Celeste Blue-Skye: Female human Rog 2/Brd 9; CR 11; Medium-size humanoid; HD 2d6 plus 9d6; hp 49; Init +2; Spd 30 ft.; AC 14, touch 14, flat-footed 12; Atk +9/+4 melee (1d6+3/18-20, rapier), or +9 ranged (1d8/19-20, light crossbow); SA sneak attack +1d6; SQ bardic knowledge +12, bardic music (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion) 9/day, evasion, traps; AL CN; SV Fort +3, Ref +11, Will +8; Str 14, Dex 15, Con 10, Int 16, Wis 14, Cha 21.
Skills and Feats: Appraise +8, Bluff +25, Decipher Script +13, Diplomacy +24, Disguise +21, Forgery +8, Gather Information +23, Hide +7, Intimidate +11, Listen +9, Move Silently +7, Open Lock +7, Perform +19, Sense Motive +11, Spellcraft +9, Spot +9, Use Magic Device +14; Alertness, Charlatan*, Persuasive*, Spell Focus (Enchantment), Trustworthy*.
Bardic Knowledge: Celeste can make a bardic knowledge check with a bonus of +12 to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places.
Bardic Music: Celeste can use her song or poetics to produce the following magical effects on those around her.
Countersong (Su): Celeste can counter magical effects that depend on sound by making a Perform check for each round of countersong. Any creature within 30 ft. of her that is affected by a sonic or language-dependent magical attack may use Celeste's Perform check result in place of its saving throw if desired. Countersong lasts for 10 rounds.
Fascinate (Su): Celeste can cause a single creature within 90 ft. that can see and hear her to become fascinated with her. Celeste's Perform check result is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts 9 rounds.
Inspire Competence (Su): An ally within 30 ft. who can see and hear Celeste 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 Celeste 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 Celeste.
Inspire Greatness (Su): After hearing Celeste 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 Celeste.
Suggestion (Sp): Celeste can make a suggestion (as the spell) to a creature she has already fascinated. A Will save (DC 18) negates the effect.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Celeste takes no damage with a successful saving throw.
Bard Spells Known (3/5/4/3; save DC 15 + spell level, or 17 + spell level for Enchantment spells): 0 -- detect magic, ghost sound, light, mage hand, open/close, read magic; 1st -- charm person, mage armor, sleep, ventriloquism; 2nd -- detect thoughts, enthrall, invisibility, suggestion; 3rd -- charm monster, emotion, haste.
Languages: Common, Dwarven, Elven, Gnome.
Possessions:Rapier, light crossbow, case with 10 bolts, hat of disguise, ring of protection +2, cloak of Charisma +2, brooch of shielding, circlet of persuasion.
Feats from Song and Silence:
Charlatan: +2 bonus on Bluff and Disguise checks.
Persuasive: +2 on all Bluff and Intimidate checks.
Trustworthy: +2 on all Diplomacy and Gather Information checks.