Goblin Warchanter | NE | ||
Character Name | Alignment | ||
Bard 2 | |||
Character Level | |||
Goblin,Humanoid (Goblinoid) | Small | ||
Race | Size | ||
Male | - | ||
Gender | Age | ||
- | - | ||
Height | Weight | ||
- | - | ||
Hair | Eyes |
- | - |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +1 | +0 | CON +1 | +0 | +0 | +0 |
Reflex | +7 | +3 | DEX +4 | +0 | +0 | +0 |
Will | +4 | +3 | WIS +1 | +0 | +0 | +0 |
+4 vs. bardic performance, sonic, and language dependent effects
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
-1 | +1 | -1 | +0 | -1 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
23 | 10 | +1 | -1 | +4 | +0 | +9 |
Common, Goblin
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +8 | (DEX) +4 | +2 | +2 | |
Bluff | +6 | (CHA) +1 | +2 | +3 | |
Climb | -1 | (STR) -1 | +0 | +0 | |
Diplomacy | +1 | (CHA) +1 | +0 | +0 | |
Disguise | +1 | (CHA) +1 | +0 | +0 | |
Escape Artist | +7 | (DEX) +4 | +2 | +1 | |
Fly | +4 | (DEX) +4 | +0 | +0 | |
Heal | +1 | (WIS) +1 | +0 | +0 | |
Intimidate | +1 | (CHA) +1 | +0 | +0 | |
Knowledge: Arcana | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Dungeoneering | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Local | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Nature | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Planes | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Religion | -1 | (INT) -1 | +0 | +0 | |
Perception | +1 | (WIS) +1 | +0 | +0 | |
Ride | +8 | (DEX) +4 | +2 | +2 | |
Sense Motive | +6 | (WIS) +1 | +2 | +3 | |
Stealth | +15 | (DEX) +4 | +2 | +9 | |
Survival | +1 | (WIS) +1 | +0 | +0 | |
Swim | -1 | (STR) -1 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Engineering | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Geography | -1 | (INT) -1 | +0 | +0 | |
Knowledge: History | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Nobility | -1 | (INT) -1 | +0 | +0 | |
Sleight of Hand* | +7 | (DEX) +4 | +2 | +1 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Perform:Singing | +3 | (CHA) +1 | +2 | +0 |
Combat Reflexes
Senses: darkvision 60 ft.; Perception +6
Special Attacks: bardic performance (7 rounds/day), countersong, distraction, fascinate
SQ: bardic knowledge +1, versatile performer*, well-versed
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
whip | +1 | (19-20)x2 | Nonlethal | Contact | None | 1d2-1 |
Dogslicer | +1 | (19-20)x2 | Slashing | Contact | None | 1d4-1 |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You can make additional attacks of opportunity.
Prerequisites:
Benefit: (Combat)
You may make a number of additional attacks
of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity
while f lat-footed.
Normal:
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
School enchantment (compulsion) [mind-affecting]; Level bard 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch
Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)
Range
Close
Targets one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates;
;
Spell Resistance Yes
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
School illusion (figment; Level bard 0, magus 0, psychic 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (a bit of wool or a small lump of wax)
Range
Close
Duration 1 round/level (D)
Saving Throw Will disbelief;
;
Effect illusory sound
Spell Resistance Yes
Making something that sounds like speech, and actually making intelligible speech are two different things. Ghost sound can sound like people talking, but anyone listening can’t make out what the “people” are saying. After all, it is a cantrip, and shouldn’t be as good as ventriloquism (which is a higher-level spell).
DESCRIPTION
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.
School transmutation;; Level bard 0, magus 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0
Casting Time 1 standard action
Components V, S
Range
Close
Targets one non-magical, 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.
School transmutation [language-dependent];; Level bard 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School air 0
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Range
Medium
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.
School universal;; Level bard 0, magus 0, psychic 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range
10 ft
Duration 1 hour
Saving Throw see text
;
Spell Resistance No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
School conjuration (healing Level bard 1, cleric 1, druid 1, paladin 1, ranger 2
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
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.
Statblocks for your Trinkets, businesses, building, castles, empires.