Difference between revisions of "Bard"

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=== Haven Song ===
 
=== Haven Song ===
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Requires: Preform 6, Bard 3
  
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Specifics: Specifics: This song renders all enemies who fail a Will save (DC 11 + 1/2 the bard's level + the bard's Charisma modifier) to be unable to attack the bard for 10 rounds, or until the bard takes hostile action against them or their allies (for example, attacking or casting a harmful spell). The Fascinate and Cloud Mind songs do not count as hostile actions.
  
 
=== Inspire Defense ===
 
=== Inspire Defense ===

Revision as of 03:39, 27 January 2014

Bard
Bard
Hit Die d6
Skills 6 + INT
Proficiencies Simple Weapons, Longsword, Rapier, Shortbow, Shortsword, Light Armor, Shield
Class Skills Appraise, Balance, Bluff, Climb, Concentration, Craft (All), Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (All), Listen, Move Silently, Parry, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Swim, Tumble, Use Magic Device
Requirements
Alignment
LG NG CG
LN N CN
LE NE CE

Source: Player's Handbook, p. 26-30

A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use. In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound. Bards have some of the skills that rogues have, although bards are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and noteworthy items.

Class Features

Level BAB Fortitude Reflex Will Special
1 +0 +0 +2 +2 Bardic Knowledge, Bardic Music, Countersong, Fascinate, Inspire Courage
2 +1 +0 +3 +3 Inspire Competence
3 +2 +1 +3 +3 Haven Song
4 +3 +1 +4 +4
5 +3 +1 +4 +4 Inspire Defense
6 +4 +2 +5 +5 Cloud Mind
7 +5 +2 +5 +5
8 +6/+1 +2 +6 +6 Inspire Toughness
9 +6/+1 +3 +6 +6 Ironskin Chant
10 +7/+2 +3 +7 +7
11 +8/+3 +3 +7 +7 Inspire Slowing
12 +9/+4 +4 +8 +8 Song of Freedom
13 +9/+4 +4 +8 +8
14 +10/+5 +4 +9 +9 Inspire Jarring
15 +11/+6/+1 +5 +9 +9 Inspire Heroics
16 +12/+7/+2 +5 +10 +10
17 +12/+7/+2 +5 +10 +10
18 +13/+8/+3 +6 +11 +11 Inspire Legion
19 +14/+9/+4 +6 +11 +11
20 +15/+10/+5 +6 +12 +12

Spellcasting

See also: Bard 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. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Charisma 10 for 0-level spells, 11 for 1st-level spells, and so forth). Starting at 8th level, and every three levels after, bards can replace one known spell with a new spell of the same level. The replaced spell must be two spell levels below what the bard can currently cast (1st level spell at 8, 1st or 2nd level spell at 11, 1st or 2nd or 3rd level spell at 14, and so forth). Bards do not suffer from arcane spell failure when wearing light armor. Medium and heavy armor, as well as all shields, still incur the normal failure chance.

Spell Progression

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 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 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), spell trigger (such as wands), or command word. 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. Bardic music also requires that the targets of the song be able to hear it, and deaf creatures or creatures inside of spell effects like Silence are not affected by the song.

Fascinate

Requires: Preform 3, Bard 1

Specifics: Every hostile creature within 90 feet must make a Will save (against a DC of 11 + 1/2 the bard's level + the bard's Charisma modifier). This is an enchantment (compulsion) mind-affecting ability. If the target fails this save, then they are dazed for as long as the song is playing and the bard is within 90 feet of them. If a creature is attacked, or is within 10 feet of a creature being attacked, the effect ends for that creature, though anyone who fails their saving throw will be dazed for at least one round. There is a cool down time of 10 rounds before this ability can be used again. Fascinate affects up to one enemy per level of the bard.

Countersong

Requires 3 ranks in a Perform skill.

This song puts a buff on the targeted ally that lasts for 10 rounds or until discharaged. Any hostile magic that would affect the countersong's target has to make a Spell Resistance check of 10 + levels of Bard the singer possesses. Whether the spell is blocked or not, the countersong is discharged.

A bard cannot cast this on himself, only on allies.

Inspire Courage

Required: Three ranks in preform, Bard 1

Specifics: A bard can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level.

Inspire Competence

Requires: Three ranks in Preform, Bard 1

Specifics:A bard can use his music or poetics to help an ally succeed at a task. This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level.

Haven Song

Requires: Preform 6, Bard 3

Specifics: Specifics: This song renders all enemies who fail a Will save (DC 11 + 1/2 the bard's level + the bard's Charisma modifier) to be unable to attack the bard for 10 rounds, or until the bard takes hostile action against them or their allies (for example, attacking or casting a harmful spell). The Fascinate and Cloud Mind songs do not count as hostile actions.

Inspire Defense

Requires: Preform 3, Bard 1

Specifics: A bard can use song or poetics to inspire defense in his allies (including himself). This gives a dodge AC bonus to all allies. It starts at +2 and becomes +3 at 10th level, +4 at 15th level, and +5 at 20th level.

Cloud Mind

Inspire Toughness

Requires: Preform 3, Bard 1

Specifics: A bard can use song or poetics to inspire toughness in his allies (including himself). This gives a bonus to saving throws for all allies. It starts at +1, then +2 at 13th level, and then +3 at 18th level.

Ironskin Chant

Inspire Slowing

Requires: Preform 3, Bard 1

Specifics: A bard can use song or poetics to inspire slowing in his enemies. All enemies that come within 20 feet of the bard have to make a Will save (DC 13 + (1/2 Bard level) + CHA modifier) otherwise they will be slowed down. Initially they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement, unlike the slow spell.

Song of Freedom

Inspire Jarring

Requires: Preform 3, Bard 1.

Specifics: A bard can use song or poetics to inspire jarring in his enemies. All enemies within 20’ of the bard suffer a -4 penalty to all Concentration checks and -2 to all Will saves.

Inspire Heroics

Inspire Legion

Playing a Bard