Bard

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Go back to Reese's Campaign page.

Alignment: Any

Hit Die: d6

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit 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 Base Attack 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 - 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 - 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 - 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. Bards are also proficient with light armor and shields (except tower 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

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 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

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

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

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and 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. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Harmony

While performing, a bard may project audible or visual attacks with their musical instrument as a standard action. The range of the attack is Close (25 ft + 5 ft/level) and it is a ranged touch attack. Target must possess the appropriate senses to be affected by the performance, though language does not matter. 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, to a max of 10d6+CHA.

Finales

As a Swift action, the bard may end her performance and 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.

Types of Bardic Performance

Countersong (Su)

At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong 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 applied to any spell or spell-like ability that has a verbal component, though it still has no effect on effects that don't allow saves.

Finale: None


Distraction (Su)

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.

Finale: None


Fascinate (Su)

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 working. 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)

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 to all damage rolls they make. At 5th level, and every four bard levels thereafter, this 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)

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 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.


Suggestion (Sp)

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)

A bard of 8th level or higher can use his performance to foster a sense of growing dread in an enemy, 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).

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


Inspire Greatness (Su)

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)

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 like all magical heals, 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 grant the effect of a mass cure light wounds to all allies within 30 feet of the bard, using the Bard's level as caster level. (Note that the Cleric bonuses to the cure spells do not apply when cast by a Bard's performance, even if the Bard has Cleric levels.)

At 17th level, this ability improves to grant the effect of a mass cure moderate wounds to all allies within 30 feet of the bard, using the Bard's level as caster level. (Note that the Cleric bonuses to the cure spells do not apply when cast by a Bard's performance, even if the Bard has Cleric levels.)

At 20th level, this ability improves to grant the effect of a mass cure serious wounds to all allies within 30 feet of the bard, using the Bard's level as caster level. (Note that the Cleric bonuses to the cure spells do not apply when cast by a Bard's performance, even if the Bard has Cleric levels.)

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)

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. Frightening tune relies on audible components.

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


Inspire Heroics (Su)

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 untyped 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 untyped bonus to AC until start of Bard's next turn.


Mass Suggestion (Sp)

This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that 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)

A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round, currently have fewer than 100 hit points and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Finale: None.

New Bard Feats

Compelling Performance
(new bard feat) Target struck by a Harmony attack makes a will save, 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.