Bard

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Chamber Music for an adoring audience of one.

Description

Yeah, bards have always been the role-player's class, the one you played if you wanted to be a sensitive, soul-searching warrior/poet on a quest to find inner peace. And yes, the bard can still do all of that.

But now, the bard can do all of that while using his +5 Flute of Limning Thundering to buzzsaw the heads off bad guys twice a round, cast Haste and Dance of a Thousand Cuts, and buff the entire party against pretty much anything. So, in between all the role-playing and writing mash notes to the local tribal princess, we hope you don't mind a little freakin' awesome-time.

Give a bard a try! It's not what you think it is.


Alignment: Any

Hit Die: d6

Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.

Class Skills: The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.


Table: Bard

Level BAB Fort Refl Will Harmony Special 1st 2nd 3rd 4th 5th 6th
1st +0 0 2 2 1d6 Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Distraction, Fascinate, Harmony, Inspire Courage (1d4) 1 - - - - -
2nd +1 0 3 3 1d6 Versatile Performance, Well-Versed 2 - - - - -
3rd +2 1 3 3 2d6 Inspire Competence 3 - - - - -
4th +3 1 4 4 2d6 Palliative Command 4 1 - - - -
5th +3 1 4 4 3d6 Inspire Courage (1d6), Lore Master 1/day 4 2 - - - -
6th +4 2 5 5 3d6 Suggestion, Versatile Performance 4 3 - - - -
7th +5 2 5 5 4d6 Bonus Metamagic Feat 4 3 1 - - -
8th +6/+1 2 6 6 4d6 Dissonance 4 4 2 - - -
9th +6/+1 3 6 6 5d6 Inspire Courage (1d8), Inspire Greatness 5 4 3 - - -
10th +7/+2 3 7 7 5d6 Jack-Of-All-Trades, Versatile Performance 5 4 3 1 - -
11th +8/+3 3 7 7 6d6 Countersong (Improved), Lore Master 2/day 5 4 4 2 - -
12th +9/+4 4 8 8 6d6 Soothing Performance (1 hp/round) 5 5 4 3 - -
13th +9/+4 4 8 8 7d6 Inspire Courage (1d10) 5 5 4 3 1 -
14th +10/+5 4 9 9 7d6 Haunting Ballad, Versatile Performance 5 5 4 4 2 -
15th +11/+6/+1 5 9 9 8d6 Inspire Heroics, Soothing Performance (cure light/round) 5 5 5 4 3 -
16th +12/+7/+2 5 10 10 8d6 Palliative Utterance 5 5 5 4 3 1
17th +12/+7/+2 5 10 10 9d6 Inspire Courage (1d12), Lore Master 3/day, Soothing Performance (cure moderate/round) 5 5 5 4 4 2
18th +13/+8/+3 6 11 11 9d6 Mass Suggestion, Versatile Performance 5 5 5 5 4 3
19th +14/+9/+4 6 11 11 10d6 - 5 5 5 5 5 4
20th +15/+10/+5 6 12 12 10d6 Deadly Performance, Soothing Performance (cure serious/round) 5 5 5 5 5 5

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 and heavy shields. A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, 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.


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 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score.

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 (See Table: Ability Modifiers and Bonus Spells).

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


Bardic Knowledge (Ex)

A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.


Versatile Performance (Ex)

At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are:

Act (Bluff, Disguise),

Comedy (Bluff, Intimidate),

Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).


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.


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.


Jack of All Trades (Ex)

At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.


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 the stance of a bardic performance is a standard action, but it can be maintained each round as a free action. 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).

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 ability of Harmony may be used, as long as the bard has adequate actions to do so.

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.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and 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.


Finales

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).


Harmony (Sp)

Starting at 1st level, every round while the bard is maintaining a performance stance, a bard may magically strike at his enemies with the motions, sounds or words 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/level) and it is a ranged touch attack that follows all the rules of ray attacks. Targets of Harmony must possess the appropriate senses to be affected by the performance, though language does not matter. Harmony is a mind-affecting spell-like ability. This attack provokes AOO's unless a concentration check is made to combat-cast. Damage is 1d6+CHA at level 1, and increases by 1d6 at each odd level per Table:Bard.

Beginning at level 15, the bard may use harmony twice during a full attack action. The second attack is at BAB - 5.

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.


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 30 feet of the bard (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 30 feet of the bard (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, an ally must be able to perceive the bard’s performance. An affected ally receives a +2 morale 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, to a maximum of 1d12 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Finale: 1 ally may reroll a single die roll, must keep new result (this roll includes the inspire die)


Inspire Competence (Su, Stance)

A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally rolls 2d20 on skill checks with a particular skill as long as she continues to hear the bard’s performance.

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Finale: Target gains a free move action to be used immediately.


Palliative Command (Su, Stance)

A bard of 4th level or higher can use his performance to help an ally withstand attacks. The ally must be within 30 feet and able to see and hear the bard. From the time the bard begins his palliative command performance until the end of the bard's turn after he stops using the palliative command performance on that ally, the ally takes all hit point damage as one-half normal damage (round up) and one-half non-lethal damage (round down). As normal, once the total damage exceeds their hit-points they are incapacitated, but recall that non-lethal damage heals much more quickly and easily than regular damage.

Finale: The target heals 1d8 non-lethal damage.


Suggestion (Sp, Stance)

A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Note that the Fascinate performance must be ongoing to use this ability, so use of Fascinate's finale cannot be used to improve suggestion.

Finale: None


Dissonance (Su, Stance)

A bard of 8th level or higher can use his performance to foster a sense of growing dread in a single enemy that can see or hear the bard (depending on perform skill being used), causing it to be disadvantaged on all d20 rolls. A disadvantaged roll means the target rolls 2d20 and must take the lowest of the two rolls. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. Dissonance is a mind-affecting fear effect, and it relies on audible or visual components (depending on the type of instrument or performance the bard is using). Note that, while it is perfectly usable outside of combat, this ability moves the target's opinion negatively against the bard, and will be detrimental to the bard's reputation if used too often.

Finale: Target must make a save vs. Will (DC 10 + 1/2 bard's level + bard's Cha modifier) with disadvantage or be Shaken.


Inspire Greatness (Su, Stance)

A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains +4 STR and +4 CON, the commensurate number of temporary hit points (+2 per level of the target), and the target is counted as being two levels higher when determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Finale: One Inspired ally may stand up if prone (no aoo's), or shrug off 1 ongoing effect. If the ongoing effect is caused by something that the ally is still being affected by (such as a web spell, a grapple or another bard's performance), the ally must check to see if the negative effect is re-applied at the start of their next turn.


Soothing Performance (Su, Stance)

A bard of 12th level or higher can use his performance to create an effect which heals all allies within 30 feet 1 hp each round of the performance. This heal will stabilize unconscious allies, and similar to a potion's effects, restores hit points starting from zero (that is, all negative hit points are ignored, and the ally goes from zero hit points to one). Soothing performance relies on audible and visual components.

At 15th level, this ability improves to heal 1d4+2 hp each round to all allies within 30 feet of the bard.

At 20th level, this ability improves to heal 1d8+5 hp each round to all allies within 30 feet of the bard.

Finale: A single ally within range gains an additional effect of "Cure Serious Wounds", using the Bard's level as caster level.


Haunting Ballad (Sp, Stance)

A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) or become frightened and flee for as long as the target can hear the bard's performance of this song. If the save succeeds, the creature is shaken until they move more than 30 feet from the bard, or the bard's performance ends. Creatures who have successfully saved are immune to the 'frightened' effect of this bard's performance for 24 hours. Haunting Ballad relies on audible components. Note that, while it is perfectly usable outside of combat, this ability rapidly moves the target's opinion negatively against the bard, and will be extremely detrimental to the bard's reputation if used too often.

Finale: Targets who failed their saves are shaken until start of Bard's next turn.


Inspire Heroics (Su, Stance)

A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Finale: One affected ally retains a +2 morale bonus to AC until start of Bard's next turn.


Palliative Utterance (Su, Stance)

A bard of 16th level or higher can use his performance to help several allies withstand attacks. At sixteenth level, the bard may palliate two allies. For every four bard levels the bard attains beyond 16th, he can palliate the damage taken by one additional creature. All allies must be within 30 feet and able to see and hear the bard. From the time the bard begins his palliative utterance until the end of the bard's turn after he stops using the palliative utterance, all allies take all hit point damage as one-half normal damage (round up) and one-half non-lethal damage (round down). As normal, once the total damage exceeds their hit-points they are incapacitated, but recall that non-lethal damage heals much more quickly and easily than regular damage.

Finale: All affected targets heal 3d8+5 non-lethal damage.


Mass Suggestion (Sp, Stance)

This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components. Note that the Fascinate performance must be ongoing to use this ability, so use of Fascinate's finale cannot be used to improve suggestion.

Finale: None.


Deadly Performance (Su, Stance)

A bard of 20th level or higher can use his performance to cause one enemy to suffer massive damage from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the damage. If a creature’s saving throw succeeds, the target is instead Rattled until the start of the bard's next turn, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it takes 10 points of damage per Bard level. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Finale: None.


New Bard Feats

Compelling Performance
(new bard feat) Target struck by a Harmony attack makes a will save with a DC of 10 + half your Bard level + CHA modifier. If they fail, you may slide them up to 3 squares in any direction you choose.
The target begins dancing uncontrollably, and moves at your whim.


Improved Compelling Performance
(new bard feat) If a single target suffers the effects of Compelled Performance twice in the same encounter, they are fatigued. If they are affected three times, they are exhausted.


Magic Bard Instruments

Magic bard instruments are a subset of magical weapons which follow modified rules for their construction. A magical Bard instrument, unlike a magical weapon, never has an enhancement bonus to-hit or to damage. Unlike normal weapons, Bard instruments may have one or more magic properties even without an enhancement bonus. The magic properties for a Bard weapon must be chosen from the list below, following the same rules as magic weapon properties for the number of properties which may be added. IE, campaign limits must be followed as to the maximum amount of properties which are allowed. The cost to create a magic instrument is the same as the cost for a comparably enchanted magic weapon, without the cost for an enhancement bonus.

Only magic weapon properties listed below may be attached to a magic instrument:

  • Allying
  • Cunning
  • Limning
  • Merciful
  • Planar
  • Thundering
  • Designating, Lesser
  • Phase Locking
  • Designating, Greater
  • Nimble Shot


Bard Example Build

For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!

Human, base stats: Str 9, Dex 16, Con 12, int 10, Wis 10, Chr 20.

Example Feats

1st Level: Point Blank Shot, Precise Shot. Harmony is a ray, rays are weapons, these feats work with harmony.

3rd Level: Dodge. A point of Armor Class is almost always worth it.

5th Level: Discordant Voice. Your singing can break glass. Or walls.

7th Level: Combat Casting. Let's you do all that Bardic stuff without getting hit quite so much.

9th Level: Compelling Performance. See above. Move bad guys around and put a nasty condition on them.

11th Level: Improved Compelling Performance. Oh hell yeah, SO worth it.

13th Level: Spellsong. Sing, and cast a spell to boot, and then maintain the spell and cast ANOTHER one. So awesome.

15th Level: Uncanny Concentration. You can perform in a mosh pit.

17th Level: Exploit Lore. Gain +2 to attack and damage for being a nerd? HELL YES!

19th Level: Extra Performance. The show must go on. And on. And on. and on....


This build is a high damage bard that also has seriously good buffing/debuffing potential via spellsong. You will be hitting a LOT with Harmony, and your discordant voice keeps the party doing extra damage. This is a potent addition to any party.


Epic Bard

Table: Epic Bard

Level BAB Fort Refl Will Harmony Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
21st +15/+10/+5 7 13 13 11d6 Inspire Courage (2d6) 5 5 5 5 5 5 1 - - - -
22nd +16/+11/+6 7 13 13 11d6 Bonus Metamagic Feat 5 5 5 5 5 5 2 - - - -
23rd +16/+11/+6 8 14 14 12d6 Forte 5 5 5 5 5 5 3 - - - -
24th +17/+12/+7 8 14 14 12d6 Symphony 5 5 5 5 5 5 3 1 - - -
25th +17/+12/+7 9 15 15 13d6 Inspire Courage (2d8), Soothing Performance (cure serious/round) 5 5 5 5 5 5 4 2 - - -
26th +18/+13/+8 9 15 15 13d6 Piano 5 5 5 5 5 5 4 3 - - -
27th +18/+13/+8 10 16 16 14d6 Reprise 5 5 5 5 5 5 4 3 1 - -
28th +19/+14/+9 10 16 16 14d6 Bonus Metamagic Feat, Grand Symphony 5 5 5 5 5 5 4 4 2 - -
29th +19/+14/+9 11 17 17 15d6 Inspire Courage (2d10), Mezzo-Forte 5 5 5 5 5 5 5 4 3 - -
30th +20/+15/+10 11 17 17 15d6 Soothing Performance (cure critical/round) 5 5 5 5 5 5 5 4 3 1 -
31st +20/+15/+10 12 18 18 16d6 Mythopoetic Symphony 5 5 5 5 5 5 5 4 4 2 -
32nd +21/+16/+11 12 18 18 16d6 Pianissimo 5 5 5 5 5 5 5 5 4 3 -
33rd +21/+16/+11 13 19 19 17d6 Inspire Courage (2d12) 5 5 5 5 5 5 5 5 4 3 1
34th +22/+17/+12 13 19 19 17d6 Bonus Metamagic Feat 5 5 5 5 5 5 5 5 4 4 2
35th +22/+17/+12 14 20 20 18d6 Fortissimo 5 5 5 5 5 5 5 5 5 4 3
36th Apotheosis!

Epic Class Abilities

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 level spells they wish between 0 and 5. Bards never gain spells higher than fifth level.


Bonus Metamagic feats

At 22nd, 28th, and 34th levels, Bards may choose one bonus feat from the list of metamagic feats. This may be either an Epic or non-epic feat as they desire.


Spells

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


Forte

At level 23, the bard's bardic performance extends to 40 feet instead of 30 feet. Cause they're loud.


Piano

At level 26, the bard can reduce the radius of his bardic performance to 10 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.


Reprise

At level 27, the bard may begin the same bardic performance in the same round in which he used that performance's finale. This means it is now possible to get the effects of a particular performance's finale each round.


Mezzo-Forte

At level 29, the bard's bardic performance extends to 50 feet instead of 40 feet. Cause they're moderately loud.


Harmony

At level 30, the bard may use harmony 3 times during a full attack action, instead of just twice. The third attack is at BAB -10, as normal.


Symphony (Su)

At level 24, instead of Harmony, the bard may produce a destructive Symphony. This is a standard action, and applies the bards Harmony damage as a fifteen foot spread (if using audible performance skills) or a fifteen foot burst (if using visual performance skills.) This damage is centered on the Bard, who is immune to the damage. This mind-based effect harms all creatures caught in the area of effect, and they are allowed a Will saving throw (DC of 10 + half the bard's level + CHA mod) for half damage.


Grand Symphony (Su)

At level 28, instead of Harmony, the bard may produce a destructive Grand Symphony. This is a standard action, and applies the bards Harmony damage as a thirty foot spread (if using audible performance skills) or a thirty foot burst (if using visual performance skills.) This damage is centered on the Bard, who is immune to the damage. This mind-based effect harms all creatures caught in the area of effect, and they are allowed a Will saving throw (DC of 10 + half the bard's level + CHA mod) for half damage.


Mythopoetic Symphony (Su)

At level 31, instead of Harmony, the bard may produce a destructive Mythopoetic Symphony. This is a standard action, and applies the bards Harmony damage as a sixty foot cone, which the Bard may direct as they wish. The Bard is immune to the damage. This mind-based effect harms all creatures caught in the area of effect, and they are allowed a Will saving throw (DC of 10 + half the bard's level + CHA mod) for half damage.


Pianissimo

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.


Fortissimo

At level 35, the bard's bardic performance extends to 60 feet instead of 50 feet. Cause they're freakin' loud.


Apotheosis

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

Epic Bardic Performance

Inspire Courage (Su, Stance)

Beginning at level 21, the bonus weapon damage from Inspire Courage increases to 2d6. At level 25, this increases to 2d8. At level 29, it becomes 2d10, and at level 33, it becomes 2d12. 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.


Inspire Greatness (Su, Stance)

There is no maximum number of affected allies this performance can affect, as long as the bard meets the level requirements to do so.


Soothing Performance (Su, Stance)

At 25th level, this ability improves to heal 1d10+7 hp each round to all allies within 30 feet of the bard.

At 30th level, this ability improves to heal 1d12+10 hp each round to all allies within 30 feet of the bard.


Epic Bard Feats

Selective Symphony

Prerequisites: Symphony class feature, Perform 24 ranks. Allows the Bard to selectively exclude a number of creatures from the effects of his Symphony class ability equal to his DEX mod.