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<blockquote data-quote="Arkhandus" data-source="post: 3694420" data-attributes="member: 13966"><p><strong>Aurelian Bard, continued</strong></p><p></p><p>The Aurelian Bard, continued (Bardic Music details)</p><p></p><p>[sblock]<strong><span style="color: Red">Bardic Music:</span></strong> Once per day, plus an additional once per day per level in this class, the bard can use his song or poetics to produce magical effects on those around him. Depending on how many ranks he has in the Perform skill, he can inspire courage in his allies, protect those around him from sound-based magic, terrify foes, <em>fascinate</em> a creature, make a magical <em>Suggestion</em> (like the spell) to a <em>fascinated</em> creature, muddle an opponent's senses, help others accomplish tasks with their own skills, confuse enemies, or inspire greatness in allies.</p><p></p><p>While these abilities fall under the category of Bardic Music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some kind of verbal performance. Activating any Bardic Music ability is a standard action, and any spell-like Bardic Music abilities provoke attacks of opportunity when activated.</p><p></p><p>Whether or not a creature makes its saving throw against any Bardic Music effect, he or she is not made aware of the fact that a bard just attempted to influence them. Neither is the bard aware of who their Bardic Music has or has not affected, except that the Bard is always able to sense whether or not his or her <em>Fascinate</em>, <em>Fascinate Audience</em>, <em>Suggestion</em>, or <em>Mass Suggestion</em> abilities have succeeded (and upon whom). Bardic Music does not make creatures forget what happened, so they will know if they felt compelled earlier by a bard’s <em>Suggestion</em>, for example. All Bardic Music abilities are magical, sonic effects that override the bard’s ability to use verbal magic, even if he or she plays an instrument for the performance.</p><p></p><p>While performing Bardic Music, the bard can fight but cannot cast spells with verbal components, activate magic items by command word, activate magic items by spell completion, or activate magic items by spell trigger. Just like when casting spells with verbal components, a deaf bard suffers a 20% chance of failing to activate Bardic Music. If he fails, the attempt still counts toward his daily limit. In order to use a particular Bardic Music effect, the bard must have at least a certain number of ranks in the Perform skill, and several effects of middling or higher Perform ranks also require a minimum number of bard levels. A creature cannot be affected by more than three Bardic Music performances at any given time.</p><p></p><p>Whenever a Bardic Music effect would be contested as a result, the originators of the opposing effects each make an opposed Perform check, and the individual with the highest Perform check wins. Ties result in a re-roll for those who tied. No Bardic Music effect, such as Inspire Courage, can be applied to a creature more than once at a time, so additional uses of that effect result in opposed Perform checks to determine which one overrides the other copies of that effect for that creature. In any of these cases, the originator of an earlier Bardic Music effect may choose to fail the opposed check for that previous use of Bardic Music.</p><p></p><p></p><p><em><span style="color: Blue"><strong>Inspire Courage (Su):</strong></span></em> A bard with 3 or more ranks in Perform can use music or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the bard perform for a full round. The effect lasts as long as the bard performs and for 5 rounds after the bard has stopped performing (or 5 rounds after the ally can no longer hear the bard’s performance). The bard and affected allies each receive a +2 morale bonus on saving throws against charm and fear effects, and a +1 morale bonus to attack and weapon damage rolls (including unarmed strike, grapple, and natural weapon damage rolls). Inspire Courage is a supernatural, mind-affecting ability.</p><p></p><p><em><span style="color: Blue"><strong>Countersong (Su):</strong></span></em> A bard with 3 or more ranks in Perform can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). On each round of the Countersong, the bard must make a Perform check. Any creature within 30 feet of the bard (including the bard himself) who is affected by a sonic or language-dependant effect (such as a <em>Sound Burst</em> spell or a <em>Suggestion</em> power) may use the bard’s Perform check result, -5, in place of their saving throw if the total Perform result proves to be better. This must be determined immediately after the saving throw is rolled. The bard may keep up the Countersong for only up to 10 rounds with each use of this ability. Countersong is a supernatural ability.</p><p></p><p><em><span style="color: Blue"><strong>Fascinate (Sp):</strong></span></em> A bard with 3 or more ranks in Perform can use his music or poetics to cause a single creature to become <em>fascinated</em> with him. The creature to be <em>fascinated</em> must be within 90 feet and able to see, hear, and pay attention to the bard. The bard must also see the target creature. The distraction of a nearby battle or other dangers prevents this ability from working.</p><p></p><p>The bard makes a Perform check when activating this ability, and the target gets a Will saving throw (DC = 5 + one-half the bard’s Perform check result, rounded down) to resist the effect. If the saving throw succeeds, the bard cannot attempt to <em>Fascinate</em> that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the performance for 2 rounds per bard level (or until the performance ends, whichever comes first).</p><p></p><p>While <em>fascinated</em>, the target’s Spot and Listen checks suffer a -6 penalty. Any potential threat, such as an ally of the bard moving behind the creature, allows the <em>fascinated</em> creature a new saving throw against a new Perform check. Any obvious threat, such as casting a spell, drawing a weapon, or taking aim with a weapon, automatically breaks the effect. While <em>fascinating</em> (or attempting to <em>Fascinate</em>) a creature, the bard must concentrate as if maintaining a spell. <em>Fascinate</em> is a spell-like, mind-affecting, charm, and Enchantment ability.</p><p></p><p><em><span style="color: Blue"><strong>Inspire Competence (Su):</strong></span></em> A bard with 6 or more ranks in Perform can use his music or poetics to help an ally succeed at a task. The ally must be able to see and hear the bard, and must be within 30 feet of the bard. The bard must also see the creature. Depending on the task that the ally has at hand, the bard may use his bardic music to lift the ally’s spirits, to help the ally focus mentally, or in some other way aid them in performing the task. The ally gets a +3 competence bonus on his skill checks with a particular skill as long as they continue to hear the bard’s performance. The DM may rule that certain uses of this ability are infeasible - chanting to make a rogue move more quietly, for example, is self-defeating. The bard can maintain the effect for up to 2 minutes (which is typically long enough for the ally to take 20). Inspire Competence is a supernatural, mind-affecting ability.</p><p></p><p><em><span style="color: Blue"><strong>Confusing Cadence (Su):</strong></span></em> A bard with 6 or more ranks in Perform can try to confuse and distract opponents with his music or poetics. The bard makes a Perform check when using this ability. All creatures within 90 feet of the bard who can hear his performance are affected, except for the bard himself and any allies he can see when beginning the Confusing Cadence. After any subject has heard the Cadence for at least 1 full round, he or she may attempt a Will saving throw (DC = 5 + one-half the bard’s Perform check result, rounded down) to resist it, and on a successful save they are immune to that bard’s Confusing Cadences for 24 hours.</p><p></p><p>On a failed save, the subject suffers the following effects while he or she continues to hear the performance and remains within 90 feet of the bard. Subjects take a -2 penalty on Concentration skill checks, and there is a 35% chance each round that all subjects will behave as though under a <em>Confusion</em> spell for that round. Multiple Confusing Cadence effects do not stack with one another. The bard can maintain a Confusing Cadence performance for up to 1 round per level in this class. Confusing Cadence is a supernatural, mind-affecting, compulsion, and Enchantment ability.</p><p></p><p><em><span style="color: Blue"><strong>Suggestion (Sp):</strong></span></em> A bard with 9 or more ranks in Perform can make a <em>Suggestion</em> (as per the spell) to one creature that he is already <em>fascinating</em> (whether through the <em>Fascinate</em> ability or the <em>Fascinate Audience</em> ability). This requires at least 4 levels in the bard class to utilize. The <em>Suggestion</em> doesn’t count against the bard’s daily limit on Bardic Music performances, though the <em>Fascinate</em> ability still does.</p><p></p><p>Only one <em>Suggestion</em> attempt may be made per use of <em>Fascinate</em> or <em>Fascinate Audience</em>. The <em>fascinated</em> creature gets a Will saving throw (DC = 13 + the bard’s Charisma modifier) to negate the <em>Suggestion</em>. Any creature who succeeds at its Will save against the <em>Suggestion</em> is no longer <em>fascinated</em>. Using this <em>Suggestion</em> ability does not break the bard's concentration on the <em>Fascinate</em> or <em>Fascinate Audience</em> abilities. <em>Suggestion</em> is a spell-like, mind-affecting, charm, and Enchantment ability (not a compulsion, like the spell).</p><p></p><p><em><span style="color: Blue"><strong>Dreadful Dirge (Su):</strong></span></em> A bard with 9 or more ranks in Perform can instill terror and doubt in his foes with intimidating music, song, or speeches. This requires at least 4 levels in the bard class to utilize. The bard makes a Perform check when using this ability. All creatures within 150 feet of the bard who can hear his performance are affected, except for the bard himself and any allies he can see when beginning the Dreadful Dirge.</p><p></p><p>After any subject has heard the Dirge for at least 1 full round, he or she may attempt a Will saving throw (DC = 5 + one-half the bard’s Perform check result, rounded down) to resist it, and on a successful save they are immune to that bard’s Dreadful Dirges for 24 hours. On a failed save, the subject is shaken while he or she continues to hear the performance and remains within 150 feet of the bard. Any affected creature with half as many hit dice as the bard, or fewer, is frightened instead on a failed save.</p><p></p><p>Any victim who can no longer hear the Dirge or goes out of range is free of its effects, until they are once again within range and hear it. Dreadful Dirge mixes normally with any other fear effects upon the victims, worsening their fear condition as appropriate (shaken to frightened, frightened to panicked, or panicked to cowering). The bard can maintain a Dreadful Dirge performance for up to 1 round per level in this class. Dreadful Dirge is a supernatural, mind-affecting, fear, and Enchantment ability.</p><p></p><p><em><span style="color: Blue"><strong>Inspire Valor (Su):</strong></span></em> A bard with 12 or more ranks in Perform can inspire even greater bravery in his allies than before. This requires at least 7 levels in the bard class to utilize. When using his Bardic Music ability to Inspire Courage, the bard grants double the normal bonuses to saving throws, attacks, and weapon damage rolls. Inspire Valor does not count as a separate effect, as it is just an improvement to Inspire Courage. The bard may elect not to use Inspire Valor when activating Inspire Courage, if desired.</p><p></p><p><em><span style="color: Blue"><strong>Grand Countersong (Su):</strong></span></em> A bard with 12 or more ranks in Perform can produce melodies of such perfect harmony that they can cancel out practically any disharmonies with their perfect song. This requires at least 7 levels in the bard class to utilize. When performing a Countersong, the bard protects creatures within a 90 foot radius with his Countersong, instead of a 30 foot radius. The bard can also re-roll his or her Countersong Perform check each round and take the better of the two results. Grand Countersong does not count as a separate effect, as it is just an improvement to Countersong. The bard may elect not to use Grand Countersong when activating Countersong, if desired.</p><p></p><p><em><span style="color: Blue"><strong>Fascinate Audience (Sp):</strong></span></em> A bard with 12 or more ranks in Perform can <em>fascinate</em> masses of listeners with his performances. This requires at least 7 levels in the bard class to utilize. When <em>fascinating</em> a creature with Bardic Music, the bard may also simultaneously <em>fascinate</em> up to one additional creature per bard level. This has the same limitations as the other <em>Fascinate</em> Bardic Music ability. The bard only makes a single Perform check to determine the saving throw DC for the entire <em>fascinated</em> audience.</p><p></p><p>However, when any creature <em>fascinated</em> in this way would get a new saving throw (i.e. if the bard takes a threatening action like drawing a weapon), the bard makes a single new Perform check on any given round in which this would happen, and that check applies to all <em>fascinated</em> creatures that would receive a new saving throw in the same round. <em>Fascinate Audience</em> does not count as a separate effect, as it is just an improvement to <em>Fascinate</em>. The bard may elect not to use <em>Fascinate Audience</em> when activating <em>Fascinate</em>, if desired.</p><p></p><p><em><span style="color: Blue"><strong>Inspire Greatness (Su):</strong></span></em> A bard with 15 or more ranks in perform can use his music or poetics to inspire greatness in another creature (not himself), granting extra fighting capability. This requires at least 10 levels in the bard class to utilize. For every two levels the bard attains beyond 12th, he can inspire greatness in one additional creature with each use of this ability. To inspire greatness, the bard must perform and the creature to be affected must hear the bard perform for a full round, as with Inspire Courage.</p><p></p><p>The creature must also be within 30 feet while hearing the first round of the performance. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as they hear the bard continue to perform and for 5 rounds thereafter. All of these bonuses count as competence bonuses. Specifically, the creature gains +3 Hit Dice (d10s that grant temporary hit points), +2 on attack rolls, +2 on weapon damage rolls (including unarmed strike, grapple, and natural weapon damage rolls), +2 on Fortitude saving throws, and +2 on Reflex saving throws.</p><p></p><p>Apply the target’s Constitution modifier (and other level-based hit point modifiers), if any, to each bonus Hit Die. These bonus Hit Dice count as regular Hit Dice for determining level-based effects (excluding effective caster level, manifester level, or class level), but do not grant any extra feats, skill points, class levels, ability score increases, or other benefits of permanent HD. Inspire Greatness is a supernatural, mind-affecting Enchantment ability.</p><p></p><p><em><span style="color: Blue"><strong>Inspire Perfection (Su):</strong></span></em> A bard with 15 or more ranks in Perform can inspire even greater talent in his allies than before. This requires at least 10 levels in the bard class to utilize. When using his Bardic Music ability to Inspire Competence, the bard grants double the normal bonus to the skill checks, and out to a 60-foot range. Inspire Perfection does not count as a separate effect, as it is just an improvement to Inspire Competence. The bard may elect not to use Inspire Perfection when activating Inspire Competence, if desired.</p><p></p><p><em><span style="color: Blue"><strong>Mass Suggestion (Sp):</strong></span></em> A bard with 18 or more ranks in Perform can make a <em>Mass Suggestion</em> (as per the spell) to all creatures he is currently <em>fascinating</em>, through the Bardic Music abilities of <em>Fascinate</em> or <em>Fascinate Audience</em>. This requires at least 13 levels in the bard class to utilize. The saving throw DC against this <em>Mass Suggestion</em> is 16 + the bard’s Charisma modifier, and the bard gives a single suggestion that applies to all creatures he is <em>fascinating</em>.</p><p></p><p>Only one <em>Mass Suggestion</em> attempt may be made per use of <em>Fascinate</em> or <em>Fascinate Audience</em>, separate from any uses of <em>Suggestion</em> with that ability. This otherwise works exactly like the <em>Suggestion</em> Bardic Music ability, and like that ability, the <em>Mass Suggestion</em> does not count towards a bard’s daily limit on Bardic Music uses. <em>Mass Suggestion</em> does not count as a separate effect, as it is just an improvement to <em>Suggestion</em>. The bard may elect not to use <em>Mass Suggestion</em> when activating <em>Suggestion</em>, if desired.</p><p></p><p><em><span style="color: Blue"><strong>Phantasmagoria (Su):</strong></span></em> A bard with 18 or more ranks in Perform can twist the perceptions of enemies with the right melodies or poetics, causing hallucinations and vertigo. This requires at least 13 levels in the bard class to utilize. The bard makes a Perform check when using this ability. All creatures within 60 feet of the bard who can hear his performance are affected, except for the bard himself and any allies he can see when activating Phantasmagoria. After any subject has heard the Phantasmagoria for at least 1 full round, he or she may attempt a Will saving throw (DC = 5 + one-half the bard’s Perform check result, rounded down) to resist it, and on a successful save they are immune to that bard’s Phantasmagorias for 24 hours.</p><p></p><p>On a failed save, the subject suffers the following effects while he or she continues to hear the performance and remains within 60 feet of the bard. Subjects suffer a 20% miss chance with attack rolls (this is purely from distortions in the victim's mind and sense of balance, so effects that reduce or overcome miss chances do not work against this particular effect), a -4 penalty to Armor Class from Dexterity (as though from a lower Dexterity score, to a minimum effective score of 0 for that purpose), a -4 penalty on Reflex saves and grapple checks, a -4 penalty on all Strength-based, Dexterity-based, or Wisdom-based skill checks, a -4 penalty on all opposed Strength or Dexterity checks, a further -4 penalty on Balance and Tumble checks, and a 50% reduction in their movement speeds (round the new speed up to the nearest 5-foot increment).</p><p></p><p>Any victim who can no longer hear the Phantasmagoria or goes out of range is free of its effects, until they are once again within range and hear it. Multiple Phantasmagoria effects do not stack with one another. The bard can maintain Phantasmagoria for up to 1 round per 3 levels in this class. Phantasmagoria is a supernatural, mind-affecting, phantasm, and Illusion ability.</p><p></p><p><em><span style="color: Blue"><strong>Inspire Heroism (Su):</strong></span></em> A bard with 21 or more ranks in perform can inspire his allies to even greater deeds of greatness and heroism. This requires at least 16 levels in the bard class to utilize. When Inspiring Greatness in his allies, the bard grants double the normal number of bonus Hit Dice, double the normal competence bonus on attacks and damage, and double the usual competence bonus on Fortitude and Reflex saving throws. The allies to be affected may also be up to 60 feet away while hearing the first round of performance. Inspire Heroism does not count as a separate effect, as it is just an improvement to Inspire Greatness. The bard may elect not to use Inspire Heroism when activating Inspire Greatness, if desired.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3694420, member: 13966"] [b]Aurelian Bard, continued[/b] The Aurelian Bard, continued (Bardic Music details) [sblock][B][COLOR=Red]Bardic Music:[/COLOR][/B] Once per day, plus an additional once per day per level in this class, the bard can use his song or poetics to produce magical effects on those around him. Depending on how many ranks he has in the Perform skill, he can inspire courage in his allies, protect those around him from sound-based magic, terrify foes, [I]fascinate[/I] a creature, make a magical [I]Suggestion[/I] (like the spell) to a [I]fascinated[/I] creature, muddle an opponent's senses, help others accomplish tasks with their own skills, confuse enemies, or inspire greatness in allies. While these abilities fall under the category of Bardic Music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some kind of verbal performance. Activating any Bardic Music ability is a standard action, and any spell-like Bardic Music abilities provoke attacks of opportunity when activated. Whether or not a creature makes its saving throw against any Bardic Music effect, he or she is not made aware of the fact that a bard just attempted to influence them. Neither is the bard aware of who their Bardic Music has or has not affected, except that the Bard is always able to sense whether or not his or her [I]Fascinate[/I], [I]Fascinate Audience[/I], [I]Suggestion[/I], or [I]Mass Suggestion[/I] abilities have succeeded (and upon whom). Bardic Music does not make creatures forget what happened, so they will know if they felt compelled earlier by a bard’s [I]Suggestion[/I], for example. All Bardic Music abilities are magical, sonic effects that override the bard’s ability to use verbal magic, even if he or she plays an instrument for the performance. While performing Bardic Music, the bard can fight but cannot cast spells with verbal components, activate magic items by command word, activate magic items by spell completion, or activate magic items by spell trigger. Just like when casting spells with verbal components, a deaf bard suffers a 20% chance of failing to activate Bardic Music. If he fails, the attempt still counts toward his daily limit. In order to use a particular Bardic Music effect, the bard must have at least a certain number of ranks in the Perform skill, and several effects of middling or higher Perform ranks also require a minimum number of bard levels. A creature cannot be affected by more than three Bardic Music performances at any given time. Whenever a Bardic Music effect would be contested as a result, the originators of the opposing effects each make an opposed Perform check, and the individual with the highest Perform check wins. Ties result in a re-roll for those who tied. No Bardic Music effect, such as Inspire Courage, can be applied to a creature more than once at a time, so additional uses of that effect result in opposed Perform checks to determine which one overrides the other copies of that effect for that creature. In any of these cases, the originator of an earlier Bardic Music effect may choose to fail the opposed check for that previous use of Bardic Music. [I][COLOR=Blue][B]Inspire Courage (Su):[/B][/COLOR][/I] A bard with 3 or more ranks in Perform can use music or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the bard perform for a full round. The effect lasts as long as the bard performs and for 5 rounds after the bard has stopped performing (or 5 rounds after the ally can no longer hear the bard’s performance). The bard and affected allies each receive a +2 morale bonus on saving throws against charm and fear effects, and a +1 morale bonus to attack and weapon damage rolls (including unarmed strike, grapple, and natural weapon damage rolls). Inspire Courage is a supernatural, mind-affecting ability. [I][COLOR=Blue][B]Countersong (Su):[/B][/COLOR][/I] A bard with 3 or more ranks in Perform can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). On each round of the Countersong, the bard must make a Perform check. Any creature within 30 feet of the bard (including the bard himself) who is affected by a sonic or language-dependant effect (such as a [I]Sound Burst[/I] spell or a [I]Suggestion[/I] power) may use the bard’s Perform check result, -5, in place of their saving throw if the total Perform result proves to be better. This must be determined immediately after the saving throw is rolled. The bard may keep up the Countersong for only up to 10 rounds with each use of this ability. Countersong is a supernatural ability. [I][COLOR=Blue][B]Fascinate (Sp):[/B][/COLOR][/I] A bard with 3 or more ranks in Perform can use his music or poetics to cause a single creature to become [I]fascinated[/I] with him. The creature to be [I]fascinated[/I] must be within 90 feet and able to see, hear, and pay attention to the bard. The bard must also see the target creature. The distraction of a nearby battle or other dangers prevents this ability from working. The bard makes a Perform check when activating this ability, and the target gets a Will saving throw (DC = 5 + one-half the bard’s Perform check result, rounded down) to resist the effect. If the saving throw succeeds, the bard cannot attempt to [I]Fascinate[/I] that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the performance for 2 rounds per bard level (or until the performance ends, whichever comes first). While [I]fascinated[/I], the target’s Spot and Listen checks suffer a -6 penalty. Any potential threat, such as an ally of the bard moving behind the creature, allows the [I]fascinated[/I] creature a new saving throw against a new Perform check. Any obvious threat, such as casting a spell, drawing a weapon, or taking aim with a weapon, automatically breaks the effect. While [I]fascinating[/I] (or attempting to [I]Fascinate[/I]) a creature, the bard must concentrate as if maintaining a spell. [I]Fascinate[/I] is a spell-like, mind-affecting, charm, and Enchantment ability. [I][COLOR=Blue][B]Inspire Competence (Su):[/B][/COLOR][/I] A bard with 6 or more ranks in Perform can use his music or poetics to help an ally succeed at a task. The ally must be able to see and hear the bard, and must be within 30 feet of the bard. The bard must also see the creature. Depending on the task that the ally has at hand, the bard may use his bardic music to lift the ally’s spirits, to help the ally focus mentally, or in some other way aid them in performing the task. The ally gets a +3 competence bonus on his skill checks with a particular skill as long as they continue to hear the bard’s performance. The DM may rule that certain uses of this ability are infeasible - chanting to make a rogue move more quietly, for example, is self-defeating. The bard can maintain the effect for up to 2 minutes (which is typically long enough for the ally to take 20). Inspire Competence is a supernatural, mind-affecting ability. [I][COLOR=Blue][B]Confusing Cadence (Su):[/B][/COLOR][/I] A bard with 6 or more ranks in Perform can try to confuse and distract opponents with his music or poetics. The bard makes a Perform check when using this ability. All creatures within 90 feet of the bard who can hear his performance are affected, except for the bard himself and any allies he can see when beginning the Confusing Cadence. After any subject has heard the Cadence for at least 1 full round, he or she may attempt a Will saving throw (DC = 5 + one-half the bard’s Perform check result, rounded down) to resist it, and on a successful save they are immune to that bard’s Confusing Cadences for 24 hours. On a failed save, the subject suffers the following effects while he or she continues to hear the performance and remains within 90 feet of the bard. Subjects take a -2 penalty on Concentration skill checks, and there is a 35% chance each round that all subjects will behave as though under a [I]Confusion[/I] spell for that round. Multiple Confusing Cadence effects do not stack with one another. The bard can maintain a Confusing Cadence performance for up to 1 round per level in this class. Confusing Cadence is a supernatural, mind-affecting, compulsion, and Enchantment ability. [I][COLOR=Blue][B]Suggestion (Sp):[/B][/COLOR][/I] A bard with 9 or more ranks in Perform can make a [I]Suggestion[/I] (as per the spell) to one creature that he is already [I]fascinating[/I] (whether through the [I]Fascinate[/I] ability or the [I]Fascinate Audience[/I] ability). This requires at least 4 levels in the bard class to utilize. The [I]Suggestion[/I] doesn’t count against the bard’s daily limit on Bardic Music performances, though the [I]Fascinate[/I] ability still does. Only one [I]Suggestion[/I] attempt may be made per use of [I]Fascinate[/I] or [I]Fascinate Audience[/I]. The [I]fascinated[/I] creature gets a Will saving throw (DC = 13 + the bard’s Charisma modifier) to negate the [I]Suggestion[/I]. Any creature who succeeds at its Will save against the [I]Suggestion[/I] is no longer [I]fascinated[/I]. Using this [I]Suggestion[/I] ability does not break the bard's concentration on the [I]Fascinate[/I] or [I]Fascinate Audience[/I] abilities. [I]Suggestion[/I] is a spell-like, mind-affecting, charm, and Enchantment ability (not a compulsion, like the spell). [I][COLOR=Blue][B]Dreadful Dirge (Su):[/B][/COLOR][/I] A bard with 9 or more ranks in Perform can instill terror and doubt in his foes with intimidating music, song, or speeches. This requires at least 4 levels in the bard class to utilize. The bard makes a Perform check when using this ability. All creatures within 150 feet of the bard who can hear his performance are affected, except for the bard himself and any allies he can see when beginning the Dreadful Dirge. After any subject has heard the Dirge for at least 1 full round, he or she may attempt a Will saving throw (DC = 5 + one-half the bard’s Perform check result, rounded down) to resist it, and on a successful save they are immune to that bard’s Dreadful Dirges for 24 hours. On a failed save, the subject is shaken while he or she continues to hear the performance and remains within 150 feet of the bard. Any affected creature with half as many hit dice as the bard, or fewer, is frightened instead on a failed save. Any victim who can no longer hear the Dirge or goes out of range is free of its effects, until they are once again within range and hear it. Dreadful Dirge mixes normally with any other fear effects upon the victims, worsening their fear condition as appropriate (shaken to frightened, frightened to panicked, or panicked to cowering). The bard can maintain a Dreadful Dirge performance for up to 1 round per level in this class. Dreadful Dirge is a supernatural, mind-affecting, fear, and Enchantment ability. [I][COLOR=Blue][B]Inspire Valor (Su):[/B][/COLOR][/I] A bard with 12 or more ranks in Perform can inspire even greater bravery in his allies than before. This requires at least 7 levels in the bard class to utilize. When using his Bardic Music ability to Inspire Courage, the bard grants double the normal bonuses to saving throws, attacks, and weapon damage rolls. Inspire Valor does not count as a separate effect, as it is just an improvement to Inspire Courage. The bard may elect not to use Inspire Valor when activating Inspire Courage, if desired. [I][COLOR=Blue][B]Grand Countersong (Su):[/B][/COLOR][/I] A bard with 12 or more ranks in Perform can produce melodies of such perfect harmony that they can cancel out practically any disharmonies with their perfect song. This requires at least 7 levels in the bard class to utilize. When performing a Countersong, the bard protects creatures within a 90 foot radius with his Countersong, instead of a 30 foot radius. The bard can also re-roll his or her Countersong Perform check each round and take the better of the two results. Grand Countersong does not count as a separate effect, as it is just an improvement to Countersong. The bard may elect not to use Grand Countersong when activating Countersong, if desired. [I][COLOR=Blue][B]Fascinate Audience (Sp):[/B][/COLOR][/I] A bard with 12 or more ranks in Perform can [I]fascinate[/I] masses of listeners with his performances. This requires at least 7 levels in the bard class to utilize. When [I]fascinating[/I] a creature with Bardic Music, the bard may also simultaneously [I]fascinate[/I] up to one additional creature per bard level. This has the same limitations as the other [I]Fascinate[/I] Bardic Music ability. The bard only makes a single Perform check to determine the saving throw DC for the entire [I]fascinated[/I] audience. However, when any creature [I]fascinated[/I] in this way would get a new saving throw (i.e. if the bard takes a threatening action like drawing a weapon), the bard makes a single new Perform check on any given round in which this would happen, and that check applies to all [I]fascinated[/I] creatures that would receive a new saving throw in the same round. [I]Fascinate Audience[/I] does not count as a separate effect, as it is just an improvement to [I]Fascinate[/I]. The bard may elect not to use [I]Fascinate Audience[/I] when activating [I]Fascinate[/I], if desired. [I][COLOR=Blue][B]Inspire Greatness (Su):[/B][/COLOR][/I] A bard with 15 or more ranks in perform can use his music or poetics to inspire greatness in another creature (not himself), granting extra fighting capability. This requires at least 10 levels in the bard class to utilize. For every two levels the bard attains beyond 12th, he can inspire greatness in one additional creature with each use of this ability. To inspire greatness, the bard must perform and the creature to be affected must hear the bard perform for a full round, as with Inspire Courage. The creature must also be within 30 feet while hearing the first round of the performance. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as they hear the bard continue to perform and for 5 rounds thereafter. All of these bonuses count as competence bonuses. Specifically, the creature gains +3 Hit Dice (d10s that grant temporary hit points), +2 on attack rolls, +2 on weapon damage rolls (including unarmed strike, grapple, and natural weapon damage rolls), +2 on Fortitude saving throws, and +2 on Reflex saving throws. Apply the target’s Constitution modifier (and other level-based hit point modifiers), if any, to each bonus Hit Die. These bonus Hit Dice count as regular Hit Dice for determining level-based effects (excluding effective caster level, manifester level, or class level), but do not grant any extra feats, skill points, class levels, ability score increases, or other benefits of permanent HD. Inspire Greatness is a supernatural, mind-affecting Enchantment ability. [I][COLOR=Blue][B]Inspire Perfection (Su):[/B][/COLOR][/I] A bard with 15 or more ranks in Perform can inspire even greater talent in his allies than before. This requires at least 10 levels in the bard class to utilize. When using his Bardic Music ability to Inspire Competence, the bard grants double the normal bonus to the skill checks, and out to a 60-foot range. Inspire Perfection does not count as a separate effect, as it is just an improvement to Inspire Competence. The bard may elect not to use Inspire Perfection when activating Inspire Competence, if desired. [I][COLOR=Blue][B]Mass Suggestion (Sp):[/B][/COLOR][/I] A bard with 18 or more ranks in Perform can make a [I]Mass Suggestion[/I] (as per the spell) to all creatures he is currently [I]fascinating[/I], through the Bardic Music abilities of [I]Fascinate[/I] or [I]Fascinate Audience[/I]. This requires at least 13 levels in the bard class to utilize. The saving throw DC against this [I]Mass Suggestion[/I] is 16 + the bard’s Charisma modifier, and the bard gives a single suggestion that applies to all creatures he is [I]fascinating[/I]. Only one [I]Mass Suggestion[/I] attempt may be made per use of [I]Fascinate[/I] or [I]Fascinate Audience[/I], separate from any uses of [I]Suggestion[/I] with that ability. This otherwise works exactly like the [I]Suggestion[/I] Bardic Music ability, and like that ability, the [I]Mass Suggestion[/I] does not count towards a bard’s daily limit on Bardic Music uses. [I]Mass Suggestion[/I] does not count as a separate effect, as it is just an improvement to [I]Suggestion[/I]. The bard may elect not to use [I]Mass Suggestion[/I] when activating [I]Suggestion[/I], if desired. [I][COLOR=Blue][B]Phantasmagoria (Su):[/B][/COLOR][/I] A bard with 18 or more ranks in Perform can twist the perceptions of enemies with the right melodies or poetics, causing hallucinations and vertigo. This requires at least 13 levels in the bard class to utilize. The bard makes a Perform check when using this ability. All creatures within 60 feet of the bard who can hear his performance are affected, except for the bard himself and any allies he can see when activating Phantasmagoria. After any subject has heard the Phantasmagoria for at least 1 full round, he or she may attempt a Will saving throw (DC = 5 + one-half the bard’s Perform check result, rounded down) to resist it, and on a successful save they are immune to that bard’s Phantasmagorias for 24 hours. On a failed save, the subject suffers the following effects while he or she continues to hear the performance and remains within 60 feet of the bard. Subjects suffer a 20% miss chance with attack rolls (this is purely from distortions in the victim's mind and sense of balance, so effects that reduce or overcome miss chances do not work against this particular effect), a -4 penalty to Armor Class from Dexterity (as though from a lower Dexterity score, to a minimum effective score of 0 for that purpose), a -4 penalty on Reflex saves and grapple checks, a -4 penalty on all Strength-based, Dexterity-based, or Wisdom-based skill checks, a -4 penalty on all opposed Strength or Dexterity checks, a further -4 penalty on Balance and Tumble checks, and a 50% reduction in their movement speeds (round the new speed up to the nearest 5-foot increment). Any victim who can no longer hear the Phantasmagoria or goes out of range is free of its effects, until they are once again within range and hear it. Multiple Phantasmagoria effects do not stack with one another. The bard can maintain Phantasmagoria for up to 1 round per 3 levels in this class. Phantasmagoria is a supernatural, mind-affecting, phantasm, and Illusion ability. [I][COLOR=Blue][B]Inspire Heroism (Su):[/B][/COLOR][/I] A bard with 21 or more ranks in perform can inspire his allies to even greater deeds of greatness and heroism. This requires at least 16 levels in the bard class to utilize. When Inspiring Greatness in his allies, the bard grants double the normal number of bonus Hit Dice, double the normal competence bonus on attacks and damage, and double the usual competence bonus on Fortitude and Reflex saving throws. The allies to be affected may also be up to 60 feet away while hearing the first round of performance. Inspire Heroism does not count as a separate effect, as it is just an improvement to Inspire Greatness. The bard may elect not to use Inspire Heroism when activating Inspire Greatness, if desired.[/sblock] [/QUOTE]
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