Flame Dancer

''' is an Archetype of the Bard class in '.

Description
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Bard Proficiencies
A bard is proficient with all simple weapons, plus the longsword, rapier, shortsword and shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Fire Dance
At 3rd level, a fire dancer's performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 10 as long as the performance is maintained. At 6th level, this resistance increases to 20. At 11th level, this resistance increases to 30.

Fan the Flames
At 8th level, a fire dancer adds burning hands, burning arc, and fireball to his list of bard spells known (as 1st-, 2nd-, and 3rd-level spells, respectively).

Bardic Knowledge
A bard adds half his class level (minimum 1) to all Knowledge and Lore skill checks.

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Bardic Performance (Move Action)
At 7th level, a bard can start a bardic performance as a move action instead of a standard action.

Bardic Performance (Swift Action)
At 13th level, a bard can start a bardic performance as a swift action.

Bard Talent
As a bard gains experience, she learns a number of talents that aid her and confound her foes. At 2nd level, a bard gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the bard gains an additional rogue talent. A bard cannot select a rogue talent that modifies the sneak attack ability.

Cantrips
Bards can cast a number of Cantrips, or 0-level spells, These spells are cast like any other spell, but they are not expended when cast and may be used again.

Inspire Courage
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.

Well-Versed
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic.

Inspire Competence
A bard of 3rd level or higher can use his performance to help allies succeed at a task. They must be within 30 feet and able to see and hear the bard. They get a +2 competence bonus on all skill checks as long as they continue to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Fascinate
At 6th level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 30 feet.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature stands quietly and observes the performance for as long as the bard continues to maintain it. Any damage to the target automatically breaks the effect.

Inspire Greatness
A bard of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet, granting extra fighting capability. 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.

Jack of All Trades
Bard gains bonus +1 on all skill checks.

Soothing Performance
A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance.

Inspire Heroics
A bard of 15th level or higher can inspire tremendous heroism in all allies within 30 feet. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance.