Quinn: The Informant
Quinn: Male half-elf Brd6; CR 6; Medium-size humanoid; HD 6d6; hp 21; Init +3; Spd 30 ft.; AC 18, touch 14, flat-footed 15; Atk +7 melee (1d6+4/18-20, +1 rapier); or +3 ranged (1d2, whip or 1d6/x3, shortbow); SQ Bardic knowledge +7, bardic music (countersong, fascinate, inspire competence, inspire courage) 6/day, half-elf traits; AL NE; SV Fort +2, Ref +8, Will +5; Str 14, Dex 16, Con 10, Int 13, Wis 11, Cha 17. Height 5 ft. 6 in.
Skills and Feats: Appraise +3, Bluff +10, Diplomacy +13, Disguise +6, Gather Information +14, Hide +4, Intimidate +7, Listen +6, Perform +13, Search +2, Sense Motive +2, Spot +1, Tumble +4, Use Magic Device +4; Persuasive*, Trustworthy*.
Bardic Knowledge: Quinn may make a bardic knowledge check with a bonus of +7 to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
Bardic Music: Quinn can use his song or poetics to produce magical effects on those around him. Countersong (Su): Quinn 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 that is affected by a sonic or language-dependent magical attack may use his Perform check result in place of its saving throw if desired. Countersong lasts for 10 rounds. Fascinate (Su): Quinn can cause a single creature within 90 ft. that can see and hear him to become fascinated with him. His Perform check result is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts 6 rounds. Inspire Competence (Su): An ally within 30 ft. who can see and hear Quinn gets a +2 competence bonus on skill checks with a particular skill for as long as it can hear the music. Inspire Courage (Su): Allies who can hear Quinn receive a +2 morale bonus to saves against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. The effect lasts for 5 rounds after the ally can no longer hear Quinn.
Half-Elf Traits: Quinn is immune to magic sleep spells and effects, and he has a +2 racial bonus on saves against enchantment spells or effects. As a half-elf, he has low-light vision (can see twice as far as a human in low-light conditions). He also has a +1 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).
Bard Spells Known(3/4/3; base DC = 13 + spell level; 20% chance of arcane spell failure): 0 -- dancing lights, daze, detect magic, ghost sound, prestidigitation, read magic; 1st -- charm person, hypnotism, sleep, ventriloquism; 2nd -- hypnotic pattern, invisibility, sound burst.
Possessions: Masterwork fiddle, +1 rapier, whip, shortbow, 20 arrows, masterwork chain shirt, ring of protection +1, potion of cure light wounds (2), potion of cure moderate wounds (1), dust of illusion.
Languages Spoken: Common, Draconic, Elvish, Goblin, Halfling, Infernal.
* Taken fromSong and Silence.