Storyteller (Human Bard 2)


Storyteller CR 1

XP 400
Human bard 2
N Medium humanoid
Init +2; Senses Perception +4

DEFENSE

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 shield)
HP 11 (2d8+2)
Fort +1, Ref +5, Will +2; +4 vs. bardic performance, language dependent, and sonic

OFFENSE

Speed 30 ft.
Melee rapier +1 (1d6/18–20) or whip +1 (1d3)
Ranged shortbow +3 (1d6/x3)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1)

Bard Spells Known (CL 2nd; concentration +5)

1st (3/day)—comprehend languages, hideous laughter (DC 14), ventriloquism
0 (at will)——dancing lights, daze (DC 13), ghost sound (DC 13), message, prestidigitation

STATISTICS

Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17
Base Atk +1; CMB +1; CMD 14
Feats Dodge, Skill Focus (Perform [Oratory])
Skills Bluff +8, Diplomacy +11, Disguise +10, Intimidate +8, Knowledge (local) +7, Perception +4, Perform (act) +8, Perform (oratory) +11, Sense Motive +11, Sleight of Hand +7, Stealth +6
Languages Common, Elven
SQ bardic knowledge +1, versatile performance (oratory)
Gear masterwork studded leather, buckler, rapier, shortbow with 20 arrows, whip, disguise kit, light horse (combat trained) with riding saddle
Boon A storyteller can pass along a small bit of lore or gossip that grants a +2 circumstance bonus on a PC’s next Knowledge (history or local) check.

DESCRIPTION

A storyteller is a traveling raconteur, a collector and performer of tall tales, epic poems, and ancient history. They move from town to town reciting their repertoire and picking up new bits of lore and gossip to pass on at the next town. Taverns and inns frequently contain a storyteller entertaining patrons, but storytellers can also be found performing on the street or in market squares. A storyteller could be used as a town crier or herald, or as a revolutionary or rabble-rouser working to stir up public opinion. A storyteller can be found working for a barkeep (CR 4) or traveling with an out-of-work caravan guard (CR 3).


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