Characters

Entertainer (Storyteller)

CR: 1 XP: 400


N Medium humanoid


Init: +2 Senses: Perception +4


Defense

AC: 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 shield)


HP: 11 (2d8+2)


Fort: +1 Ref: +5 Will: +2, +4 vs. bardic performance, language-dependent, and sonic


Offense

Speed: 30 ft.


Melee: rapier +1 (1d6/18–20) or whip +1 (1d3)


Ranged: shortbow +3 (1d6/×3)


Space: 5 ft. Reach: 5 ft. (15 ft. with whip)


Special Attacks: bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1)


Spells Known: (CL 2nd; concentration +5) 1st (3/day)—comprehend languages, hideous laughter (DC 14), ventriloquism 0 (at will)—dancing lights, daze (DC 13), ghost sound (DC 13), message, prestigiditation


Statistics

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


Base Atk: +1 CMB: +1 CMD: 14


Feats: Dodge, Skill Focus (Perform [Oratory])


Skills: Bluff +8, Diplomacy +11, Disguise +10, Intimidate +8, Knowledge (local) +7, Perception +4, Perform (act) +8, Perform (oratory) +11, Sense Motive +11, Sleight of Hand +7, Stealth +6


SQ: bardic knowledge +1, versatile performance (oratory) Gear masterwork studded leather, buckler, rapier, shortbow with 20 arrows, whip, disguise kit, light horse (combat trained) with riding saddle


Languages: Common, Elven


Description

Human bard 2

Boon A storyteller can pass along a small bit of lore or gossip that grants a +2 circumstance bonus on a PC’s next Knowledge (history or local) check.

A storyteller is a traveling raconteur, a collector and performer of tall tales, epic poems, and ancient history. They move from town to town reciting their repertoire and picking up new bits of lore and gossip to pass on at the next town. Taverns and inns frequently contain a storyteller entertaining patrons, but storytellers can also be found performing on the street or in market squares. A storyteller could be used as a town crier or herald, or as a revolutionary or rabble-rouser working to stir up public opinion.

A storyteller can be found working for a barkeep (CR 4) or traveling with an out-of-work caravan guard (CR 3).

Source: GameMastery Guide, p. 272