Statistics

Primary Attributes

Primary Stats:         Temporary Stats:

STR:   8 (- 1)                 
DEX:  16 (+ 3)         
CON:  12 (+ 1)         
INT:  11 (+ 0)         
WIS:  10 (+ 0)         
CHA:  14 (+ 2)         

Secondary Statistics

BAB:          +0                  {1st level}
Speed:        30'    = 20'+10'    {racial}

Melee Hit:    +0     = 0-1+1      {BAB+STR+SIZE}
Rngd Hit:     +4     = 0+3+1      {BAB+DEX+SIZE}
CMB:          -2     = 0-1-1      {BAB+STR-SIZE}
CMD:          11     = 0-1+3-1+10 {BAB+STR+DEX-SIZE+10}

Fort Save:    +1     = 0+1        {Base+CON}
Rflx Save:    +5     = 2+3        {Base+DEX}
Will Save:    +2     = 0+2        {Base+WIS}

AC:           16     = 10+2+0+3+1 {10+Arm+Shld+DEX+Size}
Touch AC:     13     = 10+3       {10+DEX}
Flat-Footed:  12     = 10+2+0     {10+Armor+Shield}

Light Load:  <30 lbs
Mdm Load:    <60 lbs
Hvy Load:    <90 lbs

Carrying:     24 lbs              {light load}

Available Resources

0th-Level:     4     = 4          {cantrips known}
1st-Level:     3     = 2+1        {1st level + charisma bonus}
Performance:  12     = 4+2+6      {Base+CHA+Feat}

Racial Abilities

Ability Scores: +4 Dexterity, –2 Strength, and –2 Charisma.

Type: Goblins are humanoids with the goblinoid subtype.

Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC and attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.

Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.

Stealth Rider: Goblins gain a +4 racial bonus on Ride and Stealth checks.

Darkvision: Goblins see perfectly in the dark up to 60 feet.

Clairaudience: The ability to grasp two rounds of sound occurring at any distance within line of sight, when concentrating, one time / day.

Mining Heritage: While underground, you know what time it is, what depth you are at and any distances traveled.

Class Abilities

Weapons & Armor: Proficient with all simple weapons, as well as the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).


Spells [Known: (1st-lvl) 2]: A bard casts arcane spells drawn from the bard spell list without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score (14 CHA = 1st: 1, 2nd: 1). A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. Upon reaching 5th level, and at every third bard level after that (8th, 11th, 14th, 17th, 20th), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips [Known (0th-lvl) 4]: Bards learn a number of cantrips that are cast like any other spell, but they do not consume any slots and may be used again.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance [Uses = 4+2+6+1 = 13]: 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. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Favored Class Option: Bard Add +1 to the bard's total number of bardic performance rounds per day.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st 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 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability (4th, 7th, 10th, 13th, 16th, 19th). Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier = DC 13) 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 sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mindaffecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage +1 (Su): 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. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Skills

The bard’s skills are 6 + INT per level. Ranked skills chosen at first level are: Bluff, Diplomacy, Handle Animal, Linguistics, Perform (act) & Perform (sing).

Skill Calculations:

Untrained:     1d20 + ABI + RACIAL
Trained:       1d20 + ABI + RACIAL + SKILL
Trained Class: 1d20 + ABI + RACIAL + SKILL + 3

Cls Skill Name             (Abi) Rnk  Modifier
 x  Acrobatics             (Dex)     +3 
 x  Appraise               (Int)     +0
 x  Bluff                  (Cha)  1  +6
 x  Climb                  (Str)     -1
 x  Craft                  (Int)     +0
 x  Diplomacy              (Cha)  1  +6
    Disable Device         (Dex)     --Trained Only--
 x  Disguise               (Cha)     +2
 x  Escape Artist          (Dex)     +3
    Fly                    (Dex)     +3
    Handle Animal          (Cha)  1  +3
    Heal                   (Wis)     +0
 x  Intimidate             (Cha)     +2
 x  Knowledge (arcana)     (Int)     +1
 x  Knowledge (dungeoneer) (Int)     +2
 x  Knowledge (engineer)   (Int)     +1
 x  Knowledge (geography)  (Int)     +1
 x  Knowledge (history)    (Int)     +1
 x  Knowledge (local)      (Int)     +1
 x  Knowledge (nature)     (Int)     +1
 x  Knowledge (nobility)   (Int)     +1
 x  Knowledge (planes)     (Int)     +1
 x  Knowledge (religion)   (Int)     +1
 x  Linguistics            (Int)  1  +4
 x  Perception             (Wis)     +0
 x  Perform (act)          (Cha)  1  +6
 x  Perform (sing)         (Cha)  1  +6
 x  Profession             (Wis)     --Trained Only--
    Ride                   (Dex)     +7
 x  Sense Motive           (Wis)     +0
 x  Sleight of Hand        (Dex)     --Trained Only--
 x  Spellcraft             (Int)     +0
 x  Stealth                (Dex)     +7
    Survival               (Wis)     +0
    Swim                   (Str)     -1
 x  Use Magic Device       (Cha)     --Trained Only--

Feats

Extra Performance: Use bardic performance for 6 additional rounds per day.

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