Table of Contents
- 1 Class Skills
- 2 Class Features
- 2.1 Weapon and Armor Proficiency
- 2.2 Bardic Performance
- 2.3 Bardic Knowledge
- 2.4 Smuggler
- 2.5 Poison Use
- 2.6 Streetsmart
- 2.7 Quickdraw
- 2.8 Trade Secrets
- 2.9 Mental Resistance (Ex)
- 2.10 Improved Poison Use (Ex)
- 2.11 Quick Thinking
- 2.12 Chance
- 2.13 Speed Reactions
- 2.14 Slippery Mind
- 2.15 Defensive Roll
- 2.16 Awareness (Ex)
- 2.17 Mind Blank (Ex)
- 3 Images
(Now called either Rocker or Journalist)
Though still linked to the traditional traveling musician, they are more spies and courtesans and are not the magic users as they are in other realms. However, what they lack in magic they make up for in poison use and skullduggery. Additionally, at first level, you will need to choose to either be a Rocker or a Journalist. There is no mechanical difference and the class “plays” the same either way. The difference is a role-playing difference as you will either be a Rocker (one who plays an instrument to influence the actions of people and the closest to the original Bard) or a Journalist (one who uses the written word to influence the actions of people. You can be either a print, blog/online, or TV Journalist)
Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.
Hit Die: d8
Starting Wealth: 6000c
The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int), Craft: Poison (Int), Diplomacy (Cha), Disguise (Cha), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks Per Level: 6 + Int modifier.
|1st||+0||+0||+2||+2||Bardic performance, bardic knowledge, smuggler|
|2nd||+1||+0||+3||+3||Poison use, streetsmart|
|6th||+4||+2||+5||+5||Quick thinking +2, improved poison use|
|11th||+8/+3||+3||+7||+7||Quick thinking +4|
|16th||+12/+7/+2||+5||+10||+10||Trade secret, quick thinking +6|
Weapon and Armor Proficiency
You are proficient in all simple weapons, pistols, and the following additional weapons: bard’s friend, chatkcha, garrote, whip and widow’s knife. You are proficient in light armor, but not shields.
This is exactly like the bard class feature ability of the same name, but again you must choose between an instrument and be a Rocker, or writing and be a Journalist.
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill 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 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 skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) 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 Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance 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 capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate 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 observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance 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 perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha 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 and relies on audible components.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. 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 dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.
Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single 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, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.
Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
You receive a +1 insight bonus to Bluff and Sleight of Hand checks for every two bard levels. You can also use Stealth to hide objects, either in a vehicle, special container, or even on your person.
Bards are trained in the use of poisons, and as of 2nd level, never risk accidentally poisoning themselves when applying poison to a blade.
When you reach 2nd level, you get a +2 competence bonus to Diplomacy and Intimidate checks.
Bards learn to strike quickly and without warning. At 3rd level, you gain Quickdraw as a bonus feat.
At every 4th level you learn a trade secret chosen from the list below.
Alchemy Dealer: Pay one-half of the market price for raw materials needed to craft alchemical items.
Accurate: When you attack an armored opponent, your accuracy allows you to ignore 1 point of natural armor bonus to AC or 1 point of armor bonus to AC. This trade secret may be chosen more than once, and its effects stack.
Agile: You receive a +1 dodge bonus to AC. This trade secret may be chosen more than once, and its effects stack.
Coolheaded: You may take 10 on Bluff and Diplomacy checks.
Improvised Materials: You can craft poisons from raw materials at hand instead of relying on specific ingredients. Doing so increases the Craft: Poison check DC by 5 but otherwise has no effect on the poison’s potency.
Drug Dealer: Pay one-half of the market price for raw materials needed to craft poisons, illicit and combat drugs, and pharmaceuticals.
Poisonbane: You receive a +4 insight bonus to Craft: Poison checks when creating antitoxin and poison antidotes.
Poison Resistance: You receive a +4 bonus to saving throws against poisons.
Scorpion’s Touch: Add +1 to the save DC of all poisons applied by you. This trade secret may be chosen more than once, and its effects stack.
Skilled: Add one-half your bard level (rounded down) as a competence bonus to one of the following skills: Appraise, Bluff, Craft, Diplomacy, Heal, Perform, Profession, Sense Motive or Sleight of Hand. This trade secret may be chosen more than once, each time it applies to a different skill.
Smokestick Application: You can combine inhaled poisons with smokesticks. All creatures within the area the smokestick covers (10-ft. cube) are affected by the poison you applied to the smokestick.
Versatile: Select any two non-class skills. These are now considered class skills for you.
Mental Resistance (Ex)
Bards carry many dark secrets they would prefer remain secret. This, combined with a large amount of knowledge based on half-truths and false rumors makes your mind unreliable to those who would seek to mentally affect it. At 5th level you receive a +2 morale bonus to saves made against telepathic powers and enchantment/charm spells.
Improved Poison Use (Ex)
At 6th level, you can apply poison to a weapon as a free action without provoking attacks of opportunity.
Bards often find themselves in a tight spot where they have to act quickly, whether it is to escape a templar patrol or strike first when in confrontation with a foe. At 6th level, you get a +2 bonus on initiative checks. This bonus increases by 2 at 11th and 16th level.
Bards live on the edge in many ways. At 7th level you may reroll one single d20 roll once per day, but have to keep the latter result?for better or for worse. At 14th level you may use this ability two times per day.
Beginning at 9th level, when you use the attack action or full attack action in melee, youmay subtract a number from all melee attack rolls and add the same number to your initiative. This number may not exceed your base attack bonus. You may not make ranged attacks this round. The initiative increase takes effect on the next round. The new initiative is your initiative for the remainder of the combat, unless you were to use speed reactions again, which would increase your initiative further.
This is exactly like the Rogue Advanced Talent of the same name.
At 15th level you learn how to avoid a potentially lethal blow. You gain the ability to reduce damage from a knockout blow. This is exactly like the Rogue Advanced Talent of the same name.
At 17th level, you are never caught flat-footed and always act in the surprise round.
Mind Blank (Ex)
At 18th level your mind becomes completely sealed against involuntary intrusion as per the Mind Blank spell. This spell-like ability is always considered active.