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 charm animals spell, except that you are also empowered to communicate with the target animal on a basic level, i.e. you can tell it to come, stay, attack or similar commands.
ENCORE (General)
You are good at picking up a performance where you left off.
Prerequisites: Bardic music ability, Perform (6 ranks)
Benefit: When performing bardic music you can stop and then resume a performance within a number of rounds equal to your charisma bonus without it counting as a second use of your bardic music ability. You can use this ability a number of times per day equal to your charisma bonus.
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 a +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.
LINGUIST (General)
You have a natural talent for languages.
Benefit: Speak Language is a class skill for you. In addition, you learn one language for free upon taking this feat.
MASTERFUL PERFORMANCE (Bardic)
You can pour your heart and soul into a performance.
Prerequisites: Bardic Music ability, perform (4 ranks)
Benefit: You can use up one of your daily bardic music uses to gain a +4 bonus on a single perform check. You must declare you are using a masterful performance before you roll 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.
SEXY (General)
You are attractive to those of similar race and (usually) opposite gender.
Prerequisites: Cha 13+
Benefit: You gain a +2 bonus on bluff, diplomacy and perform checks against members of your race and the appropriate sexual orientation. Against members of the appropriate sexual orientation of races with which you can interbreed you get a +1 bonus to bluff, diplomacy and perform checks.
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 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 15, plus the bard’s class level, plus the spell level. Initiating this song requires one use of bardic music for the day for the bard, and is almost always done as a readied action.
TRUE TONE (General)
Your voice is well-trained and you have perfect pitch.
Prerequisites: Cha 13+, Bardic Music ability, perform (4 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.