Hermea: Agent of the Enlightenment
Defense
AC: 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
HP: 10 (2d8+2)
Fort: +1 Ref: +5 Will: +2
Offense
Speed: 30 ft.
Melee: dagger +0 (1d4/19–20) or whip +0 (1d3)
Ranged: dagger +1 (1d4/19–20)
Special Attacks: bardic performance 6 rounds/day (countersong, distraction, fascinate, inspire courage +1), sneak attack +1d6
Spells Known: (CL 1st; concentration +3) 1st (2/day)—charm person (DC 13), disguise self 0 (at will)—detect magic, know direction, message, read magic
Statistics
Str: 10 Dex: 13 Con: 12 Int: 15 Wis: 10 Cha: 14
Base Atk: +0 CMB: +0 CMD: 11
Feats: Deceitful, Skill Focus (Bluff)
Skills: Bluff +11, Diplomacy +8, Disguise +9, Escape Artist +5, Handle Animal +3, Intimidate +9, Knowledge (geography) +7, Knowledge (local) +7, Linguistics +7, Perception +6, Perform (Sing) +7, Sense Motive +5, Sleight of Hand +4, Stealth +4, Use Magic Device +7
SQ: bardic knowledge +1, trapfinding +1
Languages: Common, Draconic, Hallit, Osiriani, Skald, Varisian
Combat Gear: smokestick, thunderstone
Other Gear: chain shirt, concealed daggers (4), whip disguised as a belt, disguise kit, notebook, quill, tindertwigs (5)
Description
Human bard 1/rogue 1
Hermea’s Agents of Enlightenment are dispatched into the world to track events and people of interest for their nation and its draconic patron. Except to recruit new citizens, agents rarely involve themselves in a situation directly, but in times of crisis they are quick with advice, and quicker still with hidden weapons.
Source: NPC Guide, p. 40
