Sound Warrior
Defense
AC: 24, touch 17, flat-footed 20 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +3 natural, +1 size)
HP: 76 (5d8+4d8+4d6+18)
Fort: +10 Ref: +11 Will: +14, +2 vs. fear, +4 vs. fey and plant-targeted effects, +4 vs. bardic performance, language-dependent, and sonic
Offense
Speed: 20 ft.
Melee: mwk dagger +10/+5 (1d3/19–20)
Ranged: mwk dagger +13/+8 (1d3/19–20)
Special Attacks: bardic performance 17 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2), wild shape 2/day
Spell-Like Abilities: (CL 4th; concentration +6) 5/day—lightning arc (1d6+2 electricity)
Spells Known: (CL 9th; concentration +14) 3rd (4/day)—charm monster (DC 20), displacement, haste, sculpt sound 2nd (5/day)—hold person (DC 19), scare (DC 17), shatter, sound burst (DC 17) 1st (7/day)—alarm, cause fear (DC 16), charm person (DC 18), remove fear, ventriloquism (DC 16) 0 (at will)—ghost sound (DC 15), know direction, light, mage hand, message, resistance
Spells Prepared: (CL 8th; concentration +10) 4th—air walkD, cure serious wounds, freedom of movement 3rd—call lightning (DC 15), cure moderate wounds, gaseous formD, neutralize poison 2nd—barkskin, cat’s grace, delay poison, lesser restoration, wind wallD 1st—cure light wounds, faerie fire, goodberry, longstrider, obscuring mistD, pass without trace 0 (at will)—create water, detect poison, mending, stabilize D Domain spell, Domains Air
Statistics
Str: 10 Dex: 16 Con: 10 Int: 10 Wis: 15 Cha: 20
Base Atk: +8 CMB: +7 CMD: 23
Feats: Combat Casting, Dodge, Great Fortitude, Greater Spell Focus (enchantment), Natural Spell, Spell Focus (enchantment), Toughness
Skills: Acrobatics +5 (+1 when jumping), Climb +6, Diplomacy +9, Fly +9, Heal +6, Knowledge (arcana, religion) +8, Knowledge (geography, local) +9, Knowledge (history) +10, Knowledge (nature) +12, Perception +17, Perform (oratory, sing) +9, Sense Motive +9, Stealth +20, Survival +12
SQ: bardic knowledge +2, combined spells (2nd), lore master 1/day, nature bond (Air domain), nature sense, trackless step, versatile performance (oratory), wild empathy +9, woodland stride
Languages: Common, Druidic, Halfling
Combat Gear: potion of cure serious wounds, smokesticks (5), thunderstones (5)
Other Gear: +2 leather armor, masterwork daggers (2), belt of mighty constitution +2, cloak of resistance +1, druid’s vestment, headband of alluring charisma +2, ring of protection +2, 486 gp
Description
Halfling bard 5/druid 4/mystic theurge 4
Before Combat: The mystic theurge casts barkskin, freedom of movement, and pass without trace.
During Combat: While aiding her companions with bardic performance, the mystic theurge harasses her opponents with call lightning, charm monster, and wind wall.
Base Statistics: Without barkskin, the mystic theurge’s statistics are AC 21, touch 17, flat-footed 17.
Using a mix of rousing oratory, song, and thunderous spells, a sound warrior is often heard before she’s seen.
Rindra Thunderpath: Rindra always loved loud noises and the jolt of surprise they caused to those around her. She sought out ways to make more and bigger noises, and eventually turned to magic so she could call down cacophonous thunder anytime she wanted to. She prefers the sounds of storms and beasts over those of the cities, so she lives out in the wild.
Combat Encounters: Rindra protects many canyons and mountain passes, and loves how the noises from her thunderous spells bounce off the stone walls.
Roleplaying Suggestions: Rindra speaks loudly and forcefully, often stomping her feet for emphasis or letting out a surprisingly powerful belly laugh.
Source: NPC Codex, p. 229
