Bardic Instruments

Bardic Magic
- Bards may aquire and use spells as normal

Arcane Chords
Bards may treat sonic/sound based spells as a higher spell level equal to their bonus in Arcane Chords. The spell's new level is used to calculate spell-related DC and deals an additional 1d6 damage, and consums a daily spell use of it's new level.

Bardic Abilities
All Bardic perform checks are made with the class of perform corresponding to the Instrument used. For example, if using a Banjo Perform(string instrument) is used, and if using a Horn Perform(wind instrument) is used. Singing is considered 'free' and does not require a separate perform, but things like oration do.

Inspiration
Inspiration is a Bard-specific statistic used in a number of bardic abilities, and is equal to a bard's charisma modifier + a level based modifier (See Table: The Bard) to a maximum of the level in Bard. A level 1 bard with 4 charisma would still have an inspiration of 1, while a level 5 bard with 4 charisma would have a an inspiration of 5.

Offending Note (Bard Lv. 1)
Bards with Offending note are able to use their instrument to make a ranged, sonic attack as a normal attack action. Offending note has a range of 30 ft and uses BAB+Char mod as an attack modifier. Offending note deals damage depending on the character's level in bard. Critical hits with Offending note deal full damage, critical failures have a chance to break the instrument. Offending note can be used while playing a bardic song without interruption threat.

Level 1: Offending note 1d4

Level 6: Offending note 2d4

Level 12: Offending note 3d4

Level 18: Offending note 4d4.

Inspiring Note (Bard Lv 1.)

Once per day per inspiration, a bard may play an inspiring note that adds the Bard's inspiration to the skill check, saving throw, or attack roll of a single ally. A use of inspiring note is consumed regardless of weather the roll is sucessfull or not.

Disarming Note (Bard Lv 4.)
As an attack action, a Bard may attempt to disarm an opponent within 30 ft. This does not provoke an attack of opportunity, but the bard must make a perform check (DC 15) to avoid interruption if they are playing a Song. Both parties make opposed attack rolls (+4 for two handed weapons, -4 for a light weapon; Bard rolls as in Offending Note). If the Bard is successful, the weapon reverberates from the defender's hands, falling to the ground in the same square. Critical failures have a chance to break the instrument.

Booming Note (Bard Lv. 4)
As an attack action the Bard may attempt to create a forceful sonic boom that Knocks enemies back. This does not provoke an AOO, but the bard must make a perform check (DC = 20) to avoid interruption if they are playing a song. Both parties make opposed roles; the defender a strength check (Defender gains +4 for each size category larger than medium and -4 for each size category below; +4 for each set of legs above two they have on the ground and - 10 if flying), and the bard as if offending note. If the Bard is successful, the defender is pushed back 5 ft and and falls to the ground - Flying creatures are knocked back 10 ft and must make a fly check (DC 15) to right themselves. Critical failures have a chance to break the instrument.

Booming note may be targeted on a single enemy up to 40 ft away, or all enemies directly adjacent to the bard.

If enemies can not be knocked back, they take 1d6 physical damage for every 5 ft they could not be moved.

Shattering Note (Bard Lv. 8)
As an attack action the bard may attempt to shatter an opponent's weapon or armour. The Bard plays at a frequency that resonates with the weapon or armour of an opponent, causing it to shatter. This does not provoke an attack of opportunity. The Bard rolls a perform check (DC = 25 + 2 (Light weapon/armour), +4 (Bladed weapons, Medium Armour), + 8 (Hammers, Maces/Heavy Armour) + Armour pure damage resistance (if applicable). If Successful, the targeted object shatters, dealing damage equal to 1d6 in the case of a shattered weapon or 2d6 in the case of shattered armour. If the perform check fails, the Bard is interrupted. Critical failures have a chance to break the instrument.

Legendary Heroes
At first level, a bard may choose a Legendary hero that guides and inspires them, secretly hoping one day to Surpass them. At any time, a bard my summon a spirit image of their legendary hero to fight for them. The summoned spirit lasts up to 24 hours, or untill it is dismissed, and will fight and aid the bard as long for that duration but are *not* under direct bardic control. After this, the Legendary Hero can not be called again for seven days. These legendary spirits are part real spirit, part embelishment brought to life by the legends: so they may have abilities, knowledge, and memories that were added to the legends, but absent from the real hero. They can be interacted with, but know no more nor can do no more than is in the legends. they are not simply the spirit of the hero, but rather, a ghostly manifestation of the legend.

Legendary Heroes come with pre-set stats, equiptment, feats and techniques but are treated as class level = to the Bard's effective character level. Their weapons, armour, and items can be stolen and used by others, but dissappear when the Hero disappears or is dimissed.

A Bard must choose a legendary Hero with an alignment at maximum once removed from their own. For example, a neutral good bard would be able to choose a Hero of the Lawful good, Neutral good, Chaotic Good, or Neutral Evil alignments, but not a Chaotic Evil or Lawful Exil Hero.

Each Legendary hero is known for a Legendary Deed that can be recreated for the player. The Effects of each Deed are unique, but once it us used it can not be used again for another 30 days.

Bardic Songs

 * Bards my know an amount of bardic songs equal to their (1/2 bard level) + 1 + int modifier
 * Bards may play Bardic songs an amount of times per day equal to their (1/2 bard level) + 1/4 Perform(highest).
 * The range of a song is a 50 ft radius around the bard unless otherwise stated. Targets outside this range are not affected.
 * Bards must make a perform check after 10 minutes of continuous song-play in order to continue, DC = 10+ the perform requirement of the song + (the number of times this check has been sucessfully made in the past for this song *2).
 * The songs Improvise and Counter song do not count towards the number of bard songs known
 * The song Improvise does not count as a daily song use.


 * Unless otherwise stated, the effects of all songs remain as long as the song is being played, and cease either when the bard voluntarily stops playing, or is interrupted. All uses of a song consume one daily use, regardless of how long the effect lasted for.
 * Starting a Bardic song is a full-round action that requires no checks, but can be interrupted. If a song is interrupted before it begins an effect, it does not consume a daily use.

Interruption threat
Bardic songs may continue untill either the bard voluntarily stops, or is interrupted. If a bard is interrupted, the spell is immediately stopped, and one daily use is consumed. Bardic songs can be interrupted in several ways, but in most cases bards may make a perform check in order to avoid interruption.

Instrumental effects
Masterwork instruments confer a +1 bonus to attack rolls (not damage) with Offending note and perform saves against interruption threat.