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Bardic Sage

(Unearthed Arcana, page 49, DnD 3.5)


A variant bard who focues his efforts on learning, research, and the power of knowledge.

Requirements

Alignment: Neutral good, neutral or neutral evil.

Alignment: A bardic sage who becomes chaotic or lawful cannot progress in levels as a bardic sage, though he retains all his bardic sage abilities.

Hit die

d6

Skill points

At first level: (6 + intelligence modifier) times 4.

Skillpoints per level: 6 + intelligence modifier.

Class features

Base Saves and Bonuses: The bardic sage has good Will saves, but has poor Fortitude and Reflex saves.

The bardic sage has all the standard bard class features, except as noted below.

Spellcasting: A bardic sage learns and casts spells as a normal bard, with a few exceptions. In addition to the normal number of spells known, a bardic sage knows one divination spell of each spell level he is capable of casting. For example, a 1st- level bardic sage knows four 0-level bard spells plus one 0-level bard spell of the divination school (such as detect magic, know direction_, or read magic). The bardic sage’s number of spells per day does not change.

To learn or cast a spell, a bardic sage must have an Intelligence score (not Charisma score) equal to at least 10 + the spell level. All other spellcasting factors, including bonus spells and save DCs, are still determined using the bardic sage’s Charisma score.

Add the following spells to the bardic sage’s class spell list: 1st— detect chaos/evil/good/law; 2nd— zone of truth; 3rd— arcane sight; 4th— analyze dweomer (lowered from 6th), sending; 5th— contact other plane, greater scrying (lowered from 6th); 6th— true seeing, vision.

Bardic Knowledge: A bardic sage gains a +2 bonus on all bardic knowledge checks.

Bardic Music: A bardic sage’s powers of inspiration are not as persistent as those of a traditional bard. His ability to inspire courage, inspire greatness, or inspire heroics lasts only 3 rounds after the ally can no longer hear the bardic sage sing, rather than the normal 5 rounds.

Class Advancement

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1 2
2nd +1 +0 +0 +3 3
3rd +2 +1 +1 +3 Inspire competence 3 0
4th +3 +1 +1 +4 3 1
5th +3 +1 +1 +4 3 2 0
6th +4 +2 +2 +5 Suggestion 3 2 1
7th +5 +2 +2 +5 3 3 2 0
8th +6/+1 +2 +2 +6 Inspire courage +2 3 3 2 1
9th +6/+1 +3 +3 +6 Inspire greatness 3 3 3 2
10th +7/+2 +3 +3 +7 3 3 3 2 0
11th +8/+3 +3 +3 +7 3 3 3 3 1
12th +9/+4 +4 +4 +8 Song of freedom 3 3 3 3 2
13th +9/+4 +4 +4 +8 3 3 3 3 2 0
14th +10/+5 +4 +4 +9 Inspire courage +3 4 3 3 3 3 1
15th +11/+6/+1 +5 +5 +9 Inspire heroics 4 4 3 3 3 2
16th +12/+7/+2 +5 +5 +10 4 4 4 3 3 2 0
17th +12/+7/+2 +5 +5 +10 4 4 4 4 3 3 1
18th +13/+8/+3 +6 +6 +11 Mass suggestion 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +6 +11 4 4 4 4 4 4 3
20th +15/+10/+5 +6 +6 +12 Inspire courage+4 4 4 4 4 4 4 4

Class Skills

Skill nameUntrained?Key Ability
AppraiseYesINT
BalanceYesDEX*
JumpYesSTR*
BluffYesCHA
ClimbYesSTR*
ConcentrationYesCON
CraftYesINT
Decipher ScriptNoINT
DiplomacyYesCHA
Disable DeviceNoINT
DisguiseYesCHA
Escape ArtistYesDEX*
Gather InformationYesCHA
HideYesDEX*
Knowledge (arcana)NoINT
Knowledge (architecture and engineering)NoINT
Knowledge (dungeoneering)NoINT
Knowledge (geography)NoINT
Knowledge (history)NoINT
Knowledge (local)NoINT
Knowledge (nature)NoINT
Knowledge (nobility and royalty)NoINT
Knowledge (religion)NoINT
Knowledge (the planes)NoINT
ListenYesWIS
Move SilentlyYesDEX*
PerformYesCHA
ProfessionNoWIS
Sense MotiveYesWIS
Sleight of HandNoDEX*
Speak LanguageNoNone
SpellcraftNoINT
SwimYesSTR*
TumbleNoDEX*
Use Magic DeviceNoCHA
Knowledge (psionics)NoINT