It is said that music has a special magic and the bard proves that saying.
Wandering across the land, gathering lore, telling stories, working magic with his
music and living on the gratitude of his audience -- such is the life of a bard.
When change or opportunity draws them into a conflict, bards serve as diplomats,
negotiators, scouts and spies.
Characteristics: A bard brings forth magic from his soul, not from a book. He
can cast only a small number of spells, but he can do so without selecting or
preparing them in advance. His magic emphasizes charms and illusions over the
more dramatic evocation spells that wizards and sorcerers often use.
In addition to spells, a bard works magic with his music and poetry. He can
encourage allies, hold his audiences rapt, and counter magical effects that rely on
speech or sound.
Bards have some of the same skills as rogues, although bards are not as focused
on skill mastery as rogues are. A bard listens to stories as well as telling them, of
course, so he has a vast knowledge of local events and noteworthy items.
Alignment: Any nonlawful. Bards are wanderers, guided by whim and intuition
rather than by tradition or law. The spontaneous talent, magic and lifestyle of the
bard are incompatible with a lawful alignment.
Other Classes: A bard works well with companions of other classes. He often
serves as the spokesperson of the party, using his social skills for the party's benefit.
In a party without a wizard or sorcerer, a bard contributes his magic. In a
party without a rogue, a bard uses rogue skills.
Role: The bard is perhaps the ultimate generalist. In most adventuring groups, he
works best in a supporting role. The bard makes all the other characters better at
what they do and can often fill in for another character when needed.
Abilities: Charisma determines how powerful a spell a bard can cast, how many
spells he can cast per day and how difficult those spells are to resist. Charisma,
Dexterity and Intelligence are important for many of the bard's class skills.
Hit Die: d6
Class Skills
• Appraise, Tumble, Bluff, Concentration, Diplomacy, Gather Information, Hide, Listen, Move Silently, Perform, Sense Motive, Sleight of Hand, Spellcraft
and Use Magic Device.
• Skill Points at 1st Level: (6 + Int modifier) x 4.
• Skill Points at Each Additional Level: 6 + Int modifier.
The Bard
|
Level
|
Base Attack Bonus
|
Fort Save
|
Refx Save
|
Will Save
|
Special
|
1st
|
0
|
0
|
+2
|
+2
|
Bardic Music, Bardic Knowledge, Countersong,Fascinate, Inspire Courage +1
|
2nd
|
+1
|
0
|
+3
|
+3
|
---
|
3rd
|
+2
|
+1
|
+3
|
+3
|
Inspire Competence
|
4th
|
+3
|
+1
|
+4
|
+4
|
---
|
5th
|
+3
|
+1
|
+4
|
+4
|
---
|
6th
|
+4
|
+2
|
+5
|
+5
|
Intimidate
|
7th
|
+5
|
+2
|
+5
|
+5
|
---
|
8th
|
+6/+1
|
+2
|
+6
|
+6
|
Inspire Courage +2
|
9th
|
+6/+1
|
+3
|
+6
|
+6
|
Inspire Greatness
|
10th
|
+7/+2
|
+3
|
+7
|
+7
|
---
|
Class Features
•
Weapon and Armor Proficiency: A bard is proficient with all simple weapons,
plus the longsword, rapier, sap, short sword and shortbow. Bards are proficient
with light armor, medium armor and shields (except tower shields).
Because the somatic components required for bard spells are relatively simple, a
bard can cast spells while wearing light armor without incurring the normal
arcane spell failure chance. However, like any other arcane spellcaster, a bard
wearing medium or heavy armor or using a shield incurs a chance of arcane spell
failure if the spell in question has a somatic component (most do). A multiclass
bard still incurs the normal arcane spell failure chance for arcane spells received
from other classes.
•
Spells: A bard casts arcane spells (the same type of spells available to sorcerers
and wizards) that are drawn from the bard spell list. A bard can cast any spell he
or she knows without preparing for it ahead of time. Every bard spell has a verbal
component. To learn or cast a spell, a bard must have a Charisma score equal to
at least 10 + the spell level. Like other spellcasters, a bard can cast only a certain
number of spells of each spell level per day.
Bard Spells Per Day
|
Spell Level
|
0
|
1
|
2
|
3
|
4
|
Bard Level
|
---
|
---
|
---
|
---
|
---
|
1st
|
2
|
---
|
---
|
---
|
---
|
2nd
|
3
|
0
|
---
|
---
|
---
|
3rd
|
3
|
1
|
---
|
---
|
---
|
4th
|
3
|
2
|
0
|
---
|
---
|
5th
|
3
|
3
|
1
|
---
|
---
|
6th
|
3
|
3
|
2
|
---
|
---
|
7th
|
3
|
3
|
2
|
0
|
---
|
8th
|
3
|
3
|
3
|
1
|
---
|
9th
|
3
|
3
|
3
|
2
|
---
|
10th
|
3
|
3
|
3
|
2
|
0
|
Bard Spells Known
|
Spell Level
|
0
|
1
|
2
|
3
|
4
|
Caster Level
|
---
|
---
|
---
|
---
|
---
|
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*
|
* Provided the bard has a high enough Charisma score to have a bonus spell of this level.
•
Bardic Knowledge: A bard picks up a lot of stray knowledge while wandering
the land and learning stories from other bards. He 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.
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.
•
Bardic Music: Once per day per bard level, a bard can use his song or poetics to
produce magical effects on those around him (including himself, if desired).
While these abilities fall under the category of bardic music and include descriptions
of singing or playing instruments, they can all also be activated by reciting
poetry, chanting, singing lyrics or melodies, etc. Each ability requires a minimum
bard level and a minimum number of ranks in the Perform skill to qualify.
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. While using bardic music, a bard can fight but
cannot perform mind-affecting abilities, such as casting spells, activating magic
items by spell completion (such as scrolls) or activating magic items by magic
word (such as wands). The following are a bard's musical abilities:
•
Countersong: A bard with three or more ranks in the Perform skill can use his
music or poetics to counter magical effects that depend on sound (but not
spells that simply have verbal components). The bard may keep up the countersong
for 10 rounds. Each round of the countersong, he makes a Perform
check. Any creature within 30 feet of the bard (including the bard himself )
that is affected by a sonic or language-dependent magical attack (such as a
Sound Burst or Command spell) 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 countersong 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 countersong, but it must
use the bard's Perform check result for the save. Countersong will not influence
effects that don't allow saves.
•
Fascinate: A bard with three or more ranks in the Perform skill can use his
music or poetics to cause one or more creatures to become fascinated. The bard
can execute no other action besides movement during the round that the creature
is fascinated. Each creature must be within 90 feet and able to see, hear and pay
attention to the bard. Likewise, the bard must be able to see the creature. For
every three levels beyond 1st, he can target one additional creature with a single
use of this ability (e.g. two at 4th level, three at 7th level, four at 10th level).
To fascinate, a bard makes a Perform check. His check result is the DC for each
affected creature's Will save against the effect. If the creature's saving throw is successful,
a bard can still attempt to fascinate the same creature as many times as
the bard's daily performance limit allows. If the creature's saving throw fails, it
remains still and listens to the song for as long as the bard continues to play and
concentrate (up to a max of one round per bard level). While fascinated, a target
takes a –4 penalty on skill checks made as reactions (e.g. Listen or Spot checks).
Any potential threat to the target, such as an ally of the bard approaching the
creature, 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 to the target, such as someone drawing a weapon or the
creature taking damage, automatically breaks the effect and the creature will no
longer be fascinated.
•
Inspire Courage: A bard with three or more ranks in the Perform skill can use
song or poetics to inspire courage in his allies and himself, bolstering against
fear and improving combat abilities. To be affected, an ally must be able to
hear the bard sing and the effect lasts as long as the bard can be heard and for
five rounds thereafter. The ally will receive 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, this bonus increases to +2.
•
Inspire Competence: A bard of 3rd level or higher with six or more ranks in
the Perform skill can use his music or poetics to help an ally succeed at a task. A
bard cannot inspire competence in himself. The ally must be within 30 feet and
able to see and hear the bard; likewise, the bard must be able to see the ally.
Bardic music may be used to lift the ally's spirits, to help them mentally focus,
or in some other manner. The ally gets a +2 competence bonus on skill checks
with a particular skill as long as they continue to hear the bard's music. The
effect lasts as long as the bard concentrates, up to a maximum of two minutes.
•
Intimidate: A bard of 6th level or higher with nine or more ranks in the
Perform skill can cause a single creature to be intimidated while the creature is
fascinated. Using this ability does not break the bard's concentration on the
fascinate effect, nor does it allow a second saving throw for the target. The use
of Intimidate counts toward a bard's daily limit on performances. The creature
is affected if it fails a Will saving throw (DC 11 + bard's Charisma modifier). If
the saving throw fails, affected creatures move away from the bard as if they are
victim of a Fear spell for the number of rounds equal to the number of levels
the bard has.
•
Inspire Greatness: A bard of 9th level or 10th level with 12 or more ranks in
the Perform skill can use music or poetics to inspire greatness in himself or a
single willing ally within 30 feet, granting extra fighting capabilities. To inspire
greatness, a bard must sing and be heard by an ally. The effect lasts for as long
as the ally hears the bard sing and for five rounds thereafter. A creature inspired
with Greatness gains two 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 such as Sleep.