The Bard
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
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.
| Level | BAB | Fort | Will | Ref | Class Features | Archetype Features | Racial & Background Features |
|---|---|---|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 0 | Spellcasting, Bardic Music | Initial Archetype Power | Origin Feat, Racial Features |
| 2 | +1 | +1 | +1 | +1 | Rhythmic Strikes | Lesser Archetype Power | Lesser Racial Power |
| 3 | +2 | +2 | +2 | +2 | A Charmed Life | - | - |
| 4 | +3 | +3 | +3 | +3 | Grooving to the Beat | Moderate Archetype Power | Moderate Racial Power |
| 5 | +4 | +4 | +4 | +4 | Second Iterative Attack | - | - |
| 6 | +5 | +5 | +5 | +5 | Ultimate Flow | Greater Archetype Power | Greater Racial Power |
Class Features
Level 1
Racial Feature: Choose a Race and Subrace and receive all of their features, select your Origin feat.
Archetype Feature: Select your archetype and receive their basic features.
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. The effects count as arcane spell-like abilities with a caster level equal to the bards level and can be improved by abilities such as arcane research. Additionally, the bard may use Perform instead of Knowledge Arcana for the purpose of her bardic abilities. She may use this ability 3 plus her Charisma bonus times per day.
However, bardic music cannot be improved by ordinary metamagic or spell-like metamagic feats.
Unlike the base bard, she has a different selection of magical effects to choose from.
Bardic Music: The Bard 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 at his class level to produce effects from feats that require bardic music. Unless otherwise noted, activating this ability requires a standard action. To be affected, an ally must be able to clearly hear the bard sing or play and be within 36m.
An area of magical silence or an anti-magic field stops the song instantaneously. Bardic music does not linger when stopped voluntarily (e.g., to activate another bardic music ability).
Range: Most Bardic music uses the special range "earshot":
- Performance without handheld devices (sing, dance): 18m range
- Performance with handheld devices (lute): 36m range
- Stationary instruments (organ): 72m range
Level 2
Racial Feature: Lesser Power available
Archetype Feature: Lesser Power available
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.
Level 3
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.
Level 4
Racial Feature: Moderate Power available
Archetype Feature: Moderate Power available
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).
Level 5
Second Iterative Attack : As a full-attack action, you may make two attacks. Both attacks take a -2 penalty to attack rolls.
Level 6
Archetype Feature: Greater Power available
Racial Feature: Greater Power available
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.
Specific advancement
Feats: Background Dancers, Diamond Hymn, Epic Wardance, Extra Bardic Ability, Serenade, Wardance
Archetypes
Archetypes
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. Bonus Bardic Music: Initial Archetype Power (Level 1):
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.
Lesser Archetype Power (Level 2):
Bravados combat maneuvers receive +2 DC.
Moderate Archetype Power (Level 4):
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 (Level 6):
After using a bardic music ability that takes a standard action, the Bravado receives temporary hp equal to his level + your charisma modifier.
Feats:
Combat School
Classes:
Bard
Initial Archetype Power (Level 1):
At the start of each day, choose one of the following skins:
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. The Chameleon does not receive daily bardic music uses. They can still use stances, but no boosts or counters. Lesser Archetype Power (Level 2):
The Chameleon receives the Disguise Self spell as a SLA. It can be used at will.
Moderate Archetype Power (Level 4):
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 (Level 6):
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.
Feats:
Epic Metamorphosis,
Metamorphosis
Classes:
Bard
Bonus Spells: Initial Archetype Power (Level 1):
The Hoaxer may cast specific Forsee spells as spell-like abilities at will. At the first level they may use Foresee Attack, at the third level Foresee Skill and at the fifth level Foresee Resistance.
Lesser Archetype Power (Level 2):
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 (Level 4):
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 (Level 6):
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 Tricks: Initial Archetype Power (Level 1):
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 above. The Hustler does not learn any stances, but he can learn passive maneuvers. These are always active.
Lesser Archetype Power (Level 2):
The Hustler gets half his intelligence modifier as a bonus to initiative and counts as having full BAB for the purpose of taking Combat Maneuver feats for combat maneuvers that have an intelligence-based DC.
Moderate Archetype Power (Level 4):
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 (Level 6):
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
Arcane Spells and Bardic Music: Initial Archetype Power (Level 1):
A Lyric Thaumaturge has a deeper understanding of magic and gains more spells as indicated in the table. Choose two spell schools from the wizard, you add these two spell schools to your spells that can be learned.
Lesser Archetype Power (Level 2):
The Lyric Thaumaturge may use perform instead of concentration checks to upkeep spells even when distracted or injured.
Moderate Archetype Power (Level 4):
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 (Level 6):
The Lyric Thaumaturge does not provoke attacks of opportunity when casting spells.
Feats:
None.
Classes:
Bard
Bonus Bardic Music: Initial Archetype Power (Level 1):
The Mirth of the gains proficiency with medium armor, heavy shields and any one handed hammer.
Lesser Archetype Power (Level 2):
Additionally, he receives +2 on attack rolls wielding a one-handed hammer.
Moderate Archetype Power (Level 4):
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 (Level 6):
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
All the bardic arcane abilities, such as bardic music or bard spells are divine for the sublime cantor. Bonus Bardic Music: Initial Archetype Power (Level 1):
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. Lesser Archetype Power (Level 2):
While the sublime cantor is equiping an implement in their offhand, such as an incense burner, they can provide a righteous wrath aura. However, as an ordinary character, they are restricted to be in one stance at a time.
They count as being a crusader of equal level to qualify for aura feats. Moderate Archetype Power (Level 4):
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 (Level 6):
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
Bonus Spells or Bardic Music: Initial Archetype Power (Level 1):
The Voice of the Wild adds druid spells to the list of spells they can choose from.
Lesser Archetype Power (Level 2):
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 (Level 4):
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 (Level 6):
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
Bravado
Progression Options
Chameleon
Progression Options
Hoaxer
Progression Options
Hustler
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
DC Type of Knowledge 10 Common, known by at least a substantial minority of the local population and more than one week old. 20 Uncommon but available, known by only a few people and some days old. 25 Secret, known by few, hard to come by, or something that just happened. 30 Extremely obscure, known by very few, possibly known only by those who don't understand the significance of the knowledge. Progression Options
Lyric Thaumaturge
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 Progression Options
Mirth Of The Mountain
Progression Options
Sublime Cantor
Progression Options
Voice Of The Wild
Progression Options