The Kingdom of Daytar Leamay
Sailor unit 6
Male & Female elf bard 3
None Medium humanoid (elf)
Init + 2; Senses low-light vision, Perception + 6
AC 16, touch 12, flat-footed 14 (+ 4 armor, + 2 Dex)
hp 16 (3d8- 6)
Fort - 1, Ref + 5, Will + 3, + 2 vs. enchantment spells and effects, + 4 vs. Bardic Performance, sonic, and language-dependent effects
Speed 30 ft.
Ranged composite shortbow str + 1 + 5 (1d6+ 1/x3)
Melee masterwork rapier + 4 (1d6+ 1/18- 20)
Special Attacks: distraction, fascinate
Known Bard Spells (CL 3rd, concentration + 5):
1st (4/day)—charm person (DC 13), cure light wounds, silent image (DC 13), vanish
0 (at will)—dancing lights, ghost sound (DC 12), lullaby (DC 12), mage hand, open/close (DC 12), prestidigitation (DC 12)
Str 12, Dex 14, Con 7, Int 16, Wis 10, Cha 14
Base Atk + 2; CMB + 4; CMD 15 (16 vs. disarm) (16 vs. sunder)
Feats: Agile Maneuvers, Elven Battle Training
Skills: Acrobatics + 6 , Bluff + 8 , Bluff (Potentially Sexually Attracted) + 9 , Bluff (Perform (String Instruments)) + 8 , Climb – 1 , Diplomacy + 8 , Diplomacy (Potentially Sexually Attracted) + 9 , Diplomacy (Perform (String Instruments)) + 8 , Disguise + 7 , Escape Artist + 5 , Fly + 0 , Knowledge (Arcana) + 8 , Knowledge (Geography) + 8 , Knowledge (History) + 8 , Knowledge (Local) + 8 , Knowledge (Untrained) + 4 , Perception + 6 , Perform (String Instruments) + 8 , Ride + 0 , Sense Motive + 5 , Sleight of Hand + 4 , Spellcraft + 8 , Stealth + 5 , Swim + 3 , Use Magic Device + 7
Traits: charming, dangerously curious
Languages: Common, Draconic, Elven, Gnome, Sylvan
SQ: armored casting, bardic knowledge, bardic performance, bonus cmd (disarm & sunder), cantrips, countersong, elven immunities, inspire competence, inspire courage, keen senses, low-light vision, spirit of the waters, versatile performance (string instruments)
Gear: chain shirt, composite shortbow str (+ 1), masterwork rapier, musical instrument (mandolin)
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add + 1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 10 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Bonus CMD (Disarm & Sunder) Add + 1 to the elf’s CMD when resisting a disarm or sunder attempt.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Charming Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a + 1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a + 1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a + 1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a + 2 racial saving throw bonus against enchantment spells and effects.
Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature’s saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a + 2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. Inspire competence relies on audible components.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.
Keen Senses (Ex) Elves receive a + 2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x 2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Spirit of the Waters (Ex) Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a + 4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net.
Versatile Performance (String Instruments) (Ex) You can use your bonus in the Perform (String Instruments) skill in place of your bonus in the Bluff or Diplomacy skills. When substituting in this way, you use your total Perform (String Instruments) skill bonus, including class skill bonus, in place of your Bluff or Diplomacy skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a + 4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.