| Enhancement | Description |
|---|---|
Spellsinger
|
Each AP spent in Spellsinger grants +1 Universal Spell Power. Each Spellsinger Core ability including this one allows you to sing your Bardic Inspiration as if you had 1 additional Bard level. |
Music of the Sewers
|
Your Fascinate gains the power to mesmerize Oozes. They stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion. Your Enchantment, Evocation, and Illusion spells add +1 to their Difficulty Check. +1 Diplomacy, Listen, Perform, and Use Magic Device +2% critical chance with sonic and positive spells. |
Music of the Dead
|
Your Fascinate gains the power to mesmerize Undead. They stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion. Your Sustaining Song melody now works on Undead Allies, providing them with a Negative heal over time. Your Inspire Greatness now provides a +10 Music bonus to Negative Healing Amplification. Your Enchantment, Evocation, and Illusion spells add +1 to their Difficulty Check. +1 Diplomacy, Listen, Perform, and Use Magic Device +2% critical chance with sonic and positive spells. |
Music of the Makers
|
Your Fascinate gains the power to mesmerize Constructs. They stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion. Your Sustaining Song melody now works on Construct and Living Construct Allies, such as Warforged and Artificer Iron Defenders, providing them with a Repair over time. Your Inspire Greatness now provides a +10 Music bonus to Repair Amplification. Your Enchantment, Evocation, and Illusion spells add +1 to their Difficulty Check. +1 Diplomacy, Listen, Perform, and Use Magic Device +2% critical chance with sonic and positive spells. |
Virtuoso
|
You regenerate 1 Song every 5 minutes. +2 Songs per rest. You sing your Bardic Inspiration as if you had two more Bard levels (for a total of 3 for this enhancement) Your Enchantment, Evocation, and Illusion spells add +1 to their Difficulty Check. +1 Diplomacy, Listen, Perform, and Use Magic Device +2% critical chance with sonic and positive spells. |
Maestro of Life and Death
|
Your songs can fill allies with healing energy or strike down those that oppose you. You gain the Heal and Wail of the Banshee spells as level 6 Bard spells. +4 Charisma +25 Universal Spell Power +1 Diplomacy, Listen, Perform, and Use Magic Device +2% critical chance with sonic and positive spells. |
| Enhancement | Description |
|---|---|
Haunting Melody
|
Rank 1 You rework Fascinate with haunting notes, intoxicating yet unnerving. Fascinated creatures are Haunted for 20 seconds. Haunted: -2 on all Saving Throws, Skill checks and attack rolls.Rank 2 You rework Fascinate with haunting notes, intoxicating yet unnerving. Fascinated creatures are Haunted for 40 seconds. Haunted: -2 on all Saving Throws, Skill checks and attack rolls.Rank 3 You rework Fascinate with haunting notes, intoxicating yet unnerving. Fascinated creatures are Haunted for 60 seconds. Haunted: -2 on all Saving Throws, Skill checks and attack rolls. |
Studies
|
Choose either Magical or Musical Studies to advance your training Rank 1 Rank 2 Rank 3 You gain the Magical Training feat and Echoes of Power. Echoes of Power: When your spell point pool is nearly exhausted, spell power still trickles in slowly, regenerating your spell points. Antirequisite: You cannot take this tier of Magical Studies if you already possess the Magical Training feat. |
Lingering Songs
|
Rank 1 You sing your Bardic Inspiration as if you had 2 more levels of Bard.Rank 2 You sing your Bardic Inspiration as if you had 4 more levels of Bard.Rank 3 You sing your Bardic Inspiration as if you had 6 more levels of Bard. |
Spell Like Ability I
|
Choose a Spell-Like Ability. Rank 1 Blasts an enemy with loud, high-pitched sounds, doing 2 to 7 sonic damage per caster level (up to a max of 20 to 70 damage at caster level 10). The target must make a successful Will save or be dazed for a short period of time or until they take damage. This spell has double range. D&D Dice: Deals 1d6+1 sonic damage per caster level (max 10d6+10) and dazes. Positive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half. D&D Dice: Heals 1d6+2 hp plus 1 point per caster level (max 5). Rank 2 Blasts an enemy with loud, high-pitched sounds, doing 2 to 7 sonic damage per caster level (up to a max of 20 to 70 damage at caster level 10). The target must make a successful Will save or be dazed for a short period of time or until they take damage. This spell has double range. D&D Dice: Deals 1d6+1 sonic damage per caster level (max 10d6+10) and dazes. Positive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half. D&D Dice: Heals 1d6+2 hp plus 1 point per caster level (max 5). Rank 3 Blasts an enemy with loud, high-pitched sounds, doing 2 to 7 sonic damage per caster level (up to a max of 20 to 70 damage at caster level 10). The target must make a successful Will save or be dazed for a short period of time or until they take damage. This spell has double range. D&D Dice: Deals 1d6+1 sonic damage per caster level (max 10d6+10) and dazes. Positive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half. D&D Dice: Heals 1d6+2 hp plus 1 point per caster level (max 5). |
Charlatan
|
Rank 1 +1 Concentration +1 Perform +1 Haggle Rank 2 +2 Concentration +2 Perform +2 Haggle Rank 3 +3 Concentration +3 Perform +3 Haggle |
| Enhancement | Description |
|---|---|
Sharp Note
|
Rank 1 Your Fascinate ability now also grants nearby allies a +1 bonus to damage for 60 seconds.Rank 2 Your Fascinate ability now also grants nearby allies a +2 bonus to damage for 60 seconds.Rank 3 Your Fascinate ability now also grants nearby allies a +3 bonus to damage for 60 seconds. |
Flicker/Willful
|
Choose either Flicker or Willful to protect you. Rank 1 Rank 2 Rank 3 |
Spell Like Ability II
|
Choose a Spell-Like Ability. Rank 1 Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30 + 2 seconds per caster level. A successful Will save negates this effect. Wrack the target's body with internal sonic booms, dealing 1 to 6 sonic damage +1 per caster level (up to caster level 18) every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack. Rank 2 Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30 + 2 seconds per caster level. A successful Will save negates this effect. Wrack the target's body with internal sonic booms, dealing 1 to 6 sonic damage +1 per caster level (up to caster level 18) every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack. Rank 3 Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30 + 2 seconds per caster level. A successful Will save negates this effect. Wrack the target's body with internal sonic booms, dealing 1 to 6 sonic damage +1 per caster level (up to caster level 18) every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack. |
Wand and Scroll Mastery
|
Rank 1 +25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.Rank 2 +50% damage and healing from your wands, scrolls, and other items that cast spells, and +3 to the save DCs of your offensive wands.Rank 3 +75% damage and healing from your wands, scrolls, and other items that cast spells, and +6 to the save DCs of your offensive wands. |
Marigold Crown
|
Gain +1 to the DCs of your Enchantment, Illusion, or Evocation spells. |
| Enhancement | Description |
|---|---|
Enthrallment
|
Expend a use of Bardic Music to enthrall multiple enemies. Enthralled enemies stop what they're doing and have a chance of breaking free when damaged. Enthralled enemies suffer a -2 penalty to attack rolls and Will saves for 24 seconds plus 6 seconds per Bard level, even after being disrupted from their reverie. This ability uses a Perform check as the Will save DC. |
Reviving Verse
|
Choose permanent bonuses for yourself, or improvements to Inspire Courage Rank 1 Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. Rank 2 Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. Rank 3 Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. |
Spell Like Ability III
|
Choose a Spell-Like Ability. Rank 1 Emits an ear-splitting yell that does 4 to 9 Sonic damage per caster level to all targets in its path. A successful Fortitude save halves the damage. D&D Dice: Deals 1d6+3 sonic damage per caster level, up to caster level 15. Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 25. Undead who make a successful Will save reduce the damage by half. D&D Dice: Heals 1d6+2 hp plus 1 point per caster level (max 25). Rank 2 Emits an ear-splitting yell that does 4 to 9 Sonic damage per caster level to all targets in its path. A successful Fortitude save halves the damage. D&D Dice: Deals 1d6+3 sonic damage per caster level, up to caster level 15. Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 25. Undead who make a successful Will save reduce the damage by half. D&D Dice: Heals 1d6+2 hp plus 1 point per caster level (max 25). Rank 3 Emits an ear-splitting yell that does 4 to 9 Sonic damage per caster level to all targets in its path. A successful Fortitude save halves the damage. D&D Dice: Deals 1d6+3 sonic damage per caster level, up to caster level 15. Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 25. Undead who make a successful Will save reduce the damage by half. D&D Dice: Heals 1d6+2 hp plus 1 point per caster level (max 25). |
Inspiration Melody: Spell Song Trance
|
Inspiration Melody: When you use your Bardic Inspiration, you grant a +1 morale bonus to spell DC's and a 10% morale discount on spell point costs to your target for the duration of the song. Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. |
Charisma
|
+1 Charisma |
| Enhancement | Description |
|---|---|
Inspiration Melody: Sustaining Song
|
Inspiration Melody: When you use your Bardic Inspiration, you apply a temporary fast-healing effect to your target for the duration of your song. Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. |
Spell Penetration
|
Choose Spell Penetration for yourself or others Rank 1 Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. Rank 2 Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. Rank 3 Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. |
Inspiration Melody: Frolic
|
Inspiration Melody: When you use your Bardic Inspiration, your target gains Freedom of Movement for the duration of your song. (This is a musical effect and cannot be dispelled.) Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. |
Inspiration Melody: Song of Arcane Might
|
Inspiration Melody: When you use your Bardic Inspiration, your target gains a +1 morale bonus to caster level for all spells for the duration of your song. Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. |
Charisma
|
+1 Charisma |
| Enhancement | Description |
|---|---|
Song of Capering
|
Expend a use of Bardic Music to make a single enemy dance helplessly. This effect lasts 6 seconds plus 2 seconds per Bard level. A successful Will save negates this effect. |
Advanced Musical Studies
|
+3 Bard Songs per rest +200 maximum Spell Points The spell Hold Monster, Mass is added to your Bard Spellbook at level 5 |
Prodigy
|
Rank 1 +1 Concentration and Perform+1 Spell Penetration +1 to the DCs of your Enchantment spells Rank 2 +2 Concentration and Perform+2 Spell Penetration +2 to the DCs of your Enchantment spells Rank 3 +2 Concentration and Perform+2 Spell Penetration +2 to the DCs of your Enchantment spells Inspiration Melody: When you use your Bardic Inspiration, your target gains a moderate amount of temporary spell points. Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. |
Inspiration Melody: Spell Song Vigor
|
Inspiration Melody: When you use your Bardic Inspiration, you apply an effect to your target that restores spell points over time for the duration of your song. Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard. |
Horn of Thunder
|
Rank 1 You can cast the spell Horn of Thunder as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement reduces the cooldown and Spell Point Cost of this Spell-Like Ability.Horn of Thunder blasts your foes with 1d6 + 3 Sonic and 1d6 + 3 Electric damage per caster level (max caster level: 25). Sonic damage is doubled vs. Oozes, as the thunderous pressure disrupts their amorphous structure. Creatures making a Reflex save take half damage. Rank 2 You can cast the spell Horn of Thunder as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement reduces the cooldown and Spell Point Cost of this Spell-Like Ability.Horn of Thunder blasts your foes with 1d6 + 3 Sonic and 1d6 + 3 Electric damage per caster level (max caster level: 25). Sonic damage is doubled vs. Oozes, as the thunderous pressure disrupts their amorphous structure. Creatures making a Reflex save take half damage. Rank 3 You can cast the spell Horn of Thunder as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement reduces the cooldown and Spell Point Cost of this Spell-Like Ability.Horn of Thunder blasts your foes with 1d6 + 3 Sonic and 1d6 + 3 Electric damage per caster level (max caster level: 25). Sonic damage is doubled vs. Oozes, as the thunderous pressure disrupts their amorphous structure. Creatures making a Reflex save take half damage. |