Pathfinder - Arer Shadowfang
Male Varisian Goblin Bard 9
CE Small Humanoid (Goblinoid)
Darkvision 60-ft; Listen +4, Spot +2
Goblin, Common, Draconic
19 (+5 armor, +3 dex, +1 size), touch 14, flat-footed 16
63 (9 HD)
Melee +1 dogslicer
+8 (1d4 19-20/x2) or
war razor +8 (1d3 18-20/x2) Ranged
silver dagger +10 (1d3 19-20/x2)
Countersong, Fascinate, Inspire Courage +2, Inspire Competence, Suggestion, Inspire Greatness
Combat gear wand of sound burst
(46 charges), potion of cure moderate wounds
Spells Known (CL 9th )
3rd (DC 16, 3/day) - charm monster, confusion, haste
2nd (DC 15, 4/day) - invisibility, mirror image, rage, shatter
1st (DC 14, 4/day) - charm person, grease, hideous laughter, sleep
0 (DC 13, 3/day) - daze, flare, ghost sound, mage hand, message, open/close
Str 10, Dex 16, Con 13, Int 12, Wis 10, Cha 17
Bardic Knowledge, Bardic Music
Extra Music, Force of Personality, Iron Skin Chant , Melodic Casting
Balance +6, Climb +2, Concentration +13, Escape Artist +7, Hide +11, Jump +2, Listen +4, Move Silently +7, Perform +15, Slight of Hand +9, Spellcraft +3, Spot +2, Tumble +9, Use Magic Device +9
combat gear plus +1 chain shirt
, 10d6gp of coins, gems and trinkets
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform 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 bardís 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 bardís Perform check result for the save. Countersong has no effect against effects that donít allow saves. The bard may keep up the countersong for 10 rounds.
A bard with 3 or more ranks in a Perform skill can use his music or poetics 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 able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creatureís Will save against the effect. If a creatureís 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 listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su):
A bard with 3 or more ranks in a Perform skill can use song or poetics 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 hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. 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 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su):
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bardís music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard canít inspire competence in himself. Inspire competence is a mind-affecting ability.
A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bardís concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesnít count against a bardís daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bardís level + bardís Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Su):
A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the targetís Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.