About Ya'Bo -Core-RACIAL:
"-- HALFLING RACIAL TRAITS -- • Str: -2, Dex: +2, Cha: +2 • TYPE: Humanoid (Halfling) • SIZE: Small (+1 Attack/AC, +4 Stealth Checks, x3/4 Lift/Carry); Space: 5 ft. by 5 ft.; Reach: 5 ft. • SPEED: 20 ft • KEEN SENSES: Halflings receive a +2 racial bonus on Perception skill checks. • SURE-FOOTED: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. • HALFLING LUCK: Halflings receive a +1 racial bonus on all saving throws. • FEARLESS: Halflings receive a +2 racial bonus on all saving throws against fear. • WEAPON FAMILIARITY: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. • Automatic Languages: Common, Halfling • Bonus Languages: Dwarven, Elven, Gnome, Goblin CLASS:
-- CLASS ABILITIES -- • FAVORED CLASS (Bard) : You've gain the following bonuses: Skill Point). • BARD CANTRIPS: The bard can cast known 0-level spells without limit. (PFCR 38). • BARD SPELLS: Arcane spells drawn from the bard spell list. Spontaneous caster. Every bard spell has a verbal component (singing, reciting, or music). (PFCR 35). • BARD WEAPONS AND ARMOR: All simple weapons, longsword, rapier, sap, short sword, shortbow, and whip, light armor and shields (except tower shields). No arcane spell failure in light armor. (PFCR 35). • BARDIC KNOWLEDGE: You add +1 to all Knowledge skill checks and may make such checks untrained. (PFCR 35). • BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 13 rounds. Standard action to start, a free action each round to maintain. Only one performance at a time. The targets must be able to perceive the performance. A deaf bard fails audible performances 20% of the time, blindness causes visual performance failure 50% of the time. Failed checks count against round limit. - Countersong (Su): Counters magical effects that depend on sound within 30 ft. Creatures use the bard's Perform check result in place of its saving throw each round countersong is active. (PFCR 36). - Distraction (Su): Counters magical effects that depend on sight within 30 ft. Creatures use the bard's Perform check result in place of its saving throw each round countersong is active. (PFCR 36-37). - Fascinate (Sp): Up to 1 creatures within 30 ft able to see and hear the bard, and able to pay attention to him (i.e., in no danger). The bard must also be able to see the creature. The creature makes a Will save vs. DC 13. If a creature succeeds, it immune for 24 hours. If it fails, the creature sits quietly and listens, for as long as the bard continues to play and concentrate (up to bard's level in rounds) and takes -4 on skill checks like Perception. (PFCR 37). - Inspire Courage (Su): +1 morale bonus on saves vs. charm and fear and +1 morale bonus on attack and weapon damage rolls to allies who can hear. Mind-affecting. (PFCR 37). (PFCR 35-38). FEATS:
-- GENERAL FEATS -- • EXTRA PERFORMANCE: You can use bardic performance for 6 additional rounds per day. (PFCR 125) -- COMBAT FEATS --
TRAITS:
-- TRAITS -- • CHARMING (Social): You gain a +1 trait bonus when you use Bluff and Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. (PFAPG 330) • DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. (PFAPG 329) SKILLS:
T Acrobatics Dex*¹ +3 = 3 + 0 + 0 T Jump Dex*¹ –1 = 3 + 0 + -4 T Jump with running start Dex*¹ –1 = 3 + 0 + -4 T Appraise Int¹ +1 = 1 + 0 + 0 T Bluff Cha¹ +3 = 3 + 0 + 0 T Climb Str*¹ +0 = 0 + 0 + 0 T Craft (alchemy) Int¹ +1 = 1 + 0 + 0 T Diplomacy Cha¹ +3 = 3 + 0 + 0 T Disguise Cha¹ +3 = 3 + 0 + 0 T Escape Artist Dex*¹ +1 = 3 + 0 + -2 Heal Wis¹ +1 = 1 + 0 + 0 T Intimidate Cha¹ +3 = 3 + 0 + 0 T Knowledge (arcana) Int¹ +6 = 1 + 1 + 4 T Knowledge (dungeoneering) Int¹ +6 = 1 + 1 + 4 T Knowledge (engineering) Int¹ +2 = 1 + 0 + 1 T Knowledge (geography) Int¹ +2 = 1 + 0 + 1 T Knowledge (history) Int¹ +2 = 1 + 0 + 1 T Knowledge (local) Int¹ +2 = 1 + 0 + 1 T Knowledge (nature) Int¹ +6 = 1 + 1 + 4 T Knowledge (nobility) Int¹ +2 = 1 + 0 + 1 T Knowledge (planes) Int¹ +2 = 1 + 0 + 1 T Knowledge (religion) Int¹ +2 = 1 + 0 + 1 T Perception Wis¹ +7 = 1 + 1 + 5 T Perform (act) Cha¹ +3 = 3 + 0 + 0 T Perform (oratory) Cha¹ +7 = 3 + 1 + 3 T Profession (shopkeeper) Wis +5 = 1 + 1 + 3 Ride Dex*¹ +1 = 3 + 0 + -2 T Sense Motive Wis¹ +1 = 1 + 0 + 0 T Spellcraft Int +5 = 1 + 1 + 3 T Stealth Dex*¹ +5 = 3 + 0 + 2 Survival Wis¹ +1 = 1 + 0 + 0 Swim Str*¹ –2 = 0 + 0 + -2 T Use Magic Device Cha +8 = 3 + 1 + 4 T With scrolls Cha +8 = 3 + (1) + 4 SAVING THROWS:
SAVING THROWS TOTAL BASE SAVE ABILITY MODIFIER MISC. BONUS FORTITUDE +2 = +0 + +1 + +1 + CONSTITUTION REFLEX +6 = +2 + +3 + +1 + DEXTERITY WILL +4 = +2 + +1 + +1 + WISDOM COMBAT:
BAB= +0 MELEE +1 = +0 + +0 + +1 + +0 + +0 ATTACK BONUS RANGED +4 = +0 + +3 + +1 + +0 + +0 Rapier +1 1d4 18-20/x2 1 lbs P
TOTAL BAB STR MOD SIZE MOD MISC. MOD CMB -1 = +0 + +0 + –1 + +0 + COMBAT MANEUVER BONUS CMD 12 = +0 + +3 + –1 + +10 + COMBAT MANEUVER DEFENSE
EQUIPMENT:
Bardic Kit 1 - Tanglefoot Bag 1 - Alchemist’s fire (flask) GP: SPELLS:
-- WEAPONS -- • SHORTBOW: You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. [Weapon 2 (PFCR)] |
