BARD SPECIAL ABILITIES
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BARDIC PERFORMANCE[/b] 0/18
Countersong:
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.
Distraction:
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:
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), mindaffecting
ability. Fascinate relies on audible and visual
components in order to function.
Satire-1:
A court bard can use performance to undermine the confidence of
enemies who hear it, causing them to take a –1 penalty on attack
and damage rolls (minimum 1) and a –1 penalty on saves against
fear and charm effects as long as the bard continues performing.
This penalty increases by –1 at 5th level and every six levels
thereafter. Satire is a language-dependent, mind-affecting ability
that uses audible components.
Heraldic Expertise:
A court bard gains a bonus equal to half his bard level on Diplomacy,
Knowledge (history), Knowledge (local), and Knowledge (nobility)
checks (minimum +1). Once per day, the court bard can also reroll
a check against one of these skills, though he must take the result
of the second roll even if it is worse. He can reroll one additional
time per day at 5th level and every five levels thereafter.
This ability replaces bardic knowledge.
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SPELLS:
0: Detect Magic=Detects spells and magic items within 60 ft.
0: Light = Object shines like a torch.
0: Open/Close = Opens or closes small or light things.
0: Read Magic = Read scrolls and spellbooks.
0: Unwitting Ally
1: Cure Light Wounds = Cures 1d8 damage + 1/level (max +5).
1: Grease
1:Sleep
Wand of Cure Light Wounds:3/50
GEAR:
Armor: +1 Parade Armor (+4)
(in Backpack):Bard's Kit
*Backpack
*Bedroll
*Belt Pouch
*Musical Instrument (Flute = Wind)
*Flint and Steel
*Ink and Inkpen
*Iron Pot
*Journal
*Mess Kit
*Mirror
*Rope
*Soap
*Torch (10)
*Trail Ration (5 days)
*Waterskin
Feats/Traits:
Extra Performance = Can use Bardic Performance 6 more times/Day
Fast Learner = +1hp AND +1Skill /Level
Maestro of the Society = Can use Bardic Performance 3 more times/Day
Reactionary = +2 Initiative Check