Bard

## Basic Features

Base Attack: 3/4

Base Caster: 1          Base Manifester: 3/4

Base Saves: Poor Fortitude / Good Reflex / Good Will

Hit-Die: D6 (4)

Skill Points: 6+Int

Skill Training: Select 6 (any)

Weapon Groups: 2 (Bow, Flail, Grenade, Mace, Siege, Spear, Sword, Tool, Unarmed)

Combat Proficiency: Disarm, Feint, Trip

Armor Proficiency: Light & Basic

Initiative: Dex or Int

Key Attribute Score: Charisma

Bard Spell List

## Spell Progression

### Spells

Learning Spells: When gaining a level in Bard, the Bard increases their Bard spells known to match the indicated values from the chart above. They may choose to learn a Bard spell of a lower circle in place of any spell they would learn this way.

Spell Preparation: After resting for 8 hours, the Bard may refresh their spell slots. To do so, they must spend 10 minutes either performing, or observing an enjoyable performance, followed by a Perform check (DC 8 + 2x the highest {C} being refreshed); they may retry this process until successful, but may not take 10.

Casting Spells: To cast a Bard spell they know, the Bard must expend a spell slot of at least that spell's circle, also expending the action noted in the spell's Cast Time & providing its listed components. When casting a Bard spell with a somatic component, the Bard must check Arcane Spell Failure for their equipped items they are not proficient with. When casting a Bard spell, the Bard may replace any material or focus component with a verbal component by making a Perform check that could have earned at least that component's monetary value.

Metamagic: The Bard may add the circle adjustment from a metamagic feat they know to a spell's circle to determine the slot needed to cast the spell, & apply the metamagic feat's effects to that casting.

## Class Features

### **Bardic Music**

**Basics:** The Bard may expend a move action to begin any Song they know. It is a free action to maintain a Song for CL rounds; after this time, the Bard may extend the Song by making a Perform check (DC 15+minutes+targets). While maintaining a Song, the Bard may not use any ability which requires vocalization (such as spells with verbal components). Bardic Music effects are supernatural, & affect creatures who can hear the Song within 6sq + 2sq for every 3CL. Any saving throw is DC 10+½CL+Cha.

**Combine Songs:** The Bard may activate two Songs (or activate a second Song while maintaining one) at the same time, as a standard action, & may maintain both Songs with a move action for CL rounds (extending in the same manner as 1 Song - the DC increases by 10).

**Songs:**

*Inspire Competence*: Allies gain the listed value as a morale bonus to skill checks.

*Inspire Courage*: Allies gain the listed value as a morale bonus on attack rolls, weapon damage, & saves against [Charm] & [Fear].

*Fascinate*: The Bard fascinates up to CL targets; Will negates.

*Countersong*: Allies gain a resistance bonus equal to the Bard's Cha on saves against [Sonic], & ER (sonic) equal to the Bard's CL.

*Inspire Greatness*: One target (+1 per 3 CL beyond 9th) gains: 2d12 THP, & a +2 competence bonus on attack rolls & saves.

*Song of Freedom*: Each round, each ally may re-save (with a morale bonus equal to the Bard's Inspire Courage value) against an ongoing effect. Each creature may only receive one re-save per effect this way. Allies also receive a bonus equal to the Bard's Cha on MD & Escape.

*Inspire Heroics*: One target (+1 per 3 CL beyond 16th) gains a +4 morale bonus to saves, & a +4 dodge bonus to defenses.

**Rapture of the Song:** While maintaining any Song, the Bard may apply to themselves any one of the Rapture benefits that they have access to.

**Crescendos:** If the Bard maintains a Song for at least 1 round, they may end the Song as a standard action to activate the crescendo associated with that Song. At CL19, if the Bard is maintaining 2 Songs, they may Crescendo both as a complex action.

*Tune of Misfortune* (Inspire Competence): The Bard may cause a target to have disadvantage on attack, save, & skill rolls for a number of rounds equal to 1 + 1/3 the number of rounds the Song was maintained; Will ½.

*Song of Life* (Inspire Courage): Convert an amount of lethal damage (equal to CL + rounds the Song was maintained) on a target into non-lethal damage. This ability may only be used on a given target Cha times per day.

*Suggestion* (Fascinate): The Bard may give a *Suggestion* to a fascinated creature; Will negates. The Bard may affect an additional creature for every 2CL beyond 8th. The duration of the *Suggestion* is a number of minutes equal the number of rounds the Song was maintained.

*Songdeath* (Countersong): A target creature takes 1d6 sonic damage for each round the Song was maintained (maximum number of dice = CL); Fortitude ½.

*Anthem of Thunder and Pain* (Inspire Greatness): Up to 1/3CL target creatures take 1d6 electricity damage for each round the Song was maintained (maximum number of dice = CL); Reflex 1/2.

*Aria of Everywhere* (Song of Freedom): The Bard astrally teleports 1sq per CL + 1sq per round the Song was maintained.

**Encore:** Whenever the Bard uses a crescendo, they may restart a Song that just ended as a swift action, by making a Perform check (DC 20 + number of rounds the Song was maintained + the number of Encores used today). The Bard may maintain both songs in a Double Crescendo by doubling the DC.

### **Other Features**

**Amazing Luck:** The Bard may reroll a roll (before the result is applied).

**Somatic Simplicity:** The Bard may cast Bard spells without checking for ASF (see Armor) as long as they are proficient with the equipment.

**Gusto:** The Bard may substitute CL for BA from Bard levels when determining their total Perform modifier.

**Lore:** The Bard may add CL to a Knowledge check or Gather Information roll, or they may subtract CL from a Memory roll.