Sea Goblin Hypnotist

SEA GOBLIN HYPNOTIST

CR 13

Male Goblin Bard 14

CN Small humanoid (goblinoid) (aquatic)

Init +5; Senses Darkvision (60 ft.), Perception +22,

DEFENSE
AC 30, touch 20, flat-footed 24 (+6 armor, +1 *Amulet of Natural Armor +1, +5 Dex, +3 deflection, +1 dodge, +1 natural, +1 size, +3 shield, )

hp 154 (14d8)+42

Fort +8, Ref +14, Will +10, +4 vs. Bardic Performance, sonic, and language-dependent effects

OFFENSE
Speed 30 ft.

Melee battleaxe +2 (small/unholy) +16/+11 (1d6+5/x3)

Melee shield +1 (heavy/steel/small/bashing) +10 (1d6+1)

Melee dagger +1 (punching/small) +15/+10 (1d3+4/x3)

Ranged dart +2 (small/alchemical silver) +18/+13 (1d3+4)

Ranged masterwork dart (small) +17/+12 (1d3+3)

Special Attacks Dirge of Doom, Distraction, Fascinate, Frightening Tune,

Known Bard Spells (CL 14th, concentration +18):

5th (2/day) - dream, mirage arcana (DC 19) , nightmare (DC 19)

4th (5/day) - legend lore (DC ), neutralize poison (DC 18) , rainbow pattern (DC 18) , summon monster iv

3rd (5/day) - daylight, dispel magic , haste (DC 17) , reviving finale (DC 17) , summon monster iii

2nd (6/day) - darkness, invisibility (DC 16) , miserable pity (DC 16) , seducer's eyes (DC ) , sound burst (DC 16) , summon monster ii

1st (6/day) - cure light wounds (DC 15), flare burst (DC 15) , hypnotism (DC 15) , innocence (DC ) , moment of greatness , summon monster i

0th (at will) - daze (DC 14), detect magic , flare (DC 14) , ghost sound (DC 14) , read magic (DC ) , resistance (DC 14)

STATISTICS
Str 16, Dex 20, Con 14, Int 13, Wis 13, Cha 19

Base Atk +10; CMB +12; CMD 31

Feats  Alertness, Dodge, Great Fortitude, Martial Weapon Proficiency (Battleaxe), Spell Penetration, Toughness, Wind Stance

Skills  Acrobatics +21, Appraise +1, Bluff +11, Climb +2, Craft (Untrained) +1, Diplomacy +4, Disguise +4, Escape Artist +21, Fly +6, Heal +1, Intimidate +4, Perception +22, Perform (Untrained) +4, Ride +8, Sense Motive +22, Spellcraft +18, Stealth +36, Survival +1, Swim +2, Use Magic Device +21,

Languages Goblin, Orc

Archetypes  Sandman,

SQ Armored Casting, Bardic Performance, Bonus Performance Round (14x), Cantrips, Countersong, Dramatic Subtext, Fast, Jack of All Trades, Master of Deception, Skilled, Slumber Song, Sneak Attack, Sneakspell, Soothing Performance, Stealspell, Trap Sense, Water Breathing, Well-Versed

Possessions  amulet of natural armor +1;  battleaxe +2 (small/unholy);  shield +1 (heavy/steel/small/bashing);  ring of protection +3;  chain shirt +2 (small/mithral);  cloak of charisma +2 (cha +2);  potion of cat's grace;  dagger +1 (punching/small);  dart +2 (small/alchemical silver);  masterwork dart (small);

SPECIAL ABILITIES
Armored Casting (Ex)  You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance  You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 34 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a swift 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 swift action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Performance Round (14x)  Add 1 to the goblin's number of bardic performance rounds per day.

Cantrips  You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su)  You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Darkvision  Goblins can see in the dark up to 60 feet.

Dirge of Doom (Su)  You can use your performance to foster a sense of growing dread in your enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear your performance. The effect persists for as long as the enemy is within 30 feet and you continue your performance. This 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.

Distraction (Su)  You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Dramatic Subtext (Su)  At 9th level, a sandman can use bardic performance to cast spells without obvious visual or audible components while retaining the spell's normal effects. Observers must succeed at a Perception check opposed by a sandman's Sleight of Hand check to notice that the sandman is the source of the spellcasting (though spellcasting still provokes attacks of opportunity). The bard must use this performance for at least 2 rounds before casting a spell; otherwise he is automatically detected and the performance ends. This ability replaces inspire greatness.

Fascinate (Su)  You can use your performance to cause up to 5 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 21) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all 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.

Fast (Ex)  Goblins have a base speed of 30 ft.

Frightening Tune (Sp)  You can use your performance to cause fear in your enemies. To be affected, an enemy must be able to hear you perform and be within 30 feet. Each enemy within range receives a Will save (DC 21) 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 your performance. Frightening Tune relies on audible components.

Jack of All Trades (Ex)  You can use any skill, even if the skill normally requires you to be trained.

Master of Deception (Ex)  A sandman gains a bonus [+7] equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue's trapfinding ability. This ability replaces bardic knowledge.

Skilled (Ex)  Goblins gain a +4 racial bonus on Ride and Stealth checks.

Slumber Song (Sp)  At 6th level, a sandman can use his performance to cause a creature he has already fascinated to fall asleep (as deep slumber, but with no HD limit). Otherwise, this ability functions like suggestion. This performance replaces suggestion.

Sneak Attack (Ex)  At 5th level, a sandman inflicts +3d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every five levels after 5th. This ability replaces lore master.

Sneakspell (Ex)  At 2nd level, a sandman adds +1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus. This increases to +2 at 10th level and +3 at 18th level. In addition, at 6th level he gains a +2 bonus on caster level checks to overcome spell resistance against such foes, and this bonus increases to +4 at 14th level. This ability replaces versatile performance.

Soothing Performance (Su)  You can use your performance to create an effect equivalent to a Mass Cure Serious Wounds (caster level 14). In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear you throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Stealspell (Su)  A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save DC 21 (DC 10 + the 1/2 bard's level + the bard's Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components. This performance replaces inspire courage.

Trap Sense (Ex)  At 3rd level, a sandman gains a +4 bonus on Reflex saves against traps and a +4 dodge bonus to AC against traps. These bonuses increase by +1 every three levels after 3rd. This ability replaces inspire competence.

Well-Versed (Ex)  You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.