Bard: Difference between revisions

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| [[Deadly Performance (Performance)|Deadly Performance]] || 20th
| [[Deadly Performance (Performance)|Deadly Performance]] || 20th
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====Countersong (Su, Stance)====
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within range of the bard's performance (30 feet), including the bard himself, that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Beginning at 11th level, the Countersong performance may be used as a defense against any spell or spell-like ability with a verbal component. However, if the spell does not allow a save, Countersong provides no benefit.
: '''Finale:''' None
====Distraction (Su, Stance)====
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within range of the bard's performance (30 feet), including the bard himself, that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard's Perform check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Beginning at 11th level, the Distraction performance may be used as a defense against any spell or spell-like ability with a somatic component. However, if the spell does not allow a save, Distraction provides no benefit.
: '''Finale:''' None
====Fascinate (Su, Stance)====
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from being initiated. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it.  While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
: '''Finale:''' Targets affected by fascinate take a -4 penalty to all will saves until the start of the Bard's next turn.
====Inspire Courage (Su, Stance)====
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities.  To be affected, the ally must be within 30 feet and be able to perceive the bard's performance.  An affected ally receives a +2 competence bonus on saving throws against charm and fear effects and +1d4 bonus weapon damage to all damage rolls they make.  As bonus damage, this is added to the weapon damage done by each receiver of the benefit, but it does not increase with level or upon a critical hit. 
At 5th level, and every four bard levels thereafter, this bonus weapon damage bonus increases by a die size until it reaches +1d12 at 17th level.  At level 21, the bonus weapon damage increases to +2d6. At level 25, this increases to +2d8. At level 29, it becomes +2d10, and at level 33, it becomes +2d12. 
Inspire courage is a mind-affecting ability.  Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
: '''Finale:''' 1 ally may re-roll a single die roll, must keep new result (this roll includes the inspire die)





Revision as of 21:38, 20 January 2016