Bard
There is a deep magic in delight and catharsis, in comedy and tragedy, in the awe-inspiring and the sublime. Bards are arcanists who reach out to the ineffable beauty of music, the wells of emotion in narrative, and then spin that power into true magic. Bards are quick-witted and captivating because they touch people's lives with their arts. That said, their skills lead them down many paths, as gamblers or jacks-of-all-trades, scholars or entertainers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and they make a place in the world by aspiring to stardom.
Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.
Base Attack Bonus: +0.50 / level.
Caster Level: +0.75 / level.
Fort Save: +0.25 / level.
Reflex Save: +0.50 / level.
Will Save: +0.75 / level.
Hit Die: d6.
Level | Base Attack Bonus | Caster Level | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|---|
1st | +0 (+0.50) | 0 (0.75) | +0 (+0.25) | +0 (+0.50) | +0 (+0.75) | Tyro Signature: Bardic Performance I |
2nd | +1 (+1.00) | 1 (1.50) | +0 (+0.50) | +1 (+1.00) | +1 (+1.50) | Versatile Performance or Skilled in Interaction |
3rd | +1 (+1.50) | 2 (2.25) | +0 (+0.75) | +1 (+1.50) | +2 (+2.25) | Thunderstoner or Countersong |
4th | +2 (+2.00) | 3 (3.00) | +1 (+1.00) | +2 (+2.00) | +3 (+3.00) | Bardic Knowledge or Easy March |
5th | +2 (+2.50) | 3 (3.75) | +1 (+1.25) | +2 (+2.50) | +3 (+3.75) | Tyro Tier Choice |
6th | +3 (+3.00) | 4 (4.50) | +1 (+1.50) | +3 (+3.00) | +4 (+4.50) | Adventurer Signature: Bardic Performance II |
7th | +3 (+3.50) | 5 (5.25) | +1 (+1.75) | +3 (+3.50) | +5 (+5.25) | Versatile Performance or Interaction Cantrip |
8th | +4 (+4.00) | 6 (6.00) | +2 (+2.00) | +4 (+4.00) | +6 (+6.00) | Instrumentalist or Whip Crack |
9th | +4 (+4.50) | 6 (6.75) | +2 (+2.25) | +4 (+4.50) | +6 (+6.75) | Lore Master or Explorers' Tales |
10th | +5 (+5.00) | 7 (7.50) | +2 (+2.50) | +5 (+5.00) | +7 (+7.50) | Adventurer Tier Choice |
11th | +5 (+5.50) | 8 (8.25) | +2 (+2.75) | +5 (+5.50) | +8 (+8.25) | Hero Signature: Bardic Performance III |
12th | +6 (+6.00) | 9 (9.00) | +3 (+3.00) | +6 (+6.00) | +9 (+9.00) | Versatile Performance or Interaction Cantrip |
13th | +6 (+6.50) | 9 (9.75) | +3 (+3.25) | +6 (+6.50) | +9 (+9.75) | Well-Versed or Bladedancer |
14th | +7 (+7.00) | 10 (10.50) | +3 (+3.50) | +7 (+7.00) | +10 (+10.50) | Jack Of All Trades or Echolocation |
15th | +7 (+7.50) | 11 (11.25) | +3 (+3.75) | +7 (+7.50) | +11 (+11.25) | Hero Tier Choice |
16th | +8 (+8.00) | 12 (12.00) | +4 (+4.00) | +8 (+8.00) | +12 (+12.00) | Legend Signature: Bardic Performance IV |
17th | +8 (+8.50) | 12 (12.75) | +4 (+4.25) | +8 (+8.50) | +12 (+12.75) | Versatile Performance or Interaction Cantrip |
18th | +9 (+9.00) | 13 (13.5) | +4 (+4.50) | +9 (+9.00) | +13 (+13.50) | Andante or Fortissimo |
19th | +9 (+9.50) | 14 (14.25) | +4 (+4.75) | +9 (+9.50) | +14 (+14.25) | Allegro or Pianissimo |
20th | +10 (+10.00) | 15 (15.00) | +5 (+5.00) | +10 (+10.00) | +15 (+15.00) | Legend Tier Choice |
Skill Proficiencies
The bard's proficient skills (and the ability scores used to boost each skill) are Bluff (Cha), Diplomacy (Wis), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (all) (Int), Language (all) (Int), Perform (all) (Cha), Profession (all) (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Stealth (Dex), Tumble (Dex), and Use Magic Device (Wis).
Skill Ranks per Level: 6 + Int modifier.
Weapon and Armor Proficiencies
Pick two weapon groups from this list: Hammers, Light Blades, Projectiles, Spears, and Thrown (see the rules for weapon groups in Weapons and Armor). You are proficient with all simple weapons in your chosen two groups; you are proficient with martial weapons in one of the two (your choice). You are proficient with light armor, light shields, and bucklers, although armor interferes with a your gestures, which can cause your spells with somatic components to fail (see Arcane Spells and Armor).
Spells and Spell Casting
At second level, when your caster level is one, you can cast arcane spells, which are drawn from the arcane spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by three-quarters of a caster level every time you gain a bard level. As an arcanist, intelligence is your spell casting ability score.
KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. You may not choose spells from the Necromancy school; you may only choose Evocation spells if they have the sonic descriptor. Because you are an arcanist, you may choose to pick spells from the arcane spell list. The level of the spell cannot exceed three-quarters of your new bard level (minimum 1).
When you cast spells, your somatic components are graceful and dance-like; your verbal components are sung or hummed or suggestive of performance in some way. You may use a musical instrument to create the verbal and/or somatic components of your spells. Observers can identify you as a bard when they hear you cast in this fashion with an Intelligence check or a Spellcraft check vs DC10. You gain the Eschew Materials feat as a bonus feat.
SAVING THROWS: A saving throw against one of your spells has a difficulty class (DC) of 9 + 1/2 spell slot used + your Casting Ability Score modifier. Certain feats and class abilities can modify your save DCs. Example: an Int 18 bard casting a 1st level spell with a 4th level slot has a DC for that spell of 9 +4 +2 = 15. The +2 comes from the 4th level slot used; the level of the spell itself is not relevant.
Class Abilities
TYRO TIER
Level 1 Bard Tyro Tier Signature Ability: Bardic Performance I You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for a number of rounds per day equal to your odd (column A) Charisma modifier plus two rounds per character level. Temporary increases to Charisma, such as those gained from spells like Eagle's Splendor, do not increase the total number. The number of rounds of bardic performance per day is renewed after resting for eight hours, although these hours do not need to be consecutive.
Starting a bardic performance is a standard action, and it can be maintained each round as a swift action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking the needed action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If you fail this check, the attempt still counts against your daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If you fail this check, the attempt still counts against your daily limit. Blind creatures are immune to bardic performances with visual components.
Bardic Performance I grants the use of two forms of performance:
- Fascinate: You can use performance to cause one or more creatures to become fascinated with you. Each creature to be fascinated must be within 30 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. You can fascinate one creature for every three character levels you have (minimum 1). Each creature within range receives a Will save (DC 9 + 1/2 your character level + your odd (column A) Cha modifier) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature gains the fascinated condition, sitting quietly and observes the performance for as long as you continue to maintain it. A fascinated creature takes a -2 penalty on saves vs charm and compulsion, but only if it does not perceive that a spell or magical effect is being cast; a fascinated creature also takes a -4 penalty on all skill checks made as reactions, such as Spot checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is not an attack, and even if the save is made, the target does not perceive is as one. Fascinate is an enchantment (compulsion), mind-affecting ability that requires audible and visual components.
- Inspire Courage: You can inspire courage in your allies and yourself, protecting against fear and improving combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a morale bonus on saving throws against charm and fear effects and on attack and weapon damage rolls. The size of this morale bonus is +1 for every four character levels you have (minimum 1). Inspire courage is a mind-affecting ability that can use audible or visual components, your choice.
Level 2 Bard Tyro Tier Interaction Ability (pick one):
- Versatile Performance (Ex): You can choose one type of Perform skill. You can use your bonus in that specific Perform skill in place of your bonus in two associated skills. When substituting in this way, you use your total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not you have ranks in that skill or if it is a class skill; you are now considered both proficient and trained in the two associated skills. When you gain Versatile Performance, if you have ranks in what are now redundant skills, you may redistribute those ranks to other skills, including to the Perform skill that just make them redundant. The types of Perform and their associated skills are: Act (Stealth, Disguise), Comedy (Bluff, Sleight of Hand), Dance (Climb, Swim), Oratory (Gather Information, Language (pick one)), Percussion Instruments (Break, Intimidate), Sing (Sense Motive, Handle Animal), String Instruments (Heal, Use Rope), and Wind Instruments (Diplomacy, Fly).
- Skilled in Interaction: Select one of these skills: Appraise, Craft, Diplomacy, Disguise, Handle Animal, Heal, Perform, Profession, Scrivening, Sense Motive, and Sleight of Hand. If it was not a class skill for you, it is now. You gain a +2 competence bonus using that skill, and you reroll the die if you roll a natural 1 with the skill. Also, you may put ranks into these secret languages, without finding a teacher: Aklo, Dark Folk, Sphinx, Sylvan, Thieves' Cant, and Undercommon.
Level 3 Bard Tyro Tier Combat Ability (pick one):
- Thunderstoner (Ex): You can craft a thunderstone in just an hour at a cost of 10 gp, without a Craft check. When you throw a thunderstone, you can choose to affect a 10 foot radius, a 5 foot radius, or only the creature you hit with a ranged touch attack. The fortitude saving throw DC is 9 plus your Intelligence modifier plus half your bard level, or 15, whichever is higher. If you choose to make a ranged touch attack against a foe (instead of aiming at a spot on the ground), then if your roll to hit is high enough to hit not only as a ranged touch attack but also as a thrown weapon, then you also inflict a base 1d4 damage (for a medium character) plus the usual bonuses, for example, your strength damage bonus. If you fail to hit with your attack, the thunderstone does not go off, and you can pick it up and save it for future use.
- Countersong (Su): You can counter magic effects that depend on sound (but not spells that have verbal components). As a standard action, you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any ally within 30 feet of you (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of the usual 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 your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. You may continue to make countersong checks each round as a standard action, but not for more than eight hours in a day.
Level 4 Bard Tyro Tier Exploration Ability (pick one):
- Bardic Knowledge (Ex): You add +2 to all Knowledge skill checks and may make all Knowledge skill checks untrained.
- Easy March (Ex): You are skilled at keeping the beat, by music, song, chant, or command. Allies within 60 feet of you can hustle or force march during overland travel without ill effects for a number of hours per day equal to your odd (column A) charisma modifier.
Level 5 Bard Tyro Tier Choice: Select a Bard Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a gallimaufry feat from among those for which you qualify.
ADVENTURER TIER
Level 6 Bard Adventurer Tier Signature Ability: Bardic Performance II (Su): Building on your Tyro Tier ability, you can now start a Bardic Performance as a move action and maintain it as a swift action on subsequent rounds. Prerequisite: Bardic Performance I. In addition, you gain two new types of performance:
- Soothing Song: Your performance cures nonlethal injuries and temporarily mitigates harmful conditions. You and your allies within 60 feet who can hear you gain fast healing equal to your character level divided by three, but only to heal nonlethal damage. In addition, all those affected by the following conditions are mitigated by a step: queasy, sickened, nauseated; shaken, frightened, panicked; tired, fatigued, exhausted -- this mitigation lasts only for so long as the performance, and if the effect has not worn off by the end, it resumes at full effect after the performance ends. This ability requires audible components.
- Inspire Competence: You can use your performance to help yourself or an ally succeed at a task. That ally must be within 60 feet and be able to hear you. This performance grants a morale bonus on skill checks with a particular skill as long as your performance is audible. The bonus is equal to your character level divided by three. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. Inspire competence relies on audible components.
Level 7 Bard Adventurer Tier Interaction Ability (pick one):
- Versatile Performance (Ex): You can choose one type of Perform skill. You can use your bonus in that specific Perform skill in place of your bonus in two associated skills. When substituting in this way, you use your total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not you have ranks in that skill or if it is a class skill; you are now considered both proficient and trained in the two associated skills. When you gain Versatile Performance, if you have ranks in what are now redundant skills, you may redistribute those ranks to other skills, including to the Perform skill that just make them redundant. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Sleight of Hand), Dance (Tumble, Jump), Oratory (Gather Information, Language), Percussion Instruments (Break, Intimidate), Sing (Sense Motive, Handle Animal), String Instruments (Heal, Use Rope), and Wind Instruments (Diplomacy, Fly).
- Interaction Cantrip: You learn an arcane interaction cantrip: Lullaby, Ghost Sound, Ventriloquism, or Message. You gain a +2 stackable bonus to caster level when casting arcane interaction cantrips.
Level 8 Bard Adventurer Tier Combat Ability (pick one):
- Instrumentalist (Su): There is no experience point cost for you to atune to magical musical instruments (though the time required is unchanged). You gain one additional use per day when the instrument offers a limited number of uses per day. And you can use your Charisma or your Intelligence to set saving throw DCs, whichever is higher. If your Intelligence and Charisma modifiers are equal, add an extra +1 to the save DC.
- Whip Crack (Su): You can use a whip to create a sound audible up to a mile away (range decreased by 100 feet for every foot of solid matter intervening). You are proficient with whips, you can effectively hit all foes regardless of armor, and you inflict an extra +1d6 sonic damage with whips when you hit.
Level 9 Bard Adventurer Tier Exploration Ability (pick one):
- Lore Master (Ex): You become a master of lore and can take 10 on any Knowledge skill check that you have ranks in; you can also choose not to take 10 and can instead roll normally. In addition, you can take 20 on any Knowledge skill check as a standard action; you can use this ability a number of times per day equal to your even (column B) Intelligence modifier.
- Explorers' Tales (Ex): You know all kinds of helpful facts based on the tales of explorers who have travelled all over. You gain a +5 bonus on Survival checks made to avoid becoming lost and to Intelligence checks to escape a maze spell. In addition, you always use the “road or trail” overland movement modifier even when in trackless terrain, whether on foot or mounted. You can extend these movement benefits to all allies within 30 feet of you. In addition, you can use the Knowledge (local) and Knowledge (geography) skills anywhere you go, even if you have no ranks in them.
Level 10 Bard Adventurer Tier Choice: Select a Bard Adventurer or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a magic feat from among those for which you qualify.
HERO TIER
Level 11 Bard Hero Tier Signature Ability: Bardic Performance III (Su): You can now start a Bardic Performance as a move action and maintain it as a free action on subsequent rounds. Prerequisite: Bardic Performance II. In addition, you gain two new types of performance:
- Dirge of Doom: You can use performance to cause creatures to become shaken or frightened. Each creature to be affected must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. You can target one creature for every four character levels you have. Each creature within range receives a Will save (DC 9 + 1/2 your character level + your odd (column A) Cha modifier) to negate the effect. You cannot attempt to use this ability on the same creature again for 24 hours. If its saving throw fails, the creature is frightened for as long as you continue the performance, even if it moves outside the range and can no longer see or hear you. If it saves, it is shaken while your performance continues. Dirge of Doom is a mind-affecting fear ability that requires audible and visual components.
- Inspire Greatness: You can use your performance to inspire greatness in yourself or a single willing ally within 90 feet, granting extra fighting capability. For every three character levels you attain after gaining this ability, you can target an additional ally while using this performance. To inspire greatness, all of the targets must be able to see and hear you. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 morale bonus on attack rolls, and a +1 morale bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Level 12 Bard Hero Tier Interaction Ability (pick one):
- Versatile Performance (Ex): You can choose one type of Perform skill. You can use your bonus in that specific Perform skill in place of your bonus in two associated skills. When substituting in this way, you use your total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not you have ranks in that skill or if it is a class skill; you are now considered both proficient and trained in the two associated skills. When you gain Versatile Performance, if you have ranks in what are now redundant skills, you may redistribute those ranks to other skills, including to the Perform skill that just make them redundant. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Sleight of Hand), Dance (Tumble, Jump), Oratory (Gather Information, Language), Percussion Instruments (Break, Intimidate), Sing (Sense Motive, Handle Animal), String Instruments (Heal, Use Rope), and Wind Instruments (Diplomacy, Fly).
- Interaction Cantrip: You learn an arcane interaction cantrip: Lullaby, Ghost Sound, Ventriloquism, or Message. You gain a +2 stackable bonus to caster level when casting arcane interaction cantrips.
Level 13 Bard Hero Tier Combat Ability (pick one):
- Well-Versed (Su): You are immune to sonic and language-dependent effects, as well as to the harmful effects of bardic performances created by others.
- Bladedancer (Su): You are proficient with all light blades, and you can use a hand holding a light blade to create the somatic components of spells. You can deliver touch spells with a light blade, and if your roll to hit is high enough to hit not only as a melee touch attack but also as a normal strike, then you also inflict your usual damage with the blade in addition to delivering the touch attack. Finally, when you are hit with a melee attack while holding a light blade, you can use a Perform (dance) skill check instead of your armor class if the check is higher; you can choose to use this ability each time you are hit, until it actually prevents an attack from landing, after which the ability is exhausted for the day.
Level 14 Bard Hero Tier Exploration Ability (pick one):
- Jack Of All Trades (Ex) You can use any skill, even if the skill normally requires you to be trained. You consider all skills to be class skills. You can take 10 on any skill check, even if it is not normally allowed.
- Echolocation (Su) By clicking your tongue and listening to the echoes, you gain blindsight with a 15 foot radius and blindsense beyond that to a 60 foot radius. You cannot take any action requiring your voice or mouth while using this ability. You can turn it on and off as a free action. That means, for example, you cannot use Blingsight for line of action to cast spells with verbal components.
Level 15 Bard Hero Tier Choice: Select a Bard Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a teamwork feat from among those for which you qualify.
LEGEND TIER
Level 16 Bard Legend Tier Signature Ability: Bardic Performance IV (Su): You can now start a Bardic Performance as a swift action and maintain it as a free action on subsequent rounds. Prerequisite: Bardic Performance III. In addition, you gain two new types of performance:
- Circle of Life: Your performance sustains life in you and your friends. While your dance continues, you and allies who can see you within 120 feet cannot die due to hit point loss. Any effect that brings hit points below zero instead brings affected creatures to zero. Creatures at zero hit points are disabled but do not lose hit points while the performance continues. Creatures that were at negative hit points when the performance starts are restored to zero hit points. Also, while the performance lasts, those affected gain a morale bonus equal to your even (column B) Charisma modifier on saving throws against death and negative energy attacks. Circle of Life requires visual components.
- Inspire Heroics: You can inspire tremendous heroism in yourself and a single ally within 120 feet. To inspire heroics, your ally must be able to see and hear you. Inspired creatures gain a +4 morale bonus on saving throws and a +4 morale bonus to AC. This effect lasts for as long as you continue to perform, and your ally has to be able to hear and see you. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Level 17 Bard Legend Tier Interaction Ability (pick one):
- Versatile Performance (Ex): You can choose one type of Perform skill. You can use your bonus in that specific Perform skill in place of your bonus in two associated skills. When substituting in this way, you use your total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not you have ranks in that skill or if it is a class skill; you are now considered both proficient and trained in the two associated skills. When you gain Versatile Performance, if you have ranks in what are now redundant skills, you may redistribute those ranks to other skills, including to the Perform skill that just make them redundant. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Sleight of Hand), Dance (Tumble, Jump), Oratory (Gather Information, Language), Percussion Instruments (Break, Intimidate), Sing (Sense Motive, Handle Animal), String Instruments (Heal, Use Rope), and Wind Instruments (Diplomacy, Fly).
- Interaction Cantrip: You learn an arcane interaction cantrip: Lullaby, Ghost Sound, Ventriloquism, or Message. You gain a +2 stackable bonus to caster level when casting arcane interaction cantrips.
Level 18 Bard Legend Tier Combat Ability (pick one):
- Andante (Sp): As a move action, creatures within line of sight are reduced to a slow walk. There is no saving throw, and affected creatures who hear your music have all movement rates halved for one round per caster level. This spell-like ability can be used at will, affecting a number of creatures you select equal to your odd (column A) Charisma modifier (minimum 1).
- Fortissimo (Su): Any attack rolls you make that result in sonic damage are made at +4 to hit. Enemies save against your sonic attacks at -4. Sonic damage you inflict is maximized.
Level 19 Bard Legend Tier Exploration Ability (pick one):
- Allegro (Sp): As a move action, you double all your all movement rates for one round per caster level.
- Pianissimo (Su): You take 20 on all stealth checks you make. You gain the Silent Spell feat; if you already have it, or gain it at level 20, then you can use it without the usual +1 increase of the level of the spell slot.
Level 20 Bard Legend Tier Choice: Select a Bard Legend, Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a combat feat from among those for which you qualify.