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Sentry Bard School Print E-mail
Written by Ryan. Costello, Jr   
Tuesday, 06 May 2008 04:48

Sentry Bards favour instruments that are easy to play and can be heard from great distance, like the horn. Five or more ranks in the Perform (horn) skill grants a synergy bonus to the Perform (Sentry Bard) skill. A bard who chooses the sentry bardic music school as his speciality adds the Spot (Wis) skill to their class skill list. A sentry bard with no ranks in any other bardic perform skill gains a +1 bonus to Hide and Move Silently skill checks at 2nd level, and a further +1 every six levels thereafter.

Sentry Bardic Music

1st  Threat Warning

1st  Natural Ambiance

3rd Pack Signal

6th Battle Rhythm

9th Inspire Greatness

12th Hyena Cackle

15th Echolocation

18th Terrifying Howl

 

1st Level

Threat Warning (Su)

A bard with 3 or more ranks the Perform (Sentry Bard) skill can use music to alert his allies of impending danger. To be affected, an ally must be able to hear the bard sing. An affected ally receives a +1 morale bonus on initiative checks. The affect lasts for 1 minute or until the next time the party must roll for initiative, which ever comes first.

Threat Warning can be used as an immediate action. A bard can not use another song on the same turn it uses Threat Warning.

 

Natural Ambiance (Su)

A bard with 3 or more ranks the Perform (Sentry Bard) skill can use music to mask his allies’ movement behind a cover of noises appropriate for the environment. This song can affect a number of targets equal to the bard’s class level. The bard must make a Perform check opposed by each target’s Sense Motive check. Any target that fails the opposed check takes a penalty to listen checks equal to the bard’s Charisma modifier for as long as the bard sings and three rounds there after.

 

3rd Level

Pack Signal (Su)

A bard of 3rd level or higher with 6 or more ranks in the Perform (Sentry Bard) skill can use music to help his allies coordinate attacks. Allies must be within 30 feet and able to hear the bard. The bard must be able to see the allies.

Affected allies gain a +3 bonus to hit when flanking opponents rather than the normal +2. While affected, the threat range of their attacks doubles. Multiple effects that increase a weapon’s threat range (such as the keen edge spell and the Improved Critical feat) don’t stack. The effect lasts for rounds equal to the bard’s Charisma modifer.

 

6th Level

Battle Rhythm (Su)

A bard of 6th level or higher with 9 or more ranks in the Perform (Sentry Bard) skill can use music to improve the intensity of allies’ attacks. Allies must be within 30 feet and able to hear and see the bard.

Affected allies add the bard’s Charisma modifier to the damage they deal. This affect lasts for as long as the bard sings plus five rounds thereafter. Every round the bard successfully hits in combat while the song is still in effect adds a round to the song’s duration.

 

9th Level

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in the Perform (Sentry Bard) skill can use music to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. 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. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

 

12th Level

Hyena Cackle (Su)

A bard of 12th level or higher with 15 or more ranks in the Perform (Sentry Bard) skill can use music to inspire allies and demoralizes enemies. Targets must be within 30 feet and able to hear the bard.

Affected allies gain a moral bonus to hit and saves equal to the bard’s Charisma modifier. Affected enemies suffer a moral penalty to hit and saves equal to the bard’s Charisma modifier. A successful Will save against a DC set by the bard’s Perform check negates the effect. This affect lasts for as long as the bard sings plus five rounds thereafter. Hyena Cackle is a mind-affecting fear effect.

 

15th Level

Echolocation (Su)

A bard of 15th level or higher with 18 or more ranks in the Perform (Sentry Bard) skill can use music to help an ally locate objects and enemies. The ally must be within 30 feet and able to hear the bard. The bard must also be able to see the ally.

The ally gains blindsight and can see any objects or beings that are invisible or ethereal within the bard’s range of vision, as if they were normally visible. The effect lasts as long as the bard concentrates and five rounds thereafter, up to a maximum of 2 minutes.

 

18th Level

Terrifying Howl (Su)

A bard of 18th level or higher with 21 or more ranks in the Perform (Sentry Bard) skill can use music to chill enemies to the bone. Enemies must be within 30 ft and able to hear the bard.

Affected enemies cower for 1 round after hearing a Terrifying Howl. They may make a Will save against a DC set by the bard’s Perform check. Success negates the effect. Terrifying Howl is a mind-affecting fear effect.