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- 1 Bard, Graatel
Making a Bard
Bards in Graatel are primarily musicians able to inspire others great deeds.
Starting Age: Moderate.
|1st||+0||+0||+2||+2||Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +2|
|5th||+3||+1||+4||+4||Inspire Courage +3|
|10th||+7/+2||+3||+7||+7||Song of Dispel, Inspire Courage +4, Crashing Sound|
|12th||+9/+4||+4||+8||+8||Song of Freedom|
|15th||+11/+6/+1||+5||+9||+9||Inspire Heroics, Inspire Courage +5|
|20th||+15/+10/+5||+6||+12||+12||Inspire Courage +6|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the bard.
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor, medium armor, and shields (except tower shields).
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 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 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 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 bardic music and the descriptions discuss singing or playing instruments, they can be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with spoken performance. Each ability requires 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 proficiency with the 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 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.
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound. 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 3 rounds, or a maximum of 3 substitution checks.
Fascinate (Sp): A bard with 3 or more ranks 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 3 or more ranks 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 +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. At 5th level, and every five bard levels thereafter, this bonus increases by 1 (+3 at 5th, +4 at 10th, +5 at 15th, and +6 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks 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 with 9 or more ranks 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 with 12 or more ranks 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 Consitution 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 Dispel (Sp): A bard of 9th level or higher with 13 or more ranks in a Perform skill can use music or poetics to dispel magical effects within 10 feet of himself. The dispel check is made as a d20 with one half of the characters bard level rounded up.
Crashing Sound (Sp): Upon reaching level 10 a bard gains mastery over sound to such an extent he can inflict damage while playing his music. As a standard action the bard may elect to use his bardic music to produce the crashing sound affect; this affect inflicts one target per two levels in a 30 foot range centered around the bard. The individuals affected take damage equal to one third of the bards level, rounded down with a will saving throw (DC 10 + 1/4 bard level + Charisma modifier) for half damage. Regardless if the saving throw is successful the individual receives -2 to attack, damage and AC for one round. If the individual is forced into a concentration check increase the difficulty by 6.
Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the Freedom of Movement spell with a caster level equal to the character’s bard level. This song can only be maintained for a maximum of 3 rounds.
Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks 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.
Cacophany (Su): With experience a bard can shape his combat abilities, and at 16th level a bard is capable of using the ability Cacophany. Using his expertise, a bard is capable of creating a directed sonic attack against individuals in a cone from his location. Whenever a bard uses Cacophany the bard expends one use of bardic music and uses a standard action; the bard emits a 60' cone from his location targeting all individuals caught inside. All creatures caught in the cone are inflicted with d6 damage per 2 bard levels, are dazed, and lose their hearing for d4 rounds. Creatures may use a reflex save to resist Cacophany against a save DC of 10 + 1/2 bard level + charisma; creatures that successfully save against this ability take half damage, are not dazed, and are only deafened for 1 round.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks 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.
|25th||Inspire Courage +6|
|30th||Inspire Courage +7|
6 + Int modifier skill points per level.
Inspire Courage (Su): The epic bard’s bonus when this ability is used increases by +1 every three levels higher than 21st.
Epic Bard Bonus Feat List: Augmented Alchemy, Deafening Song, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus, Group Inspiration, Hindering Song, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Inspire Excellence, Lasting Inspiration, Master Staff, Master Wand, Music of the Gods, Permanent Emanation, Polyglot, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Spell Knowledge, Spell Stowaway, Spell Opportunity, Tenacious Magic.
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Skill Selection: Pick a number of skills equal to 4 + Int modifier.
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NPC Reactions: <-How NPCs react to PCs of this class->.
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Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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