Queen Ileosa Arabasti

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Silver Crusade

So today I pulled out some old first and second edition characters, and was replaying their adventures in my head. Then just for fun I converted one to Pathfinder. The one I converted I retired at fifth level because he was too overpowered even then. My conversion below is the only way he would be close to as effective as he was in first edition. I am sure you will all agree with me, he is overpowered.

Joshua
Human
Fighter (Mobile Fighter) Level 5
total experience 23,856 / applied experience 19,880
Languages: Common, Elven, Celestial, Giant, Draconic. (20% experience sacrificed for extra attack with each hand.)

Introduction:
Joshua is an optimist with a pleasant demeanor, often overconfident of his chances of success. He has an imposing presence, and the luck of the gods. He was born out of wedlock, the son of a nobleman and a prostitute. His mother kept him secret for many years until Joshua decided to enter a local tournament open to all fighters. His resemblance to the local nobleman could not be mistaken.

When asked his name, he replied “Joshua”.

The Lord repeated, “What is your name young man, this time include sir name, or titles.”

Joshua replied, “Well my mother calls me boy, but thinking that might not be proper here.”

The crowd burst in laughter, and the Lord ceded his interrogation. However he did ask his advisor to investigate the lad. “If he has any blood claim to the throne, he must die.”

Ability Scores:
Strength 22 +6 Melee Attack Bonus +6 Melee Damage Bonus
Dexterity 20 +5 Missile Attack Bonus +5 Defense Bonus
Constitution 20 +5 HP Adjustment
Intelligence 17 +3 Languages
Wisdom 19 +4 Will Saves
Charisma 18 +4 Charisma Base Skill Bonus

Saves: Fort +12 Reflex +9 Willpower +8 (+1 to saves vs entanglement, paralyzation, and slow.)
Armor Class: 30 = 10 Base + 10 Armor Bonus + 3 Ench Bonus + 2 Dex Bonus + 1 Dodge Bonus + 3 Deflection Bonus + 1 Shield Bonus
Combat Maneuver + 12, Combat Maneuver Defense 30

Base Attack Bonus + 5 Hit Points 80 Initiative +5 Passive Perception 15

Weapon Attacks:
Longsword 19/19/14 1d8 + 16 damage (longsword of the champion +4 longsword highly decorative worth 3,000 gp)
Longsword +18/18 1d8 + 15 damage (Mighty Mithral Longsword +3)

Ambidextrous (Background Trait) Offsets two weapon fighting penalties by -1 each.
Luck Child (Background Trait) The goddess of luck has smiled upon you, you may re-roll one failed saving throw, or attack roll once per day. (Gamemaster granted for Joshua’s full background story.)

Feats:
1)Toughness
1)Dodge
1)Blind Fight
2)Two Weapon Fighting
3)Oversized Two Weapon Fighting
5)Two Weapon Defense

Class Features: Agility 1, Armor Training 1(Heavy Armors), Leaping Attack 1

Skills:Climb (str)* 6, Craft:Smithing (int) 8, Handle Animal (cha) 8, Intimidate (cha) 8, Knowledge:Dungeoneering (int) 8, Knowledge:Egineering (int) 8,Linguistics (int) 4, Perception (wis) 5, Profession:Farmer (wis) 8, Ride (dex)* 5, Stealth (dex)* 3, Survival (wis) 10, Swim (str)* 6

Special Equipment:
Longsword of the Champion of Haven +4 longsword adorned with decorative pommel, and gems, won at Joshua’s first tournament.
Mighty Sword +3 Mithral Longsword, Hilt Gems: Diamond – Lightning Bolt (6d6) 3x per day,
Ruby- Fireball (6d6) 3x per day,
Saphire- Heal 1 x per day,
Ivory Hilt Twist for Globe of Invulnerability 1x perday
(Sword has a 45 Ego, currently favors Joshua finds him amusing.)

Dark Bringer Plate Mail +3, Arrow Turning, Invisible in Darkness (Natural or Magical),
Absorbs One Killing Blow per day, Waterbreathing.

Balanced Throwing Daggers +2(6),
Silver Honor Medallion of Haven (Cannot tell a lie, or be lied to without the lie being detected,
Serves as a know location beacon for those tracking Joshua),
Black Dragon’s Tooth, Blue Dragon’s Tooth, Blue Dragon Scales (15),
Silver Font (10 vials of holy water), Nuetralize Poison potion (1), Wand of Detect Magic (30 charges),
Ring of Boccob, Girdle of Giant Strength(+2), Wings of Flying(Maneuverability Class B 60’),
Ring of Protection +3 to Armor Class and Saves

10,000 in jewels, and jewelry (Jeweled Platinum Necklace(Radiates Magic – Unidentified), Gold Ring w Signet,
Flawless Emerald, Flawless Diamond, Emeralds (6), Rubies (3), Amethyst (5).)
60 pp 500 gp 216 sp 20 cp

List of Solo Kills:

First Level: Giant Rat, Skeletons (6), Orc Raiders (8), Troglodytes (2), Third Level Warriors Defeated at Tourney (3),
Fifth Level Warrior defeated for Win, Doppleganger (Sent as an Assassin).

Second Level: Giant Centipedes (3), Magic User 3rd Level, Fighters 1rst Level (10), Fighters 3rd Level (2),
Lizard Men (3), Gnolls (2), Aquired a Pirate Ship and sold it for 10,000 gp.

Third Level: Big Dog (Special Donald Bowman Yeth Hound),
Magic User ? Level (He cast more than one fireball – Aquired Ring of Boccob from him), Yeti

Fourth Level: Young Cave Manta (3), Adult Cave Manta, Cave Dogs (2), Dire Gnoll Rangers (2), Young Black Dragon

Fifth Level: Hill Giants (10), Drow Assassins (4), Drow Clerics (3), Bandit Highwaymen (6), Dire Bear,
Garzo, Storm Giant (2), Ogres (10), Orc Warriors (3), Bugbear (3), Blue Dragon

If you have favorite characters, stories, etc… Please feel free to post them in response. I would love to read about them.

Silver Crusade

I have a first edition bard that was loads of fun to play.

Fighter 8 (Ambidextrous - Two Weapon - plate wearing intimidator)
Thief 6/Thief Acrobat 3 (Total Thief levels 9) More an acrobat, performer than an actual burglar, or cutpurse)
Bard 15 Dervish dancer in combat, and a storyteller, musician-singer out of combat. Adept with healing.

Can such a character be converted to Pathfinder and still feel the same?

Silver Crusade

We were gathered in council unto the king. Now known to us was an army marching upon the capitol city. This army numbered well over a thousand orcs, hundreds of ogres, dozens of giants, and even a few dragons were counted among their ranks. Yet this king wanted to send us, a party of four to evacuate a nearby allied halfling village. His scouts had informed him nearly fifty orcs, a dozen giants, and four wyverns had broke off from the main army, and were headed to lets say "Hobbitun". We agreed to do all we could for "Hobbitun".
Thus a fighter, ranger, cleric, and bard set off toward "Hobbitun".
Our ranger informed us after doing advanced scouting of his own, we and the detachment of Halfling slayers would arrive on the same day with only one hour to convince, pack, and get the halflings out of town. That was unacceptable. No way we could convince them, and get them packed for travel that fast. Hoping that the halflings were already aware of the situation at hand, we split into two teams. The fighter, and cleric proceeded on toward "Hobbitun". The ranger, and I (bard) headed to intercept, and delay the orc detachment. The ranger and I came upon their camp and set upon this plan: I went into a meditative trance, the ranger guarding me as I set to weave my spells. I created a major image of a gold dragon, I wove claurvoyance into the dragon's eyes. Mage hand into the dragon's mouth. Mage hand was equipped with a scroll of fireball. Now looking through the dragon's eyes, I flew up into the air, and dove upon the camp. I used clairvoyance to recite, and cast the fireball scroll originating it from the dragon's mouth, the radius able to catch two of four wyverns, and ten orcs on the ground. The hope was that the fireball being actual fire damage would help the believability of my gold dragon. I had quiet a bit of fun with this, and the results were a dozen dead orcs, two dead wyverns, other injuries did not count. The orc raid leader was equipped with a gem of seeing, and once he was aroused and out, the gig was up. The ranger and I departed quickly, and quietly. We did note the two surviving wyverns flew off toward the main massive armies direction, presumably to report.

The reason I tell this story, is to ask, to you gamemasters, would you have allowed me to combine my spells in that manner to create my gold dragon assault?

Silver Crusade

I got this idea while looking over the various bard archtypes, and thinking that several of them had good ideas. However I wanted to make a bard that uses performances, and is not dependant upon spells. I also wanted to make performance dependant upon perform skills. I cannot take credit for any of this. You will recognize these as you read them. The folks at Paizo deserve all the credit. All I did was combine them together under bard, and remove cantrips, and spells from the bard's arsenal.

Bard

Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.
Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.

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), 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).

Skill Ranks per Level: 6 + Int modifier.

BaB ¾
Fort Saves Slow
Ref Saves Fast
Will Saves Fast

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, scimitar, 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 use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor 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.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Enhance Healing (Su): A number of times per day equal to his Charisma modifier, a bard can cause any healing effect from a spell completion or spell trigger item to function at a caster level equal to his class level.

Fleet (Su): While performing a bard gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every four bard levels gained after 1st level, to a maximum of +30 feet at 19th level.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 x his Charisma modifier. At each level after 1st a bard can use bardic performance for 3 additional rounds per day. Each performance, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. A bard of third level, or higher may chose to add an additional bardic performance as a swift action. Adding an additional performance into an existing performance consumes another round of bardic performance for that day. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Bardic performances are maintained through a perform check. The basic check for a single performance is 10, each additional performance added also adds +10 to the bards perform difficulty. Thus two performances would be a 20 dc to maintain, and three performances would be a 30 dc to maintain, and so forth.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

A bard begins first level with three performances, and learns a new performance appropriate to his level with each level he gains. Thus a second level bard would know four performances, and a third level bard would know five, and so forth. Higher level performances become available as the bard gains experience, and levels.

A Bard’s Luck (Ex): Fortune favors the bard. As a swift action, a bard can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A Bard's Luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill 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 skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Naturalist (Ex): A 1st level bard who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

Rallying Cry (Su): At 1st level, a bard can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance 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 capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the 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 observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard 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. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Healing Chant (Su): A bard of 3rd level or higher may learn a soothing chant, that clears the mind, and increases both the bard's healing rate, and those allies within 30' of the bard. During each round that the bard maintains the healing chant he and his allies heal 1 + 1 per 3 bard levels in hit points, to a maximum of 6 points per round at level 15.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Invigorating Shanty (Su): A bard of 3rd level or higher may learn to counter sickness and exhaustion during long travels. Each round of an invigorating shanty, he makes a Perform skill check. Allies within 30 feet (including the bard) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the bard, using the bard's Perform check for the save. A bard has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.

Still Water (Su): At 3rd level, a bard can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components.

Bladethirst (Su): A bard of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.

Lamentable Belaborment (Ex): At 6th level, a bard can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist's choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components.

Slumber Song (Sp): At 6th level, a bard can use his performance to cause a creature he has already fascinated to fall asleep (as deep slumber, but with no HD limit). Otherwise, this ability functions like suggestion.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Rain of Blows (Su): At 6th level, a bard can use his perform dance to speed up his attacks. When making a full attack action, he may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell.

Whistle the Wind (Su): A bard of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. 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 dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher 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 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Healing Performance (Su): A bard of 14th level or higher can use his performance to create an effect equivalent to heal on a living target (or harm on an undead target), using the bard's level as the caster level. Using this ability requires 5 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance. The healing performance relies on audible and visual components.

Leaf on the Wind (Su): At 14th level, a bard can use his perform dance to evade attacks with unearthly grace and to shake off the effects of his wounds. Unlike other performances, leaf on the wind requires a standard action each round to start or maintain the performance. Each round it is maintained, including the first, the dervish dancer gains a +6 dodge bonus to Armor Class and on Reflex saves. If wounded, he heals 1 hit point of damage per bard level.

Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Call the Storm (Su): At 18th level, a bard can use performance to duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level. Using this ability requires 1 round of continuous performance per level of the spell (as if he were a druid). These effects continue for as long as the bard continues performing (the effects on control weather happen immediately), but not longer than the spell's normal duration. This performance replaces mass suggestion.

Mass Bladethirst (Su): A bard of 18th level or higher can use his performance to enhance the weapons of as many allies as desired within 30 feet. The bonus provided by this power is +4 if conferred on two allies, +3 for three allies, +2 for four allies, and +1 for five or more allies. The power granted to each weapon must be identical. This ability replaces mass suggestion.

Mass Slumber Song (Sp): At 18th level, a bard can use slumber song to affect any number of fascinated creatures within 30 feet. Otherwise, this ability functions like mass suggestion.

Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

Pedantic Ballad (Su): At 18th level, an bard can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused.

Deadly Performance (Su): A bard of 20th level or higher 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 for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.

Funereal Ballad (Su): A bard of 20th level or higher can use his performance to create an effect equivalent to resurrection on a dead creature, using the bard's level as the caster level. Using this ability requires 20 rounds of continuous performance, and the target must be within 10 feet of the bard for the entire performance. Funereal ballad relies on audible and visual components.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

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

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.

Probable Path (Ex): At 8th level, a bard can calculate the action likely to bring success with the least risk. Once per day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th. This ability replaces jack of all trades.

Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Dance of Fury (Su): At 12th level, a bard can attack more than once as he moves while performing a battle dance. He can combine a full-attack action with a single move, taking the attacks at any point during his movement, but must move at least 5 feet between each attack. This movement provokes attacks of opportunity as normal. This ability replaces soothing performance.

Battle Fury (Su): At 15th level, the bard can unleash a whirlwind of blows while performing a perform dance. As a full-round action, he can take a single move action and unleash a single attack at his highest bonus against each target within his reach during any point of his move, up to a maximum number of attacks equal to the dervish dancer's character level. This movement provokes attacks of opportunity as normal, and replaces deadly performance.

Silver Crusade

I see this a lot on the forums in reference to bards. Bards are fifth wheel, fluff, no good unless you actually already have a party intact. That to me being a bard playing fanatic, seems like an insult. However with the rules the way they are currently in Paizo, I almost have to agree. I have a few grumbles with the bard as they currently sit, but not going to harp on that.
Then I have a gamemaster who claims bards are broken, too powerful, and need to be nerfed. He hates it when I use fascinate to effect crowd control. He also hates it if I charm his precious npcs and turn them against one another. He says I cause him no end of headaches with the shenanigans I pull playing a bard. Me? I am just having fun.
I come from the viewpoint that a bard is my favorite class by far. Bards are shepherds of life. They are larger than life, and very fun. Bards greatest strengths though come from creativity, and adaptation. A bard needs to be a tactician, flexible, and spontaneous. You mix those qualities together, and watch the magic happen.

Silver Crusade

I am tossing together some ideas for creating a bard that works purely on a mix of martial talents, skills, and songs. Now for the most part the bard would remain as written in the core rule book, with the following changes:

Bardic Performance, Cantrips and Bard Spells would be replaced

Bard Songs would added in place of the above.

Lore Songs: a line of songs that has recorded the memories of bards through the ages, and been passed down, also a source of all that bardic lore we always hear about. Bards call upon the memories of the ages, and remember what others have forgotten.

"Ahh yes, Kelbor, you have studied well at the library. Your information is spot on. However those musty tomes have failed to record the plight of that item as it has traveled and changed owners through the ages, now if you will ..."

Inspire Songs: a line of battle themed music that inspires allies to greatness in battle. The kind of songs that turns farmers into soldiers, guardsmen into heroes, and heroes into champions of valor.

At lower levels these would emulate inspire courage, and inspire competence, as the bard grows in skill, be similar to good hope, greater heroism, heroes feast, etc...

Sluece Songs: Songs that can be whistled, and or hummed. Self effecting songs only that the bard uses to aide themselves in subterfuge, and infiltration. Illusionary disguises, invisibility, short distance teleports, etc...

Movement Songs: One of the ways a bard helps contribute to a party is enabling it to march or move rapidly, and remain mobile. Get the party to a destination, help their mobility in combat, out maneuver, and out flank your opponents.

Under this heading you would gain the abilities similar to expeditious retreat, haste, stamina renewal, forced march, etc...

Dirges, and Bellows: Bards with such mastery of voice should be able to wield that voice like a weapon. Deafening their opponents, stunning, irritating, confusing, and keeping them off guard through an onslaught of sonic, even thunderous barrages.

This song line would mimic effects like sound burst, shout, and greater shout, earthquake, thunder clap, cacophony, and dirge of doom type stuff.

Charm Songs: Playing on the emotions through their mastery of music bards can suggest, seduce, charm, and even dominate the minds of others.

I was thinking of giving songs duration of concentration, and making it so they are not effected by metamagic feats, but would benefit from lets say Lingering Performance. Requiring bards to make performance checks if they want to attempt multiple songs. These are all just ideas. Anyways what do you think? Any ideas?