Speed 30 ft.
Melee quarterstaff +2 (1d6–1)
Ranged sling +5 (1d4–1)
Special Attacks bardic performance 19 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +1)
Spells Known (CL 4th, concentration +7)
1st (4/day)— alarm, charm person (DC 14), hideous laughter (DC 14), sleep (DC 14)
0 (at will)— dancing lights, flare (DC 13), ghost sound (DC 13), message, prestidigitation
Before Combat She is not a fighter. She calls for help at the first hint of danger. When possible, she tries to head off an impending battle by using her social skills or casting charm person.
During Combat She screams for her family, local guards, or anyone in the area who might be able to help her. She uses pyrotechnics to cover an escape attempt and hideous laughter and sleep to disable her opponents.
Morale Time spent gazing into the great beyond has left her with a certain calmness about death. However, she has no wish to die just yet and tries everything at her disposal to flee when in danger. She bargains her services or possessions for her life but dies rather than betray her family.
Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 17
Base Atk +3; CMB +2; CMD 14
Feats Brew Potion, Extra Performance, Skill Focus (Perform [sing])
Skills Appraise +6, Bluff +10, Diplomacy +8, Knowledge (arcana) +8, Knowledge (history) +8, KnowledgePerform (dance) +8, Perform (oratory) +8, Perform (sing) +13, Sense Motive +8, Sleight of Hand +9, Spellcraft +6 (Local) +8,
Languages Common, Draconic, one other
SQ bardic knowledge +2, versatile performance (sing), well-versed
Combat Gear potion of invisibility, wand of cure light wounds (5 charges); Other Gear amulet of natural armor +1, harrow deck, pocketed scarf, 250 sp