Combining Bard Abilities with Items Effects

Mistwell said:
Hmm. I didn't know about that glossary definition. OK, that seems pretty persuasive to me, thanks. So the feat would make Inspire Greatness into 2HD (d10+Con)(Normal), +3 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves?

That's how I read it.

Bear in mind that the glossary definition has some issues. +2 enhancement bonus on a shield, or +3 dodge bonus to AC, or +1 bonus to caster level, are all fairly definitely bonuses, but they're not positive modifiers to a die roll.

"+30 feet as an enhancement bonus to speed" is phrased as a bonus, but it's not a positive modifier to a die roll.

Which is why I took the "adding abstract values, not units" approach to adjudicating.

-Hyp.
 

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I think I have fairly definitive answers for these items:

Horn of Resilience (Magic Item Compendium pg 208):
Activation: standard (manipulated)...This bone horn is banded with a golden-hued iron allow...If you have the bardic music ability to inspire greatness, you can activate a horn of resilience to grant the target of that ability an extra 50 temporary hit points. These hit points last until depleted or the duration of your inspire greatness ability ends, and they don't stack with any other source of temporary hit points. A horn of resilience functions two times per day.


The beneficiary of this must already have "Inspire Greatness" in effect, so step 1 is to use the Inspire Greatness ability, step two is to use the horn.

And yes, these "extra" 50 hit points stack with Inspire Greatness.

Song of the Heart (Eberron Campaign Setting, pg. 60).
Prereq: Bardic music class feature, inspire competence ability, Perform 6 ranks;
Benefit: When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Inspire Greatness says "A creature inspired with greatness gains 2 bonus Hit Dice (d10s)...".


The feat language itself says when you use Inspire Greatness you get "3 bonus hit die, ...+3 attack... +2 bonus on Fortitude..., so that one is easy. Thus, looking for the definitive definition of "bonus" is not an issue here. In this context, the bonus hit die are a "bonus."

So questions 1 through 3 actually have clear, definitive answers.

For questions 4, technically, the effects are from different sources, so they stack.

For question 5, I'd say no, you can't change the effect like that. For one thing, as soon as you stop using the Lute, you've stopped the ongoing nature of the Inspire Courage so you are stuck with the existing effect lasting for five rounds. I am very pro-Bard, but, nonetheless, I would not allow this.
 
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Artoomis said:
The feat language itself says when you use Inspire CourageGreatness you get "3 bonus hit die, ...+3 attack... +2 bonus on Fortitude..., so that one is easy. Thus, looking for the definitive definition of "bonus" is not an issue here. In this context, the bonus hit die are a "bonus."

He's right - the ECS gives examples, and Inspire Greatness gets the extra hit die.

-Hyp.
 

Hypersmurf said:
He's right - the ECS gives examples, and Inspire Greatness gets the extra hit die.

-Hyp.

OK I have to apologize. That is my fault. Rather than get my lazy butt up to find the actual book and read the full entry I just assumed a prior quote of mine of that feat was a full quote (and it wasn't, not even close). My bad!

For future reference:

Song of the Heart
Pre-Req: Bardic Music Class Feature, Inspire Competence ability, Perform 6 ranks.
Benefit: When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Thus, a 15th-level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws against fear when he uses inspire courage, rather than the +3 he would normally grant. If he uses inspire greatness, the same bard grants up to three allies 3 bonus Hit Dice, a +3 bonus on attack rolls, and a +2 bonus on Fortitude saves.
Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1.
If you have the Haunting Melody feat, the saving throw C for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast.
 
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So, next set of questions: How do I juggle all these instruments and items? I would like to start the round using instrument #1, a Battle Rattle (a one-handed instrument that helps with Inspire Courage), and cast a swift-action spell. I'd like the second round to use Instrument #2, a Masterwork Harp (helps with Inspire Greatness). I'd like the third round to use Instrument #3, a Horn of Resilience (boosts Inspire Greatness, assuming we go with the interpretation that the Horn is used in a different standard action than the actual Inspire Greatness bardic music standard action). I'd like the fourth round to be casting a spell as a standard action.

Assume for the sake of argument that the Quick Draw feat will let you draw an instrument as a free action in addition to weapons. This makes sense, since they are about the same size, are stowed in the same kinds of places, and particularly since there is a way to attach a blade (dagger size) to an instrument and make the instrument into a weapon as well (Instrument Blade, from Complete Scoundrel, just 10gp), and it would be incredibly silly that the quick draw feat would let you draw an instrument with a sharp pointy blade on it as a free action, but not one without that thing that is likely to cut your own hand open when quickly drawing it.

So, with the quick draw feat, this is what I have so far:

Round 1 Rt. Hand: Battle Rattle Instrument Lft. Hand: empty
Swift: Cast Inspirational Boost (Somatic and Verbal Components)
Standard: 5' Step, Inspire Courage w/Rattle
Move: Stow Rattle
Free: Draw Masterwork Harp (Both Hands)
Immediate (after my round ends): Trigger Badge of Valor

Round 2 Rt. Hand: Harp Lft. Hand: Harp
Swift: n/a (Immediate Action earlier)
Standard: 5' Step, Inspire Greatness w/Harp
Move: Stow Harp
Free: Draw One-Handed Weapon (Rt. Hand)

Round 3 Rt. Hand: One-Handed Weapon Lft. Hand: empty
Free: Draw Horn of Resilience (Lft. Hand)
Standard: 5' Step, Manipulate Horn of Resilience
Move: Stow Horn of Resilience

Round 4 Rt. Hand: One-Handed Weapon Lft. Hand: empty
Move: Move
Standard: Cast Haste (Verbal, Somatic)

Does that all seem to track and follow the rules (again, assuming Quick Draw lets you draw instruments)?

Does anyone know of a better way to do this? Is there an item that lets you attach a chain or something to an item (like an instrument such as the 1 lb. tiny one-handed Battle Rattle) so that when you drop it, it hangs off you instead of dropping to the ground (I know this might be logical, but seeing it in the rules might help with adjudication)? Would the Somatic Casting feat (can cast spells with weapon or comparable item in hands) from Complete Mage do this better or the same?
 
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