Skills that grow in Power as your skill score increase: they can be increased exactly like Ordinary
skills, but when your skill score increases your options or the power of the skill increases. The skill
score might be used to calculate something about your power, but it is not the exact number you will be
using while using that skill.
Skills that increase your options just for this once. They don't have a score or a key ability
associated. They are just one-time skills that you can have or not. They are represented with a dot after
the black circle (⏺⏺.)
Prerequisite: (⏺) Perform [3]
You can use music or poetics to counter magical effects that depend on sound (but not spells that simply
have verbal components). Each round of the countersong, you make a Perform check. Any creature within 30
feet of you (including yourself) that is affected by a sonic or language-dependent magical attack may use
your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform
check result proves to be higher. If a creature within range of the countersong is already under the effect
of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the
effect each round it hears the countersong, but it must use your Perform check result for the save.
Countersong has no effect against effects that don't allow saves. You may keep up the countersong for 10
rounds.
While using this ability you cannot cast spells, activate magic items by spell completion (such as scrolls),
spell trigger (such as wands), or command word.
To use this skill, make a skill check (d20 + Skill Score).
Success (Roll <= Skill Score): Effect works as described.
Failure (Roll > Skill Score): Action wasted. No effect.
Prerequisite: (⏺) Perform [3]
You can use music or poetics to cause one or more creatures to become charmed with him. Each creature to be
charmed must be within 90 feet, able to see and hear you, and able to pay attention to you. You must also be
able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from
working. For every three points this skill attains beyond 1st, you can target one additional creature.
To use the ability, you make a Perform check. Your check result is the DC for each affected creature's Will
save against the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that
creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song,
taking no other actions, for as long as you continue to play and concentrate (up to a maximum of rounds as
your skill score). While charmed this way, the creature is incapacitated and has a speed of 0. Any potential
threat requires you to make another Perform check and allows the creature a new saving throw against a DC
equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the
target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting
ability.
While using this ability you cannot cast spells, activate magic items by spell completion (such as scrolls),
spell trigger (such as wands), or command word.
To use this skill, make a skill check (d20 + Skill Score).
Success (Roll <= Skill Score): Effect works as described.
Failure (Roll > Skill Score): Action wasted. No effect.
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service. It
retains the appearance and skills the normal animal it once was, but it is treated as a magical beast
instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified
animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master, as given on the table below. These special abilities
apply only when the master and familiar are within 1 mile of each other.
| Familiar | Special |
| Bat | Master gains a +3 bonus on Perception checks |
| Cat | Master gains a +3 bonus on Stealth checks |
| Hawk | Master gains a +3 bonus on Spot checks in bright light |
| Lizard | Master gains a +3 bonus on Climb checks |
| Owl | Master gains a +3 bonus on Spot checks in shadows |
| Rat | Master gains a +2 bonus on Fortitude saves |
| Raven 1 | Master gains a +3 bonus on Appraise checks |
| Snake 2 | Master gains a +3 bonus on Bluff checks |
| Toad | Master gains +3 hit points |
| Weasel | Master gains a +2 bonus on Reflex saves |
| Familiar skill score | Natural Armor Adj. | Int | Special |
| 1st2nd | +1 | 6 | Alertness, improved evasion, share spells, empathic link |
| 3rd4th | +2 | 7 | Deliver touch spells |
| 5th6th | +3 | 8 | Speak with master |
| 7th8th | +4 | 9 | Speak with animals of its kind |
| 9th10th | +5 | 10 | |
| 11th12th | +6 | 11 | Spell resistance |
| 13th14th | +7 | 12 | Scry on familiar |
| 15th16th | +8 | 13 | |
| 17th18th | +9 | 14 | |
| 19th20th | +10 | 15 | |
You add your Charisma bonus (if any) to all your saving throws.
Improved Familiar (⏺⏺.)
Prerequisites: Ability to acquire a new familiar, sufficiently high skill score (see below).
When choosing a familiar, the creatures listed below are also available to the character.
| Familiar | Familiar skill score |
| Shocker lizard | 5 |
| Stirge | 5 |
| Elemental, small | 5 |
| Imp | 7 |
| Pseudodragon | 7 |
| Quasit | 7 |
Prerequisite: (⏺) Perform [6]
You can use music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see
you, and you be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to
hear your music. Certain uses of this ability are infeasible. The effect lasts as long as you concentrate, up to
a maximum of 2 minutes. You can't inspire competence in Yourself. Inspire competence is a mind-affecting
ability.
While using this ability you cannot cast spells, activate magic items by spell completion (such as scrolls),
spell trigger (such as wands), or command word.
To use this skill, make a skill check (d20 + Skill Score).
Success (Roll <= Skill Score): Effect works as described.
Failure (Roll > Skill Score): Action wasted. No effect.
Prerequisite: (⏺) Perform [3]
You can use song or poetics to inspire courage in your allies (including yourself), bolstering them against fear
and improving their combat abilities. To be affected, an ally must be able to hear you sing. The effect lasts
for as long as the ally hears you sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus
on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. When
you skill score reaches 8, and every six points thereafter, this bonus increases by 1 (+2 at 8, +3 at 14t, and
+4 at 20). Inspire courage is a mind-affecting ability.
While using this ability you cannot cast spells, activate magic items by spell completion (such as scrolls),
spell trigger (such as wands), or command word.
To use this skill, make a skill check (d20 + Skill Score).
Success (Roll <= Skill Score): Effect works as described.
Failure (Roll > Skill Score): Action wasted. No effect.
Prerequisite: (⏺) Perform [12]
You can use music or poetics to inspire greatness in yourself or a single willing ally within 30 feet, granting
them extra fighting capability. To inspire greatness, You must sing and an ally must hear him sing. The effect
lasts for as long as the ally hears you sing and for 5 rounds thereafter. A creature inspired with greatness
gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution
modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on
Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit
Dice dependant. Inspire greatness is a mind-affecting ability.
While using this ability you cannot cast spells, activate magic items by spell completion (such as scrolls),
spell trigger (such as wands), or command word.
To use this skill, make a skill check (d20 + Skill Score).
Success (Roll <= Skill Score): Effect works as described.
Failure (Roll > Skill Score): Action wasted. No effect.
Prerequisite: (⏺) Perform [18]
You can use music or poetics to inspire tremendous heroism in yourself or a single willing ally within 30 feet.
To inspire heroics, you must sing and an ally must hear you sing for a full round. A creature so inspired gains
a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears
the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
To use this skill, make a skill check (d20 + Skill Score).
Success (Roll <= Skill Score): Effect works as described.
Failure (Roll > Skill Score): Action wasted. No effect.
You no longer take ability score penalties for aging and cannot be magically aged. Any penalties you may have already incurred, however, remain in place.
Trackless Step (⏺⏺⏺.)You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Turn Undead (⏺⏺⏺)When you turn, you present your holy symbol and all undead creatures that can see you
make a Will saving throw against a DC equal to 10 + half your skill score. If they fail the saving throw they
are turned. Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds
(1 minute). If they cannot flee, they cower (giving any attack rolls against them advantage). If you approach
within 10 feet of them, however, they overcome being turned and act normally. You can attack them with ranged
attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning
effect.
If they fail the saving throw by more than 10 they are destroyed or commanded. If you choose to command undead,
the total HD of undead you can command must be no higher than your skill score. You must use your action to give
mental orders to commanded creatures.
To use this skill, make a skill check (d20 + Skill Score).
Success (Roll <= Skill Score): Undead are Turned/Destroyed/Commanded.
Failure (Roll > Skill Score): Action wasted. No effect.
Prerequisite: (⏺⏺) Unarmed Combat [16]
Your unarmed attacks are considered as adamatine weapons for the purpose of bypassing damage reduction and
hardness.
Prerequisite: (⏺⏺) Unarmed Combat [4]
Your unarmed attacks are considered magic for the purpose of bypassing damage reduction and hardness.
You have the ability to turn yourse lf into any Medium animal and back again. The
effect lasts for 1 hour per skill level or until you change back. Changing form (to animal or back) is an action
and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the you are familiar
with. You lose your ability to speak while in animal form because you are limited to the sounds that a normal,
untrained animal can make, but you can communicate normally with other animals of the same general grouping as
her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit
speech). The subject's creature type and subtype (if any) change to match the new form. The subject gains the
Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and
Charisma scores. It also gains all special attacks possessed by the form but does not gain the extraordinary
special qualities possessed by the new form. As you skill score increases, you get multiple options for your
wild shape, as described in the following table. Wild shaping automatically fails if you wear metal armour or
shields. Furthermore, all damage you get in the animal form gets transferred to the true form. The animal form
you choose cannot have more HD than your skill in Wild Shape.
Table: Wild Shape
| Skill Score | Wild Shape forms |
| 14 | Medium animal |
| 57 | Small animal |
| 810 | Large animal |
| 11 | Tiny Animal |
| 12-14 | Plant |
| 15 | Huge animal |
| 16-19 | Non-Huge Elemental |
| 20 | Huge Elemental |