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Thank you Mr. Jacobs - I agree however I am going to let my player have the bonus in melee. I appreciate your helpfulness.

Not to be greedy with questions but if you can could you share your thoughts on Whizkids producing prepainted miniatures for D&D 5e? Where-as it is good profit for Whizkids, it places a direct market competitor of equal quality for Pathfinder Battles. (totally understand if you don't want to field this one)

thanks again


Sniper Goggles, Greater

Aura moderate divination; CL 8th
Slot eye; Price 50,000 gp; Weight —

DESCRIPTION

These goggles feature stubby periscope-like lenses that expand and retract depending on the needs of the wearer.

These goggles function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, true strike; Cost 25,000 gp.

Section 15: Copyright Notice - Advanced Player's Guide

Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Section 15: Copyright Notice

Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors


Mr. Jacobs,

Two questions,

1. Should Greater Sniper Google's apply to melee sneak attacks?

2. Has Pazio considered picking up the rights and publishing some of the old D&D worlds. notably Dragonlance, Birthright and Planescape. I sure I am not alone in believing Pazio would treat these worlds with honor as they should be and come up with phenomenal material for them.

Mythic Birthright would kick-a$$.


A straight class Cleric (focusing on healing) it helps the DM and the rest of the players and is the most likely class that the other players to agree to give this cohort a partial share of the loot so your primary guy does not have to split his resources so much.


Paladin/Magus - Sacred Shield/Blackblade Archtypes - pretty fun and deadly.


A fighter can certainly spare a feat for skill focus.

alot really depends on group composition and ratio of combat, if there is another fighter to help share the load then you can defintely experiment a bit with options - if not you are pretty much F'ed becuse melee damage is the surest method of croaking monsters.


Ravingdork is right about at least one thing - A fighters job is to fight so he needs to at least be able to do that or there is no sense in taking him.

To answer Lord Fyre's question though - Yes, A fighter can certainly be more than just a fighter.

You just have to allocate your resources a bit differently and it also depends on the group size.

Start with UMD - a vastly under used skill by fighters. Take Toughness then you can allocate your favored class bonusto skill points to pay for UMD.

have the group crafter (or buy if crafting is not allowed) skill boosting items. A +5 competence item can be bought for 2500 or crafted for half that or the same amount if you go non-slotted.

buy or craft wands for the fighter because they do not provoke AoO's

Get a +2 int item for him and choose a non class skill because the headband will cover that skill.


Some members of my group and I did a Latin translation for nearly every spell in the pathfinder game as well as the spell compendium for 3.5

we have it open to the public on our obsidian portal campaign page

Campaign

Enjoy


Damn 500+ for the set is pretty steep, I use to get two to 3 cases of the DDM mini's when they came out and paid less than 400.00

I bought two cases of the first pathfinder set, but will likely only get one of this one.

the price does make me wonder if these are made by Whiz Kids or Games Workshop?

I also find it hard to believe that the huge figs can sustain a price of 25.00 a smack - A Dragon or Demon Sure (maybe even a Giant) but most of any other type of mini won't hold that price on the secondary market which is where most people will eventually go to get theirs.

gotta say very disappointed with the price structure - lets do a little math - lets assume that the goal for Whiz Kids is to release 2 sets of mini's a year so as the current price stucture stands some one would have to put away about 90.00 a month every month for a year just to get one set. Now even though the aggergate quality of the minitures were raised from DDM standards, you still have to think that out of a set of 60 at least 18 will be junk (I.e - frogs, snakes, animals, poor character figs and so on)

so 90.00 bucks a month + whatever you are going to spend on books, adventure paths and so on. I don't make a bad living but I think a better goal would be 250-300.00 a complete set.

oh... and while I am up on the soapbox, two more things

first - for the love of god stop doing character type figs in your sets! most people are going to buy a metal fig for their character, I understand some won't so just release a small line of character figs as a pack of 5 for 20.00 a few times a year.

keep the sets for monsters

finally - I would pay real money for channel energy area of effect template similar to the steele sqwire ones you sale - I know I am not alone on this.

thanks


Bobson is 10,000,000% correct - That's it.


James Jacobs wrote:
dartagnan4 wrote:

Mr. Jacobs,

I am not trying to be obtuse, but I was wondering if you could please present a compelling argument as to why a player who was playing a caster would choose the Brew Potion Item Creation Feat instead of the Craft Wondrous Item Feat?

I ask because the Craft Wondrous Item Feat as written not only can do everthing Brew Potion can do, it can do it better and without any of the limitations that brew potion has in place (such as personel spells and spell level limits).

I understand that Craft Wondrous is a catch all category, but it seems to me that given it's versatility that perhaps it should be higher up the feat foodchain so to speak, maybe CL 7 with any other craft as an additional pre-req.

Thank you in advance for any insight you are able to give.

Craft Wondrous Item does not let you make potions. While, technically, it WILL let you fake it by making Wondrous Items that ape/duplicate potions... that's kinda cheating and I wouldn't allow it. If you want to make a one-shot magic drink that duplicates a 1st to 3rd level spell that can be a potion... you need Brew Potion. Craft Wondrous Item is for all the rest of the magic drinks.

In truth, I don't see how its "kind of cheating" to use the Craft Wondrous Feat as its written (just that it makes Brew Potion Impotent), furthermore this still leaves the original quandary.

However I do appreciate that you were willing to post your thoughts on my question.

Thanks


Mr. Jacobs,

I am not trying to be obtuse, but I was wondering if you could please present a compelling argument as to why a player who was playing a caster would choose the Brew Potion Item Creation Feat instead of the Craft Wondrous Item Feat?

I ask because the Craft Wondrous Item Feat as written not only can do everthing Brew Potion can do, it can do it better and without any of the limitations that brew potion has in place (such as personel spells and spell level limits).

I understand that Craft Wondrous is a catch all category, but it seems to me that given it's versatility that perhaps it should be higher up the feat foodchain so to speak, maybe CL 7 with any other craft as an additional pre-req.

Thank you in advance for any insight you are able to give.


Diced based varibility is empowered. Everthing else such as static bonuses from magic missile or bonuses based on caster level or items are not.


True they do; Jak heck even I do when playing however the Ediolon is much more powerful and versitile than low level monsters. Plus, the Summoner and Ediolon are suppose to have a sacared/special bond/affinity which I believe treating the Eidolon as a disposable minesweeper violates.


I don't disagree with you Drejk, but to play devils advocate you then you run into the problem of the PC's using the eidolon as a disposable creature/minesweeper with no real drawback. why not send it first through every door? or to fullfill the hit point quota on a symbol spell?

also and this is just a hypothetical musing if you petrify an eidolon then disingrate the statue are you saying the eidolon would not be dead?


I also agree that it would be a jerk thing to do; I was just curious as to the proper ruling. That is why I included my thoughts on RAW and RAI


A few cyclops each hossed up with 5 fighter or barbarian levels with a weapon of spell storing - personally I like intensified shocking grasp, then you have them use their flash of insight ability coupled with a power attack with a two-handed weapon

Flash of insight - Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.

you have them choose a nat "20" and discharge the shocking grasp even if you dont crit (which depending on how you rule the all modifiers part of the critical threat rules) you would still do 3d6+16+10d6

you could increase this easily by making the weapons intelligent with the ability to cast a 1st level spell (shocking Grasp), or having bane on the weapons.

have an invisible wizard hit one of the the monks with a terrible remorse spell, which even if they save they still have 1 round of inaction.

or if you really want to put a sting in it

have 5 or 6 wizards improved inviibility all with wands of empowered magic missile caster level 9 (5 missiles)and have them all target one monk at a time. (ideally put out some big bait monster the monks rush into kick ass on and have the wizards delay their action till after everyone has gone, then burn the MoFo's down 25d4+1-2x25+25 that should get you 100 hit points of damage or more.


1 person marked this as FAQ candidate.

If an Eidolon was killed by a death effect such as a symbol of death spell, What would be the proper ruling insofar as to whether or not the Eidolon could be summoned again the next day?

My thought is RAW - Eidolon is croaked, RAI - It should be allowed to comeback or at the very least summons the body back so the party could cast a Ressurrection spell.


had that come up in my game, posted in the ask James Jacobs anything

"Spellstrike: The free attack is NOT an extra attack. It's a free attack you add on to spellcasting. Casting the spell still takes the normal amount of time—spellstrike just effectively adds the weapon attack as a part of the casting of the spell. Think of the attack as a somatic component if you will. So when he uses spellstrike, he does NOT get his full iterative attacks—his primary action in that round is the spellcasting, and normally that means he gets NO attacks. Spellstrike lets him make ONE attack as part of that spellcasting".

http://paizo.com/forums/dmtz2u4o&page=227?Ask-James-Jacobs-ALL-your-Que stions-Here


Mr. Jacobs,

If an Eidolon was killed by a death effect such as a symbol of death spell, What would be the proper ruling insofar as to whether or not the Eidolon could be summoned again the next day?

My thought is RAW - Eidolon is croaked, RAI - It should be allowed to comeback or at the very least summons the body back so the party could cast a Ressurrection spell.


"So my player is a 7th lvl ranger with magic +2 composite longbow(+4 str bonus his strength bonus is only +3) as well as bracers of archery, greater. So when he uses his bow normally he is +13/+8 to hit and deals 1d8+6 dmg. Ok now if he is using manyshot, rapid shot, point blank shot, and deadly aim he becomes +10/+10/+5 and in damage he is 1d8+11. My question is does he get the 1d8+11 on his second arrow fired with manyshot or is all the other feat damage precision damage?"

Ok - a few things

First - If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it.

Second - using the info above the rangers dex is 14 or 15

Third - Rapid Shot -2, Deadly Aim -2, Bow pull -2 = -6 to hit

so the ranger gets +7BAB, +2dex, +2bow, +2bracers +1point blank = +14/+9
+14/+9 -6 = +8/+3

so total bonus to hit is +8/+8/+3

Fourth - damage is pretty straight forword +5bow (Enhancement + str), +4 deadly aim, +1 point blank, +1 bracers = +11 total to damage.

Fifth - Technically RAW - none of this damage is precision based damage, so yes he should get the full +11 on damage (I agree that the text of the various feats involved heavily imply precision but technically all of the feat bonuses are un-named bonuses. I don't think that a DM would be wrong to rule the bonuses from deadly aim and point blank as precision damage though).

six - Respectively, the argument of wealth by level is weak. WBL is a computer gamer concept/algorithm. It is perhaps the thing I like least about the d20 system (for the record, I like quite a bit about the d20 system) WBL - plants unrealistic expectations in the minds of players and essentially gives the players a "means" of trying to strongarm the DM into giving out a requisite amount of treasure. Its BS - a DM should tailor treasure gain according to his campaign style not some phony concept meant to appease the instant gratification players of today.

seven - even if you use WBL, the parties caster/crafter could easily make the bracers and or the bow and still fall within the WBL guidelines. DC for bracers is 5 + CL 8 +5 missing pre req = DC 18 or 10 + cl 8 +5 missing pre req = DC 23 (depending on which page of the core book you use to determine the base DC for crafting magical items. The caster lets say conservative int 14 = +2, 7th level like his buddy so 7 ranks in spell craft, +3 for class skill, +2 int stat, casts guidence right before the craft check +1 and takes 10 = +23 (I should point out that Mr. James Jacobs has posted that he believes that the base DC to craft magical items should be 5 + CL of the item and also has posted that taking 10 should be allowed). (both decisions I disagree with but my name is not on the book and even a cursory look at the math shows that in almost all cases a by allowing both of those options a crafter can almost always skip a pre-req and will never result in a cursed item unless he is trying to do some way jacked out stuff).

Lastly - I will say that yes, to many the archer build seems broken but it is not, a melee build based on str and two-handed weapons easily outmatches the damage potential of the archer, not to mention the many spells or tactics that effectively reduce archery to spittting into a hurricane. Also, this character had to pour every feat he had into this so that leaves other areas where he is vulnerable; plus at his level more and more of the monsters will have some type of DR and piercing weapons in general, suck at bypassing DR


I think that the wording in the banishment spell is flavor text and rule as intended would be that banishment would work as a more powerful version of dismissal. I do agree that there would still be the 20% chance to go to a different plane.


this should work without a doubt

Extraplanar Subtype - pathfinder SRD

This subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

Banishment -

Targets one or more extraplanar creatures, no two of which can be more than 30 ft. apart

this would be like saying a caster could cast haste and not be able to have it affect himself


1 person marked this as a favorite.

I think Lord oKOyA is Absolutely Spot On with the interuptation of this feat, furthermore all this guy or gal tried to do was help to answer a question someone had to see this person receieve this type of treatment for taking time out of his day to help a fellow gamer out is just sad.

Agree or disagree with the man, the whole magical item creation rules are not exactly the easiest to dicipher.


Mr. Jacobs - thank you for answering my group's questions on the Magus.
after seeing the rational - it made alot of sense (I will say that the majority of the people I know were surprised to hear that the extraordinary ability portion of spell combat was just in relation to be able to cast and attack in the same round and does not extend AoO protections to the spellcasting itself).

I will not flame a certain other role playing game manufacturer, but the fact that you answered our questions in less than a day in shows a level of customer support and committment that many other companies could learn alot from.

insofar as the 30 foot channel energy template, I understand that it is not high in the pecking order but it would be a major seller.

once again

thank-you


Mr. Jacobs - First Pathfider is awesome

I need your help on a number of rules related to class features, I have spent hours combing the boards but cannot seem to find what I am looking for.

lets start with the Magus - I really like the class but there seems to be some confusion in my group at least on a number of its features

Spell Combat (Ex): At 1st level, a magus learns to cast spells
and wield his weapons at the same time. This functions much
like two-weapon fighting, but the off-hand weapon is a spell
that is being cast. To use this ability, the magus must have one
hand free (even if the spell being cast does not have somatic
components), while wielding a light or one-handed melee
weapon in the other hand. As a full-round action, he can make
all of his attacks with his melee weapon at a –2 penalty and
can also cast any spell from the magus spell list with a casting
time of 1 standard action (any attack roll made as part of this
spell also takes this penalty). If he casts this spell defensively,
he can decide to take an additional penalty on his attack rolls,
up to his Intelligence bonus, and add the same amount as a
circumstance bonus on his concentration check. If the check
fails, the spell is wasted, but the attacks still take the penalty.
A magus can choose to cast the spell first or make the weapon
attacks first, but if he has more than one attack, he cannot
cast the spell between weapon attacks.

2 questions here - 1st why would you cast defensively, it is an extraordinary ability and they don't provoke AoO's - (the only thing i can think of is that a ranged spell is a ranged attack so that would provoke) 2nd - does the magus suffer any penalities associated with not having 2 weapon fighting (I am almost 100% sure that they don't - but my group wants to know)

next

Spellstrike (Su): At 2nd level, whenever a magus casts a
spell with a range of “touch” from the magus spell list, he
can deliver the spell through any weapon he is wielding as
part of a melee attack. Instead of the free melee touch attack
normally allowed to deliver the spell, a magus can make one
free melee attack with his weapon (at his highest base attack
bonus) as part of casting this spell. If successful, this melee
attack deals its normal damage as well as the effects of the
spell. If the magus makes this attack in concert with spell
combat, this melee attack takes all the penalties accrued by
spell combat melee attacks. This attack uses the weapon’s
critical range (20, 19–20, or 18–20 and modified by the keen
weapon property or similar effects), but the spell effect
only deals ×2 damage on a successful critical hit, while the
weapon damage uses its own critical modifier.

Man my group have been round and round on this one - we have two members who swear up and down that the free attack associated with this ability is an extra attack (and barring intervention from you, Mr. Reynolds, or divine enlightendment from the great GG, they will not budge from the stance)

so basically level 8 magus two attacks +6/+1 uses spellstrike - does he get +6/+6 with spell/+1 or does he get +6 with spell/+1 (I think it is the latter but both sides have made compelling arguments)

Last question on this ability same example above but also using spellcombat would it be +4 with spell / spell / +1 or +4/+4 spell strike/ spell/ +1 (I camnnot see the latter being the case in this instance).

oh... sorry I lied about last question on this one if the magus has 2 attacks and is doing a shocking grasp via spellstrike I would assume that the spell strike attack comes first (highest BAB) if not then the character could attack take a 5' step and then spellstrike.

next

The Alchemist - simple compared to the last two

What exactly qualifies as an "alchemical Item" for the swift alchemy class feature - there are compelling arguments for everything that uses craft alchemy (including potions, bombs, mutagens) or is it just Alchemical items (such as smokesticks, acid, tanglefoot bags)

last thing

Would Pazio please, please consider creating a 30 foot radius channel template similar to the SteelSqwire AoE templates that you sell. I have to believe that it would be a must have item for anyone who plays the game and would sell like hotcakes.

Thank you for your time, (Help us James Jacobs, you're are only hope).


Hello, all

A couple of my group members have fallen victim to real-life. I am happy for them but it leaves a hole in the group that needs filling. We have a really good pathfinder group going (and I would like to keep it that way). We are looking for one person (possibly Two, depending on things) to join are ranks.

Ok, so here is the quick of it:

The average age of the members in my group is 35. All of you know that it is very tough to keep a consistent group together; it is even more so when you reach our old age, many in my current group are married, have kids, or careers that limit our free time; all of that being said, I have managed to run a consistent weekly Sunday group since I moved here almost 10 years ago. I like to run a larger group as it gives leeway on character classes and session cancelation. The potential member that we are looking for needs to be able to commit to an average of 3 out of 4 sessions (we understand that things come up and that sometimes people will miss a few sessions in a row; that is ok, truthfully we just want someone who can make more than they miss). We Currently have 5 members, but 1 member is on part time status.

Now the part that does not endear some folks:

We would prefer that the potential candidate be over the age of 24, personally age is not a deal-breaker for me; however in the past; the last few people under that age did not work out basically due to immaturity. (so, anyone under 24 if you are mature please feel free to get a hold of me). Next, we will not be accepting any Girlfriend/Boyfriend/Wife/Husband combo teams. I have played and DM’ed for almost 30 years and have only seen that work out once. Ideally the second spot possible spot will be reserved for a friend/brother/sister/cousin of the person who works out for our opening. (My group is race and gender friendly, in fact this is one of the first times I can remember in a long time that we do not have a female member). Oh.. and newbies are not a deal-breaker, if you are willing to show up, put forth effort, and learn; I am willing to teach.

Lastly the meat and potatoes:

We really do have a great group and have a lot of fun. We play almost every Sunday from 3pm to 10pm (sometimes a little later). The average level in the group right now is 8; you will come in at level 8. The game is probably closer to a 50/50 combat/role-play mix, but I will advertise it at a 55/45 combat/role-play mix.


Klingon Names usually make good dwarf names

kimpec
martok
molar
fecklor
kang
kor
duras
kahless


something like this you really want to stick it to the DM. When a DM makes statements like I want to kill you all and its a 1 off, some nasty things are to be awaiting you all. the dungeon will be inherently unfair (so the DM may be more willing to let stuff fly that he normally would not. try to take advantage of it).

Most important - rules of "fair play" are out the window so here is what i would do:

Character 1 - Human Cleric 5/Sorceror 1 - take craft wand, also have the wizard below craft him a wand of magic missiles CL 5. take extra channel as well.

Character 2 - Elf Wizard 5/ Monk 1 (drop chr to 3 and start at old age)
craft wand - scribe scroll - extend spell

Important Craft wands (mage armor cl 1, magic missile cl 5 x2, heroism cl 5, protection from arrows cl 3)

Craft Scrolls - Exteded resist energy (fire) at least CL 4

Character 3 - Human - Two-weapon fighter 5 (APG)/Ranger 1
favored enemy Kobold - make sure one of his weapons is a kobold bane weapon (improved buckler defense would be awesome if allowed)

Character 4 - Dwarf or Half Orc - Fighter 3/ Cleric 3 - feats Endurace, Die Hard, Extra Channel
Make sure he has an Adamantine Weapon

Character 5 - any race - Rogue 3/ Magus 3 (if not Magus - Sorceror 3)

Pool Group Money for crafting, Buy Wand of magic Vestment CL 12. it runs 27000 but everyone then could just buy normal armor and shields and then get a +3 enhancement to each for 12 hours for each charge. This should be cheaper than most of them buying +2 armor and shields (CL 8 wand grants +2, cost 18000) Scrolls of this at CL 12 run 900 each, I like wands more because it defeats the age old DM hump move of dispell magic or dispell magic fields (even lamer)

also see if you can by the individual balls off of a necklace of fireballs (book price is 150 per hit die of fire ball) an elemental gem is good in a pinch

a few scribed scrolls of summon monster - any level (Try to summon something humanoidish to avoid "DM Logic") are a necessity. Summon monsters are awesome "volunteers" They love walking through suspected trapped areas.

also just to mess with the DM's mind. besides obvious rogue 101 stuff -DON'T SEARCH ANYTHING; ITS A ONE-OFF; YOU DON'T GET TO KEEP IT. AND KILL EVERYTHING. also make sure you use the adamantine weapon to sunder any mega weapon the monster may have.

A bag of holding with a few extra suits of armor is a good idea for rust monsters.

remember focused magic missile fire is deceptively powerful and most folks overlook it

good luck


I would put the 13 in wisdom. take human race

put the +2 in con then level him up alternating fighter and cleric levels until it maxes out the spell casting capability of the wisdom score

I would focus on armor/hit point feats that way you could stand in to take some heat off of the main fighter and you have some emergency healing to boot.


The cost for the materials is subsumed in the cost for creating the wand: 375 gp × the level of the spell × the level of the caster.

so wouldn't a wand of extended mage armor look something like

2(spell level) x 6(Caster level) = 12 x 375 = 4500

9000 would be the base price (or market price if you bought it) for the purposes of determining how long it would take to create. not the price that the PC or NPC creator has to pay. After all it would make no sense to sell an object for its exact cost.

the discount is part of the benefit taking the feat


so i am looking to do something really nasty and memorable for the final showdown between my players and the evil wizard they are hunting.
(but i want to be fair about it)

upon reading the elemental gem, I have had the following thought for an ambush.

1. row of statues with elemental gems embedded/ held in hand.
magic missiles to break gems. elementals pop out and its clobberin time

2. line of elemental gems suspended by string with a countinal light spell cast on them to make them appear as just a light source and throw off any detect magics. then when the time is right (whirling blade spell straight down the line and pow badtime in the old dungeon
tonight.

other thoughts if someone sunders an opponets elemental gem he should get to control the elemental.

I guess my real ? is from what i have read an elemental gem should likly be assigned a hardness and hit points as if it was glass/crystal

just looking for some thoughts


When beta came out, i tweaked the bard a bit and it has turned out well
let me know what you think

BARD

Alignment: Any.

Hit Die: d8.

Class Skills:
The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), 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).

Skill Ranks Per Level: 6 + Int modifier.

Class Features:
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 also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spell caster, a bard wearing medium or heavy armor or using a shield failure if the spell in question has a somatic component. A 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 verbal component (singing, reciting, or music) or cast a spell, a bard must have a Charisma score equal
to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spell casters, 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 4–3. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table 4–4. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table 4–4 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. 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

Level Base
Attack
Bonus Fort
Save Ref
Save Will
Save Special

1 +0 +0 +2 +2 Bardic Knowledge,Bardic
performance, cantrips,
countersong, distraction,
fascinate, inspire courage
+1,Bard Powers

2 +1 +0 +3 +3 Well-versed, Bard Powers
3 +2 +1 +3 +3 Inspire Confidence
4 +3 +1 +4 +4 Bard Powers
5 +3 +2 +5 +5 Inspire Courage +2,
Loremaster1/day
6 +4 +2 +5 +5 Suggestion, Bard Powers
7 +5 +3 +6 +6
8 +6/+1 +3 +6 +6 Dirge of Doom, Discordant
Performance, Bardic
Countersong
9 +6/+1 +3 +7 +7 Inspire Greatness
10 +7/+2 +3 +7 +7 Bard Powers
11 +8/+3 +4 +8 +8 Inspire Courage +3,
Loremaster 2/day
12 +9/+4 +4 +8 +8 Song of Freedom, Smoothing
Performance
13 +9/+4 +4 +9 +9 Bard Powers
14 +10/+5 +5 +9 +9 Frightening Tune,
Paralyzing Show
15 +11/+6/+1 +5 +9 +9 Inspire Heroics
16 +12/+7/+2 +5 +10 +10 Bard Powers
17 +12/+7/+2 +5 +10 +10 Inspire Courage +4,
Loremaster 3/day
18 +13/+8/+3 +6 +11 +11 Mass Suggestion, Bard
Powers
19 +14/+9/+4 +6 +11 +11 Jack of all Trades
20 +15/+10/+5 +6 +12 +12 Deadly Performance

Spells per Day
1st 2nd 3rd 4th 5th 6th
2 - - - - -
3 - - - - -
3 2 - - - -
4 3 - - - -
4 4 - - - -
4 4 2 - - -
4 4 3 - - -
4 4 3 1 - -
4 4 3 2 - -
4 4 3 3 - -
4 4 4 4 - -
5 4 4 4 1 -
5 5 4 4 2 -
5 5 5 4 3 -
5 5 5 4 3 1
6 5 5 4 4 2
6 6 6 4 4 3
6 6 6 5 4 4
6 6 6 6 5 5
6 6 6 6 6 6

Table 4-4: Bard Spells Known Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1 4 2 - - - - -
2 5 3 - - - - -
3 6 4 2 - - - -
4 6 4 3 - - - -
5 6 4 3 - - - -
6 6 4 4 2 - - -
7 6 5 4 3 - - -
8 6 5 4 4 1 - -
9 6 5 4 4 2 - -
10 6 5 5 4 3 - -
11 6 6 5 4 3 - -
12 6 6 5 5 4 2 -
13 6 6 5 5 4 2 -
14 6 6 6 5 4 3 -
15 6 6 6 5 4 3 1
16 6 6 6 6 5 4 2
17 6 6 6 6 5 4 3
18 6 6 6 6 5 5 4
19 6 6 6 6 5 5 5
20 6 6 6 6 6 6 6

Bardic Knowledge: At 1st level, a bard selects one Knowledge skill. He gains 1 bonus skill point to place in that Knowledge skill and an additional skill point every time he gains a level. In addition, a bard adds 1/2 his level (minimum 1) to all Knowledge skill checks and
may make such checks untrained.

Bardic Performance: Once per day per bard level, a bard can use his Perform skill to produce magical skill used to activate it. Bardic performance activated with Perform (act) or Perform (dance) requires line of sight to the targets of its effects and does not affect blind creatures. Bardic performance activated with Perform (comedy) and Perform (oratory) requires the targets to be able to hear the bard, and such effects are language dependent (although the bard can activate magic items that require a magic word, such as wands, while using these types of Perform to activate bardic performance). Bardic performance activated using any other type of Perform only requires the targets to be able to hear the bard. These requirements are in addition to those listed with, each bardic performance ability. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic performance using a Perform skill that relies on sound. A blind bard has a 50% chance to fail when attempting to use bardic performance using a Perform skill that relies on sight. If he fails either of these checks, the attempt still counts against his daily limit. (unless otherwise noted the use of a bardic performance is a Standard Action to begin and a Move Action to maintain).

Bardic Countersong: Starting at the 8th level the bard gains the ability to counterspell as an immediate action. This counterspell acts as a targeted dispel magic against spell and spell like effects. The bard uses the number of perform ranks he has (not his bard level) as his modifier to his caster level check. The performance skill used must be verbally based. The bard may use this ability 1 time per day for every 4 bard levels the character has.

Bardic Powers (Su): A bard greatest abilities comes from what he learns and a bard is always learning. Trading tales with other bards, picking up spells from sorcerers or wizards, learning a cool fighting technique from a fighter or monk friend, how to unleash your emotion to devastate your enemies, the way of the wild and so on. As a bard progresses in levels, he is able to imitate that which he has seen others do.

Bard Powers – The bard may choose from the following:

Bonus Feat – this feat can be any that would qualify as a fighter’s bonus feat. (does not have to meet stat requirements but must meet feat pre-requisites). At 6th level and above the bard may choose weapon specialization.

Track – a bard gains the feat track and may either use ½ his bard level or his survival skill score to modify his check.

Modified Movement – A bard has learned, usually the hard way that it is better to be able to out move your enemy, than have that enemy out move you. Each time a bard takes this ability he adds 5 feet to his base move

Animal Companion – a bard may choose an animal companion just as a driud. The animal companion functions two levels lower than his bard level, on the animal companion advancement table (pg. 25). The bard may add speak with animals to his first level spell list.

Familiar - a bard may choose a familiar just as a wizard or sorcerer. The familiar functions two levels lower than his bard level, on the Familiars advancement table (pg. 51). The bard may add speak with animals to his first level spell list.

Channel Energy – A bard may channel positive or negative energy as a cleric of half his bard level. The choice of what type of energy must be made when this power is chosen. A bard may use this power 1 time per day plus his charisma modifier.

Offensive Magic – A bard may select invocation/evocation spells from the sorcerer/wizard spell list to add it to his spell list. These spell count against his number of spells known. A bard gains the ability to use spell completion items that stores the invocation/evocation spells he chooses to add to his list. The bard may not add more than 2 invocation/evocation spells per spell level to his list. The bard may only cast a number of invocation/evocation spell levels per day equal to 1/3 his bard level.

Sneak Attack – the bard gains the ability to sneak attack as a rogue at ½ his bard level.

Rage – the bard learns how to tap into his inner reserve and enter a rage state. He may enter this state a number of times equal to 1 plus his constitution modifier per day. The rage lasts for 3 rounds plus 1 round per constitution modifier. When the rage is ended the bard is exhausted for a period of time equal to 3 times the amount of time spent raging. In the rage state he gains a + 2 to str and con, +1 to will saves and a -1 to AC. After the bard has had this ability for 4 levels; his rage state improves to a + 4 to str and con, + 2 to will saves and a - 2 to AC.

Fighting Style – anytime after 4th level the bard may chose a fighting style just as a ranger

Lucky – one time per day as an immediate action the bard may add his chr modifier to any die roll, even if the result has already been announced.

Countersong (Su): A bard with 1 or more ranks in a Perform skill can use his performance 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 non instantaneous 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 does not work on effects that don’t allow saves. The bard may keep up the countersong for 10 rounds. A bard can use this bardic performance ability utilizing Perform (keyboard, percussion, wind, string, or sing).

Cantrips (Sp): A bard knows a number of cantrips. He can cast these spells at will as a spell-like ability. The number of cantrips a bard knows is noted on Table 4–4 under 0 level spells known. Cantrips are treated like any other spell cast by the bard in terms of duration and other variables based on level.

Deadly Performance (Su): A bard of 20th level or higher with 20 or more ranks in a Perform skill can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform and be within 30 feet. The target receives a Will save (DC 10 + 1/2 bard’s level + bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is stunned for 1d4 rounds and the bard cannot use deadly performance on that creature again for 24 hours. If its saving throw fails, the target dies. A bard can use this bardic performance ability utilizing any type of Perform.

Distraction (Su): A bard with 1 or more ranks in a Perform skill can use his performance to counter magical effects that depend on sight. Each round of the distraction, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by an illusion (pattern) or illusion (figment) 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 distraction is already under the effect of a non instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. The bard may keep up the distraction for 10 rounds. A bard can use this bardic performance ability utilizing Perform (act, comedy,dance, or oratory).

Dirge of Doom (Su): A bard of 8th level or higher with 8 or more ranks in a Perform skill can use his performance to foster a sense of growing dread in his enemies, causing them to take a number of penalties. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. The effect lasts for as long as the enemy hears the bard and remains within 30 feet, and it persists for 3 rounds after the bard stops playing or the enemy leaves the area. Affected enemies are shaken and take a –2 penalty on ability checks, attack rolls, saving throws, and skill checks. A bard can use this bardic performance ability utilizing Perform (keyboard, percussion, wind, string, or sing).

Discordant Performance (Su): A bard of 8th level or higher with 8 or more ranks in a Perform skill can use his performance to cause his enemies to become confused. To be affected, an enemy must be able to see the bard perform and be within 30 feet. The effect lasts for as long as the enemy sees the bard and remains within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 bard’s level + bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to confuse that creature again using discordant performance for 24 hours. If its saving throw fails, the creature becomes confused as long as the bard keeps performing (up to a maximum of 1 round per bard level). At the end of an affected creature’s turn, it is allowed a new Will save to overcome the effect, making it immune to discordant performance for 24 hours
if it does. A bard can use this bardic performance ability utilizing Perform (act, comedy, dance, or oratory).

Fascinate (Sp): A bard with 1 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 danger 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. Each creature within range receives a Will save (DC 10 + ½ bard’s level + bard’s Cha modifier) to negate 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 Perception 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. A bard can use this bardic performance ability utilizing any type of Perform.

Frightening Tune (Sp): A bard of 14th level or higher with 14 or more ranks in a Perform skill can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + ½ bard’s level + bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot use frightening tune on that creature again for 24 hours. If its saving throw fails, the creature becomes frightened for 1d4 rounds plus the bard’s Charisma modifier. A bard can use this bardic performance ability utilizing Perform (keyboard, percussion, wind, string, or sing).

Inspire Courage (Su): A bard with 1 or more ranks in a Perform skill can use his performance 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 perceive the bard’s performance. The effect lasts for as long as the ally perceives the bard‘s performance 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 5th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 11th,
and +4 at 17th). Inspire courage is a mind-affecting ability. A bard can use this bardic performance ability utilizing any type of Perform.

Inspire Competence (Su): A bard of 3rd level or higher with 3 or more ranks in a Perform skill can use his performance to help an ally succeed at a task. The ally must be within 30 feet 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 she continues to hear the bard’s music. Certain uses of this ability are infeasible, such as Sneak attempts. 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. A bard can use this bardic perform Type of Perform.

Inspire Greatness (Su): A bard of 9th level or higher with 9 or more ranks in a Perform skill can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting 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, and four at 18th). To inspire greatness, a bard must perform and an ally must hear or see him perform. The effect lasts for as long as the ally witnesses the performance 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. A bard can use this bardic performance ability utilizing any type of Perform.

Inspire Heroics (Su): A bard of 15th level or higher with 15 or more ranks in a Perform skill can use his performance 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 perform and an ally must witness the performance 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 witnesses the performance and for 5 rounds thereafter. Inspire heroics is a mind-affecting ability. A bard can use this bardic performance ability utilizing any type of Perform.

Jack of All Trades (Ex): At 19th level, the bard can use any skill, even if the skill requires him to be trained. In addition, all skills are now considered class skills. If the bard has 5 or more ranks in a skill, he can take 10 on the skill, even if it is not normally allowed.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 18 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. A bard can use this bardic performance ability utilizing any type of Perform.

Paralyzing Show (Sp): A bard of 14th level or higher with 14 or more ranks in a Perform skill can use his performance to paralyze his enemies. To be affected, an enemy must be able to see the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + ½ bard’s level + bard’s Cha modifier) to negate the effect. If
a creature’s saving throw succeeds, the bard cannot use paralyzing show on that creature again for 24 hours. If its saving throw fails, the creature becomes paralyzed for a number of rounds equal to the bard’s level. At the end of an affected creature’s turn, it is allowed a new Will save to overcome the effect, making it immune to paralyzing show for 24 hours. A bard can use this bardic performance ability utilizing Perform (act, comedy, dance, or oratory).

Song of Freedom (Sp): A bard of 12th level or higher with 12 or more ranks in a Perform skill can use his performance 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. A bard can use this bardic performance ability utilizing Perform (keyboard, percussion, wind, string, or sing).

Soothing Performance (Sp): A bard of 12th level or higher with 12 or more ranks in a Perform skill can use his performance to create an effect equivalent to the mass cure light wounds spell (caster level equals the character’s bard level). In addition, this performance removes the fatigued, sickened, and shakened condition from all those affected. Using this ability requires 1 minute of uninterrupted concentration and performance, and it functions on all targets within 30 feet. A bard can use this bardic performance ability utilizing
Perform (act, comedy, dance, or oratory).

Suggestion (Sp): A bard of 6th level or higher with 6 or spell) to a creature that he has already fascinated (see above spell).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 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 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. A bard can use this bardic performance ability utilizing any type of Perform.

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language dependent effects.