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Hamelin (sonrisa triste) Neutral Good

Character Name Alignment Player

Songhealer (3) Niniel Vrillia


Character Level Deity Homeland Campaign

Halfling Small Hombre 20 (Adult) 150 cm 50kg Marron Azules


Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
23 Movement
STR
Strength
10 +0 Total nonlethal Damage

20 ft. 4 sq. 20 ft. 4 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
16 +3
Wounds / Current HP

CON 14 +2 Initative 3 3 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
11 +0 Damage Skill Names Total Abilit Ranks Misc
Reduction
x Acrobatics 5 =DEX 3 +0 +2
WIS 11 +0 Bardic
Wisdom
Performanc x Appraise 0 =INT 0 +0 +0

CHA
x Artistry 0 =INT 0 +0 +0
Charisma
17 +3 Power 2
x Bluff 3 =CHA 3 +0 +0
x Climb 2 =STR 0 +0 +2
AC
Armor Class
19 =10+ 4 + 0 + 3 + 1 + 0 + 0 + 1
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 0 =INT 0 +0 +0
x Craft (b) 0 =INT 0 +0 +0
Touch AC 15 Flat Footed AC 15
x Craft (c) 0 =INT 0 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 3 =CHA 3 +0 +0
FortitudeConstitution
5 = 1 + 2 + 1 + 1 + Disable Device* =DEX + +
x Disguise 3 =CHA 3 +0 +0
Reflex 8 = 3 + 3 + 1 + 1 +
Dexterity x Escape Artist 3 =DEX 3 +0 +0

Will 5 = 3 + 0 + 1 + 1 +
Fly 3 =DEX 3 +0 +0
Wisdom

Handle Animal* =CHA + +


Spell Energy x Heal 7 =WIS 0 +3 +4
B.A.B. 2 Resistance Resistance
x Intimidate 3 =CHA 3 +0 +0
CMB 1 = 2 + 0 + -1 + 0 x Knowledge (arcana) 1 =INT 0 +0 +1
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering) 1 =INT 0 +0 +1
CMD 15 =10+ 2 + 0 + 3 + -1 + 1 x Knowledge (engineering) 1 =INT 0 +0 +1
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography) 1 =INT 0 +0 +1
Weapon x Knowledge (history) 1 =INT 0 +0 +1
Rapier (Masterwork) x Knowledge (local) 7 =INT 0 +3 +4
Critical Type Range Ammo
x Knowledge (nature) 1 =INT 0 +0 +1
18-20/x2 P x Knowledge (nobility) 1 =INT 0 +0 +1
Attack Damage
x Knowledge (planes) 1 =INT 0 +0 +1
+4 1d4 x Knowledge (religion) 1 =INT 0 +0 +1
Weapon x Linguistics* =INT + +
Shortbow x Lore* =INT + +
Critical Type Range Ammo x Perception 8 =WIS 0 +3 +5
20/x3 P 60 ft. x Perform (a) 3 =CHA 3 +0 +0
Attack Damage x Perform (b) 9 =CHA 3 +3 +3
+6 1d4 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Ride 3 =DEX 3 +0 +0
Critical Type Range Ammo x Sense Motive 6 =WIS 0 +3 +3
x Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
x Stealth 13 =DEX 3 +3 +7

Weapon
Survival 0 =WIS 0 +0 +0
Swim 0 =STR 0 +0 +0

Critical Type Range Ammo


x Use Magic Device 9 =CHA 3 +3 +3
X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo


Common, Elven, Gnome, Halfling

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Mithral Chain shirt (Masterwo... 4 Armor 0 10% 6 lbs.

Totals 4 0 10% 6 lbs.

Feats Other Specials Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Bardic Knowledge Animal feed, bird (per day) 1
Dodge Countersong
Kit, bard's 1 Headband Qty. lbs.

Lingering Performance Distraction


Shield Proficiency Enhance Healing Musical instrument, 1
Weapon Proficiency, Simple Fascinate Varita de curar heridas Eyes Qty. lbs.
1
Inspire Competence +2
Inspire Courage +1
Shoulders Qty. lbs.
Well-Versed
Cloak of resistance +1 1

Neck Qty. lbs.

Chest Qty. lbs.

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Fearless
Halfling Luck
Keen Senses
Slow Speed
Small
Sure-Footed Background Traits
Weapon Familiarity Caretaker
Inspired

Light 24 lbs. or less Lift Over 75 lbs.


Load Head PP 0 Experience Points
GP 59 5.000
Medium 25-49 lbs. Lift Off 150 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
50-75 lbs. Drag or
Push
375 lbs. CP 0 9.000 (Medium Progression)
Bard Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) ∞ 3 (4) - - - - -

Spontaneous Caster Spell Use Tracker

Level 1

Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC

Dancing Lights Evocation 1 minute; 1 standard action medium (100 ft. + 10 ft./level) none no 13

Ghost Sound Illusion 1 round/level; 1 standard action close (25 ft. + 5 ft./2 levels) Will disbelief no 13

Know Direction Divination instantaneous; 1 standard action personal 13

Mage Hand Transmutation concentration; 1 standard action close (25 ft. + 5 ft./2 levels) none no 13

Message Transmutation 10 min./level; 1 standard action medium (100 ft. + 10 ft./level) none no 13

Summon Instrument Conjuration 1 min./level; 1 round 0 ft. none no 13

Known Spell Level 1 School Duration Cast time Range/Area Save SR DC

Cure Light Wounds Conjuration instantaneous; 1 standard action touch Will half yes 14

Ear-Piercing Scream Evocation instantaneous; see text; 1 standard action close (25 ft. + 5 ft./2 levels) Fortitude yes 14

Grease Conjuration 1 min./level (D); 1 standard action close (25 ft. + 5 ft./2 levels) see text no 14

Sleep Enchantment 1 min./level; 1 round medium (100 ft. + 10 ft./level) Will negates yes 14
Spell Descriptions (A-Z)
CURE LIGHT WOUNDS

School: Conjuration (healing)


Level: bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 2, witch 1, inquisitor 1, alchemist 1, shaman 1, occultist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum
+5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply
spell resistance, and can attempt a Will save to take half damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DANCING LIGHTS

School: Evocation
Level: bard 0, sorcerer/wizard 0, witch 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0
Descriptor: light
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute;
Saving Throw: none
Spell Resistance: no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four
glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-
foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or
turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's
range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous
casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a
permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

EAR-PIERCING SCREAM

School: Evocation
Level: bard 1, inquisitor 1, sorcerer/wizard 1, witch 1, bloodrager 1, psychic 1
Descriptor: sonic
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Duration: instantaneous; see text;
Saving Throw: Fortitude partial (see text)
Spell Resistance: yes
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two
caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

GHOST SOUND

School: Illusion (figment)


Level: bard 0, sorcerer/wizard 0, magus 0, occultist 0, psychic 0, mesmerist 0
Casting time: 1 standard action
Components: V, S, M (a bit of wool or a small lump of wax)
Range: close (25 ft. + 5 ft./2 levels)
Effect: illusory sounds
Duration: 1 round/level;
Saving Throw: Will disbelief
Spell Resistance: no
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound
ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level.
You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching,
or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of
rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans,
while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can
enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

GREASE
School: Conjuration (creation)
Level: bard 1, sorcerer/wizard 1, summoner 1, magus 1, mesmerist 1
Casting time: 1 standard action
Components: V, S, M (butter)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one object or 10-ft. square
Duration: 1 min./level (D);
Saving Throw: see text
Spell Resistance: no
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex
save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't
move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures
that do not move on their turn do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy
coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its
bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw
must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a
+10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

KNOW DIRECTION

School: Divination
Level: bard 0, druid 0, shaman 0, occultist 0, psychic 0
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: instantaneous;
When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which
"north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again
within moments if you don't find some external reference point to help you keep track of direction.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

MAGE HAND

School: Transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one nonmagical, unattended object weighing up to 5 lbs.
Duration: concentration;
Saving Throw: none
Spell Resistance: no
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in
any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

MESSAGE

School: Transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, witch 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Descriptor: language-dependent
Casting time: 1 standard action
Components: V, S, F (a piece of copper wire)
Range: medium (100 ft. + 10 ft./level)
Targets: one creature/level
Duration: 10 min./level;
Saving Throw: none
Spell Resistance: no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your
finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within
range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does
not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies
within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it
doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SLEEP

School: Enchantment (compulsion)


Level: bard 1, sorcerer/wizard 1, witch 1, shaman 1, occultist 1, psychic 1, mesmerist 1
Descriptor: mind-affecting
Casting time: 1 round
Components: V, S, M (fine sand, rose petals, or a live cricket)
Range: medium (100 ft. + 10 ft./level)
Area: one or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level;
Saving Throw: Will negates
Spell Resistance: yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with
equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping
creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action
(an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SUMMON INSTRUMENT

School: Conjuration (summoning)


Level: bard 0
Casting time: 1 round
Components: V, S
Range: 0 ft.
Effect: one summoned handheld musical instrument
Duration: 1 min./level;
Saving Throw: none
Spell Resistance: no
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The
instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large
to be held in two hands. The summoned instrument disappears at the end of this spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


FEATS

ARMOR PROFICIENCY, LIGHT

Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DODGE

Requirements: Dex 13.


You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the
benefits of this feat.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

LINGERING PERFORMANCE

Requirements: Bardic performance class feature.


The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other
requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic
performance during this time, the effects of the previous performance immediately cease.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing,
LLC

SHIELD PROFICIENCY

Requirements: None
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-
based skills.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, SIMPLE

Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


Description
A PFRPG character build.

Notes
No build notes.

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