Init: +2. Senses: Perception +5. Ac: 16, touch 12, flat-footed 14 (+4 armor, +2 Dex).
Hp: 14 (2d8+1).
Fortitude: +1. Reflex: +5. Will: +4; +4 vs. bardic performance, language-dependent, and sonic.
Speed: 30 ft.. Melee: dagger +1 (1d4/19–20). Ranged: dagger +3 (1d4/19–20). Special Attacks: bardic performance 9 rounds/day (countersong, distraction, fascinate, inspire courage +1). Strength: 10. Dexterity: 14. Constitution: 13. Intelligence: 8. Wisdom: 12. Charisma: 17.
Base Attack: +1. Cmb: +1. Cmd: 13.
Feats: Point-Blank Shot, Precise Shot.
Skills: Acrobatics +5, Bluff +7, Diplomacy +8, Handle Animal +8, Knowledge (local) +4, Perception +5, Perform (wind) +8, Sense Motive +5, Sleight of Hand +7, Stealth +5.
Languages: Common. Special Qualities: bardic knowledge +1, versatile performance (wind). Combat Gear: potions of cure light wounds (2), potion of invisibility, caltrops, silk rope, tanglefoot bags (2). Other Gear: masterwork chain shirt, daggers (3), 8 gp.
bard spells known: (CL 2nd; concentration +5)
1st (3/day)-charm person (DC 14), expeditious retreat, sleep (DC 14)
0 (at will)-daze (DC 13), detect magic, flare (DC 13), ghost sound (DC 13), prestidigitation
Tactics
During Combat The bard stays at a safe distance, supporting allies with music and using spells to deter fights.
A bard without a regular tavern as a base can busk in various streets and markets.
Jelks the Piper
After growing up an orphan on the streets, Jelks earns a living by playing music and guiding newcomers through the city. She hopes adventurer clients will take her along with them.