Bard

The Bard1
Music holds great magic, although few realize this power, and even fewer know how to tap into its potential. Some take the bard as a simple minstrel with nothing more to offer than a few songs to warm the heart. And, in truth, this is an apt description of a beginning bard. However, as she progresses in knowledge and skill, the bard becomes a formidable spellcaster and combatant, using those powers together in ways that no one else can.

Role: Bards are knowledgeable and broadly skilled—yet still unique. For example, they maneuver in light armor more like fighters than mages, yet they do not rely on strength alone. Their music is magical, but more flexible than the spells. They are almost as skilled as rogues in certain areas but lack their penchant for sneak attacking or using mechanical devices. If they have a primary focus, it lies in music, which, in turn, provides them with powers of diplomacy and charm.

Hit Die: d8.
Starting Gold: 140 gp.

Class Skills
All skills are class skills for bards.
Skill Ranks per Level: 6 + Int modifier (minimum 2).

Table: Bard
Level BAB Fort Ref Will Special Music
Notes Chords Melodies
1 +0 +0 +2 +2 Bardic knowledge and skill, everyday hero, magic of music 3
2 +1 +0 +3 +3 4
3 +2 +1 +3 +3 Bonus feat 5
4 +3 +1 +4 +4 Hero point +1 6
5 +3 +1 +4 +4 Weave notes 7 1
6 +4 +2 +5 +5 8 2
7 +5 +2 +5 +5 Bonus feat 9 3
8 +6 +2 +6 +6 Hero point +1 10 4
9 +6 +3 +6 +6 11 5
10 +7 +3 +7 +7 Recognizable hero 12 6
11 +8 +3 +7 +7 Bonus feat 13 7 1
12 +9 +4 +8 +8 Hero point +1, weave chords 14 8 2
13 +9 +4 +8 +8 15 9 3
14 +10 +4 +9 +9 16 10 4
15 +11 +5 +9 +9 Bonus feat 17 11 5
16 +12 +5 +10 +10 Hero point +1 18 12 6
17 +12 +5 +10 +10 19 13 7
18 +13 +6 +11 +11 20 14 8
19 +14 +6 +11 +11 Bonus feat 21 15 9
20 +15 +6 +12 +12 Hero point +1, true hero, weave melodies 22 16 10

Class Abilities
The following are the class features of the bard.

Weapon and Armor Proficiency: You are proficient with weapons (simple; 3 martial of your choice) and armor (bucklers, light; 1 medium type).

Music (Su; Cha): You work supernatural acts through your music. There are three types of musical magic: notes, chords, and melodies. Music requires that you sing, chant, or speak. You may accompany your music with instrumentation but it is not necessary to create the music. You gain a number of music slots each day that can be used to create notes, chords, or melodies depending on your level.

Music varies in its complexity and length. Notes can be used as move actions, chords as a standard action, and melodies as a full round action. Using music in threatened squares will draw an attack of opportunity.

You know a finite number of notes, chords, and melodies. The music you know is stored in a songbook (songbook). You begin play knowing four notes plus one note per Charisma bonus that are recorded in their songbook. At each level they may add two additional notes to their songbook. At 5th level, they may add notes or chords and at 11th level, you may add notes, chords, or melodies.

You do not need to prepare music ahead of time like spellcaster must prepare spell, instead you let inspiration seize you at the right moment.

Once you gain the ability to produce chords at 6th level, you may combine three note slots to perform a chord, and at 13th level, you may combine three chord slots to perform a melody. You may also break up melody slots into chords, or chords into note slots. You may combine your music with other bards to create chords or melodies, when do so, you use the group’s highest bard level determine the music’s effect.

Some music require a performer check which is equal to 1d20 + your bard level + your Charisma modifier to target opponents.

Music with the immediate descriptor can be used as an immediate action.

Bardic Knowledge and Skill (Ex): You add half your class level (minimum 1) on all Knowledge and Profession skill checks.

Everyday Hero (Ex): You find yourself in the middle of danger more often than you care to admit. At 1st level, you gain a number of hero points equal to your Charisma modifier. At first level this represent the maximum number of hero points you may possess. You may spend one hero point in a turn to accomplish any of the following actions, and you may only spend 1 hero point per round.

● Act out of turn order as if you had prepared a readied action.
● Add a +4 luck bonus to any d20 roll before you roll it, or a +2 luck bonus to any d20 roll after you roll it.
● Reroll any one die roll, or allow one ally to do so.
● You may cheat death. If an attack would render you unconscious and dying, you may spend 1 hero point to stabilize automatically.

Each day you regain your hero points at the start of each day.

At 4th level, 8th, 12th, 16th and 20th level, you gain an additional +1 hero point which increases your maximum hero point pool.

Magic of Music (Ex): At 1st level, you may determine if an item is magical by holding it to sense its magical, musical essence and concentrating as a full round action. If the item is magical you may make a performer check in place of Spellcraft to determine its properties.

Bonus Feat: At 3rd level, you may select a bonus feat for which you qualify. You gain an additional feat at levels 7th, 11th, 15th, and 19th.

Weave Notes: At 5th level, you can expend two note slots to cast a single note with one of the following
three enhancements (selected prior to casting):

1. A 50 percent increase in duration and range
2. A +2 bonus to saving throw Difficulty Class
3. A 50 percent increase in damage

Recognizable Hero (Ex): At 10th level, you are recognized in all civilized lands for your heroism. You may spend up to 3 hero points in a single turn. When encountering new NPCs, their initial attitude toward you will be friendly. You may also spend 2 hero points to do the following:

● Take an additional move action or standard action on your turn, or allow one ally to do so.
● If an attack would kill you outright, you may prevent it from killing you and instead become stable at -1 hp instead.

Weave Chords: At 12th level, you can expend two chord slots to cast a single chord with one of the following three enhancements (selected prior to casting):

1. A 50 percent increase in duration and range
2. A +2 bonus to saving throw Difficulty Class
3. A 50 percent increase in damage

True Hero (Ex): At 20th level, you may spend any number of hero points in a single turn.

Weave Melodies: At 20th level, you can expend two melody slots to cast a single melody with one of the following three enhancements (selected prior to casting):

1. A 50 percent increase in duration and range
2. A +2 bonus to saving throw Difficulty Class
3. A 50 percent increase in damage


Music
Music is a supernatural force similar to magic but it is only available to bards. If the music allows a saving throw the DC for notes is 11 + Cha modifier, for chords is 13 + Cha modifier, and for melodies is 15 + Cha modifier.

While singing, you can take any action other than music, activating magic items by spell completion (such as scrolls), or activating magic items by magic word (such as wands).

Music

Archetypes


Hymnals

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.