift Action instead of a Move Action.

If you possess four or more experience tiers of the Bard class (i.e., you have at least sixteen levels of the bard class), bardic performance no longer improves at this experience tier.

Bardic Performances Known (Legendary Tier)

At 31st level, if you do not already know all 10 of the bardic performance songs, you may choose any one of those songs that you do not already know from any experience tier.

Mana Burning (Legendary Tier)

If you do not already have the Mana Burning class feature, you gain it at 31st level. See Mana Burning for details on how this works.

Harmony (Legendary Tier)

If you do not already have the Harmony class feature, you gain it at 31st level. See Harmony for details on how this works.

If you already possess the Harmony class feature from a previous tier of the bard class, the range of its cone area of effect improves by 5 feet in all directions (typically becoming a 45-foot cone at this level if you have not multi-classed into any other character classes, occupying a 9x9x9 cubic space that must share a corner or edge with a corner or edge of the bard's own space).

In addition, if you possess at least 7 experience tiers in the Bard class (i.e. you are at least an 31st level Bard), you may now target one additional creature within the area of effect of Harmony each time it is used, or perform one additional sunder against a worn, wielded, or unattended object within the area of effect. No creature may be the target of Harmony more than once per use of Harmony, even if they are the only available target within the area of effect.

Harmony Damage (Legendary Tier)

When any target is successfully struck by Harmony, the bard may first Slide that target 1 square as forced movement. As with all forced movement, this ignores difficult terrain, never provokes attacks of opportunity, and may be negated if the target elects to fall voluntarily prone.

In addition to the slide, Harmony inflicts an amount of Sonic (energy, common) damage based on the bard's character level (not their bard class level, if it is different), as described in the table below:

Level Harmony Damage
31st 16d6+45 (+ Cha Mod)
32nd 16d6+47 (+ Cha Mod)
33rd 17d6+49 (+ Cha Mod)
34th 17d6+51 (+ Cha Mod)
35th 18d6+53 (+ Cha Mod)

Melodic Weave II (Su)

If you do not already have the Melodic Weave I class feature, you gain it at 31st level. See Melodic Weave I for details on how this works.

If you already have the Melodic Weave I class feature, it improves at 31st level. Once per round, you may choose one creature that you have damaged this round with any of your abilities. That creature may not target you with any of its attacks, including attacks of opportunity, until the start of your next turn. It may still include you in attacks that affect an area, but it may not make any to-hit rolls against you. Creatures with roles, such as Threats and Heavies, do not treat this effect as a condition, and therefore are affected normally.

Lore Master V (Ex)

Beginning at 32nd level, the bard gains the ability to Take 10 on any knowledge skill they have at least 1 skill rank in.

In addition, once per day, the bard may spend a Standard Action to Take 20 on any one knowledge skill they have at least 1 skill rank in. If the bard gains the Lore Master class feature from other experience tiers of the Bard class, the number of times per day it can be used stacks with each of those, to a maximum of 5 times per day if you have all five of the Bard tiers in which it appears: Heroic Tier (11-15), Undaunted Tier (16-20), Valorous Tier (21-25), Mythic Tier (26-30), and Legendary Tier (31-35).

Reprise IV (Su)

If you do not already have the Reprise I class feature, you gain it at 33rd level. See Reprise I for details on how this works.

If you have the Reprise I class feature, but do not already have the Reprise II class feature, you gain it at 33rd level. See Reprise II for details on how this works.

If you already have both the Reprise I and Reprise II class features, but you do not already have the Reprise III class feature, you gain it at 33rd level. See Reprise III for details on how this works.

If you already have the Reprise I, Reprise II, and Reprise III class features, your ability to combine two songs improves again at 33rd level. You can now begin the second performance in the same round as you begin the first song, as long as you have enough actions available to start both songs.

Remember that no one creature may ever be the target of more than one Bardic Performance at the same time. This means that you must choose who will be affected by each song, and there can be no overlap.

Fortissimo V (Su)

Beginning at 34th level, the range of the bard's Bardic Performance increases by +5 feet. This increase in the range of Bardic Performance stacks with every other instance of the Fortissimo class feature the bard might have from other experience tiers of the Bard class.

In addition, the bard's Harmony class feature becomes a Supernatural ability, instead of a Spell-Like ability, meaning that it no longer provokes attacks of opportunity from threatening enemies.

Bardic Knowledge V (Ex)

Beginning at 34th level, the bard adds a +1 training bonus to all Knowledge skill checks. This bonus stacks with the bonus provided by other Bardic Knowledge class features from other experience tiers of the Bard class the bard may possess. It does not stack with training bonuses from any other sources except those provided by the Bardic Knowledge class features.

Pianissimo V (Su)

Beginning at 35th level, the bard may choose one Bardic Performance song that they know and alter it such that any affected allies (including the bard themselves) may initiate Stealth while under the effects of that song, if they wish.

While normally the fact that Bardic Performance is a Stance would preclude the bard from entering a Stealth stance at the same time, this class feature allows the bard to break that rule, with regards to the one song they have picked.

If the bard has this class feature from another experience tier of the Bard class, they simply pick a different song each time the class feature is acquired. Picking the same song more than once does not provide any additional benefits.

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Apotheotic Bard (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.