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Warchanter
Bard Class Enhancement Tree

Warchanter

Inspired Bravery 0/3
Inspired Bravery
Ranks: 3 Cost: 1 AP Requires: 1 AP
Inspire Courage grants you and your allies an additional +1 to attack rolls and saving throws vs. Fear.
The Poetic Edda 0/3
The Poetic Edda
Ranks: 3 Cost: 1 AP Requires: 1 AP
You are steeped in the rich history of the elder sagas. The songs of warrior-poets fill your soul, and you long for battle and glory.

+1 Attack
+1 Bard Song
Enchant Weapon 0/1
Enchant Weapon
Ranks: 1 Cost: 2 AP Requires: 1 AP
Enchant Weapon is added to your spellbook as a level 1 Bard spell.
Rough and Ready 0/3
Rough and Ready
Ranks: 3 Cost: 1 AP Requires: 1 AP
+2 Armor Class
+2 Physical Resistance Rating
Focused 0/3
Focused
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Concentration
+1 Intimidate
+1 Jump
Boast 0/3
Boast
Ranks: 3 Cost: 1 AP Requires: 5 AP
Sing a Song to gain 25 Temporary HP.
Words of Encouragement 0/3
Words of Encouragement
Ranks: 3 Cost: 1 AP Requires: 5 AP
Bardic Inspiration grants +10 temporary HP for one minute.
+5 Positive Spellpower
Arcane Shield Chant 0/3
Arcane Shield Chant
Ranks: 3 Cost: 1 AP Requires: 5 AP
You and nearby allies gain +2 Music bonus to resist Acid, Cold, Electric, Fire, and Sonic damage.
Iced Edges 0/1
Iced Edges
Ranks: 1 Cost: 1 AP Requires: 5 AP
Imbue Toggle: You deal an additional 1d6 cold damage with attacks, scaling with Cold Spell Power.
Action Boost: Sprint 0/3
Action Boost: Sprint
Ranks: 3 Cost: 1 AP Requires: 5 AP
Action Boost: +30% Action Boost bonus to movement speed for 20 seconds.
Ironskin Chant 0/3
Ironskin Chant
Ranks: 3 Cost: 1 AP Requires: 10 AP
You and nearby allies gain DR 2/- and Inspire Greatness now grants an additional +2 Music bonus to PRR.

Requires 8 trained ranks of Perform to use.
Obstinance 0/3
Obstinance
Ranks: 3 Cost: 1 AP Requires: 10 AP
You gain +1 to saving throws while below 80% health.

+5 Positive Spellpower
High Spirits 0/3
High Spirits
Ranks: 3 Cost: 1 AP Requires: 10 AP
Your spirits are always high, and you are immune to Crushing Despair, Waves of Fatigue, and Waves of Exhaustion.

+5 Positive Spellpower
Frozen Fury 0/3
Frozen Fury
Ranks: 3 Cost: 1 AP Requires: 10 AP
Melee Attack: Affected enemies must make a Fortitude save (10 + highest of Str, Dex, or Cha Mod + Stunning modifiers) or become frozen solid for a number of seconds equal to your bard level.

Bosses cannot be frozen.
Strength 0/1
Strength
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Strength or Charisma
Reckless Chant 0/3
Reckless Chant
Ranks: 3 Cost: 1 AP Requires: 20 AP
You and nearby allies gain +2 Music bonus to Doublestrike and Doubleshot, and your Inspire Courage grants an additional +3 Universal Spell Power.
Armorer 0/1
Armorer
Ranks: 1 Cost: 2 AP Requires: 20 AP
Gain medium armor proficiency and the ability to cast arcane spells in medium armor without arcane spell failure.
Northwind 0/3
Northwind
Ranks: 3 Cost: 1 AP Requires: 20 AP
When you score a vorpal hit, your enemy is briefly frozen in ice. This effect triggers at most once every 30 seconds.

Vorpal: Vorpal hits are scored when you roll 20 on the attack and then confirm the critical hit.

Bosses cannot be frozen.
Strength 0/1
Strength
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Strength or Charisma
Movement Booster 0/3
Movement Booster
Ranks: 3 Cost: 1 AP Requires: 30 AP
Select a method for running faster.
Chant of Power 0/3
Chant of Power
Ranks: 3 Cost: 1 AP Requires: 30 AP
You and nearby allies gain +2% Music bonus to melee damage, ranged damage, and spell critical chance.
Howl of the North 0/1
Howl of the North
Ranks: 1 Cost: 2 AP Requires: 30 AP
+1 critical damage multiplier on attack rolls of 19-20 and +20% competence bonus to Max Hit Points.
Spinning Ice 0/3
Spinning Ice
Ranks: 3 Cost: 1 AP Requires: 30 AP
Cleave Attack: Each enemy is frozen solid if they fail a Fortitude save (10 + highest of Str, Dex, or Cha Mod + Stunning modifiers), for a number of seconds equal to half your Bard level.

Bosses cannot be frozen.
Kingly Recovery 0/3
Kingly Recovery
Ranks: 3 Cost: 1 AP Requires: 30 AP
Target ally or self heals 10,000 HP. Removes ability score damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. 1 use per rest.
Core Enhancements
Skaldic Rage 0/1
Skaldic Rage
Ranks: 1 Cost: 1 AP
Expend a Song to fly into Rage, granting you a +4 Rage bonus to Strength and -4 penalty to AC. When Skaldic Rage ends you become Fatigued. Requires 4 trained ranks in Perform to use. Skaldic Rage lasts 1 minute per Bard level.

(Rage bonuses don't stack with Barbarian Rage.)
Weapon Training 0/1
Weapon Training
Ranks: 1 Cost: 1 AP Requires: 5 AP
You gain Martial Weapon proficiency and +10 maximum HP. Inspire Courage grants an additional +1 damage. +1 bonus Imbue Dice. (If you are a dwarf, Dwarven Waraxes are included as part of this Enhancement.)
Song of Heroism 0/1
Song of Heroism
Ranks: 1 Cost: 1 AP Requires: 10 AP
Adds the Song of Heroism to your Ballad.
Inspire Courage grants an additional +1 damage.
+1 bonus Imbue Dice.

Requires 4 dedicated Ranks in Perform.

Bardic Heroism: +2 bonus to Attack, all saving throws, as well as immunity to fear.
Fighting Spirit 0/1
Fighting Spirit
Ranks: 1 Cost: 1 AP Requires: 20 AP
+10 HP
Your Inspire Courage now grants an additional +1 Damage.
+1 bonus Imbue Dice.

Your Inspire Greatness now uses your Charisma Score for its temporary HP. This is doubled in epics.
Victory Song 0/1
Victory Song
Ranks: 1 Cost: 1 AP Requires: 30 AP
+20 HP
You have Base Attack Bonus equal to your character level.
The range of your Bardic Aria is doubled.
+1 bonus Imbue Dice.
Warmaster 0/1
Warmaster
Ranks: 1 Cost: 1 AP Requires: 40 AP
You inspire martial combat above and beyond.

+2 Charisma and Constitution, +25 HP, +1 bonus Imbue Dice.

Activate this ability to scream the songs of your frozen ancestors, expending a Bard Song to force enemies in the area to make a fortitide save versus being frozen solid in frigid ice for 6 seconds (DC14 + highest of Str, Dex, or Cha Mod + Bard Level + Stunning modifiers). Even if they make the save, they take 20d20 Cold Damage and are significantly slowed for 6 seconds.
Core Enhancements
Enhancement Description
Skaldic Rage Skaldic Rage
Skaldic RageExpend a Song to fly into Rage, granting you a +4 Rage bonus to Strength and -4 penalty to AC. When Skaldic Rage ends you become Fatigued. Requires 4 trained ranks in Perform to use. Skaldic Rage lasts 1 minute per Bard level.

(Rage bonuses don't stack with Barbarian Rage.)
Skaldic Consitution+1 Constitution
AP Cost
1
Ranks
1
Progression
0
Prereqs
Bard Level 1, Bard Level 1
Weapon Training Weapon Training
You gain Martial Weapon proficiency and +10 maximum HP. Inspire Courage grants an additional +1 damage. +1 bonus Imbue Dice. (If you are a dwarf, Dwarven Waraxes are included as part of this Enhancement.)
AP Cost
1
Ranks
1
Progression
5
Prereqs
Skaldic Rage, Bard Level 3
Song of Heroism Song of Heroism
Adds the Song of Heroism to your Ballad.
Inspire Courage grants an additional +1 damage.
+1 bonus Imbue Dice.

Requires 4 dedicated Ranks in Perform.

Bardic Heroism: +2 bonus to Attack, all saving throws, as well as immunity to fear.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Weapon Training, Bard Level 6
Fighting Spirit Fighting Spirit
+10 HP
Your Inspire Courage now grants an additional +1 Damage.
+1 bonus Imbue Dice.

Your Inspire Greatness now uses your Charisma Score for its temporary HP. This is doubled in epics.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Song of Heroism, Bard Level 12
Victory Song Victory Song
+20 HP
You have Base Attack Bonus equal to your character level.
The range of your Bardic Aria is doubled.
+1 bonus Imbue Dice.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Fighting Spirit, Bard Level 18
Warmaster Warmaster
You inspire martial combat above and beyond.

+2 Charisma and Constitution, +25 HP, +1 bonus Imbue Dice.

Activate this ability to scream the songs of your frozen ancestors, expending a Bard Song to force enemies in the area to make a fortitide save versus being frozen solid in frigid ice for 6 seconds (DC14 + highest of Str, Dex, or Cha Mod + Bard Level + Stunning modifiers). Even if they make the save, they take 20d20 Cold Damage and are significantly slowed for 6 seconds.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Victory Song, Bard Level 20
Tier 1
Enhancement Description
Inspired Bravery Inspired Bravery
Rank 1
Inspire Courage grants you and your allies an additional +1 to attack rolls and saving throws vs. Fear.
Rank 2
Inspire Courage grants you and your allies an additional +2 to attack rolls and saving throws vs. Fear.
Rank 3
Inspire Courage grants you and your allies an additional +3 to attack rolls and saving throws vs. Fear.
AP Cost
1
Ranks
3
Progression
1
The Poetic Edda The Poetic Edda
Rank 1
You are steeped in the rich history of the elder sagas. The songs of warrior-poets fill your soul, and you long for battle and glory.

+1 Attack
+1 Bard Song
Rank 2
You are steeped in the rich history of the elder sagas. The songs of warrior-poets fill your soul, and you long for battle and glory.

+2 Attack
+2 Bard Songs
Rank 3
You are steeped in the rich history of the elder sagas. The songs of warrior-poets fill your soul, and you long for battle and glory.

+3 Attack
+3 Bard Songs
AP Cost
1
Ranks
3
Progression
1
Enchant Weapon Enchant Weapon
Enchant Weapon is added to your spellbook as a level 1 Bard spell.
AP Cost
2
Ranks
1
Progression
1
Rough and Ready Rough and Ready
Rank 1
+2 Armor Class
+2 Physical Resistance Rating
Rank 2
+4 Armor Class
+4 Physical Resistance Rating
Rank 3
+6 Armor Class
+6 Physical Resistance Rating
AP Cost
1
Ranks
3
Progression
1
Focused Focused
Rank 1
+1 Concentration
+1 Intimidate
+1 Jump
Rank 2
+1 Concentration
+1 Intimidate
+1 Jump
Rank 3
+1 Concentration
+1 Intimidate
+1 Jump

+1 Bard Song
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Boast Boast
Rank 1
Sing a Song to gain 25 Temporary HP.
Rank 2
Sing a Song to gain 50 Temporary HP.
Rank 3
Sing a Song to gain 100 Temporary HP.
AP Cost
1
Ranks
3
Progression
5
Prereqs
Inspired Bravery
Words of Encouragement Words of Encouragement
Rank 1
Bardic Inspiration grants +10 temporary HP for one minute.
+5 Positive Spellpower
Rank 2
Bardic Inspiration grants +20 temporary HP for one minute.
+10 Positive Spellpower
Rank 3
Bardic Inspiration grants +30 temporary HP for one minute.
+15 Positive Spellpower
AP Cost
1
Ranks
3
Progression
5
Arcane Shield Chant Arcane Shield Chant
Rank 1
You and nearby allies gain +2 Music bonus to resist Acid, Cold, Electric, Fire, and Sonic damage.
Rank 2
You and nearby allies gain +4 Music bonus to resist Acid, Cold, Electric, Fire, and Sonic damage.
Rank 3
You and nearby allies gain +6 Music bonus to resist Acid, Cold, Electric, Fire, and Sonic damage.
AP Cost
1
Ranks
3
Progression
5
Iced Edges Iced Edges
Imbue Toggle: You deal an additional 1d6 cold damage with attacks, scaling with Cold Spell Power.
AP Cost
1
Ranks
1
Progression
5
Action Boost: Sprint Action Boost: Sprint
Rank 1
Action Boost: +30% Action Boost bonus to movement speed for 20 seconds.
Rank 2
Action Boost: +40% Action Boost bonus to movement speed for 20 seconds.
Rank 3
Action Boost: +50% Action Boost bonus to movement speed for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Ironskin Chant Ironskin Chant
Rank 1
You and nearby allies gain DR 2/- and Inspire Greatness now grants an additional +2 Music bonus to PRR.

Requires 8 trained ranks of Perform to use.
Rank 2
You and nearby allies gain DR 4/- and Inspire Greatness now grants an additional +4 Music bonus to PRR.

Requires 8 trained ranks of Perform to use.
Rank 3
You and nearby allies gain DR 6/- and Inspire Greatness now grants an additional +6 Music bonus to PRR.

Requires 8 trained ranks of Perform to use.
AP Cost
1
Ranks
3
Progression
10
Obstinance Obstinance
Rank 1
You gain +1 to saving throws while below 80% health.

+5 Positive Spellpower
Rank 2
You gain +1 to saving throws while below 80% health.

Additional +1 while below 60% health.

+10 Positive Spellpower
Rank 3
You gain +1 to saving throws while below 80% health.

Additional +1 while below 60% health.

Additional +1 while below 40% health.

+15 Positive Spellpower
AP Cost
1
Ranks
3
Progression
10
High Spirits High Spirits
Rank 1
Your spirits are always high, and you are immune to Crushing Despair, Waves of Fatigue, and Waves of Exhaustion.

+5 Positive Spellpower
Rank 2
Your spirits are always high, and you are immune to Crushing Despair, Waves of Fatigue, and Waves of Exhaustion. You are also immune to Sleep.

+10 Positive Spellpower
Rank 3
Your spirits are always high, and you are immune to Crushing Despair, Waves of Fatigue, and Waves of Exhaustion. You are also immune to Sleep. In addition, you are also immune to Fatigue, including Fatigue from Skaldic Rage.

+15 Positive Spellpower
AP Cost
1
Ranks
3
Progression
10
Frozen Fury Frozen Fury
Rank 1
Melee Attack: Affected enemies must make a Fortitude save (10 + highest of Str, Dex, or Cha Mod + Stunning modifiers) or become frozen solid for a number of seconds equal to your bard level.

Bosses cannot be frozen.
Rank 2
Melee Attack: Affected enemies must make a Fortitude save (12 + highest of Str, Dex, or Cha Mod + 1/2 Bard Level + Stunning modifiers) or become frozen solid for a number of seconds equal to your bard level.

Bosses cannot be frozen.
Rank 3
Melee Attack: Affected enemies must make a Fortitude save (14 + highest of Str, Dex, or Cha Mod + Bard Level + Stunning modifiers) or become frozen solid for a number of seconds equal to your bard level.

Bosses cannot be frozen.
AP Cost
1
Ranks
3
Progression
10
Strength Strength
+1 Strength or Charisma
Strength+1 Strength
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Reckless Chant Reckless Chant
Rank 1
You and nearby allies gain +2 Music bonus to Doublestrike and Doubleshot, and your Inspire Courage grants an additional +3 Universal Spell Power.
Rank 2
You and nearby allies gain +4 Music bonus to Doublestrike and Doubleshot, and your Inspire Courage grants an additional +6 Universal Spell Power.
Rank 3
You and nearby allies gain +6 Music bonus to Doublestrike and Doubleshot, and your Inspire Courage grants an additional +9 Universal Spell Power.
AP Cost
1
Ranks
3
Progression
20
Armorer Armorer
Gain medium armor proficiency and the ability to cast arcane spells in medium armor without arcane spell failure.
AP Cost
2
Ranks
1
Progression
20
Northwind Northwind
Rank 1
When you score a vorpal hit, your enemy is briefly frozen in ice. This effect triggers at most once every 30 seconds.

Vorpal: Vorpal hits are scored when you roll 20 on the attack and then confirm the critical hit.

Bosses cannot be frozen.
Rank 2
When you score a vorpal hit, your enemy is briefly frozen in ice. This effect triggers at most once every 24 seconds.

Vorpal: Vorpal hits are scored when you roll 20 on the attack and then confirm the critical hit.

Bosses cannot be frozen.
Rank 3
When you score a vorpal hit, your enemy is briefly frozen in ice. This effect triggers at most once every 18 seconds.

Vorpal: Vorpal hits are scored when you roll 20 on the attack and then confirm the critical hit.

Bosses cannot be frozen.
AP Cost
1
Ranks
3
Progression
20
Prereqs
Frozen Fury
Strength Strength
+1 Strength or Charisma
Strength+1 Strength
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
20
Prereqs
Strength
Tier 5
Enhancement Description
Movement Booster Movement Booster
Select a method for running faster.
Rank 1
Rallying CryAction Boost: You and all allies within range of your songs gain +10% Action Boost bonus to movement speed and a +1 Action Boost bonus to Saving Throws for 20 seconds. This ability can be used while feared, and dispels fear effects.
Ballad Melody: Fleeting FootstepsYou and nearby allies gain +5% Action Boost bonus to movement speed.
Rank 2
Rallying CryAction Boost: You and all allies within range of your songs gain +15% Action Boost bonus to movement speed and a +1 Action Boost bonus to Saving Throws for 20 seconds. This ability can be used while feared, and dispels fear effects.
Ballad Melody: Fleeting FootstepsYou and nearby allies gain +10% Action Boost bonus to movement speed.
Rank 3
Rallying CryAction Boost: You and all allies within range of your songs gain +20% Action Boost bonus to movement speed and a +1 Action Boost bonus to Saving Throws for 20 seconds. This ability can be used while feared, and dispels fear effects.
Ballad Melody: Fleeting FootstepsYou and nearby allies gain +15% Action Boost bonus to movement speed.
AP Cost
1
Ranks
3
Progression
30
Chant of Power Chant of Power
Rank 1
You and nearby allies gain +2% Music bonus to melee damage, ranged damage, and spell critical chance.
Rank 2
You and nearby allies gain +4% Music bonus to melee damage, ranged damage, and spell critical chance.
Rank 3
You and nearby allies gain +6% Music bonus to melee damage, ranged damage, and spell critical chance.
AP Cost
1
Ranks
3
Progression
30
Howl of the North Howl of the North
+1 critical damage multiplier on attack rolls of 19-20 and +20% competence bonus to Max Hit Points.
AP Cost
2
Ranks
1
Progression
30
Spinning Ice Spinning Ice
Rank 1
Cleave Attack: Each enemy is frozen solid if they fail a Fortitude save (10 + highest of Str, Dex, or Cha Mod + Stunning modifiers), for a number of seconds equal to half your Bard level.

Bosses cannot be frozen.
Rank 2
Cleave Attack: Each enemy is frozen solid if they fail a Fortitude save (12 + highest of Str, Dex, or Cha Mod + 1/2 Bard Level + Stunning modifiers), for a number of seconds equal to half your Bard level.

Bosses cannot be frozen.
Rank 3
Cleave Attack: Each enemy is frozen solid if they fail a Fortitude save (14 + highest of Str, Dex, or Cha Mod + Bard Level + Stunning modifiers), for a number of seconds equal to half your Bard level.

Bosses cannot be frozen.
AP Cost
1
Ranks
3
Progression
30
Prereqs
Northwind
Kingly Recovery Kingly Recovery
Rank 1
Target ally or self heals 10,000 HP. Removes ability score damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. 1 use per rest.
Rank 2
Target ally or self heals 10,000 HP. Removes ability score damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. 2 uses per rest.
Rank 3
Target ally or self heals 10,000 HP. Removes ability score damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. 3 uses per rest.
AP Cost
1
Ranks
3
Progression
30