All

Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior


Spellsword

Spellsword CR 15

Source NPC Codex pg. 39
XP 51,200
Elf bard 16
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +15

Defense

AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)
hp 91 (16d8+16)
Fort +6, Ref +13, Will +10; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic
Immune sleep

Offense

Speed 30 ft.
Melee +2 elven curve blade +18/+13/+8 (1d10+6/15–20)
Special Attacks bardic performance 39 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion)
Bard Spells Known (CL 16th; concentration +21)
6th (1/day)—greater shout (DC 21), project image (DC 21)
5th (4/day)—greater dispel magic, mind fog (DC 20), mirage arcana (DC 20), shadow evocation (DC 20)
4th (5/day)—dimension door, dominate person (DC 19), freedom of movement, greater invisibility, shadow conjuration (DC 19)
3rd (6/day)—charm monster (DC 18), dispel magic, haste (DC 18), scrying (DC 18), slow (DC 18)
2nd (6/day)—alter self, glitterdust (DC 17), mirror image, pyrotechnics (DC 17), silence (DC 17), suggestion (DC 17)
1st (7/day)—charm person (DC 16), expeditious retreat, grease, hideous laughter (DC 16), silent image (DC 16), unseen servant
0 (at will)—dancing lights, detect magic, light, mage hand, read magic, resistance

Tactics

During Combat The bard attacks with his wand of fireball and shadow evocation spells from a distance, then casts either greater invisibility or mirror image on himself before entering melee. He augments himself and allies with haste and his bardic performance abilities. He then makes melee attacks, stopping to cast spells when necessary.

Statistics

Str 16, Dex 16, Con 12, Int 10, Wis 10, Cha 20
Base Atk +12; CMB +15 (+17 sunder); CMD 28 (30 vs. sunder)
Feats Arcane Strike, Bleeding Critical, Cleave, Critical Focus, Improved Critical (elven curve blade), Improved Sunder, Power Attack, Weapon Focus (elven curve blade)
Skills Knowledge (arcana, dungeoneering, local, nature, planes, religion) +12, Perception +15, Perform (dance, oratory) +24, Perform (string, wind) +22, Spellcraft +13 (+15 to identify magic item properties), Stealth +24, Use Magic Device +18
Languages Common, Elven
SQ bardic knowledge +8, elven magic, jack-of-all-trades (use any skill, all skills are class skills), lore master 2/day, versatile performance (dance, oratory, string, wind), weapon familiarity
Combat Gear scroll of teleport, wand of cure moderate wounds (50 charges), wand of fireball (50 charges); Other Gear +2 shadow elven chain, +2 elven curve blade, belt of giant strength +4, headband of alluring charisma +2, 345 gp

Spellswords make dangerous music with a mixture of swordplay and spellcasting.

Palos Kendrosi

Trained exclusively at a prestigious elven academy, Palos learned a dual regimen of swordplay and magic. He trained for decades before venturing away from the alabaster spires and towering pines of his homeland.

To Palos, every adventure and every battle is a puzzle to solve with a combination of wit, might, and magic. Nearing his 200th year, he feels he is finally coming into his own.

Combat Encounters: Palos enters into a battle with the discipline and curiosity that befit a scholar, learning from each thrust, parry, and spell cast—and teaching a lesson to those who dare stand against him. He often surrounds himself with other adventurers; sometimes it’s because he believes in their goals, and other times just for the chance to learn new tactics in battle.

Roleplaying Suggestions: Sometimes seeming aloof and distant, Palos is often on the lookout for new adventures and groups he can learn from. Other times, he might pursue a mission for a master or a cause.