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Pathfinder Reference Document

Bards

Tavern Singer CR 1/2

XP 200

Half-elf bard 1

CN Medium humanoid (elf, human)

Init +2; Senses low-light vision; Perception +5

Defense

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)

hp 9 (1d8+1)

Fort +1, Ref +4, Will +1; +2 vs. enchantments

Immune sleep

Offense

Speed 30 ft.

Melee rapier +2 (1d6/18–20)

Ranged shortbow +2 (1d6/×3)

Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1)

Bard Spells Known (CL 1st; concentration +4)

1st (2/day)—grease, hideous laughter (DC 14)

0 (at will)—dancing lights, ghost sound (DC 13), message, prestidigitation

Tactics

During Combat The bard uses grease to escape.

Statistics

Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17

Base Atk +0; CMB +0; CMD 12

Feats Skill Focus (Perform [wind]), Weapon Finesse

Skills Bluff +7, Diplomacy +7, Perception +5, Perform (wind) +12, Sense Motive +3, Sleight of Hand +6, Stealth +5, Use Magic Device +7

Languages Common, Elven

SQ bardic knowledge +1, elf blood

Combat Gearpotions of cure light wounds (2), alchemist's fire, sunrod, tanglefoot bag, thunderstone; Other Gear studded leather, rapier, shortbow with 20 arrows, masterwork flute, 13 gp

These performers entertain to earn drinks and tips.

Calvos

He loves life on the road, but Calvos's erratic behavior keeps him out of the best shows.

Street Performer CR 1

XP 400

Human bard 2

CN Medium humanoid (human)

Init +2; Senses Perception +5

Defense

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)

hp 14 (2d8+1)

Fort +1, Ref +5, Will +4; +4 vs. bardic performance, language-dependent, and sonic

Offense

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)

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.

Statistics

Str 10, Dex 14, Con 13, Int 8, Wis 12, Cha 17

Base Atk +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

SQ bardic knowledge +1, versatile performance (wind)

Combat Gearpotions of cure light wounds (2), potion of invisibility, caltrops, silk rope, tanglefoot bags (2); Other Gear masterwork chain shirt, daggers (3), 8 gp

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.

Local Celebrity CR 2

XP 600

Human bard 3

LE Medium humanoid (human)

Init +1; Senses Perception +4

Defense

AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)

hp 20 (3d8+3)

Fort +2, Ref +4, Will +3; +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.

Melee mwk dagger +4 (1d4–1/19–20)

Ranged dagger +3 (1d4–1/19–20)

Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1)

Bard Spells Known (CL 3rd; concentration +5)

1st (4/day)—charm person (DC 14),cure light wounds (DC 13), hypnotism (DC 14), sleep (DC 14)

0 (at will)—daze (DC 13), detect magic, light, lullaby (DC 13), mage hand, resistance

Tactics

During Combat The bard uses bardic performance to bolster his entourage, and spells to impede enemies.

Statistics

Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 15

Base Atk +2; CMB +1; CMD 12

Feats Skill Focus (Bluff), Spell Focus (enchantment), Weapon Finesse

Skills Appraise +6, Bluff +11, Diplomacy +8, Disguise +8, Intimidate +6, Knowledge (arcana, nobility) +7, Knowledge (local) +9, Perception +4, Perform (act, dance) +8, Perform (sing) +7, Sense Motive +5, Spellcraft +8

Languages Common, Elven, Infernal

SQ bardic knowledge +1, versatile performance (act)

Combat Gearpotion of invisibility; Other Gear masterwork dagger, bracers of armor +1, 48 gp

Celebrity bards love the spotlight and their throngs of admiring fans.

Tremin Kaylos

An up-and-coming local star, Tremin is the son of a crime boss. He uses his social clout to smear rivals.

Taunting Comedian CR 3

XP 800

Halfling bard 4

CE Small humanoid (halfling)

Init +3; Senses Perception +1

Defense

AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)

hp 25 (4d8+4)

Fort +2, Ref +8, Will +4; +2 vs. fear, +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 20 ft.

Melee mwk short sword +7 (1d6/19–20)

Ranged sling +6 (1d4)

Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1)

Bard Spells Known (CL 4th; concentration +8)

2nd (2/day)—suggestion (DC 16), tongues

1st (4/day)—animate rope, cure light wounds (DC 15), lesser confusion (DC 15), ventriloquism (DC 15)

0 (at will)—daze (DC 14), detect magic, flare (DC 14), ghost sound (DC 14), mending, read magic

Tactics

During Combat The bard hides using ventriloquism, and snares enemies with animate rope.

Statistics

Str 11, Dex 16, Con 10, Int 12, Wis 8, Cha 18

Base Atk +3; CMB +3; CMD 16

Feats Arcane Strike, Weapon Finesse

Skills Acrobatics +11 (+7 when jumping), Bluff +11, Climb +1, Diplomacy +8, Intimidate +9, Knowledge (local) +10, Perception +1, Perform (comedy) +11, Sense Motive +4, Spellcraft +6, Stealth +7, Use Magic Device +10

Languages Common, Halfling

SQ bardic knowledge +2, versatile performance (comedy)

Combat Gearpotions of cure moderate wounds (2), tanglefoot bags (2); Other Gear+1 chain shirt, masterwork short sword, sling with 20 bullets, everburning torch, 30 gp

These jokers' jeers and pranks create humor from misfortune.

Kormick Veldross

A diminutive bully, Kormick makes fun of everyone, but only fights when he's drunk.

Court Poet CR 4

XP 1,200

Human bard 5

LE Medium humanoid (human)

Init +0; Senses Perception +5

Defense

AC 12, touch 11, flat-footed 12 (+1 armor, +1 deflection)

hp 31 (5d8+5)

Fort +4, Ref +4, Will +5; +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.

Melee mwk dagger +3 (1d4–1/19–20)

Ranged mwk dagger +4 (1d4–1/19–20)

Special Attacks bardic performance 16 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2)

Bard Spells Known (CL 5th; concentration +9)

2nd (3/day)—detect thoughts (DC 16), invisibility, misdirection

1st (5/day)—alarm, charm person (DC 16), comprehend languages, undetectable alignment

0 (at will)—detect magic, ghost sound (DC 14), light, mage hand, open/close, resistance

Tactics

During Combat The bard controls and confuses attackers with spells, leading combat by turning invisible and using detect thoughts to gain a better understanding of the enemy. She uses charm person to draw opponents to her side.

Statistics

Str 8, Dex 10, Con 12, Int 14, Wis 13, Cha 18

Base Atk +3; CMB +2; CMD 13

Feats Arcane Strike, Great Fortitude, Skill Focus (Bluff), Spell Focus (enchantment)

Skills Bluff +15, Diplomacy +12, Knowledge (arcana) +10, Knowledge (history, local, nobility) +12, Knowledge (planes) +8, Knowledge (religion) +9, Perception +5, Perform (oratory) +12, Sense Motive +9, Spellcraft +10, Stealth +6

Languages Common, Dwarven, Elven

SQ bardic knowledge +2, lore master 1/day, versatile performance (oratory)

Combat Gearpotions of cure light wounds (2), potion of eagle's splendor; Other Gear masterwork dagger, bracers of armor +1, ring of protection +1, 50 gp

Court poets swirl from influential person to influential person in noble courts, attempting to gain favor through stirring verse and manipulative deeds. They can secretly direct realms with their words.

Eksel Mertand

Eksel is the voice in the lord's ear. She attempts to lead the nation with her advice and influence, digging her claws into every aspect of court intrigue as deeply as she can. Her enemies become the enemies of the state, and those she despises risk execution or imprisonment. Eksel sometimes makes gloating visits to those she has imprisoned to remind them who is more powerful.

Discovered in a local tavern and favored by the previous king for her grandiose storytelling style and world-spanning collection of fables and anecdotes, Eksel began her life in politics. After that king's passing and the prince's ascension to the throne, Eksel remained at the new king's side. Close in age and sharing similar tastes for drinking and carousing, Eksel and the prince grew fond of each other. The bard is now firmly entrenched in the court and enjoys all of its prestige and financial splendor.

Many nobles enjoy Eksel's skills at oration, but secretly bear grudges against the lowborn woman. They are jealous of her relationship with the king, and complain among each other how her advice constantly trumps theirs. Any moves against Eksel draw great displeasure from the king, sometimes resulting in embarrassing punishments.

Eksel boasts a robust collection of jewelry and clothing. She constantly carries around a quill for taking notes on her enemies, and chews on it while she's plotting.

Combat Encounters: A careful schemer, Eksel is rarely encountered alone. She travels with a retinue of her lord's soldiers, supporting them in combat until discretion becomes the only avenue of survival. Then she attempts to flee or, if that's not an option, to negotiate the terms of her release.

Roleplaying Suggestions: Quick of wit and possessed of extreme cunning, Eksel might appear quiet and observant when first encountered. She sizes up her potential enemies and allies silently—and everyone is a potential enemy or ally—always looking for personal weaknesses to exploit or talents to manipulate in the service of her master.

Con Artist CR 5

XP 1,600

Half-elf bard 6

NE Medium humanoid (elf, human)

Init +1; Senses low-light vision; Perception +3

Defense

AC 15, touch 12, flat-footed 14 (+3 armor, +1 deflection, +1 Dex)

hp 30 (6d8)

Fort +1, Ref +6, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic

Immune sleep

Offense

Speed 30 ft.

Melee mwk rapier +6 (1d6/18–20)

Ranged dagger +5 (1d4/19–20)

Special Attacks bardic performance 18 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2, suggestion)

Bard Spells Known (CL 6th; concentration +10)

2nd (4/day)—alter self, detect thoughts (DC 16), minor image (DC 17), suggestion (DC 16)

1st (5/day)—comprehend languages, disguise self, silent image (DC 16), ventriloquism (DC 16)

0 (at will)—dancing lights, detect magic, ghost sound (DC 15), message

Tactics

During Combat The bard uses her potion of invisibility to hide and minor image to make illusory combatants. If pressed, she uses suggestion to make her enemies leave the fight.

Statistics

Str 10, Dex 13, Con 8, Int 14, Wis 12, Cha 18

Base Atk +4; CMB +4; CMD 16

Feats Skill Focus (Perform [act, oratory]), Spell Focus (illusion), Weapon Finesse

Skills Acrobatics +6, Escape Artist +10, Knowledge (arcana) +10, Knowledge (local) +14, Knowledge (nobility) +13, Perception +3, Perform (act, oratory) +16, Perform (string) +13, Sense Motive +10, Spellcraft +8, Stealth +10

Languages Common, Draconic, Elven

SQ bardic knowledge +3, elf blood, lore master 1/day, versatile performance (act, oratory)

Combat Gearelixir of truth, potion of cure light wounds, potions of invisibility (2); Other Gear+1 leather armor, masterwork rapier, dagger, ring of protection +1, violin, 13 gp

Con artists are never what they first appear to be. They hustle the gullible using confidence schemes.

Agail Enthess

Posing as a minor noble, "Lady Enthess" uses her assumed station in life to instill a sense of trust in her potential marks. Her apparent success and lavish lifestyle convince wealthy people of her success, leading them to invest in her various business ventures.

Lady Enthess sells counterfeits of relics supposedly discovered during a dangerous expedition. She keeps a few crates of these fakes in a hidden space in her basement. Through Enthess's adventuring business, investors fund her seemingly hazardous excursions. This tiered investment only ever pays out for Enthess herself.

Enthess also sells mining rights in the area. She purchases an old mine, supposedly played out decades ago, then sneaks in and seeds it with raw gems. She then hires a prospector to inspect the purchase. Once he returns with news of the great wealth, she sells the claim for much more than she originally paid.

Growing up on the streets, Enthess has defrauded hundreds of marks in her time. Though she enjoys bilking the clueless wealthy, she's not so noble as to leave the poor alone. It was among these people she was raised, and from them she learned some of the simplest frauds. One of her favorites when she was young was the glass drop: she would purposefully bump into someone on the street, drop a sack of already broken glass, claim the bag contained an expensive vase, and demand the mark pay for the damage. As she grew up and began adventuring, she expanded her swindles to a greater scale.

Combat Encounters: Unless supported by a group of bodyguards or shills, Agail stays out of combat—begging, cajoling, bribing, or bargaining when need be. If she is well supported, she provides aid (while invisible) before slipping away to continue her schemes and find a way to get revenge from a safe distance some other day.

Roleplaying Suggestions: "Lady Enthess" is always on the lookout for new marks. Through polite and often delightful in conversation, she measures each person she meets, trying to find just the right con to fit the person in question.

Gambler CR 6

XP 2,400

Dwarf bard 7

N Medium humanoid (dwarf)

Init +1; Senses Perception +10

Defense

AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)

hp 49 (7d8+14)

Fort +3, Ref +6, Will +5; +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

Offense

Speed 20 ft.

Melee unarmed strike +10 (1d3+4) or mwk dagger +10 (1d4+4/19–20)

Ranged dagger +6 (1d4+4/19–20)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, bardic performance 20 rounds/day (move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion)

Bard Spells Known (CL 7th; concentration +11)

3rd (1/day)—confusion (DC 17), glibness

2nd (4/day)—cure moderate wounds (DC 16), detect thoughts (DC 16), eagle's splendor, invisibility

1st (5/day)—charm person (DC 15), comprehend languages, expeditious retreat, unseen servant

0 (at will)—daze (DC 14), detect magic, mage hand, prestidigitation

Tactics

Before Combat The bard casts eagle's splendor.

During Combat The bard brings his fists to any brawl that breaks out when he or someone else gets caught cheating. He alternates between making melee attacks and using confusion to reduce the number of effective combatants.

Base Statistics Without eagle's splendor, the bard's statistics are Bard Spells Known reduce spell DCs by 2; Cha 14; Skills Bluff +12, Diplomacy +4, Intimidate +14, Perform (comedy) +15, Perform (oratory) +12.

Statistics

Str 18, Dex 13, Con 12, Int 12, Wis 10, Cha 18

Base Atk +5; CMB +9; CMD 20 (24 vs. bull rush or trip)

Feats Improved Unarmed Strike, Persuasive, Skill Focus (Perform [comedy]), Weapon Focus (unarmed strike)

Skills Bluff +14, Diplomacy +6, Intimidate +16, Knowledge (arcane, dungeoneering, geography, history, local, nature, religion) +8, Perception +10 (+12 to notice unusual stonework), Perform (comedy) +17, Perform (oratory) +14, Sense Motive +10

Languages Common, Dwarven

SQ bardic knowledge +3, lore master 1/day, versatile performance (comedy, oratory)

Combat Gear elixir of vision; Other Gear+1 chain shirt, masterwork dagger, belt of giant strength +2, 198 gp

Gamblers lounge in dark corners of taverns and gambling dens, using their keen wits and talents to make a living.

Meliski Traundor

Though he usually seems half drunk, Meliski's inebriation is only an act. This deception puts his opponents at ease, making them think he's an easy mark. They later discover he led them right into his trap when he takes all their gold by the end of the night. He knows all the tricks to spot when someone else is cheating.

Posted at a tavern table surrounded by a mug of beer, a stack of cards, and a worn bag of coin, Meliski outdrinks most other patrons. He plays cards all night, until the barkeep timidly begs him to leave so he can close up.

Combat Encounters: Never one to suffer cheaters lightly, Meliski doesn't back down from a fight when cards are involved.

Roleplaying Suggestions: Meliski is always found in a bar, gambling the night away. He welcomes new players, but brushes off anyone who doesn't ante up.

Street Artist CR 7

XP 3,200

Elf bard 8

CN Medium humanoid (elf)

Init +3; Senses low-light vision; Perception +13

Defense

AC 18, touch 15, flat-footed 14 (+3 armor, +1 deflection, +3 Dex, +1 dodge)

hp 43 (8d8+4)

Fort +3, Ref +10, Will +7; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic

Immune sleep

Offense

Speed 30 ft.

Melee rapier +7/+2 (1d6+1/18–20)

Ranged+1 longbow +10/+5 (1d8+1/×3)

Special Attacks bardic performance 21 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion)

Bard Spells Known (CL 8th; concentration +11)

3rd (3/day)—haste (DC 18), major image (DC 18), sepia snake sigil (DC 18)

2nd (5/day)—invisibility, mirror image, shatter, sound burst (DC 16)

1st (5/day)—animate rope, disguise self, grease, lesser confusion (DC 14), silent image (DC 16)

0 (at will)—daze (DC 15), detect magic, light, mage hand, prestidigitation, read magic

Tactics

Before Combat The bard posts political screeds in alleys, imbuing them with sepia snake sigils to trap those reading them. If anticipating combat, the bard drinks his potion of eagle's splendor.

During Combat The bard starts by casting haste and mirror image. He then shoots at opposing spellcasters or deafens them with sound burst.

Base Statistics Without eagle's splendor, the bard's statistics are Bard Spells Known reduce spell DCs by 2; Cha 17; Skills Bluff +10, Perform (dance) +14.

Statistics

Str 13, Dex 16, Con 10, Int 10, Wis 10, Cha 17

Base Atk +6; CMB +7; CMD 22

Feats Dodge, Mobility, Point-Blank Shot, Shot on the Run

Skills Acrobatics +7, Bluff +12, Climb +10, Escape Artist +14, Knowledge (arcane, local, nature, planes) +8, Perception +13, Perform (dance) +16, Sleight of Hand +11, Stealth +14

Languages Common, Elven

SQ bardic knowledge +4, elven magic, lore master 1/day, versatile performance (dance, comedy), weapon familiarity

Combat Gearpotions of cure moderate wounds (2), potion of eagle's splendor, potion of invisibility; Other Gear+1 leather armor, +1 longbow with 20 arrows, rapier, cloak of resistance +1, ring of protection +1, 45 gp

Street artists are active in urban politics, a little crazy, or both. Their art and messages delight some, but annoy landowners whose buildings become the artists' medium.

Telkineel "Alleycat" Orbast

This elf creates masterpieces across the city, painting them on walls and across cobblestone streets. He signs his pieces by painting a cat's paw instead of a name. Some call these works graffiti, and they rarely stay up for long.

Telkineel is also a skilled dancer and acrobat, able to contort into mind-boggling positions. He learned dances from dozens of cultures over the years. In one amazing feat, he dances on a rope tied between two streetlights. This performance garnered him his nickname, and fetches the most coin from audiences.

Combat Encounters: Telkineel is often assailed by guards who don't appreciate where he puts his art. He flees as soon as he can, rarely stopping to thank anyone who comes to his aid.

Roleplaying Suggestions: Cheerful and whimsical, Telkineel can also be skittish. He tends to talk in riddles which, if deciphered, reveal truths about the city and its denizens.

Cruel Instructor CR 8

XP 4,800

Human bard 9

LE Medium humanoid (human)

Init +1; Senses Perception +9

Defense

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)

hp 44 (9d8)

Fort +3, Ref +7, Will +8; +4 vs. bardic performance, language-dependent, and sonic

Defensive Abilities misdirection

Offense

Speed 30 ft.

Melee mwk club +6/+1 (1d6–1)

Special Attacks bardic performance 24 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion)

Bard Spells Known (CL 9th; concentration +13)

3rd (4/day)—clairaudience/clairvoyance, dispel magic, illusory script (DC 19), secret page

2nd (5/day)—eagle's splendor, enthrall (DC 18), misdirection, tongues

1st (6/day)—cure light wounds (DC 17), disguise self, erase, hypnotism (DC 17), undetectable alignment

0 (at will)—daze (DC 16), detect magic, light, mage hand, message, read magic

Tactics

Before Combat The bard casts eagle's splendor. He typically has misdirection in place during the day.

During Combat Weak in melee, the bard uses wands and scrolls from a distance.

Base Statistics Without eagle's splendor, the bard's statistics are Bard Spells Known reduce spell DCs by 2; Cha 14; Skills Bluff +12, Intimidate +8, Perform (keyboard) +12, Perform (oratory) +19, Use Magic Device +16.

Statistics

Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 18

Base Atk +6; CMB +5; CMD 17

Feats Arcane Strike, Catch Off-Guard, Scribe Scroll, Silent Spell, Skill Focus (Perform [oratory]), Still Spell

Skills Appraise +10, Bluff +14, Intimidate +10, Knowledge (arcana) +15, Knowledge (dungeoneering, engineering, geography, local, nature, nobility, religion) +10, Knowledge (history) +18, Knowledge (planes) +13, Linguistics +8, Perception +9, Perform (keyboard) +14, Perform (oratory) +21, Profession (educator) +6, Sense Motive +9, Spellcraft +14, Stealth +13, Use Magic Device +18

Languages Abyssal, Celestial, Common, Elven, Draconic, Dwarven

SQ bardic knowledge +4, lore master 1/day, versatile performance (keyboard, oratory)

Combat Gearpotion of cure moderate wounds, potions of mage armor (2), scrolls of bestow curse (2), scrolls of command (4), scroll of fly, scroll of gust of wind, scrolls of lightning bolt (2), wand of scorching ray (50 charges); Other Gear masterwork club, ring of protection +1, 75 gp

Cruel instructors teach great knowledge, but in the most belittling manner.

Ormal Ardem

Though bent and frail, Master Ardem intimidates his students and annoys other instructors. He's so entrenched in the university that everyone must pass through at least one of his classes. He never gives second chances, and nitpicks every assignment.

Ardem's skill at language and monologue, as well as his encyclopedic memory, allow him to dumbfound anyone of lesser intelligence and belittle those he considers beneath him. He sees himself a genius able to overcome any obstacle through reason.

Master Ardem doesn't believe anyone should have an easy time. He constantly uses obscure school bylaws to restrict other instructors in their spending and pursuits. He even got the school of divination removed from the curriculum, though he still uses the magic himself.

Though hard-hearted, Ardem shows tenderness to keyboard instruments. His skilled fingers dance across the keys of pianos and harpsichords, producing haunting and delicate pieces. For every person attending his concerts for his music, another has come to witness this cruel man be beautiful for a moment.

Combat Encounters: If forced into combat, Ardem calls students to aid him. He won't tolerate anyone but himself bullying or harassing students and fellow faculty, and comes to their aid with brash confidence.

Roleplaying Suggestions: Ormal belittles the slightest mistakes of speech or manners. If one can get past his condescension, he can be an excellent source of academic information thanks to his years of study and experience.

Seance Medium CR 9

XP 6,400

Human bard 10

NE Medium humanoid (human)

Init +2; Senses Perception +15

Defense

AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)

hp 58 (10d8+10)

Fort +4, Ref +9, Will +9; +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.

Melee+1 light mace +10/+5 (1d6)

Ranged+1 blowgun +11/+6 (1d2+1)

Special Attacks bardic performance 29 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion)

Bard Spells Known (CL 10th; concentration +17)

4th (2/day)—legend lore, modify memory (DC 21)

3rd (4/day)—blink, dispel magic, major image (DC 20), scrying (DC 20)

2nd (5/day)—cure moderate wounds (DC 19), hypnotic pattern (DC 19), suggestion (DC 19), summon swarm, whispering wind

1st (7/day)—comprehend languages, hideous laughter (DC 18), silent image (DC 18), unseen servant, ventriloquism (DC 18)

0 (at will)—dancing lights, detect magic, ghost sound (DC 17), lullaby (DC 17), mage hand, open/close

Tactics

Before Combat The bard drinks a potion of eagle's splendor.

During Combat The bard disrupts spellcasters with dispel magic or readied blowgun attacks, and casts blink to protect himself in melee.

Base Statistics Without eagle's splendor, the bard's statistics are Bard Spells Known reduce spell DCs by 2; Cha 20; Skills Bluff +21, Diplomacy +18, Disguise +7, Perform (act) +14, Perform (keyboard) +18, Perform (oratory) +14.

Statistics

Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 24

Base Atk +7; CMB +6; CMD 19

Feats Deceitful, Point-Blank Shot, Precise Shot, Skill Focus (Bluff), Weapon Finesse, Weapon Focus (blowgun)

Skills Bluff +23, Diplomacy +20, Disguise +9, Knowledge (arcana) +11, Knowledge (history) +9, Knowledge (planes) +12, Knowledge (religion) +13, Perception +15, Perform (act) +16, Perform (keyboard) +20, Perform (oratory) +16, Sense Motive +10, Sleight of Hand +10, Spellcraft +10

Languages Common

SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master 1/day, versatile performance (act, keyboard, oratory)

Combat Gearelixir of fire breath, potions of eagle's splendor (2), potions of mage armor (2); Other Gear+1 blowgun, +1 light mace, headband of alluring charisma +2, ring of protection +1, 343 gp

Mediums prey on those who have lost loved ones, or sentimental souls who wish to contact the great beyond.

Halbert Nerik

Strange trinkets make this charlatan's house a museum of the macabre. During his seances, he uses both spells and mundane set-ups to make it appear as though spirits were present. Though he has no true power over spirits, Halbert plays the part of a supernatural conduit well.

Halbert chooses victims, researches them, and preys on their grief. Appearing as the lost loved one, he gains the trust of wealthy clients by repeating accurate information he researched. Once they trust him, he begins claiming the spirits want them to bestow lavish gifts upon him.

Combat Encounters: Some patrons respond violently when duped. Halbert retains sellswords to subdue them.

Roleplaying Suggestions: Halbert acts considerate, but cares only about separating suckers from their coin.

Chameleon CR 10

XP 9,600

Half-orc bard 11

N Medium humanoid (human, orc)

Init +1; Senses darkvision 60 ft.; Perception +9

Defense

AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +1 Dex, +1 dodge)

hp 75 (11d8+22)

Fort +4, Ref +8, Will +7; +4 vs. bardic performance, language-dependent, and sonic

Defensive Abilities orc ferocity

Offense

Speed 30 ft.

Melee+2 falchion +15/+10 (2d4+8/18–20)

Ranged shortbow +9/+4 (1d6/×3)

Special Attacks bardic performance 29 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, suggestion)

Bard Spells Known (CL 11th; concentration +16)

4th (2/day)—dimension door, freedom of movement, greater invisibility

3rd (5/day)—gaseous form, haste (DC 18), see invisibility, slow (DC 18)

2nd (5/day)—alter self, blindness/deafness (DC 17), cure moderate wounds (DC 17), detect thoughts (DC 17), mirror image

1st (6/day)—charm person (DC 16), disguise self, expeditious retreat, feather fall, hideous laughter (DC 16), undetectable alignment

0 (at will)—daze (DC 15), detect magic, flare (DC 15), mage hand, open/close, prestidigitation

Tactics

Before Combat The bard drinks her potion of bull's strength and potion of eagle's splendor.

During Combat The bard casts greater invisibility, then enters melee, using haste to augment her attacks or slow to hinder foes.

Base Statistics Without bull's strength and eagle's splendor, the bard's statistics are Bard Melee+2 falchion +13/+8 (2d4+5/18–20); Spells Known reduce spell DCs by 2; Str 14, Cha 17; CMB +10 (+12 sunder); CMD 23; Skills Climb +7, Intimidate +10, Perform (act) +17, Perform (dance) +17, Perform (oratory) +17.

Statistics

Str 18, Dex 13, Con 12, Int 10, Wis 10, Cha 17

Base Atk +8; CMB +12 (+14 sunder); CMD 25

Feats Arcane Strike, Dazzling Display, Dodge, Improved Sunder, Power Attack, Weapon Focus (falchion)

Skills Climb +9, Intimidate +12, Knowledge (arcana, nobility) +9, Knowledge (local) +12, Perception +9, Perform (act, dance, oratory) +19, Sense Motive +6, Spellcraft +6, Stealth +13

Languages Common, Orc

SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master 2/day, orc blood, versatile performance (act, dance, oratory), weapon familiarity

Combat Gearpotions of bull's strength (2), potions of eagle's splendor (2), potions of enlarge person (2), potions of reduce person (2); Other Gear+2 chain shirt, +2 falchion, shortbow with 20 arrows, ring of protection +1, disguise kit, 295 gp

Chameleons are more comfortable portraying other people than appearing in their own natural forms.

Arweena Melkoreth

Always shy and nervous about her bestial appearance when she was a child, Arweena experimented with hundreds of kinds of makeup and assorted treatments to change her appearance—with varying degrees of success. A bleaching attempt with dangerous chemicals left her scarred, and her eyebrows and body hair never grew back. Arweena began learning arcane arts, using illusions to mask her true appearance. Finding it easy to fool people, Arweena began taking others' identities. Now only a core of her old self exists, her mind filled with hundreds of personalities and illusory costumes. She constantly asks, "Who am I now?" Arweena became an actor, and found fame as a handful of starlet sensations. Few know these multiple celebrities are all one woman.

Combat Encounters: Arweena hires out her talent for minor cons and opportune larcenies in order to increase her wealth.

Roleplaying Suggestions: Arweena's talent for acting and need to become someone else make each interaction different. Even her few close friends have a hard time determining her true personality.

Courtesan CR 11

XP 12,800

Human bard 12

N Medium humanoid (human)

Init +2; Senses Perception +13

Defense

AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)

hp 81 (12d8+24)

Fort +6, Ref +10, Will +8; +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.

Melee+1 returning dagger +9/+4 (1d4/19–20) or

mwk whip +9/+4 (1d3–1 nonlethal)

Ranged+1 returning dagger +12/+7 (1d4/19–20)

Special Attacks bardic performance 31 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 +17)

4th (4/day)—freedom of movement, greater invisibility, modify memory (DC 20), rainbow pattern (DC 19)

3rd (5/day)—charm monster (DC 19), confusion (DC 19), glibness, lesser geas (DC 19), remove curse

2nd (6/day)—alter self, calm emotions (DC 18), darkness, heroism, suggestion (DC 18)

1st (7/day)—charm person (DC 17), cure light wounds (DC 16), disguise self, hypnotism (DC 17), lesser confusion (DC 17), unseen servant

0 (at will)—dancing lights, daze (DC 16), detect magic, light, message, prestidigitation

Tactics

During Combat The bard casts greater invisibility, then confusion or rainbow pattern to lead enemies astray.

Statistics

Str 9, Dex 14, Con 14, Int 12, Wis 10, Cha 20

Base Atk +9; CMB +8; CMD 23

Feats Dodge, Mobility, Point-Blank Shot, Precise Shot, Quick Draw, Skill Focus (Perform [dance]), Spell Focus (enchantment)

Skills Appraise +10, Escape Artist +10, Knowledge (arcane, geography) +11, Knowledge (history) +12, Knowledge (local) +17, Knowledge (nobility) +16, Perception +13, Perform (dance) +26, Perform (string) +22, Perform (wind) +20, Sense Motive +12, Sleight of Hand +12, Spellcraft +10, Stealth +17

Languages Common, Gnome

SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (dance, string, wind)

Combat Gearpotions of mage armor (3); Other Gear+1 returning dagger, masterwork whip, headband of alluring charisma +2, ring of protection +2, masterwork harp, 152 gp

Courtesans specialize in music and other pleasures. They often serve as information brokers and spies.

Siwar Kurash

Graceful, talented, and beautiful, Siwar provides the best companionship money can buy. Knowledgeable in topics ranging from art to politics, and highly schooled in etiquette, Siwar entertains lords and ladies every night, and her waiting list stretches months long.

Though seemingly compliant with clients, she compels other people through subtle influence, seeding her desires into clients and friends to ensure she is well fed, well clothed, and always entertained.

Though she has a reputation for maintaining clients' discretion, Siwar secretly trades information. Two criminal and political groups protect her and keep her indiscretions secret—and neither one realizes Siwar works for anyone else.

Combat Encounters: Not wishing to mar her beauty with wounds and scars, Siwar stays out of melee combat. Her charm and seemingly innocent nature can get her out of even the trickiest situations.

Roleplaying Suggestions: Siwar can be an informant in an urban area if PCs convince her to divulge what they need to know. She is attracted to influence, and tries to get close to the strongest fighter or most powerful wizard in a group of PCs. Siwar could instead find herself in conflict with PCs if they threaten her influence on local powers.

Tribal Leader CR 12

XP 19,200

Human bard 13

LE Medium humanoid (human)

Init +2; Sensessee invisibility; Perception +10

Defense

AC 21, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 dodge, +2 shield)

hp 78 (13d8+16)

Fort +5, Ref +10, Will +8; +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.

Melee+2 spear +14/+9 (1d8+5/19–20/×3)

Ranged+2 spear +14/+9 (1d8+4/19–20/×3)

Special Attacks bardic performance 32 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion)

Bard Spells Known (CL 13th; concentration +17)

5th (1/day)—mass suggestion (DC 19), nightmare (DC 19)

4th (4/day)—cure critical wounds (DC 18), hallucinatory terrain (DC 18), speak with plants, summon monster IV

3rd (5/day)—fear (DC 17), haste (DC 17), see invisibility, slow (DC 17), speak with animals

2nd (6/day)—cat's grace, invisibility, rage, silence (DC 16), tongues

1st (6/day)—charm person (DC 15), comprehend languages, expeditious retreat, grease, hideous laughter (DC 15), ventriloquism (DC 15)

0 (at will)—dancing lights, flare (DC 14), ghost sound (DC 14), light, mage hand, message

Tactics

Before Combat The bard casts expeditious retreat and see invisibility.

During Combat The bard uses hallucinatory terrain to befuddle and confuse enemies. To aid her side, she casts summon monster IV. She targets casters with silence and other combatants with slow, using her wand of magic missiles to aid in dealing damage.

Statistics

Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 19

Base Atk +9; CMB +11; CMD 24

Feats Combat Reflexes, Dodge, Improved Critical (spear), Persuasive, Point-Blank Shot, Power Attack, Vital Strike, Weapon Focus (spear)

Skills Bluff +16, Diplomacy +6, Intimidate +6, Knowledge (arcane, dungeoneering, religion) +10, Knowledge (geography, nature) +15, Perception +10, Perform (dance, oratory, percussion) +20, Sense Motive +10, Spellcraft +10, Stealth +14, Use Magic Device +15

Languages Common

SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (oratory, percussion, dance)

Combat Gearscrolls of bull's strength (2), scroll of fog cloud, scroll of web, wand of magic missile (CL 5th, 50 charges); Other Gear+3 studded leather, +1 buckler, +2 spear, headband of alluring Charisma +2, 8 gp

Tribal leaders use their abilities rather than brute strength to guide their tribes to victory.

Esaye Polbele

Using magnetism and skill at deception, Esaye wrested control of her tribe from the previous chieftain, and now leads her brainwashed people to what she considers glory.

Sowing lies about the former leader, Esaye introduced dissent among the elders and strongest warriors, making sure her predictions came true while the chief's plans fell flat or resulted in ruin. After one too many bad omens and failures, the tribe dragged away the previous chieftain and sacrificed him.

Esaye now controls her people totally, and they lavish her with gifts and adoration. The tribe wages war against their neighbors, and those who refuse to assimilate into the growing clan face total destruction.Many abandoned villages, burned and reeking of rot, now dot the surrounding lands.

Combat Encounters: Esaye travels with a retinue of warriors, and supports them with her spellcasting. Those under her command lay down their lives for their chieftain.

Roleplaying Suggestions: To keep in the good graces of the rest of the tribe, Esaye hires adventurers for missions the others find too distasteful or taboo.

Tunnel Drummer CR 13

XP 25,600

Dwarf bard 14

LN Medium humanoid (dwarf)

Init +1; Senses Perception +13

Defense

AC 19, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 dodge, +1 natural)

hp 100 (14d8+34)

Fort +6, Ref +10, Will +9; +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

Offense

Speed 20 ft.

Melee+1 thundering heavy mace +14/+9 (1d8+3)

Ranged+1 heavy crossbow +12 (1d10+1/19–20)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, bardic performance 35 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion)

Bard Spells Known (CL 14th; concentration +19)

5th (2/day)—greater dispel magic, mind fog (DC 20), song of discord (DC 20)

4th (4/day)—dimension door, greater invisibility, hold monster (DC 19), shout (DC 19)

3rd (5/day)—blink, confusion (DC 18), gaseous form, haste (DC 18), see invisibility

2nd (6/day)—alter self, glitterdust (DC 17), shatter, sound burst (DC 17), summon swarm

1st (6/day)—alarm, expeditious retreat, feather fall, grease, hideous laughter (DC 16), magic mouth

0 (at will)—detect magic, flare (DC 15), ghost sound (DC 15), light, mending, prestidigitation

Tactics

Before Combat The bard drinks a potion of eagle's splendor.

During Combat The bard uses mind fog and dirge of doom.

Base Statistics Without eagle's splendor, the bard's statistics are Bard Spells Known reduce spell DCs by 2; Cha 16; Skills Diplomacy +12, Perform (comedy, oratory) +16, Perform (percussion) +20, Perform (string) +12, Use Magic Device +14.

Statistics

Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 20

Base Atk +10; CMB +12; CMD 24 (28 vs. bull rush or trip)

Feats Cleave, Dazzling Display, Dodge, Point-Blank Shot, Power Attack, Rapid Reload, Weapon Focus (heavy mace)

Skills Acrobatics +9 (+5 when jumping), Diplomacy +14, Knowledge (dungeoneering) +13, Knowledge (engineering, history) +12, Knowledge (geography, nobility, religion) +11, Perception +13 (+15 to notice unusual stonework), Perform (comedy, oratory) +18, Perform (percussion) +22, Perform (string) +14, Spellcraft +8, Stealth +10, Use Magic Device +16

Languages Common, Dwarven

SQ bardic knowledge +7, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (comedy, dance, oratory, percussion)

Combat Gearpotion of eagle's splendor, wand of cure moderate wounds (50 charges); Other Gear+2 chain shirt, +1 heavy crossbow with 20 bolts, +1 thundering heavy mace, amulet of natural armor +1, lyre of building, drum, 88 gp

Tunnel drummers keep time for acts of work and war carried out in deep warrens and mine tunnels.

Takina Berzan

Takina's drum and bold voice echo through tunnels to frighten and demoralize opposing forces, and push his companions to fight with greater strength. As the battle rages, he wades into the fray with his mace named Rupture.

Takina strums his lyre of building to protect fortresses against magic or build new defenses for his clan.

Combat Encounters: Takina provides inspiration and healing to dwarven warbands and adventuring parties.

Roleplaying Suggestions: Takina is cheerful among dwarves, but stern to those he doesn't yet trust.

Lion Tamer CR 14

XP 38,400

Gnome bard 15

CN Small humanoid (gnome)

Init +3; Senses low-light vision; Perception +15

Defense

AC 23, touch 16, flat-footed 20 (+6 armor, +2 deflection, +3 Dex, +1 natural, +1 size)

hp 86 (15d8+15)

Fort +6, Ref +13, Will +10; +2 vs. illusions, +4 vs. bardic performance, language-dependent, and sonic

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

Offense

Speed 20 ft.

Melee+1 shock whip +17/+12/+7 (1d2+1 nonlethal plus 1d6 electricity)

Space 5 ft.; Reach 5 ft. (10 ft. with whip)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, bardic performance 38 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion)

Gnome Spell-Like Abilities (CL 4th; concentration +8)

1/day—dancing lights, ghost sound, prestidigitation, speak with animals

Bard Spells Known (CL 15th; concentration +21)

5th (4/day)—greater heroism, mass suggestion (DC 21), mislead, summon monster V

4th (5/day)—cure critical wounds (DC 20), dominate person (DC 20), greater invisibility, summon monster IV

3rd (6/day)—charm monster (DC 19), glibness, haste (DC 19), speak with animals, summon monster III

2nd (7/day)—animal trance (DC 18), cat's grace, mirror image, pyrotechnics (DC 18), rage, summon monster II

1st (7/day)—animate rope,charm person (DC 17), disguise self, hideous laughter (DC 17), summon monster I, ventriloquism (DC 18)

0 (at will)—dancing lights, daze (DC 16), flare (DC 16), mage hand, mending, prestidigitation

Tactics

During Combat The bard casts greater invisibility on himself, and sends forth summoned creatures and trained lions.

Statistics

Str 10, Dex 16, Con 10, Int 13, Wis 10, Cha 22

Base Atk +11; CMB +13 (+17 disarm or trip); CMD 25 (27 vs. disarm or trip)

Feats Agile Maneuvers, Combat Expertise, Greater Disarm, Greater Trip, Improved Disarm, Improved Trip, Weapon Finesse, Weapon Focus (whip)

Skills Knowledge (arcana) +13, Knowledge (local, nature) +15, Perception +15, Perform (comedy, dance, oratory, wind) +24, Profession (showman) +4, Stealth +24, Use Magic Device +18

Languages Common, Gnome, Sylvan

SQ bardic knowledge +7, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (comedy, dance, oratory, wind), weapon familiarity

Combat Gearpotion of invisibility, scroll of bull's strength, scroll of cat's grace, wand of cure moderate wounds (50 charges); Other Gear+2 chain shirt, +1 shock whip, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +4, ring of protection +2, trained lion, 349 gp

These bards tame and control wild animals.

Yimni Zushergal

This ringmaster attends parties to find targets for members of his circus to rob.

Combat Encounters: Yimni brings his lion and circus folk as backup.

Roleplaying Suggestions: Yimni asks acrobats and magicians to join his circus.

Spellsword CR 15

XP 51,200

Elf bard 16

N Medium humanoid (elf)

Init +3; Senses low-light vision; Perception +15

Defense

AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)

hp 91 (16d8+16)

Fort +6, Ref +13, Will +10; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic

Immune sleep

Offense

Speed 30 ft.

Melee+2 elven curve blade +18/+13/+8 (1d10+6/15–20)

Special Attacks bardic performance 39 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion)

Bard Spells Known (CL 16th; concentration +21)

6th (1/day)—greater shout (DC 21), project image (DC 21)

5th (4/day)—greater dispel magic, mind fog (DC 20), mirage arcana (DC 20), shadow evocation (DC 20)

4th (5/day)—dimension door, dominate person (DC 19), freedom of movement, greater invisibility, shadow conjuration (DC 19)

3rd (6/day)—charm monster (DC 18), dispel magic, haste (DC 18), scrying (DC 18), slow (DC 18)

2nd (6/day)—alter self, glitterdust (DC 17), mirror image, pyrotechnics (DC 17), silence (DC 17), suggestion (DC 17)

1st (7/day)—charm person (DC 16), expeditious retreat, grease, hideous laughter (DC 16), silent image (DC 16), unseen servant

0 (at will)—dancing lights, detect magic, light, mage hand, read magic, resistance

Tactics

During Combat The bard attacks with his wand of fireball and shadow evocation spells from a distance, then casts either greater invisibility or mirror image on himself before entering melee. He augments himself and allies with haste and his bardic performance abilities. He then makes melee attacks, stopping to cast spells when necessary.

Statistics

Str 16, Dex 16, Con 12, Int 10, Wis 10, Cha 20

Base Atk +12; CMB +15 (+17 sunder); CMD 28 (30 vs. sunder)

Feats Arcane Strike, Bleeding Critical, Cleave, Critical Focus, Improved Critical (elven curve blade), Improved Sunder, Power Attack, Weapon Focus (elven curve blade)

Skills Knowledge (arcana, dungeoneering, local, nature, planes, religion) +12, Perception +15, Perform (dance, oratory) +24, Perform (string, wind) +22, Spellcraft +13 (+15 to identify magic item properties), Stealth +24, Use Magic Device +18

Languages Common, Elven

SQ bardic knowledge +8, elven magic, jack-of-all-trades (use any skill, all skills are class skills), lore master 2/day, versatile performance (dance, oratory, string, wind), weapon familiarity

Combat Gearscroll of teleport, wand of cure moderate wounds (50 charges), wand of fireball (50 charges); Other Gear+2 shadow elven chain, +2 elven curve blade, belt of giant strength +4, headband of alluring charisma +2, 345 gp

Spellswords make dangerous music with a mixture of swordplay and spellcasting.

Palos Kendrosi

Trained exclusively at a prestigious elven academy, Palos learned a dual regimen of swordplay and magic. He trained for decades before venturing away from the alabaster spires and towering pines of his homeland.

To Palos, every adventure and every battle is a puzzle to solve with a combination of wit, might, and magic. Nearing his 200th year, he feels he is finally coming into his own.

Combat Encounters: Palos enters into a battle with the discipline and curiosity that befit a scholar, learning from each thrust, parry, and spell cast—and teaching a lesson to those who dare stand against him. He often surrounds himself with other adventurers; sometimes it's because he believes in their goals, and other times just for the chance to learn new tactics in battle.

Roleplaying Suggestions: Sometimes seeming aloof and distant, Palos is often on the lookout for new adventures and groups he can learn from. Other times, he might pursue a mission for a master or a cause.

Notorious Foil CR 16

XP 76,800

Halfling bard 17

CE Small humanoid (halfling)

Init +3; Senses Perception +14

Defense

AC 25, touch 18, flat-footed 20 (+7 armor, +2 deflection, +4 Dex, +1 dodge, +1 size)

hp 114 (17d8+34)

Fort +10, Ref +18, Will +12; +2 vs. fear, +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 20 ft.

Melee+2 keen rapier +21/+16/+11 (1d4+4/15–20)

Ranged+1 seeking sling +20/+15/+10 (1d3+1)

Special Attacks bardic performance 43 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +5, inspire courage +4, inspire greatness, inspire heroics, soothing performance, suggestion)

Bard Spells Known (CL 17th; concentration +24)

6th (3/day)—animate objects, irresistible dance (DC 23), project image (DC 23)

5th (5/day)—greater dispel magic, mislead, shadow evocation (DC 22), song of discord (DC 22)

4th (5/day)—cure critical wounds (DC 21), dimension door, dominate person (DC 21), freedom of movement, locate creature

3rd (7/day)—charm monster (DC 20), confusion (DC 20), displacement, haste (DC 20), scrying (DC 20), see invisibility

2nd (7/day)—cat's grace, detect thoughts (DC 19), glitterdust (DC 19), invisibility, mirror image, silence (DC 19)

1st (7/day)—charm person (DC 18), comprehend languages, disguise self, grease, hideous laughter (DC 18), silent image (DC 18)

0 (at will)—detect magic, flare (DC 17), light, message, prestidigitation, resistance

Tactics

Before Combat The bard casts cat's grace and uses her scroll of bull's strength.

During Combat The bard uses spells like song of discord, then dominates or charms those who resist.

Base Statistics Without bull's strength and cat's grace, the bard's statistics are Init +3; AC 24, touch 17; Melee+2 keen rapier +19/+14/+9 (1d4+2/15–20); Ranged+1 seeking sling +18/+13/+8 (1d3+1); Str 10, Dex 16; CMB +11; CMD 27; Skills Acrobatics +4 (+0 when jumping), Climb +1, Stealth +26.

Statistics

Str 14, Dex 20, Con 14, Int 10, Wis 8, Cha 24

Base Atk +12; CMB +13; CMD 31

Feats Arcane Strike, Deadly Aim, Dodge, Mobility, Point-Blank Shot, Precise Shot, Weapon Finesse, Weapon Focus (rapier, sling)

Skills Acrobatics +6 (+2 when jumping), Climb +3, Knowledge (arcane, dungeoneering, history, local, nature, nobility, planes) +12, Perception +14, Perform (act, oratory) +27, Perform (dance, sing) +22, Spellcraft +18, Stealth +28, Use Magic Device +22

Languages Common, Halfling

SQ bardic knowledge +8, jack-of-all-trades (use any skill, all skills are class skills), lore master 3/day, versatile performance (act, dance, comedy, oratory)

Combat Gearscrolls of bestow curse (2), scroll of bull's strength, wand of magic missile (CL 9th, 50 charges); Other Gear+3 glamered chain shirt, +2 keen rapier, +1 seeking sling with 20 bullets, cloak of resistance +2, headband of alluring charisma +4, ring of protection +2, 130 gp

Whimsical and mischievous, these bards have cruel streaks.

Milanet Rutteppi

Milanet's fun begins when another's ends. She ruins lives by spreading gossip and lies about rivals to damage their reputations. By being outwardly friendly, she keeps targets from knowing they're on her list until they hear these tall tales.

A celebrity, Milanet performs in plays and poetry events.

Combat Encounters: Milanet keeps foes off guard while her allies wreak devastation. When alone, she creates chaos and slips away so she'll live to fight again.

Roleplaying Suggestions: In person, Milanet is always charming and entertaining, but keeps mentally sizing up those she interacts with for details and stories she can twist into nasty rumors.

Rival Explorer CR 17

XP 102,400

Half-orc bard 18

NE Medium humanoid (human, orc)

Init +6; Senses darkvision 60 ft.; Perception +20

Defense

AC 24, touch 17, flat-footed 19 (+7 armor, +2 deflection, +4 Dex, +1 dodge)

hp 102 (18d8+18)

Fort +8, Ref +18, Will +11; +4 vs. bardic performance, language-dependent, and sonic

Defensive Abilities orc ferocity

Offense

Speed 30 ft.

Melee+2 sword of life stealing +19/+14/+9 (1d8+5/17–20)

Special Attacks bardic performance 43 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +5, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance, suggestion)

Bard Spells Known (CL 18th; concentration +23)

6th (3/day)—animate objects, find the path, greater shout (DC 21), sympathetic vibration

5th (5/day)—greater dispel magic, greater heroism, shadow evocation (DC 20), shadow walk (DC 20)

4th (6/day)—break enchantment (DC 19), cure critical wounds (DC 19), freedom of movement, shout (DC 19)

3rd (6/day)—charm monster (DC 18), gaseous form, haste (DC 18), phantom steed, remove curse, see invisibility

2nd (6/day)—alter self, cat's grace, glitterdust (DC 17), silence (DC 17), suggestion (DC 17), tongues

1st (7/day)—alarm, animate rope, detect secret doors, expeditious retreat, grease, undetectable alignment

0 (at will)—dancing lights, detect magic, mage hand, mending, message, read magic

Tactics

Before Combat The bard casts cat's grace and freedom of movement.

During Combat The bard casts haste on herself, and makes hit-and-run attacks.

Base Statistics Without cat's grace, the bard's statistics are Init +4; Dex 18; Skills Disable Device +18, Escape Artist +18, Stealth +20.

Statistics

Str 16, Dex 22, Con 12, Int 13, Wis 9, Cha 20

Base Atk +13; CMB +16; CMD 33

Feats Acrobatic Steps, Critical Focus, Dodge, Improved Critical (longsword), Mobility, Nimble Moves, Spring Attack, Staggering Critical, Weapon Focus (longsword)

Skills Acrobatics +12 (+16 when jumping), Bluff +10, Climb +10, Diplomacy +10, Disable Device +20, Escape Artist +18, Intimidate +7, Knowledge (arcane, dungeoneering, geography, history, local, nature, planes, religion) +14, Perception +20, Perform (dance) +20, Perform (oratory) +13, Perform (sing) +18, Perform (string) +25, Spellcraft +15, Stealth +22, Use Magic Device +20

Languages Common, Draconic, Orc

SQ bardic knowledge +9, jack-of-all-trades (use any skill, all skills are class skills), lore master 3/day, orc blood, versatile performance (act, dance, oratory, string, wind), weapon familiarity

Combat Gearscrolls of fireball (2), scroll of lesser restoration, scrolls of lightning bolt (2), scroll of remove curse, wand of cure moderate wounds (50 charges); Other Gear, +3 chain shirt, +2 sword of life stealing, belt of physical perfection +2, cloak of resistance +1, goggles of minute seeing, hat of disguise, headband of alluring charisma +4, necklace of adaptation, ring of protection +2, masterwork lute, masterwork thieves' tools, 10 gp

Rival explorers compete against other adventurers, going after the same rewards.

Rhortia Mooldon

Since she was a teenager, Rhortia has traveled with dozens of adventuring groups. She signs up with whoever promises the most excitement or the most lucrative reward. Rhortia spies on adventurers while they prepare in town so she can beat them to a good haul.

Rhortia learned throat singing while on a lengthy campaign, and uses that talent to augment her bardic performances and fill her opponents with unease.

Combat Encounters: Rhortia sits back and observes the flow of battle (while bolstering her allies), then enters the fray with a perfectly timed attack.

Roleplaying Suggestions: She uses her hat of disguise to appear harmless, taking the guise of a fawning youth or inquisitive old person to gain information.

Master Spy CR 18

XP 153,600

Human bard 19

LE Medium humanoid (human)

Init +7; Senses Perception +13

Defense

AC 24, touch 17, flat-footed 20 (+7 armor, +3 deflection, +3 Dex, +1 dodge)

hp 137 (19d8+48)

Fort +13, Ref +17, Will +14; +4 vs. bardic performance, language-dependent, and sonic

Defensive Abilities misdirection

Offense

Speed 30 ft.

Melee+2 rapier +20/+15/+10 (1d6+2/18–20)

Ranged+2 dagger +19/+14 (1d4+2/19-20)

Special Attacks bardic performance 47 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +6, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance, suggestion)

Bard Spells Known (CL 19th; concentration +26)

6th (5/day)—geas/quest, greater scrying (DC 23), project image (DC 23), summon monster VI (invisible stalker)

5th (6/day)—dream, false vision, mislead, shadow walk (DC 22), song of discord (DC 24)

4th (6/day)—dimension door, dominate person (DC 23), freedom of movement, modify memory (DC 23), zone of silence

3rd (7/day)—blink, clairaudience/clairvoyance, dispel magic, haste (DC 20), illusory script (DC 20), see invisibility

2nd (7/day)—alter self, detect thoughts (DC 19), mirror image, misdirection, suggestion (DC 21), tongues

1st (7/day)—alarm, charm person (DC 20), expeditious retreat, feather fall, obscure object, unseen servant

0 (at will)—detect magic, ghost sound (DC 17), light, lullaby (DC 19), mage hand, open/close

Tactics

Before Combat The bard keeps misdirection in place at all times.

During Combat The bard opens combat by using a scroll of disintegrate.

Statistics

Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 24

Base Atk +14; CMB +14; CMD 31

Feats Dodge, Great Fortitude, Greater Spell Focus (enchantment), Improved Initiative, Quicken Spell, Silent Spell, Skill Focus (Perform [act]), Spell Focus (enchantment), Still Spell, Weapon Finesse, Weapon Focus (rapier)

Skills Bluff +20, Diplomacy +26, Disable Device +24, Escape Artist +15, Knowledge (arcane, history, nature, nobility, planes) +15, Knowledge (local) +26, Perception +13, Perform (act) +35, Perform (dance, oratory) +25, Sense Motive +6, Spellcraft +20, Stealth +24, Use Magic Device +25

Languages Auran, Common, Draconic

SQ bardic knowledge +9, jack-of-all-trades (use any skill, all skills are class skills, take 10 on any skill), lore master 3/day, versatile performance (act, oratory, dance, string, percussion)

Combat Gearscrolls of disintegrate (3), scroll of heal, scroll of restoration, scrolls of teleport (2), Other Gear+3 chain shirt, +2 daggers (2), +2 rapier, belt of physical perfection +2, cloak of resistance +3, headband of alluring charisma +4, ring of invisibility, ring of protection +3, 276 gp

A master spy lingers in the shadows or at parties, where he can easily misdirect people.

Marlit Telamin

Trained in the greatest academies of the world and raised by one of the most ruthless crime families, this diplomat works for five different countries and interests. He weaves complex plots, while always leaving clues that point to someone other than himself. If one crime family knew Marlit (in one of his numerous aliases) was also working for a rival nation, they would hunt him down and behead him for treason.

Combat Encounters: Marlit assassinates undefended targets, and fights to survive when caught.

Roleplaying Suggestions: With his athletic build and knowledge of strategy, Marlit masquerades as a military man.

Doomsayer CR 19

XP 204,800

Human bard 20

NE Medium humanoid (human)

Init +2; Senses Perception +17

Defense

AC 22, touch 14, flat-footed 20 (+8 armor, +2 deflection, +2 Dex)

hp 133 (20d8+40)

Fort +12, Ref +18, Will +15; +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.

Melee+2 unholy adamantine scythe +21/+16/+11 (2d4+6/19-20/×4)

Special Attacks bardic performance 50 rounds/day (swift action; countersong, deadly performance, dirge of doom, distraction, fascinate, frightening tune, inspire competence +6, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance, suggestion)

Bard Spells Known (CL 20th; concentration +28)

6th (6/day)—analyze dweomer, greater scrying (DC 24), programmed image (DC 26), project image (DC 26), summon monster VI

5th (6/day)—greater dispel magic, false vision, nightmare (DC 25), shadow walk (DC 23), song of discord (DC 25)

4th (7/day)—dominate person (DC 24), greater invisibility, hallucinatory terrain (DC 24), hold monster(DC 24), rainbow pattern (DC 24), shout (DC 22)

3rd (7/day)—crushing despair (DC 23), cure serious wounds (DC 21), fear (DC 21), major image (DC 23), phantom steed, see invisibility

2nd (7/day)—darkness, invisibility, mirror image, rage, shatter, silence (DC 20)

1st (7/day)—alarm, charm person(DC 21), disguise self, feather fall, hideous laughter (DC 21), magic mouth

0 (at will)—detect magic, flare (DC 18), mage hand, message, open/close, read magic

Tactics

During Combat The bard fights with her scythe in melee, and uses her wand of enervation.

Statistics

Str 16, Dex 14, Con 14, Int 13, Wis 8, Cha 26

Base Atk +15; CMB +18 (+22 trip); CMD 32 (34 vs. trip)

Feats Combat Expertise, Greater Spell Focus (enchantment, illusion), Greater Trip, Improved Critical (scythe), Improved Trip, Martial Weapon Proficiency, Quicken Spell, Spell Focus (enchantment, illusion), Weapon Focus (scythe)

Skills Escape Artist +19, Fly +14, Heal +12, Knowledge (arcana) +21, Knowledge (dungeoneering) +18, Knowledge (engineering, geography) +15, Knowledge (history, local) +17, Knowledge (nature, nobility) +16, Knowledge (planes) +20, Knowledge (religion) +26, Perception +17, Perform (dance) +20, Perform (oratory) +21, Perform (string) +31, Spellcraft +19, Stealth +24, Use Magic Device +26

Languages Abyssal, Common

SQ bardic knowledge +10, jack-of-all-trades (use any skill, all skills are class skills, take 10 on any skill), lore master 3/day, versatile performance (dance, keyboard, oratory, string, wind,)

Combat Gearscroll of bestow curse, scroll of heal, scrolls of restoration (2), scroll of teleport, wand of enervation (50 charges); Other Gear, +4 chain shirt, +2 unholy adamantine scythe, belt of physical perfection +2, boots of striding and springing, cloak of resistance +4, headband of alluring charisma +6, ring of protection +2, 57 gp

Some doomsayers walk in solitude; others form cults to witness the end.

Asha Garcer

After preaching the end times since her youth, Asha now seeks to hasten the apocalypse. Her cult, hundreds strong, sings the dirges of a dying world. Some say she exploits people's fears of the apocalypse, but others think Asha truly believes her rants. All of her cultists show total dedication. Though they would rather live to see the end of the world, they fight fearlessly to the death for Asha's cause.

Combat Encounters: A host of zealots defends Asha.

Roleplaying Suggestions: Any meeting to gain the grim cult leader's blessing requires an invitation.