"Among mystical leaders are those who speak for the spirits of the land, who bear the knowledge of the ancients, and whose voices ring like thunder, calling the sky's wrath down upon their enemies"
Flame Dancer Tips & Builds
High saves: Will and Reflex.
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.
- Detect Magic- Detects magical aura 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.
Flame Dancer Abilities
Base Attack Bonus
|Level 1||Bard Proficiencies, Cantrips, Inspire Courage, Bardic Knowledge, Detect Magic|
|Level 2||Bard Talent, Well-Versed|
|Level 3||Fire Dance|
|Level 5||Inspire Courage|
|Level 6||Bard Talent, Fascinate, Fire Dance|
|Level 7||Bardic Performance (Move Action)|
|Level 8||Fan of Flames|
|Level 9||Inspire Greatness|
|Level 10||Bard Talent, Jack of All Trades|
|Level 11||Inspire Courage,, Fire Dance|
|Level 12||Soothing Performance|
|Level 13||Bardic Performance (Swift Action)|
|Level 14||Bard Talent,|
|Level 15||Inspire Heroics|
|Level 17||Inspire Courage|
|Level 18||Bard Talent|
|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.
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 performances, sonic and language-dependentt 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 any, 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.
A 3rd level, a fire dancer's performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 10 as long as the performance is maintained. At 6th level, this resistance increases to 20. At 11th level, trhis resistance increases to 30.
Bardic Performance (Move Action)
A 7th level, a bard can start a bardic performance as a move action instead of a standard action.
Bardic Performance (Swift Action)
At 13th level, a bard can start a bardic performance as a swift action.
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.
Fan the Flames
At 8th level, a fire dancer adds burning hands, burning arc, and fireball to his list of bard spells known (as 1st-2nd, and 3rd level spells, respectively).
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.
Flame Dancer Tips & Builds