Starfarer Bard
Table of Contents

The songs of the spheres reverberate throughout the cosmos, echoing within the hearts of all that live. One thing made abundantly clear to any traveler, from the roadside drifter to travelers admits the stars, is that performance is a crucial element of all intelligence life, and even the coldest and calculating beings depend upon the entertainment and pleasure derived from story, song, and more. Whether you are a gifted singer, a storied orator, or a peerless dancer, ingenuity and creativity flow through you in ways others simply cannot understand, for performance is the most mortal of magic, and you are its conductor and conduit.

Role: You are a skilled and talented performer, able to use your talents to not only succeed in skillful pursuits that would perplex others, but also create powerful magical effects that bolster your allies and harm your foes. An individual through and through, your reasons for traveling and adventuring are your own, although you likely seek inspiration for your performances and are inspired by stories and songs of great heroes who came before you. You’re often called a jack-of-all-trades because your flexible spellcasting and powerful performances allow you to fill many roles in a party, from healing the wounded to hindering enemies, to simply solving problems that you and your friends face.

Key Ability Score: Your key ability score is determined by the ability score that you have keyed to your muse’s key Profession skill (Charisma, Intelligence, or Wisdom; see the muse class feature on page 50). This choice also applies to the potency of your spellcasting and to the amount of time that you can bolster your allies using your performances. Your Dexterity skill also determines how good you are at firing a ranged weapon and using many of your class skills.

The Bard

Level BAB Fort Ref Will Class Features
1st +0 +0 +2 +2 bardic knowledge, bardic performance (fascinate, distraction, inspire competence, inspire courage), muse
2nd +1 +0 +3 +3 bardic flourish, well-versed
3rd +2 +1 +3 +3 versatile performance, weapon specialization
4th +3 +1 +4 +4 bardic flourish
5th +3 +1 +4 +4 double accompaniment, repertoire master 1/day
6th +4 +2 +5 +5 bardic flourish
7th +5 +2 +5 +5 hasty performance (move), versatility talent
8th +6 +2 +6 +6 bardic flourish
9th +6 +3 +6 +6 bardic performance (inspire greatness)
10th +7 +3 +7 +7 bardic flourish
11th +8 +3 +7 +7 repertoire master 2/day, versatility talent
12th +9 +4 +8 +8 bardic flourish
13th +9 +4 +8 +8 hasty performance (swift)
14th +10 +4 +9 +9 bardic flourish
15th +11 +5 +9 +9 bardic performance (inspire heroics), versatility talent
16th +12 +5 +10 +10 bardic flourish
17th +12 +5 +10 +10 repertoire master 3/day, triple accompaniment
18th +13 +6 +11 +11 bardic flourish
19th +14 +6 +11 +11 versatility talent
20th +15 +6 +12 +12 bardic flourish, bardic performance (inspire legends)

Stamina Points: 6 + Con

Hit Points: 6

Class Skills

Skill Ranks per Level: 6 + Intelligence modifier.

Acrobatics (Dex), Athletics (Str), Bluff (Cha), Culture (Cha), Diplomacy (Cha), Disguise (Cha), Engineering (Dex), Intimidate (Cha), Life Science (Int), Medicine (Int), Mysticism (Int), Perception (Wis), Physical Science (Int), Profession (Cha, Int, or Wis), Sense Motive (Wis), and Stealth (Dex).

Armor Proficiency

Light armor

Weapon Proficiency

Basic melee weapons, grenades, small arms.

Spells

You cast spells drawn from the bard spell list (see below). To learn or cast a spell, you must have an ability score equal to at least 10 + the spell’s level + your ability score modifier in your chosen bardic muse’s key ability score (henceforth called your key ability modifier).

The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your key ability modifier. You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table: Bard Spells Per Day. In addition, you receive bonus spells per day if you have a key ability modifier of +1 or higher, as shown on Table: Bard Bonus Spells— note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new bard level, you learn one or more new spells, as indicated on Table: Bard Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your key ability modifier. Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any bard spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.

Table: Bard Spells Per Day

1st 2nd 3rd 4th 5th 6th
2
2
3
3 2
4 2
4 3
4 3 2
4 4 2
5 4 3
5 4 3 2
5 4 4 2
5 5 4 3
5 5 4 3 2
5 5 4 4 2
5 5 5 4 3
5 5 5 4 3 2
5 5 5 4 4 2
5 5 5 5 4 3
5 5 5 5 5 4
5 5 5 5 5 5

Table: Bard Bonus Spells

Chr Score 0 1st 2nd 3rd 4th 5th 6th
1–11
12–13 1
14–15 1 1
16–17 1 1 1
18–19 1 1 1 1
20–21 2 1 1 1 1
22–23 2 2 1 1 1 1
24–25 2 2 2 1 1 1
26–27 2 2 2 2 1 1
28–29 3 2 2 2 2 1
30–31 3 3 2 2 2 2

Table: Bard Spells Known

Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 5 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Bardic Knowledge (Ex)

You have picked up a surprising repertoire of knowledge throughout your travels. At 1st level, you choose one of the following repertoires of bardic knowledge and gain the skill bonuses associated with that repertoire. Once chosen, this cannot be changed. The following are several of the more common repertoires available; at the GM’s determination, additional repertoires might be available.

Adventurer

You gain an insight bonus equal to half your bard level (minimum 1) on all skill checks to identify creatures, and may make all such checks untrained.

Cosmopolitan

You gain a +1 insight bonus on Diplomacy, Culture, and Sense Motive checks, and may make all such checks untrained. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Free Spirit

You gain a +1 insight bonus on skill checks made with any two skills of your choice, and may make all such checks untrained. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Scholar

You gain an insight bonus equal to half your bard (minimum 1) on all skill checks to recall information, and may make all such checks untrained.

Sham

You gain a +1 insight bonus on Bluff, Sleight of Hand, and Stealth checks, and may make all such checks untrained. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Wanderer

You gain a +1 insight bonus on Culture, Piloting, and Survival checks, and may make all such checks untrained. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Bardic Performance (Su)

You can use the keyed Profession skill of your muse (see below) to create magical performances that bolster allies or hamper foes. Starting a bardic performance that you know is a standard action, and once you begin a performance its effects last 1 round.

If a performance states that it can be maintained, you can extend the performance’s duration by 1 round as a swift action at the start of each subsequent round after you have begun it. If you don’t maintain such a performance, it ends normally. You can only maintain a given performance once per round, regardless of the number of swift actions you can take. Your performance ends at the beginning of your turn if you do not maintain it as a swift action. If you become paralyzed, stunned, unconscious, dying, or dead, your bardic performance ends immediately. You cannot normally have more than one bardic performance active at a time (although see double accompaniment and triple accompaniment).

Performance Components

Bardic performances and related abilities often rely on performance components, which govern how the bard delivers the performance to the audience. Your bardic muse determines which performance components you can supply, and you cannot perform a bardic performance if you are unable to meet its component requirements). Bardic performances have audible components, visual components, both, or either.

Audible (A): If a bardic performance has audible components, its targets must be able to hear you to be affected. It is difficult to make use of performances with audible components if you are deaf. While deafened, you have a 50% chance to fail when attempting to perform a bardic performance with an audible component. If you fail, you still expend daily rounds of bardic performance. Deaf creatures are immune to bardic performances with audible components.

Visual (V): If a bardic Performance has visual components, its intended targets must have line of sight to you to be affected. Likewise, it is difficult to make use of performances with visual components if you are blind. While blinded, you have a 50% chance to fail when attempting to perform a bardic performance with a visual component. If you fail, you still expend daily rounds of bardic performance. Blind creatures are immune to bardic performances with audible components.

Countersong (A)

Your performance cancels out effects that rely on sound. Whenever you start or maintain a countersong, make a Profession (comedian, musician, orator, or singer) check. For 1 round, any ally within 30 feet of you (including yourself) may use the result of your Profession check in place of its saving throw against a sonic or language-dependent effect if, after the saving throw is rolled, your Profession check’s result is higher than your ally’s save result. Additionally, if an ally begins its turn under the effect of a non-instantaneous sonic or language-dependent spell or effect while you are performing a countersong, it gains a new saving throw against the effect but it must use the result of your Profession check as the result of its save. Countersong doesn’t work on effects that don’t allow saves. Countersong can be maintained.

Distraction (V)

Your performance cancels out effects that rely on sight. Whenever you start or maintain a distraction, make a Profession (actor or dancer) check. For 1 round, any ally within 30 feet of you (including yourself) may use the result of your Profession check in place of its saving throw against an illusion (figment) or an illusion (pattern) effect if, after the saving throw is rolled, your Profession check’s result is higher that your ally’s save result. Additionally, if an ally begins its turn under the effect of a non-instantaneous illusion (figment) or illusion (pattern) effect while you are performing a distraction, it gains a new saving throw against the effect but it must use the result of your Profession check as the result of its save. Distraction doesn’t work on effects that don’t allow saves. Inspire distraction can be maintained.

Inspire Competence (A or V)

Your performance hones an ally’s expertise in skillful tasks. Whenever you start an inspire competence performance, choose one ally capable of perceiving your performance (including yourself). For 1 round, the chosen ally gains a +2 insight bonus on skill checks made with any one skill of your choice. This bonus increases by 1 at 4th level and every 3 levels thereafter. This performance immediately ends when your ally completes the action required to make their skill check.

Once an ally has benefited from inspire competence, they cannot do so again until they take a 10-minute rest and spent a Resolve Point to regain all their Stamina Points, or you spend 1 Resolve Point when choosing the ally as the target of your performance. At the GM’s determination, some uses of inspire competence may be impossible depending upon the performance’s components or the bard’s muse. For instance, you likely couldn’t use Profession (musician) to inspire an ally to be more stealthy, but you might be able to do so with Profession (actor). Inspire competence can be maintained.

Inspire Courage (A or V)

Your performances can inspire courage in an ally, and onlookers are rallied by their bravery. Whenever you start an inspire courage performance, choose one ally capable of perceiving your performance (including yourself).

For 1 round, the chosen ally gains a +1 insight bonus on attack rolls and weapon damage rolls with all weapons that they are proficient with. The bonuses on weapon damage rolls increase by 1 at 5th level and every 6 levels thereafter. At 5th level and every 6 levels thereafter, each time you start an inspire courage performance, you may choose one additional ally. If, when you maintain inspire courage, you haven’t chosen your maximum number of allies, you may choose any number of additional allies with inspire courage, up to your maximum.

Once an ally has benefited from an inspire courage performance, they cannot benefit from a new performance until they take a 10-minute rest and spent a Resolve Point to regain all their Stamina Points, or you spend 1 Resolve Point when choosing the ally as the target of your performance. Inspire courage can be maintained.

Inspire Greatness (A or V)

At 9th level, your performances can inspire greatness in an ally, causing them to strive to newer and greater heights. Whenever you start an inspire courage performance, choose one ally capable of perceiving your performance (including yourself). That ally immediately heals a number of Stamina Points equal to twice your bard level + your Charisma modifier (minimum 1). At 14th level and again at 19th level, each time you start an inspire courage performance, you may choose one additional ally.

Once an ally has healed any number of Stamina Points from inspire greatness, they cannot do so again until they take a 10-minute rest and spent a Resolve Point to regain all their Stamina Points, or you spend 1 Resolve Point when choosing the ally as the target of your performance, even if a different bard starts or maintains an inspire greatness performance.

Inspire Heroics (A or V)

At 15th level, your performances can inspire heroism in an ally, emboldening them against fear and hardship. Whenever you start an inspire heroics performance, choose one ally capable of perceiving your performance (including yourself). For 1 round, the chosen ally gains a +2 insight bonus to saving throws and has DR 10/— and resist 10 against acid, cold, electricity, fire, and sonic. At 20th level, this increases to DR 15/— and resist energy 15.

Once an ally has benefited from inspire heroics, they cannot do so again until they take a 10-minute rest and spent a Resolve Point to regain all their Stamina Points ,or you spend 1 Resolve Point when choosing the ally as the target of your performance, even if a different bard starts or maintains an inspire greatness performance. Inspire heroics can be maintained.

Inspire Legends (A or V)

At 20th level, your performances can inspire legendary deeds in an ally, helping them accomplish otherwise impossible feats. Whenever you start an inspire legends performance, choose one ally capable of perceiving your performance (including yourself). For 1 round, the chosen ally gains the benefits of any two of the following bardic performances of your choice: inspire competence, inspire courage, inspire greatness, or inspire heroics.

Once an ally has benefited from inspire legends, they cannot do so again until they take a 10-minute rest and spent a Resolve Point to regain all their Stamina Points, or you spend 1 Resolve Point when choosing the ally as the target of your performance. Inspire legends can be maintained, thought the benefits of inspire greatness occur only once.

Muse

You are driven by a creative longing that fuels both your performances and the magical powers they create. Although your muse manifests itself in the form of a specific talent, different bards channel that talent into a variety of different interests and pursuits. You must pick one connection upon taking your first level of bard–once made, this choice cannot be changed. Muses you can choose from are below.

Your muse grants you a free skill rank in your muse’s associated skill at each bard level. (This does not allow you to exceed the maximum number of skill ranks in a single skill). Additionally, your key ability score is determined by which ability score you add to skill checks made with your muse’s associated skill (Charisma, Intelligence, or Wisdom). For example, if Charisma is the key ability score for your muse’s associated Perform skill, your Charisma score determines the highest level of spell you can learn, and your Charisma modifier determines the save DCs of your bard spells and bardic flourishes, the number of bonus bard spells per day you gain, and so on. Regardless of your muse, you choose whether your keyed Profession skill is based on your Charisma, Intelligence, or Wisdom.

If your muse is Charisma-based, you are likely a gifted performer whose muse is your personal flair made manifest.

If your muse is Intelligence-based, you are likely a performing genius capable of learning new performances with lightning speed.

If your muse is Wisdom-based, you are likely an inspired performer whose performances are a direct result of your observations and experiences.

Bardic Flourish

At 2nd level and every 2 levels thereafter, you choose a bardic flourish, which modifies how you use your bardic performance ability or adds new types of bardic performance for you to use. The list of bardic flourishes appear below.

Well-Versed (EX)

Your performance training has made you skilled at avoiding attacks that rely on audible or visual components. At 2nd level, you gain a +4 insight bonus on saving throws against language-dependent effects, sonic effects, illusion (figment) effects, and illusion (pattern) effects, as well as the bardic performances of other bards.

Versatile Performance (Ex)

At 3rd level, you can use your total ranks in your muse’s key Profession skill in place of your ranks in your muse’s associated skills. If you already had ranks in either of your muse’s associated skills, those ranks are immediately refunded and can be invested in different skills as if you had earned them from gaining a new level. When substituting in this way, you count as having both skills on your list of class skills and can substitute your Profession skill’s key ability modifier for the skill’s usual key ability modifier. For instance, if you have the acting muse and have chosen to make your Profession (actor) skill Wisdom-based, you can use your ranks in Profession (actor) in place of your ranks in Bluff and Disguise, as well as substitute your Wisdom bonus for your Charisma modifier on these checks.

Weapon Specialization

At 3rd level, you gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Double Accompaniment (SU)

You can double up on different aspects of your performance to combine two different performances into a seamless whole. Starting at 5th level, whenever you maintain a bardic performance as a swift action, you can begin a second bardic performance as a standard action by spending 1 Resolve Point. This new performance cannot be the same as a performance you are already performing; for instance, you could not double up on inspire courage to effectively double the number of targets you are effecting. Maintaining a second performance in addition to the first is a move action. You cannot maintain a second performance for more than a number of rounds equal to half your bard level at a time.

At 17th level, you can spend 2 Resolve Points whenever you maintain one bardic performance as a swift action to begin a second performance as a move action.

Repertoire Master (Ex)

At 5th level, you can always take 10 on all skill checks that you apply your bardic knowledge ability’s insight bonus to, even while distracted or in danger. If your bardic knowledge ability’s insight bonus only applies to certain skill tasks (such as identifying creatures or recalling knowledge), you can only take 10 in this manner when using those skill tasks.

In addition, you can also choose to spend 1 Resolve Point to take 20 on a skill check (or skill task) that you apply your bardic knowledge ability’s insight bonus to as a standard action, even while distracted, in danger, or if you normally can’t take 20 on skill checks made with that skill or skill task. You may take 20 in this fashion once per day. This increases to twice per day at 11th level and three times per day at 17th level.

Hasty Performance (Su)

You can start bardic performances quickly, although doing so is exhausting. Starting at 7th level, you can spend 1 Resolve Point to start a bardic performance as a move action. At 13th level, you can spend 1 Resolve Point to start a bardic performance as a swift or move action.

Versatility Talent (Ex)

At 7th level and every 4 levels thereafter, you choose a versatility talent, which grants an extra option in applying your keyed Profession skill to different tasks or situations. The list of versatility talents appears on page 57.

Triple Accompaniment (Su)

You can triple up on different aspects of your performance, combining three separate bardic performances into a single performance. Starting at 17th level, whenever you maintain two bardic performances during the same turn using double accompaniment, you can begin a third bardic performance as a standard action by spending 2 Resolve Points. This new performance cannot be the same as a performance you are already performing and maintaining a third performance in addition to the first and second is a standard action. You cannot maintain a second performance for more than 1 round per 4 class levels.

List of Muses

The following represent the most common bardic connections. Noted in parenthesis next to each muse’s name is a list of which performance component(s) the bard can provide using each muse when starting or maintaining a bardic performance. See page 50 for more information on the muse class feature.

Acting (A or V)

You are a thespian, called to grace the stage by assuming the role of another for your audience’s entertainment. In doing so, you wear manifold roles and personalities like clothing, effortlessly slipping into each for a time before shedding them off at the behest of some other story or stage.

Key Skill: Profession (actor).

Associated Skills: Bluff (Cha), Disguise (Cha).

Comedy (A)

All performances seek to impart emotion upon their audience, and your medium of choice is the art of comedy. By exposing the drollness of life to those you entertain, you seek to remind others that even the greatest tragedy might one day lead to laughter.

Key Skill: Profession (comedian).

Associated Skills: Bluff (Cha), Intimidate (Cha).

Dance (V)

Whereas all bards feel the ebb and flow of music and performance throughout their entire bodies, yours is unique in your willingness to express the song within via motion rather than melody. Where musically and oratory arts paint sounds upon silence, the rhythmic movements of your dances paint motion upon otherwise dreary space.

Key Skill: Profession (dancer).

Associated Skills: Acrobatics (Dex), Athletics (Str).

Electronic (A or V)

The electric hum of instruments such as the synthesizer or the glow of artistic light displays pulse through your body, your heart pounding to the electronic currents others cannot hear. Through the wonders of technology, you can create any sound and weave any melody as if from nothing, becoming to music as technomancers are to magic.

Key Skill: Profession (musician).

Associated Skill: Computers (Int), Engineering (Int).

Keyboard (A)

Your muse lies in the symphonic melodies of keyboard instruments, such as the piano, harpsichord, or organ. Your skill combined with the flexibility of your muse allows you to run the full gambit of musical expression, from delicate, quite ballads to crashing, thunderous canons.

Key Skill: Profession (musician).

Associated Skills: Diplomacy, Intimidate (Cha).

Oratory (A)

You are a master of oration, an inspiring figure whose words can move mountains and shake entire worlds. Although your performance may not be flashy or entertaining, it lends you a gravity that cannot be ignored.

Key Skill: Profession (orator).

Associated Skills: Diplomacy (Cha), Sense Motive (Wis).

Percussion (A)

From thunderous drums to clanging triangles and more, your muse lies in the ordered cacophony of the manifold types of percussion instruments. Where others musicians limit themselves to mere instruments, in your heart your muse inspires you to make music however you can, be it from a traditional instrument to the simple, rhythmic beat of two spoons slanging together in harmony.

Key Skill: Profession (musician).

Associated Skills: Intimidate (Cha), Survival (Wis).

Singing (A)

The most primal and universal of muses, your muse calls you to fill the air with sweet song and mesmerizing melodies. In a way, singing is the most universal, natural, and primal of performances, and yours is a voice with such beauty and clarity that it resonates with any who hear it.

Key Skill: Profession (singer).

Associated Skills: Bluff (Cha), Sense Motive (Wis).

Strings (A)

Your muse reverberates from stringed instruments, such as the violin, the guitar, the lute, and the harp. Where others see an enigma, you see an opportunity to pluck soulful melodies from the air, filling empty space with vibrant song.

Key Skill: Profession (musician).

Associated Skills: Bluff (Cha), Diplomacy (Cha).

Wind (A)

Your muse is a storm waiting for sweet release upon an eager world, and it is through your very breath that this storm is released. Whether using an instrument like the flute, the trumpet, or the clarinet, your music flies upon wings granted to it by the same breath that gives you life.

Key Skill: Profession (musician).

Associated Skills: Diplomacy (Cha), Survival (Wis).


List of Bardic Flourishes

You learn your first bardic flourish at 2nd level and an additional flourish at 4th level and every 2 levels thereafter. Many flourishes require you to have a minimum bard level, and they are organized accordingly.

Some flourishes add new performance types to your bardic performance, and are noted with a superscript ‘P’ next to the flourishes’ name. All such performances have either audible or visual components (your choice) unless noted otherwise, and require a standard action to begin (though this can be reduced by the hasty performance ability; see above). If a performance replicates the effects of a spell, use your bard level as your caster level for all level-dependent effects.

Other bardic flourishes modifying existing bardic performances, and are noted with an asterisk (*). You may only apply one such modification to a bardic flourish at a time. You chose whether any such flourish modifies your performance when you start it, and every time you maintain the performance, you may also choose whether to keep, swap, or discontinue any such modifications that you have applied.

The save DC against your flourishes is equal to 10 + 1/2 your bard’s level + the your key ability score modifier. Ameliorating Performance P (Su): You mend the wounds of one ally with a touch. Whenever you start an ameliorating performance, choose one ally capable of perceiving your performance that you can touch. That ally heals Hit Point damage as if you had cast a 1st-level mystic cure spell, adding your muse’s key ability score modifier to the damage healed instead of your Wisdom modifier. Once an ally has benefited from this performance, it cannot benefit from it again for 24 hours unless you spend 1 Resolve Point when starting this performance.

Comedic Performance P (Su)

You cause an opponent to burst out into laughter. Whenever you start a comedic performance, choose one opponent capable of perceiving you within 30 feet. That opponent must succeed on a Will save or burst out into laughter for 1 round as if you had cast hideous laugher on the target. A target that fails its Will save can attempt a new saving throw each round as a move action. If a target succeeds on its saving throw to end this performance, its turn ends. Whether or not the save is successful, a creature cannot be the target of this performance again for 1 day. Comedic performance can be maintained.

Confession P (Su)

You force a creature to speak truthfully. Whenever you start a confession performance, choose one opponent capable of perceiving you within 30 feet. That opponent must succeed on a Will save or be forced to speak the truth to you for 1 round, as if it were within a zone of truth. Whether or not the save is successful, a creature cannot be the target of this performance again for 1 day. This performance can be maintained.

Fascinate P (Su)

You hypnotize a creature with your performance. Whenever you start a fascinate performance, choose one opponent capable of perceiving you within 30 feet. That opponent must succeed on a Will save or become fascinated with you for 1 round. A fascinated creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a grenade, casting a spell, or aiming a gun at the target, automatically breaks the effect. Whether or not the save is successful, a creature cannot be the target of this performance again for 1 day. This performance can be maintained.

Inspire Dweomercraft P (Su)

You can use your performance to manipulate your allies’ magical energies. Whenever you start an inspire dweomercraft performance, you choose one ally capable of perceiving the performance. For 1 round, the chosen ally gains a +1 insight bonus on their caster level for the purpose of determining your bonus on caster level checks to overcome spell resistance and on dispel checks to dispel spells with dispel magic and similar effects. Additionally, if the ally provokes an attack of opportunity from casting a spell, they gain a +1 insight bonus to their KAC and EAC against the attack of opportunity. These bonuses increase by 1 at 5th level and every 6 levels thereafter. At 5th level and every 6 levels thereafter, each time you start an inspire dweomercraft performance, you may choose one additional ally. If, when you maintain inspire dweomercraft, you haven’t chosen your maximum number of allies, you may choose any number of additional allies with inspire dweomercraft, up to your maximum.

Once an ally has benefited from inspire dweomercraft’s caster level bonus, they cannot do so again until they take a 10-minute rest or you spend 1 Resolve Point when choosing the ally as the target of your performance, even if a different bard starts or maintains an inspire courage performance. Inspire dweaomercraft can be maintained.

Mockery P (Su)

You can mock your opponents via performance, causing them to act irrationally. Whenever you start a mockery performance, you choose one opponent capable of perceiving the performance. For 1 round, the chosen ally gains a –1 penalty on attack rolls and to their KAC and EAC. These penalties do not apply to attacks you make, or attacks made against you. At 5th level and every 6 levels thereafter, each time you start a mockery performance, you may choose one additional opponent. If, when you maintain mockery, you haven’t chosen your maximum number of opponents, you may choose any number of additional opponents with mockery, up to your maximum.

Once you have targeted an opponent with mockery, that opponent cannot be the target of this performance against for 1 day.

Prompting Performance P (Su)

You can prompt an opponent to obey your commands. Whenever you start a prompting performance, choose one opponent capable of perceiving your performance within 30 feet. That opponent must succeed on a Will save or be forced to obey one command that you issue for 1 round as if you had cast command on the target. Whether or not the save is successful, a creature cannot be the target of this performance again for 1 day. Prompting performance can be maintained. Each round you maintain the performance, you can choose a different command and the opponent makes a new Will save to end the effect.

Rallying Performance * (Su)

You use your performance to rally dispirited allies. When you use your countersong or distraction bardic performance, allies who are affected by fear spells or effects may use your Profession check result in place of its saving throw if, after the saving throw is rolled, your Profession check result proves to be higher. If an ally within range of your performance is already under the effect of a noninstantaneous fear spell or effect, it gains another saving throw against the effect each round it must use your Profession check result for the save. Finally, if an ally within range of your performance is subject to the demoralize skill task of Intimidate, its DC is equal to the higher between its usual DC (see the Intimidate skill) or 10 + your total Profession bonus.

Revitalizing Performance * (Su)

You use your performance to counter sickness and fatigue. When you use your countersong or distraction bardic performance, allies who are affected by spell or effects that cause the exhausted, fatigued, nauseated, or sickened conditions may use your Profession check result in place of its saving throw if, after the saving throw is rolled, your Profession check result proves to be higher. If an ally within range of your performance is already under the effect of a noninstantaneous spell or effect that causes one of these conditions, it gains another saving throw against the effect each round it hears the countersong or sees the distraction, but it must use your Profession check result for the save.

Song of Escape P (Su)

You use your performance to help allies wriggle free from grapples. Whenever you start or maintain your distraction bardic performance, allies who are grappled immediately attempt to escape the grapple as if using the escape skill task of the Acrobatics skill, except they use the result of your Profession check as the result of their Acrobatics check to determine if they escape. In addition, when an ally is attacked by a grapple combat maneuver, the result of the attacker’s attack roll must equal or exceed 10 + your ally’s KAC or 10 + your total Perform skill bonus, whichever is higher. To pin your ally, the result of the attacker’s attack roll must equal or exceed 13 + your ally’s KAC or 13 + your total Perform skill bonus, whichever is higher.

Throw Voice* (Su)

You gain the ability to throw your voice at will, functioning as ventriloquism. In addition, whenever you start or maintain a bardic performance with audible components, you can choose any point within 30 feet of you to be the origin point of the performance instead of yourself.

6th-Level

You must be at least 6th level to choose the following bardic flourishes.

Dirge of Doom* (Su)

Your performances terrify your opponents. Whenever you start or maintain a bardic performance, you can attempt an check to demoralize one opponent within 30 feet as a move action instead of a standard action (using your associated Perform skill, rather than Intimidate). If you spend 1 Resolve Point, you can instead attempt your check as part of the action to start or maintain your performance. Once a creature has been the target of this ability, you cannot target it again for 24 hours.

Expert’s Competence (Su)

Whenever you start or maintain an inspired competence bardic performance, you can spend 1 Resolve Point to allow all affected allies to roll a skill check with the skill benefiting from inspired competence’s insight bonus twice and use the higher result.

Gather Crowd P (Su)

When within a settlement, you can use your magical performances to quickly draw a crowd to your current location. Whenever you start a gather crowd performance, you make a Profession check with your muse’s keyed Profession skill. Over the next 1d10 rounds, you gather a number of onlookers to you equal to half your bard level times the result of the Profession check. The number of people that you gather cannot exceed the population of the settlement or region that you are currently in. The crowd remains for as long as the you maintain this performance or take some other appropriate action to engage them (such as using a different bardic performance or by making a nonmagical performance, kissing babies, and so on). If you fail to engage the crowd, it disperses after 1d10 rounds. This performance can be maintained.

Incite Agitation (Su)

You can sow the seeds of discontent in onlookers. When using fascinate or gather crowd, you can attempt a Profession check as a standard action. The DC for this check is equal to 10 + 1-1/2 times the target’s CR (if you are inciting agitation in a fascinated creature) or 15 + 1 per 10 onlookers in the crowd (if you are inciting agitation in a crowd). If you succeed, you can shift the target’s attitude towards one creature, organization, object, or structure by 1 step. This creature or organization need not be present, but you must make them known to the audience to rile them. This adjustment in attitude remains for 1d4 x 10 hours after your performance, and circumstances may cause it to last even longer at the GM’s determination.

Using this performance takes 10 rounds, and if you wish, you may instead take 20 rounds to also make a request of the targets or crowd, as if using the result of your Profession check as a Diplomacy check. This is a language-dependent mind-affecting emotion effect. You must have the fascinate or gather crowd bardic flourish before selecting this flourish.

Lamentable Belaborment P (Su)

You scramble an opponent’s senses with confusing, hard-to-follow music. Whenever you start a lamentable belaborment performance, choose one opponent capable of perceiving you within 30 feet. That opponent must succeed on a Will save or become confused for 1 round. Whether or not the save is successful, a creature cannot be the target of this performance again for 1 day. Lamentable belaborment can be maintained. Whenever you maintain the performance, the opponent gains a new saving throw to end the effect.

Mass Fascinate* (Su)

When you start a fascinate bardic performance, you may target an additional creature. If, when you maintain fascinate, you haven’t targeted your maximum number of creatures, you may target any number of additional creatures, up to your maximum. At 10th level and every 4 levels thereafter, the number of creatures that you can target using the fascinate performance increases by 1.

Potent Dweomercraft (Su)

Whenever you start or maintain an inspire dweomercraft bardic performance, affected allies add +1 to the save DCs of their spells and spell-like abilities. You must have the inspire dweomercraft bardic flourish before selecting this flourish.

Shining Star* (Su)

Whenever you maintain the fascinate bardic performance, you can focus a single fascinated creature’s attention on yourself so thoroughly that even the presence of danger does not distract them. Creatures that you have fascinated using the fascinate bardic performance take a –4 penalty on Will saves to end the fascinated condition, and even obvious threats require a successful Will save instead of automatically breaking the fascinated condition. You must have the fascinated bardic flourish before selecting this flourish.

Song of Slumber (Su)

You can force any one creature that you have fascinated using the fascinate bardic performance fall asleep as a standard action. Using this ability doesn’t disrupt the fascinated condition. This performance functions as deep slumber, except it affects creatures whose CR is equal or less than your bard level, only the target is affected, and the effect lasts until you stop maintaining the performance, plus 1 minute per bard level you possess afterwards or until something awakens them (such as an ally using a standard action to shake them away). Once you target a creature with this ability, you cannot target it again for 24 hours. You must have the fascinated bardic flourish before selecting this flourish.

Sound Strike P (Su)

You can create energy-laden sounds to attack enemies with. You cannot start or maintain this performance with less than a standard action regardless of your level. Whenever you start a sound strike performance, you spend 1 Resolve Point and can attack up to two targets within 30 feet as a standard action. You can choose the same target twice. This attack resolves against the target’s EAC and uses your muse’s key ability modifier in place of your Dexterity modifier on the ranged attack roll. If the attack hits, the target takes sonic damage equal to 1d10 + double your bard level. If you target one creature with both sounds, the damage is 2d10 + double your bard level. Sound strike does not use visual opponents and it can be maintained.

Suggestion (Su)

You can make a suggestion of any one creature that you have fascinated using the fascinate bardic performance as a standard action. Using this ability doesn’t disrupt the fascinated condition. This performance functions as suggestion, except only the target is affected and the effect lasts until you stop maintaining the performance, plus 1 hour per bard level you possess afterwards or until the suggestion is completed. A target that succeeds on its Will save cannot be affected by your suggestion again for 24 hours.

Wide Audience* (Su)

Whenever you start or maintain a bardic performance that has a range (such as informative performance), you increase the range of that performance by 30 feet. Alternatively, you can shape your performance so it affects a 90-foot cone or a 120-foot line instead of a radius. In both cases, your performance’s affected area always begins at your square unless you have an ability that allows otherwise.

14th-Level

You must be at least 14th level to choose the following bardic flourishes.

Deadly Performance P (Su)

Your performance can instantly snuff the life from opponents. Whenever you start this performance, you spend 2 Resolve Points to choose one opponent capable of perceiving you within 30 feet. That opponent is affected as if by snuff life, except any Hit Point damage done is sonic damage and only the target is affected. Whether or not the save is successful, a creature cannot be the target of this performance again for 1 day.

Improved Sound Strike (Su)

The damage of your sound strike increases to 2d10 + double your level (4d10 + double your bard level if you hit a single target with both attacks).

Mass Comedic Performance (Su)

Each time you use the comedic performance bardic flourish, you can affect every creature that you have fascinated using the fascinate bardic performance simultaneously. You must have the comedic performance bardic flourish before selecting this flourish.

Mass Lamentable Belaborment (Su)

The number of creatures that you can target using the lamentable belaborment performance increases by 1. If, when you maintain lamentable belaborment, you haven’t targeted your maximum number of creatures, you may target any number of additional creatures, up to your maximum. You may select this flourish more than once. Each time it adds one to the maximum number of creatures you can affect with lamentable belaborment. You must have the lamentable belaborment bardic flourish before selecting this flourish.

Mass Prompting Performance (Su)

The number of creatures that you can target using the prompting performance increases by 1. If, when you maintain prompting performance, you haven’t targeted your maximum number of creatures, you may target any number of additional creatures, up to your maximum. You may select this flourish more than once. Each time it adds one to the maximum number of creatures you can affect with prompting performance. You must have the prompting performance bardic flourish before selecting this flourish.

Mass Song of Slumber (Su)

Each time you use the song of slumber bardic flourish, you can affect every creature that you have fascinated using the song of slumber performance simultaneously. You must have the song of slumber bardic flourish before selecting this flourish.

Mass Suggestion (Su)

Each time you use the suggestion bardic flourish, you can affect every creature that you have fascinated using the fascinate bardic performance simultaneously. When doing so, you must make the same suggestion to each affected creature. You must have the suggestion bardic flourish before selecting this flourish.

Soothing Performance P (Su)

Your performance soothes aches and wounds, creating an effect equivalent to a 5th-level mass mystic cure spell, using your bard level as the spell’s caster level and adding your muse’s key ability modifier in place of your Wisdom modifier, if applicable. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Performing this bardic performance requires 4 rounds; you start the performance on the first round, then maintain it for four consecutive rounds. This bardic performance relies on audible and visual components. You must have the alleviating performance bardic flourish before selecting this performance.

Unbreakable Courage* (Su)

Any ally gaining a bonus from one of your performances is immune to fear effects.


Versatility Talents

You learn your first versatility talent at 7th level and an additional versatility every 4 levels thereafter.

Additional Muse (Ex)

You choose an additional muse from the list of available muses, gaining 1 skill rank per bard level you possess in that muse’s keyed Profession skill if you don’t already have it, as well as gaining the benefits of the versatile performance class feature with that Profession skill. You can select this versatility talent multiple times. Each time you do so, you must select a different muse.

Additional Repertoire (Ex)

You choose an additional repertoire from the list of available repertoires (see the bardic knowledge class feature). You can select this versatility talent multiple times. Each time you do so, you must select a different repertoire.

Expanded Repertoire (Ex)

Choose any one of the following skills: Acrobatics, Bluff, Culture, Diplomacy, Disguise, Intimidate, Mysticism, Perception, Piloting, Sense Motive, Sleight of Hand, Stealth. Add the chosen skill to the associated skills of your muse. If you have the additional muse versatility talent, you choose one of your muses to add the chosen skill to. You can select this versatility talent multiple times. Each time you do so, you must select a different skill. You cannot add a skill that is already associated with your muse to your muse’s list of associated skills.

Jack-of-All Trades (Ex)

You can make skill checks with any skill untrained. At 16th level, you add all skills to your list of class skills. At 19th level, you can take 10 on any skill check, even if you are distracted or doing so is not normally allowed.

Martial Repertoire (Ex)

You gain one of the following feats as a bonus feat: Advanced Melee Weapon Proficiency, Antagonize, Greater Feint, Heavy Weapon Proficiency, Improved Feint, Improved Unarmed Strike, Longarm Proficiency, Mystic Strike, Special Weapon Proficiency, Skill Focus, Sniper Weapon Proficiency, Weapon Focus, Weapon Specialization, or any feat that lists 1 or more ranks in a skill as a prerequisite. You must meet the feat’s prerequisites. You can select this versatility talent multiple times.

Spell Repertoire (Ex)

You select one spell from the wizard spell list or the technomancer spell list for each spell level of bard spells you can cast. Each spell must be the same level as the highest spell level you can cast or lower. Add all selected spells to your bard spell list as bard spells of their wizard or technomancer spell level, whichever is lower (and you may choose to select them as bard spells known using the normal rules for doing so). Each time you gain access to a new level of bard spells, you select an additional spell using the guidelines listed above.


Bard Spell List

The bard casts spells drawn from the bard spell list, presented below. Spells with a link on this site are new. The others can be found in the Starfinder Roleplaying Game Core Rulebook.

0-Level Spells

Dancing lights, daze, detect affliction, detect magic, force ward, ghost sound, psychokinetic hand, read magnetic field, spark, telepathic message, token spell

1st-Level Spells

Alarm, anticipate peril, charm person, chord of shards, comprehend languages, detect radiation, detect thoughts, disguise self, expeditiousness, fear, flight, grease, holographic image, identify, keen senses, lesser confusion, magic mouth, memorize page, mind link, mystic cure, saving finale, share language, signal claxon, timely inspiration, unseen servant, ventriloquism, zone of truth

2nd-Level Spells

Animal messenger, apport object, bestow insight, blessing of courage and life, commune with wildlife, darkness, darkvision, daylight, daze monster, detect thoughts, fear, glitterdust, hold person, holographic image, invisibility, knock, lock gaze, mirror image, oneiric horror, see invisibility, shadow anchor, silence, speak with animals, spider climb

3rd-Level Spells

Arcane sight, charm monster, clairaudience/clairvoyance, crushing despair, deep slumber, dispel magic, displacement, distressing tone, fear, gallant inspiration, gaseous form, guiding star, haste, heroism, hideous laughter, hologram memory, holographic image, jester’s jaunt, lesser resistant armor, misdirection, mystic cure, nightmare, nondetection, slow, suggestion, tongues

4th-Level Spells

Confusion, detect observation, dimension door, discern lies, dream, echolocation, fear, greater invisibility, heroism, hold monster, holographic image, mystic cure, purging finale*, resistant armor, scrying, shout, soothing protocol, telepathic bond, terrible remorse

5th-Level Spells

Break enchantment, greater dispel magic, dominate person, dream council, freedom of movement, geas, holographic image, mislead, modify memory, passwall, prying eyes, resistant aegis, retrocognition, secret text, serenity, synapse overload, telepathy, unwilling guardian, wandering star motes, waves of fatigue

6th-Level Spells

Analyze dweomer (R), brilliant inspiration, cloak of dreams, geas, getaway, greater resistant armor, heroes’ feast, holographic image, irresistible dance, mass invisibility, mass suggestion, mystic cure, overwhelming presence, sympathetic vibration, true seeing, veil, vision


Archetypes

For any level at which an archetype provides an alternate class feature, a bard who takes the archetype alters or replaces the listed class feature.

Multilevel 2nd, 4th, 6th, 12th, and 18th Levels: You don’t gain a bardic flourish.

9th Level: You don’t gain the inspire greatness class feature at 9th level. Instead, you gain it at 10th level, and you don’t gain the bardic flourish gained at 10th level.


The Starfarer's Companion from Rogue Genius Games
Classes Races Companions Feats Spells
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