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<blockquote data-quote="Arkhandus" data-source="post: 3715969" data-attributes="member: 13966"><p><strong>Aurelian Bard, final part</strong></p><p></p><p>The Aurelian Bard, final part</p><p></p><p>[sblock]<strong><span style="color: Red">Bardic Knowledge:</span></strong> A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. A bard may make a special Bardic Knowledge check with a bonus equal to bard level + his positive Intelligence modifier to see whether he knows some relevant information about notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item, but may give a hint as to its general function. The bard may not take 10 or take 20 on this check, since this is essentially random knowledge. The DM will determine the Difficulty Class of the check by referring to the table below.</p><p>[code][B][COLOR=Blue]DC Type of Knowledge Example[/COLOR][/B]</p><p>10 Common, known by at least A local mayor's reputation for</p><p> a substantial minority of drinking; common legends about</p><p> the local population. a powerful place of mystery.</p><p>20 Uncommon but available, A local priest's shady past;</p><p> known by only a few people legends about a powerful magic</p><p> in the area. item.</p><p>25 Obscure, known by few, A knight's family history; legends</p><p> hard to come by. about a minor magic item or place</p><p> of mystery.</p><p>30 Extremely obscure, known by A mighty wizard's childhood</p><p> very few, possibly forgotten nickname; the history of a petty</p><p> by most who once knew it, magic item.</p><p> possibly known only by those</p><p> who don't understand the</p><p> significance of the knowledge.[/code]</p><p></p><p><strong><span style="color: Red">Battle On The Move (Ex):</span></strong> Bards learn quickly to make good use of movement on the battlefield, shifting positions and running in such a way as to make it harder for enemies to time their attacks properly. The bard also learns to make better use of speed and momentum when attacking. Thus, at 2nd-level onward the bard receives a +1 bonus to attack rolls and Armor Class for 1 round after moving at least 15 feet in a straight line on his or her turn. The rest of the bard's movement need not be in a straight line, unless his or her specific action (such as a charge) requires it.</p><p></p><p>Battle On The Move increases to a +2 bonus at 16th-level onward. The bonuses from Battle On The Move do not apply until after the bard has moved the aforementioned 15 feet of distance. Movement by way of teleportation, or travel between different planes of existence, does not count. The AC bonus from Battle On The Move is a dodge bonus, and is lost if the bard is immobilized or denied a Dexterity bonus to AC. Battle On The Move is an extraordinary ability.</p><p></p><p></p><p><strong><span style="color: Red">Ignore Components:</span></strong> The bard learns a particular cadence they can use in their spell songs to supplement their power with fewer components, but the arcane power of the cadence may only be harnessed occasionally as the bard masters the technique of drawing energy through it. The bard may use this ability once per day after achieving 3rd-level, and an additional time each day for every fourth bard level gained beyond that.</p><p></p><p>They may use it one more time per day for each point of positive Intelligence modifier. Using this ability is a free action, declared immediately before casting a bard spell. This ability allows the bard to forgo that spell's material, focus, and somatic components, if any. If the spell requires a particular focus item to apply its effect to, then that focus component is not forgone.</p><p></p><p></p><p><strong><span style="color: Red">Telling Blow (Su):</span></strong> Bards can use their wit and their arcane dabbling to turn luck in their favor for some attacks. At 4th-level onward, the bard may attempt to use this talent as a free action when making a normal attack as a standard action, against a single target within 60 feet. This ability cannot be used with a grapple attempt, trip attempt, or disarm attempt, although it can be used with spells that are cast as a standard action against a single target within 60 feet or less, if they involve an attack roll. Activate Telling Blow after rolling the attack, but before its success or failure is determined.</p><p></p><p>The bard adds his or her Charisma bonus to the attack roll and damage, though the damage bonus only applies if attacking with a weapon, natural weapon, or unarmed strike. Additionally, the bard may re-roll any natural 1 or natural 2 results on damage dice for the attack (for damage dice greater than a d2). Telling Blow is a supernatural ability that is useable once per day. At 6th-level onward, it is useable twice per day, then three times per day at 10th-level, four times per day at 14th, and five times per day at 18th.</p><p></p><p></p><p><strong><span style="color: Red">Convincing Voice (Su):</span></strong> Bards of 5th-level or higher develop a supernaturally persuasive tone in their voice, which provides them with a +2 bonus on all Bluff, Diplomacy, Gather Information, and Intimidate skill checks that involve talking. Convincing Voice improves to a +3 bonus at 8th-level onward.</p><p></p><p></p><p><strong><span style="color: Red">Acrobatic Attack (Ex):</span></strong> At 9th-level, if the bard attacks by jumping at least 5 feet into his opponent, jumping down at least 5 feet onto his opponent, jumping at least 5 feet towards his opponent and past them (through an adjacent space), swinging at least 5 feet on a rope or branch or similar object into his opponent, or swinging at least 5 feet on a rope or branch or similar object past his opponent (through an adjacent space), the bard gains +2 on attack and damage rolls against that opponent this round. These bonuses apply only to melee attacks, and only to physical damage (not damage from magic touch attacks, for example).</p><p></p><p>The bard may perform charge attacks in this manner, by jumping or swinging towards the opponent rather than just running on a surface towards them, and swinging or jumping charges may be made in arcs rather than straight lines. For jumping attacks, the bard must succeed at a Jump check to move at least 5 feet, otherwise Acrobatic Attack does not apply to that attempt. For swinging attacks, the bard must make a successful Use Rope check against DC 10, or else he or she cannot benefit from Acrobatic Attack on that attempt. If the Jump check succeeds but would carry the bard further than his opponent, he may choose to limit the jumping distance, to end adjacent with his opponent.</p><p></p><p>Acrobatic Attack may be combined with the Spring Attack feat, if possessed, to continue moving after the attack (the bard does not need to jump or swing the additional distance). Tumble checks are needed as normal if the bard wants to avoid attacks of opportunity for movement, or if he wants to move through enemy spaces. Acrobatic Attack is an extraordinary ability.</p><p></p><p></p><p><strong><span style="color: Red">Momentum (Ex):</span></strong> A bard of 12th-level or higher has learned to make good use of the momentum from their attacks, so each hit that connects also improves the chances of the next hit getting through an opponent's defenses. When the bard executes a full-attack action, each successful attack he makes with a melee weapon or ranged weapon provides a +3 bonus on the bard's next attack roll in that full-attack action, if the next attack shares the same target. This bonus carries over normally to threat confirmation rolls. A successful attack, for this purpose, is one that hits the target and also deals damage to that target, after defenses and any damage reduction are factored in. Unarmed strikes and natural weapons count as melee weapons for this purpose, but other attacks do not, such as trip or grapple attempts. Momentum is an extraordinary ability, and only applies when attacking creatures.</p><p></p><p><strong><span style="color: Red">Emulate Feat (Su):</span></strong> At 13th-level the bard acquires the supernatural ability to mimic some tricks, combat techniques, and magical manipulations that he or she has observed or studied before. Once per day, as a free action the bard may choose any single feat that he or she does not possess, but otherwise meets the prerequisites for (if any). The bard may ignore any ability score prerequisites for this purpose. The bard effectively gains the chosen feat, but only for 1 minute (10 rounds). The bard cannot activate this ability again while it is still active. Emulate Feat is useable once per day, or twice per day at 17th-level onward, or three times per day at 20th-level onward. The bard cannot use this special ability to meet the prerequisites for feats, prestige classes, or other abilities. He or she cannot emulate any feat that has a restriction against gaining it later than 1st-level, such as Ancestor feats.</p><p></p><p><strong><span style="color: Red">Ex-Bards:</span></strong> A bard who becomes lawful in alignment cannot progress further in level as a bard, for as long as he remains of lawful alignment, though he retains all of his bardic abilities.[/sblock]</p><p>[code][B][COLOR=Red][U][I]The Bard:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Base Fort. Ref. Will</p><p>Level Attack Save Save Save Special[/COLOR][/B]</p><p>1 +0 +0 +2 +2 Bardic Music, Bardic Knowledge</p><p>2 +1 +0 +3 +3 Battle On The Move +1</p><p>3 +2 +1 +3 +3 Ignore Components 1/day</p><p>4 +3 +1 +4 +4 Telling Blow 1/day</p><p>5 +3 +1 +4 +4 Convincing Voice +2</p><p>6 +4 +2 +5 +5 Telling Blow 2/day</p><p>7 +5 +2 +5 +5 Ignore Components 2/day</p><p>8 +6/+1 +2 +6 +6 Convincing Voice +3</p><p>9 +6/+1 +3 +6 +6 Acrobatic Attack</p><p>10 +7/+2 +3 +7 +7 Telling Blow 3/day</p><p>11 +8/+3 +3 +7 +7 Ignore Components 3/day</p><p>12 +9/+4 +4 +8 +8 Momentum</p><p>13 +9/+4 +4 +8 +8 Emulate Feat 1/day</p><p>14 +10/+5 +4 +9 +9 Telling Blow 4/day</p><p>15 +11/+6/+1 +5 +9 +9 Ignore Components 4/day</p><p>16 +12/+7/+2 +5 +10 +10 Battle On The Move +2</p><p>17 +12/+7/+2 +5 +10 +10 Emulate Feat 2/day</p><p>18 +13/+8/+3 +6 +11 +11 Telling Blow 5/day</p><p>19 +14/+9/+4 +6 +11 +11 Ignore Components 5/day</p><p>20 +15/+10/+5 +6 +12 +12 Emulate Feat 3/day[/code]</p><p></p><p>[code][B][COLOR=Red][U][I]Bard Spells Rehearsed & Spells Per Day:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Spells Rehearsed/Spells Per Day</p><p>Level 0 1 2 3 4 5 6[/COLOR][/B]</p><p>1 4/3 1/0* - - - - -</p><p>2 5/4 2/1 - - - - -</p><p>3 6/4 2/2 - - - - -</p><p>4 6/4 3/2 1/0* - - - -</p><p>5 6/4 3/3 2/1 - - - -</p><p>6 6/4 3/3 2/2 - - - -</p><p>7 6/4 3/3 3/2 1/0* - - -</p><p>8 6/4 3/3 3/3 2/1 - - -</p><p>9 6/4 3/3 3/3 2/2 - - -</p><p>10 6/4 3/3 3/3 3/2 1/0* - -</p><p>11 6/4 3/3 3/3 3/3 2/1 - -</p><p>12 6/4 3/3 3/3 3/3 2/2 - -</p><p>13 6/4 3/3 3/3 3/3 3/2 1/0* -</p><p>14 6/5 3/3 3/3 3/3 3/3 2/1 -</p><p>15 6/5 3/4 3/3 3/3 3/3 2/2 -</p><p>16 6/5 4/4 3/4 3/3 3/3 3/2 1/0*</p><p>17 6/5 4/4 4/4 3/4 3/3 3/3 2/1</p><p>18 6/5 4/4 4/4 4/4 3/4 3/3 2/2</p><p>19 6/5 4/4 4/4 4/4 4/4 3/4 3/3</p><p>20 6/5 4/4 4/4 4/4 4/4 4/4 3/4</p><p>[I]* The “1/0*” means that, at that level, the bard only can only cast</p><p>bonus spells of that spell level, assuming that they have a high enough</p><p>Charisma score to get bonus spells of that level, and they can rehearse</p><p>1 spell of that level if so.[/I][/code]</p><p></p><p><em><span style="font-size: 10px"><span style="color: Red"><u><strong>Bard Spell List:</strong></u></span></span></em></p><p><strong>Level 0 -</strong> Cure Minor Wounds, Dancing Lights, Daze, Detect Magic, Detect Poison, Easy Math, Fine-Tuning, Flare, Ghost Sound, Halumin’s Verbal Assault*, Light, Mage Hand, Mending, Open/Close, Percussion, Prestidigitation, Read Magic, Resistance, Taurion’s Fleeting Alacrity*.</p><p><strong>Level 1 -</strong> Alarm, Ambient Song, Arcane Aura*, Cause Fear, Change Self, Charm Person, Cure Light Wounds, Detect Animals or Plants, Detect Secret Doors, Endure Elements, Erase, Expeditious Retreat, Faerie Fire, Fate Shield*, Feather Fall, Focusing Chant, Grease, Hypnotism, Identify, Joyful Noise, Jump, Karifi's Drums of War*, Low-Light Vision, Lullaby, Mage Armor, Magic Weapon, Message, Painful Impulse*, Protection from Chaos/Evil/Good/Law, Silent Image, Sleep, Summoning Surge*, Summon Monster I, Unseen Servant, Ventriloquism.</p><p><strong>Level 2 -</strong> Aeridion’s Accelerated Rapidity*, Animal Trance, Arcane Lock, Aura of Luck*, Battle Charm*, Blindness/Deafness, Blur, Bull’s Strength, Calm Emotions, Cat’s Grace, Crescendo, Cure Moderate Wounds, Darkness, Darkvision, Daylight, Delay Poison, Detect Thoughts, Dissonant Chant, Eagle’s Splendor, Endurance, Enthrall, Fortissimo, Fox’s Cunning, Glitterdust, Harmonize, Hesitation*, Hold Person, Hypnotic Pattern, Invisibility, Knock, Levitate, Locate Object, Loroche’s Spell Enhancer*, Magic Mouth, Major Resistance, Minor Image, Mirror Image, Misdirection, Mystic Fortitude*, Obscure Object, Owl’s Wisdom, Portal Alarm, Protection from Arrows, Pyrotechnics, Remove Paralysis, Repellent Aura*, Resist Elements, Scare, See Invisibility, Shatter, Silence, Soften Earth and Stone, Sonorous Hum, Sound Burst, Stupor*, Suggestion, Summon Instrument, Summon Monster II, Summon Swarm, Taurion’s Arcane Reinforcement*, Tongues, Undetectable Alignment, Ulaa’s Ardent Tempo*, Warp Wood, Whispering Wind.</p><p><strong>Level 3 -</strong> Alter Self, Analyze Portal, Azala’s Destructive Aria*, Bestow Curse, Blink, Blunt Weapon, Charm Monster, Clairaudience/Clairvoyance, Confusion, Cure Serious Wounds, Dispel Magic, Displacement, Emotion, Fear, Friendship*, Gaseous Form, Greater Magic Weapon, Gust of Wind, Haste, Healthful Slumber, Hymn of Praise, Illusory Script, Improved Alarm, Improved Arcane Lock, Infernal Threnody, Invisibility Sphere, Keen Edge, Lesser Geas, Lesser Restoration, Magic Circle against Chaos/Evil/Good/Law, Major Image, Nelna’s Invisible Tent*, Nondetection, Osa’s Jaunty Jig*, Pass Without Trace, Phantom Steed, Protection from Elements, Remove Blindness/Deafness, Remove Curse, Remove Disease, Scrying, Sculpt Sound, Sepia Snake Sigil, Shadow Cache, Slow, Snare, Stinking Cloud, Summon Monster III, Tree Shape, Wind Wall.</p><p><strong>Level 4 -</strong> Allegro, Arcane Might*, Break Enchantment, Choir, Cure Critical Wounds, Detect Scrying, Dimension Door, Dismissal, Dominate Person, Ethereal Mount, Follow the Leader, Freedom of Movement, Halumin’s Havok*, Hallucinatory Terrain, Harmonic Chorus, Hold Monster, Improved Invisibility, Improved Portal Alarm, Insect Plague, Legend Lore, Listening Coin, Locate Creature, Loroche’s Bolt-Hole*, Mass Darkvision, Mass Resist Elements, Modify Memory, Neutralize Poison, Rainbow Pattern, Repel Vermin, Sending, Shout, Spectral Weapon, Summon Monster IV, Zone of Silence.</p><p><strong>Level 5 -</strong> Cacophonic Burst, Contact Other Plane, Control Water, Control Winds, Cure Massive Wounds*, Dream, Ethereal Jaunt, False Vision, Find the Path, Greater Confusion, Greater Dispelling, Greater Haste*, Healing Circle, Improvisation, Michella’s Marvelous Melody*, Mind Fog, Mirage Arcana, Mislead, Nelna’s Splendid Cabin*, Nightmare, Passwall, Persistent Image, Restoration, Song of Discord, Summon Monster V, Tree Stride, Veil, Wail of Doom.</p><p><strong>Level 6 -</strong> Analyze Dweomer, Banishment, Control Weather, Dream Casting, Eyebite, Fanfare, Find the Path, Geas/Quest, Greater Healing Circle*, Greater Scrying, Great Shout, Insidious Rhythm, Mass Haste, Mass Invisibility, Mass Suggestion, Michella’s Vitalizing Verse*, Nelna’s Unassailable Tower*, Permanent Image, Plane Shift, Programmed Image, Project Image, Protégé, Repulsion, Summon Monster VI, Sympathetic Vibration, True Seeing.</p><p></p><p><strong><em>* Custom Aurelian spell.</em></strong></p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3715969, member: 13966"] [b]Aurelian Bard, final part[/b] The Aurelian Bard, final part [sblock][B][COLOR=Red]Bardic Knowledge:[/COLOR][/B] A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. A bard may make a special Bardic Knowledge check with a bonus equal to bard level + his positive Intelligence modifier to see whether he knows some relevant information about notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item, but may give a hint as to its general function. The bard may not take 10 or take 20 on this check, since this is essentially random knowledge. The DM will determine the Difficulty Class of the check by referring to the table below. [code][B][COLOR=Blue]DC Type of Knowledge Example[/COLOR][/B] 10 Common, known by at least A local mayor's reputation for a substantial minority of drinking; common legends about the local population. a powerful place of mystery. 20 Uncommon but available, A local priest's shady past; known by only a few people legends about a powerful magic in the area. item. 25 Obscure, known by few, A knight's family history; legends hard to come by. about a minor magic item or place of mystery. 30 Extremely obscure, known by A mighty wizard's childhood very few, possibly forgotten nickname; the history of a petty by most who once knew it, magic item. possibly known only by those who don't understand the significance of the knowledge.[/code] [B][COLOR=Red]Battle On The Move (Ex):[/COLOR][/B] Bards learn quickly to make good use of movement on the battlefield, shifting positions and running in such a way as to make it harder for enemies to time their attacks properly. The bard also learns to make better use of speed and momentum when attacking. Thus, at 2nd-level onward the bard receives a +1 bonus to attack rolls and Armor Class for 1 round after moving at least 15 feet in a straight line on his or her turn. The rest of the bard's movement need not be in a straight line, unless his or her specific action (such as a charge) requires it. Battle On The Move increases to a +2 bonus at 16th-level onward. The bonuses from Battle On The Move do not apply until after the bard has moved the aforementioned 15 feet of distance. Movement by way of teleportation, or travel between different planes of existence, does not count. The AC bonus from Battle On The Move is a dodge bonus, and is lost if the bard is immobilized or denied a Dexterity bonus to AC. Battle On The Move is an extraordinary ability. [B][COLOR=Red]Ignore Components:[/COLOR][/B] The bard learns a particular cadence they can use in their spell songs to supplement their power with fewer components, but the arcane power of the cadence may only be harnessed occasionally as the bard masters the technique of drawing energy through it. The bard may use this ability once per day after achieving 3rd-level, and an additional time each day for every fourth bard level gained beyond that. They may use it one more time per day for each point of positive Intelligence modifier. Using this ability is a free action, declared immediately before casting a bard spell. This ability allows the bard to forgo that spell's material, focus, and somatic components, if any. If the spell requires a particular focus item to apply its effect to, then that focus component is not forgone. [B][COLOR=Red]Telling Blow (Su):[/COLOR][/B] Bards can use their wit and their arcane dabbling to turn luck in their favor for some attacks. At 4th-level onward, the bard may attempt to use this talent as a free action when making a normal attack as a standard action, against a single target within 60 feet. This ability cannot be used with a grapple attempt, trip attempt, or disarm attempt, although it can be used with spells that are cast as a standard action against a single target within 60 feet or less, if they involve an attack roll. Activate Telling Blow after rolling the attack, but before its success or failure is determined. The bard adds his or her Charisma bonus to the attack roll and damage, though the damage bonus only applies if attacking with a weapon, natural weapon, or unarmed strike. Additionally, the bard may re-roll any natural 1 or natural 2 results on damage dice for the attack (for damage dice greater than a d2). Telling Blow is a supernatural ability that is useable once per day. At 6th-level onward, it is useable twice per day, then three times per day at 10th-level, four times per day at 14th, and five times per day at 18th. [B][COLOR=Red]Convincing Voice (Su):[/COLOR][/B] Bards of 5th-level or higher develop a supernaturally persuasive tone in their voice, which provides them with a +2 bonus on all Bluff, Diplomacy, Gather Information, and Intimidate skill checks that involve talking. Convincing Voice improves to a +3 bonus at 8th-level onward. [B][COLOR=Red]Acrobatic Attack (Ex):[/COLOR][/B] At 9th-level, if the bard attacks by jumping at least 5 feet into his opponent, jumping down at least 5 feet onto his opponent, jumping at least 5 feet towards his opponent and past them (through an adjacent space), swinging at least 5 feet on a rope or branch or similar object into his opponent, or swinging at least 5 feet on a rope or branch or similar object past his opponent (through an adjacent space), the bard gains +2 on attack and damage rolls against that opponent this round. These bonuses apply only to melee attacks, and only to physical damage (not damage from magic touch attacks, for example). The bard may perform charge attacks in this manner, by jumping or swinging towards the opponent rather than just running on a surface towards them, and swinging or jumping charges may be made in arcs rather than straight lines. For jumping attacks, the bard must succeed at a Jump check to move at least 5 feet, otherwise Acrobatic Attack does not apply to that attempt. For swinging attacks, the bard must make a successful Use Rope check against DC 10, or else he or she cannot benefit from Acrobatic Attack on that attempt. If the Jump check succeeds but would carry the bard further than his opponent, he may choose to limit the jumping distance, to end adjacent with his opponent. Acrobatic Attack may be combined with the Spring Attack feat, if possessed, to continue moving after the attack (the bard does not need to jump or swing the additional distance). Tumble checks are needed as normal if the bard wants to avoid attacks of opportunity for movement, or if he wants to move through enemy spaces. Acrobatic Attack is an extraordinary ability. [B][COLOR=Red]Momentum (Ex):[/COLOR][/B] A bard of 12th-level or higher has learned to make good use of the momentum from their attacks, so each hit that connects also improves the chances of the next hit getting through an opponent's defenses. When the bard executes a full-attack action, each successful attack he makes with a melee weapon or ranged weapon provides a +3 bonus on the bard's next attack roll in that full-attack action, if the next attack shares the same target. This bonus carries over normally to threat confirmation rolls. A successful attack, for this purpose, is one that hits the target and also deals damage to that target, after defenses and any damage reduction are factored in. Unarmed strikes and natural weapons count as melee weapons for this purpose, but other attacks do not, such as trip or grapple attempts. Momentum is an extraordinary ability, and only applies when attacking creatures. [B][COLOR=Red]Emulate Feat (Su):[/COLOR][/B] At 13th-level the bard acquires the supernatural ability to mimic some tricks, combat techniques, and magical manipulations that he or she has observed or studied before. Once per day, as a free action the bard may choose any single feat that he or she does not possess, but otherwise meets the prerequisites for (if any). The bard may ignore any ability score prerequisites for this purpose. The bard effectively gains the chosen feat, but only for 1 minute (10 rounds). The bard cannot activate this ability again while it is still active. Emulate Feat is useable once per day, or twice per day at 17th-level onward, or three times per day at 20th-level onward. The bard cannot use this special ability to meet the prerequisites for feats, prestige classes, or other abilities. He or she cannot emulate any feat that has a restriction against gaining it later than 1st-level, such as Ancestor feats. [B][COLOR=Red]Ex-Bards:[/COLOR][/B] A bard who becomes lawful in alignment cannot progress further in level as a bard, for as long as he remains of lawful alignment, though he retains all of his bardic abilities.[/sblock] [code][B][COLOR=Red][U][I]The Bard:[/I][/U][/COLOR] [COLOR=Blue]Class Base Fort. Ref. Will Level Attack Save Save Save Special[/COLOR][/B] 1 +0 +0 +2 +2 Bardic Music, Bardic Knowledge 2 +1 +0 +3 +3 Battle On The Move +1 3 +2 +1 +3 +3 Ignore Components 1/day 4 +3 +1 +4 +4 Telling Blow 1/day 5 +3 +1 +4 +4 Convincing Voice +2 6 +4 +2 +5 +5 Telling Blow 2/day 7 +5 +2 +5 +5 Ignore Components 2/day 8 +6/+1 +2 +6 +6 Convincing Voice +3 9 +6/+1 +3 +6 +6 Acrobatic Attack 10 +7/+2 +3 +7 +7 Telling Blow 3/day 11 +8/+3 +3 +7 +7 Ignore Components 3/day 12 +9/+4 +4 +8 +8 Momentum 13 +9/+4 +4 +8 +8 Emulate Feat 1/day 14 +10/+5 +4 +9 +9 Telling Blow 4/day 15 +11/+6/+1 +5 +9 +9 Ignore Components 4/day 16 +12/+7/+2 +5 +10 +10 Battle On The Move +2 17 +12/+7/+2 +5 +10 +10 Emulate Feat 2/day 18 +13/+8/+3 +6 +11 +11 Telling Blow 5/day 19 +14/+9/+4 +6 +11 +11 Ignore Components 5/day 20 +15/+10/+5 +6 +12 +12 Emulate Feat 3/day[/code] [code][B][COLOR=Red][U][I]Bard Spells Rehearsed & Spells Per Day:[/I][/U][/COLOR] [COLOR=Blue]Class Spells Rehearsed/Spells Per Day Level 0 1 2 3 4 5 6[/COLOR][/B] 1 4/3 1/0* - - - - - 2 5/4 2/1 - - - - - 3 6/4 2/2 - - - - - 4 6/4 3/2 1/0* - - - - 5 6/4 3/3 2/1 - - - - 6 6/4 3/3 2/2 - - - - 7 6/4 3/3 3/2 1/0* - - - 8 6/4 3/3 3/3 2/1 - - - 9 6/4 3/3 3/3 2/2 - - - 10 6/4 3/3 3/3 3/2 1/0* - - 11 6/4 3/3 3/3 3/3 2/1 - - 12 6/4 3/3 3/3 3/3 2/2 - - 13 6/4 3/3 3/3 3/3 3/2 1/0* - 14 6/5 3/3 3/3 3/3 3/3 2/1 - 15 6/5 3/4 3/3 3/3 3/3 2/2 - 16 6/5 4/4 3/4 3/3 3/3 3/2 1/0* 17 6/5 4/4 4/4 3/4 3/3 3/3 2/1 18 6/5 4/4 4/4 4/4 3/4 3/3 2/2 19 6/5 4/4 4/4 4/4 4/4 3/4 3/3 20 6/5 4/4 4/4 4/4 4/4 4/4 3/4 [I]* The “1/0*” means that, at that level, the bard only can only cast bonus spells of that spell level, assuming that they have a high enough Charisma score to get bonus spells of that level, and they can rehearse 1 spell of that level if so.[/I][/code] [I][SIZE=2][COLOR=Red][U][B]Bard Spell List:[/B][/U][/COLOR][/SIZE][/I] [B]Level 0 -[/B] Cure Minor Wounds, Dancing Lights, Daze, Detect Magic, Detect Poison, Easy Math, Fine-Tuning, Flare, Ghost Sound, Halumin’s Verbal Assault*, Light, Mage Hand, Mending, Open/Close, Percussion, Prestidigitation, Read Magic, Resistance, Taurion’s Fleeting Alacrity*. [B]Level 1 -[/B] Alarm, Ambient Song, Arcane Aura*, Cause Fear, Change Self, Charm Person, Cure Light Wounds, Detect Animals or Plants, Detect Secret Doors, Endure Elements, Erase, Expeditious Retreat, Faerie Fire, Fate Shield*, Feather Fall, Focusing Chant, Grease, Hypnotism, Identify, Joyful Noise, Jump, Karifi's Drums of War*, Low-Light Vision, Lullaby, Mage Armor, Magic Weapon, Message, Painful Impulse*, Protection from Chaos/Evil/Good/Law, Silent Image, Sleep, Summoning Surge*, Summon Monster I, Unseen Servant, Ventriloquism. [B]Level 2 -[/B] Aeridion’s Accelerated Rapidity*, Animal Trance, Arcane Lock, Aura of Luck*, Battle Charm*, Blindness/Deafness, Blur, Bull’s Strength, Calm Emotions, Cat’s Grace, Crescendo, Cure Moderate Wounds, Darkness, Darkvision, Daylight, Delay Poison, Detect Thoughts, Dissonant Chant, Eagle’s Splendor, Endurance, Enthrall, Fortissimo, Fox’s Cunning, Glitterdust, Harmonize, Hesitation*, Hold Person, Hypnotic Pattern, Invisibility, Knock, Levitate, Locate Object, Loroche’s Spell Enhancer*, Magic Mouth, Major Resistance, Minor Image, Mirror Image, Misdirection, Mystic Fortitude*, Obscure Object, Owl’s Wisdom, Portal Alarm, Protection from Arrows, Pyrotechnics, Remove Paralysis, Repellent Aura*, Resist Elements, Scare, See Invisibility, Shatter, Silence, Soften Earth and Stone, Sonorous Hum, Sound Burst, Stupor*, Suggestion, Summon Instrument, Summon Monster II, Summon Swarm, Taurion’s Arcane Reinforcement*, Tongues, Undetectable Alignment, Ulaa’s Ardent Tempo*, Warp Wood, Whispering Wind. [B]Level 3 -[/B] Alter Self, Analyze Portal, Azala’s Destructive Aria*, Bestow Curse, Blink, Blunt Weapon, Charm Monster, Clairaudience/Clairvoyance, Confusion, Cure Serious Wounds, Dispel Magic, Displacement, Emotion, Fear, Friendship*, Gaseous Form, Greater Magic Weapon, Gust of Wind, Haste, Healthful Slumber, Hymn of Praise, Illusory Script, Improved Alarm, Improved Arcane Lock, Infernal Threnody, Invisibility Sphere, Keen Edge, Lesser Geas, Lesser Restoration, Magic Circle against Chaos/Evil/Good/Law, Major Image, Nelna’s Invisible Tent*, Nondetection, Osa’s Jaunty Jig*, Pass Without Trace, Phantom Steed, Protection from Elements, Remove Blindness/Deafness, Remove Curse, Remove Disease, Scrying, Sculpt Sound, Sepia Snake Sigil, Shadow Cache, Slow, Snare, Stinking Cloud, Summon Monster III, Tree Shape, Wind Wall. [B]Level 4 -[/B] Allegro, Arcane Might*, Break Enchantment, Choir, Cure Critical Wounds, Detect Scrying, Dimension Door, Dismissal, Dominate Person, Ethereal Mount, Follow the Leader, Freedom of Movement, Halumin’s Havok*, Hallucinatory Terrain, Harmonic Chorus, Hold Monster, Improved Invisibility, Improved Portal Alarm, Insect Plague, Legend Lore, Listening Coin, Locate Creature, Loroche’s Bolt-Hole*, Mass Darkvision, Mass Resist Elements, Modify Memory, Neutralize Poison, Rainbow Pattern, Repel Vermin, Sending, Shout, Spectral Weapon, Summon Monster IV, Zone of Silence. [B]Level 5 -[/B] Cacophonic Burst, Contact Other Plane, Control Water, Control Winds, Cure Massive Wounds*, Dream, Ethereal Jaunt, False Vision, Find the Path, Greater Confusion, Greater Dispelling, Greater Haste*, Healing Circle, Improvisation, Michella’s Marvelous Melody*, Mind Fog, Mirage Arcana, Mislead, Nelna’s Splendid Cabin*, Nightmare, Passwall, Persistent Image, Restoration, Song of Discord, Summon Monster V, Tree Stride, Veil, Wail of Doom. [B]Level 6 -[/B] Analyze Dweomer, Banishment, Control Weather, Dream Casting, Eyebite, Fanfare, Find the Path, Geas/Quest, Greater Healing Circle*, Greater Scrying, Great Shout, Insidious Rhythm, Mass Haste, Mass Invisibility, Mass Suggestion, Michella’s Vitalizing Verse*, Nelna’s Unassailable Tower*, Permanent Image, Plane Shift, Programmed Image, Project Image, Protégé, Repulsion, Summon Monster VI, Sympathetic Vibration, True Seeing. [B][I]* Custom Aurelian spell.[/I][/B] [/QUOTE]
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