TEXT: undeFEATable
  3: BARDS
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  3.5 SYSTEM COMPATIBLE
  LPJ9608
  Written By Reuben Hinman
  NEW FEATS
  AMAZING PERFORMER
  Your performances inspire awe and amazement, 
  even from the hard to please. When you come into 
  town, people line up and empty their purses to see 
  your incredible performances.
  Prerequisite: Bard Level 6th
  Benefit: Whenever you are making a performance 
  check to determine the quality of performance 
  that you deliver in a show, you may add +5 to that 
  check.
  BITING PERFORMANCE
  Your performances cause glittering, sharp gnashing 
  teeth to appear on your allies’ weapons, causing 
  them to bite your enemies.
  Prerequisite: Bard Level 1st
  Benefit: Whenever you use your Bardic 
  Performance, all weapons that your allies are 
  wielding begin to glow red. On the tips of the 
  weapons appears a large, grinning mouth filled 
  with rows of sharp, glimmering teeth. Whenever 
  an ally hits an enemy with his weapon, the mouth 
  bites the opponent hit with the weapon for 1d6 
  extra damage. 
  BLINDING SOUND
  When you cast a spell that affects an opponent’s 
  hearing, you’re able to manipulate the sound 
  waves to affect their sight as well.
  Prerequisite: Bard Level 9th
  Benefit: Whenever you cast a spell that deafens an 
  opponent for a certain amount of time, that spell 
  blinds the opponent for the same amount of time 
  also. If a spell that you cast causes an opponent 
  to be deafened for a certain amount of time if that 
  opponent fails a saving throw, then that opponent 
  is deafened and blinded for a certain amount of 
  time if that opponent fails the saving throw.
  CARNIE PERFORMER
  You work your way around a crowd when you 
  perform, stealing coins and other small items from 
  unwary listeners as you dazzle them with your 
  artistic brilliance.
  Prerequisite: Bard Level 1st
  Benefit: Whenever you’re performing in front of 
  a crowd, you may make a sleight of hand check to 
  pick the pocket of someone that’s watching your 
  performance. Instead of using the Sleight of Hand 
  skill to do this you may use your performance 
  skill in its place. If you have no ranks in Sleight of 
  Hand but take this feat, you are treated as though 
  you are trained in Sleight of Hand if you are trying 
  to use it while performing.
  CLOAKING MYSTERY
  Your performance causes a magical cloud of dust 
  to form around you, hiding you from your enemies 
  while your Bardic Performance wreaks destruction 
  upon them.
  Prerequisite: Bard Level 6th
  Benefit: Whenever you use your Bardic 
  Performance, a bank of magical fog centered on 
  you billows out to form a dark cloud with a radius 
  of 10 feet. The cloud obscures all sight, including 
  darkvision, beyond five feet, save your own. That 
  is, everyone is affected by the fog except for you. 
  While you’re in this cloud you have total conceal-
  ment (50% chance to miss, attacker can’t use 
  slight to locate the object). The cloud stays until 
  your Bardic Performance ends, after which it dissi-
  pates.
  Bardic Performance powers where allies or 
  enemies must perceive you, such as inspire 
  
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  courage, work the same way even if the allies or enemies 
  cannot see you.
  DANCE OF THE DEAD
  Your movements and rhythm has the power to enervate all 
  that watch you, including the dead!
  Prerequisite: Bard Level 12th
  Benefit: When using your Bardic Performance, you have 
  the power to raise the dead as undead creatures. Dead 
  creatures within a 50 foot radius of you are affected. Some 
  dead creatures within a 50 foot radius are immediately 
  enervated and are temporarily brought back from the dead 
  under your control for as long as you are using your Bardic 
  Performance.
  Undead that you raise carry out any verbal commands that 
  you give them to the best of their ability. When you end 
  your Bardic Peroformance, the undead creatures return 
  to their catatonic states. The number of hit dice worth of 
  undead you can temporarily raise with this feat is equal to 
  one-third of your Bard level (rounded down).
  DANCE OF ETHER
  Your amazing performance allows you to become ethereal!
  Prerequisite: Bard Level 15th
  Benefit: With this feat you can choose to be ethereal while 
  using your Bardic Performance. You gain the bonuses and 
  damage reduction granted to those that are ethereal. When 
  you end your Bardic Performance and you’re using this 
  feat you are no longer ethereal.
  DULCET SLUMBER
  Your Bardic Performance causes all foes that hear or see it 
  to feel a sense of drowsiness wash over them, causing their 
  mind to drift slowly into unconsciousness.
  Prerequisite: Bard Level 3rd
  Benefit: When you are using your Bardic performance 
  all enemies within 30 feet of you must make a will save 
  whose DC modifier equals 10 plus one-half of your bard 
  level (rounded down). Enemies that fail the save fall into 
  a magical slumber. Those that are put to sleep in this way 
  can be woken up but it takes a full round to do so. 
  As long as you are using your Bardic Performance this 
  affect persists. When your performance ends all enemies 
  under this affect are allowed to make a new saving throw 
  to end the affect. Each round those affected make new 
  saving throws, adding one to their saving throw for each 
  round after the Bardic Performance ended. Allies are unaf-
  fected by Dulcet Slumber.
  ENDURING PERFORMER
  When using your Bardic Performance, you have a 
  longevity that most bards envy you for. By the time most 
  are exhausted from their performances, you’re still going 
  as strongly as you were when you first started.
  Prerequisite: Bard Level 6th
  Benefit: For every level of bard you gain after you 
  take this feat, instead of being able to use your Bardic 
  Performance for 2 additional rounds per level, you are 
  able to use it for 3 additional rounds per level. Additional 
  rounds of Bardic Performance cannot be gained retroac-
  tively.
  FLAME SONG
  As you inspire your allies in battle, your body erupts into 
  flame, charring any opponent that dares to strike you.
  Prerequisite: Bard Level 1st
  Benefit: When you begin your Bardic Performance, your 
  body erupts into orange flame. These fires don’t harm 
  you; however they can be harmful to an opponent. If an 
  opponent strikes and hits you with a melee weapon, the 
  flames form a tendril and lash out at the foe, causing 1d4 
  fire damage. This effect continues as long as you’re using 
  your Bardic Performance. When you end your Bardic 
  Performance, the flames dissipate and you return to 
  normal.
  GRAVE PERFORMANCE
  Your Bardic Performance is so powerful that it can affect 
  those that have gone to the grave.
  Prerequisite: Bard Level 6th
  Benefit: Your Fascinate, Suggestion, Dirge of Doom, and 
  Frightening Tune, Baridic Performance abilities can affect 
  undead.
  INSTANT ENSEMBLE 
  Your regular performances have an extra planar pull to 
  them. Beings from other planes hear your music and imme-
  diately want to join you.
  Prerequisite: Bard Level 5th
  Benefit: When you are doing a non magical performance 
  in front of a crowd, you may call upon extra planar beings 
  to join you in your performance. The beings summoned 
  can be any being that lives on the outer planes. The 
  summoned beings can sing, dance, perform comedy, 
  play an instrument, or anything else that you wish. All 
  summoned beings come with any instruments or equip-
  ment needed to carry out their role in the performance. For 
  
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  example, if you wanted the summoned being to play the 
  harmonica while you sang, the summoned being comes 
  with a harmonica.
  All of the being summoned are not threatening and will not 
  cause any harm. They’ve only come to perform. Whenever 
  your performance ends they’ll take their leave. The human-
  oids summoned must be of small enough size to fit inside 
  wherever you’re performing. For example if you are 
  performing in a bar you can’t summon a large number of 
  singing, extra planer dragons.
  The number of beings summoned is equal to one half your 
  bard level (rounded down).
  MIRROR PERFORMANCE
  You are able to sing and dance, moving your body and 
  altering your voice in such a way that you can redirect 
  magical affects based on sight and sound to other targets, 
  even back upon the caster creating the affect!
  Prerequisite: Bard Level 12th
  Benefit: Along with your ability to use your Bardic 
  Performance to use Countersong and Distraction, you can 
  also use your Bardic Performance to reflect a magical 
  affect based on sight or sound from one target to another.
  If you are within 30 ft. of where the magical effect is 
  located, you can use Mirror Performance to redirect the 
  magical effect to another target. To do this, use your Bardic 
  Performance, then make a saving throw against the effect 
  as if you were being affected by the magic. You may use 
  your perform skill instead of your normal saving throw 
  bonus to make the save if it’s higher. If you succeed on the 
  save you may move the magical effect from the target that 
  it’s affecting to another target of your choice.
  You may use this feat any number of times, however you 
  may only try to reflect an affect once.
  MUSICAL SPELLFUEL
  By sacrificing your use of a spell, you’re able to extend the 
  use of your Bardic Performance.
  Prerequisite: Bard Level 1st
  Benefit: You may sacrifice any number of spells at any 
  time to increase the number of rounds that you’re able to 
  use your Bardic Performance for the day. This increase 
  is equal to one half of the spell level that you sacrificed 
  (rounded down).
  SERPENT’S TOOTH
  Your words are tinged with poison. Enemies on the 
  receiving end of your musical onslaught feel deadly poison 
  from your slurs crawl into their veins.
  Prerequisite: Bard Level 3rd
  Benefit: When you use your Bardic Performance, you 
  may infect a number of enemies equal to your bard level 
  divided by 2 (rounded down) with a poison. Each target 
  of this ability makes a DC save equal to 10 plus your bard 
  level. If they fail the save they are infected with the poison. 
  SHOCKING DELIVERY
  Your Bardic Performance causes a large bastard sword 
  crackling with electrical power to appear in front of you.
  With a mere thought you can move this sword and attack 
  enemies.
  Prerequisite: Bard Level 1st
  Benefit: When you use your Bardic Performance, other 
  than your usual powers, you can manifest a large bastard 
  sword created out of pure electricity in front of you.
  This sword can move within a 30 foot radius of you and 
  make one attack per round on an enemy in range. On a 
  successful hit, the sword deals 1d10 electric damage. The 
  sword has a bonus to hit and damage equal to one-third 
  your bard level (rounded down). The sword stays in exis-
  tence for the duration of your Bardic Performance.
  SILLY DANCE SONG
  Your song causes those that hear it to get up and move to 
  the beat…whether they want to or not!
  Prerequisite: Bard Level 6th
  Benefit: Whenever you use your Bardic Performance, 
  choose a number of enemies that you’re facing equal to 
  one-third your bard level (rounded down). Those that you 
  choose start to dance and flail about uncontrollably to the 
  rhythm of your tune (no save). The targets of this feat get a 
  -2 to armor class and a -5 to reflex saves. Any armor bonus 
  the target receives because of a shield he holds is negated. 
  SOCIABLE PERFORMER
  As you perform you are able to talk to the people you’re 
  performing for, picking up valuable information in the 
  process.
  Prerequisite: Bard Level 1st
  Benefit: When you perform in front of a crowd of any size, 
  you can add half of your perform skill (rounded down) to 
  your gather information skill and make a gather informa-
  
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  tion check to learn anything useful that’s been happening 
  in the surrounding area.
  SONG OF BEASTS
  By singing a special song, you are able to call upon 
  animals in the surrounding area to help you in a task.
  Prerequisite: Bard Level 3rd
  Benefit: By singing a special song, you are able to call 
  upon the non-magical animals in the area to do your 
  bidding. The number of Hit Dice worth of animals you are 
  able to summon are equal to the number of levels you have 
  in bard divided by two (rounded down). Note that this only 
  works if non-magical animals are in your area.
  The type of animal summoned depends on the area you’re 
  in. For example in a swamp you’d be more likely to 
  summon a crocodile, or in a city you’d be more likely to 
  summon horses, dogs, cats, mice and the like.
  SONG OF THE SHARK
  When you begin your Bardic Performance, three blue shark 
  fins crackling with electricity burst from the ground and 
  begin swimming around you. A foolhardy foe intent on 
  attacking you is in for a shocking surprise when a shark 
  leaps out of the ground to deliver a powerful electrical bite.
  Prerequisite: Bard Level 6th
  Benefit: When you begin your Bardic Performance, three 
  large blue shark fins crackling with electricity burst from 
  the ground and swim around you. As long as you continue 
  your Bardic Performance, these three fins circle around 
  you. If a foe hits you with a melee attack, one of the blue 
  sharks jumps out of the ground and bites the foe, dealing 
  1d8 points of electric damage. The effect lasts until you 
  end your Bardic Performance, after which these sharks 
  burrow back underground.
  SONG OF SUPREME INVIGORATION
  Your performances inspire others to continue on, even 
  when they’ve been pushed to their limit.
  Prerequisite: Bard Level 15th
  Benefit: When you use your Bardic Performance, any ally 
  that falls below 0 hit points automatically stabilizes and 
  doesn’t have to make Constitution checks to stop losing 
  more hit points. All allies you affect with this feat can 
  choose to be disabled rather than unconscious.
  While you use your Bardic Performance, all allies that are 
  below 0 hit points are staggered. These allies can perform 
  move actions or any action that isn’t strenuous and not 
  cause themselves further harm. However if they do some-
  thing strenuous or perform a standard action on their round 
  they lose 1 hit point. If that ally’s negative hit point value 
  falls below their constitution score, they die.
  When you end your Bardic Performance, all allies that 
  are still below 0 hit points that were affected by this feat 
  become unconscious, however they still remain
  
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