Krakazh Bard 6
N Small Goblin Unbreakable Humanoid
Perception +10 (+1 initiative); Darkvision
Languages Common, Goblin
Skills uAcrobatics +4, uAthletics +1, tDeception +12, tDiplomacy +12, eIntimidation +14, tLore: Gladiatorial +9, tLore: Pathfinder Society(*) +9, tMedicine +8, tOccultism +9, ePerformance +14, tSociety +9, tStealth +12
Str +1, Dex +4, Con +2, Int +1, Wis +0, Cha +4
Items +1 Studded Leather, Adventurer's Pack, Arrows (30), Musical Instrument (Handheld) (3), Musical Instrument (Virtuoso Handheld), Wayfinder, Dragon Turtle Scale, Holy Water (3), Wand of Manifold Missiles (1st Level Spell), Bag of Holding (Type I)
AC 24, Fort +10, Ref +14, Will +10
Speed 25 feet
Melee +1 Shortsword +13 (Agile, Finesse, Versatile S, Magical), Damage 1d6+1 (P)
Ranged +1 Striking Shortbow +13 (Deadly d10, Magical), Damage 2d6 (P)
Ranged Caterwaul Sling +13 (Propulsive, Evocation, Magical), Damage 2d6 (B)
Harmonize (◆) (Concentrate, Manipulate, Metamagic) Prerequisites maestro muse You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect.
Battle Medicine (◆) (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Goblin Song (◆) (Goblin) You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency.
- Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute.
- Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round.
- Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour.
Wayfinder (◆) (Uncommon, Evocation, Invested, Magical) Activate command; Effect The wayfinder is targeted by a 1st-level light spell.
Occult Known Spells DC 22, attack +12 3rdAgonizing Despair, Curse of Lost Time (S), Sculpt Sound (3 slots); 2ndBlistering Invective (S), Paranoia, Calm Emotions (3 slots); 1stUnseen Servant, Charm, Fear, Soothe (S) (3 slots); CantripsShield, Chill Touch, Daze, Telekinetic Projectile, Detect Magic, Guidance, Forbidding Ward
Focus Spells (2 points)
Counter Performance (↺) Area 60-foot emanation
Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage (◆) Area 60-foot emanation Duration 1 round
You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Lingering Composition (◇) You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually astandard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
- Critical Success The composition lasts 4 rounds.
- Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Inspire Defense (◆) Area 60-foot emanation Duration 1 round
You inspire your allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's level to physical damage.