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Ghost in the Shell

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* Descent

Descent
Into
Darkness

{Drow Campaign}

Zartenoth:
The Land
Between

{d20 High Fantasy}

Storm Riders
[SRoZ]

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Site Title


©2004 Lance W. Card

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
+9
+10
+11
+12
+12
+13
+14
+15
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Bardic Music & Knowledge



















Spells Per Day

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
0
2
3
3
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
1st
-
0
1
2
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4
4
2nd
-
-
-
0
1
2
2
3
3
3
3
3
3
3
3
4
4
4
4
4
3rd
-
-
-
-
-
-
0
1
2
2
3
3
3
3
3
3
4
4
4
4
4th
-
-
-
-
-
-
-
-
-
0
1
2
2
3
3
3
3
4
4
4
5th
-
-
-
-
-
-
-
-
-
-
-
-
0
1
2
2
3
3
4
4
6th
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
0
1
2
3
4

Spells Known

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
0
4
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
6
1st
-
2*
3
3
4
4
4
4
4
4
4
4
4
4
4
5
5
5
5
5
2nd
-
-
-
2*
3
3
4
4
4
4
4
4
4
4
4
4
5
5
5
5
3rd
-
-
-
-
-
-
2*
3
3
4
4
4
4
4
4
4
4
5
5
5
4th
-
-
-
-
-
-
-
-
-
2*
3
3
4
4
4
4
4
4
5
5
5th
-
-
-
-
-
-
-
-
-
-
-
-
2*
3
3
4
4
4
4
5
6th
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
2*
3
3
4
4

*This assumes the Bard has a high enough CHA to gain a bonus spell of this level.

Key Abilities: Charisma, Dexterity, Intelligence

Alignment: Any non-lawful

Hit Die: d6

Class Skills: Alchemy, Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intuit Direction, Jump, Knowledge, Listen, Move Silently, Perform, Pick Pocket, Profession, Scry, Sense Motive, Speak Language, Spellcraft, Swim, Tumble, Use Magic Device

Starting Skill Points: (4 + INT modifier) x 4

Points/Additional Level: 4 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies:
    A bard is proficient with all simple weapons. In addition, the bard is proficient with one of the following weapons: longbow, composite long bow, long sword, rapier, sap, short composite bow, short sword, short bow, or whip. Bards are proficient with all light armor, medium armor, and shields.
    WEAPON GROUP ALTERNATIVE: Basic Weapons plus any other two.

  • Spells:
    A bard can cast a small number of Arcane spells, in much the same manner as a Sorcerer. Thus, after choosing the spells known, there is no further need to carry a spell book. All bard spells have a verbal component (singing, reciting, or music). Bards receive bonus spells based on their Charisma, and to cast a spell the bard must have a Charisma score at least equal to 10 + the spell's level. The DC for a saving throw against a bards spell is 10 + the spell's level + the bards Charisma modifier.

  • Bardic Music:
    Once per day per class level, a bard can use his song or poetics to produce magical effects on those around him. Depending on the ranks he has in the Perform skill, he can inspire courage in allies, sing a countersong to protect those around him from sound-based magic, fascinate a creature, make a magical suggestion to a fascinated creature, help others perform skills better, or inspire greatness. While these abilities fall under the title of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies (fa-la-la,etc), whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with verbal components, a deaf bard suffers a 20% chance to fail with bardic music. If he fails, the attempt still counts against his daily limit.

    INSPIRE COURAGE: A bard with 3 or more ranks in Perform can use song or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after stopping (or 5 rounds after the ally can no longer hear the bard singing). While singing, the bard can fight, but cannot cast spells, activate magic items by spell completion (such as scrolls), or active magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects, and a +1 morale bonus to attack and damage weapon rolls. Inspire courage is a supernatural, mind affecting ability.

    COUNTERSONG: A bard with 3 or more ranks of Perform can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including himself) who is affected by a sonic or language-dependent magical attack (such as a sound burst or command may use the bards Perform check result in place of his saving throw, if, after rolling the saving throw, the Perform check roll proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.

    FASCINATE: A bard with 3 or more ranks of Perform can use his music or poetics to cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming a bow at the creature, automatically breaks the effect.
    While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind affecting ability.

    INSPIRE COMPETENCE: A bard with 6 or more ranks in Perform can use his music or poetics to help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. Depending on the task at hand, the bard may use his bardic music to lift the ally's spirit, to help the ally focus mentally, or in some other way. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible--chanting to make a rogue move more quietly, for instance, is self defeating. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind affecting ability.

    SUGGESTION: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bards daily limit on bardic music performances, but the fascination does. A Will saving throw (DC 13 + the bards Charisma modifier) negates the effect. Suggestion is a spell-like, mind affecting charm ability.

    INSPIRE GREATNESS: A bard with 12 or more ranks in Perform can use song or poetics to inspire greatness in another creature, granting extra fighting capability. For every three class levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with Inspire Courage. The creature must also be within 30 feet of the bard. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses). The target gains the following boosts:
    1) +2 Hit Dice (d10's that grant temporary hit points)
    2) +2 competence bonus to attack rolls
    3) +1 competence bonus on Fortitude saves
    Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind affecting enchantment ability.

  • Bardic Knowledge:
    A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint to its general function. The bard may not take 20 on this check; this sort of knowledge is essentially random. The DM will determine the DC of the check by referring to his Table.

Page Last Updated Feburary 24th, 2005

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