Jdvn1
Hanging in there. Better than the alternative.
From: http://www.enworld.org/article.php?a=103
General Feats
IMPROVED SLICE THROUGH [GENERAL]
By executing a blazing fast slicing attack against your opponent you can position yourself behind them with incredible speed.
Prerequisites: Base attack bonus +5, Slice Through.
Benefit: As a full-attack action you can make a normal melee attack against your opponent. If the attack succeeds you may move directly through your opponent’s square and end your movement behind your opponent. This move must be a straight line. This movement does not provoke attacks of opportunity. You may only attempt to slice through an opponent of your size or one size smaller.
IMPROVED STABBING THRUST [GENERAL]
With one quick stab you are able to puncture multiple foes.
Prerequisites: Base attack bonus +8.
Benefit: If two foes are adjacent to each other and you can draw a straight line from your square to the end of the second foe’s square, you may, as a full-attack action make a normal melee attack. This one attack must hit each opponent’s AC, and the second foe gains a +2 cover bonus to AC. This attack does not draw an attack of opportunity.
Normal: Normally, most reach weapons cannot be used on adjacent foes.
Special: You may only attempt a stabbing thrust while wielding a polearm or reach weapon that can cause piercing damage.
SLICE THROUGH [GENERAL]
By executing a slicing attack against your opponent you can position yourself behind them.
Prerequisites: Base attack bonus +2.
Benefit: As a full-attack action you can make a normal melee attack against your opponent. If the attack succeeds you may move directly through your opponent’s square and end your movement behind your opponent. This move must be a straight line. This movement does not provoke an attack of opportunity from your opponent but does provoke an attack of opportunity from other opponents. If any attack of opportunity succeeds the movement is negated although the attack still succeeds. You may only attempt to slice through an opponent of your size or one size smaller.
STABBING THRUST [GENERAL]
With one stab you are able to puncture multiple foes.
Prerequisites: Base attack bonus +4.
Benefit: If two foes are adjacent to each other and you can draw a straight line from your square to the end of the second foe’s square, you may, as a full-attack action make a normal melee attack. This one attack must hit each opponent’s AC, and the second foe gains a +4 cover bonus to AC. This attack draws an attack of opportunity from the first foe. If that AoO succeeds, the stabbing thrust is negated.
Special: You may only attempt a stabbing thrust while wielding a polearm or reach weapon that can cause piercing damage.
Bardic Feats
Bardic music is a standard action, so activating a bardic feat is generally also a standard action, unless otherwise specified in the feat description. A bard who has used up all, or most, of their bardic music uses per day and that cannot meet the base requirements for the bardic feat cannot use it until they rest. Like some bardic music abilities, the effects of bardic feats last over a number of rounds. Multiple uses of bardic feats and bardic music may allow a bard to strategically “twist” abilities. Unlike some bardic music abilities that last for as long as the bard sings, bardic feats have a set duration. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic feats. If he fails, the attempt still uses up the allotment of bardic music uses. Most bardic feats are either supernatural or spell-like abilities that do not provoke an attack of opportunity to initiate.
ACCELERANDO [BARDIC]
You can increase the speed of your allies by hastening your performance.
Prerequisites: Ability to use bardic music, Perform 10 ranks.
Benefit: By spending five bardic music uses you can haste up to one creature per bard level for five rounds.
CONSONANCE [BARDIC]
Your slow and steady music relaxes and refreshes your allies.
Prerequisites: Ability to use bardic music, Perform 5 ranks.
Benefit: By spending 3 bardic music uses you can negate the effects of exhaustion or fatigue in one ally per bard level.
Special: The allies must listen for the entire 5-round performance before the negative ability effects wear off.
CRESCENDO [BARDIC]
Your rising performance reaches painful volumes.
Prerequisites: Ability to use bardic music, Perform 8 ranks.
Benefit: By spending four bardic music uses you can cause sonic damage directed at one target over 5 rounds. In the first round your crescendo deals 1d3 points of sonic damage to the opponent. During the second round your crescendo deals 1d4 points of sonic damage. During the third round 1d6 points of sonic damage, 1d8 points of sonic damage during the fourth round, and finally 1d10 points of sonic damage in the fifth and final round.
Special: You may not change targets during the crescendo. If you are damaged you must make a Concentration check DC 10 + damage dealt to maintain the crescendo.
DISSONANCE [BARDIC]
You can create sympathetic vibrations through your music that proves especially harmful to objects and undead.
Prerequisites: Ability to use bardic music, Perform 4 ranks.
Benefit: By spending two bardic music uses you can deal 1d6 points of damage to undead, or 1d8 points of damage to a golem or construct (bypassing any damage reduction), or 1d10 points of damage (ignoring hardness) to an object.
FERMATA [BARDIC]
Your musical abilities can perplex a listener.
Prerequisites: Ability to use bardic music, Perform 4 ranks.
Benefit: By spending two bardic music uses you can cause a sudden stop in your performance to make the target lower its guard. If the target fails a Concentration check DC 10 + bard level + Charisma modifier it immediately provokes and attack of opportunity from anyone threatening it. Anyone saving against this effect is unaffected by the same bard’s fermata for 24 hours.
FORTISSIMO [BARDIC]
You can perform extremely loudly, so loudly that verbal communication is nearly impossible.
Prerequisites: Ability to use bardic music, Perform 9 ranks.
Benefit: By spending four bardic music uses you can perform so loudly that verbal communication and spellcasting that requires verbal components is nearly impossible within 20ft of you. To communicate verbally, anyone within the zone of noise must make a Listen check DC 5 + bard level + Cha modifier to hear one another. Spellcasting within the zone is hampered for any spell that requires verbal components and has a 20% failure rate.
Special: This ability is a full-round action that must be maintained for three of the 5 rounds. If you are damaged you must make a Concentration check DC 10 + damage dealt to maintain the fortissimo.
MAESTOSO [BARDIC]
You can grant majesty to another through the use of your musical talents.
Prerequisites: Ability to use bardic music, Perform 12 ranks.
Benefit: By spending three bardic music uses you can increase the Charisma of an ally by +4 for 1 minute per bard level. The ally must hear all five rounds of the performance.
OSTINATO [BARDIC]
Your ability to create repetitious rhythms often enhances memory.
Prerequisites: Ability to use bardic music, Perform 9 ranks.
Benefit: By spending four bardic music uses you can create a rhythmic and repeating pattern that allows you or an ally to recall any one spell of 3rd level or lower previously prepared and used.
SFORZANDO [BARDIC]
Your musical talents allow you to create a truly explosive performance.
Prerequisites: Ability to use bardic music, Perform 13 ranks.
Benefit: By spending five bardic music uses you can create a visible and tangible zone of pure sound. This zone is translucent in nature and can only be handled by the creator. If anyone else comes in contact with the fist-sized orb of sound it immediately explodes. The creator, however, can either hurl the orb at foes, or place it gently in position. If hurled, the creator makes a ranged touch attack against the target or space and the orb explodes upon impact dealing 1d6 points of sonic damager per bard level. If placed gently the bard can detonate the orb by striking a specific note or series of notes.
General Feats
IMPROVED SLICE THROUGH [GENERAL]
By executing a blazing fast slicing attack against your opponent you can position yourself behind them with incredible speed.
Prerequisites: Base attack bonus +5, Slice Through.
Benefit: As a full-attack action you can make a normal melee attack against your opponent. If the attack succeeds you may move directly through your opponent’s square and end your movement behind your opponent. This move must be a straight line. This movement does not provoke attacks of opportunity. You may only attempt to slice through an opponent of your size or one size smaller.
IMPROVED STABBING THRUST [GENERAL]
With one quick stab you are able to puncture multiple foes.
Prerequisites: Base attack bonus +8.
Benefit: If two foes are adjacent to each other and you can draw a straight line from your square to the end of the second foe’s square, you may, as a full-attack action make a normal melee attack. This one attack must hit each opponent’s AC, and the second foe gains a +2 cover bonus to AC. This attack does not draw an attack of opportunity.
Normal: Normally, most reach weapons cannot be used on adjacent foes.
Special: You may only attempt a stabbing thrust while wielding a polearm or reach weapon that can cause piercing damage.
SLICE THROUGH [GENERAL]
By executing a slicing attack against your opponent you can position yourself behind them.
Prerequisites: Base attack bonus +2.
Benefit: As a full-attack action you can make a normal melee attack against your opponent. If the attack succeeds you may move directly through your opponent’s square and end your movement behind your opponent. This move must be a straight line. This movement does not provoke an attack of opportunity from your opponent but does provoke an attack of opportunity from other opponents. If any attack of opportunity succeeds the movement is negated although the attack still succeeds. You may only attempt to slice through an opponent of your size or one size smaller.
STABBING THRUST [GENERAL]
With one stab you are able to puncture multiple foes.
Prerequisites: Base attack bonus +4.
Benefit: If two foes are adjacent to each other and you can draw a straight line from your square to the end of the second foe’s square, you may, as a full-attack action make a normal melee attack. This one attack must hit each opponent’s AC, and the second foe gains a +4 cover bonus to AC. This attack draws an attack of opportunity from the first foe. If that AoO succeeds, the stabbing thrust is negated.
Special: You may only attempt a stabbing thrust while wielding a polearm or reach weapon that can cause piercing damage.
Bardic Feats
Bardic music is a standard action, so activating a bardic feat is generally also a standard action, unless otherwise specified in the feat description. A bard who has used up all, or most, of their bardic music uses per day and that cannot meet the base requirements for the bardic feat cannot use it until they rest. Like some bardic music abilities, the effects of bardic feats last over a number of rounds. Multiple uses of bardic feats and bardic music may allow a bard to strategically “twist” abilities. Unlike some bardic music abilities that last for as long as the bard sings, bardic feats have a set duration. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic feats. If he fails, the attempt still uses up the allotment of bardic music uses. Most bardic feats are either supernatural or spell-like abilities that do not provoke an attack of opportunity to initiate.
ACCELERANDO [BARDIC]
You can increase the speed of your allies by hastening your performance.
Prerequisites: Ability to use bardic music, Perform 10 ranks.
Benefit: By spending five bardic music uses you can haste up to one creature per bard level for five rounds.
CONSONANCE [BARDIC]
Your slow and steady music relaxes and refreshes your allies.
Prerequisites: Ability to use bardic music, Perform 5 ranks.
Benefit: By spending 3 bardic music uses you can negate the effects of exhaustion or fatigue in one ally per bard level.
Special: The allies must listen for the entire 5-round performance before the negative ability effects wear off.
CRESCENDO [BARDIC]
Your rising performance reaches painful volumes.
Prerequisites: Ability to use bardic music, Perform 8 ranks.
Benefit: By spending four bardic music uses you can cause sonic damage directed at one target over 5 rounds. In the first round your crescendo deals 1d3 points of sonic damage to the opponent. During the second round your crescendo deals 1d4 points of sonic damage. During the third round 1d6 points of sonic damage, 1d8 points of sonic damage during the fourth round, and finally 1d10 points of sonic damage in the fifth and final round.
Special: You may not change targets during the crescendo. If you are damaged you must make a Concentration check DC 10 + damage dealt to maintain the crescendo.
DISSONANCE [BARDIC]
You can create sympathetic vibrations through your music that proves especially harmful to objects and undead.
Prerequisites: Ability to use bardic music, Perform 4 ranks.
Benefit: By spending two bardic music uses you can deal 1d6 points of damage to undead, or 1d8 points of damage to a golem or construct (bypassing any damage reduction), or 1d10 points of damage (ignoring hardness) to an object.
FERMATA [BARDIC]
Your musical abilities can perplex a listener.
Prerequisites: Ability to use bardic music, Perform 4 ranks.
Benefit: By spending two bardic music uses you can cause a sudden stop in your performance to make the target lower its guard. If the target fails a Concentration check DC 10 + bard level + Charisma modifier it immediately provokes and attack of opportunity from anyone threatening it. Anyone saving against this effect is unaffected by the same bard’s fermata for 24 hours.
FORTISSIMO [BARDIC]
You can perform extremely loudly, so loudly that verbal communication is nearly impossible.
Prerequisites: Ability to use bardic music, Perform 9 ranks.
Benefit: By spending four bardic music uses you can perform so loudly that verbal communication and spellcasting that requires verbal components is nearly impossible within 20ft of you. To communicate verbally, anyone within the zone of noise must make a Listen check DC 5 + bard level + Cha modifier to hear one another. Spellcasting within the zone is hampered for any spell that requires verbal components and has a 20% failure rate.
Special: This ability is a full-round action that must be maintained for three of the 5 rounds. If you are damaged you must make a Concentration check DC 10 + damage dealt to maintain the fortissimo.
MAESTOSO [BARDIC]
You can grant majesty to another through the use of your musical talents.
Prerequisites: Ability to use bardic music, Perform 12 ranks.
Benefit: By spending three bardic music uses you can increase the Charisma of an ally by +4 for 1 minute per bard level. The ally must hear all five rounds of the performance.
OSTINATO [BARDIC]
Your ability to create repetitious rhythms often enhances memory.
Prerequisites: Ability to use bardic music, Perform 9 ranks.
Benefit: By spending four bardic music uses you can create a rhythmic and repeating pattern that allows you or an ally to recall any one spell of 3rd level or lower previously prepared and used.
SFORZANDO [BARDIC]
Your musical talents allow you to create a truly explosive performance.
Prerequisites: Ability to use bardic music, Perform 13 ranks.
Benefit: By spending five bardic music uses you can create a visible and tangible zone of pure sound. This zone is translucent in nature and can only be handled by the creator. If anyone else comes in contact with the fist-sized orb of sound it immediately explodes. The creator, however, can either hurl the orb at foes, or place it gently in position. If hurled, the creator makes a ranged touch attack against the target or space and the orb explodes upon impact dealing 1d6 points of sonic damager per bard level. If placed gently the bard can detonate the orb by striking a specific note or series of notes.
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