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バードのアーキタイプ Bard Archetypes


秘術の回復士 Arcane Healer

出典 Faiths and Philosophies 13ページ
 バードは純粋な利他的な主義から、そして冒険している仲間を安全にする両方から、病気や負傷を癒やしたいと思う様々な理由があるかもしれないが、回復能力は、豊富な詐欺と詐称の扉を開け、クレリックや信仰の回復者を装うことをはるかに容易にする。
 エネルギー放出(超常)/Channel Energy:2レベルの時点で、秘術の回復士は自身より1レベル低いクレリックとして正のエネルギー放出の能力を得る。エネルギー放出の効果範囲内のクリーチャーがこの効果に対してセーヴィング・スローを行う場合、DCは 10+秘術の回復士レベルの半分+【判断力】修正値である。秘術の回復士は2レベルの時点で1日1回だけこの能力を使用でき、4レベル毎に1日あたりの追加の1回の使用回数得る。18レベルの時点で最大1日に5回となる。この能力は万能なる芸と置き換える。
 治癒鼓舞の呪芸(擬呪)/Inspiring Healing:5レベルの時点で、秘術の回復士は自分の味方に追加の効果を呪芸に与える追加ラウンドの能力を得る。 2ラウンド呪芸を使用すると、擬似呪文能力としてキュア・ライト・ウーンズ呪文を使用できる。11レベル時には、2ラウンド呪芸を使用すると、擬似呪文能力としてキュア・モデレット・ウーンズ呪文を使用できる。17レベル時には、2ラウンド呪芸を使用すると、擬似呪文能力としてキュア・シリアス・ウーンズ呪文を使用できる。同じ目標は、24時間に1回までしか治癒鼓舞の呪芸の能力を受けることはできない。この能力は博識と置き換える。

Arrowsong Minstrel Arrowsong Minstrel

出典 Arcane Anthology 30ページ
 Originating from the wooded wilds of Hymbria, Arrowsong minstrels combine the elven traditions of archery, song, and spellcasting into a seamless harmony of dazzling magical effects.

 Weapon Proficiency:An Arrowsong minstrel is proficient with longbows, but not the longsword, rapier, or whip. This alters the bard’s weapon proficiencies.

 Diminished Spellcasting/Diminished Spellcasting:An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level. This alters the bard’s spellcasting.

 Arcane Archery/Arcane Archery:An Arrowsong minstrel’s skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her. At 1st level, she selects a number of spells from the sorcerer/ wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and sorcerer/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them.

 In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands (though not other ranged weapons).
 This ability replaces bardic knowledge, dirge of doom, distraction, fascinate, inspire competence, lore master, and soothing performance.

 Precise Minstrel(変則)/Precise Minstrel:At 2nd level, an Arrowsong minstrel gains Precise Shot as a bonus feat. In addition, any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow. This ability replaces the versatile performance gained at 2nd level and well-versed.

 Arrowsong Strike(超常)/Arrowsong Strike:At 6th level, an Arrowsong minstrel can use spellstrike (as per the magus class feature) to cast a single-target ranged touch attack spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. She cannot use spellstrike with normal touch attacks or melee attacks.

 At 18th level, an Arrowsong minstrel using a multiple-target spell with this ability can deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost.

 This ability replaces suggestion and mass suggestion.

アヴェラカの仲裁人 Averaka Arbiter

出典 Bastards of Golarion 15ページ
 Some Averakan bards make it their mission to unify their fellow half-orcs, and are equally skilled at helping allies defeat common enemies and at building a new civilization that reflects their unique identity.

 呪芸:アヴェラカの仲裁人は以下の種類のバードの呪芸を得る。

 チームワーク鼓舞の呪芸(変則)/Inspire Teamwork:3レベルの時点で、アヴェラカの仲裁人は、バードがチームワーク特技からボーナスを得るかを決定する目的でバードと同じチームワーク特技を所有するかのように味方を扱うために呪芸を使用することができる。彼らは実際に特技を所有していない限りこれらの特技から味方はボーナスを得ない。味方の位置決めと行動はリストにあるボーナスを受け取るためにバードのためのチームワーク特技のリストにある必要条件を依然として満たす必要がある。この呪芸は自信鼓舞の呪芸と置き換える。

 和解の儀(超常)/Ritual of Reconciliation:8レベル以降のアヴェラカの仲裁人はクリーチャーの態度を2段階改善するために呪芸を使うことができる。影響を与えるためにクリーチャーは30フィート以内にいなければならず、バードのことを聞くことができなければならない。バードに対する態度が中立的より良くなるクリーチャーは、バードと味方を攻撃することをやめるか、さもなければ、好きなように行動する。クリーチャーが30フィート以内にいる間は、効果は持続し、バードは呪芸を続ける。バードの味方の一人がクリーチャーを攻撃するならば、効果は終了する。意志セーヴィング・スローに成功することは効果を無効化する(DC=10+バード・レベルの1/2+バードの【魅力】修正値)。和解の儀は聞き取れる要素に依存する。この呪芸は悲運の葬送歌と置き換える。

万能なるチームワーク(変則)/Versatile Teamwork:2レベルの時点でアヴァラカの仲裁人はボーナス・チームワーク特技を得る。アヴェラカの仲裁人は6レベルと以降4レベル毎に追加のボーナス・チームワーク特技を得る。この能力は万能なる芸と熟達者と置き換える。

Buccaneer Buccaneer

出典 Pirates of the Inner Sea 22ページ
 A buccaneer is a pirate who specializes in raiding ships and port towns, but who leaves his victims alive whenever possible. Buccaneers are flashy, debonair pirates who enjoy the excitement and rewards of piracy, but prefer not to kill; they are welcome on ships whose captains prefer to avoid the punishments that murder would bring or who lack the heart to strike down civilians in cold blood. Buccaneers are also popular in privateer crews—and among slave traders.

 Hilt Bash(変則)/Hilt Bash:A buccaneer develops the ability to fight with the hilts and flats of his weapons, aiming to leave his victims alive. He can use a weapon that normally deals lethal damage to deal nonlethal damage with no penalty on his attack roll. This ability replaces bardic knowledge.

 Song of Surrender(超常)/Song of Surrender:A buccaneer of 4th level or higher can use his performance to encourage an enemy to surrender. To be affected, an enemy must be within 30 feet and be able to see and hear the buccaneer’s performance. An affected enemy feels the irresistible urge to drop any held weapons and fall prone. This effect lasts for 1 round—essentially, the affected enemy takes no actions on its next turn other than to lie prone, although it is not considered flat-footed or helpless.

 A Will saving throw (DC 10 + 1/2 the buccaneer’s level + the buccaneer’s Charisma modifier) negates the effect. This ability affects only a single creature. Song of surrender is an enchantment (compulsion), mindaffecting, language-dependent ability and relies on audible components. This ability replaces suggestion.

 Knock Out(変則)/Knock Out:At 5th level, a buccaneer may focus his blows in an attempt to knock out an opponent. Once per day as a swift action, the buccaneer can choose one target to attempt to knock out. The buccaneer adds his Charisma bonus (if any) on his attack roll and adds his buccaneer level on any nonlethal damage rolls made against the target. The bonus lasts until the buccaneer deals nonlethal damage to his target or until the buccaneer chooses a new target to attempt to knock out. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. This ability replaces lore master.

 Mass Song of Surrender(超常)/Mass Song of Surrender:This ability functions just like song of surrender but allows a buccaneer of 16th level or higher to affect all enemies within 30 feet. Enemies within range of this effect still receive a saving throw. Mass song of surrender is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components. This ability replaces mass suggestion.

Busker Busker

出典 Heroes of the Streets 26ページ
A bard with the busker archetype can use Acrobatics, Disguise, Sleight of Hand, and Stealth for Day Job checks
 A busker uses his dazzling physical stunts to get by on his own in the city streets. Buskers commonly use their skills to entertain for a few coins, but also pick pockets, hide in plain sight as statues, and manipulate the desperate in medicine shows. Many buskers are also jugglers.

 Bardic Performance/Bardic Performance:Buskers do not gain the bardic performance ability or any of its performance types, except as noted below.

 Busker Stunts(超常)/Busker Stunts:A busker knows how to magically enhance the effectiveness of his physical stunts. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining a stunt is a free action, but it ends immediately if the busker is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. This ability is treated as bardic performance for the purposes of feats, abilities, and other effects that affect bardic performance. Like a bardic performance, a busker stunt cannot be maintained at the same time as other performance abilities.

 Quick Hands(超常)/Quick Hands:At 1st level as a swift action, a busker can call on his stunts to gain a +1 competence bonus on Acrobatics checks, a +1 dodge bonus to AC and on Reflex saves, and a +1 bonus on attack rolls as if from haste. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level. At 5th level, while maintaining this stunt the busker also gains an extra attack at his highest base attack bonus as if from haste.

 Patter(超常)/Patter:A busker can engage in brisk conversation that seems innocuous, but actually encourages creatures to reveal secrets to the busker. Each round while maintaining this stunt, the busker can force one creature within 30 feet that is able to see and hear the busker and has an attitude of indifferent or better towards him to attempt a Will save (DC = 10 + 1/2 the busker’s bard level + the busker’s Charisma modifier). On a failed save, the target must answer one yes/no question the busker asks to the best of its ability. Anyone observing this (including the creature asked, even if it succeeds at its save) must succeed at a Sense Motive check (opposed by the busker’s Bluff check) to realize the question was asked or answered. A target that feels threatened or is in combat is immune to this ability. This is a language-dependent, mind-affecting enchantment effect.

 Living Statue(超常)/Living Statue:At 3rd level, a busker can use this stunt to hold perfectly still. While maintaining this stunt the busker can attempt a Bluff check (opposed by all observers’ Sense Motive checks) to appear paralyzed, dead, or as a statue (this requires that the busker be disguised to look as though he were made of stone or metal, which is aided with a statue disguise kit). Even magical means of determining the true nature of the busker do not function for an observer that fails this check. If the busker takes any physical actions, this stunt ends.

 Fascinate(超常)/Fascinate:At 6th level, the busker can fascinate creatures with his stunts, as per the bardic performance ability.

 Suggestion(擬呪)/Suggestion:At 8th level, the busker can implant a suggestion in a creature with his stunts, as per the bardic performance ability of the same name.

 Inventive Juggler(変則)/Inventive Juggler:At 9th level, a busker masters unconventionally dangerous juggling techniques. While maintaining this stunt, the busker can use a thrown weapon (even an improvised one) to threaten spaces as though he were using a reach weapon. At 12th level and every 3 levels thereafter, the busker threatens squares up to 10 feet farther away with thrown weapons.

 Impossible Sleight of Hand(超常)/Impossible Sleight of Hand:At 15th level, a busker can store items in or retrieve them from a personal extradimensional space with a maximum capacity of 8,000 cubic feet and 8,000 pounds as a busker stunt. The item may be sent from or called to his hand or any place it fits on his person. He can access the extradimensional space only to store or retrieve a single object at a time; to retrieve or store an object larger than Fine size, the busker must expend 1 additional round of busker stunts for each size category larger than Fine. This stunt is instantaneous and must be activated again each time the busker wishes to use it. The extradimensional space empties its contents within the busker’s space if he dies.

 Flexible Performer(変則)/Flexible Performer:A busker can attempt Acrobatics, Disguise, Sleight of Hand, and Stealth checks to earn money instead of Perform checks. He can use his Bluff modifier in place of his Diplomacy modifier on Diplomacy checks.

Chelish Diva Chelish Diva

出典 Inner Sea Magic 32ページ
 Cheliax is well known for its elaborate operas, and as with any kind of theater, there are performers whose egos get the better of them. Some have an inflated idea of their talent and importance. A few, the Chelish divas, are wholly justified in their feelings of superiority. In their pursuit of glory, their magic and discipline allows them to prove themselves better than any upstart actor, dancer, or chorus member-and when crossed, their fury is legendary. A Chelish diva has the following class features.

 Famous/Famous:At 1st level, a Chelish diva may choose a region where she is famous, and within that region, the locals are more likely to react favorably toward her. The bard gains a bonus on Bluff and Intimidate checks in that area and to influence people from that area.

 At 1st level, this region is a settlement or settlements with a total population of 1,000 or fewer people, and the modifier on Bluff and Intimidate checks is +1. As the diva grows more famous, additional areas learn of her (typically places where she has lived or traveled, or settlements adjacent to those where she is known) and her bonuses apply to even more people. At 5th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Bluff and Intimidate checks is +2. At 9th level, the region is a settlement or settlements with a total population of up to 25,000 people, and the modifier on Bluff and Intimidate checks is +3. At 13th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Bluff and Intimidate is +4. At 17th level and above, the diva’s renown has spread far, and most civilized folk know of her (GM’s discretion); the diva’s modifier on Diplomacy and Intimidate checks is +5. This ability replaces bardic knowledge.

 Prima Donna(変則)/Prima Donna:At 2nd level, as her efforts to outdo her rivals increase, a Chelish diva can spend additional rounds of bardic performance to augment countersong, deadly performance, fascinate, frightening tune, and scathing tirade (see below). When used, this ability gives her a +2 bonus on her Perform check or saving throw DC for those performances. The diva must spend an additional round of bardic performance for every round she uses prima donna to increase her Perform check result or saving throw DC. This ability replaces well-versed.

 Costume Proficiency(変則)/Costume Proficiency:At 5th level, the Chelish diva has become so used to wearing strange and cumbersome costumes for her performances that she gains medium armor proficiency and can cast bard spells while wearing medium armor without incurring the normal arcane spell failure chance. At 11th level, she gains heavy armor proficiency and can cast bard spells while wearing heavy armor without incurring the normal arcane spell failure chance. A multiclassed diva still incurs the normal arcane spell failure chance for arcane spells received from other classes. This ability replaces lore master.

 Bardic Performance/Bardic Performance:A Chelish diva gains the following bardic performances. This can never be performed more quickly than a standard action.

 Devastating Aria(超常)/Devastating Aria:At 3rd level, the Chelish diva can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage + the diva’s level to an object, or half this damage to a living creature. This performance replaces inspire competence.

 Scathing Tirade(超常)/Scathing Tirade:A Chelish diva of 8th level or higher can use her performance to verbally lash out at another creature, causing it to become frightened. To be affected, the target enemy must be within 30 feet and be able to see and hear the diva’s performance. The effect persists for as long as the enemy is within 30 feet and the diva continues her performance, plus 1d4 rounds.

 Although the diva can only direct the effect at one creature at a time, its effects persist for as long as she continues the performance, even if directed at a different creature. For example, she could direct her tirade at an innkeeper, who becomes frightened, then focus her wrath on the captain of the guard, and the innkeeper remains frightened for 1d4 more rounds even though her attention is no longer directed at him.

 This performance cannot cause a creature to become panicked, even if the target is already frightened from another effect. Scathing tirade is a mind-affecting fear effect, and it relies on audible and visual components. This performance replaces dirge of doom.

Court Fool Court Fool

出典 Heroes of the High Court 6ページ
 Arguably the oldest and most widespread role for a court entertainer is that of the court jester or fool. This role arose from the need to offset the intense, even deadly, seriousness of court business. The court fool serves as an outlet for the constant pressure of aristocratic dealings, relieving tensions through humor. The motley clad acrobat is a good example of this style of court fool, using physical comedy to generate belly laughs and raise spirits. In other courts, the court fool might ridicule social conventions with bawdy songs or engage in biting satire, parodying manners or even mocking individuals to spread good cheer. The court fool holds up an unflattering mirror to those in charge or speaks truths, however veiled, that no one else can safely utter.

 Buffoonery(変則)/Buffoonery:A court fool gains a bonus equal to 1/2 his bard level on Acrobatics, Bluff, Climb, and Disguise checks (minimum +1).

 This replaces bardic knowledge.

 Bardic Performance/Bardic Performance:A court fool gains the following types of bardic performance.

 Distracting Motley(超常)/Distracting Motley:At 1st level, a court fool can startle his allies back to their senses with erratic capering or by fluttering multicolored clothing. Each round, he attempts an Acrobatics check. Any ally (including the court fool) within 30 feet can use this check in place of her own saving throw against confusion and fascination effects. Those already under a confusion or fascination effect can attempt a new save each round using the court fool’s Acrobatics check. A court fool wearing an entertainer’s outfit gains a +2 bonus on these Acrobatics checks. Distracting motley doesn’t work on effects that don’t allow saves. This is a mind-affecting effect that uses visual components.

 This performance replaces countersong.

 Defuse Tension(超常)/Defuse Tension:At 3rd level, a court fool can use a silly performance to comfort a beleaguered ally. That ally must be within 30 feet and be able to see the court fool. The ally ignores the fatigued and shaken conditions (but not more extreme conditions, such as exhausted or frightened) as long as she continues to see the court fool’s performance. This performance affects one additional creature at 7th level and every 4 bard levels thereafter. A court fool can’t use defuse tension on himself. Defuse tension relies on visual components.

 This performance replaces inspire competence.

 Caper and Jeer(変則)/Caper and Jeer:At 5th level, a court fool can take 10 on Acrobatics and Bluff checks, even when in danger or distracted, and can use Bluff to create a diversion to hide (as per the Stealth skill) as a swift action. He can take 20 on an Acrobatics or Bluff check once per day, plus one time per 6 levels beyond 5th, even when in danger or distracted.

 This ability replaces lore master.

Dawnflower Dervish Dawnflower Dervish

出典 Inner Sea Magic 34ページ
 Although Sarenrae is seen mainly as a goddess of healing and redemption in most parts of the Inner Sea, her stern, evil-smiting element is more common in areas like Qadira, Osirion, and Katapesh. Many of the Dawnflower’s disciples from these lands become Dawnflower dervishes, religious mystics who use a spinning dance as part of their worship. Many bards of her faith hone their skills with dance and scimitar to become dervish dancers (see Ultimate Combat), but some tread a similar path focused more on magic and healing than swordplay. These are the Dawnflower dervishes. A Dawnflower dervish has the following class features.

 Weapon and Armor Proficiency:Dawnflower dervishes gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip.

 Deity:A Dawnflower dervish must be a worshiper of Sarenrae. A dervish who abandons or betrays this faith reverts to a standard bard.

 Battle Dance/Battle Dance:A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

 Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action.

 When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability.

 Dervish Dance(変則)/Dervish Dance:A Dawnflower dervish gains the Dervish Dance feat as a bonus feat. This ability replaces bardic knowledge.

 Spinning Spellcaster(変則)/Spinning Spellcaster:At 5th level, a Dawnflower dervish gains a +4 bonus on concentration checks to cast spells defensively. This ability replaces lore master.

 Meditative Whirl(変則)/Meditative Whirl:At 8th level, when using battle dance, the Dawnflower dervish can enter a trancelike state where his spinning motion represents the movement of the planets around the sun, and his spirit is attuned to the healing aspects of Sarenrae. By spending a move action focusing on his whirling, the dervish can apply the Quicken Spell feat to any cure spell he is about to cast (effectively spending a move action and swift action to cast the spell). This does not alter the level of the spell or the casting time. The dervish can use this ability once per day at 8th level and one additional time per day for every two dervish levels he has beyond 8th. This ability replaces the dirge of doom bardic performance.

Disciple of the Forked Tongue Disciple of the Forked Tongue

出典 Potions and Poisons 7ページ
 Studied in venomous words as well as venomous blood, a disciple of the forked tongue knows just the right phrase to slowly poison the soul. His voice can sink deep into his victims’ hearts, destroying friendships and devouring the mind. The disciple of the forked tongue is an archetype of the bard class available to vishkanya characters.

 Bardic Performance:A disciple of the forked tongue gains the following bardic performances.

 Discordant Spiral(超常)/Discordant Spiral:The disciple can disrupt the thought processes of enemies who hear his performance, causing them to take a –1 penalty on saves against mind-affecting and curse effects and a –2 penalty on concentration checks. These penalties increase by 1 at 5th level and every 6 levels thereafter.

 This replaces inspire courage.

 Venomous Whispers(超常)/Venomous Whispers:At 9th level, a disciple of the forked tongue can use his performance to sow distrust into the mind of an enemy within 30 feet. An affected creature treats its allies as hostile for the purposes of their spells and abilities—it is never considered a willing target of spells and must attempt saving throws against them when possible, and it gains no benefit from allied bardic performances and other abilities that specifically target allies. For every 3 levels a disciple of the forked tongue has beyond 9th, he can target one additional enemy while using this performance (up to a maximum of four at 18th level).

 This replaces inspire greatness.

 Serpent of the Mind(超常)/Serpent of the Mind:A disciple of the forked tongue can add one spell with the curse descriptor from the spell list of any spellcasting class to his list of spells known at 2nd level and every 4 levels thereafter.

 This replaces versatile performance.

Dragon Herald Dragon Herald

出典 Kobolds of Golarion 22ページ
 Dragon heralds are messengers and evangelists of true dragonkind. They carry the word of their dragon patrons far and wide, whether that’s a message of peace or a declaration of war. A kobold whose scales already associate her with a revered dragon is often trained as her tribe’s dragon herald.

 Weapon and Armor Proficiency:The dragon herald is proficient with simple weapons and light armor, but not with shields. Dragon heralds are messengers, not warriors. Like other bards, dragon heralds don’t incur the normal arcane spell failure chance from wearing light armor.

 Dragon Patron(変則)/Dragon Patron:A dragon herald must choose a particular true dragon species whose glory to extol. In most cases, this is a dragon with whom the herald is familiar, but it could be a dragon deity, a long-dead dragon hero, or even an entire dragon lineage. The energy type associated with her dragon patron (as shown on the draconic sorcerer bloodline) determines the energy type used by several of her abilities. She must also designate a sacred space relevant to her dragon choice—usually the lair of a patron dragon or a shrine or holy place associated with a dragon type.

 Coat of Arms(変則)/Coat of Arms:A dragon herald gains energy resistance equal to her dragon herald level against the energy type associated with her dragon patron. This resistance stacks with any inherent racial resistances, but not with magical or temporary resistances.

 Dragon Voice(変則)/Dragon Voice:A dragon herald gains a bonus equal to half her level on Intimidate and Diplomacy checks. She gains Draconic as a bonus language. This ability replaces bardic knowledge.

 Bardic Performance:A dragon herald gains the following types of bardic performance:

 Diplomatic Immunity(超常)/Diplomatic Immunity:A dragon herald can use bardic performance to generate a sanctuary effect upon herself. Most use this to deliver the word of their patron or to safely complete Diplomacy or Intimidate checks in the presence of hostile foes. The effect persists for as long as the dragon herald performs and for 1 round after.

 This performance replaces countersong and fascinate.

 Diplomatic Protection(超常)/Diplomatic Protection:At 3rd level, the dragon herald can use bardic performance to wrap a single ally in the colors and scales of her patron. The dragon herald must be able to see her ally, and that ally must be able to perceive her performance. While the herald performs, the target gains resistance equal to twice the dragon herald’s level to the energy type associated with the dragon herald’s patron, and an enhancement bonus to natural armor equal to 1/2 the dragon herald’s level.

 This performance replaces inspire competence.

 Rebuke Foes(超常)/Rebuke Foes:At 12th level, the dragon herald gains the ability to rain down her patron’s wrath on her enemies, dealing energy damage of the appropriate type equal to twice her dragon herald level (Reflex save for half ). She can target one enemy within 50 feet for every 4 dragon herald levels she has. This effect occurs once per round for as long as she continues her performance.

 This performance replaces soothing performance.

 Retreat to Lair(擬呪)/Retreat to Lair:At 15th level, the dragon herald can spend 5 daily uses of performance as a full-round action to teleport herself, or a willing target touched, to her sacred place.

 This performance replaces inspire heroics.

 Master of Persuasion(変則)/Master of Persuasion:At 5th level, the dragon herald becomes so sure in her craft that she can take 10 on any Diplomacy or Intimidate check, even when rushed or threatened. Once per day, she may attempt either a Diplomacy or Intimidate check as a full-round action, instead of spending a full minute. She can use this ability one additional time per day at 11th and 17th level.

 This ability replaces lore master.

 Extol Glory(超常)/Extol Glory:At 10th level, the dragon herald gains the ability to spread her patron’s glory to all intelligent creatures. When she speaks Draconic, any intelligent creature that hears her and knows any language can understand her words. This ability does not allow the dragon herald to understand languages with which she is not familiar.

 This ability replaces jack-of-all-trades.

Duettist Duettist

出典 Familiar Folio 6ページ
 Whether singing a delicate duo with a nightingale or slipping coins from purses while a trained monkey distracts the crowd, the duettist blends his bond to his familiar with his natural talent for performance to create amazing effects.

 Diminished Competency/Diminished Competency:A duettist does not gain the well-versed or jack-of-all-trades class features.

 Familiar(変則)/Familiar:At 1st level, a duettist gains a familiar, treating his bard level as his effective wizard level for the purpose of this ability. This ability replaces bardic knowledge.

 Versatile Familiar(変則)/Versatile Familiar:At 2nd level, a duettist’s familiar learns to use performance to supplement its skills. A duettist’s familiar benefits from its master’s versatile performance class feature. This ability alters versatile performance.

 Performing Familiar(超常)/Performing Familiar:At 4th level, a duettist’s familiar learns how to create supernatural effects with its performances, just like its master. The familiar can use any of its master’s bardic performances, but only the familiar or the duettist can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that the familiar performs consumes 2 rounds of the duettist’s bardic performance. This ability replaces lore master.

 Harmonizing Familiar(超常)/Harmonizing Familiar:At 8th level, the duettist and his familiar have learned how to perform together in harmony. When a duettist and his familiar perform the same bardic performance simultaneously, its effects are enhanced. If the performance has a DC, the DC increases by 2. If the performance provides a competence bonus, the competence bonus increases by 1. Because both the duettist and the familiar are performing, each round performed consumes 3 rounds of bardic performance. This ability replaces dirge of doom.

 Symphonic Familiar(超常)/Symphonic Familiar:At 14th level, the duettist and his familiar have learned how to create a symphony of complementary performances that meld together to produce two different effects. They can each perform a different bardic performance simultaneously, and each has its full effect. Because both the duettist and the familiar are performing, each round performed consumes 3 rounds of bardic performance. This ability replaces frightening tune.

Dwarven Scholar Dwarven Scholar

出典 Blood of the Ancients 28ページ
 A dwarven scholar researches the lineage of the kings of the old dwarven empires and learns their ancient tactics. She keeps these ancient traditions alive by sharing them with her allies.

 Weapon and Armor Proficiency:A dwarven scholar is proficient with one weapon of her choosing with the word “dwarven” in its name, in addition to her normal weapon proficiencies. She is not proficient with shields.

 This alters the bard’s weapon and armor proficiency.

 Studied Insight(変則)/Studied Insight:A dwarven scholar uses her Wisdom modifier instead of her Charisma modifier to determine all class features and effects relating to her bard class, including her bardic performance ability, bonus spells per day, the maximum spell level she can cast, and the save DCs of her spells.

 Dwarven Training(変則)/Dwarven Training:At 2nd level, a dwarven scholar masters one aspect of dwarven combat and gains a bonus combat feat. She must meet the prerequisites for this feat, but she treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for this feat. At 6th level and every 4 levels thereafter, she gains another bonus combat feat.

 This replaces versatile performance.

 Bardic Performance:A dwarven scholar gains the following type of bardic performance.

 War Chant(超常)/War Chant:At 1st level, a dwarven scholar can use her performance to inspire the martial prowess of the ancient dwarves in her allies. The dwarven scholar selects a single combat feat she knows. Allies affected by this performance gain the benefit of this feat for as long as the performance is maintained. To be affected, an ally must be able to perceive the dwarven scholar’s performance. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat by the dwarven scholar’s allies while using this ability counts toward the dwarven scholar’s feat’s daily limit.

 At 6th level, the dwarven scholar may grant the benefit of two combat feats at the same time. She may use one of these feats to meet a prerequisite of the second feat. Maintaining two feats in this way requires spending 2 rounds of bardic performance every round.

 This replaces inspire courage and suggestion.

Faith Singer Faith Singer

出典 Healer's Handbook 19ページ
 Faith singers show their faith in their deity with songs or other appropriate performances.

 Faithful:Like a cleric, a faith singer must worship a deity, and his alignment must be within one step of his deity’s alignment.

 Devout Spell Knowledge(超常)/Devout Spell Knowledge:At 2nd level, a faith singer can select one domain from among those belonging to his deity. Once per day as a spell-like ability using his bard level as his caster level, he can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day.

 This ability replaces versatile performance.

Fey Prankster Fey Prankster

出典 Legacy of the First World 20ページ
 Sly and mischievous like the Lantern King himself, fey pranksters learn supernatural tricks that can cause their victims to suffer mishaps and accidents.

 Mischievous Talent(変則)/Mischievous Talent:A fey prankster adds half her class level (minimum 1) on Bluff, Disguise, Sleight of Hand, and Stealth skill checks, and can attempt Sleight of Hand checks untrained.

 This ability replaces bardic knowledge.

 Bardic Performance:A fey prankster gains the following types of bardic performance.

 Song of Clumsiness(超常)/Song of Clumsiness:A fey prankster can use this performance to cause enemies within 30 feet that can hear her to suffer seemingly random mishaps. Any enemy in this area that draws a weapon or retrieves an item from a backpack or similar container immediately drops it, and falls prone the first time it enters a square of difficult terrain during its turn. A creature can negate a specific effect with a successful Reflex saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier), but an enemy must attempt a separate save for each potential effect during the song of clumsiness (for example, if it draws multiple weapons). Song of clumsiness is an enchantment (compulsion), mind-affecting ability that relies on audible components.

 This ability replaces countersong.

 Incite Unreliability(超常)/Incite Unreliability:A fey prankster can use her performance to manipulate a single target into fighting erratically or haphazardly, as though affected by lesser confusion. To be affected, the target must be within 30 feet and able to hear the fey prankster’s performance. The effect persists for as long as the target can hear the performance. A target that succeeds at a Will saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier) negates the effect and becomes immune to incite unreliability from the same fey prankster for 24 hours. Incite unreliability is an enchantment (compulsion), mind-affecting ability that relies on audible components.

 This ability replaces inspire courage.

 Embarrassing Satire(超常)/Embarrassing Satire:At 8th level, a fey prankster’s powerful satire raises painful blisters and ugly boils on the face of her target. The fey prankster selects one target within 30 feet to become sickened from the uncomfortable facial boils. The sickened effect continues for as long as the target is within 30 feet and the fey prankster continues the performance, though the boils remain for 1 day afterward. Embarrassing satire is a language-dependent, mind-affecting ability that relies on audible components.

 This ability replaces dirge of doom.

 Dirty Trickster(変則)/Dirty Trickster:At 2nd level, a fey prankster gains Improved Dirty Trick as a bonus feat and counts as having Combat Expertise for the purpose of meeting the prerequisites of feats that have Improved Dirty Trick as a prerequisite.

 This ability replaces well-versed.

 Master of Mischief(変則)/Master of Mischief:At 5th level, a fey prankster can take 10 on a Bluff, Disguise, Sleight of Hand, or Stealth skill check (if she has ranks in that skill), even if distracted or endangered. In addition, once per day, the fey prankster can take 20 on one these skill checks (if she has ranks in that skill). She can use this ability one additional time per day for every 6 bard levels she has beyond 5th, to a maximum of three times per day at 17th level.

 This ability replaces lore master.

First World Minstrel First World Minstrel

出典 Legacy of the First World 11ページ
 Most cultures tell stories of people stolen away by the fey, only to return years later, forever changed. The First World minstrel was changed in such a way by the fey, and his performances channel the mysterious powers of the First World.

 Fey Magic/Fey Magic:A First World minstrel adds summon nature’s ally spells to his spell list instead of the equivalent summon monster spells.

 This ability alters the First World minstrel’s spell list.

 Wild Empathy(変則)/Wild Empathy:A First World minstrel gains the wild empathy druid class feature, using his bard level as his druid level for this ability.

 This ability replaces bardic knowledge.

 Bardic Performance:A First World minstrel gains the following types of bardic performance.

 Echoes of the First World(超常)/Echoes of the First World:A First World minstrel infuses himself or a single willing ally within 30 feet with the strange magic of the First World, granting the target one of the special abilities from the fey creature template other than change shape for 1 round. For every 3 levels beyond 1st the First World minstrel has, he can target one additional ally or add an additional special ability to one of his targets. This is a polymorph effect that relies on audible components.

 This ability replaces inspire courage.

 Gremlin’s Luck(超常)/Gremlin’s Luck:A First World minstrel of 8th level or higher can use his performance to inflict bad luck on a target within 30 feet for 1 round. Whenever the target rolls an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A target that succeeds at a Will save (DC 10 + half the First World minstrel’s level + his Charisma modifier) negates the effect and is immune to this ability for 24 hours. This is a mind-affecting effect that relies on audible components.

 This ability replaces dirge of doom.

 Resist Nature’s Lure(変則)/Resist Nature’s Lure:At 2nd level, a First World minstrel gains the resist nature’s lure druid class feature.

 This ability replaces well-versed.

Flamesinger Flamesinger

出典 Elemental Master's Handbook 5ページ
 The flamesinger finds inspiration in the mesmerizing beauty of fire. While the flamesinger’s tradition originated among the varied peoples of the Padishah Empire of Kelesh, it long ago spread to Qadira and from there throughout the Inner Sea region.

 Fire Music/Fire Music:A flamesinger gains Fire Music as a bonus feat at 1st level (without needing the meet the normal prerequisites). At 4th level (when she gains access to 2nd-level spells), she adds summon monster I and summon monster II to her bard spells known; every 3 levels thereafter she gains the next level of summon monster, until she adds summon monster VI to her spells known at 16th level. The flamesinger must apply the Fire Music feat’s effect when casting these spells.

 This ability replaces bardic knowledge and lore master.

 Bardic Performance:A flamesinger gains the following bardic performance.

 Blazing Blades(超常)/Blazing Blades:The flamesinger’s song causes allies’ weapons to burst into flames. To be affected, an ally must be able to hear the bard perform and be within 30 feet. An affected creature’s successful attacks with manufactured or natural weapons deal 1d4 additional points of fire damage. These flames do not harm the weapon or its wielder. This damage stacks with other sources of fire damage, such as the flaming special weapon ability. At 5th level and every 6 bard levels thereafter, this bonus fire damage increases by 1d4 (to a maximum of 4d4 at 17th level). This is a fire effect that relies on audible components.

 This ability replaces inspire courage.

 Wildfire(変則)/Wildfire:Like a raging wildfire, a flamesinger moves with blistering speed. At 2nd level and every 4 levels thereafter, the flamesinger gains a +5-foot enhancement bonus to her base speed (to a maximum of +25 feet at 18th level).

 This ability replaces versatile performance.

Hatharat Agent Hatharat Agent

出典 Qadira, Jewel of the East 47ページ

 Although the Hatharat employs all manner of specialists, bards who take up the role of agent are among its most infamous and widespread.

 Called Favor(変則)/Called Favor:At 1st level, a Hatharat agent can use his contacts to ask for a favor from various individuals who have benefited from Hatharat aid in the past. The agent must spend 1d4 hours in an urban area with a population of at least 200 people to use this ability, and must succeed at a DC 20 Diplomacy check to secure the favor. Once an attempt to call in a favor has been made, whether or not the Diplomacy check was successful, the Hatharat agent must wait 2d6 days before attempting to call in a new favor, so as to not overtax the favors owed the society as a whole.

 The Hatharat agent can use a successful called favor to secure an introduction to an important NPC, either to learn an important piece of information (something that would otherwise require a successful DC 20 Knowledge check to know) or to secure a pardon for a minor crime of which an ally has been convicted. Similar favors could be granted at the GM’s discretion.

 At 7th level, an agent need only wait 1d6 days between uses of called favors. In addition to the favors above, he can now ask for a favor that supplies the aid of a single 5th-level specialist for 24 hours. This specialist is treated as a short-term cohort for the agent, but should remain under the control of the GM. The exact statistics for the specialist (who can be of any class) should also be calculated by the GM. The maximum level of the specialist the agent can secure increases by 1 for every 2 bard levels the Hatharat agent has above 7th, to a maximum of an 11th-level specialist at 19th level. The Pathfinder RPG NPC Codex contains numerous pregenerated NPCs that can be used as these specialists.

 This ability replaces bardic knowledge.

 Informed Persuasion(変則)/Informed Persuasion:At 2nd level, a Hatharat agent uses his knowledge of a target to increase his persuasiveness. If he has at least 1 rank in an associated Knowledge skill, he applies his Intelligence modifier (in addition to his Charisma modifier, as normal) to Bluff, Diplomacy, and Intimidate checks against that Knowledge skill’s associated category of targets. The types of Knowledge and their associated groups are arcana (spellcasters), geography (tribal citizens), local (urban citizens), nobility (politicians and nobles), and religion (worshipers of a recognized faith).

 This ability replaces well-versed.

 Bardic Performance:A Hatharat agent gains the bardic performance listed below.

 Master of Manipulation(超常)/Master of Manipulation:At 8th level, a Hatharat agent gains a reputation of being able to sense lies. When using bardic performance, his very presence can often draw the truth out of others. This ability affects all creatures selected by the bard within a 20-foot-radius emanation from the bard. Any affected creature can’t speak any deliberate or intentional lies, but is aware of the effect and can choose to avoid answering a question to which it would normally respond with a lie, or may be evasive as long as it remains within the boundaries of the truth. This is a mind-affecting compulsion effect.

 This performance replaces dirge of doom.

Hoaxer Hoaxer

出典 Black Markets 29ページ
 Hoaxers specialize in creating valuable-looking counterfeits and infusing these false treasures with dangerous magic to make their marks more vulnerable to future swindles.

 Counterfeiter(変則)/Counterfeiter:A hoaxer adds half his bard level (minimum 1) on all Appraise, Bluff, and Sleight of Hand checks, as well as on Craft, Knowledge, Linguistics, Perception, and Profession checks to create or detect a counterfeit or forgery. He can attempt such skill checks untrained. This ability replaces bardic knowledge.

 Bardic Performance(超常)/Bardic Performance:A hoaxer dedicates his arcane energies to deceiving others rather than to entertaining them, granting him the following unique performances.

 Bad Deal(超常)/Bad Deal:A hoaxer can use his performance to coax a bit of luck (good or bad) into a valuable-seeming object. As a standard action that provokes attacks of opportunity, the hoaxer can use 1 round of bardic performance to invest a single object in his possession with a hex he knows. This object must be light enough to hold in one hand, and cannot already have any magical properties. The object remains hexed as long as the hoaxer continues to spend 1 round of bardic performance each round as a swift action to maintain it, until the hoaxer drops the item, or until triggered. The hex triggers immediately upon being willingly accepted by another creature, targeting its new owner. A bad deal cannot be forced on a creature or slipped into its possession without its knowledge, but a hoaxer can lie or cheat to convince his mark to accept the object, or use spells like beguiling gift.

 At 1st level, the hoaxer knows one witch hex from the following list: blight, charm, evil eye, fortune, healing, misfortune, slumber, or unnerve beasts. At 3rd level and every 3 bard levels thereafter, he can learn one additional hex. The save DC for a hoaxer’s hexes is equal to 10 + 1/2 the hoaxer’s bard level + his Charisma modifier. These hexes function identically to witch hexes, except they can only target single creatures, and the hoaxer can only use his hexes by investing them into objects. If the hoaxer learns hexes from any other source (such as the witch class), he cannot invoke them into an object.

 Beginning at 12th level, the hoaxer adds the following major hexes to the list of hexes he can learn: agony, hoarfrost, ice tomb, infected wounds, nightmares, retribution, and speak in dreams. This performance replaces inspire courage, inspire competence, and inspire greatness.

 Buyer Beware(超常)/Buyer Beware:As a standard action, a hoaxer can convince someone to accept a gift or trade as per beguiling gift (DC = 10 + 1/2 the hoaxer’s bard level + his Charisma modifier) by spending 1 round of bardic performance on a supernatural sales pitch. The hoaxer can use this ability to convince a creature to accept a hexed object created with his bad deal performance. This performance replaces countersong.

 Personal Guarantee(超常)/Personal Guarantee:A hoaxer can prevent his hexed wares from afflicting a target until he is safely out of sight. He can spend up to 1 round of bardic performance per bard level while hexing an object. For every round expended, the object’s hex is delayed for 1 minute before triggering and hexing its current owner. This performance replaces distraction.

 Curse Breaker(超常)/Curse Breaker:A hoaxer of 12th level or higher can use performance to create an effect equal to break enchantment. This otherwise functions as soothing performance. This performance replaces inspire greatness.

 Misery(変則)/Misery:At 2nd level, a hoaxer learns to take joy in the misfortune of others. He gains a +1 morale bonus on attack rolls and damage rolls against creatures suffering from a curse, hex, or harmful mind-affecting effect, as well as a +1 morale bonus on Will saving throws against spells from such creatures. These bonuses increase by 1 at 5th level and every 6 bard levels thereafter. This ability replaces versatile performance.

 Versed in Curses(変則)/Versed in Curses:At 2nd level, a hoaxer gains a +4 bonus on saving throws against curses, hexes, and language-dependent effects. This ability replaces well-versed.

 Curse Crafter(変則)/Curse Crafter:At 5th level, a hoaxer learns how to craft cursed items. He gains one item creation feat as a bonus feat at 5th level, plus an additional item creation feat every 6 levels thereafter. He can use these feats only to craft cursed items. In addition, he can craft items that appear magical but have no true magical properties—as if permanently affected by the magic aura spell—for 50 gp. This ability replaces lore master.

Juggler Juggler

出典 Ranged Tactics Toolbox 7ページ
 Jugglers are masters of manipulating objects, most famously by keeping multiple objects in the air simultaneously. They often incorporate this talent into acting, comedy, or dance. Adventuring jugglers find their abilities translate well into the use of thrown weapons.

 Weapon and Armor Proficiencies:A juggler is proficient with all simple weapons, plus martial thrown weapons. This replaces his normal weapon proficiencies. A juggler is not proficient with shields.

 Fast Reactions(変則)/Fast Reactions:At 1st level, a juggler gains Deflect Arrows as a bonus feat. At 5th level, he gains Snatch Arrows as a bonus feat. The juggler doesn’t need to meet the prerequisites for these feats. The juggler can use the ability granted by these feats an additional time each round at 11th level (with a –5 penalty on his second attack roll) and at 17th level (with a –10 penalty on his third attack roll). This ability replaces bardic knowledge and lore master.

 Combat Juggling(変則)/Combat Juggling:At 2nd level, a juggler can hold and wield (in other words, “juggle”) up to three items or weapons in his hands. The juggler must be able to hold and wield an object in one hand in order to juggle it. This ability doesn’t grant the juggler additional attacks, though it does allow him to use different weapons as part of a full attack. As long as he is juggling fewer than three objects, the juggler is considered to have a free hand (for the purposes of drawing a weapon, using somatic components, using Deflect Arrows, and so on). At 6th level and every 4 levels thereafter, the maximum number of objects the juggler can juggle increases by one, to a maximum of seven objects at 18th level.

 If the juggler is affected by any action or condition that would require a concentration check while he is juggling, he must attempt a Sleight of Hand check to continue juggling and avoid losing concentration. The check’s DC is the same as a concentration check, treating the spell level as twice the number of objects being juggled. If the juggler fails his Sleight of Hand check, he drops all juggled objects but one, determined randomly. This ability replaces versatile performance.

 Evasion(変則)/Evasion:At 2nd level, a juggler gains evasion, as the rogue class feature of the same name. At 12th level, he gains improved evasion, as the rogue advanced talent. This ability replaces well-versed and soothing performance.

Lotus Geisha Lotus Geisha

出典 Dragon Empires Primer 22ページ
 The lotus geisha of Minkai are renowned for their powers of seduction, and tales tell of lotus geisha disarming foes and bolstering allies. The lotus geisha is an archetype of the bard class.

 Weapon Proficiency:A lotus geisha is proficient with all simple weapons, plus the butterfly sword, fighting fan, iron brush, sai, shortbow, and shuriken. This replaces the normal bard weapon proficiencies.

 Enrapturing Performance(超常)/Enrapturing Performance:At 2nd level, a lotus geisha gains the ability to execute an enrapturing performance in addition to her bardic performance ability. An enrapturing performance is exactly like a bardic performance with the following exceptions.

 A lotus geisha can use an enrapturing performance to recreate the effects of any of her known bardic performances, but she focuses the performance on only a single target within range. While other creatures see and hear a lotus geisha’s enrapturing performance, only the target of this ability is affected by it. A lotus geisha cannot have a bardic performance and an enrapturing performance in effect at the same time. Every round spent engaged in an enrapturing performance counts against the total number of rounds per day she can use her bardic performance, and she cannot use this ability if she does not have any more rounds of bardic performance left for that day. Starting an enrapturing performance is a standard action; at 7th level, it becomes a move action, and at 13th level, it becomes a swift action.

 A lotus geisha adds a +2 bonus to the DC of Will saves made to resist the effects of her fascinate, frightening tune, and suggestion enrapturing performances. When a lotus geisha uses her enrapturing performance ability to emulate inspire competence, inspire courage, inspire greatness, or inspire heroics, any bonuses to AC or on ability checks, attack rolls, damage rolls, saving throws, and skill checks increase by +1. For example, a lotus geisha using inspire heroics as an enrapturing performance would grant her target a +5 morale bonus on saving throws and a +5 dodge bonus to AC, instead of the usual +4 bonuses.

 This ability replaces well-versed.

 ボーナス特技:At 1st level, a lotus geisha gains Spell Focus (enchantment) as a bonus feat. At 5th level, she gains Greater Spell Focus (enchantment) as a bonus feat. These bonus feats replace bardic knowledge and lore master.

Luring Piper Luring Piper

出典 Monster Hunter's Handbook 11ページ
 Some bards have an exceptional ability to use their musical performances to entrance the world’s wilder creatures. These performers are so focused that they create melodies capable of leading animals and fey to their unwilling death.

 クラス技能:A luring piper gains Survival as a class skill.

 This alters the bard’s class skills.

 Fey Secrets/Fey Secrets:A luring piper adds half his class level (minimum 1) on Bluff, Knowledge (nature), Perception, Sense Motive, and Survival checks when interacting with fey.

 This ability replaces bardic knowledge.

 Luring Presentation(変則)/Luring Presentation:Creatures that have the animal or fey type take a –2 penalty on saving throws imposed by a luring piper’s bardic performances. Creatures with any other type gain a +2 bonus on saving throws against a luring piper’s bardic performances.

 This ability modifies bardic performance.

 Bardic Performance:The luring piper gains the following types of bardic performances that can only be made when using Perform (wind instruments) and a when employing a wind instrument.

 Charming Melody(超常)/Charming Melody:While using the fascinate bardic performance, the luring piper can play a song that compels animals and fey to follow him wherever he goes. Instead of sitting peacefully and merely observing the luring piper, creatures with the animal or fey type instead quietly and calmly walk toward the luring piper, stopping once they are adjacent to the luring piper and following him if he moves.

 This performance modifies fascinate.

 Deadly Lure(擬呪)/Deadly Lure:At 8th level, the luring piper can use his suggestion bardic performance on targeted animals and fey to make them take actions that result in their own injury or death, such as leaping off a cliff or into a river. The targeted creature is allowed a second saving throw to shake off the effect before completing any self-harming actions.

 This performance replaces the bard’s dirge of doom.

 Fey-Wounding Song(擬呪)/Fey-Wounding Song:At 12th level as a full-round action, the luring piper can expend 3 rounds of bardic performance to play a song that causes fey tremendous pain. Treat this as equivalent to mass inflict serious wounds, but affecting only fey targets and using the lurid piper’s bard level as his caster level.

 This performance replaces soothing performance.

 Piper’s Attention(変則)/Piper’s Attention:Starting at 2nd level, whenever a luring piper is actively using Perform (wind instruments) as part of a bardic performance, he gains a +4 bonus on saving throws against language-dependent, mind-affecting, and sonic effects. If this effect is caused by a fey creature, the luring piper can also roll the saving throw twice and take the better result.

 This ability replaces well-versed.

Mute Musician Mute Musician

出典 Horror Realms 9ページ
 A mute musician forswears speech for the unnatural songs and thunderous silences of the depths of space. She learns to blend light and sound in seemingly impossible ways. Some mute musicians look to the darker aspects of Desna as their inspiration for these performances, but most mute musicians find their muse in the alien sounds of the Elder Mythos and the entities that orbit the blind idiot god Azathoth, who floats in the heart of the Dark Tapestry.

 Mute(変則)/Mute:A mute musician has a disability or injury (possibly self-inflicted or even psychological) that prevents her from speaking or vocalizing. Language-dependent effects (including Perform [oratory]) require the bard to be able to use telepathy, nonverbal languages, or writing to communicate. She cannot use Perform (sing) or speak languages, though she can still create audible bardic performances by means of a musical instrument. A mute musician can provide verbal and somatic components for spells she casts via any musical instrument in which she has ranks in the appropriate Perform skill.

 Eschew Materials(変則)/Eschew Materials:A mute musician gains Eschew Materials as a bonus feat at 1st level.

This ability replaces bardic knowledge.

 Bardic Performance:A mute musician gains the following bardic performances.

 Symphony of Silence(超常)/Symphony of Silence:At 3rd level, the mute musician’s music muffles all other sounds within a 30-foot radius. All creatures in the area of effect gain a +2 bonus on all saving throws made against sonic attacks or language-dependent effects. This bonus increases to +3 at 7th level, +4 at 11th level, +5 at 15th level, and +6 at 19th level. Symphony of silence relies on audible components.

 This bardic performance replaces inspire competence.

 Maddening Harmonics(超常)/Maddening Harmonics:At 14th level, the mute musician can create a performance so baffling and discordant that it usurps all thought within a 30-foot radius with chaos and entropy. The mute musician can select which creatures in this area are affected by the maddening harmonics and which are not. All targeted creatures within this area must succeed at a Will saving throw (DC = 10 + 1/2 the bard’s level + the bard’s Charisma modifier) or be confused for as long as they can hear the performance. If the creature succeeds at its saving throw, it is immune to this ability for 24 hours. This performance relies on audible components.

 This bardic performance replaces frightening tune.

 Ceaseless Performance(超常)/Ceaseless Performance:At 15th level, the mute musician can continue taking the free action to maintain a bardic performance even while confused, cowering in fear, dazed, nauseated, panicked, paralyzed, petrified, silenced, staggered, stunned, or unconscious. Even if the mute musician is killed, she can continue to take the free action to maintain her performance as long as she has rounds remaining. Only the utter destruction of the mute musician’s body (such as via destruction or disintegrate, or by reducing the bard to a negative hit point total equal to 10 × her Constitution score) causes the performance to end.

 This ability replaces inspire heroics.

 Song of the Conjunction(超常)/Song of the Conjunction:At 18th level, the mute musician can harmonize with the alien chorus beyond the music of the spheres, creating a portentous cosmic alignment. This effect duplicates a gate used to travel, save that the destination point must be on the same plane as the bard, but it is not otherwise limited by distance.

 This bardic performance replaces mass suggestion.

 Insights from Beyond(変則)/Insights from Beyond:At 2nd level, a mute musician adds two abjuration, conjuration (calling), conjuration (summoning), or conjuration (teleportation) spells from the sorcerer/wizard spell list to her list of bard spells known. At 6th level and every 4 bard levels thereafter, she can choose two more spells to add to her spells known.

 This class feature replaces versatile performance.

 Dulled Horror(変則)/Dulled Horror:At 2nd level, a mute musician gains a +4 bonus on saves against confusion, fear, insanity effects, and the supernatural abilities of aberrations.

 This class feature replaces well-versed.

 Eldritch Caesura(超常)/Eldritch Caesura:At 10th level, a mute musician can insert unsettling silences into her otherworldly music by spending an additional 1 round of bardic performance per round. This supernatural technique impossibly blurs the line between music and light, transmitting audible performances and sonic bard spells through most barriers save lead. This allows the music and sonic spells to affect creatures across planar boundaries (including on the Ethereal or Shadow Planes), vacuums, and areas of magical silence.

 This class feature replaces jack-of-all-trades.

 Ex-Mute Musicians/Ex-Mute Musicians:A mute musician who regains the ability to speak or chooses to speak aloud loses all abilities granted by this archetype. She can regain the archetype’s abilities by spending 24 hours without speaking.

Negotiator Negotiator

出典 Champions of Balance 18ページ
 Bards are experts at manipulating the emotions and perceptions of others. Negotiators are those bards who take the skills of a performer and apply them to the realms of business and law.

 Hard Bargainer/Hard Bargainer:A negotiator adds half his class level (minimum 1) on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks. This ability replaces bardic knowledge.

 Bardic Performance/Bardic Performance:A negotiator gains the following types of bardic performance.

 Counterargument(超常)/Counterargument:This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument.

 Fast Talk(超常)/Fast Talk:At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator’s level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator’s choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object’s perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.

 Binding Contract(擬呪)/Binding Contract:At 9th level, the negotiator can bind another creature’s promise to the negotiator with a geas. This acts as lesser geas, except the creature must have Hit Dice equal to or less than the negotiator’s level. The target can negate this effect with a successful Will save (DC = 10 + 1/2 the negotiator’s level + the negotiator’s Charisma modifier). The geas is discharged if the negotiator breaks his end of the bargain. Using this ability requires 3 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance. At 18th level, this effect acts as geas/quest (no HD limit, and the target cannot attempt a saving throw). Binding contract is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components. This performance replaces inspire greatness.

 ローグの技:At 2nd level, a negotiator gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the negotiator gains an additional rogue talent. A negotiator cannot select a rogue talent that modifies the sneak attack ability. This ability replaces versatile performance.

 Master of Rhetoric(変則)/Master of Rhetoric:At 5th level, the negotiator can take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check if he has ranks in that skill. A negotiator can choose not to take 10 and can instead roll normally. In addition, the negotiator can take 20 on one of those skill checks (without spending any additional time). The negotiator can do this once per day at 5th level, twice per day at 11th level, and three times per day at 17th level. This ability replaces lore master.

 上級の技:At 10th level and every 4 levels thereafter, a negotiator can select an advanced rogue talent in place of a rogue talent. A negotiator cannot select an advanced talent that modifies the sneak attack ability.

Pitax: Academy of Grand Arts Pitax: Academy of Grand Arts

出典 Guide to the River Kingdoms 40ページ
 Bards who have successfully mastered the strict curriculum of Pitax’s Academy of Grand Arts to graduate are more adept in their assigned field of performance, at the expense of versatility in other areas. Such bards have the focused performance alternate class ability, which replaces versatile performance.

 Focused Performance(変則)/Focused Performance:At 2nd level, a bard must choose one type of Perform skill. The bard gains Extra Performance as a bonus feat, usable only with the chosen category of the Perform skill. At 8th level, and every 6 levels thereafter, the bard gains Extra Performance as an additional bonus feat. The additional uses of bardic performance gained from these feats cannot be used with any category of the Performance skill other than the one chosen at 2nd level.

Provocateur Provocateur

出典 Inner Sea Intrigue 45ページ
 Provocateurs are bards who use their art to make controversial political statements, undermine enemies’ reputations, and upset the status quo on a large scale. They can be found most often in areas of political unrest such as the unruly Chelish city of Kintargo, throughout rebellion-fraught Galt, and among the backstabbing upper classes of Absalom, Brevoy, and Taldor.

 Provocateur(変則)/Provocateur:A provocateur adds 1/2 his bard level on skill checks to reduce a target’s influence (Ultimate Intrigue 102) and on skill checks to reduce a target’s attitude toward another creature or organization.

 This replaces bardic knowledge.

 Calumny(変則)/Calumny:At 2nd level, a provocateur can use his Perform (comedy, oratory, or sing) modifier in place of his Bluff and Diplomacy modifier on checks to spread a rumor and in place of his Intimidate modifier on checks to demoralize foes.

 This ability replaces the versatile performance gained at 2nd level.

 Damning Performance(超常)/Damning Performance:At 4th level, a provocateur can cause all observers fascinated by her fascinate performance to become less friendly to a target creature or group of her choice for 10 minutes per bard level. Affected observers’ attitudes toward the target, the target’s influence (Ultimate Intrigue 102) with affected observers, and affected observers’ trust level as contacts (Ultimate Campaign 148) for the target are all reduced by one step. If she reveals information during the performance that would reduce those creatures’ attitudes anyway, those attitudes worsen by an additional step for the duration. If the provocateur engages in a verbal duel (Ultimate Intrigue 176) against the target with an audience affected by damning performance, she automatically gains two edges.

 At 18th level, the duration increases to 1 day per bard level.

 This ability replaces suggestion and mass suggestion.

Solacer Solacer

出典 Healer's Handbook 18ページ
 Solacers are experts in the healing arts as well as creators of performances that console the distraught, rally the stricken, raise spirits, and vanquish sorrow.

 クラス技能:A solacer adds Heal to his list of class skills instead of Appraise.

 This alters the bard’s class skills.

 Learned Physician(変則)/Learned Physician:A solacer adds 1/2 his class level (minimum 1) on Heal checks and can attempt Knowledge checks untrained.

 At 5th level, a solacer can take 10 on checks with any Knowledge skill he has ranks in. The solacer can choose not to take 10 and can instead roll normally. In addition, once per day, the solacer can take 20 on any Heal check, though this does not affect the time it takes to perform the task attempted. He can use this ability one additional time per day for every 6 bard levels he has beyond 5th, to a maximum of three times per day at 17th level.

 This ability replaces bardic knowledge and lore master.

 Inspire Tenacity(超常)/Inspire Tenacity:At 1st level, a solacer can use his bardic performances to bolster his allies’ mental endurance when they need it most. All allies within 30 feet automatically stabilize if they are dying and gain a +2 morale bonus on saving throws against mind-affecting effects, poisons, and disease. This performance relies on audible components.

 This bardic performance replaces countersong.

 Creative Treatment(超常)/Creative Treatment:Beginning at 2nd level, once per day when a solacer attempts a Heal check and fails, he can immediately reroll the check and take the better result. He can use this ability one additional time per day at 6th level and every 4 bard levels thereafter (to a maximum of five times per day at 18th level). Additionally, when acting as a confidante (or any other type of advisor) to reduce sanity damage with rest (Pathfinder RPG Horror Adventures 13), the solacer can attempt a Charisma check instead of an Intelligence or Wisdom check and add his Charisma modifier to the amount of sanity damage removed instead of his Intelligence or Wisdom modifier. When acting as a confidante (or any other type of advisor) to reduce a madness’s DC with rest (Horror Adventures 182), the solacer can attempt a Charisma check instead of an Intelligence or Wisdom check and reduce the madness’s DC by 1/2 his Charisma modifier instead of 1/2 his Intelligence or Wisdom modifier.

 This ability replaces versatile performance.

 Invigorating Artistry(超常)/Invigorating Artistry:At 10th level, a solacer can use his performances to protect and heal a target’s soul. The solacer can perform for 1 hour (this requires no skill check) and grant several benefits for 24 hours to the creatures that can hear or see his performance, or both, depending on whether the performance has audible or visual components. Affected creatures gain a +3 bonus on saving throws against curses, possession spells and effects (such as magic jar), and domination and mind control spells and effects (such as dominate person). If the target is suffering any or multiple such effects, it immediately can attempt a new saving throw against each; the effect ends if the saving throw is successful. Only one such extra saving throw can be granted against each condition in any 24-hour period. If a creature benefits from the daily performance between saving throws against a corruption (Horror Adventures 14) progressing, it gains a +3 bonus on the next saving throw against that corruption.

 The amount of this bonus increases by 1 at 16th and 19th levels (maximum +5 at 19th level).

 This ability replaces jack-of-all-trades.

Speaker of the Palatine EyeSpeaker of the Palatine Eye

出典 Heroes of Golarion 8ページ
A speaker of the Palatine Eye can only worship one deity, though they may revere others, including Pharasma.  Working from the shadows of Ustalav’s high society, the Esoteric Order of the Palatine Eye is a mystical cult built around the quest for immortality. Founded by a count who claimed to have been enlightened by angels, the Order follows a strict hierarchy, and membership is open only to the elite. The more money a member provides the Order, the more secrets he learns to aid his path toward angelic ascension. More information on the Esoteric Order of the Palatine Eye can be found in Pathfinder Adventure Path #44: Trial of the Beast.

 A speaker of the Palatine Eye influences others using his occult knowledge rather than the boisterous enthusiasm of most bards. He must be a worshipper of Pharasma, but he may worship additional deities as well.

 Angelic Grace(変則)/Angelic Grace:Members of the Order of the Palatine Eye carry themselves with the austerity and import their heavenly aspirations demand. A speaker of the Palatine Eye does not have Acrobatics or Escape Artist as class skills, but he gains Celestial as a bonus language. This does not count toward the number of languages he is otherwise able to learn.

 This alters the bard’s class skills.

 呪文:A speaker of the Palatine Eye draws his powers from the mysterious rites of the Esoteric Order of the Palatine Eye. He casts psychic spells from the mesmerist list instead of arcane spells from the bard spell list. He otherwise casts spells, learns spells, and determines his spell allotment and spell DCs as a bard.

 This alters spells.

 Corpse Speaker(超常)/Corpse Speaker:A speaker of the Palatine Eye can make it appear as if a corpse is speaking, similar to ventriloquism. A creature must succeed at a Will saving throw (DC = 10 + half the bard’s level + the bard’s Charisma modifier) to see through the ruse. A creature that fails the saving throw is convinced that the corpse is speaking of its own volition.

 This replaces countersong.

 Keen Ritualist(変則)/Keen Ritualist:At 10th level, a speaker of the Palatine Eye reduces the number of secondary casters required to cast a ritual by 2. At 16th level, the DCs of skill checks the speaker of the Palatine Eye attempts during a ritual are reduced by 2. At 19th level, a speaker of the Palatine Eye can perform any ritual by himself without needing to satisfy any secondary caster requirements. The DCs of skill checks he attempts during a ritual are reduced by an additional 2, for a maximum DC reduction of 4.

 This replaces jack-of-all-trades.

Stonesinger Stonesinger

出典 Heroes of the Darklands 11ページ
 Once practiced by the dwarves in their Quest for Sky, the traditions of the stonesinger bards changed when the dwarves arrived on the surface. The tradition still hearkens back to its subterranean origins, however, and is practiced as a form of meditation or worship by many dwarves. Stonesingers are rare bards capable of vocalizing their bardic performances through subsonic harmonies, allowing their performances to carry as subtle vibrations through stone, rather than through the air. They command considerable power underground.

 Earth Magic/Earth Magic:A stonesinger is treated as having the Eschew Materials feat so long as he is touching natural or manufactured stone. Additionally, a stonesinger adds the following spells to the bard spell list at the listed level: 1—magic stone, 2—stone shield, 3—stone shape, 4—earth glide, 5—stoneskin, 6—stone tell.

 This ability alters spellcasting.

 Stone Song(超常)/Stone Song:A stonesinger’s bardic performance is a subsonic vibration that resonates from his body and travels through solid rock. This vibration is subtle enough to not be heard, though creatures with the tremorsense universal monster ability can distinctly hear the stone song out to a range of 100 feet per bard level. All allies within 30 feet of the stonesinger benefit from stone song, perceiving the effect due to proximity. An allied creature with tremorsense benefits from stone song as long as it’s within the extended range, provided that there is an unobstructed path of solid earth between the creature and stonesinger. Natural and manufactured stone does not inhibit stone song’s range. A stonesinger must use Perform (song) or Perform (oratory) for this bardic performance.

 This ability modifies bardic performance.

 Tremor(超常)/Tremor:As part of another bardic performance, a stonesinger can cause the ground within 30 feet to tremble, throwing enemies off balance and causing them to take a –1 circumstance penalty to AC as long as the stonesinger continues performing. This penalty increases by 1 at 5th level and every 6 levels thereafter. Creatures levitating or flying above the ground are unaffected by this ability.

 This replaces countersong.

 Quake(超常)/Quake:At 8th level, a stonesinger causes the ground to shudder and buckle with his song. All enemies within 30 feet of the stonesinger must succeed at a Reflex save (DC = 10 + half the stonesinger’s level + his Charisma bonus) when he begins a bardic performance or be knocked prone. Prone and flying creatures, as well as creatures with the earth glide universal monster ability, are unaffected by this performance.

 This replaces dirge of doom.

Studious Librarian Studious Librarian

出典 Inner Sea Intrigue 46ページThe studious librarian gains Skill Focus (Knowledge [any]) instead of the Scribe Scroll feat.
 Studious librarians are bards that have studied long in great libraries of the Inner Sea region, such as Taldor’s Kitharodian Academy in Oppara, Forae Logos and the Pathfinder Society’s Skyreach in Absalom, and the Grand Library of Eto in Osirion.

 Scribe Scroll:A studious librarian gains Scribe Scroll as a bonus feat.

 This ability replaces distraction.

 Comparative Arcane Studies(超常)/Comparative Arcane Studies:At 6th level, the studious librarian is exposed to a wide variety of magical writing, and can use his own magic to duplicate spells from other classes’ spell lists. Once per day, a studious librarian can cast any spell from the bard, sorcerer/wizard, or witch spell lists from a scroll or spellbook in hand as if it were one of his bard spells known, expending a bard spell slot of the same spell level to cast the desired spell. Casting a spell from a scroll this way does not cause the spell to vanish from the scroll. A spell cast in this way cannot be modified by metamagic. The studious librarian gains one additional daily use of this ability at 10th level and again every 4 bard levels thereafter, to a maximum of four times per day at 18th level.

 This ability replaces suggestion and jack-of-all-trades.

 Critical Research Focus(変則)/Critical Research Focus:At 8th level, the studious librarian threatens a critical hit on a Research check (Ultimate Intrigue 148) with a roll of 18, 19, or 20. He gains a +4 bonus on Research checks to confirm a critical hit.

 This ability replaces dirge of doom.

 Perfect Recollection(変則)/Perfect Recollection:At 19th level, the studious librarian can always take 20 on Knowledge checks.

 This ability replaces mass suggestion.

 One with the Library(変則)/One with the Library:At 20th level, the studious librarian can replace one of her spells known with any bard spell from a scroll once per day by studying the scroll for 1 hour. Doing so erases the spell from the scroll.

 This ability replaces deadly performance.

Voice of Brigh Voice of Brigh

出典 Construct Handbook 14ページ
 The Whisper in Bronze sometimes sends inspiration to her favorite followers in the form of music. These songs hold the notes of creation and unmaking that allow her followers to affect constructs. The bards who learn these songs take on the title of Voice of Brigh and typically play custom-made instruments that are themselves marvels of engineering and invention.

 Brigh’s Knowledge(変則)/Brigh’s Knowledge:A bard adds half his class level (minimum 1) as a bonus on Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering), and Knowledge (religion) checks and can attempt these skill checks untrained. In addition, a Voice of Brigh can affect constructs with his bardic performance, even if they would normally be immune to or unaffected by his performance.

 Bardic Performance:A Voice of Brigh gains the following bardic performances.

 Brigh’s Soothing(超常)/Brigh’s Soothing:A Voice of Brigh can use Brigh’s calming voice to pacify constructs. This functions as the fascinate bardic performance, except it can target only constructs.

 This replaces fascinate.

 Brigh’s Anger(超常)/Brigh’s Anger:At 8th level, a Voice of Brigh can use Brigh’s enraged voice to instill constructs with a sense of dread. This functions as the dirge of doom bardic performance, except it can target only constructs.

 This replaces dirge of doom.

 Brigh’s Spark(超常)/Brigh’s Spark:At 12th level, a Voice of Brigh can use Brigh’s animating spark to reanimate a destroyed construct. The Voice of Brigh selects a destroyed construct within 60 feet and expends 1 round of bardic performance to reanimate the chosen construct. The construct reanimates with a number of hit points equal to the Voice of Brigh’s level, but it is staggered. The affected construct follows the Voice of Brigh’s orders while reanimated. Each round, the bard can expend another round of bardic performance to keep that construct reanimated for another round. The construct regains a number of hit points equal to the Voice of Brigh’s level for every round it remains reanimated. If the construct recovers all of its hit points in this way, it becomes fully reanimated and no longer requires bardic performance to remain animated. A construct fully reanimated in this way follows the orders of the Voice of Brigh that reanimated it, as if the Voice of Brigh were its original creator, for 24 hours. Afterwards, the construct reverts to its original programming. The construct is completely destroyed if the Voice of Brigh ends this performance before the construct regains its full hit points, is interrupted, or is reduced to 0 hit points. A completely destroyed construct cannot be repowered or reanimated, even by another Voice of Brigh. The Voice of Brigh can reanimate multiple constructs with this ability (either at the same time or over successive rounds) but must expend 1 round of bardic performance per reanimated construct per round to maintain the effect.

 This replaces soothing performance.

 Brigh’s Wrath(超常)/Brigh’s Wrath:At 14th level, a Voice of Brigh can use Brigh’s furious voice to instill in constructs a fear of destruction. This functions as the frightening tune bardic performance, except it can target only constructs.

 This replaces frightening tune.

Wasteland Chronicler Wasteland Chronicler

出典 People of the Wastes 25ページ
 Some explore the farthest reaches of desolate wastelands, seeking to unlock the mysteries found there and meet the inhabitants of such regions, and chronicle their findings. The wasteland chronicler has discovered a connection to the wastelands and can use his performance to guide himself and others through these regions safely.

 Wasteland Knowledge(変則)/Wasteland Knowledge:A wasteland chronicler adds half his level (minimum 1) as a bonus on Knowledge (geography), Knowledge (local), Knowledge (nature), Knowledge (planes), and Survival checks.

 This replaces bardic knowledge.

 Wasteland Specialist(変則)/Wasteland Specialist:At 3rd level and every 5 levels thereafter, the wasteland chronicler gains the benefits of the favored terrain ranger class feature, but the wasteland chronicler can choose only cold, desert, mountain, or swamp from the ranger’s favored terrain list. In addition, the wasteland chronicler adds half his level (minimum 1) as a bonus on Diplomacy checks to influence the attitude of wasteland dwellers.

 If the wasteland chronicler has the favored terrain ability from any other classes, the levels from these different sources stack for the purposes of improving the bonuses of selected favored terrains and choosing new favored terrains.

 This replaces inspire competence.

詩人の武器(アーキタイプ) Bardic Weapon

出典 Strategists and Tacticians
 バードの武器/Bardic Weapon:1レベルでバードはボーナス特技として《軍用武器習熟》を得る。5レベルと以降6レベル毎にバードはバードの武器に関連した戦闘特技を選択することができる。この能力はバードの知識と博識と置き換える。

最終更新:2022年06月04日 15:01