Bard
It may be said that no magic exists more special than the magic of poetry, art and music; the Bard, then, seeks for nothing except to prove those sayings true. In the Realms of Terror they are storytellers, minstrels, negotiators, scouts and even spies, all greasing the wheels upon which true experiences may be witnessed, catalogued and later performed. Like sponges Bards absorb the world’s fabric, following the greatest heroes and villains most vile beyond the Misty Border. Yet Bards are rarely open books—in each are kept the secrets of Bardic spellcraft, an ancient technique working the very matter of reality itself through purposeful self-expression. Behind every smiling face is a maestro capable of raising spirits inasmuch as they could enrapture audiences for their own selfish benefit, toying with the minds of others through powerful enchantment and illusions. Whether a Bard rises to the responsibility inherent to their abilities is a question answered only by the performer.
Their world lends to travel, with Bards found around most cosmopolitan places across the Core. Kartakan Bards are especially sought after, with Kartakass hosting the only bardic colleges anywhere inside the Realms of Terror. As more minstrels emigrate across the continent, greater premiums have been raised for those capable of performing in their native language as well as the Kartakan-Sithican patois, contrasting Kartakan harmony with Sithican sibilance. The bedazzlement of their audiences grant Bards plausible deniability in their performances, with most domain authorities tolerating all but the most flamboyant displays. A diverse lot, any matter of motivation and principles might be found in the individual Bard.
Bards as Adventurers
Adventure is where a Bard is most at home, for there are no performances learned by standing still. They may relish opportunities to practice their many skills and abilities, to further their reputation, or to spread tall tales about those who have come before, need a champion now, or may be needed in the future. Bards are predisposed to company, joining entourages so they might witness deeds firsthand as they spin marvelous (even embellished) versions later to new fellows. The Realms of Terror are dense with myths, legends and other threads for the entrepreneurial Bard to tug on—for better or worse.
Ideology and Alignment
Despite a reputation for individualist whimsy a Bard may represent any alignment, though their morals or ethics may be unclear to those around them as they are masters of perfecting theater-like personae to don and doff at their leisure. Therefore a Bard who sings for peace and fraternity may really be a scurrilous rogue, and another who lavishes praise onto a government may just as easily be a spy working any number of opposing powers. The Word is a malleable art form, requiring nothing from the Bard to be practiced other than an ineffable presence and force of personality.
Organized ideoligions are a stage to work unto themselves, permitting some Bards to extol dogma through their art and songs. Church-men may cast dubious eyes on the invective nature of skilled Bards, though, where others might consider these gifts as the genuine article of the Divine as any other miracle.
Origins
Countless cultures across the Prime Material train their nascent Bardic potentials in their entertainers and adventurers with that talent, either through careful cultivation or sudden crystallization, giving rise to the true Bard. Often, through not always, these Bards come under the mentorship of a senior Bard of whom they serve until prepared to strike out on their own. Domains within the Realms of Terror beyond Kartakass which recognize the appeal of Bards include Dementlieu, Richemulot and Borca, owing to the strength of High Mordentish culture in those regions.
Occasional is the congregation of Bards into informal “colleges”, loose institutions seeking to pass on secrets of the Word to their students. It should be noted that Bardic spellcraft is as learned as it may be instinctual in the demiplane, requiring no heritage or spontaneous quirk of birth. Taken together the circumstances of one’s training is less important than the reason why a Bard has taken to the road—jealous rivals and jilted authorities only two of untold possibilities.
Races
Bardic traditions are common to human, halfling and elven communities, owing to adoration of the arts endemic to all three races. Dwarves, though disciplined and rigorous in their artistic appetites, do have organs of performance that a Bard might call upon, foreign as they may be for any non-Dwarven observer. Half-elves are especially prone to Bardic insight as a child of two worlds. Caliban Bards may begin their journey as performers through tragic or unkind circumstances.
Other Perspectives
A Bard works well with their companions, often serving as the spokesperson of any group or party so to advantage their skills in diction and working social encounters for their collective benefit. It is not uncommon for versed Bards to float between groups without much difficulty, melding their persona to appeal to present company as required. As their spellcraft is so deeply intertwined with performances, brokering acceptance with skeptical folk isn’t much of a challenge save for the most scrutinous individuals, like Inquisitors, who are trained to separate the musical performance from disguised spellcraft. Yet the evasive nature of a Bard also makes it difficult for any one person or institution to pin them down—all to their preference.
Bards in The Domains of Dread
For the first two levels, a Bard has at least 3/4 BAB
and d6 Hit Dice
, beginning play with (6 + INT) x 4 Skill Points
.
Class Features
Bardic spellcasting (Su)
: A Bard casts spells, which are drawn from the Bardic spell list. They are limited by spells known, but cast spontaneously.
To cast a spell, the Bard must have a Presence score equal to at least 10 + the spell level
.
Bardic knowledge (Ex)
: A Bard adds half their class levels, rounded down
, to all Knowledge and Lore checks
.
Fascinate (Su)
: The Bard takes an action to attempt to fascinate
a nearby target that can see and hear the Bard, provoking a Will save
with the DC
set by the Bard's caster level. This is a mind-affecting effect. If they fail, the target is notified and becomes immune to any further attempts for an hour
IGT.
Well-versed (Ex)
: The Bard, leveraging experience, is better at resisting trickeries of the mind. They enjoy +2 to saves made against illusions and mind-affecting effects
.
Bardic performance (Su)
: Bards have a point pool known as the performance pool, from which they draw in order to create magical effects on themselves and/or those around them. A Bard knows only a limited set of performances, determined by their performances known. Performances have audible and visual components by default. The efficacy of a performance is determined by class level and that performance's skill perquisites.
Collate songbook (Su)
: Bards with access to written performances may add unique sets to their songbooks after certain tasks in the module, such as when completing an oubliette. These unique performances do not count against their performances known but may be performed only a limited amount of times before needing to be collected again.
Loremaster (Ex)
: The Bard rolls at least 10
on any Knowledge or Lore check
.
Suggestion (Su)
: The Bard may use a performance point to suggest to a target who they have already fascinated
, provoking an additional Will save
with the DC
set by the Bard's caster level. This is a mind-affecting effect. If they fail, the target ceases to be fascinated
, is notified, and becomes immune to any further attempts for an hour
IGT. See the linked article for details and rules around suggestion.
Fascinate, Mass (Su)
: As fascinate in a medium radius. Consumes a performance point.
Subsonics (Su)
: Performances made by the Bard may drop their audible components. Performances made this way cost an additional performance point. Toggle to enable.
Suggestion, Mass (Su)
: As suggestion in a medium radius. Consumes 2
performance points.
Dirgist (Drg)
Requirements
: LE, NE, CE, LN, TN or CN alignmentBAB
: 3/4Hit Dice
: d6Weapon Proficiencies
: Simple, MartialSkill Points per Level
: 4 + INTPrimary Saving Throw
: Reflex, WillClass Skills
: Acrobatics, Appraise, Concentration, Deception, Handle Magical Device, Intimidate, Intuition, Knowledge, Lore, Perception, Performance, Persuasion, Search, Sleight of Hand, Spellcraft, Stealth, TumbleUnavailable Skills
: Handle Animal
Presence determines how powerful the spell a Dirgist may cast, how many spells they may cast per rest, and how difficult those spells are to resist.
Level | BAB | Fort | Ref | Will | Special | PP/PK | Spells per Rest
|
Spells Known
|
---|---|---|---|---|---|---|---|---|
1st | +0
|
+0
|
+2
|
+2
|
Bardic knowledge, fascinate, general feat | -
|
∞ - - - - - - -
|
4 - - - - - - -
|
2nd | +1
|
+0
|
+3
|
+3
|
Well-versed | -
|
∞ 1 - - - - - -
|
5 2 - - - - - -
|
3rd | +2
|
+1
|
+3
|
+3
|
Dirge of doom, bardic performance,
collate songbook, inflict harm, general feat, bonus dirgist feat |
2+PRS/2
|
∞ 1 1 - - - - -
|
5 3 - - - - - -
|
4th | +3
|
+1
|
+4
|
+4
|
ASI | 2+PRS/2
|
∞ 2 1 - - - - -
|
5 3 2 - - - - -
|
5th | +3
|
+1
|
+4
|
+4
|
Loremaster | 4+PRS/3
|
∞ 2 1 1 - - - -
|
5 4 3 - - - - -
|
6th | +4
|
+2
|
+5
|
+5
|
Dirge of blood, departed empathy, general feat,
bonus dirgist feat |
4+PRS/3
|
∞ 2 2 1 - - - -
|
5 4 3 2 - - - -
|
7th | +5
|
+2
|
+5
|
+5
|
Suggestion | 6+PRS/4
|
∞ 3 2 1 1 - - -
|
5 4 4 3 - - - -
|
8th | +6/+1
|
+2
|
+6
|
+6
|
ASI | 6+PRS/4
|
∞ 3 2 1 1 - - -
|
5 4 4 3 2 - - -
|
9th | +6/+1
|
+3
|
+6
|
+6
|
Dirge of sorrow, whispers of the dead,
general feat, bonus dirgist feat |
8+PRS/5
|
∞ 3 2 2 1 - - -
|
5 4 4 4 3 - - -
|
10th | +7/+2
|
+3
|
+7
|
+7
|
Mass fascinate | 8+PRS/5
|
∞ 3 2 2 1 1 - -
|
5 4 4 4 4 2 - -
|
11th | +8/+3
|
+3
|
+7
|
+7
|
Subsonics | 10+PRS/6
|
∞ 3 2 2 2 1 - -
|
5 4 4 4 4 3 - -
|
12th | +9/+4
|
+4
|
+8
|
+8
|
Dirge of vengeance, departed likeness, general feat,
bonus dirgist feat, ASI |
10+PRS/6
|
∞ 3 3 2 2 1 1 -
|
5 4 4 4 4 3 2 -
|
13th | +9/+4
|
+4
|
+8
|
+8
|
Mass suggestion | 10+PRS/6
|
∞ 3 3 3 2 2 1 -
|
5 4 4 4 4 4 3 -
|
14th | +10/+5
|
+4
|
+9
|
+9
|
Dirge of death, capstone dirgist feat | 12+PRS/7
|
∞ 3 3 3 3 2 2 1
|
5 4 4 4 4 4 3 2
|
Archetype Features
Dirge of doom (Su)
: Consumes 1
performance point to perform a set evoking ancient kings and fallen heroes, troubling their foes with melancholy of the past.
Inflict harm (Su)
: All cure spells are inverted to their inflict versions for a Dirgist.
Dirge of blood (Su)
: Consumes 1
performance point to perform a set which lays magical marks on living foes, increasing damage against them until consumed.
Departed empathy (Su)
: Unintelligent undead of HD
equal to or less than the Dirgist's HD
do not perceive the Dirgist as hostile unless attacked directly or by a hostile spell.
Dirge of sorrow (Su)
: Consumes 2
performance points to perform a set which slows foes and deals untyped damage over time.
Whispers of the dead (Su)
: The Dirgist becomes eligible for various GM-chaperoned events, such as receiving whispers from spirits or being able to speak with them as they roam the boundary between the demiplane and the Dread Ethereal. This may provoke Fear, Horror and Delirium checks depending on the nature of the information and the likeness of the spirit. A Dirgist cannot directly control which spirits take interest in them.
Dirge of vengeance (Su)
: Consumes 2
performance points to unleash a harrowing dirge whose power is bolstered by how close the Dirgist's nearby allies are to collapse, or if they have already collapsed.
Departed likeness (Su)
: The Dirgist projects an unconscious spectral mien, causing intelligent undead of HD
equal to or less than the Dirgist's HD
to not perceive them as immediate threats unless attacked directly or by a hostile spell. Human-controlled undead will be notified and may react accordingly.
Dirge of death (Su)
: Consumes 4
performance points to perform a set that bestows all in radius, including allies, deathwatch
. Targets with deathwatch
must save or die.
Minstrel (Mis)
Requirements
: NoneBAB
: 1/2Hit Dice
: d6Weapon Proficiencies
: SimpleSkill Points per Level
: 4 + INTPrimary Saving Throw
: Reflex, WillClass Skills
: Acrobatics, Appraise, Concentration, Deception, Handle Magical Device, Intimidate, Intuition, Knowledge, Lore, Perception, Performance, Persuasion, Search, Sleight of Hand, Spellcraft, Stealth, TumbleUnavailable Skills
: Handle Animal
Presence determines how powerful the spell a Minstrel may cast, how many spells they may cast per rest, and how difficult those spells are to resist.
Level | BAB | Fort | Ref | Will | Special | PP/PK | Spells per Rest
|
Spells Known
|
---|---|---|---|---|---|---|---|---|
1st | +0
|
+0
|
+2
|
+2
|
Bardic knowledge, fascinate, general feat | -
|
∞ 1 - - - - - -
|
4 2 - - - - - -
|
2nd | +1
|
+0
|
+3
|
+3
|
Well-versed | -
|
∞ 2 - - - - - -
|
5 3 - - - - - -
|
3rd | +2
|
+1
|
+3
|
+3
|
Enhance performance, bardic performance,
collate songbook, general feat, bonus minstrel feat |
4+PRS/3
|
∞ 2 1 - - - - -
|
5 3 2 - - - - -
|
4th | +3
|
+1
|
+4
|
+4
|
ASI | 4+PRS/3
|
∞ 3 2 - - - - -
|
5 4 3 - - - - -
|
5th | +3
|
+1
|
+4
|
+4
|
Loremaster | 6+PRS/4
|
∞ 3 2 1 - - - -
|
5 4 3 2 - - - -
|
6th | +4
|
+2
|
+5
|
+5
|
Inspire bravery, evasive performance, general feat,
bonus minstrel feat |
6+PRS/4
|
∞ 3 3 2 - - - -
|
5 4 4 3 - - - -
|
7th | +5
|
+2
|
+5
|
+5
|
Suggestion | 8+PRS/5
|
∞ 4 3 2 1 - - -
|
5 5 4 3 2 - - -
|
8th | +6/+1
|
+2
|
+6
|
+6
|
ASI | 8+PRS/5
|
∞ 4 3 3 2 - - -
|
5 5 4 4 3 - - -
|
9th | +6/+1
|
+3
|
+6
|
+6
|
Inspire bulwark, extended performance,
general feat, bonus minstrel feat |
10+PRS/6
|
∞ 4 4 3 2 1 - -
|
5 5 5 4 3 2 - -
|
10th | +7/+2
|
+3
|
+7
|
+7
|
Mass fascinate | 10+PRS/6
|
∞ 4 4 3 3 2 - -
|
5 5 5 4 4 2 - -
|
11th | +8/+3
|
+3
|
+7
|
+7
|
Subsonics | 12+PRS/7
|
∞ 4 4 3 3 2 1 -
|
5 5 5 4 4 3 2 -
|
12th | +9/+4
|
+4
|
+8
|
+8
|
Inspire vitality, general feat, bonus minstrel feat, ASI | 12+PRS/7
|
∞ 4 4 4 3 3 2 -
|
5 5 5 5 4 4 3 -
|
13th | +9/+4
|
+4
|
+8
|
+8
|
Mass suggestion | 12+PRS/7
|
∞ 4 4 4 4 3 2 1
|
5 5 5 5 5 4 3 2
|
14th | +10/+5
|
+4
|
+9
|
+9
|
Sublime performance, capstone minstrel feat | 14+PRS/8
|
∞ 4 4 4 4 3 3 2
|
5 5 5 5 5 4 4 3
|
Archetype Features
Enhance performance (Su)
: Performances made by the Minstrel count as the next tier up so long as they meet the all but the level requirements of the advanced tier.
Inspire bravery (Su)
: Consumes 1
performance point to perform a set which bestows increased saves against Fear, Horror and Delirium.
Evasive performance (Su)
: Should the Minstrel perform a set which has an action time, they will enjoy +2 untyped AC
while actively performing.
Inspire bulwark (Su)
: Consumes 2
performance points to perform a set which bestows increased DR
against mundane damage sources.
Extended performance (Su)
: Performances made by the Minstrel have their duration tier upgraded. Reaction becomes quick, quick becomes normal, and normal becomes long. No effect if the performance duration is already long.
Inspire vitality (Su)
: Consumes 2
performance points to perform a set which stabilizes all collapsed allies and heals upright allies.
Sublime performance (Su)
: Consumes 4
performance points to perform a set which combines the effects of all inspire performances, refreshing their effects every round. The Minstrel must actively perform sublime performance and it has no fixed duration as long as the Minstrel is not interrupted or cancels the action.
Specialist (Spc)
Requirements
: NoneBAB
: 3/4Hit Dice
: d6Weapon Proficiencies
: Simple, MartialSkill Points per Level
: 8 + INTPrimary Saving Throw
: Reflex, WillClass Skills
: Acrobatics, Appraise, Concentration, Deception, Handle Animal, Handle Device, Handle Lock, Handle Magical Device, Handle Medicine, Intimidate, Intuition, Handle Magical Device, Knowledge, Lore, Perception, Performance, Persuasion, Poise, Search, Sleight of Hand, Spellcraft, Stealth, Survival, TumbleUnavailable Skills
: None
Presence determines how powerful the spell a Specialist may cast, how many spells they may cast per rest, and how difficult those spells are to resist.
Swashbuckler (Swh)
Requirements
: NoneBAB
: 1Hit Dice
: d8Weapon Proficiencies
: Simple, MartialSkill Points per Level
: 2 + INTPrimary Saving Throw
: Reflex, WillClass Skills
: Acrobatics, Appraise, Concentration, Deception, Handle Magical Device, Intimidate, Intuition, Knowledge, Lore, Perception, Performance, Persuasion, Search, Sleight of Hand, Spellcraft, Stealth, TumbleUnavailable Skills
: Handle Animal
Presence determines how powerful the spell a Swashbuckler may cast, how many spells they may cast per rest, and how difficult those spells are to resist.
Level | BAB | Fort | Ref | Will | Special | PP | Spells per Rest
|
Spells Known
|
---|---|---|---|---|---|---|---|---|
1st | +0
|
+0
|
+2
|
+2
|
Bardic knowledge, fascinate, general feat | -
|
∞ - - - - - - -
|
3 - - - - - - -
|
2nd | +1
|
+0
|
+3
|
+3
|
Well-versed | -
|
∞ - - - - - - -
|
4 - - - - - - -
|
3rd | +2
|
+1
|
+3
|
+3
|
Bardic panache, dazzling panache,
general feat, bonus swashbuckler feat |
2+PRS
|
∞ - - - - - - -
|
5 - - - - - - -
|
4th | +3
|
+1
|
+4
|
+4
|
ASI | 2+PRS
|
∞ 1 - - - - - -
|
5 2 - - - - - -
|
5th | +4
|
+1
|
+4
|
+4
|
Loremaster | 4+PRS
|
∞ 1 - - - - - -
|
5 3 - - - - - -
|
6th | +5
|
+2
|
+5
|
+5
|
Auric weaponry, resounding panache,
general feat, bonus swashbuckler feat |
4+PRS
|
∞ 1 0 - - - - -
|
5 3 2 - - - - -
|
7th | +6/+1
|
+2
|
+5
|
+5
|
Suggestion | 6+PRS
|
∞ 1 0 - - - - -
|
5 3 3 - - - - -
|
8th | +7/+2
|
+2
|
+6
|
+6
|
ASI | 6+PRS
|
∞ 1 1 - - - - -
|
5 4 3 - - - - -
|
9th | +8/+3
|
+3
|
+6
|
+6
|
Dazzling footwork, shrouding panache,
general feat, bonus swashbuckler feat |
8+PRS
|
∞ 1 1 0 - - - -
|
5 4 3 2 - - - -
|
10th | +9/+4
|
+3
|
+7
|
+7
|
Mass fascinate | 8+PRS
|
∞ 1 1 1 - - - -
|
5 4 3 3 - - - -
|
11th | +10/+5
|
+3
|
+7
|
+7
|
Greater parry | 10+PRS
|
∞ 1 1 1 - - - -
|
5 4 4 3 - - - -
|
12th | +11/+6/+1
|
+4
|
+8
|
+8
|
Marking panache, general feat,
bonus swashbuckler feat, ASI |
10+PRS
|
∞ 2 1 1 0 - - -
|
5 4 4 3 2 - - -
|
13th | +12/+7/+2
|
+4
|
+8
|
+8
|
Mass suggestion | 12+PRS
|
∞ 2 2 1 1 - - -
|
5 4 4 3 3 - - -
|
14th | +13/+8/+3
|
+4
|
+9
|
+9
|
Keen panache, greater feint,
capstone swashbuckler feat |
12+PRS
|
∞ 2 2 2 1 - - -
|
5 4 4 4 3 - - -
|
Archetype Features
Bardic panache (Su)
: The Swashbuckler cannot perform standard bardic performances, instead performing feats of derring-do consuming panache points. The Swashbuckler inherently knows all panache feats available to them. Acts of panache are free actions to activate.
Dazzling panache (Su)
: Consumes 1
panache point to perform a standard maneuver which dazzles
the target for a quick duration. Effects which cure blindness also cure dazzlement, and likewise targets immune to blindness are immune to dazzlement. Features which rely on a target to be dazzled
also function if they are blinded
.
Auric weaponry (Su)
: Unless toggled, the Swashbuckler deals +PRS
on weapon attacks as bonus sonic damage
so long as they are using a finesse weapon and have no more than a small shield in their offhand. If they are already receiving bonus sonic damage
expressed as a die, then the flat damage from auric weaponry is applied after, for example 1d4 sonic damage
becomes 1d4+PRS sonic damage
, otherwise auric weaponry will take from the highest.
Resounding panache (Su)
: Consumes 1
panache point to double sonic damage
dealt to dazzled
targets for a quick duration.
Dazzling footwork (Ex)
: The Swashbuckler enjoys a +2 maneuver challenge bonus
against dazzled
targets, and imposes -2 to maneuvers
against them from those targets.
Shrouding panache (Su)
: Consumes 2
panache points to add +PRS untyped AC
against attacks made by dazzled
targets, 1d4 sonic damage
to melee attackers for a quick duration.
Marking panache (Su)
: Consumes 1
panache point to place a mark on a dazzled
target. Upon confirming a critical on the target, deals 2d6+PRS sonic damage
in a radius around the target and restores 5
panache points, consuming the mark as well as the dazzled
status from the target. 2/rest
.
Greater parry (Ex)
: Allocates greater parry as an available maneuver.
Keen panache (Su)
: Consumes 4
panache points to upgrade the critical threat range against dazzled targets and imposes an additional 1d4 sonic damage
explosion die on confirmed criticals for a quick duration.
Greater feint (Ex)
: Allocates greater feint as an available maneuver.