male goblin warrior 1/bard 2
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +5
AC 15, touch 12, flat-footed 14 (+1 size, +1 Dex, +2 leather armour, +1 light shield)
HP 16 (1d8+1+2d8+2+half)
Fort +3, Ref +4, Will +2 (+4 vs bardic performance, language, sonic)
Speed 30 ft.
Melee goblin-quality morningstar +3 (1d6)
Ranged goblin-quality javelin +4 (1d4)
Bard Spells (CL 1; Concentration +0)
- cantrips – (4 cantrips) Prestidigitation, Detect Magic, Light, Summon Bagpipe
Str 11, Dex 13, Con 12, Int 12, Wis 9, Cha 8
Base Atk +2; CMB +1; CMD 12
Feats Alertness, Extra Performance
Skills Diplomacy +4, Linguistics +5, Perception +5, Perform (acting) +6, Ride +5, Sense Motive +5, Stealth +12; (Goblins have a +4 racial bonus on Ride and Stealth checks.)
Languages Goblin, Polyglot, Orc (Illiterate)
SQ bardic knowledge, bardic performance (countersong, distraction, fascinate, inspire courage +1; 9 rounds/day), well-versed, versatile performance (acting) (may use his perform skill in lieu of Bluff or Disguise)
Gear morningstar (goblin quality), leather armour, light shield, javelin (goblin quality), knife (goblin quality), Medium pillow case the he sometimes wears as a cape.
Experience Points 3 557
Favoured Class [neither warrior nor bard]
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. Any creature within 30 feet of the bard (including the bard himself) that is 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 noninstantaneous 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. Any creature within 30 feet of the bard (including the bard himself) that is 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the 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 Cha 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 all 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. To be affected, an ally must 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 competence 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.
Combat Quick Reference
First Choice: Goblin King inspires courage in his companions by giving a dramatic rendition of their victory.
Second Choice: Goblin King throws his javelin at a foe, swirls his cape, and high-tails it out of combat. Goblin King has +4 to hit with his javelin, and it does 1d4 points of damage.
Last Choice: If absolutely forced into melee combat, Goblin King “anoints” his foes with his morningstar. He has +3 to hit with it, and it deals 1d6 points of damage. Goblin King leaves melee combat as soon as he is able.
Goblin King (called “Translator Guy” in Goblin) learned to speak Polyglot from some itinerant actors. While speaking Polyglot he puts his hands on his hips, thrusts out his chest, and uses flamboyant (and occasionally incorrect) words. If he uses a word he considers difficult and impressive, he waggles his eyebrows.
March 9: Dale
March 16: Corey
April 13: Patricia
April 27: Tim
May 11: Patricia
May 25: Paul
June 8: Cedric