Here is a full list of Performances and the levels they can be accquired from.
- Seamless Guise
A Bard learns to behave in a way that appears perfectly normal for their current role, Social or Masked. While this performance is active, they receive a +8 bonus on Disguise and Perform checks, and a +10 to remain in character after they have established their character.
A Bard can use this performance to cause one or more entities to become fascinated with them. Each entity to be fascinated must be within 50 feet, able to see and hear the Bard, and capable of paying attention. The Bard must also be able to see the entities affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every 3 levels thereafter, they can target one additional entity with this ability. Each entity within range receives a Wisdom check (DC 10 + the Bard’s Charisma modifier) to negate the effect. If a entity's roll succeeds, the Bard cannot attempt to fascinate that entity again for 5 rounds. If it fails, the entity observes the performance for as long as the Bard continues to maintain it. While fascinated, a target takes a –3 penalty on all skill checks and rolls. Any obvious threat within sight, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, breaks the effect. Fascinate relies on audible and visual components.
- Inspire Courage
A Bard can use this performance to inspire courage in their allies (including themself), 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 rolls against Mental and Physical Fear checks and a +1 competence bonus on attack and weapon damage rolls. Every 4 levels thereafter, this bonus increases by +1. Inspire Courage can use audible or visual components. The Bard must choose which component to use when starting this performance.
- Multiplicity of Masks
A Bard can cause any number of their allies to appear as themself or as another ally within 50 feet. To be affected, an ally must be within 50 feet of the Bard and able to see her. As long as the Bard maintains this performance, enemies perceive all affected allies as the chosen character. A successful attack against a disguised ally automatically reveals the ally’s true form. If an ally moves out of range, that ally reverts to his original form, and the entire effect ends if the ally providing his appearance to the others moves out of range. Multiplicity of masks relies on visual components.
- Exaggerated Pose
A Bard can enhance their own physical and social abilities by simply altering their posture. When they start this performance, the Bard chooses a Strength-, Dexterity-, or Charisma-based skill and gains a +2 competence bonus on checks with that skill as long as they maintain this performance. This bonus increases by 1 every 4 levels thereafter. The Bard can change the chosen skill as a swift action. Exaggerated pose relies on visual components.
- Dirge of Doom
A dirge which fosters a sense of dread, causing listeners to become Shaken. To be affected, one must be within 30 feet and able to see and hear the Bard’s performance. The effect persists for as long as they are within 30 feet and the Bard continues the performance. Dirge of Doom relies on audible and visual components.
- Inspire Heroics
A Bard of 15th level or higher can inspire tremendous heroism in themself or a single ally within 30 feet. For every 3 levels thereafter, they can inspire heroics in one additional entity. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to hear the performance. Inspire heroics relies on audible and visual components.
- Deadly Performance
A bard can use this performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see, hear, and understand the Bard perform for 1 full round and be within 35 feet. The target receives a Wisdom check (DC 10 + the Bard’s Charisma modifier) to negate the effect. If a entity succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that entity again for 4 rounds. If the target fails, they take damage equivalent to 1D20 + the Bard's Charisma modifier. Deadly performance relies on audible and visual components.