Bard (d20)
Colleges
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.
Seekers of the Song
Complete Arcane, pp.183–184
With music the world was made, and by using music the Seekers of the Song shape it further. While many members of this order of bards eventually take levels in the Seeker of the Song prestige class (see page 56), most seekers are simply like-minded bards and performers who gather regularly to exchange tales, fragments of lore, and new musical works. Beneath this surface camaraderie, though, all members of the order believe in the powerful magic of the primal music, and many make it their life’s work to explore this music and master its power. Although most people are familiar with the magic within a bard’s song, the music of the seekers goes far beyond the regular power of bardic music, blending sound and power into one compelling truth.
Though some individual seekers have gone to extreme lengths in pursuit of the music’s power (ultimately turning it to evil ends), the order as a whole is more focused on trying to understand the source of this primal power, learning what it has to teach about the creation of the world and the nature of magic itself.
Few in number compared to more mainstream guilds, the membership of the Seekers of the Song still tends to be powerful. Because their goals are generally seen as little threat to law and order, seekers are generally able to operate outside the social and cultural mainstream; only occasionally will a seeker use the power of her music to assume a position of leadership within a community, adventuring party, or military force. On such occasions, the order as a whole tends to hold itself at arm’s length from the individual’s goals and actions, quickly disavowing any connection to disreputable or suspect behavior (but just as quick to seek assistance and resources from an individual seeker who attains any measure of glory and fame).
Joining the Seekers The Seekers of the Song have few rules, few requirements for membership, and only the loosest of organizational structure. Joining the order is essentially a matter of a character finding other seekers and making known his desire to explore and embrace the primal music.
The seekers maintain large libraries of lore and bardic magic in major cities, and though admission requires membership, another seeker’s willingness to vouch for a hopeful’s interest in the primal music is generally enough to grant it.
Player Benefits Upon joining the seekers, a character first and foremost gains a forum in which to further explore the primal music and gain access to resources and training.
The order’s libraries are open to all seekers willing to observe its requirements for peaceful use, and characters gain a +4 bonus on all Knowledge and bardic knowledge checks for which they spend at least a day at the library in study and research.
Characters in the order can hail from any number of backgrounds; their ranks include many high-level NPCs often willing to provide advice and knowledge to other seekers. Though conflicts within the membership aren’t unheard of, NPC seekers tend to be friendly toward other members, and while not generally quick to provide one another with aid against physical threats, a member can usually find a seeker spellcaster willing to cast spells at a 2–5% discount below standard prices.
Roleplaying Suggestions The seekers’ neverending pursuit of the knowledge of the primal music means that many of them have motivations beyond those of the rest of an adventuring group. In general, a seeker never allows this underlying need to wholly define her personality, but at the same time, her quest for the primal music provides a foundation on which other activities are built. A seeker might search out performers of renown during the group’s downtime, for example, or more fully explore the rumors related to the quest to add to the order’s collection of lore.
Typical Guildsman While each seeker of the song knows that the primal music is a part of his life forevermore, each embraces it in his own way. To some, the primal music is the promise of everlasting peace, a gift to be shared and spread with an almost religious fervor. To others, primal music is a road to absolute power, allowing those skilled in its use to control what they desire and destroy what they despise. For the majority of seekers, though, the primal music is simply the foundation on which the moral and mundane concerns of their lives are built. While the beauty and the need of the music are carried always within them, their commitment to it remains first and foremost personal.
Prestige Classes Almost every Seeker of the Song aims to take levels in the Seeker of the Song prestige class, though not all will attain that goal. Those most passionate about seeking the primal music generally focus on the bard’s path as they advance in power, but just as many seekers leave themselves free to pursue other goals as they develop their ability to produce and manipulate the primal music. Though uncommon, many of the most powerful and accomplished seekers have levels in other bardlike prestige classes such as the stormsinger (from Frostburn) and the war chanter (from Complete Warrior).
Most members of the Seeker of the Song prestige class belong to the order, but many evil bards with levels in the prestige class eschew the order to pursue the primal music exclusively for their own ends.
Lore of the Seekers Seekers spread and believe in many different tales regarding the origin of the primal music. The one that has the most boisterous adherents (and sees the most rancorous debate) posits that some three thousand years past, an angelic being named Karoninwaithe brought the sounds of the primal music to Haeldriss Fey, an elf bard of great skill who devoted the rest of his days to spreading the primal music and seeking to more fully understand its power. Other sages (and even some seekers as well) claim that Karoninwaithe was actually a fiend in disguise, and that the music that the seekers touch is actually a form of infernal power. Those who espouse this theory believe in the captivating nature of the music, and they point out how creatures once controlled by a powerful seeker are often driven to seek further exposure to the primal music.
A Seeker Campaign A campaign that includes the primal music as a major theme or focus offers many possibilities. The primal music can be seen as an underlying power that all characters are exposed to and will seek more of as the campaign progresses, or it might be one of many paths to power, possibly aligning with or competing against existing arcane and divine orders. Variations on the idea of primal music as a source of magical power might include establishing that primal music is the machination of a powerful evil creature or deity (possibly tying into or expanding on the opposing views surrounding the Karoninwaithe legend).
Feats
- Bardic music feats
- As the name suggests, they 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 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.
Practiced spellcaster
Complete Arcane, p.82
Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Prerequisite Spellcraft 4 ranks.
Benefit Your caster level for the chosen spellcasting class increases by 4. This benefit can’t increase your caster level to higher than your Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus.
For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice).
A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect.
This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.
Special You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.
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.
| 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.
Seeker of the song
Complete Arcane, pp.56–59
Beyond magic, beyond sound, beyond good or evil, lies music so profound and powerful that even deities quake at its sound.
This primal music—of unknown origin and with no limit to its power—is incomprehensible to the mortal ear. To some who hear a fragment of this music, it becomes beauty incarnate, and they devote their lives to its discovery. These seekers wield the power of music in ways that amaze even the most skilled bards.
United only by their quest, seekers of the song have incredibly diverse goals and motivations. Some black-hearted seekers know that this primal music is power, and they lust after it in hopes of turning it against their many enemies.
Others search for the music to bring joy and peace. Most have more moderate aspirations and seek the music because it moves them. Regardless of their goals, seekers of the song rarely work against one another—each hoping that another seeker will uncover another piece of the primal music and share it with the rest.
The song never leaves a seeker, and its power can have strange effects on their souls. Some retire from society, seeking the silence of distant monasteries or mountaintops from which to better concentrate on the music they once heard. Others remain unchanged to outward appearances, yet the music remains in the back of their minds at all times.
Some talk to any who will listen about the importance and beauty of the primal music, while others cannot seem to find the words to express what this music means to them or to the world.
Every seeker of the song must have at least one bard level, but beyond that, their stories and careers differ wildly.
Many begin their adventuring careers as bards, drawn to music from their earliest days. Others come to the class after adventuring as fighters, rogues, clerics, or members of other classes for most of their careers, with little idea that the primal music will become their chosen path.
Although at least a few seekers emerge from every class, few wizards or sorcerers take up the pursuit; members of these classes are more likely to devote themselves to traditional spellcasting rather than the strange pull of the primal music.
Adaptation The Seeker of the Song prestige class presents a powerful new set of bardic abilities, going far beyond the basic bardic music ability. Many campaigns can benefit from exploring this facet of the game, but a DM might not want to introduce the idea of primal music into a campaign’s cosmology. In this case, the seekers of the song might become the disciples of a distant bardic college. The college is extreme in the eyes of other bards: They discard the notion of bards as wanderers and gatherers of diverse skills, and instead focus on music as a force of magic to the exclusion of all else.
Hit Die d6.
Requirements
To qualify to become a seeker of the song, a character must fulfill all the following criteria.
- Skills
- Knowledge (arcana) 13 ranks, Perform (any one) 13 ranks.
- Feat
- Skill Focus (Perform [any one]).
- Special
- Bardic music ability.
- Special
- Must have been exposed to the primal music by hearing another seeker of the song use a seeker music ability.
Class skills
The Seeker of the Song’s class skills (and they key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at Each Level 4 + Int modifier.
| Level | BAB | Fort | Ref | Will | Special Seeker Music |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Rapture of the song (+2 AC), seeker music Burning melody |
| 2nd | +1 | +0 | +0 | +3 | Combine songs Song of unmaking |
| 3rd | +2 | +1 | +1 | +3 | Dirge of frozen loss |
| 4th | +3 | +1 | +1 | +4 | Rapture of the song (+2 saves), Song of life |
| 5th | +3 | +1 | +1 | +4 | Subvocalize Anthem of thunder and pain |
| 6th | +4 | +2 | +2 | +5 | Hymn of spelldeath |
| 7th | +5 | +2 | +2 | +5 | Rapture of the song (DR 2/–), Ballad of agony reborn |
| 8th | +6 | +2 | +2 | +6 | Aria of everywhere |
| 9th | +6 | +3 | +3 | +6 | Dirge of songdeath |
| 10th | +7 | +3 | +3 | +7 | Rapture of the song (freedom of movement), Hymn of revealing |
Class features
All the following are class features of the Seeker of the Song prestige class.
Weapon and Armor Proficiency Seekers of the song gain no proficiency with any weapon or armor.
Rapture of the Song (Su) A seeker of the song is so in tune with the power of the primal music that she gains special insight, physical fortitude, and resistance to magic while in the throes of her song. A seeker gains a +2 insight bonus to Armor Class whenever she uses her bardic music ability, seeker music, or a similar ability.
At 4th level and higher, a seeker also gains a +2 insight bonus on saving throws whenever she uses her bardic music ability, seeker music, or a similar ability.
At 7th level and higher, a seeker also gains damage reduction 2/— whenever she uses her bardic music ability, seeker music, or a similar ability.
At 10th level, a seeker gains these abilities and also acts as though affected by a freedom of movement spell whenever she uses her bardic music ability, seeker music, or a similar ability.
Seeker Music A seeker of the song can use music or poetics to produce magical effects. Seeker music follows the same rules as bardic music.
Each use of seeker music costs one daily use of bardic music to activate. Seeker of the song levels stack with bard levels for purposes of determining how many daily uses of bardic music and seeker music the character has.
Some seeker music effects include a secondary effect, called a refrain. In any round when a seeker concentrates on a seeker music effect and expends another use of bardic music, she can activate the refrain associated with that seeker music effect. Using a refrain is a swift action (see page 86) that does not provoke attacks of opportunity. The original effects of the song do not end; the seeker can maintain the song and activate the refrain simultaneously.
Burning Melody (Su) A seeker of the song with 14 or more ranks in a Perform skill can gather a glimmer of the power of the primal music and gain some control over fire through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to fire 15. An ally benefits from this effect for as long as it can hear the seeker sing.
Burning Melody, Refrain When she uses the refrain with her burning melody, a seeker shoots a 30-foot cone of fire from her fingertips. The cone deals 6d6 points of fire damage to creatures in its area. A successful Reflex save (DC 10 + the seeker’s ranks in the Perform skill) halves the damage.
Song of Unmaking (Su) At 2nd level and higher, a seeker with 15 or more ranks in a Perform skill can turn a fragment of the primal music’s power against constructs. She can expend a use of bardic music and make a Perform check to deal 1d8 points of damage per seeker level to all constructs within a 30-foot burst of the seeker (no save).
Dirge of Frozen Loss (Su) A seeker of the song of 3rd level or higher with 16 or more ranks in a Perform skill can gather the power of the primal music to gain control over cold energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to cold 15. An ally benefits from this effect for as long as it can hear the seeker sing.
Dirge of Frozen Loss, Refrain When she uses the refrain with her dirge of frozen loss, a seeker shoots a 60-foot line of cold energy from her fingertips. The line deals 10d6 points of cold damage to any creature it hits and causes any creature damaged by it to become fatigued. A successful Fortitude save (DC 10 + the seeker’s ranks in the Perform skill) halves the damage and negates the fatigue.
Song of Life (Su) A seeker of the song of 4th level or higher with 17 or more ranks in a Perform skill can use fragments of the primal music to protect and heal her allies. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain immunity to poison and disease. An ally benefits from this effect for as long as it can hear the seeker sing.
Song of Life, Refrain When she uses the refrain with her dirge of frozen loss, a seeker can make a Perform check to heal a living creature of an amount of hit point damage equal to the check result (up to the creature’s full normal hit point total). She must touch the affected ally to use this ability. The touch is a standard action, although activating the refrain is still a swift action. The refrain has no effect on undead or nonliving creatures.
Anthem of Thunder and Pain (Su) A seeker of the song of 5th level or higher with 18 or more ranks in a Perform skill can gather the power of the primal music and gain some control over electrical energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to electricity 15. An ally benefits from this effect for as long as it can hear the seeker sing.
Anthem of Thunder and Pain, Refrain When she uses the refrain with her anthem of thunder and pain, a seeker shoots a ray of electricity from her fingertips. The ray has a range of 20 feet and requires a ranged touch attack to hit. The ray deals 10d6 points of electricity damage to a creature it hits. The seeker can then cause the electricity to arc to additional foes, all of whom must be within 20 feet of the first creature struck. Each secondary ray requires another ranged touch attack to hit and deals half as much damage as the initial ray. A seeker can create one secondary ray for every three seeker class levels (one when the song becomes available at 5th level, two at 6th level, and three at 9th level). No creature can be affected by more than one arc in a single round.
Hymn of Spelldeath (Su) A seeker of the song of 6th level or higher with 19 or more ranks in a Perform skill can turn the power of the primal music against magic effects.
Any creature that can hear the seeker perform must make a Concentration check opposed by the seeker’s Perform check in order to cast a spell. If the Concentration check fails, the spell is lost and has no effect. If the Concentration check succeeds, the spell is cast as normal. A hymn of spelldeath is a mind-affecting ability.
Hymn of Spelldeath, Refrain When she uses the refrain with her hymn of spelldeath, a seeker can attempt to dispel magic. This ability works just like the area version of dispel magic, except the effect is centered on the seeker. At her option, a seeker can exclude herself and her allies from this effect, but the effect must still be centered on her. The seeker makes a level check just as if she were a spellcaster using the dispel magic spell, using the total of her bard levels and seeker of the song levels as her modifier for the check.
Ballad of Agony Reborn (Su) A seeker of the song of 7th level or higher with 20 or more ranks in a Perform skill can gather the power of the primal music to gain control over acid energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to acid 15. An ally benefits from this effect for as long as it can hear the seeker sing.
Ballad of Agony Reborn, Refrain When she uses the refrain with her ballad of agony reborn, a seeker shoots a ray of acid from her fingertips. The ray has a range of 60 feet and requires a ranged touch attack to hit. The ray deals 10d6 points of acid damage to a creature it hits, and another 10d6 points of acid damage 1 round later.
Aria of Everywhere (Sp) A seeker of the song of 8th level or higher with 21 or more ranks in a Perform skill can pull the power of the primal music into herself and move short distances instantaneously. She can expend a use of bardic music or seeker music to instantly transport herself to any other spot within 25 feet + 5 feet/level. This ability otherwise functions as the dimension door spell, except that the seeker can’t bring along additional creatures with this ability.
Dirge of Songdeath (Su) A seeker of the song of 9th level or higher with 22 or more ranks in a Perform skill can gather the power of the primal music to gain control over sonic energy through this music. While a seeker sings this song, she and all of her allies within 30 feet who can hear her gain resistance to sonic 15. An ally benefits from this effect for as long as it can hear the seeker sing.
In addition, as long as the seeker is singing a dirge of songdeath, other creatures within 30 feet cannot easily use bardic music, seeker music, or similar abilities. To use such an ability, a creature within the area must make a Perform check opposed by the seeker’s Perform check. If the check is successful, the creature can use the ability as desired. If the check fails, the ability has no effect, but a daily use of the music ability must be expended normally.
Dirge of Songdeath, Refrain When she uses the refrain with her hymn of spelldeath, a seeker shoots a ray of sonic energy from her fingertips. The ray has a range of 60 feet and requires a ranged touch attack to hit. The ray deals 15d6 points of sonic damage to a creature it hits.
Note of Solitude (Su) Upon reaching 10th level, a seeker of the song with 23 or more ranks in a Perform skill can use the power of the primal music to temporarily sever some creatures’ tie with other planes. Extraplanar creatures within 60 feet of a seeker who activates this ability must make a Will saving throw (DC 10 + the seeker’s ranks in the Perform skill). Creatures affected by this ability get a bonus on this saving throw equal to their Hit Dice. Any creature that fails this saving throw is instantly sent to its home plane. Unlike other musical abilities and affects, a note of solitude has a duration of instantaneous and cannot be maintained, though the seeker can activate it again on subsequent rounds by spending additional uses of bardic music or seeker music.
Combine Songs (Ex) A seeker of the song of 2nd level or higher can combine two types of bardic music or seeker music to provide the benefits of both. The seeker chooses two music abilities and activates both using the same standard action. If either or both require concentration, the seeker can maintain concentration on both by using one standard action each round to concentrate. The normal stacking rules for bonus types apply to music abilities combined with this ability.
Subvocalize (Ex) At 5th level and higher, a seeker of the song can begin a new bardic music or seeker music song as a swift action (see page 86). A seeker can use this ability only if he already has one (and only one) bardic music or seeker music ability already active. A seeker can use this ability in conjunction with the combine songs ability to start a second song and then maintain both as a standard action each round (as per the combine songs ability).
Ex-Seekers of the Song
Like a member of any other prestige class, a seeker of the song can take levels in other classes after entering the Seeker of the Song class, but seekers of the song face a special restriction.
A seeker of the song who gains a level in any other class after having gained his first seeker level can never again raise her seeker of the song level, though she retains the seeker abilities she has already earned. The path of the seeker demands constant attention and devotion. If a character adopts this prestige class, she must pursue it to the exclusion of all other careers. Once she has turned from the path, she can never return.
Sublime chord
Complete Arcane, pp.60–62
Music is not just a pleasant sound; it is also the expression of mathematical relationships fraught with significance. A member of the sublime chord prestige class sees music, even the powerful music of a skilled bard, as nothing more than a stepping-stone to true universal insight into the legendary song of creation heard at the dawn of time. Music and magic are actually one and the same, and an astute student who unravels the riddles of meter and pitch simultaneously reveals hidden secrets of great power.
All sublime chords must have some foundation in the bard’s art, since bardic music is the first step in mastering the power of the First Song. However, music is only one tool for understanding the infinite; a sublime chord must also study mathematics and the precise movements of the stars and planets in which the music of the spheres is evident. In exchange for abandoning her continuing study of bardic music, a sublime chord instead masters a number of spells far more powerful than most bards can ever use. While most sublime chords receive the majority of their training as bards, a small number of sorcerers and wizards are drawn to this class, enticed by the notion of an ultimate truth linking the power of song and the power of magic.
Sublime chords are often drawn to colleges, universities, and other gatherings of learned folk. In some places, such as the Starry Lyceum in the city of Osterhaven, they gather in small circles of musical scholars. The Starry Lyceum is dedicated to the pursuit and preservation of knowledge, and its members are known for their efforts to recover lost secrets and prevent the fading of ancient songs and star-taught wisdom. Ostensibly neutral in the affairs of the world, the sublime chords of the Lyceum make their learning and lore available to all who seek it—a policy that often runs counter to those who would seek to govern or dominate other people by fostering ignorance.
NPC sublime chords are encountered in much the same variety of adventures and roles in which one finds NPC bards. They blur the line between bard and wizard, and are often mistaken for mages who wield mysterious song-based magic. As scholars without peer, NPC sublime chords are especially interested in recovering lost lore and exploring arcane mysteries, and they often join adventuring parties with similar interests.
Adaptation The Starry Lyceum can serve as the focal point for the inclusion of this prestige class. However, this organization is more than a group; it is really a way of life.
Its members are scholars, bards, and mages in search of fundamental truth and dedicated to the preservation of knowledge. In your campaign, you can easily substitute any similar college for the Starry Lyceum. For example, in the FORGOTTEN REALMS® setting, the scribes of Candlekeep or the Vault of Sages in Silverymoon would serve quite well in place of the Lyceum for any sublime chord characters.
Hit Die d6.
Requirements
To qualify to become a sublime chord, a character must fulfill all the following criteria.
- Skills
- Knowledge (arcana) 13 ranks, Listen 13 ranks, Perform (any) 10 ranks, Profession (astrologer) 6 ranks, Spellcraft 6 ranks.
- Spells
- Able to cast 3rd-level arcane spells.
- Special
- Bardic music ability.
Class skills
The sublime chord’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Speak Language (n/a), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level 4 + Int modifier.
| Level | BAB | Fort | Ref | Will | Special | Spells per day | Spells known | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 4th | 5th | 6th | 7th | 8th | 9th | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
| 1st | +0 | +0 | +0 | +2 | Bardic lore, bardic music | 2 | 1 | – | – | – | – | 3 | 1 | – | – | – | – |
| 2nd | +1 | +0 | +0 | +3 | Song of arcane power | 2 | 2 | – | – | – | – | 4 | 2 | – | – | – | – |
| 3rd | +1 | +1 | +1 | +3 | — | 3 | 2 | 1 | – | – | – | 4 | 2 | 1 | – | – | – |
| 4th | +2 | +1 | +1 | +4 | — | 3 | 3 | 2 | – | – | – | 4 | 3 | 2 | – | – | – |
| 5th | +2 | +1 | +1 | +4 | — | 3 | 3 | 2 | 1 | – | – | 4 | 3 | 2 | 1 | – | – |
| 6th | +3 | +2 | +2 | +5 | Song of timelessness | 4 | 3 | 3 | 2 | – | – | 4 | 4 | 3 | 2 | – | – |
| 7th | +3 | +2 | +2 | +5 | — | 4 | 4 | 3 | 2 | 1 | – | 4 | 4 | 3 | 2 | 1 | – |
| 8th | +4 | +2 | +2 | +6 | — | 4 | 4 | 3 | 3 | 2 | – | 4 | 4 | 4 | 3 | 2 | – |
| 9th | +4 | +3 | +3 | +6 | — | 4 | 4 | 4 | 3 | 2 | 1 | 4 | 4 | 4 | 3 | 2 | 1 |
| 10th | +5 | +3 | +3 | +7 | Song of cosmic fire | 5 | 4 | 4 | 3 | 3 | 2 | 4 | 4 | 4 | 4 | 3 | 2 |
Class features
All the following are class features of the sublime chord prestige class.
Weapon and Armor Proficiency Sublime chords gain no proficiency with any weapon or armor.
As with bard spells, the somatic components for a sublime chord’s spells do not incur an arcane spell failure chance as normal for arcane spells if the sublime chord is wearing light armor.
Spells per Day A sublime chord has the ability to cast a small number of arcane spells, all of 4th level or higher. To cast a sublime chord spell, a character must have a Charisma score of at least 10 + the spell’s level, so if she has a Charisma of 13 or lower, she cannot cast any sublime chord spells.
Bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the sublime chord’s Cha modifier. A sublime chord can choose spells from the sorcerer/wizard spell list or the bard spell list; if a spell appears on both lists at different levels, she uses the bard version of the spell. A sublime chord’s caster level for both her sublime chord spells and the spells she gains from other arcane spellcasting classes is determined by adding her sublime chord level to her level in another arcane spellcasting class. If she had more than one arcane spellcasting class before becoming a sublime chord, she must choose to which class to add her sublime chord levels for the purpose of determining her sublime chord spellcaster level.
A sublime chord prepares and casts spells just as a sorcerer does, including the ability to replace a known sublime chord spell with a new spell at every even-numbered class level beginning at 4th.
Bardic Knowledge A sublime chord continues to collect the odd bits of lore and knowledge that bards acquire.
She can add her sublime chord class level to her bardic knowledge checks, so her bardic knowledge checks have a bonus equal to her bard level + her sublime chord level + her Int modifier.
Bardic Music A sublime chord expands her repertoire of bardic music to encompass new songs or poetics of strange and wondrous power. These effects function just like bardic music effects. Each use of a sublime chord song expends one daily use of the character’s bardic music ability.
A sublime chord adds one-half her class level (rounded down) to her bard level to determine her number of daily uses of bardic music.
| Perform Check Result |
Caster Level Increase |
|---|---|
| 9 or lower | +0 |
| 10 to 19 | +1 |
| 20 to 29 | +2 |
| 30 or higher | +4 |
Song of Arcane Power (Su) A sublime chord of 2nd level or higher with 12 or more ranks in a Perform skill learns how to use her bardic music to assist her spellcasting. As a move action, she can prepare to cast a spell by giving voice to the song of power. The next spell she casts gains a bonus to its caster level based on the result of the sublime chord’s Perform check:
The spell to be enhanced by the song of arcane power must be cast by the end of the sublime chord’s next turn, or else the song fades with no effect (other than consuming a bardic music use).
Song of Timelessness (Su) A sublime chord of 6th level or higher with 16 or more ranks in a Perform skill knows the song of timelessness. As a standard action, she can envelop a single creature within 60 feet in a field of timelessness, provided she has line of effect to the target. The subject is entitled to a Will save (DC 10 + sublime chord level + Cha modifier) to negate the effect.
If the subject fails its save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it—weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall.
A sublime chord can keep her target frozen in time for as long as she maintains the power by continuing to perform, up to a maximum of 1 minute per level.
When she stops performing, the subject immediately returns to normal. As far as the creature is concerned, no time seems to have passed.
Song of Cosmic Fire (Su) A 10th-level sublime chord with 20 or more ranks in a Perform skill learns the song of cosmic fire. Using this ability costs a sublime chord two of her daily uses of bardic music. The song of cosmic fire creates a 20-foot-radius spread of fire anywhere within 100 feet of the sublime chord (provided she has line of effect to the fire’s point of origin).
Creatures in the area take damage equal to the sublime chord’s Perform check result.
All affected creatures are entitled to a Reflex save (DC 10 + sublime chord level + Cha modifier) for half damage.
Equipment
Musical instruments
| Instrument | Perform Skill |
|---|---|
| Drum | Percussion |
| 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 |
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 hat 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.
Masterwork
Each of these instruments provides a special adjustment to bardic music when a masterwork instrument of hat 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 non-masterwork version of one of these instruments, cannot benefit from these bonuses.
Drum
Complete Adventurer, p.124
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 ticks, mallets, or even hands produces the sound. Some rums 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 or their ability to stir the emotions, establish a background beat for dancing, and provide counterpoint for 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 heir portability. The rare creatures that do not appreciate 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 masterwork drum to inspire courage, the morale bonus on weapon damage rolls increases by 1, but the morale bonus on saves against charm and ear is reduced by 1.
Fiddle
Complete Adventurer, p.124
An ancestor of the modern violin, the fiddle is 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 he 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 he 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 ands mastered its fingerings ages ago. (They insist that hey invented the fiddle, but other races find that claim dubious.) Kobold minstrels and halfling bards typically aper 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 masterwork fiddle increases the morale bonus on saves against harm 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
Complete Adventurer, p.125
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 hat produces music when air is blown straight through t—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, lats, and bizarre, minor-key effects.
Bardic Music: A bard playing a masterwork flute gains a +2 bonus on Perform checks made to use the countersong ability.
Harp
Complete Adventurer, p.125
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 he most common choice for strings, but other materials 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 ore 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 he 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 he instrument and its bearer.
Bardic Music: 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.
A bard playing a masterwork harp can target one more creature than normal with her fascinate and inspire greatness abilities.
Horn
Complete Adventurer, p.126
Originally horns were, as their name indicates, actual horns taken from bulls or more exotic beasts. At ts simplest, a horn consists of a narrow tip connected to a wider, circular orifice by a hollow, often curved haft. A musician plays a horn by simply blowing into he 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 humanoids and giants favor horns made from ire creatures. Legend holds that minotaurs use instruments made from the severed horns of other minotaurs that suffered defeat in one-on-one contests of honor.
A horn makes an excellent signal device—particularly when used underwater, since sound travels 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 hem 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 masterwork horn to inspire courage, 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
Complete Adventurer, p.126
This ancestor of the guitar has a pear-shaped owl 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 lucks 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 aster. The deep bowl gives it a rich, full sound unlike hat 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 who uses a lute for bardic music can cast spells while performing, but only if those spells have no somatic, material, or focus components.
A bard playing a masterwork 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.
Lyre
Complete Adventurer, p.126
A simpler ancestor of the lap-harp, a lyre typically as 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 lay a lyre, the musician holds it in one and while strumming or plucking he 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 re popular among the sylvan fey (especially satyrs) and country folk in general. On occasion, however, a true aster adopts it as a signature instrument, producing astonishing effects.
Bardic Music: 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.
A bard playing a masterwork lyre can target one more creature than normal with her fascinate ability and inspire heroics abilities.
Mandolin
Complete Adventurer, p.126
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 he 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 pick, both to protect the musician’s fingers and because he strings are too close together to pluck accurately by and.
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: 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.
When a bard uses a masterwork mandolin to inspire courage, the morale bonus on attack rolls increases by 1, but the morale bonus on weapon damage rolls and on aves against charm and fear is reduced by 1.
Pan pipes
Complete Adventurer, p.127
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, he musician blows across the tops of the tubes, producing 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 he 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 heir music pleasing.
Bardic Music: A bard using masterwork 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
Complete Adventurer, p.129
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
Complete Adventurer, p.130
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
Complete Adventurer, p.132
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
Complete Adventurer, p.132
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.
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.
harp of the immortal maestro
Complete Adventurer, p.132
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
Complete Adventurer, p.133
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
Complete Adventurer, p.134
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
Complete Adventurer, p.136
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.
Instruments of the Bards
A wise and powerful bard named Falataer reportedly created the first of these instruments, using them to test and reward the students of the seven levels of his bardic college. Others have since copied the designs, honoring Falataer by keeping the names he gave them. Each instrument has its own set of unique powers that can be activated automatically by anyone with sufficient ranks in the appropriate Perform skill, but for a character without the requisite skill, some instruments bestow one negative level as long as the instrument is carried. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the instrument is held.
Fochluchan bandore
Complete Arcane, p.148
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 2 ranks in Perform (string instruments) can also 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.
Mac-Fuirmidh Cithern
Complete Arcane, p.149
This pear-shaped masterwork lute grants a +2 circumstance bonus on Perform (string instruments) checks and a +2 competence bonus on bardic music checks for countersong, fascinate, and suggestion. The cithern can be played by anyone with 4 ranks in Perform (string instruments) to cast cure light wounds, mage armor, and sleep each once per day.
Faint various; CL 3rd; Craft Wondrous Item, cure light wounds, mage armor, sleep, creator must be a bard; Price 2,900 gp; Weight 3 lb.
Doss Lute
Complete Arcane, p.149
This masterwork lute grants a +2 circumstance bonus on Perform (string instruments) checks and a +3 competence bonus on bardic music checks for countersong, fascinate, and suggestion.
A character with 6 ranks in Perform (string instruments) can use the instrument to cast delay poison, hold person, and mirror image each once per day. When held, a doss lute bestows one negative level on any creature that doesn’t have at least 6 ranks in Perform (string instruments).
Faint various; CL 5th; Craft Wondrous Item, delay poison, hold person, mirror image, creator must be a bard; Price 9,800 gp; Weight 3 lb.
Canaith Mandolin
Complete Arcane, p.149
This eight-stringed masterwork mandolin grants a +2 circumstance bonus on Perform (string instruments) checks and a +4 competence bonus on a bard’s bardic music checks for countersong, fascinate, and suggestion. A character with 8 ranks in Perform (string instruments) can use the instrument to cast cure serious wounds, dispel magic, or summon monster III each once per day. When held, the instrument bestows one negative level on any creature that doesn’t have at least 8 ranks in Perform (string instruments).
Moderate various; CL 8th; Craft Wondrous Item, cure serious wounds, dispel magic, summon monster III, creator must be a bard; Price 23,400 gp; Weight 3 lb.
Cli Lyre
Complete Arcane, p.149
This masterwork lyre grants a +2 circumstance bonus on Perform (string instruments) checks and a +5 competence bonus on a bard’s bardic music checks for countersong, fascinate, and suggestion. A character with 10 ranks in Perform (string instruments) can use the instrument to cast break enchantment, dimension door, and shout each once per day. When held, a cli lyre bestows one negative level on any creature that doesn’t have at least 10 ranks in Perform (string instruments).
Moderate various; CL 11th; Craft Wondrous Item, break enchantment, dimension door, shout, creator must be a bard; Price 37,600 gp; Weight 3 lb.
Anstruth Harp
Complete Arcane, p.149
This masterwork harp grants a +2 circumstance bonus on Perform (string instruments) checks and a +6 competence bonus on a bard’s bardic music checks for countersong, fascinate, and suggestion. A character with 12 ranks in Perform (string instruments) can use the instrument to cast control water, mass cure light wounds, and mind fog each once per day.
An anstruth harp bestows one negative level on any creature that doesn’t have at least 12 ranks in Perform (string instruments).
Strong various; CL 14th; Craft Wondrous Item, control water, mass cure light wounds, mind fog, creator must be a bard; Price 60,000 gp; Weight 3 lb.
Ollamh Harp
Complete Arcane, p.149
This masterwork harp grants a +2 circumstance bonus on Perform (string instruments) checks and a +7 competence bonus on a bard’s bardic music checks for countersong, fascinate, and suggestion. A character with 14 ranks in Perform (string instruments) can use the instrument to cast control weather, eyebite, and repulsion each once per day. The instrument bestows one negative level on any creature that doesn’t have at least 14 ranks in Perform (string instruments).
Strong various; CL 17th; Craft Wondrous Item, control weather, eyebite, repulsion, creator must be a bard; Price 83,600 gp; Weight 3 lb.
Spells
Complete Arcane, p.87—
Complete Arcane, p.113
- Conjuration (Creation)
- Level
- Bard 5, sorcerer/wizard 5
- Components
- V, S, F; see text
- Casting Time
- 10 minutes
- Range
- Close (25 ft. + 5 ft./2 levels)
- Effect
- 20-ft.-square structure
- Duration
- 24 hours
- Saving Throw
- None
- Spell Resistance
- No
As Leomund’s secure shelter, except that the hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree. The hidden lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within.
At any distance of more than 30 feet, the lodge is indistinguishable from natural terrain. Any creature approaching within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape.