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BARDEdit

Alignment: Any non-lawful

Art by laetitia (http://leti03.deviantart.com)

HP at 1st: 22 + Con Modifier

HP at level after 1st: 5 Con Modifier

RP at 1st Level: 32 + Con Modifier

RP at level after 1st: 9 + Con Modifier

Class AbilitiesEdit

Class Skills

The bard’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (all skills, taken individually) (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 Points at 1st Level: (6 + Int modifier) x4.

Skill Points at Each Additional Level: 6 + Int modifier.
























Level

Base Attack Bonus

Defense Bonus

Fort Save

Ref Save

Will Save

Rep

Cont

Special

Learned Talents

1st

+0

+3

+0

+2

+2

+1

+0

Bardic music, bardic talent, countersong, fascinate, inspire courage +1, spellcasting

0

2nd

+1

+3

+0

+3

+3

+1

+1

Foreigner

1

3rd

+2

+4

+1

+3

+3

+1

+1

Bonus feat, inspire competence

2

4th

+3

+4

+1

+4

+4

+1

+2

Bardic talent

2

5th

+3

+4

+1

+4

+4

+2

+2

Cheap trick 1/day, weapon trick

3

6th

+4

+5

+2

+5

+5

+2

+3

Suggestion

4

7th

+5

+5

+2

+5

+5

+2

+3

Bonus feat, Foreigner

5

8th

+6/+1

+5

+2

+6

+6

+2

+4

Bardic talent, inspire courage +2

5

9th

+6/+1

+6

+3

+6

+6

+3

+4

Inspire greatness

6

10th

+7/+2

+6

+3

+7

+7

+3

+5

Cheap trick 2/day

7

11th

+8/+3

+6

+3

+7

+7

+3

+5

Bonus feat, weapon trick

8

12th

+9/+4

+7

+4

+8

+8

+3

+6

Bardic talent, Song of freedom

8

13th

+9/+4

+7

+4

+8

+8

+4

+6

Foreigner

9

14th

+10/+5

+7

+4

+9

+9

+4

+7

Inspire courage +3

10

15th

+11/+6/+1

+8

+5

+9

+9

+4

+7

Bonus feat, cheap trick 3/day, inspire heroics

11

16th

+12/+7/+2

+8

+5

+10

+10

+4

+8

Bardic talent

11

17th

+12/+7/+2

+8

+5

+10

+10

+5

+8

Weapon trick

12

18th

+13/+8/+3

+9

+6

+11

+11

+5

+9

Mass suggestion

13

19th

+14/+9/+4

+9

+6

+11

+11

+5

+9

Bonus feat, foreigner

14

20th

+15/+10/+5

+9

+6

+12

+12

+5

+10

Bardic talent, cheap trick 4/day, inspire courage +4

15


































SPELLS PER DAY/RECHARGES

Level

1st

2nd

3rd

4th

5th

6th

1st

2nd

0

3rd

1

4th

2

0

5th

3

1

6th

3

2

7th

3

2

0

8th

3

3

1

9th

3

3

2

10th

1d8

3

2

0

11th

1d8

3

3

1

12th

1d8

3

3

2

13th

1d8-1

1d8

3

2

0

14th

1d8-1

1d8

3

3

1

15th

1d8-1

1d8

3

3

2

16th

1d6

1d8-1

1d8

3

2

0

17th

1d6

1d8-1

1d8

3

3

1

18th

1d6

1d8-1

1d8

4

3

2

19th

1d6

1d8-1

1d8

4

4

3

20th

1d6

1d8-1

1d8

4

4

4



Table: Bard Spells Known



————— Spells Known —————

Level

0

1st

2nd

3rd

4th

5th

6th

1st

4

2nd

5

2

3rd

6

3

4th

6

3

2

5th

6

4

3

6th

6

4

3

7th

6

4

4

2

8th

6

4

4

3

9th

6

4

4

3

10th

6

4

4

4

2

11th

6

4

4

4

3

12th

6

4

4

4

3

13th

6

4

4

4

4

2

14th

6

4

4

4

4

3

15th

6

4

4

4

4

3

16th

6

5

4

4

4

4

2

17th

6

5

5

4

4

4

3

18th

6

5

5

5

4

4

3

19th

6

5

5

5

5

4

4

20th

6

5

5

5

5

5

4



Class Features

All of the following are class features of the bard.



Weapon and Armor Proficiency: A bard is proficient with basic weapons, 2 other weapon groups of his choice and exotic weapons. 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.



Spells: A bard casts arcane spells, which are 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. 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: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known 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.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, 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 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.

As noted above, 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 Talent: A bard has a number of amazing talents from his travels. He gains one at 1st level and gains an additional one at 4th, 8th, 12th, 16th and 20th.

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 Knowledge (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 drinking; common legends 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.



Bardic Knack: You can add your charisma modifier to skill checks you are not trained in but have as a class skill. This gives you a minimum bonus of 4 in a class skill.



Bardic Sage: You are even more knowledgeable as a bard than previously believed. Your bardic knowledge checks gain a +3 bonus. You also gain a +1 bonus to magic rating and to ability attacks with divination magics. You also may pick three sorcerer/wizard spells from the divination or illusion schools that are not on the bard class list and that you can cast and add them to your spells known. Prerequisite: Bardic knowledge.



Divine Bard: You become a divine bard. You gain a +2 bonus to Knowledge (Religion) checks Add three spells from the following list to your spells known. 1st Level: Detect Evil, Detect Good, Detect Law, Protection from Evil, Protection from Good, Protection from Law. 2nd Level: Consecrate, Desecrate, Gentle Repose. 3rd Level: Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Prayer. 4th Level: Remove Disease, Speak with Dead, Sending. 5th Level: Divination, Restoration 6th Level: Commune, Hallow, Unhallow, Raise Dead. A bard may take this multiple times. Each time, he gains a +1 bonus to magic rating with Conjuration (Healing) spells and may choose another 3 spells for his spells known list. Prerequisite: Must have a deity.



Harbriner of Doom: Some bards sing not of songs of heroes, but of songs of horrible things to come. You are such a bard, and have learned such songs. You may, in place of an inspire competence song, may sing inspire fear. All opponents that can see & hear you receive a penalty on saving throws vs. charm & fear effects and on attacks & weapon damage (WillNeg, DC is Charisma-based). Effect lasts as long as you continue the song and the opponent can hear you plus 5 rounds. This penalty is equal to your inspire courage bonus. ie. If a bard has “inspire courage +1” he can “inspire fear” for a -1 penalty. This is a Mind-Affecting Fear effect.

If you take this a second time, you may use encourage failure. One opponent that can see & hear and is within 30’ receives a –2 penalty on all rolls for 1 round (WillNeg, DC is Charisma-based). This is a Mind-Affecting effect.

A third taking of this ability gives you disenhearten. One opponent (plus one per three levels above 12th) that can see & hear you for one full round and is within 30’ receives a –4 penalty on saving throws and AC (WillNeg, DC is Charisma-based). Effect lasts as long as you continue the song and the opponent(s) can hear you plus 5 rounds. This is a Mind-Affecting effect.

A fourth taking of this gives you dirge of binding. One opponent becomes paralyzed (WillNeg, DC is Charisma-based). Effect lasts as long as you continue the song and the opponent can hear you.

A fifth taking of this ability gives you drain prowess. One opponent (plus one per three levels above 16th ) that can hear you for one full round and is within 30’ receives 2 Negative Levels (WillNeg, DC is Charismabased). Effect lasts as long as you continue the song and the opponent(s) can hear you. The negative levels never result in permanent level loss.

Prerequisite: Bard level 4th.



Savage Bard:You become a savage bard, tapping into the same primal fury as a barbarian. You gain a +2 to Fortitude saves and Survival becomes a class skill for you. In addition, you add three spells from the following list to your Spells Known. 1st level: calm animals, detect snares and pits, endure elements, summon nature's ally I. 2nd level: bull's strength, pass without trace, summon nature's ally II. 3rd level: snare, summon nature's ally III. 4th level: insect plague, summon nature's ally IV. 5th level: commune with nature, summon nature's ally V. 6th level: creeping doom, reincarnate, summon nature's ally VI. You may take this a multiple times. Each additional time, you gain a +1 to melee damage and another 3 spells off the list.



Bardic Music: Once per day per bard level, 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. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must 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), or activate magic items by magic word (such as wands). Just as for 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.


Art by J (http://jenime.deviantart.com)

Countersong (Su): A bard traned in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform 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 noninstantaneous 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 check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A bard with trained in a Perform skill can use his music or poetics 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 able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform 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 attempt to 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 (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot 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 ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A bard with trained in a Perform skill can use song or poetics 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 hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A bard of 3rd level or higher trained in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp): A bard of 6th level or higher trained in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). 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.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su): A bard of 9th level or higher trained in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. 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 dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp): A bard of 12th level or higher trained in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Inspire Heroics (Su): A bard of 15th level or higher trained in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher trained in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.



Foreigner: Bards see and experience a lot during their career and gets to know all kinds of people. He knows and can do many things that are normally reserved to other kinds of adventurers. At 2nd, 7th, 13th, and 19th levels, he gains special ability from the list below. Each foreigner ability can be selected only if the appropriate race or class exists in the setting.

Culture of Dwarfs: A bard spent much time with dwarfs and blended into their culture. He gains dwarven weapon familiarity and bonuses on Appraise and Craft checks. In addition, bard learns dwarven language.
Culture of Elves: A bard spent much time with elves and blended into their culture. He gains proficiency in the Elf weapon group, and a +4 competence bonus on saves against sleep effects. In addition, bard learns elven language.
Culture of Gnomes: A bard spent much time with gnomes and blended into their culture. He gains gnomish weapon familiarity and a +2 bonus on Craft (alchemy) checks. In addition, bard also learns gnomish language.
Culture of Halflings: A bard spent much time with halflings and blended into their culture. He gains  a +2 bonus to Athletics to climb or jump and a +4 to Stealth checks to move silently. In addition, bard also learns the halfling language.
Culture of Humans: A bard spent much time with humans and became as versatile as they are. One class becomes favored for the bard. He also gains a +1 competence bonus to one of his saves (Fortitude, Reflex, or Will). 

Secrets of Barbarians: A bard has visited distant savage lands and learnt the ways of barbarians. He gains 5 Hit Points and, once per day for (3 + Cha modifier rounds), you can add 1 to your melee weapon damage. Add barbarian to bard’s favored classes.

Secrets of Clerics: A bard met many people of faith and accompanied various religious events. As a result bard became very pious. He chooses one clerical domain and knows the first six spells from that domain. He does not gain domain power. He cannot add an alignment domain unless he has that alignment. Add cleric to bard’s favored classes.
Secrets of Druids: A bard spent much time in wilderness, embracing animals, nature, and meeting druids. A bard gains animal companion the same way druid does, but uses half his bard levels to determine companion’s strength. If a bard multiclasses with druid or ranger, half bard's, half rangers and full druid levels stack for the purpose of determining animal companion's abilities, and such character can still only have one animal companion from the both classes. Add druid to bard’s favored classes.
Secrets of the Occult: A bard’s birth was affected by a deity or other cosmic power. Whenever he is raised or resurrected, he loses only half the normal amount of experience points he would otherwise lose. Add  occultist to bard’s favored classes.

Secrets of Fighters: A bard spent some time in army, or with mercenary band, or perhaps in fencing school. He gains one bonus fighter feat. Add fighter to bard’s favored classes.

Secrets of Warmagi: A bard spent some time in an arcane academy, learning lessons from battemages. Whenever a bard fails casting 0-level bardic spell (for example, due to arcane spell failure or failed concentration check), or if such a spell he casts is resisted or saved against, the spell slot is not consumed. Add magus to bard's favored classes.
Secrets of Soulknives: A bard discovered his faint mind powers. He gains the Hidden Talent feat and Autohypnosis becomes class skill for him. Add soulknife to bard’s favored classes.
Secrets of Monks: A bard spent some time in monastery, training with monks and learning their ways. His speed increases by +5 when in light or no armor and light or no encumbrance. Add monk to bard’s favored classes. A bard must be non-chaotic alignment to take this ability and loses the benefits of this ability as long as his alignment is chaotic.
Secrets of Necromancers: A bard spent some time with intelligent adepts of death learning their lore. By reducing his total hit points by 1, a bard can regain a 0-level spell slot. Reduced hit points are not damage and cannot be healed in any way. A bard cannot reduce his total hit points below 1 per Hit Die he has. Total hit points return to normal after good night’s sleep. Add wizard to bard's favored classes.
Secrets of Paladins of Honor: A bard spent some time among paladins or fought evil extensively. As a result he became brave man who knows how to battle foul creatures. He gains +4 morale bonus against fear spells and effects and a +1 bonus on saves against spells with evil descriptor.  Add paladin to bard’s favored classes. A bard must have good alignment to take this ability and loses the benefits of this ability as long as his alignment is not good.
Secrets of Rangers: A bard spent some time in wilderness hunting with rangers. He gains one favored enemy or terrain with a +2 bonus (instead of ranger's formula). Add ranger to bard’s favored classes.
Secrets of Rogues: A bard lived in cities and visited every aspect of them. He gains one Lesser Trick from rogue. Add rogue to bard’s favored classes.
Secrets of Paladins of Dark Paths: A bard is soaked with evil and enjoys the ways of the scourge. He gains Skill Focus (intimidate) and a +1 bonus on saves against spells with good descriptor. A bard must have evil alignment to take this ability and loses the benefits of this ability as long as his alignment is not evil. Add paladin to bard’s favored classes.
Secrets of Swashbucklers A bard spent some time in a fencing school. He gains +1 bonus on Reflex saves and on Initiative rolls. Add swashbuckler to bard’s favored classes.
Secrets of Sorcerers: A bard either discovered that his ancestors passed some magical power on him or spent much time in place drenched with magic. He gains Eschew Materials feat for free. Add sorcerer to bard’s favored classes.
Secrets of Wizards: A bard spent time in magic academy or took lessons from wizard. He may read scrolls of wizard spells if his intelligence is high enough to cast the spell (ie. Int 12 to use 0, 1 or 2 level scrolls). Add wizard to bard’s favored classes.




Art by Darren Calvert (http://d-mac.deviantart.com)



Learned Talent: A bard can learn tricks from other classes he's been around or has read about or has just heard of. Some bards just figure out these on their own. A bard can take any talent they want, but they must have all the prerequisites filled. Learned Talents do overlap slightly with the class based foreigner abilities: this is intentional. Foreigner abilities can be easily used to have some synergy with your learned talents.

If you want to take talents from a tree, you MUST take the first listed talent FIRST. It is the entry talent. After that, you may pick talents as you wish from that tree. The first one listed is a prerequisite for all other talents in it's tree.

Binding Talent Tree

Binding Basics: When you take your first step in this talent tree, you can bind any one 1st level vestige each day. You can change this vestige after 24 hours, and you must make a binding check (1d20 + Bard level + Charisma modifier) to see if the binding is successful or flawed.

Binding Augment: When you are bound to a vestige, you can gain a +1 luck bonus to one of the following: Defense, Fortitude save, Reflex save, Will saves, attack rolls or skill checks. You can change this bonus when you change vestiges.

Better Binding: You can bind the next highest level vestiges now. Prerequisite: You must have Binding Basics and at least 1 other Binding talent before you can take this. You can take this a maximum of five times (meaning you can have a maximum of 6th level vestiges). Also, you must take at least one other binding talent before you take this again. So if you take Binding Basics at 2nd level, and Suppress Sign at 3rd, you could take Better Binding (2nd) at 5th level. However, before you can take Better Binding (3rd), you must take another Binding Talent (liker perhaps Binding Augment).

Bind Additional Soul: You can now bind 2 vestiges a day. Prerequisite: At least 5 other binding talents.

Bind Yet Another Soul: You can now bind 3 vestiges a day. Prerequisite: At least 13 other binding talents.

Bonus Feat: You gain a bonus binding feat.

Extra Augment: You may now have 2 binding augments as you wish to place them, even into the same area. Prerequisite: Binding Augment, at least 2 other binding talents. After an additional 2 talents, you may take this talent again.

Improved Augment: You may increase the options in your binding augments. In addition to the other options, you also can have Resist 5 to one energy of your choice (acid, cold, electricity, fire or sonic), or Damage Reduction 1/-.

Slippery Mind: If you fail a Will save, on the next turn, you may reattempt the Will save. This ability only works when you are bound to a vestige.

Suppress Sign: You can, as a standard action, turn off the sign of a vestige you bound successfully.

Criminal Talent Tree

Sneak Attack: You gain a 1d6 sneak attack as a rogue. This works on any enemy withing 30 feet of you that is flat-footed or flanked, or is denied their dexterity bonus to Defense in some way.

Evasion: As the rogue ability.

Improved Evasion: As the rogue ability. Prerequisite: Evasion, at least 3 other Criminal talents.

Expert: You gain Skill Focus in one skill as a bonus feat. Once per day, with this skill, you may reroll one skill check you fail. You must take the reroll. You may take this talent multiple times. Each time, you must choose a different skill.

Improved Sneak Attack: Your sneak attack goes up by 2d6. Prerequisite: 4 other Criminal Talents.

Greater Sneak Attack: Your sneak attack goes up by 2d6. Prerequisite: Improved Sneak Attack, at least 8 other Criminal Talents.

Ultimate Sneak Attack: Your sneak attack goes up by 2d6. Prerequisite: Greater Sneak Attack, at least 13 other Criminal talents.

Uncanny Dodge: A bard with this talent is never caught flat-footed, not even when he's surprised. If the bard has levels in another class that would grant Uncanny dodge, he can take Improved Uncanny Dodge instead of this. Uncanny Dodge from another class counts as 1 criminal talent.

Improved Uncanny Dodge: A bard with this talent never grants an attack bonus to opponents flanking him, nor can he be sneak attacked except by a rogue of (the bard's level +4). Prerequisite: Uncanny dodge, at least 2 other Criminal talents.

Eldritch Talent Tree

Eldritch Blast: You gain a 1d6 Eldritch Blast, as the Warlock ability. However, your blast has a 1 round recharge time (meaning you can only use it every other round). Also all of your invocations gained from this talent tree will have a 1 round recharge instead of them being at-will.

Eliminate Recharge: You do not need to wait a round for your eldritch blasts and invocations to recharge anymore. Prerequisite: At least 4 other Eldritch talents.

Improved Eldritch Blast: Your eldritch blast damage goes up by 2d6. Prerequisite: At least 3 other Eldritch Talents.

Greater Eldritch Blast: Your eldritch blast damage goes up by an additional 2d6. Prerequisite: At least 6 other Eldritch Talents, Improved Eldritch Blast.

Dark Eldritch Blast: Your eldritch blast damage goes up by another 2d6. Prerequisite: At least 10 other Eldritch talents, Greater Eldrtich Blast.

Least Invocations: You gain access to least invocations. You gain one of these invocations.

Lesser Invocations: You gain access to lesser invocations. You gain one of these invocations. Prerequisite: At least 3 Least invocations.

Greater Invocations: You gain access to greater invocations. You gain one of these invocations. Prerequisite: At least 2 Lesser invocations.

Dark Invocation: You gain access to dark invocations. You gain one of these invocations. Prerequisite: At least 2 Greater invocations.

Extra Invocation: You gain another invocation of any rank you have already unlocked. Prerequisite: One or more of the following: Least Invocations, Lesser Invocations, Greater Invocations, or Dark Invocations.

Incarnum Talent Tree

Beginner Meldshaper: You gain 1 souldmeld added to your Soulmelds Known list, you can shape 1 souldmeld per day (guess which one it's gonna be), and you gain 1 point of essentia. Each additional Incarnum Talent you gain increases your essentia reserves by 1.

New Soulmelds: Add 2 more soulmelds to your soulmelds known list.

Extra Soulmeld:You can shape an additional soulmeld each day on a different body slot. You cannot take this talent two levels in a row.

Open Chakra: You gain access to your crown chakra. If you take this again, you gain access to feet and hands. If you take it a third time, you gain arm, brow and throat. If you take it again, you gain waist and shoulder. The fifth and final time opens your heart chakra. You must take two other incarnum talents before taking this talent again. (Meaning if you took this talent at 3rd level to open your crown chakra, you must take two other incarnum talents before you can take it to open your feet and hands chakras).

Martial Talent Tree

Martial Initiate: You may pick 1 1st level stance and 1 1st level maneuver from any school (except Devoted Spirit unless you already have at least 1 Divine talent). You may use these as an initiate of your bard level. You pick 1 school plus one additional school for each point of Intelligence modifier you possess when you take this talent. These are the schools for your martial bard. You can have 1 maneuver readied, plus one for each rank in “Additional Readied Maneuver” you have.

Additional Maneuver: You learn another maneuver from any one school from your school list from a level you have unlocked.

Additional Readied Maneuver: You can ready another maneuver. Prerequisite: At least 2 maneuvers.

Additional Stance: You gain an additional stance from any one school on your list from a level you have unlocked.

Gain Next Level: You gain the next level of maneuvers. You may retrain one stance or maneuver to this new level. Prerequisite: 2 maneuvers of the highest level you can know, plus either one stance or one additional maneuver.

Psionic Talent Tree

Hidden Talent: The first step in this path is simple. You gain 2 power points (plus your charisma modifier), 3 Lucid Dreaming points and one psionic power of your choice from any list. Your psionic rating is equal to the amount of talents you have in this path. Every time you gain power points from a Psionic talent, you also gain that many Lucid Dreaming points, plus your Charisma modifier. Your powers are all Charisma based for DCs and power points per day.

Additional Power: When you take this talent, you gain 2 more powers known from any level you have unlocked and enough power points to manifest two of your highest level powers.

Phrenic Ballad: By spending a use of your bardic music, you may increase your psionic rating by 3 for the purposes of augmenting a power. This lasts for 1 round.

Power Level Increase: You gain access to the next level of powers and 1 power of that level. You also gain enough power points to manifest that power twice (so if you are unlocking 2nd level powers, you get 1 2nd level power and 6 power points.) You may only take this if you have at least 3 powers of the highest level you can currently manifest. You cannot go above 7th level powers through Psionic Talents.

Psionic Feat: You gain a bonus psionic feat of your choice as well as 2 power points.



Weapon Trick (Ex): A bard of 5th level knows how to fool around with his weapons. He gains a weapon trick with one weapon group, allowing him to use either his Charisma or Intelligence modifier in place of Strength or Dexterity modifier for attack and damage rolls. He picks this when he gets the ability, and then it cannot be changed. He also gains the additional ability of the weapon. He may choose an additional weapon group at 11th and 17th level, using the same modifier as the first. In addition, you may use your weapons to do a Perform check if you use Perform (Dance), Perform (Singing) or Perform (Military Drills) and gain a +1 bonus to your checks.

Basic Weapons: You may increase the damage die of the weapon by one size (ie. A medium dagger deals 1d6 damage in your hands).

Axes: You may add double your strength modifier to damage (minimum 1) instead of your normal number.

Bows: You range with a bow is increased by 5 feet per point of Intelligence modifier you have.

Claws: You gain the monk's flurry of blows ability when using claws weapons.

Clubs and Maces: Your critical range with clubs and maces is doubled.

Crossbows: You may cast a touch spell into a crossbow bolt to hold the charge for two rounds. You can use the crossbow attack in place of the touch attack (allowing you to deal the spells effect and the crossbow's damage at the same time). You may do this a number of times per day equal to your Charisma modifier.

Drow: You may apply poison to a weapon without harming yourself in the process.

Druidic: You may use your weapon to deal non-lethal damage to animals or fey without taking a -4 penalty to your attack roll.

Dwarven: You gain a +4 to Diplomacy checks with dwarves who have seen you use your dwarven weapons. In addition, you gain a +1 bonus to damage rolls against goblins and a +1 dodge bonus to defense against giants when weilding a dwarven weapon.

Elven: You gain a +4 to Diplomacy checks with elves who have seen you use your elven weapons. Also, you may add your Dexterity modifier to attack rolls with elven weapons (minimum 1) in addition to your Dextiery or Strength modifier, whichever you would normally use.

Flails and Chains: You may use your flail or chain weapon to latch onto a ledge when you fall. You may reduce your falling damage by 10 feet per point of Intelligence modifer you have (minimum 10 feet).

Guns: You may reload your gun one handed, allowing you to dual wield your guns and spend only a standard action to reload both.

Heavy Blades: You gain the power attack and cleave feats even if you don't fulfill the prerequisites.

Light blades: Your blade moves so fast and so intricately against your opponents that when you trigger an attack of opportunity, you may make an attack roll in place of a defense roll to parry the attack. If you beat their roll by 5 or more, you deal your ability modifier in damage to them.

Monk: You have a better chance to disarm your opponents, gaining a +4 bonus when using monk weapons.

Picks and Hammers: If you hit against an enemy, they take a -1 penalty to AC until the end of your next turn.

Polearms: You may extend your reach by another 5 feet when attempting a trip attack, but if you fail the attack, you must make a Reflex save against the enemies AC or else fall prone.

Rifles: You may increase your range by 10 feet per point of Dexterity bonus you possess. (Minimum 10 feet)

Slings and Thrown Weapons: You may add your Dexterity bonus to damage.

Spears and Lances: You may make an Attack of Opportunity when in the total defense position when wielding a spear.



Cheap Trick (Ex): Once per day, for one roll, you can use a Perform check in place of any one skill check. If the skill you are emulating is untrained, then you may treat it as trained. You gain additional uses per day as you level up.



Ex-Bards

A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.

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