Seance MediumSeance Medium CR 9Source NPC Codex pg. 33 XP 6,400 Human bard 10 NE Medium humanoid (human) Init +2; Senses Perception +15DefenseAC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex) hp 58 (10d8+10) Fort +4, Ref +9, Will +9; +4 vs. bardic performance, language-dependent, and sonicOffenseSpeed 30 ft. Melee +1 light mace +10/+5 (1d6) Ranged +1 blowgun +11/+6 (1d2+1) Special Attacks bardic performance 29 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion) Bard Spells Known (CL 10th; concentration +17) 4th (2/day)—legend lore, modify memory (DC 21) 3rd (4/day)—blink, dispel magic, major image (DC 20), scrying (DC 20) 2nd (5/day)—cure moderate wounds (DC 19), hypnotic pattern (DC 19), suggestion (DC 19), summon swarm, whispering wind 1st (7/day)—comprehend languages, hideous laughter (DC 18), silent image (DC 18), unseen servant, ventriloquism (DC 18) 0 (at will)—dancing lights, detect magic, ghost sound (DC 17), lullaby (DC 17), mage hand, open/closeTacticsBefore Combat The bard drinks a potion of eagle’s splendor. During Combat The bard disrupts spellcasters with dispel magic or readied blowgun attacks, and casts blink to protect himself in melee. Base Statistics Without eagle’s splendor, the bard’s statistics are Bard Spells Known reduce spell DCs by 2; Cha 20; Skills Bluff +21, Diplomacy +18, Disguise +7, Perform (act) +14, Perform (keyboard) +18, Perform (oratory) +14.StatisticsStr 8, Dex 14, Con 12, Int 10, Wis 14, Cha 24 Base Atk +7; CMB +6; CMD 19 Feats Deceitful, Point-Blank Shot, Precise Shot, Skill Focus (Bluff), Weapon Finesse, Weapon Focus (blowgun) Skills Bluff +23, Diplomacy +20, Disguise +9, Knowledge (arcana) +11, Knowledge (history) +9, Knowledge (planes) +12, Knowledge (religion) +13, Perception +15, Perform (act) +16, Perform (keyboard) +20, Perform (oratory) +16, Sense Motive +10, Sleight of Hand +10, Spellcraft +10 Languages Common SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master 1/day, versatile performance (act, keyboard, oratory) Combat Gear elixir of fire breath, potions of eagle’s splendor (2), potions of mage armor (2); Other Gear +1 blowgun, +1 light mace, headband of alluring charisma +2, ring of protection +1, 343 gp
Mediums prey on those who have lost loved ones, or sentimental souls who wish to contact the great beyond.Halbert NerikStrange trinkets make this charlatan’s house a museum of the macabre. During his seances, he uses both spells and mundane set-ups to make it appear as though spirits were present. Though he has no true power over spirits, Halbert plays the part of a supernatural conduit well.
Halbert chooses victims, researches them, and preys on their grief. Appearing as the lost loved one, he gains the trust of wealthy clients by repeating accurate information he researched. Once they trust him, he begins claiming the spirits want them to bestow lavish gifts upon him.
Combat Encounters: Some patrons respond violently when duped. Halbert retains sellswords to subdue them.
Roleplaying Suggestions: Halbert acts considerate, but cares only about separating suckers from their coin.
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