Difference between revisions of "Bard"

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{{TableClass}}
 
{{TableClass}}
| | [[image:bard01.jpg|200px]]
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| | [[image:Bard.png|200px]]
 
| valign="top" |{{TableMain}}
 
| valign="top" |{{TableMain}}
 
{{T02}}
 
{{T02}}
 
|colspan="2" | The Bard
 
|colspan="2" | The Bard
 
|-
 
|-
| style="background:#ccc;"|'''Common Roles'''
+
| style="background:#e7eaea;"|'''Common Roles'''
 
| Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor
 
| Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor
 
|-
 
|-
| style="background:#ccc;"|'''Common Races'''
+
| style="background:#e7eaea;"|'''Common Races'''
 
| [[Humans]], [[Gobbers]], [[Halflings]], [[Oruch]]
 
| [[Humans]], [[Gobbers]], [[Halflings]], [[Oruch]]
 
|-
 
|-
| style="background:#ccc;"|'''Influencial Faiths'''
+
| style="background:#e7eaea;"|'''Influential Faiths'''
 
|[[Ceinara]], [[Tarien]]
 
|[[Ceinara]], [[Tarien]]
 
|-
 
|-
| style="background:#ccc;"|'''Common Organizations'''
+
| style="background:#e7eaea;"|'''Common Organizations'''
  +
| [[The_Society_of_Progressive_Arcanists|Society of Progressive Arcanists]], [[Local_Organizations#Guild_of_the_Sly|Guild of the Sly]], [[Local_Organizations#The_Sunset|The Sunset]], [[Player-Made_Orgs#The_Iron_Book|Iron Book]], [[Player-Made_Orgs#The_Acquisitioners|The Acquisitioners]], Alexandria's Theatre District (ongrid), Temples of: [[Tarien]], [[Ceinara]]
| Bards often belong to the [[Explorer's Guild]], though many may choose to strike out on their own. Academies exist to train bards in their craft, and may be considered organizations, as well as traveling theatrical groups.
 
 
|-
 
|-
| style="background:#ccc;"|'''Pathfinder Rules for'''
+
| style="background:#e7eaea;"| '''Some IC Hangouts'''
  +
|''Alexandrian Grid:'' A04: Theatre District, A14: Society for Progressive Arcanists, Any pub
  +
  +
''Main Grid:'' H07: Stoneworks' Calzones
  +
  +
''Wilderness Pointe Grid:'' W01: Wayfarer's Inn
  +
|-
  +
| style="background:#e7eaea;"|'''Pathfinder Rules for'''
 
|[http://paizo.com/pathfinderRPG/prd/classes/bard.html#_bard Bard]
 
|[http://paizo.com/pathfinderRPG/prd/classes/bard.html#_bard Bard]
  +
|-
  +
| style="background:#e7eaea;"|'''Associated Characters'''
  +
|[[:Category:Bard|Bards]]
 
|}
 
|}
   
 
|}
 
|}
Bards can be wandering minstrels or entertainers, and beyond. The Emblem of Ea bard, in fact, often moves beyond this role. Bards are those who have taken their capabilities and used them more for the sake of adventuring, learning and the uncovering of ancient and arcane lore. Some bards do this while others use their skills and music to advance as diplomats, ambassadors and chroniclers who use their intimate knowledge of magic and lore keeping to the benefit of larger organization. The magic of music making that a Bard wields may have a number of different origins. Some believe that it is a remaining resonance of the celestial chorus that began when the world was made; The Eidolon Hymn. Some bards spend their entire lives following the legend of the Eidolon Hymn and seeking to decipher its mysteries.
 
   
  +
Selentia of the Myrrish Kingdoms is well known as a land of a thousand princes and princesses and their elegant tastes, love of lore keeping and music and refined beliefs have produced a number of diplomats and lore keepers. In other areas, Bards most often appear in lands rich with a sense of history or recent troubles and happenings of historical importance. Many large cities, such as Alexandria City, often produce them. Among the barbarian cultures and less refined lands where history, knowledge and lore is passed down via verbal traditions, bards also may emerge. Here they function as war chanters and battle skalds as well as being responsible for passing on the tales and traditions of their tribes from one generation to the next.
 
  +
The wandering minstrel, the tribal keeper of ancestral legends, the entertainer, or even the arcane warrior are faces the bard may take. Bards are a versatile class, mixing arcane strength, decent combat, and skillful knowhow. Some advance as seekers, or seers. Others take on roles as diplomats or chroniclers. The magic of music making that a bard wields may have a number of different origins. Some believe that it is a remaining resonance of the celestial chorus that began when the world was made: The Eidolon Hymn. Some bards spend their entire lives following the legend of the Eidolon Hymn, and seeking to decipher its mysteries.
  +
  +
Selentia of the Myrrish Kingdoms is well known as a land of a thousand princes and princesses and their elegant tastes, love of lore keeping and music and refined beliefs have produced a number of diplomats and lore keepers. In other areas, bards most appear in lands rich with a sense of history or recent troubles and happenings of historical importance. Many large cities, such as Alexandria City, host many bards, and become destinations for their curious minds. Among the barbarian cultures and less refined lands where history, knowledge and lore is passed down via verbal traditions, bards also may emerge. Here they function as war chanters and battle skalds as well as being responsible for passing on the tales and traditions of their tribes from one generation to the next.
   
 
==The Eidolon Hymn==
 
==The Eidolon Hymn==
[[image:bard02.jpg|thumb|left]]The music of creation resonates through the world and it is by this music that bards are able to work their wonders of arcane magic and simulate some aspects of divine magic. Some Bards spend their entire lives in pursuit of the Eidolon Hymn, seeking out the courts of the ancients where the divine power of the gods gathered and desiring to interpret the various stanzas of the celestial song. Efforts are made to create great choirs that sing the song and perform it before congregations of the mighty churches across the land.
+
The music of creation resonates through the world and it is by this music that bards are able to work their wonders of arcane magic and simulate some aspects of divine magic. Some Bards spend their entire lives in pursuit of the Eidolon Hymn, seeking out the courts of the ancients where the divine power of the gods gathered and desiring to interpret the various stanzas of the celestial song. Efforts are made to create great choirs that sing the song and perform it before congregations of the mighty churches across the land.
   
 
==Bard==
 
==Bard==
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'''Hit Die: '''d8
 
'''Hit Die: '''d8
   
'''Class Skills:''' 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).
+
'''Class Skills:''' Acrobatics (Dex), Appraise (Int), Bluff (Cha), Athletics (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.
 
'''Skill Ranks per Level:''' 6 + Int modifier.
   
 
{{TableMain}}
 
{{TableMain}}
  +
{{T01}}
  +
|colspan="12"|The Bard
 
{{T02}}
 
{{T02}}
| Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day
+
| Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|| colspan="6"|Spells per Day
  +
{{T02}}
|-
 
| 1st||2nd||3rd||4th||5th||6th
+
| colspan="6"|   ||1st||2nd||3rd||4th||5th||6th
 
|-
 
|-
 
| 1st||+0||+0||+2||+2||Bardic knowledge, bardic performance, cantrips,countersong, distraction, fascinate, inspire courage +1||1||—||—||—||—||—
 
| 1st||+0||+0||+2||+2||Bardic knowledge, bardic performance, cantrips,countersong, distraction, fascinate, inspire courage +1||1||—||—||—||—||—
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==Class Features==
 
==Class Features==
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'''Weapon and Armor Proficiency:''' A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, 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 use 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.
   
  +
[[image:bard01.jpg|thumb|right]]'''Spells:''' A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, 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 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 (see 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. The numbers on Table: Bard Spells Known are fixed.)
==Starting Kits==
 
  +
  +
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.
  +
  +
{{TableMain}}
  +
{{T01}}
  +
|colspan="8"|Bard Spells Known
  +
{{T02}}
  +
| Level||0||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) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
  +
  +
'''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 many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance 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.
  +
  +
'''Cantrips:''' Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
  +
  +
'''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.
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  +
'''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.
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  +
'''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.
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===Bardic Performances===
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'''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 noninstantaneous 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. [[image:bard02.jpg|thumb|right]]
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'''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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
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'''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 this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
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  +
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 all 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.
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'''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 +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 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.
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'''Inspire Competence (Su):''' A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). 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.
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'''Suggestion (Sp):''' A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature 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.
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  +
Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
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  +
'''Dirge of Doom (Su):''' A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
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  +
'''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 the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets 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 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for 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.
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'''Soothing Performance (Su):''' A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
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'''Frightening Tune (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) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
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'''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 an 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 a +4 dodge bonus to AC. This 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.
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'''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.
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'''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 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-affecting death effect that relies on audible and visual components.
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==Extras==
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===Bonus Spells per Level===
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{{BonusSpellsPerLevel}}
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===Spell List===
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{{BardSpellList}}
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===Starting Kits===
   
 
{{TableMain}}
 
{{TableMain}}
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|}
 
|}
   
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=== Character Page Badge ===
Want to help out? Have an idea for a concept? [http://forum.tenebraemush.net/index.php/topic,1213.0.html Share it here].
 
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{{BadgeBard}}
[[Category:Admin]][[Category:Characters]][[Category:Classes]]
 
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[[Category:Admin|Bard]]
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[[Category:Classes|Bard]]

Latest revision as of 17:23, 5 June 2023

Bard.png
The Bard
Common Roles Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor
Common Races Humans, Gobbers, Halflings, Oruch
Influential Faiths Ceinara, Tarien
Common Organizations Society of Progressive Arcanists, Guild of the Sly, The Sunset, Iron Book, The Acquisitioners, Alexandria's Theatre District (ongrid), Temples of: Tarien, Ceinara
Some IC Hangouts Alexandrian Grid: A04: Theatre District, A14: Society for Progressive Arcanists, Any pub

Main Grid: H07: Stoneworks' Calzones

Wilderness Pointe Grid: W01: Wayfarer's Inn

Pathfinder Rules for Bard
Associated Characters Bards


The wandering minstrel, the tribal keeper of ancestral legends, the entertainer, or even the arcane warrior are faces the bard may take. Bards are a versatile class, mixing arcane strength, decent combat, and skillful knowhow. Some advance as seekers, or seers. Others take on roles as diplomats or chroniclers. The magic of music making that a bard wields may have a number of different origins. Some believe that it is a remaining resonance of the celestial chorus that began when the world was made: The Eidolon Hymn. Some bards spend their entire lives following the legend of the Eidolon Hymn, and seeking to decipher its mysteries.

Selentia of the Myrrish Kingdoms is well known as a land of a thousand princes and princesses and their elegant tastes, love of lore keeping and music and refined beliefs have produced a number of diplomats and lore keepers. In other areas, bards most appear in lands rich with a sense of history or recent troubles and happenings of historical importance. Many large cities, such as Alexandria City, host many bards, and become destinations for their curious minds. Among the barbarian cultures and less refined lands where history, knowledge and lore is passed down via verbal traditions, bards also may emerge. Here they function as war chanters and battle skalds as well as being responsible for passing on the tales and traditions of their tribes from one generation to the next.

The Eidolon Hymn

The music of creation resonates through the world and it is by this music that bards are able to work their wonders of arcane magic and simulate some aspects of divine magic. Some Bards spend their entire lives in pursuit of the Eidolon Hymn, seeking out the courts of the ancients where the divine power of the gods gathered and desiring to interpret the various stanzas of the celestial song. Efforts are made to create great choirs that sing the song and perform it before congregations of the mighty churches across the land.

Bard

Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.

Alignment: Any.

Hit Die: d8

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Athletics (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.

The Bard
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
  1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Bardic knowledge, bardic performance, cantrips,countersong, distraction, fascinate, inspire courage +1 1
2nd +1 +0 +3 +3 Versatile performance, well-versed 2
3rd +2 +1 +3 +3 Inspire competence +2 3
4th +3 +1 +4 +4 3 1
5th +3 +1 +4 +4 inspire courage +2, lore master 1/day 4 2
6th +4 +2 +5 +5 Suggestion, Versatile performance 4 3
7th +5 +2 +5 +5 Inspire competence +3 4 3 1
8th +6/+1 +2 +6 +6 Dirge of doom 4 4 2
9th +6/+1 +3 +6 +6 Inspire greatness 5 4 3
10th +7/+2 +3 +7 +7 Jack-of-all-trades, Versatile performance 5 4 3 1
11th +8/+3 +3 +7 +7 Inspire competence +4, inspire courage +3,lore master 2/day 5 4 4 2
12th +9/+4 +4 +8 +8 Soothing performance 5 5 4 3
13th +9/+4 +4 +8 +8 5 5 4 3 1
14th +10/+5 +4 +9 +9 Frightening tune, Versatile performance 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Inspire competence +5, inspire heroics 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 inspire courage +4, lore master 3/day 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Mass suggestion, Versatile performance 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Inspire competence +6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Deadly performance 5 5 5 5 5 5

Class Features

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, 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 use 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.

Bard01.jpg

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, 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 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 (see 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. The numbers on Table: Bard Spells Known are fixed.)

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.

Bard Spells Known
Level 0 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) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

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 many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance 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.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

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 Performances

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 noninstantaneous 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.

Bard02.jpg

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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

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 this ability from working. For every three levels the 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 all 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.

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 +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 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.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). 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.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature 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.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

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 the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets 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 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for 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.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (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) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

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 an 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 a +4 dodge bonus to AC. This 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.

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.

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 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-affecting death effect that relies on audible and visual components.

Extras

Bonus Spells per Level

The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the individual class description details.

Bonus Spells per Level
Caster Ability Score Modifier 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 –5 Can't cast spells tied to this ability
2–3 –4 Can't cast spells tied to this ability
4–5 –3 Can't cast spells tied to this ability
6–7 –2 Can't cast spells tied to this ability
8–9 –1 Can't cast spells tied to this ability
10–11 0
12–13 1 1
14–15 2 1 1
16–17 3 1 1 1
18–19 4 1 1 1 1
20–21 5 2 1 1 1 1
22–23 6 2 2 1 1 1 1
24–25 7 2 2 2 1 1 1 1
26–27 8 2 2 2 2 1 1 1 1
28–29 9 3 2 2 2 2 1 1 1 1
30–31 10 3 3 2 2 2 2 1 1 1
32–33 11 3 3 3 2 2 2 2 1 1
34–35 12 3 3 3 3 2 2 2 2 1
36–37 13 4 3 3 3 3 2 2 2 2
38–39 14 4 4 3 3 3 3 2 2 2
40–41 15 4 4 4 3 3 3 3 2 2
42–43 16 4 4 4 4 3 3 3 3 2
44–45 17 5 4 4 4 4 3 3 3 3

Spell List

Bard Spells
0 Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Lullaby, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Summon Instrument, Spark, Unwitting Ally, Sift,
1 Alarm, Animate Rope, Cause Fear, Charm Person, Comprehend Languages, Lesser Confusion, Cure Light Wounds, Detect Secret Doors, Disguise Self, Erase, Expeditious Retreat, Feather Fall, Grease, Hideous Laughter, Hypnotism, Identify, Magic Aura, Magic Mouth, Obscure Object, Remove Fear, Silent Image, Sleep, Summon Monster I, Undetectable Alignment, Unseen Servant, Ventriloquism, Beguiling Gift, Dancing Lantern, Flare Burst, Invigorate, Restful Sleep, Saving Finale, Share Language, Solid Note, Timely Inspiration, Memory Lapse, Liberating Command, Innocence, Chord of Shards, Delusional Pride, Ear-Piercing Scream, Forced Quiet, Fumbletongue, Horn of Pursuit, Play Instrument, Summon Minor Monster, Vocal Alteration
2 Alter Self, Animal Messenger, Animal Trance, Blindness/Deafness, Blur, Calm Emotions, Cat's Grace, Cure Moderate Wounds, Darkness, Daze Monster, Delay Poison, Detect Thoughts, Eagle's Splendor, Enthrall, Fox's Cunning, Glitterdust, Heroism, Hold Person, Hypnotic Pattern, Invisibility, Locate Object, Minor Image, Mirror Image, Misdirection, Pyrotechnics, Rage, Scare, Shatter, Silence, Sound Burst, Suggestion, Summon Monster II, Summon Swarm, Tongues, Whispering Wind, Enter Image, Gallant Inspiration, Ghostbane Dirge, Hidden Speech, Honeyed Tongue, Distracting Cacophony, Dust of Twilight, Blood Biography, Dust of Twilight, Honeyed Tongue, Versatile Weapon, Acute Senses, Boiling Blood, Compassionate Ally, Delay Pain, Disguise Other, Distracting Cacophony, Distressing Tone, Ghostly Disguise, Mad Hallucination, Miserable Pity, Piercing Shriek, Share Memory, Silk to Steel, Snapdragon Fireworks, Steal Voice, Unadulterated Loathing, Wartrain Mount, Returning Weapon, Sonic Scream, Steal Breath
3 Blink, Charm Monster, Clairaudience/Clairvoyance, Confusion, Crushing Despair, Cure Serious Wounds, Daylight, Deep Slumber, Dispel Magic, Displacement, Fear, Gaseous Form, Lesser Geas, Glibness, Good Hope, Haste, Illusory Script, Invisibility Sphere, Major Image, Phantom Steed, Remove Curse, Scrying, Sculpt Sound, Secret Page, See Invisibility, Sepia Snake Sigil, Slow, Speak with Animals, Summon Monster III, Tiny Hut, Mass Invigorate, Jester's Jaunt, Purging Finale, Reviving Finale, Thunderous Drums, Seek Thoughts, Coordinated Effort, Control Summoned Creature, Campfire Wall, Coordinated Effort, Elemental Speech, Seek Thoughts, Control Summoned Creature, Curse of Disgust, Exquisite Accompaniment, Rain of Frogs, Haunting Choir, Mad Monkeys, Malicious Spite, Overwhelming Grief, Smug Narcissism, Terrible Remorse, Vision of Hell, Witness, Accept Affliction, Death from Below, Raging Rubble
4 Break Enchantment, Cure Critical Wounds, Detect Scrying, Dimension Door, Dominate Person, Freedom of Movement, Hallucinatory Terrain, Hold Monster, Greater Invisibility, Legend Lore, Locate Creature, Modify Memory, Neutralize Poison, Rainbow Pattern, Repel Vermin, Secure Shelter, Shadow Conjuration, Shout, Speak with Plants, Summon Monster IV, Zone of Silence, Discordant Blast, Mass Ghostbane Dirge, Sonic Thrust, Wandering Star Motes, Denounce, Envious Urge, Discordant Blast, Heroic Finale, Dance of a Hundred Cuts, Echolocation, Envious Urge, Primal Scream, Serenity, Shadow Step, Utter Contempt, Virtuoso Performance, Wall of Sound
5 Mass Cure Light Wounds, Greater Dispel Magic, Dream, False Vision, Greater Heroism, Mind Fog, Mirage Arcana, Mislead, Nightmare, Persistent Image, Seeming, Shadow Evocation, Shadow Walk, Song of Discord, Mass Suggestion, Summon Monster V, Bard's Escape, Deafening Song Bolt, Foe to Friend, Frozen Note, Phantasmal Web, Unwilling Shield, Foe to Friend, Joyful Rapture, Vengeful Outrage, Archon's Trumpet
6 Analyze Dweomer, Animate Objects, Mass Cat's Grace, Mass Charm Monster, Mass Cure Moderate Wounds, Mass Eagle's Splendor, Eyebite, Find the Path, Mass Fox's Cunning, Geas/Quest, Heroes' Feast, Irresistible Dance, Permanent Image, Programmed Image, Project Image, Greater Scrying, Greater Shout, Summon Monster VI, Sympathetic Vibration, Veil, Brilliant Inspiration, Getaway, Pied Piping, Euphoric Tranquility, Overwhelming Presence, Euphoric Tranquillity, Fool's Forbiddance, Dance of a Thousand Cuts, Hymn of Peace

Starting Kits

Concept Attributes Feats and Skills Notes
War Chanter Cha 16+ Key Feats: Weapon Focus, Dazzling Display

Recommended Feats: Choose a few feats that focus on one type of combat, though combat is only a secondary focus. Bards are good in many areas, and masters of none.

Key Skills: Intimidate or one of the following Perform skills keyed to Versatile Performance: Perform/Comedy, Perform/Keyboard Instruments, Perform/Percussion

Additional Skills: N/A

You are the warlord, the courage in your allies' hearts - and terror in the enemies'. Use your bardic abilities and spells to bolster your partymates and Dazzling Display to demoralize the enemy.
Archer Bard Dex 14+, Cha 16+ Key Feats: Point Blank Shot, Precise Shot, Rapid Shot

Key Skills: N/A

Additional Skills: N/A

You prefer to stand back and inspire your allies from afar.
Skald Str 14, Con 14, Cha 16+ Key Feats: Arcane Strike, Power Attack, Toughness

Recommended Feats: Cleave

Key Skills: K/Military Tactics, K/History

Recommended Skills: N/A

You inspire your allies from the thick of battle. It may be wise to carry a shield.

Character Page Badge

Bard.png

Bard PC Badge
Preferred Performance: Every day is a stage, and the Bard is to play. But how? Do you dance? Sing? Strings? Break out rhymes? Why?
The Hymn: The Song of Creation, The Eidolon Hymn. What does it mean to you, and how do you tap into it?
Pyrotechnics: Magic comes as easy as verses, which bars do you drop? How does it manifest?
Approximate Knowledge: The love and life of the party, many rumors and lore come across your plate. How do you siphon the knowledge of the world?
{{Badge}}
{{Badge-Icon|Bard.png}} 
{{Badge-Content}}
{{Badge-Title|Bard PC Badge}}
{{Badge-Entry|Preferred Performance}} Every day is a stage, and the Bard is to play. But how? Do you dance? Sing? Strings? Break out rhymes? Why?
{{Badge-Entry|The Hymn}} The Song of Creation, The Eidolon Hymn. What does it mean to you, and how do you tap into it?
{{Badge-Entry|Pyrotechnics}} Magic comes as easy as verses, which bars do you drop? How does it manifest?
{{Badge-Entry|Approximate Knowledge}} The love and life of the party, many rumors and lore come across your plate. How do you siphon the knowledge of the world?
{{Badge-End}}