Male Human Bard 15
CG medium, humanoid (human)
Init +2, Senses Listen -2, Spot -2
Aura Moderate Chaos and Good, Strong Magic from Items
Languages Halfling, Common
________
AC 19, touch 13, Flatfooted 13
(+2 Dex, +6 armor)
hp 97 (15d6+48);
Fort +12, Ref +16, Will +14
________
Speed 30 ft. (6 squares)
Melee Rapier +14 (1d6 +1d6 frost +1 damage)
Ranged sling +13 (1d4 damage)
Base Atk +11/+6/+1; Grp +6
Atk Options Bard Song, Spells
Spells Known (CL 15th) (Save DC 19 + spell level)
5th (4/day)– Shadow Walk, Dispel Magic, Greater, Persistent Image
4th (5/day)– Hold Monster, Shout, Freedom of Movement, Cure Critical Wounds
3rd (5/day)– Haste. Tiny Hut, Displacement, Charm Monster
2nd (5/day)– Silence, Tongues, Eagle’s Splendor, Alter Self
1st (9/day)– Sleep, Detect Secret Doors, Unseen Servant, Grease
0 (∞/day)– Lullaby, Read Magic, Ghost Sound, Detect Magic, Mage Hand, Mending
________
Abilities Str 10, Dex 14, Con 15, Int 14, Wis 10, Cha 26
Feats: Skill focus (Perform), Persuasive, Harmonize, Metamagic Performance, Quicken Spell, Still Spell, Empower Spell, Toughness, Weapon Finesse
Skills Perform (Sing) +26, Gather Information +26, Diplomacy +26, Intimidate +26, Bluff +26, Sleight of Hand +20, Perception +18,
Possessions, +2 Chain shirt, Pipes of Pain, +5 Cloak of Resistance, +1 Frost Rapier
________
Pipes of Pain
These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by someone who succeeds on a DC 15 Perform (wind instruments) check, the pipes create a wondrous melody. All within 30 feet must make a DC 14 Will save or be fascinated by the sound. (This is a mind-affecting sonic compulsion.)
As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise. Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds. During this time, damage from sonic attacks is doubled. Thereafter, the least noise causes an affected character to become shaken (except when she is in a totally silent area). This hypersensitivity is a curse and therefore hard to remove (see the bestow curse spell).
Faint enchantment and evocation; CL 6th; Craft Wondrous Item, creator must have the bardic music class feature, sound burst; Price 12,000 gp; Weight 3 lb.
Metamagic Performance:
You can use your bardic music to focus your spells to surprising results.
Prerequisite, Perform 6 ranks, One Metamagic Feat, Bardic Music
Benefit: When casting a spell you may expend a number of bardic music to spontaneously apply a metamagic feat you already possess to a spell without raising it’s level. Using this ability expends a number of bardic music uses equal to the number of spell-levels the metamagic feat would ordinarily raise the spell level by. You may not cast spells with an effective level beyond the highest level spell you can ordinarily cast. If the basic spell level is between four and six you use one additional bardic music use. If the spell level is seven or higher you use two additional uses
Harmonize:
You may employ two kinds of performance at once to great effect.
Prerequisite: Two Perform Skills 5 ranks each*, Bardic Music
Benefit: During the second or subsequent round of a bardic performance you may initiate a second simultaneous use of bardic music using a separate perform skill as a swift action. For instance a bard inspiring courage already using perform (sing) could begin to countersong using Perform (Sing). If one or both of the uses of bardic music effects require concentration then you must concentrate in subsequent rounds or the ability ends.
Special: The two perform skills used as a prerequisite must be possible to conduct simultaneously.
Bardic Knowledge: At 1st level, a bard selects one Knowledge skill. He gains 1 bonus skill point to place in that Knowledge skill and an additional skill point every time he gains a level. In addition, a bard adds 1/2 his level (minimum 1) to all Knowledge skill checks and may make such checks untrained.
Bardic Performance: Once per day per bard level, a bard can use his Perform skill to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic performance, they can be activated using any Perform skill, such as dancing, singing, playing an instrument, or performing comedy. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic performance ability until he acquires the needed ranks. Some abilities can only be used by a bard with a specific type of Perform. Starting a bardic performance effect is a standard action. Some bardic performance abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using a bardic performance ability that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Bardic performance has specific limitations, depending on the type of Perform skill used to activate it. Bardic performance activated with Perform (act) or Perform (dance) requires line of sight to the targets of its effects and does not affect blind creatures. Bardic performance activated with Perform (comedy) and Perform (oratory) requires the targets to be able to hear the bard, and such effects are language dependent (although the bard can activate magic items that require a magic word, such as wands, while using these types of Perform to activate bardic performance). Bardic performance activated using any other type of Perform only requires the targets to be able to hear the bard. These requirements are in addition to those listed with each bardic performance ability. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic performance using a Perform skill that relies on sound. A blind bard has a 50% chance to fail when attempting to use bardic performance using a Perform skill that relies on sight. If he fails either of these checks, the attempt still counts against his daily limit.
Counter song (Su): A bard with 1 or more ranks in a Perform skill can use his performance to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong does not work on effects that don’t allow saves. The bard may keep up the countersong for 10 rounds. A bard can use this bardic performance ability utilizing Perform (keyboard, percussion, wind, string, or sing).
Distraction (Su): A bard with 1 or more ranks in a Perform skill can use his performance to counter magical effects that depend on sight. Each round of the distraction, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. The bard may keep up the distraction for 10 rounds. A bard can use this bardic performance ability utilizing Perform (act, comedy, dance, or oratory).
Fascinate (Sp): A bard with 1 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. Each creature within range recieves a Will save (DC 10 + 1/2 bard’s level + bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. A bard can use this bardic performance ability utilizing any type of Perform.
Inspire Courage (Su): A bard with 1 or more ranks in a Perform skill can use his performance to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to percieve the bard’s performance. The effect lasts for as long as the ally percieves the bard‘s performance and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 11th, and +4 at 17th). Inspire courage is a mind-affecting ability. A bard can use this bardic performance ability utilizing any type of Perform.
Inspire Competence (Su): A bard of 3rd level or higher with 3 or more ranks in a Perform skill can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s music. Certain uses of this ability are infeasible, such as Sneak attempts. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability. A bard can use this bardic performance ability utilizing any type of Perform.
Suggestion (Sp): A bard of 6th level or higher with 6 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a bard’s daily limit on bardic performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mindaffecting, language-dependent ability. A bard can use this bardic performance ability utilizing any type of Perform.
Dirge of Doom (Su): A bard of 8th level or higher with 8 or more ranks in a Perform skill can use his performance to foster a sense of growing dread in his enemies, causing them to take a number of penalties. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. The effect lasts for as long as the enemy hears the bard and remains within 30 feet, and it persists for 3 rounds after the bard stops playing or the enemy leaves the area. Affected enemies are shaken and take a –2 penalty on ability checks, attack rolls, saving throws, and skill checks. A bard can use this bardic performance ability utilizing Perform (keyboard, percussion, wind, string, or sing).
Discordant Performance (Su): A bard of 8th level or higher with 8 or more ranks in a Perform skill can can use his performance to cause his enemies to become confused. To be affected, an enemy must be able to see the bard perform and be within 30 feet. The effect lasts for as long as the enemy sees the bard and remains within 30 feet. Each enemy within range recieves a Will save (DC 10 + 1/2 bard’s level + bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to confuse that creature again using discordant performance for 24 hours. If its saving throw fails, the creature becomes confused as long as the bard keeps performing (up to a maximum of 1 round per bard level). At the end of an affected creature’s turn, it is allowed a new Will save to overcome the effect, making it immune to discordant performance for 24 hours if it does. A bard can use this bardic performance ability utilizing Perform (act, comedy, dance, or oratory).
Inspire Greatness (Su): A bard of 9th level or higher with 9 or more ranks in a Perform skill can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, and four at 18th). To inspire greatness, a bard must perform and an ally must hear or see him perform. The effect lasts for as long as the ally witnesses the performance and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability. A bard can use this bardic performance ability utilizing any type of Perform.
Song of Freedom (Sp): A bard of 12th level or higher with 12 or more ranks in a Perform skill can use his performance to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself. A bard can use this bardic performance ability utilizing Perform (keyboard, percussion, wind, string, or sing).
Soothing Performance (Sp): A bard of 12th level or higher with 12 or more ranks in a Perform skill can use his performance to create an effect equivalent to the mass cure light wounds spell (caster level equals the character’s bard level). In addition, this performance removes the fatigued, sickened, and shakened condition from all those affected. Using this ability requires 1 minute of uninterrupted concentration and performance, and it functions on all targets within 30 feet. A bard can use this bardic performance ability utilizing Perform (act, comedy, dance, or oratory).
Frightening Tune (Sp): A bard of 14th level or higher with 14 or more ranks in a Perform skill can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range recieves a Will save (DC 10 + 1/2 bard’s level + bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot use frightening tune on that creature again for 24 hours. If its saving throw fails, the creature becomes frightened for 1d4 rounds plus the bard’s Charisma modifier. A bard can use this bardic performance ability utilizing Perform (keyboard, percussion, wind, string, or sing).
Paralyzing Show (Sp): A bard of 14th level or higher with 14 or more ranks in a Perform skill can use his performance to paralyze his enemies. To be affected, an enemy must be able to see the bard perform and be within 30 feet. Each enemy within range recieves a Will save (DC 10 + 1/2 bard’s level + bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot use paralyzing show on that creature again for 24 hours. If its saving throw fails, the creature becomes paralyzed for a number of rounds equal to the bard’s level. At the end of an affected creature’s turn, it is allowed a new Will save to overcome the effect, making it immune to paralyzing show for 24 hours. A bard can use this bardic performance ability utilizing Perform (act, comedy, dance, or oratory).
Inspire Heroics (Su): A bard of 15th level or higher with 15 or more ranks in a Perform skill can use his performance to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must perform and an ally must witness the performance for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally witnesses the performance and for 5 rounds thereafter. Inspire heroics is a mind-affecting ability. A bard can use this bardic performance ability utilizing any type of Perform.
Cantrips (Sp): A bard knows a number of cantrips. He can cast these spells at will as a spell-like ability. The number of cantrips a bard knows is noted on Table 4–4 under 0 level spells known. Cantrips are treated like any other spell cast by the bard in terms of duration and other variables based on level.
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and languagedependent effects.
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. Prisoner exchange doesn’t mean you take another prisoner -Tim