Bard

Bard is one of the 11 core classes available.

## Abilities

### Bardic Performance

A Bard is trained to use the Performance skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a Bard can use Bardic Performance for 2 additional rounds 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.

Starting a Bardic Performance is a standard action, but it can be maintained each round as a free action. 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 actionto 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.

### Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a swift action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

### Bardic Knowledge

At 1st Level, the Bard adds half their class level (minimum +1) to all Knowledge checks.

### Versatile Instrument

At 2nd Level, the Bard can choose a type of instrument. They can use Performance to replace the associated skill with the performance, so long as they are capable of using the instrument in question. They can choose another instrument at 6th, 10th, 14th, and 18th Level.

* Act (Bluff, Disguise)
* Comedy (Bluff, Intimidate)
* Dance (Acrobatics, Fly)
* Keyboard (Diplomacy, Intimidate)
* Oratory (Diplomacy, Sense Motive)
* Percussion (Animal Handling, Intimidate)
* Sing (Bluff, Sense Motive)
* String (Bluff, Diplomacy)
* Wind (Animal Handling, Diplomacy)

Beginning at 6th level, instead of selecting an additional skill with versatile instrument, a bard or skald can choose an advanced versatile instrument for one Perform skill he previously selected with versatile instrument. Some advanced versatile instrument options can be selected only if the bard or skald meets the option’s prerequisites.

A bard or skald with an archetype that replaces versatile instrument cannot select advanced versatile instrument options.

*Expanded Versatility (Ex)*: The bard chooses one Perform skill that he has already selected with versatile instrument. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile instrument ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once.

*Martial Performance (Ex)*: The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile instrument (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).

### Well-Versed

At 2nd level, the 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.

### Deadly Performance

At 20th Level, the Bard can use their performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the Bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the Bard’s level + the Bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, 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-effecting death effect that relies on audible and visual components.

## Subclasses

### Archaeologist

The Archaeologist is known to delve into crypts and discover hidden treasures.

### Daredevil

The Daredevil will throw themselves into danger and perform daring tricks.

### Detective

The Detective can discover hidden secrets and capture guilty enemies.

### Mystic Prancer

The Mystic Prancer steps with such grace and magic that they are difficult to fight.

### Rockstar

The Rockstar uses their instrument to blast enemies from afar.

### Sound Striker

The Sound Striker uses sounds to harm enemies.