Base Attack Bonus
HP per level
Max level of Spells
Class Initial Features
Bard is a class in Pathfinder: Wrath of the Righteous.
Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.
- Alignment Requirement: Any
- Hit Die: +5
- Skill Points per Level: 4
- Level 1 Base Attack Bonus: +0
- Inspire Courage
- Bardic Knowledge
- Detect Magic
- A Bard Proficient with all simple weapons, plus the Longsword, Rapier, Shortsword and Shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
- Bardic performance can be used for 4 rounds a day, plus the user's Charisma modifier. This increases by 2 rounds for each bard level after the first.
- Charisma based spells and abilities. Spontaneous caster.
Bard Video Guide
Bonus: Evasion, Archaeologist's Luck, Clever Explorer, Confident Explorer, Danger Sense, Advanced Talents
Penalty: Less Inspire abilities, no Performance abilities
Bonus: Bound to the Land
Penalty: no Bardic Knowledge, no Inspire Competence
Bonus: Fire Dance, Fan the Flames
Penalty: no Inspire Competence, no Dirge of Doom, no Frightening Tune
Bonus: Inspire Tranquility, Saving Tranquility, Tranquil Senses, Tranquil Apotheosis
Penalty: No Inspire Competence, Inspire Courage, Well-Versed, Deadly Performance,
Bonus: Haunted Eyes, Haunting Refrain, Secrets of the Grave, Dance of the Dead
Penalty: No Jack of All Trades, Well-Versed
Bonus: Spontaneous Summoning, Inspire Ferocity, Beast Call, Summon Nature's Ally I
Penalty: Less Bard Talent, No Inspire Competence, Inspire Courage, Well-Versed, Dirge of Doom, Frightening Tune
Base Attack Bonus
|Level 1||0||0||+2||+2||Bard Proficiencies, Cantrips, Inspire Courage, Bardic Knowledge, Detect Magic||1|
|Level 2||1||0||+3||+3||Bard Talent, Well-Versed||2|
|Level 3||+2||+1||+3||+3||Inspire Competence||3|
|Level 5||+3||+1||+4||+4||Inspire Courage||4/2|
|Level 6||+4||+2||+5||+5||Bard Talent, Fascinate||4/3|
|Level 7||+5||+2||+5||+5||Inspire competence, Bardic Performance (Move Action)||4/3/1|
|Level 8||+6/+1||+2||+6||+6||Dirge Of Doom||4/4/2|
|Level 9||+6/+1||+3||+6||+6||Inspire Greatness||5/4/3|
|Level 10||+7/+2||+3||+7||+7||Bard Talent, Jack of All Trades||5/4/3/1|
|Level 11||+8/+3||+3||+7||+7||Inspire Courage, Inspire Competence||5/4/4/2|
|Level 12||+9/+4||+4||+8||+8||Soothing Performance||5/5/4/3|
|Level 13||+9/+4||+4||+8||+8||Bardic Performance (Swift Action)||5/5/4/3/1|
|Level 14||+10/+5||+4||+9||+9||Bard Talent, Frightening Tune||5/5/4/4/2|
|Level 15||+11/+6/+1||+5||+9||+9||Inspire Competence, Inspire Heroics||5/5/5/4/3|
|Level 17||+12/+7/+2||+5||+10||+10||Inspire Courage||5/5/5/4/4/2|
|Level 18||+13/+8/+3||+6||+11||+11||Bard Talent||5/5/5/5/4/3|
|Level 19||+14/+9/+4||+6||+11||+11||Inspire Competence||5/5/5/5/5/4|
|Level 20||+15/+10/+5||+6||+12||+12||Deadly Performance||5/5/5/5/5/5|
A bard is proficient with all simple weapons, plus the longsword, rapier, short sword and shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
A bard adds half his class level (minimum 1) to all Knowledge and Lore skill checks and may make all Knowledge and Lore skill checks untrained.
A bard of 3rd level or higher can use his performance to help allies succeed at a task. They must be within 30 feet and able to see and hear the bard. They get a +2 competence bonus on all skills checks as long as they continue to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3at 7th. +4 at 11th, +5 at 15th, and +6 at 19th).
Jack of All Trades
The bard gains a +1 bonus on all skill checks.
Bards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
As a bard gains experience, she learns a number of talents that aid her and confound her foes. At 2nd level, a bard gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the bard gains an additional rogue talent. A bard cannot select a rogue talent that modifies the sneak attack ability.
A 1st-level 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, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
A bard of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet, granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if an, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.
Prerequisites: Bard level 1
A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure of serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance.
A bard of 15th level or higher can inspire tremendous heroism in all allies within 30 feet. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance.
At 6th level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 30 feet. 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 stands quietly and observes the performance for as long as the bard continues to maintain it. Any damage to the target automatically breaks the effect.
Dirge of Doom
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continuous the performances.
A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC10 + 1/2 the bard's level + the bard's Charisma modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the band's performance.
A bard of 20th level can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies.
Bardic Performance (Move Action)
A 7th level, a bard can start a bardic performance as a move action instead of a standard action.
Bardic Performance (Swift Action)
At 13th level, a bard can start a bardic performance as a swift action.
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge or Lore skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally.
|All Classes in Pathfinder: Wrath of the Righteous|
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard
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