When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
You get a +4 bonus on initiative checks.
Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4.
Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
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.
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
|Level||BAB||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||+0||+0||+2||+2||Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1||1||—||—||—||—||—|
|2nd||+1||+0||+3||+3||Versatile performance, well-versed||2||—||—||—||—||—|
|3rd||+2||+1||+3||+3||Inspire competence +2||3||—||—||—||—||—|
|5th||+3||+1||+4||+4||Inspire courage +2, lore master 1/day||4||2||—||—||—||—|
|6th||+4||+2||+5||+5||Suggestion, versatile performance||4||3||—||—||—||—|
|7th||+5||+2||+5||+5||Inspire competence +3||4||3||1||—||—||—|
|8th||+6/+1||+2||+6||+6||Dirge of doom||4||4||2||—||—||—|
|10th||+7/+2||+3||+7||+7||Jack-of-all-trades, versatile performance||5||4||3||1||—||—|
|11th||+8/+3||+3||+7||+7||Inspire competence +4, inspire courage +3, lore master 2/day||5||4||4||2||—||—|
|14th||+10/+5||+4||+9||+9||Frightening tune, versatile performance||5||5||4||4||2||—|
|15th||+11/+6/+1||+5||+9||+9||Inspire competence +5, inspire heroics||5||5||5||4||3||—|
|17th||+12/+7/+2||+5||+10||+10||Inspire courage +4, lore master 3/day||5||5||5||4||4||2|
|18th||+13/+8/+3||+6||+11||+11||Mass suggestion, versatile performance||5||5||5||5||4||3|
|19th||+14/+9/+4||+6||+11||+11||Inspire competence +6||5||5||5||5||5||4|
At 1st level, a 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.
TL;DR counters sonic spells, creatures within 30ft use bard's perform check in place of saving throw.
At 1st level, a 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.
TL;DR counters visual spells, creatures within 30ft use bard's perform check in place of saving throw.
At 1st 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 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.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
TL;DR distracts creatures not preoccupied with nearby combat. +1 fascinated creature per 3 levels.
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. 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.
TL;DR +1 on saving throws against charm/fear effects and +1 bonus on attack and damage rolls. +2 @ level 5. +3 @ level 11.
A bard of 3rd level or higher 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. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
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.
TL;DR allies gain +1 on skills when bard is within 30ft.
Suggestion (Sp): A bard of 6th level or higher 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.