Kaldrav Ashray: Male human Bard 4/Fighter 3/Duelist 3; CR 10; Medium humanoid; HD 4d6+4 plus 3d10+3 plus 3d10+3; hp 60; Init +5; Spd 30 ft.; AC 19, touch 19, flat-footed 13; Base Atk +9; Grp +9; Atk +13 melee (1d6+1, +1 rapier) or +12 ranged (1d8/x3, longbow); Full Atk +13 melee (1d6+1, +1 rapier) or +12 ranged (1d8/x3, longbow); SQ bardic knowledge +7, bardic music (countersong, fascinate, inspire competence, inspire courage) 4/day, canny defense, enhanced mobility, improved reaction +2; AL CN; SV Fort +6, Ref +11, Will +8; Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 14. Height 5 ft. 11 in., weight 179 lbs., age 32.
Skills and Feats: Balance +5, Bluff +11, Climb +5, Diplomacy +13, Escape Artist +10, Gather Information +11, Hide +10, Intimidate +11, Jump +2, Knowledge (local) +10, Listen +6, Move Silently +10, Perform +9, Ride +8, Sense Motive +6, Spot +6, Tumble +16; Combat Expertise, Dodge, Iron Will, Mobility, Persuasive, Spring Attack, Weapon Finesse.
Bardic Knowledge: Kaldrav can 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.
Canny Defense (Ex): When not wearing armor or using a shield, Kaldrav adds 1 point of Intelligence bonus (if any) to his Dexterity bonus to modify Armor Class while wielding a melee weapon (maximum allowed equals his number of duelist levels). This bonus is limited to +1 per duelist level. If Kaldrav is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
Bardic Music: Kaldrav can use his song or poetics to produce magical effects on those around him.
Countersong (Su): Kaldrav can counter magical effects that depend on sound by making a Perform check for each round of countersong. Any creature within 30 feet of him that is affected by a sonic or language-dependent magical attack can use Kaldrav's Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds.
Fascinate (Su): Kaldrav can cause a single creature within 90 feet that can see and hear him to become fascinated with him. Kaldrav's Perform check result is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts 1 round.
Inspire Courage (Su): Allies who can hear Kaldrav receive a +2 morale bonus on 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 him.
Enhanced Mobility (Ex): When wearing no armor and not using a shield, Kaldrav gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square.
Improved Reaction (Ex): Kaldrav has a +2 bonus on initiative checks.
Bard Spells Known (3/3/1; save DC 12 + spell level; 0% chance of spell failure): 0 -- detect magic, ghost sound, light, mage hand, prestidigitation, summon instrument; 1st -- disguise self, expeditious retreat, silent image; 2nd -- blur, suggestion.
Possessions:+1 rapier, longbow, 20 arrows, bracers of armor +3, gloves of dexterity +2, portal interruption key, wand of cure light wounds, three small pieces of jade (40 gp each).
Shrewd and inventive, Kaldrav sees his leadership of the bandits as a strategy game. He would not callously leave any member of his band to die unless he had no other choice, but he does not come across as everyone's best friend either. He is charming and funny, and everyone likes him, but there is little depth of caring. Kaldrav never learned to care for anyone deeply; casual relationships have suited him his whole life and he sees no reason to change. He prides himself on his sharp thinking and touts his successes without any shame. He likes to duel, both to keep in practice and to defeat his opponent. He never gloats over a fallen foe, even though he takes pride in his victory. He values organization in his band, but he does not care whether his underlings follow his directions exactly. This is kind of difficult anyway, since he tends to outline a plan rather than give specific instructions. His plans for the bandits change from day to day as they learn to be more successful, and some day he would like to make them a local force for change. Whether that change is good or bad remains to be seen.