Mistwell
Crusty Old Meatwad
I am building a bard, and I have a number of questions about how certain items and abilities combine.
This first post will focus on the Inspire Greatness ability and feats/items that impact that ability.
Some relevant rules, starting with general Bardic Music rule (Player's Handbook pg. 29):
Bardic Music: While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.....Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability.
Horn of Resilience (Magic Item Compendium pg 208):
Activation: standard (manipulated)...This bone horn is banded with a golden-hued iron allow...If you have the bardic music ability to inspire greatness, you can activate a horn of resilience to grant the target of that ability an extra 50 temporary hit points. These hit points last until depleted or the duration of your inspire greatness ability ends, and they don't stack with any other source of temporary hit points. A horn of resilience functions two times per day.
Inspire Greatness (Su) (Player's Handbook pg. 29):
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard 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 such as sleep. Inspire greatness is a mind-affecting ability.
Question 1: The horn (which appears in the picture to be a musical instrument) uses a standard (manipulation) action to activate. Inspire Greatness uses a standard (musical instrument or other) action to activate. So how do you use both the horn and Inspire Greatness? Is it:
A) You blow the horn as an instrument to activate it with Inspire Greatness at the same time;
B) You use Inspire Greatness in round 1, and manipulate the horn in round 2 while maintaining your Inspire Greatness (through a means other than a musical instrument, since you cannot both play an instrument and manipulate a horn at the same time);
C) Something Else.
Question 2: Inspire Greatness grants a number of benefits (2d10HD, temporary hit points (including Con mod), +2 attack, +1 Fort). The horn "grant(s) the target of that [Inspire Greatness] ability an extra 50 temporary hit points" and those temporary hit points "don't stack with any other source of temporary hit points". So does this result in:
A) Temporary Hit Points from Inspire Greatness (So if target has a Con 14, average of 11 HP + 4 from con for average 15 temporary HP), plus 50 temporary hit points from the horn (so total of 65 temporary hit points in our example);
B) Temporary Hit Points from Inspire Greatness which then get replaced by the unstackable 50 temporary hit points from the horn;
C) Something Else.
Next Sub-Topic: Song of the Heart feat and Inspire Greatness [Edit - First question in this section answered on examination of full Feat text, copied below]. The relevant rules text:
Song of the Heart (Eberron Campaign Setting, pg. 60).
Pre-Req: Bardic Music Class Feature, Inspire Competence ability, Perform 6 ranks.
Benefit: When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Thus, a 15th-level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws against fear when he uses inspire courage, rather than the +3 he would normally grant. If he uses inspire greatness, the same bard grants up to three allies 3 bonus Hit Dice, a +3 bonus on attack rolls, and a +2 bonus on Fortitude saves.
Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1.
If you have the Haunting Melody feat, the saving throw C for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast.
Question 3: So, what is the "any bonus" in the context of Inspire Greatness? Is it:
A) Gain 3 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 +3 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves;
B) Something Else.
Next sub-topic is the Vest of Legends, Masterwork instruments (Harp and Lute), and Inspire Greatness. Here is the relevant rules text:
Vest of Legends item (DMG II, pg. 272).
+5 comp. bonus on Diplomacy and Perform checks, plus Bard level treated as five higher than it actually is for the purposes of determining the effects of inspire courage, fascinate, inspire greatness, and inspire heroics abilities. This increase in effective level does not grant her any additional bardic music abilities or other class features.
Masterwork Lute (Complete Adventurer, pg. 126).
A bard playing a lute is treated as one level higher for purposes of adjudicating the power of his bardic music effects. For example, a 3rd-level bard using a lute could fascinate two creatures instead of one...
Masterwork Harp (Complete Adventurer, pg. 125).
A bard playing a harp can target one more creature than normal with her fascinate and inspire greatness abilities.
For the purposes of this set of questions assume a 9th level bard wearing a Vest of Legends and triggering his Inspire Greatness bardic music ability.
Question 4. If the bard starts the Inspire Greatness while playing a Masterwork Lute, how many allies can he target with the ability (remembering that the ability says 1 @ 9th level, 2 @ 12th, 3 @ 15th):
A) Three. The lute effect and vest effects stack for a total level increase of +6, making the bard's effective level for this ability 15.
B) Two. The lute effect and vest effects do not stack, for a total level increase of +5 from the vest, making the bard's effective level for this ability 14.
C) One. The lute effect overrides the vest effect, for a total level increase of +1 from the lute, making the bard's effective level for this ability 10. He'd do better using a harp!
D) Something else.
Question 5. If the bard starts the Inspire Greatness in round 1 while playing a Masterwork Lute, and then switches to using a Masterwork Harp in round two while still using his Inspire Greatness ability, does the bard get to add an additional target to his Inspire Greatness?
A) Yes, you can continue the Inspire Greatness into round 2, and add another ally as a target of the ability;
B) No, you have to start the Inspire Greatness with the Harp to get it's benefit;
C) No, you cannot switch instruments mid-performance and still continue the Inspire Greatness;
D) Something else.
I have some more questions, but lets start with those.
This first post will focus on the Inspire Greatness ability and feats/items that impact that ability.
Some relevant rules, starting with general Bardic Music rule (Player's Handbook pg. 29):
Bardic Music: While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.....Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability.
Horn of Resilience (Magic Item Compendium pg 208):
Activation: standard (manipulated)...This bone horn is banded with a golden-hued iron allow...If you have the bardic music ability to inspire greatness, you can activate a horn of resilience to grant the target of that ability an extra 50 temporary hit points. These hit points last until depleted or the duration of your inspire greatness ability ends, and they don't stack with any other source of temporary hit points. A horn of resilience functions two times per day.
Inspire Greatness (Su) (Player's Handbook pg. 29):
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard 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 such as sleep. Inspire greatness is a mind-affecting ability.
Question 1: The horn (which appears in the picture to be a musical instrument) uses a standard (manipulation) action to activate. Inspire Greatness uses a standard (musical instrument or other) action to activate. So how do you use both the horn and Inspire Greatness? Is it:
A) You blow the horn as an instrument to activate it with Inspire Greatness at the same time;
B) You use Inspire Greatness in round 1, and manipulate the horn in round 2 while maintaining your Inspire Greatness (through a means other than a musical instrument, since you cannot both play an instrument and manipulate a horn at the same time);
C) Something Else.
Question 2: Inspire Greatness grants a number of benefits (2d10HD, temporary hit points (including Con mod), +2 attack, +1 Fort). The horn "grant(s) the target of that [Inspire Greatness] ability an extra 50 temporary hit points" and those temporary hit points "don't stack with any other source of temporary hit points". So does this result in:
A) Temporary Hit Points from Inspire Greatness (So if target has a Con 14, average of 11 HP + 4 from con for average 15 temporary HP), plus 50 temporary hit points from the horn (so total of 65 temporary hit points in our example);
B) Temporary Hit Points from Inspire Greatness which then get replaced by the unstackable 50 temporary hit points from the horn;
C) Something Else.
Next Sub-Topic: Song of the Heart feat and Inspire Greatness [Edit - First question in this section answered on examination of full Feat text, copied below]. The relevant rules text:
Song of the Heart (Eberron Campaign Setting, pg. 60).
Pre-Req: Bardic Music Class Feature, Inspire Competence ability, Perform 6 ranks.
Benefit: When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Thus, a 15th-level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws against fear when he uses inspire courage, rather than the +3 he would normally grant. If he uses inspire greatness, the same bard grants up to three allies 3 bonus Hit Dice, a +3 bonus on attack rolls, and a +2 bonus on Fortitude saves.
Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1.
If you have the Haunting Melody feat, the saving throw C for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast.
A) Gain 3 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 +3 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves;
B) Something Else.
Next sub-topic is the Vest of Legends, Masterwork instruments (Harp and Lute), and Inspire Greatness. Here is the relevant rules text:
Vest of Legends item (DMG II, pg. 272).
+5 comp. bonus on Diplomacy and Perform checks, plus Bard level treated as five higher than it actually is for the purposes of determining the effects of inspire courage, fascinate, inspire greatness, and inspire heroics abilities. This increase in effective level does not grant her any additional bardic music abilities or other class features.
Masterwork Lute (Complete Adventurer, pg. 126).
A bard playing a lute is treated as one level higher for purposes of adjudicating the power of his bardic music effects. For example, a 3rd-level bard using a lute could fascinate two creatures instead of one...
Masterwork Harp (Complete Adventurer, pg. 125).
A bard playing a harp can target one more creature than normal with her fascinate and inspire greatness abilities.
For the purposes of this set of questions assume a 9th level bard wearing a Vest of Legends and triggering his Inspire Greatness bardic music ability.
Question 4. If the bard starts the Inspire Greatness while playing a Masterwork Lute, how many allies can he target with the ability (remembering that the ability says 1 @ 9th level, 2 @ 12th, 3 @ 15th):
A) Three. The lute effect and vest effects stack for a total level increase of +6, making the bard's effective level for this ability 15.
B) Two. The lute effect and vest effects do not stack, for a total level increase of +5 from the vest, making the bard's effective level for this ability 14.
C) One. The lute effect overrides the vest effect, for a total level increase of +1 from the lute, making the bard's effective level for this ability 10. He'd do better using a harp!
D) Something else.
Question 5. If the bard starts the Inspire Greatness in round 1 while playing a Masterwork Lute, and then switches to using a Masterwork Harp in round two while still using his Inspire Greatness ability, does the bard get to add an additional target to his Inspire Greatness?
A) Yes, you can continue the Inspire Greatness into round 2, and add another ally as a target of the ability;
B) No, you have to start the Inspire Greatness with the Harp to get it's benefit;
C) No, you cannot switch instruments mid-performance and still continue the Inspire Greatness;
D) Something else.
I have some more questions, but lets start with those.
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