WILLEM MERRYCLONK CR 10
Male Halfling Bard 11
NG Small Humanoid (Halfling)
Init +5; Senses Perception +6
AC 28, touch 17, flat-footed 23:(+7 armor, +3 shield, +5 Dex, +1 size, +1 natural, +1 deflection)
hp 59 (10d8+11)
Fort +5, Ref +13, Will +13
Spd 20 ft.
Melee +1 Rapier +10/+5 (1d4+4/18-20/x2)
:Unarmed Strike +9/+4 (1d2+3/20/x2)
Ranged +1 Merciful Crossbow, Light +15/+10 (1d6+4/19-20/x2)
Special Attacks Bardic Performance (move action) (28 rounds/day), Bardic Performance: Countersong, Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 19), Bardic Performance: Inspire Competence +4, Bardic Performance: Inspire Courage +3, Bardic Performance: Inspire Greatness (1 allies), Bardic Performance: Suggestion (DC 19)
Bard Spells Known (CL 11, +9 melee touch, +14 ranged touch):
4 (2/day) Cure Critical Wounds, Invisibility, Greater, Freedom of Movement
3 (4/day) Haste (DC 17), Dispel Magic, Purging Finale, Thundering Drums (DC 17)
2 (5/day) Calm Emotions (DC 16), Cure Moderate Wounds (DC 16), Mirror Image (DC 16), Glitterdust (DC 16), Invisibility
1 (6/day) Comprehend Languages, Grease (DC 15), Feather Fall (DC 15), Feather Step (DC 15), Expeditious Retreat, Timely Inspiration
0 (at will) Read Magic, Message, Dancing Lights, Ghost Sound (DC 14), Mage Hand, Prestidigitation (DC 14)
Str 11, Dex 18/20, Con 12, Int 12, Wis 11, Cha 18
Base Atk +8; CMB +7; CMD 23
Feats Arcane Strike, Bard Weapon Proficiencies, Leadership (Cohort Zulfiqar), Lucky Halfling (1/day), Point Blank Shot, Precise Shot, Combat Casting
Traits Dangerously Curious, Indomitable Faith
Skills Acrobatics +21, Appraise +5, Bluff +12, Climb +6, Diplomacy +22, Disable Device +3, Disguise +12, Escape Artist +19, Fly +7, Handle Animal +24, Intimidate +24, Knowledge: Arcana +12, Knowledge: Dungeoneering +12, Knowledge: Engineering +10, Knowledge: Geography +10, Knowledge: History +10, Knowledge: Local +12, Knowledge: Nature +12, Knowledge: Nobility +10, Knowledge: Religion +12, Knowledge: The Planes +12, Perception +6, Perform: Act +12, Perform: Oratory +22, Perform: Percussion Instruments +24, Ride +8, Sense Motive +22, Spellcraft +5, Stealth +15, Use Magic Device +19
Languages Common, Gnome, Halfling
SQ Antitoxin (vial), Bardic Knowledge +5 (Ex), Fearless, Jack of All Trades: Trained skills (Ex), Lore Master (2/day) (Ex), Versatile Acting +12 (Ex), Versatile Oratory +22 (Ex), Versatile Percussion Instruments +24 (Ex), Well Versed (Ex)
Combat Gear +1 Rapier, Bolts, Crossbow (60), Net, +3 Mithral Chain Shirt, +2 Buckler, Blue Whinnis. Poisoned Bolts DC 14. -1Con/ Unconsiousness 1d3h (50), +1 Merciful Crossbow, Light, Spider Venow. Poisoned Bolts DC 14. 1d2 Str. 1/4rnds. 1 save. (50); Other Gear Alchemist's fire (flask) (2), Amulet of Natural Armor +1, Antiplague (vial) (3), Antitoxin (vial) (3), Bedroll, Belt of Incredible Dexterity, +2, Chalk, 1 piece (5), Crown of Blasting, Minor, Efficient Quiver (164 @ 11 lbs), Fishhook, Food, Drinks & Goodies, Gems, jewelry, art pieces, Handy Haversack (40 @ 41.125 lbs), Holy water (flask), Musical instrument, masterwork: Cowbell, Nymph's hair, Potion of Cure Moderate Wounds, Rations, trail (per day) (13), Ring of Protection, +1, Robe of Blending, Sack (empty), Scroll: Scrying (CL 5), Smokestick (3), Soap (per lb), Spell component pouch, Tanglefoot bag (3), Tentacle Whip, Thunderstone, Wand of Dragon's Breath, Wand of Ice Storm, Wand of Resist Energy, Wand of See Invisibility, Wand of Soften Earth and Stone, Waterskin
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +5 (Ex) Add + 5 to all knowledge skill checks.
Bardic Performance (move action) (26 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 19) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Suggestion (DC 19) (Sp) Make a Suggestion to one Fascinated creature.
Fearless +2 morale bonus vs Fear saves.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Leadership (Base Score 14) You attract loyal companions and devoted followers.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Lucky Halfling (1/day) 1/day, roll a saving throw for an ally along with them. They may use either result.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Versatile Acting +12 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Oratory +21 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Percussion Instruments +23 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
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