Speed
30 ft.
Melee +1 quarterstaff +6 (1d6+1) or sap +5 (1d6 nonlethal)
Ranged tanglefoot bag +7 ranged touch (entangled)
Special Attacks bardic performance 6 rounds/day
(countersong, distraction, fascinate, inspire courage +1), sneak attack
+2d6
Bard
Spells Known (CL 1st; concentration
+3)
Tactics
Before Combat He does everything in his power to
avoid combat through diplomacy and compromise.
During Combat He relies on Combat
Expertise and attempts
to inflict only nonlethal
damage. The entire time, he constantly tries to
defuse the conflict by looking for compromises or means to get his
enemies to
back down.
Morale He is willing to die to protect his friends and
family, but he won’t die cheaply. He’s quick to flee a pointless death
and is
insightful enough to warn friends and neighbors so they can’t be used as
leverage against him.
STATISTICS
Str
10, Dex
14, Con
10, Int
14, Wis
12, Cha
15
Base Atk +5; CMB
+5 (+7 trip); CMD
19 (21 vs. trip)
Feats
Combat
Expertise, Dodge, Endurance, Improved Feint, Improved Iron Will, Improved
Trip, Persuasive,
Quick Draw
Skills Bluff +6, Diplomacy +14, Disable Device
+9,
Intimidate +4, Knowledge
(dungeoneering) +8, Knowledge
(geography) +7,
Knowledge
(history) +8, Knowledge
(local) +13, Knowledge
(nature) +13,
Linguistics
+11, Perception
+11, Perform
(Oratory) +12, Profession
(scribe) +9,
Sense Motive
+11, Stealth +12, Survival +6
Languages Celestial, Common, Dwarven,
Elven, Gnome, Goblin, Orc, two others
SQ bardic knowledge +1, favored enemy (undead
+2), favored terrain
(urban +2), rogue
talent (combat rogue), track +1, trapfinding +1, wild empathy
+5
Combat Gear potion of cure
moderate wounds, tanglefoot bags
(4); Other Gear +1 studded leather, +1 quarterstaff, sap, ring of
protection
+1, masterwork thieves’ tools, 225 gp
Boon He knows the locations of several half-explored sites of interest that may still hold treasures for brave adventurers, but he only shares them with people whom he trusts—and whom he believes can survive the dangers there.