Bard is a class in Pathfinder: Kingmaker. Bards can use abilities that boosts his and ally's abilities in a range. They are fit for any role but work best as supports.
"Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances."
Bard Tips & Builds
Class skills: All.
A Bard Proficient with all simple weapons, plus the longsword, rapier, shortsword and shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
- Cantrips - Bards can cast a number of cantrips or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Penalty: Less Inspire abilities, no Performance abilities
Bonus: Bound to Land
Penalty: no Bardic Knowledge,
Base Attack Bonus
|Level 1||Bard Proficiencies, Cantrips, Inspire Courage, Bardic Knowledge, Detect Magic|
|Level 2||Bard Talent, Well-Versed|
|Level 3||Inspire Competence|
|Level 5||Inspire Courage|
|Level 6||Bard Talent, Fascinate|
|Level 7||Inspire Competence, Bardic Performance (Move Action)|
|Level 8||Dirge of Doom|
|Level 9||Inspire Greatness|
|Level 10||Bard Talent, Jack of All Trades|
|Level 11||Inspire Courage, Inspire Competence|
|Level 12||Soothing Performance|
|Level 13||Bardic Performance (Swift Action)|
|Level 14||Bard Talent, Frightening Tune|
|Level 15||Inspire Competence, Inspire Heroics|
|Level 17||Inspire Courage|
|Level 18||Bard Talent|
|Level 19||Inspire Competence|
|Level 20||Deadly Performance|
A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
A bard adds half his class level (minimum 1) to all Knowledge and Lore skill checks and may make all Knowledge and Lore skill checks untrained.
Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.
A bard of 3rd level or higher can use his performance to help allies succeed at a task. They must be within 30 feet and able to see and hear the bard. They get a +2 competence bonus on all skills checks as long as they continue to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3at 7th. +4 at 11th, +5 at 15th, and +6 at 19th).
The bard gains a +1 bonus on all skill checks.
As a bard gains experience, she learns a number of talents that aid her and confound her foes. At 2nd level, a bard gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the bard gains an additional rogue talent. A bard cannot select a rogue talent that modifices the sneak attack ability.
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
A bard of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet, granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if an, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.
Prerequisites: Bard level 1
A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure of serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continous performance.
A bard of 15th level or higher can inspire tremendous heroism in all allies within 30 feet. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance.
At 6th level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 30 feet. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature stands quietly and observes the performance for as long as the bard continues to maintain it. Any damage to the target automatically breaks the effect.
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continuous the performances.
A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC10 + 1/2 the bard's level + the bard's Charisma modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the band's performance.
A 7th level, a bard can start a bardic performance as a move action instead of a standard action.
At 13th level, a bard can start a bardic performance as a swift action.
A bard of 20th level can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will Save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect . If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies.