Difference between revisions of "Bard (d20)"

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The Fochlucans are affiliated with several other bardic colleges in neighboring lands, including the College of Mac-Fuirmidh, the Doss School, and the High College of Anstruth, oldest and most knowledgeable of the colleges.
 
The Fochlucans are affiliated with several other bardic colleges in neighboring lands, including the College of Mac-Fuirmidh, the Doss School, and the High College of Anstruth, oldest and most knowledgeable of the colleges.
 +
 +
== Equipment ==
 +
 +
=== Masterwork instruments ===
 +
This section presents a variety of musical instruments
 +
particularly appropriate for adventuring bards. Each entry
 +
offers a brief description of an instrument and notes on
 +
what races or creatures favor it. This information is not
 +
meant as an exhaustive treatment of all such instruments,
 +
or even of the wide variations possible within these few.
 +
Because each instrument is handcrafted, no two are
 +
exactly alike—thus, the size, the number of holes or
 +
strings, and other features can vary even between two
 +
examples of the same instrument.
 +
 +
Each of these instruments provides a special adjust-
 +
ment to bardic music when a masterwork instrument of
 +
 +
that kind is played by a character with a certain bardic
 +
music ability. A musician who does not have the bardic
 +
 +
music ability, or a bard who plays a nonmasterwork ver-
 +
sion of one of these instruments, cannot benefit from
 +
 +
these bonuses.
 +
Table 4–6: Instruments by Perform Skill
 +
Instrument Perform Skill
 +
Drum Percussion instruments
 +
Fiddle String instruments
 +
Flute Wind instruments
 +
Harp String instruments
 +
Horn Wind instruments
 +
Lute String instruments
 +
Lyre String instruments
 +
Mandolin String instruments
 +
Pan pipes Wind instruments
 +
Drum: A typical drum consists of skin, parchment, or
 +
some similar material stretched tightly over the opening
 +
of a hollow wooden cylinder or pot. This covered opening
 +
is called the drumhead. Striking the drumhead with
 +
sticks, mallets, or even hands produces the sound. Some
 +
drums have only one drumhead; others have two or more.
 +
Drums exist in large varieties (such as kettle drums) as
 +
well as smaller varieties (such as bongo drums or the
 +
double-ended tabor).
 +
 +
Drums are popular with almost every race and culture
 +
 +
for their ability to stir the emotions, establish a back-
 +
ground beat for dancing, and provide counterpoint for
 +
 +
a melody produced by some other instrument. Dwarves,
 +
orcs, and other races that favor underground living
 +
particularly enjoy the echoing power of drums. Smaller
 +
races, such as goblins and halflings, like bongo drums for
 +
 +
their portability. The rare creatures that do not appreci-
 +
ate drum-playing include celestials, who consider drum
 +
 +
rhythms primitive, and elves, who find them vaguely
 +
disturbing and annoying (a prejudice reinforced, perhaps,
 +
by the enthusiasm with which many of their enemies
 +
embrace them).
 +
 +
Bardic Music: When a bard uses a drum to inspire cour-
 +
age, the morale bonus on weapon damage rolls increases
 +
 +
by 1, but the morale bonus on saves against charm and
 +
fear is reduced by 1.
 +
Fiddle: An ancestor of the modern violin, the fiddle is
 +
a small, portable stringed instrument with a body shaped
 +
rather like an hourglass. Four or five strings made of gut
 +
or sinew stretch across the body, anchored by pegs at
 +
the end of a long, thin neck. The strings are played with
 +
a separate piece called the bow—a long, thin piece of
 +
wood strung with fine strands of animal hair. Fiddles
 +
vary in length between 2 feet (for Medium fiddlers) and
 +
18 inches (for halfling and kobold fiddlers). To play a
 +
fiddle, the musician holds it horizontally, typically with
 +
the base tucked under his chin, and draws the bow back
 +
and forth across the strings.
 +
The fiddle is popular among bards who prefer lively
 +
dance music (reels or jigs) over serene but detached
 +
“pure” music. Though welcome almost anywhere, the
 +
fiddle is the favorite instrument of kobolds, whose clever
 +
hands mastered its fingerings ages ago. (They insist that
 +
they invented the fiddle, but other races find that claim
 +
dubious.) Kobold minstrels and halfling bards typically
 +
caper about while playing, setting their audience an
 +
example of the lively dancing their music encourages.
 +
Musicians of other races usually sit or stand to play the
 +
instrument.
 +
Bardic Music: When used by a bard to inspire courage,
 +
a fiddle increases the morale bonus on saves against
 +
charm and fear by 1. In the hands of a bard with 5
 +
or more ranks in Perform (dance), the morale bonus
 +
instead increases by 2.
 +
A bard who uses a fiddle for bardic music can cast
 +
spells while performing, but only if those spells have no
 +
somatic, material, or focus components.
 +
Flute: The flute is the highest-pitched of all the wood-
 +
winds. This broad category includes instruments ranging
 +
 +
from the primitive recorder-flute—a simple, hollow tube
 +
that produces music when air is blown straight through
 +
it—to the traditional flute, which is held at a right angle
 +
to the musician’s mouth.
 +
Flutes range in length from 8 inches to about 2 feet.
 +
The instrument has six holes (typically), plus a thumbhole
 +
that, when covered, lowers each of the other notes by an
 +
octave.
 +
Flutes have a reputation for producing gentle, idyllic
 +
music, but they can also create more martial effects or
 +
distorted wailing sounds. Abyssal flutes always have an
 +
odd number of finger holes, and they conform to no scale
 +
or key used by humanoid bards. Particularly in the hands
 +
of demon pipers, they produce “music” that sounds to
 +
mortal ears like a disharmonious combination of sharps,
 +
flats, and bizarre, minor-key effects.
 +
Bardic Music: A bard playing a flute gains a +2 bonus on
 +
Perform checks made to use the countersong ability.
 +
Harp: A harp typically has seventeen strings but can
 +
come with as few as twelve on a smaller instrument or
 +
 +
as many as forty-seven on a larger one. Silver wires are
 +
 +
the most common choice for strings, but other materi-
 +
als are occasionally used. Harps are usually made of
 +
 +
wood, though some artisans carve them from bone or
 +
ivory. Whatever their material, most harps are highly
 +
polished and elaborately decorated with carvings. The
 +
finest rank as works of art in their own right, quite apart
 +
from their status as instruments. Though harps can
 +
stand up to 6 feet tall, smaller versions (sometimes called
 +
lap-harps) are much smaller—about 2 feet high—and
 +
more portable.
 +
The harp is especially favored by elf bards for its light,
 +
soothing sound and gentle, rippling notes. Harps are
 +
often handed down from generation to generation among
 +
the elves, and many eventually acquire names and legends
 +
of their own. Any character with the bardic knowledge
 +
ability who examines an elven harp automatically gains a
 +
+5 bonus on his or her bardic knowledge check to identify
 +
the instrument and its bearer.
 +
Bardic Music: A bard playing a harp can target one more
 +
 +
creature than normal with her fascinate and inspire great-
 +
ness abilities.
 +
A bard who uses a harp for bardic music can cast
 +
spells while performing, but only if those spells have no
 +
somatic, material, or focus components.
 +
Horn: Originally horns were, as their name indicates,
 +
actual horns taken from bulls or more exotic beasts. At
 +
its simplest, a horn consists of a narrow tip connected
 +
to a wider, circular orifice by a hollow, often curved
 +
shaft. A musician plays a horn by simply blowing into
 +
the small end. Other forms of horns exist, from the
 +
conch shell horn employed by merfolk to the herald’s
 +
trumpet, but all these instruments function more or
 +
less identically.
 +
Horns are popular in primitive societies of all kinds.
 +
They come in all sizes; those used by Medium creatures
 +
are typically 1 to 2 feet in length. Hobgoblins and orcs
 +
in particular enjoy these instruments for their loud,
 +
 +
stirring, martial sound. Larger human-
 +
oids and giants favor horns made from
 +
 +
dire creatures. Legend holds that
 +
minotaurs use instruments
 +
made from the severed horns
 +
 +
of other minotaurs that suf-
 +
fered defeat in one-on-one
 +
 +
contests of honor.
 +
A horn makes an
 +
excellent signal device—
 +
particularly when used
 +
 +
underwater, since sound trav-
 +
els much farther in water than in air.
 +
 +
Some aquatic races such as merfolk and kuo-toa collect
 +
a variety of horn-shaped shells in different sizes and play
 +
them in harmony, in sequence, or both. The music of
 +
these seashell orchestras can achieve a deep, haunting
 +
grandeur.
 +
 +
Bardic Music: When a bard plays a horn to inspire cour-
 +
age, it raises the morale bonus on weapon damage rolls
 +
 +
and saves against fear by 1, but the effect lasts for only 1
 +
round after the ally stops hearing the bard perform.
 +
Lute: This ancestor of the guitar has a pear-shaped
 +
bowl and a distinctive bent neck with frets for fingering.
 +
Between four and eight strings stretch between the base
 +
of the bowl and the top of the neck. Lutes vary between
 +
30 and 36 inches in length, with the bowl taking up some
 +
two-thirds of that total. The musician either strums or
 +
plucks the strings to produce music.
 +
A highly versatile instrument because of its wide
 +
range of notes and inflection, the lute is accessible to the
 +
beginner but capable of great subtlety in the hands of a
 +
master. The deep bowl gives it a rich, full sound unlike
 +
 +
that of any other stringed instrument. It is by far the
 +
most popular instrument with bards, especially half-elf
 +
and human ones.
 +
Bardic Music: A bard playing a lute is treated as one level
 +
higher for the purpose of adjudicating the power of his
 +
bardic music effects. For example, a 3rd-level bard using a
 +
lute could fascinate two creatures instead of one, a 6th-level
 +
bard using a lute to make a suggestion would calculate the
 +
save DC as if he were 7th level, and a 7th-level bard using
 +
a lute to inspire courage would grant a +2 morale bonus
 +
on the appropriate rolls.
 +
A bard who uses a lute for bardic music can cast spells
 +
while performing, but only if those spells have no
 +
somatic, material, or focus components.
 +
Lyre: A simpler ancestor of the lap-harp, a lyre typically
 +
has a body made out of a turtle shell, plus two curved
 +
arms and a crossbar to hold its four to six
 +
(or, more rarely, eight) gut or
 +
sinew strings taut. To
 +
 +
play a lyre, the musi-
 +
cian holds it in one
 +
 +
hand while strum-
 +
ming or plucking
 +
 +
the strings with the
 +
other.
 +
The very simplicity of a lyre
 +
is its charm, since even a novice can
 +
strum one to credible effect. Because of this
 +
accessibility and the fact that they’re easy to make, lyres
 +
are popular among the sylvan fey (especially satyrs) and
 +
country folk in general. On occasion, however, a true
 +
master adopts it as a signature instrument, producing
 +
astonishing effects.
 +
Bardic Music: A bard playing a lyre can target one more
 +
creature than normal with her fascinate ability and inspire
 +
heroics abilities.
 +
A bard who uses a lyre for bardic music can cast spells
 +
while performing, but only if those spells have no
 +
somatic, material, or focus components.
 +
Mandolin: Essentially a smaller version of the lute, a
 +
mandolin is usually between 20 inches and 2 feet long.
 +
It has a straighter neck than the lute—the end at which
 +
the pegs secure the strings tilts back only slightly, if at
 +
all. The mandolin is unusual for the number of strings
 +
it holds—from four to six pairs (eight to twelve strings
 +
total) or even more. A mandolin is typically played with
 +
a pick, both to protect the musician’s fingers and because
 +
the strings are too close together to pluck accurately by
 +
hand.
 +
The mandolin has a sweeter sound than the lute and,
 +
because of its shorter strings, a higher pitch as well. Its
 +
great range of tone and expression have made it a favorite
 +
of gnomes and halflings, who champion it as superior
 +
even to the lute.
 +
Bardic Music: When a bard uses a mandolin to inspire
 +
courage, the morale bonus on attack rolls increases by
 +
1, but the morale bonus on weapon damage rolls and on
 +
saves against charm and fear is reduced by 1.
 +
A bard who uses a mandolin for bardic music can cast
 +
spells while performing, but only if those spells have no
 +
somatic, material, or focus components.
 +
Pan Pipes: In essence, a set of pan pipes is a series of
 +
hollow reeds or wooden tubes of varying lengths bound
 +
together in a row, from smallest to largest. To play them,
 +
 +
the musician blows across the tops of the tubes, produc-
 +
ing a sound much like that of several tiny wooden flutes.
 +
 +
By moving the pipes from side to side, the piper can play
 +
different notes. Switching rapidly among notes creates
 +
the sweet, rippling effect for which the instrument is
 +
known.
 +
Simple yet evocative, pan pipes are favorites of satyrs
 +
and other sylvan fey. Humans and some elves also find
 +
their music pleasing.
 +
Bardic Music: A bard using pan pipes gains a +1 bonus
 +
on Perform checks made to fascinate creatures, and also
 +
adds 1 to the save DC against the bard’s suggestion bardic
 +
music ability.
 +
 +
=== Magic items ===
 +
 +
==== ''bow of songs'' ====
 +
Made from fine wood by elf hands, this ''+2 shortbow'' blends music with every shot to deadly effect. As a move action that does not provoke attacks of opportunity, the wielder can expend one daily use of bardic music to gain a bonus equal to their Charisma bonus on attack rolls and damage rolls with the next single attack made using a bow of songs.
 +
 +
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, sculpt sound, creator must be an elf, creator must have bardic music ability; Price 32,330 gp; Cost 16,330 gp + 1,280 XP.
 +
 +
==== ''songblade'' ====
 +
Every move made with this ''+1 rapier'' fills the air with sweet sounds. While holding a ''songblade'' unsheathed, the sword’s wielder gains a +2 enhancement bonus on Perform checks. A bard wielding a songblade can use her bardic music abilities one additional time per day. The blade is scored in a beautiful, intricate pattern, and air moving across this magical etching generates the music of a songblade. The blade’s musical qualities do not function underwater, in a vacuum, or in other environments where air cannot freely pass over the blade.
 +
 +
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, sculpt sound, creator must have bardic music class feature; Price 6,400 gp; Cost 3,360 gp + 243 XP.
 +
 +
==== ''choker of eloquence'' ====
 +
Coveted by bards, singers, and public speakers, this beautiful necklace is carved from ivory and jade. There are two versions of these chokers. A lesser choker of eloquence grants a +5 competence bonus on Diplomacy, Bluff, and Perform (sing) checks. A greater choker of eloquence increases the bonus to +10.
 +
 +
Moderate transmutaion; CL 6th; Craft Wondrous Item, creator must be a spellcaster of at least 6th level; Price 6,000 gp (lesser), 24,000 gp (greater).
 +
 +
==== ''flute of the snake'' ====
 +
The music of this flute has the power to charm snakes of all kinds. By playing this flute and making a DC 15 Perform (wind instruments) check, the musician can produce a charm animal effect that affects only snakes. This power can be used three times per day. Once per day, by playing a droning sequence of notes for 1 full round and succeeding on a DC 20 Perform (wind instruments) check, a musician can summon 1d4+1 Medium vipers. These snakes appear wherever the flutist designates within 30 feet of her location. They fight on the musician’s behalf, attacking on her turn, and remain for 7 rounds or until killed.
 +
 +
Moderate conjuration and enchantment; CL 7th; Craft Wondrous Item, charm animal, summon nature’s ally IV; Price 15,400 gp.
 +
 +
==== ''harp of the immortal maestro'' ====
 +
This pinnacle of instrument design functions as a masterwork harp with minor magical effects in the hands of someone with 1 or more ranks in Perform (string instruments). By speaking the correct command words, such a musician can use levitate and magic circle against evil once per day each.
 +
 +
A harp of the immortal maestro functions best in the hands of a musician with at least 15 ranks in Perform (string instruments). Such a user can, simply by strumming the harp, generate the following effects once per day each: cure critical wounds, displacement, and summon monster V.
 +
 +
Moderate abjuration, conjuration, illusion, and transmutation; CL 9th; Craft Wondrous Item, cure critical wounds, displacement, levitate, magic circle against evil, summon monster V, creator must have 15 ranks in Perform (string instruments); Price 51,000 gp; Weight 3 lb.
 +
 +
==== ''lute of the wandering minstrel'' ====
 +
This finely wrought instrument functions as a masterwork lute with minor magical effects in the hands of someone with 1 or more ranks in Perform (string instruments). By speaking the correct command words, such a musician can use levitate and magic circle against evil once per day each.
 +
 +
A musician with 5 or more ranks in Perform (string instruments) can coax additional magical effects from this instrument. By playing a single chord on the lute, such a performer can generate an expeditious retreat, haste, or phantom steed effect. Each of these abilities is usable once per day.
 +
 +
Faint abjuration, conjuration, and transmutation; CL 5th; Craft Wondrous Item, expeditious retreat, haste, levitate, magic circle against evil, phantom steed, creator must have 5 ranks in Perform (string instruments); Price 29,500 gp; Weight 3 lb.
 +
 +
==== ''mandolin of the inspiring muse'' ====
 +
Bards and other musicians prize this carefully crafted mandolin, which functions as a masterwork mandolin with minor magical effects in the hands of someone with 1 or more ranks in Perform (string instruments). By speaking the correct command words, such a musician can utilize levitate and magic circle against evil once per day each.
 +
 +
In addition, an owner with at least 15 ranks in Perform (string instruments) can use the mandolin to generate the effects of crushing despair, dominate person, and good hope each once per day each by playing the correct notes.
 +
 +
Moderate abjuration, enchantment, and transmutation; CL 9th; Craft Wondrous Item, crushing despair, dominate person, good hope, levitate, magic circle against evil, creator must have 10 ranks in Perform (string instruments); Price 42,000 gp; Weight 3 lb.
 +
 +
==== ''trumpeter’s gift'' ====
 +
This shiny mouthpiece fits any wind instrument, such as a trumpet or other horn. It grants a +5 competence bonus on Perform (wind instruments) checks using the instrument.
 +
 +
Once per day, the trumpeter can use the horn to produce a shout effect. If the horn is not of masterwork quality, however, it is destroyed once this effect is produced.
 +
 +
Moderate evocation; CL 7th; Craft Wondrous Item, shout; Price 12,700 gp.
 +
 +
== Spells ==
 +
...
  
 
== See also ==
 
== See also ==
 
* {{wp|Filí}}
 
* {{wp|Filí}}
 
* {{wp|Ollam}}
 
* {{wp|Ollam}}

Revision as of 03:50, 28 September 2018

Feats

Bardic music feats
Bardic music feats, as the name suggests, require the bardic music ability and cost daily uses of the bardic music ability to activate. All bardic music feats require that the character be able to produce music to use the feat, even those that only require free actions and those that require no action at all.
Class features that resemble bardic music, such as the war chanter’s war chanter music (see Complete Warrior) or a seeker of the song’s seeker music abilities (see Complete Arcane) can be substituted for the bardic music prerequisite of a bardic music feat.

Chant of Fortitude

[Bardic Music] Complete Adventurer, p.113

You can channel the power of your bardic music to sustain your allies, allowing them to function even after receiving wounds that would cause others to falter.

Prerequisites: Bardic music, Concentration 9 ranks, Perform 9 ranks.

Benefit: You can expend one daily use of your bardic music ability as an immediate action to provide all allies (including yourself) the benefit of the Diehard feat (see page 93 of the Player’s Handbook) until the end of your next turn. You can use this feat multiple times consecutively to keep yourself and your allies conscious. Even while this feat is active, you or your allies die if reduced to –10 hit points or lower. This feat does not function in an area of magical silence.

Devoted Performer

Complete Adventurer, p.107

You have foregone the pursuit of frivolous musical talents, instead entering religious training in service of honor and justice.

Prerequisite: Bardic music, smite evil.

Benefit: If you have levels in paladin and bard, those levels stack for the purpose of determining the bonus damage dealt by your smite evil ability and determining the number of times per day that you can use your bardic music. This feat does not allow additional daily uses of smite evil or bardic music abilities beyond what your class levels would normally allow.

In addition, you can multiclass freely between the paladin and bard classes and may even gain additional bard levels regardless of your lawful alignment. You must still remain lawful good in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart.

Disguise Spell

Complete Adventurer, p.108

You can cast spells without observers noticing.

Prerequisite: Perform (any) 9 ranks, bardic music.

Benefit: You can cast spells unobtrusively, mingling verbal and somatic components into your performances. To disguise a spell, make a Perform check as part of the action used to cast the spell. Onlookers must match or exceed your check result with a Spot check to detect that you’re casting a spell (your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t). Unless the spell visibly emanates from you, or observers have some other means of determining its source, they don’t know where the effect came from.

A disguised spell can’t be identified with a Spellcraft check, even by someone who realizes you’re casting a spell. The act of casting still provokes attacks of opportunity as normal.

Extra Music

Complete Adventurer, p.109

You can use your bardic music more often than you otherwise could.

Prerequisite: Bardic music.

Benefit: You can use your bardic music four extra times per day.

Normal: Bards without the Extra Music feat can use bardic music once per day per bard level.

Special: You can gain this feat multiple times. Its effects stack.

Green Ear

Complete Adventurer, p.110

Your bardic music can affect plant creatures.

Prerequisite: Perform (any) 10 ranks, bardic music.

Benefit: You can alter any of your mind-affecting bardic music abilities (or similar Perform-based abilities from other classes) so that they influence only plant creatures instead of other creatures. However, plants receive a +5 bonus on Will saves against any of these effects.

Normal: Plants are normally immune to all mind-affecting spells and abilities.

Ironskin Chant

[Bardic Music] Complete Adventurer, p.113

You can channel the power of your bardic music to enable yourself to ignore minor injuries.

Prerequisites: Bardic music, Concentration 12 ranks, Perform 12 ranks.

Benefit: As a swift action that does not provoke attacks of opportunity, you can expend one daily use of your bardic music ability to provide damage reduction of 5/— to yourself or to one ally within 30 feet who can hear you until the start of your next turn.

This feat does not function in an area of magical silence.

Lingering Song

Complete Adventurer, p.111

Your inspirational bardic music stays with the listeners long after the last note has died away.

Prerequisite: Bardic music.

Benefit: If you use bardic music to inspire courage, inspire greatness, or inspire heroics, the effect lasts for 1 minute after an inspired ally stops hearing you play.

Normal: Inspire courage, inspire greatness, and inspire heroics last as long as an ally hears the bard sing plus an additional 5 rounds thereafter.

Lyric Spell

[Bardic Music] Complete Adventurer, p.113

You can channel the power of your bardic music into your magic, allowing you to expend uses of your bardic music ability to cast spells.

Prerequisites: Bardic music, Perform 9 ranks, ability to spontaneously cast 2nd-level arcane spells.

Benefit: You can expend daily uses of your bardic music to cast any arcane spell that you know and can cast spontaneously. You must still use an action to cast the spell (following the normal rules for casting time), but using the Lyric Spell feat counts as part of the spellcasting action. Casting a spell requires one use of your bardic music ability, plus one additional use per level of the spell. For example, casting a 3rd-level spell requires four daily uses of your bardic music ability.

Special: Any spell that you cast using the Lyric Spell feat gains your instrument as an additional arcane focus, if you use one.

You cannot use Lyric Spell to cast a spell improved by the Silent Spell metamagic feat.

Obscure Lore

Complete Adventurer, p.111

You are a treasure trove of little-known information.

Prerequisite: Bardic knowledge or lore class feature.

Benefit: You gain a +4 insight bonus on checks using your bardic knowledge or lore class feature.

Subsonics

Complete Adventurer, p.112

Your music can affect even those who do not consciously hear it.

Prerequisite: Perform (any) 10 ranks, bardic music.

Benefit: You can produce music or poetics so subtly that opponents do not notice it, yet your allies still gain all the usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, but unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect.

Versatile Performer

Complete Adventurer, p.112

You are skilled at many kinds of performances.

Prerequisite: Perform (any) 5 ranks.

Benefit: Pick a number of Perform categories equal to your Intelligence bonus (minimum 1). For the purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest-ranked Perform category. You gain new categories of your choice if your Intelligence bonus permanently increases.

In addition, you gain a +2 bonus on a combined Perform check when using two or more forms of performance at the same time, such as a bard strumming a lyre while singing. In such cases, add the bonus to the higher of your two Perform skill modifiers.

Prestige classes

Fochlucan Lyrist

Complete Adventurer, pp.47–51

Warrior, thief, spy, poet, woodland champion—the Fochlucan lyrist is a legendary figure who serves as the herald and teacher to great kings, the champion of the common folk, and the keeper of lore long forgotten elsewhere. Only the best and brightest are invited to become Fochlucan lyrists, and those who eventually win the approval of the Fochlucan College’s masters are remarkable individuals indeed, skilled in swordplay, magic, and diplomacy.

Those who aspire to join the Fochlucan College face a long and difficult road. The great bards who lead the school choose only individuals who have demonstrated skill at arms and stealth, learning and cleverness, superb talent with the lute and an ear for the stories of old. Finally, all applicants must first study the lore of the druids, learning the ways of growth and the hidden secrets of nature. Few indeed can stand up to the rigorous scrutiny of the Fochlucan masters.

Fochlucan lyrists adventure to gain information. They are spies and rumormongers, ever on the watch for news of events that may upset the balance they seek to preserve. A lyrist can serve as a diplomat, messenger, or assassin, as needed. The Fochlucans strongly believe in fostering the careers of other adventurers whose viewpoints align with their own, and many lyrists attach themselves to adventuring companies specifically for the purpose of guiding their comrades to oppose the right enemies and advance the interests of the Fochlucan College.

Adaptation: This class is a fusion of the druid and bard base classes. An interesting variation would be to adapt the class into a fusion of the druid and ranger base classes.

Hit Die: d6.

Requirements

To qualify to become a Fochlucan lyrist, a character must fulfill all the following criteria.

Skills
Decipher Script 7 ranks, Diplomacy 7 ranks, Gather Information 7 ranks, Knowledge (nature) 7 ranks, Perform (string instruments) 13 ranks, Sleight of Hand 7 ranks, Speak Language (Druidic).
Alignment
Neutral good, neutral, chaotic neutral, or neutral evil.
Spells
Ability to cast 1st-level arcane and divine spells.
Special
Bardic knowledge and evasion abilities.

Class skills

The Fochlucan lyrist’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (any) (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points at Each Level: 6 + Int modifier.

The Fochlucan Lyrist
Level BAB Fort Ref Will Spellcasting Special
1st +1 +0 +2 +2 +1 Arc. & Div. Bardic knowledge, bardic music, unbound
2nd +2 +0 +3 +3 +1 Arc. & Div.
3rd +3 +1 +3 +3 +1 Arc. & Div.
4th +4 +1 +4 +4 +1 Arc. & Div.
5th +5 +1 +4 +4 +1 Arc. & Div.
6th +6 +2 +5 +5 +1 Arc. & Div.
7th +7 +2 +5 +5 +1 Arc. & Div.
8th +8 +2 +6 +6 +1 Arc. & Div.
9th +9 +3 +6 +6 +1 Arc. & Div.
10th +10 +3 +7 +7 +1 Arc. & Div.

Class features

All of the following are class features of the Fochlucan lyrist prestige class.

Weapon and Armor Proficiency: Fochlucan lyrists gain no proficiency with any weapon or armor.

Spellcasting: At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if they had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which they belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained. If they had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, they must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level. For example, a 2nd-level rogue/5th-level bard/4th-level druid/3rd-level Fochlucan lyrist can cast arcane spells as an 8th-level bard and divine spells as a 7th-level druid.

Bardic Knowledge (Ex): A Fochlucan lyrist can attempt to recall some relevant piece of information about local notable people, legendary items, or noteworthy places. (See the bard class feature.) They add their Fochlucan lyrist class level to their bardic knowledge checks, so their bardic knowledge checks have a bonus equal to their bard level + their Fochlucan lyrist level + their Int modifier.

Bardic Music: A Fochlucan lyrist adds their lyrist level to their bard level to determine the number of times per day they can use their bardic music, the bardic music abilities they can employ, and the power of those abilities. For example, a 2nd-level rogue/5th-level bard/4th-level druid/3rd-level Fochlucan lyrist can use her bardic music eight times per day, can use any bardic music ability an 8th-level bard could use (assuming she meets the Perform skill rank requirements), and is treated as an 8th-level bard for adjudicating the effects of those abilities (such as number of targets, save DC, and so forth).

Unbound: A Fochlucan lyrist’s druid oaths are relaxed, allowing her to wear light metal armor with no loss of spellcasting, supernatural, or spell-like abilities. A lyrist also suffers no experience point penalty for multiclassing.

Fochlucan bandore

Complete Adventurer, p.48

In the same vein that most folk consider the Fochlucan College to be the most famous of the bardic colleges, the most well-known and most often encountered of all the famed instruments of the bards is the Fochlucan bandore. (This item and the other instruments of the bards are described in detail in Complete Arcane.)

This three-stringed masterwork lute grants a +2 circumstance bonus on Perform (string instruments) checks and a +1 competence bonus on bardic music checks for countersong, fascinate, and suggestion. The instrument can be played by anyone to produce light once per day. Any character with at least 2 ranks in Perform (string instruments) can use the bandore to cast flare, mending, and message each once per day.

Faint transmutation, faint evocation; CL 3rd; Craft Wondrous Item, flare, light, mending, message, creator must be a bard; Price 1,900 gp; Weight 3 lb.

the Fochlucan College

Complete Adventurer, pp.49–50

Perhaps the most famous of the bardic colleges, the Fochlucan College serves as a beacon of learning and diplomacy in a dark and restless land. Many have accused the Fochlucan masters of fomenting intrigues among the nearby kingdoms and using their famed neutrality to conceal the real extent of their meddling and manipulation. By advising mighty rulers and undertaking the tutoring of royal heirs, the Fochlucan bards turn the fate of kingdoms with nothing more than quiet words and whispered secrets.

The Fochlucan College itself is located on the shores of the misty Loch Firrnen, a few miles from the town of Oakenway. The College is a rambling old stone building that resembles something between a minor lord’s manor house and a decrepit old monastery. Green ivy covers its walls, and old lanterns hanging from its eaves warm its chill, misty nights with golden light.

No more than a handful of its collegians are present at any given time—the strength of the organization lies in the learning and skill of its individual members, not in any muster of warriors. Members are welcome to stay as long as they like but are expected to contribute to the college’s upkeep. The customary donation is 50 gp a month (for itinerant members) or 200 gp a month (for members living on the premises).

A small number of servants keep the College in order and prepare meals, but there are no guards or soldiers. Instead, its defense lies primarily in the reputation and influence of its members. Should trouble come anyway, the College is well defended by the handful of lyrists or guests who happen to be visiting at any given time. In case of serious trouble, the Fochlucans turn to the creatures of the surrounding forest. Through ancient pacts, the sylvan denizens of Loch Firrnen’s forests are pledged to defend the bards’ house against attack.

The College is governed by the Yew Circle, a small council composed of the five most senior Fochlucans currently enrolled in the order. All five are nominally equal, but if the Circle’s opinion is divided on any important matter, the Eldest of the Circle—the Fochlucan who has served the longest in the college—decides the issue. Currently, the Eldest of Fochlucan is Yew Master Hurlich Stennarden, a half-elf who has belonged to the College for better than fifty years. The masters of the Yew Circle rarely meet, since they are not often at the College at the same time.

The Fochlucans are affiliated with several other bardic colleges in neighboring lands, including the College of Mac-Fuirmidh, the Doss School, and the High College of Anstruth, oldest and most knowledgeable of the colleges.

Equipment

Masterwork instruments

This section presents a variety of musical instruments particularly appropriate for adventuring bards. Each entry offers a brief description of an instrument and notes on what races or creatures favor it. This information is not meant as an exhaustive treatment of all such instruments, or even of the wide variations possible within these few. Because each instrument is handcrafted, no two are exactly alike—thus, the size, the number of holes or strings, and other features can vary even between two examples of the same instrument.

Each of these instruments provides a special adjust- ment to bardic music when a masterwork instrument of

that kind is played by a character with a certain bardic music ability. A musician who does not have the bardic

music ability, or a bard who plays a nonmasterwork ver- sion of one of these instruments, cannot benefit from

these bonuses. Table 4–6: Instruments by Perform Skill Instrument Perform Skill Drum Percussion instruments Fiddle String instruments Flute Wind instruments Harp String instruments Horn Wind instruments Lute String instruments Lyre String instruments Mandolin String instruments Pan pipes Wind instruments Drum: A typical drum consists of skin, parchment, or some similar material stretched tightly over the opening of a hollow wooden cylinder or pot. This covered opening is called the drumhead. Striking the drumhead with sticks, mallets, or even hands produces the sound. Some drums have only one drumhead; others have two or more. Drums exist in large varieties (such as kettle drums) as well as smaller varieties (such as bongo drums or the double-ended tabor).

Drums are popular with almost every race and culture

for their ability to stir the emotions, establish a back- ground beat for dancing, and provide counterpoint for

a melody produced by some other instrument. Dwarves, orcs, and other races that favor underground living particularly enjoy the echoing power of drums. Smaller races, such as goblins and halflings, like bongo drums for

their portability. The rare creatures that do not appreci- ate drum-playing include celestials, who consider drum

rhythms primitive, and elves, who find them vaguely disturbing and annoying (a prejudice reinforced, perhaps, by the enthusiasm with which many of their enemies embrace them).

Bardic Music: When a bard uses a drum to inspire cour- age, the morale bonus on weapon damage rolls increases

by 1, but the morale bonus on saves against charm and fear is reduced by 1. Fiddle: An ancestor of the modern violin, the fiddle is a small, portable stringed instrument with a body shaped rather like an hourglass. Four or five strings made of gut or sinew stretch across the body, anchored by pegs at the end of a long, thin neck. The strings are played with a separate piece called the bow—a long, thin piece of wood strung with fine strands of animal hair. Fiddles vary in length between 2 feet (for Medium fiddlers) and 18 inches (for halfling and kobold fiddlers). To play a fiddle, the musician holds it horizontally, typically with the base tucked under his chin, and draws the bow back and forth across the strings. The fiddle is popular among bards who prefer lively dance music (reels or jigs) over serene but detached “pure” music. Though welcome almost anywhere, the fiddle is the favorite instrument of kobolds, whose clever hands mastered its fingerings ages ago. (They insist that they invented the fiddle, but other races find that claim dubious.) Kobold minstrels and halfling bards typically caper about while playing, setting their audience an example of the lively dancing their music encourages. Musicians of other races usually sit or stand to play the instrument. Bardic Music: When used by a bard to inspire courage, a fiddle increases the morale bonus on saves against charm and fear by 1. In the hands of a bard with 5 or more ranks in Perform (dance), the morale bonus instead increases by 2. A bard who uses a fiddle for bardic music can cast spells while performing, but only if those spells have no somatic, material, or focus components. Flute: The flute is the highest-pitched of all the wood- winds. This broad category includes instruments ranging

from the primitive recorder-flute—a simple, hollow tube that produces music when air is blown straight through it—to the traditional flute, which is held at a right angle to the musician’s mouth. Flutes range in length from 8 inches to about 2 feet. The instrument has six holes (typically), plus a thumbhole that, when covered, lowers each of the other notes by an octave. Flutes have a reputation for producing gentle, idyllic music, but they can also create more martial effects or distorted wailing sounds. Abyssal flutes always have an odd number of finger holes, and they conform to no scale or key used by humanoid bards. Particularly in the hands of demon pipers, they produce “music” that sounds to mortal ears like a disharmonious combination of sharps, flats, and bizarre, minor-key effects. Bardic Music: A bard playing a flute gains a +2 bonus on Perform checks made to use the countersong ability. Harp: A harp typically has seventeen strings but can come with as few as twelve on a smaller instrument or

as many as forty-seven on a larger one. Silver wires are

the most common choice for strings, but other materi- als are occasionally used. Harps are usually made of

wood, though some artisans carve them from bone or ivory. Whatever their material, most harps are highly polished and elaborately decorated with carvings. The finest rank as works of art in their own right, quite apart from their status as instruments. Though harps can stand up to 6 feet tall, smaller versions (sometimes called lap-harps) are much smaller—about 2 feet high—and more portable. The harp is especially favored by elf bards for its light, soothing sound and gentle, rippling notes. Harps are often handed down from generation to generation among the elves, and many eventually acquire names and legends of their own. Any character with the bardic knowledge ability who examines an elven harp automatically gains a +5 bonus on his or her bardic knowledge check to identify the instrument and its bearer. Bardic Music: A bard playing a harp can target one more

creature than normal with her fascinate and inspire great- ness abilities. A bard who uses a harp for bardic music can cast spells while performing, but only if those spells have no somatic, material, or focus components. Horn: Originally horns were, as their name indicates, actual horns taken from bulls or more exotic beasts. At its simplest, a horn consists of a narrow tip connected to a wider, circular orifice by a hollow, often curved shaft. A musician plays a horn by simply blowing into the small end. Other forms of horns exist, from the conch shell horn employed by merfolk to the herald’s trumpet, but all these instruments function more or less identically. Horns are popular in primitive societies of all kinds. They come in all sizes; those used by Medium creatures are typically 1 to 2 feet in length. Hobgoblins and orcs in particular enjoy these instruments for their loud,

stirring, martial sound. Larger human- oids and giants favor horns made from

dire creatures. Legend holds that minotaurs use instruments made from the severed horns

of other minotaurs that suf- fered defeat in one-on-one

contests of honor. A horn makes an excellent signal device— particularly when used

underwater, since sound trav- els much farther in water than in air.

Some aquatic races such as merfolk and kuo-toa collect a variety of horn-shaped shells in different sizes and play them in harmony, in sequence, or both. The music of these seashell orchestras can achieve a deep, haunting grandeur.

Bardic Music: When a bard plays a horn to inspire cour- age, it raises the morale bonus on weapon damage rolls

and saves against fear by 1, but the effect lasts for only 1 round after the ally stops hearing the bard perform. Lute: This ancestor of the guitar has a pear-shaped bowl and a distinctive bent neck with frets for fingering. Between four and eight strings stretch between the base of the bowl and the top of the neck. Lutes vary between 30 and 36 inches in length, with the bowl taking up some two-thirds of that total. The musician either strums or plucks the strings to produce music. A highly versatile instrument because of its wide range of notes and inflection, the lute is accessible to the beginner but capable of great subtlety in the hands of a master. The deep bowl gives it a rich, full sound unlike

that of any other stringed instrument. It is by far the most popular instrument with bards, especially half-elf and human ones. Bardic Music: A bard playing a lute is treated as one level higher for the purpose of adjudicating the power of his bardic music effects. For example, a 3rd-level bard using a lute could fascinate two creatures instead of one, a 6th-level bard using a lute to make a suggestion would calculate the save DC as if he were 7th level, and a 7th-level bard using a lute to inspire courage would grant a +2 morale bonus on the appropriate rolls. A bard who uses a lute for bardic music can cast spells while performing, but only if those spells have no somatic, material, or focus components. Lyre: A simpler ancestor of the lap-harp, a lyre typically has a body made out of a turtle shell, plus two curved arms and a crossbar to hold its four to six (or, more rarely, eight) gut or sinew strings taut. To

play a lyre, the musi- cian holds it in one

hand while strum- ming or plucking

the strings with the other. The very simplicity of a lyre is its charm, since even a novice can strum one to credible effect. Because of this accessibility and the fact that they’re easy to make, lyres are popular among the sylvan fey (especially satyrs) and country folk in general. On occasion, however, a true master adopts it as a signature instrument, producing astonishing effects. Bardic Music: A bard playing a lyre can target one more creature than normal with her fascinate ability and inspire heroics abilities. A bard who uses a lyre for bardic music can cast spells while performing, but only if those spells have no somatic, material, or focus components. Mandolin: Essentially a smaller version of the lute, a mandolin is usually between 20 inches and 2 feet long. It has a straighter neck than the lute—the end at which the pegs secure the strings tilts back only slightly, if at all. The mandolin is unusual for the number of strings it holds—from four to six pairs (eight to twelve strings total) or even more. A mandolin is typically played with a pick, both to protect the musician’s fingers and because the strings are too close together to pluck accurately by hand. The mandolin has a sweeter sound than the lute and, because of its shorter strings, a higher pitch as well. Its great range of tone and expression have made it a favorite of gnomes and halflings, who champion it as superior even to the lute. Bardic Music: When a bard uses a mandolin to inspire courage, the morale bonus on attack rolls increases by 1, but the morale bonus on weapon damage rolls and on saves against charm and fear is reduced by 1. A bard who uses a mandolin for bardic music can cast spells while performing, but only if those spells have no somatic, material, or focus components. Pan Pipes: In essence, a set of pan pipes is a series of hollow reeds or wooden tubes of varying lengths bound together in a row, from smallest to largest. To play them,

the musician blows across the tops of the tubes, produc- ing a sound much like that of several tiny wooden flutes.

By moving the pipes from side to side, the piper can play different notes. Switching rapidly among notes creates the sweet, rippling effect for which the instrument is known. Simple yet evocative, pan pipes are favorites of satyrs and other sylvan fey. Humans and some elves also find their music pleasing. Bardic Music: A bard using pan pipes gains a +1 bonus on Perform checks made to fascinate creatures, and also adds 1 to the save DC against the bard’s suggestion bardic music ability.

Magic items

bow of songs

Made from fine wood by elf hands, this +2 shortbow blends music with every shot to deadly effect. As a move action that does not provoke attacks of opportunity, the wielder can expend one daily use of bardic music to gain a bonus equal to their Charisma bonus on attack rolls and damage rolls with the next single attack made using a bow of songs.

Moderate transmutation; CL 8th; Craft Magic Arms and Armor, sculpt sound, creator must be an elf, creator must have bardic music ability; Price 32,330 gp; Cost 16,330 gp + 1,280 XP.

songblade

Every move made with this +1 rapier fills the air with sweet sounds. While holding a songblade unsheathed, the sword’s wielder gains a +2 enhancement bonus on Perform checks. A bard wielding a songblade can use her bardic music abilities one additional time per day. The blade is scored in a beautiful, intricate pattern, and air moving across this magical etching generates the music of a songblade. The blade’s musical qualities do not function underwater, in a vacuum, or in other environments where air cannot freely pass over the blade.

Moderate transmutation; CL 8th; Craft Magic Arms and Armor, sculpt sound, creator must have bardic music class feature; Price 6,400 gp; Cost 3,360 gp + 243 XP.

choker of eloquence

Coveted by bards, singers, and public speakers, this beautiful necklace is carved from ivory and jade. There are two versions of these chokers. A lesser choker of eloquence grants a +5 competence bonus on Diplomacy, Bluff, and Perform (sing) checks. A greater choker of eloquence increases the bonus to +10.

Moderate transmutaion; CL 6th; Craft Wondrous Item, creator must be a spellcaster of at least 6th level; Price 6,000 gp (lesser), 24,000 gp (greater).

flute of the snake

The music of this flute has the power to charm snakes of all kinds. By playing this flute and making a DC 15 Perform (wind instruments) check, the musician can produce a charm animal effect that affects only snakes. This power can be used three times per day. Once per day, by playing a droning sequence of notes for 1 full round and succeeding on a DC 20 Perform (wind instruments) check, a musician can summon 1d4+1 Medium vipers. These snakes appear wherever the flutist designates within 30 feet of her location. They fight on the musician’s behalf, attacking on her turn, and remain for 7 rounds or until killed.

Moderate conjuration and enchantment; CL 7th; Craft Wondrous Item, charm animal, summon nature’s ally IV; Price 15,400 gp.

harp of the immortal maestro

This pinnacle of instrument design functions as a masterwork harp with minor magical effects in the hands of someone with 1 or more ranks in Perform (string instruments). By speaking the correct command words, such a musician can use levitate and magic circle against evil once per day each.

A harp of the immortal maestro functions best in the hands of a musician with at least 15 ranks in Perform (string instruments). Such a user can, simply by strumming the harp, generate the following effects once per day each: cure critical wounds, displacement, and summon monster V.

Moderate abjuration, conjuration, illusion, and transmutation; CL 9th; Craft Wondrous Item, cure critical wounds, displacement, levitate, magic circle against evil, summon monster V, creator must have 15 ranks in Perform (string instruments); Price 51,000 gp; Weight 3 lb.

lute of the wandering minstrel

This finely wrought instrument functions as a masterwork lute with minor magical effects in the hands of someone with 1 or more ranks in Perform (string instruments). By speaking the correct command words, such a musician can use levitate and magic circle against evil once per day each.

A musician with 5 or more ranks in Perform (string instruments) can coax additional magical effects from this instrument. By playing a single chord on the lute, such a performer can generate an expeditious retreat, haste, or phantom steed effect. Each of these abilities is usable once per day.

Faint abjuration, conjuration, and transmutation; CL 5th; Craft Wondrous Item, expeditious retreat, haste, levitate, magic circle against evil, phantom steed, creator must have 5 ranks in Perform (string instruments); Price 29,500 gp; Weight 3 lb.

mandolin of the inspiring muse

Bards and other musicians prize this carefully crafted mandolin, which functions as a masterwork mandolin with minor magical effects in the hands of someone with 1 or more ranks in Perform (string instruments). By speaking the correct command words, such a musician can utilize levitate and magic circle against evil once per day each.

In addition, an owner with at least 15 ranks in Perform (string instruments) can use the mandolin to generate the effects of crushing despair, dominate person, and good hope each once per day each by playing the correct notes.

Moderate abjuration, enchantment, and transmutation; CL 9th; Craft Wondrous Item, crushing despair, dominate person, good hope, levitate, magic circle against evil, creator must have 10 ranks in Perform (string instruments); Price 42,000 gp; Weight 3 lb.

trumpeter’s gift

This shiny mouthpiece fits any wind instrument, such as a trumpet or other horn. It grants a +5 competence bonus on Perform (wind instruments) checks using the instrument.

Once per day, the trumpeter can use the horn to produce a shout effect. If the horn is not of masterwork quality, however, it is destroyed once this effect is produced.

Moderate evocation; CL 7th; Craft Wondrous Item, shout; Price 12,700 gp.

Spells

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See also