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Bard

Blade (Archetype)
Blades are master artisans with bladed weapons. Everyone
has seen a Blade in action at fairs and carnivals. They are the
knife throwers who perform while blind-folded and swallow
slender sabers such as those used by lawless pirates on the
high seas. Blades also perform amazing displays of weapon
skill and control as they flash various weapons all about their
bodies with deadly precision. Blades put on awe-inspiring
displays of rapid weapon movement, including offensive and
defensive spins, katas, and ritual dances.
Besides displays of quick weapons skill, Blades also
perform slow, elegant dances, involving incredibly precise
movement and timing. The dances include thrusts, lunges,
leaps, and graceful arcs amongst their movements. If there is a
showy way to wield, throw, or perform with a weapon, a
Blade knows how to do it batter than anyone.
Blades not Books: Blades spend more time studying
weaponry than books, maps and scrolls as do other bards.
Remove Linguistics and Use Magic Device from the Blades
list of class skills.
Limited Spell Learning: The Blades over study of
weaponry has not left as much time to fully broaden his spell
casting knowledge and as a result his study of some schools of
magic is affected. Remove all spells from the
Conjuration(healing) school and the Divination school from
the Blades spell list. This also means that the Blade cannot
use spell completion or spell trigger magical items with spells
from these schools either. This has no effect upon the Blades
cantrip ability, which is rudimentary knowledge that even the
Blade managed to attain.
Weapon Handling (Ex): Blades train to perform with
weapons in both hands. As such, they suffer no penalty when
using a melee or ranged weapon in their off hand. They also
receive Two-Weapon fighting as a bonus feat at 1
st
level.
Weapon handling replaces bardic knowledge.
Blade Performance: A Blade is trained to use the Perform
skill to create magical effects on those around him, including
himself if desired. He can use this ability for a number of
rounds per day equal to 4 +his Charisma modifier. At each
level after 1
st
a Blade can use Blade performance for 2
additional rounds per day. Each round, the Blade can produce
any one of the types of Blade performance that he has
mastered, as indicated by his level. Blade performance
replaces the standard bardic performance ability in the Core
Rulebook.
Starting a Blade performance is a standard action, but it can
be maintained each round as a free action. Changing a Blade
performance from one effect to another requires the bard to
stop the previous performance and start a new one as a
standard action. A Blade performance cannot be disrupted, but
it ends immediately if the bard is killed, paralyzed, stunned,
knocked unconscious, or otherwise prevented from taking a
free action to maintain it each round. A Blade cannot have
more than one Blade performance in effect at one time.
At 7th level, a Blade can start a Blade performance as a
move action instead of a standard action. At 13th level, a
Blade can start a Blade performance as a swift action.
All Blade performances have a visual component and may
have an auditory component if the Blade so desires, except as
noted below. The visual component requires a weapon in at
least one on the Blades hands.
If a Blade performance has audible components, the targets
must be able to hear the bard for the performance to have any
effect, and such performances are language dependent. A deaf
bard has a 20% chance to fail when attempting to use a Blade
performance with an audible component. If he fails this check,
the attempt still counts against his daily limit. Deaf creatures
are immune to Blade performances with audible components.
If a Blade performance has a visual component, the targets
must have line of sight to the bard for the performance to have
any effect. A blind bard has a 50% chance to fail when
attempting to use a Blade performance with a visual
component. If he fails this check, the attempt still counts
against his daily limit. Blind creatures are immune to Blade
performances with visual components.



Magic Slicing Blades (Su): At 1st level, a Blade learns to
counter magic effects that depend on sound (but not spells that
have verbal components). Each round of the magic slicing
blades he makes a Perform (percussion or sing) skill check.
Any creature within 30 feet of the Blade (including the Blade
himself ) that is affected by a sonic or language-dependent
magical attack may use the Blades Perform check result in
Bard
place of its saving throw if, after the saving throw is rolled, the
Perform check result proves to be higher. If a creature within
range of the magic slicing blades is already under the effect of
a non-instantaneous sonic or language-dependent magical
attack, it gains another saving throw against the effect each
round it hears the magic slicing blades, but it must use the
bards Perform skill check result for the save. Magic slicing
blades does not work on effects that dont allow saves. Magic
slicing blades relies on audible components.
Distraction (Su): At 1
st
level, a Blade can use his
performance to counter magic effects that depend on sight.
Each round of the distraction, he makes a Perform (act,
comedy, dance, or oratory) skill check. Any creature within 30
feet of the Blade (including the Blade himself ) that is affected
by an illusion (pattern) or illusion (figment) magical attack
may use the Blades Perform check result in place of its saving
throw if, after the saving throw is rolled, the Perform skill
check proves to be higher. If a creature within range of the
distraction is already under the effect of a non-instantaneous
illusion (pattern) or illusion (figment) magical attack, it gains
another saving throw against the effect each round it sees the
distraction, but it must use the Blades Perform skill check
result for the save. Distraction does not work on effects that
dont allow saves. Distraction relies on visual components.
Fascinate (Su): At 1
st
level, a Blade can use his
performance to cause one or more creatures to become
fascinated with him. Each creature to be fascinated must be
within 90 feet, able to see and hear the Blade, and capable of
paying attention to him. The bard must also be able to see the
creatures affected. The distraction of nearby combat or other
dangers prevents this ability from working. For every three
levels the Blade has attained beyond 1
st
, he can target one
additional creature with this ability. Each creature within
range receives a Will save (DC 10 +1/2 the Blades level +
the Blades Cha modifier) to negate the effect. If a creatures
saving throw succeeds, the Blade cannot attempt to fascinate
that creature again for 24 hours. If it fails the saving throw, the
creature sits quietly and observes the performance for as long
as the Blade continues to maintain it. While fascinated, a
target takes a 4 penalty on all skill checks made as reactions,
such as Perception checks. Any potential threat to the target
allows the target to make a new saving throw against the
effect. Any obvious threat, such as someone drawing a
weapon, casting a spell, or aiming a weapon at the target,
automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting
ability. Fascinate relies on audible and visual components in
order to function.
Weapons Display (Su): At 1
st
level, a Blade can use a
dazzling display of whirling weapons to inspire courage in his
allies (including himself) and fear in his enemies. To be
affected, all targets must be able to perceive the Blades
performance and have greater than animal intelligence. An
affected ally receives a +1 morale bonus on weapon attack and
damage rolls; an affected foe receives a -1 morale penalty to
their Armor Class. At 5
th
level and every six Blade levels
thereafter, this bonus (and penalty) increases by 1 to a
maximum of +4 for allies and -4 for opponents at 17
th
level.
Weapons display is a mind-affecting ability.
This ability requires a lot of room; it cannot be done in a
narrow corridor. Specifically, the blade must be able to stand
with his arms extended while holding out the weapon and be
able to move his arms in all directions without contacting any
obstructions.
Defensive Spin: At 3
rd
level, the Blade has mastered an
enhanced version of his weapons display. A defensive spin is a
specialized form of parrying in which the Blade whirls his
weapon to create a deadly shell about his body. A Blade may
not attack during any round in which he is performing a
defensive spin. The Blades gains a competence bonus to his
Armor Class equal to his Blade levels (minimum 1) during
this maneuver. In addition, any creature that makes a melee
attack on the Blade must roll a successful Reflex saving throw
(DC =10 +the Blades level +the Blades DEX modifier)
to avoid being damaged from moving in to close to the Blade.
A successful save negates all damage, but a failed save results
in 1 point of damage for every two Blade levels he has. The
Blade uses all the best abilities of his weapons to add to this
damage and to see if it overcomes the damage resistance of the
creature. For example, a 10
th
level Blade is performing a
defensive spin with an +1 adamantine flaming axe in one hand
and a +1 shocking dagger in the other; if an opponent attacks
the Blade (successful or not) and fails its save, it would
receive 7 damage (1/2 Blade level =5, and 2 +1 weapons)
plus and addition 1d6 fire damage and 1d6 electricity damage.
The attack would also penetrate adamantine damage resistance
on top of that.
A defensive spin is always a full round action, may only be
activated once per encounter, can only be maintained for a
number of rounds equal to the Blades CON modifier
(minimum 1), and after combat leaves the Blade fatigued for a
number of rounds equal to the number of rounds that it was
used for. Any successful attack upon the Blade using a
defensive spin negates the performance immediately.
Offensive Spin: At 6
th
level the Blade learns another (more
threatening) element of a weapons display, where the blade
creates a fearsome looking display of skill directed at a
specific opponent. After starting this performance, the next
target that the Blade successfully strikes must succeed in a
Will saving throw (DC =10 +the Blades level +the
Blades CHA modifier) or do everything within its power to
remain a minimum of 10 feet from the Blade. An offensive
spin may only be used once per creature in a combat;
furthermore, the Blade cannot have been damaged by that
creature prior to the offensive spin attack (a creature wont
fear someone that it has already injured). This performance
ends when the Blade successfully strikes a target, but must be
maintained until that time.
Suggestion (Sp): A Blade of 8th level or higher can use his
performance to make a suggestion (as per the spell) to a
creature he has already fascinated (see above). Using this
ability does not disrupt the fascinate effect, but it does require
a standard action to activate (in addition to the free action to
continue the fascinate effect). A Blade can use this ability
more than once against an individual creature during an
individual performance.
Making a suggestion does not count against a Blades daily
use of Blade performance. A Will saving throw (DC 10 +1/2
Bard
Bonus Feats: A blade weaves style, grace, and precision
into his weapon displays, gaining the following bonus feats at
2
nd
level and every four levels thereafter: 2
nd
level Precise
Shot, 6
th
level Improved Feint, 10
th
level Improved
Disarm, 14
th
level Point Blank Master, and 18
th
level
Parting Shot. This ability replaces the versatile performance
class ability.
the Blades level +the Blades Cha modifier) negates the
effect. This ability affects only a single creature. Suggestion is
an enchantment (compulsion), mind affecting, language-
dependent ability and relies on audible components.
Display of Doom (Su): A Blade of 9th level or higher can
use his performance to foster a sense of growing dread in his
enemies, causing them to become shaken. To be affected, an
enemy must be within 30 feet and able to see the Blades
performance. The effect persists for as long as the enemy is
within 30 feet and the Blade continues his performance. This
performance cannot cause a creature to become frightened or
panicked, even if the targets are already shaken from another
effect. Display of doom is a mind-affecting fear effect, and it
relies on visual components.
Inspire Greatness (Su): A Blade of 12th level or higher can
use his performance to inspire greatness in himself or a single
willing ally within 30 feet, granting extra fighting capability.
For every three levels the Blade attains beyond 9th, he can
target an additional ally while using this performance (up to a
maximum of four targets at 18
th
level). To inspire greatness,
all of the targets must be able to see and hear the Blade. A
creature inspired with greatness gains 2 bonus Hit Dice (d10s),
the commensurate number of temporary hit points (apply the
targets Constitution modifier, if any, to these bonus Hit Dice),
a +2 competence bonus on attack rolls, and a +1 competence
bonus on Fortitude saves. The bonus Hit Dice count as regular
Hit Dice for determining the effect of spells that are Hit Dice
dependent. Inspire greatness is a mind-affecting ability and it
relies on audible and visual components.
Frightening Display (Sp): A Blade of 14th level or higher
can use his performance to cause fear in his enemies. To be
affected, an enemy must be able to see the Blade perform and
be within 30 feet. Each enemy within range receives a Will
save (DC 10 + 1/2 the Blades level + the Blades Cha
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 is within visual range of the Blades performance.
Frightening display relies on visual components.
Inspire Heroics (Su): A Blade of 15th level or higher can
inspire tremendous heroism in himself or a single ally within
30 feet. For every three Blade levels the character attains
beyond 15th, he can inspire heroics in an additional creature.
To inspire heroics, all of the targets must be able to see and
hear the Blade. Inspired creatures gain a +4 morale bonus on
saving throws and a +4 dodge bonus to AC. This effect lasts
for as long as the targets are able to witness the performance.
Inspire heroics is a mind-affecting ability that relies on audible
and visual components.
Mass Suggestion (Sp): This ability functions just like
suggestion, but allows a Blade of 18th level or higher to make
a suggestion simultaneously to any number of creatures that he
has already fascinated. Mass suggestion is an enchantment
(compulsion), mind-affecting, language-dependent ability that
relies on audible components.
Deadly Performance (Su): A Blade of 20th level or higher
can use his performance to cause one enemy to die from
horribly intense fear of the Blades mastery of weapons. To be
affected, the target must be able to see and hear the Blade
perform for 1 full round and be within 30 feet. The target
receives a Will save (DC 10 +1/2 the Blades level +the
Blades Cha modifier) to negate the effect. If a creatures
saving throw succeeds, the target is staggered for 1d4 rounds,
and the Blade cannot use deadly performance on that creature
again for 24 hours. If a creatures saving throw fails, it dies.
Deadly performance is a mind-affecting death effect that relies
on audible and visual components.
Wheel of Death (Ex): Many hours of practice with an
assistant on a spinning wheel, a blind fold, and a knife have
paid off. At 2
nd
level the Blade can perform a trick shot with
any missile weapon that he is proficient with. A trick shot
requires a full round action to perform and allows the Blade to
ignore 1 point of the targets Armor Bonus, Shield Bonus, and
Natural Armor bonus per 2 Blade levels. This replaces the
well-versed class ability.
Master of the Wheel (Ex): At 5
th
level, the Blades
mastery of the wheel grants him the Blind-Fight feat. The
blade may also target foes within 30 feet with ranged weapons
if he can pinpoint the 5 foot square that they are within. At
11
th
level the Blade gains the Improved Blind-Fight Feat and
his ability to target foes with missile weapons increases to 40
feet. At 17
th
level, the Blade gains Greater Blind-Fight and his
ability to target foes with missile weapons extends to 60 feet.
Master of the wheel replaces the lore master class ability.
Blade Juggler (Ex): Through many hours of practice the
Blade has mastered the giving and receiving ends of thrown
implements. At 8
th
level, the Blade gains the Deflect Arrow
feat with two special notes. First, the Blade may use the feat
with weapons in his hands, deflecting with the weapon itself.
Second, the Blade may only use this feat to deflect thrown
weapons, not bows or crossbows. This ability does not count
as the Deflect Arrows feat for purposes of qualifying for other
feats.
At 12
th
level, the Blades mastery over thrown weapons
now extends to all missile weapons. The Blade can now
deflect any missile weapon as described under the Deflect
Arrows feat (page 121 Core Rulebook) with the exception, as
above, that he may use this ability with weapons in his hands.
This ability now counts as the Deflect Arrows feat for the
purpose of qualifying for other feats. Blade juggler replaces
jack-of-all-trades class ability.

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