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Fortune Teller (Human Bard 3/Sorcerer 3)


Fortune Teller CR 5

XP 1,600
Human
bard 3/sorcerer 3
CN medium humanoid
Init
+1; Senses Perception +5

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 23 (6 HD; 3d8+3d6)
Fort +3, Ref +6, Will +8; +4 vs. bardic performance, language dependent, and sonic

OFFENSE

Speed 30 ft.
Melee
dagger +2 (1d4–1/19–20)
Ranged
dagger +4 (1d4–1/19–20)
Special Attacks
bardic performance 18 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +1)

Bloodline Spell-Like Abilities (CL 3rd; concentration +7)

7/day—laughing touch

Bard Spells Known (CL 3rd; concentration +7)

1st (4/day)—cure light wounds, hideous laughter (DC 17), silent image (DC 15), ventriloquism (DC 15)
0 (at will)—ghost sound (DC 14), know direction, mage hand, message, read magic, resistance

Sorcerer Spells Known (CL 3rd; concentration +7)

1st (6/day)—charm person (DC 15), entangle (DC 15), hypnotism (DC 17), mage armor
0 (at will)—arcane mark, daze (DC 16), detect magic, ray of frost, prestidigitation

Bloodline fey

STATISTICS
Str 8, Dex 13, Con 10, Int 14, Wis 12, Cha 18
Base Atk +3; CMB +2; CMD 13
Feats Eschew Materials, Extra Performance, Magical Aptitude, Skill Focus (Perform [act]), Skill Focus (Sleight of Hand)
Skills Bluff +16, Diplomacy +10, Disguise +16, Intimidate +10, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +5, Perform (act) +16, Perform (oratory) +12, Sense Motive +10, Sleight of Hand +13, Spellcraft +10, Use Magic Device +15
Languages Aklo, Common, Draconic, Sylvan
SQ bardic knowledge +1, bloodline arcana, versatile performance (act), woodland stride
Combat Gear scrolls of animate rope, comprehend languages (4), erase, magic aura, magic mouth; wand of unseen servant (50 charges); smokesticks (2); thunderstones (2); Other Gear daggers (2), cloak of resistance +1, non-magical crystal ball, tarot cards, augury focus
Boon A fortune teller could advise PCs on the best ways to trick those in a particular community, granting them a +2 circumstance bonus on Bluff and Intimidate checks in that area for 1 week.