If the stars could sing...


Bards

Bards often serve as negotiators, messengers, scouts and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experiences earns renown among his fellows. A bard cast arcane spells without any advance preparation. Bards also share some specialization skills with commandos and their knowledge of item lore is nearly unmatched. A high charisma score allows a bard to cast high-level spells. Bards must be any non-lawful alignment. Ex-bards cannot gain levels of experience while they are of any lawful alignment.


Class Abilities

Level

Attack Base

Fortitude Save

Reflex Save

Will Save

Special

1

+0

+0

+0

+2

Bardic Music, Bardic Knowledge,
Counter Song, Fascinate, Inspire Courage +1

2

+1

+0

+0

+3

3

+2

+1

+1

+3

Inspire Competence

4

+3

+1

+1

+4

5

+3

+1

+1

+4

6

+4

+2

+2

+5

Suggestion

7

+5

+2

+2

+5

8

+6/+1

+2

+2

+6

Inspire Courage +2

9

+6/+1

+3

+3

+6

Inspire Greatness

10

+7/+2

+3

+3

+7

11

+8/+3

+3

+3

+7

12

+9/+4

+4

+4

+8

Song of Freedom

13

+9/+4

+4

+4

+8

14

+10/+5

+4

+4

+9

Inspire Courage +3

15

+11/+6/+1

+5

+5

+9

Inspire Heroics

16

+12/+7/+2

+5

+5

+10

17

+12/+7/+2

+5

+5

+10

18

+13/+8/+3

+6

+6

+11

Mass Suggestion

19

+14/+9/+4

+6

+6

+11

20

+15/+10/+5

+6

+6

+12

Inspire Courage +4



Spells Per Day

Level

0

1st

2nd

3rd

4th

5th

6th

1st

4

- - -

- - -

- - -

- - -

- - -

- - -

2nd

5

2

- - -

- - -

- - -

- - -

- - -

3rd

6

3

- - -

- - -

- - -

- - -

- - -

4th

6

3

2

- - -

- - -

- - -

- - -

5th

6

4

3

- - -

- - -

- - -

- - -

6th

6

4

3

- - -

- - -

- - -

- - -

7th

6

4

4

2

- - -

- - -

- - -

8th

6

4

4

3

- - -

- - -

- - -

9th

6

4

4

3

- - -

- - -

- - -

10th

6

4

4

4

2

- - -

- - -

11th

6

4

4

4

3

- - -

- - -

12th

6

4

4

4

3

- - -

- - -

13th

6

4

4

4

4

2

- - -

14th

6

4

4

4

4

3

- - -

15th

6

4

4

4

4

3

- - -

16th

6

4

4

4

4

4

2

17th

6

4

4

4

4

4

3

18th

6

4

4

4

4

4

4

19th

6

4

4

4

4

4

4

20th

6

4

4

4

4

4

4

This chart lists the stats you get at each level, they do not add on.

*Chrasma Based Spell Bonus Chart.



Class Features

Armor Proficiency (Light) - This feat allows character to wear light armor.

Armor Proficiency (Medium) - This feat allows character to wear medium armor.

Simple Melee Weapons Feat - Choose a type of simple weapon, such as dagger or staff. You understand how to use that type of simple weapon in combat. The character makes attack rolls with simple weapons normally. A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons. Any attempts to use another firearm out of its class will result in a -2 penalty.

Personal Firearms Proficiency - allows a character to make this sort of attack without penalty. If a character isn't proficient in personal firearms, he or she takes a –4 penalty on attacks with that type of weapon. Characters must select what class of weapon and whethere it's long arm or pistol. Any attempts to use another firearm out of its class will result in a -2 penalty.

Hit Point Increase - Bards HP Increases 6 every level. (Not a feat)

Starting Credits - 2d4 x 100

Spells: A bard casts arcane spells, which are drawn from the bard spell list.. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. Bards learn the spells though music that is writen down in his music book these will store all the bards songs and can be cast as acrane spells.



Class Abilities

Bardic Knowledge:

  • A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
  • DC Type of Knowledge
    • 10 Common, known by at least a substantial minority drinking; common legends of the local population.
    • 20 Uncommon but available, known by only a few people legends.
    • 25 Obscure, known by few, hard to come by.
    • 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

Bardic Music:

  • Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrollls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Counter Song:

  • A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the counter song, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the counter song is already under the effect of a non instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the counter song, but it must use the bard's Perform check result for the save. Counter song has no effect against effects that don't allow saves. The bard may keep up the counter song for 10 rounds.

Fascinate:

  • A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a near- by combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage:

  • A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence:

  • A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion:

  • A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Charisma modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness:

  • A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom:

  • A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.

Inspire Heroics:

  • A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion:

  • This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.


Class Skills

Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Swim (Str), and Tumble (Dex), Drive (Dex), Computer Use (Int), and Reputation (Cha)

Skill Points at 1st Level: (6 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 6 + Intelligence Modifier.
Note: 4 Skill points must be put into Perform



Bard Special Skills

Perform:

  • This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below. The number of Perform categories is kept purposely finite. When trying to determine what Perform skill a particular type of performance falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories.
  • Check: The character is accomplished in some type of artistic expression and knows how to put on a performance. The character can impress audiences with his or her talent and skill. The quality of the character's performance depends on his or her check result.
  • The eight Perform categories, and the qualities each one encompasses, are as follows.
  • Act: The character is a gifted actor, capable of performing drama, comedy, or action-oriented roles with some level of skill.
  • Dance: The character is a gifted dancer, capable of performing rhythmic and patterned bodily movements to music.
  • Keyboards: The character is a musician gifted with a talent for playing keyboard musical instruments, such as piano, organ, and synthesizer.
  • Percussion Instruments: The character is a musician gifted with a talent for playing percussion musical instruments, such as drums, cymbals, triangle, xylophone, and tambourine.
  • Sing: The character is a musician gifted with a talent for producing musical tones with your voice.
  • Stand-Up: The character is a gifted comedian, capable of performing a stand-up routine before an audience.
  • Stringed Instruments: The character is a musician gifted with a talent for playing stringed musical instruments, such as banjo, guitar, harp, lute, sitar, and violin.
  • Wind Instruments: The character is a musician gifted with a talent for playing wind musical instruments, such as flute, bugle, trumpet, tuba, bagpipes, and trombone.
  • Result Performance
    • 10 Amateur performance. Audience may appreciate your performance, but isn't impressed.
    • 15 Routine performance. Audience enjoys your performance, but it isn't exceptional.
    • 20 Great performance. Audience highly impressed.
    • 25 Memorable performance. Audience enthusiastic.
    • 30 Masterful performance. Audience awed.
  • Try Again?: Not for the same performance and audience.
  • Special: A character can take 10 when making a Perform check, but can't take 20.
  • A character without an appropriate instrument automatically fails any Perform (keyboard), Perform (percussion), Perform (stringed), or Perform (wind) check he or she attempts. At the GM's discretion, impromptu instruments may be employed, but the performer must take a –4 penalty on the check because his or her equipment, although usable, is inappropriate for the skill.
  • Every time a character takes the Creative feat, he or she gets a +2 bonus on checks involving two Perform skills the character designates. See the feat description for more information.
  • Time: A Perform check usually requires at least several minutes to an hour or more.

Decipher Script:

  • Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.) Both the Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can't tell whether the conclusion you draw is true or false.
  • Action: Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions).
  • Try Again: No.
  • Special: A character with the Diligent feat gets a +2 bonus on Decipher Script checks.
  • Synergy: If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks involving scrolls

Pit Pocket:

  • You can cut or lift a purse and hide it on your person, palm an unattended object or perform some feat of legerdemain with an object no larger than a hat or a loaf of bread. A check against DC 10 lets you palm a coin-sized, unattended object. Minor feats of legerdemain, such as making a coin disappear, are also DC 10 unless an observer is determined to note where the item went. If someone is watching, the DC increases depending on the amount of skill points the person has in spot. Failure by or more means you've been figured out and the party you've been trying to rob, or trick knows what has occurred.
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