Alignment: Any nonlawful.
Hit Die: d6.
Class Skills
The bard's class skills (and the key ability for each
skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),
Concentration,(Con),Craft(Int),Decipher Script (Int), 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), Perform
(Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex),
Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex),
and Use Magic Device (Cha).
Skill Points at 1st Level:(6 + Int modifier)
x4.
Skill Points at Each Additional Level: 6 + Int
modifier.
|
Table: The Bard
|
|
|
|
|
|
|
|
Spells per Day
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
0
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
|
1st
|
+0
|
+0
|
+2
|
+2
|
Bardic music, bardic knowledge, countersong,
fascinate, inspire courage +1
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2nd
|
+1
|
+0
|
+3
|
+3
|
|
3
|
0
|
-
|
-
|
-
|
-
|
-
|
|
3rd
|
+2
|
+1
|
+3
|
+3
|
Inspire competence
|
3
|
1
|
-
|
-
|
-
|
-
|
-
|
|
4th
|
+3
|
+1
|
+4
|
+4
|
|
3
|
2
|
0
|
-
|
-
|
-
|
-
|
|
5th
|
+3
|
+1
|
+4
|
+4
|
|
3
|
3
|
1
|
-
|
-
|
-
|
-
|
|
6th
|
+4
|
+2
|
+5
|
+5
|
Suggestion
|
3
|
3
|
2
|
-
|
-
|
-
|
-
|
|
7th
|
+5
|
+2
|
+5
|
+5
|
|
3
|
3
|
2
|
0
|
-
|
-
|
-
|
|
8th
|
+6/+1
|
+2
|
+6
|
+6
|
Inspire courage +2
|
3
|
3
|
3
|
1
|
-
|
-
|
-
|
|
9th
|
+6/+1
|
+3
|
+6
|
+6
|
Inspire greatness
|
3
|
3
|
3
|
2
|
-
|
-
|
-
|
|
10th
|
+7/+2
|
+3
|
+7
|
+7
|
|
3
|
3
|
3
|
2
|
0
|
-
|
-
|
|
11th
|
+8/+3
|
+3
|
+7
|
+7
|
|
3
|
3
|
3
|
3
|
1
|
-
|
-
|
|
12th
|
+9/+4
|
+4
|
+8
|
+8
|
Song of freedom
|
3
|
3
|
3
|
3
|
2
|
-
|
-
|
|
13th
|
+9/+4
|
+4
|
+8
|
+8
|
|
3
|
3
|
3
|
3
|
2
|
0
|
-
|
|
14th
|
+10/+5
|
+4
|
+9
|
+9
|
Inspire courage +3
|
4
|
3
|
3
|
3
|
3
|
1
|
-
|
|
15th
|
+11/+6/+1
|
+5
|
+9
|
+9
|
Inspire heroics
|
4
|
4
|
3
|
3
|
3
|
2
|
-
|
|
16th
|
+12/+7/+2
|
+5
|
+10
|
+10
|
|
4
|
4
|
4
|
3
|
3
|
2
|
0
|
|
17th
|
+12/+7/+2
|
+5
|
+10
|
+10
|
|
4
|
4
|
4
|
4
|
3
|
3
|
1
|
|
18th
|
+13/+8/+3
|
+6
|
+11
|
+11
|
Mass suggestion
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
|
19th
|
+14/+9/+4
|
+6
|
+11
|
+11
|
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
|
20th
|
+15/+10/+5
|
+6
|
+12
|
+12
|
Inspire courage +4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
|
Table: Bard Spells Known
|
|
|
-----
Spells Known
-----
|
|
Level
|
0
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
|
1st
|
4
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2nd
|
5
|
21
|
-
|
-
|
-
|
-
|
-
|
|
3rd
|
6
|
3
|
-
|
-
|
-
|
-
|
-
|
|
4th
|
6
|
3
|
21
|
-
|
-
|
-
|
-
|
|
5th
|
6
|
4
|
3
|
-
|
-
|
-
|
-
|
|
6th
|
6
|
4
|
3
|
-
|
-
|
-
|
-
|
|
7th
|
6
|
4
|
4
|
21
|
-
|
-
|
-
|
|
8th
|
6
|
4
|
4
|
3
|
-
|
-
|
-
|
|
9th
|
6
|
4
|
4
|
3
|
-
|
-
|
-
|
|
10th
|
6
|
4
|
4
|
4
|
21
|
-
|
-
|
|
11th
|
6
|
4
|
4
|
4
|
3
|
-
|
-
|
|
12th
|
6
|
4
|
4
|
4
|
3
|
-
|
-
|
|
13th
|
6
|
4
|
4
|
4
|
4
|
21
|
-
|
|
14th
|
6
|
4
|
4
|
4
|
4
|
3
|
-
|
|
15th
|
6
|
4
|
4
|
4
|
4
|
3
|
-
|
|
16th
|
6
|
5
|
4
|
4
|
4
|
4
|
21
|
|
17th
|
6
|
5
|
5
|
4
|
4
|
4
|
3
|
|
18th
|
6
|
5
|
5
|
5
|
4
|
4
|
3
|
|
19th
|
6
|
5
|
5
|
5
|
5
|
4
|
4
|
|
20th
|
6
|
5
|
5
|
5
|
5
|
5
|
4
|
|
1 Provided the bard has a high enough Charisma
score to have a bonus spell of this level.
|
Class Features
All of the following are class features of the
bard.
Weapon and Armor Proficiency:A bard is proficient with
all simple weapons, plus the longsword, rapier, sap, short sword,
shortbow, and whip. Bards are proficient with light armor and
shields (except tower shields). A bard can cast bard 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, which are drawn from
the bard spell list. He can cast any spell he knows without
preparing it ahead of time. 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.
The bard's selection of spells is extremely limited. A bard
begins play knowing four 0-level spells of your choice. At most
new bard levels, he gains one or more new spells, as indicated
on Table: Bard Spells Known. (Unlike spells per day, the number
of spells a bard knows is not affected by his Charisma score;
the numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after
that (8th, 11th, and so on), a bard can choose to learn a new
spell in place of one he already knows. In effect, the bard
"loses" the old spell in exchange for the new one.
The new spell’s level must be the same as that of the spell
being exchanged, and it must be at least two levels lower than
the highest-level bard spell the bard can cast. A bard may swap
only a single spell at any given level, and must choose whether
or not to swap the spell at the same time that he gains new
spells known for the level.
As noted above, a bard need not prepare his spells in advance.
He can cast any spell he knows at any time, assuming he has not yet
used up his allotment of spells per day for the spell’s
level.
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 scrolls), 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.
Countersong (Su): 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 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 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 noninstantaneous
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 has no effect against effects that don’t allow saves.
The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): 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 nearby 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 (Su): 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 (Su): 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 (Sp): 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 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.
Inspire Greatness (Su): 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 (Sp): 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 (Su): 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 (Sp): 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.
Ex-Bards
A bard who becomes lawful in alignment cannot progress in levels
as a bard, though he retains all his bard abilities.