Female Gnome Bard 1
LN S Humanoid (Gnome)
Init +0;
Senses Perception +2, Low-Light Vision
Languages Common, Gnome, Sylvan, Draconic, Orc, Elven
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Defense
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AC 15 , touch 10, flat-footed 16
hp 9
Fort +1,
Ref +2,
Will +2
Armor Chain Shirt, +4 AC, -2 Check
Armor Buckler, +1 AC, -1 Check
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Offense
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Speed 20 ft.
Melee Longsword (-1) (1d6-1 /19-20/*2)
Ranged Crossbow (+0) (1d6 /19-20/*2)
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Statistics
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Str 6,
Dex 10,
Con 12,
Int 14,
Wis 10,
Cha 20
BAB +0;
CMB -3;
CMD 7
Feats Skill Focus (Use Magic Device)[1]
Class ability
Bardic knowledge
Bardic performance 9 Rounds /Day
Cantrips
Countersong
Distraction
Fascinate
Inspire courage +1
Traits
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Skills
Acrobatics +0
Bluff +10 = 3 + 1 + 5 + 1
Diplomacy +9 = 3 + 1 + 5
Disguise +9 = 3 + 1 + 5
Escape Artist +0
Intimidate +5
Linguistics +6 = 3 + 1 + 2
Perform (Oratory) +4 = 3 + 1 + 2
Profession(Espionage) +2
Knowledge (Local) +6 = 3 + 1 + 2
Knowledge (All others) +2
Sense Motive +0
Sleight of Hand +0
Stealth +4 (Racial bonus +4)
Use Magic Device +13 = 3 + 1 + 5 + 3 +1
Gear
Studded Leather 10bs 25gp
Buckler 2.5lbs 5gp
Longsword 2 lbs 15gp
Crossbow (Light) 2lbs 35gp
Wand of Magic Missile (50 Charges) 2PP
Wand of Ray of Enfeeblement (16 Charges) 240 gp
Wand of Cure Light Wounds (50 Charges) 2PP
Wand of Burning Hands CL3 (4 Charges) 180gp
backpack 2 gp
bedroll 1 sp
1-pint flask 3 cp
7 days' trail rations 3.5 gp
hunting knife 2 gp
fishing line and hook 1 sp
flint and steel 1 gp
tent 10 gp
waterskin 1 gp ... 12 lbs
593gp, 3sp
Carrying Load: 28.5 lbs (16.5 lbs w/o backpack)
Light Load: 15 lbs
Medium Load: 30 lbs
Heavy Load: 45 lbs
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Tracked Resources (Used)
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Wand of MM (2 of 50)
Wand of RoE (0 of 16)
Wand of CLW (0 of 50)
Wand of BH(CL3) (0 of 4)
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Racial
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Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid
subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.