TRAITS: Maestro of the Society(bardic performance +3 rounds);
FEATS: point-blank shot(+1H/D within 30'); extra performance(+6 rounds/day)
RACIAL ABILITIES: fearless (+2 vs. fear(stacks with halfing luck));
halfling luck(+1 to all saves);
keen senses(+2 to perception checks);
sure-footed(+2 to acrobatics and climb checks)
Bardic Knowledge:(+1/2 class level(min.+1) to all knowledge checks and can make untrained);
Bardic Performance:(23 rounds/day; standard to start, free to maintain)
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.
Inspire Courage Song: "My friends and I have come to fight, evil creatures we will smite. Your reign of terror soon will pass, once we have finished kicking your....butts."
Countersong(Su): 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.
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 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.
Versatile Performance(EX): Singing: may substitute final value for Bluff and Sense Motive checks.
Well Versed(EX): +4 vs. bardic performance, sonic, and language-dependent attacks.
Inspire Competence (Su): 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.
MAGICAL EQUIPMENT: potion of cure light wounds(2/2); cloak of resistance(+1); handy haversack; ioun torch; leather armor(+1); wand of cure light wounds(2pp; 24/50); wand of Magic Missile(3L; 19/22 charges); wayfinder