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Milo v3
2012-05-29, 04:31 AM
Bard
http://www.dandwiki.com/w/images/e/ea/Illythiiri_Bard_by_Hiomaste.jpg
By Hiomaste

Each life is a story, a beautiful tale. Within this world only a small group of people are able to truly understand this. Those who do understand turn this beauty into art. They can then use these works of art as a tool, with magic at its end.

They are skilled, charismatic, and quick thinkers. They are masters of the arts, able to warp the mundane into magic. These bards are jacks of all trades, and are great companions for adventurers.

Role: A Bard fills the support role, being a jack of all trade he can fill the shoes of several roles a party could require. They can function as a healer, a fighter, thief, or mage all at once, but because of their lack of focus their power is weaker.

Alignment: A Bard can be of any alignment.

Hit Die: d8.

Starting Gold: 4d4×10 gp.

Class Skills
The Bard's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier)

Bard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Performances|1|2|3|4|5|6

1st|
+0|
+0|
+2|
+2|Bardic Performance, Bardic Knowledge, Cantrips, Trapsense +1|3|-|-|-|-|-|-

2nd|
+1|
+0|
+3|
+3|Canny Defence|3|0|-|-|-|-|-

3rd|
+2|
+1|
+3|
+3|Sonic Resistance 5|4|1|-|-|-|-|-

4th|
+3|
+1|
+4|
+4|Echo|4|2|0|-|-|-|-

5th|
+3|
+1|
+4|
+4|Roar, Trapsense +2|5|3|1|-|-|-|-

6th|
+4|
+2|
+5|
+5|Sonic Resistance 10|5|3|2|-|-|-|-

7th|
+5|
+2|
+5|
+5|Evasion|6|3|2|0|-|-|-

8th|
+6/+1|
+2|
+6|
+6|Multitasking|6|3|3|1|-|-|-

9th|
+6/+1|
+3|
+6|
+6|Sonic Resistance 15|7|3|3|2|-|-|-

10th|
+7/+2|
+3|
+7|
+7|Innate Wisdom, Resonate, Trapsense +3|7|3|3|2|0|-|-|-

11th|
+8/+3|
+3|
+7|
+7|Poet of Life|8|3|3|3|1|-|-

12th|
+9/+4|
+4|
+8|
+8|Sonic Resistance 20|8|3|3|3|2|-|-

13th|
+9/+4|
+4|
+8|
+8|Poet of Death|9|3|3|3|2|0|-

14th|
+10/+5|
+4|
+9|
+9|Improved Evasion|9|3|3|3|3|1|-

15th|
+11/+6/+1|
+5|
+9|
+9|Sonic Immunity, Trapsense +4|10|4|3|3|3|2|-

16th|
+12/+7/+2|
+5|
+10|
+10|Improved Multitasker|10|4|4|3|3|2|0

17th|
+12/+7/+2|
+5|
+10|
+10|Improved Innate Wisdom|11|4|4|4|3|3|1

18th|
+13/+8/+3|
+6|
+11|
+11|-|11|4|4|4|4|3|2

19th|
+14/+9/+4|
+6|
+11|
+11|-|12|4|4|4|4|4|3

20th|
+15/+10/+5|
+6|
+12|
+12|Jack of All Trades, Trapsense +5|12|4|4|4|4|4|4[/table]

Class Features
All of the following are class features of the Bard.

Weapon and Armor Proficiencies:: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. 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 the Table.

In addition, he receives bonus spells per day if he has a high Charisma score. When the Bard Spells Known Table indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on the Bard Spells Known table. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score.)

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 two levels 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.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Table: Bard Spells Known
Level|0|1|2|3|4|5|6
1|4|-|-|-|-|-|-
2|5|21|-|-|-|-|-
3|6|3|-|-|-|-|-
4|6|3|21|-|-|-|-
5|6|4|3|-|-|-|-
6|6|4|3|-|-|-|-
7|6|4|4|21|-|-|-
8|6|4|4|3|-|-|-
9|6|4|4|3|-|-|-
10|6|4|4|4|21|-|-
11|6|4|4|4|3|-|-
12|6|4|4|4|3|-|-
13|6|4|4|4|4|21|-
14|6|4|4|4|4|3|-
15|6|4|4|4|4|3|-
16|6|5|4|4|4|4|21
17|6|5|5|4|4|4|3
18|6|5|5|5|4|4|3
19|6|5|5|5|5|4|4
20|^|5|5|5|5|5|4
1 Provided the bard has a high enough Charisma score to have a bonus spell of this level.
^ See Jack of All Trades

Bardic Knowledge: A bard adds half his class level (minimum 1) to 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 bonus (if he has one). 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. A bard starts with three Performances of his choice, he can only select a Performance if he meets its prerequistes. As the bard gains levels he learns new Performances as seen the the above table, he selects each new performance from all the Perfomances he meets the prerequistes of.

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.

Bardic performance has either audible components, or visual components, chosen at first level. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% 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 the target isn't a creature, the sound merely needs to reach the target.

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 “Spells Known Table.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Trap Sense (Ex): A Bard has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Bard reaches 5th level, to +3 when he reaches 10th level, to +4 when he reaches 15th level, and to +5 at 20th level.
Trap sense bonuses gained from multiple classes stack.

Canny Defence (Ex): At 2nd level when wearing light or no armor and not using a shield, a Bard can add 1 point of his Intelligence bonus (if any) per bard class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a bard is caught flat-footed or otherwise denied her Dexterity bonus, he also loses this bonus.

Sonic Resistance (Ex): Upon reaching 3rd level, the bard begins to be able to manipulate vibrations slightly, this allows him to weaken sonic attacks that are used against him. This grants him a Sonic Resistance of 5. This resistance increases by 5 at level 6 and every 3 levels thereafter, until it reaches Sonic Resistance 20 at level 12.

Echo (Ex): At fourth level, a bard is able to repeat sounds with such accuracy that, to others, it seems as if they are sounding the real thing. A Bard may, a number times per day equal to their Charisma modifier, attempt a DC 15 listen check to listen to every feasible and real sound around them. Then, for 24 hours after they made this check, they can repeat these sounds to exact detail. A bard may imitate any sound to exact timber and pitch, from the ring of a bell to the crack of lightning, using echo. They cannot imitate sounds that are so loud that it may harm something or that is otherwise outside the decibel range a human voice can create, though it can still recreate the sound at a lesser volume with minimal disortion. If a sound may create abnormal conditions, the bard may not create those abnormal conditions, though they may create the sound.

Roar (Su): As a Bard begins to master the control over sound he posesses, he quickly discovers he can unhinge the limitations his body places upon him for an instant, just enough of an instant to release a scream or roar of overwhelming porportions. At fifth level, a Bard gains a breath attack that takes the shape of either a 60 ft. line or a 30 ft. cone (selected when this ability is gained) and deals 1d4 sonic damage per Bard level with a maximum of 10d4 (so a 12th level bard bellow attack would deal 10d4 points of sonic damage). A creature caught in this attack may attempt a Fortitude save for half damage (DC 10 + ½ Bard Level + Con modifier). Additionally, objects caught in the attack that are fragile or crystaline take double damage unless their are being held by a creature who succeeds on a Reflex save to negate the damage to them (Same DC as Previous Save). Roar can only be used once every 2d4 rounds.

Evasion (Ex): At seventh level a bard can avoid even magical and unusual attacks with deft precision and agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the sonic warrior is wearing medium, light, or no armor. A helpless bard does not gain the benefit of evasion.

Multitasking (Ex): Upon attaining eighth level, the bard can choose one type of Perform skill. He can use half his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses half 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 16th level, and 20th level, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise, Sense Motive), Comedy (Bluff, Intimidate, Sense Motive), Dance (Acrobatics, Escape Artist, Sleight of Hand), Keyboard Instruments (Decipher Script, Diplomacy, Intimidate), Oratory (Bluff, Diplomacy, Sense Motive), Percussion (Concentration, Handle Animal, Intimidate), Sing (Bluff, Handle Animal, Sense Motive), String (Bluff, Concentration, Diplomacy), and Wind (Diplomacy, Concentration, Handle Animal).

Innate Wisdom (Ex): At tenth 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 at 17th level.

Resonate (Su): At 10th level, if the Bard uses Bardic Performance for five consecutive rounds, then this ability activates. If the effect caused by the Performance would end when you stop the performance, then the effect lasts for five rounds in addition to its normal duration.

Poet of Life (Su): Upon reaching 11th level, the bards skill in channeling positive energy grows. By expending a round of Bardic Performance when casting a spell of the Healing Subschool, he can automatically heal the maximum amount for that spell and doesn’t need roll.

Poet of Death (Su): Upon reaching 13th level, the bard skill in manipulating death grows. By expending a round of Bardic Performance when casting a spell of the Necromancy School, he can increase his Caster Level by 1.

Improved Evasion (Ex): At 14th level, a bard’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless bard does not gain the benefit of improved evasion.

Sonic Immunity (Ex): At 15th level, a bard’s Sonic Resistance improves. He gains immunity to sonic damage. This replaces his Sonic Resistance.

Jack of All Trades (Ex): Upon reaching 20th level, the bard gains the ability to take 10 on any skill check regardless of whether has any ranks in it, and once per day he can take 20 on a skill check as a standard action.

In addition to this he adds the cantrips of all arcane casting classes to his list of known spells as level 0 bard spells.

Milo v3
2012-05-29, 04:32 AM
Performances
Level 1
Archer's Song
Required Level: 1
Targets: 1 creature/2 Bard Levels.
Range: 60 feet.
Restrictions: Each target must able to see or hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected.
Effect: While this performance is being used, the targets take no range penalties when using ranged weapons, though they are still limited to their normal maximum distance.
Enhanced Effect: At 10th level, while this ability is being used each of the target's maximum weapon range is doubled. At 15th Level, while this ability is being used each of the target's attacks aren't affected by wind effects.

Countersong
Required Level: 1
Targets: See text.
Range: 10 feet/Bard Level.
Restrictions: The Perform skill check must be Audible and to benefit all
Effect: Each round of the countersong he makes a Perform skill check. Any creature within range 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.
Enhanced Effect: At 5th level, the Bard may exclude creatures from the Countersong effect.
Special: Countersong does not work on effects that don't allow saves.

Desert Song
Required Level: 1
Targets: 1 creature/Bard Levels.
Range: 60 feet.
Restrictions: Each target must able to see or hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected.
Effect: While this performance is being used, the targets can move through desert environments without hindrance, ignoring movement penalties and penalties on skill checks for all types of desert and waste terrain.
Enhanced Effect: At 10th level, all targets act as though they were one temperature band closer to Moderate. At 15th level, targets aren't affected by Sun Glare.

Distraction
Required Level: 1
Targets: See text.
Range: 10 feet/Bard Level.
Restrictions: All targets must able to see or hear the bard, and capable of paying attention to him.
Effect: Each round of the Distraction he makes a Perform skill check. Any creature within range 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.
Enhanced Effect: At 5th level, the Bard may exclude creatures from the Distraction effect.
Special: Distraction does not work on effects that don't allow saves.

Fascinate
Required Level: 1
Target: 1 Creature/3 Bard Levels (Minimum 1 creature)
Range: 50 feet/5 Bard Levels (Minimum 50 ft.)
Restrictions: Each creature to be fascinated must be within range, able to see or 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.
Effect: 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.
Special: 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.

Gather Crowd
Required Level: 1
Restrictions: Must be in a settlement or populated area.
Effect: This performance draws in a crowd. The size of the crowd depends on the local population, but typically is a number of people equal to 1/2 the bard's class level × the result of the bard's Perform check. The crowd gathers over the next 1d10 rounds. If the bard fails to engage the crowd (such as by performing, kissing babies, trying to use fascinate, and so on), it disperses over the next 1d10 rounds.
Special: If used for one round, then the performance can't be used for 1d4 rounds.

Inspire Courage
Required Level: 1
Targets: 2 Allies/Bard Level.
Range: 10 feet/Bard Level
Restrictions: The target must be within range and be able to perceive the bard.
Effect: Each target receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Enhanced Effect: At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
Special: 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.

Memento Mori
Required Level: 1
Targets: One intact corpse.
Range: 10 feet/Bard Level
Effect: The Bard may ask one question per level. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.
Enhanced Effect: At 5th level, the corpse need not be intact. At 10th level, the corpse need not be in range.


Level 3
Bladethirst
Required Level: 3
Targets: 1 weapon/3 Bard Levels.
Range: 30 feet.
Restrictions: Each target may be a weapon, natural weapon, end of a double weapon (both ends counts as two targets), or 50 items of ammunition of the same type. The Bard must be able to see the weapons.
Effect: While this performance is being used, the target weapons gain a +1 Enchantment Bonus. This 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.
Enhanced Effect: This enhancement bonus increases by +1 for every three bard levels after 3rd (maximum +5 at 15th level).

Charming Act
Required Level: 3
Targets: 1 Humanoid Creature/5 Bard Levels (Minimum 1)
Range: 30 feet.
Restrictions: Each target must able to see or 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.
Effect: When this performance is used, the target(s) must make a will save (DC 10 + 1/2 Bard's Level + Bard's Cha Modifier) or be affected by the Charm Person spell. These effects continue for as long as the bard continues performing but not longer than the spell's normal duration.
Enhanced Effect: At 10th level, you can affect any creature type instead of only humanoids with this Performance.
Special: After being used for one round it can't be used again for 1d4 rounds. If all the targets are fascinated then this doesn't expend a use of Bardic Performance, Fascinate acts as though it was sustained this round, and it doesn't disrupt the fascinate effect on target, but still can't be used again for 1d4 round.

Death's Call
Required Level: 3
Targets: All creatures in area
Range: 10 foot radius.
Restrictions: To be affected, the target must be able to hear the bard perform for 1 full round and be within 30 feet.
Effect: The target receives a Fort 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, each target is dealt for 1 point of damage per Bard Level, and the bard cannot use death's call on that creature again for 24 hours. If a creature's saving throw fails, it is fatigued in addition to the damage.
Special: After being used for one round it can't be used again for 1d4 rounds. Death's Call is a Sonic effect that relies on audible components.

Disappearing Act
Required Level: 3
Targets: 1 Ally / 5 Bard Levels (Minimum 1)
Range: 30 foot radius
Effect: All creatures within range that fail a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) treat the target(s) chosen by the bard as if they were invisible.
Enhanced Effect: At 15th level, this performances range increases to 60 feet.
Special: 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.

Incite Caution
Required Level: 3
Targets: 1 Humanoid/2 Bard Levels.
Range: 30 feet.
Restrictions: Each target must able to see or 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.
Effect: When this performance is used, the target(s) must make a will save (DC 10 + 1/2 Bard's Level + Bard's Cha Modifier) or be affected by the Hold Person spell. These effects continue for as long as the bard continues performing but not longer than the spell's normal duration.
Special: If all the targets are fascinated then this doesn't expend a use of Bardic Performance, Fascinate acts as though it was sustained this round, and it doesn't disrupt the fascinate effect on target, but it can't be used again for 1d4 round.

Inspire Competence
Required Level: 3
Targets: 1 Ally/5 Bard Levels.
Range: 30 feet.
Restrictions: The target must be within range and be able to hear the bard.
Effect: The target gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance.
Enhanced Effect: 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).
Special: 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.

Read the Audience
Required Level: 3
Targets: 1 Humanoid/2 Bard Levels.
Range: 30 feet.
Restrictions: Each target must able to see or 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.
Effect: When this performance is used, the target(s) must make a will save (DC 10 + 1/2 Bard's Level + Bard's Cha Modifier) or be affected by the Detect Thoughts spell. These effects continue for as long as the bard continues performing but not longer than the spell's normal duration.
Special: If all the targets are fascinated then this doesn't expend a use of Bardic Performance, Fascinate acts as though it was sustained this round, and it doesn't disrupt the fascinate effect on target, but it can't be used again for 1d4 round.


Level 7
Breath of Purity
Required Levels: 7
Targets: All in radius that fits restrictions.
Range: 10 ft./ 3 Bard Levels Radius
Restrictions: If the bard is poisoned or currently has a disease then this can't be used. Also a Bard must be aware of the target for it to affect them.
Effect: While this performance is being used, all non-magical contaminants, including inhaled poisons, are automatically negated and all targets gain a +4 bonus on saving throws against magical or supernatural gas effects, such as acid fog, cloudkill, and green dragon breath
Enhanced Effect: At 12th level, the bonus granted by this Performance increases to +10.

Call of Pestilence
Required Level: 7
Targets: 1 creature/5 Bard Levels.
Range: 15 feet.
Restrictions: Each target must able to see or 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.
Effect: When this performance is used, the target(s) must make a fortitude save (DC 10 + 1/2 Bard's Level + Bard's Cha Modifier) or be affected by the Contagion spell.
Special: After being used for one round it can't be used again for 1d4 rounds. If all the targets are fascinated then this doesn't expend a use of Bardic Performance, Fascinate acts as though it was sustained this round, and it doesn't disrupt the fascinate effect on target, but still can't be used again for 1d4 round.

Chant of the Dark River
Required Levels: 7
Targets: One Ounce of non-magical water/2 Bard Levels
Range: 30 feet.
Restrictions: The bard must be either able to see the water to be affected or the object containing the water.
Effect: When this performance is used, the water is turned into colorless, tasteless, ingested poison with a save DC equal to 14 + the Bard's Cha modifier. When ingested, the poison deals 1 point of Constitution damage followed by 1d8 points of Constitution damage 1 minute later. A successful Fortitude save can negate each instance of damage. A single swallow (1 ounce) of poison is enough to affect a single creature; drinking more does not increase the effect.
Enhanced Effect: At 13th level, the constitution damage dealt is increased to 1d6 followed by 1d10 1 minute later.
Special: After being used for one round it can't be used again for 1d4 rounds.

Dirge of Doom
Required Level: 7
Targets: 1 Creature/4 Bard Levels
Range: 30 feet
Restrictions: To be affected the target must able to see and hear the bard's performance.
Effect: This performance causes the targets to become shaken. This effect persists for as long as the enemy is within 30 feet and the bard continues his performance.
Enhanced Effect: At 13th level this can be used to make the target Frightened. At 19th level this can be used to make the target Panicked.
Special: This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect, unless the enhanced effect is being used. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Incite Rage
Required Level: 7
Targets: 1 Creature/4 Bard Levels
Range: 10 feet/2 Bard Levels
Restrictions: To be affected the target must able to see or hear the bard's performance.
Effect: 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.
Special: 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.

Inspire Greatness
Required Levels: 7
Targets: Personal or Willing ally.
Range: 30 feet.
Restrictions: All of the targets must be able to see and hear the bard.
Effect: 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.
Enhanced Effect: For every three levels the bard attains beyond 6th, he can target an additional ally while using this performance (up to a maximum of four targets at 15th level).
Special: 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.

Suggestion
Required Level: 7
Target: 1 creature within range.
Range: 50 feet/5 Bard Levels (Minimum 50 ft.)
Restrictions: The target to be affected must be within range, and affected by the Facinate Performance of the Bard. 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.
Effect: 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 bard cannot attempt to use this Performance on that creature again for 24 hours. If its saving throw fails, the Bard can make a Suggestion (As the Spell) to the target. The suggestion effect's duration lasts as long as the target is Facinated.
Enhanced Effect: At 12th level, this performance can target 1 creature/5 Bard levels.
Special: Using the Suggestion Performance does not count against a bard's uses of bardic performance. Suggestion is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible components in order to function.


Level 9
Dance of the Dead
Required Level: 9
Range: 30 feet/10 Bard Levels.
Targets: 1 corpse/5 Bard Levels.
Restrictions: Must have at least one corpse that would be acceptable for Animate Dead within range.
Effect: When this Performance is used, the bard can duplicate Animate Dead, using his bard level as the caster level.
Special: The resulting undead exists for as long as the bard continues performing, and dies once he stops.

Hymn Of Earth
Required Level: 9
Range: 50 feet/10 Bard Levels.
Targets: 1 creature/5 Bard Levels.
Restrictions: Targets must be able to hear the Bard.
Effect: 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 bard cannot attempt to use this Performance on that creature again for 1 minute. If its saving throw fails, the target's fly speed is reduced by 50 ft. for as long as this performance lasts.
Enhanced Effect: At 15th level, this reduces the target's fly speed to 0 ft. for the duration of the performance.

Soothing Perfomance
Required Levels: 9
Targets: All creatures that laid within he range during the whole performance.
Range: 40 ft. + 5/10 Bard levels
Restrictions: All of the targets must be able to see and hear the bard, and this must be maintained for 4 consecutive rounds in order to take effect.
Effect: The target is effected by a Cure Serious Wounds spell (Caster Level is equal to Bard Level).
Enhanced Effect: At 15th level, this also removes the fatigued, sickened, and shaken conditions from all those affected.

Level 15
Call the Storm
Required Level: 15
Restrictions: You must be in an area with open sky or in a space large enough to have an atmosphere.
Effect: When this Performance is used, the bard can duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level.
Special: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 on control weather happen immediately), but not longer than the spell's normal duration.

Deadly Performance
Required Level: 15
Targets: 1 creature/10 Levels.
Range: 30 feet.
Restrictions: To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet.
Effect: 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.
Special: After being used for one round it can't be used again for 1d4 rounds. Deadly performance is a mind-affecting death effect that relies on audible and visual components.

Divine Hymn
Required Level: 15
Restrictions: You must be in an area with a connection to the gods (Can't be used in an area affected by Song of the Heretic).
Effect: When this Performance is used, the bard can duplicate Consecrate or Descerate, using his bard level as the caster level.
Special: These effects continue for as long as the bard continues performing, but not longer than the spell's normal duration.

Funereal Ballad
Required Level: 15
Target: 1 Dead Creature
Range: 10 feet.
Restrictions: The target must be in the range for the whole performance.
Effect: When this Performance is used, the bard can duplicate Resurrection, using his bard level as the caster level.
Special: Using this ability requires 20 rounds of continuous performance. Funereal ballad relies on audible and visual components.

Inspire Heroics
Required Level: 15
Targets: 1 Ally or Personal.
Range: 10 feet/5 Bard Levels.
Restrictions: The target must be within range and be able to perceive the bard.
Effect: The target gains 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.
Enhanced Effect: At 18th level, and every three bard levels thereafter, this performance can affect one more target.
Special: Inspire Heroics is a mind-affecting ability. Inspire Heroics can use visual components.

Milo v3
2012-05-29, 04:33 AM
Reserved just in case I run out of room

Morph Bark
2012-05-29, 05:17 AM
I'm liking the way you handled cantrips, as well as them getting Evasion and Sonic Resistance. Roar seems weird to me on a Bard though, and it's also a little too powerful. Making it 1d4/level would be better (as is it is equivalent to 1d6/level). It also doesn't have a cap, so at level 20 it would cause 20d4+20 sonic damage, which is ridiculously strong. The recharge time means it is effectively 1/encounter, but with metabreath feats the Bard can easily end them in one round, as well as reduce entire buildings to dust.

I presume you'll be filling up levels 18 and 19 later?

Milo v3
2012-05-29, 05:25 AM
I'm liking the way you handled cantrips, as well as them getting Evasion and Sonic Resistance. Roar seems weird to me on a Bard though, and it's also a little too powerful. Making it 1d4/level would be better (as is it is equivalent to 1d6/level). It also doesn't have a cap, so at level 20 it would cause 20d4+20 sonic damage, which is ridiculously strong. The recharge time means it is effectively 1/encounter, but with metabreath feats the Bard can easily end them in one round, as well as reduce entire buildings to dust.

I presume you'll be filling up levels 18 and 19 later?

The idea came from the idea of bards being inspired from Norse Skald's which made be think of the Shouts in Skyrim.

And I"ll weaken roar's damage and add in a limiter.

As for level 18 and 19, I need to think of something to add...

Milo v3
2012-05-29, 08:13 PM
Okay I've started to add the performances. So far I've done 10/50. Any comments on the class itself or the Performances I've added?

Madara
2012-05-31, 09:53 AM
That...is a lot of stuff. But let's see what I can do.

Weapon and Armor Proficiencies
Interesting...you added the whip. The list looks good and normal.


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 bonus

I find it unusual that you measure in rounds, but it fits. Go ahead.



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

That's nice, but most bards will already have it trained :smallsmile:


Roar
Echo

these are both good. Its nice to give the bard abilities that aren't spells that can be used in a variety of ways.

There's more of course, but I feel this is the important part. The performances are nice, but they feel like spells with requirements. Classic Bard users will enjoy the other parts of the class.

As for performances, spoiler them in sections or something. Maybe organize by requirements?

Milo v3
2012-05-31, 08:05 PM
There's more of course, but I feel this is the important part. The performances are nice, but they feel like spells with requirements. Classic Bard users will enjoy the other parts of the class.

As for performances, spoiler them in sections or something. Maybe organize by requirements?

They are kind of like spells but doing this allows more options than normal bard. When I'm done you will be able to select your performances from the bardic musics and a few extra, rather than getting specific ones when you level up.