Lem (Iconic Bard 12)

Born a slave in a land under the shadow of devils, Lem was blessed with a quick wit that earned him easier work as an entertainer. He escaped from slavery, and looks for things to laugh about so he can forget the misery his fellow halflings endure back home.

Lem (Iconic Bard 12) CR 12

XP 400
Male Halfling Bard 12
CG Small humanoid (halfling)
Init +6; Senses Perception +4


AC 24, touch 16, flat-footed 21 (+8 armor, +2 deflection, +2 Dex, +1 dodge, +1 size)
hp 105 (12d8+48)
Fort +12, Ref +16, Will +14; +2 vs. fear, +4 vs. bardic performance, language-dependent, and sonic


Speed 20 ft.
Melee +3 defending short sword +17/+12 (1d4+2/19–20)
Ranged +1 sling +15/+10 (1d3)
Special Attacks bardic performance 39 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion)

Bard Spells Known (CL 12th; concentration +19)

4th (4/day)break enchantment (DC 21), dominate person (DC 22), greater invisibility, rainbow pattern (DC 21)
3rd (6/day)deep slumber (DC 21), dispel magic, haste, see invisibility
2nd (7/day)heroism, hold person (DC 20), silence (DC 19), suggestion (DC 20), tongues
1st (7/day)charm person (DC 19), grease, hideous laughter (DC 19), remove fear, silent image (DC 18), ventriloquism (DC 18)
0th (at will)dancing lights, detect magic, ghost sound (DC 17), light, mage hand, prestidigitation


Before Combat Lem casts heroism before the start of the encounter.

During Combat Lem knows he is best in a supporting role, and tries to stay out of melee if at all possible. Instead of fighting directly, he uses his bardic performance ability to inspire courage in his companions, and augments his effectiveness with the use of well-placed spells to charm or otherwise waylay foes until his allies can deal with them.

Base Statistics

Without heroism, Lem's statistics are Senses Perception +2; Fort +10, Ref +14, Will +12; Melee +3 defending short sword +15/+10 (1d4+2/19–20); Ranged +1 sling +13/+8 (1d3); CMB +7; Skills Acrobatics +15 (+11 when jumping), Bluff +22, Climb +1, Diplomacy +22, Knowledge (arcana) +23, Knowledge (nobility) +18, Perception +2, Perform (comedy, dance) +17, Perform (wind) +24, Sense Motive +15, Stealth +16.


Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 24
Base Atk +9; CMB +9; CMD 22
Feats Dodge, Extra Performance, Improved Initiative, Spell Focus (enchantment), Toughness, Weapon Finesse
Skills Acrobatics +17 (+13 when jumping), Bluff +24, Climb +3, Diplomacy +24, Knowledge (arcana) +25, Knowledge (nobility) +20, Perception +4, Perform (comedy, dance) +19, Perform (wind) +26, Sense Motive +17, Stealth +18
SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (comedy, dance, wind)
Combat Gear potion of cure serious wounds, scroll of alter self, scroll of charm monster, scroll of hideous laughter, wand of cure moderate wounds (50 charges), wand of freedom of movement (12 charges), caltrops; Other Gear +4 mithral slick chain shirt, +3 defending short sword, +1 sling with 10 bullets, cloak of resistance +3, extend metamagic rod, headband of alluring charisma +4, ring of feather falling, ring of protection +2, universal solvent (2), backpack, bedroll, hooded lantern, masterwork flute, scroll case, silk rope (50 ft.), smokestick, spell component pouch, trail rations (2), waterskin, 102 gp