NPC Codex | Rules | Core Class NPCs | Bard | Bards

Bards

Tavern Singer

Super Race: half-elf bard 1. Cr: 1/2. Xp: 200. Alignment: CN. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf, human.
Init: +2. Senses: low-light vision; Perception +5. Ac: 15, touch 12, flat-footed 13 (+3 armor, +2 Dex).
Hp: 9 (1d8+1).
Fortitude: +1. Reflex: +4. Will: +1; +2 vs. enchantments. Immune: sleep.
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). Strength: 10. Dexterity: 14. Constitution: 12. Intelligence: 13. Wisdom: 8. Charisma: 17.
Base Attack: +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. Special Qualities: bardic knowledge +1, elf blood. Combat Gear: potions 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.
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.

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

Super Race: human bard 2. Cr: 1. Xp: 400. Alignment: CN. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +2. Senses: Perception +5. Ac: 16, touch 12, flat-footed 14 (+4 armor, +2 Dex).
Hp: 14 (2d8+1).
Fortitude: +1. Reflex: +5. Will: +4; +4 vs. bardic performance, language-dependent, and sonic.
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). Strength: 10. Dexterity: 14. Constitution: 13. Intelligence: 8. Wisdom: 12. Charisma: 17.
Base Attack: +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. Special Qualities: bardic knowledge +1, versatile performance (wind). Combat Gear: potions of cure light wounds (2), potion of invisibility, caltrops, silk rope, tanglefoot bags (2). Other Gear: masterwork chain shirt, daggers (3), 8 gp.
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.

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

Super Race: human bard 3. Cr: 2. Xp: 600. Alignment: LE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +1. Senses: Perception +4. Ac: 12, touch 11, flat-footed 11 (+1 armor, +1 Dex).
Hp: 20 (3d8+3).
Fortitude: +2. Reflex: +4. Will: +3; +4 vs. bardic performance, language-dependent, and sonic.
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). Strength: 8. Dexterity: 13. Constitution: 12. Intelligence: 14. Wisdom: 10. Charisma: 15.
Base Attack: +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. Special Qualities: bardic knowledge +1, versatile performance (act). Combat Gear: potion of invisibility. Other Gear: masterwork dagger, bracers of armor +1, 48 gp.
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.

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

Super Race: halfling bard 4. Cr: 3. Xp: 800. Alignment: CE. Size: Small. Creature Type: Humanoid. Creature Subtype: halfling.
Init: +3. Senses: Perception +1. Ac: 18, touch 13, flat-footed 15 (+5 armor, +3 Dex).
Hp: 25 (4d8+4).
Fortitude: +2. Reflex: +8. Will: +4; +2 vs. fear, +4 vs. bardic performance, language-dependent, and sonic.
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). Strength: 11. Dexterity: 16. Constitution: 10. Intelligence: 12. Wisdom: 8. Charisma: 18.
Base Attack: +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. Special Qualities: bardic knowledge +2, versatile performance (comedy). Combat Gear: potions of cure moderate wounds (2), tanglefoot bags (2). Other Gear: +1 chain shirt, masterwork short sword, sling with 20 bullets, everburning torch, 30 gp.
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.

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

Super Race: human bard 5. Cr: 4. Xp: 1,200. Alignment: LE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +0. Senses: Perception +5. Ac: 12, touch 11, flat-footed 12 (+1 armor, +1 deflection).
Hp: 31 (5d8+5).
Fortitude: +4. Reflex: +4. Will: +5; +4 vs. bardic performance, language-dependent, and sonic.
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). Strength: 8. Dexterity: 10. Constitution: 12. Intelligence: 14. Wisdom: 13. Charisma: 18.
Base Attack: +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. Special Qualities: bardic knowledge +2, lore master 1/day, versatile performance (oratory). Combat Gear: potions of cure light wounds (2), potion of eagle's splendor. Other Gear: masterwork dagger, bracers of armor +1, ring of protection +1, 50 gp.
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.

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

Super Race: half-elf bard 6. Cr: 5. Xp: 1,600. Alignment: NE. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf, human.
Init: +1. Senses: low-light vision; Perception +3. Ac: 15, touch 12, flat-footed 14 (+3 armor, +1 deflection, +1 Dex).
Hp: 30 (6d8).
Fortitude: +1. Reflex: +6. Will: +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic. Immune: sleep.
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). Strength: 10. Dexterity: 13. Constitution: 8. Intelligence: 14. Wisdom: 12. Charisma: 18.
Base Attack: +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. Special Qualities: bardic knowledge +3, elf blood, lore master 1/day, versatile performance (act, oratory). Combat Gear: elixir 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.
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.

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

Super Race: dwarf bard 7. Cr: 6. Xp: 2,400. Alignment: N. Size: Medium. Creature Type: Humanoid. Creature Subtype: dwarf.
Init: +1. Senses: Perception +10. Ac: 16, touch 11, flat-footed 15 (+5 armor, +1 Dex).
Hp: 49 (7d8+14).
Fortitude: +3. Reflex: +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).
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). Strength: 18. Dexterity: 13. Constitution: 12. Intelligence: 12. Wisdom: 10. Charisma: 18.
Base Attack: +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. Special Qualities: 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.
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.

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.

Street Artist

Super Race: elf bard 8. Cr: 7. Xp: 3,200. Alignment: CN. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf.
Init: +3. Senses: low-light vision; Perception +13. Ac: 18, touch 15, flat-footed 14 (+3 armor, +1 deflection, +3 Dex, +1 dodge).
Hp: 43 (8d8+4).
Fortitude: +3. Reflex: +10. Will: +7; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic. Immune: sleep.
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). Strength: 13. Dexterity: 16. Constitution: 10. Intelligence: 10. Wisdom: 10. Charisma: 17.
Base Attack: +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. Special Qualities: bardic knowledge +4, elven magic, lore master 1/day, versatile performance (dance, comedy), weapon familiarity. Combat Gear: potions 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.
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


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