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LEM BARD 1

ANCESTRY HALFLING (GUTSY) BACKGROUND ENTERTAINER


EQUIPMENT
SPEED 25 FEET PERCEPTION +6 (EXPERT)

ALIGNMENT CHAOTIC GOOD BULK Worn: 2, 7 L; Stowed: 6 L


backpack, padded armor, flute, minor healing potion, shortbow (20
LANGUAGES COMMON, HALFLING, INFERNAL WORN arrows), shortsword, thieves’ tools (3 replacement picks), lesser
thunderstone
STRENGTH DEXTERITY CONSTITUTION STOWED
bedroll, candle (10), flint and steel, rations (3 weeks), scroll case,
MODIFIER MODIFIER MODIFIER waterskin, writing set
STR 8 (–1) DEX 16 (+3) CON 12 (+1) WEALTH 1 gp, 7 sp, 6 cp

INTELLIGENCE WISDOM CHARISMA


MODIFIER MODIFIER MODIFIER
SPELLS
INT 12 (+1) WIS 12 (+1) CHA 18 (+4)
daze, ghost sound, inspire courage, light, prestidigitation,
CANTRIPS (AT WILL) telekinetic projectile
1ST LEVEL (2/DAY) charm, fear, soothe
STRIKES
MELEE [one-action] shortsword +6 ( agile, finesse, versatile S), 1d6–1 piercing
RANGED [one-action] shortbow +6 (deadly d10, range increment 60 feet), 1d6 piercing

SKILLS
ACROBATICS (DEX) ARCANA (INT) ATHLETICS (STR)
+6 • +1 –1
CRAFTING (INT) DECEPTION (CHA) DIPLOMACY (CHA)
+1 +7 • +7 •
INTIMIDATION (CHA) THEATER LORE (INT) LORE (OTHER; INT)
+4 +4 • +1
MEDICINE (WIS) NATURE (WIS) OCCULTISM (INT)
+1 +1 +4 •
PERFORMANCE (CHA) RELIGION (WIS) SOCIETY (INT)
+7 • +1 +4 •
STEALTH (DEX) SURVIVAL (WIS) THIEVERY (DEX)
+6 • +1 +6 •
• = TRAINED •• = EXPERT ••• = MASTER
FEATS AND ABILITIES
ANCESTRY ABILITIES Halfling Luck, Keen Eyes
CLASS FEATS Lingering Composition
SKILL FEATS Fascinating Performance
CLASS ABILITIES muse (maestro), occult spellcasting, composition spells

DEFENSES

HIT POINTS ARMOR CLASS


15 17
FORTITUDE REFLEX WILL
+4 +6 +6
Gutsy: Lem has a benefit on saves against emotion effects.

SPELLS WHAT IS A BARD?


DC
SPELL You are a master of artistry, a scholar of hidden secrets, and a captivating persuader.
ROLL +7 17 You use your magic-infused songs to influence minds and elevate souls to new
levels of heroics.

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LEM BARD 1
EQUIPMENT SPELLS
The following rules apply to Lem’s equipment. Lem can cast the following spells. He can cast his 1st-level spells two times per
Agile (trait): The multiple attack penalty you take on the second attack each round day in any combination.
with this weapon is –4 instead of –5, and –8 instead of –10 on the third and any Charm (emotion, enchantment, incapacitation, mental) Cast [two-actions] somatic,
further attacks in the round. verbal; Range 30 feet; Targets 1 creature; Duration 1 hour; Effect To the
Backpack A backpack can hold up to 4 Bulk worth of items. If you’re carrying or target, your words are honey and your visage seems bathed in a dreamy
stowing the pack rather than wearing it on your back, its Bulk is light instead haze. It must attempt a Will save, with a +4 circumstance bonus if you or
of negligible. The first 2 Bulk of items stowed in your backpack do not count your allies recently threatened it or used hostile actions against it.
against your Bulk limits (and are not included in your worn Bulk).
You can Dismiss the spell. If you use hostile actions against the target,
Deadly (trait): On a critical hit, the weapon adds a weapon damage of the listed
the spell ends. When the spell ends, the target doesn’t necessarily realize it
size; this is added after doubling the weapon’s damage.
□ Healing Potion, Minor (consumable, healing, magical, necromancy, potion) was charmed unless its friendship with you or the actions you convinced it
Activate [one-action] (Interact); Effect Upon drinking this potion, you regain 1d8 Hit to take clash with its expectations, meaning you could potentially convince
Points. the target to continue being your friend via mundane means.
Finesse (trait): You can choose to use Dexterity instead of Strength on attack rolls Critical Success The target is unaffected and aware you tried to charm it.
with this melee weapon. Success The target is unaffected but thinks your spell was something
Thieves’ Tools: You need these tools in order to Pick Locks or Disable Devices. harmless instead of charm, unless it identifies the spell (see Identifying
□ Lesser Thunderstone (alchemical, bomb, consumable, sonic, splash) Activate Magic on page 305 of the Pathfinder Core Rulebook).
[one-action] Strike; Effect This bomb deals 1d4 sonic damage and 1 sonic splash damage, Failure The target’s attitude becomes friendly toward you. If it was friendly,
and any creature within 10 feet that fails a DC 17 Fortitude save is deafened it becomes helpful. It can’t use hostile actions against you.
until the end of its next turn. Critical Failure The target’s attitude becomes helpful toward you, and it
Versatile (trait): A versatile weapon can be used to deal an alternate damage type can’t use hostile actions against you.
listed. For instance, a piercing weapon that has “versatile S” can be used to deal Daze (cantrip, enchantment, mental, nonlethal); Cast [two-actions] somatic, verbal;
piercing or slashing damage. Choose the damage type each time you make an Targets 1 creature; Range 60 feet; Effect You cloud the target’s mind with a
attack.
mental jolt, dealing 4 damage. The target must attempt a basic Will save. If
the target critically fails the save, it is also stunned 1.
FEATS AND ABILITIES Fear (emotion, enchantment, fear, mental); Cast [two-actions] somatic, verbal; Range 30
feet; Targets 1 creature; Effect You plant fear in the target; it must attempt
Lem’s feats and abilities are described below. a Will save.
□□ Composition Spells You gain a pool of Focus Points that allow you to cast Critical Success The target is unaffected.
the composition spells counter performance and lingering composition. Each use Success The target is frightened 1.
of these spells uses 1 Focus Point, and Lem currently has a total Focus Point Failure The target is frightened 2.
pool of 2. You can also use the composition cantrip inspire courage without Critical Failure The target is frightened 3 and fleeing for 1 round.
spending a Focus Point. Ghost Sound (auditory, cantrip, illusion); Cast [two-actions] somatic, verbal; Range 30
Inspire Courage (bard, cantrip, composition, emotion, enchantment, mental) Cast feet; Duration sustained; Effect You create an auditory illusion of simple
[one-action] verbal; Area 60-foot emanation; Duration 1 round; Effect You inspire all allies sounds that emanates from a location within 30 feet. This has a maximum
in a 60-foot emanation, granting you and all allies a +1 status bonus to attack volume equivalent to four humans shouting, but you can’t create intelligible
rolls, damage rolls, and saves against fear effects. words or other complex sounds (like music).
Counter Performance (composition, enchantment, fortune, mental) Cast [reaction] Light (cantrip, evocation, light); Cast [two-actions] somatic, verbal; Range touch; Target
somatic or verbal; Trigger You or an ally within 60 feet rolls a saving throw 1 object of 1 Bulk or less, either unattended or possessed by you or a willing
against an auditory or visual effect. Area 60-foot emanation. Effect Your ally; Effect The object glows, casting bright light in a 20-foot radius )and
performance protects you and your allies. Roll a Performance check (auditory dim light for the next 20 feet) like a torch. If you cast this spell again on a
for an auditory trigger, visual for a visual trigger). You and allies in the area can second object, the light spell on the first object ends.
use the better result between your Performance check and the saving throw. Prestidigitation (cantrip, evocation) Cast [two-actions] somatic, verbal; Range 10 feet;
Lingering Composition (bard, enchantment) Cast [free-action] verbal; Effect If your next Targets 1 object; Effect You perform minor effects for as long as you Sustain
action is to cast a composition cantrip, such as inspire courage, attempt a the Spell. This can include activities such as cooking a small amount of
Performance check. The DC is a standard-difficulty DC of a level equal to the food, picking up or manipulating a light object, or cleaning a set of clothes.
highest level target of your composition. The effect depends on your check Soothe (emotion, enchantment, healing, mental) Cast [two-actions] (somatic, verbal);
result of your check. Range 30 feet; Targets 1 willing living creature; Duration 1 minute; Effect
Critical Success The composition lasts 4 rounds. You grace the mind of one willing target within 30 feet, boosting its mental
Success The composition lasts 3 rounds. defenses and healing its wounds. The target regains 1d10+4 Hit Points
Failure The composition lasts 1 round, but you don’t spend the Focus Point for when you Cast the Spell and gains a +2 status bonus to saves against
casting this spell. mental e­ffects for 1 minute.
Gutsy Halfling: Your ability to keep your wits about you even when the chips are Telekinetic Projectile (attack, cantrip, evocation) Cast [two-actions] somatic, verbal;
down make you incredibly reliable. When you roll a success on a saving throw Range 30 feet; Targets 1 creature; Effect You hurl a loose, unattended
against an emotion effect, you get a critical success instead. object that is within range and that has 1 Bulk or less at the target. Make
□ Halfling Luck (fortune) [free-action] Frequency once per day; Trigger You fail a skill check a ranged attack against the target. If you hit, you deal 1d6+4 bludgeoning,
or saving throw. Effect You can reroll the triggering check, but you must use piercing, or slashing damage to the target. No specific traits or magic
the new result, even if it’s worse than your first roll. properties of the hurled item affect the attack or the damage.
Muse (Maestro): Your muse grants you the lingering composition focus spell. Critical Success You deal double damage.
Occult Spellcasting: You can cast occult spells using the Cast a Spell activity. You Success You deal full damage.
can usually play an instrument for spells requiring a material and somatic
component, as long as it takes at least one hand to do so. If you do, you don’t
need a free hand or a material component pouch. You can usually also play an
instrument for spells requiring verbal components instead of speaking. See the
Spells section for details on the spells Lem has in his repertoire.
Keen Eyes: You gain a +2 circumstance bonus when using the Seek action to find
undetected creatures within 30 feet of you. When you target an opponent who
is concealed from you or hidden from you, reduce the DC of the flat check to 3
for a concealed target or 9 for a hidden one.

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