Bardic Performance: Inspire Allies for 15 rounds a day, 9/15 used
An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls
Known Bard Spells (CL 2nd, concentration +3):
1st (2/day)—[dice=cure light wounds]1d8+2[/dice], grease (DC 14) 10 foot square and lasts 2 minutes, abundant ammunition (last 2 minutes) replaces nonmagical ammunition used in a container
0 (at will)—daze (DC 13), mage hand, message, read magic
Dex 18: +2 From Youthful Draught,
Con 12: +1 From blessed pool in desert
Cha 18: +2 From Youthful Draught
[bonuses not added to character but have been to stats.]
Feats: Extra Performance
SQ: Versatile Performance (Ex): Sing (Bluff, Sense Motive), armored casting, bardic knowledge, bardic performance, cantrips, countersong, elven immunities, inspire courage, keen senses, weapon and armor proficiency, weapon familiarity, woodcraft
Combat Gear Sash of the Great Performer (treat yourself as 5 levels higher when inspiring allies), scroll (cure light wounds) (2); Other Gear studded leather, longbow, dagger (2), entertainer's outfit, arrows (20), 43 gold
Armored Casting (Ex)
You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex)
You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.
You can counter magic effects that depend on sound (but not spells that have verbal components).
You can use your performance to counter magic effects that depend on sight.
Inspire Courage (Su)
You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities.
Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Elven Immunities (Ex)
Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (Ex)
Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Weapon Familiarity (Ex)
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.
Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.