Practitioner Talents

Bard Sphere

When you gain the Bard sphere, you gain one of the following packages with its included abilities. You may take the Expanded Training talent to gain additional packages.

Lore Keeper
You gain 5 ranks in a Knowledge skill, plus 5 ranks per additional talent spent in the Bard sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Knowledge skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger's customized weapons class feature. You may always take 10 on Knowledge skill checks even when distracted or threatened. When making a Knowledge skill check, you may substitute the required Knowledge skill check for a different Knowledge skill albeit at a -5 penalty (so you could attempt a Knowledge (Arcana) check in place of a Knowledge (Nature) check at a -5 penalty).

Inspiration
You gain 5 ranks in the Perform skill, plus 5 ranks per additional talent spent in the Bard sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Perform skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. You also gain the Inspire Courage ability as shown below.

Inspire Courage: As a move action, you may initiate an inspiring performance. All allied creatures (including yourself) capable of perceiving your performance gain a +1 competence bonus on attack rolls, damage rolls, and saving throws against charm and fear effects until the end of your next turn. You may extend the duration of your inspiration by 1 round as a swift action. The competence bonus granted by this ability is increased by +1 for every 5 ranks your Perform skill with the most ranks (+2 at 5 ranks, +3 at 10 ranks, +4 at 15 ranks, +5 at 20 ranks).

Inspiration effects that allow a saving throw use 10 + 1/2 your highest ranks in a Perform skill + your Practitioner modifier.

Bard Talents

Lingering Inspiration: Your Inspire Courage ability lasts a number of additional rounds equal to 1/4 ranks in whichever Perform skill you have the most ranks in (minimum 1 additional round).

Inspire Competence: Your Inspire Courage ability now applies to applies as a circumstance bonus on skill checks and ability checks equal to twice its competence bonus.

Inspire Heroism: The competence bonus from your Inspire Courage ability now also applies to Armor Class and all saving throws (and twice as much against Charm and Fear effects).

Inspire Action: While using Inspire Courage, you may expend an action you have available (such as a standard, move, or immediate) to grant another ally under the effects of Inspire Courage an additional action of that type until the beginning of your next turn.

Heckler: When initiating an Inspire Courage, you may choose to affect enemies instead of allies. If you do so, the enemies instead apply your Inspire Courage bonuses as a penalty (so Inspire Courage +1 would give enemies a -1 to attack rolls, damage rolls, and saving throws vs charm and fear effects) for the duration of the effect. Talents that grant your Inspire Courage competence bonus to other statistics (such as Inspire Competence and Inspire Heroism) likewise penalize those statistics when used in this way. If you have Inspire Action, you may expend a move action to stagger an enemy affected by your Inspire Courage for 1 round unless they succeed at a Will saving throw.

Scout Sphere

Confound Magic: When you use the Disguise skill, attempts to discern your true nature with magic requires the caster succeed at a caster level (or magic skill bonus) check against a DC of 11 + your ranks in Disguise (you may substitute your ranks in Stealth if you have the Hidden Appearance talent) or else they gather information based on the nature of your disguise (if you have disguised yourself as a neutral-aligned undead wolf, you would appear to be undead when viewed with a spell such as death watch or detect undead and a wolf for effects such as detect animals and plants and would appear to be Neutral-aligned to effects such as detect chaos/evil/good/law). This has no effect on your vulnerability to spells or effects that target based on alignment or creature type (such as charm person or unholy blight).

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