Quinn: The Spy
Quinn: Male half-elf Brd12; CR 12; Medium-size humanoid; HD 12d6; hp 42; Init +3; Spd 30 ft.; AC 19, touch 15, flat-footed 16; Atk +13/+8 melee (1d6+5/18-20, +2 ghost touch rapier); or +9/+4 ranged (1d2, masterwork whip); or +8/+3 ranged (1d6+2/x3, mighty [+2 Str bonus] composite shortbow); SQ Bardic knowledge +14, bardic music (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion) 12/day, half-elf traits; AL NE; SV Fort +4, Ref +11, Will +8; Str 14, Dex 16, Con 10, Int 14, Wis 11, Cha 20. Height 5 ft. 6 in.
Skills and Feats: Appraise +4, Bluff +12, Diplomacy +23, Disguise +10, Gather Information +21, Hide +4, Intimidate +9, Listen +6, Move Silently +6, Perform +22, Search +3, Sense Motive +8, Spot +1, Tumble +4, Use Magic Device +9; Alluring*, Dodge, Persuasive*, Quick Draw, Trustworthy*.
Bardic Knowledge: Quinn may make a bardic knowledge check with a bonus of +14 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 12 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 he or she 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 to attack and weapon damage rolls. The effect lasts for 5 rounds after the ally can no longer hear him. Inspire Greatness (Su): After hearing Quinn 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 Quinn. Suggestion (Sp): Quinn can make a suggestion (as the spell) to a creature he has already fascinated. A Will save (DC 18) negates the effect.
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 (3/5/4/4/3; base DC = 15 + spell level or 17 + spell level for mind-affecting, language-dependent spells; 20% chance of spell failure): 0 -- dancing lights, daze, detect magic, ghost sound, prestidigitation, read magic; 1st -- charm person, hypnotism, sleep, ventriloquism; 2nd -- enthrall, hypnotic pattern, invisibility, sound burst; 3rd -- emotion, lesser geas, scrying, sculpt sound; 4th -- dominate person, legend lore, modify memory.
Possessions: Masterwork fiddle, +2 ghost touch rapier, masterwork whip, mighty (+2 Str bonus) composite shortbow, 20 arrows, masterwork chain shirt, ring of protection +2, cloak of charisma +2, potion of cure light wounds (2), potion of cure moderate wounds (3), potion of haste (1), potion of tongues (1), dust of illusion, bag of holding (type 1).
Languages Spoken: Common, Draconic, Dwarven, Elvish, Goblin, Halfling, Infernal.
* Taken fromSong and Silence.