Tunnel Drummer
Defense
AC: 19, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 dodge, +1 natural)
HP: 100 (14d8+34)
Fort: +6 Ref: +10 Will: +9, +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed: 20 ft.
Melee: +1 thundering heavy mace +14/+9 (1d8+3)
Ranged: +1 heavy crossbow +12 (1d10+1/19–20)
Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, bardic performance 35 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion)
Spells Known: (CL 14th; concentration +19) 5th (2/day)—greater dispel magic, mind fog (DC 20), song of discord (DC 20) 4th (4/day)—dimension door, greater invisibility, hold monster (DC 19), shout (DC 19) 3rd (5/day)—blink, confusion (DC 18), gaseous form, haste (DC 18), see invisibility 2nd (6/day)—alter self, glitterdust (DC 17), shatter, sound burst (DC 17), summon swarm 1st (6/day)—alarm, expeditious retreat, feather fall, grease, hideous laughter (DC 16), magic mouth 0 (at will)—detect magic, flare (DC 15), ghost sound (DC 15), light, mending, prestidigitation
Statistics
Str: 14 Dex: 13 Con: 14 Int: 10 Wis: 10 Cha: 20
Base Atk: +10 CMB: +12 CMD: 24 (28 vs. bull rush or trip)
Feats: Cleave, Dazzling Display, Dodge, Point-Blank Shot, Power Attack, Rapid Reload, Weapon Focus (heavy mace)
Skills: Acrobatics +9 (+5 when jumping), Diplomacy +14, Knowledge (dungeoneering) +13, Knowledge (engineering, history) +12, Knowledge (geography, nobility, religion) +11, Perception +13 (+15 to notice unusual stonework), Perform (comedy, oratory) +18, Perform (percussion) +22, Perform (string) +14, Spellcraft +8, Stealth +10, Use Magic Device +16
SQ: bardic knowledge +7, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (comedy, dance, oratory, percussion)
Languages: Common, Dwarven
Combat Gear: potion of eagle’s splendor, wand of cure moderate wounds (50 charges)
Other Gear: +2 chain shirt, +1 heavy crossbow with 20 bolts, +1 thundering heavy mace, amulet of natural armor +1, lyre of building, drum, 88 gp
Description
Dwarf bard 14
Before Combat: The bard drinks a potion of eagle’s splendor.
During Combat: The bard uses mind fog and dirge of doom.
Base Statistics: Without eagle’s splendor, the bard’s statistics are Bard Spells Known reduce spell DCs by 2; Cha 16; Skills Diplomacy +12, Perform (comedy, oratory) +16, Perform (percussion) +20, Perform (string) +12, Use Magic Device +14.
Tunnel drummers keep time for acts of work and war carried out in deep warrens and mine tunnels.
Takina Berzan: Takina’s drum and bold voice echo through tunnels to frighten and demoralize opposing forces, and push his companions to fight with greater strength. As the battle rages, he wades into the fray with his mace named Rupture.
Takina strums his lyre of building to protect fortresses against magic or build new defenses for his clan.
Combat Encounters: Takina provides inspiration and healing to dwarven warbands and adventuring parties.
Roleplaying Suggestions: Takina is cheerful among dwarves, but stern to those he doesn’t yet trust.
Source: NPC Codex, p. 37
