1. - Top - End - #17
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Bard

    .
    Class: Bard

    Spoiler
    Show

    Preface
    Spoiler
    Show

    The core 3.5e Bard is a low-power T3 class (mid/high if drastically optimized with multiple gaming resources, regarding Sublime Chord more as a Sorcerer variant than Bard variant).
    It can be taken to more than one direction.
    It is almost reasonably versatile.


    So why would I wish to homebrew a Bard remake, one might ask?

    Well, my main gripe with all the official classes, Bard not excluded of course, is that to really enjoy a character’s scope of abilities, one needs to turn to several resources for feats, to several other resources for spells, to yet some more resources for items, to another one sometimes for a juicy template, and then to some more resources for PrCs.

    I'm always aiming for out-of-the-box awesomeness.

    Basically, there are just too many Bard-ish features that I find missing.
    - The core Bard has a single class feature (inspire courage) smeared over 4 levels. That’s 3 dead levels more than visually apparent.
    - The core Bard, being the supposedly undisputed master of performance has no special resistance to performance associated powers.
    - The core Bard, combining performance and spells, has no feature that does so in a unique way.
    - The core Bard, being so dependent upon sound, has no inherent means of dealing with magical silence.
    - The core Bard is missing a key element in its features: the ability to befuddle, confound & terrorize his opponents.
    - The core Bard, having fewer spell levels than full spellcasters and no bonus feats, suffers badly on the action economy aspect.
    - The core Bard doesn’t have any inherent ability for significant self empowerment.
    - All special class features either amount to numerical bonuses or are very situational. This is not fun most of the time.


    In terms of concept and role, I view the bard’s place in an adventuring party as Factotum on steroids. A polymath. Someone with a toolbag for almost any situation, and definitely more than a 5th wheel.


    So, the main challenge here is to upgrade the Bard in such manner that would make players see it and say “mannn, this is one awesome class. I want to play this and see it through to level 20”.
    Not because it breaks the game or steps on everyone's toes, but by virtue of always having things to do and that the options are fun and interesting.
    I'm not looking for char-op synergy, but rather more diversity (horizontal upgrade rather than vertical).


    So, without further delay, here are the changes I wish to apply to the core bard.

    Almost all changes amount to additions, so anything not specifically detailed here is to be taken from the core Bard – including stuff that’s not mentioned at all.
    If any contradictions arise between what’s written here and core, what’s written here persists.



    Alignment: No restrictions. I never really understood why they decided that a bard had to be chaotic. Even a mischievous type can be a loyal friend and have a strict CoC. Also, court bards were actually lawful. They served their rulers in many ways beyond entertainment.

    Hit Die: d8

    Table: Bard
    Saves
    Level BAB F R W Special
    1st +0 +0 +2 +2 Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage, Spells
    2nd +1 +0 +3 +3 Loremaster, Well Versed
    3rd +2 +1 +3 +3 Inspire Competence
    4th +3 +1 +4 +4 Spellsinger
    5th +3 +1 +4 +4 Bonus Feat, Bolstering Performance
    6th +4 +2 +5 +5 Suggestion
    7th +5 +2 +5 +5 Instill Fear
    8th +6 +2 +6 +6 Break the Silence, Sustaining Tunes
    9th +6 +3 +6 +6 Inspire Greatness
    10th +7 +3 +7 +7 Discord
    11th +8 +3 +7 +7 Bonus Feat, Accelerated Performance
    12th +9 +4 +8 +8 Song of Freedom
    13th +9 +4 +8 +8 Jarring Echoes
    14th +10 +4 +9 +9 Cunning Brilliance, Power in Performance
    15th +11 +5 +9 +9 Inspire Heroics
    16th +12 +5 +10 +10 Song of Timelessness
    17th +12 +5 +10 +10 Bonus Feat, Harmony
    18th +13 +6 +11 +11 Mass Suggestion
    19th +14 +6 +11 +11 Revealing Chime
    20th +15 +6 +12 +12 Mimicking Retort, Deadly Performance



    Class Features


    Class Skills and Skill Points per Level: Same as the core Bard’s. In addition, the following skills are also class skills: Handle Animal, Lucid Dreaming, Ride, Spot and Survival.

    Weapon and armor proficiency: Bards are proficient with all simple and martial light and 1-Handed weapons. They’re also proficient with light armor and buckler.



    Spells
    Use the core Bard’s spell list and spells known, but also add the following to the Bard Spells list:
    1st: Detect Snares and Pits
    2nd: Pass Without Trace
    3rd: Remove Curse
    4th: Restoration
    5th: Heal
    6th: Vision



    Bardic Music (Su)
    Bardic Music can be practiced with any selected application of the Perform (…?...) skill, as long as the result is audible in some manner (vocal/instrument/drums/clicking etc).
    Bladesingers (see below) are the only exception to this constraint and may use their specialized combat maneuvers to initiate Bardic Music effects.

    A bard chooses one aspect of the Perform skill that’s valid for Bardic Music. The bard automatically gains maximized ranks in his chosen performance skills with level progression (Reason: no bard in the world will ever take less, so those are always wasted skill points – an unjust penalty).

    All Bardic Music effects linger for 5 rounds after the bard’s performance has ended.

    A bard has a pool of #uses to his Bardic Music ability.
    At 1st level, this pool capacity is 1.
    At 2nd level and every 3 levels thereafter, a bard's Bardic Music pool increases by +1 (2/3/4/5/6/7/8/... at levels 2/5/8/11/14/17/20/... respectively). This number is reset once per hour.
    Writer's Note:
    Spoiler
    Show

    The idea was to give the Bard a lot more lasting power throughout the day, but not to let a player burn out everything within a single encounter. While this is not a reasonable scenario with the core class and rules, This Bard variant's Bardic Music has a lot more power and versatility, and (as will be evident by reading on and going through the Bardic Music feats) allows a significantly faster burn with level progression. This will make the Bard a lot more useful and interesting to play in the long run, and guarantee that it is not a practical option to just stand and sing throughout entire encounters.



    Inspire Courage (Su)
    Inspire Courage starts by granting +1 bonus. For each 6 levels beyond 1st, this bonus increases by +1 (+2/+3/+4 at levels 7/13/19 respectively).
    In addition, Inspire Courage also has the following cumulative effects when performance commences:
    Bard Level 1: Automatically cancels existing Shaken condition upon all affected allies, and reduces stronger fear conditions by one step (Cowering->Panicked, Panicked->Frightened, Frightened->Shaken).
    Bard Level 7: Automatically cancels existing Frightened condition upon all affected allies, and reduces stronger fear conditions by two step (Cowering->Frightened, Panicked->Shaken).
    Bard Level 13: Automatically cancels existing Panicked condition upon all affected allies, and reduces Panicked condition to Shaken.
    Bard Level 19: Automatically cancels existing Cowering condition upon all affected allies.


    Loremaster (Ex)
    Bards are the renowned sages of the game world.
    On top of Bardic Knowledge, starting at 2nd level, a bard gains a bonus of +1 rank per 2 Bard levels to all knowledge skills given in PHB I.


    Well Versed (Ex)
    The bard's rich experience with music and sound grants him high tolerance to associated effects.
    Starting at 2nd level, a bard gains a +4 bonus on saving throws made vs. all voice/music/sonic effects that are associated with enchantment, illusion and compulsion. This, of course, encompasses all Bardic Music derived effects where a save is relevant.


    Spellsinger (Su)
    Starting at 4th level, a bard gains an ability to cast spells while in the middle of performing Bardic Music, by weaving the incantation into the song. By spending one Bardic Music use, he can cast a spell without ending or interrupting an ongoing song. Only spells from the Bard’s list can be cast in this way, not spells gained from other classes.


    Bonus Feat
    At levels 5, 11 and 17, a bard gains a bonus feat.
    Choose any feat that affects Bardic Music in any way or grants a new Bardic Music power.
    You must meet all of the feat’s prerequisites.


    Bolstering Performance (Su)
    At 5th level, while the Bard is under an effect of his Bardic Music, he receives his Cha-bonus as competence bonus to all saving throws.


    Instill Fear (Su)
    A bard of 7th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become Shaken. To be affected, an enemy must be within 30’ and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30' and the bard continues the performance. The performance cannot cause a creature to become Frightened or Panicked, even if the targets are already Shaken from another effect. Instill Fear is a mind-affecting fear effect, and it relies on audible and visual components.
    Starting at 10th level, opponents failing their saves are instead Frightened. On a successful save they’re subject to a second saving throw to avoid being Shaken. The performance cannot cause a creature to become Panicked.
    Starting at 14th level, opponents failing their saves are instead Panicked. On a successful save they’re subject to a second saving throw to avoid being Frightened and a third save to avoid being Shaken. The performance cannot cause a creature to become Cowering.
    Starting at 19th level, opponents failing their saves are instead Cowering. On a successful save they’re subject to a second saving throw to avoid being Panicked. And a third and a forth as noted above.
    All of the above effects allow a save each round to lessen the effect (or negate it altogether if shaken).


    Break the Silence (Su)
    At 8th level, by expending 1 use of his Bardic Music as a part of another action that involves the character’s voice, the bard can breach through Silence spell, or other barriers designed to negate or prevent sound transmission. In order to do so, he must either be affected by the spell or be within the area of influence.
    He may either breach it momentarily (automatic success), or attempt to dispel is as if via Dispel Magic.


    Sustaining Tunes (Su)
    All allies that are affected by any of an 8th level bard’s benign Bardic Music effects (including the bard himself) gain Fast Healing 1. Each 3 levels beyond 8th increase the HP recovery per round by +1 (fast healing 2 at 11th, fast healing 3 at 14th, etc).
    Dying allies also automatically stabilize.


    Discord (Su)
    The bard can use his Bardic Music to cause his enemies to become confused.
    To be affected, an enemy must be able to hear the bard perform and within 60' line of effect. Each enemy receives a Will save (DC 10 + 1/2 Bard level + Cha-bonus) to negate the effect. At the end of an affected creature’s turn, it is allowed a new Will save to overcome the effect.
    Once a target successfully resists the effect, it is immune to Discord for 24 hours.


    Accelerated Performance (Su)
    An 11th level bard's speed and precision increase, allowing him to use Bardic Music as a move action (but still only once per round), or combine Bardic Music with countersong in a single standard action.


    Jarring Echoes (Su)
    A 13th level bard can use his music or poetics to rattle his opponents' senses.
    Each round during the bard's performance, he may choose one target within 60' to be the victim of Jarring Echoes.
    Any action made by the selected target that requires any degree of concentration requires a Concentration check vs. the bard's perform check to avoid failure.
    Actions that do not require concentration suffer -2 to their rolls.
    Actions that normally succeed without any check are unaffected by Jarring Echoes.
    Unlike most other Bardic Music powers, this one terminates immediately when the bard's performance ends. Furthermore, a bard may only affect one target at a time and when the bard switches targets the previous one suffers no further ill effects of Jarring Echoes.


    Cunning Brilliance (Ex)
    Drawing upon a great wealth of stories and insights, through sheer inspiration and latent talent, a 14th level bard is able to augment his actions, enabling him to fill the shoes of his companions or of his beloved heroes when needed most.
    Three times per day, by spending 1 Bardic Music use as a free action, you gain the benefits and drawbacks of one (Ex) ability of another character class at a level no higher than your Bard level minus 5 for 1 minute. You use the ability as if your level in the relevant class equaled your Bard level. Improved (Ex) abilities (such as Im. Evasion or Im. Uncanny Dodge) require 2 Bardic Music uses. Features with double improvements (e.g. Mighty Rage, if and when a bard hits level 25) require 3 uses.
    For example, if you use a monk’s Flurry of Blows ability, you gain all the benefits and drawbacks described under Flurry of Blows (PH 40). You do not gain the benefits of unarmed strike, because that is a separate ability in the Monk’s class description.


    Power in Performance (Su)
    At 14th level, whenever the Bard is under the effects of his Bardic Music, he gains half his Cha-bonus as competence bonus to attack, damage, and AC (dodge).


    Song of Timelessness (Su)
    A bard of 16th level or higher knows the song of timelessness.
    As a standard action, he can envelop a single creature within 60’ in a field of timelessness, provided he has line of effect to the target (PHB, p.176).
    The subject is entitled to a Will save (DC 10 + bard level + Cha-bonus) to negate the effect.
    If the subject fails its save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it. Weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall.
    A bard can keep his target frozen in time for as long as he maintains the power by continuing to perform, up to a maximum of 1 minute per level. When he stops performing, the subject immediately returns to normal. As far as the creature is concerned, no time seems to have passed.


    Harmony
    at 17th level, The bard has mastered his art, allowing him to use 2 Bardic Music effects and one countersong as a single standard action.


    Revealing Chime (Su)
    A 19th level bard can enable all allies within 30' (self included) to see things as they truly are.
    All allies are affected by True Seeing that lasts for 10 rounds.


    Mimicking Retort (Sp)
    Once per encounter, after surviving the effects of a spell, assuming he is still able to act in combat, a 20th level bard may make a level check (resolved as a Spellcraft check) against the spell that had just struck him. If he succeeds, he manages to temporarily preserve the effect's energies and may recreate it once (using his own CL and Cha-mod) within the next [3 + Cha-mod] rounds.
    Special: Sufficient ranks in Spellcraft grant the appropriate synergy bonus (see the Skills section) to all such checks.


    Deadly Performance (Su)
    A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30’. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha-bonus) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.










    Bard ACFs:
    Spoiler
    Show

    Luring Song:
    You gain the benefit specified here for the Luring Song feat proposed here.
    Replaces: Suggestion.


    Planeswalker's Song:
    You gain the benefit specified here for the Planeswalker's Song feat proposed here.
    Replaces: Song of Freedom.









    Bard Variant: Bladesinger
    Spoiler
    Show

    Some Elven societies have a special, highly graceful, Bard variant that is somewhat more combat focused.
    On extremely rare occasions, non elves are allowed to practice blasesinging.


    Variant Requirements: Race: Elf, Dex 13+, Cha 13+, Int 13+, Balance 4, Tumble 4.
    Bardic Perform focus: Sing / oratory (player's choice) and dance – both are maximized at no skill points cost.


    Writer’s Notes:
    Spoiler
    Show

    Reminding all readers that we’re in the homebrew department.
    Given my newly adopted attitude toward PrCs as 3e’s worst invention, I don’t see myself compelled to any loyalty to the CW Bladesinger PrC.
    This is my interpretation of the Bladesinger.

    It took me forever to nail this one right. I finally figured that to keep concurrent with my view of things, I'd have to make the Bladesinger a Bard variant (even though I didn't like the heavy 1st-level prereqs), since:
    - The Bladesinger is supposed to combine sword & spells effectively from the get go, so it was inappropriate as a multiclass.
    - It must be a hybrid class, since it delves into many aspects: sword, spells, skills & song.
    - Its signature features are combat-singing & combat-grace – both extremely Bard-ish.
    - No incarnation of the Bladesinger is able to use the features omitted from the regular Bard (see below), and most of them are still available as spells (if one really finds them hard to give up).

    Now, is it worth it? Well, it's all a matter of personal preference. If you have no problem with being an Elf and are ok with the restrictive build and are patient enough:
    - You save all those precious Concentration skill points.
    - At 6th level you gain significant defensive bonuses that help you linger on in direct confrontation.
    - At 12th level you can wield magic free of quite a bit of worries. Sure, you're no Mage, but both factors offset one another quite nicely.
    - At 18th level you absolutely rock against opponents susceptible to mind effects (note that some are quite immune at those levels).




    Bladesingers don't gain the following Bard features:
    - Bardic Knowledge
    - Fascinate
    - Loremaster
    - Bonus Feat
    - Suggestion
    - Song of Freedom
    - Mass Suggestion


    Bladesingers gain* the following features:


    Combat Performance (Ex)
    Bladsingers use their performance skill when making Concentration checks related to spellcasting and Bardic music (such as maintaining a spell while taking damage).
    They also gain Somatic Weaponry as bonus feat, even if they don’t meet the feat’s prereqs.

    Inspiring Dance (Ex)
    Starting at 2nd level, a Bladesinger's unique and impressive combat style allows him to use any of his "Inspire" Bardic Music abilities to influence allies and Discord to influence enemies as part of his melee or range attacks. To be affected, targets must be able to see the Bladesinger.
    Note that Bladesingers still depend on their Sing / Oratory performance for the remaining Bardic Music features.

    Defensive Aptitude (Ex)
    Putting more emphasis on combat prowess than musical versatility, and stepping into the pyre on a much more regular basis, Bladesingers hone impressive defensive capabilities. At levels 5, 11 & 17 Bladesingers select one of the following abilities (at any desired order): Evasion, Mettle, Uncanny Dodge.

    Battlegrace (Ex)
    At 6th level, a Bladesinger may add his Cha-mod to AC and Ref saves.
    He also no longer provokes movement-derived AoOs.

    Bladecasting (Ex)
    At 12th level, a Bladesinger no longer provokes AoOs from casting Bard spells in melee combat, unless denied his Dex-bonus to AC.
    Also, by expending 3 uses of his Bardic Music as he casts, the Bladesinger may cast any of his Bard spells as a swift action (a multiclass Bladesinger may not use this ability with spells that he did not obtain via his Bard class).

    Bladesong Perfection (Su)
    At 18th level, a Bladesinger can truly mesmerize his opponents. Every time he hits an opponent (mild touch is enough), he may discharge one of his Bard spells upon it.


    * All of the Bladesinger's class features are inapplicable unless he's:
    1. Wielding longsword/rapier/scimitar in one hand and nothing in the other (also unarmed, with Improved Unarmed Strike).
    2. Wearing light or no armor.
    3. Light loaded.
    Also, all Bladesinger features are inapplicable during Rage.



    And the Bladesinger's Special column goes as follows:

    Code:
    Level	Special
    ==============================
    1st	Bardic Music, Combat Performance, Countersong, Inspire Courage, Spells
    2nd	Inspiring Dance, Well Versed
    3rd	Inspire Competence
    4th	Spellsinger
    5th	Defensive Aptitude, Bolstering Performance
    6th	Battlegrace
    7th	Instill Fear
    8th	Break the Silence, Sustaining Tunes
    9th	Inspire Greatness
    10th	Discord
    11th	Defensive Aptitude, Fast Performance
    12th	Bladecasting
    13th	Jarring Echoes
    14th	Cunning Brilliance, Power in Performance
    15th	Inspire Heroics
    16th	Song of Timelessness
    17th	Defensive Aptitude, Harmony
    18th	Bladesong Perfection
    19th	Revealing Chime
    20th	Mimicking Retort, Deadly Performance



    Bard Variant: Feral Bard
    Spoiler
    Show

    Bards are first and foremost scholars and sages, so there aren’t truly feral Bards.
    However, some prefer to study instincts more primal to valor and majestic heroics.
    Feral bards are rare but dangerous heralds of the wild. They perform the savage anthems and rhythms of nature with voice and drums, eschewing most other forms of inspirational performance. They know songs that spur their allies to savagery, cooperation and freedom in combat.


    Inspire Rage (replaces Inspire Courage)
    The feral bard’s chants and rhythms inspire a violent fury in his allies.
    At 1st level, a Feral Bard may use his Bardic Music to instill rage in his companions.
    Any willing ally (including the bard) who can hear the bard gains a +2 morale bonus to Str and Con, and a +1 morale bonus to Will saves. However, while under this effect, they are under the same restrictions to their actions as a raging barbarian.
    After this effect ends, the allies are fatigued for twice as long as they were enraged.
    At 7th level, and at every 6 Bard levels thereafter, the Str & Con bonuses go up by +2 and the Will bonus by +1.

    Inspire Pack Tactics (replaces Inspire Competence)
    The feral bard inspires his allies to work together as a team, in order to be more efficient and deadly.
    While the bard is performing, all bonuses from aid another attempts and flanking are doubled. This stacks with any other ability that increases bonuses from flanking or aid another.

    Song of the Free Spirit (replaces Song of Freedom)
    The feral bard plays a fast and wild beat, urging his comrades to break free of their shackles.
    The feral bard may enhance his allies’ movement. All allies within 60' of the bard who can see and hear him gain a 20’ morale bonus to all forms of movement that they possess. In addition, they are treated as though under the effects of Freedom of Movement spell.
    The feral bard cannot use this ability on himself.






    Bard Feats
    Spoiler
    Show

    Music of the Gods
    Requirements: Cha 21+, Green EarCAdv, RequiemSong & Silence, The Heart, Mind, and Soul (see below), Perform 15
    Benefits: The bard is capable of using Bardic Music to affect all creatures, even creatures that would otherwise be immune to the effects of his Bardic Music.

    Panpipe Charm
    Requirements: Bard 3rd, Perform (panpipe) 6
    Benefits: Through the use of this feat, a bard can mimic the Satyr’s power over pipe music.
    The bard can use his Bardic Music ability to produce charm person, scare or sleep.
    When the bard attains 10th level and 13 ranks in Perform (panpipe), he may then also use his Bardic Music to produce Charm Monster, Fear and Deep Slumber effects when playing the panpipe.

    Reactive Countersong
    You can use countersong as a reaction to a sonic or language-dependent magical attack.
    Requirements: Accelerated Performance Bard feature, Combat Reflexes
    Benefits: You can begin a countersong at any time, without having to ready an action to do so. Thus, you could use the countersong as a reaction to a sonic or language-dependent magical attack.
    You can't use Reactive Countersong at the same time you are using another bardic music ability (though you could stop the other bardic music ability to begin Reactive Countersong if so desired).
    Normal: Without this feat, you can only use countersong on your turn.

    Shadow Hymn
    Requirements: Bard level 9th
    Benefits: By expending a Bardic Music use, the bard gains Darkvision out to 30' for a number of hours equal to his Cha-bonus.

    Sonic Symphony
    Requirements: Break the Silence class feature, Perform (any musical instruments) 12
    Benefits: You may use a lute, guitar, or other string instrument as means of generating sonic attacks.
    The bard can, as a standard action, spend 1 use of his Bardic Music to produce one of the following attacks:
    - 100’ ray (ranged touch)
    - 60’ line (ref save for ½ damage, DC 10 + Bard class level + Cha-bonus)
    - 30’ cone (ref save for ½ damage, DC 10 + Bard class level + Cha-bonus)
    Whatever shape the bard chooses, the damage always equals the bard's Perform check.
    The bard may spend 2 more uses of Bardic Music to up the damage to the bard's class level * Cha-bonus.

    Tenebrous Tune
    Requirements: Shadow Hymn, Perform 15
    Benefits: By spending two Bardic Music uses, the bard may cause all creatures affected by his Fascinate Bardic Music ability to make a Will save (10 + ½ Bard Level + Cha-mod) or fall asleep for a number of rounds equal to 1/2 bard's class level. This affects even those who are usually immune to mind affecting abilities, although they gain a +4 bonus. Mindless targets gain a +8 bonus.

    The Heart, Mind, and Soul (Su)
    Requirements: Bard level 8, Cha 19+, Perform 13
    Benefits: The bard’s Bardic Music not only breaks the silence, it now directly touches the heart, mind and soul of even the deaf and the blind.

    Twin Blade Dance
    Requirements: Battlegrace class feature, proficiency with Scimitar, TWF
    Benefits: The Bladesinger has mastered the technique of applying all Bladesinger features while duel-wielding a pair of Scimitars, counting the offhand scimitar as a light weapon instead of 1-handed.



    Music of the Far Realm:
    Spoiler
    Show

    Eerie Chant
    Requirements: Bard 6, Knowledge (the planes) 7
    Benefits: The bard can emit a strange chant to confound those not tied to the Far Realms. To be affected, a creature must be within 60' and able to hear the bard perform. The effect lasts for as long as the enemy hears the bard perform and for 5 rounds thereafter. An affected creature is sickened unless it succeeds on a Will save (DC = 10 + 1/2 class-level + Cha-mod). Success renders the creature immune to this ability for 24 hours. Creatures native to the Far Realms are immune to this ability.

    Destructive Cacophony
    Requirements: Bard 9, Knowledge (the planes) 11, Eerie Chant
    Benefits: The bard’s music can warp and break items of this world. The effect lasts for as long as the bard performs and for 5 rounds thereafter. All objects within 60' that can “hear” the bard perform must make a Fort save (DC [10 + Perform ranks) or lose the benefit of their hardness. Further, every round the bard can target a single object in the area of this ability with a Shatter spell effect.

    Music of the Shattered Spheres
    Requirements: Bard 12, Knowledge (the planes) 15, Destructive Cacophony
    Benefits: The bard can temporarily become a direct link to the Far Realm, channeling its pure madness into music. To be affected, a creature must be able to hear the bard perform. The effect lasts for as long as the enemy hears bard perform. An effected creature must make a Will save (DC = [10 + Perform ranks) or fall to the ground gibbering (similar to Hideous Laughter). Success renders the creature immune to this ability for 24 hours. When the performance ends, all affected creatures must make another save (same DC) or be rendered insane as the spell. In addition, during the performance, all creatures lose any immunity to mind-affecting abilities they may have. Creatures native to the Far Realms are immune to this ability.



    Expanded Spell Repertoire:
    Spoiler
    Show

    The following feats are restricted exclusively to bonus feats gained via Bard levels (essentially, levels 5, 11, 17 and on). There's no other way of gaining them.
    Also, these feats cannot be retrained.


    Chanter of Life & Afterlife
    Your fascination with the afterlife enables you to dabble into powers related to life, death and afterlife.
    Requirements: Bard, Knowledge (religion) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Purify Food and Drink
    - 1st SL: Bless Water
    - 2nd SL: Consecrate
    - 3rd SL: Speak with Dead
    - 4th SL: Death Ward
    - 5th SL: Commune
    - 6th SL: Raise Dead

    Green Whisperer
    Your training has significantly strengthened your ties with animal & plant life and with nature in general.
    Requirements: Knowledge (nature) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Know Direction
    - 1st SL: Charm Animal
    - 2nd SL: Speak with Animals
    - 3rd SL: Speak with Plants
    - 4th SL: Command Plants
    - 5th SL: Commune With Nature
    - 6th SL: Transport via Plants

    Gypsy Oracle
    Divination runs deep in your veins.
    Requirements: Lucid Dreaming 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Guidance
    - 1st SL: Deathwatch
    - 2nd SL: Augury
    - 3rd SL: Arcane Sight
    - 4th SL: Arcane Eye
    - 5th SL: True Seeing
    - 6th SL: Discern Location

    Knowledge Hunter
    Bards, more than anyone else, understand the power of "being able to get there" and obtaining the desired information.
    Requirements: Spellcraft 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Message
    - 1st SL: Mount
    - 2nd SL: Darkvision
    - 3rd SL: Water Breathing
    - 4th SL: Fly
    - 5th SL: Blink, Improved (CDiv)
    - 6th SL: Plane Shift

    Mystical Hymnist
    Melody runs more deeply in your veins than even most other bards.
    Requirements: Perform (musical instrument) 4
    Benefits: You add the following spells to your Known-Spells (described in "Song & Sorcery", unless noted otherwise):
    - 0th SL: Fine-Tuning
    - 1st SL: Joyful Noise
    - 2nd SL: Summon Instrument, Greater (can summon a large instrument and has 1-hour / level duration (see the S&S 0-level Bard spell))
    - 3rd SL: Hymn of Praise
    - 4th SL: Follow the Leader
    - 5th SL: Wail of Doom
    - 6th SL: Fanfare

    Occult Spinner
    Your obsession with the occult leads you through a path of manipulation and dark powers
    Requirements: Craft (alchemy) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Prestidigitation
    - 1st SL: Obscuring Mist
    - 2nd SL: Gust of Wind
    - 3rd SL: Bestow Curse
    - 4th SL: Black Tentacles
    - 5th SL: Baleful Polymorph
    - 6th SL: Finger of Death

    War Chanter
    You are an invaluable asset on the battlefield.
    Requirements: Knowledge (history) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Guidance
    - 1st SL: Expeditious Retreat, Swift (CAdv)
    - 2nd SL: Daggerspell Stance (CAdv)
    - 3rd SL: Tactical Precision (CAdv)
    - 4th SL: War Cry (CAdv)
    - 5th SL: Greater Heroism
    - 6th SL: Brilliant Blade (CArc)