Durj, Brd 7/ Virtuoso* 1 CR 13
Durj: Male ettin Brd8; CR 13; Large giant; HD 10d8+20 plus 7d6+14 plus 1d6+2; hp 122; Init +5; Spd 40 ft.; AC 19 (touch 10, flat-footed 18); Atk +17/+12/+7 melee (1d10+8, +1 greatclub); or +12/+7/+2 ranged (1d8+5/x3, longspear); Face/Reach 5 ft. x 5 ft./10 ft.; SQ Bardic knowledge 8, bardic music (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion) 7/day, darkvision 90 ft., superior two-weapon fighting, virtuoso performance (sustaining song) 8/day; AL CE; SV Fort +11, Ref +9, Will +10; Str 20, Dex 13, Con 14, Int 13, Wis 10, Cha 16.
Skills and Feats: Concentration +10, Diplomacy +9, Hide -3, Intimidate +5, Jump +8, Knowledge (arcana) +6, Listen +10, Perform +18, Search +3, Spellcraft +5, Spot +10; Alertness, Improved Initiative, Power Attack, Skill Focus (Perform), Spell Focus (Enchantment), Spell Penetration.
Bardic Knowledge: Durj may make a bardic knowledge check with a bonus of +8 to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
Bardic Music: Durj can use his song or poetics to produce magical effects on those around him. Countersong (Su): Durj 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 Durj's Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds. Fascinate (Su): Durj can cause a single creature within 90 ft. that can see and hear him to become fascinated with him. Durj's Perform check result is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts 8 rounds. Inspire Competence (Su): Each ally within 30 ft. who can see and hear Durj gets a +2 competence bonus on skill checks with a particular skill for as long as he or she can hear the music. Inspire Courage (Su): Allies who can hear Durj 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 Durj. Inspire Greatness (Su): After hearing Durj sing for a full round, a creature within 30 ft. gains +2 Hit Dice (d10s that grant temporary hit points), a +2 competence bonus on attacks, and a +1 competence bonus on Fortitude saves. The effect lasts until 5 rounds after the creature can no longer hear Durj. Suggestion (Sp): Durj can make a suggestion (as the spell) to a creature he has already fascinated. A Will save (DC 16) negates the effect.
Superior Two-Weapon Fighting (Ex): This ability enables Durj to fight with a weapon in each hand with no attack penalty and at his full damage bonus, as if fighting with a single weapon.
Virtuoso Performance: Durj can use his song or poetics to create magical effects even beyond those of bardic music. Sustaining Song (Su): Durj can sustain his unconscious allies, negating their need for stabilization checks during his performance. Because they're not making stabilization checks, the affected allies are neither stabilizing nor losing hit points. A sustaining song last for 5 minutes or until Durj stops performing, whichever comes first.
Bard Spells Known (3/4/4/2; base DC = 13 + spell level or 15 + spell level for enchantment spells): 0 -- dancing lights, daze, detect magic, fine tuning, ghost sound, read magic; 1st -- ambient song, charm person, focusing chant, hypnotism; 2nd -- eagle's splendor, fortissimo, hold person, suggestion; 3rd -- charm monster, confusion, displacement.
Languages: Pidgin Ettin, Green Hag, Common, Sylvan, and Hill Giant.
*When played to inspire courage, the Lur raises morale bonuses on attack and damage from +1 to +2 for all giant listeners allied with the performer.
Possessions: Lur, +1 greatclub, longspear, bracers of armor +2, Heward's handy haversack.
Motivation: Now that Durj is the ruler of the swamp, his motivation has changed. Time and wisdom have tempered his hatred of sylvan creatures. He now wants to take revenge upon the world that left him orphaned at such a young age. To that end, he uses his magic and music to lure victims to the swamp. Once captive, the victim is "encouraged" to impart information to the ettin, or that victim becomes food. All captives eventually become food since there is undoubtedly some question that they are asked that cannot be answered. Durj's primary objective, however, remains the defense of the swamp.
*The virtuoso prestige class is in Song and Silence.