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<blockquote data-quote="the Jester" data-source="post: 499706" data-attributes="member: 1210"><p>Okay, here are a number of feats, all of which are (imo) good for bards. Many are "bardic" feats; this means you have to have the bardic music ability to take them.</p><p></p><p>ANIMAL SONG (Bardic)</p><p> Animals love your music and will follow you around for it.</p><p> Prerequisite: Handle Animal skill, Bardic Music ability</p><p> Benefit: You can use your bardic music to enchant animals. Treat this as an animal friendship spell, except that you cannot teach animals tricks (though you can use handle animal on them) and you can only have a number of HD of animals enchanted equal to your Cha bonus at any one time.</p><p></p><p>HIDE THE SWORD (General)</p><p> You can use your cloak to entangle an enemy’s weapon.</p><p> Prerequisites: Cha 13+, Int 13+, Expertise, Weapon & Cloak</p><p> Benefit: If you are using Weapon & Cloak style and an enemy misses you due to your miss chance from it, you may take a special attack of opportunity to attempt to entangle their weapon in your cloak. You first deliberately provoke an attack of opportunity; then you may make an opposed melee attack roll. Success indicates that you’ve tangled the weapon in your cloak, losing your miss chance from Weapon & Cloak style but effectively trapping the weapon until you release it or they succeed in an opposed grapple check. If you entangle a slashing weapon, your enemy gets a +8 circumstance bonus on their opposed grapple to free the weapon.</p><p></p><p>IMPROVED HIDE THE SWORD (General, Fighter)</p><p> Your ability to entangle weapons has gotten much better and you are even able to disarm foes with your cloak.</p><p> Prerequisites: Cha 13+, Int 13+, base attack +4, Expertise, Hide the Sword, Improved Disarm, Weapon & Cloak</p><p> Benefit: When you attempt to Hide the Sword you no longer draw an attack of opportunity. Your enemy’s opposed grapple check to free the weapon gains only a +2 circumstance bonus if it is a slashing weapon, and if you win a grapple check on your turn (as an attack) you can relieve your enemy of its weapon.</p><p></p><p>INSPIRE FEAR (Bardic)</p><p> Your bardic music can frighten and disturb.</p><p> Prerequisites: Cha 15+, Bardic Music ability, perform (7 ranks)</p><p> Benefit: As a form of bardic music you can inspire fear in all creatures within 5’ times your perform check. All creatures gain Will saves (DC13+ your Cha bonus) to negate the effect. Those failing are shaken and suffer a -2 morale penalty to attacks, saves and checks. Allies get z +2 circumstance bonus on this save and are totally unaffected if under the influence of your inspire confidence ability. Using this feat is a supernatural, mind-affecting fear ability.</p><p></p><p>LASTING INTIMIDATION [General]</p><p> Prerequisites: Cha 13+, Intimidate (4 ranks)</p><p> Benefit: Whenever you successfully intimidate someone, they will remember you. You may make one demand of the target's future behavior, such as not revealing that they saw you, not attempting to waylay travelers on the bridge anymore, etc. Before violating your demand for the first time, the victim of your intimidation must make a successful Will save, DC10 + your cha modifier. After they succeed for the first time, the force of your intimidation fades. The subject of your intimidation may attempt to violate your demand once per day, and for every week that passes without the victim seeing you they gain a +2 circumstance bonus on the saving throw. These bonuses stack, so the victim will eventually shake off your intimidation.</p><p></p><p>MASTERFUL PERFORMANCE (Bardic)</p><p> You can pour your heart and soul into a performance.</p><p> Prerequisites: Bardic Music ability, perform (4 ranks)</p><p> Benefit: You can use one bardic music use to gain a +4 bonus on your perform check.</p><p></p><p>MELODY OF THE FREE MIND (Bardic)</p><p> Your bardic music can break enchantments.</p><p> Prerequisites: Bardic Music ability, perform (8 ranks)</p><p> Benefit: Any ally who hears you perform the Melody of the Free Mind is allowed a second saving throw against any enchantment she fails her save against on her next turn, just as a rogue with slippery mind would. While you could conceivably begin singing after someone has failed her first saving throw, you would have to start before a round passes and the opportunity for her to attempt a second once passes. Allies making a second saving throw get a morale bonus equal to ¼ your bard level. A rogue who has the slippery mind ability can make a total of three saves if she also hears the Melody of the Free Mind. You may maintain the melody for up to 10+ your cha bonus rounds. This is a mind-affecting sonic supernatural ability.</p><p></p><p>POWERFUL VOICE (General)</p><p> Your voice is powerful and carries much better than most.</p><p> Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks), True Tone</p><p> Benefit: Your bardic music works at double the normal range.</p><p></p><p>RALLY THE DYING [Bardic]</p><p> Prerequisites: Bardic music ability, Perform (6 ranks)</p><p> Benefit: You can stabilize the dying and stir them to consciousness. Thus, even at –9 hit points, an ally could act as though merely disabled (0 hit points). This effect works only once per ally, per song; in other words, if a rallied ally again falls unconscious, he cannot be rallied again unless the bard begins a new song. This counts as one use of bardic music for the day.</p><p></p><p>RAT-A-TAT [Bardic]</p><p> Prerequisites: Bardic music ability, Perform (10 ranks)</p><p> Benefit: A bard can direct a wave of concentrated harmonic vibrations toward one enemy in order to (a) cause his heavy metallic armor to vibrate wildly, giving him a –6 dexterity penalty (-3 AC), or (b) cause his metallic weapon to vibrate wildly so that his attacks are subject to a –2 penalty. This effect is subject to Dispel Magic, and lasts as long as the bard sings. The bard can shift the sonic wave toward a new opponent each round if she wishes. This ability is a supernatural sonic effect. This counts as three uses of bardic music for the day.</p><p></p><p>RENOWNED CRITIC [General]</p><p> Prerequisites: Cha 13+, Diplomacy (4 ranks)</p><p> Benefit: You may criticize the performances of another either at the time or after the fact. If you heckle a performer at the time of the performance, you may subtract your cha bonus from the perform check of the performer. If you criticize after the fact, all creatures that hear you do so are less impressed by later performances by the same performer, and the performer's perform checks are penalized by twice your cha bonus as regards those who heard you utter your criticism until the performer manages to roll a perform check that exceeds twice your charisma score (including the penalty) in their presence, thereby overcoming your scornful critique in their eyes.</p><p></p><p>RIDDLEMASTER (General)</p><p> Your mind works quickly on puzzles and riddles.</p><p> Prerequisites: Int 13+</p><p> Benefit: Whenever you are presented with a puzzle or riddle with a time limit, you are considered to think extremely quickly and are allowed one and a half times the allotted time. Whenever presented with a non-timed riddle or puzzle you are allowed one free mistake (your subconscious warns you just before you actually make the mistake). This feat doesn’t help you with traps, locks, etc. without puzzles or riddles as part of them.</p><p></p><p>SOLDIERS’ MARCH (Bardic)</p><p> Your music can inspire your allies and yourself to move further and faster on the road.</p><p> Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks)</p><p> Benefits: You can use your bardic music to encourage quick travel, allowing your group to hustle for up to your Cha bonus in hours per day. You can also give a +2 morale bonus to Con checks for forced marches. Soldiers’ March counts as one use of your bardic music ability for every two hours of use. This is a supernatural sonic mind-affecting ability.</p><p></p><p>SONG OF SORCERY [Bardic]</p><p> Prerequisites: Bardic music ability, Perform (6 ranks), Spellcraft (6 ranks)</p><p> Benefit: A bard can use this ability like a meta-magic feat, increasing the casting time as normal for a spontaneous caster using a metamagic feat. He must make a Spellcraft check against a DC of 15 + Spell level (taking 10 not permitted). If he succeeds, the Spell is cast as if under the effect of Spell Focus--if he fails, the spell is lost. This counts as two uses of bardic music for the day.</p><p></p><p>SONG OF THE MASSES [Bardic]</p><p> Prerequisites: Bardic music ability, Perform (7 ranks)</p><p> Benefit: A bard can influence many people at once. He can change the attitudes of NPCs as per the DMG, but he replaces the Diplomacy check with his Perform check. He influences all people that can hear him. The Bard must perform for at least ten minutes to use this ability. This counts as one use of bardic music for the day.</p><p></p><p>TONGUETWISTER [Class feature, bard]</p><p> Prerequisites: Bardic music ability, Perform (11 ranks)</p><p> Benefit: A bard can use music or poetics loaded with alliteration and rhymes to confuse spellcasters in the act of recalling verbal components. The effect has a range of 30 ft. from the bard. The opposing spellcaster must make a concentration check against a DC of 10, plus the bard’s level, plus the spell level. This counts as one use of bardic music for the day for the bard.</p><p></p><p>TRUE TONE (General)</p><p> Your voice is well-trained and you have perfect pitch.</p><p> Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks)</p><p> Benefit: Your voice is a masterwork instrument, giving you a +2 circumstance bonus on any perform checks with a vocal component. (This will not stack with the +2 circumstance bonus you receive for playing another masterwork instrument.)</p><p></p><p>VIRTUOSO (General)</p><p> You have a great talent for one specific type of performance.</p><p> Prerequisites: Perform skill</p><p> Benefit: You get a +4 competence bonus to a specific type of perform check.</p><p></p><p>WEAPON & CLOAK STYLE (General, Fighter)</p><p> You have been trained to use a one-handed weapon and a cloak in your off-hand, swirling it to baffle your enemies.</p><p> Prerequisites: Cha 13+ [it takes balls to use this style]</p><p> Benefit: You ready a cloak as you would a shield. You can do this as part of a normal move. On your turn choose one enemy that you can see. Against that foe you gain one-quarter concealment (10% miss chance).</p><p></p><p></p><p></p><p>Hope you enjoy them!</p></blockquote><p></p>
[QUOTE="the Jester, post: 499706, member: 1210"] Okay, here are a number of feats, all of which are (imo) good for bards. Many are "bardic" feats; this means you have to have the bardic music ability to take them. ANIMAL SONG (Bardic) Animals love your music and will follow you around for it. Prerequisite: Handle Animal skill, Bardic Music ability Benefit: You can use your bardic music to enchant animals. Treat this as an animal friendship spell, except that you cannot teach animals tricks (though you can use handle animal on them) and you can only have a number of HD of animals enchanted equal to your Cha bonus at any one time. HIDE THE SWORD (General) You can use your cloak to entangle an enemy’s weapon. Prerequisites: Cha 13+, Int 13+, Expertise, Weapon & Cloak Benefit: If you are using Weapon & Cloak style and an enemy misses you due to your miss chance from it, you may take a special attack of opportunity to attempt to entangle their weapon in your cloak. You first deliberately provoke an attack of opportunity; then you may make an opposed melee attack roll. Success indicates that you’ve tangled the weapon in your cloak, losing your miss chance from Weapon & Cloak style but effectively trapping the weapon until you release it or they succeed in an opposed grapple check. If you entangle a slashing weapon, your enemy gets a +8 circumstance bonus on their opposed grapple to free the weapon. IMPROVED HIDE THE SWORD (General, Fighter) Your ability to entangle weapons has gotten much better and you are even able to disarm foes with your cloak. Prerequisites: Cha 13+, Int 13+, base attack +4, Expertise, Hide the Sword, Improved Disarm, Weapon & Cloak Benefit: When you attempt to Hide the Sword you no longer draw an attack of opportunity. Your enemy’s opposed grapple check to free the weapon gains only a +2 circumstance bonus if it is a slashing weapon, and if you win a grapple check on your turn (as an attack) you can relieve your enemy of its weapon. INSPIRE FEAR (Bardic) Your bardic music can frighten and disturb. Prerequisites: Cha 15+, Bardic Music ability, perform (7 ranks) Benefit: As a form of bardic music you can inspire fear in all creatures within 5’ times your perform check. All creatures gain Will saves (DC13+ your Cha bonus) to negate the effect. Those failing are shaken and suffer a -2 morale penalty to attacks, saves and checks. Allies get z +2 circumstance bonus on this save and are totally unaffected if under the influence of your inspire confidence ability. Using this feat is a supernatural, mind-affecting fear ability. LASTING INTIMIDATION [General] Prerequisites: Cha 13+, Intimidate (4 ranks) Benefit: Whenever you successfully intimidate someone, they will remember you. You may make one demand of the target's future behavior, such as not revealing that they saw you, not attempting to waylay travelers on the bridge anymore, etc. Before violating your demand for the first time, the victim of your intimidation must make a successful Will save, DC10 + your cha modifier. After they succeed for the first time, the force of your intimidation fades. The subject of your intimidation may attempt to violate your demand once per day, and for every week that passes without the victim seeing you they gain a +2 circumstance bonus on the saving throw. These bonuses stack, so the victim will eventually shake off your intimidation. MASTERFUL PERFORMANCE (Bardic) You can pour your heart and soul into a performance. Prerequisites: Bardic Music ability, perform (4 ranks) Benefit: You can use one bardic music use to gain a +4 bonus on your perform check. MELODY OF THE FREE MIND (Bardic) Your bardic music can break enchantments. Prerequisites: Bardic Music ability, perform (8 ranks) Benefit: Any ally who hears you perform the Melody of the Free Mind is allowed a second saving throw against any enchantment she fails her save against on her next turn, just as a rogue with slippery mind would. While you could conceivably begin singing after someone has failed her first saving throw, you would have to start before a round passes and the opportunity for her to attempt a second once passes. Allies making a second saving throw get a morale bonus equal to ¼ your bard level. A rogue who has the slippery mind ability can make a total of three saves if she also hears the Melody of the Free Mind. You may maintain the melody for up to 10+ your cha bonus rounds. This is a mind-affecting sonic supernatural ability. POWERFUL VOICE (General) Your voice is powerful and carries much better than most. Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks), True Tone Benefit: Your bardic music works at double the normal range. RALLY THE DYING [Bardic] Prerequisites: Bardic music ability, Perform (6 ranks) Benefit: You can stabilize the dying and stir them to consciousness. Thus, even at –9 hit points, an ally could act as though merely disabled (0 hit points). This effect works only once per ally, per song; in other words, if a rallied ally again falls unconscious, he cannot be rallied again unless the bard begins a new song. This counts as one use of bardic music for the day. RAT-A-TAT [Bardic] Prerequisites: Bardic music ability, Perform (10 ranks) Benefit: A bard can direct a wave of concentrated harmonic vibrations toward one enemy in order to (a) cause his heavy metallic armor to vibrate wildly, giving him a –6 dexterity penalty (-3 AC), or (b) cause his metallic weapon to vibrate wildly so that his attacks are subject to a –2 penalty. This effect is subject to Dispel Magic, and lasts as long as the bard sings. The bard can shift the sonic wave toward a new opponent each round if she wishes. This ability is a supernatural sonic effect. This counts as three uses of bardic music for the day. RENOWNED CRITIC [General] Prerequisites: Cha 13+, Diplomacy (4 ranks) Benefit: You may criticize the performances of another either at the time or after the fact. If you heckle a performer at the time of the performance, you may subtract your cha bonus from the perform check of the performer. If you criticize after the fact, all creatures that hear you do so are less impressed by later performances by the same performer, and the performer's perform checks are penalized by twice your cha bonus as regards those who heard you utter your criticism until the performer manages to roll a perform check that exceeds twice your charisma score (including the penalty) in their presence, thereby overcoming your scornful critique in their eyes. RIDDLEMASTER (General) Your mind works quickly on puzzles and riddles. Prerequisites: Int 13+ Benefit: Whenever you are presented with a puzzle or riddle with a time limit, you are considered to think extremely quickly and are allowed one and a half times the allotted time. Whenever presented with a non-timed riddle or puzzle you are allowed one free mistake (your subconscious warns you just before you actually make the mistake). This feat doesn’t help you with traps, locks, etc. without puzzles or riddles as part of them. SOLDIERS’ MARCH (Bardic) Your music can inspire your allies and yourself to move further and faster on the road. Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks) Benefits: You can use your bardic music to encourage quick travel, allowing your group to hustle for up to your Cha bonus in hours per day. You can also give a +2 morale bonus to Con checks for forced marches. Soldiers’ March counts as one use of your bardic music ability for every two hours of use. This is a supernatural sonic mind-affecting ability. SONG OF SORCERY [Bardic] Prerequisites: Bardic music ability, Perform (6 ranks), Spellcraft (6 ranks) Benefit: A bard can use this ability like a meta-magic feat, increasing the casting time as normal for a spontaneous caster using a metamagic feat. He must make a Spellcraft check against a DC of 15 + Spell level (taking 10 not permitted). If he succeeds, the Spell is cast as if under the effect of Spell Focus--if he fails, the spell is lost. This counts as two uses of bardic music for the day. SONG OF THE MASSES [Bardic] Prerequisites: Bardic music ability, Perform (7 ranks) Benefit: A bard can influence many people at once. He can change the attitudes of NPCs as per the DMG, but he replaces the Diplomacy check with his Perform check. He influences all people that can hear him. The Bard must perform for at least ten minutes to use this ability. This counts as one use of bardic music for the day. TONGUETWISTER [Class feature, bard] Prerequisites: Bardic music ability, Perform (11 ranks) Benefit: A bard can use music or poetics loaded with alliteration and rhymes to confuse spellcasters in the act of recalling verbal components. The effect has a range of 30 ft. from the bard. The opposing spellcaster must make a concentration check against a DC of 10, plus the bard’s level, plus the spell level. This counts as one use of bardic music for the day for the bard. TRUE TONE (General) Your voice is well-trained and you have perfect pitch. Prerequisites: Cha 13+, Bardic Music ability, perform (6 ranks) Benefit: Your voice is a masterwork instrument, giving you a +2 circumstance bonus on any perform checks with a vocal component. (This will not stack with the +2 circumstance bonus you receive for playing another masterwork instrument.) VIRTUOSO (General) You have a great talent for one specific type of performance. Prerequisites: Perform skill Benefit: You get a +4 competence bonus to a specific type of perform check. WEAPON & CLOAK STYLE (General, Fighter) You have been trained to use a one-handed weapon and a cloak in your off-hand, swirling it to baffle your enemies. Prerequisites: Cha 13+ [it takes balls to use this style] Benefit: You ready a cloak as you would a shield. You can do this as part of a normal move. On your turn choose one enemy that you can see. Against that foe you gain one-quarter concealment (10% miss chance). Hope you enjoy them! [/QUOTE]
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