NE Female Goblin Bard
Init +8; Senses darkvision ; Perception +0
AC 19, touch 14, flat-footed 17 ( +4 Amor, +1 Sheild, +2 Dex, +1 Size, +1 Def)
hp 33 (5d8 +5)
fort +2, Ref +6, Will +4; +4 to saves against bardic performance, sonic, and language-dependent spells and effects
Resist fire 5
Speed 30 ft.
Melee +1 Scorpion Whip +7 (1d4)
Ranged Masterwork Sling +7 (1d3-1)
Special Attacks Bardic Performance 15 rounds/day (Countersong, Distraction, Fascinate, Inspire Competence +2, Inspire Courage +2)
Spells Known (CL 5; Concentration +8)
2nd (3/day)-Glitterdust (DC 15), Pyrotechniques (DC 15), Rage (DC 15)
1st (5/day)-Cure Light Wounds (DC 14), Hideous Laughter (DC 14), Summon Monster I, Vanish
0 (at will)-Dancing Lights, Detect Magic, Mending, Open/Close, Prestidigitation and Spark
Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +1; CMD 14
feats Combat Expertise, Improved Initiative, Weapon Finesse
Skills Bluff +13, Climb +6, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (Geography) +10, Knowledge (Nobility) +10, Perform (Percussion) +11, Perform (Sing) +13, Ride +5, Sense Motive +13, Spellcraft +10, Stealth +9, Use Magic Device +11; Armor Check Penalty -1; Racial Bonuses Ride +4, Stealth +4
Languages Draconic, Goblin, and Varisian
SQ Bardic Knowledge, Lore Master, Reactionary, Rude Song, Versatile Performance (Sing), Well Versed
Combat Gear Broken Dogslicer, Goblin Fire Drum, Necklace of Fireball, Masterwork Chain Shirt, Masterwork Light Wooden Shield, Masterwork Sling with 10 bullets, +1 Ring of Protection, +1 Scorpion Whip; Consumables 4 Alchemical Grease, 3 Alchemists Fire, Elixir of Fire Breath, Elixer of Hiding, 2 Potion of Cure Light Wounds, Potion of Eagle’s Splendor, Wand of Magic Missile, 9 Charges; Other Gear 3 arrows in a quiver, Bird Skull, Disguise Kit Containing Only Purple Lipstick, Necklace with 4 goblin teeth, 4 Plastic Earings, 3 Star Candle Firework and 82gp
Countersong (Su) You may begin a Countersong as a standard action. Each round of the countersong you make 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 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.
Distraction (Su) You may begin a Distraction as a standard action. Each round of the Distraction you make 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 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.
Fascinate (Su) You may begin to Fascinate as a standard action. You can use your performance to cause up to two 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. 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 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.
Inspire Competence +2(Su) You may begin to Inspire Competence as a standard action. A single ally gets a +2 competence bonus on skill checks with one particular skill chosen by you for as long as she continues to hear or see the bard’s performance.
Inspire Courage +2(Su) You may begin to Inspire Courage as a standard action. 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.
Other Special abilities
Lore Master (Ex) You may take 10 on any knowledge check. 1/day you may take 20 on a knowledge check as a standard action.
Combat Expertise (Feat) When you make your first attack each round you may choose to take a -1 penalty to all attacks this round to gain +1 to your AC until the beginning of your next turn.
Goblin Fire Drums (Item) You can activate the drums with a successful DC 12 Perform (percussion) as a standard action nearby natural or magical fire are enhanced as long as the bearer spends a move action each round to continue playing. All fires (including fire spells and effects) within 30 feet of the player deal an additional 1 point of fire damage. All unattended flammable alchemical objects such as tindertwigs, flasks of oil or alchemist’s fire, and fireworks within this range have a 10% chance of spontaneously igniting or exploding (as appropriate to the item).
Necklace of Fireball (Item) This necklace has three golden spheres attached to it. the spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). This necklace has one sphere that will detonate into a fireball dealing 5d6 fire damage, the other two deal 3d6 damage. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.