Sentry

Table: Sentry Bardic Performances
Level Performance
1st Warning
1st Natural Ambiance
3rd Pack Signal
6th Battle Rhythm
9th Inspire Greatness
12th Hyena Cackle
15th Echolocation
18th Terrifying Howl

Sentry bards favor instruments that are easy to play and can be heard from great distances, like the horn. A sentry bard with no ranks in any other bardic perform skill gains a +1 bonus to Stealth and Survival skill checks at 2nd level, and a further +1 every six levels thereafter.

The sentry bardic performances listed in Table: Sentry Bardic Performances are described below.

Warning (Su)

A bard with 1 or more ranks the Perform (sentry) 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.

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

Natural Ambiance (Su)

A bard with 1 or more ranks the Perform (sentry) 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 (sentry) check opposed by each target’s Sense Motive skill check. Any target that fails the opposed check takes a penalty to Perception skill checks equal to the bard’s Charisma modifier.

Pack Signal (Su)

A bard with 3 or more ranks in the Perform (sentry) 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 bonus to hit equal to the bard’s Charisma modifier.

Battle Rhythm (Su)

A bard with 6 or more ranks in the Perform (sentry) 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 gain a bonus equal to the bard’s Charisma modifier to weapon and weapon-like spell damage.

Inspire Greatness (Su)

A bard with 9 or more ranks in the Perform (sentry) 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 the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus hit dice, 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 dependent.

Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Hyena Cackle (Su)

A bard with 12 or more ranks in the Perform (sentry) skill can use music to inspire allies and demoralize enemies. Targets must be within 30 feet and able to hear the bard.

Affected allies gain a moral bonus to hit and saving throws equal to the bard’s Charisma modifier, while affected enemies suffer a moral penalty to hit and saving throws equal to the bard’s Charisma modifier. Each enemy creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect.

Hyena cackle is a mind-affecting fear effect.

Echolocation (Su)

A bard with 15 or more ranks in the Perform (sentry) 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 within the bard’s range of vision, as if they weren’t invisible.

Terrifying Howl (Su)

A bard with 18 or more ranks in the Perform (sentry) skill can use music to chill his enemies to the bone. Enemies must be within 30 feet and able to hear the bard.

Affected enemies will cower in fear upon hearing a terrifying howl. 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.

Terrifying howl is a mind-affecting fear effect.

Section 15: Copyright Notice

Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.

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