PallentisLunam
2020-05-27, 10:26 AM
Putting this here as an online resource for an in-person game. If this isn't the appropriate spot please move me.
The Core Bard:
Alignment: Any
Hit Die: d6
BAB: "As Cleric"
Saves: Good Reflex & Will, Poor Fortitude
Class Skills:
The bards class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (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 per Level
6 + Int modifier (Quadrupled at 1st level)
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.
Special:
Bardic Music
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. 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 doesnt require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (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 or language-dependent magical attack may use the bards 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 bards Perform check result for the save. Countersong has no effect against effects that dont allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and 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 creatures Will save against the effect. If a creatures 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 Perception 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 an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 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 Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill 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 bards 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 cant inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp)
A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bards concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesnt count against a bards daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bards level + bards 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.
Inspire Greatness (Su)
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the targets Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom (Sp)
A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the characters 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 cant use song of freedom on himself.
Inspire Heroics (Su)
A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp)
This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Bardic Knowledge
A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
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 level. The Difficulty Class for a saving throw against a bards spell is 10 + the spell level + the bards 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 below. In addition, he receives bonus spells per day if he has a high Charisma score. When the 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 bards 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 table. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers given for spells known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spells 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 spells level.
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Spells per Day
Spells Known
Spell Level
\
Bard Level
0
1st
2nd
3rd
4th
5th
6th
0
1st
2nd
3rd
4th
5th
6th
1st
2
4
2nd
3
0
5
2*
3rd
3
1
6
3
4th
3
2
0
6
3
2*
5th
3
3
1
6
4
3
6th
3
3
2
6
4
3
7th
3
3
2
0
6
4
4
2*
8th
3
3
3
1
6
4
4
3
9th
3
3
3
2
6
4
4
3
10th
3
3
3
2
0
6
4
4
4
2*
11th
3
3
3
3
1
6
4
4
4
3
12th
3
3
3
3
2
6
4
4
4
3
13th
3
3
3
3
2
0
6
4
4
4
4
2*
14th
4
3
3
3
3
1
6
4
4
4
4
3
15th
4
4
3
3
3
2
6
4
4
4
4
3
16th
4
4
4
3
3
2
0
6
5
4
4
4
4
2*
17th
4
4
4
4
3
3
1
6
5
5
4
4
4
3
18th
4
4
4
4
4
3
2
6
5
5
5
4
4
3
19th
4
4
4
4
4
4
3
6
5
5
5
5
4
4
20th
4
4
4
4
4
4
4
6
5
5
5
5
5
4
*- Provided the bard has a high enough Charisma score to have a bonus spell of this level.
The Warrior Poet:
Alignment: Any
Hit Die: d8
BAB: "As Fighter"
Saves: Good Fortitude, Poor Reflex & Will
Class Skills:
The Warrior Poets class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points per Level
4 + Int modifier (Quadrupled at 1st level)
Proficiencies:
A Warrior Poet is proficient with all simple and martial weapons.
Warrior Poets are proficient with light and medium armors and shields. A Warrior Poet can cast bard spells while wearing light armor without inuring arcane spell failure chance or while wearing medium armor at half the normal arcane spell failure chance. However, like any other arcane spellcaster, a Warrior wearing 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 Warrior Poet still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Special:
Animal Companion: As druid.
Nature Sense: A 1st level Warrior Poet gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: A Warrior Poet can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Warrior Poet rolls 1d20 and adds their Warrior Poet level and their Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Warrior Poet and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Warrior Poet can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but they takes a -4 penalty on the check.
Uplifitng Verse:
Once per day per Warrior Poet level, a Warrior can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of uplifting verse and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
Starting the effect is a standard action. Some Uplifiting Verse abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using Uplifting Verse abilities that dont require concentration, a Warrior Poet cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf Warrior Poet has a 20% chance to fail when attempting to use Uplifting Verse. If he fails, the attempt still counts against his daily limit.
Spellbreaker:
You can use your music or poetics to interfere with spells that have verbal components. Doing this costs one daily use of your Uplifting Verse ability and requires a standard action to start. Enemy spellcasters within 30 feet of you take a 20% spell failure chance when casting any spell that has a verbal component (as if they were deafened). You can maintain your spellbreaker song for 3 rounds.
Healing Hymn:
If you have 3 or more ranks in a Perform skill, you can use your music or poetics to create an area conducive to healing. To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue performing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items.
In addition, if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest (thus recovering twice his character level in hit points). If the music is interrupted, the magic of the song is lost.
Suggestion:
A Warrior of 6th level or higher with 9 or more ranks in a Perform skill can use his performance to make a suggestion (as the spell). A Will saving throw (DC 10 + ½ Warrior Poets level + Warrior Poets Cha modifier) negates the effect. At 6th level this ability affects only a single creature, but for every three additional levels after 6th the Warrior Poet can attempt to effect one additional creature. Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Song of Freedom:
A Warrior Poet of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the characters Warrior Poet level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard cant use song of freedom on himself.
Mental Redoubt:
Starting at 4th level, a Warrior Poet gains a +4 bonus on saving throws against spells or spell-like effects from the Enchantment school of magic.
A Warrior Poet casts arcane spells, which are drawn from the bard spell list, with a few modifications. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Warrior Poet must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bards spell is 10 + the spell level + the Warrior Poets Charisma modifier.
Like other spellcasters, a Warrior Poet can cast only a certain number of spells of each spell level per day as shown below. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the Warrior Poet 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 Warrior Poets selection of spells is extremely limited. A Warrior Poet begins play knowing three 0-level spells of your choice. At most new Warrior Poet levels, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the number of spells a Warrior Poet knows is not affected by his Charisma score; the numbers for spells known are fixed.)
Upon reaching 5th level, and at every third Warrior Poet level after that (8th, 11th, and so on), a Warrior Poet can choose to learn a new spell in place of one he already knows. In effect, the Warrior Poet "loses" the old spell in exchange for the new one. The new spells 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 Warrior Poet spell the Warrior Poet can cast. A Warrior Poet 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 Warrior Poet 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 spells level.
****
Spells per Day
Spells Known
Spell Level
\
WP Level
0
1st
2nd
3rd
4th
5th
6th
0
1st
2nd
3rd
4th
5th
6th
1st
2
3
2nd
3
4
3rd
3
0
5
2*
4th
3
1
6
3
5th
3
2
0
6
3
2*
6th
3
3
1
6
4
3
7th
3
3
2
6
4
3
8th
3
3
2
0
6
4
4
2*
9th
3
3
3
1
6
4
4
3
10th
3
3
3
2
6
4
4
4
11th
3
3
3
2
0
6
4
4
4
2*
12th
3
3
3
2
1
6
4
4
4
3
13th
3
3
3
3
2
6
4
4
4
3
14th
3
3
3
3
2
0
6
4
4
4
3
2*
15th
4
3
3
3
3
1
6
4
4
4
4
3
16th
4
3
3
3
3
2
6
4
4
4
4
3
17th
4
3
3
3
3
2
0
6
4
4
4
4
3
2*
18th
4
4
3
3
3
3
1
6
5
4
4
4
4
3
19th
4
4
3
3
3
3
2
6
5
5
4
4
4
3
20th
4
4
4
3
3
3
3
6
5
5
5
4
4
4
*- Provided the Warrior Poet has a high enough Charisma score to have a bonus spell of this level.
Spell List Changes:
Remove the following spells from the Bard's class spell list for use by the Warrior Poet: alter self, analyze dweomer, calm emotions, charm monster, charm monster (mass), charm person, comprehend languages, detect secret doors, detect thoughts, disguise self, dominate person, erase, identify, illusory script, prestidigitation, read magic, secret page, sepia snake sigil, summon monster (I through VI).
Add the following spells to the Bard's class spell list for use by the Warrior Poet: 1stcalm animals, charm animal, detect snares and pits, endure elements, hide from animals, magic fang, summon nature's ally I; 2ndbull's strength, flame blade, pass without trace, spider climb, summon nature's ally II; 3rddominate animal, greater magic fang, snare, summon nature's ally III; 4thinsect plague, summon nature's ally IV; 5thanimal growth, commune with nature, summon nature's ally V; 6thcreeping doom, liveoak, reincarnate, summon nature's ally VI.
The Core Bard:
Alignment: Any
Hit Die: d6
BAB: "As Cleric"
Saves: Good Reflex & Will, Poor Fortitude
Class Skills:
The bards class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (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 per Level
6 + Int modifier (Quadrupled at 1st level)
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.
Special:
Bardic Music
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. 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 doesnt require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (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 or language-dependent magical attack may use the bards 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 bards Perform check result for the save. Countersong has no effect against effects that dont allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and 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 creatures Will save against the effect. If a creatures 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 Perception 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 an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 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 Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill 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 bards 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 cant inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp)
A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bards concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesnt count against a bards daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bards level + bards 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.
Inspire Greatness (Su)
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the targets Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom (Sp)
A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the characters 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 cant use song of freedom on himself.
Inspire Heroics (Su)
A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp)
This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Bardic Knowledge
A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
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 level. The Difficulty Class for a saving throw against a bards spell is 10 + the spell level + the bards 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 below. In addition, he receives bonus spells per day if he has a high Charisma score. When the 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 bards 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 table. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers given for spells known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spells 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 spells level.
****
Spells per Day
Spells Known
Spell Level
\
Bard Level
0
1st
2nd
3rd
4th
5th
6th
0
1st
2nd
3rd
4th
5th
6th
1st
2
4
2nd
3
0
5
2*
3rd
3
1
6
3
4th
3
2
0
6
3
2*
5th
3
3
1
6
4
3
6th
3
3
2
6
4
3
7th
3
3
2
0
6
4
4
2*
8th
3
3
3
1
6
4
4
3
9th
3
3
3
2
6
4
4
3
10th
3
3
3
2
0
6
4
4
4
2*
11th
3
3
3
3
1
6
4
4
4
3
12th
3
3
3
3
2
6
4
4
4
3
13th
3
3
3
3
2
0
6
4
4
4
4
2*
14th
4
3
3
3
3
1
6
4
4
4
4
3
15th
4
4
3
3
3
2
6
4
4
4
4
3
16th
4
4
4
3
3
2
0
6
5
4
4
4
4
2*
17th
4
4
4
4
3
3
1
6
5
5
4
4
4
3
18th
4
4
4
4
4
3
2
6
5
5
5
4
4
3
19th
4
4
4
4
4
4
3
6
5
5
5
5
4
4
20th
4
4
4
4
4
4
4
6
5
5
5
5
5
4
*- Provided the bard has a high enough Charisma score to have a bonus spell of this level.
The Warrior Poet:
Alignment: Any
Hit Die: d8
BAB: "As Fighter"
Saves: Good Fortitude, Poor Reflex & Will
Class Skills:
The Warrior Poets class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points per Level
4 + Int modifier (Quadrupled at 1st level)
Proficiencies:
A Warrior Poet is proficient with all simple and martial weapons.
Warrior Poets are proficient with light and medium armors and shields. A Warrior Poet can cast bard spells while wearing light armor without inuring arcane spell failure chance or while wearing medium armor at half the normal arcane spell failure chance. However, like any other arcane spellcaster, a Warrior wearing 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 Warrior Poet still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Special:
Animal Companion: As druid.
Nature Sense: A 1st level Warrior Poet gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: A Warrior Poet can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Warrior Poet rolls 1d20 and adds their Warrior Poet level and their Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Warrior Poet and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Warrior Poet can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but they takes a -4 penalty on the check.
Uplifitng Verse:
Once per day per Warrior Poet level, a Warrior can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of uplifting verse and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
Starting the effect is a standard action. Some Uplifiting Verse abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using Uplifting Verse abilities that dont require concentration, a Warrior Poet cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf Warrior Poet has a 20% chance to fail when attempting to use Uplifting Verse. If he fails, the attempt still counts against his daily limit.
Spellbreaker:
You can use your music or poetics to interfere with spells that have verbal components. Doing this costs one daily use of your Uplifting Verse ability and requires a standard action to start. Enemy spellcasters within 30 feet of you take a 20% spell failure chance when casting any spell that has a verbal component (as if they were deafened). You can maintain your spellbreaker song for 3 rounds.
Healing Hymn:
If you have 3 or more ranks in a Perform skill, you can use your music or poetics to create an area conducive to healing. To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue performing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items.
In addition, if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest (thus recovering twice his character level in hit points). If the music is interrupted, the magic of the song is lost.
Suggestion:
A Warrior of 6th level or higher with 9 or more ranks in a Perform skill can use his performance to make a suggestion (as the spell). A Will saving throw (DC 10 + ½ Warrior Poets level + Warrior Poets Cha modifier) negates the effect. At 6th level this ability affects only a single creature, but for every three additional levels after 6th the Warrior Poet can attempt to effect one additional creature. Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Song of Freedom:
A Warrior Poet of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the characters Warrior Poet level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard cant use song of freedom on himself.
Mental Redoubt:
Starting at 4th level, a Warrior Poet gains a +4 bonus on saving throws against spells or spell-like effects from the Enchantment school of magic.
A Warrior Poet casts arcane spells, which are drawn from the bard spell list, with a few modifications. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Warrior Poet must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bards spell is 10 + the spell level + the Warrior Poets Charisma modifier.
Like other spellcasters, a Warrior Poet can cast only a certain number of spells of each spell level per day as shown below. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the Warrior Poet 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 Warrior Poets selection of spells is extremely limited. A Warrior Poet begins play knowing three 0-level spells of your choice. At most new Warrior Poet levels, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the number of spells a Warrior Poet knows is not affected by his Charisma score; the numbers for spells known are fixed.)
Upon reaching 5th level, and at every third Warrior Poet level after that (8th, 11th, and so on), a Warrior Poet can choose to learn a new spell in place of one he already knows. In effect, the Warrior Poet "loses" the old spell in exchange for the new one. The new spells 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 Warrior Poet spell the Warrior Poet can cast. A Warrior Poet 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 Warrior Poet 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 spells level.
****
Spells per Day
Spells Known
Spell Level
\
WP Level
0
1st
2nd
3rd
4th
5th
6th
0
1st
2nd
3rd
4th
5th
6th
1st
2
3
2nd
3
4
3rd
3
0
5
2*
4th
3
1
6
3
5th
3
2
0
6
3
2*
6th
3
3
1
6
4
3
7th
3
3
2
6
4
3
8th
3
3
2
0
6
4
4
2*
9th
3
3
3
1
6
4
4
3
10th
3
3
3
2
6
4
4
4
11th
3
3
3
2
0
6
4
4
4
2*
12th
3
3
3
2
1
6
4
4
4
3
13th
3
3
3
3
2
6
4
4
4
3
14th
3
3
3
3
2
0
6
4
4
4
3
2*
15th
4
3
3
3
3
1
6
4
4
4
4
3
16th
4
3
3
3
3
2
6
4
4
4
4
3
17th
4
3
3
3
3
2
0
6
4
4
4
4
3
2*
18th
4
4
3
3
3
3
1
6
5
4
4
4
4
3
19th
4
4
3
3
3
3
2
6
5
5
4
4
4
3
20th
4
4
4
3
3
3
3
6
5
5
5
4
4
4
*- Provided the Warrior Poet has a high enough Charisma score to have a bonus spell of this level.
Spell List Changes:
Remove the following spells from the Bard's class spell list for use by the Warrior Poet: alter self, analyze dweomer, calm emotions, charm monster, charm monster (mass), charm person, comprehend languages, detect secret doors, detect thoughts, disguise self, dominate person, erase, identify, illusory script, prestidigitation, read magic, secret page, sepia snake sigil, summon monster (I through VI).
Add the following spells to the Bard's class spell list for use by the Warrior Poet: 1stcalm animals, charm animal, detect snares and pits, endure elements, hide from animals, magic fang, summon nature's ally I; 2ndbull's strength, flame blade, pass without trace, spider climb, summon nature's ally II; 3rddominate animal, greater magic fang, snare, summon nature's ally III; 4thinsect plague, summon nature's ally IV; 5thanimal growth, commune with nature, summon nature's ally V; 6thcreeping doom, liveoak, reincarnate, summon nature's ally VI.