Bard

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Skills
Skill Points at 1st Level: (6 + Intelligence modifier) x4.

Skill Points at Each Additional Level: 6 + Intelligence modifier.

The Bard class skills are:
 * Balance (Dex)
 * Bluff (Cha)
 * Concentration (Con)
 * Diplomacy (Cha)
 * Haggle (Cha)
 * Hide (Dex)
 * Jump (Str)
 * Listen (Wis)
 * Move Silently (Dex)
 * Perform (Cha)
 * Swim (Str)
 * Tumble (Dex)
 * Use Magic Device (Cha)

Advancement table
   

Starting Proficiencies

 * All simple weapons
 * The following martial weapons:
 * longsword
 * rapier
 * short sword
 * shortbow
 * Light armor
 * Shields (except tower shields)

Level 1

 * Fascinate (active, requires a minimum of 3 in Perform): This feat forces the enemy to sit quietly and take no action until it is attacked or until the bard stops playing the song.


 * Inspire Courage (active, requires a minimum of 3 in Perform): A bard with 3 or more ranks in the Perform skill can use song or poetics to inspire courage in his allies (including themselves), bolstering the party 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, this bonus increases by 1 (+2 at level 8). Inspire courage is a mind-affecting ability.


 * Armored Casting (passive): The Bard has simpler spells, allowing him to cast while in light armor without Arcane Spell Failure.  This does not extend to heavier armors or shields.

Level 3

 * Inspire Competence (active, requires a minimum of 6 in Perform): A bard of 3rd level or higher with 6 or more ranks in the Perform skill can use its 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 all skills 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 cannot inspire competence in themselves. Inspire competence is a mind-affecting ability.

Level 6

 * Suggestion (active, requires a minimum of 9 in Perform): A bard of 6th level or higher with 9 or more ranks in the Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. 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.

Level 8

 * Improved Inspire Courage (active, requires Inspire Courage): This feat increases the bonuses of the Inspire Courage feat (i.e., attack and damage bonuses, and saving throws vs. charm and fear effects) by +1.

Level 9

 * Inspire Greatness (active, requires a minimum of 12 in Perform): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use its music or poetics to help an ally excel in combat. 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 attack roll competence bonus, a +1 fortitude save competence bonus, and 2 temporary hit dice.

Spells

 * Spells:
 * A bard casts arcane spells, which are drawn from the bard spell list.
 * Like sorcerers, bards do not have to prepare spells. Instead they can learn a limited number of spells which are always available to be cast.
 * To cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) bfor a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
 * The number of known spells a bard receives is given on Table: The Bard: Spells Known.
 * A bard also gets bonus spell points from his Charisma modifier.

Enhancements
See Bard Enhancements