It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with her music, and living on the gratitude of his audience – such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.
A bard’s magic comes from the heart. If her heart is good, a bard brings hope and courage to the downtrodden and uses her tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from an evil heart as well. Evil bards forego blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences “willingly” give her.
Adventures[]
Bards see adventures as opportunities to learn. They practice their many skills and abilities, and they especially relish the opportunity to enter a long-forgotten tomb, to discover ancient works of magic, to decipher old tomes, to travel to strange places, to encounter exotic creatures, and to learn new songs and stories. Bards love to accompany heroes (and villains), joining their entourage to witness their deeds firsthand – a bard who can tell a marvelous story from personal experience earns renown among his fellows. Indeed, after telling so many stories about heroes doing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.
Characteristics[]
A bard brings forth magic from her soul, not from a book. She can cast only a small number of spells, but she can do so without selecting or preparing them in advance. Her magic emphasizes charms and illusions over the more dramatic evocation spells that mages and sorcerers often use.
In addition to spells, a bard works magic with her music and poetry. She can encourage allies, hold her audiences rapt, and counter magical effects that rely on speech or sound.
Bards have some of the skills that rogues have, although bards are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them of course, so she has a vast knowledge of local events and noteworthy items.
Alignment[]
Bards are wanderers, guided by whim and intuition rather than by tradition. Their wilder magic, spontaneous talent, and common lifestyle make them unlikely to be lawful though they are not restricted to any specific alignment.
Religion[]
Bards revere gods of creativity and music, and frequently will stay at those temples when staying in a town with one. Their charms are put to good use in the houses of worship and oftentimes a bard will be asked to help bring custom into the temple in exchange for food and boarding. Many good bards are partial to Meyne (god of good), believing he watches over them in their travels. In any event, bards spend so much time on the road that, while they may be devoted to a deity, they are rarely devoted to any particular temple.
Background[]
An apprentice bard learns her skills either from a single experienced bard, whom she follows and serves until she is ready to strike out on her own, or from the Bard’s College located near Sendrellar. Many bards were once young runaways or orphans, befriended by wandering bards who became their mentors. Since bards officially congregate in their college at Sendrellar to share stories and lore, the apprentice bard may meet many of the more prominent bards in the world. Still, a bard has no strong allegiance to bards as a whole. In fact, some are highly competitive with other bards, jealous of their reputations and defensive about their territories.
Races[]
Bards are commonly human, elf, jendau, and avarta. Humans take well to the wandering life and adapt easily to new lands and customs. Jendau and avarta are talented in music and magic, so the career of the bard comes naturally to them. There are no bardic traditions among dwarves or gnomes, though occasional individuals of these races find teachers to train them in the ways of the bard. Bards are exceedingly rare among other races and savage humanoids.
Other Classes[]
A bard works well with companions of other classes. He often serves as the spokesman of the party, using his social skills for the party’s benefit. In a party without a mage or sorcerer, the bard contributes his magic. In a party without a rogue, he uses his skills. A bard is curious about the ways of more focused or dedicated adventurers, so he often tries to pick up pointers from fighters, sorcerers, and rogues.
Game Rule Information[]
Abilities: Charisma is the most important ability for bards. Most of their abilities, not to mention their spellcasting, depend on having a good Charisma score. Intelligence is also important for bards to provide more skill points and bonuses to Knowledge checks. Many bards find a high Dexterity beneficial since they are limited to light armors.
Hit Die: d6.
Starting Gold: 4d4 x 10 gp.
Starting Age: Moderate (+20% of adulthood).
Class Skills: The following are the class skills (and the relevant ability for each) of the bard class: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (all skills, taken individually) (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Taunt (Cha), Tumble (Dex), and Use Magic Device (Cha).
Skill Points: 6 + Int modifier.
Table: The Bard[]
Level |
Base Attack |
Fort |
Ref |
Will |
Special |
Spell Points Per Day |
Max Spell Level |
1 |
+0 |
+0 |
+2 |
+2 |
0 |
0th | |
2 |
+1 |
+0 |
+3 |
+3 |
1 |
1st | |
3 |
+2 |
+1 |
+3 |
+3 |
3 |
1st | |
4 |
+3 |
+1 |
+4 |
+4 |
5 |
1st | |
5 |
+3 |
+1 |
+4 |
+4 |
7 |
1st | |
6 |
+4 |
+2 |
+5 |
+5 |
11 |
2nd | |
7 |
+5 |
+2 |
+5 |
+5 |
15 |
2nd | |
8 |
+6/+1 |
+2 |
+6 |
+6 |
|
19 |
2nd |
9 |
+6/+1 |
+3 |
+6 |
+6 |
23 |
2nd | |
10 |
+7/+2 |
+3 |
+7 |
+7 |
27 |
3rd | |
11 |
+8/+3 |
+3 |
+7 |
+7 |
35 |
3rd | |
12 |
+9/+4 |
+4 |
+8 |
+8 |
43 |
3rd | |
13 |
+9/+4 |
+4 |
+8 |
+8 |
51 |
3rd | |
14 |
+10/+5 |
+4 |
+9 |
+9 |
59 |
4th | |
15 |
+11/+6/+1 |
+5 |
+9 |
+9 |
67 |
4th | |
16 |
+12/+7/+2 |
+5 |
+10 |
+10 |
|
79 |
4th |
17 |
+12/+7/+2 |
+5 |
+10 |
+10 |
91 |
4th | |
18 |
+13/+8/+3 |
+6 |
+11 |
+11 |
103 |
5th | |
19 |
+14/+9/+4 |
+6 |
+11 |
+11 |
115 |
5th | |
20 |
+15/+10/+5 |
+6 |
+12 |
+12 |
127 |
5th |
Class Features[]
The following are the class features of the bard class:
Weapon and Armor Proficiencies
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard ignores arcane spell failure caused by light armors when casting bard spells. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting
A bard casts arcane spells, which are drawn from the bard spell list (see Player’s Handbook). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a bard's spell is 10 + the number of spell points spent on the spell (including metamagic costs) + the bard's Charisma modifier.
A bard’s ability to cast spells is limited by the spell points she has available (shown on the table above). A bard gains bonus spell points each time she gains a level in bard equal to her Charisma modifier + ½ of her new class level (rounded down). A bard is limited in the number of spell points per round she can use. The maximum number of spell points per round a bard can use is equal to her level. A spell costs a number of spell points equal to 1 + the spell level. Metamagic effects cost an amount of spell points equal to the normal increased spell level +1 (so the Maximize Spell feat would cost a bard 4 additional spell points).
A bard may know a number of spells from each spell level equal to 3 + her Charisma modifier, all of which are gained as soon as she is capable of casting that level of spell (shown on the table above). It is possible for her to learn spells above that limit, but the costs are high. She may only learn spells from the bard spell list (see Player’s Handbook). A bard need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spell points for the day. She does not have to decide ahead of time which spells she’ll cast. The bard’s caster level is equal to 3/4 of her class level (the same as her base attack bonus).
Learning New Spells
A bard can learn any spell from her list, but learning spells beyond the ones she innately gains is tasking and requires a sacrifice. To learn a spell, a bard must pay an amount of gold equal to spell level squared x 500 (or 250 gp in case of 0-level spells) for special rare materials. In addition, the bard must either have a teacher (another arcane spellcaster who knows the spell - that person need not to be a bard though), a scroll with the spell (which is destroyed in the process of learning it), or spend a number of days equal to spell's level squared on developing the spell from scratch (6 hours for a 0-level spell).
Bardic Music (Su)
Once per day per bard level, a bard can use her uncanny talent to re-roll any Perform check. She must use the new result even if it’s worse than the original one. Additionally the bard’s Performance Art abilities are all powered by her bardic music uses.
Performance Art
At 1st level and every 2 levels thereafter, a bard chooses any one ability from one of three paths. Each ability can be taken a maximum of three times, each time choosing a different effect. If the same ability on a path is taken twice, a bard gains the "focused" bonus as stated below. Likewise, if the same ability on a path is taken three times, a bard gains the "mastered" bonus. If a bard chooses an ability that grants a saving throw, the Difficulty Class is equal to 10 + half her bard level, round down + Charisma modifier. The standard range for path abilities is 10 feet + 5 feet per rank in an applicable Perform or Knowledge skill. Each use of a Performance Art costs one daily bardic music use unless otherwise stated below.
Seeker of the Song Abilities
Abilities with from this path can be activated only by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or otherwise performing some audible art. A bard must choose her style and a single associated Perform skill. Targets of the Seeker's path abilities must be able to hear her or they have no effect. Just as when casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use abilities from this path.
o Coax Emotion (Su): Bards are often able to play upon the emotions of their allies and enemies to great effect. Each time this ability is chosen, the bard selects one of the following effects: attack rolls, Will saving throws, or skill checks. Choosing an effect entitles the bard to use it both positively and negatively, as a morale bonus or penalty. The bonus or penalty is equal to 1 + 1 per 3 bard levels, and is activated by a standard action. The effect lasts for as long as the bard maintains it with a move equivalent action that requires concentration each subsequent round. The ability affects all applicable targets within the standard range. Foes receive a single Will save for each separate use of this ability. If a foe succeeds on a saving throw, she cannot be affected by this ability again for the duration of the encounter. This is a mind affecting ability.
§ Focused: This ability may be maintained with a swift action that still requires concentration.
§ Mastered: Two effects can be used at once in any combination, activated by a single standard action: two bonuses of different types, two penalties of different types, or one penalty and one bonus of the same or different types. A single saving throw is granted if both effects are penalties.
o Dischord (Su): Some bards are able to interfere with the actions of their enemies. Each time this ability is chosen, a bard selects one of the following effects: melee attacks, ranged attacks, or spells and spell-like abilities. By taking a standard action, a bard may attempt to disrupt a single instance of the chosen behavior before her next turn at the standard range. The bard makes a Perform check versus an attack roll to thwart melee or ranged attacks, and a Perform check versus a Concentration check for a spell or spell-like ability. If successful, the attack misses or the spell has no effect (but still counts as being cast).
§ Focused: When an action is taken to use this ability, a bard need not declare what type of behavior is being countered beforehand - she may choose to counter anything she is able to before her next action.
§ Mastered: A number of times per day equal to a bard's Charisma modifier, this ability may be used as an immediate action.
o Spellsong (Sp): Bards are unusual artists, whose gifts can manifest like a magician rather than a musician. Each time this ability is chosen, a bard may choose one spell from the Bard Spell List, with the maximum spell level being one fifth the amount of ranks known in a chosen Perform skill (minimum 0th). Casting a spell using this ability is a full round action, or longer depending on spells with extended casting times, and costs no spell points. A bard need not have spell components or focus items to cast the spell unless they have a listed cost, and she uses her full bard level as her caster level. The Difficulty Class to resist the spells is standard for Performance Art abilities. Unlike other Seeker of the Song abilities, a target need not hear the bard (unless the spell requires it), yet a bard must still be able to produce sound to use a spellsong.
§ Focused: A bard may select any metamagic feat with a +1 level adjustment and apply it to a spellsong for free, which she may change every time the spellsong is cast. She need not qualify for the feat, and it only works with spellsongs. This is not usable with the Silent Spell feat.
§ Mastered: Once per day per point of Charisma modifier, a bard may use a spellsong as a swift action. This may not be combined with the focused bonus. The bard still cannot cast more than 1 spell per round.
o Warp Will (Su): Bards can learn to guide an opponent to act as they see fit. Each time this ability is chosen, a bard selects one of the following effects: peacefulness, aggression, or fear. Peacefulness prevents a target from taking actions, and is considered fascinated. Aggression causes a foe to make an attempt to engage the bard in melee combat, but fails if the action would prove suicidal or impossible. Fear causes a foe to become shaken, or frightened if already shaken, but cannot cause a target to become panicked. This ability is activated and maintained with a standard action each round that requires concentration. Foes receive a single Will save for each separate use of this ability. If a foe succeeds on a saving throw, she cannot be affected by this ability again for the duration of the encounter. This is a mind affecting ability.
§ Focused: A number of targets equal to a bard's Charisma modifier can be chosen to be affected when this ability is used.
§ Mastered: A number of targets equal to two times a bard's Charisma modifier can be chosen to be affected when this ability is used.
Hunter of Lore Abilities
The path of knowledge abilities are all based on memory, and require a prerequisite 10 Intelligence to use. If at any time a bard's Intelligence is lowered below 10, they lose all Lore abilities until their Intelligence is raised to 10 again. Additionally, any effect that disrupts memory has a 50% chance of preventing the use of these abilities - roll only once per instance of memory loss or modification.
o Heroes Armament (Su): A bard can create an amazing link between a weapon or a suit of armor she equips and an amazing war tool of the past. Each time this ability is chosen, a bard selects one of the following effects: melee weapons, ranged weapons, or armor and shields. By spending 10 uninterrupted minutes drawing upon her knowledge, a link can be established to an object of a known effect. At first level the target object gains a +1 enhancement bonus, and it gains an additional point for every four class levels. A bard may select weapon, armor, or shield abilities such as flaming and fortification so long as the total equivalent bonus does not exceed their maximum enhancement bonus. The object need not be masterwork to be the target of this ability, and the target object only functions magically when wielded by the bard. Pre-existing magical item powers are nullified while this ability is active and this effect can be dismissed at any time as a full round action. The effect lasts for as long as the bard wears or actively wields the item, or when disrupted (see Hunter of Lore Abilities above), or 1 hour per level, whichever limit occurs first. Only one object can be enhanced at a time. Note: a level 20 bard can gain an epic item or two with a +6 enhancement bonus.
§ Focused: A bard may have two objects enhanced at the same time (a double weapon, two weapons, weapon and shield, weapon and armor, or shield and armor).
§ Mastered: The bard’s maximum bonus that she can grant to the linked objects is increased by 50% (round down).
o Hunter's Trance (Su): Using their diverse repertoire of knowledge, bards are able to enter a trance that allows them to discover and share the weak points of a particular species for herself and her allies. Each time this ability is chosen, a bard selects one of the following effects: damage bonus, Reflex saving throw bonuses, or dodge AC bonus. As a standard action, and by succeeding at a Knowledge check corresponding to the creature's type (DC 15 + Challenge Rating of target), a bard grants an insight bonus equal to 1 + 1 per 3 bard levels to the chosen effect but only in regards to a specified species. The effect lasts for as long as the bard maintains it with a move equivalent action that requires concentration each subsequent round. This bonus affects the bard and all allies in the standard range. The creature types associated with the Knowledge skills are as follows: Arcana (constructs, dragons, magical beasts), Dungeoneering (aberrations, oozes), Local (humanoids), Monsters (all non-humanoids), Nature (animals, fey, giants, monstrous humanoids, plants, vermin), Religion (undead), and the Planes (outsiders, elementals).
§ Focused: This ability may be maintained with a swift action that still requires concentration.
§ Mastered: Two effects can be used at once in any combination, activated by a single standard action. They must both apply to the same species.
o Recall Battle (Su): A bard can call upon the essence of past heroes to grant herself an edge in combat. Each time this ability is chosen, a bard gains the capability to learn one feat from the Agility, Armory, Vitality, or Weaponry categories that can be changed once per day. This ability must be activated through 10 minutes of uninterrupted meditation at which point the bard chooses her feat. The bard must still qualify for the feat normally – however, consider bard levels to be fighter levels, and the bard's base attack to be equal to her bard level in terms of feat prerequisites. The effect lasts up to 1 hour per level.
§ Focused: A bard may choose to swap out her feats one additional time per day, still requiring 10 minutes of uninterrupted meditation each time.
§ Mastered: The bard now only requires 1 minute of meditation to activate this ability.
o Sage's Resilience (Su): By tapping upon history's elite lore masters, a bard finds herself fortified against deception and manipulation. Each time this ability is chosen, a bard selects one of the following effects: illusions, enchantments, or transmutations. The bard gains spell resistance 20 + half her bard level (rounded down) to resist spells and spell-like abilities of that school. Activating this ability is a move equivalent action. The effect lasts a maximum number of rounds equal to 5 + Cha modifier.
§ Focused: As an immediate action, a bard can share her spell resistance with a single ally within 30 feet, but may only do so once per round.
§ Mastered: A bard's spell resistance is extended to all adjacent allies.
Grace of the Wanderer Abilities
All abilities on this path require a bard to be able to move freely, and thus she may not wear medium or heavy armor or wear a shield, nor carry more than a light load. Being entangled or grappled also prevents the bard from using abilities on this path.
o Artistic Avoidance (Su): So long as a bard moves, she makes herself scarce. Each time this ability is chosen, a bard selects one of the following effects: intangibility, invisibility, and nondetection. Intangibility grants damage reduction 5/–, which increases by 1 per two bard levels, yet this damage reduction prevents a bard from attacking or otherwise interacting physically with the world; invisibility provides the ability to fade from sight, yet all targets get a single Will saving throw per encounter to see through the effect whenever the bard comes within 10 feet; nondetection grants the bard spell resistance 20 + half her bard level versus spells and spell like abilities in the divination school . Effects can only be used one at a time, are activated and deactivated by a move equivalent action, and only end prematurely if a bard takes no action for a full round or is disrupted (see Grace of the Wanderer Abilities above). The effect lasts a maximum number of rounds equal to 5 + Cha modifier.
§ Focused: A bard can share an active effect (or effects, if mastered) with an adjacent ally.
§ Mastered: Two effects can be used at once in any combination, activated by a single move equivalent action.
o Deft Twists (Su): A bard knows ways to move that confound attackers. Each time this ability is chosen, a bard selects one of the following effects: deflection, blurring, or interception. Deflection grants a deflection bonus to Armor Class equal to 1 + 1 per 3 bard levels; blurring grants the bard 20% concealment + 5% per five bard levels; interception grants the Deflect Arrows and Snatch Arrows feats (except that they can be used a total number of times per round equal to 1 + 1 per 5 bard levels). Effects can only be used one at a time, are activated and deactivated by a move equivalent action, and only end prematurely if a bard takes no action for a full round or is disrupted (see Grace of the Wanderer Abilities above). The effect lasts a maximum number of rounds equal to 5 + Cha modifier.
§ Focused: Whenever a foe attacks and misses the bard under the effects of this ability, the foe is considered flat-footed for the bard's next attack made within one round.
§ Mastered: Two effects can be used at once in any combination, activated by a single move equivalent action.
o Surprising Recovery (Su): By focusing upon the luck of the bygone performers of yore, a bard may receive a significant boost to her capabilities when her physical skills seem to falter. Each time this ability is chosen, a bard selects one of the following effects: Reflex saves, physical skill checks, or attack rolls. Whenever a bard rolls a natural 1 on a chosen effect within the ability’s duration, she may choose to reroll. Doing so causes the bard to become fatigued unless she succeeds at a Fortitude save with a DC of 30 - the bard's level). A fatigued bard cannot use this ability. The ability requires a standard action to activate and will last until used or for a number of rounds equal to 5 + Cha modifier, whichever comes first. Unused rerolls are lost at the end of the duration.
§ Focused: A bard may choose to grant an ally within 5 feet the effects of this ability as an immediate action. If she does, she may not use the ability on herself for that round, and may only take a swift action on her next turn. The bard must still make the save versus fatigue when this happens, not the ally.
§ Mastered: Once per day, instead of gaining a reroll the bard causes a roll of a natural one on a chosen effect to instead become a natural twenty. This can be used on an ally within 5 feet, as above, and does not require a save versus fatigue.
o Synchronized Strikes (Su): When in combat with an ally, bards can time their assaults in unpredictable ways. Each time this ability is chosen, a bard selects one of the following effects: disarming, tripping, or dazing. Disarming can be used to disarm a single weapon and fling it in up to 10 feet in any direction; tripping causes a foe to be knocked prone, and dazing causes a foe to lose her next action. This ability is activated as a standard action and requires the bard to be attacking the target with an ally. A bard may postpone her turn until an ally attacks a target within the bard’s weapon’s range. Both the bard and her ally gain a +3 circumstance bonus to the attack due to the precise timing (this stacks with a flanking bonus to the attack, if applicable). The bard may make a single attack, and if her attack succeeds and deals damage (the ally need not hit or deal damage), the chosen effect is triggered. A target receives a Reflex saving throw to resist the effect or effects. If no ally attacks a target within range or if the bard decides not to attack, the held action is wasted.
§ Focused: When the chosen ally and the bard both hit the target, the Reflex saving throw's DC increases by +3, and both the bard and her ally gain a +3 bonus to damage on that attack.
§ Mastered: Two effects can be used at once in any combination, activated by a single standard action, with a single saving throw granted for both effects. Attack and damage bonuses from this ability do not increase.
Bardic Knowledge (Ex)
The bard has traveled extensively and picked up bits of lore from all over. The bard gains a bonus to all Knowledge checks equal to his class level plus the bonus listed in the table above. The bard may also use any Knowledge skill in place of any other Knowledge skill, even ones she has no ranks in, whenever she makes a Knowledge check. The bard can make obscure connections across various disciplines and recall information in this way that others might not be able to. Additionally the bard may reroll a Knowledge check she failed a number of times per day equal to half of her bard level (rounded down).
Foreigner (Ex)
The bard has seen and experienced a lot during her career and has gotten to experience all kinds of cultures. She knows and can do many things that are normally reserved to other kinds of adventurers. At 4th, 12th, and 20th levels she gains a special ability from the list below. Each Foreigner ability can be selected only if the appropriate race or class exists in the setting. Whenever a Foreigner ability grants a bonus on skill checks, it is a competence bonus. Each Foreigner ability is extraordinary unless it grants a supernatural ability of another class or race. The bard cannot choose a Foreigner ability that comes from her own race.
§ Culture of Moriedhel: The bard spent a great deal of time with the drow and blended into their culture. She gains the Far Shot feat for free and the racial Provocateur ability. In addition the bard learns undercommon.
§ Culture of Dwarves: The bard spent a great deal of time with the dwarves and blended into their culture. She gains the dwarven weapon familiarity and bonuses on Appraise and Craft checks, and her time in their taverns has granted her their bonus to Fortitude saves against poisons. In addition the bard learns the dwarven language.
§ Culture of Gnomes: The bard spent a great deal of time with the gnomes and blended into their culture. She gains their Scientific Theory ability and the racial bonus to initiative checks. In addition the bard learns smalltalk.
§ Culture of Savages: The bard spent a great deal of time with friendly savage humanoids, like orcs and bugbears, and blended into their subculture. Her land speed increases by 10 ft. and she gains proficiency with the battleaxe. She also learns the orcish language.
§ Culture of Humans: The bard spent a great deal of time with humans and became as versatile as they are. All classes become favored for the bard.
§ Culture of Wyldlings: The bard spent a great deal of time with the wyldlings and blended into their culture. She gains their racial Skill Training ability. In addition the bard learns the sylvan language.
§ Culture of Avarta: The bard spent a great deal of time with the avarta and blended into their culture. She gains their Arcane Sight racial ability. In addition the bard learns the vennish language.
§ Culture of Elves: The bard spent a great deal of time with the elves and blended into their culture. She gains their racial bonuses to Listen, Search, and Spot, as well as their ability to detect hidden doors. In addition the bard learns the elvish language.
§ Culture of Jendau: The bard spent a great deal of time with the jendau and can blend into their culture. She gains a one-time bonus to her spell points equal to double her Charisma modifier. In addition the bard learns the panaceanic language.
§ Culture of Lamni: The bard spent a great deal of time with the lamni and can blend into their culture. She gains their Weathered racial ability.
Living Legend (Su)
Upon reaching 20th level, a bard becomes a living legend. By weaving her own story into the tapestry of history through a 24 hour ritual, a bard gains the ability to appear as epic as the stories that are told about her say she is. Her health reverts back to an age which she chooses, and her Charisma increases by +6. Her appearance changes to that of the stories told about her (DM’s choice), though these changes cannot grant mechanical bonuses or penalties. She removes all penalties of aging she may have accrued (but retains all bonuses gained from aging), and becomes immune to further aging and its penalties.