Bard

Inspire Greatness (Su)

Level: 9


Source: Pathfinder Core Rulebook, p. 37

A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting Table 3–4: Bard Spells Known Spells Known Level 1st 2nd 3rd 4th 5th 6th 1st — — — — — 2nd — — — — — 3rd — — — — — 4th — — — — 5th — — — — 6th — — — — 7th — — — 8th — — — 9th — — — 10th — — 11th — — 12th — — 13th — 14th — 15th — 16th 17th 18th 19th 20th capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. 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 dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Replaced or modified by archetypes