Bard

<color=Gold>**Bard**</color>

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 skills that rogues have, 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.

<color=Gold>Class Features:</color>

- **Alignment Restrictions:** Any nonlawful - bards are wanderers, guided by whim and intuition.

- **Hit Die:** d6

- **Base Attack Bonus:** Medium.

- **High Saves:** Reflex and Will.

- **Weapon Proficiencies:** Simple weapons plus longsword, rapier, short sword, and shortbow.

- **Armor Proficiencies:** Light armor and shields (except tower shields).

- **Skill Points:** 6 + Int modifier per level, x4 at first level.

- **Class Skills:** Appraise, Bluff, Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Hide, Listen, Lore, Move Silently, Parry, Perform, Sleight of Hand, Spellcraft, Taunt, Tumble, and Use Magic Device.

- **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. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). Starting at 8th level, and every three levels after, bards can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below what the bard can currently cast (1st level spell at 8, 1st or 2nd level spell at 11, 1st or 2nd or 3rd level spell at 14, and so forth). Bards do not suffer from arcane spell failure when wearing light armor; medium and heavy armors, and shields still incur the normal failure chance.

- **Variant Path:** At first level, a Bard’s Variant is chosen based on their talent and knowledge. This can be due to their Bardic College, the role of Bards in their society, or personal experiences. Each variant gains specific abilities at 2nd, 4th, 10th, 16th, and 24th level. These paths can also progress from levels in specific prestige classes.

* + **<color=cadetblue>Minstrel:</color>** When most hear the word "bard", a Minstrel is what they envision. A talented entertainer with a deep knowledge of lore, performing is the Minstrel's life. Whether performing bawdy songs in the lowest tavern or composing sonnets for royalty, the Minstrel's inherent music is evinced in both fighting prowess and magical might.

A Minstrel gains the following abilities: Countersong at 2nd level, Haven Song at 4th level, Ironskin Chant at 10th level, Lingering Song at 16th level, and Song of Requiem at 24th level.

* + **<color=cadetblue>Blade:</color>** Blades are expert fighters and adventurers whose bardic acting abilities make them appear more intimidating and fearsome. The Blade's fighting style is flashy and entertaining, but is also lethally dangerous.

Level 2 - Medium Armor Proficiency and Battle Caster Feat.

Level 4 - Weapon Specialist: The bard applies themselves to the use of one of the following weapons: dagger, shortsword, longsword, bastard sword, greatsword, rapier, or katana. The Blade gains weapon focus in this weapon, which improves to Greater Weapon Focus at level 12.

Level 10 - Offensive Spin: For five rounds plus one round per three Bard levels, the Blade is considered to be under the effects of Haste, and all of her attacks gain a +2 bonus to hit and 2 points of electrical damage, this damage improves each 5 levels of Bard beyond level 6. This ability has a 2-minute cooldown, cannot be used at the same time as Defensive Spin, and can only be used when the blade

Level 10 - Defensive Spin: For five rounds plus one round per four Bard levels, the Blade gains 5% concealment per two Bard levels, up to a maximum of 65%. This ability has a three-minute cooldown, cannot be used at the same time as Offensive Spin, and can only be used when the blade’s specialist weapon is equipped.

Level 16 - Inspire Vibrations: The Blade can imbue his and his companions’ weapons with positive energy. This is initially a 10-point bonus, with an additional 2 points each gained at levels 18, 21, 24, 27, and 30.

Level 24 - Canticle of the Blade: While singing, the Blade doubles the critical threat range of their signature weapon.

* + **<color=cadetblue>Skald:</color>** Far from civilization, furious tribes have their own war-singers, work-chanters, and lore-keepers, savaging enemies with song and sword alike.

Level 4 - Inspiring Roar: The skald roars his war cries, gaining temporary hit points equal to his perform rank, while all allies gain a +1 morale bonus to attack rolls for one minute. In addition, starting at 12th level the effect also inspires a rapturous battle trance that suppresses pain, stunning, and fear effects for themselves and their party. Affected creatures also gain DR/10. The effect lasts for 1 minute with a 2 minute cooldown.

Level 10 - Song of the Fallen:The skald summons a barbarian from the afterlife of his tribal gods, who attacks the skald’s enemies until slain. The summon remains for 1 minute for each 2 levels of bard. The barbarian scales with the skald’s bard levels and is subject to being unsummoned.

Level 16 - Berserkergang: At 16th level the Skald becomes eligible for the Uthgardt Champion class.

Level 24 - Battle Song: The Skald’s Legionnaire’s March, in addition to its normal effects, doubles the damage bonus and gives those affected a single extra attack at their highest base attack bonus. This bonus is also applied to the Warchanter's Inspire Legion effect.

* + **<color=cadetblue>Deepsinger:</color>** Deepsingers hear the natural sounds of the dark caves and black pools of the Underdark as one unending grand symphony to which they can add their own harmonies, and by doing so sing the dirges of their enemies’ deaths.

Level 2 - Keen Senses: The deepsinger’s understanding of sound becomes amazingly acute granting a +1 competence bonus on Listen checks for every 3rd bardic level. In addition, the deepsinger’s comprehension of sound is so acute that they gain the Blind Fight feat.

Level 4- Lament of Encroaching Dark: The deepsinger can disrupt enemies’ sight. All enemies within 25 feet who fail a Will saving throw (DC 10 + 2/3 Bard levels + Cha modifier) are blinded for the duration of the song.

Level 10 - Rumbling Refrain: The deepsinger can pitch their voice in such a way to make the ground tremble causing all targets around them to take physical damage equal to d3(bardic levels) every round for 3 rounds. All enemies must make fortitude save or be knocked down for 3 seconds each round. There is a 45 second cooldown between activations.

Level 16 - Song of Shadows and Song: The deepsinger draws on the strength of stone and depth of shadow to wrap herself and her allies in their protective embrace. All party members gain DR equal to 1/2 the Bard's Charisma modifier from all sources, concealment equal to 5 plus the Bard's Charisma modifier, and SR equal to 20 plus the Bard's Charisma modifier. The effect lasts for 2 minutes with a 5 minute cooldown. In addition, the Deepsinger gains 1/2 caster progression when they take the Shadowdancer class.

Level 24 - Echoing Song: The deepsinger can use the natural acoustics of an area to supernaturally repeat his song. The deepsinger’s songs continue for an additional 50% of normal duration and they do not suffer any penalty to the second inspiration from Combine Inspirations.

* + **<color=cadetblue>Sea-Singer:</bolor>** The sea singer calls the blue waters his home, and is much in demand among sea captains wishing good fortune for their crew and hull as they ply the tradewinds far and wide.

Level 2 - World Traveler: A sea singer gains a +1 bonus to Appraise, Lore, and Diplomacy. This bonus increases by an additional +1 every 6 bardic levels. In addition the bard acquires an exotic pet which gains abilities as a wizard’s familiar, using the sea-singer’s bard level as his wizard level. A life at sea, traveling to new and exotic ports, helps one to develop an appreciation for different cultures and exotic treasures. Those with noble ends might use this knowledge to facilitate greater understanding; those inclined to more personal pursuits can certainly use it for more selfish, and profitable, ends.

Level 4 - Whistle the Wind: A sea singer brings good fortune where they travel and has a calming effect on their crew, especially out on voyage. They can sing a song that grants their party an additional +1 regeneration, +1 universal saves, and a bonus to concealment equal to their base perform. In addition, accustomed to striding a heaving deck in stormy seas, the sea-singer becomes immune to knockdown effects at 12th level. At 18th level, their party gains the benefit of the knockdown immunity as well. The effect lasts one minute and has a 3 minute cooldown.

Level 10 - Still Water: A sea singer learns to counter seasickness and exhaustion during long sea voyages. Once every 1 minute they can perform a song that will cast Lesser Restoration on their party and heal them for an amount equal to their ranks in perform. In addition, they become eligible for the Corsair bardic spellcasting class which allows 1/2 of their levels in Corsair to apply to their bardic casting progression.

Level 16 - Thunderstrike: The bard can use bardic music to unleash a deadly thunderbolt targeting himself or an enemy. All enemies within 20 feet of the strike take electricity damage equal to d6(bardic levels). If a creature fails a fortitude save they become deafened for 2 rounds. There is a 45 second cooldown between activations. In addition, they gain a +1 bonus to electrical damage to their weapon equal to their bardic levels/5 at all times. This ability improves to Greater Thunderstrike at level 21.

Level 21 - Greater Thunderstrike: Half the sea-singer's perform score is added to the damage of Thunderstrike. A reflex save halves the damage.

Level 24 - Call the Storm: The sea-singer can use performance to duplicate the effects of a *Storm of Vengeance*. This effect lasts for one minute and has a 3.5 minute cooldown. In addition, any party member that casts any offensive arcane spells while under the effect of any of their Inspirations causes additional electrical damage to their target equal to spell level \* their bardic levels/6.

- **Bardic Knowledge:** A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. Whenever a bard makes a Lore check, he adds his bard level to the result.

- **Inspiration:** The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time. At 1st level, the bard can only inspire courage, but as he increases in level, he gains access to a variety of inspirations from which his companions (and himself) may benefit. There are seven types of inspirations:

* + **<color=cadetblue>Inspire Courage (1st level):</color>** Increased Hit and combat Damage.
	+ **<color=cadetblue>Inspire Competence (2nd level):</color>** Bonuses to all skills.
	+ **<color=cadetblue>Inspire Defense (5th level):</color>** Improved Armor Class.
	+ **<color=cadetblue>Inspire Vitality (7th level):</color>** Heal wounds over time; adds HP.
	+ **<color=cadetblue>Inspire Toughness (8th level):</color>** Improved Saving Throws.
	+ **<color=cadetblue>Inspire Slowing (11th level):</color>** Enemies might move more slowly.
	+ **<color=cadetblue>Inspire Jarring (14th level):</color>** Disrupts enemies' concentrations -4; -2 Will saves.

- **Bardic Music:** A Bard can use performance to help allies and hinder foes. As they progress in level and Performance skill, new songs become available and older songs become more powerful. Bardic music can be used once per day for each level in Bard and specific prestige classes.

* + **<color=cadetblue>Fascinate (requires Perform 3):</color>** Mesmerizes nearby enemies, preventing them from taking actions.
	+ **<color=cadetblue>Cloud Mind (3rd level, requires Perform 6):</color>** A more potent version of Fascinate, but it only affects a single opponent.
	+ **<color=cadetblue>Song of Freedom (12th level, requires Perform 15):</color>** Ends enchantments on allies.
	+ **<color=cadetblue>Song of Heroism (15th level, requires Perform 18):</color>** Improves party's AC and saving throws.
	+ **<color=cadetblue>Legionnaire's March (18th level, requires Perform 21):</color>** Greatly enhances party's combat abilities.