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unosarta
2011-09-23, 12:58 PM
Bard
http://fc02.deviantart.net/fs29/f/2008/129/b/6/A_bard_by_pakenanity.jpg
[1] (http://pakenanity.deviantart.com/art/A-bard-85067469)

”The songs of war, they shimmer through me, ripple into my heart, into my throat, and tear their way out of my mouth, into the dawn of the blood red sun, it’s rising form falling into the heavens in the skies, burning out the gods that resided once in that crimson Canaan. For we are marching to war, and not even the whispers of heaven, the songs of the gods, will stop us now.”

~Jona Irasoga, Ingoba Bard, General of the Red Grove

Abilities: Charisma is the key ability for Bards, followed closely by Strength and Constitution. Charisma governs their songs, and their other features, while Strength and Constitution are useful for combat related activities.
Alignment: Any
Hit Die: d8

Class Skills: The Bard’s skills and the corresponding Ability scores are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (6 + Intelligence modifier)*4
Skill Points at Each Additional Level: 6 + Intelligence modifier

Bard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|ManeuversKnown|Maneuvers[br]Readied|Stances

1st|
+0|
+0|
+2|
+1|Bardic Music (Inspire Courage)|
2|
2|
1

2nd|
+1|
+0|
+3|
+2|Bardic Knack|
3|
2|
1

3rd|
+2|
+1|
+3|
+2||
4|
2|
1

4th|
+3|
+1|
+4|
+2|Bardic Music (Inspire Competence)|
4|
3|
2

5th|
+3|
+1|
+4|
+3||
5|
3|
2

6th|
+4|
+2|
+5|
+3|Bardic Knowledge +2|
5|
3|
2

7th|
+5|
+2|
+5|
+4||
6|
3|
2

8th|
+6/+1|
+2|
+6|
+4|Bardic Music (Inspire Clandestinity)|
6|
3|
2

9th|
+6/+1|
+3|
+6|
+4||
7|
3|
2

10th|
+7/+2|
+3|
+7|
+5|Special Ability|
7|
4|
3

11th|
+8/+3|
+3|
+7|
+5||
8|
4|
3

12th|
+9/+4|
+4|
+8|
+6|Bardic Music (Song of Suggestion), Bardic Knowledge +4|
8|
4|
3

13th|
+9/+4|
+4|
+8|
+6||
9|
4|
3

14th|
+10/+5|
+4|
+9|
+6|Special Ability|
9|
4|
3

15th|
+11/+6/+1|
+5|
+9|
+7||
10|
5|
3

16th|
+12/+7/+2|
+5|
+10|
+7|Bardic Music (Soliloquy of Supremacy)|
10|
5|
4

17th|
+12/+7/+2|
+5|
+10|
+8||
11|
5|
4

18th|
+13/+8/+3|
+6|
+11|
+8|Special Ability, Bardic Knowledge +6|
11|
5|
4

19th|
+14/+9/+4|
+6|
+11|
+8||
12|
5|
4

20th|
+15/+10/+5|
+6|
+12|
+9|Bardic Music (Song of Invincibility)|
12|
6|
4[/table]

[b]Weapon Proficiencies: The Bard gains proficiency with all simple and martial weapons, as well as one exotic weapon of their choice, in addition to light armor. They gain no proficiency with shields.

Maneuvers: The Bard starts play with 3 maneuvers known. The Disciplines available to the Bard are the White Raven, Setting Sun, and Shadow Hand.

Once the Bard knows a maneuver, they must ready it before they may use it. A maneuver is considered Extraordinary unless noted otherwise in its description. The Bard’s maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity.

The Bard may learn additional maneuvers as they level, as on the above table. He must make all prerequisites that the maneuvers have before being able to learn it. The highest level maneuvers the Bard can learn are dependent on the Initiator level of the Bard, as noted on the below table:
{table=head]Initiator Level|Maneuver Level

1st-2nd|
1st

3rd-4th|
2nd

5th-6th|
3rd

7th-8th|
4th

9th-10th|
5th

11th-12th|
6th

13th-14th|
7th

15th-16th|
8th

17th+|
9th[/table]

Upon reaching fourth level, and at every even numbered Bard level thereafter, the Bard may switch out a maneuver they know for another that they meet the prerequisites. He may choose a maneuver of any level that he meets the prerequisites for. He may only swap out one maneuver per level in this way.

Readied Maneuvers: The Bard may ready three of their three maneuvers at first level. and as he advances in level, he may ready more. The Bard may ready his maneuvers by thinking of lyrics and lines, puzzling through a story, dancing the steps of a dance, or exercising for 5 minutes. The maneuvers that the Bard chooses remain so readied until the Bard readies his maneuvers again.

He begins an encounter with all of his maneuvers unexpended. When the Bard initiates a maneuver, he loses it for the duration of the encounter.

He recovers one maneuver every time he attempts a non-strike melee attack in the same round that he uses or continues using his Bardic Music.

Stances: The Bard begins play with one stance known, from one of the Disciplines available to him. At 4th, 8th, 12th, and 16th level he gains an additional stance. Unlike maneuvers, stances are not expended. Activating a stance is a swift action.

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.

Starting a bardic music effect is a move action. Some bardic music abilities require concentration, which means the bard must take a swift action each round to maintain the ability, or a free action in the same round that he initiates a maneuver. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Inspire Courage (Ex): The Bard can use song or poetics 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 hear the Bard sing. The effect lasts for as long as the ally hears the bard sing and for 3 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 4th level, and every three bard levels thereafter, this bonus increases by 1 (+2 at 4th, +3 at 7th, and +4 at 10th, +5 at 13th, +6 at 16th, +7 at 19th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A bard of 4th level or higher can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Every 6 levels thereafter, the bonus increases by +2 (+4 at level 10, +6 at level 16). The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Inspire Clandestinity (Su): A bard of eighth level or higher may sing and cause his allies to become stealthy and silent. For as long as the bard sings and 5 minutes afterward, the Bard’s allies gain a +4 bonus to Hide and Move Silently. This bonus increases by +4 at 14th level, and at twentieth level, the allies become Invisible, as the Spell, for the duration of the effect. Allies gain sneak attack for the duration of the song equal to one third of the Bard’s Bard levels d6.

Song of Suggestion (Su): A Bard of twelfth level or higher may sing and cause all enemies within 30 feet to make a Will save (DC 10 + 1/2 Bard level + Charisma modifier) or be affected by the Suggestion spell, with a caster level equal to the Bard’s Bard levels. This ability may not be used in Combat. The Bard may only use this ability to suggest one item at a time. Creatures that have had this ability used upon them become immune to it for a period of 24 hours.

Soliloquy of Supremacy (Su): A Bard of sixteenth level or higher may sing and cause all allies to gain a +8 Morale bonus to Strength and Dexterity, and deal an additional +4d6 damage on all ranged and melee attacks. These bonuses increases by +2 and +1d6, respectively, at 20th level.

Song of Invincibility (Su): A Bard of twentieth level or higher may sing and cause one ally within 30 feet to become practically invulnerable. That ally gains Damage Reduction equal to the Bard’s Bard levels, bypassed only by Adamantine and Epic weapons. In addition, they gain Regeneration for the duration of the song equal to the Bard’s Charisma modifier, not bypassed by any damage type. The song lasts for up to 3 rounds, and may not be used on the Bard. The Bard must concentrate to maintain the song. Activating this ability uses 3 bardic music uses for the day.

Bardic Knack: Starting at second level, whenever the Bard would make a skill check, he may use 1/2 of his Bard levels in place of the number of ranks he has in the skill.

Bardic Knowledge: Starting at level 6, the Bard may make a special bardic knowledge check with a bonus equal to his Bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check). A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. The Bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The Bard gains a +2 competency bonus on this check when he first gains the ability, and this bonus increases to +4 at level 12, and +6 at level 18.

Special Ability: Starting at tenth level, and every four levels thereafter, the Bard may gain one special ability from the following list. He may not choose an ability more than once unless the ability specifically allows him.
Skill Mastery: The Bard may choose a number of skills equal to his Charisma modifier plus 3. He may take 10 on those skills, even if stress and distractions would normally prevent him from doing so. The Bard may gain this special ability multiple times, selecting additional skills for it to apply to each time. The Knowledge skill counts as only one skill for the purposes of this ability.

Share Knack: The Bard may, as a swift action, share his uncanny knack with an ally. One ally within 5 feet of the Bard may replace their ranks in a skill with the Bard’s ranks in said skill. The Bard must concentrate to maintain this ability, as he murmurs advice to the ally, guiding their hands and bodies. Concentrating in this way is a free action each round. The Bard may concentrate in this way as long as necessary to complete the Skill check. Any damage interrupts the concentration, and the Skill check automatically fails.

Extended Song: The Bard may, by spending an additional use of Bardic Music per day while starting to play a song, double the duration of the song. This ability only affects the extra duration, if the song requires the Bard to maintain it.

Countersong: The Bard may, as an immediate action, spend a daily use of Bardic Music, and interrupt an Arcane, Divine, or Psionic spell or power. Any creature affected by the Spell or Power gains an additional saving throw against the Effect if the Spell or Power allows a saving throw. If the Spell or Power has a duration longer than Instantaneous, the caster or manifester of the Spell or Power must make a caster or manifester level check, against a Perform check made by the Bard, or have the Spell or Power end instantly. If the Spell or Power is currently being cast as the Bard uses this ability, and the Bard has identified the spell using a Knowledge (Arcana, Religion, or Psionics, used exactly like Spellcraft or Psicraft to identify, depending on the Spell or Power) check, the Caster or Manifester must make a Caster or Manifester level check, against the Bard’s Perform check, or automatically fail to cast the Spell or Power, and the Spell slot or the Power Points used are lost.

Jack of All Trades: The Bard may use any skill untrained, even those that require training. In addition, he may invest Skill Points in cross class skills on a 1 to 1 basis, although the cross class skill cap is still in effect.

Feat: The Bard gains a bonus feat. He must meet all prerequisites of said bonus feat. This ability may be gained multiple times.

Martial Master: The Bard gains an additional Discipline from which he may gain maneuvers. He adds that Discipline's associated skill to his skill list. He may retrain up to a number of maneuvers equal to his Charisma modifier. At least half of those maneuvers must be retrained into the new Discipline.

Eurus
2011-09-23, 06:04 PM
"Clandestinity" is a funny word.

That is all.

unosarta
2011-09-23, 08:05 PM
"Clandestinity" is a funny word.

That is all.

Teehee, true. It was more correct than Clandestineness. >_>

Ziegander
2011-09-23, 08:08 PM
Inspire Clandestiny. ;)

unosarta
2011-09-23, 09:45 PM
Inspire Clandestiny. ;)

I assume you mean this (http://en.wikipedia.org/wiki/Clandestiny)?

I also added a martial mastery special ability. Does anyone have any ideas for further special abilities?