Regaddan, Level 12
Regaddan: Male half-orc Ftr2/Brd10; CR 12; Medium-size humanoid; HD 2d10+4 plus 10d6+20; hp 70; Init +2; Spd 30 ft.; AC 14 (touch 13, flat-footed 12); Atk +13/+8 melee (2d6+3/17-20, +2 greatsword) or +11/+6 ranged (1d8/x3, composite longbow); SQ Bardic knowledge +10, bardic music (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion) 10/day; AL CN; SV Fort +9, Ref +10, Will +7; Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 16. Height 6'7".
Skills and Feats: Balance +7, Bluff +6, Climb +4, Jump +6, Perform +18, Ride (horse) +4, Spellcraft +2, Swim +3, Tumble +12, Use Magic Device +10; Combat Casting, Combat Reflexes, Dodge, Improved Critical (greatsword), Mobility, Spring Attack , Weapon Focus (greatsword).
Bardic Knowledge: The bard may make a bardic knowledge check with a bonus of +10 to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. See Player's Handbook page 29 for DCs and types of knowledge known.
Bardic Music: Regaddan can use his song or poetics to produce magical effects on those around him. Countersong (Su): Regaddan can counter magical effects that depend on sound by making a Perform check for each round of countersong. Any creature within 30 ft. of him who is affected by a sonic or language-dependent magical attack may use Regaddan 's Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds. Fascinate (Su): Regaddan can cause a single creature within 90 ft. that can see and hear him to become fascinated with him. Regaddan's Perform check result is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts 10 rounds. Inspire Competence (Su):An ally within 30 ft. who can see and hear Regaddan gets a +2 competence bonus on skill checks with a particular skill for as long as he can hear the music. Inspire Courage (Su): Allies who can hear Regaddan receive a +2 morale bonus to saves against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. The effect lasts for 5 rounds after the ally can no longer hear Regaddan. Inspire Greatness (Su): After hearing Regaddan sing for a full round, a creature within 30 ft. gains +2 Hit Dice (d10s that grant temporary hit points), +2 competence bonus on attacks, and +1 competence bonus on Fortitude saves. The effect lasts until 5 rounds after the creature can no longer hear Regaddan. Suggestion (Sp): Regaddan can make a suggestion (as the spell) to a creature he has already fascinated. A Will save (DC 16) negates the effect.
Spells Known: (3/4/4/3; base DC = 13 + spell level): 0 -- daze, light, mage hand, open/close, prestidigitation, read magic; 1st -- charm person, expeditious retreat, mage armor, sleep; 2nd -- cat's grace, levitate, see invisibility, sound burst; 3rd -- charm monster, haste, keen edge, sculpt sound.
Possessions:+2 greatsword, composite longbow, masterwork harp, masterwork mandolin, pipes, ring of protection +1, amulet of natural armor +1, cloak of resistance +1, potion of cat's grace, bag of tricks (gray), two potions of cure light wounds, 45 gp.