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LordErebus12
2012-08-20, 03:55 PM
Bard

http://i.imgur.com/e5Rwq.jpg

It’s a Bard, enough said. More versatility and abilities to choose from. Now equipped with more butt-kick in every serving.

Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. All accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.

Preferred Abilities: Dex, Cha, Int

Alignment: Any.

Hit Die: d8.

Class Skills
The bard's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)

Skill Ranks per Level: 6 + Int modifier.

{table=head]{colsp=14}Table: The Bard
Level| Attack Bonus | Fort | Reflex | Will |
Special| 1st| 2nd | 3rd | 4th | 5th |
6th|
Highest Performance Level |
Performances Known

1 | +0 |{colsp=1}
+0|{colsp=1}
+2|{colsp=1}
+2 |Bardic Knowledge, Cantrips |1|-|-|-|-|-|-|-

2 | +1 |{colsp=1}
+0|{colsp=1}
+3|{colsp=1}
+3 |Versatile Performance, Well Versed |1|-|-|-|-|-|-|-

3 | +2 |{colsp=1}
+1|{colsp=1}
+3|{colsp=1}
+3 |Bardic Performance |2|1|-|-|-|-|1st |3

4 | +3 |{colsp=1}
+1|{colsp=1}
+4|{colsp=1}
+4 | |2|1|-|-|-|-|1st |4

5 | +3 |{colsp=1}
+1|{colsp=1}
+4|{colsp=1}
+4 |Wide Audience |3|2|1|-|-|-|2nd|5

6 | +4 |{colsp=1}
+2|{colsp=1}
+5|{colsp=1}
+5 |Versatile Performance |3|2|1|-|-|-|2nd |6

7 | +5 |{colsp=1}
+2|{colsp=1}
+5|{colsp=1}
+5 | |3|3|2|1|-|-|3rd |7

8 | +6/+1 |{colsp=1}
+2|{colsp=1}
+6|{colsp=1}
+6 |Eye For Detail |3|3|2|1|-|-|3rd |8

9 | +7/+2 |{colsp=1}
+3|{colsp=1}
+6|{colsp=1}
+6 | |4|3|3|2|1|-|4th |9

10 | +8/+3 |{colsp=1}
+3|{colsp=1}
+7|{colsp=1}
+7|Wand Mastery|4|3|3|2|1|-|4th |10

11 | +9/+4 |{colsp=1}
+3|{colsp=1}
+7|{colsp=1}
+7 | |4|4|3|3|2|1|5th |11

12 | +9/+4 |{colsp=1}
+4|{colsp=1}
+8|{colsp=1}
+8 |Versatile Performance |4|4|3|3|2|1|5th |12

13 | +10/+5 |{colsp=1}
+4|{colsp=1}
+8|{colsp=1}
+8 | |5|4|4|3|3|2|6th |13

14 | +11/+6/+1 |{colsp=1}
+4|{colsp=1}
+9|{colsp=1}
+9 |Expanded Repertoire |5|5|4|4|3|3|6th |14

15 | +12/+7/+2 |{colsp=1}
+5|{colsp=1}
+9|{colsp=1}
+9 |Lore Master |6|5|5|4|4|3|7th |15

16 | +12/+7/+2 |{colsp=1}
+5|{colsp=1}
+10|{colsp=1}
+10 |Versatile Performance |6|6|5|5|4|4|7th |16

17 | +13/+8/+3 |{colsp=1}
+5|{colsp=1}
+10|{colsp=1}
+10 | |6|6|6|5|5|4|8th |17

18 | +14/+9/+4 |{colsp=1}
+6|{colsp=1}
+11|{colsp=1}
+11 |Expanded Repertoire|6|6|6|6|5|5|8th |18

19 | +15/+10/+5 |{colsp=1}
+6|{colsp=1}
+11|{colsp=1}
+11 | |6|6|6|6|6|5|9th |19

20 | +15/+10/+5 |{colsp=1}
+6|{colsp=1}
+12|{colsp=1}
+12 |Versatile Performance |6|6|6|6|6|6|9th |20
[/table]

{table=head]{colsp=8}Table: Bard Spells Known
Level| 0| 1st| 2nd | 3rd | 4th | 5th |
6th
1st |4|2|—|—|—|—|—
2nd |5|3|—|—|—|—|—
3rd |6|4|—|—|—|—|—
4th |6|4|2|—|—|—|—
5th |6|4|3|—|—|—|—
6th|6|4|4|—|—|—|—
7th|6|5|4|2|—|—|—
8th|6|5|4|3|—|—|—
9th|6|5|4|4|—|—|—
10th|6|5|5|4|2|—|—
11th|6|6|5|4|3|—|—
12th|6|6|5|4|4|—|—
13th|6|6|5|5|4|2|—
14th|6|6|6|5|4|3|—
15th|6|6|6|5|4|4|—
16th|6|6|6|5|5|4|2
17th|6|6|6|6|5|4|3
18th|6|6|6|6|5|4|4
19th|6|6|6|6|5|5|4
20th|6|6|6|6|6|5|5
[/table]

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

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with one exotic weapon of their choice, light armor and shields (except tower shields).

A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

1st - Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

1st - Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, 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. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, 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 one level 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.

1st - Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

2nd - Versatile Performance (Ex): A bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

2nd - Well-Versed (Ex): A bard is 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.

3rd - Bardic Performance: A bard is trained to use the Perform 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 type of bardic performance that he has mastered.

The maximum number of known performances is given on the table above for each bard level, under performances known. At every level beyond 3rd, the bard gains one additional performance that he knows and can also choose to forget one performance to gain another one performance whose power level doesn’t exceed the highest performance level available at each 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 action to 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 such performances are language dependent. 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.

5th - Wide Audience (Su): A bard can choose to affect a 60-foot cone instead of a 30-foot radius with bardic performances that affect an area. In addition, for every five levels beyond 5th, the area of such powers is increased by 10 feet (radius) or 20 feet (cone). If the power instead affects multiple creatures, it affects one additional creature than normal for every five levels beyond 5th. This does not affect powers that affect only a single creature.

8th - Eye for Detail (Ex): A bard gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1).

10th - Wand Mastery (Ex): when a bard uses a wand containing a spell on his spell list, he uses his Charisma bonus to set the wand's save DC. At 16th level, when using such a wand, he uses his caster level in place of the wand's caster level.

14th - Expanded Repertoire (Ex): A bard can add two spells to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast. At 18th level, the bard make select two more spells to add to its known lists.

15th - Lore Master (Ex): a bard is a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day at 20th level.

LordErebus12
2012-08-20, 03:56 PM
Performances

1st
Careful Teamwork (Su): A bard uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components.

Countersong (Su): a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill 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, after the saving throw is rolled, 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, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Derring-do (Su): A bard can use her performance to bring out grace in the clumsiest allies. The bard and any allies who see her receive a +1 morale bonus on Reflex saving throws and a +2 competence bonus on Dexterity-based skill checks. Allies who move at least 10 feet during their turn gain a +1 dodge bonus to their Armor Class until the start of their next turn. At 5th level, and every six bard levels thereafter, the saving throw and Armor Class bonuses increase by +1, to a maximum of +4 at 17th level, and the skill check bonuses increase by +2, to a maximum of +8 at 17th level. This is a mind-affecting ability that uses visual components.

Disappearing Act (Su): A bard can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.

Distraction (Su): A bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher.

If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Dweomercraft (Su): A bard can use performance to manipulate magical energies. Allies of the bard gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components.

Fascinate (Su): A bard can use his performance 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 capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range 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 bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. 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), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A bard can use his performance 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 perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspiring Blow (Su): A bard roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance.

Naturalist (Ex): A bard who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The bard and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

Rallying Cry (Su): A bard can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components.

Satire (Su): A bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.

Sea Shanty (Su): A bard learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.

Stealspell (Su): A bard can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha bonus) to negate the effect. The bard may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible.

The target loses the prepared spell or spell known and the bard adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components.

2nd
Harmless Performer (Su): A bard can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the bard, the enemy must succeed at a Will save (DC 10 + 1/2 the bard's level + the bard's Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures.

If the opponent was targeting the bard with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.

Inspire Competence (Su): A bard can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to 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.

Mockery (Su): A bard can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by –1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components.

Soothing Performance: A bard can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal.

Still Water (Su): A bard can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components.

Wordstrike (Su): a bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard's level to an object, or half this damage to a living creature.

3rd
Attract Rats: A bard can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing. At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3.

Bladethirst (Su): A bard may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level).

These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.

Gather Crowd (Ex): A bard is skilled at drawing an audience to his performances. If he is in a settlement or populated area, he can shout, sing, or otherwise make himself noticed in order to attract an audience to his impromptu stage. The size of the crowd depends on the local population, but typically is a number of people equal to 1/2 the bard's class level × the result of the bard's Perform check. The crowd gathers over the next 1d10 rounds. If the bard fails to engage the crowd (such as by performing, kissing babies, trying to use fascinate, and so on), it disperses over the next 1d10 rounds.

Incite Rage (Su): A bard can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard's performance; however, unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components.

Incite Violence (Ex): A bard can use his performance to fan the fury of a crowd of people he has fascinated. Using this ability does not disrupt the fascinate effect, but does require a standard action to activate (in addition to the free action to continue the fascinate effect). The bard selects a number of targets equal to his level, who must make Will saves (DC 10 + 1/2 the bard's level + the bard's Charisma modifier) or be affected by rage for a number of rounds equal to the bard's level. The bard indicates who is the intended target of violence (either after using this ability or as part of the performance leading to it) and the enraged members of the crowd immediately attack the target if possible.

The target does not need to be present (“kill the king” is a suitable choice) and can be an object instead of a person (“destroy the prison!” is likewise appropriate). Other members of the crowd may follow suit, though they do not gain the benefits of rage. This is a sound-based effect and is affected by countersong. If two or more bards are attempting to direct the crowd against different targets, they must make opposed Charisma checks, with the crowd following the directions of the winner.

Lamentable Belaborment (Ex): A bard can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist's choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components.

Slumber Song (Sp): A bard can use his performance to cause a creature he has already fascinated to fall asleep (as deep slumber, but with no HD limit). Otherwise, this ability functions like suggestion.

Suggestion (Sp): A bard can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Whistle the Wind (Su): A bard can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds.

Weird Words (Su): A bard can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard's Charisma bonus (Fortitude half), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. This performance replaces suggestion.

4th
Dirge of Doom (Su): A bard can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Dramatic Subtext (Su): A bard can use bardic performance to cast spells without obvious visual or audible components while retaining the spell's normal effects. Observers must succeed at a Perception check opposed by a sandman's Sleight of Hand check to notice that the sandman is the source of the spellcasting (though spellcasting still provokes attacks of opportunity). The bard must use this performance for at least 2 rounds before casting a spell; otherwise he is automatically detected and the performance ends.

Glorious Epic (Su): A bard can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.

Inspire Greatness (Su): A bard can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard.

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), a +2 competence bonus on attack rolls, 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. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Madcap Prank (Su): A bard can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) each round that it hears or sees the performance, or it takes one of the following random effects each round: 1—blinded, 2—dazzled, 3—deafened, 4—entangled, 5—fall prone, 6—nauseated. Each effect lasts 1 round.

Shining Star (Su): A bard has learned how to focus attention on himself so thoroughly that even the presence of danger does not distract his adoring crowd. When using fascinate, a target making a save to break the effect because of a potential threat takes a –4 penalty on that save, and even obvious threats require a save rather than automatically breaking the effect. Creatures affected by the bard's fascinate ability ignore the shaken condition.

Spell Suppression (Su): A bard can use performance to counter the spells of his foes. Once the bard begins using this performance, he tracks the number of rounds it has been in use. While performing, as an immediate action, he can attempt to counter any spell that he can identify using Spellcraft, so long as that spell's level is equal or less than the total number of rounds he has been performing spell suppression. The attempt to counter the spell is made as if using dispel magic, using the bard's level as the caster level. If successful, the bardic performance immediately ends. This ability requires audible components.

True Confession (Su): A bard can use performance to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of performance, the target must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it.

A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of performance at 15th level, and 1 round of performance at 20th level.

5th
Berserkergang (Ex): A bard can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components.

Dance of the Dead (Su): A bard can use his bardic performance to cause dead bones or bodies to rise up and move or fight at his command. This ability functions like animate dead, but the created skeletons or zombies remain fully animate only as long as the bard continues the performance. Once it stops, any created undead collapse into carrion. Bodies or bones cannot be animated more than once using this ability. Unlike animate dead, dance of the dead requires no components and does not have the evil descriptor.

Song of the Fallen (Sp): A bard can duplicate the effect of a horn of Valhalla. This effect requires 10 continuous rounds of performance and summons barbarians as a silver horn at 10th level, as a brass horn at 13th level, as a bronze horn at 16th level, and as an iron horn at 19th level. The warriors remain only as long as the bard continues his performance. This ability requires audible components.

Soothing Performance (Su): A bard can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

6th
Frightening Tune (Sp): A bard can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Healing Performance (Su): A bard can use his performance to create an effect equivalent to heal on a living target (or harm on an undead target), using the bard's level as the caster level. Using this ability requires 5 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance. The healing performance relies on audible and visual components.

Metamagic Mastery (Ex): A bard can use performance to apply a metamagic feat to a spell he is about to cast without increasing the casting time. The bard must still expend a higher-level slot to cast this spell. This causes the performance to immediately end. This ability requires audible components.

Scandal (Su): A bard can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components.

7th
Greater Stealspell (Su): A bard's stealspell power improves. When a target fails a save against his stealspell performance, the bard discovers its spell resistance (if any) and all spells it has prepared or knows. He can then choose which spell to steal.

The bard may forgo stealing a spell and instead reduce the target's SR by an amount equal to half his bard level and gain that amount of spell resistance for as long as he continues performing. If he steals additional spell resistance, it stacks with previously stolen SR. If he steals a spell or ceases performing, the spell resistance immediately reverts back to its owner.

Inspire Heroics (Su): A bard can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Show Yourselves (Ex): A bard can use performance to compel creatures to reveal themselves when hiding. All enemies within 30 feet must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and the detective, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the detective.

As long as they can hear the performance, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. Creatures in the area must make this save each round the bard continues his performance. This ability is language-dependent and requires audible components.

Slip through the Crowd (Su): A bard's disappearing act enables affected creatures to move through crowd squares and enemy-occupied squares without impediment. Affected creatures are treated as if having greater invisibility, but enemies gain a new saving throw to notice them each time they are attacked.

8th
Battle Song (Su): A bard can affect all allies within 30 feet when using performance to incite rage.

Call the Storm (Su): A bard can use performance to duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level. Using this ability requires 1 round of continuous performance per level of the spell (as if he were a druid). These effects continue for as long as the bard continues performing (the effets on control weather happen immediately), but not longer than the spell's normal duration.

Mass Bladethirst (Su): A bard can use his bladethirst performance to enhance the weapons of as many allies as desired within 30 feet. The bonus provided by this power is +4 if conferred on two allies, +3 for three allies, +2 for four allies, and +1 for five or more allies. The power granted to each weapon must be identical.

Mass Slumber Song (Sp): A bard can use slumber song to affect any number of fascinated creatures within 30 feet. Otherwise, this ability functions like mass suggestion.

Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

Pedantic Lecture (Su): A bard can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused.

Righteous Cause (Ex): A bard can lift a crowd's emotions and turn them toward a common purpose. First, he must fascinate the crowd, and then use incite violence without designating a target, at which point he can use righteous cause. Instead of driving the crowd with anger, he fills them with purpose. Fascinated creatures must make Will saves (DC 10 + 1/2 the bard's level + the bard's Charisma modifier) to resist.

Those who fail are affected by mass suggestion of a plausible idea that lingers with them for one day. Typical uses of this ability are to spark rebellion, overthrow a king, build a beneficial structure such as an orphanage, or donate money to a cause.

9th
Deadly Performance (Su): A bard can use his 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-affecting death effect that relies on audible and visual components.

Funereal Ballad (Su): A bard can use his performance to create an effect equivalent to resurrection on a dead creature, using the bard's level as the caster level. Using this ability requires 20 rounds of continuous performance, and the target must be within 10 feet of the bard for the entire performance. Funereal ballad relies on audible and visual components.

Spell Catching (Su): A bard who saves against a spell or spell-like ability that targets only him (not including area spells) may use bardic performance as an immediate action. He must attempt a caster level check (DC 10 + the spell's original caster level).

If it succeeds, the bard can absorb the spell effect without harm and immediately recast that spell (using the original caster's level and save DC) or any spell he knows of that level or lower. Using this ability consumes a number of rounds of bardic performance equal to the spell's level, even if the check fails.

LordErebus12
2012-08-20, 04:00 PM
just a reimagining, i figure bards should lose the standard version of performances and gain a new way, combining them all into Performance levels. we'll see how it turns out as i build it.

LordErebus12
2012-08-20, 09:04 PM
So ive worked it out, ready for PEACHing and whatnot.

the concept was allowing the bard to have a more broader selection of performances, combining all of the pathfinder's options for the bard into a "Performance list". this gives the bard much more to bring to the table, and since at each level above 3rd allows one new performance and the choice to change another one to any one performance that would be available at that new level, this allows the bard to "switch it up" a lot more.

LordErebus12
2012-08-20, 10:12 PM
done arranging it how i feel it works best. no actual capstone ability, although the bard didnt really have one to begin with.

LordErebus12
2012-08-21, 01:53 PM
put all the performances in alphabetical order. should help a bit in finding them all.