Street Performer
Defense
AC: 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP: 14 (2d8+1)
Fort: +1 Ref: +5 Will: +4, +4 vs. bardic performance, language-dependent, and sonic
Offense
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)
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
Statistics
Str: 10 Dex: 14 Con: 13 Int: 8 Wis: 12 Cha: 17
Base Atk: +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
SQ: bardic knowledge +1, versatile performance (wind)
Languages: Common
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
Description
Human bard 2
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.
Source: NPC Codex, p. 26
