TEXT: 1
  Table of conTenTs
  Introduction   .  .  .  .  .  .  .  .  .  . 2
  Elements of a 
   Masterpiece  .  .  .  .  .  .  . 2
  New Masterpieces  .  .  . 3
  Call of 
   the Crossroads  .  .  .  .  . 3
  Drums of War  .  .  .  .  .  .  . 4
  Divine Glorification  .  . 4 
  Galliard of Blades  .  .  .  . 5 
  Genre Genesis  .  .  .  .  .  .  . 6 
  Heartbeat of 
   the Wild  .  .  .  .  .  .  .  .  .  . 7 
  Inhuman Harmony  .  . 7 
  Irresistible Dirge  .  .  .  .  . 8 
  Lexicon of 
   Expressions  .  .  .  .  .  .  . 9 
  Lament’s Furious 
   Refrain   .  .  .  .  .  .  .  .  .  .  . 9 
  Maestro of 
   Cultures   .  .  .  .  .  .  .  .  . 10
  Maestro of Faces  .  .  .  . 11
  Satire of Unrelenting 
   Truths  .  .  .  .  .  .  .  .  .  .  . 12 
  Undulation of 
   Enticements  .  .  .  .  .  . 13
  Unearthly Aria  .  .  .  .  .  .  .13
  Writ of Bardic 
   Immunity   .  .  .  .  .  .  . 14
  OGL and Credits   .  .  . 15
  
  2
  UlTimaTe 
  opTions: bardic 
  masTerpieces
  By Owen K.C. Stephens
  Masterpieces are special performances for 
  bards that represent the abilities of a grand 
  master in a given bardic talent, and were first 
  introduced in Ultimate Magic . Generally taken 
  in place of a feat or spell known, masterpieces 
  serve two useful functions for bard players . 
  First, they give bards some flavor that 
  makes them different than just “banjo-
  playing sorcerers with a lot of skill points,” 
  and second, they increase a bard’s overall 
  flexibility. GMs can gain similar benefits 
  from adding masterpieces to a campaign or 
  creating brand new masterpieces . Perhaps 
  only the Choirsters of the Church of the 
  Celestial Music have access to The Lullaby of 
  Ember the Ancient, or the minotaur-dancers 
  of Tarse are famed for their defensive cape 
  dance the GM creates as a cultural option .
  Of course, the ability to use a new option either 
  for increased flexibility or as a background-
  appropriate flavor element is limited by how 
  many examples of that option exist . Since 
  Ultimate Magic had to cover all the spellcasting 
  classes, it had only limited space to explore the 
  idea of bardic masterpieces . It did give guidelines 
  for GMs to create their own but that often takes 
  time a GM may not have, and with only a few 
  examples a GM might not be sure what kinds of 
  things make good masterpieces .
  To help expand the options available to 
  bard players and GMs, Ultimate Options: 
  Bardic Masterpieces presents a selection of new 
  masterpiece options . At least a few options are 
  given that will work for each of the Perform 
  skills, and a few are listed that can be used 
  by a bard focused on any type of Perform . In 
  addition to typical performance masterpieces, 
  there are several masterpieces for social skills 
  included below – things learned as the pinnacle 
  of a bard’s ability to understand, communicate 
  with, and manipulate people . Although these 
  masterpieces are often extraordinary abilities 
  rather than supernatural (and carefully state 
  this when it is the case) and represent a different 
  kind of advanced bardic skill, they otherwise 
  follow the normal rules for masterpieces .
  elemenTs of a 
  masTerpiece
  Masterpieces have their own presentation 
  format, which is similar to (but not exactly 
  the same as) how feats are presented . Below 
  is a brief description of the elements of a 
  masterpiece .
  Prerequisites: Only bards may ever take 
  masterpieces, but many also have other 
  prerequisites a bard must meet in order to 
  learn them .
  Cost: Each masterpiece has an associated 
  cost to learn it – typically spending a feat or 
  giving up a bard spell known (a bard can 
  spend a bard spell known of a level higher 
  than the listed level to learn a masterpiece) .
  Effect: This brief description summarizes 
  what occurs when a bard performs the 
  
  3
  3
  masterpiece . Unless otherwise stated, a 
  masterpiece’s effects are supernatural. If a 
  masterpiece allows a saving throw, this is 
  detailed in this section . Masterpieces that 
  duplicate spells use the bard’s caster level for 
  the spell’s caster level .
  Use: This line specifies what is required 
  for a bard to activate the masterpiece .  Many 
  masterpieces use one or more rounds of 
  bardic performance, while others require 
  the expenditure of a spell, and yet others 
  represent a grand master level of skill at 
  some social or scholarly pursuit and have 
  no activation cost (in which case this entry is 
  omitted). For masterpieces fueled by rounds 
  of bardic performance, the bard expends the 
  listed number of bardic performance rounds 
  when he starts performing the masterpiece; 
  if he is interrupted, the attempt fails and the 
  spent performance rounds are lost .
  Action: This line indicates the type of action 
  performing (and if possible maintaining) 
  the masterpiece requires . Unless otherwise 
  stated, effects or feats that extend the duration 
  of bardic performance (such as the Lingering 
  Performance feat in the Advanced Player’s 
  Guide) do not apply to masterpieces .
  new masTerpieces
  Below are some new masterpieces .
  call of The crossroads (any)
  In the center of the road sat a young man, his face 
  covered in fresh scars. A simple reed flute was 
  at his lips, and from it came the sounds of hell. 
  Swift, sharp music emulated the screams of the 
  tormented, the cackle of devils at play, and the 
  longing of those doomed for eternity. When the 
  music ended, the young man wasn’t alone anymore. 
  “I liked it.” The woman who had appeared was 
  no woman, as her horns, tail, and wings attested. 
  But though she could turn to bloody violence at 
  any moment, the young man remained calm. 
  “It was pretty.” She continued. “But you aren’t. 
  Not anymore. It hurts my eyes to look at you. Here.”
  She handed the young man a mask, simple but 
  brightly painted with a face laughing on one side 
  and crying on the other.
  “What do you want?” she asked. “And what 
  should I call you?”
  The young man put on the mask, feeling its 
  cool leather burn his scarred face. When he spoke, 
  his voice was cracked from the ravages of inhaled 
  smoke and ash.
  “I need… revenge. And you can call me… the 
  Harlequin.”
  The not-woman smiled. “Revenge can be had, 
  young Harlequin. But everything has a cost…”
  You can create an art performance so compelling, 
  so otherworldly, you summon an outsider 
  willing to discuss making a deal with you .
  Prerequisite: Perform (any) 8 ranks
  Cost: Feat or 3rd level spell known .
  Effect: When you are at a crossroads 
  (anyplace where two paths or trails cross, 
  including river forks, street intersections, 
  crossing wilderness trails, and even major 
  nautical routes if they pass each other), you 
  can create a performance over 10 minutes 
  that summons an outsider . Drawn by your 
  art, the outsider may be of any alignment 
  of your choice, and is willing to discuss 
  doing a task for you in return for some kind 
  of payment . This functions as lesser planar 
  ally, except as noted in this description . 
  The magic power used to attract the outsider 
  requires you to expend a spell slot of the 
  highest-level bard spell slot available to a 
  bard of your level . (If the spell slot is 5th level, 
  this ability works as planar ally . If it is 6th level, 
  it works as greater planar ally .) If you and the 
  outsider do not make a deal, you regain the 
  spell slot when you next refresh your spells 
  per day . If you do make a deal, you do not get 
  the spell slot back until 30 days after the task 
  the outsider performs for you is completed .
  
  4
  Alternatively, outsiders summoned by 
  the call of the crossroads are always willing 
  to accept a sliver of your artistic talent as 
  payment . If you choose this option, you 
  suffer a permanent -1 penalty to the bonus 
  of the Perform skill you have the most ranks 
  in at the time the deal is made . Nothing, not 
  even a wish, miracle, or the direct intervention 
  of a deity, can remove this penalty . A small 
  fraction of your artistic talent is given away 
  forever and the power of such a crossroads 
  bargain 
  is 
  sacrosanct 
  throughout 
  the 
  march of armies to defend their homes and 
  strike down their foes . For each level of the 
  spell you use to fuel this ability, select one 
  teamwork feat known by an ally within 60 
  feet who is able to hear you . All your allies 
  within 60 feet who are able to hear you are 
  treated as having the teamwork feat for as 
  long as you maintain a bardic performance .
  Use: Bard spell slot of 1st level or higher
  Action: 
  Standard 
  action 
  to 
  begin, 
  maintained with any bardic performance .
  divine GlorificaTion (dance, 
  Keyboard, percUssion, sinG, 
  sTrinG, wind)
  All eyes watched, breathlessly, as Amara lay before 
  the altar. As the bells that should have rung in the 
  first rays of dawn rang through the temple, she 
  drew forth crimson silks from her black garb. She 
  rolled her shoulders, and flicked her wrists. More 
  crimson shot from her sleeves, like sunbeams 
  through clouds. As the priestesses watched, she 
  began to move in quick lunges across the floor. At 
  each step black silk fell away, revealing a costume 
  of gold, red, and white. She stood higher and 
  higher, rolling from prone to a crouch, and from 
  that to a leaping dance.
  Though storm clouds and black skies made the 
  windows dark, her dance of dawn brought the 
  memory of bright sunrise and warm light into the 
  hearts of all present. Her movements suggested 
  sunbeams, parting darkness, and warming skies. 
  When the bell rang full dawn an hour later, the 
  first full day of the temple’s new status, none 
  questioned their Sun Lady was satisfied with their 
  substitute ritual of dawn. For as Amara slid in 
  happy exhaustion to the steps by the altar, they all 
  multiverse . If you select this option, you do 
  not lose use of a spell slot .
  Use: Highest-level bard spell slot available 
  to a bard of your level . The spell slot does not 
  become available again until 30 days after the 
  negotiated task is completed . Alternatively, 
  -1 to your highest Perform skill. (See text.)
  Action: 10 minutes (100 uninterrupted full-
  round actions)
  drUms of war (dance, 
  percUssion)
  The yeomen shifted nervously, though Sir Penrose 
  tried to keep them calm. Ogres were shuffling out of the 
  woods in ever-increasing numbers, slowly advancing 
  towards the town’s last line of ragtag defenders.
  Sir Penrose turned to his advisor. “This is going 
  to get bloody, and fast. Our best bet against foes 
  like this is a series of coordinated charges, but the 
  troops are too green. We can’t keep them organized 
  and focused well enough to pull that off.”
  Slowly, Goodfellow Birch stomped his right foot 
  against the ground, the sound echoing through 
  the troops. The yeoman began to nod in time to 
  the beat, then stamp; their spears on the ground. 
  Even Sir Penrose’s steed began to paw at the earth 
  in the same rhythm.
  Goodfellow smiled at the knight. “Now, we can.”
  You create a rhythm that allows a martial force 
  to work together without words or signals .
  Prerequisites: 
  Perform 
  (dance 
  or 
  percussion) 5 ranks, Intimidate 5 ranks .
  Cost: Feat or 2nd-level bard spell known.
  Effect: You can use your body or a 
  percussion instrument to create a rhythm that 
  speaks of battle, warfare, and the glorious 
  
  5
  5
  saw what she could not. A halo of true sunlight 
  settled, all too briefly, around the dancer’s head.
  You have created a performance piece 
  for the glorification of your god that is so 
  extraordinary and perfect that your god has 
  rewarded your accomplishment with access 
  to divine power .
  Prerequisite: 
  Knowledge 
  (religion) 
  9 
  ranks, Perform (dance, keyboard, percussion, 
  string, sing, or wind) 9 ranks, alignment 
  matches your patron deity .
  Cost: Feat and 1st level bard spell per day .
  Effect: Select one domain granted by your 
  patron deity . Add the 1st-6th level spells from 
  that domain to your class list . You may select 
  these spells as spells known, but doing so 
  counts against your normal maximum spells 
  known at each level .
  Galliard of blades (dance)
  Young Mad Hattie strode into the Merry Mermaid 
  as though she had no idea her clean suede boots 
  and ostrich-feather hat set her apart from the 
  dirty, scarred, smelly clientele that now stared 
  at her. She stepped lightly onto a chair’s seat, 
  and from it neatly onto a table, picking her way 
  around chipped mugs and platters of moldy bread.
  “I need a captain and crew, to take me into the 
  Fiery Sea.”
  A general grumble ran through the dingy 
  room. Hattie drew out a purse, pouring its golden 
  contents into one gloved hand, and then neatly 
  back into the purse.
  “I can, of course, pay well.”
  An ugly man with corded muscles stood, and 
  other patrons took a step back from him.
  “This is no dance hall, girl. You best drop your 
  gold and walk away, while we let you.”
  Hattie smiled, and fluidly drew the short rapier 
  no one had realized was hanging from her belt.
  “It certainly looks like a dance hall to me, and that 
  would make you the painted lady. So if you want my 
  gold, I’ll have to demand a spin with you first.”
  Silence reigned for a moment, then the ugly 
  man rushed Hattie’s table. As he swing a curved 
  knife at her, Hattie flipped herself quickly over 
  him. By the time he turned, she had slashed his 
  weapon free of his hand and brought the point of 
  her weapon in line with his throat. Her assailant 
  froze. Hattie smiled.
  “I suppose I should have warned you. My usual 
  dance partner is Death.”
  You can dance a regimented, swift dance 
  with a sword as your partner… and anyone 
  near you had best watch their step .
  Prerequisites: 
  Acrobatics 
  14 
  ranks, 
  Perform (dance) 14 ranks .
  Cost: Feat and 5th level spell known .
  Effect: You can burst into a deadly martial 
  dance, wheeling and spinning through a 
  battlefield and weaving a blade into deadly 
  arcs of attack. You must expend 7 rounds of 
  bardic performance as a swift action to begin 
  a galliard of blades, and then 1 round of 
  bardic performance as a swift action for each 
  round you wish to maintain it . You gain a +4 
  enhancement bonus to Strength, Dexterity, 
  and Constitution, a +4 dodge bonus to AC, 
  a +5 competence bonus on Reflex saves, and 
  a bonus to damage with light weapons (and 
  any other melee weapon with which you 
  are allowed to add your Dexterity bonus to 
  
  6
  attack rolls) equal to your Dex bonus. Your 
  base attack bonus equals your character level 
  (which may give you multiple attacks). While 
  using this ability you lose your spellcasting 
  ability, including your ability to use spell 
  activation or spell completion magic items, 
  just as if the spells were no longer on your 
  class list .
  Cost: 7 rounds of bardic performance to 
  initiate, 1 per round to maintain .
  Action: 1 swift action per round 
  Genre Genesis (any)
  Captain Renwell sat across from his problem, and 
  took a long swig of wine from a golden goblet.
  “I would invite you to join me, but I imagine 
  the manacles would make that difficult.”
  Young Mad Hattie shrugged. “It matters little 
  to me what damage you do to your own honor.”
  The captain winced. “Tales of your sharp 
  tongue do not do you justice, young woman. I 
  read your… tract. I’m amazed none of the royals 
  you so thinly lampooned have had you arrested.”
  Hattie smiled. “I learned a great deal while 
  writing that volume. I learned about the vast powers 
  given to the captain of an Imperial Juggernaut, 
  for example. And how little they’re paid. And as 
  you can see by my presence here, I have learned 
  how to thumb my nose at the establishment and 
  not pay the price. My book is legal because while 
  every character is recognizable, none of them can 
  be proven to be based on any specific lord.”
  Renwell raised an eyebrow. “Interesting, but 
  hardly relevant to the matter at hand.”
  “Of course it’s relevant, captain. I’m not arrested 
  because officially I didn’t write the book everyone 
  thinks they are reading. And you arrested me because 
  you think I want you to take your Juggernaut into 
  the Fiery Sea for our mutual profit, which would be 
  illegal. But I don’t. Not officially. Officially, I want 
  you to hunt down a dangerous and wanted criminal 
  you think is a threat to the empire. If we both happen 
  to profit in the process, no one can blame us.”
  The captain sat back, and took another long 
  drink from his cup.
  “Your way of looking at things is… intriguing. 
  What else did you learn writing your book?”
  Hattie swung her arms out in front of her, 
  tossing the captain’s open manacles onto his table.
  “There’s a way out of everything.”
  You have created a whole new kind of 
  performance . You may have invented a 
  new style of music, written a novel using a 
  structure no one has thought of before, created 
  the latest noble dance, developed a kind 
  of comedy previously unheard-of, or even 
  invented a new musical instrument . The fame 
  makes you well known among performers 
  who are trained in such performances, and 
  the insight you gained creating a whole new 
  art form has allowed you to master other, 
  more practical, talents .
  Prerequisite: Perform (any one, see below) 
  6 ranks . 
  Cost: Feat or 1st level bard spell known .
  Effect: Select any one Perform skill for which 
  you have 6 or more ranks . You gain a +4 bonus 
  on all Charisma-based skill and ability checks 
  with anyone who has at least 1 rank in that 
  Perform skill . Additionally, you may use your 
  bonus in that skill in place of your bonus in one 
  of the following associated skills: Appraise, 
  Climb, Disable Device, Escape Artist, Heal, 
  Knowledge (any one), Linguistics, Perception, 
  Ride, Sleight of Hand, Spellcraft, Stealth, or 
  Use Magic Device . Once this skill is selected, it 
  cannot be changed . When substituting a skill 
  bonus in this way, you use your total Perform 
  skill bonus (including class skill bonus), in place 
  of its associated skill’s bonus, in the same way 
  as with the versatile performance class feature .
  
  7
  7
  Special: You may select this masterpiece 
  more than once, but you must gain at least 6 
  bard levels between each selection. Its effects 
  do not stack . Each time it is taken, you select 
  a new associated skill you may replace with 
  the bonus from a Perform skill of your choice .
  hearTbeaT 
  of 
  The 
  wild 
  (percUssion, sinG, sTrinG, wind)
  The wolf cub whimpered, trying to squirm under 
  its dam’s dead body. Goodfellow reached a hand 
  out, toward the cub but palm down. He slapped it 
  lightly against the moss. Thump-thump. Thump-
  thump. The cub stopped whimpering. Thump-
  thump. Thump-thump.
  The cub’s father leapt from the underbrush and 
  rushed at Goodfellow, its fangs bared and slavering. 
  Goodfellow brought out his other hand, waving it 
  through the tall grass. Whisk-rush-swish. Whisk-
  rush-swish. The sound of wind through the woods, 
  of freedom, and of good hunting. 
  The great grey wolf stopped baring its fangs, 
  and tilted its head. Goodfellow crouched, and 
  let the sounds of his hands quicken and mingle. 
  Thump-swish-thump-rush. 
  A 
  description 
  of 
  paws thundering in unison, and wind ruffling 
  fur. An offer. A new life and a new pack. 
  And then, suddenly, Goodfellow was silent. 
  The wolf sat, and pondered for a moment. Then it 
  turned, and lifted its cub by the scruff of its neck. It 
  carried the cub to Goodfellow, and sat again, eyes wide. 
  Goodfellow Birch smiled. “We will, of course, find 
  someone to take care of your family. Then, you and 
  I have poachers to find.”
  You’ve learned the music of nature, and can 
  use it to bind one wild creature to you .
  Prerequisite: Knowledge (nature) 5 ranks 
  and Perform (percussion, sing, string, or 
  wind) 5 ranks .
  Cost: Feat and 1st level bard spell known .
  Effect: You gain an animal companion . Treat 
  your bard level as your druid level for determining 
  the level and abilities of this companion .
  inhUman harmony (Keyboard, 
  sinG, sTrinG, wind)
  Yzzid the Efreeti raged, swelling to twice his height 
  and swinging a massive scimitar at the last of the 
  defenders of the Temple of Dawn. A young woman 
  rushed from the building, clad in silks the color of 
  fire, and began casting a charm. Yzzid snorted, and 
  ignored her. No lord of flames was vulnerable to a 
  human charm. Once he killed his prey…
  But then she spoke, and the charm was no 
  human magic. It burst from her throat with the 
  roar of a conflagration, and the crack and pop of 
  embers. Her magic hit him like a coastal wave, and 
  spoke directly to his soul. Her voice was flame as 
  much as his heart was, and he knew he could risk 
  nothing to anger her.
  Which was annoying, because she had now 
  stepped between him and the last priestess.
  “You must move, little flametongue.” Yzzid 
  tried to step around her, but she moved to 
  intercept. “You are between me and my prey.” 
  “But why do you seek such prey, mighty flame king? 
  Do your people not wage greater wars than this?”
  Yzzid paused to consider her words.
  “A temple in the mortal world is meager, but 
  my choices are few. The great Doa-Khan of the sea 
  have driven me from my home, and I must pick 
  new targets to survive.”
  She stepped closer, and placed a hand on his 
  red flesh.
  “I am Amara, the Dawnbringer. The Dao-
  Khan are not friends of this place. Would it not 
  be better for us to all turn our efforts to defeating 
  them, and restoring you to your home?”
  You can affect creatures of a specific type 
  with spells not normally designed for them .
  
  8
  Prerequisite: Knowledge (see text) 7 ranks, 
  Perform (keyboard, sing, string, or wind) 7 ranks .
  Cost: Feat or 1st-level bard spell known.
  Effect: Select one creature type . You must 
  have 7 ranks in the Knowledge skill appropriate 
  for determining lore about creatures of this 
  type . As a swift action you can use a harmony 
  symbolizing the selected creature type to 
  modify a bard spell you cast that normally 
  only targets creatures of a different type so 
  that it affects creatures of the type selected. If 
  the spell is mind-affecting, it can now affect 
  creatures of a type normally immune to mind-
  affecting spells. Targets of the spell still receive 
  any normal saving throw .
  Special: You may select 
  this masterpiece more than 
  once . Each time it applies to 
  creatures of a different type.
  Use: 1 round of bardic 
  performance .
  Action: 1 swift round
  irresisTible dirGe 
  (wind)
  The entire group looked nervous, 
  feet shuffling and eyes cast aside, 
  as the harlequin brought the flute 
  to his lips. As he blew the first 
  long, haunting notes, the seven 
  skulls gathered around him in a 
  circle in the center of the graveyard 
  all rattled. As he poured every 
  ounce of sadness and longing he 
  could into the notes that flowed 
  from the silver flute, wispy blue 
  shapes emerged from the skulls. 
  Vague phantoms of their former selves, the spirits 
  hung their heads in a sadness shared by the music. 
  The Harlequin nodded urgently at Lady Blackchapel, 
  who stepped up and addressed the nearest spirit.
  “Are you the architects who built the Tomb of 
  Skulls?” The nearest spirit twisted its head up, 
  reluctantly, to face the lady. Its voice was hollow, 
  like a child heard from the bottom of a well.
  “Twenty and three those plans did see, and six 
  of those before you.”
  Lady Blackchapel’s lip curled in annoyance, and 
  the Harlequin felt a bead of sweat roll between his 
  face and his brightly-painted mask. He hoped the 
  lady got on with it… he couldn’t keep this up forever.
  You can play a haunting melody in honor 
  of the dead that even the spirits of the fallen 
  cannot ignore .
  Prerequisite: 
  Knowledge 
  (religion) 
  8 
  ranks, Perform (wind) 8 ranks
  Cost: Feat or 2nd level spell known
  Effect: When you play an irresistible 
  dirge, spirits arrive from those creatures who 
  died within a radius of 10 feet per rank of 
  Perform (wind) you possess, or whose bodies 
  (including at elast the head) are currently 
  within that radius . Questions may be asked 
  of any of these creatures who died within 10 
  years per rank you have in Perform (wind) . 
  Anyone you indicate may 
  ask these questions, but only 
  one question may be asked 
  per round (you may not 
  ask questions) . Each round 
  you 
  maintain 
  this 
  ability 
  after the first takes one more 
  round of bardic performance 
  than the round before it -- 
  two rounds get used on the 
  second round, three rounds 
  on the third round and so on, 
  so maintaining this ability 
  for 4 rounds would take 
  (1+2+3+4) 10 rounds of bardic 
  performance . Once you have 
  used this ability in a specific 
  place or to ask questions of 
  a specific creature, you may 
  not do so again until you have 
  gained a bard level .
  Except as noted above, this 
  ability works as speak with dead .
  
  9
  9
  Use: Rounds of bardic performance (see text) .
  Action: 1 standard action to initiate, 1 
  move action to maintain .
  lexicon of expressions (acT, 
  comedy, oraTory)
  Flamebeard the Pirate spoke proudly to his crew.
  “Today we have sunk a Royal Juggernaut, 
  plundered her holds, and set a course to…”
  “Mmnnmmfff!”
  Young Mad Hattie managed 
  to make the noise heard around 
  her gag, interrupting the ifrit 
  captain. He glanced at her in 
  annoyance, and she gave him her 
  best “we need to talk” look. He tried 
  to ignore her.
  “…set a course to fame and fortune! 
  And as soon as we introduce these 
  unwanted guests to the shark god…”
  “MMMNNMMFF!!”
  This time Hattie went with a “you’re making a 
  mistake” expression, combined with a “bored and 
  unimpressed” posture. 
  Flamebeard chewed soundlessly for a moment, 
  smoke rising off his fiery face whiskers. Finally, he 
  stomped over to where Hattie and her friends were 
  tied up and angrily ripped off her gag 
  while yelling in her face.
  “What?!”
  You can make yourself understood even 
  when you can’t speak, using extremely 
  precise movements of your body to send 
  subtle clues of expression and posture . In 
  extreme cases, you can even convince others 
  to do what you want them to without saying 
  a word .
  Prerequisite: Sleight of Hand 3 ranks, 
  Linguistics 3 ranks, Perform (act, comedy, or 
  oratory) 6 ranks, versatile performance (for 
  the Bluff skill).
  Cost: Feat or 1st-level bard spell known.
  Effect: This extraordinary ability allows 
  you to send a message using the Bluff skill 
  with no need for a skill check, and no chance 
  of the message being intercepted by others .
  It also allows you to make a Bluff check 
  against a target that can see you, even if it 
  cannot hear you, to convince the target that 
  it should take one specific action. The action 
  must be something the creature can perform 
  in no more than one full round (though you 
  could break up a more complex action into 
  a series of steps), and must be an action that 
  has no obvious harmful consequences for the 
  target . When determining the DC, the GM 
  should treat this as a Bluff check to convince 
  the target that the statement “You should 
  (take the desired action)” is true, and modify 
  the DC for believability as normal . 
  Each use of Lexicon of Expressions after 
  the first to convince a creature to take an 
  action in the same 24 hour period has its DC 
  increased by +2 (+4 for the third attempt, +6 
  for the fourth, and so on) .
  Use: 1 round of bardic performance .
  Action: 1 standard round
  lamenT’s fUrioUs refrain 
  (Keyboard, sinG, sTrinG, wind)
  The thing that had once been the Green Duke 
  staggered from the curtains, and moaned 
  as it hurled itself down the dais steps. Lord 
  Penrose and his men froze, the sight and sound 
  
  10
  of a walking corpse wearing the heraldry of 
  legends and fairytales turning their guts to ice. 
  Goodfellow Birch felt the massive despair press 
  down on him as well, nearly driving him to the 
  floor. He began stamping his foot in the war-beat 
  of the lowlanders, but it was not enough. Not with 
  such blackness surrounding his mind like a thick 
  fog of hopelessness.
  His fingers twitched, then tremored, as he pulled 
  a lute from his haversack. His fingers found the 
  tune of despair, the sounds of a hero lost to his own 
  pride. The lute rang out, in time with his stamping, 
  and gave voice to the anguish. And as he repeated 
  the tune, Goodfellow twisted it as well. Sadness 
  was there, but he added anger as well. This was the 
  Green Duke? They had come so far, had faced so 
  much, to liberate the Green Hall from this?!
  The men stirred. Lord Penrose choked back 
  tears. And then, as one, they roared in fury and 
  rushed the desiccated horror.
  You can add a repeating section of your music 
  that calls to grief and rage, allowing your 
  allies to choose to be moved by the emotions 
  of your music rather than other influences.
  Prerequisite: Perform (keyboard, sing, 
  string, or wind) 6 ranks, at least one bard 
  spell known with the emotion descriptor .
  Effect: When you are using a bardic 
  performance, you may add lament’s furious 
  refrain (increasing the cost of the performance 
  to two rounds of the ability per round it is 
  used) . Anyone who gains bonuses from your 
  performance may also choose to be moved 
  by the emotions of the refrain . Characters 
  that do this are in a carefully balanced state 
  of anger and sadness, causing them to be 
  unable to use any Charisma-, Dexterity-, or 
  Intelligence-based skills (except Acrobatics, 
  Fly, Intimidate, and Ride) or any ability that 
  requires patience or concentration . They also 
  gain a bonus to saves against all fear, despair, 
  and emotion effects equal to half your bard 
  level. If a creature is under the effect of such an 
  effect when it accepts the emotional impact of 
  your lament’s furious refrain, it receives one 
  new save against the effect (with your bonus), 
  ending the effect on a successful save.
  Use: +1 round of bardic performance to 
  begin, +1 round to maintain for 1 round .
  Action: None (can only be added to other 
  bardic performances)
  maesTro of cUlTUres (acT, 
  comedy, oraTory) 
  Young Mad Hattie smiled her best smile as 
  Flamebeard the Pirate ripped her gag free. 
  “What?!” The ifrit captain bellowed. “What in the 
  name of all that’s valuable could be so important 
  for you to say before we dump your corpses to the 
  shark god?”
  Hattie let sugar flow into her voice as she spoke 
  a single word.
  “Parlay.”
  You know the rules, laws, traditions and 
  loopholes of cultures worldwide, and can use 
  them to bargain your way out of nearly any 
  situation… at least briefly.
  Prerequisite: Knowledge (local) 6 ranks, 
  Perform (act, comedy, or oratory) 6 ranks, 
  versatile performance (for the Diplomacy skill) .
  Cost: Feat or 1st-level bard spell known.
  Effect: This extraordinary ability is a bard’s 
  knack of knowing exactly what to say, and 
  when to say it, allowing her to negotiate with 
  
  11
  11
  groups that should be beyond mediation . 
  This ability depends on knowing which rules 
  and customs a group will honor (at least at 
  first), and which are mostly ignoring.
  As a full-round action you may make 
  a Diplomacy check against a group or 
  individual, even if they have a hostile 
  attitude. Any direct offensive action taken 
  by you or your allies ruins your efforts and 
  ends this effect. The DC for the check is 15 
  + the CR of your target, or 10 + your target’s 
  Sense Motive bonus, whichever is higher . (If 
  you use this ability on a group, the DC is +1 
  for a group of 2, and increases by +1 for every 
  doubling of the group’s size) .
  On a successful check, you use some rule 
  or technicality to convince the group to act 
  as if its attitude was one step more helpful 
  that its true attitude – hostile groups act as if 
  merely unfriendly, unfriendly groups act as 
  if neutral, and so on . 
  You may also use Diplomacy to make a 
  request of a group you have influenced with 
  this ability, even if their attitude is unfriendly 
  or hostile . Requests of unfriendly and hostile 
  groups are largely limited to not harming you 
  and your allies or proposing bargains that 
  strongly favor the unfriendly or hostile group . 
  Like most Diplomacy checks, the effects 
  of Maestro of Cultures normally last 1d4 
  hours . You may continue to use this ability 
  to extend the effect of any deal made, but 
  the DC to do so increases by +2 each time, 
  and a hostile or indifferent group must be 
  given some new compensation each time 
  the deal’s duration is extended .
  Use: 1 round of bardic performance .
  Action: 1 full round
  maesTro of faces (acT, 
  comedy, oraTory)
  “It won’t work, you know.”
  Lady Blackchapel stared in surprise 
  at her near-constant companion.
  “What won’t work?”
  The 
  Harlequin 
  smiled, 
  though 
  he 
  knew 
  she 
  couldn’t see it, his mask 
  still hiding his face from 
  the world.
  “Selling me out to the Templars of Purity, 
  so they capture me from an anonymous tip. It 
  won’t work. They had me once, already. That’s 
  what started all this. And if they get their hands 
  on me again, I’ll escape again. But this time, my 
  vengeance will include one more. You have seen 
  what happens to those who cross me?”
  Lady Blackchapel was nearly motionless, but 
  the Harlequin saw the single bead of sweat form 
  on her brow. 
  “I had no intention of…”
  “Of course you did,” he interrupted her. “And 
  now you don’t. And that’s fine. You can have 
  your Midnight Guard, take over your order, rule 
  the Black Wardens. I don’t care, as long as the 
  Templars die. But cross me…”
  He left the threat unsaid and in her armor, 
  Lady Blackchapel shuddered. 
  You know how to read people like books, 
  learning their basic drives, current thoughts, 
  motivations, and fears through subtle clues . 
  While this ability may seem magical to others, 
  it is simply an advanced form of reading 
  expressions and combining them with 
  extremely subtle clues such as perspiration, 
  dilated pupils, and body ticks .
  Prerequisite: Heal 4 ranks, Perform 
  (act, comedy, or oratory) 4 ranks, versatile 
  performance (for the Sense Motive skill) .
  Cost: Feat or 2nd-level bard spell known.
  Effect: This extraordinary ability allows 
  you to gain details about a subject through 
  pure observation . You must be able to see and 
  hear the target . You must make a Sense Motive 
  check with a DC equal to 10+ the target’s Bluff 
  bonus, or the target’s CR +15, whichever is 
  higher . This check should be made in secret 
  
  12
  by the GM . On a successful check you may 
  determine one of the following things:
  *The subject’s alignment on the chaos/
  neutral/lawful axis.
  *The subject’s alignment on the evil/neutral/
  good axis .
  *The subject’s starting attitude toward one 
  other creature present .
  If you succeed, you may maintain this 
  ability and make another check on the next 
  round. Anytime your check fails, the subject 
  becomes immune to your Maestro of Faces 
  until you gain a level . If you maintain the 
  ability for three rounds, on the fourth round 
  you may force the subject to make a Will 
  save (DC 10 + ½ bard level + your Wisdom 
  modifier) to determine the subject’s surface 
  thoughts . This functions as the detect thoughts 
  spell but begins with the information gained 
  in the third round of using that spell .It 
  requires a Sense Motive check every round 
  to maintain, and is an extraordinary ability .
  Use: 1 round of bardic performance per 
  round of information gained .
  Action: 1 full round
  saTire of UnrelenTinG TrUThs 
  (acT, comedy)
  “But I love you!”
  Young Mad Hattie laughed in Flamebeard’s 
  face, and his gathered crew caught their breath.
  “You don’t love me, you buffoon. You only love 
  yourself, and what’s worse you don’t even know 
  it. You only think you love me because you love the 
  idea of adding me to your legend. You are short-
  sighted, cowardly, and so stupid you can’t even 
  make allowances for your own greedy nature. I 
  should just give up on you, but since you were so 
  helpful for that few seconds when both our lives 
  were in danger, I’m going to make one last effort 
  to explain to you how broken and pathetic you 
  are. I have, in fact, composed a poem about some 
  fairly obvious shortcoming in your life’s goals. 
  It’s called “The Fire That Surrounded Itself with 
  the Ocean.” Would you like to hear it?” 
  You can create a work of parody that 
  ruthlessly satirizes one creature, forcing it to 
  face the worst aspects of its true nature .
  Prerequisite: Knowledge (local) 11 ranks, 
  Perform (act or comedy) 11 ranks .
  Cost: Feat or 3rd-level bard spell known.
  Effect: You can force a creature able to 
  see and hear you to face its worst nature . 
  Performing the satire takes only 3 rounds, but 
  crafting it requires 1 day per level or hit die 
  of the subject, and you must either meet the 
  subject in person, or successfully learn at least 
  1 special power or vulnerability of the subject 
  with an appropriate Knowledge check before 
  you can begin crafting the satire . This is a 
  mind-affecting, language-dependent effect.
  If the subject is exposed to your performance 
  of the satire for 3 full rounds, it is affected 
  as by an atonement spell . Whether or not the 
  atonement has any effect on the subject it must 
  also make a Will save (DC 10 + ½ bard level + 
  your charisma modifier) or be staggered for 
  1d4 rounds as it wrestles with the faults and 
  flaws your performance reveals.
  Use: 6 rounds of bardic performance .
  Action: 3 full rounds
  
  13
  13
  UndUlaTion of enTicemenTs 
  (acT, dance)
  Yzzid growled as Amara Dawnbringer entered 
  the tent.
  “I have had enough of your lies and charms, 
  hag! We have sought the weakness of the Doa-
  Khan and been stymied at every turn. When I am 
  befuddled by your words you leave me to my own 
  thoughts, and when I rebel I am sure you use that 
  damned flametongue of yours to charm me. Well, 
  it is over. I am going back to your temple, and 
  finishing what I started!”
  As Yzzid stood, Amara traced her toes across 
  the tent’s carpet, rolling her foot back and forth, 
  making a pattern in the thick fabric.
  “I’m not looking! I don’t care, whatever it is. I 
  have no interest in…”
  Despite himself, Yzzid’s eyes traced along 
  Amara’s leg, to see the outline of a sword traced 
  by her foot.
  “Is that… is that the Falchion of Khans? How 
  do you know what that looks like?”
  Amara smiled. “I’ve seen it. I know where it is.”
  Her foot smoothed the rug, erasing the outline.
  “Would you like to know where it is, oh mighty 
  Yzzid? Because I can tell you… if you’ll finish 
  what we started.”
  Prerequisites: Perform (act or dance) 5 
  ranks, Sense Motive 5 ranks .
  Cost: Feat or 2nd-level bard spell known.
  Effect: You can move in such a way as to 
  inspire an aberration, dragon, humanoid, 
  monstrous humanoid, or outsider able to 
  see you to imagine you fulfilling 
  its wishes (whatever they may 
  be), allowing you to draw upon the 
  powers of seduction to forge a link 
  between yourself and the subject. You must be 
  free to move about for the entire 3 rounds it 
  takes to use this ability, and the subject must 
  be able to see you for the entire time .
  The creature must 
  make a saving throw 
  (DC 10 + ½ bard 
  level + Charisma 
  modifier) or you 
  know what 
  your target 
  wants, and, 
  if you have 
  the means 
  to provide 
  it, can 
  force the 
  creature 
  to accept the fulfillment of that desire in 
  exchange for a specific service. Creatures never 
  agree if you offer services that are physically 
  impossible or obviously suicidal, if you lie 
  about having the means to fulfill the desire in 
  question, or if the service of fulfillment of the 
  creature’s desire would violate its alignment . 
  The service can never take more than a day 
  to complete, and the affected creature gains 
  a +2 bonus on its saving throw if the service 
  requires more than an hour to complete .
  Use: 3 bardic performance rounds .
  Action: 3 full rounds .
  UnearThly aria (Keyboard, 
  sinG, sTrinG, wind)
  The Templars of Purity surged forward, 
  striking down the Black Wardens and gaining 
  the top step of the fortress’s great stair. Lady 
  Blackchapel turned to the Harlequin, still 
  sitting in his seat, and snarled.
  “We are undone, for all your promises of 
  power and glory! My Midnight Guard and 
  I can slow them, but even we cannot kill so many 
  thralls of the light!”
  The Harlequin’s voice was even and calm, 
  though still ragged and ugly from his old wounds. 
  “Once, the abbot of your order was known as 
  the Slayer, and his touch was death. With that 
  power, you could turn the tide.”
  Lady Blackchapel laughed once, though there 
  was no humor in the sound.
  “Mighty I have become, and aye you have aided in 
  that, but not that mighty. That power is not mine.”
  Slowly, the Harlequin pulled his long, black 
  flute from its case.
  “Not yet, Lady. But soon, it will be.”
  
  14
  You can create a perfect, more-than-mortal 
  piece of music that inspires all who know 
  you to do better than their best.
  Prerequisite: Perform (keyboard, sing, 
  string, or wind) 12 ranks .
  Cost: Feat or 4th-level bard spell known.
  Effect: You can inspire all allies within 
  60 feet able to hear you to exceed their own 
  limitations . Each ally may either gain access 
  to a class feature one level higher than their 
  level in a base or core class they have levels 
  in (not including spells known or spells per 
  day), or may increase their effective class 
  level (including caster level, if any) by +4 for 
  determining the effectiveness of class features 
  and spells .
  Use: 6 rounds of bardic performance to 
  begin, 2 rounds of bardic performance to 
  maintain each round .
  Action: 1 standard action, swift action to 
  maintain .
  wriT of bardic immUniTy 
  (oraTory)
  The great hall quieted as Goodfellow Birch strode 
  through its open doors, walking with purpose, 
  his great grey wolf at his side. Guards nervously 
  fidgeted with their spears, but none blocked his 
  passage. Lord Penrose glared at his once-advisor, 
  his fists tightening on the leather-clad arms of his 
  throne. Goodfellow did not stop at the bottom step 
  of the dais, nor did he kneel. He marched up the 
  carpeted aisle and stood a yard from the newly-
  crowned duke.
  “You, Penrose of Oxcliff, have allowed greed and 
  pride to rot your morals. Your people are hungry. 
  The woods are once again overrun with giants and 
  brigands. And rather than rally troops, you charge 
  towns for protection you owe them as their liege. 
  Yours has become a dark rule, and I will not stand 
  idly by. If you will not see reason, I shall carry word 
  to the king and give him my witness.”
  “Your witness!?” Penrose leapt to his feet. “And 
  who the hells do you think you are? You are a 
  commoner’s son, and a minstrel. You have done me 
  well in the past, but you cannot talk to me this way.”
  Goodfellow Birch eyed his childhood companion 
  in the eye, and the Lord of Oxcliff sat, and turned 
  his face away.
  “As a matter of fact,” Goodfellow said slowly, “I 
  can.” He turned, and walked away as steadfastly 
  as he had entered. And again, no guard thought to 
  detain him.
  You have earned the respect of even your 
  enemies and detractors, and been granted a 
  form of political immunity for everything you 
  say – though not other actions you might take .
  Prerequisite: 
  Knowledge 
  (nobility) 
  9 
  ranks, Perform (oratory) 9 ranks, alignment 
  that includes a neutral element .
  Cost: Feat or 1st-level bard spell known.
  Effect: This extraordinary ability represents 
  a general agreement among the kingdoms of 
  the land, including those not allied with you, 
  that you are worthy of sufficient respect and 
  consideration to be allowed to go into the 
  common areas of all settlements and speak 
  your opinion openly, without suffering legal 
  repercussions . For any government where 
  the primary spoken language is one in which 
  you are fluent, you are not arrested for being 
  in public areas (though this gives you no 
  power to go into private citizens’ homes or 
  secured areas such as prisons) or for any 
  speech you make (as long as it does not call 
  for the immediate commission of a crime, 
  including treason, by those listening) .
  A player and GM should discuss the limits 
  of bardic immunity prior to this masterpiece 
  being added to a campaign – it won’t be 
  appropriate for all campaign styles .
  lUminoUs bards
  GMs wishing to create new masterpieces should consider that many of the abilities 
  granted to a luminary (from Anachronistic Adventurer: The Luminary) would also work 
  well as bardic masterpieces (especially for bards focused on the act, comedy, and oratory 
  Perform skills), representing the same kind of “masterpiece social skills” as Maestro of 
  Cultures and Maestro of Faces. Each use of the luminary’s influence class feature (harass, 
  spur to action, steadfast support, and unsettle) can be made into its own masterpiece, with 
  a fairly low set of prerequisites and a cost of 1 round of bardic performance per round of 
  influence (replacing the influence ability’s normal duration). Some luminary talents (such 
  as aura of calm, beguiling, catharsis, flourish, hearten, jeer, and laugh it off) are also likely 
  sources for inspiration and game rules to base new masterpieces off of.
  
  15
  15
  we err on The side of awesome!
  crediTs
  Designer:
  Owen K .C . Stephens
  Editor:
  Jeremy Miller
  Cover Art:
  Storn Cook
  Interior Art:
  Storn Cook, Kimagu, Poserart, Tamas Baranya
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Special Thanks: To My Primary Playtesting Groups:  
  The Dungeon! Stompers (Ian Allen, Marc Curlee, Lj Stephens);  
  the Gothic Tactical Looting Team (Carl Gilchrist, John Menzie, Lj Stephens)
  Produced by:
  Super Genius Games
  www .supergeniusgames .com
  Contents Copyright ©2012 Owen K .C . Stephens
  Used with permission
  For more information about Super Genius Games, and our upcoming products, follow us on  
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  Stan!: @Stannex, and/or Super Genius Games: @SuperGeniusRPG,  
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  All logos are the trademark of Super Genius Games All rights reserved .
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc .
  Compatibility with the Pathfinder Roleplaying Game requires  
  the Pathefinder Roleplaying Game from Paizo Publishing, LLC .  
  See http://Paizo.com/PathfinderRPG for more information on the Pathfinder Roleplaying Game.  
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product .
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game 
  and the Pathfinder Roleplaying Game compatibility logo are the trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying Game compatibility license. See http://Paizo.com/
  PathfinderRPG/compatibility for more information on the compatibility license.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
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  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim 
  Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob 
  McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, 
  Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, 
  Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Player Companion: Blood of Fiends © 2012, Paizo Publishing, LLC; Authors: Hal Maclean and Colin McComb.
  Ultimate Options: Bardic Masterpieces. Copyright 2012, Super Genius Games, LLC; Author: Owen K.C. Stephens.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Ultimate Options/Ultimate Options - The Genius Guide to Bardic Masterpieces.pdf