Alignment: CN
AC: 10 + 2 (armor bonus) + 0 (shield bonus) + 0 (Dex mod) = 12
Hit Points: 8 (Max HD) + 0 (Con mod) = 8?
or : 8 (Max HD) + 11 (Con score) = 19?
Fortitude saving throw modifier: 2 (Base save bonus, from race) + 0 (Con mod) = 2
Reflex saving throw modifier: 2 + 0 (Dex mod) = 2
Will saving throw modifier: 2 + 0 (Wis mod) = 2
Ability
Scores/Modifier
Strength
8/-1
Dexterity
10/0
Constitution
11/0
Intelligence
15/+2
Wisdom
10/0
Charisma
13/1
Race: Elf
Race Bonuses:
+2 Dexterity
+2 Intelligence
-2 Constitution
Speed: 30 feet (20 feet with Medium load)
Low-Light Vision
Immunities:
Immune to magic sleep effects
+2 racial saving throw bonus against enchantment spells and effects
+2 racial bonus on caster level checks made to overcome spell resistance
+2 racial bonus on Spellcraft skill checks made to identify the properties of magic items
+2 racial bonus on Perception skill checks
Weapon familiarity:
Longbows (including composite longbows)
Longswords
Rapiers
Shortbows (including composite shortbows)
Any weapon with the word “elven”
Languages:
Common
Elven
Celestial
Goblin
Class: Bard (1st level)
Hit Die: d8
Class Skills:
Acrobatics
Appraise
Bluff
Climb
Craft
Diplomacy
Disguise
Escape Artist
Intimidate
Knowledge (all)
Linguistics
Perception
Perform
Profession
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Use Magic Device
Skill Ranks per Level: 6 + 2 (Int modifier) = 8
Weapon Proficiency:
All simple weapons
Longsword
Rapier
Sap
Short sword
Shortbow
Whip
Armor Proficiency:
Light armor
Shields (except tower shields)
Can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance
Spells:
Detect Magic
Ghost Sound
Mage Hand
Message
Disguise Self (1st Level)
Comprehend Languages (1st Level)
Can cast any spell known without preparing ahead of time
Every bard spell has a verbal component (song, recitation, or music)
To learn or cast a spell, must have Charisma score of at least 10 + spell level
Difficulty Class for saving throw against a bard’s spell is 10 + spell level + Char mod
Can cast only 2 spells of 1st level per day
Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: 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 4 + 1 (Char mod) = 5 rounds per day. 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.
Staring performance is a standard action.
Maintaining each round is a free action.
Changing effect of performance requires stop of first performance and start of a new.
Performance cannot be disrupted, but ends immediately if bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it.
A bard cannot have more than one bardic performance in effect at one time.
At 7th level a performance can start as a move instead of standard action.
At 13th level a bard can start a performance as a swift action.
Audible performances must have targets that can hear.
A deaf bard has a 20% chance to fail with an audible performance.
If he fails this check, the attempt still counts against his daily limit.
Visual performances must have targets with line of sight to the bard.
A blind bard has a 50% chance to fail when attempting to use a visual performance.
If he fails this check, the attempt still counts against his daily limit.
Countersong: 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 counter song is already under the effect of a noninstantanous 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 Perfom skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction: 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: 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.
Each creature within range receives a Will save (DC 10
+ 1/2 the bard’s level + the bard’s Cha modifier) 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 (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.
Cantrips: 0-level spells are cast like any other spell but do not consume slots and may be used again
Versatile Performance: At 2nd level a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, an every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are:
Act (Bluff, Disguise)
Comedy (Bluff, Intimidate)
Dance (Acrobatics, Fly)
Keyboard Instruments (Diplomacy, Intimidate)
Oratory (Diplomacy, Sense Motive)
Percussion (Handle Animal, Intimidate)
Sing (Bluff, Sense Motive)
String (Bluff, Diplomacy)
Wind (Diplomacy, Handle Animal)
Well-Versed: At 2nd level, the bard becomes resistant to the bardic performance of others and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Skills
Class Skills:
Acrobatics
Appraise
Bluff
Climb
Craft
Diplomacy
Disguise
Escape Artist
Intimidate
Knowledge (all)
Linguistics
Perception
Perform
Profession
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Use Magic Device
Untrained Skills:
Fly
Heal
Ride
Survival
Swim
Feats
Throw Anything
Equipment
36 gp
Rapier
Leather armor
Backpack
Bedroll
Blanket, winter
Canvas (2 sq. yd.)
Crowbar
Fishhook
Ink (1 oz. Vial)
Inkpen
Paper (2 sheets)
Parchment (sheet)
Pot, iron
Rations, trail (2 days)
Rope, silk (50 ft.)
Sewing needle
Sealing wax
Signet ring
Soap (1 lb.)
Torch (10)
Whetstone
Tindertwig
Musical instrument, common
Entertainer’s outfit
Waterskin
Traveling spellbook (50 pages)
Compass
Tobacco (1 lb.) and pipe
Name: Narafel Ilucator
Age: 133
Height: 5’ 7”
Weight: 106 lbs.
Types of art: arias, ancient poetry, graceful dances
Hair color: Brown
Eye color: Orange
Deity: Calistria
Backstory:
Narafel Ilucator was born 133 years before present in the tree village of Silentstorm in Grosser Forest. Raised by two loving elf parents, he found life to be thoroughly engaging. Narafel embraced the quest for knowledge and began learning as much as he could from a young age. He was only 10 when he picked up a lute for the first time: he soon taught himself all he needed to know to compose. Not only did he compose music, but Narafel became a skilled writer and singer. When Narafel turned 20, his mother left his father for a human in Trader’s Point. Enraged Narafel’s father fled the forest, but no one ever heard what happened to him. From this point on Narafel determined it was up to him to find out everything about the world, and that his teachers in Silentstorm and the surrounding villages were not sufficient. He left his home and began to wander the lands of Procella. Presently, Narafel has wandered throughout all the lands of Procella and learned much about every culture and land and trade. In the time he wandered, he composed many songs and wrote many books. Today, Narafel has decided to gain official training in the arts in order to gain greater income in cities for his street performances. He has joined the School of Music in Trader’s Point, but he and Jerlo don’t get along very well since Jerlo only values music and is, of course, a gnome.