Had a busy week and so went with a suggestion from a friend; he wanted to see a Gnomish Bard! And, considering my love for Gnomes and my past Bardic characters, who was I to refuse? I like to think that there are the classic Gnomes with funny sounding names (I.e., Stumbleduck, Quickwidget, etc.), and also the more modern Gnomes with “fantasy” names (like those detailed in the book or my last Gnome post, “Ziznert Halbunk”.) I decided to go with funny this time around. Also, this one ended up being longer than expected, even for a spell caster, so some spell detail was cut – though the basic information is there and the full information is linked.
Game: Pathfinder by Paizo.
Books Needed: Pathfinder Role Playing Game Core Book First Edition, and D20PFSRD (primarily the Bard page.)
Recommended Setting: Any level one adventuring party, not suited to evil-aligned campaigns. Very good supportive/healing class.
Name: Faik “Moose” Flightmoose
Level (+Adjustment): One (+0)
Alignment: Neutral Good
Languages: Common, Gnome, Sylvan, Draconic, Giant, Dwarven, and Goblin.
Attributes (bonuses/penalties included in final score)
Str (mod): 8 (-2 racial penalty) (-1)
Dex (mod): 12 (1)
Con (mod): 13 (+2 racial bonus) (1)
Int (mod): 14 (2)
Wis (mod): 11 (0)
Cha (mod): 18 (+2 racial bonus) (4)
Health Points: 8 (+1D8/level)
Armor Class (10 + Armour Bonus + Shield Bonus + Dex mod + Size mod + Special Bonuses): 15
Base Attack/Grapple: 1/0
Penalties: -1 Combat Maneuver Bonus, -1 Combat Maneuver Defense. Needs eyeglasses to see.
Height: 3′ 4″
Religion: Shelyn (Beauty, Art, Love, Music)
Description: Earth brown skin, long, braided red orange hair, brown eyes, wears eyeglasses to see. Will usually change before a performance (she wears her Explorer’s outfit on the road) into a sharp vest, suit tie, fancy hat, striped slacks and shirt. Often whistling a jaunty tune or singing a ballad as she travels, she will happily play for anyone, but will start asking for coin if a crowd turns up (“the first taste is free, but you have to pay for the good stuff!”)
Racial Abilities (
Striked text indicates that this natural ability has been replaced by another, GM approved ability.)
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Illusion Resistance Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses Gnomes receive a +2 racial bonus on Perception checks.
Obsessive Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.The caster level for these effects is equal to the Gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the Gnome’s Cha mod.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblonoid subtypes because of their special training against these hated foes.
Weapon Familiarity Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Academian Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Bardic Knowledge A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance See Spells for known performances. 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% change 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.
Cantrips Bard’s learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Fortitude: +Con mod
Reflex: +2 (class bonus) +Dex mod
Willpower: +2 (class bonus) +Wis mod
Class Skills (Skill Ranks [Modifier +Bonuses not included in rank]) (+ 6+Int mod skill points/lvl, +3 bonus applies to all Class Skills with ranks.)
Bluff 1 (Cha +1 racial)
Craft: Carpentry (Int)
Diplomacy 1 (Cha +1 racial)
Escape Artist (Dex)
Knowledge: Arcana (Int)
Knowledge: Dungeoneering (Int +2 racial)
Knowledge: Engineering (Int)
Knowledge: Geography (Int)
Knowledge: History (Int)
Knowledge: Local (Int)
Knowledge: Nature (Int)
Knowledge: Nobility (Int)
Knowledge: Planes (Int)
Knowledge: Religion (Int)
Linguistics 1 (Int)
Perception 1 (Wis +2 racial)
Perform: String Instruments 2 (Cha +2 using Masterwork Fiddle)
Perform: Sing 2 (Cha)
Profession: Gambler (Wis)
Sense Motive (Wis)
Sleight of Hand (Dex)
Stealth (Dex +4 racial)
Use Magic Device (Cha).
Other Skills (Skill Ranks [Modifier +Bonuses not included in rank])
Casual Illusionist (Requires Gnome race and Gnome Magic abilities.) As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on all Bluff, Disguise, and Sleight of Hand checks you make. At 10th level, these bonuses increase to +4.
Bard Performance: Countersong 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 Performskill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Bard Performance: Distraction 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 anillusion (pattern) or illusion (figment) magical attack may use the bard’s Performcheck result in place of its saving throw if, after the saving throw is rolled, thePerform 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 Performcheck result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Bard Performance: Fascinate 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.
Bard Performance: Inspire Courage 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.
Dancing Lights 1/Day, caster level equal to Gnome’s level, DC for spell is equal to 10 + spell level + Cha mod. 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; none. 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.
Ghost Sound 1/Day, caster level equal to Gnome’s level, DC for spell is equal to 10 + spell level + Cha mod. Components; 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; none. 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.
Prestidigitation 1/Day, caster level equal to Gnome’s level, DC for spell is equal to 10 + spell level + Cha mod. Range; 10ft.. Duration; 1 hour. 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.
Speak With Animals 1/Day, caster level equal to Gnome’s level, DC for spell is equal to 10 + spell level + Cha mod. Range; personal. Target; self. Duration; 1 min/level. You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Light Level 0 Bard spell. Object shines like a torch. See D20PFSRD Light.
Mage Hand Level 0 Bard spell. 5lb telekinesis. See D20PFSRD Mage Hand.
Mending Level 0 Bard spell. Makes minor repairs on an object. See D20PFSRD Mending.
Summon Instrument Level 0 Bard spell. Can summon one musical instrument. See D20PFSRD Summon Instrument.
Cure Light Wounds Level 1 Bard spell. Cures 1d8 damage + 1/level (max +5). See D20PFSRD Cure Light Wounds.
Feather Fall Level 1 Bard spell. Objects or creatures fall slowly. 25ft range. See D20PFSRD Feather Fall.
Equipment (All located in backpack unless stated otherwise.)
Hemp Rope x50ft
Silent Whistle (pocket)
Flint and Steel
Deck of Cards x2 (x1 in pocket)
Gnomish Trail Rations x10 days
Masterwork Fiddle (in case, case in Waterproof Sack)
Eyeglasses ×2 (extra pair in backpack)
Fancy Hat (almost always worn)
Small Dagger x3, 1D3, critical x2 on 19-20, 10ft. range.
Light Crossbow x10 ammo, 1D6, critical x2 on a 19-20, 80ft. range.
Sling x30 ammo, 1D3, 50ft. range.
Short Sword 1D4, critical x2 on a 19-20.
Sap Non lethal, 1D4.
Studded Leather Armour +3 armour bonus, +5 max Dex bonus, -1 Armour Check penalty, no spell failure (class ability.)
Riding Dog 50lbs. Combat trained, friendly and loyal to its owner, responds to silent whistle sequences.
Blue Rat Beloved pet, blue coloured fur, simple animal intelligence, will come when called with the silent whistle.
Background Raised in a surprisingly small family of Gnomes, Faik was the only of her siblings to take interest in learning to play an instrument well (her Brother could tap out a melody on a piano, but he wasn’t going to be putting on many shows.) She grew especially fond of her Mother’s Masterwork Fiddle (“been in the family for generations, ever since Great Grand Fey Hiknea Fishwallop spent her whole life crafting it”) and put on many shows with her Mother in their Gnomish community. She learned many songs in several languages, having a knack for singing and learning new tongues that hadn’t been seen “since ol’ Fishwallop married into the Flightmoose clan and raised a youngin’ that wasn’t a thief!” Once her Mother grew too old to easily play herself, it was gifted to her, and she decided to travel; seeking fortune and new tunes to bring back for her family.