Normally, when creating a character, you would roll 3d6 for each of the stats, meaning, you'd roll 3 six-sided dice. The 3 in 3d6 means three rolls, and the d6 tells you what type of dice. The different dice types are:
d4
d6
d8
d10
d12
d20 (possibly the most important)
For your stats though, I used a thing called "point buy" which is similar to what you see in video games where you have to allocate your stats with a limit on the total amount of points possible.
For your character, you have 18 CHA (charisma). This gives you a +4 CHA modifier, which is fairly good. This high CHA will allow you to bluff your way through things easily should you need to, and it will help with negotiations. The rest of your stats are as follows:
9 Strength — This means that your character is weaker than average, but not pathetically weak. I set it to this to reflect that your character is a talker, not a fighter.
16 Dexterity — You said you wanted your character to be someone who throws knives at the market, or an acrobat, or something. He has a relatively high DEX, showing that he's good at being nimble and acrobatic. This high DEX also helps with ranged attacks such as knife throwing.
8 Constitution — Your character is not the sturdiest of characters. While not exactly "frail" he's not sturdy either.
14 Intelligence — Your character is witty and of above average intelligence. This helps with things that need smarts rather than smooth-talking.
12 Wisdom — This is similar to INT, but governs things like listening or spotting things.
18 Charisma — As described above.
Skills
When using a skill, the basic formula is (1d20 + SKILL RANKS + OTHER MODIFIERS). This is then checked against a DC, and if you equal or beat that, then you've succeeded. This basic formula is applicable to many things in the game, such as combat. I do all the dice rolling and the calculations though, so you don't have to worry about it as much.
The skills listed here are: Name (+Modifier). The modifier listed is what you add to your d20 roll, it factors in your base rank and any other modifiers present.
Your main skills are:
Appraise (+4)
Balance (+3)
Bluff (+15)
Concentration (+4)
Diplomacy (+11)
Disguise (+8)
Gather Information (+5)
Heal (+2)
Hide (+2)
Intimidate (+8)
Listen (+5)
Move Silently (+2)
Perform, Singing (+10)
Sense Motive (+7)
Spot (+3)
Use Magic Device (+8)
Of those, the main ones I think you're interested in are Bluff, Diplomacy, and Intimidate. Bluff allows you to tell people blatant lies and get them to believe you. You can also use it in combat to feint, providing you with a better opportunity to attack the opponent. Diplomacy governs talking to people and achieving good results and compromise. And Intimidate is exactly what it sounds like.
As a bard, you can play instruments, dance, etc... In this case though, I chose Singing for you, as it didn't make sense to me for your character to be throwing or juggling knives while playing an instrument.
Feats and abilities
These are special things about your character that grant special effects and abilities. Your 3 feats thus far are:
Quick Draw: This allows you to draw a weapon, such as a throwing knife, as a free action rather than a move action. More on that later.
Skill Focus (Bluff): This provides you with a +3 to your Bluff rolls.
Weapon Finesse: Normally, you add your STR modifier to attack rolls. With this though, you instead add your DEX modifier to your rolls with certain weapons, such as your rapier. I chose this because it seems that your character would be more artful rather than brutal in combat.
Bardic Inspire Competence — While using this, you can inspire competence in yourself and your allies, giving a +2 to all skill rolls.
Bardic Inspire Courage — As long as you sing (singing while battle is raging, fun, fun, fun) you and your allies become braver and better in combat. You'll all get a +1 against charm/fear, and a +1 to your attacks and damage, so long as you're singing.
Anywho, that's about it, if you have any questions at all, don't hesitate to ask.
Being from the third world, I reserve the right to speak in the third person.
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