Armor Proficiency: Light
Bard Weapon Proficiencies
Extra Performance
Improved Initiative
Shield Proficiency
Simple Weapon Proficiency: All
Weapon Finesse
Traits:
Armor Expert
Charming
Skills:
Acrobatics +7
Bluff +8/ +9
Climb +6
Diplomacy +8/ +9
Disguise +3
Intimidate +7
K. Arcana +2
K. Dungeon +2
K. Engineering +2
K. Geography +2
K. History +6
K. Local +7
K. Nature +7
K. Nobility +2
K. Planes +2
K. Religion +2
Perception +7
Perform (Sing) +9
Sense Motive +9
Spellcraft +6
Stealth +6
Survival +1
UMD +7
*Versatile Performance: May use Perform instead of Bluff, Sense Motive
Other Gear
Backpack
Bedroll
Beltpouch
Cold Weather Outfit
Entertainers Outfit
Flint and Steel
Ink, Black
Inkpen
Mirror
Pot
Rope, 50', hemp
Soap
Torch x10
Trail rations x5
Waterskin
Magical Items
Wand, CLW x45
Wand, Endure Elements x50
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Special Abilities
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Bardic Performance 17/Day
Inspire Courage:
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.
Distraction:
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.
Fascinate 1 Target, DC 14:
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 14) 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.
Countersong:
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.
Inspire Competence:
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and be able to see and hear the bard. The ally gets a +2 Competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd.
Versatile Performance:
You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed:
At 2nd lvl, Bard becomes resistant to sonic effects. Gain +4 bonus on saving throws against bardic performance and all sonic or language dependent effects