Expanding on the Bard

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Richard H. Schurz

 

 

New class features

 

Spontaneous Caster: Choose a daily power of any level you can caste and a utility power of any level you can caste. 1/day you may loose a daily or utility power and use that one in it's place. You may select this class feature in place of Multiclass versatility.

Instrument Mastery: When using an instrument to sustain a power with the resonating keyword you also generate an effect based on the instrument you’re playing. You cannot change instruments when resonating without ending the effect. Using an instrument with a resonating effect requires the use of both your hands, though you may still use the instrument you are playing as an implement for powers that you use. You may take this class feature in place of Bardic Virtue.

Lyre: Enemies who are marked suffer –1 to all their defenses.

 

Drums: +1 to the attack rolls of you and all your allies.

 

Flute: All enemies suffer a –1 penalty on saving throws.

 

Harp: Whenever you or an ally spends a healing surge add 1 + the enhancement bonus of your harp to the hit points regained.

 

Horn: +1 to the speed of and +2 to the AC against opportunity attacks of you and your allies.

 

Lute: +1 to the saving throws of you and all your allies.

 

Woodwind: -2 to the will defense of all enemies.

 

New Bard Builds

 

Minstrel

 

You’ve learned to fight from a distance, firing crossbow bolts or throwing knives into the fray while your enchanted lute floats nearby focusing your energy into potent spell-songs. You often rely on your allies to keep your foes at bay, or you call monsters to hold them back. Your primary ability score is charisma. Followed closely by Dexterity to meet the prerequisites for precision and to bolster your basic ranged attacks. Wisdom is important if you wish to take the Song of Commanding feat. As you grow you will focus on resonating and calling powers.

 

Suggested Class Feature: Instrument Mastery

Suggested Feat: Precision (Human Feat: Song of Commanding)

Suggested Skills: Arcana, Bluff, Diplomacy, Insight, Intimidate, Perception

Suggested At-Will Powers: Melody of Blades, Misdirected Mark, (Human at-will: Guiding strike)

Suggested Encounter Power: Fast Friends

Suggested Daily Power: Echoes of the guardian

 

Singing Swordsman

 

Rather then cheer from the sidelines you wade into the thick of battle. Carving a path of destruction with your songblade, learning the tricks of warriors through multiclassing, and bringing strength to yourself and all who stand with you through your enchanted songs. Your primary ability score is charisma, followed closely by constitution. Wisdom is important if you wish to use calling. As you grow you will primarily choose melee-orientated powers and powers that improve the fighting abilities of you and your allies.

 

Suggested Class Feature: Virtue of Valor

Suggested Feat: Toughness (Human Feat: Improved Majestic Word)

Suggested Skills: Acrobatics, Arcane, Athletics, Intimidate, Perception

Suggested At-Will Powers: Melody of Blades, War Song Strike (Human at-will: Guiding Strike)

Suggested Encounter Power: Sudden Finish

Suggested Daily Power: Intrusive Melody

 

Feats

 

Precision

Prerequisites: dexterity 15+

Benefit: You may perform any bard power that has a range of melee as a ranged attack using a light thrown weapon or simple ranged weapon.

 

Song of Commanding

Prerequisites: wisdom 15+

Benefit: +2 to all the defenses of any creature conjured by you with a power with the calling keyword as long as you are sustaining a power with the resonating keyword.

 

Master Linguist

Prerequisites: 11th level, Bard

Benefit: You speak every language fluently.

 

New Keywords

 

New Keyword: Resonating. You may only sustain one power with the resonating keyword at a time.

 

New keyword: Calling. A called creature acts on your initiative, unless otherwise noted a called creature acts as soon as it appears. When you command it, it can take a minor, move, and standard action that round. If you don’t command your called creature it will take no actions for that round. When a called creature reaches 0 hit points it is destroyed and instantly evaporates. Unless otherwise noted you may dismiss a called creature as a free action. Unless otherwise noted you can command a called creature as a free action.

 

Below are three creatures that are frequently used in calling.

 

Fairy                                      Level X minion

Tiny Fey Humanoid (Fairy)

Initiative +4         Senses Perception +4, low-light vision

HP 1; a missed attack never damages a minion

AC 16; Fortitude 8, Reflex 14, Will 11

Speed 2, Fly 6

Pin (standard; at-will)

Reach 0; +4 vs. AC; 1 damage. This attack cannot deal damage to minions.

Borrowed Strength (When Conjured by a power with the Calling keyword)

The Fairy’s level is equal to the level of the one who called it. It adds the level of the one who called it as a bonus to it’s attacks and all it’s defenses.

Confounding Flight

The Fairy’s movement doesn’t provoke attacks of opportunity.

Non-threatening

Fairies cannot receive, nor grant, flanking bonuses.

No Reach

Fairies can occupy the same space as another creature, neither creature takes a penalty when this occurs. The fairy trickster can only make attacks against creatures it shares a space with unless it has a power that allows it to do otherwise.

Alignment Unaligned Chaotic Languages Elven

Skills Bluff +11, Stealth +11

Str 4 (-3)     Dex 18 (+4)        Wis 11 (+0)

Con 7 (-2)    Int 12 (+1)         Cha 13 (+1)

 

Fairies are extremely mobile and excel at tricking and confounding their enemies, but they are small and frail.

 

Demon                                   Level X minion

Medium Elemental Humanoid (Demon)

Initiative +1         Senses Perception +0, darkvision

Aura of Hate Aura 1; enemies who start their turns within the aura take fire damage equal to the charisma modifier of the one who called it.

HP 1; a missed attack never damages a minion

AC 12; Fortitude 13, Reflex 11, Will 7

Speed 8

Claws (standard; at-will)

+7 vs. AC; 5 damage.

Uncontrollable

Whenever a creature provokes an attack of opportunity, whether an enemy or ally, the Demon Brute must make the attack if able.

Borrowed Strength (When Conjured by a power with the Calling keyword)

The Demon’s level is equal to the level of the one who called it. It adds the level of the one who called it as a bonus to it’s attacks and all it’s defenses.

Alignment Chaotic Evil Languages -

Skills -

Str 16 (+3)     Dex 12 (+1)        Wis 5 (-3)

Con 12 (+1)    Int 7 (-2)           Cha 4 (-3)

 

Demons have great offensive power but can never truly be controlled, and calling them always carries an additional cost.

 

Angel                                      Level X minion

Medium Immortal Humanoid (Angel)

Initiative +2         Senses Perception +0, darkvision

HP 1; a missed attack never damages a minion

AC 14; Fortitude 12, Reflex 12, Will 13

Speed 6, fly 6

Divine Strike (standard; at-will)

+4 vs. Will; Radiant damage equal to the one who called it’s charisma modifier. This attack cannot deal damage to minions.

Final Gift (Free; When reduced to 0 or less hit points. Encounter)

An adjacent ally can spend a healing surge.

Borrowed Strength (When Conjured by a power with the Calling keyword)

The Angel’s level is equal to the level of the one who called it. It adds the level of the one who called it as a bonus to it’s attacks and all it’s defenses.

Alignment Good  Languages Supernal

Skills -

Str 14 (+2)     Dex 14 (+2)        Wis 16 (+3)

Con 12 (+1)    Int 12 (+1)         Cha 12 (+1)

 

The celestials who answer to calling powers are more concerned with protecting and healing then they are with fighting and destroying.

Bard Powers

 

Level 1 At-Will Spells

Melody of Blades                        Bard attack 1

The ringing of steel on steel is the only instrument you need.

At-will * Arcane, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Charisma vs. AC

Hit: 1[W] + Charisma modifier damage.

Special: You may sustain one power with the sustain minor as a free action.

Chord of Chaos                          Bard attack 1

With an unexpected riff you take momentarily control of your foe’s arm.

At-will * Arcane, Charm, Implement, Psychic

Standard Action         Ranged 10

Requirement: You must be wielding an instrument

Target: One Creature

Attack: Charisma vs. Will

Hit: Charisma modifier psychic damage, the target makes a basic attack against another creature of your choice.

Special: You may add the enhancement bonus of your instrument to the attack and damage roll of the basic attack.

Special: This power counts as a basic ranged attack. When a power lets you make a basic ranged attack, you can use this power.

Level 1 Encounter Spells

 

Sudden Finish                             Bard attack 1

You punctuate the final note of your song with your blade.

Encounter * Arcane, Weapon

Standard Action         Melee weapon

Requirement: You must by sustaining a power with the resonating keyword.

Effect: Before you attack you may shift 2 squares and draw a weapon as a free action.

Target: One Creature

Attack: Charisma vs. AC

Hit: 2[W] + charisma modifier damage.

Effect: The resonating effect ends.

Fairy Guide                                 Bard attack 1

An extra pair of eyes to spot openings in your opponent’s defenses.

Encounter * Arcane, Calling

Standard Action         Melee Weapon

Target: One Creature

Attack: Charisma +2 vs. AC

Hit: 1[W] + Charisma modifier damage.

Effect: A Fairy appears adjacent to you. This fairy lasts for the duration of the encounter or until destroyed.

Special: Allies who share space with the Fairy Guide receive +2 to their attack rolls.

 

Call Angelic Protector                 Bard attack 1

You call for aid, and it comes to you.

Encounter * Arcane, Calling, Radiant

Standard Action         Ranged 10

Target: One Creature

Attack: Charisma vs. Will

Hit: Charisma modifier radiant damage and gain +2 to your AC against the target’s attacks until the end of your next turn.

Effect: An Angel appears adjacent to you but doesn’t act until the start of your next turn. This Angel lasts for the duration of the encounter or until destroyed.

 

Demon Pact                                Bard attack 1

The foul bargain brings a living engine of destruction under your control, but saps the strength from your body in return.

Encounter * Arcane, Calling

Standard Action         Personal

Effect: A Demon appears adjacent to you. This Demon lasts for the duration of the encounter or until destroyed.

Additional Cost: You are weakened while the called demon exists.

 

Level 1 Daily Spells

Vampire’s Balled                        Bard attack 1

You draw the life force from your foes and give it to your allies.

Daily * Arcane, Healing, Implement, Necromancy, Resonating

Standard Action         Close Burst 5

Targets: Enemies within the burst

Attack: Charisma vs. Fortitude

Hit: Charisma modifier necrotic damage.

Effect: Your allies regain hit points equal to your charisma modifier.

Sustain Minor: Your enemies take 1 necrotic damage, and your allies regain 1 hit point.

Intrusive Melody                         Bard attack 1

Your music makes it difficult for your foes to concentrate on anything other then you,

Daily * Arcane, Implement, Resonating, Thundering

Standard Action         Close Burst 5

Targets: Enemies within the burst

Attack: Charisma vs. Fortitude

Hit: 1d6 + Charisma modifier thundering damage and the target is marked by you until the start of your next turn.

Sustain Minor: Enemies marked by this power remain marked by you.

Level 2 Utility Spells

Gentle Slumber                           Bard Utility 2

Down but not out.

Encounter * Arcane, healing

Immediate reaction     Ranged 20

Trigger: An ally falls to 0 hp.

Effect: The target falls asleep and heals 1 hit point. While sleeping the target may spend a healing surge on their turn every turn. If the target takes damage or an adjacent ally spends a minor action to awaken him he wakes up and may stand up as a free action.

Strumming                                  Bard Utility 2

You lighten the mood with a little music, weaving a bit of arcane energy into every note.

Daily * Arcane, Implement, Resonating

Minor Action                Personal

Requirement: You must have the instrument mastery class feature.

Effect: You begin resonating.

Sustain Minor: You continue resonating.

Level 3 Encounter Spells

Devil’s Grasp                              Bard Attack 3

The target sees countless grasping arms holding it down. Their very touch searing their flesh.

Encounter * Arcane, Fire, Illusion, Implement

Standard Action               Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: The target takes fire damage equal to your charisma modifier and is grabbed.

Special: The target makes his escape checks opposed to your charisma modifier. As long as the target remains grabbed it takes fire damage equal to your charisma modifier at the start of your turn.

Thunderous Echo                        Bard Attack 3

You strike your foe with sound and it echoes striking them over and over again.

Encounter * Arcane, Implement, Thundering

Standard Action               Ranged 5

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 1d6 + charisma modifier thundering damage. Repeat this attack against the same target at the start of your next turn as a free action.

Fey Pranks                                  Bard Attack 3

You teleport your foe into the feywild and let the fey have him.

Encounter * Arcane, Implement

Standard Action                Ranged 5

Target: One creature

Attack: Charisma vs. Reflex

Hit: 1d6 + charisma modifier damage and the target vanishes until the start of your next turn. At the start of your next turn it reappears 3 squares from where it started and prone.

Call Fairy Prankster                    Bard attack 3

There is an art to making fools out of people, either you have it, or you don’t.

Encounter * Arcane, Calling

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Reflex

Hit: The target is knocked prone.

Effect: At the start of your next turn a Fairy appears adjacent to the target. This fairy lasts for the duration of the encounter or until destroyed. Whenever the Fairy Prankster hits with an attack it knocks the target prone.

 

Call Angel of Mercy                    Bard attack 3

Whenever you need a healer, one appears.

Encounter * Arcane, Calling

Requirement: You must be bloodied to use this power.

Standard Action         Personal

Effect: An Angelic appears adjacent to you but doesn’t act until the start of your next turn. This Angel lasts for the duration of the encounter or until destroyed. Allies adjacent to the Angel of Mercy have regeneration 5.

 

Call Vitality Eater                       Bard attack 3

It’s a simple bargain, just a little of your life force, a taste really. That’s all they ask for. How can you refuse such an offer?

Encounter * Arcane, Calling

Standard Action         Personal

Target: One Creature

Effect: A Demon appears adjacent to you. This demon lasts for the duration of the encounter or until destroyed.

Additional Cost: You cannot spend healing surges until the Vitality Eater is destroyed.

Level 5 Daily Spells

Hesitation                                   Bard attack 5

Your music fills your enemies with doubt and uncertainty.

Daily * Arcane, Implement, Psychic, Resonating

Standard Action         Close Burst 5

Targets: Enemies within the burst

Attack: Charisma vs. Will

Hit: Charisma modifier psychic damage and the target is dazed and cannot shift until the end of your next turn.

Sustain Minor: Whenever an enemy shifts 2 or more squares reduce it’s shifting by 1 square.

Phantom’s Song                          Bard attack 5

Your foes hear your music coming from all around him, but try as they might they cannot find it's source.

Daily * Arcane, Implement, Psychic, Resonating

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Will

Hit: 2d8 + Charisma modifier psychic damage and you become invisible until the end of your next turn or until you make another attack.

Sustain Minor: You remain invisible, this effect ends if you make an attack.

Slow Waltz                                  Bard attack 5

Your music alters the flow of the battle.

Daily * Arcane, Implement, Psychic, Resonating

Standard Action         Close Burst 5

Targets: Enemies within the burst

Attack: Charisma vs. Will

Hit: 1d8 + charisma modifier psychic damage and you may slide the target 1 square.

Effect: Allies can shift 1 square.

Sustain Minor: You may slide the enemies you struck with this power 1 square, your allies may shift 1 square.

 

Phantasmal Warrior                    Bard attack 5

Your comrades fall, but their will to fight lives on, you give it a form with which they can continue to battle.

Daily * Arcane, Illusion, Resonating

Immediate Reaction  Burst 20

Trigger: An ally falls to 0 or less hit points.

Target: One ally within the burst

Effect: An illusion of the character appears adjacent to him under his control and can make a basic attack. The illusion can move and make basic attacks, it lasts until the end of your next turn, or until his character is healed or is slain. The illusion itself cannot be attacked, damaged, or affected in any way.

Sustain Minor: The illusion persists and you create a zone within which any ally who falls to 0 or less hp immediately has an illusion of their character appear adjacent to them under their control. The illusion can move and make basic attacks. These illusions also persist as long as you sustain this effect, or their characters are healed or is slain. The illusions themselves cannot be attacked, damaged, or affected in any way.

 

Demon Souleater                        Bard attack 5

With every kill it brings a little more of itself into this world.

Daily * Arcane, Calling

Standard Action         Personal.

Effect: A Demon appears adjacent to you. This Demon lasts for the duration of the encounter or until destroyed. You cannot control this demon, every turn it moves toward one of your enemies and attacks them, trying to single out the easiest to kill. You cannot dismiss the Demon Souleater.

Special: Whenever the Demon Souleater reduces a creature to 0 or less hit points it may coup de grace that creature as a free action and gain +2 to it’s attack and damage rolls for the duration of the encounter. If it kills 3 creatures in one battle it stops being a minion, it’s hit points equal 22 + 10 per level and it freely attacks friend and foe alike. From then on it is considered an enemy and it does not go away at the end of the encounter but is now fully unleashed on the world.

Call Fireboil Demon                    Bard attack 5

A demon covered in boils, whenever touched these boils burst spewing flaming ichor all over the attacker.

Daily * Arcane, Fire, Calling

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Reflex

Hit: 2d8 + Charisma modifier fire damage.

Effect: A Demon appears adjacent to the target. This demon lasts for the duration of the encounter or until destroyed. Whenever a creature hits or misses the Fireboil Demon with a melee attack it takes 5 points of fire damage.

Additional Cost: When you call the Fireboil Demon you must loose a healing surge. If you don’t have any healing surges left you instead take damage equal to your bloodied value.

Level 6 Utility Spells

Channeled Strike                        Bard Utility 6

You channel your arcane might through a monster you called.

Encounter * Arcane, Implement

Requirement: You must be wielding a magic wand.

Standard Action           Ranged 10

Effect: You may use any bard power that uses an implement as though it originated from a monster you called.

Level 7 Encounter Spells

Strength of the Team                  Bard attack 7

It’s not by your strength alone that your enemy is felled.

Encounter * Arcane, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Charisma vs. AC

Hit: 1[W] + charisma modifier damage.

Special: If an ally has combat advantage against the target, you gain combat advantage against the target for this attack. If an ally has marked the target you may add +2 to this attack’s attack roll. If an ally has placed their warlock’s curse on the target you may add their warlock’s curse damage to this attack. If an ally has placed their hunter’s quarry on the target you may add their hunter’s quarry damage to this attack. If an ally has placed Oath of Enmity on the target you may roll this attack twice and take the better result.

 

Lightning Blade                          Bard Attack 7

A powerful stroke of electricity flies from you to your ally, imbuing their weapon with power and frying those foolish enough to be caught in it’s path.

Encounter * Arcane, Implement, Lightning

Standard Action               Ranged 5

Target: One ally

Effect: Your ally receives +2 to their melee attack and damage rolls and their melee attacks deal lightning damage until the end of their next turn.

Secondary Targets: Creatures between you and your ally.

Attack: Charisma vs. Reflex

Hit: The target takes 2d8 + charisma modifier lightning damage.

Call Fairy Pest                            Bard attack 7

HEY! LISTEN!

Encounter * Arcane, Psychic, Calling

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Will

Hit: 2d6 + Charisma modifier psychic damage.

Effect: A Fairy appears adjacent to the target. This fairy lasts for the duration of the encounter or until destroyed. The target is marked by the Fairy Pest until the end of your next turn. Any enemy that shares a space with the Fairy Pest is marked until the end of your next turn.

 

Fleshrender Demon                     Bard attack 7

You bind a potent demon to your service with your own blood.

Encounter * Arcane, Calling

Standard Action         Ranged 5

Target: One Creature

Effect: A Demon appears adjacent to the target. This demon lasts for the duration of the encounter or until destroyed. Whenever the Fleshrender Demon makes a claw attack it rolls twice and takes the higher roll.

Additional cost: When you call a Fleshrender Demon you must pay an amount of hit points equal to your level. If this would reduce your hit points to 0 or less hit points you cannot use this power.

 

Interposing Angel                       Bard attack 7

You are under the protection of higher powers.

Encounter * Arcane, Calling

Immediate Reaction   Personal

Trigger: An enemy moves adjacent to you.

Effect: You shift 1 square and an Angel appears in the square you had been and makes a divine strike against the triggering creature. This Angel lasts for the duration of the encounter or until destroyed.

Level 9 Daily Spells

The Harmony of Teamwork       Bard attack 9

Every key note in your song is punctuated by the stroke of an allies attack.

Daily * Arcane, Implement, Resonating

Standard Action         Close Burst 10

Effect: All allies can make basic melee attacks against enemies they are flanking with a bonus to the attack and damage rolls equal to your charisma modifier.

Sustain Minor: Allies gain +1 to their attack and damage rolls against enemies they are flanking.

Unstoppable Advance                 Bard attack 9

Your trumpet sounds the charge that drives your enemies out once and for all.

Daily * Arcane, Implement, Resonating, Thundering

Standard Action         Close Blast 5

Targets: Enemeis within the blast

Attack: Charisma vs. Fortitude

Hit: 2d8 + charisma modifier thunder damage and the target is pushed 3 squares.

Effect: Allies can shift 3 squares.

Sustain Minor: Whenever an ally hits with a melee attack the target is pushed 1 square.

Instrument: If your wielding a horn you may add your constitution modifier as bonus damage.

Insightful Assault                       Bard attack 9

You disrupt the mind of a single foe making it drop it’s guard for an instant while simultaneously spurring on your allies to greater glory.

Daily * Arcane, Implement, Psychic, Resonating

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Will

Hit: 2d8 + charisma modifier psychic damage and the target provokes attacks of opportunity from all your allies adjacent to it.

Effect: Until the end of your next turn allies add your charisma modifier to the damage rolls of all basic attacks.

Sustain Minor: The effect persists.

The Tide of Battle                       Bard attack 9

With every foe you fell your victory draw nearer.

Daily * Arcane, Fear, Implement, Psychic, Resonating

Standard Action         Close Burst 5

Targets: Enemies within the burst

Attack: Charisma vs. Will

Hit: 1d8 + charisma modifier psychic damage.

Effect: Enemies suffer a –1 penalty to attack rolls until the end of your next turn.

Sustain Minor: The penalty to attack rolls persists. Every time an enemy is slain the penalty grows by -1, to a maximum of –5.

 

Turn the Tide                              Bard attack 9

The battle has been going against your side, so you turn it around.

Daily * Arcane, Fire, Implement, Resonating

Standard Action         Close Burst 5

Target: Enemies within the burst

Attack: Charisma vs. Reflex

Hit: 1d8 + charisma modifier fire damage.

Effect: All allies gain a bonus to their attack rolls equal to the number of bloodied or dying allies until the end of your next turn.

Special: You gain +1 to this power’s attack roll for every ally that is bloodied or dying.

Sustain Minor: Allies gain a bonus to their attack rolls equal to the number of bloodied or dying allies.

 

Fairy of the Open Air                 Bard attack 9

It looks like it’s just a tiny woman flying around, but wherever she goes people get smashed by a huge hammer.

Daily * Arcane, Calling

Standard Action         Personal.

Effect: A Fairy appears adjacent to you. This Fairy lasts for the duration of the encounter or until destroyed. Whenever a creature sharing a space with the Fairy of the Open Air moves the Fairy of the Open Air can move with it as a free action.

Special: Whenever a creature shares space with the Fairy of the Open Air they become invisible.

Level 10 Utility Spells

Protect Minion                           Bard Utility 10

Your defend a monster you called with your arcane might.

Encounter * Arcane

Immediate interrupt    Ranged 20

Trigger: A creature you called within range is hit with an attack.

Effect: You grant a +4 bonus to all the target’s defenses until the start of your next turn.

 

Bolster Minion                           Bard Utility 10

Your guide your minion’s attack.

Encounter * Arcane

Immediate interrupt    Ranged 20

Trigger: A creature you called within range makes an attack roll and you dislike the result

Effect: You grant a +4 bonus to the target’s attack rolls until the start of your next turn.

 

Modify Memory                         Bard Utility 10

You invade the of the target and alter their memories to better suit your designs.

Daily * Arcane

Standard Action          Touch

Target: One sleeping, unconscious, or willing creature.

Effect: You alter up to 5 minutes of the target’s recent memories. Re-writing them as you see fit. You cannot alter memories that occurred more then 1 week ago.

Level 13 Encounter Spells

Shadow Journey                         Bard Attack 13

You teleport your foe into the shadowfell and let the dead have him.

Encounter * Arcane, Implement, Necrotic

Standard Action                Ranged 5

Target: One creature

Attack: Charisma vs. Reflex

Hit: 2d6 + charisma modifier necrotic damage and the target vanishes until the start of your next turn. At the start of your next turn it reappears 3 squares from where it started and is weakened until then end of your next turn.

 

Lightning Series                          Bard Attack 13

Your team passes a bolt of lightning back and forth repeatedly, frying your foes over and over again.

Encounter * Arcane, Implement, Lightning

Minor Action                    Ranged 3

Primary Target: One ally

Effect: Your ally gains this encounter power until the end of their next turn.

Secondary Targets: Creatures between you and your ally.

Secondary Attack: Intelligence, Wisdom, or Charisma vs. Reflex.

Hit: The target takes 2d6 + Intelligence, Wisdom, or Charisma modifier damage.

Special: You cannot use this power more then once in an encounter.

Special: You may use a weapon as an implement for this power.

 

Frostheart Angel                         Bard attack 13

You call upon the might of the storm, and a manifestation of it’s power appears before you.

Encounter * Arcane, Calling, Cold

Standard Action         Ranged 10

Target: One Creature

Attack: Charisma vs. Fortitude

Hit: 1d6 + Charisma modifier cold and radiant damage.

Effect: An Angel appears adjacent to you but doesn’t act until the start of your next turn. The Frostheart Angel’s divine strike deals cold and radiant damage. As long as the Frostheart is around your melee attacks deal an extra 2 points of cold damage. This Angel lasts for the duration of the encounter or until destroyed.

 

Call Fury Demon                        Bard attack 13

How you envy it’s ferocity.

Encounter * Arcane, Calling

Standard Action         Ranged 5

Target: One Creature

Effect: A Demon appears adjacent to the target. This demon lasts for the duration of the encounter or until destroyed. The Fury Demon can make 2 claw attacks as a standard action.

Additional Cost: When you call the Fury Demon you must either loose an action point, or become stunned until the end of your next turn.

 

Call Fairy Confounder                Bard attack 13

A well timed sting can often be worth more then a hundred careless ones.

Encounter * Arcane, Calling, Poison

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Will

Hit: 2d6 + Charisma modifier poison damage and the target takes a –2 penalty to attacks until the end of your next turn.

Effect: A Fairy appears adjacent to the target. This fairy lasts for the duration of the encounter or until destroyed. Whenever an enemy that shares space with the Fairy Confounder and makes an attack that doesn’t include the Fairy Confounder as a target it may make a pin attack as an immediate interrupt, if that attack hits the target suffers a –2 to all attack rolls until the end of it’s next turn. If a creature sharing space with the Fairy Confounder moves or shifts the Fairy Confounder may move into their space as a free action.

Call Demon of Eternity               Bard attack 13

No matter how many times it is slain, it will always return.

Encounter * Arcane, Calling

Standard Action         Close Burst 10

Effect: A Demon appears in the burst. This demon lasts for the duration for the encounter or until destroyed.

Special: When the Demon of Eternity is slain this power recharges.

Additional Cost: When you call the Demon of Eternity you suffer –1 to your fortitude defense until the end of the encounter.

Level 15 Daily Spells

The Earth Resonates                   Bard attack 15

Your song causes the very earth to tremble.

Daily * Arcane, Implement, Resonating, Thundering

Standard Action         Close Burst 5

Targets: Enemies in the burst

Attack: Charisma –2 vs. Fortitude

Hit: 1d8 + charisma modifier thundering damage and the target falls prone.

Sustain Standard: Repeat this attack. You may sustain this power for a number of rounds equal to your constitution modifier.

Implement: If your wielding drums you may add a +2 bonus to the attack roll.

Chorus                                       Bard attack 15

Your allies join in the song, your voices thundering across the battlefield.

Daily * Arcane, Implement, Resonating, Thundering

Standard Action         Close Burst 20

Targets: Enemies within the burst

Attack: Charisma vs. Fortitude

Hit: 1d8 + charisma modifier thundering damage.

Special: Each ally within the burst adds their charisma modifier to the damage of this power as a free action.

Miss: half damage.

Sustain Minor: Each ally may spend a minor action to add their charisma modifier to their damage rolls once per round.

 

Bring the Abyss                          Bard attack 15

You grab your opponent’s spirit and thrust it into the abyss, it won’t be able to return without dragging demons into this world with it.

Daily * Arcane, Calling

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Will

Hit: Four Demons appear adjacent to the target. These demons last for the duration for the duration of the encounter or until destroyed. Each round you may command all four of these demons as a standard action, or one of them as a minor action.

Miss: Two Demon Brutes.

Additional Cost: You suffer –4 to your will defense for the duration of the encounter.

 

Angel of Destiny                         Bard attack 15

You shall not fall now, not here. Even if you have to call destiny’s servitors to ensure it.

Daily * Arcane, Calling

Standard Action         Personal

 Effect: An Angel appears adjacent to you but doesn’t act until the start of your next turn. This Angel lasts for the duration of the encounter or until destroyed.

Special: As long as the Angel of Destiny is adjacent to you, you can continue fighting at 0 or less hit points and you cannot die for any reason.

Tune of Frailty                            Bard attack 15

Your music disrupts the body of your foe, leaving them weakened and vulnerable.

Daily * Arcane, Implement, Resonating, Thundering

Standard Action         Ranged 5

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 1d8 + charisma modifier thundering damage and the target is weakened and suffers –2 to their fortitude defense until the end of your next turn.

Miss: half damage and the target suffers –1 to their fortitude defense until the end of your next turn.

Sustain Standard: Repeat this attack against the target. If you miss you can’t sustain this power.

Level 16 Utility Spells

Siren’s Song                               Bard Utility 16

When you’ve woven magic into it properly, the siren’s song is irresistible.

Daily * Arcane, Charm, Implement

Standard Action          Close Burst 10

Targets: Enemies within the burst.

Effect: All enemies are pulled a number of squares equal to your charisma modifier and grant combat advantage to your allies until the end of your next turn.

 

Slip away                                    Bard Utility 16

When no-one’s looking you disappear.

Encounter * Arcane

Move action                Personal

Requirement: You must be trained in bluff

Effect: Shift a number of squares equal to your charisma modifier and gain concealment.

Echoes                                        Bard Utility 16

Your music continues even after you stop playing.

Daily * Arcane

Free action                   Personal

Trigger: You stop sustaining a power with sustain minor.

Effect: The effect persists for a number of rounds equal to your wisdom modifier.

 

Level 17 Encounter Spells

Jounce                                        Bard Attack 17

Just as your foe comes in for the kill you disrupt them with a sudden blast of intense sound.

Encounter * Arcane, Implement, Thunder

Immediate Interrupt       Ranged 5

Trigger: You are attacked with a encounter or daily power.

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 1d6 + charisma thunder damage and the target doesn’t make the attack. He target cannot use the power they were going to attack with for a number of rounds equal to your wisdom modifier.

 

Crushing Despair                        Bard Attack 17

You destroy you foe’s will to fight.

Encounter * Arcane, Psychic. Implement

Standard Action                Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: 2d6 + charisma modifier psychic damage and –2 to attacks and will defense (save ends both).

 

Bliss                                            Bard Attack 17

Your foe suddenly forgets where he is and what he’s doing, lost in it’s own happy world.

Encounter * Arcane, Implement

Standard Action                Ranged 5

Target: One creature

Attack: Charisma vs. Will

Hit: Target is stunned until the end of your next turn, then the target is dazed (save ends)

 

Call Fairy Bewilderer                  Bard attack 17

Few things are as maddening as trying to strike a fairy.

Encounter * Arcane, Calling

Standard Action         Ranged 5

Target: One Creature

Effect: A Fairy appears adjacent to the targety. This fairy lasts for the duration of the encounter or until destroyed. Whenever the Fairy Bewilderer hits with it’s pin attack the enemy makes a basic melee attack at the adjacent creature of the Fairy Bewilderer’s choice.

 

Flameborne Demon                    Bard attack 17

Few things are more dangerous then reaching directly into the abyss.

Encounter * Arcane, Fire, Calling

Standard Action         Ranged Burst 2 in 10

Target: Creatures in burst

Attack: Charisma vs. Reflex

Hit: 1d6 + Charisma modifier fire damage.

Effect: A Demon appears in any square inside the burst. This demon lasts for the duration of the encounter or until destroyed. This demon deals an extra 3 points of fire damage when it hits with it’s claw attack.

Additional Cost: When you call the flameborne demon you take 10 ongoing fire damage (save ends) with an Aftereffect of 5 ongoing fire damage (save ends).

 

Call Angelic Warrior                  Bard attack 17

The best way to protect is often to attack.

Encounter * Arcane, Calling

Standard Action         Personal

Effect: An Angel appears adjacent to you but doesn’t act until the start of your next turn. This Angel lasts for the duration of the encounter or until destroyed. Whenever the Angelic Warrior hits a creature it marks that creature until the end of your next turn. Whenever an enemy attacks an ally adjacent to the Angelic Warrior the Angelic Warrior may make a divine strike against that enemy as an immediate interrupt.

 

Level 19 Daily Spells

Tempest Fairy                             Bard attack 19

These little creatures hold incredible power, if they could control it they could rule much of the Feywild.

Daily * Arcane, Calling

Standard Action         Personal.

Effect: A Fairy appears adjacent to you. This Fairy lasts for the duration of the encounter or until destroyed. Whenever a creature sharing a space with the Tempest Fairy moves the Tempest Fairy can move with it as a free action. You become invisible whenever you are adjacent to the Fairy of the Open Air.

Special: As long as you share a space with the Tempest Fairy you may use the wizard’s shock sphere (page 161 of the Player’s Handbook) as an at-will power.

Softening Melody                       Bard attack 19

Your music cuts deeply into your foes leaving them vulnerable to further damage.

Daily * Arcane, Implement, Resonating, Thundering

Standard Action         Close Burst 5

Targets: Enemies within the burst

Attack: Charisma vs. Fortitude

Hit: 2d6 + charisma modifier thunder damage and the target gains vulnerability to all damage equal to your charisma modifier until the end of your next turn.

Miss: Half damage and the target gains vulnerability 2 to all damage until the end of your next turn.

Sustain Minor: Enemies remain vulnerable.

Countdown to Victory               Bard attack 19

It’s only a matter of time now.

Daily * Arcane, Implement, Resonating, Thundering

Standard Action         Close Burst 5

Targets: Enemies within the burst

Attack: Charisma vs. Fortitude

Hit: 3d8 + charisma modifier thunder damage and all allies receive a +1 power bonus to their damage rolls until the end of your next turn.

Sustain Minor: The bonus to damage rolls persists, and rises to +2. Each round you sustain this power the damage bonus grows by another point. If you sustain this for 5 rounds on the 5th round everyone can make a basic attack as a free action at the start of your turn. You cannot sustain this for more then 5 rounds.

 

Level 22 Utility Spells

Phantom Orchestra                    Bard Utility 22

You begin to play, more and more instruments join in with no discernable source until soon the air is filled with an orchestra.

Daily * Arcane, Implement

Standard Action          Personal

Requirement: You must have the instrument mastery class feature. You must have an instrument equipped.

Effect: All allies gain +1 to attack rolls, +1 to saving throws, +1 to speed and +2 to AC against attacks of opportunity, and regain 1 + the equipped instrument’s enhancement modifier more hit points when the spend a healing surge. All enemies that can hear the song suffer –2 to their will defense, -1 to their saving throws, and if they are marked they suffer –1 to all defenses.

Sustain Standard: The effect persists, you must be using an instrument as long as you sustain this power.

 

Level 23 Encounter Spells

Call Fairy Mindchewer               Bard attack 23

You’re never sure if it real or just in your head, at least, not until you squash it.

Encounter * Arcane, Calling, Psychic

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Will

Hit: 2d6 + charisma modifier psychic damage and the target is dazed until the end of it’s next turn any round it begins in the same space as the Fairy Dazzler.

Effect: A Fairy appears adjacent to the target. This fairy lasts for the duration of the encounter or until destroyed. Whenever a creature sharing a space with the Fairy Mindchewer moves the Fairy Mindchewer can move with it as a free action. Whenever an enemy adjacent to the Fairy Mindchewer makes a saving throw against being dazed it suffers a –2 penalty to that saving throw.

 

Razorhorn Demon                     Bard attack 23

It has no substance, so it’ll just borrow yours.

Encounter * Arcane, Calling

Standard Action         Personal

Effect: A Demon appears adjacent to you. This demon lasts for the duration of the encounter or until destroyed. When this demon hits with a charge attack it deals an added 8 damage and pushes the target 2 squares.

Additional Cost: You gain vulnerability 5 to all attacks until the Razorhorn Demon is destroyed.

 

Angelic Retinue                          Bard attack 23

They don’t know how to fight, they don’t know how to heal, but they would give everything to help you. Could any ally offer more then that?

Encounter * Arcane, Calling

Standard Action         Personal

Effect: Three Angel appear adjacent to you but don’t act until the start of your next turn. These Angels last for the duration of the encounter or until destroyed. These Angels cannot make attacks. Whenever you or an ally would be hit with a melee or ranged attack you may redirect the attack to an adjacent Angelic Retinue instead. When an Angelic Retinue is destroyed the one who made the attack takes 10 radiant damage. Angelic Retinue do not have the final gift power.

 

Level 25 Daily Spells

Call Spiderthread Fairy              Bard attack 25

Few things are as terrifying as being tied down by winged spiders. Pray I never learn to summon a swarm of them.

Daily * Arcane, Calling

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Reflex

Hit: The target is restrained until the end of your next turn.

Effect: At the start of your next turn three Fairies appear adjacent to the target. These fairies last for the duration of the encounter or until destroyed. Whenever a Spiderthread Fairy hits an enemy with their pin attack that enemy is slowed until the start of your next turn. Whenever a Spiderthread Fairy hits a slowed target with a pin attack that target becomes immobilized until the start of your next turn. Whenever a Spiderthread Fairy hits an immobilized target with a pin attack that target becomes restrained until the start of your next turn.

 

Song of Stillness                         Bard attack 25

You sing the song of the grave, it’s icy fingers rob your foe of it’s ability to use techniques.

Daily * Arcane, Implement, Necrotic, Resonating

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Fortitude

Hit: 5d8 + charisma modifier necrotic damage and the target can’t use daily or encounter powers until the end of your next turn.

Miss: Half damage.

Effect: Enemies suffer a –1 penalty on recharge rolls until the end of your next turn.

Sustain Minor: The penalty to recharge rolls persists.

Go with the Music                      Bard attack 25

You take control of the target’s mind.

Daily * Arcane, Implement, Psychic, Resonating

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Will

Hit: 2d8 + charisma modifier psychic damage and the target is dominated until the end of your next turn.

Miss: Half damage, the target is not dominated.

Sustain Standard: Repeat this attack against the target. If you miss you can’t sustain this power.

 

Level 27 Encounter Spells

Call Blood Fairy                         Bard attack 27

In the darkest corners of the Feywild, there exist fey whose bloodlust is said to rival even that of the Abyss itself.

Encounter * Arcane, Calling

Standard Action         Ranged 5

Target: One Creature

Attack: Charisma vs. Fortitude

Hit: The target takes ongoing 10 until the end of it’s next turn any round it begins in the same space as the Blood Fairy.

Effect: A Fairy appears adjacent to the target. This fairy lasts for the duration of the encounter or until destroyed. Whenever a creature sharing a space with the Blood Fairy moves the Blood Fairy can move with it as a free action. Whenever an enemy adjacent to the Blood Fairy makes a saving throw against ongoing damage it suffers a –2 penalty to that saving throw.

 

Demon of the Slaughter             Bard attack 27

With this offering of blood I call thee.

Encounter * Arcane, Fire, Calling

Immediate Reaction Close Burst 20

Trigger: You reduce an enemy to 0 or less hit points.

Effect: A Demon appears in the square the triggering enemy was in. This demon lasts for the duration of the encounter or until destroyed. The Demon of the Slaughter’s claw attacks have reach 2, and it has threatening reach. When the Demon of the Slaughter hits with a claw attack the target suffers ongoing 5 (save ends).

Additional Cost: When you call the Demon of the Slaughter you suffer you must pay an amount of hit points equal to your level. If this would reduce your hit points to 0 or less hit points you cannot use this power.

 

Angel of the North Star              Bard attack 27

In it’s pride it said it would never serve a mortal. Apparently it’s never met a mortal like you before.

Encounter * Arcane, Calling, Cold, Radiant

Standard Action         Ranged 10

Target: One Creature

Attack: Charisma vs. Will

Hit: 2d6 + Charisma modifier cold and radiant damage and the target is slowed until the end of your next turn.

Effect: An Angel appears adjacent to you but doesn’t act until the start of your next turn. This Angel lasts for the duration of the encounter or until destroyed. The Angel of the North Star’s divine strike deals 5 extra points of cold damage and slows the target until the end of your next turn.

 

Level 29 Daily Spells

 

Greater Haste                             Bard attack 29

You take command of the flow of time, forcing it to aid your comrades.

Daily * Arcane, Implement, Resonating

Standard Action         Personal

Effect: You may make 2 basic attacks. Until the end of your next turn all your allies within 5 squares may make a basic attack as a free action once per round.

Sustain Minor: You and all your allies within 5 squares of you may make a basic attack as a free action once per round.

New Paragons Paths

Primal Minstrel

“They say I sing to spirits, but that’s not so. I’ve learned the song of the land itself, and I sing it to all who will listen.”

 

Prerequisites: Bard. Any primal multiclass feat.

 

Nature’s Embrace (11th level): While resonating you receive +1 to all defenses.

 

Rippling of the Earth (11th level): Whenever you spend an action point all the squares in a close burst 3 become difficult terrain for your enemies until the end of your next turn.

 

Gaia’s Favorite Child (16th level): You are always provided with sufficient food and water for yourself and a number of companions equal to your charisma modifier. Those who eat this food during an extended rest gain 2 extra healing surges.

 

Friend to the Spirits                   Primal Minstrel attack 11

Your song calls the primal spirits out from every rock and tree to aid in your battle.

Encounter * Cold, Implement, Lightning, Primal, Resonating

Standard Action         Close Burst 10

Target: One Creature

Attack: Charisma vs. Fortitude

Hit: 1d8 + Charisma modifier cold and lightning damage.

Effect: Until the end of your next turn a spirit appears adjacent to the target and marks the target. This spirit is immune to damage and remains adjacent to the target even when they move, but if the spirit takes 15 or more damage from a single attack it is destroyed.

Sustain Minor: The spirits persist.

 

Imperishable Song                     Primal Minstrel Utility 12

After you fall your song is continued by the spirits. And the spirits exact vengeance upon those who hurt you.

Daily * Cold, Primal, Lightning

Free Action         Personal

Trigger: You fall to 0 or less hit points while sustaining a power with the resonating keyword.

Effect: A power that takes a minor action to sustain that you were sustaining and that has the resonating keyword persists for the duration of the encounter. As long as you remain unconscious you may make the following attack once per round at the start of your turn.

Free Action               Ranged 10

Target: One Creature

Attack: Charisma vs. Fortitude

Hit: Charisma modifier cold and lightning damage.

 

Song of Savagery                       Primal Minstrel attack 20

You call out to the primal spirits, inviting them into you and your allies.

Daily * Implement, Primal, Resonating

Standard Action         Close Burst 10

Targets: Allies within the burst

Effect: Choose a rage from the level 5 Barbarian powers, you and each ally receives the effects of this rage until the end of your next turn. Make a basic attack.

Sustain Minor: The rage persists.

 

Caller

“Fight you fairly? Why should I dirty my hands when I have monsters?”

 

Prerequisites: Bard

 

Frenzy (11th level): While you are bloodied all creatures that you conjured using powers with the calling keyword gain +1 to their attack rolls.

 

Caller’s Action (11th level): Whenever you spend an action point a creature that you conjured using a power with the calling keyword can also take an extra action.

 

Joint Assault (16th level): When you hit a creature it grants combat advantage to creatures you conjured using a power with the calling keyword until the end of your current turn.

 

Cry for Help                               Caller attack 11

You cry out in pain, and a monster appears to aid you.

Encounter * Arcane

Immediate Reaction  Personal

Trigger: You become bloodied.

Effect: You recharge an encounter power with the calling keyword and use it, if the power targets then it targets the triggering creature.

 

Guardian                                    Caller Utility 12

You monster defends you and your allies.

Encounter * Arcane

Immediate Reacion   Ranged 10

Trigger: A creature you conjured using a power with the calling keyword hits with an attack

Target: The creature hit

Effect: The target is marked by the triggering creature until the end of the encounter, you dismiss the creature, or the creature falls to 0 or less hit points.

 

Army of Flame                           Caller attack 20

You call Azer warriors, one after another after another…

Daily * Arcane, Calling, Implement

Standard Action         Personal

Effect: You call an Azer Warrior (page 22 of the monster manual). Another Azer warrior appears and acts immediately at the start of your turn each round for 5 rounds. You may add your level –20 to their attack rolls and all their defenses.

 

Border Walker

“Fight me and you fight the strength of everyone I’ve ever walked with.”

 

Prerequisites: Half-elf, bard, multiclass versatility.

 

Arcane Dabbler (11th level): You gain the spontaneous casting class feature and you may use it to choose a daily or utility power from any arcane class rather then just bard.

 

Student of All (11th level): Choose an encounter power of 7th level or lower from any class. You gain that power. When you use this power it’s power source is arcane and you may use your charisma modifier for the attack roll.

 

Inspiring Action (11th level): Whenever you spend an action point you regain a use of your majestic word class feature.

 

Hybrid (16th level): You gain a bonus skill from the bard skill list and the elf’s wild step.

 

Omni-Adept                               Border Walker Utility 12

You’ve learned something from everyone who’s crossed your path.

Encounter * Arcane

Minor Action   Melee 1

Target: One creature

Effect: You mark the target, or place hunter’s quarry on the target, or place warlock’s curse, or place oath of enmity on the target for the duration of the encounter.

Special: This power recharges when you first become bloodied in an encounter. If you used this power to place oath of enmity it does not recharge.

 

Perfect Harmony                        Border Walker attack 20

You and your allies set aside your differences and achieve a state of unrivaled teamwork.

Daily * Arcane, Implement, Resonating

Standard Action         Close Burst 20

Targets: Allies in the burst

Effect: All enemies in the burst grant combat advantage to you and your allies until the end of your next turn. You and each ally in the burst may make a basic attack.

Sustain Minor: As long as an enemy is adjacent to you and one of your allies, or at lease two of your allies, it grants combat advantage to you and all your allies.

 

Grandstander

“All the world is a stage.”

 

Prerequisites: Bard, Instrument Mastery

 

Wild Dance (11th level): While sustaining a power with the resonating keyword you may shift 1 square at the end of your turn as a free action.

 

Effortless Song (11th level): When you use an action point you may make an effect you’re sustaining as a minor action become sustain free action.

 

Master Musician (16th level): You may play two different instruments at once while resonating, you may benefit from your Instrument Mastery class feature with each instrument.

 

Big Finish                                   Grandstander Attack 11

You saved the best for last.

Encounter * Arcane, Implement, Thundering

Standard Action         Close Blast 5

Requirement: You must be sustaining a power with the resonating keyword.

Targets: Enemies within the blast

Attack: Charisma vs. Fortitude

Hit: 3d6 + charisma modifier thunder damage and the target is dazed until the end of your next turn.

Effect: You stop sustaining a power with the resonating keyword.

 

Encore                                        Grandstander Utility 12

You’re always happy to give a second show.

Encounter * Arcane, Implement, Resonating

Standard Action         Personal

Effect: You may begin sustaining the sustain effect of a daily bard power with the resonating keyword that you’ve already used today.

 

Live in the Limelight                  Grandstander Attack 20

You insist on making it as difficult as possible for your foes to take their eyes off of you.

Daily * Arcane, Implement, Thunder, Resonating

Standard Action         Close Burst 20

Targets: Enemies within the burst

Attack: Charisma vs. Will

Hit: 2d8 + charisma modifier Thunder damage.

Effect: All your allies gain concealment and you mark all the enemies until the end of your next turn.

Sustain Minor: Your enemies remain marked and your allies continue to benefit from concealment.

 

Apprentice Bards

 

Bard

 

Primary stat: Charisma

 

Lv 1/4: 6 hit points. Trained skill: Arcane, choose one additional skill form the bard skill list. Majestic Word, Song of Rest.

 

Lv 1/2: 12 hit points. Gain a trained skill from the cleric skill list. Gain Bardic Virtue or Instrument Mastery.

 

Lv 3/4: 12 + 1/2 constitution score hit points. Gain a trained skill from the cleric skill list. Gain Words of Friendship and Skill Versatility.

 

Lv 1: 12 + constitution score hit points. Gain a trained skill from the cleric skill list. Gain Bardic Training and Multiclass Versatility.

 

New Epic Destinies

 

Master of the Spelldance

“So many try to force magic to flow as they desire. I drift in the currents and let them shape my movements, and thereby my spells shape themselves.”

 

Prerequisite: 21st level, any arcane class

 

Dance of Dreams (21st level): Whenever you hit with a power that has the implement keyword you can shift 1 square and you gain concealment from the target.

 

Instant Spell (24th level): Choose an arcane encounter power you have of 17th level or lower with the implement keyword, you may now use that power as a minor action.

 

The One True Dance (30th level): Whenever you hit with an arcane daily power that has the implement keyword you may shift up to your speed as a free action and then use an at-will power against a different target.

 

Dance of Power                               Master of the Spelldance Utility 26

You feel the currents of arcane energy about you and you move with it. adding your own movement to the magic to flow.

Daily * Arcane, Stance

Move Action              Personal

Effect: Until this stance ends, you receive +2 to attack rolls with all powers that have the implement keyword.

 

New Magic items

.

Note on Bardic Implements: Only bards may use instruments and songblades as implements or use the powers they grant. Characters who take the feat Bardic Dilettante gain the ability to use magic wands but not instruments or songblades.

 

Kortholt of Fumbling                                                                             Level 10+

This kortholt causes those to hear it to constantly fumble and expose themselves to attack.

Lvl 10   +2          5,000 gp     Lvl 25   +5      625,000 gp

Lvl 15   +3        25,000 gp     Lvl 30   +6   3,125,000 gp

Lvl 20   +4      125,000 gp

Implement (Instrument; Woodwind)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While you are sustaining a power with the resonating keyword your enemies suffer a –2 to all their defenses against attacks of opportunity.

Power (Daily): Free action: When you score a critical hit the target must make a saving throw or provoke an attack of opportunity at the start of each of it’s turns (save ends)

 

Lyre of the Undying Flame                                                                    Level 10+

This harp comforts those who are hurting.

Lvl 10   +2          5,000 gp     Lvl 25   +5      625,000 gp

Lvl 15   +3        25,000 gp     Lvl 30   +6   3,125,000 gp

Lvl 20   +4      125,000 gp

Implement (Instrument; Lyre)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While you are sustaining a power with the resonating keyword this instrument levitates nearby you therefore taking no hands to play. You still have to spend whatever action is required to sustain the resonating effect.

Power (Daily * Arcane, Fire): Free action: When you begin sustaining a power with the resonating keyword you may choose a creature that can hear you. It becomes marked and takes ongoing 2 fire damage as long as you are resonating.

 

Gentle Harp                                                                                             Level 10+

This harp comforts those who are hurting and softens your foes.

Lvl 10   +2          5,000 gp     Lvl 25   +5      625,000 gp

Lvl 15   +3        25,000 gp     Lvl 30   +6   3,125,000 gp

Lvl 20   +4      125,000 gp

Implement (Instrument; Harp)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While sustaining a power with the resonating keyword bloodied allies regain 2 hit points per round.

Power (Daily): Free action: Target creature looses all resistances until the end of your next turn.

 

Drums of War                                                                                         Level 10+

These drums fill those who hear them with strength and courage.

Lvl 10   +2          5,000 gp     Lvl 25   +5      625,000 gp

Lvl 15   +3        25,000 gp     Lvl 30   +6   3,125,000 gp

Lvl 20   +4      125,000 gp

Implement (Instrument; Drums)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While sustaining a power with the resonating keyword you and your allies receive a +1 bonus to attack rolls. This stacks with the Instrument Mastery class feature.

Power (Daily): Free action. When you score a critical hit with a power that has the thunder keyword you may stun the target for until the end of your next turn.

 

Lute of Hope                                                                                           Level 10+

This lute helps those who are in desperate situations.

Lvl 10   +2          5,000 gp     Lvl 25   +5      625,000 gp

Lvl 15   +3        25,000 gp     Lvl 30   +6   3,125,000 gp

Lvl 20   +4      125,000 gp

Implement (Instrument; Lute)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While sustaining a power with the resonating keyword you and your allies receive a +1 bonus to saving throws. This stacks with the Instrument Mastery class feature.

Power (Daily): Free action. You may grant an ally a saving throw.

 

Flute of Despair                                                                                      Level 10+

This flute conspires to see that those who are suffering continue to suffer.

Lvl 10   +2          5,000 gp     Lvl 25   +5      625,000 gp

Lvl 15   +3        25,000 gp     Lvl 30   +6   3,125,000 gp

Lvl 20   +4      125,000 gp

Implement (Instrument; Flute)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While sustaining a power with the resonating keyword your enemies suffer a -1 bonus to saving throws. This stacks with the Instrument Mastery class feature.

Power (Daily): Free action. When an enemy rolls a successful saving throw you can force them to reroll it.

 

Horn of the North                                                                                   Level 10+

The first of these horns is said to have been chipped out of the ice of a glacier.

Lvl 10   +2          5,000 gp     Lvl 25   +5      625,000 gp

Lvl 15   +3        25,000 gp     Lvl 30   +6   3,125,000 gp

Lvl 20   +4      125,000 gp

Implement (Instrument; Horn)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While sustaining a power with the resonating keyword your allies receive a resistance to cold attacks equal to your charisma modifier.

Power (Daily): Free action. When you use a power with the thunder keyword the targets are also slowed until the end of your next turn.

 

Drums of the Earth and Sky                                                                  Level 27+

These drums contain a powerful primordial spirit which can take a form similar to an Earthwind Ravager.

Lvl 27   +6   1,625,000 gp

Implement (Instrument; drums)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Power (at-will): Minor action: The Earthwind Ravager called by the Drums of the Earth and Sky makes a basic attack. You may only use this power once per round.

Power (Daily * Calling, Primal, Resonating): Standard Action. You call an Earthwind Ravager (pg 104 of the Monster Manual) that appears adjacent to you and acts immediately and remains until the end of your next turn. It has a bonus to it’s attack rolls and all it’s defenses equal to the enhancement bonus of the drums of earth and sky.

Sustain Standard: The Earthwind Ravager persists. Once the Earthwind Ravager becomes bloodied it can no longer be sustained.

 

Ocarina of the Feywild                                                                            Level 15+

This Ocarina was taken from the Feywild. It has the power to call displacer beasts.

Lvl 15   +3        25,000 gp     Lvl 25   +5      625,000 gp

Lvl 20   +4      125,000 gp     Lvl 30   +6   3,125,000 gp

Implement (Instrument; woodwind)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: The Displacer beasts and displacer beast packlords called by the Kurtholt of the Feywild are partially-real illusions. All their attacks are made against the target’s will defense.

Power (Daily * Illusion): Immediate interrupt: If an melee or ranged attack would hit you while you are sustaining displacer beasts it has a 50% miss chance until the end of your next turn. For purposes of determining the number of daily magic item powers you can use you may use both daily powers of the pipes of panthers as though they were a single daily item power.

Power (Daily * Arcane, Calling, Illusion, Resonating): Standard Action. You call a pair of displacer beasts (pg 70 of the Monster Manual) that appear adjacent to you and act immediately, they last until the end of your next turn. They have a bonus to their attack rolls and all their defenses equal to the enhancement bonus of the Ocarina of the Feywild.

Sustain Standard: The displacer beasts persist. Once a displacer beast becomes bloodied it can no longer be sustained, though you may continue to sustain any others you may have called with this power.

Level 20: Call 3 displacer beasts instead of 2.

Level 25: Call 1 displacer beast packlord instead of 2 displacer beasts.

Level 30: Call 2 displacer beast packlords instead of 2 displacer beasts.

 

Pipes of Panthers                                                                                     Level 10+

These pipers are attuned to calling panthers.

Lvl 10   +2          5,000 gp     Lvl 25   +5      625,000 gp

Lvl 15   +3        25,000 gp     Lvl 30   +6   3,125,000 gp

Lvl 20   +4      125,000 gp

Implement (Instrument; Woodwind)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: The Fey Panthers and Spectral Panthers called by the Pipes of Panthers are partially-real illusions. All their attacks are made against the target’s will defense.

Power (Daily): Standard action. Use this power during a short rest. At the end of the rest you and all your allies receive +2 to stealth checks until the end of that character’s next encounter. For purposes of determining the number of daily magic item powers you can use you may use both daily powers of the pipes of panthers as though they were a single daily item power.

Power (Daily * Arcane, Illusion, Calling, Resonating): Standard Action. You call a pair of fey panthers (pg 213 of the Monster Manual) that appear adjacent to you and acts immediately, they last until the end of your next turn. They receive a bonus to their attack rolls and all their defenses equal to the enhancement bonus of the pipes of panthers.

Sustain Standard: The panthers persist. Once a panther becomes bloodied it can no longer be sustained, though you may continue to sustain any others you may have called with this power.

Level 15: Call 3 fey panthers instead of 2.

Level 20: Call 4 fey panthers instead of 2.

Level 25: Call 3 spectral panthers instead of 2 fey panthers,

Level 30: Call 4 spectral panthers instead of 2 fey panthers.

 

Horn of the Abyss                                                                                    Level 15+

A horn containing a hatred for all creation.

Lvl 15   +3        25,000 gp     Lvl 25   +5      625,000 gp

Lvl 20   +4      125,000 gp     Lvl 30   +6   3,125,000 gp

Implement (Instrument; Horn)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While resonating allies receive +2 to their damage rolls with fire attacks.

Power (Daily * Arcane, Calling, Fire, Resonating): Standard Action. As wizard’s fire shroud (page 161 in the Player’s Handbook), then a Mezzodemon (pg 58 of the Monster Manual) is called and appears adjacent to you and acts immediately, it lasts until the end of your next turn. It has a bonus to it’s attack rolls and all their defenses equal to the enhancement bonus of the Horn of the Abyss.

Sustain Standard: The mezzodemon persists. Once the mezzodemon becomes bloodied it can no longer be sustained.

Level 20: Call an Immolith (pg 57 of the Monster Manual) instead of a mezzodemon.

Level 25: Call an Hezrou (pg 56 of the monster manual) instead of a mezzodemon.

Level 30: As wizard’s fire burst (page 162 of the Player’s Handbook) in place of fire shroud and calls a Hezrou, Immolith, and Mezzodemon that appear within or adjacent to the burst.

 

Unicorn Horn                                                                                           Level 14+

A horn modeled after, or some say taken from, a unicorn.

Lvl 14   +3        21,000 gp     Lvl 24   +5      525,000 gp

Lvl 19   +4      105,000 gp     Lvl 29   +6   2,625,000 gp

Implement (Instrument; Horn)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While resonating allies receive a +1 power bonus to charge attacks.

Power (Daily * Arcane, Calling, Resonating): Standard Action. As Cleric’s Lance of Faith (Page 63 of the Player’s Handbook), then a Unicorn (pg 257 of the Monster Manual) is called and appears adjacent to you and acts immediately, it lasts until the end of your next turn. It has a bonus to it’s attack rolls and all their defenses equal to the enhancement bonus of the Unicorn Horn.

Sustain Standard: The Unicorn persists. Once the Unicorn becomes bloodied it can no longer be sustained.

Level 19 As cleric’s Searing Light (page 66 of the Player’s Handbook) instead of Lance of Faith. The unicorn adds your wisdom modifier to it’s attack rolls and all defenses.

Level 24 As cleric’s Searing Light instead of Lance of Faith. Call a Dusk Unicorn in place of a unicorn. The Dusk Unicorn adds your wisdom modifier to it’s attack rolls and all defenses.

Level 29 As cleric’s Mantle of Glory (page 68 of the Player’s Handbook) instead of Lance of Faith. Call a Dusk Unicorn in place of a unicorn. The Dusk Unicorn adds your wisdom modifier to it’s attack rolls and all defenses.

 

Harp of the Heavens                                                                                Level 19+

According to legend, these harps cannot be completed without the blessing of a powerful immortal.

Lvl 19   +4      105,000 gp     Lvl 29   +6    2,625,000 gp

Lvl 24   +5      525,000 gp

Implement (Instrument; Harp)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Power (encounter * Radiant): Free action. Until the end of your turn all damage dealt by powers using this implement is radiant damage.

Power (Daily * Arcane, Calling, Resonating): Standard Action. call an Angel of Protection (pg 15 of the Monster Manual) that appears adjacent to you and acts immediately, it lasts until the end of your next turn. It has a bonus to it’s attack rolls and all it’s defenses equal to the enhancement bonus of the Harp of the Heavens.

Sustain Standard: The Angel of Protection persists. Once the Angel of Protection becomes bloodied it can no longer be sustained.

Level 24: You may sustain the Angel of Protection as a minor action.

Level 29: You may sustain the Angel of Protection as a free action. You may add your charisma modifier to all the Angel of Protection’s Defenses. The Angel of Protection may be sustained even while it’s bloodied.

 

Harp of Valor                                                                                           Level 13+

The first of these is said to have appeared at the turning point of what had been a hopeless battle, born from the courage those forgotten heroes showed in the face of insurmountable odds.

Lvl 13   +3        17,000 gp     Lvl 23   +5      425,000 gp

Lvl 18   +4        85,000 gp     Lvl 28   +6   2,125,000 gp

Implement (Instrument; Harp)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While sustaining a power with the resonating keyword with this instrument you and all your allies receive a +2 bonus to your will defense against fear effects.

Power (Daily * Arcane, Calling, Resonating): Standard Action. You call an Angel of Valor (pg 16 of the Monster Manual) that appears adjacent to you and acts immediately, it lasts until the end of your next turn. It has a bonus to it’s attack rolls and all it’s defenses equal to the enhancement bonus of the Harp of the Valor.

Sustain Standard: The Angel of Protection persists. Once the Angel of valor becomes bloodied it can no longer be sustained.

Level 18: You may sustain the Angel of Valor as a minor action.

Level 23: You may sustain the Angel of Valor as a free action. You may add your charisma modifier to the Angel of Valor’s attack and damage rolls. The Angel of Valor may be sustained even while it’s bloodied.

Level 28: You may sustain the Angel of Valor as a free action. The Angel of Valor may be sustained even while it’s bloodied. You may add your charisma modifier to the Angel of Valor’s attack and damage rolls. Every time you use a power with the resonating keyword an Angel of Valor appears adjacent to you and persists until you stop sustaining the resonating effect or it’s slain or dismissed.

 

Needle Blade                                                                                             Level 6+

This spiteful blade wishes to tear apart flesh. Though many still exist the secrets to their creation has long been lost. Legends often speak of a more powerful needle blade that is the key to unleashing the Hellswarm upon this world.

Lvl 6     +2          1,800 gp     Lvl 21   +5      225,000 gp

Weapon: Heavy Blade, Light Blade

Enhancement: Attack rolls and damage rolls

Critical: +1d8 per damage plus

Property: Bards can use this blade as an implement for bard powers and bard paragon path powers.

Power (at-will): Free action. You may transform this blade into the musical instrument of your choice. You can change it back into a blade as a free action.

Power (Daily) Free Action. When you hit an enemy that is prone with a melee attack you may add 1[W] damage. You may only use this power when this weapon in blade form.

Power (Daily * Arcane, Calling): Standard Action. You call an Needlefang Drake Swarm (pg 90 of the Monster Manual) that appears adjacent to you, it lasts until the end of the encounter. You may only use this power when this weapon is in instrument form.

Level 21: Call a Greater Needlefang Drake Hellswarm instead of a Needlefang Drake Swarm.

 

Greater Needlefang Drake Hellswarm Level 18 Soldier

Large elemental beast  (fire, reptile, swarm)                        XP 2,000

Initiative +16        Senses Perception +15

Swarm Attack Aura 1; the Greater Needlefang Drake Hellswarm makes a swarm of stingers attack as a free action against each enemy that begins it’s turn in the aura.

HP 166; Bloodied 83

AC 34; Fortitude 32, Reflex 34, Will 30

Immune fear; Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks

Speed 7

Swarm of Teeth (standard; at-will)

+23 vs. AC; 1d10 + 8 damage plus 1d8 fire damage, or 2d10 + 8 damage plus 2d8 fire damage against a prone target

Pull Down (minor; at-will)

+21 vs. fortitude; the target is knocked prone.

Alignment Unaligned  Languages -

Skills -

Str 16 (+12)    Dex 26 (+17)      Wis 18 (+13)

Con 22 (+8)    Int 2 (+5)            Cha 17 (+12)

 

Lute of the Deep Earth                                                                            Level 8+

These lutes are of unknown origin, occasionally one is unearthed among the ruins of forgotten empires.

Lvl 8     +2          3,400 gp     Lvl 23   +5     425,000 gp

Lvl 13   +3        17,000 gp     Lvl 28   +6  2,125,000 gp

Lvl 18   +4        85,000 gp

Implement (Instrument; Lute)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While underground when you stop sustaining a resonating power it continues resonating for 1 round.

Power (Daily * Arcane, Calling, Resonating): Standard Action. You call a Magma Claw or Magma Hurler (pg 182 of the Monster Manual) that appears adjacent to you and acts immediately. It lasts until the end of your next turn. It has a bonus to it’s attack rolls and all it’s defenses equal to the enhancement bonus of the Lute of the Deep Earth.

Sustain Standard: The Magma Beast persists. Once the Magma Beast becomes bloodied it can no longer be sustained.

Level 13: You call a Magma Strider (pg 182 of the Monster Manual) in place of the magma hurler or magma claw.

Level 18: You call a Magma Strider in place of the magma hurler or magma claw. The magma strider has 2 action points.

Level 23: You call a Rockfire Dreadnought (pg 104 of te monster manual) in place of the magma hurler or magma claw

Level 28: You call a Rockfire Dreadnought in place of the magma hurler or magma claw. The Rockfire Dreadnought has 2 action points.

 

Lute of the Deep Forest                                                                           Level 13+

These lutes are said to have grown rather then made. Or to have been crafted by the spirits themselves.

Lvl 13   +3        17,000 gp     Lvl 23   +5     425,000 gp

Lvl 18   +4        85,000 gp     Lvl 28   +6  2,125,000 gp

Implement (Instrument; Lute)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While in the forest powers you use with the resonating keyword have +1 to their attack rolls.

Power (Daily * Arcane, Calling, Resonating): Standard Action. You call a dryad (pg 96 of the Monster Manual) that appears adjacent to you and acts immediately. It lasts until the end of your next turn. It has a bonus to it’s attack rolls and all it’s defenses equal to the enhancement bonus of the Lute of the Deep Forest.

Sustain Standard: The Dryad persists. Once the Dryad becomes bloodied it can no longer be sustained.

Level 18: You regain 5 hit points at the start of each round while the Dryad disappears exists.

Level 23: You call a Briar Witch Dryad (pg 96 of the monster manual) in place of the Dryad. You regain 5 hit points at the start of each round while the Briar Witch Dryad exists.

Level 28: You call a Briar Witch Dryad in place of the Dryad. You regain 10 hit points at the start of each round while the Briar Witch Dryad exists.

 

Flute of Many Heads                                                                               Level 18+

A legendary flute that holds the power to command the mighty hydra.

Lvl 18   +4        85,000 gp     Lvl 28   +6    2,125,000 gp

Lvl 23   +5      425,000 gp

Implement (Instrument; Flute)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: If you would become dazed or stunned while resonating you may make a saving throw to negate the effect.

Property: The Fen Hydra and Mordant Hydra called by this flute have no action points.

Power (Daily * Arcane, Calling, Resonating): Standard Action. You call a Fen Hydra (pg 164 of the Monster Manual) that appears adjacent to you and doesn’t act until the start of your next turn. It lasts until the end of your next turn. It has a bonus to it’s attack rolls and all it’s defenses equal to the enhancement bonus of the Flute of Many Heads.

Sustain Standard: The Fen Hydra persists. The Fen Hydra can only be sustained for 4 rounds.

Level 23: You call a Mordant Hydra in place of a Fen Hydra.

Level 28: You call a Mordant Hydra in place of a Fen Hydra. The Mordant Hydra has a +4 bonus to it’s attack rolls.

 

Flute of Serpents                                                                                      Level 8+

This flute has power over serpents and serpent-like creatures, making them obey you.

Lvl 7     +2          2,600 gp     Lvl 22   +5     325,000 gp

Lvl 12   +3        13,000 gp     Lvl 27   +6  1,625,000 gp

Lvl 17   +4        65,000 gp

Implement (Instrument; Flute)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Power (Encounter): Standard action. Ranged 1; Target: one reptile. Charisma vs. Will. Hit: target is dominated (save ends).

Power (Daily * Arcane, Calling, Resonating): Standard Action: You call a Deathrattle Viper (pg 240 of the Monster Manual) that appears adjacent to you and acts immediately. It lasts until the end of your next turn. It has a bonus to it’s attack rolls and all it’s defenses equal to the enhancement bonus of the Flute of Serpents.

Sustain Standard: The Deathrattle Viper persists. Once the Deathrattle Viper becomes bloodied it can no longer be sustained.

Level 12: You call a Crushgrip Constrictor in place of a Deathrattle Viper.

Level 17: You call a Crushgrip Constrictor in place of a Deathrattle Viper. The Crushgrip constrictor appears adjacent to an enemy within 5 squares and grabs the target and makes a constrict attack as a free action.

Level 22: You call a Shadow Snake in place of a Deathrattle Viper. While you sustain the Shadow Snake you create a zone of dim lighting (close burst 20) within which you and your allies receive +2 to attack rolls.

Level 27: You call a Dark Naga (pg 194 of the monster manual) in place of a Deathrattle Viper. While you sustain the Dark Naga you create a zone of dim lighting (close burst 20) within which you and your allies receive +2 to attack rolls.

 

Griffonheart Lyre                                                                                    Level 10+

This lyre is highly valued by elven scouts and spies. Being both light and inconspicuous, and allowing them to escape by air at a moment’s nnotice.

Lvl 10   +2          5,000 gp     Lvl 25   +5      625,000 gp

Lvl 15   +3        25,000 gp     Lvl 30   +6   3,125,000 gp

Lvl 20   +4      125,000 gp

Implement (Instrument; Lyre)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While sustaining a power with the resonating keyword this instrument levitates nearby you therefore taking no hands to play. You still have to pay attention and spend whatever action is required to sustain the resonating effect.

Power (Daily * Arcane, Calling, Resonating): Standard Action: call a Hyppogriff Deadmount (pg 146 of the Monster Manual) that appears adjacent to you and acts immediately. It lasts until the end of your next turn. It has a bonus to it’s attack rolls and all it’s defenses equal to the enhancement bonus of the Griffonheart Lyre.

Sustain Minor: The Hyppogryff Deadmount persists. Once the Hyppogriff Deadmount becomes bloodied it can no longer be sustained.

Level 15: You call a Griffon in place of a Hyppogriff Deadmount.

Level 20: You call a Greater Griffon in place of a Hyppogriff Deadmount.

Level 25: You call a Rimefire Griffon in place of a Hyppogriff Deadmount.

Level 30: You call a Rimefire Griffon, or up to 6 Greater Griffons in place of a Hyppogriff Deadmount.

 

Greater Griffon                                     Level 16 Brute

Large natural beast  (mount)                                           XP 1,400

Initiative +11          Senses Perception +14

HP 190; Bloodied 95

AC 30; Fortitude 32, Reflex 28, Will 28

Speed 6, fly 10, overland flight 15

Claws (standard; at-will)

+19 vs. AC; 3d6 + 9 damage

Rabid Charger (while mounted by a friendly rider of 16th level or higher; at-will) * Mount

When it charges the Greater Griffon makes 2 claw attacks in addition to the rider’s charge attack.

Bloody Frenzy (only while bloodied)

The Greater Griffon can take an extra move action each round. It also gains a +2 to attack rolls and takes a –2 penalty to all defenses.

Thunder Charge (standard, usable only while flying; at-will)

When the Greater Griffon charges, it gains a +4 bonus to it’s attack roll instead of the normal +1 bonus

Alignment Unaligned  Languages -

Skills -

Str 24 (+15)    Dex 16 (+11)       Wis 17 (+11)

Con 20 (+12)   Int 2 (+4)            Cha 12 (+9)

 

Lyre of Night Terrors                                                                              Level 19+

This lyre is said to have formed from the collected fears of a thousand children.

Lvl 19   +4      105,000 gp     Lvl 29   +6    2,625,000 gp

Lvl 24   +5      525,000 gp

Implement (Instrument; Lyre)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Property: While sustaining a power with the resonating keyword this instrument levitates nearby you therefore taking no hands to play. You still have to pay attention and spend whatever action is required to sustain the resonating effect.

Power (Daily * Arcane, Calling, Resonating): Standard Action: call a Nightmare (pg 196 of the Monster Manual) that appears adjacent to you and acts immediately. It lasts until the end of your next turn. It has a bonus to it’s attack rolls and all it’s defenses equal to the enhancement bonus of the Lyre of Night Terrors.

Sustain Minor: The Nightmare persists. Once the Nightmare becomes bloodied it can no longer be sustained.

Level 24: Anyone who rides the Nightmare adds 4 points of fire damage to their melee attacks.

Level 29: You call a Greater Nightmare in place of a Nightmare.

 

Greater Nightmare                                Level 25 Skirmisher

Large shadow magical beast  (mount)                                       XP 7,000

Initiative +16          Senses Perception +14

HP 236; Bloodied 118

AC 33; Fortitude 35, Reflex 33, Will 30

Resist 20 fire; see also hell’s ride

Speed 10, fly 10, teleport 10

Hooves (standard; at-will) * Fire

+26 vs. AC; 2d8 + 8 damage, and going 5 fire damage (save ends).

Hell’s Ride (while mounted by a friendly rider of 25th level or higher; at-will) * Fire, Mount

The Greater Nightmare’s rider gains resist 20 fire and adds 4 points of fire damage to their melee attacks.

Hooves of Hell (standard; recharge 4,5,6) * Fire

The Greater Nightmare moves up to 10 squares. Each square the nightmare leaves is filled with fire to a height of 10 feet until the end of the nightmares next turn. Any creature that hits the Greater Nightmare with a melee attack during this move, or that enters one of the flaming squares, takes 10 fire damage.

Alignment Unaligned  Languages -

Skills -

Str 27 (+12)    Dex 25 (+17)      Wis 17 (+13)

Con 28 (+8)    Int 18 (+5)          Cha 19 (+12)

 

Instrument of Action                                                                               Level 24+

This instrument has the power to excite those who hear it into new heights of bravery.

Lvl 24   +5      525,000 gp     Lvl 29   +6    2,625,000 gp

Implement (Any instrument)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Power (Daily): Free action: When you use a power with the resonating keyword you and all your allies gain an action point that must be used while you are resonating. This action point doesn’t count against the number of action points that can be spent in an encounter.

 

Ritual Instrument                                                                                    Level 1+

This instrument can grant power to rituals.

Lvl 1    +1             360 gp     Lvl 16   +4         45,000 gp

Lvl 6    +2          1,800 gp     Lvl 21   +5       225,000 gp

Lvl 11  +3          9,000 gp     Lvl 26   +6    1,125,000 gp

Implement (Any instrument)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus.

Power (Daily): Standard action: Use this power during a ritual. +2 to skill checks to perform the ritual.

 

Mind Fang                                                                                                Level +8

Sometimes devils award these flutes to their favored servants.

Lvl 8     +2          3,400 gp     Lvl 23   +5     425,000 gp

Lvl 13   +3        17,000 gp     Lvl 28   +6  2,125,000 gp

Lvl 18   +4        85,000 gp

Implement (Instrument; Flute)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus.

Power (Daily * Arcane, Poison): Free action: When you score a critical hit with a power that has the psychic keyword you may add ongoing 5 poison damage and –2 to attack rolls (save ends both).

 

Drums of Panic                                                                                        Level +8

These drums terrify those who hear them.

Lvl 8     +2          3,400 gp     Lvl 23   +5     425,000 gp

Lvl 13   +3        17,000 gp     Lvl 28   +6  2,125,000 gp

Lvl 18   +4        85,000 gp

Implement (Instrument; Drums)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus.

Power (Daily * Arcane, Fear): Free action: When you use a power that has a range of close burst the targets are pushed 3 squares and is dazed until the end of your next turn.

 

Cavalry’s Trumpet                                                                                  Level +8

This horn is used to sound the charge.

Lvl 8     +2          3,400 gp     Lvl 23   +5     425,000 gp

Lvl 13   +3        17,000 gp     Lvl 28   +6  2,125,000 gp

Lvl 18   +4        85,000 gp

Implement (Instrument; Horn)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus.

Property: While resonating you and your allies deal their strength modifier damage and push the target 2 squares on a successful bull rush attack.

Power (Daily): Minor Action: You and all allies receive a +2 bonus to speed, attack, and damage rolls with charge attacks until the end of your next turn.

 

Harp of Life                                                                                              Level 24+

This harp has the power to hold back death.

Lvl 29   +6    2,625,000 gp

Implement (Instrument; harp)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus

Power (Daily): Free action: Use this power when you use a power with the resonating keyword. While resonating allies reduced to 0 or less hp may make a saving throw, if they succeed they remain at 1 hit point instead. Allies automatically succeed all death saving throws while you resonate.

 

Caller’s Tool                                                                                             Level 3+

These instruments grant empower called creatures, making them harder to harm.

Lvl 3    +1             680 gp     Lvl 18   +4         85,000 gp

Lvl 8    +2          3,400 gp     Lvl 23   +5       425,000 gp

Lvl 13  +3        17,000 gp     Lvl 28   +6    2,125,000 gp

Implement (Any instrument)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 per damage plus.

Power (Daily): Immediate Interrupt. Use this power when a creature you called is hit. Force the attacker to reroll their attack.

 

Sonic Armor                                                                                             Level 8+

This armor catches and magnifies sound, turning it into destructive energy.

Lvl 8    +2          3,400 gp     Lvl 23   +5       425,000 gp

Lvl 13  +3        17,000 gp     Lvl 28   +6    2,125,000 gp

Lvl 18  +4       85,000 gp

Armor: Scale, Plate

Enhancement: AC

Property: While you or an ally are resonating enemies adjacent to you take thundering damage equal to the enhancement bonus of the armor at the start of your turn.

Power (Daily * Thundering): Immediate Reaction: When damaged by a thundering effect you deal half the damage you received to adjacent enemies.

 

Sonic Blade                                                                                               Level 8+

This songblade focuses the power of your songs into destructive energy.

Lvl 8    +2          3,400 gp     Lvl 23   +5       425,000 gp

Lvl 13  +3        17,000 gp     Lvl 28   +6    2,125,000 gp

Lvl 18  +4       85,000 gp

Weapon: Heavy blade, light blade

Enhancement: Attack and Damage rolls

Critical: +1d8 damage per plus

Property: Bards can use this blade as an implement for bard powers and bard paragon path powers.

Property: While you are sustaining a power with the resonating keyword melee attacks made with this weapon deal 2 extra points of thundering damage.