Bard
Untold wonders and secrets exist for those skillful enough to discover them. Using cleverness, talent, and magic, bards become experts in the arts of persuasion, manipulation, and inspiration. Bards are quick witted and their skills lead them down many paths.
Bards can confuse and confound their foes while inspiring their allies to become greater. While they can use both weapons and magic, their true strength lies outside of melee, where they can support their friends with their performances.
Bards can confuse and confound their foes while inspiring their allies to become greater. While they can use both weapons and magic, their true strength lies outside of melee, where they can support their friends with their performances.
Basic Stats
HP @ level 1 = 8 + CON Bonus
HP per level gained = 5 + CON Bonus
Skill Ranks per level = 6 + INT Bonus
HP per level gained = 5 + CON Bonus
Skill Ranks per level = 6 + INT Bonus
Weapon & Armor Proficiency = Simple weapons, longsword, rapier, shortsword, shortbow, whip, light armor, and shields (except tower shields)
Class Skills: (+3 to these skills) Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (ALL), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Use Magic Device
Combat Abilities: Disarm, Trip, Bull Rush, Grapple, Unarmed Strike, Shield Bash.
Class Skills: (+3 to these skills) Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (ALL), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Use Magic Device
Combat Abilities: Disarm, Trip, Bull Rush, Grapple, Unarmed Strike, Shield Bash.
Class Abilities
Feats (@ lvl 1): +1 feat at every odd level
Bardic Knowledge (@ lvl 1): The Bard adds ½ his level (minimum 1) to all Knowledge skills and may make all Knowledge skill checks without ranks in them.
Bardic Knowledge (@ lvl 1): The Bard adds ½ his level (minimum 1) to all Knowledge skills and may make all Knowledge skill checks without ranks in them.
Spells (@ lvl 1): A bard casts arcane spells from his spell list. He can by getting 8 hours of sleep before his spells are ready to be used. He can also cast spells if he wears light armor and/or uses a shield. If CHA >17, then +1 spells, if CHA >23 then +2 spells (Applies only to Spells cast per day).
Starting Spells: A bard begins with knowing four level-0 spells and two level-1 spells of the bard’s choice. At each new level, he gains more spells as shown by the chart above. He can cast an unlimited number of level-0 spells. Every time a bard levels up he can swap out ONE spell at any given level and must choose a spell of equal or lower level. Bardic Performance (@ lvl 1): A bard is trained to use the Perform skill to create magical effects around him, including himself. He can use this a number of rounds equal to 4 + CHA Bonus. At each new level after 1, a bard can use his bardic performance an additional +2 rounds per day. Starting a bardic performance is a Standard Action and can keep playing as a free action. A performance cannot be disrupted, but ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. Only 1 performance may be in effect at a time and requires the bard be able to see and speak. @ lvl 7: Can start a bard performance as a Move Action @ lvl 13: Can start a bard performance as a Swift Action |
Performances:
Countersong (@lvl 1): While a bard is performing this, any spell that uses sonic or language magical attack can use the bard’s Perform check instead of his/her normal saving throw.
Fascinate (@lvl 1): Every creature that can see AND hear the bard must make a WILL save (10 + ½ bard level + CHA bonus) or else just stands and stares at the bard’s performance. If a creature succeeds, it cannot be affected again for 24 hours.
Inspire Courage (@lvl 1): Every ally (including self) that can hear the bard gains a +1 saving throw against charms & fear, plus a +1 atk AND +1 dmg. At level 5, it changes to +2/+2, at level 11 it’s +3/+3, at level 17 its +4/+4.
Inspire Confidence (@lvl 3): Every ally (excluding himself) gains a +2 to all skill checks if they are within 30ft. The bonus increase to +3 @ lvl 7, +4 @ lvl 11, +5 @ lvl 15, +6 @ lvl 19.
Suggestion (@lvl 6): If the bard has fascinated an enemy, he can now give it a suggestion as a Standard Action. The enemy must make a WILL save (10 + ½ bard level + CHA bonus) to resist.
Dirge of Doom (@lvl 8): All enemies within 30ft of the bard, who can see and hear the bard, must make a WILL save (10 + ½ bard level + CHA bonus) or else become shaken for as long as they are within 30ft of the bard’s performance, assuming he/she continues to perform.
Inspire Greatness (@lvl 9): This song inspires greatness in either the bard himself or a single ally within 30ft that can see and hear the bard. The target gains 20 temporary HP, +2 atk, +1 FORT save. @ lvl 12 affects 2 creatures, @ lvl 15 affects 3 creatures, @ lvl 18 affects 4 creatures.
Soothing Performance (@lvl 12): This song inspires all allies within 30ft with Mass Cure Serious Wounds (3d8 + 1/lvl [max +15]). This song uses up 4 performances per round it is maintained.
Inspire Heroics (@lvl 15): This song can affect either the bard himself or a single ally within 30ft that can see and hear the bard. Inspired creatures gain +4 on all saving throws and +4 dodge AC.
Mass Suggestion (@lvl 18): This ability functions just like Suggestion but it will affect all creatures that have been fascinated.
Deadly Performance (@lvl 20): This performance can cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard for 1 full round within 30ft. The target must make a WILL save (DC 10 + ½ bard level + CHA bonus) to negate the effect. On a success, the target is staggered for 1d4 rounds. If it fails, it dies.
Countersong (@lvl 1): While a bard is performing this, any spell that uses sonic or language magical attack can use the bard’s Perform check instead of his/her normal saving throw.
Fascinate (@lvl 1): Every creature that can see AND hear the bard must make a WILL save (10 + ½ bard level + CHA bonus) or else just stands and stares at the bard’s performance. If a creature succeeds, it cannot be affected again for 24 hours.
Inspire Courage (@lvl 1): Every ally (including self) that can hear the bard gains a +1 saving throw against charms & fear, plus a +1 atk AND +1 dmg. At level 5, it changes to +2/+2, at level 11 it’s +3/+3, at level 17 its +4/+4.
Inspire Confidence (@lvl 3): Every ally (excluding himself) gains a +2 to all skill checks if they are within 30ft. The bonus increase to +3 @ lvl 7, +4 @ lvl 11, +5 @ lvl 15, +6 @ lvl 19.
Suggestion (@lvl 6): If the bard has fascinated an enemy, he can now give it a suggestion as a Standard Action. The enemy must make a WILL save (10 + ½ bard level + CHA bonus) to resist.
Dirge of Doom (@lvl 8): All enemies within 30ft of the bard, who can see and hear the bard, must make a WILL save (10 + ½ bard level + CHA bonus) or else become shaken for as long as they are within 30ft of the bard’s performance, assuming he/she continues to perform.
Inspire Greatness (@lvl 9): This song inspires greatness in either the bard himself or a single ally within 30ft that can see and hear the bard. The target gains 20 temporary HP, +2 atk, +1 FORT save. @ lvl 12 affects 2 creatures, @ lvl 15 affects 3 creatures, @ lvl 18 affects 4 creatures.
Soothing Performance (@lvl 12): This song inspires all allies within 30ft with Mass Cure Serious Wounds (3d8 + 1/lvl [max +15]). This song uses up 4 performances per round it is maintained.
Inspire Heroics (@lvl 15): This song can affect either the bard himself or a single ally within 30ft that can see and hear the bard. Inspired creatures gain +4 on all saving throws and +4 dodge AC.
Mass Suggestion (@lvl 18): This ability functions just like Suggestion but it will affect all creatures that have been fascinated.
Deadly Performance (@lvl 20): This performance can cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard for 1 full round within 30ft. The target must make a WILL save (DC 10 + ½ bard level + CHA bonus) to negate the effect. On a success, the target is staggered for 1d4 rounds. If it fails, it dies.
Versatile Performance (@ lvl 2): At 2nd level a bard can choose a type of Perform skill. This skill can be used to substitute for another skill. The bard gets another Perform skill to substitute for every 4 levels (2, 6, 10, 14, 18).
The types are: Act (Disguise), Comedy (Bluff), Dance (Acrobatics), Keyboard Instruments (Diplomacy), Speech (Sense Motive), Sing (Intimidate), String (Ride, Fly) Lore Master (@ lvl 5): The bard becomes a master of lore and can automatically roll a 10 on any Knowledge skill he/she has ranks in. A bard can also choose not to automatically take a 10 and instead roll normally. In addition, 1x/day the bard can automatically roll a 20 on any Knowledge skill as a Standard Action. At level 11, he can do this 2x/day, @ level 17 he can do this 3x/day. Jack of All Trades (@ lvl 10): At this level the bard can use any skill, even if the bard lacks the training. @ lvl 16 the bard considers all skills to be class skills, gaining a +3 to all the ones he doesn’t have the +3 to. @ lvl 19, the bard can automatically roll a 10 on any skill check. For advanced players, click the button below for more resources on the bard.
"Guys! Do we ALWAYS have to kill everything? Can't we just talk it out? Just once?!"
~ Anson Wong (2018-2019 Pathfinders) |
Sub-Classes
For those who want a different style of bard, a sub class is available. This modifies the basic bard abilities, giving you some new abilities...but by sacrificing old ones.