Bard
Level BAB Fort Ref Will Special Songs Known 1 2 3 4 5 6
1 +0 +0 +2 +2 Bardic Music 1, Bardic Knowledge, Cantrips 1 0 - - - - -
2 +1 +0 +3 +3 Bardic Knack 2 0 - - - - -
3 +2 +1 +3 +3 Resourceful Performer 2 1 - - - - -
4 +3 +1 +4 +4 Refine Performance (2) 3 2 0 - - - -
5 +3 +1 +4 +4 Knowledge Mastery, Bardic Music 2 3 2 1 - - - -
6 +4 +2 +5 +5 Bonus Feat 4 3 2 - - - -
7 +5 +2 +5 +5 Resourceful Performer 4 3 2 0 - - -
8 +6/+1 +2 +6 +6 Refine Performance (3) 5 3 3 1 - - -
9 +6/+1 +3 +6 +6 Rally Performance 5 3 3 2 - - -
10 +7/+2 +3 +7 +7 Bonus Feat, Bardic Music 3 6 3 3 2 0 - -
11 +8/+3 +3 +7 +7 Resourceful Performer 6 3 3 3 1 - -
12 +9/+4 +4 +8 +8 Refine Performance (4) 7 3 3 3 2 - -
13 +9/+4 +4 +8 +8 Performance Mastery 7 3 3 3 2 0 -
14 +10/+5 +4 +9 +9 Bonus Feat 8 3 3 3 3 1 -
15 +11/+6/+1 +5 +9 +9 Resourceful Performer, Bardic Music 4 8 4 3 3 3 2 -
16 +12/+7/+2 +5 +10 +10 Refine Performance (5) 9 4 4 3 3 2 0
17 +12/+7/+2 +5 +10 +10 Skill Mastery 9 4 4 4 3 3 1
18 +13/+8/+3 +6 +11 +11 Bonus Feat 10 4 4 4 4 3 2
19 +14/+9/+4 +6 +11 +11 Resourceful Performer 11 4 4 4 4 4 3
20 +15/+10/+5 +6 +12 +12 Bardic Music 5, Refine Performance (maximum) 12 4 4 4 4 4 4

Abilities: Charisma is a bard’s most important ability score, since it powers his spellcasting and social skills. Intelligence is also important since it gives the bard more skill points. Strength, Dexterity, and Constitution all make the bard a better combatant.

Hit Points per level: 3
Skill Points per Level: 3 + Int modifier
Class Skills: Acrobatics, Arcana, Athletics, Concentration, Craft, Deception, Dungeoneering, Expertise, Linguistics, Perception, Persuasion, Performance, Psionics, Religion, Stealth, Survival, Tactics

Weapon and Armor Proficiency: Bards are 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.

Bardic Music: A bard can use his song or poetics to produce magical effects on 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.

Starting a bardic music effect is a standard action. Some bardic music abilities require the bard to take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as with 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 bardic song can’t be disrupted, but ends if the bard is killed, paralyzed, stunned, unconscious, or otherwise unable to take actions. The bard can affect any creature that can hear him with his bardic songs. Deaf creatures are immune to bardic music.

To be affected, an ally or enemy must be able to hear and see the bard perform. Unless otherwise noted, the range on bard songs is 30’, the affect is mind-affecting, and the song takes effect immediately following the bard beginning the performance.

A bard must have a minimum number of ranks in a Perform skill to learn songs and increase the bonus granted by his songs. His minimum number of ranks is equal to the number of songs he could know at that level. A bard’s Bardic Music level is also limited by his Perform ranks; his ranks must be at least equal to his Bardic Music level to gain that level of bonus. Some bardic songs have requirements as noted in the description.

A bard knows one song at 1st level, and gains a new song known at 2nd level and every 2 levels thereafter. See the list of bard songs for options. A bard may perform his music a number of times per day equal to his bard level plus his Charisma bonus.

Bardic Knowledge: 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 Expertise (history), he gains a +2 bonus on this check.

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. 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.

Cantrips: The bard gains one 0-level bard spell at first level that he can use at will. He gains an additional cantrip at each level at which he gains a new level of spells (4th, 7th, 10th, 13th, and 16th).

Spells: A bard casts arcane spells 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 in the table. In addition, he receives bonus spells per day if he has a high Charisma score. When the table 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.

A bard selects one bard song known at each level, up to the highest level of spells the bard can cast according to the table. Even if the table shows 0 spells per day, the bard can choose a spell known of that level (though he still only gains the bonus spells per day based on his Charisma score).

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.

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.

Bardic Knack: A bard is a jack-of-all-trades, picking up a little bit of skill in many different areas. Beginning at 2nd level the bard may add half his level (rounded down) to any skill check instead of his ranks if that number would be higher. For example, at level 10, the bard can make any skill check with less than 5 ranks as if it had 5 ranks.

Resourceful Performer (Ex): At 3rd level, and every four levels thereafter, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in the associated skill. The types of Perform and their associated skills are: Act (Deception, Persuasion), Comedy (Bluff, Intimidation), Dance (Acrobatics, Athletics), Keyboard Instruments (Mechanics, Stealth), Oratory (Linguistics, Persuasion), Percussion (Craft, Intimidation), Sing (Arcana, Linguistics), String (Healing, Mechanics), and Wind (Concentration, Intimidation).

Refine Performance (Ex): At 4th level, a bard learns how to make his performances more appealing to the public of a prosperous city and is considered to have rolled at least a 2 on each die when determining how much money was earned each day from a Performance check. This minimum roll increases by 1 every 4 levels after 4th (2 at 8th level, 3 at 12th level, and so on), until 20th level, at which point the bard is considered to always roll the maximum value of these dice.

Knowledge Mastery (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check in which he has ranks. A bard can choose to roll the check normally. Once per day per five levels, the bard can take 20 on any Knowledge skill check as a standard action.

Bonus Feats: At 6th level, and every 4 levels thereafter, the bard gains a bonus feat which must be chosen from the following list. The bard must meet any prerequisites of the feat selected.

Arcane Accompaniment, Battle Dancer, Captivating Melody, Courageous Rally, Deafening Song, Devoted Performer, Disguise Spell, Dragonfire Inspiration, Extra Music, Forbidden Lore, Green Ear, Greater Spell Focus, Group Inspiration, Haunting Melody, Hindering Song, Ice Harmonics, Inspire Excellence, Jack of All Trades, Lasting Inspiration, Lingering Song, Melodic Casting, Music of Growth, Music of Making, Music of the Gods, Obscure Lore, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Requiem, Shadow Song, Snowflake Wardance, Song of the Heart, Song of the White Raven, Soothe the Beast, Spell Focus, Subsonics, Sunken Song, Talfirian Song, Trivial Knowledge, Words of Creation, or any Bardic or Metamagic feat.

Rally Performance (Ex): Starting at 9th level, a bard hones his skill as a public musician and can reroll a Perform check once per day. A bard must take the result of the reroll, even if it's worse than the original.

Performance Mastery (Ex): At 13th level and above, the bard can always take 10 on Performance checks.

Skill Mastery (Ex): At 17th level and up, the bard can always take 10 on skill checks, even if threatened or under pressure. The bard can even take 10 on skills that normally do not allow a character to take 10.

Ex-Bards: A bard who becomes lawful in alignment cannot progress in levels as a bard until he atones, though he retains all his bard abilities.

Bard Songs

Calming Canto: This song produces the effect of a calm emotions spell on all enemies in range for as long as the bard concentrates on the song. Each enemy makes a Will save to negate, with a DC equal to the bard’s Performance check.

Calumny: This song riles up the audience to oppose some group or person. Each target makes a Will save with a DC equal to the bard’s Performance check to negate the effect. Failure shifts that individual's attitude toward the target by one category – from friendly to indifferent, from indifferent to unfriendly, or from unfriendly to hostile. For each 5 points by which it fails, it shifts one step further (2 steps if it fails by 5-9 points, 3 steps if it fails by 10-14 points, and so on). Furthermore, each affected creature gains a morale bonus equal to the Bardic Music level on opposed social interaction checks against the target. Calumny lingers in the minds of affected audience members for 24 hours. Calumny is a language-dependent ability.

Commanding Voice: The bard strikes a short, attention-grabbing performance, affecting one target per Bardic Music level as per the command spell for one round. A successful Will save (DC = 10 + ½ the bard’s level + the bard’s Charisma modifier + Bardic Music Level) negates the effect.

Countersong: This song counters magical effects that affect the mind. Each round of the countersong, he makes a Performance check. All allies in range that are targeted by a mind-affecting effect may use the bard’s Perform check result in place of its saving throw if it is higher. If an ally within range is under the effect of a noninstantaneous mind-affecting effect, it gains another saving throw against the effect each round it hears the countersong, using the bard’s Perform check result. Countersong has no effect against effects that don’t allow saves.

Deadly Performance (minimum bard level 20): This song causes an enemy to die from joy or sorrow. To be affected, the target must witness the bard’s performance for 1 full round. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Charisma modifier + Bardic Music level) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1 round per point of Bardic Music level, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies.

Dirge of Doom: This song fosters a sense of dread in enemies, causing them to become shaken. The effect persists for as long as the enemy is within 30 feet and the bard continues to perform. Each enemy may make a Will save with a DC equal to the bard’s Performance check. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect (but see Frightening Fugue). This is a fear effect.

Draining Refrain (minimum bard level 15): This song can be used in two ways. It can affect one enemy, who receives a number of negative levels equal to the Bardic Music level for as long as he hears the bard perform. Alternatively, the song can affect a number of enemies equal to the Bardic Music bonus, imposing one negative level for as long as they hear the bard perform. A successful Will save (DC = 10 + ½ the bard’s level + Charisma modifier + Bardic Music level) negates the effect.

Encourage Failure: This song causes one enemy to take a penalty to all d20 rolls equal to the Bardic Music level for as long as the bard performs. The enemy may make a Will save (DC = 10 + ½ the bard’s level + Charisma modifier + Bardic Music level) to negate this effect.

Fascinate: A bard can this song to fascinate creatures, as the spell. Each creature to be fascinated must be within 90 feet and able to pay attention to the bard. The bard must also be able to see the creatures. The distraction of nearby combat or other dangers prevents the ability from working. The bard can affect a number of creatures equal to his Bardic Music bonus.

To use the ability, a bard makes a Performance 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 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. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Perception 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.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion) effect.

Frightening Fugue (requires Dirge of Doom): This song creates an increased sense of fear in enemies. To be affected, an enemy must already be under the effect of Dirge of Doom. Each enemy receives a Will save (DC 10 + ½ the bard’s level + the bard’s Charisma modifier + Bardic Music level) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours, though they are still shaken from Dirge of Doom (using this song doesn’t disrupt Dirge of Doom). If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. This song can target one enemy per Bardic Music level.

Healing Hymn: This song improves the healing abilities of an ally spellcaster. Each conjuration (healing) spell cast by the affected ally heals additional hit points equal to your ranks in Perform.

Heavy Metal: This song causes all allies’ metal bludgeoning weapons to deal damage as if they were one size larger per Bardic Music bonus. This effect lasts as long as the bard performs.

Hymn of Fortification: This song grants all allies in range a deflection bonus to AC and a resistance bonus to all saves equal to the Bardic Music level. These bonuses apply to attacks from evil creatures only. It also protects the bard’s allies from possession and natural weapons of summoned creatures similar as a protection from evil spell. These benefits last as long as the bard performs.

Inspire Arcana: A bard can use this song to increase spellcasting prowess of an ally (including himself). The affected ally gains a bonus to his caster level when casting a spell equal to the bard’s Bardic Music bonus. This ability lasts as long as the ally hears the bard perform.

Inspire Competence: A bard can use this song to help allies succeed at a task. Each ally gets a competence bonus on skill checks with one skill (chosen when the bard begins playing) equal to the bard’s Bardic Music bonus. Certain uses of this ability are infeasible (such as Stealth). The effect lasts as long as the bard concentrates.

Inspire Courage: This song bolsters the bard’s allies (including himself) against fear and improves their combat abilities. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a morale bonus on saving throws against charm and fear effects and on attack and weapon damage rolls equal to the Bardic Music level.

Inspire Greatness: This song grants one willing ally extra fighting capability. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. The ally gains a number of bonus hit dice (d10s) equal to the Bardic Music level, the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), and a competence bonus on attack rolls and Fortitude saves equal to the bard’s Bardic Music level.

Inspire Hatred: This song causes one target per Bardic Music level to lash out at their allies for as long as the bard concentrates. Each round, the target has a 10% per Bardic Music level to attack its nearest ally. A successful Will save (DC 10 + ½ bard’s level + bard’s Cha modifier + Bardic Music level) negates the effect.

Inspire Heroics: This song inspires tremendous heroism in one willing ally per bard level. To be affected, an ally must hear the bard sing for a full round. A creature so inspired gains a morale bonus on all saving throws and a dodge bonus to AC equal to the bard’s Bardic Music bonus. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter.

Inspire Turning: This song grants an ally with Channel Energy increased power. The affected creature’s Channel Energy ability gains +1d6 and +1 save DC per point of Bardic Music bonus.

Mimicking Song: This song creates an auditory illusion to various effects. The bard can use this ability to throw his voice as the ventriloquism spell, to create illusory sounds as the ghost sound spell. When used this way, the bard uses his class level as his caster level, and the saving throw DCs are equal to the bard’s Performance check.

The bard can also use this song to mimic other voices or sounds, or to cover the sounds of his allies’ movements. When using this ability to mimic, those hearing him perform make a Perception check opposed by the bard’s Performance check to recognize it as false. When used to cover his party’s noise, allies gain a bonus to Stealth checks equal to his Bardic Music level.

Phantasmal Song: This song duplicates the silent image spell. It lasts as long as the bard concentrates, and the saving throw DC to recognize the illusions is equal to the bard’s Performance check.

Planar Inspiration: This song protects allies from the harmful effects of planar travel. To be affected, allies must hear the bard perform for 1 full round. For the next 24 hours, these allies are protected from the negative effects of a chosen plane (for example, fire damage and other negative effects while on the Elemental Plane of Fire).

Sharp Note: This song sharpens the blades of the bard’s allies while the bard performs, increasing the critical threat range of piercing and slashing weapons by a number equal to the Bardic Music bonus. This increase is applied after any other effect that improves the critical threat range of a weapon.

Song of Binding: This song paralyzes a single target for as long as the bard concentrates, up to one round per Bardic Music level. The target receives a Will save (DC 10 + ½ the bard’s level + the bard’s Charisma modifier + Bardic Music level) to negate the effect.

Song of Freedom (requires Countersong): This song creates a break enchantment spell effect (caster level equals the bard’s level). Using this ability requires 1 minute of concentration and it functions on one target per Bardic Music level. A bard can’t use song of freedom on himself.

Song of Regeneration: This song grants the bard’s allies fast healing equal to his Bardic Music level. This ability lasts as long as the bard concentrates, but only affects allies that are below half their maximum hit point total.

Song of Resilience: This song grants allies greater resistance to attacks. Affected allies gain damage reduction X/-, where X is equal to the Bardic Music bonus.

Soothing Song: This song creates an effect equivalent to a mass cure spell, healing hit points equal to the bard’s level plus 1d8 per Bardic Music level to all allies within range. This performance also removes the fatigued, sickened, and shaken conditions from those affected.

Spellbreaker Song: This song interrupts the somatic components of other spellcasters. Each enemy spellcaster has a 10% per Bardic Music level to miscast spells with somatic components while this song is being played. This disruption lasts as long as the bard performs.

Suggestion (requires Fascinate): A bard can make a suggestion (as the spell) to creatures 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 + Bardic Music level) negates the effect. Suggestion is an enchantment (compulsion), language dependent ability.

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