Zero Level: Unlimited
First Level: 5/5
Second Level: 3/3
Bardic Performance: 7/15 rounds remaining.
Current hp: 32/32
Max hp: 32
AC 18 [+2 Dex, +5 Armor, +1 Dodge, +10]
Flatfoot AC 16
Touch AC 13
Move: 30 ft.
+1 Fort (+1 base, +0 Con)
+6 Ref (+4 base, +2 Dex)
+5 Will (+4 base, +1 Wis)
+6 Acrobatics (Dex +2, Ranks 1, Class Skill +3)
+5 Appraise (Int +1, Ranks 1, Class Skill +3),
+8 Bluff (Cha +3, Ranks 2, Class Skill+3)
+3 Climb (Str -1, Ranks 1, Class Skill +3)
+9 Diplomacy (Cha +3, Ranks 3, Class Skill +3 )
+7 Disguise (Cha +3, Ranks 1, Class Skill +3)
+6 Escape Artist (Dex +2, Ranks 1, Class Skill +3)
+3 Fly (Dex +2, Ranks 1)
+4 Handle Animal (Cha +3, Ranks 1)
+1 Heal (Wis +1)
+7 Intimidate (Cha +3, Ranks 1, Class Skill +3)
+5 Knowledge, Arcana (Int +1, Ranks 1, Class Skill +3)
+5 Knowledge, Dungeoneering (Int +1, Ranks 1, Class Skill +3)
+5 Knowledge, Geography (Int +1, Ranks 1)
+5 Knowledge, History (Int +1, Ranks 1, Class Skill +3)
+6 Knowledge, Local (Int +1, Ranks 2, Class Skill +3)
+6 Knowledge, Nature (Int +1, Ranks 2, Class Skill +3)
+1 Knowledge, Nobility (Int +1, Ranks 0, Class Skill +3)
+5 Knowledge, Planes (Int +1, Ranks 1, Class Skill +3)
+5 Knowledge, Religion (Int +1, Ranks 1, Class Skill +3)
+5 Linguistics (Int +1, Ranks 1, Class Skill +3)
+6 Perception (Wis +1, Ranks 2, Class Skill +3)
+9 Perform Singing (Cha +3, Ranks 3, Class Skill +3)
+2 Ride (Dex +2)
+5 Sense Motive (Wis +1, Ranks 1, Class Skill +3)
+5 Spellcraft (Int +1, Ranks 1, Class Skill +3)
+8 Stealth (Dex +2, Ranks 3, Class Skill +3)
+1 Survival (Wis +1)
-1 Swim (Str -1)
+7 Use Magic Device (Cha +3, Ranks 1, Class Skill +3)
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Offense Racial Traits
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Favored Class: Bard
Lvl 1 +1 Hp
Lvl 2 +1 Hp
Lvl 3 +1 Hp
Lvl 4 +1 Hp
Lvl 5 +1 Hp
• 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 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.
• 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 countersong is already under the effect of a non-instantaneous 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.
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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
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 the ability from working. For every three levels a 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 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 Courage +2
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.
• Inspire Competence +2
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 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 (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
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.
• 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.
• Loremaster 1/day
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Spells Per Day: 6 1st Level
Spells Known 6 Level 0
• Dancing Lights
• Detect Magic: Detects all spells and magic items within 60 ft.
• Mage Hand: 5 lb. Telekinesis
• Prestidigitation: Performs minor tricks
• Read Magic: Read scrolls and spellbooks
4 Level 1
• Cure Light Wounds
3 Level 2
• Blur: Attacks Miss Subject 20% on the time.
• Sound Burst
• Cure Moderate Wounds