Bingbangbong

To Do - Gear

Race: Goblin
Class: Bard (Street Performer) 4
Alignment: CN
Size: Small

Description

Male, 16, 3ft, 45 lbs, Bald, Red Eyes. Often wearing trashy clothes and random knick knacks.
Personality:

Character Sheet

HP: 28/28 BAB +2 Initiative +2
AC 11 = 10+ 0 Armour +0 Shield + 1 Size Speed 30 ft
CMB +BAB+Str-1Size CMD 10+CMB+Dex-1Size Spell Resist 0
Defensive Bonuses
Senses Darkvision 60 ft Perception 8
Str 12 Dex 15 Con 16
Int 11 Wis 18 Cha 15
Fortitude 4 Reflex 5 Will 7
Skills: +4 Perception (Big Ears)
Languages: Goblin, Common, Giant, Sylvan
Feats: Charming Performance, Exotic Weapon Proficiency (Firearms)
Attacks: +1 From Small Creature,
Proficiencies: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.
Specials: Fascinate, Versatile performance (Wind; Diplomacy, Handle Animal), well-versed
Bardic Performance 10 Uses/Day; 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.
Disappearing Act (Su): Can use Performance to divert attention from an ally. All creatures within 30 feet that fail a will save (DC 13 (10+1/2lvl+Cha) ) treat one creature chosen by the bard as if it were invisible. This affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. Can not use this ability on himself.
Harmless Performer (Su): At 3rd level can use performance to appear meek and unworthy of being attacked; works as per the spell sanctuary, Will DC 13.
Gladhanding Earn double the amount of money from perform checks. As a standard action can use bluff in place of diplomacy to improve a creature's attitude for 1 minute, after which it's attitude becomes one step worse than originally.
Streetwise Gains bonus equal to half his level on Bluff, Disguise, Knowledge (Local) and sleight of hand checks; as well as Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to Gather Information.
Distraction 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. 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.
Versatile Performance (Ex) 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, and 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), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex) 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.

Spellbook

Level Per Day DC Spells Known
SPECIAL NOTES
0 Unlimited 1X 6x Spell Names; Ghost Sound, Light, Lullaby, Message, Summon Instrument, Dancing Lights
1 4 13 4x Spells; Charm Person, Hideous Laughter, Hypnotism, Ventriloquism

Skill Breakdown


Current Belongings

XP: (6000/10000)
GP: 0
Capital Goods: 0
Capital Labor: 0
Capital Influence: 0
Capital Magic: 0

Armour:
Gear: Sword Cane Pistol,
Backpack:
In Storage: None
Current Residence: None


Background