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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

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 N/A -1
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
13 +1 N/A +1
Int
Intelligence
8 -1 N/A -1
Wis
Wisdom
12 +1 N/A +1
Cha
Charisma
13 +1 N/A +1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
16
0
0
Initiative
Dex
Modifier
+6
+4
+2
BAB
+1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+3
+0
+4
Size
Natural
Deflection
Misc
+1
+0
+0
+0
Touch
15
Flat Footed
14
Flat Footed + Touch
11
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
Saving Throw Notes

+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
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
-
-
-
-
-
Languages

Common, Goblin

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
5
3
0
0
0
0
0
0
0
0
Per Day
10
3
0
0
0
0
0
0
0
0
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

* only usable when trained (rank 1 and higher)
Feats

Combat Reflexes

Special Abilities

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

Combat Reflexes

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:


 

Bardic Performance

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
 
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
 
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
 
Each bardic performance has audible components, visual components, or both.
 
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
 
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
 
List of Bardic Performances:
 
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes 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. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
 
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes 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. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
 
Fascinate (Su): At 1st level, a bard can use his performance 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 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. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
 
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 a creature’s 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 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.
 
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
 
Inspire Courage (Su): A 1st level bard can use his performance 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 perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
 
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
 
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
 
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
 
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s 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 and relies on audible components.
 
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
 
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s 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 dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
 
Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
 
Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.
 
Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
 
Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.
 
Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Daze

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.
 


 

Ghost Sound

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.
 


 

Mage Hand

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.
 


 

Message

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.
 


 

Prestidigitation

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.
 


 

Level 1 Spells

Cure Light Wounds

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.

Goblin Warchanter Gear

Combat Gear potion of cure light wounds; Other Gear studded leather armor, whip, dogslicer, shortbow with 20 arrows, 20 gp

Created by

Hakkabash.

System

Pathfinder 1e

Statblock Type

Character Sheet

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