The Bard
Hit Point Rate: 6
Class Skills: Acrobatics, Appraise, Bluff, Craft, Gather Information, Linguistics, Diplomacy, Disguise, Escape Artist, Stealth, Insight, Intimidate, Investigation, Knowledge (any), Perception, Perform, Profession, Sleight of Hand, Use Magic Device
Skill Points: 6 + Int per level
| Level | BAB | Fort | Will | Ref | Class Features |
|---|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 0 | Spellcasting, Bardic Music, Lesser Archetype Power |
| 2 | +1 | +1 | +1 | +1 | Rhythmic Strikes, Lesser Racial Power |
| 3 | +2 | +2 | +2 | +2 | Moderate Archetype Power |
| 4 | +3 | +3 | +3 | +3 | Grooving to the Beat, Moderate Racial Power |
| 5 | +4 | +4 | +4 | +4 | A Charmed Life |
| 6 | +5 | +5 | +5 | +5 | Ultimate Flow, Greater Archetype Power, Greater Racial Power |
Class Features
Proficiencies: The bard is proficient with light armor, small shield and the targe. He is proficient with simple and martial weapons. Counts as bard for feat purposes.
Spellcasting: A Bard may cast spells like a bard, but is using the progression table below. Also a bard knows four spells of the 0th level. A bard receives spell casting and bardic music abilities known from the same pool of total abilities known and must choose which one he takes.
| Spells per day | Abilities known and maximum level | ||||||
|---|---|---|---|---|---|---|---|
| Level | 0 | 1 | 2 | Abilities Known | Music Level | Spell Level | |
| 1st | 1 | - | - | 2 | 1 | 0 | |
| 2nd | 2 | 0 | - | 4 | 1 | 1 | |
| 3rd | 3 | 1 | - | 6 | 2 | 1 | |
| 4th | 4 | 2 | 0 | 8 | 2 | 2 | |
| 5th | 4 | 3 | 1 | 10 | 3 | 2 | |
| 6th | 4 | 4 | 2 | 12 | 3 | 2 | |
Bardic Music:
The Bard may use her songs to produce magical effects. Those can be dispelled as spells, and have a caster level equal to the bards level. She may do so 3 plus her Charisma bonus times per day. Unlike the base bard, she has another selection of magical effects to choose from. To learn a bardic music the bard must use the a spell known slot from exactly one level lower than the bardic music.
You may use arcane abilities which require verbal components while providing bardic music (stances). Unless otherwise noted all bonuses have moral as their type of origin.
The Bard gains the ability to use bardic music as a bard of his class level to produce effects of feats that require bards music. Unless otherwise noted, activating this ability (or others that require the expenditure of bardic music) requires a standard action. To be affected, an ally must be able to clearly hear the bard sing or play the music and be within 36m of the bard. An area of magical silence or an anti magic fiend stops the song instantaneously. Bardic music does not linger when stopped voluntarily e.g. to activate another bards music.
Most Bardic music has the special range earshot. The range is different per performance, performance that does not use handheld devices, such as sing, or dance, has 18m range, performance using handheld devices, such as the lute, has 36m range. While music with a stationary instrument such as the organ have 72m.
Rhythmic Strikes: While under the effects of bardic music, the Bard gains a bonus on weapon damage rolls equal to her Charisma bonus. The bards minions receive half that bonus.
Grooving to the Beat: Every time the bard uses one of his bardic music abilities he may do a 3m step dancing around (which does not provoke attacks of opportunity).
A Charmed Life: The bard can no longer roll a natural one on anything - if he does, he immediately gains a free reroll. He must abide by the results of the reroll, unless it is another one. In addition, anytime he rolls a natural twenty, he gains a +2 luck bonus to attack rolls, damage rolls, saving throws, and skill checks for the next three rounds.
Ultimate Flow:
Once per day, the bard may make use of one of the following abilities:
Let Slip the Dogs of War: If the bard attacks an opponent in melee and succeeds, he may allow all allies who threaten that opponent to make a single attack at their highest attack bonus versus that same opponent as an immediate action. Out of the Jaws of Death: As an immediate action, the bard may use one of his bards music, but the effect is restricted to one single ally and the duration to at most one single turn.
Feats: Background Dancers, Diamond Hymn, Epic Wardance, Extra Bardic Ability, Solo, Wardance
Archetypes
Bravado
Bravados do not gain access to bards spells, but only to bardic music. However, the Bravado may learn hymn and finale spells as bardic music of the same level.
Fencing Weapons: Duel sword, elven curve blade, foil, long sword, rapier, saberBonus Bardic Music:
- 1: Brace Yourself!
- 2: Jaw Dropping Whirling Blades
- 3: There Is Nothing To Fear!
- Ultimate Bard Music: Staccato Volante
Lesser Archetype Power: When the Bravado hits an opponent with a fencing weapon she receives +4 dodge bonus to armor class versus that opponents attacks for one turn.
Bravados receive +2 on attack rolls with fencing weapons, when she has a free offhand.
Moderate Archetype Power: The Bravado learns a special kind of fencing, when she has a free offhand and a fencing weapon in her main hand she may benefit from single weapon fighting and two weapon fighting techniques at the same time. The two weapon fighting techniques treat the main hand as being main and offhand simultaneously. You do not receive a penalty for two-weapon fighting.
Greater Archetype Power: After using a bardic music ability that takes a standard action, the Bravado receives temporary hp equal to his level + your charisma modifier.
Bravados combat maneuvers receive +2 DC.
Feats: Combat School, Solo
Classes: Bard
Chameleon
The Chameleon receives the Disguise Self spell as a SLA. It can be used at will.
The Chameleon does not receive daily bardic music uses. They can still use stances, but no boosts or counters.
Lesser Archetype Power: At the start of each day, choose one of the following skins:
- Arcane Aptitude: Choose one cantrip and one spell per spell level from the wizards spell list and add them to your spells known.
- Divine Devotion: Choose one cantrip and one spell per spell level from the clerics spell list and add them to your spells known.
- Physical Prowess: You are proficient with martial weapons and medium armors. Adiitionally, your base attack bonus increases by two.
Every third feat you take is split threefold. Take one feat for each skin and it is only active when the corresponding skin is worn that day.
Moderate Archetype Power: For each skin, choose one fist level class ability (Not including archetype powers). When you wear the corresponding skin you gain that ability as if you had one level in that class. Any level dependent abilities are treated as if you were level 1.
Greater Archetype Power: You receive minor ultimates, based on your worn skin. These can be used in addition to your classes ultimate. They can be improved by feats that improve capstone abilities.
- Arcane Aptitude: Choose one third level spell from the wizards spell list and use it once per day as an SLA
- Divine Devotion: Choose one third level spell from the clerics spell list and use it once per day as an SLA
- Physical Prowess: Once per day, receive +4 to saving throws for one turn.
Feats: Epic Metamorphosis, Metamorphosis
Classes: Bard
Hoaxer
Bonus Spells:
- 1:Hideous Laughter
- 2:Glibness
Lesser Archetype Power: When a Hoaxer uses a Foresee spell and does not like the rolled outcome, they may choose to discard the result.
The Hoaxer may ignore racial restrictions of enchantment spells and may use disguise self to disguise as any other race that has the same size category without penalty.
Moderate Archetype Power: When a Hoaxer uses a Foresee spell and chooses to discard the rolled outcome, they may keep it and provide the same result when using his next Foresee spell of the same kind.
The Hoaxers illusion spells seem very believable, even opponents with true seeing need to succeed a will save to disbelieve them.
Greater Archetype Power: When a Hoaxer uses a Foresee spell and chooses to discard the rolled outcome, they may keep it for his next roll of the same kind.
The hoaxer may hoax. The perfect tone ability may be used on enemies to make them reroll a d20 check.
Feats: None.
Classes: Bard
Hustler
Lesser Archetype Power: The Hustler gains the ability to use some special maneuvers from the Street school. These tricks use the Hustler's intelligence to determine their DC. The number of tricks the Hustler knows is indicated in the table below. The Hustler does not learn any stances, but he can learn passive maneuvers. These are always active.
| Level | Tricks known | Maximum level of Tricks Known |
|---|---|---|
| 1st | 2 | 1 |
| 2nd | 3 | 1 |
| 3rd | 4 | 2 |
| 4th | 5 | 2 |
| 5th | 6 | 3 |
| 6th | 7 | 3 |
Moderate Archetype Power:
The Hustler may do a special knowledge check with a bonus equal to his class level +3 + his intelligence modifier to see whether he knows some relevant information about local notable people, possible heists, guard patrols, or noteworthy places. (If the Hustler has 5 or more ranks in Knowledge (local), he gains a +2 bonus on this check.) A Hustler may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
In addition, when a Hustler has higher initiative than all opponents, he gains a +2 bonus on all rolls.
Greater Archetype Power:
Once per day as a free immediate action, the Hustler can choose to get his intelligence modifier as a bonus to all d20 rolls until one whole turn has passed.
Feats: Streetsmart, Swift And Eloquent
Lyric Thaumaturge
Lesser Archetype Power: A Lyric Thaumaturge has a deeper understanding of magic and gains spells as the table below indicates. Choose two spell schools from the wizard, you add these two spell schools to your spells that can be learned. Unlike other bards the Lyric Thaumaturge may only learn bardic music equal to the level of their spells known (instead of one level higher).
| Spells per day | Spells known and Bardic Music known | |||||||
|---|---|---|---|---|---|---|---|---|
| Level | 0 | 1 | 2 | 3 | Abilities Known | Music Level | Spell Level | |
| 1st | 1 | 1 | - | - | 3 | 1 | 1 | |
| 2nd | 2 | 2 | - | - | 6 | 1 | 1 | |
| 3rd | 3 | 3 | 1 | - | 9 | 2 | 2 | |
| 4th | 4 | 4 | 2 | - | 12 | 2 | 2 | |
| 5th | 4 | 4 | 3 | 1 | 15 | 3 | 3 | |
| 6th | 4 | 4 | 4 | 2 | 18 | 3 | 3 | |
The Lyric Thaumaturge may use perform instead of concentration checks to upkeep spells even when distracted or injured.
Moderate Archetype Power: You can expend a use of bardic music to add 1d6 per two levels points of bonus sonic damage to any spell with the sonic descriptor.
Additionally his inspire bravery ability also gives a bonus on caster level checks to pierce spell resistances.
Greater Archetype Power: The Lyric Thaumaturge does not provoke attacks of opportunity when casting spells.
Feats: None.
Classes: Bard
Mirth Of The Mountain
Bonus Bardic Music:
- 1: Ironskin Hymn
- 2: Storm Bolt
- 3: Thunder Clap
- Ultimate Bard Music: Avatar
The Mirth of the gains proficiency with medium armor, heavy shields and any one handed hammer.
Lesser Archetype Power: The Mirth of the Mountain may ignore armor type restrictions while wielding armors that they are proficient with.
Additionally, he receives +2 on attack rolls wielding a one-handed hammer.
Moderate Archetype Power: Every friend who does any attack action (standard attack action, full-attack action or the charge action) while being affected by the Mirth of the Mountains inspiration ability, receives the Mirth of the Mountains level as damage reduction for one turn.
Additionally, he deals damage with one handed hammers as if they were one size category larger.
Greater Archetype Power: When you score a critical hit with a one handed hammer your target must succeed a will saving throw or is stunned for one round per critical hit multiplier.
Additionally, he receives his shield bonus versus touch attacks.
Feats: None.
Classes: Bard
Sublime Cantor
Bonus Bardic Music:
- 1: First level righteous wrath aura of choice
- 2: Second level righteous wrath aura of choice
- 3: Third level righteous wrath aura of choice
They count as being a crusader of equal level to qualify for aura feats.
Lesser Archetype Power: The sublime cantor qualifies for divine feats, receive one divine feat of choice and may expand bardic music uses to use these abilities. (This feature does not allow the sublime cantor to use other feats that depend on turn undead or channel energy domain feats or channel feats.)
A sublime cantor adds cleric spells to the spells they can choose from.
Moderate Archetype Power: The sublime cantor may provide the benefits of a range personal single divine feat, except divine might, to one specific ally within 9m using the feats original action.
A sublime cantor wielding an implement in their offhand qualify for abilities that need them to be free offhand (not including using the hand for another item..).
Greater Archetype Power: A sublime cantor does not need to use an implement to provide a righteous wrath aura. However, if they do they may enter one righteous wrath stance and one bardic music stance at the same time.
Feats: None.
Classes: Bard
Voice Of The Wild
Bonus Spells or Bardic Music:
- 1: Animal Aspect
- 2: Inciting Hymn
- 3: Choose one druid spell up to the third level and use it as if it were bardic music.
- Ultimate Bard Music: Song Of The Fallen
Lesser Archetype Power: The Voice of the Wild adds druid spells to the list of spells they can choose from. They cast summoning spells at one spell level lower than normal and do so as a standard action instead of a full-round action.
Whenever the Voice the Wild uses the Animal Aspect spell, the duration increases to 24h or until the next animal aspect is chosen.
Moderate Archetype Power: The Voice of the Wild learns one Wild feat and can expend bardic music to use it. The Voice of the Wild qualifies for Wild feats as a druid of their class level.
Whenever the Voice of the Wild uses the Animal Aspect spell, they provide the mythic spell bonus.
Greater Archetype Power: As a full-round action, the Voice of the Wild can combine two of the following: casting a druid spell, using a bardic music ability, performing an attack. Both abilities are used simultaneously and paid for simultaneously. The activation time of either ability must be standard action or less.
Whenever the Voice of the Wild uses the Animal Aspect spell, they provide an insight bonus of +2 bonus to one saving throw.
Feats: Master Trainer
Classes: Bard