Lord Iames Osari
2007-09-11, 06:50 PM
Well, the first thread (http://www.giantitp.com/forums/showthread.php?t=34703) is pretty old by now, and I thought that with all the new blood I've been seeing, it might be a good time to put this out there. I'm looking for help creating new performances and metaperformance feats.
And now, the new Bard!
Bard
Alignment: Any.
Vitality Die: d6.
Class Skills
The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Bardic performance, bardic knowledge
2nd|+1|+0|+3|+3|~
3rd|+2|+1|+3|+3|~
4th|+3|+1|+4|+4|~
5th|+3|+1|+4|+4|Bonus feat
6th|+4|+2|+5|+5|~
7th|+5|+2|+5|+5|~
8th|+6/+1|+2|+6|+6|~
9th|+6/+1|+3|+6|+6|~
10th|+7/+2|+3|+7|+7|Bonus feat
11th|+8/+3|+3|+7|+7|~
12th|+8/+3|+4|+8|+8|~
13th|+9/+4|+4|+8|+8|~
14th|+10/+5|+4|+9|+9|~
15th|+11/+6/+1|+5|+9|+9|Bonus feat
16th|+12/+7/+2|+5|+10|+10|~
17th|+12/+7/+2|+5|+10|+10|~
18th|+13/+8/+3|+6|+11|+11|~
19th|+14/+9/+4|+6|+11|+11|~
20th|+15/+10/+5|+6|+12|+12|Bonus feat[/table]
Class Features
Bardic Performance: The bard can make a number of performances equal to her bard level per day.
Starting a bardic music effect is a standard action unless otherwise specified. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell campletion (such as scrolls), spell trigger (such as wands), or command word. If a bard's primary Perform skill is sound-based, a deaf bard has a 20% chance to fail when attempting to use bardic performance. If he fails, the attempt still counts against his daily limit.
At 1st level, a bard learns 3 performances, and she learns an additional performance every level thereafter. Performances are selected from this list.
{table="head"]Performance|Prerequisites
Countersong|Perform 3 ranks
Fascinate|Perform 3 ranks
Inspire Courgae|Perform 3 ranks
Inspire Fear|Perform 3 ranks
Mimicking Song|Perform 3 ranks
Draining Performance|Bard 2, Perform 5 ranks
Refreshing Performance|Bard 2, Perform 5 ranks
Double Time|Bard 3, Perform 6 ranks
Inspire Competence|Bard 3, Perform 6 ranks
Renew Energy|Bard 3, Perform 6 ranks
Counterperformance|Bard 4, Perform 7 ranks
Emerging Talent|Bard 4, Perform 7 ranks
Song of Learning|Bard 4, see text
Dance of Battle|Bard 5, Perform 8 ranks
Involving Storyteller|Bard 5, Perform 8 ranks
Encourage Failure|Bard 6, Perform 9 ranks
Inspire Dread|Bard 6, Perform 9 ranks
Inspire Hope|Bard 6, Perform 9 ranks
Inspire Toughness|Bard 6, Perform 9 ranks
Sound of Silence|Bard 6, Perform (sound-based) 9 ranks
Suggestion|Bard 6, Perform 9 ranks
Warning Shout|Bard 6, Perform (sound-based) 9 ranks
Distracting Performance|Bard 7, Perform 10 ranks
Inspire Resilience|Bard 7, Perform 10 ranks
Inflame the Righteous|Bard 8, Perform 11 ranks, Knowledge (religion) 5 ranks
Persuasive Song|Bard 8, Perform 11 ranks
Singing Shout|Bard 8, Perform 11 ranks
Dishearten|Bard 9, Perform 12 ranks
Inspire Recklessness|Bard 9, Perform 12 ranks
Convert the Unfaithful|Bard 10, Perform 13 ranks, Knowledge (religion) 5 ranks
Sustaining Song|Bard 10, Perform 13 ranks
Incite Mob|Bard 10, Perform 13 ranks
Aid Metamagic|Bard 11, Perform 14 ranks
Boosting Flattery|Bard 11, Perform 14 ranks
Dirge of Binding|Bard 12, Perform 15 ranks
Inspire Awe|Bard 12, Perform 15 ranks
Jarring Song|Bard 12, Perform 15 ranks
Song of Freedom|Bard 12, Perform 15 ranks
Diabolus en Musica|Bard 13, Perform (sound based) 16 ranks
~|Bard 13, Perform 16 ranks
Song of Fury|Bard 14, Perform 17 ranks
~|Bard 14, Perform 17 ranks
Discourage Legion|Bard 15, Perform 18 ranks
Inspire Legion|Bard 15, Perform 18 ranks
Mindbending Melody|Bard 16, Perform 19 ranks
~|Bard 16, Perform 19 ranks
Revealing Meldoy|Bard 17, Perform 20 ranks
~|Bard 17, Perform 20 ranks
Drain Prowess|Bard 18, Perform 21 ranks
~|Bard 18, Perform 21 ranks
~|Bard 19, Perform 22 ranks
~|Bard 19, Perform 22 ranks
Swan Song|Bard 20, Perform 23 ranks
~|Bard 20, Perform 23 ranks[/table]
Countersong (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can counter magical effects that depend on sound or vision (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic, pattern, 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, pattern, 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 check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against 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 listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is a mind-affecting ability.
Inspire Courage (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear or see the bard perform. The effect lasts for as long as the ally perceives the bard performing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Fear (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can inspire fear in his enemies, opening them to fear and weakening their combat abilities. To be affected, an enemy must be able to hear or see the bard perform. The effect lasts for as long as the enemy perceives the bard performing and for 5 rounds thereafter. An affected enemy receives a -1 morale penalty on saving throws against fear effects and a -1 morale penalty on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this penalty increases by 1 (-2 at 8th, -3 at 14th, and -4 at 20th). Inspire fear is a mind-affecting, fear ability.
Mimicking Song (Sp): A bard with at least 3 ranks in a Perform skill who learns this performance can imitate the natural sounds of the environment around him, granting all allies (including himself) within 30 feet a +2 bonus on Move Silently checks. This bonus increases by 2 for every five bard levels you have (to a maximum of +10 at 20th level). Ths effect lasts as long as the bard performs.
Draining Performance (Su): A bard of 2nd level or higher with at least 5 ranks in a Perform skill who learns this performance can drain one of an enemy's abilities. The target must be within 30 feet of the bard, and must be able to see and hear the bard. The bard selects one ability he has seen the target use, which must be an ability usable a only certain number of times per day. The bard then attempts a Perform check opposed by the target's Will save. If the Perform check is successful, the target loses 1d4 daily uses of the selected ability. Spell slots cannot be lost as a result of this ability. This is a mind-affecting ability.
At 4th level, and every 4th level thereafter, a bard who knows this performance drains an additional daily use when successfully using this ability.
Refreshing Performance (Su): A bard of 2nd level or higher with at least 5 ranks in a Perform skill who learns this performance can refresh one of an ally's abilities. The target must be within 30 feet of the bard, and must be able to see and hear the bard. The bard selects one ability he has seen the target use, which must be an ability usable a only certain number of times per day. The bard then attempts a Perform check opposed by the target's Will save, which the target may elect to fail as normal. If the Perform check is successful, the target regains a daily use of the selected ability. Expended spell slots cannot be regained in this manner. This is a mind-affecting ability.
At 4th level, and every 4th level thereafter, a bard who knows this performance grants an additional daily use when successfully using this ability.
Double Time (Su): A bard of 3rd level or higher with at least 6 ranks in a Perform skill who learns this performance can spend 1 minute performing to prevent himself and all his allies within 60 feet who can see and hear him from taking nonlethal damage from hustling for 1 hour. This is a mind-affecting ability.
Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill who learns this performance can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Renew Energy (Su): A bard of 3rd level or higher with at least 6 ranks in a Perform skill who learns this performance can spend a move action and a daily performance to remove fatigue or mental fatigue from up to 1 ally within 30 feet per level, including himself. If he spends 3 daily performances, he can remove exhaustion or mental exhaustion instead.
Counterperformance (Su:) A bard of 4th level or higher with at least 7 ranks in a Perform skill who learns this performance can negate the effect of another bard's performance. The opposing bard must be within 60 feet, and the bards must be able to see and hear each other. In order to suppress his opponent's performance, the bard must succeed on an opposed Perform check (use whichever Perform skill each has the most ranks in) in the round he activates this performance, and maintain concentration on this performance on subsequent rounds.
Emerging Talent (Ex): A bard of 4th level or higher with at least 7 ranks in a Perform skill who learns this performance can take an hour performing to grant himself and his allies a +1 bonus on Diplomacy and Gather Information checks for the next 24 hours. Additionally, the bard may make a Perform check as part of this performance; at the end of it, he receives 2 times the amount normally indicated. This performance can only be used once per day, and only when in an established community.
At 8th level, the bonus increases to +2, and the money received is 4 times normal. At 12th level, the bonus increases to +4, and the money received is 8 times normal. At 16th level, the bonus increases to +8, and the money received is 16 times normal. At 20th level, the bonus increases to +16, and the money received is 32 times normal.
Song of Learning (Ex): A bard of 4th level or higher with at least 7 ranks in a Perform skill who learns this performance learns one spell which is not normally on the bard spell list. The maximum level spell a bard can learn is one less than his highest spell level. The bard needs 7 ranks in perform to learn a 1st level spell, plus an additional three ranks per additional spell level (thus to learn a 2nd level spell, he would need 10 ranks in Perform). To learn a spell from the Cleric list, he needs a number of Knowledge (Religion) ranks equal to the required number of Perform ranks. To learn a Druid spell, he needs an equal number of Knowledge (Nature). To learn a Sorcerer/Wizard spell, he needs an equal number of ranks in Knowledge (Arcana).
Dance of Battle (Ex): A bard of 5th level or higher with at least 8 ranks in a Perform skill who learns this performance can lead his allies in a wheeling, changing dance that helps them avoid blows and keeps them from leaving themselves vulnerable. The bard's allies (including himself) within 30 feet who can see and hear him gain a +1 dodge bonus to their AC, and can't be denied their Dex bonus to AC by any means short of total immobilization while this effect continues. The dodge bonus granted by this performance increases by 1 at 10th level, and again every 5 levels thereafter. This is a sonic, pattern effect.
Involving Storyteller (Su): A bard of 5th level or higher with at least 8 ranks in a Perform skill who learns this performance can weave an illusionary vision for a person he has fascinated, making them oblivious to the world about them. The bard can show the person anything which he has seen, or can vividly imagine. To the subject, it will seem as though they are actually experiencing it. The bard can choose to make the person feel as though they are a neutral observer, or an active participant of the story which is unfolding. During this time, the target automatically fails any sensory checks (Listen, Spot, and Search) and is completely oblivous to anything that goes on around him, up to and including shoving and/or shaking him. This affect can be negated by a Will save against a DC equal to the bard's Perform check. Any attack which causes damage, even nonlethal damage, will instantly break the effect, and the target must make a Will save (DC 15) or be stunned for one round as his surroundings abruptly snap back to reality. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Successfully saving against this effect does not break the fascinate effect. Since the subjects of this ability are still fascinated, the bard can use his suggestion ability on the targets of this effect without ending this effect.
When the bard is able to fascinate multiple targets, he may affect all his fascinated targets with one use of this ability, although all of them will have exactly the same view in the vision. At level 15, his control improves, and each person can have a different view of the same vision.
Encourage Failure (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can cause an enemy to fail at a task. The enemy must be within 30 feet and able to see and hear the bard. The bard must also be able to see the enemy. If the target fails a Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier), he takes a -2 penalty on all rolls for 1 round. This is a mind-affecting ability.
Inspire Dread (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can inspire hopelessness in enemies within 30 feet. This ability imposes a -4 penalty on Will saves on all enemies within 30 feet who can see and hear the bard. This ability requires a full-round action to active and requires concentration each round to continue the effect. The effect lasts for as long as the bard performs and for three rounds thereafter. This is a mind-affecting ability.
Inspire Hope (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can inspire spiritual resilience in allies within 30 feet. This ability gives the bard and all allies who can see and hear his performance a +4 competence bonus on Will saves. This ability requires a full-round action to active and requires concentration each round to continue the effect. The effect lasts for as long as the bard performs and for three rounds thereafter. This is a mind-affecting ability.
Inspire Toughness (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can impart a certain resilience to his allies (including himself). Allies who can hear and see the bard receive +2 temporary hit points per class level of the bard producing this effect. At 9th level and above, affected allies also gain the benefits of the Diehard feat. This ability lasts for as long as the bard performs and for 5 rounds thereafter.
Sound of Silence (Su): A bard of 6th level or higher with at least 9 ranks in a sound-based Perform skill who learns this performance can deafen an opponent within 30 feet who can hear the bard for X+1 rounds, where X is the number of daily performances the bard spent using this ability. This is a mind-affecting, sonic effect that can be negated by a successful Will save against the bard's Performance check.
Suggestion (Sp): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Warning Shout (Ex): A bard of 6th level or higher with at least 9 ranks in a sound-based Perform skill who learns this performance can, as an immediate action, spend a daily performance and grant an ally (other than himself) within 30 feet a +5 morale bonus on her next Reflex save. If the bard spends 2 daily performances, the ally also gains evasion, as the rogue class ability. This is a mind-affecting, sonic ability. The ally must be able to hear the bard.
Distracting Performance (Ex): A bard of 7th level or higher with at least 10 ranks in a Perform skill who learns this performance can, as an immediate action, use his performance to distract an opponent within 30 feet who can see or hear him. He makes a feint, substituting his Perform skill for Bluff. If the target's Sense Motive check fails, he becomes flat-footed against the ally of your choice until attacked or just before your next action.
Alternately, a bard can use this ability to force a spellcaster in the process of casting a spell to make a Concentration check against his Perform check, or lose his concentration on the spell. This is a mind-affecting ability.
Inspire Resilience (Su): A bard of 7th level or higher with at least 10 ranks in a Perform skill who learns this performance can to inspire resolution and endurance in an ally, granting a +4 competence bonus on Constitution checks and Fortitude saves, as well as DR 5/-. The ally must be within 30 ft and able to see and hear the bard, and the bard must be able to see the ally. This effect lasts as long as the bard performs, and for 1 minute thereafter. After this effect ends, the ally is fatigued. This is a mind-affecting effect.
Inflame the Righteous (Su): A bard of 8th level or higher with at least 11 ranks in a Perform skill and 5 ranks in Knowledge (religion) who learns this performance can invoke the power of a deity and wreath himself and any of his allies within 30 feet in divine flame. Each target of this ability is affected as if by a fire shield spell, using the bard’s class level as the caster level. However, the flame produced by this effect is purely divine and not subject to a creature’s resistance or immunity to fire. This ability requires a full-round action to activate and concentration each round to continue the effect. This effect lasts as long as the bard performs and for 3 rounds thereafter.
Persuasive Song (Ex):A bard of 8th level or higher with at least 11 ranks in a Perform skill who learns this performance can sway the attitude of his audience. Treat this as a Diplomacy check, but replace the Diplomacy check with a Perform check. All targets must be within 30 feet of the bard, be able to see and hear him clearly, and be willingly paying attention to his actions. This ability requires at least 10 rounds of consecutive concentration to take effect, and it can affect a particular creature only once per day. Creatures with a relationship of Personal Foe or Nemesis with regards to the bard cannot be influenced with this ability.
Singing Shout (Su):A bard of 8th level or higher with at least 11 ranks in a Perform skill who learns this performance can let out a singing shout as a standard action. All allies (including herself) within 60 feet of the bard at the time of the shout gain a +4 enhancement bonus to Strength for a number of rounds equal to ½ the bard’s class level.
Dishearten (Su): A bard of 9th level or higher with at least 12 ranks in a Perform skill who learns this performance can dishearten a single enemy within 30 feet, causing the enemy to cower against even the weakest foe. For every three bard levels the character attains beyond 15th, he can affect one additional creature with this ability. To dishearten, a bard must perform and the enemy must hear or see the bard perform for 1 full round. The enemy can attempt a Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier); if he fails, he takes a -4 penalty on saving throws and AC. This effect lasts as long as the enemy hears or sees the bard perform and for 5 rounds thereafter. This is a mind-affecting ability.
Inspire Recklessness (Su): A bard of 9th level of higher with at least 12 ranks in a Perform skill who learns this performance can inspire a dangerous but effective ferocity in an ally within 60 feet (or himself). This effect lasts for as long as the bard performs and for 5 rounds thereafter. An affected ally (or the bard himself) gains the ability to decrease his Armor Class by up to her base attack bonus and add that number to her melee attack rolls as a morale bonus.
On her action, the affected character must choose to subtract a number from her Armor Class and add this number to her melee attack rolls (this number can be 0). The penalty to Armor Class and the bonus to attack rolls apply until the character’s next action. This is a mind-affecting ability.
Convert the Unfaithful (Su): A bard of 10th level or higher with at least 13 ranks in a Perform skill and 5 ranks in Knowledge (religion) who learns this performance can attempt to convert a single enemy within 30 feet. As a full-round action, the bard makes an impassioned performance specifically targeting a particular enemy, who must attempt a Will save (DC 10 + ½ bard’s class level + bard’s Charisma modifier). If he succeeds, he is shaken for 1 round. If he fails, he converts. Creatures with alignment subtypes cannot be affected by this ability.
A converted creature reacts to the bard as if the bard had cast charm monster on him and temporarily assumes the bard’s alignment and acts accordingly. This may mean that some of the creature’s abilities and spells may be temporarily unavailable to it.
When this ability’s duration (as that of charm monster) has elapsed, the affected creature then has a choice. It can continue to act according to its new alignment, or it can shift back. If it chooses to permanently change its alignment, it acts as if a cleric of the appropriate alignment had cast atonement on it. If the creature chooses to go back to its original alignment, it must make another saving throw (with the same DC as before). If it fails, its alignment changes back, but it needs an atonement spell to regain any abilities it lost as a result of the temporary alignment change. If it succeeds, it changes its alignment back and regains any lost abilities without the need for atonement. This is a mind-affecting ability.
Sustaining Song (Su): A bard of 10th level or higher with at least 13 ranks in a Perform skill who learns this performance can sustain his dying allies, assisting their recovery. Each round that the song continues, all allies within 30 feet of him automatically become stable (if dying) or regain 1 wound point (if stable and between -1 and -9 wound points). A sustaining song has no effect on enemies or allies with 0 or more wound points. A bard can keep up his sustaining song for 5 minutes. This is a mind-affecting ability.
Incite Mob (Su): A bard of 10th level or higher with at least 13 ranks in a Perform skill who learns this performance can incite a crowd of people to form a mob (stats in DMGII and Cityscape) by making a DC 25 Perform check. Only one mob can be formed at a time, so if a crowd is too large to be a single mob, a bard who wants to incite the entire crowd must use this ability multiple times.
The mobs created by this ability are under the bard's control and can obey simple directions. The mobs created by this ability last for a number of hours equal to the bard's class level. This ability is a language-dependent, mind-affecting effect.
Aid Metamagic (Su): A bard of 11th level or higher with at least 14 ranks in a Perform skill who learns this performance can use his performance to aid the concentration of friendly spellcasters and manifesters. Spellcasters and manifesters within 30 feet who can hear and see the bard use up a spell slot one level lower, or do not need to expend their psionic focus when attempting to cast a spell enhanced by metamagic or manifest a power being augmented or enhanced by metapsionics.
For every additional daily performance the bard spends when activating this ability, spellcasters use up a spell slot one level lower, and manifesters spend 2 less power points. This ability cannot reduce the spell slot or power point cost below the base level or cost of the spell being cast.
Boosting Flattery (Su): A bard of 11th level or higher with at least 14 ranks in a Perform skill who learns this performance can provide his allies with a substantial boost by extolling and exaggerating their abilities. An ally within 60 feet (including himself) who can hear or see the bard receives a +1 morale bonus to the ability score of the bard's choice. For every round that the bard continues this performance, the bonus increases by 1, to a maximum of half the bard's class level (round down). The bonus lasts until the affected ally fails a check or attack roll based on the affected ability score.
At 16th level, a bard who knows this performance can target multiple allies with this ability, up to 1 for every 3 bard levels he possesses. This ability is a mind-affecting effect.
Dirge of Binding (Sp): A bard of 12th level or higher with at least 15 ranks in a Perform skill who learns this performance can paralyze an opponent. The bard must be able to see the target, and the target must be able to see or hear the bard. If the opponent fails a Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier), he is paralyzed. This effect lasts as long as the target can see or hear the bard.
Inspire Awe (Su): A bard of 12th level or higher with at least 15 ranks in a Perform skill who learns this performance can inspire terror in his foes. To be affected, a foe must be within 60 feet of the bard and able to see and hear him. Foes get a Will save (DC 10 + ½ bard’s class level + bard’s Charisma modifier) to resist the effect. The severity of the effect depends on the difference between the foe’s Hit Dice and the bard’s level, as shown on this table.
{table="head"]HD Difference|Effect
10 or more|Foe is paralyzed
1 to 9|Foe is panicked
0 to -5| Foe is frightened
-6 or less|Foe is shaken[/table]
This effect lasts for as long as the foes can hear and see the bard and for 1 round thereafter. This is a mind-affecting, fear ability.
Jarring Song (Su): A bard of 12th level or higher with at least 15 ranks in a Perform skill who learns this performance can inhibit spellcasting. Any enemy within 30 feet of the bard who attempts to cast a spell or use a spell-like ability during a jarring song must make a Concentration check with a DC equal to the bard’s Perform check to avoid losing the spell. A bard can keep up his jarring song for 10 rounds.
Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill who learns this performance can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.
Diabolus en Musica (Su): A bard of 13th level or higher with at least 16 ranks in a sound-based Perform skill who selects this performance can create a dissonant chord that deals 2d6 points of sonic damage to all creatures within 30 feet except himself as long as the bard concentrates. The bard can maintain this ability for a number of rounds equal to his bard level. This is a sonic effect.
Song of Fury (Su): A bard of 14th level or higher with at least 17 ranks in a Perform skill who learns this performance can turn his allies into furious berserkers. Each ally within 30 feet who can see and hear the bard can choose to enter a rage on her turn. This functions identically to a barbarian’s rage, except that it ends automatically if the bard stops performing. If the ally already already has the ability to rage, she can choose to apply the full effect of her own rage, without spending one of her daily uses of rage. A bard can’t use a song of fury on himself. This is a mind-affecting ability.
Discourage Legion (Su): A bard of 15th level or higher with at least 18 ranks in a Perform skill who learns this performance can sow discord among his enemies and make them fight poorly. To be affected, an enemy must be within 60 feet of the bard and must be able to see and hear the bard. Only enemies who meet these requirements at the beginning of this ability are affected, and enemies who leave the area lose the effects of this ability and do not regain them if they reenter the area later. The effects lasts as long as the affected characters can hear and see the bard and stay within range.
When the bard activates this ability, determine the worstst base attack bonus among all the affected characters. All affected characters use this base attack bonus for the duration of the effect, and they take a -2 penalty on damage rolls as well. This is a mind-affecting ability.
Inspire Legion (Su): A bard of 15th level or higher with at least 18 ranks in a Perform skill who learns this performance can unite his allies and make them fight better together. To be affected, an ally must be within 60 feet of the bard and must be able to see and hear the bard. Only allies who meet these requirements at the beginning of this ability are affected, and allies who leave the area lose the effects of this ability and do not regain them if they reenter the area later. The effects lasts as long as the affected characters can hear and see the bard and stay within range.
When the bard activates this ability, determine the best base attack bonus among all the affected characters. All affected characters use this base attack bonus for the duration of the effect, and they gain a +2 competence bonus on damage rolls as well. This is a mind-affecting ability.
Mindbending Melody (Sp): A bard of 16th level or higher with at least 19 ranks in a Perform skill who learns this performance can dominate a humanoid that he has already fascinated. This ability functions like the dominate person spell with a caster level equal to the bard’s class level. The target can make a Will save (DC 10 + ½ bard’s class level + bard’s Charisma modifier) to negate the effect. This is a mind-affecting, language-dependent, enchantment (compulsion) ability.
Revealing Melody (Su): A bard of 17th level or higher with at least 20 ranks in a Perform skill who learns this performance can reveal all things as they really are. All allies with 30 feet who can see and hear the bard’s performance are affected as if by a true seeing spell with a caster level equal to the bard’s class level. The effect lasts as long as the bard performs.
Drain Prowess (Su): A bard of 18th level or higher with at least 21 ranks in a Perform who learns this performance can drain the capabilities of up to four enemies within 30 feet, weakening them. For every 3 levels a bard attains beyond 18th, he can target one additional creature with a single use of this ability. To be affected the enemies must be able to hear or see the bard’s performance. A creature that fails its Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier) gains 2 negative levels. These negative levels remain as long as the affected creature can hear or see the bard. They never result in a permanent level loss.
Swan Song (Su): A bard of 20th level or higher with at least 23 ranks in a Perform skill who learns this performance is capable of producing an elegy of such profound sorrow and sadness that those that overhear or witness the performance are drained of their very life force. One enemy who can see or hear the bard must make Will saves against DC 10 + 1/2 the bard's Perform ranks + the bard's Charisma modifier or die. On a successful save, they receive 1d4 negative levels. This is a death, mind-affecting effect. A target that saves successfully against this effect is immune to subsequent attempts for 24 hours.Bardic Knowledge: As the standard bard.
Spells: Charisma determines the bard's bonus spells per day and the save DCs of those spells. Intelligence grants the bard bonus spells known. Use the spell tables found in the PHB to determine the base number of spells a bard knows and can cast per day. If you have the Perform (dance) skill, your spells must include somatic components. If you have the Perform (acting, comedy, oratory, or singing) skill, your spells must include verbal components. If you have the Perform (keyboard, percussion, stringed, or wind instruments) skill, your spells must include the instrument of your choice as a focus component. If you have multiple Perform skills, pick one to determine which type of component is required for your spells. If you would learn a spell that ordinarily lacks a component of the required type, add the missing component.
Bonus Feat: Every 5th level, a bard can take a metaperformance feat or a feat related to bardic music. These are as follows:
Combine Performances [Metaperformance]
You can blend multiple performances together.
Prerequisites: Perform 13 ranks, 4 or more bardic performances.
Benefit: You can combine two or more kinds of bardic performance and provide the effects of all of them. You choose 2 or more performances and activate all of them using a single standard action. If any or all of them require concentration, you must maintain concentration on them by spending one standard action a round. The normal stacking rules for bonus types apply to performances combined using this feat. Using this feat requires the expenditure of a number of daily uses of your bardic performance ability equal to the number of performances you are combining.
Normal: You can only activate one bardic performance at a time.
Special: A bard may select this feat as one of his bonus feats.
Distinctive Opening [Metaperformance]
The beginnings of your performances are so distinctive that the beginnings by themselves can invoke the desire emotions and magical energy.
Prerequisites: Bardic performance ability.
Benefit: You can make a performance as a swift action rather than a standard action. You cannot concentrate on a performance that has been affected by this feat. Performances that end when you cease concentrating on them cannot benefit from the effects of this feat, but performances whose effects continue after you cease concentrating can. Use of this feat requires the expenditure of 4 daily performances, in addition to however many daily performances it would normally take to activate the affected performance.
Special: Bards may select this feat as one of their bonus feats.
Dramatic Pause [Metaperformance]
You can pause for dramatic effect in mid-performance.
Prerequisites: Bardic performance ability.
Benefit: You can spend 2 additional daily performances when activating a bardic performance that requires concentration to maintain. You may cease concentrating for 1 round at any point in the performance without ending the performance, as long as you return to concentrating on the next round.
Normal: When you stop concentrating on a performance that must be concentrated on, the performance ends.
Extra Daily Performance [General]
You can perform more frequently than usual.
Prerequisites: Bardic performance ability.
Benefit: You can make one extra performance per day.
Special: Bards may select this feat as one of their bonus feats. You can take this feat multiple times; it stacks with itself.
Extra Performance Known [General]
You know more performances than is usual among your peers.
Prerequisites: Bardic performance ability.
Benefit: You learn an additional performance. You must meet the level and skill rank prerequisites as normal.
Special: Bards may select this feat as one of their bonus feats. You can take this feat multiple times; it does not stack with itself. Each time you take this feat it applies to a different performance.
Lingering Performance [Metaperformance]
The effects of your performances linger long after you have ceased performing.
Prerequisites: Bardic performance ability.
Benefit: When making a performance whose effects have a duration other than instantaneous, you can extend how long the effects last after you have finished performing by spending additional daily performances. Spending 1 additional performance extends the effect of your performance to 1 round/bard level after you stop performing. Spending 2 additional performances extends the time to 1 minute/bard level.
Special: Bards may select this feat as one of their bonus feats.
Virtuoso Performance [Metaperformance]
Your ability to perform is so practiced that you can perform other tasks without breaking off your performance.
Prerequisites: Perform 10 ranks, 3 or more bardic performances
Benefit: Your bardic performances no longer restrict your spellcasting or magic item activation. Applying this feat requires the expenditure of an additional daily use of your bardic performance ability.
Normal: You cannot cast spells or activate magic items while maintaining a bardic performance.
Special: A bard may select this feat as one of his bonus feats.
Wider Audience [Metaperformance]
Your performances can affect a greater area then normal.
Prerequisites: Bardic performance ability.
Benefit: When making a performance that affects an area, you can spend an additional daily performance to double the area affected.
Special: Bards may select this feat as one of their bonus feats.
And now, the new Bard!
Bard
Alignment: Any.
Vitality Die: d6.
Class Skills
The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Bardic performance, bardic knowledge
2nd|+1|+0|+3|+3|~
3rd|+2|+1|+3|+3|~
4th|+3|+1|+4|+4|~
5th|+3|+1|+4|+4|Bonus feat
6th|+4|+2|+5|+5|~
7th|+5|+2|+5|+5|~
8th|+6/+1|+2|+6|+6|~
9th|+6/+1|+3|+6|+6|~
10th|+7/+2|+3|+7|+7|Bonus feat
11th|+8/+3|+3|+7|+7|~
12th|+8/+3|+4|+8|+8|~
13th|+9/+4|+4|+8|+8|~
14th|+10/+5|+4|+9|+9|~
15th|+11/+6/+1|+5|+9|+9|Bonus feat
16th|+12/+7/+2|+5|+10|+10|~
17th|+12/+7/+2|+5|+10|+10|~
18th|+13/+8/+3|+6|+11|+11|~
19th|+14/+9/+4|+6|+11|+11|~
20th|+15/+10/+5|+6|+12|+12|Bonus feat[/table]
Class Features
Bardic Performance: The bard can make a number of performances equal to her bard level per day.
Starting a bardic music effect is a standard action unless otherwise specified. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell campletion (such as scrolls), spell trigger (such as wands), or command word. If a bard's primary Perform skill is sound-based, a deaf bard has a 20% chance to fail when attempting to use bardic performance. If he fails, the attempt still counts against his daily limit.
At 1st level, a bard learns 3 performances, and she learns an additional performance every level thereafter. Performances are selected from this list.
{table="head"]Performance|Prerequisites
Countersong|Perform 3 ranks
Fascinate|Perform 3 ranks
Inspire Courgae|Perform 3 ranks
Inspire Fear|Perform 3 ranks
Mimicking Song|Perform 3 ranks
Draining Performance|Bard 2, Perform 5 ranks
Refreshing Performance|Bard 2, Perform 5 ranks
Double Time|Bard 3, Perform 6 ranks
Inspire Competence|Bard 3, Perform 6 ranks
Renew Energy|Bard 3, Perform 6 ranks
Counterperformance|Bard 4, Perform 7 ranks
Emerging Talent|Bard 4, Perform 7 ranks
Song of Learning|Bard 4, see text
Dance of Battle|Bard 5, Perform 8 ranks
Involving Storyteller|Bard 5, Perform 8 ranks
Encourage Failure|Bard 6, Perform 9 ranks
Inspire Dread|Bard 6, Perform 9 ranks
Inspire Hope|Bard 6, Perform 9 ranks
Inspire Toughness|Bard 6, Perform 9 ranks
Sound of Silence|Bard 6, Perform (sound-based) 9 ranks
Suggestion|Bard 6, Perform 9 ranks
Warning Shout|Bard 6, Perform (sound-based) 9 ranks
Distracting Performance|Bard 7, Perform 10 ranks
Inspire Resilience|Bard 7, Perform 10 ranks
Inflame the Righteous|Bard 8, Perform 11 ranks, Knowledge (religion) 5 ranks
Persuasive Song|Bard 8, Perform 11 ranks
Singing Shout|Bard 8, Perform 11 ranks
Dishearten|Bard 9, Perform 12 ranks
Inspire Recklessness|Bard 9, Perform 12 ranks
Convert the Unfaithful|Bard 10, Perform 13 ranks, Knowledge (religion) 5 ranks
Sustaining Song|Bard 10, Perform 13 ranks
Incite Mob|Bard 10, Perform 13 ranks
Aid Metamagic|Bard 11, Perform 14 ranks
Boosting Flattery|Bard 11, Perform 14 ranks
Dirge of Binding|Bard 12, Perform 15 ranks
Inspire Awe|Bard 12, Perform 15 ranks
Jarring Song|Bard 12, Perform 15 ranks
Song of Freedom|Bard 12, Perform 15 ranks
Diabolus en Musica|Bard 13, Perform (sound based) 16 ranks
~|Bard 13, Perform 16 ranks
Song of Fury|Bard 14, Perform 17 ranks
~|Bard 14, Perform 17 ranks
Discourage Legion|Bard 15, Perform 18 ranks
Inspire Legion|Bard 15, Perform 18 ranks
Mindbending Melody|Bard 16, Perform 19 ranks
~|Bard 16, Perform 19 ranks
Revealing Meldoy|Bard 17, Perform 20 ranks
~|Bard 17, Perform 20 ranks
Drain Prowess|Bard 18, Perform 21 ranks
~|Bard 18, Perform 21 ranks
~|Bard 19, Perform 22 ranks
~|Bard 19, Perform 22 ranks
Swan Song|Bard 20, Perform 23 ranks
~|Bard 20, Perform 23 ranks[/table]
Countersong (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can counter magical effects that depend on sound or vision (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic, pattern, 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, pattern, 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 check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against 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 listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is a mind-affecting ability.
Inspire Courage (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear or see the bard perform. The effect lasts for as long as the ally perceives the bard performing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Fear (Su): A bard with at least 3 ranks in a Perform skill who learns this performance can inspire fear in his enemies, opening them to fear and weakening their combat abilities. To be affected, an enemy must be able to hear or see the bard perform. The effect lasts for as long as the enemy perceives the bard performing and for 5 rounds thereafter. An affected enemy receives a -1 morale penalty on saving throws against fear effects and a -1 morale penalty on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this penalty increases by 1 (-2 at 8th, -3 at 14th, and -4 at 20th). Inspire fear is a mind-affecting, fear ability.
Mimicking Song (Sp): A bard with at least 3 ranks in a Perform skill who learns this performance can imitate the natural sounds of the environment around him, granting all allies (including himself) within 30 feet a +2 bonus on Move Silently checks. This bonus increases by 2 for every five bard levels you have (to a maximum of +10 at 20th level). Ths effect lasts as long as the bard performs.
Draining Performance (Su): A bard of 2nd level or higher with at least 5 ranks in a Perform skill who learns this performance can drain one of an enemy's abilities. The target must be within 30 feet of the bard, and must be able to see and hear the bard. The bard selects one ability he has seen the target use, which must be an ability usable a only certain number of times per day. The bard then attempts a Perform check opposed by the target's Will save. If the Perform check is successful, the target loses 1d4 daily uses of the selected ability. Spell slots cannot be lost as a result of this ability. This is a mind-affecting ability.
At 4th level, and every 4th level thereafter, a bard who knows this performance drains an additional daily use when successfully using this ability.
Refreshing Performance (Su): A bard of 2nd level or higher with at least 5 ranks in a Perform skill who learns this performance can refresh one of an ally's abilities. The target must be within 30 feet of the bard, and must be able to see and hear the bard. The bard selects one ability he has seen the target use, which must be an ability usable a only certain number of times per day. The bard then attempts a Perform check opposed by the target's Will save, which the target may elect to fail as normal. If the Perform check is successful, the target regains a daily use of the selected ability. Expended spell slots cannot be regained in this manner. This is a mind-affecting ability.
At 4th level, and every 4th level thereafter, a bard who knows this performance grants an additional daily use when successfully using this ability.
Double Time (Su): A bard of 3rd level or higher with at least 6 ranks in a Perform skill who learns this performance can spend 1 minute performing to prevent himself and all his allies within 60 feet who can see and hear him from taking nonlethal damage from hustling for 1 hour. This is a mind-affecting ability.
Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill who learns this performance can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Renew Energy (Su): A bard of 3rd level or higher with at least 6 ranks in a Perform skill who learns this performance can spend a move action and a daily performance to remove fatigue or mental fatigue from up to 1 ally within 30 feet per level, including himself. If he spends 3 daily performances, he can remove exhaustion or mental exhaustion instead.
Counterperformance (Su:) A bard of 4th level or higher with at least 7 ranks in a Perform skill who learns this performance can negate the effect of another bard's performance. The opposing bard must be within 60 feet, and the bards must be able to see and hear each other. In order to suppress his opponent's performance, the bard must succeed on an opposed Perform check (use whichever Perform skill each has the most ranks in) in the round he activates this performance, and maintain concentration on this performance on subsequent rounds.
Emerging Talent (Ex): A bard of 4th level or higher with at least 7 ranks in a Perform skill who learns this performance can take an hour performing to grant himself and his allies a +1 bonus on Diplomacy and Gather Information checks for the next 24 hours. Additionally, the bard may make a Perform check as part of this performance; at the end of it, he receives 2 times the amount normally indicated. This performance can only be used once per day, and only when in an established community.
At 8th level, the bonus increases to +2, and the money received is 4 times normal. At 12th level, the bonus increases to +4, and the money received is 8 times normal. At 16th level, the bonus increases to +8, and the money received is 16 times normal. At 20th level, the bonus increases to +16, and the money received is 32 times normal.
Song of Learning (Ex): A bard of 4th level or higher with at least 7 ranks in a Perform skill who learns this performance learns one spell which is not normally on the bard spell list. The maximum level spell a bard can learn is one less than his highest spell level. The bard needs 7 ranks in perform to learn a 1st level spell, plus an additional three ranks per additional spell level (thus to learn a 2nd level spell, he would need 10 ranks in Perform). To learn a spell from the Cleric list, he needs a number of Knowledge (Religion) ranks equal to the required number of Perform ranks. To learn a Druid spell, he needs an equal number of Knowledge (Nature). To learn a Sorcerer/Wizard spell, he needs an equal number of ranks in Knowledge (Arcana).
Dance of Battle (Ex): A bard of 5th level or higher with at least 8 ranks in a Perform skill who learns this performance can lead his allies in a wheeling, changing dance that helps them avoid blows and keeps them from leaving themselves vulnerable. The bard's allies (including himself) within 30 feet who can see and hear him gain a +1 dodge bonus to their AC, and can't be denied their Dex bonus to AC by any means short of total immobilization while this effect continues. The dodge bonus granted by this performance increases by 1 at 10th level, and again every 5 levels thereafter. This is a sonic, pattern effect.
Involving Storyteller (Su): A bard of 5th level or higher with at least 8 ranks in a Perform skill who learns this performance can weave an illusionary vision for a person he has fascinated, making them oblivious to the world about them. The bard can show the person anything which he has seen, or can vividly imagine. To the subject, it will seem as though they are actually experiencing it. The bard can choose to make the person feel as though they are a neutral observer, or an active participant of the story which is unfolding. During this time, the target automatically fails any sensory checks (Listen, Spot, and Search) and is completely oblivous to anything that goes on around him, up to and including shoving and/or shaking him. This affect can be negated by a Will save against a DC equal to the bard's Perform check. Any attack which causes damage, even nonlethal damage, will instantly break the effect, and the target must make a Will save (DC 15) or be stunned for one round as his surroundings abruptly snap back to reality. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Successfully saving against this effect does not break the fascinate effect. Since the subjects of this ability are still fascinated, the bard can use his suggestion ability on the targets of this effect without ending this effect.
When the bard is able to fascinate multiple targets, he may affect all his fascinated targets with one use of this ability, although all of them will have exactly the same view in the vision. At level 15, his control improves, and each person can have a different view of the same vision.
Encourage Failure (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can cause an enemy to fail at a task. The enemy must be within 30 feet and able to see and hear the bard. The bard must also be able to see the enemy. If the target fails a Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier), he takes a -2 penalty on all rolls for 1 round. This is a mind-affecting ability.
Inspire Dread (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can inspire hopelessness in enemies within 30 feet. This ability imposes a -4 penalty on Will saves on all enemies within 30 feet who can see and hear the bard. This ability requires a full-round action to active and requires concentration each round to continue the effect. The effect lasts for as long as the bard performs and for three rounds thereafter. This is a mind-affecting ability.
Inspire Hope (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can inspire spiritual resilience in allies within 30 feet. This ability gives the bard and all allies who can see and hear his performance a +4 competence bonus on Will saves. This ability requires a full-round action to active and requires concentration each round to continue the effect. The effect lasts for as long as the bard performs and for three rounds thereafter. This is a mind-affecting ability.
Inspire Toughness (Su): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can impart a certain resilience to his allies (including himself). Allies who can hear and see the bard receive +2 temporary hit points per class level of the bard producing this effect. At 9th level and above, affected allies also gain the benefits of the Diehard feat. This ability lasts for as long as the bard performs and for 5 rounds thereafter.
Sound of Silence (Su): A bard of 6th level or higher with at least 9 ranks in a sound-based Perform skill who learns this performance can deafen an opponent within 30 feet who can hear the bard for X+1 rounds, where X is the number of daily performances the bard spent using this ability. This is a mind-affecting, sonic effect that can be negated by a successful Will save against the bard's Performance check.
Suggestion (Sp): A bard of 6th level or higher with at least 9 ranks in a Perform skill who learns this performance can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Warning Shout (Ex): A bard of 6th level or higher with at least 9 ranks in a sound-based Perform skill who learns this performance can, as an immediate action, spend a daily performance and grant an ally (other than himself) within 30 feet a +5 morale bonus on her next Reflex save. If the bard spends 2 daily performances, the ally also gains evasion, as the rogue class ability. This is a mind-affecting, sonic ability. The ally must be able to hear the bard.
Distracting Performance (Ex): A bard of 7th level or higher with at least 10 ranks in a Perform skill who learns this performance can, as an immediate action, use his performance to distract an opponent within 30 feet who can see or hear him. He makes a feint, substituting his Perform skill for Bluff. If the target's Sense Motive check fails, he becomes flat-footed against the ally of your choice until attacked or just before your next action.
Alternately, a bard can use this ability to force a spellcaster in the process of casting a spell to make a Concentration check against his Perform check, or lose his concentration on the spell. This is a mind-affecting ability.
Inspire Resilience (Su): A bard of 7th level or higher with at least 10 ranks in a Perform skill who learns this performance can to inspire resolution and endurance in an ally, granting a +4 competence bonus on Constitution checks and Fortitude saves, as well as DR 5/-. The ally must be within 30 ft and able to see and hear the bard, and the bard must be able to see the ally. This effect lasts as long as the bard performs, and for 1 minute thereafter. After this effect ends, the ally is fatigued. This is a mind-affecting effect.
Inflame the Righteous (Su): A bard of 8th level or higher with at least 11 ranks in a Perform skill and 5 ranks in Knowledge (religion) who learns this performance can invoke the power of a deity and wreath himself and any of his allies within 30 feet in divine flame. Each target of this ability is affected as if by a fire shield spell, using the bard’s class level as the caster level. However, the flame produced by this effect is purely divine and not subject to a creature’s resistance or immunity to fire. This ability requires a full-round action to activate and concentration each round to continue the effect. This effect lasts as long as the bard performs and for 3 rounds thereafter.
Persuasive Song (Ex):A bard of 8th level or higher with at least 11 ranks in a Perform skill who learns this performance can sway the attitude of his audience. Treat this as a Diplomacy check, but replace the Diplomacy check with a Perform check. All targets must be within 30 feet of the bard, be able to see and hear him clearly, and be willingly paying attention to his actions. This ability requires at least 10 rounds of consecutive concentration to take effect, and it can affect a particular creature only once per day. Creatures with a relationship of Personal Foe or Nemesis with regards to the bard cannot be influenced with this ability.
Singing Shout (Su):A bard of 8th level or higher with at least 11 ranks in a Perform skill who learns this performance can let out a singing shout as a standard action. All allies (including herself) within 60 feet of the bard at the time of the shout gain a +4 enhancement bonus to Strength for a number of rounds equal to ½ the bard’s class level.
Dishearten (Su): A bard of 9th level or higher with at least 12 ranks in a Perform skill who learns this performance can dishearten a single enemy within 30 feet, causing the enemy to cower against even the weakest foe. For every three bard levels the character attains beyond 15th, he can affect one additional creature with this ability. To dishearten, a bard must perform and the enemy must hear or see the bard perform for 1 full round. The enemy can attempt a Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier); if he fails, he takes a -4 penalty on saving throws and AC. This effect lasts as long as the enemy hears or sees the bard perform and for 5 rounds thereafter. This is a mind-affecting ability.
Inspire Recklessness (Su): A bard of 9th level of higher with at least 12 ranks in a Perform skill who learns this performance can inspire a dangerous but effective ferocity in an ally within 60 feet (or himself). This effect lasts for as long as the bard performs and for 5 rounds thereafter. An affected ally (or the bard himself) gains the ability to decrease his Armor Class by up to her base attack bonus and add that number to her melee attack rolls as a morale bonus.
On her action, the affected character must choose to subtract a number from her Armor Class and add this number to her melee attack rolls (this number can be 0). The penalty to Armor Class and the bonus to attack rolls apply until the character’s next action. This is a mind-affecting ability.
Convert the Unfaithful (Su): A bard of 10th level or higher with at least 13 ranks in a Perform skill and 5 ranks in Knowledge (religion) who learns this performance can attempt to convert a single enemy within 30 feet. As a full-round action, the bard makes an impassioned performance specifically targeting a particular enemy, who must attempt a Will save (DC 10 + ½ bard’s class level + bard’s Charisma modifier). If he succeeds, he is shaken for 1 round. If he fails, he converts. Creatures with alignment subtypes cannot be affected by this ability.
A converted creature reacts to the bard as if the bard had cast charm monster on him and temporarily assumes the bard’s alignment and acts accordingly. This may mean that some of the creature’s abilities and spells may be temporarily unavailable to it.
When this ability’s duration (as that of charm monster) has elapsed, the affected creature then has a choice. It can continue to act according to its new alignment, or it can shift back. If it chooses to permanently change its alignment, it acts as if a cleric of the appropriate alignment had cast atonement on it. If the creature chooses to go back to its original alignment, it must make another saving throw (with the same DC as before). If it fails, its alignment changes back, but it needs an atonement spell to regain any abilities it lost as a result of the temporary alignment change. If it succeeds, it changes its alignment back and regains any lost abilities without the need for atonement. This is a mind-affecting ability.
Sustaining Song (Su): A bard of 10th level or higher with at least 13 ranks in a Perform skill who learns this performance can sustain his dying allies, assisting their recovery. Each round that the song continues, all allies within 30 feet of him automatically become stable (if dying) or regain 1 wound point (if stable and between -1 and -9 wound points). A sustaining song has no effect on enemies or allies with 0 or more wound points. A bard can keep up his sustaining song for 5 minutes. This is a mind-affecting ability.
Incite Mob (Su): A bard of 10th level or higher with at least 13 ranks in a Perform skill who learns this performance can incite a crowd of people to form a mob (stats in DMGII and Cityscape) by making a DC 25 Perform check. Only one mob can be formed at a time, so if a crowd is too large to be a single mob, a bard who wants to incite the entire crowd must use this ability multiple times.
The mobs created by this ability are under the bard's control and can obey simple directions. The mobs created by this ability last for a number of hours equal to the bard's class level. This ability is a language-dependent, mind-affecting effect.
Aid Metamagic (Su): A bard of 11th level or higher with at least 14 ranks in a Perform skill who learns this performance can use his performance to aid the concentration of friendly spellcasters and manifesters. Spellcasters and manifesters within 30 feet who can hear and see the bard use up a spell slot one level lower, or do not need to expend their psionic focus when attempting to cast a spell enhanced by metamagic or manifest a power being augmented or enhanced by metapsionics.
For every additional daily performance the bard spends when activating this ability, spellcasters use up a spell slot one level lower, and manifesters spend 2 less power points. This ability cannot reduce the spell slot or power point cost below the base level or cost of the spell being cast.
Boosting Flattery (Su): A bard of 11th level or higher with at least 14 ranks in a Perform skill who learns this performance can provide his allies with a substantial boost by extolling and exaggerating their abilities. An ally within 60 feet (including himself) who can hear or see the bard receives a +1 morale bonus to the ability score of the bard's choice. For every round that the bard continues this performance, the bonus increases by 1, to a maximum of half the bard's class level (round down). The bonus lasts until the affected ally fails a check or attack roll based on the affected ability score.
At 16th level, a bard who knows this performance can target multiple allies with this ability, up to 1 for every 3 bard levels he possesses. This ability is a mind-affecting effect.
Dirge of Binding (Sp): A bard of 12th level or higher with at least 15 ranks in a Perform skill who learns this performance can paralyze an opponent. The bard must be able to see the target, and the target must be able to see or hear the bard. If the opponent fails a Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier), he is paralyzed. This effect lasts as long as the target can see or hear the bard.
Inspire Awe (Su): A bard of 12th level or higher with at least 15 ranks in a Perform skill who learns this performance can inspire terror in his foes. To be affected, a foe must be within 60 feet of the bard and able to see and hear him. Foes get a Will save (DC 10 + ½ bard’s class level + bard’s Charisma modifier) to resist the effect. The severity of the effect depends on the difference between the foe’s Hit Dice and the bard’s level, as shown on this table.
{table="head"]HD Difference|Effect
10 or more|Foe is paralyzed
1 to 9|Foe is panicked
0 to -5| Foe is frightened
-6 or less|Foe is shaken[/table]
This effect lasts for as long as the foes can hear and see the bard and for 1 round thereafter. This is a mind-affecting, fear ability.
Jarring Song (Su): A bard of 12th level or higher with at least 15 ranks in a Perform skill who learns this performance can inhibit spellcasting. Any enemy within 30 feet of the bard who attempts to cast a spell or use a spell-like ability during a jarring song must make a Concentration check with a DC equal to the bard’s Perform check to avoid losing the spell. A bard can keep up his jarring song for 10 rounds.
Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill who learns this performance can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.
Diabolus en Musica (Su): A bard of 13th level or higher with at least 16 ranks in a sound-based Perform skill who selects this performance can create a dissonant chord that deals 2d6 points of sonic damage to all creatures within 30 feet except himself as long as the bard concentrates. The bard can maintain this ability for a number of rounds equal to his bard level. This is a sonic effect.
Song of Fury (Su): A bard of 14th level or higher with at least 17 ranks in a Perform skill who learns this performance can turn his allies into furious berserkers. Each ally within 30 feet who can see and hear the bard can choose to enter a rage on her turn. This functions identically to a barbarian’s rage, except that it ends automatically if the bard stops performing. If the ally already already has the ability to rage, she can choose to apply the full effect of her own rage, without spending one of her daily uses of rage. A bard can’t use a song of fury on himself. This is a mind-affecting ability.
Discourage Legion (Su): A bard of 15th level or higher with at least 18 ranks in a Perform skill who learns this performance can sow discord among his enemies and make them fight poorly. To be affected, an enemy must be within 60 feet of the bard and must be able to see and hear the bard. Only enemies who meet these requirements at the beginning of this ability are affected, and enemies who leave the area lose the effects of this ability and do not regain them if they reenter the area later. The effects lasts as long as the affected characters can hear and see the bard and stay within range.
When the bard activates this ability, determine the worstst base attack bonus among all the affected characters. All affected characters use this base attack bonus for the duration of the effect, and they take a -2 penalty on damage rolls as well. This is a mind-affecting ability.
Inspire Legion (Su): A bard of 15th level or higher with at least 18 ranks in a Perform skill who learns this performance can unite his allies and make them fight better together. To be affected, an ally must be within 60 feet of the bard and must be able to see and hear the bard. Only allies who meet these requirements at the beginning of this ability are affected, and allies who leave the area lose the effects of this ability and do not regain them if they reenter the area later. The effects lasts as long as the affected characters can hear and see the bard and stay within range.
When the bard activates this ability, determine the best base attack bonus among all the affected characters. All affected characters use this base attack bonus for the duration of the effect, and they gain a +2 competence bonus on damage rolls as well. This is a mind-affecting ability.
Mindbending Melody (Sp): A bard of 16th level or higher with at least 19 ranks in a Perform skill who learns this performance can dominate a humanoid that he has already fascinated. This ability functions like the dominate person spell with a caster level equal to the bard’s class level. The target can make a Will save (DC 10 + ½ bard’s class level + bard’s Charisma modifier) to negate the effect. This is a mind-affecting, language-dependent, enchantment (compulsion) ability.
Revealing Melody (Su): A bard of 17th level or higher with at least 20 ranks in a Perform skill who learns this performance can reveal all things as they really are. All allies with 30 feet who can see and hear the bard’s performance are affected as if by a true seeing spell with a caster level equal to the bard’s class level. The effect lasts as long as the bard performs.
Drain Prowess (Su): A bard of 18th level or higher with at least 21 ranks in a Perform who learns this performance can drain the capabilities of up to four enemies within 30 feet, weakening them. For every 3 levels a bard attains beyond 18th, he can target one additional creature with a single use of this ability. To be affected the enemies must be able to hear or see the bard’s performance. A creature that fails its Will save (DC 10 + ½ bard’s level + bard’s Charisma modifier) gains 2 negative levels. These negative levels remain as long as the affected creature can hear or see the bard. They never result in a permanent level loss.
Swan Song (Su): A bard of 20th level or higher with at least 23 ranks in a Perform skill who learns this performance is capable of producing an elegy of such profound sorrow and sadness that those that overhear or witness the performance are drained of their very life force. One enemy who can see or hear the bard must make Will saves against DC 10 + 1/2 the bard's Perform ranks + the bard's Charisma modifier or die. On a successful save, they receive 1d4 negative levels. This is a death, mind-affecting effect. A target that saves successfully against this effect is immune to subsequent attempts for 24 hours.Bardic Knowledge: As the standard bard.
Spells: Charisma determines the bard's bonus spells per day and the save DCs of those spells. Intelligence grants the bard bonus spells known. Use the spell tables found in the PHB to determine the base number of spells a bard knows and can cast per day. If you have the Perform (dance) skill, your spells must include somatic components. If you have the Perform (acting, comedy, oratory, or singing) skill, your spells must include verbal components. If you have the Perform (keyboard, percussion, stringed, or wind instruments) skill, your spells must include the instrument of your choice as a focus component. If you have multiple Perform skills, pick one to determine which type of component is required for your spells. If you would learn a spell that ordinarily lacks a component of the required type, add the missing component.
Bonus Feat: Every 5th level, a bard can take a metaperformance feat or a feat related to bardic music. These are as follows:
Combine Performances [Metaperformance]
You can blend multiple performances together.
Prerequisites: Perform 13 ranks, 4 or more bardic performances.
Benefit: You can combine two or more kinds of bardic performance and provide the effects of all of them. You choose 2 or more performances and activate all of them using a single standard action. If any or all of them require concentration, you must maintain concentration on them by spending one standard action a round. The normal stacking rules for bonus types apply to performances combined using this feat. Using this feat requires the expenditure of a number of daily uses of your bardic performance ability equal to the number of performances you are combining.
Normal: You can only activate one bardic performance at a time.
Special: A bard may select this feat as one of his bonus feats.
Distinctive Opening [Metaperformance]
The beginnings of your performances are so distinctive that the beginnings by themselves can invoke the desire emotions and magical energy.
Prerequisites: Bardic performance ability.
Benefit: You can make a performance as a swift action rather than a standard action. You cannot concentrate on a performance that has been affected by this feat. Performances that end when you cease concentrating on them cannot benefit from the effects of this feat, but performances whose effects continue after you cease concentrating can. Use of this feat requires the expenditure of 4 daily performances, in addition to however many daily performances it would normally take to activate the affected performance.
Special: Bards may select this feat as one of their bonus feats.
Dramatic Pause [Metaperformance]
You can pause for dramatic effect in mid-performance.
Prerequisites: Bardic performance ability.
Benefit: You can spend 2 additional daily performances when activating a bardic performance that requires concentration to maintain. You may cease concentrating for 1 round at any point in the performance without ending the performance, as long as you return to concentrating on the next round.
Normal: When you stop concentrating on a performance that must be concentrated on, the performance ends.
Extra Daily Performance [General]
You can perform more frequently than usual.
Prerequisites: Bardic performance ability.
Benefit: You can make one extra performance per day.
Special: Bards may select this feat as one of their bonus feats. You can take this feat multiple times; it stacks with itself.
Extra Performance Known [General]
You know more performances than is usual among your peers.
Prerequisites: Bardic performance ability.
Benefit: You learn an additional performance. You must meet the level and skill rank prerequisites as normal.
Special: Bards may select this feat as one of their bonus feats. You can take this feat multiple times; it does not stack with itself. Each time you take this feat it applies to a different performance.
Lingering Performance [Metaperformance]
The effects of your performances linger long after you have ceased performing.
Prerequisites: Bardic performance ability.
Benefit: When making a performance whose effects have a duration other than instantaneous, you can extend how long the effects last after you have finished performing by spending additional daily performances. Spending 1 additional performance extends the effect of your performance to 1 round/bard level after you stop performing. Spending 2 additional performances extends the time to 1 minute/bard level.
Special: Bards may select this feat as one of their bonus feats.
Virtuoso Performance [Metaperformance]
Your ability to perform is so practiced that you can perform other tasks without breaking off your performance.
Prerequisites: Perform 10 ranks, 3 or more bardic performances
Benefit: Your bardic performances no longer restrict your spellcasting or magic item activation. Applying this feat requires the expenditure of an additional daily use of your bardic performance ability.
Normal: You cannot cast spells or activate magic items while maintaining a bardic performance.
Special: A bard may select this feat as one of his bonus feats.
Wider Audience [Metaperformance]
Your performances can affect a greater area then normal.
Prerequisites: Bardic performance ability.
Benefit: When making a performance that affects an area, you can spend an additional daily performance to double the area affected.
Special: Bards may select this feat as one of their bonus feats.