Wanderer (Human Bard 1/Rogue 2)


Wanderer CR 2

XP 600
Human bard 1/rogue 2
N Medium humanoid
Init +2; Senses Perception +5

DEFENSE

AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge)
HP 16 (3d8+3)
Fort +1, Ref +7, Will +1
Defensive Abilities evasion

Offense

Speed 30 ft.
Melee dagger +2 (1d4+1/19–20)
Ranged dagger +3 (1d4+1/19–20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), sneak attack +1d6

Bard Spells Known (CL 1st; concentration +4)

1st (2/day)—silent image (DC 14), sleep (DC 14)
0 (at will)—dancing lights, lullaby (DC 13), mending, prestidigitation

Statistics

Str 12, Dex 15, Con 13, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +2; CMD 15
Feats Deceitful, Deft Hands, Dodge
Skills Acrobatics +7, Bluff +11, Disable Device +12, Disguise +13, Escape Artist +6, Handle Animal +4, Knowledge (local) +5, Perception +5, Perform (dance) +8, Perform (percussion) +10, Sleight of Hand +10, Stealth +8
Languages Common
SQ bardic knowledge +1, rogue talent (stand up), trapfinding +1
Combat Gear scrolls of cure light wounds, disguise self, invisibility (2), smokesticks (2), tanglefoot bag, thunderstones (2); Other Gear leather armor, daggers (5), disguise kit, masterwork tambourine, masterwork thieves' tools, mule and wagon, 25 gp
Boon A wanderer can smuggle an item or person into or out of a guarded city or encampment in their wagons or as part of their troupe.

DESCRIPTION

A wanderer is a member of a band of traveling folk who ply the back roads and alleys of more settled lands, often chased by rumors of thievery or kidnapping, mending pots and knives and giving exotic performances that arouse the ire of the staid.

Wanderers are often excellent entertainers, whether musicians, dancers, or actors, but can also serve as exotic cutpurses and charlatans.

Wanderers often travel in troupes of four entertainers (CR 6), or in larger groups of a dozen or more (CR 9+). a lone wanderer might accompany a vagabond (CR 4) or hedge wizard (CR 5), while a troupe of five or six might work with a fortune teller (CR 8) or highwayman (CR 9).


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