Bard

It is said that music has a special magic, and the bard proves that saying true.  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 chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.

     A bard's magic comes from the heart.  If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers.  If the nobles of the land are corrupt, the good bard is an enemy of the state, cunning evading capture and raising the spirits of the oppressed.  But music can spring from an evil heart as well.  Evil bards eschew blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences "willing" give.

     Adventures: Bards see adventure as opportunities to learn.  They practice their many skills and abilities, and they especially relish the opportunity to enter a long-forgotten ancient tomb, to discover ancient works of magic, to decipher old tomes, to travel to strange places, to encounter exotic creatures, and to learn new songs and stories.  Bards love to accompany heroes (and villains), joining their entourage to witness their deeds firsthand -- a bard who can tell a marvelous story from personal experience earns renown among his fellows.  Indeed, after telling so many stories about heroes doing mighty deed, many bards take these themes to heart and assume the role of hero themselves.

     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 cast them 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 skills that rogues have, although they are not as focused on skill mastery as rogues, and their theatrical training allows them to duplicate the affects of many skills.  Bards listen to stories as well as they tell them, of course, so they have a vast knowledge of local events and noteworthy items.

     Alignment: 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.

     Religion: Bards are not a particularly religious lot, and few religions have a deity that is exclusively revered by them.  The most famous of these is Olidammara, patron god of the Mari.

     Background: An apprenticed bard learns his skills from a single experienced bard, whom he follows and serves until he is ready to strike out on his own.  Many bards were once young runaways or orphans, befriended by wandering bards who became their mentors.  Bards are known to congregate in the same colleges wizards are educated in, gaining access to the vast libraries and trading their collected knowledge of the outside world for access to their ancient tomes.  Some bards even take on a professorship at some of these colleges.  Within Thunder Rift, bards are known to collect at the Bigby Academy.

     Still, the bard has no strong allegiance to bards as a whole.  In fact, some bards are highly competitive with other bards, jealous of their reputations and defensive of their territory.

     Races: Bards are most commonly humans, hobbits, and gnomes.  Half-elves who grew up among humans and other non-elves have been seen as bards, the wanderer lifestyle fitting in with the life cast out half-elves often find themselves in.  Dwarves have bards among their ilk as well, and they are called skalds instead of bards.

     There are no bardic traditions among the elves or other races of the east such as the vanara and nezumi.

     The savage races of the Known World, such as orcs and goblins, surprisingly have their share of bards among their ranks.  Many of theses races do not have a written tradition, and they pass on their history and tradition via oral history -- story telling and song mostly.  These same bards are known to beat the drum before battle and work their warriors up into a battle frenzy.

     Other Classes: A bard works well with companions of other classes.  He often serves as the spokesman of the party, using his social skills for the party's benefit.  In a party without a wizard or sorcerer, the bard relies on his magic.  In a party without a rogue, he uses his skills.  In a party without a cleric, he is capable of catering to the healing needs of the party.  A bard is curious about the ways of more focused or dedicated adventurers, often trying to pick up pointer from fighters, sorcerers, and rogues.


Rule Information

Bards have the following game statistics.

     Abilities: A bard's most important ability is his Charisma.  It determines what level spells the bard may cast, determines the DC of his spells, and bonus spells are based on his Charisma score.  Further, the most important skill in the bard's repertoire, Perform, is based off of Charisma.  In addition to Charisma, Dexterity and Intelligence are important for many of the bard's class skills.


Alignment: Any nonlawful

Hit Die: d6


Class Skills

The bard's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gamble (Wis), Hypnosis (Cha), Knowledge (Int, all), Linguistics (Int), Perform (Cha), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).


Skill Points at 1st-Level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier


Class Features

All of the following are class features of the bard.

     Weapon and Armor Proficiency: A bard is proficient with all simple weapons.  Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, shortbow, composite shortbow, short sword, or whip.  Bards are proficient with light armor, medium armor, and shields (but not tower shields).  Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.  Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.  Like any other arcane spellcaster, a bard can cast spells while wearing armor or using a shield but suffers a chance of arcane spell failure if the spell in question has a somatic component (most do).

     Spells:  A bard can cast arcane spells from the bard spell list (page 159 of the Player's Handbook).  He casts these spells without needing to prepare them beforehand or keep a spellbook.  All bards spells have a verbal component (singing, reciting, or music).  Bards receive bonus spells for high Charisma and to cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth).  The Difficulty Class for a saving throw against a bard's spell is 10 + the spell's level + the bard's Charisma modifier.

     Bardic Knowledge (Ex): A bard gains a bonus to all Knowledge checks equal to half his bard class level (minimum of +1).  Unlike others, bards can make Knowledge checks untrained.

     Bardic Performance: 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 once per level 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.  A bard receives a bonus to his Perform skill checks that is equal to half his bard level (minimum +1).

     Starting a bardic performance is a standard action, but it can be maintained each round as a free action, but he may not cast spells or operate magical items that require verbal components such as reading from scrolls, uttering a command word, using a wand or the like.  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.

     Countersong (Su): A bard can use his performance to counter magical effects that depend on sound (but not spells that simply have verbal components).  A bard may sing, play, or recite a countersong.  Each round of the countersong he makes a Perform check.  Any creature within 30 feet of the bard (including the bard himself) who is affected by a sonic or language dependent magical attack (such as sound burst or command) may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better.  The bard may keep up the countersong for 10 rounds.  Countersong does not work on effects that don't allow saves.  Countersong relies on audible components.

     Fascinate (Sp): A bard can use his performance to cause one or more creatures to become fascinated with him.  The creatures to be fascinated must be able to see and hear the bard and must be within 90 feet, and able to pay attention to him.  The bard must also be able see the creatures.  The bard can fascinate 1 creature at 1st-level, plus 1 additional creature for every three levels.  The distraction of a nearby combat or other dangers prevents the ability from working.  The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result.  If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours.  If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per bard level.  While fascinated, the target's Perception checks suffer a -4 penalty.  Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result.  Any obviously threat, such as casting a spell, drawing a sword, or aiming, automatically breaks that effect.

     While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell.  Fascinate is an enchantment (compulsion), mind-affecting ability.  Fascinate has audible and visual components.

     Inspire Courage (Su): A bard can use his performance to inspire courage in his allies, bolstering them against fear and improving their combat abilities.  To be affected, an ally must be able to perceive the bard for a full round.  The effect lasts as long as the bard performs and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer perceive the bard).  At 1st-level the bard can bestow a +1 morale bonus to saving throws against charm and fear effects and to attack and weapon damage rolls.  This bonus increases to +2 at level 5, +3 at level 11, and +4 at level 17.  Inspire courage is a mind-affecting ability.  Inspire courage can have either audible or visual components.  The bard must choose which component to use at the start of the performance.

     Song of Rest (Su): At 2nd-level, a bard can use his performance to calm his allies and help speed the healing process.  All allies who benefit from the song of rest must be within 30 feet of the bard and able to perceive his performance for a total of 10 minutes.  The allies affected must rest for at least an hour.  A bard can use this ability at any time the bard and those affected can rest for up to an hour, usually using this when the party is ready to rest for the night.  If the bard performs for the full ten minutes but the allies' rest period is interrupted before reaching a full hour, then the song of rest fails (but it is still counted against the bard's total uses of bardic performance per day).  A song of rest can heal 1d6 hit points at 2nd-level, and this increases as the bard's level increases (1d8 at 9th, 1d10 at 13th, and 1d12 at 17th).  The song of rest is a conjuration (healing) ability.  The song of rest has audible components.

     Inspire Competence (Su): At 3rd-level, a bard can use his performance to help an ally succeed at a task.  The ally must be able to see and hear the bard and must be within 30 feet.  The bard must also see the creature.  Depending on the task that the ally has at hand, the bard may use his bardic performance to lift the ally's spirits, to help the ally focus mentally, or in some other way.  The ally gets a +2 competence bonus on their skill check with a particular skill as long as they continue to hear the bard's performance.  The DM may rule that certain uses of this ability are infeasible -- chanting to make a rogue move more quietly for example, is self defeating.  The bard can maintain the effect for 2 minutes (long enough for the ally to take 20 on most skill checks).  The +2 bonus from inspire competence increases to +3 at level 7, +4 at level 11, +5 at level 15, and +6 at level 19.  A bard can't inspire competence in himself.  Inspire competence is a mind-affecting ability.  Inspire competence has audible components.

     Suggestion (Sp): At 6th-level, a bard can use his performance to make a suggestion (as the spell) to a creature that he has already, fascinated (see above).  The suggestion doesn't count against the bard's daily limit on bardic performances, but the fascination does.  The bard makes another Perform check (in addition to the one he made to fascinate), and the target can negate the suggestion with a Will saving throw equal to or greater than the Perform skill check result.  Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that has audible components.

     Inspire Greatness (Su): At 9th-level, a bard can use his performance to inspire greatness in another creature, granting extra fighting capability.  For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature.  To inspire greatness, the bard must perform for a full round, as with inspire courage.  The creature must also be within 30 feet.  A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as they perceive the bard's continued performance and for 5 rounds thereafter.  (All bonuses are competence bonuses.)  The target gains the following bonuses:

  • +2 Hit Dice (d10s that grant temporary hit points)
  • +2 competence bonus on attacks
  • +1 competence bonus on Fortitude saves

     Apply the target's Constitution modifier, if any, to each bonus Hit Die.  These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell.  Inspire greatness is a mind-affecting ability and has audible and visual components.

     Frightening Tune (Sp): At 14th-level, a bard can use his performance to frighten his enemies.  To be affected, an enemy must be able to perceive the bard and be within 30 feet.  The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result.  If the saving throw succeeds, the bard cannot attempt to frighten that creature again for 24 hours.  If the saving throw fails, the creature is frightened of the bard (see the Dungeon Master's Guide, page 84) for as long as it can perceive the bard's performance.  The target creature must flee as best it can, and suffer a -2 morale penalty to attack and damage rolls as well as saving throws.  Frightening tune is a fear based, mind-affecting, ability that has audible components.

     Inspire Heroics (Su): At 15th-level, a bard can use his performance to inspire heroics in himself or a single ally within 30 feet (at 18th-level the bard can inspire heroics in one additional ally).  To inspire heroics, all targets must be able to perceive the bard's performance for full round.  The target creature gains a +4 morale bonus to all saving throws and a +4 dodge bonus to their AC.  Inspire Heroics lasts as long as the target creature can perceive the bard's performance and 5 rounds thereafter.  Inspire heroics is a mind-affecting ability that has audible and visual components.

     Mass Suggestion (Sp): At 17th-level, a bard can use his performance to make a mass suggestion.  This ability works just like suggestion, however it can affect every target creature the bard has fascinated.  This is a enchantment (compulsion), mind-affecting, language dependent ability that has audible components.

     Deadly Performance (Su): At 20th-level, a bard can use his performance to cause one of his enemies to die from joy or sorrow.  Deadly performance can only be used a number of times per day equal to 1 + his Charisma modifier (and still counts towards his daily uses of his bardic performance).  To be affected, the target must be able to see and hear the bard's performance for 1 full round and must be within 30 feet.  The bard makes a Perform skill check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result.  If the saving throw succeeds, the target is staggered (see the Dungeon Master's Guide, page 85), 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-affecting death affect that has audible and visual components.

     Versatile Performance (Ex): At 2nd-level, a bard can choose one type of Perform skill.  He can use his bonus in that skill in place of his bonus in associated skills.  When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill.  At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

     The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Swim), Keyboard Instruments (Open Lock, Pick Pocket), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

     Well Versed (Ex): At 3rd-level, a bard becomes resistant to the bardic performance of others, and to sonic effects in general.  The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.



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Base

Attack Bonus

+0


+1

+2

+3

+3

+4

+5

+6/+1

+6/+1

+7/+2

+8/+3

+9/+4

+9/+4

+10/+5

+11/+6/+1

+12/+7/+2

+12/+7/+2

+13/+8/+3

+14/+9/+4

+15/+10/+5

Fort

Save

+0


+0

+1

+1

+1

+2

+2

+2

+3

+3

+3

+4

+4

+4

+5

+5

+5

+6

+6

+6

Ref

Save

+2


+3

+3

+4

+4

+5

+5

+6

+6

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+7

+8

+8

+9

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+10

+10

+11

+11

+12

Will

Save

+2


+3

+3

+4

+4

+5

+5

+6

+6

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+7

+8

+8

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+9

+10

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+11

+11

+12


Special

Bardic Knowledge, Bardic Performance, Countersong, Fascinate, Inspire Courage +1

Song of Rest (1d6), Versatile Performance

Inspire Competence +2, Well Versed


Inspire Courage +2

Versatile Performance, Suggestion

Inspire Competence +3


Song of Rest (1d8), Inspire Greatness

Versatile Performance

Inspire Courage +3, Inspire Competence +4


Song of Rest (1d10)

Versatile Performance, Frightening Tune

Inspire Competence +5, Inspire Heroics


Inspire Courage +4, Song of Rest (1d12)

Versatile Performance, Mass Suggestion

Inspire Competence +6

Deadly Performance

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Ex-Bards

     A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.


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Spells Known

Bard

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