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.
Class Features
The following are the 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 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.
Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Every bard spell has a verbal component (song, recitation, or music).
To learn 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 determined by the formula given under Spell save DCs.
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: Bard Spells Per Day. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Bonus Spells per Day).
A 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: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on the table of spells known 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, and it must be at least one level lower than the highest-level bard spell he can cast. A bard may swap out 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.
Spell List
The bard’s spell list (not including those spells which may be researched or discovered) is given on the Spell Lists page.
Cantrips
A bard learns a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known. These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
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.
The sum of the bard’s ranks in a skill, and his bardic knowledge bonus, cannot exceed his character level. If this sum would be higher than the bard’s character level, then the bardic knowledge bonus is reduced so as not to exceed this limit.
The bonus to Knowledge skill checks from bardic knowledge applies only when answering questions related to a field of study, identifying monsters and their abilities, or otherwise determining what the bard knows. It does not apply to other uses of Knowledge skills, such as doing research or navigating during a sea journey.
Starting at 5th level, the bard also adds a +1 bonus to all research checks (regardless of what skill is used for the check); this bonus increases by +1 at every 5th level thereafter, to a maximum of +4 at 20th 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 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, 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. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. 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. A bard normally cannot have more than one bardic performance in effect at one time (but see the combine songs ability, below).
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.
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 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 skill check result for the save.
Countersong does not work on effects that don’t allow saves. Countersong relies on 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 that relies on audible and visual components.
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, which can use either audible or visual components. (The bard must choose which component to use when starting his performance.)
Inspire Resilience (Su)
A bard of 3rd level or higher can use his performance to inspire resilience in his allies (including himself), making them resistant to physical attacks. To be affected, an ally must be able to perceive the bard’s performance.
An affected ally gains damage reduction 1/—. The damage reduction granted by this ability increases by 1 for every four levels the bard has attained beyond 3rd (2/— at 7th, 3/— at 11th, 4/— at 15th, and 5/— at 19th).
The damage reduction granted by inspire resilience stacks with a barbarian’s damage reduction (or with any similar ability). Inspire resilience does not apply to allies who are immobilized or otherwise incapacitated.
Inspire resilience is a mind-affecting ability, and relies on audible components.
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.
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), which increases his maximum hit points by the commensurate number (i.e., 2 × [1d10 + target’s Con modifier]), increases his base attack bonus by 2 (possibly granting him additional attacks when taking a full attack action), and increases his base Fortitude save bonus by 1. 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.
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.
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.
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, it 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.
Versatile Performance
At 2nd level, and at every 4th level thereafter, a bard can gain one of the following benefits (he may select a benefit multiple times, making appropriately different choices for that benefit each time it’s chosen):
Gain Class Skill: The bard selects one of the following skills: Fly, Handle Animal, Ride. That skill is now a class skill for him.
Gain Skill Focus: The bard selects one of the following skills: Bluff, Climb, Diplomacy, Escape Artist, Intimidate, Linguistics, Perception, Sense Motive, Sleight of Hand, Stealth, or a skill which he has previously gained as a class skill via versatile performance. He gains the Skill Focus feat for that skill. The bard must have at least 2 ranks in the chosen skill in order to gain this benefit.
Gain Skill Tricks: The bard learns his choice of two of the following skill tricks. He must meet all prerequisites for each skill trick chosen.
- Acrobatic Backstab
- Back on Your Feet
- Distracting Taunt
- Group Fake-out
- Insightful Improvisation
- Never Outnumbered
- Nimble Stand
- Rhetorical Flourish
- Second Impression
- Shrouded Dance
- Social Recovery
- Timely Misdirection
Gain Bonus Feat: The bard gains his choice of one of the following feats. He must meet all prerequisites for the feat.
- Combat Casting
- Dazzling Display
- Improved Counterspell
- Improved Dirty Trick
- Improved Feint
- Nimble Moves
- Quick Draw
- Throw Anything
- Weapon Finesse
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.
Combine Songs (Ex)
A bard of 5th level or higher can combine the effects of two performances. Once per day, a bard who is already maintaining one performance can start a second performance (taking the usual action required to start a performance) and gain the benefits of both. (Normal stacking rules for bonus types apply.) The bard 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.
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 13th level, the bard considers all skills to be class skills. At 16th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Variants
The following variants of the bard class are available in the Old World campaign setting.
Arcane Duelist
A master of the martial applications of steel and spell, the arcane duelist blends both into a lethal combination.
Arcane Strike
Arcane duelists gain Arcane Strike as a bonus feat at 1st level.
This ability replaces bardic knowledge.
Bardic Performance
An arcane duelist gains the following types of bardic performance.
Rallying Cry (Su)
At 1st level, an arcane duelist 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.
Rallying cry is a mind-affecting ability that relies on audible components.
This performance replaces countersong.
Bladethirst (Su)
An arcane duelist 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, flaming, flaming burst, ghost touch, keen, mighty cleaving, returning, vicious, or wounding. Note that the special abilities of a weapon cannot exceed, in equivalent enhancement bonus, twice the weapon’s actual enhancement bonus (counting any increase from bladethirst).
Bladethirst relies on audible components.
This performance replaces suggestion.
Mass Bladethirst (Su)
An arcane duelist of 18th level or higher can use his bladethirst 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.
Mass bladethirst relies on audible components.
This performance replaces mass suggestion.
Bonus Feats
An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter: 2nd level—Combat Casting, 6th level—Dazzling Display, 10th level—Disruptive, 14th level—Spellbreaker, 18th level—Penetrating Strike.
This ability replaces versatile performance and well-versed.
Arcane Bond (Ex)
At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one addition spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components.
This ability replaces combine songs.
Arcane Armor (Ex)
At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure.
At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane spell failure.
This ability replaces jack of all trades.
Magician
A magician dabbles in performance, but sees it as a means to tap into universal energies and channel them.
Bardic Performance
A magician gains the following types of bardic performance.
Dweomercraft (Su)
A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter.
Dweomercraft relies on visual and audible components.
This performance replaces inspire courage.
Spell Suppression (Su)
At 8th level, a magician can use performance to counter the spells of his foes. Once the bard begins using this performance, he tracks the number of rounds it has been in use. While performing, as an immediate action, he can attempt to counter any spell that he can identify using Spellcraft, so long as that spell’s level is equal or less than the total number of rounds he has been performing spell suppression. The attempt to counter the spell is made as if using dispel magic, using the bard’s class level as the caster level. If successful, the bardic performance immediately ends.
Spell suppression relies on audible components.
This performance replaces dirge of doom.
Metamagic Mastery (Ex)
At 14th level, a magician can use performance to apply a metamagic feat to a spell he is about to cast without increasing the casting time. The bard must still expend a higher-level slot to cast this spell. This causes the performance to immediately end.
Metamagic mastery relies on audible components.
This performance replaces frightening tune.
Magical Talent (Ex)
A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks.
The sum of the bard’s ranks in a skill, and his magical talent bonus, cannot exceed his character level. If this sum would be higher than the bard’s character level, then the magical talent bonus is reduced so as not to exceed this limit.
This ability replaces bardic knowledge.
Improved Counterspell
A magician gains Improved Counterspell as a bonus feat.
This ability replaces countersong.
Extended Performance (Su)
At 2nd level, a magician can extend the duration of bardic performance after he stops concentrating by sacrificing a spell slot as a swift action. The performance effect lingers for 1 extra round per level of the spell. Only one spell may be sacrificed per performance, and performance types that take affect after a specific number of rounds cannot be extended.
This ability replaces well-versed.
Expanded Repertoire (Ex)
At 2nd level and every four levels thereafter, a magician can add one spell to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast.
This ability replaces versatile performance.
Arcane Bond (Ex)
At 5th level, a magician gains the arcane bond ability as a wizard, allowing him to cast any one addition spell that he knows once per day. He may not choose to gain a familiar instead, nor may he select a weapon as a bonded item.
This ability replaces combine songs.
Wand Mastery (Ex)
At 10th level, when a magician uses a wand containing a spell on his spell list (or a spell-like power that closely mimics such a spell), he uses his Charisma bonus to set the save DC for that spell (but still uses the wand’s caster level, rather than his own bard level). At 16th level, when using such a wand, he uses his caster level in place of the wand’s caster level.
This ability replaces jack of all trades.
Sandman
Combining performance with stealth, trickery, and guile, the sandman uses cleverness to keep others off-balance.
Bardic Performance
A sandman gains the following types of bardic performance.
Stealspell (Su)
A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1⁄2 the bard’s level + the bard’s Cha bonus) to negate the effect.
The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner.
Stealspell relies on visual components.
This performance replaces inspire courage.
Slumber Song (Sp)
At 6th level, a sandman 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.
This performance replaces suggestion.
Dramatic Subtext (Su)
At 9th level, a sandman can use bardic performance to cast spells without obvious visual or audible components while retaining the spell’s normal effects. Observers must succeed at a Perception check opposed by a sandman’s Sleight of Hand check to notice that the sandman is the source of the spellcasting (though spellcasting still provokes attacks of opportunity). The bard must use this performance for at least 2 rounds before casting a spell; otherwise he is automatically detected and the performance ends.
This performance replaces inspire greatness.
Greater Stealspell (Su)
A sandman’s stealspell power improves at 15th level. When a target fails a save against his stealspell performance, the sandman discovers its spell resistance (if any) and all spells it has prepared or knows. He can then choose which spell to steal. The sandman may forgo stealing a spell and instead reduce the target’s SR by an amount equal to half his bard level and gain that amount of spell resistance for as long as he continues performing. If he steals additional spell resistance, it stacks with previously stolen SR. If he steals a spell or ceases performing, the spell resistance immediately reverts back to its owner.
This performance replaces inspire heroics.
Mass Slumber Song (Sp)
At 18th level, a sandman can use slumber song to affect any number of fascinated creatures within 30 feet. Otherwise, this ability functions like mass suggestion.
This performance replaces mass suggestion.
Spell Catching (Su)
At 20th level, a sandman who saves against a spell or spell-like ability that targets only him (not including area spells) may use bardic performance as an immediate action. He must attempt a caster level check (DC 10 + the spell’s original caster level). If it succeeds, the sandman can absorb the spell effect without harm and immediately recast that spell (using the original caster’s level and save DC) or any spell he knows of that level or lower. Using this ability consumes a number of rounds of bardic performance equal to the spell’s level, even if the check fails.
This performance replaces deadly performance.
Master of Deception (Ex)
A sandman gains a bonus equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue’s trapfinding ability.
The sum of the bard’s ranks in a skill, and his master of deception bonus, cannot exceed his character level. If this sum would be higher than the bard’s character level, then the master of deception bonus is reduced so as not to exceed this limit.
This ability replaces bardic knowledge.
Sneakspell (Ex)
At 2nd level, a sandman adds +1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus. This increases to +2 at 10th level and +3 at 18th level. In addition, at 6th level he gains a +2 bonus on caster level checks to overcome spell resistance against such foes, and this bonus increases to +4 at 14th level.
This ability replaces versatile performance.
Trap Sense (Ex)
At 3rd level, a sandman gains a +1 bonus on Reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by +1 every three levels after 3rd.
This ability replaces inspire resilience.
Sneak Attack (Ex)
At 5th level, a sandman inflicts +1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every five levels after 5th.
This ability replaces combine songs.
Savage Skald
Far from civilization, furious tribes have their own war-singers, work-chanters, and lore-keepers, savaging enemies with song and sword alike.
Bardic Performance
A savage skald gains the following types of bardic performance.
Inspiring Blow (Su)
A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance.
Inspiring blow relies on audible components.
This performance replaces fascinate.
Incite Rage (Su)
At 6th level, a savage skald can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard’s performance; however, unwilling creatures can be affected if they fail 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. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing.
Incite rage is a mind-affecting ability that relies on audible components.
This performance replaces suggestion.
Song of the Fallen (Sp)
At 10th level, a savage skald can use performance to summon 2d4+2 human barbarians to fight for him. This effect requires 10 continuous rounds of performance. At 10th level, the summoned barbarians are 2nd level. At 13th level, the summoned barbarians are 4th level. At 16th level, the summoned barbarians are 6th level. At 19th level, the summoned barbarians are 8th level.
Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain, or until the bard stops his performance, whichever comes first.
Song of the fallen is a summoning effect that relies on audible components.
This performance replaces jack of all trades.
Berserkergang (Ex)
At 12th level, a savage skald can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians.
Berserkergang is a mind-affecting ability that relies on audible components.
This performance replaces soothing performance.
Battle Song (Su)
At 18th level, a savage skald can affect all allies within 30 feet when using performance to incite rage.