Bard 1.0

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Chamber Music for an adoring audience of one.

Contents

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 foundation 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 this 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, being able to cast surprisingly strong spells, affect enemies directly with their Bardic Abilities with Song and Verse, and even dance with a sword to incredibly lethal effect. But a Bards strongest ability is their uncanny ability to strengthen their allies, and weaken their enemies, directly and subtly.

Bards act to amplify the power of their party, either directly, or indirectly, and can be a ton of fun to play in either or both roles.

Alignment: Any

Hit Die: d6

Starting Wealth: 250 gp

Skill Ranks Per Level: 7 + Int modifier.

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:


Base Weapon Damage:


Base Armor Class:


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 Class Bailiwick Linked Skill
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   n/a   n/a   +0   +2   +2   10 Spellcraft Knowledge (Arcana)

Natural Talent (Ex)

At 1st level, all characters receive two Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.

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.

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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

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, bucklers, 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)   2 (+2)   -   -   -   -   -
2nd   4   3 (+1)   -   -   -   -   -
3rd   4   4 (+1)   -   -   -   -   -
4th   5 (+1)   4   2 (+2)   -   -   -   -
5th   5   4   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   ∞   1 (+1)   -   -   -   -   -   -   -   -   -   -   -
2nd   ∞   2 (+1)   -   -   -   -   -   -   -   -   -   -   -
3rd   ∞   3 (+1)   -   -   -   -   -   -   -   -   -   -   -
4th   ∞   3   1 (+1)   -   -   -   -   -   -   -   -   -   -
5th   ∞   4 (+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.

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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

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, bucklers, 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   4   4 (+1)   -   -   -   -
7th   5   5 (+1)   4   2 (+2)   -   -   -
8th   6 (+1)   5   4   3 (+1)   -   -   -
9th   6   5   4   4 (+1)   -   -   -
10th   6   5   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   ∞   4   3 (+1)   -   -   -   -   -   -   -   -   -   -
7th   ∞   4   3   1 (+1)   -   -   -   -   -   -   -   -   -
8th   ∞   4   4 (+1)   2 (+1)   -   -   -   -   -   -   -   -   -
9th   ∞   5 (+1)   4   3 (+1)   -   -   -   -   -   -   -   -   -
10th   ∞   5   4   3   1 (+1)   -   -   -   -   -   -   -   -


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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

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, bucklers, 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   6 (+1)   5   4   3 (+1)   -   -
12th   6   6   5   4   4 (+1)   -   -
13th   7 (+1)   6   5   5 (+1)   4   2 (+2)   -
14th   7   6   6 (+1)   5   4   3 (+1)   -
15th   7   6   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   ∞   5   4   4 (+1)   2 (+1)   -   -   -   -   -   -   -   -
12th   ∞   5   5 (+1)   4   3 (+1)   -   -   -   -   -   -   -   -
13th   ∞   5   5   4   3   1 (+1)   -   -   -   -   -   -   -
14th   ∞   5   5   4   4 (+1)   2 (+1)   -   -   -   -   -   -   -
15th   ∞   5   5   5 (+1)   4   3 (+1)   -   -   -   -   -   -   -
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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

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, bucklers, 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   7 (+1)   6   5   5 (+1)   4   2 (+2)
17th   7   7   6   6 (+1)   5   4   3 (+1)
18th   8 (+1)   7   6   6   5   4   4 (+1)
19th   8   7   7 (+1)   6   5   5 (+1)   4
20th   8   7   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   ∞   5   5   5   4   3   1 (+1)   -   -   -   -   -   -
17th   ∞   5   5   5   4   4 (+1)   2 (+1)   -   -   -   -   -   -
18th   ∞   5   5   5   5 (+1)   4   3 (+1)   -   -   -   -   -   -
19th   ∞   5   5   5   5   4   3   1 (+1)   -   -   -   -   -
20th   ∞   5   5   5   5   4   4 (+1)   2 (+1)   -   -   -   -   -
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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

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, bucklers, 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   8 (+1)   7   6   6   5   5
22nd   8   8   7   7 (+1)   6   5   5
23rd   8   8   7   7   6   6 (+1)   5
24th   8   8   8 (+1)   7   6   6   6 (+1)
25th   8   8   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   ∞   5   5   5   5   5 (+1)   4   3 (+1)   -   -   -   -   -
22nd   ∞   5   5   5   5   5   4   3   1 (+1)   -   -   -   -
23rd   ∞   5   5   5   5   5   4   4 (+1)   2 (+1)   -   -   -   -
24th   ∞   5   5   5   5   5   5 (+1)   4   3 (+1)   -   -   -   -
25th   ∞   5   5   5   5   5   5   4   3   1 (+1)   -   -   -
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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

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, bucklers, 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)   8   8   7   7   6   6
27th   9   8   8   8 (+1)   7   6   6
28th   9   8   8   8   7   7 (+1)   6
29th   9   9 (+1)   8   8   7   7   7 (+1)
30th   9   9   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   ∞   5   5   5   5   5   5   4   4 (+1)   2 (+1)   -   -   -
27th   ∞   5   5   5   5   5   5   5 (+1)   4   3 (+1)   -   -   -
28th   ∞   5   5   5   5   5   5   5   4   3   1 (+1)   -   -
29th   ∞   5   6 (+1)   5   5   5   5   5   4   4 (+1)   2 (+1)   -   -
30th   ∞   5   6   6 (+1)   5   5   5   5   5 (+1)   4   3 (+1)   -   -
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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

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, bucklers, 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   9   9 (+1)   8   8   7   7
32nd   9   9   9   8   8   8 (+1)   7
33rd   10 (+1)   9   9   8   8   8   7
34th   10   9   9   9 (+1)   8   8   7
35th   10   9   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   ∞   5   6   6   6 (+1)   5   5   5   5   4   3   1 (+1)   -
32nd   ∞   5   6   6   6   6 (+1)   5   5   5   4   4 (+1)   2 (+1)   -
33rd   ∞   5   6   6   6   6   6 (+1)   5   5   5 (+1)   4   3 (+1)   -
34th   ∞   5   6   6   6   6   6   6 (+1)   5   5   4   3   1 (+1)
35th   ∞   5   6   6   6   6   6   6   6 (+1)   5   4   4 (+1)   2 (+1)
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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, to put it mildly. 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.


Class Progression: Bard

Level BAB Fort Ref Will Harmony / Staccato Song of Courage Song of Steel Bonus Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
Δ Total Δ Total Δ Total Δ Total
1st - +0/-5 - +0 - +2 - +2 1d4 1d4 - Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Distraction, Fascinate, Harmony, Implement Bonus, Song of Courage 1 - - - - - - - - - -
2nd +1 +1/-4 - +0 +1 +3 +1 +3 1d6 1d4 +1 Versatile Performance, Well-Versed, Song of Steel (Performance) 2 - - - - - - - - - -
3rd - +1/-4 +1 +1 - +3 - +3 2d6 1d4 +2 Inspire Competence (Performance), Staccato, Mana Burn 3 - - - - - - - - - -
4th +1 +2/-3 - +1 +1 +4 +1 +4 2d6+1 1d4 +2 Palliative Command (Performance) 4 1 - - - - - - - - -
5th - +2/-3 - +1 - +4 - +4 3d6 1d6 +3 Lore Master 1/day 4 2 - - - - - - - - -
6th +1 +3/-2 +1 +2 +1 +5 +1 +5 3d6+1 1d6 +3 Suggestion (Performance) 4 3 - - - - - - - - -
7th - +3/-2 - +2 - +5 - +5 4d6 1d6 +4 Bonus Metamagic Feat 4 3 1 - - - - - - - -
8th +1 +4/-1 - +2 +1 +6 +1 +6 4d6+2 1d6 +4 Dissonance (Performance) 4 4 2 - - - - - - - -
9th - +4/-1 +1 +3 - +6 - +6 5d6+1 1d8 +5 Inspire Greatness (Performance) 5 4 3 - - - - - - - -
10th +1 +5/0 - +3 +1 +7 +1 +7 5d6+3 1d8 +5 Jack-Of-All-Trades 5 4 3 1 - - - - - - -
11th - +5/0 - +3 - +7 - +7 6d6+2 1d8 +6 Lore Master 2/day 5 4 4 2 - - - - - - -
12th +1 +6/+1 +1 +4 +1 +8 +1 +8 6d6+5 1d8 +6 Soothing Performance (Performance) 1 hp/round 5 5 4 3 - - - - - - -
13th - +6/+1 - +4 - +8 - +8 7d6+5 1d10 +7 5 5 4 3 1 - - - - - -
14th +1 +7/+2 - +4 +1 +9 +1 +9 7d6+8 1d10 +7 Haunting Ballad (Performance) 5 5 4 4 2 - - - - - -
15th - +7/+2 +1 +5 - +9 - +9 8d6+9 1d10 +8 Inspire Heroics (Performance), Soothing Performance (Performance) 2 hp/round 5 5 5 4 3 - - - - - -
16th +1 +8/+3 - +5 +1 +10 +1 +10 8d6+13 1d10 +8 Palliative Utterance (Performance) 5 5 5 4 3 1 - - - - -
17th - +8/+3 - +5 - +10 - +10 9d6+14 1d12 +9 Lore Master 3/day 5 5 5 4 4 2 - - - - -
18th +1 +9/+4 +1 +6 +1 +11 +1 +11 9d6+20 1d12 +9 Mass Suggestion (Performance) 5 5 5 5 4 3 - - - - -
19th - +9/+4 - +6 - +11 - +11 10d6+22 1d12 +10 Jack-Of-All-Trades 5 5 5 5 5 4 - - - - -
20th +1 +10/+5 - +6 +1 +12 +1 +12 10d6+29 1d12 +10 Deadly Performance (Performance), Soothing Performance (Performance) 5 hp/round 5 5 5 5 5 5 - - - - -
Level BAB Fort Ref Will Harmony / Staccato Song of Courage Song of Steel Bonus Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
Δ Total Δ Total Δ Total Δ Total
21st +1 +11/+6 +1 +7 +1 +13 +1 +13 11d6+33 2d6 +10 Sostenuto 5 5 5 5 5 5 1 - - - -
22nd - +11/+6 - +7 - +13 - +13 11d6+41 2d6 +10 Bonus Metamagic Feat 5 5 5 5 5 5 2 - - - -
23rd +1 +12/+7 +1 +8 +1 +14 +1 +14 12d6+46 2d6 +10 Forte 5 5 5 5 5 5 3 - - - -
24th - +12/+7 - +8 - +14 - +14 12d6+54 2d6 +10 Symphony 5 5 5 5 5 5 3 1 - - -
25th +1 +13/+8 +1 +9 +1 +15 +1 +15 13d6+58 2d8 +10 Soothing Performance (Performance) 7 hp/round 5 5 5 5 5 5 4 2 - - -
26th - +13/+8 - +9 - +15 - +15 13d6+66 2d8 +10 Piano 5 5 5 5 5 5 4 3 - - -
27th +1 +14/+9 +1 +10 +1 +16 +1 +16 14d6+71 2d8 +10 Reprise 5 5 5 5 5 5 4 3 1 - -
28th - +14/+9 - +10 - +16 - +16 14d6+79 2d8 +10 Bonus Metamagic Feat, Grand Symphony 5 5 5 5 5 5 4 4 2 - -
29th +1 +15/+10 +1 +11 +1 +17 +1 +17 15d6+83 2d10 +10 Mezzo-Forte 5 5 5 5 5 5 5 4 3 - -
30th - +15/+10 - +11 - +17 - +17 15d6+92 2d10 +10 Soothing Performance (Performance) 9 hp/round 5 5 5 5 5 5 5 4 3 1 -
31st +1 +16/+11 +1 +12 +1 +18 +1 +18 16d6+98 2d10 +10 Mythopoetic Symphony 5 5 5 5 5 5 5 4 4 2 -
32nd - +16/+11 - +12 - +18 - +18 16d6+107 2d10 +10 Pianissimo 5 5 5 5 5 5 5 5 4 3 -
33rd +1 +17/+12 +1 +13 +1 +19 +1 +19 17d6+112 2d12 +10 5 5 5 5 5 5 5 5 4 3 1
34th - +17/+12 - +13 - +19 - +19 17d6+121 2d12 +10 Bonus Metamagic Feat 5 5 5 5 5 5 5 5 4 4 2
35th +1 +18/+13 +1 +14 +1 +20 +1 +20 18d6+127 2d12 +10 Fortissimo 5 5 5 5 5 5 5 5 5 4 3
36th Apotheosis!

Class Abilities

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 also 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 multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Natural Talent (Ex)

At 1st level, all characters receive two natural Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.

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.

Spells

Beginning at 1st level, a bard casts arcane Spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard's spell is defined in each spell.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Class Progression: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (as detailed on Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Table: Bard Spells Known

Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Cantrips (Sp)

Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known. These spells are cast like any other spell, but they do not consume any spell slots when cast, meaning they may be cast an unlimited number of times per day (time permitting).

Bardic Knowledge (Ex)

A bard adds a +1 training bonus to all Knowledge skill checks and may make all Knowledge skill checks untrained. This bonus improves to +2 at 10th level, +3 at 20th level, and +4 at 30th level.

Bardic Performance (Ex, Stance)

Beginning at 1st level, a bard is trained to use the Perform skill to create magical effects on those around him, including himself, if desired. To initiate one of his performances, he enters a Stance, which follows the rules for stances, except as described below. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Entering a Bardic Performance

Entering the stance of a bardic performance is a standard action, but it can be maintained 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.
At 7th level, a bard can enter the stance of a bardic performance as a move action instead of a standard action. At 13th level, a bard can initiate the stance of a bardic performance as a swift action.

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 he has enough actions to do so. A bardic performance is disrupted if he is knocked out of his stance (see Stance rules). If the performance stance is disrupted, the bard must use another standard action to re-initiate the stance (unless he has the higher level abilities which 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 abilities 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 see the performance's description) to gain the benefits of the performance. Depending on the Perform skill specialization being used with the stance, allies will also require line of sight for visual-based performance (e.g. dance) or line of effect for audible performances (e.g. percussion). Some performance types require both line of sight and line of effect (e.g. acting).
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. This check is made at the beginning of his turn each round, and is not an action. If he fails this check, the performance grants no benefits or effects until a successful check is made on a subsequent round. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. This check is made at the beginning of his turn each round, and is not an action. If he fails this check, the performance grants no benefits or effects until a successful check is made on a subsequent round. Blind creatures are immune to bardic performances with visual components.

Bard Instruments

In order to use their Performance skill and enter a 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 his 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 he declaims dramatically, it can be a scarf which is held and manipulated to emphasize the performance, or anything else the player wishes.
Note that you can, if you wish, declare you are a martially-oriented Bard and use a Sword and Shield (for example) as your instrument, and this is perfectly legitimate! However, this has the major caveat that 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, with the single exception of the "Song of Steel" Bardic Performance.

Finales (Su)

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

Types of Bardic Performance

Each of the Bardic Performance types described below is a stance, and follows all of the rules of Stances. Once the selected stance is entered, the bard may sustain it each round as a free action, or end it as an immediate (or swift) action to gain its finale effect. If the stance is disrupted, the finale may not be used, and the stance must be re-initiated. If the bard wishes to change the stance he is using to a different performance, he must end the current stance, and initiate the new stance as a standard action (or a move action at 7th level, or swift action at 13th). If the stance is disrupted, the interrupted performance may be re-initiated or a different performance may be initiated if the bard so chooses. The only legal way to end a performance and begin a new one is to either spend an immediate action to end it (and get the Finale benefit if eligible) or have the stance disrupted.
Bardic Performance Type of Ability Description
Song of Bracing Su Grant affected allies a scaling bonus to saving throws.
Song of Courage Su Grants affected allies a scaling amount of bonus damage with each attack.
Song of Defiance Su One affected ally takes only half damage from all attacks during this performance.
Song of Focus Su Grants affected allies a bonus to to-hit, save DC's, and critical threat range.
Song of Heroism Su Grants affected allies a bonus to AC and a scaling bonus to move speeds.
Song of Mayhem Su Inflict massive damage on one enemy creature each round of the performance.
Song of Soothing Su Grants the bard the ability to heal nearby allies.
Song of Steel Ex The bard can make themselves into a more powerful combatant.
Song of Surging Su Allows affected allies to mana burn to circles well above their actual level.
Song of Warding Su Each affected ally can reduce an attack's damage by half once per round.

Implement Bonus (Su)

Beginning at 1st level, while wielding a rod, staff, or wand, 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.

Bards may use their instruments in place of a rod, staff, or wand, as long as they are carrying the instrument in their hands. Bards which use a perform skill which has no physical instrument (such as Dance, Orate, or Comedy) must have both of their hands free to gain this bonus.

Harmony (Sp)

Starting at 1st level, any time during combat that the bard is maintaining a performance stance (including surprise rounds), a bard may magically strike at his enemies with illusory shadows of his performance as a standard action, in addition to the effects of the Stance. The range of the attack is Close (25 ft + 5 ft/two levels (round down)) and it is a Ranged Touch Attack that follows all the rules of ray attacks.

As a ranged touch attack, Harmony may be boosted by their implement bonus (see above) if the bard has their instrument, or a rod, staff, or wand, in their hands when the ability is used. This usage does not interrupt their performance.

Targets of Harmony must have a mind to affect (i.e. an INT score of at least 1), though the bard need not share a language with the target. Harmony is a spell-like ability that provokes AOO's unless a Spellcraft check to Concentrate is made to defensively cast (DC of 10 + (spell level x 4)). Harmony is treated as though it belongs to the illusion school of spells, even though it is not a spell, for purposes of feats like Spell Focus. Harmony is also subject to Spell Resistance if the target creature(s) have it. Unlike most spell-like abilities, bards can get a bonus attack with Harmony while under the effects of Haste (Sorcerer/Wizard Spell) or similar effects, when making a full attack action.

If the target is successfully struck by Harmony, the Bard may first Slide the 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 Prone. In addition to the slide, Harmony inflicts 1d6 + CHA modifier of psychic (energy, uncommon) damage at level 1, and this damage increases by 1d6 at each odd level, as detailed in Class Progression: Bard.

Beginning at level 8, the bard may use harmony twice during a full attack action. The second attack is at BAB - 5. Beginning at level 21, the Bard may use Harmony three times during a full attack action, although the third attack is made at -10. Harmony may never be used in the same round as Staccato or any of the Symphony abilities, unless an action point is used.

Versatile Performance (Ex)

At 2nd level, a bard can use any one of his 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 his 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, he is using various epiphanies he has achieved in his music to inspire his 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:

  • Acrobatics
  • Barter
  • Bluff
  • Diplomacy
  • Disguise
  • Handle Animal
  • Intimidate
  • Sense Motive

Every 2 levels after 2nd level (e.g. 4th, 6th, 8th, 10th, 12th, 14th and 16th), the bard can select one additional skill from the list above to substitute with any of his Perform skills.

Well-Versed (Ex)

At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Staccato (Su)

Starting at 3rd level, in or out of their Bardic Stance, the Bard may attempt to strike at his enemies with sound as a standard action. This is a supernatural ability, does not provoke, and affects one square within a 15-foot cone. All creatures and objects in the designated square are affected. The rest of the 15-foot cone is unaffected. Staccato is an area of effect, and thus does increased damage to creatures vulnerable to such effects, like swarms. Staccato may be a loud shout, a piercing scream, a shattering clap of the hands, a snap of the fingers, or anything else the Bard desires.

Staccato inflicts 2d6 + CHA modifier points of Sonic (energy, common) damage at Level 3, and this damage increases by 1d6 at each odd level. Victims of Staccato are allowed a Fort save, DC 10 + half the Bard's level + CHA mod, for half damage. Staccato is treated as though it belongs to the conjuration school of spells, even though it is not a spell, for purposes of feats like Spell Focus. Staccato is not subject to Spell Resistance.

Alternatively, Staccato can also be used to make a Sunder check against a single worn, wielded, or unattended object in the chosen square, instead of dealing damage. If he attempts to sunder a worn or wielded object, the bard must succeed on a Spellcraft check to Concentrate, versus a DC of the wielder's Maneuver Defense. If he attempts to sunder an unattended object, he must overcome the object's Sunder DC. If the bard chooses to perform a Sunder, he cannot also deal damage with the same Staccato attack.

Beginning at 11th level, Staccato may affect up to 2 squares within the fifteen foot cone. The bard may choose to deal damage to one square and sunder an object in another, or deal damage to both squares, or sunder one object in each of the two squares, or he may place both squares' effects on the same target, dealing damage and sundering one object in the same square.

Note that no single creature can take damage from a Staccato more than once per Staccato attack. That is, a size large creature, despite taking up multiple squares, can only take a single Staccato's damage one time, even if both squares of its effect are placed in different squares of the large creature.

At 21st level, the bard may damage up to three squares and/or sunder up to three objects within the 15-foot cone.

Staccato may never be used in the same round as Harmony (or any of the Symphony abilities) unless an action point is used.

Mana Burn (Sp)

Beginning at 3rd level, you can push structured portions of your aura into the casting of a spell, mixing of an extract, or brewing of a poultice, burning up one or more additional spells, extracts, or poultices as part of the casting action of the spell being cast. These additional spells cannot be cantrips (or orisons, or powerful cantrips), but can be any other spell, extract, or poultice you have memorized, or spell, extract or poultice slot you have available. If you are multi-classed or dual classed or other wise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others.

Burned spells, extracts, or poultices 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 circle of the spell by one step, increasing the spell's damage scaling. For purposes of mana burning, spells, extracts, and poultices are equivalent, and may be exchanged freely, and any time a spell is referred to in these rules, it applies to all three effects.

A spell's Spell Circle is a measure of how much damage it does, relative to the caster's character level. If a spell has a spell circle listed, it will be highlighted in orange in the spell's description. Aside from choosing an Arcane school and possibly some 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). For each extra spell burned, the spell's circle moves up one step on the damage scale.

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 a highly attractive option for multi-classed, dual-classed, and demi-caster characters (such as paladins, bards, and rangers).

All details about mana burning.

Lore Master (Ex)

At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check he has ranks in as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. This ability may also be used on the Spellcraft and Spycraft skills when they are used for knowledge checks, assuming the bard has ranks in these skills.

Bonus Metamagic Feat

At 7th level, Bards may choose one bonus feat from the list of non-epic metamagic feats. The bard must meet any prerequisites that the feat requires.

Jack of All Trades (Ex)

At 10th level, the bard can use any skill, even if the skill normally requires her to be trained. At 16th level, the bard gains one additional skill as a Natural Talent, allowing her to remap it to the ability modifier of the bard's choice, instead of the modifier normally used by the skill. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Sostenuto (Ex)

With Sostenuto, the bard may end his performance as a swift action, but the performance lingers to the end of the Bard's next turn. Any other requirement, such as range or specific conditions, must still be met for the effect to continue, and if the Performance has a Finale, it is lost.

During this time, the bard may initiate a new performance and thus gain the benefits of both performances. As per the bardic performance rules, the bard may not begin the same performance just ended, but must instead perform a different performance. Also, the bard may never end a performance the same round in which it was begun.

An example of Sostenuto in action might be:

  • Round 1: Use Swift Action to begin "Song of Courage"
  • Round 2: Use Swift Action to end "Song of Courage" to trigger Sostenuto. Use Swift Action to "Inspire Greatness". Song of Courage Lingers.
  • Round 3: Use Swift Action to end "Inspire Greatness" to trigger Sostenuto. Use Swift Action to "Song of Courage". Inspire Greatness Lingers.

You may never have more than two performances running at the same time.

Note: At level 27, the Reprise ability allows you to begin and end a performance in the same round! This allows you to have two Performances running even during the first round of a combat.

Spells

Beginning at level 21, and every level thereafter, bards receive spell slots above level 6 so that metamagic feats may be applied to their higher level spells.

Bard Spells Known

At 22nd level and every even numbered level thereafter, Bards may choose another spell from the list of Bard spells. They may choose any spell they wish between spell levels 0 and 6. Bards never gain spells higher than sixth level.

Bonus Epic Metamagic Feat

At 22nd, 28th, and 34th levels, Bards may choose one bonus feat from the list of metamagic feats. The bard must meet any prerequisites that the feat requires, but the feat may be selected from the epic or non-epic metamagic feats, as the bard wishes.

Forte (Ex)

At level 23, the range of the bard's performance expands by 10 feet. In most cases, this brings the range to 40 feet instead of 30 feet. Refer to the specific bardic performance entry for the base range.

Symphony (Sp)

At level 24, as a standard action, the bard may produce a destructive Symphony which deals sonic (energy, common) damage equal to the bard's Staccato damage as a twenty foot cone, or a twenty foot radius centered on the Bard. The Bard is immune to damage created by his own Symphony ability. This is treated as though it belongs to the conjuration school of spells, even though it is not a spell, for purposes of feats like Spell Focus. Symphony is not subject to Spell Resistance. Symphony harms all creatures (enemy or ally) caught in the area of effect, though they are allowed a Will save (DC 10 + half the bard's level + CHA mod) for half damage. This attack does not provoke attacks of opportunity. If used as a full-attack action, Symphony may be used up to three times per round, following the same number of attacks as a Staccato.

Piano (Ex)

At level 26, the bard can reduce the radius of his bardic performance to 15 feet, but may perform without visual or audible components. While using bardic performance thusly, the bard and his party take no stealth penalties from the performance, and the performance cannot be countersong-ed. Furthermore, the bard may enter a stealth stance at the same time as he is using a performance stance with the Piano ability, assuming he meets the conditions required for stealth.

Reprise (Ex)

At level 27, the bard may begin the same bardic performance in the same round in which he used that performance's finale. The bard may also perform the finale of a performance that he began this round. This means it is now possible to get the effects of a particular performance's finale each round (during combat).

Grand Symphony (Sp; Sonic)

At level 28, as a standard action, the bard may produce a destructive Grand Symphony which deals sonic (energy, common) damage equal to the bard's Staccato damage as a thirty foot cone. The Bard is immune to damage created by his own Grand Symphony ability. This is treated as though it belongs to the conjuration school of spells, even though it is not a spell, for purposes of feats like Spell Focus. Grand Symphony is not subject to Spell Resistance. Grand Symphony harms all creatures (enemy or ally) caught in the area of effect, though they are allowed a Will save (DC 10 + half the bard's level + CHA mod) for half damage. This attack does not provoke attacks of opportunity. If used as a full-attack action, Grand Symphony may be used up to three times per round.

Mezzo-Forte (Ex)

At level 29, the range of the bard's performance expands by an additional 10 feet (for a total of +20 feet, counting Forte). In most cases, this brings the range to 50 feet. Refer to the specific bardic performance entry for the base range.

Mythopoetic Symphony (Su)

At level 31, as a standard action, the bard may produce a destructive Mythopoetic Symphony which deals sonic (energy, common) damage equal to the bard's Staccato damage as a sixty foot cone. The Bard is immune to damage created by his own Mythopoetic Symphony ability. This is treated as though it belongs to the conjuration school of spells, even though it is not a spell, for purposes of feats like Spell Focus. Mythopoetic Symphony is not subject to Spell Resistance. Mythopoetic Symphony harms all creatures (enemy or ally) caught in the area of effect, though they are allowed a Will save (DC 10 + half the bard's level + CHA mod) for half damage. This attack does not provoke attacks of opportunity. If used as a full-attack action, Mythopoetic Symphony may be used up to three times per round.

Pianissimo (Ex)

At level 32, the bard can reduce the radius of his bardic performance to 30 feet, but may perform without visual or audible components. While using bardic performance thusly, the bard and his party take no stealth penalties from the performance, and the performance cannot be countersong-ed. Furthermore, the bard may enter a stealth stance at the same time as he is using a performance stance with the Pianissimo ability.

Fortissimo (Ex)

At level 35, the range of the bard's performance expands by an additional 10 feet (for a total of +30 feet, counting Forte and Mezzo-Forte). In most cases, this brings the range to 60 feet. Refer to the specific bardic performance entry for the base range.

Apotheosis

You are a rock god. Only, seriously, you really are.