Reimagined Classes: Bard

Bard

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Bardic music, bardic knowledge, verse of clarity, verse of courage +1, verse of fascination
2nd +1 +0 +3 +3 Verse of competence +2
3rd +2 +1 +3 +3
4th +3 +1 +4 +4 Verse of fleetness
5th +3 +1 +4 +4 Verse of courage +2, greater bardic knowledge
6th +4 +2 +5 +5 Verse of suggestion
7th +5 +2 +5 +5 Verse of competence +3
8th +6/+1 +2 +6 +6
9th +6/+1 +3 +6 +6 Verse of greatness
10th +7/+2 +3 +7 +7 Verse of courage +3
11th +8/+3 +3 +7 +7 Verse of competence +4
12th +9/+4 +4 +8 +8 Verse of freedom
13th +9/+4 +4 +8 +8 Superior bardic knowledge
14th +10/+5 +4 +9 +9 Verse of alacrity
15th +11/+6/+1 +5 +9 +9 Verse of competence +5, verse of courage +4
16th +12/+7/+2 +5 +10 +10 Verse of heroics
17th +12/+7/+2 +5 +10 +10 Verse of bravado
18th +13/+8/+3 +6 +11 +11 Verse of mass suggestion
19th +14/+9/+4 +6 +11 +11 Verse of competence +6
20th +15/+10/+5 +6 +12 +12 Verse of courage +5

Game Rule Information
Alignment
Any nonlawful.

Hit Die
d8.

Class Skills
The bard’s class skills (and the key ability for each skill) are Agility (Dex), Appraise (Int), Arcana (Int), Athletics (Str), Deception (Cha), Diplomacy (Cha), Dungeoneering (Wis), Gather Information (Cha), Intuition (Wis), Local (Int), Nature (Wis), Notice (Wis), Perform (Cha), Planar (Int), Profession (Wis), Religion (Int), Stamina (Con), Stealth (Dex).

Skill Points at 1st Level
(6 + Int modifier) × 4.

Skill Points at Each Additional Level
6 + Int modifier.

Class Features
All of the following are class features of the bard.

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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.

Table: Bard Spells per Day

Level 0 1st 2nd 3rd 4th 5th 6th
1st 2
2nd 3 0
3rd 3 1
4th 3 2 0
5th 3 3 1
6th 3 3 2
7th 3 3 3 0
8th 3 3 3 1
9th 3 3 3 2
10th 3 3 3 2 0
11th 3 3 3 3 1
12th 3 3 3 3 2
13th 3 3 3 3 2 0
14th 4 3 3 3 3 1
15th 4 4 3 3 3 2
16th 4 4 4 3 3 2 0
17th 4 4 4 4 3 3 1
18th 4 4 4 4 4 3 2
19th 4 4 4 4 4 4 3
20th 4 4 4 4 4 4 4
Table: Bard 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 4
7th 6 4 4 21
8th 6 4 4 3
9th 6 4 4 4
10th 6 4 4 4 21
11th 6 4 4 4 3
12th 6 4 4 4 4
13th 6 4 4 4 4 21
14th 6 4 4 4 4 3
15th 6 4 4 4 4 4
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.

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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 level. 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: Bard Spells per Day. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells per Day 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.

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Bardic Knowledge (Ex)
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 Local, he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item. 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 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.

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Bardic Music
Once per day per bard level, a bard can perform inspiring verses to produce magical effects in 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.

Generally, singing a verse is a standard action, though some verses may be performed as an immediate action. While singing, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. 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.

A bard can continue singing verses each round for a period of up to 10 rounds.

Verse of Clarity (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). As an immediate action, the bard 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 the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, a bard can make a Perform check each round to grant the creature another saving throw against the effect. The creature must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. Back to Top

Verse of Fascination (Su): 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. Back to Top

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.

Verse of 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 verses of courage and for 1 round after. 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 5th level, and every five bard levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 10th, and +4 at 15th, and +5 at 20th). Inspire courage is a mind-affecting ability. Back to Top

Verse of Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. Inspire competence relies on audible components. Back to Top

Verse of Fleetness (Su): A bard of 4th level or higher with 7 or more ranks in a Perform skill, can use his music or poetics to inspire a creature who has dropped an enemy to less than 0 hit points to engage swiftly with another. As an immediate action, the bard makes a Perform check (DC 15). Success means that the affected creature can move up to half its movement towards another enemy, even if the creature has already moved this round. If the check succeeds by 5 or more, the affected creature can move its full movement towards another enemy. Back to Top

Verse of 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. 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. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Verse of suggestion is an enchantment (compulsion), mind-affecting, language dependent ability. Back to Top

Verse of Greatness (Su): Once per day, 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. 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), 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 dependent. For every three levels a bard attains beyond 9th, he can use this ability one additional time per day (two at 12th level, three at 15th, for at 18th). To inspire greatness, an ally must hear him sing. The effect lasts for 5 rounds. Inspire greatness is a mind-affecting ability. Back to Top

Verse of Freedom (Su): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to temporarily ward a creature from mental control. Each round, a bard can make a Perform check to grant the creature another saving throw against the effect. The creature must use the bard’s Perform check result for the save. If successful, the affected creature can act normally for 5 rounds. This check has no effect against effects that don’t allow saves. A bard can’t use verse of freedom on himself. Back to Top

Verse of Alacrity (Su): A bard of 14th level or higher with 17 or more ranks in a Perform skill can use music or poetics to inspire an ally to avoid a bull rush, disarm, grapple, sunder, or trip attack. As an immediate action, the bard makes a Perform check (DC 25). Success means that the creature is treated as one size category larger than normal for purposes of avoiding such attacks. If this check succeeds by 10 or more, the creature is treated as two size categories larger than normal. A bard can’t use verse of freedom on himself. Back to Top

Verse of Heroics (Su): Once per day, 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. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for 5 rounds. For every three levels a bard attains beyond 15th, he can use this ability one additional time per day. To inspire heroics, an ally must hear him sing. Inspire heroics is a mind-affecting ability.

Verse of Bravado (Su): A bard of 17th level or higher with 20 or more ranks in a Perform skill can use music or poetics to inspire a creature, who has dropped an enemy to less than 0 hit points, to perform an act of prowess. As an immediate action, the bard makes a Perform check (DC 30). Success means that the affected creature can move up to half its movement towards another enemy and take an additional standard action. If the check succeeds by 5 or more, the affected creature can move its full movement towards another enemy. If the check succeeds by 15 or more, all allies within 30 feet can take an attack of opportunity against an enemy creature within melee range. Back to Top

Verse of Mass Suggestion (Sp): This ability functions like verse of 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. Verse of mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability. Back to Top

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Greater Bardic Knowledge (Ex)
This ability functions like bardic knowledge, except that a bard of 5th level or higher can make a DC 25 bardic knowledge to see whether he knows some relevant information about the history of a particular magic item. Success identifies whether it is a minor, medium, or major item, the strength of its magical aura, and some general insight into the item’s use. If the bard succeeds by 5 or more, he also recalls how to activate those functions, if appropriate. (If the bard has 5 or more ranks in Arcana, he gains a +2 bonus on this check.)

Greater bardic knowledge is not an identify spell, so while a bard may be able to identify a particular sword as the fiery longsword of Argelius- a major item with a strong, magical aura, whose powers can be activated by calling out the name of the god, Camulus- it won’t tell you that it’s a +2 flaming burst longsword.

Greater bardic knowledge is essentially random information about a particular, historical artifact that figured prominently in a poem, story, or legend. Potions, scrolls, staffs, wands, and other non-wondrous, consumable items are generally too ubiquitous to be identified using greater bardic knowledge. A bard may not take 10 or take 20 on this check.

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Superior Bardic Knowledge (Ex)
This ability functions like bardic knowledge, and greater bardic knowledge except that a bard of 13th level or higher can take 10 or take 20 on this check.

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