“Tell me what you think about this song?”
Class Traits
Role: Leader. Your spells inspire and invigorate your allies. Your spells also include significant control elements, making controller a natural secondary role.
Power Source: Arcane. You channel magical power through words and music, studying long and hard to master the power contained in the lore and sagas of old.
Key Abilities: Charisma, Intelligence, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail;
light shield
Weapon Proficiencies: Simple melee, longsword, scimitar, short sword, simple ranged, military ranged
Implements: Wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constit
Trained Skills: Arcana. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Performance (Cha), Religion (Int), Streetwise (Cha) & any globe skill
Class Features: Bardic Training, Bardic Virtue, majestic word, Multiclass Versatility, Skill Versatility, Song of Rest, words of friendship
Bards are artists first and foremost, and they practice magic just as they practice song, drama, or poetry. They have a clear sense of how people perceive reality, so they master charm magic and some illusions. Sagas of great heroes are part of a bard’s repertoire, and most bards follow the example of many fables and become skilled in a variety of fields. A bard’s artistic ability, knowledge of lore, and arcane might are widely respected, particularly among the galatic rulers.
Art and magic share a sublime beauty, and, as a bard, you seek the place where the two meet. You might be a naturally talented wanderer who casts impressive spells almost instinctively, a student of a bardic college who learned ordered systems of magic and epic poetry, a warrior skald who mixes skill at arms with thundering music, a dashing performer known for putting on a good show even for your enemies, or a perfectionist who seeks the consummate formula that blends art and magic into a higher force.
A steady rhythm beats in the back of your mindas you brandish your sword. Your eyes and ears pick up the motion of the villains that surround you, and one glance tells you everything you need to know to defeat them. You whistle three staccato notes, letting your allies know the symphony of battle is about to begin.
Bard Class Features
bards have the following class features.
Bardic Training
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual that has bard as a prerequisite (see Chapter 4) and another 1st-level ritual.
In addition, you can perform one bard ritual per day of your level or lower without expending components, although you must pay any other costs and use any focus required by the ritual. At 11th level, you can perform two bard rituals per day of your level or lower without expending components; at 21st level, you can perform three.
Bardic Virtue
Bards praise many virtues in their stories, telling tales of people whose particular qualities set them above common folk. The valor of dauntless heroes and the cunning of great minds are among these virtues, and a bard can choose to emphasize either quality.
Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain bard powers, as detailed in those powers.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within a number of squares of you equal to 5 + your Intelligence modifier, you can slide that ally 1 square as a free action.
Virtue of Valor: Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier at 1st level, 3 + your Constitution modifier at 11th level, and 5 + your Constitution modifier at 21st level.
Majestic Word
The arcane power of a bard’s voice can heal allies. You gain the majestic word power.
Multiclass Versatility
You can choose class-specific multiclass feats from more than one class.
Skill Versatility
You gain a +1 bonus to untrained skill checks.
Song of Rest
When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge. A character can be affected by only one Song of Rest at a time
Words of Friendship
Bards use magic to honey their words and turn the simplest argument into a compelling oration. You gain the words of friendship power.
Implements
Bards use wands to direct and control their spells. When you wield a magic wand, you can add its enhancement bonus to the attack rolls and the damage rolls of bard powers and bard paragon path powers that have the implement keyword. Without a wand, you can still use these powers. Songblades and some magic musical instruments can be used as implements for bard powers and bard paragon path powers. Bards treasure these magic musical instruments not only for the power they offer, but for the wondrous melodies they produce in the hands of a skilled musician.
Creating a Bard
Your choice of ability scores, class features, and powers suggests one of two builds based on the storied virtues of cunning and valor. All bards use Charisma for their attacks. Intelligence increases the effect of tricky attacks, and Constitution is best for powers that inspire allies.
Bard Powers
Your powers are called spells, and you creat them by gracefully mixing art, magic, and weapon skill.
Class Features
Each bard has the powers majestic word, words of friendship.
Majestic Words |
Bard Feature |
You utter words laden with preternatural inspiration, restoring your ally’s stamina and making wounds seem insignificant. |
Encounter (Special) ✦ Arcane, Healing
Minor Action | Close burst 5*
(10 at 11th level, 15 at 21st level) Target:** You or one ally in burst |
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. |
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points. |
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round. |
Words of Friendship |
Bard Feature |
You infuse your words with arcane power, transforming even the simplest speech into compelling oratory. |
Encounter ✦ Arcane
Minor Action | Personal |
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn. |
Bard's Hero Tier Exploits
This here is a list of the Bard's Hero Tier Exploits
Your magical music fascinates those who hear it enough to make them stop in their tracks. |
At-Will ✦ Arcane, Charm, Implement
Standard Action Ranged 17
Target: One creature every three levels
Attack: Performance vs. Will
Requirement: Targets must be paying attention to your music. |
Hit Creature suffers -4 penalty on all checks. |
Miss: Targets are no longer Fascinated and cannot be Fascinated for the next 24 hours.
Special: 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. |
Guiding Strike |
Bard Attack 1 |
Your weapon stroke guides your allies, showing them where to focus their attacks. |
At-Will ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 1[W] + Charisma modifier damage, and the target takes a –2 penalty to the defense of your choice until the end of your next turn.. |
Level 21: 2[W] + Charisma modifier damage. |
Misdirected Mark |
Bard Attack 1 |
You conceal your arcane attack, tricking your foe into thinking your allies. |
At-Will ✦ Arcane, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn. |
Level 21: 2d8 + Charisma modifier damage. |
Vicious Mockery |
Bard Attack 1 |
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage. |
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.. |
Level 21: 2d6 + Charisma modifier damage. |
War Song Strike |
Bard Attack 1 |
You sing a song of war and victory, invigorating your allies as they press the attack. |
At-Will ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 1[W] + Charisma modifier damage, and any ally who hits the target before the end of your next turn gains temporary hit points equal to your Constitution modifier. |
Level 21: 2[W] + Charisma modifier damage. |
You fog your foe’s mind, causing it to stumble past your allies. |
Encounter ✦ Arcane, Charm, Implement
Standard Action | Ranged 5
Target: One creature
Attack: Charisma vs. Will |
Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll. |
Virtue of Cunning: The power bonus to the attack roll equals 1 + your Intelligence modifier. |
Fast Friends |
Bard Attack 1 |
You sing a tune of false friendship, leaving your foe in a reverie. |
Encounter ✦ Arcane, Charm, Implement
Standard Action | Ranged 5
Target: One creature
Attack: Charisma vs. Will |
Hit: Choose yourself or an ally. The target cannot attack that character until the end of your next turn or until you or one of your allies attacks the target. |
Inspiring Refrain |
Bard Attack 1 |
Your weapon hums with an arcane song that helps guide nearby allies to glory. |
Encounter ✦ Arcane, Weapon
Standard Action Melee weapon Target:** One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +1 power bonus to attack rolls until the end of your next turn. |
Shout of Triumph |
Bard Attack 1 |
You unleash a mighty call of battle, scattering your enemies while urging your allies forward. |
Encounter ✦ Arcane, Implement, Thunder
Standard Action | Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude |
Hit: 1d6 + Charisma modifier thunder damage, and you push the target 1 square. |
Effect: You slide each ally in the blast 1 square. |
Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution
modifier.. |
Echoes of the Guardian |
Bard Attack 1 |
You recite a verse from the saga of a great warrior, confounding your enemy so that one of your companions can more easily protect the others. |
Daily ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage, and until the end of your next turn, the target is marked by an ally within 5 squares of you. |
Effect: Until the end of the encounter, once during each of your turns, choose an ally within 5 squares of you when you hit an enemy. Until the end of your next turn, that enemy is marked by that ally. |
Slayer’s Song |
Bard Attack 1 |
You sing a tune of war that diminishes your foes’ defenses with each blow you strike. |
Daily ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
**Hit:* 2[W] + Charisma modifier damage, and the target grants combat advantage to you and your allies (save ends). |
Effect: Until the end of the encounter, whenever you hit an enemy, that enemy grants combat advantage to you and your allies until the end of your next turn. |
Stirring Shout |
Bard Attack 1 |
Your shout of wrath stabs into your foe’s mind. Each time your allies hit that foe, they draw strength from its weakness. |
Daily ✦ Arcane, Healing, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits
the target, that ally regains hit points equal to your Charisma
modifier. |
Verse of Triumph |
Bard Attack 1 |
Your voice crescendos as you sing of victory. Your inspirational words drive allies forward to attack. |
Daily ✦ Arcane, Charm, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage. |
Effect Until the end of the encounter, you and any ally within 5 squares of you gain a +1 power bonus to damage rolls and saving throws. In addition, whenever you or an ally reduces an enemy to 0 hit points with an attack, you and any ally within 5 squares of the enemy can shift 1 square as a free action. |
Hunter’s Tune |
Bard Utility 2 |
You shape the flow of sound, containing it and creating an area of silence. |
Daily ✦ Arcane
Minor Action | Ranged 10
Target: One ally |
Effect: Until the end of your next turn, the target gains a +5 power bonus to Stealth checks and doesn’t take a penalty to Stealth checks for moving more than 2 squares or running. |
Sustain Minor: The effect persists if the target is within range. |
Inspire Competence |
Bard Utility 2 |
Your magic channels the skill of ancient experts to help with the task at hand. |
Encounter ✦ Arcane
Minor Action | Close burst 5
Target: You and each ally in burst |
Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill. |
Song of Courage |
Bard Utility 2 |
Your magic creates shouts of encouragement, making it seem as though an entire army were cheering on your allies. |
Daily ✦ Arcane, Zone
Minor Action | Close burst 5 |
Effect: The burst creates a zone of inspirational shouts that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, any ally gains a +1 power bonus to attack rolls.
Sustain Minor: The zone persists.
|
Song of Defense |
Bard Utility 2 |
You intone a few notes from a battle hymn, and your magic bolsters your allies’ ability to parry attacks. |
Daily ✦ Arcane, Zone
Minor Action | Close burst 5 |
Effect: The burst creates a zone of bolstering song that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, any ally gains a +1 power bonus to AC.
Sustain Minor: The zone persists.
|
Charger’s Call |
Bard Attack 3 |
You weave a song of fearless knights and mighty chargers, encouraging your allies to throw themselves into the fray. |
Encounter ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +2 bonus to attack rolls while charging until the end of your next turn. |
Virtue of Valor: The bonus to attack rolls equals 1 + your Constitution modifier. |
Cunning Ferocity |
Bard Attack 3 |
The mark of your weapon on your target’s hide gives strength to your allies’ attacks against the same foe. |
Encounter ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 1[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +2 bonus to damage rolls against the target until the end of your next turn. |
Virtue of Cunning: The bonus to damage rolls equals 1 + your Intelligence modifier. |
Dissonant Strain |
Bard Attack 3 |
You sing in two pitches at once, creating a song that harms your foe while helping your ally. |
Encounter ✦ Arcane, Implement, Psychic
Standard Action | Ranged 5
Target: One creature
Attack: Charisma vs. Will |
Hit: 2d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw. |
Impelling Force |
Bard Attack 3 |
A bolt of force shoves your foe next to one of your allies. |
Encounter ✦ Arcane, Force, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 1d10 + Charisma modifier force damage, and you slide the target 5 squares to a space adjacent to one of your allies. |
Satire of Bravery |
Bard Attack 5 |
Your verse mocks your foes’ courage, forcing them to become the cowards you describe. |
Daily ✦ Arcane, Implement, Psychic
Standard Action | Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Will |
Hit: 2d6 + Charisma modifier psychic damage, and then target is affected by your satire of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to you than where it started its turn, the target takes 1d6 + Charisma modifier psychic damage and is dazed until the end of its next turn. |
Miss: Half damage.
Effect: You push the target 3 squares. |
Song of Discord |
Bard Spell 5 |
You foster distrust in one of your foes, causing it to strike out at its allies. |
Daily ✦ Arcane, Charm, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: The target is dominated until the end of your next turn. |
Effect: The target makes a basic attack against an enemy of your choice as a free action. |
Tune of Ice and Wind |
Bard Attack 5 |
You hum a discordant tune, slowing your enemies with ice and moving your allies with wind. |
Daily ✦ Arcane, Cold, Implement
Standard Action | Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Will |
Effect: You can locate an object and know where it is. |
Hit: 2d6 + Charisma modifier cold damage, and the target is slowed (save ends). |
Miss: Half damage, and the target is slowed until the end of your next turn. |
Effect: You slide each ally in the burst 3 squares. |
Word of Mystic Warding |
Bard Attack 5 |
A word of power assaults your foe’s mind, establishing a ward that harms it further if it draws closer to the ally you name. |
Daily ✦ Arcane, Psychic, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 3[W] + Charisma modifier psychic damage. Choose an ally within 5 squares of you. If the target moves closer to that ally during the target’s turn, the target takes psychic damage equal to your Charisma modifier (save ends). |
You drum out a hasty rhythm that infuses you and your comrades with magical speed. |
Daily ✦ Arcane
Minor Action | Close burst 10
Target: You and each ally in burst |
Effect: You slide each target 2 squares. |
Ode to Sacrifice |
Bard Utility 6 |
Like many heroes who prove their worth by shouldering the burdens of others, you take a harmful effect from an ally. |
Encounter ✦ Arcane
Minor Action | Close burst 5
Target: One ally in burst |
Effect: You transfer one effect on the target that a save can end to yourself or to another ally in the burst. The new subject of the effect gains a power bonus to saving throws against that effect equal to your Constitution modifier. |
Song of Conquest |
Bard Utility 6 |
Your arcane song bolsters your allies, so they fight your foes with renewed vigor. |
Encounter ✦ Arcane
Minor Action | Personal |
Effect: Until the end of your next turn, any ally within 5 squares of you who hits an enemy gains temporary hitpoints equal to 3 + your Constitution modifier.. |
Whisper Wind |
Bard Utility 6 |
You whisper softly and the wind current carries your message to ears that wish to hear it. |
Daily | Arcane, Illusion
Standard Action| Ranged 30
Requirement: Must be wind. |
Effect: Whisper two up to 1 word per character level. The message is carried to the target you wish that is within range. |
Trickster’s Healing |
Bard Utility 6 |
Your magic turns an enemy’s blunder into an opportunity for your allies to overcome their wounds. |
Daily ✦ Arcane, Healing
Immediate Reaction | Close burst 10
Trigger: An attack misses an ally within 10 squares of you
Target: Each ally in burst missed by the triggering attack |
Effect: Each target regains hit points equal to one-half your level + your Intelligence modifier. |
Deflect Attention |
Bard Attack 7 |
You focus a foe’s violent determination elsewhere, making you or an ally invisible to it for a moment. |
Encounter ✦ Arcane, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 2d6 + Charisma modifier psychic damage, and you or
an ally within 10 squares of you becomes invisible to the
target until the end of your next turn. |
Distracting Shout |
Bard Attack 7 |
Your shout draws the enemy’s attention so that your allies can maneuver around the foe, letting them get in close or get away. |
Encounter ✦ Arcane, Implement, Thunder
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 2d8 + Charisma modifier thunder damage, and the target takes a –5 penalty to opportunity attack rolls until the end of your next turn. |
Virtue of Cunning: The penalty to opportunity attack rolls equals 4 + your Intelligence modifier. |
Scorpion’s Claw Strike |
Bard Spell 6 |
Your distraction allows one of your allies to slip around a foe. |
Encounter ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
**Hit: 2[W] + Charisma modifier damage, and you slide an ally who is adjacent to the target to another space adjacent to it. |
Virtue of Valor: Until the end of your next turn, the ally also gains a power bonus to AC equal to your Constitution modifier. |
You manipulate what was once an ode to fate, speaking it in reverse and warping the weave of fortune. |
Standard Action | Ranged 5
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 1d8 + Charisma modifier necrotic damage. The next time the target makes an attack roll before the end of your next turn, you roll a d20 and can replace the target’s roll with yours. In addition, choose an ally within 5 squares of you. The next time that ally attacks the target before the end of your next turn, you roll a d20 and can replace the ally’s roll with yours. |
Forceful Conduit |
Bard Attack 9 |
A jolt of pain establishes an arcane link between your foe and one of your allies. Your ally can see through the foe’s eyes and channel his or her own powers through its body. |
Daily ✦ Arcane, Implement, Psychic
Standard Action | Ranged 10
Target:One creature
Attack: Charisma vs. Will |
Hit: 2d8 + Charisma modifier psychic damage, and the target is affected by a forceful conduit (save ends). Choose an ally within 10 squares of you. While the target is affected by this forceful conduit, that ally can make implement attacks during his or her turn as if occupying the target’s space. |
Miss: Half damage. Until the end of your next turn, an ally within 10 squares of you can make implement attacks during his or her turn as if occupying the target’s space. |
Hideous Laughter |
Bard Spell 9 |
Horrible convulsions seize your foe in a terrible mockery of laughter. |
Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 3d8 + Charisma modifier psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack rolls (save ends both). |
Aftereffect: The target can’t take opportunity actions (save ends).
Miss: Half damage, and the target can’t take opportunity actions until the end of your next turn. |
Hymn of the Daring Rescue |
Bard Attack 9 |
Convert your mass and body into vapor and slowly move about. |
Daily ✦ Arcane, Teleportation, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 3[W] + Charisma modifier damage.
Effect: Choose an ally within 5 squares of you. Until the end of the encounter, that ally can teleport to a space adjacent to you as a move action. |
Thunder Blade |
Bard Attack 9 |
Your weapon resonates with thunder, smiting your foe and enabling you to move enemies into locations where your allies can more easily reach them. |
Daily ✦ Arcane, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 3[W] + Charisma modifier thunder damage, and you slide the target 2 squares. |
Effect: Until the end of the encounter, whenever you hit a target with an at-will attack power, you slide the target 2 squares to a space that must be adjacent to at least one of your allies. |
Illusory Erasure |
Bard Utility 10 |
Your magic song makes an ally abruptly disappear, giving him or her a chance to sneak up on foes. |
Encounter ✦ Arcane, Illusion
Minor Action | Ranged 10
Target: One ally |
Effect The target becomes invisible until the end of your next turn, and you slide the target 2 squares. |
Song of Recovery |
Bard Utility 10 |
You instill a sense of perseverance in your allies with an inspiring song. |
Encounter ✦ Arcane
Minor Action | Personal |
Effect: Until the end of your next turn, any ally within 5 squares of you gains a +2 power bonus to saving throws. |
See Invisibility |
Bard Utility 10 |
You conjure floating eyes that have the ability to see those cloaked by an invisibility. |
Daily | Arcane, Divination
Standard Action | Personal
Target: Your self or one Ally. |
Effect: The floating eyes remain ethereal however appear above your head blinking open and close and fading in and out of reality. They grant you the ability to see through the illusion of invisibility. |
You mask the appearance of your party, sculpting an illusory disguise. |
Daily ✦ Arcane, Illusion
Minor Action | Close burst 10
Target: You and each ally in burst |
Effect: You transform the auditory, tactile, and visual qualities of the targets’ bodies and equipment. Each target assumes the appearance of a humanoid of the same size, even the appearance of a specific individual you have seen. The illusion lasts for 1 hour, or you can end it as a minor action. A creature can recognize a target’s form as illusory with an Insight check opposed by that target’s Bluff check with a +5 power bonus. |
Word of Life |
Bard Utility 10 |
A single word is sufficient to save an ally from death’s grasp while punishing the foe who dealt the deadly blow. |
Daily ✦ Arcane, Healing
Immediate Reaction Close burst 20
Trigger: An enemy attack reduces an ally within 20 squares of you to 0 hit points or fewer
Target: The triggering ally in burst |
Effect: The target can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of your next turn. |
Bard's Paragon Tier Exploits
This here is a list of the Bard's Paragon Tier Exploits
Earthquake Strike |
Bard Attack 13 |
The rhythm of your attack makes the earth quake beneath your and your allies’ targets. |
Encounter ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage, and you knock the target prone. Until the end of your next turn, each ally within 10 squares of you can knock prone any creature he or she hits. |
Virtue of Valor: Until the end of your next turn, the allies gain a bonus to damage rolls equal to your Constitution modifier. |
Foolhardy Fighting |
Bard Attack 13 |
Your attack inspires recklessness in your foe, causing it to act without caution. |
Encounter ✦ Arcane, Charm, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 1d10 + Charisma modifier psychic damage. Until the end of your next turn, any attack the target makes provokes opportunity attacks. |
Virtue of Cunning: Until the end of your next turn, the target takes a penalty to attack rolls equal to your Intelligence modifier. |
Harmony of the Two |
Bard Attack 13 |
As you strike your foe, a nearby ally lashes out with an attack in harmony with yours. |
Encounter ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage. An ally within 2 squares of you can make a basic attack against the target as a free action. |
Song of Storms |
Bard Attack 13 |
With a sonorous hum, you summon lightning, blasting your foes with it and imbuing your allies’ attacks with its power. |
Encounter ✦ Arcane, Implement, Lightning
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Charisma vs. Reflex |
Hit: 2d6 + Charisma modifier lightning damage. Each ally in the blast deals 1d6 extra lightning damage on a hit until the end of your next turn. |
Confusing Chorus |
Bard Attack 15 |
Hundreds of voices jeer and threaten your foe from all sides. Lashing out blindly, the foe might hit anyone. |
Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 3d6 + Charisma modifier psychic damage. As the first action of each of the target’s turns, the target makes a melee basic attack against a creature of your choice as a free action (save ends). |
Miss: Half damage. As the first action of the target’s next turn, the target makes a melee basic attack against a creature of your choice as a free action. |
Dance of Biting Wind |
Bard Attack 15 |
Your attack impedes your foe’s attacks. Its echoes carry you and your allies in a combat dance, letting you move away from clumsy attackers. |
Daily ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 3d6 + Charisma modifier psychic damage. As the first action of each of the target’s turns, the target makes a melee basic attack against a creature of your choice as a free action (save ends). |
Miss: Half damage. As the first action of the target’s next turn, the target makes a melee basic attack against a creature of your choice as a free action. |
Dance of Biting Wind |
Bard Spell 15 |
Your attack impedes your foe’s attacks. Its echoes carry you and your allies in a combat dance, letting you move away from clumsy attackers. |
Daily ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage, and the target takes a –2 penalty to attack rolls (save ends). |
Effect: Until the end of the encounter, whenever an enemy’s attack misses you or an ally within 5 squares of you, the target of the attack can shift 1 square as a free action. |
Menacing Thunder |
Bard Attack 15 |
The echoes of your blow resound as the fight continues, guiding the attacks of your allies to bring your foes to a quick end. |
Daily ✦ Arcane, Implement, Thunder, Zone
Standard Action | Close burst 2
Target: Each enemy in burst
Attack: Charisma vs. Fortitude |
Hit: 2d8 + Charisma modifier thunder damage.. |
Effect: The burst creates a zone of resonating thunder that lasts until the end of the encounter. While within the zone, any ally gains a +2 power bonus to attack rolls. |
Quick Steel Dance |
Bard Attack 15 |
You land a mighty blow that befuddles your foe, redirecting its attention to an ally near you. The echoes of that strike quicken your allies, allowing them to react to a foe’s movement. |
Daily ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 3[W] + Charisma modifier damage, and until the end of your next turn, the target is marked by an ally within 10 squares of you. |
Effect: Until the end of the encounter, whenever an enemy that is adjacent to any of your allies shifts, those allies can each shift 1 square as an opportunity action. |
Blink Zone |
Bard Utility 16 |
You warp the boundaries between worlds, causing the boundaries to fade and mingle. |
Daily ✦ Arcane, Teleportation, Zone
Standard Action | Area burst 2 within 10 squares |
Effect: The burst creates a zone of planar instability that lasts until the end of your next turn. While within the zone, you and any ally gain a +2 power bonus to AC and Reflex and can teleport 2 squares as a move action. |
Sustain Minor: The zone persists. |
Chorus of Recovery |
Bard Utility16 |
You whisper a quiet song of peace and health, fortifying your allies against the ills that plague them. |
Daily ✦ Arcane
Minor Action |Close burst 3 |
Effect: The burst creates a zone of rejuvenation that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Any ally who starts his or her turn within the zone can make a saving throw. |
Sustain Minor: The zone persists. |
Elegy of the Undefeated |
Bard Utility16 |
This ancient lament returns an ally from the brink of death. |
Daily ✦ Arcane, Healing
Standard Action | Close burst 5
Target: One dying ally in burst |
Effect: The target regains hit points as if he or she had spent two healing surges. The target can then stand up as a free action. |
Song of Sublime Snowfall |
Bard Utility16 |
Your song causes gleaming white motes to fall from above, healing your allies and pulling at your foes as they try to move in the area. |
Daily ✦ Arcane, Healing, Zone
Standard Action | Area burst 2 within 10 squares
Target: Each ally in burst |
Effect: Each target regains hit points equal to your Charisma modifier. The burst creates a zone of difficult terrain for enemies that lasts until the end of your next turn. This difficult terrain also affects flying enemies. |
Sustain Minor: The zone persists, and each target within the zone regains hit points equal to your Charisma modifier. |
Masks of Menace |
Bard Attack 17 |
You warp your enemy’s perception so that it perceives your allies as frightful beasts. Only one ally retains a normal appearance. |
Encounter ✦ Arcane, Fear, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 3d6 + Charisma modifier psychic damage. Choose an ally within 5 squares of you. Until the end of your next turn, the target takes a –5 penalty to attack rolls for any attack that doesn’t include that ally as a target. |
Shout of Evasion |
Bard Attack 17 |
Your shout batters your foe with arcane thunder and spurs you and your allies into motion. |
Encounter ✦ Arcane, Implement, Thunder
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 2d8 + Charisma modifier thunder damage, and you and each ally within 10 squares of you can shift 2 squares as a free action. |
Virtue of Cunning: The number of squares you and your allies can shift equals 1 + your Intelligence modifier. |
Song of Summons |
Bard Attack 17 |
As you strike your foe with your weapon, you call an ally to lend aid to your attack. |
Encounter ✦ Arcane, Teleportation, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage, and you teleport an ally within 10 squares of you to a space adjacent to you. |
Virtue of Valor: Until the end of your next turn, the ally also gains a power bonus to attack rolls against the target equal to your Constitution modifier. |
Word of Vulnerability |
Bard Attack 17 |
You speak a word of power as you strike your foe, and the foe becomes vulnerable to your allies’ attacks. |
Encounter ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, each ally who hits the target and has combat advantage against it deals extra damage equal to your Charisma modifier. |
Encircling Dance |
Bard Attack 19 |
As dazzling light bursts around your foes, you and your allies can move to better positions. |
Daily ✦ Arcane, Implement, Radiant
Standard Action | Ranged 10
Target: One or two creatures
Attack: Charisma vs. Reflex |
Hit: 3d8 + Charisma modifier radiant damage. |
Effect: You and each ally within 10 squares of you can shift 5 squares as a free action. |
Increasing the Tempo |
Wizard Attack 19 |
Your ally attacks with incredible speed, becoming a blur of
motion. |
Daily ✦ Arcane
Standard Action | Ranged 10
Target: One ally |
Effect: The target makes four basic attacks as a free action. |
Irresistible Dance |
Bard Attack 19 |
An eerie piping fills an area, forcing the creatures there into an idiot dance that sends them careening around at your command. |
Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action | Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Will |
Hit: 3d6 + Charisma modifier psychic damage, and the target grants combat advantage to you and your allies (save ends). |
Effect: You slide each target a number of squares equal to your Charisma modifier |
Satire of Prowess |
Bard Attack 19 |
Your verse mocks your foe’s attacks and forces it to conform to your description of its ineptitude. |
Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 4d6 + Charisma modifier psychic damage, and the target is affected by your satire of prowess (save ends). While the target is affected by the satire, the target rolls twice when it makes an attack roll and must use the lower roll, and any attacker rolls twice when it makes an attack roll against the target and must use the higher roll. |
Miss: Half damage. Until the end of your next turn, the target rolls twice when it makes an attack roll and must use the lower roll, and any attacker rolls twice when it makes an attack roll against the target and must use the higher roll. |
Effect: All creatures failing the will save begin to attack each other in a frenzy caring not what is at risk. This continues for as long as they remain in the zone. (Save Ends) |
Bard's Epic Tier Exploits
This here is a list of the Bard's Epic Tier Exploits
Elegy Unwritten |
Bard Utility 22 |
Your quick word staves off death before it can grasp your friend. |
Daily ✦ Arcane, Healing
Immediate Interrupt | Close burst 5
Trigger: An ally within 5 squares of you dies
Target: The triggering ally in burst |
Effect: The target regains hit points as if he or she had spent a healing surge. In addition, the target can stand up and shift 2 squares as a free action. |
Invisible Troupe |
Bard Utility 22 |
As you whisper a word, you and your allies fade from view. |
Encounter ✦ Arcane, Illusion
Minor Action | Close burst 3
Target: You and each ally in burst |
Effect: Each target becomes invisible until the end of your
next turn. |
Mirrored Entourage |
Bard Utility 22 |
You weave a song of illusion, causing duplicates to appear next to your allies. The duplicates try to intercept enemy attacks and disappear when they succeed. |
Daily ✦ Arcane, Illusion
Minor Action | Close burst 20
Target: Each ally in burst |
Effect: Each target gains two illusory duplicates of him- or herself that last until the end of the encounter. Until the duplicates disappear, the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by 2. |
Song of Transition |
Bard Utility 22 |
Your song swells and bends planar boundaries, allowing allies to make jaunts through space. |
Daily ✦ Arcane, Teleportation, Zone
Minor Action | Area burst 1 within 10 squares |
Effect: You create a zone of music that lasts until the end of your next turn. While within the zone, you and any ally can teleport to any space within 10 squares of you as a move action. |
Sustain Minor: The zone persists |
Echoes in Time |
Bard Attack 23 |
As arcane force tears into your foe, the force rends the fabric of time. For a moment, your allies can move about and attack before teleporting back to the place they now stand. |
Encounter ✦ Arcane, Force, Implement, Teleportation
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Effect: You gain +5 increase to Strength. Till the end of the encounter or 5 minutes. |
Hit: 3d8 + Charisma modifier force damage. Each ally within 10 squares of you, as the last action of his or her next turn, can teleport as a free action back to the space where he or she started that turn. |
Virtue of Cunning: Until the start of your next turn, any ally who teleports using this power gains a power bonus to all defenses equal to your Intelligence modifier. |
Rhythm of Disorientation |
Bard Attack 23 |
A clatter of sounds surrounds your foes, causing them to lose their balance and creating opportunities for your allies to attack. |
Encounter ✦ Arcane, Implement, Thunder
Standard Action | Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Will |
Hit 1d6 + Charisma modifier thunder damage, and you knock the target prone. In addition, an ally of yours adjacent to the target can make a melee basic attack against it as a free action. |
Song of Liberation |
Bard Attack 23 |
A burst of arcane music erupts from your weapon and washes over your allies, loosing them from bonds that restrain their movement. |
Encounter ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 4[W] + Charisma modifier damage, and the immobilized,restrained, and slowed conditions end on each ally within 5 squares of you, provided a save can end the condition. |
Weal and Woe |
Bard Attack 23 |
Your attack brings doom to your foe and glory to your ally. |
Encounter ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 3[W] + Charisma modifier damage, and one ally adjacentto the target makes a saving throw with a +5 power bonus. |
Virtue of Valor: The ally gains a power bonus to his or her next attack roll against the target equal to your Constitution modifier. |
Adversarial Song |
Bard Attack 25 |
Your song erupts in your foe’s mind, weakening its attacks against any creature but the ally you name. At the same time, it bolsters that ally so that he or she can fight the foe to the bitter end. |
Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 3d10 + Charisma modifier psychic damage. |
Effect: Choose an ally within 10 squares of you. The target deals half damage to any of your allies except the chosen ally (save ends). In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter. |
Fraught with Failure |
Bard Attack 25 |
Your mocking song saps your foe’s will and breaks its confidence, leaving it immobile and ineffectual. |
Daily ✦ Arcane, Charm, Psychic, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier psychic damage, and the target is immobilized (save ends) and weakened (save ends). |
Miss: Half damage, and the target is immobilized and weakened until the end of your next turn. |
Frenzied Rhythm |
Bard Attack 25 |
The wild rhythm of your chant drives your enemies into senseless violence upon each other. |
Daily ✦ Arcane, Charm, Implement
Standard Action | Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will |
Hit: You slide the target 5 squares. The target makes a basic attack as a free action against a creature of your choice. The target is then stunned until the end of your next turn. |
Miss: The target is dazed until the end of your next turn. |
Vision Distortion |
Bard Attack 25 |
A burst of blinding light skews the vision of your enemies. |
Daily ✦ Arcane, Illusion, Implement, Radiant
Standard Action | Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Charisma vs. Will |
Hit: 3d8 + Charisma modifier radiant damage. The target’s vision is distorted (save ends). While the target’s vision is distorted, you are invisible to the target, and whenever an ally hits it, that ally becomes invisible to the target until the end of the ally’s next turn. |
Miss: Half damage, and you are invisible to the target until the end of your next turn. |
Bond of Malediction |
Bard Attack 27 |
You intone a dread curse upon your foe, linking its fate to the safety of your ally. If your friend is hurt, your foe will be hurt as well. |
Encounter ✦ Arcane, Implement, Psychic
Standard Action| Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 3d10 + Charisma modifier psychic damage. Choosean ally within 10 squares of you. Until the end of your next turn, the target takes 10 psychic damage whenever that ally takes damage. |
Virtue of Cunning: Whenever the ally takes damage, the target takes psychic damage equal to 10 + your Intelligence modifier. |
Kaleidoscopic Burst |
Bard Spell 27 |
You sculpt prismatic colors that dazzle your enemies and allow allies to escape. |
Encounter ✦ Arcane, Implement, Radiant
Standard Action | Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Will |
Hit: 3d8 + Charisma modifier radiant damage. |
Effect: Each ally in the burst can shift 2 squares as a free action. |
Surge of Valor |
Bard Attack 27 |
Inspired and empowered by the example of your fierce blow, your allies surge forward to attack. |
Encounter ✦ Arcane, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage, and each ally within 10 squares of you can shift 2 squares and make a melee basic attack as a free action. |
Virtue of Valor: The allies gain a bonus to the attack roll and the damage roll equal to 1 + your Constitution modifier. |
Hero’s Beacon |
Bard Attack 29 |
Your weapon erupts in blazing light that ignites your foe in radiant flames. The light of those flames persists, healing your allies and searing your enemies. |
Daily ✦ Arcane, Healing, Radiant, Weapon, Zone
Standard Action | Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 4[W] + Charisma modifier radiant damage. |
[[/table]
**Effect:* The attack creates a zone of bright light in a burst 2
centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Any ally who starts his or her turn within the zone regains hit points equal to your Charisma modifier. Any enemy that starts its turn within the zone takes 10 radiant damage.AC |
|
Satire of Leadership |
Bard Spell 29 |
Your verse mocks your foe’s leadership and bends reality to conform with your words; any enemy near your foe is more vulnerable to attack. |
Daily ✦ Arcane, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 5d10 + Charisma modifier psychic damage. |
Effect: The target and each enemy within 3 squares of it take a –2 penalty to all defenses and gain vulnerable 5 to all damage (save ends both). |
Your unrivaled charm, combined with cunning magic, convinces an enemy to obey you |
Daily ✦ Arcane, Charm, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: The target is dominated (save ends). |
Aftereffect: 2d10 + Charisma modifier damage, and the target is dazed until the end of your next turn. |
Miss: The target is dazed (save ends). |
Aftereffect: 2d10 + Charisma modifier damage. |
You can change the appearance of a subject in any way imaginable! |
Daily | Arcane
Standard Action | Ranged 7 |
Effect: You are able to make a subject appear as anything you wish and the will remain as such until they attempt to will the illusion away. This forces a Charisma vs Will save. Success dispels the effect. The effect has no limt in what kind of illusion, or how big, or what shape it has. The intensity of the spell is up to imagination. |
Bard's Paragon Classes
This is a list of the Bard's Paragon Classes
Arcane Dancer
“My steps protect me, my dance will destroy you.”
Prerequisite: Bard Class, Acrobatics as a trained skill
Your talented steps can bind magic to the soul of dancing. Calling forth magic through each step and dodgeing dealy attacks the Arcane Dancer has mastered this talent.
Dancer's Path Feature:
Dancer’s Magical Dance (11th level): You learn a specific magical dance power. You may select up two 3 spells from the hero tier and bind them to a dance. When you perform this dance (Performance vs Difficulty Check 10 + Spell’s Power Level), you may cast one of the three spells that you have bound to this dance. Requirement: Must be able to perform dance steps.
Dancer’s Magical Dance (20th level) You learn a specific magical dance power. You may select up two 3 spells from the paragon tier and bind them to a dance. When you perform this dance (Performance vs Difficulty Check 10 + Spell’s Power Level), you may cast one of the three spells that you have bound to this dance. Requirement: Must be able to perform dance steps.
Dancer’s Magical Dance (28th level) You learn a specific magical dance power. You may select up two 3 spells from the hero epic and bind them to a dance. When you perform this dance (Performance vs Difficulty Check 10 + Spell’s Power Level), you may cast one of the three spells that you have bound to this dance. Requirement: Must be able to perform dance steps.
Dancer’s Luck |
Dancer Attack 11 |
A gifted dancer can turn failure into fortune. |
Encounter | Martial, Weapon
Standard Action | Melee or Ranged weapon
Requirement: you must be wielding a ranged weapon, or a light weapon.
Target: One creature
Attack: Dexterity vs AC |
Hit: 2 [W] + Dexterity modifier damage
Miss: Make a secondary attack against the target |
Secondary Attack: Dexterity vs AC
Artful Dodgery: You gain a bonus to the attack roll the secondary attack equal to your Charisma modifier |
Hit: 1 [W] + Dexterity modifier damage. |
A gifted dancer can turn failure into fortune. |
Encounter | Martial, Dance
Immediate Interruption
Trigger: An enemy targets you with an attack. |
Effect: You can dodge 1 attack Acrobatics vs Enemy’s Base Attack Roll. |
Drizzling Acrobatics |
Dancer 20 |
With nearly inhuman speed and precision, you slip away from a foe’s attack. |
Encounter | Martial
Move Action
Prerequisite: You must be trained in acrobatics
Effect: You can shift twice your speed. You can climb at full speed as part of this move. If an enemy attacks you while shifting, you gain a +4 bonus to AC against that attack. |
Effect: You can dodge 1 attack Acrobatics vs Enemy’s Base Attack Roll. |
Galactic Star
“Rock on, and keep on rockin!”
Prerequisite: Bard Class
Your talents for your performaing arts have reached commoners far and wide. They have come to adore you and your fame! Their worship of your reputation can follow you even into the darkest of places in the universe.
Galactic Star Path Feature:
Galactic Star (11th level): You’ve made it to the big times! You are now famous among the commoners of the worlds in your region. Your legacy will only grow from here on. You may spend an action point to expand your fan base. The catch is you have to use your action point during a performance. Doing so gains you one point to your reputation score. This value can be used to bonus various social skills such as Diplomacy, Bluff, and Streetwise.
You’re a Rock Star! (12th Level): Like any good rock star the girls come easy, and the drugs come cheep! You can spend one action point for an auto success in one social skill challenge (diplomacy, bluff, and streetwise).
Encore! (16th Level):** You can spend one action point and give an encore be it a performance or a last ditch effort for your life. It could be spent in re-rolling any roll.
Suggestion |
Galactic Star Spell 11 |
You magical force a suggestion on a subject. |
At-Will | Arcane, Enchantment
Standard Action | Melee touch
Target: One creature.
Attack: Intelligence vs Will |
Effect: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2). |
Mob Mentality |
Galactic Star 12 |
When it comes to laying, cajoling, or persuading others, your allies follow your lead. |
Encounter | Martial, Dance
Standard Action | Close burst 10
You must be trained in intimidate.
Targets: You and each ally in burst |
Effect: The target gains a +2 power bonus to charisma base skill and ability checks until the end of your next turn. |
Like all your shows you make a dazzling exit! |
Encounter | Martial
Move Action
Prerequisite: You must be trained in acrobatics
Effect: You can shift twice your speed. You can climb at full speed as part of this move. If an enemy attacks you while shifting, you gain a +4 bonus to AC against that attack. |
Star Gypsie
“Without a home land we rome. Never lost, yet never found.”
Prerequisite: Bard Class
Skills have focused around the mysterious nomads of space. Despite the opinions of scientist and how these nomads are considered to be suffering from space damnation. You know the truth. You have been to the edge, and have seen the void and understand it’s secrets. The enlightening knowledge has morphed your perception of life and altered your mannerisms to be aloof and mysterious. As if you know something others do not and you are not willing to share it.
Gypsie Star Path Feature:
Fortune Telling (11th level): Though some method (crystal ball, tarot cards, or even magical sand), you can read someone’s fortune. Some seek your power others fear it for very often it comes true. You spend 1 action point to alter faith at a later date. You select one roll that can be modified in any way you wish. You can turn a critical hit that would have killed a person into a sweeping miss, or alter a characters interaction with a specific npc allowing them to get lucky for the night. In all cases you must read the players fortune prior to the event that you will alter and you must alter it in a manner that will make your prophecy come true. “I for see you escaping death.” And when that death blow comes true in the future you may alter it.
Fortune Oracle (12th Level): Like all gypsies you can spend 1 action point and use your mystical power to answer a yes or no question. (DM answers the question through the player.)
The Void (16th Level):** You can spend one action point and navigate to any sector of space you please. Your understanding of the secrets of space allow you to recognizes temporal warp gates which reduce space travel by 1d10 days per level of the bard.
Suggestion |
Galactic Star Spell 11 |
You magical force a suggestion on a subject. |
At-Will | Arcane, Enchantment
Standard Action | Melee touch
Target: One creature.
Attack: Intelligence vs Will |
Effect: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2). |
You bestow a gypsy’s curse upon a subject. |
Daily | Enchantment
Standard Action | Touch
Targets: One Creature
Attack: Charisma vs Fortitude |
Effect: The target gains the following curses.
1.) Embarrassing Curse (Level 6):
- Eyes turn a strange color, or glow like embers,
- minor spasms, hair turns stark white or falls out, open sores or skins blemishes,
- forked tongue, hands turn black or grow an extra finger,
- Gains a strange habit vioic stutters or hiss, hunger for raw meat, bones, or blood
2.) Frustrating Curse (Level 12):
-2 to an ability score,
-1 on attack rolls or saving throws,
- Minor fear, horror or madness effect, Colorblindess,
- Significant physical change: face becomes bestial, fur or scales, hunchback, short tail, grow or shrink up to 1 foot and so on.
- Voice sounds inhuman,
- must eat a strange substance once a day, raw meat, blood, gold, soil and so on.
3.) Dangerous Curse (Level 19):
-6 To an ability score or -2 to three ability score, -3 on saving throws,
- Major fear, horror, or madness effect, Can only eat strange substances, raw flesh, blood, bones and so on.
- Moral alignment change when presented with objects of desire
-polymorphed into an animal, stalked by a monster, raise as an undead creature after death.
4.) Lethal Curse (Level 26): -8 to an ability score, -4 to two abiliy scores or -2 to four ability scores,
- 4 on attack roll.
- Torturous death
- Immediate, permenat transformation int o a monster: hag, undead, construct and so on.
- Must kill once a day or suffer cumulative penalties.
|
Snake’s Retreate |
Star Gypsie 20 |
After striking boldly, you frustrate your foe by shifting away just as he ‘s about t attack you. |
Daily | Martial
Standard Action | Melee or Ranged weapon
Requirements: you must be wielding a ranged weapon, or a light blade. Target:** One Creature
Attack: Dexterity vs. AC
Hit: 6 [W] + Dexterity modifier damage |
Effect: When the target makes a melee attack or a ranged attack against you, you can shift 1 square as an immediate interrupt. The target can make a saving throw to end this effect. |
Dread Pirate
“Without a home land we rome. Never lost, yet never found.”
Prerequisite: Bard Class
Skills have focused around the mysterious nomads of space. Despite the opinions of scientist and how these nomads are considered to be suffering from space damnation. You know the truth. You have been to the edge, and have seen the void and understand it’s secrets. The enlightening knowledge has morphed your perception of life and altered your mannerisms to be aloof and mysterious. As if you know something others do not and you are not willing to share it.
Dread Pirate Path Feature:
Space Buccaneer (11th level): You at this point have become so accustom to space travel and zero gravity. You no longer feel ill effects of weightless environment. In fact you feel quite at home in it. When entering a zero gravity area you gain +2 bonus to all your skills, and attacks.
Swashbuckler’s Dance (12th Level): You spend 1 action point perform counter attack for ever dexterity point your character has as an immediate reaction.
Sticky Fingers (16th Level):** You can spend one action point and automatically snatch one medium item without failure.
Captain's Rally |
Dread Pirate 11 |
You rally your buccaneers for the next task! |
Encounter | Area
Standard Action | Burst 5 |
Effect: All allies gain +5 Moral bonus with an additional half the level of the bard. |
Ghostly Pirate Servant |
Dread Pirate 12 |
You summon a ghostly pirate figure to deliver messages. |
Daily | Conjuration
Standard Action | Close |
Effect: You summon a ethereal pirate that can pass through walls, relay messages, and can drift through space. There no limit on how far the ghost can travel however like most creatures it can only move seven squares around. It has one hp point per-level of the caster. The ghostly figure is subject to all the corporal creature rules. Standard weapons have 50% Miss Chance, while magical ones only have 20%. Arcane Spells can destroy the ghostly image as well. |
Pirate's Curse |
Dread Pirate 20 |
After striking boldly, you frustrate your foe by shifting away just as he ‘s about t attack you. |
Encounter | Enchantment
Standard Action | Touch
Target: One Object |
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Effect: You may apply one of the following curses to an object that is stolen from you.
1.) Embarrassing Curse (Level 6):
- Eyes turn a strange color, or glow like embers,
- minor spasms, hair turns stark white or falls out, open sores or skins blemishes,
- forked tongue, hands turn black or grow an extra finger,
- Gains a strange habit vioic stutters or hiss, hunger for raw meat, bones, or blood
2.) Frustrating Curse (Level 12):
-2 to an ability score,
-1 on attack rolls or saving throws,
- Minor fear, horror or madness effect, Colorblindess,
- Significant physical change: face becomes bestial, fur or scales, hunchback, short tail, grow or shrink up to 1 foot and so on.
- Voice sounds inhuman,
- must eat a strange substance once a day, raw meat, blood, gold, soil and so on.
3.) Dangerous Curse (Level 19):
-6 To an ability score or -2 to three ability score, -3 on saving throws,
- Major fear, horror, or madness effect, Can only eat strange substances, raw flesh, blood, bones and so on.
- Moral alignment change when presented with objects of desire
-polymorphed into an animal, stalked by a monster, raise as an undead creature after death.
4.) Lethal Curse (Level 26): -8 to an ability score, -4 to two ability scores or -2 to four ability scores,
- 4 on attack roll.
- Torturous death
- Immediate, permeate transformation into a monster: hag, undead, construct and so on.
- Must kill once a day or suffer cumulative penalties.
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