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Curious
2011-11-16, 06:32 PM
Here is a quick adaptation of the prestige bard to the Pathfinder rule-set. I will also be doing a conversion of the PF Bard archetypes to prestige form.


The Prestige Bard

Hit Die: d8

Requirements
To qualify to become a prestige bard, a character must fulfill all of the following criteria.

Alignment
Any.

Base Attack Bonus
+3.

Skills
Knowledge (any one) 1 rank, Perform (any one) 5 ranks.

Special
Ability to cast 1st level arcane spells.

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: Prestige Bard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Bardic knowledge, bardic performance, countersong, distraction, fascinate, inspire courage +1|-

2nd|
+1|
+0|
+3|
+3|Versatile Performance, Well-Versed|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Inspire Competence +2|-

4th|
+3|
+1|
+4|
+4|Lore Master 1/day|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Inspire Courage +2, Versatile Performance|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Inspire Competence +3, Suggestion|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Inspire Greatness|-

8th|
+6|
+2|
+6|
+6|Dirge of Doom, Versatile Performance|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Inspire Competence +4, Inspire courage +3, lore master 2/day|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Jack-of-all-Trades, Soothing Performance|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Inspire Heroics, Versatile Performance|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Frightening Tune, Inspire Competence +5|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Inspire courage +4, Mass Suggestion|-

14th|
+10|
+4|
+9|
+9|Lore master 3/day, Versatile Performance|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|Deadly Performance, Inspire Competence +6|+1 level of existing arcane spellcasting class[/table]

Class Features

All the following are class features of the prestige bard class.

Weapon and Armor Proficiency: As the standard bard. A prestige bard can cast any arcane spells in light armor without the normal arcane spell failure chance.

Spells per Day
At the indicated levels, a prestige bard gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a prestige bard, he must decide to which class he adds the new level for purposes of determining spells per day.

Bardic Knowledge (Ex)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Knowledge-Ex-)

Bardic Performance
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance)

Countersong (Su)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Countersong-Su-)

Distraction (Su)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Distraction-Su-)

Fascinate (Su)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Fascinate-Su-)

Inspire Courage (Su)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Inspire-Courage-Su-)

Versatile Performance (Ex)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Versatile-Performance-Ex-)

Well-Versed (Ex)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Well-Versed-Ex-)

Inspire Competence (Su)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Inspire-Competence-Su-)

Lore Master (Ex)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Lore-Master-Ex-)

Suggestion (Sp)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Suggestion-Sp-)

Dirge of Doom (Su)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Dirge-of-Doom-Su-)

Inspire Greatness (Su)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Inspire-Greatness-Su-)

Jack of all Trades (Ex)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Jack-of-All-Trades-Ex-)

Soothing Performance (Su)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Soothing-Performance-Su-)

Frightening Tune (Sp)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Frightening-Tune-Sp-)

Inspire Heroics (Su)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Inspire-Heroics-Su-)

Mass Suggestion (Sp)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Mass-Suggestion-Sp-)

Deadly Performance (Su)
As the standard bard ability of the same name. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Deadly-Performance-Su-)



The Divine Prestige Bard

Not all bards are arcanists; some derive their special powers from a divine tradition. In many primitive cultures, the divine bard takes the place of the cleric or the adept as the guide of the people's religious beliefs.


Requirements
To qualify to become a divine prestige bard, a character must fulfill all of the following criteria.

Alignment
Any.

Base Attack Bonus
+3.

Skills
Knowledge (any one) 1 rank, Perform (any one) 5 ranks.

Special
Ability to cast 1st level divine spells.

Class Features
The divine prestige bard has all the standard prestige bard class features, except as noted below.

Spells per Day
At the indicated levels, a divine prestige bard gains new spells per day as if he had also gained a level in any divine spellcasting class, rather than an arcane class. Otherwise, this works as the normal prestige bard class feature.



The Sublime Prestige Bard

Requirements
To qualify to become a sublime prestige bard, a character must fulfill all of the following criteria.

Alignment
Any.

Base Attack Bonus
+3.

Skills
Knowledge (any one) 1 rank, Perform (any one) 5 ranks.

Martial Maneuvers
Any two devoted spirit, white raven, or shadow hand maneuvers.

Table: Sublime Prestige Bard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+0|
+0|
+2|
+2|Bardic knowledge, bardic performance, countersong, distraction, fascinate, inspire courage +1|1|0|0

2nd|
+1|
+0|
+3|
+3|Versatile Performance, Well-Versed|0|0|0

3rd|
+2|
+1|
+3|
+3|Inspire Competence +2|1|1|0

4th|
+3|
+1|
+4|
+4|Lore Master 1/day|0|0|1

5th|
+3|
+1|
+4|
+4|Inspire Courage +2, Versatile Performance|1|0|0

6th|
+4|
+2|
+5|
+5|Inspire Competence +3, Suggestion|0|1|0

7th|
+5|
+2|
+5|
+5|Inspire Greatness|1|0|0

8th|
+6|
+2|
+6|
+6|Dirge of Doom, Versatile Performance|0|0|1

9th|
+6|
+3|
+6|
+6|Inspire Competence +4, Inspire courage +3, lore master 2/day|1|1|0

10th|
+7|
+3|
+7|
+7|Jack-of-all-Trades, Soothing Performance|0|0|0

11th|
+8|
+3|
+7|
+7|Inspire Heroics, Versatile Performance|1|0|0

12th|
+9|
+4|
+8|
+8|Frightening Tune, Inspire Competence +5|0|1|1

13th|
+9|
+4|
+8|
+8|Inspire courage +4, Mass Suggestion|1|0|0

14th|
+10|
+4|
+9|
+9|Lore master 3/day, Versatile Performance|0|0|0

15th|
+11|
+5|
+9|
+9|Deadly Performance, Inspire Competence +6|1|0|0
[/table]

Class Features
The sublime prestige bard has all the standard prestige bard class features, except as noted below.

Maneuvers
At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit, Diamond Mind, Iron heart, or White Raven discipline. You must meet a maneuver's prerequisite to learn it. You add your full sublime prestige bard levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th, 9th, and 12th level, you gain an additional maneuver readied per day.

This ability replaces spells per day.

Stances Known
At 4th, 8th, and 12th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Iron Heart or White Raven disciplines. You must meet a stance's prerequisite to learn it.

Curious
2011-11-17, 11:12 PM
Archetypes


Arcane Duelist

A master of the martial applications of steel and spell, the arcane duelist blends both into a lethal combination.

Table: Arcane Duelist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Arcane Strike, bardic performance, distraction, fascinate, inspire courage +1, rallying cry|-

2nd|
+1|
+0|
+3|
+3|Combat Casting|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Inspire Competence +2|-

4th|
+3|
+1|
+4|
+4|Arcane Bond|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Disruptive, Inspire Courage +2|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Bladethirst, Inspire Competence +3|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Inspire Greatness|-

8th|
+6|
+2|
+6|
+6|Dirge of Doom, Spellbreaker|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Inspire Competence +4, Inspire courage +3|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Arcane Armor, Soothing Performance|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Inspire Heroics, Penetrating Strike|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Frightening Tune, Inspire Competence +5|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Inspire courage +4, Mass Bladethirst|-

14th|
+10|
+4|
+9|
+9|Greater Penetrating Strike|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|Deadly Performance, Inspire Competence +6|+1 level of existing arcane spellcasting class[/table]

Arcane Strike
Arcane duelists gain Arcane Strike as a bonus feat at 1st level.

This ability replaces bardic knowledge.

Bardic Performance
An arcane duelist gains the following types of bardic performance:


Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

This performance replaces countersong.

Bladethirst (Su): An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every two levels after 6th (maximum +5 at 14th level). These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.

This performance replaces suggestion.

Mass Bladethirst (Su): An arcane duelist of 13th level or higher can use his bladethirst performance to enhance the weapons of as many allies as desired within 30 feet. The bonus provided by this power is +4 if conferred on two allies, +3 for three allies, +2 for four allies, and +1 for five or more allies. The power granted to each weapon must be identical.

This ability replaces mass suggestion.

Bonus Feats
An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every three levels thereafter:

2nd level—Combat Casting
5th level—Disruptive
8th level—Spellbreaker
11th level—Penetrating Strike
14th level—Greater Penetrating Strike.

This ability replaces versatile performance and well-versed.

Arcane Bond (Ex)
At 4th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components.

This ability replaces lore master.

Arcane Armor (Ex)
At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 14th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane spell failure.

This ability replaces jack of all trades.



Archaeologist

No stodgy researcher, this archaeologist meets his research head-on in the field. Archaeologists sacrifice the bard’s inspirational performance for a smattering of rogue talents.

Table: Archaeologist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Archaeologist's Luck +1, Bardic Knowledge|-

2nd|
+1|
+0|
+3|
+3|Clever Explorer, Uncanny Dodge|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Trap Sense +1|-

4th|
+3|
+1|
+4|
+4|Lore Master 1/day, Rogue Talent|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Archaeologists Luck +2, Trap Sense +2, Versatile Performance|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Evasion, Rogue Talent|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Trap Sense +3|-

8th|
+6|
+2|
+6|
+6|Rogue Talent, Versatile Performance|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Archaeologists Luck +3, Lore Master 2/day, Trap Sense +4|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Jack-of-all-Trades, Rogue Talent|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Trap Sense +5, Versatile Performance|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Rogue Talent|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Archaeologists Luck +4, Trap Sense +6|-

14th|
+10|
+4|
+9|
+9|Lore master 3/day, Rogue Talent, Versatile Performance|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|-|+1 level of existing arcane spellcasting class[/table]

Archaeologist’s Luck (Ex)
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 9th level, and +4 at 13th level.

Clever Explorer (Ex)
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

This ability replaces the versatile performance ability.

Uncanny Dodge (Ex)
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.

This ability replaces well-versed.

Trap Sense (Ex)
At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every two levels gained after 3rd, to a maximum of +6 at 13th level.

Rogue Talents
At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every two levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.

Evasion (Ex)
At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.

Advanced Talent
At 10th level, and every two levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.



Court Bard

Spending years studying all of the finer points of erudition and etiquette, the court bard takes up the role of resplendent proclaimer and artist-in-residence at the hand of nobility, royalty, and the well-moneyed elite who aspire to join their ranks.

Table: Court Bard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Bardic performance (countersong, distraction, fascinate, satire -1), Heraldic Expertise|-

2nd|
+1|
+0|
+3|
+3|Versatile Performance, Well-Versed|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Mockery -2|-

4th|
+3|
+1|
+4|
+4|Wide Audience|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Satire -2, Versatile Performance|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Mockery -3, Suggestion|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Inspire Greatness|-

8th|
+6|
+2|
+6|
+6|Glorious Epic, Versatile Performance|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Mockery -4, Satire -3|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Soothing Performance|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Inspire Heroics, Versatile Performance|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Mockery -5, Scandal|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Satire -4, Mass Suggestion|-

14th|
+10|
+4|
+9|
+9|Versatile Performance|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|Deadly Performance, Mockery -6|+1 level of existing arcane spellcasting class[/table]

Bardic Performance
A court bard gains the following types of bardic performance:


Satire (Su): A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every four levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.

This performance replaces inspire courage.

Mockery (Su): A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by –1 every three levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components.

This performance replaces inspire competence.

Glorious Epic (Su): A court bard of 8th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.

This performance replaces dirge of doom.

Scandal (Su): A court bard of 12th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components.

This performance replaces frightening tune.

Heraldic Expertise (Ex)
A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks (minimum +1). Once per day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.

This ability replaces bardic knowledge.

Wide Audience (Su)
At 4th level, a court bard can choose to affect a 60-foot cone instead of a 30-foot radius with bardic performances that affect an area. In addition, for every three levels beyond 4th, the area of such powers is increased by 10 feet (radius) or 20 feet (cone). If the power instead affects multiple creatures, it affects one additional creature than normal for every three levels beyond 4th. This does not affect powers that affect only a single creature.

This ability replaces lore master and jack of all trades.

Curious
2011-11-23, 08:40 PM
Daredevil

As quick at wordplay as at swordplay, daredevils are dashing heroes, inspiring their allies to match their clever repartee and acrobatic feats. Daredevils often lean toward comedy, dance, oratory, and singing.

Table: Daredevil
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Agile, bardic performance, countersong, derring-do (+1)(+2), distraction, fascinate|-

2nd|
+1|
+0|
+3|
+3|Canny Foe, Dauntless|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Inspire Competence +2|-

4th|
+3|
+1|
+4|
+4|Scoundrel's Fortune|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Derring-do (+2)(+4)|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Inspire Competence +3, Suggestion|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Inspire Greatness|-

8th|
+6|
+2|
+6|
+6|Dirge of Doom|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Derring-do(+3)(+6), Inspire Competence +4|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Jack-of-all-Trades, Soothing Performance|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Inspire Heroics|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Frightening Tune, Inspire Competence +5|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Derring-do(+4)(+8), Mass Suggestion|-

14th|
+10|
+4|
+9|
+9|-|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|Deadly Performance, Inspire Competence +6|+1 level of existing arcane spellcasting class[/table]

Agile (Ex)
A daredevil adds half her class level (minimum 1) on Acrobatics, Bluff, Climb, and Escape Artist checks.

This ability replaces bardic knowledge.

Derring-do (Su)
A daredevil can use her performance to bring out grace in the clumsiest allies. The daredevil and any allies who see her receive a +1 morale bonus on Reflex saving throws and a +2 competence bonus on Dexterity-based skill checks. Allies who move at least 10 feet during their turn gain a +1 dodge bonus to their Armor Class until the start of their next turn. At 5th level, and every four bard levels thereafter, the saving throw and Armor Class bonuses increase by +1, to a maximum of +4 at 13th level, and the skill check bonuses increase by +2, to a maximum of +8 at 13th level. This is a mind-affecting ability that uses visual components.

This ability replaces inspire courage.

Canny Foe (Ex)
At 2nd level, a daredevil can choose one type of combat maneuver. She gains a +2 bonus on her combat maneuver checks to attempt the chosen maneuver and to her CMD to resist that maneuver. At 5th level, and every three levels thereafter, the daredevil gains a +2 bonus for an additional type of combat maneuver. She may not choose the same maneuver twice.

This ability replaces versatile performance.

Dauntless (Ex)
At 2nd level, a daredevil gains a +1 morale bonus on saving throws against mind-affecting effects, including all fear effects. This bonus increases by +1 for every three levels gained after 2nd level, to a maximum of +5 at 14th level.

This ability replaces well-versed.

Scoundrel’s Fortune (Ex)
At 4th level, once per day a daredevil can choose to roll two dice instead of one for any skill check, keeping the best result. She can use this ability one additional time per day for every two levels she possesses beyond 4th, to a maximum of six times per day at 14th level.

This ability replaces lore master.



Dervish Dancer

Not all bards inspire others with their performances. Dervish dancers enter a near-mystical trance that allows them to push their bodies beyond normal limits.

Table: Dervish Dancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Battle Dance (inspire courage +1), Fleet|-

2nd|
+1|
+0|
+3|
+3|Versatile Dance, Well-Versed|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Inspire Competence +2|-

4th|
+3|
+1|
+4|
+4|-|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Inspire Courage +2, Versatile Performance|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Inspire Competence +3, Rain of Blows|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Inspire Greatness|-

8th|
+6|
+2|
+6|
+6|Razor's Kiss, Versatile Performance|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Inspire Competence +4, Inspire courage +3|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Dance of Fury, Jack-of-all-Trades|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Inspire Heroics, Versatile Performance|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Inspire Competence +5, Leaf on the Wind|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Inspire courage +4|-

14th|
+10|
+4|
+9|
+9|Versatile Performance|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|Battle Fury, Inspire Competence +6|+1 level of existing arcane spellcasting class[/table]

Class Features

All of the following are the class features of the Dervish Dancer.

Weapon and Armor Proficiency: Dervish dancers gain weapon proficiency with the scimitar and kukri.
This ability replaces their proficiency with the rapier and whip.

Battle Dance
A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.

Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.

Fleet (Su)
While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every three bard levels gained after 1st level, to a maximum of +30 feet at 12th level.

This ability replaces bardic knowledge and lore master.

Versatile Dance (Ex)
At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics.

This ability replaces versatile performance.

Rain of Blows (Su)
At 6th level, a dervish dancer can use his battle dance to speed up his attacks. When making a full attack action, he may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell.

This ability replaces suggestion and mass suggestion.

Razor’s Kiss (Su)
At 8th level, a dervish dancer can use his battle dance to improve his weapons’ critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected.

This ability replaces dirge of doom.

Dance of Fury (Su)
At 10th level, a dervish dancer can attack more than once as he moves while performing a battle dance. He can combine a full-attack action with a single move, taking the attacks at any point during his movement, but must move at least 5 feet between each attack. This movement provokes attacks of opportunity as normal.

This ability replaces soothing performance.

Leaf on the Wind (Su)
At 12th level, a dervish dancer can use his battle dance to evade attacks with unearthly grace and to shake off the effects of his wounds. Unlike other battle dances, leaf on the wind requires a standard action each round to start or maintain the performance. Each round it is maintained, including the first, the dervish dancer gains a +6 dodge bonus to Armor Class and on Reflex saves. If wounded, he heals 1 hit point of damage per bard level.

This ability replaces frightening tune.

Battle Fury (Su)
At 15th level, the dervish dancer can unleash a whirlwind of blows while performing a battle dance. As a full-round action, he can take a single move action and unleash a single attack at his highest bonus against each target within his reach during any point of his move, up to a maximum number of attacks equal to the dervish dancer’s character level. This movement provokes attacks of opportunity as normal.

This ability replaces deadly performance.



Dirge Bard

A composer of sonorous laments for the dead and elaborate requiems for those lost yet long remembered, dirge bards master musical tools and tropes that must appeal to the ears and hearts of both the living and the dead.

Table: Dirge Bard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Bardic knowledge, Bardic Performance (countersong, distraction, fascinate, inspire courage +1)|-

2nd|
+1|
+0|
+3|
+3|Haunted Eyes, Secrets of the Grave|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Inspire Competence +2|-

4th|
+3|
+1|
+4|
+4|Haunting refrain|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Inspire Courage +2, Versatile Performance|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Inspire Competence +3, Suggestion|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Inspire Greatness|-

8th|
+6|
+2|
+6|
+6|Dirge of Doom, Versatile Performance|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Inspire Competence +4, Inspire courage +3|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Dance of the Dead, Soothing Performance|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Inspire Heroics, Versatile Performance|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Frightening Tune, Inspire Competence +5|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Inspire courage +4, Mass Suggestion|-

14th|
+10|
+4|
+9|
+9|Versatile Performance|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|Deadly Performance, Inspire Competence +6|+1 level of existing arcane spellcasting class[/table]

Bardic Performance
A dirge bard gains the following type of bardic performance:


Dance of the Dead (Su): At 10th level, a dirge bard can use his bardic performance to cause dead bones or bodies to rise up and move or fight at his command. This ability functions like animate dead, but the created skeletons or zombies remain fully animate only as long as the dirge bard continues the performance. Once it stops, any created undead collapse into carrion. Bodies or bones cannot be animated more than once using this ability. Unlike animate dead, dance of the dead requires no components and does not have the evil descriptor.

This performance replaces jack-of-all-trades.

Haunted Eyes (Ex)
At 2nd level, a dirge bard gains a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects.

This ability replaces well-versed.

Secrets of the Grave (Ex)
At 2nd level, a dirge bard gains a bonus equal to half his bard level on Knowledge (religion) checks made to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, he may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter.

This ability replaces versatile performance.

Haunting Refrain (Su)
At 4th level, a dirge bard is able to stir primal terrors in the hearts of listeners. He can use a Perform (keyboard) or Perform (percussion) check in place of an Intimidate check to demoralize an opponent, with a bonus equal to half his bard level. In addition, saving throws against any fear effect he creates are made with a –2 penalty, and this penalty increases by –1 every 3 levels beyond 4th.

This ability replaces lore master.

Curious
2011-11-23, 08:44 PM
Magician

A magician dabbles in performance, but sees it as a means to tap into universal energies and channel them.

Table: Magician
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Bardic Performance, distraction, dweomercraft +1, fascinate, Improved Counterspell, Magical Talent|-

2nd|
+1|
+0|
+3|
+3|Expanded Repertoire, Extended Performance|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Inspire Competence +2|-

4th|
+3|
+1|
+4|
+4|Arcane Bond|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Dweomercraft +2|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Inspire Competence +3, Suggestion|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Inspire Greatness|-

8th|
+6|
+2|
+6|
+6|Spell Suppression|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Dweomercraft +3, Inspire Competence +4|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Soothing Performance, Wand Mastery|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Inspire Heroics|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Inspire Competence +5, Metamagic Mastery|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Dweomercraft +4, Mass Suggestion|-

14th|
+10|
+4|
+9|
+9|-|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|Deadly Performance, Inspire Competence +6|+1 level of existing arcane spellcasting class[/table]

Bardic Performance
A magician gains the following types of bardic performance:


Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every four levels thereafter. This ability relies on visual and audible components.

This ability replaces inspire courage.

Spell Suppression (Su): A 8th level, a magician can use performance to counter the spells of his foes. Once the bard begins using this performance, he tracks the number of rounds it has been in use. While performing, as an immediate action, he can attempt to counter any spell that he can identify using Spellcraft, so long as that spell’s level is equal or less than the total number of rounds he has been performing spell suppression. The attempt to counter the spell is made as if using dispel magic, using the bard’s level as the caster level. If successful, the bardic performance immediately ends. This ability requires audible components.

This performance replaces dirge of doom.

Metamagic Mastery (Ex): At 12th level, a magician can use performance to apply a metamagic feat to a spell he is about to cast without increasing the casting time. The bard must still expend a higher-level slot to cast this spell. This causes the performance to immediately end. This ability requires audible components.

This performance replaces frightening tune.

Magical Talent (Ex)
A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks.

This ability replaces bardic knowledge.

Improved Counterspell
A magician gains Improved Counterspell as a bonus feat.

This ability replaces countersong.

Extended Performance (Su)
At 2nd level, a magician can extend the duration of bardic performance after he stops concentrating by sacrificing a spell slot as a swift action. The performance effect lingers for 1 extra round per level of the spell. Only one spell may be sacrificed per performance, and performance types that take effect after a specific number of rounds cannot be extended.

This ability replaces well-versed.

Expanded Repertoire (Ex)
At 2nd level and every two levels thereafter, a magician can add one spell to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast.

This ability replaces versatile performance.

Arcane Bond (Ex)
At 4th level, a magician gains the arcane bond ability as a wizard. He may not choose a familiar or a weapon as a bonded item.

This ability replaces lore master.

Wand Mastery (Ex)
At 10th level, when a magician uses a wand containing a spell on his spell list, he uses his Charisma bonus to set the wand’s save DC. At 15th level, when using such a wand, he uses his caster level in place of the wand’s caster level.

This ability replaces jack of all trades.



Sandman

Combining performance with stealth, trickery, and guile, the sandman uses cleverness to keep others off-balance.

Table: Sandman
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Bardic performance (countersong, distraction, fascinate, stealspell), Master of Deception|-

2nd|
+1|
+0|
+3|
+3|Sneakspell +1, Well-Versed|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Trap Sense +1|-

4th|
+3|
+1|
+4|
+4|Sneak Attack +1d6|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Inspire Courage +2, Trap Sense +2|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Inspire Competence +3, Slumber Song|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Dramatic Subtext, Sneak Attack +2d6, Trap Sense +3|-

8th|
+6|
+2|
+6|
+6|Dirge of Doom, Sneakspell +2|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Inspire Competence +4, Inspire courage +3, Trap Sense +4|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Jack-of-all-Trades, Soothing Performance, Sneak Attack +3d6|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Greater Stealspell, Trap Sense +5|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Frightening Tune, Inspire Competence +5|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Inspire courage +4, Mass Slumber Song, Sneak Attack +4d6, Trap Sense +6|-

14th|
+10|
+4|
+9|
+9|Sneakspell +3|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|Deadly Performance, Inspire Competence +6|+1 level of existing arcane spellcasting class[/table]

Bardic Performance
A sandman gains the following types of bardic performance:


Stealspell (Su): A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components.

This performance replaces inspire courage.

Slumber Song (Sp): At 6th level, a sandman can use his performance to cause a creature he has already fascinated to fall asleep (as deep slumber, but with no HD limit). Otherwise, this ability functions like suggestion.

This performance replaces suggestion.

Dramatic Subtext (Su): At 7th level, a sandman can use bardic performance to cast spells without obvious visual or audible components while retaining the spell’s normal effects. Observers must succeed at a Perception check opposed by a sandman’s Sleight of Hand check to notice that the sandman is the source of the spellcasting (though spellcasting still provokes attacks of opportunity). The bard must use this performance for at least 2 rounds before casting a spell; otherwise he is automatically detected and the performance ends.

This ability replaces inspire greatness.

Greater Stealspell (Su): A sandman’s stealspell power improves at 11th level. When a target fails a save against his stealspell performance, the sandman discovers its spell resistance (if any) and all spells it has prepared or knows. He can then choose which spell to steal. The sandman may forgo stealing a spell and instead reduce the target’s SR by an amount equal to half his bard level and gain that amount of spell resistance for as long as he continues performing. If he steals additional spell resistance, it stacks with previously stolen SR. If he steals a spell or ceases performing, the spell resistance immediately reverts back to its owner.

This performance replaces inspire heroics.

Mass Slumber Song (Sp): At 13th level, a sandman can use slumber song to affect any number of fascinated creatures within 30 feet. Otherwise, this ability functions like mass suggestion.

This performance replaces mass suggestion.

Spell Catching (Su): At 15th level, a sandman who saves against a spell or spell-like ability that targets only him (not including area spells) may use bardic performance as an immediate action. He must attempt a caster level check (DC 10 + the spell’s original caster level). If it succeeds, the sandman can absorb the spell effect without harm and immediately recast that spell (using the original caster’s level and save DC) or any spell he knows of that level or lower. Using this ability consumes a number of rounds of bardic performance equal to the spell’s level, even if the check fails.

This performance replaces deadly performance.

Master of Deception (Ex)
A sandman gains a bonus equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue’s trapfinding ability.

This ability replaces bardic knowledge.

Sneakspell (Ex)
At 2nd level, a sandman adds +1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus. This increases to +2 at 8th level and +3 at 14th level. In addition, at 6th level he gains a +2 bonus on caster level checks to overcome spell resistance against such foes, and this bonus increases to +4 at 14th level.

This ability replaces versatile performance.

Trap Sense (Ex)
At 3rd level, a sandman gains a +1 bonus on Reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by +1 every two levels after 3rd, to a maximum of +6 at level 13.

This ability replaces inspire competence.

Sneak Attack (Ex)
At 4th level, a sandman inflicts +1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every three levels after 4th.

This ability replaces lore master.



Savage Skald

Far from civilization, furious tribes have their own war-singers, work-chanters, and lore-keepers, savaging enemies with song and sword alike.

Table: Savage Skald
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Bardic knowledge, bardic performance, countersong, distraction, inspiring blow, inspire courage +1|-

2nd|
+1|
+0|
+3|
+3|Versatile Performance, Well-Versed|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Inspire Competence +2|-

4th|
+3|
+1|
+4|
+4|Lore Master 1/day|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Inspire Courage +2, Versatile Performance|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Incite Rage, Inspire Competence +3|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Inspire Greatness|-

8th|
+6|
+2|
+6|
+6|Dirge of Doom, Versatile Performance|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Inspire Competence +4, Inspire courage +3, lore master 2/day|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Berserker Gang, Song of the Fallen|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Inspire Heroics, Versatile Performance|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Frightening Tune, Inspire Competence +5|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Battle Song, Inspire courage +4|-

14th|
+10|
+4|
+9|
+9|Lore master 3/day, Versatile Performance|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|Deadly Performance, Inspire Competence +6|+1 level of existing arcane spellcasting class[/table]

Bardic Performance
A savage skald gains the following types of bardic performance:


Inspiring Blow (Su): A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance.

This performance replaces fascinate.

Incite Rage (Su): At 6th level, a savage skald can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard’s performance; however, unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components.

This performance replaces suggestion.

Song of the Fallen (Sp): At 10th level, a savage skald can duplicate the effect of a Horn of Valhalla. This effect requires 10 continuous rounds of performance and summons barbarians as a silver horn at 10th level, as a brass horn at 11th level, as a bronze horn at 13th level, and as an iron horn at 15th level. The warriors remain only as long as the bard continues his performance. This ability requires audible components.

This performance replaces jack of all trades.

Berserkergang (Ex): At 10th level, a savage skald can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components.

This performance replaces soothing performance.

Battle Song (Su): At 13th level, a savage skald can affect all allies within 30 feet when using performance to incite rage.

This performance replaces mass suggestion.

Curious
2011-11-25, 12:04 AM
Sea Singer

The sea singer calls the blue waters his home, and is much in demand among sea captains wishing good fortune for their crew and hull as they ply the tradewinds far and wide.

Table: Sea Singer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Bardic Performance, distraction, fascinate, inspire courage +1, sea shanty, World Traveller|-

2nd|
+1|
+0|
+3|
+3|Familiar, Sea Legs|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Still Water|-

4th|
+3|
+1|
+4|
+4|Lore Master 1/day|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Inspire Courage +2|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Inspire Competence +3, Whistle the Wind|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Inspire Greatness|-

8th|
+6|
+2|
+6|
+6|Dirge of Doom|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Inspire Competence +4, Inspire courage +3, lore master 2/day|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Jack-of-all-Trades, Soothing Performance|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Inspire Heroics|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Frightening Tune, Inspire Competence +5|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Call the Storm, Inspire courage +4|-

14th|
+10|
+4|
+9|
+9|Lore master 3/day|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|Deadly Performance, Inspire Competence +6|+1 level of existing arcane spellcasting class[/table]

Bardic Performance
A sea singer gains the following types of bardic performance:


Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.

This performance replaces countersong.

Still Water (Su): At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard’s level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components.

This performance replaces inspire competence.

Whistle the Wind (Su): A sea singer of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds.

This performance replaces suggestion.

Call the Storm (Su): At 13th level, a sea singer can use performance to duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level. Using this ability requires 1 round of continuous performance per level of the spell (as if he were a druid). These effects continue for as long as the bard continues performing (the effects of control weather happen immediately), but not longer than the spell’s normal duration.

This performance replaces mass suggestion.

World Traveler (Ex)
A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 4th level and every three levels thereafter.

This ability replaces bardic knowledge.

Familiar
At 2nd level, a sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard’s familiar, using the sea singer’s bard level as his wizard level.

This ability replaces versatile performance.

Sea Legs (Ex)
At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip.

This ability replaces well-versed.



Song Healer

Words can harm, but they also heal. The songhealer brings peace and surcease of pain, calming wild emotions and providing a balm for the wounded body.

Enhance Healing (Su)
A number of times per day equal to his Charisma modifier, a songhealer can cause any healing effect from a spell completion or spell trigger item to function at a caster level equal to his class level.

This ability replaces versatile performance.

Bardic Performance
A songhealer gains the following type of bardic performance.

Healing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to heal on a living target (or harm on an undead target), using the bard’s level as the caster level. Using this ability requires 5 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance. The healing performance relies on audible and visual components.

This ability replaces frightening tune.

Funereal Ballad (Su)
A bard of 15th level or higher can use his performance to create an effect equivalent to resurrection on a dead creature, using the bard’s level as the caster level. Using this ability requires 20 rounds of continuous performance, and the target must be within 10 feet of the bard for the entire performance. Funereal ballad relies on audible and visual components.

This ability replaces deadly performance.



Street Performer

Whether acrobat, troubadour, or thespian, the street performer mixes with the masses, singing for his supper.

Table: Street Performer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+2|Bardic Performance, disappearing act, distraction, fascinate, Gladhanding, Streetwise|-

2nd|
+1|
+0|
+3|
+3|Versatile Performance, Well-Versed|+1 level of existing arcane spellcasting class

3rd|
+2|
+1|
+3|
+3|Harmless Performer|-

4th|
+3|
+1|
+4|
+4|Lore Master 1/day|+1 level of existing arcane spellcasting class

5th|
+3|
+1|
+4|
+4|Inspire Courage +2, Versatile Performance|+1 level of existing arcane spellcasting class

6th|
+4|
+2|
+5|
+5|Suggestion|+1 level of existing arcane spellcasting class

7th|
+5|
+2|
+5|
+5|Madcap Prank|-

8th|
+6|
+2|
+6|
+6|Dirge of Doom, Versatile Performance|+1 level of existing arcane spellcasting class

9th|
+6|
+3|
+6|
+6|Inspire courage +3, lore master 2/day|+1 level of existing arcane spellcasting class

10th|
+7|
+3|
+7|
+7|Jack-of-all-Trades, Soothing Performance|+1 level of existing arcane spellcasting class

11th|
+8|
+3|
+7|
+7|Slip Through the Crowd, Versatile Performance|+1 level of existing arcane spellcasting class

12th|
+9|
+4|
+8|
+8|Frightening Tune|+1 level of existing arcane spellcasting class

13th|
+9|
+4|
+8|
+8|Inspire courage +4, Mass Suggestion|-

14th|
+10|
+4|
+9|
+9|Lore master 3/day, Versatile Performance|+1 level of existing arcane spellcasting class

15th|
+11|
+5|
+9|
+9|Deadly Performance|+1 level of existing arcane spellcasting class[/table]

Bardic Performance
A street performer gains the following types of bardic performance:


Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 4 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.

This performance replaces inspire courage.

Harmless Performer (Su): At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.

This performance replaces inspire competence.

Madcap Prank (Su): At 7th level, a street performer can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) each round that it hears or sees the performance, or it takes one of the following random effects each round:

1—blinded,
2—dazzled,
3—deafened,
4—entangled,
5—fall prone,
6—nauseated.

Each effect lasts 1 round.

This performance replaces inspire greatness.

Slip through the Crowd (Su): At 11th level, a street performer’s disappearing act enables affected creatures to move through crowd squares and enemy-occupied squares without impediment. Affected creatures are treated as if having greater invisibility, but enemies gain a new saving throw to notice them each time they are attacked.

This performance replaces inspire heroics.

Gladhanding
A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally.

This ability replaces countersong.

Streetwise
A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).

This replaces bardic knowledge.