Alignment Any
Hit Die d8
BAB Average
Fort Average
Ref Average
Will Good
Skill Points 6 + Int
Class Skills Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge [all] (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)
Weapon and Armor Proficiency All simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower and kite shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane caster, a bard incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Level Special
1st Inspire Valor +1, bardic performance, bardic knowledge
2nd Mesmerizing Performance 1
3rd Song of Peace 1
4th Tune of Clarity +1
5th Inspire Valor +2
6th Mesmerizing Performance 2, Countersong
7th Song of Peace 2
8th Tune of Clarity +2
9th Inspire Valor +3
10th Mesmerizing Performance 3
11th Song of Peace 3, Song of Woe
12th Tune of Clarity +3
13th Inspire Valor +4
14th Mesmerizing Performance 4
15th Song of Peace 4
16th Tune of Clarity +4, Vigilance Anthem
17th Inspire Valor +5
18th Mesmerizing Performance 5
19th Song of Peace 5
20th Tune of Clarity +5, Opera Magna
21st Inspire Valor +6
22nd Mesmerizing Performance 6
23rd Song of Peace 6
24th Tune of Clarity +6
25th Inspire Valor +7
26th Mesmerizing Performance 7, Medley of Confluence
27th Song of Peace 7
28th Tune of Clarity +7
29th Inspire Valor +8
30th Mesmerizing Performance 8, Hymn of Resistance

Bardic Performance (Su) A bard gains the ability to use the Perform skill to create supernatural effect that help his allies or hinder his foes. This ability can be used a number of rounds per day equal to his Cha modifier + twice his level. A bardic performance can be started as a standard action and is maintained as a free action. At level 8 it can be started as a move action. At level 15, it can be started as a swift action. A bardic performance ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Until he gains this ability at level 20, a bard cannot have multiple songs in effect. A deaf bard has a 20% chance to fail at an audible performance, and a blind bard has a 50% chance to fail at a visual performance. You must select the type of performance when you begin.

Bardic Knowledge (Ex) A bard add half his level as a bonus on all knowledge checks and may make such checks untrained.

Inspire Valor (Su) The bard and all allies within 60 feet of the bard gain a competence bonus equal to the listed amount on attacks, damage, and saves.

Mesmerizing Performance (Su) The bard can target a number of enemies to calm, such that they will not take aggressive actions. The DC for the Will save is 10 + half the bard’s level + the bard’s Cha modifier. If a creature fails, he may try again on subsequent rounds with a -5. Bonuses to saves versus enchantment effects or mind-affecting effects apply to this ability. When this ability improves, the bard can choose multiple targets (up to the level of the ability), or instead, he can increase the DC for his targets by 1 for each opponent he does not select. E.g. for Mesmerizing Performance 3, if a bard selected 2 targets, he would increase the DC for this effect by 1. Enemies to be affected must be within 60 feet. Such enemies do not voluntarily leave the effect, but if the bard moves, they do not follow him (or if they are feared, etc., this could supersede the draw of this effect). If one of the bard’s allies or the bard attacks a mesmerized creature, it automatically ends the effect (no save required). For the next 24 hours, that creature gets a +5 on saves versus the bard’s mesmerizing performance.

Song of Peace (Su) While this song plays, the bard and all allies within 60 feet gain fast healing 1 and DR 1. As this ability improves, the values for fast healing and DR increase accordingly.

Tune of Clarity (Su) The bard and all allies within 60 feet gain +1 CL on spells and +1 on saves versus illusions. As this ability improves, the values for these bonuses increases accordingly.

Countersong (Su) The bard can use music to counter effects based on sonic, language dependent, or mind-affecting effects. Any ally within 60 feet may use the bard’s Perform check in place of its saving throw if, after the saving throw is rolled, the Perform check proves to be higher If a creature within range is already under the effect of a noninstantaneous sonic, language-dependent, or mind-affecting effect, the creature gains another saving throw but must use the bard’s Perform check.

Song of Woe (Su) Enemies within 60 feet of the bard take a penalty on all saves. This penalty is a -1 per 5 levels.

Vigilance Anthem (Su) Allies within 60 feet of the bard gain a +1 to AC per 5 levels.

Opera Magna (Su) The bard may play multiple tunes simultaneously by succeeding on a Perform check DC 20 + 10 per each song beyond the first. If he fails, only the first tune succeeds, but he still loses 1 round of bardic performance for the other songs. If he succeeds, he must spend 1 round of bardic performance for each song he plays.

Medley of Confluence (Su) The bard’s allies may add up to his 1/5th the bard’s level in spell levels to their spells in the form of metamagic feats. If they do not possess a certain metamagic feat, they can still add it but it costs its normal cost plus an additional 2 spell levels.

Air of Resistance (Su) The bard grants his allies resistance to an elemental energy equal to twice his level.


The Storm of Insurrection Jrrtolkien