Characters

Seer (Fortune Teller)

CR: 5 XP: 1,600


CN Medium humanoid


Init: +1 Senses: Perception +5


Defense

AC: 11, touch 11, flat-footed 10 (+1 Dex)


HP: 23 (6 HD; 3d8+3d6)


Fort: +3 Ref: +6 Will: +8, +4 vs. bardic performance, language-dependent, and sonic


Offense

Speed: 30 ft.


Melee: dagger +2 (1d4–1/19–20)


Ranged: dagger +4 (1d4–1/19–20)


Special Attacks: bardic performance 18 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +1)


Spell-Like Abilities: (CL 3rd; concentration +7) 7/day—laughing touch


Spells Known: (CL 3rd; concentration +7) 1st (4/day)—cure light wounds, hideous laughter (DC 17), silent image (DC 15), ventriloquism (DC 15) 0 (at will)—ghost sound (DC 14), know direction, mage hand, message, read magic, resistance (CL 3rd; concentration +7) 1st (6/day)—charm person (DC 15), entangle (DC 15), hypnotism (DC 17), mage armor 0 (at will)—arcane mark, daze (DC 16), detect magic, ray of frost, prestidigitation Bloodline fey


Statistics

Str: 8 Dex: 13 Con: 10 Int: 14 Wis: 12 Cha: 18


Base Atk: +3 CMB: +2 CMD: 13


Feats: Eschew Materials, Extra Performance, Magical Aptitude, Skill Focus (Perform [act]), Skill Focus (Sleight of Hand)


Skills: Bluff +16, Diplomacy +10, Disguise +16, Intimidate +10, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +5, Perform (act) +16, Perform (oratory) +12, Sense Motive +10, Sleight of Hand +13, Spellcraft +10, Use Magic Device +15


SQ: bardic knowledge +1, bloodline arcana, versatile performance (act), woodland stride


Languages: Aklo, Common, Draconic, Sylvan


Combat Gear: scrolls of animate rope, comprehend languages (4), erase, magic aura, magic mouth, wand of unseen servant (50 charges), smokesticks (2), thunderstones (2)


Other Gear: daggers (2), cloak of resistance +1, non-magical crystal ball, tarot cards, augury focus


Description

Human bard 3/sorcerer 3

Boon A fortune teller could advise PCs on the best ways to trick those in a particular community, granting them a +2 circumstance bonus on Bluff and Intimidate checks in that area for 1 week.

Source: GameMastery Guide, p. 299