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Bardic Performances

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Main > Archetypes > Bard > Bardic Performances

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Base Performances (No requirements)

Careful Teamwork (Su)

The bard uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase to +2 at 5th level. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components.

Chant of Perfect Recall (Su)

The bard can spend 1 round of his bardic performance to commit something to memory. This ability functions exactly as per memorize page, but the bard is the only recipient and he requires only 1 round to commit a single page to memory. A bard can commit additional pages worth of material to memory by using additional rounds of his bardic performance, but he can never memorize more than half his total bard level in pages (minimum 1).

Countersong (Su)

The bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill 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 non-instantaneous 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 skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Derring-do (Su)

The bard can use her performance to bring out grace in the clumsiest allies. The bard and any allies who see her receive a +1 morale bonus on Reflex saving throws and a +2 competence bonus on Dexterity-based skill checks. Allies who move at least 10 feet during their turn gain a +1 dodge bonus to their Armor Class until the start of their next turn. At 5th level the saving throw and Armor Class bonuses increase to +2 and the skill check bonuses increase to +4. This is a mind-affecting ability that uses visual components.

Disappearing Act (Su)

The bard can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.

Distracting Motley (Su)

The bard can startle his allies back to their senses with erratic capering or by fluttering multicolored clothing. Each round, he attempts an Acrobatics check. Any ally (including the bard) within 30 feet can use this check in place of her own saving throw against confusion and fascination effects. Those already under a confusion or fascination effect can attempt a new save each round using the bard’s Acrobatics check.

A bard wearing an entertainer’s outfit gains a +2 bonus on these Acrobatics checks. Distracting motley doesn’t work on effects that don’t allow saves. This is a mind-affecting effect that uses visual components.

Distraction (Su)

The bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill 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 non-instantaneous 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. Distraction relies on visual components.

Dweomercraft (Su)

The bard can use performance to manipulate magical energies. Allies of the bard gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases to +2 at 5th level. This ability relies on visual and audible components.

Fascinate (Su)

The bard can use his performance 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 capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the 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 observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Fire Dancer (Su)

The bard learns to protect himself and others from the pain of fire, and discovers how to control the flame while enduring its heat. Each round of the fire dance, he rolls a Perform (dance or sing) check. Any ally within 30 feet of the bard that has caught on fire or is affected by a fire effect or extreme heat can use the bard’s Perform check result in place of its saving throw against that fire. Any ally within 30 feet of the bard who is suffering from heatstroke can ignore the fatigue from heat exposure so long as the bard maintains this performance. Fire dance relies on audible or visual components.

Inspire Courage (Su)

The bard 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 perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level this bonus increases to +2. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspiring Blow (Su)

The bard roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance.

Limning Verse (Su)

The bard can sing a song that causes fiends to glow with an aura of silvery light. Outsiders with the evil subtype within 10 feet of the argent voice are affected as per faerie fire. At 4th level the range of this ability increases to 20 feet. Any defense that prevents the detection of alignment or evil also prevents limning verse from outlining a creature.

Naturalist (Ex)

A bard who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The bard and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases to +2 at 5th level. This language-dependent ability requires visual and audible components.

Rallying Cry (Ex)

The bard can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

Satire (Su)

The bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases to –2 at 5th level. Satire is a language-dependent, mind-affecting ability that uses audible components.

Sea Shanty (Su)

The bard learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the bard) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.

Seamless Guise (Ex)

The bard learns to behave in a way that appears perfectly proper and normal for her current role, on stage or off. She can maintain this performance for 1 hour for every 3 rounds of bardic performance she spends. While this performance is active, she receives a +10 bonus on Disguise and Perform (act) checks to remain in character after she has already established her character. For instance, this bonus does not apply against the initial Perception check when meeting a creature paying attention to her but does apply on the automatic additional Perception check each hour of interacting.

Expensive Performances

Deceptive Tale (Su)

Cost: Counts as 2 performances when first picked

The bard learns the deceptive tale bardic performance, allowing him to weave magic into his lies and imbue the most fantastic claims with the appearance of truth. While the brazen deceiver maintains this performance, he takes half the normal penalty on Bluff checks for unlikely lies (rounding down to -2). At 5th level, this effect also applies to Bluff checks for far-fetched lies. Deceptive tale relies on audible components.

Requires 3rd level

Cutting Remark (Su)

Requirement: 3rd level

The bard can wound with his words. The bard can spend 1 round of bardic performance as a standard action to deal 1d4 points of nonlethal damage + the bard's class level to a creature within 30 feet. Damage Reduction applies to this damage.

Defuse Tension (Su)

Requirement: 3rd level

The bard can use a silly performance to comfort a beleaguered ally. That ally must be within 30 feet and be able to see the bard. The ally ignores the fatigued and shaken conditions (but not more extreme conditions, such as exhausted or frightened) as long as she continues to see the bard’s performance.

A bard can’t use defuse tension on himself. Defuse tension relies on visual components.

Exaggerated Pose (Su)

Requirement: 3rd level

The bard can enhance her own physical and social abilities by simply altering her posture. When she starts this performance, the masked performer chooses a Strength-, Dexterity-, or Charisma-based skill and gains a +2 competence bonus on checks with that skill as long as she maintains this performance. The bard can change the chosen skill as a swift action. Exaggerated pose is an emotion effect and relies on visual components.

Harmless Performer (Su)

Requirement: 3rd level

The bard can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.

Inspire Competence (Su)

Requirement: 3rd level

The bard 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 ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.

Inspire Teamwork (Ex)

Requirement: 3rd level

The bard can use his performance to treat his allies as if they possessed the same teamwork feats as the bard for the purpose of determining whether the bard receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the bard to receive the listed bonus.

Mockery (Su)

Requirement: 3rd level

The bard can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. Mockery is a language-dependent, mind-affecting ability that relies on audible components.

Song of the Fiery Gaze (Su)

Requirement: 3rd level

The bard can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components.

Soothing Performance (Ex)

Requirement: 3rd level

The bard can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal.

Still Water (Su)

Requirement: 3rd level

The bard can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard’s level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components.

Wordstrike (Su)

Requirement: 3rd level

The bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.

Requires 6th level

Attract Rats (Su)

Requirement: 6th level

The bard can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing.

Bladethirst (Ex)

Requirement: 6th level

The bard may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. Weapon properties can not be added if the weapon is not magical.

Break Curse (Su)

Requirement: 6th level

The bard can suppress a single curse affecting an ally within 30 feet that is able to see and hear her. Each round the silver balladeer uses break curse, she attempts a Perform check against the original DC of the curse. If successful, she suppresses the curse for 1 round. After she has suppressed the curse for 4 consecutive rounds, she can attempt a caster level check to remove the curse as if she had cast remove curse.

Fire Break (Su)

Requirement: 6th level

The bard’s performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 20 as long as the performance is maintained. Fire break relies on audible or visual components.

Gather Crowd (Ex)

Requirement: 6th level

The bard is skilled at drawing an audience to his performances. If he is in a settlement or populated area, he can shout, sing, or otherwise make himself noticed in order to attract an audience to his impromptu stage. The size of the crowd depends on the local population, but typically is a number of people equal to 1/2 the bard’s class level × the result of the bard’s Perform check. The crowd gathers over the next 1d10 rounds. Once the bard ends the performance the crowd disperses over the next 1d10 rounds, unless the bard manages to otherwise engage the crowd.

Incite Rage (Su)

Requirement: 6th level

The bard can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard’s performance; however, unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components.

Incite Violence (Ex)

Requirement: 6th level

The bard can use his performance to fan the fury of a crowd of people he has fascinated. Using this ability does not disrupt the fascinate effect, but does require a standard action to activate (in addition to the free action to continue the fascinate effect). The bard selects a number of targets equal to his level, who must make Will saves (DC 10 + 1/2 the bard’s level + the bard’s Charisma modifier) or be affected by rage for a number of rounds equal to the bard’s level. The bard indicates who is the intended target of violence (either after using this ability or as part of the performance leading to it) and the enraged members of the crowd immediately attack the target if possible. The target does not need to be present (“kill the king” is a suitable choice) and can be an object instead of a person (“destroy the prison!” is likewise appropriate). Other members of the crowd may follow suit, though they do not gain the benefits of rage. This is a sound-based effect and is affected by countersong. If two or more bards are attempting to direct the crowd against different targets, they must make opposed Charisma checks, with the crowd following the directions of the winner.

Lamentable Belaborment (Ex)

Requirement: 6th level

The bard can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (bard’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components.

Shattering Crescendo (Sp)

Requirement: 6th level

The bard learns to sing at frequencies capable of shattering magical effects. As a full-round action, an argent voice can use 2 rounds of bardic performance to attempt to dispel a single evil spell or enchantment spell cast by an evil creature. This functions as per dispel magic, using the bard’s level as his caster level.

Slumber Song (Sp)

Requirement: 6th level

The bard can use his performance to cause a creature he has already fascinated to fall asleep (as deep slumber, but with no HD limit). Otherwise, this ability functions like suggestion.

Stage Combat (Su)

Requirement: 6th level

The bard gains the benefit of a combat feat she doesn’t have as long as she maintains this performance. The masked performer chooses the feat when she starts this performance. The masked performer must meet all the feat’s prerequisites.

As usual when temporarily gaining a feat, if the feat she chooses has any limitations on uses, such as Stunning Fist’s daily uses, all uses of that combat feat while maintaining stage combat count toward that feat’s limit.

In the case of Stunning Fist, if the masked performer gained that feat again later the same day, the expended uses would remain expended. Stage combat relies on visual components.

Suggestion (Su)

Requirement: 6th level

The bard can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. 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), mind-affecting, language-dependent ability and relies on audible components.

Weird Word (Su)

Requirement: 6th level

The bard can start a performance that is always a standard action to speak up to a word laden with sonic energy. The word deals 4d6 plus the bard's charisma modifier points of sonic damage as a ranged touch attack with a range of 30 feet. The word costs 1 round of bardic performance.

Whistle the Wind (Su)

Requirement: 6th level

The bard can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds.

Advanced Performances

These performances are not available without special training or knowledge.

Steal Spell (Su)

The bard can use performance to steal spheres or talents from his foes and add them to his known spheres and talents. Once the performance is started, the bard can steal a magic sphere, or a magic talent where he already possesses the base sphere, from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) to negate the effect. The bard may choose a sphere or talent to steal, but if the target does not possess the sphere or talent, the bardic performance immediately ends. Otherwise a random sphere is stolen. If the bard already possesses all spheres the target has, a random talent is stolen instead. The target loses the sphere or talent and the bard adds it to his list of abilities for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast use the sphere or talent as normal, paying an spell points needed from his own pool. If the bard steals another sphere or talent, the previous ability immediately reverts to its original owner. This ability requires visual components.

Song of Subterfuge (Su)

Requirement: 6th level

The bard learns to use his performances to project various thoughts into his own mind to disrupt divination attempts. This acts similarly to distraction, except it only affects the bard and allows him to use the result of his Perform check in place of saving throws against attempts to read his mind, such as detect thoughts.



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Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Daemon, Derghodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene.

Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Philip Masters.

Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.

Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.

Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.

Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.

Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Neville White.

Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick Lawinger.

Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.