Elf Bard

Description:
  • Race: Elf
  • Type: Humanoid (Elf)
  • Size: Medium
  • Mana Affinity: White
  • Class Levels: Bard 5
  • Alignment: Neutral Good
Ability Scores
Stat Total Modifier Base Magic
Strength 16 23 14 +2 Enhancement
Dexterity 22 6 20 +2 Enhancement
Constitution 12 1 12 -
Intelligence 12 1 12 -
Wisdom 16 3 14 +2 Enhancement
Charisma 14 2 14 -
Vital Statistics
  • Max HP: 45 (5d8 Hit Dice+[LevelxConstitution Bonus]+Misc)
  • BAB: +3
  • Combat Maneuver Bonus: 6 (BAB+Strength+Most Attack Bonuses+Misc)
  • Combat Maneuver Defense: 22 (10+BAB+Strength+Dex+Defense Bonuses that Boost Touch AC+Misc)
  • Initiative: +6 (Dexterity+Anything that Boost Dexterity Ability Checks+Misc)
  • Speed: 30 ft (Base Racial Speed then modified by Armor Reduction)
Armor Class
  • Standard: 18 (10+6 Dex+2 Armor)
  • Flat Footed: 12 (Your normal AC, minus your Dexterity and Dodge bonuses)
  • Touch: 16 (10 plus your Dexterity and Dodge bonuses
Saves
Save Total Base Ability Magic
Fortitude 2 1 1 -
Reflex 10 4 6 -
Will 7 4 3 -
Attacks
Weapon Attack Damage Critical Reach
Rapier +6 1d6+3 18-20, x2 -
Composite Longbow (3) +10 1d8+6 20, x3 110 Range Increment
Spellcasting
White – 58 (58)
  • Caster Level: 5
Spells
Skills
Skill Total Ranks Ability Reputation Synergy Class Misc
Acrobatics 14 5 6 - - 3
Knowledge (Arcana) 8 2 1 - - 3 +2 (class)
Knowledge (History) 11 5 1 - - 3 +2 (class)
Knowledge (Local) 9 3 1 - - 3 +2 (class)
Knowledge (Nobility) 11 5 1 - - 3 +2 (class)
Knowledge (Planes) 11 5 1 - - 3 +2 (class)
Perception 13 5 3 - - 3 +2 (racial)
Perform (Singing) 10 5 2 - - 3
Perform (Oratory) 10 5 2 - - 3
  • -
Languages
  • Common, Elvish, and Mer
Feats
Level Feat Name Description
Essence White Attunement Gain access to the White Pool, +1 White mana point per level once taken
1 Extra Performance Gain 10 extra rounds of Bardic Performance per day
3 Weapon Focus (Bows) +1 on attack rolls with bows
5 Bow Sniper Add one-half your Dex bonus on damage rolls with bows
Equipment Slots __
Slot Item Effect Craft Check Material
Head - - - -
Face - - - -
Throat - - - -
Shoulders - - - -
Arms - - - -
Hands - - - -
Body Leather Armor +2 AC, +6 Max Dex, 0 Armor Check Penalties - -
Torso - - - -
Waist - - - -
Pants - - - -
Boots - - - -
Shield - - - -
Ring 1 - - - -
Ring 2 - - - -
At-Hand Equipment
  • 100 arrows
Other Possessions
  • -
Currency
  • X Platinum Pieces, X Gold, X Silver, X Copper.
Class Abilities
  • Class Level: These Class Levels grant 5d8 Hit Dice, a base attack bonus of +3, base saving throw bonuses of +1 Fort, +4 Ref, and +4 Will, and 48 Mana.
  • Class Skills: These Class Levels grant skill points equal to 5 x (6 + Int modifier). Its class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Explain Everything (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
  • Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
  • Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all base Knowledge skill checks untrained. A bard loses this bonus when dealing with a topic with which he’s never heard rumor or lore, but will regain it after some exposure (GM discretion).
  • Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + a chosen mental modifier. This mental modifier must be chosen at 1st level and, once made, this decision cannot be changed. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
    • 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. Countersong effects the bard and a number of allies up to his chosen mental modifier within 30 feet of the bard. Effected creature that are 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.
    • Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Distraction effects the bard and a number of allies up to his chosen mental modifier within 30 feet of the bard. Effected creature that are affected by an illusion (pattern) or illusion (figment) 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 Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual 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 chosen mental 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.
    • 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. Inspire Courage effects the bard and a number of allies up to his chosen mental modifier. To be affected, an ally must be within 30 feet and 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 morale 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 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. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Racial Traits
  • -2 Strength +2 Dexterity, +2 Charisma.
  • Humanoid (elf) type
  • Size Medium
  • An elf’s base land speed is 30 feet.
  • Low-light Vision
  • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Weapon Familiarity: 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.
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks.
  • Automatic Languages: Common, Elvish. Bonus Languages: Gacli, Kip, Mer.
Miscellaneous Statistics
  • Height: X’X”
  • Weight: X lbs.
Bio:

Elf Bard

The Dreaming Planeswalker Planeswalker