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Spellsinger
Bard Class Enhancement Tree

Spellsinger

Haunting Melody 0/3
Haunting Melody
Ranks: 3 Cost: 1 AP Requires: 1 AP
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.
Studies 0/3
Studies
Ranks: 3 Cost: 1 AP Requires: 1 AP
Choose either Magical or Musical Studies to advance your training
Lingering Songs 0/3
Lingering Songs
Ranks: 3 Cost: 1 AP Requires: 1 AP
You sing your Bardic Inspiration as if you had 2 more levels of Bard.
Spell Like Ability I 0/3
Spell Like Ability I
Ranks: 3 Cost: 1 AP Requires: 1 AP
Choose a Spell-Like Ability.
Charlatan 0/3
Charlatan
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Concentration
+1 Perform
+1 Haggle
Sharp Note 0/3
Sharp Note
Ranks: 3 Cost: 1 AP Requires: 5 AP
Your Fascinate ability now also grants nearby allies a +1 bonus to damage for 60 seconds.
Flicker/Willful 0/3
Flicker/Willful
Ranks: 3 Cost: 1 AP Requires: 5 AP
Choose either Flicker or Willful to protect you.
Spell Like Ability II 0/3
Spell Like Ability II
Ranks: 3 Cost: 1 AP Requires: 5 AP
Choose a Spell-Like Ability.
Wand and Scroll Mastery 0/3
Wand and Scroll Mastery
Ranks: 3 Cost: 1 AP Requires: 5 AP
+25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.
Marigold Crown 0/1
Marigold Crown
Ranks: 1 Cost: 2 AP Requires: 5 AP
Gain +1 to the DCs of your Enchantment, Illusion, or Evocation spells.
Enthrallment 0/1
Enthrallment
Ranks: 1 Cost: 2 AP Requires: 10 AP
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 0/3
Reviving Verse
Ranks: 3 Cost: 1 AP Requires: 10 AP
Choose permanent bonuses for yourself, or improvements to Inspire Courage
Spell Like Ability III 0/3
Spell Like Ability III
Ranks: 3 Cost: 1 AP Requires: 10 AP
Choose a Spell-Like Ability.
Inspiration Melody: Spell Song Trance 0/1
Inspiration Melody: Spell Song Trance
Ranks: 1 Cost: 2 AP Requires: 10 AP
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 0/1
Charisma
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Charisma
Inspiration Melody: Sustaining Song 0/1
Inspiration Melody: Sustaining Song
Ranks: 1 Cost: 2 AP Requires: 20 AP
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 0/3
Spell Penetration
Ranks: 3 Cost: 1 AP Requires: 20 AP
Choose Spell Penetration for yourself or others
Inspiration Melody: Frolic 0/1
Inspiration Melody: Frolic
Ranks: 1 Cost: 2 AP Requires: 20 AP
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 0/1
Inspiration Melody: Song of Arcane Might
Ranks: 1 Cost: 2 AP Requires: 20 AP
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 0/1
Charisma
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Charisma
Song of Capering 0/1
Song of Capering
Ranks: 1 Cost: 2 AP Requires: 30 AP
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 0/1
Advanced Musical Studies
Ranks: 1 Cost: 2 AP Requires: 30 AP
+3 Bard Songs per rest
+200 maximum Spell Points

The spell Hold Monster, Mass is added to your Bard Spellbook at level 5
Prodigy 0/3
Prodigy
Ranks: 3 Cost: 1 AP Requires: 30 AP
+1 Concentration and Perform
+1 Spell Penetration
+1 to the DCs of your Enchantment spells
Inspiration Melody: Spell Song Vigor 0/1
Inspiration Melody: Spell Song Vigor
Ranks: 1 Cost: 2 AP Requires: 30 AP
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 0/3
Horn of Thunder
Ranks: 3 Cost: 1 AP Requires: 30 AP
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.
Core Enhancements
Spellsinger 0/1
Spellsinger
Ranks: 1 Cost: 1 AP
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 0/1
Music of the Sewers
Ranks: 1 Cost: 1 AP Requires: 5 AP
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 0/1
Music of the Dead
Ranks: 1 Cost: 1 AP Requires: 10 AP
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 0/1
Music of the Makers
Ranks: 1 Cost: 1 AP Requires: 20 AP
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 0/1
Virtuoso
Ranks: 1 Cost: 1 AP Requires: 30 AP
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 0/1
Maestro of Life and Death
Ranks: 1 Cost: 1 AP Requires: 40 AP
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.
Core Enhancements
Enhancement Description
Spellsinger 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.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Bard Level 1
Music of the Sewers 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.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Spellsinger, Bard Level 3
Music of the Dead 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.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Music of the Sewers, Bard Level 6
Music of the Makers 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.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Music of the Dead, Bard Level 12
Virtuoso 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.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Music of the Makers, Bard Level 18
Maestro of Life and Death 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.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Virtuoso, Bard Level 20
Tier 1
Enhancement Description
Haunting Melody 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.
AP Cost
1
Ranks
3
Progression
1
Studies Studies
Choose either Magical or Musical Studies to advance your training
Rank 1
Magical Studies+30 maximum Spell Points
Musical Studies+1 Bard Song per rest
Rank 2
Magical Studies+60 maximum Spell Points
Musical Studies+2 Bard Songs per rest
Rank 3
Magical Studies+100 maximum Spell Points (including 80 from Magical Training)
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.
Musical Studies+3 Bard Songs per rest
AP Cost
1
Ranks
3
Progression
1
Lingering Songs 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.
AP Cost
1
Ranks
3
Progression
1
Spell Like Ability I Spell Like Ability I
Choose a Spell-Like Ability.
Rank 1
Sonic BlastYou can cast the spell Sonic Blast 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.

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.
Cure Light WoundsYou can cast the spell Cure Light Wounds 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.

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
Sonic BlastYou can cast the spell Sonic Blast 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.

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.
Cure Light WoundsYou can cast the spell Cure Light Wounds 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.

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
Sonic BlastYou can cast the spell Sonic Blast 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.

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.
Cure Light WoundsYou can cast the spell Cure Light Wounds 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.

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).
AP Cost
1
Ranks
3
Progression
1
Charlatan 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
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Sharp Note 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.
AP Cost
1
Ranks
3
Progression
5
Flicker/Willful Flicker/Willful
Choose either Flicker or Willful to protect you.
Rank 1
FlickerWhen you are damaged you have a 5% chance of turning invisible for 2 seconds.
Willful+1 Will Saving Throws
Rank 2
FlickerWhen you are damaged you have a 5% chance of turning invisible for 4 seconds.
Willful+2 Will Saving Throws
Rank 3
FlickerWhen you are damaged you have a 5% chance of turning invisible for 6 seconds.
Willful+3 Will Saving Throws
AP Cost
1
Ranks
3
Progression
5
Spell Like Ability II Spell Like Ability II
Choose a Spell-Like Ability.
Rank 1
SuggestionYou can cast the spell Suggestion 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.

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.
ReverberateYou can cast the spell Reverberate as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement reduce the Spell Point Cost.

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
SuggestionYou can cast the spell Suggestion 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.

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.
ReverberateYou can cast the spell Reverberate as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement reduce the Spell Point Cost.

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
SuggestionYou can cast the spell Suggestion 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.

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.
ReverberateYou can cast the spell Reverberate as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement reduce the Spell Point Cost.

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.
AP Cost
1
Ranks
3
Progression
5
Wand and Scroll Mastery 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.
AP Cost
1
Ranks
3
Progression
5
Marigold Crown Marigold Crown
Gain +1 to the DCs of your Enchantment, Illusion, or Evocation spells.
Yellow Marigold Crown+1 to the DC's of Enchantment spells.
Blue Marigold Crown+1 to the DC's of Illusion spells.
Violet Marigold Crown+1 to the DC's of Evocation spells.
AP Cost
2
Ranks
1
Progression
5
Tier 3
Enhancement Description
Enthrallment 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.
AP Cost
2
Ranks
1
Progression
10
Reviving Verse Reviving Verse
Choose permanent bonuses for yourself, or improvements to Inspire Courage
Rank 1
Reviving Verse+1 saving throws vs. Sleep, Paralysis, Exhaustion, and Energy Drain.
Inspiration Melody: Raucous RefrainInspiration Melody: When you use your Bardic Inspiration, your target gains a +1 Morale bonus to save vs. Sleep, Paralysis, Exhaustion, and Energy Drain for the duration of your song.
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
Rank 2
Reviving Verse+2 saving throws vs. Sleep, Paralysis, Exhaustion, and Energy Drain.
Inspiration Melody: Raucous RefrainInspiration Melody: When you use your Bardic Inspiration, your target gains a +2 Morale bonus to save vs. Sleep, Paralysis, Exhaustion, and Energy Drain for the duration of your song.
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
Rank 3
Reviving Verse+3 saving throws vs. Sleep, Paralysis, Exhaustion, and Energy Drain.
Inspiration Melody: Raucous RefrainInspiration Melody: When you use your Bardic Inspiration, your target gains a +3 Morale bonus to save vs. Sleep, Paralysis, Exhaustion, and Energy Drain for the duration of your song.
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
AP Cost
1
Ranks
3
Progression
10
Spell Like Ability III Spell Like Ability III
Choose a Spell-Like Ability.
Rank 1
ShoutYou can cast the spell Shout 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.

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.
Cure Light Wounds, MassYou can cast the spell Cure Light Wounds, Mass 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.

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
ShoutYou can cast the spell Shout 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.

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.
Cure Light Wounds, MassYou can cast the spell Cure Light Wounds, Mass 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.

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
ShoutYou can cast the spell Shout 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.

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.
Cure Light Wounds, MassYou can cast the spell Cure Light Wounds, Mass 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.

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).
AP Cost
1
Ranks
3
Progression
10
Inspiration Melody: Spell Song Trance 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.
AP Cost
2
Ranks
1
Progression
10
Charisma Charisma
+1 Charisma
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Inspiration Melody: Sustaining Song 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.
AP Cost
2
Ranks
1
Progression
20
Spell Penetration Spell Penetration
Choose Spell Penetration for yourself or others
Rank 1
Spell Penetration+1 to your level when attempting to overcome an enemy's Spell Resistance.
Inspiration Melody: Arcane AidInspiration Melody: When you use your Bardic Inspiration, your target gains a +1 Music Bonus to Spell Penetration for the duration of your song.
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
Rank 2
Spell Penetration+2 to your level when attempting to overcome an enemy's Spell Resistance.
Inspiration Melody: Arcane AidInspiration Melody: When you use your Bardic Inspiration, your target gains a +2 Music Bonus to Spell Penetration for the duration of your song.
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
Rank 3
Spell Penetration+3 to your level when attempting to overcome an enemy's Spell Resistance.
Inspiration Melody: Arcane AidInspiration Melody: When you use your Bardic Inspiration, your target gains a +3 Music Bonus to Spell Penetration for the duration of your song.
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
AP Cost
1
Ranks
3
Progression
20
Inspiration Melody: Frolic 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.
AP Cost
2
Ranks
1
Progression
20
Inspiration Melody: Song of Arcane Might 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.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Inspiration Melody: Spell Song Trance
Charisma Charisma
+1 Charisma
AP Cost
2
Ranks
1
Progression
20
Tier 5
Enhancement Description
Song of Capering 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.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Inspiration Melody: Sustaining Song
Advanced Musical Studies 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
AP Cost
2
Ranks
1
Progression
30
Prodigy 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.
AP Cost
1
Ranks
3
Progression
30
Inspiration Melody: Spell Song Vigor 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.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Inspiration Melody: Song of Arcane Might
Horn of Thunder 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.
AP Cost
1
Ranks
3
Progression
30