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CR 11

Female Nathauan Bard 12

NE Medium Humanoid (Dark Folk)

Init +4; Senses Darkvision (60 feet); Perception +19


AC 30, touch 17, flat-footed 28 (+8 armor, +2 Dex, +5 natural, +5 deflection)

hp 72 (12d8+12)

Fort +10, Ref +15, Will +17

SR 18


Spd 40 ft.

Melee Bite (Nathauan) +7 (1d3+1/20/x2) and

Unarmed Strike +12/+7 (1d3+3/20/x2) and

Viperstrike +18/+13 (1d3+8/19-20/x2)

Special Attacks Bardic Performance (move action) (32 rounds/day), Bardic Performance: Countersong, Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 22), Bardic Performance: Inspire Competence +4, Bardic Performance: Inspire Courage +3, Bardic Performance: Inspire Greatness (2 allies), Bardic Performance: Soothing Performance, Bardic Performance: Suggestion (DC 22)

Spell-Like Abilities Detect Magic (at will)

Bard Spells Known (CL 12, +12 melee touch, +11 ranged touch):

4 (4/day) Dimension Door, Cure Critical Wounds (DC 20), Summon Monster IV, Heroic Finale (DC 20)

3 (5/day) Cure Serious Wounds (DC 19), Confusion (DC 19), Reviving Finale (DC 19), Smug Narcissism (DC 19)

2 (7/day) Cure Moderate Wounds (DC 18), Pyrotechnics (DC 18), Glitterdust (DC 18), Darkness, Gallant Inspiration (DC 18)

1 (7/day) Cure Light Wounds (DC 17), Identify, Grease (DC 17), Disguise Self (DC 17), Ear -Piercing Scream (DC 17), Saving Finale (DC 17)

0 (at will) Message, Detect Magic, Mage Hand, Mending, Prestidigitation (DC 16), Lullaby (DC 16)


Str 11/17, Dex 15, Con 12, Int 14/20, Wis 12/18, Cha 17/23

Base Atk +9; CMB +12; CMD 29

Feats Bard Weapon Proficiencies, Critical Focus, Dazzling Display: Whip, Improved Critical: Whip, Lingering Performance, Nathauan Weapon Proficiencies, Skill Focus: Intimidate, Weapon Focus: Whip Traits Love Lost (Widowed), Reactionary

Skills Bluff +21, Climb +8, Diplomacy +19, Disable Device +0, Disguise +15, Escape Artist +17, Heal +5, Intimidate +31, Knowledge (Arcana) +16, Knowledge (History) +16, Knowledge (Nobility) +16, Perception +19, Perform (Sing) +21, Perform (Ventriloquism) +21, Sense Motive +21, Sleight of Hand +15, Stealth +11, Survival +5, Use Magic Device +21

Languages Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Undercommon

SQ Bardic Knowledge +6 (Ex), Illusion Resistance, Jack of All Trades: Trained skills (Ex), Light Vulnerability (Ex), Lore Master (2/day) (Ex), Metamagic Rod, Extend, Greater, Ring of Regeneration, Rod, Immovable, Stonecunning +2, Versatile Comedy +0 (Ex), Versatile Oratory +0 (Ex), Versatile Singing +21 (Ex), Well Versed (Ex)

Combat Gear +5 Fire Resistance, Fire Resistance, Grt., Fire Resistance, Imp., Slick, Slick, Greater, Slick, Impr, Viperstrike; Other Gear Amulet of Natural Armor +5, Belt of Giant Strength, +6, Boots of Striding and Springing, Cloak of Resistance, +5, Handy Haversack (empty), Headband of Mental Superiority, +6: Intimidate, Perform (Ventriloquism), Metamagic Rod, Extend, Greater, Ring of Protection, +5, Ring of Regeneration, Rod, Immovable (3)


Bardic Knowledge +6 (Ex) Add + 6 to all knowledge skill checks.

Bardic Performance (move action) (32 rounds/day) Your performances can create magical effects.

Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.

Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.

Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.

Bardic Performance: Fascinate (DC 22) (Su) One or more creatures becomes fascinated with you.

Bardic Performance: Inspire Competence +4 (Su) +2 competence bonus for one ally on a skill check.

Bardic Performance: Inspire Courage +3 (Su) Morale bonus on some saving throws, attack and damage rolls.

Bardic Performance: Inspire Greatness (2 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.

Bardic Performance: Soothing Performance (Su) Allies are healed and some conditions are removed.

Bardic Performance: Suggestion (DC 22) (Sp) Make a Suggestion to one Fascinated creature.

Critical Focus +4 to confirm critical hits.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Dazzling Display: Whip Intimidate check to demoralize can affect those within 30' who see you.

Detect Magic (at will) (Sp) Cast Detect Magic at will.

Illusion Resistance +2 racial bonus to saves against illusions.

Jack of All Trades: Trained skills (Ex) You may use all skills untrained.

Light Vulnerability (Ex) A nathauan not under heavy cloak or cover within an area of bright light or sunlight immediately takes 1 point of Constitution damage, and 1 additional point per hour it remains in the area.

Lingering Performance Bardic Performances last 2r after you stop concentrating.

Lore Master (2/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.

Metamagic Rod, Extend, Greater The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.

Ring of Regeneration This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, he is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.

Rod, Immovable This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.

Moderate transmutation; CL 10th; Craft Rod, levitate; Price 5,000 gp.

Spell Resistance (18) You have Spell Resistance.

Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Versatile Comedy +0 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks

Versatile Oratory +0 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Versatile Singing +21 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.