Sentry bards favor instruments that are easy to play and can be heard from great distances, like the horn. A sentry bard with no ranks in any other bardic perform skill gains a +1 bonus to Stealth and Survival skill checks at 2nd level, and a further +1 every six levels thereafter.
The sentry bardic performances listed in Table: Sentry Bardic Performances are described below.
A bard with 1 or more ranks the Perform (sentry) skill can use music to alert his allies of impending danger. To be affected, an ally must be able to hear the bard sing. An affected ally receives a +1 morale bonus on initiative checks.
A bard with 1 or more ranks the Perform (sentry) skill can use music to mask his allies’ movement behind a cover of noises appropriate for the environment. This song can affect a number of targets equal to the bard’s class level. The bard must make a Perform (sentry) check opposed by each target’s Sense Motive skill check. Any target that fails the opposed check takes a penalty to Perception skill checks equal to the bard’s Charisma modifier.
A bard with 3 or more ranks in the Perform (sentry) skill can use music to help his allies coordinate attacks. Allies must be within 30 feet and able to hear the bard. The bard must be able to see the allies.
A bard with 9 or more ranks in the Perform (sentry) skill can use music to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting 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, 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.
Affected allies gain a moral bonus to hit and saving throws equal to the bard’s Charisma modifier, while affected enemies suffer a moral penalty to hit and saving throws equal to the bard’s Charisma modifier. Each enemy creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect.
Hyena cackle is a mind-affecting fear effect.
A bard with 15 or more ranks in the Perform (sentry) skill can use music to help an ally locate objects and enemies. The ally must be within 30 feet and able to hear the bard. The bard must also be able to see the ally.
Terrifying howl is a mind-affecting fear effect.