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Seer (Fortune Teller)

Seer (Fortune Teller) CR 5

Source GameMastery Guide pg. 299
XP 1,600
Human bard 3/sorcerer 3
CN Medium humanoid
Init +1; Senses Perception +5

Defense

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 23 (6 HD; 3d8+3d6)
Fort +3, Ref +6, Will +8; +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.
Melee dagger +2 (1d4–1/19–20)
Ranged dagger +4 (1d4–1/19–20)
Special Attacks bardic performance 18 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +1)
Spell-Like Abilities (CL 3rd; concentration +7)
7/day—laughing touch
Bard Spells Known (CL 3rd; concentration +7)
1st (4/day)—cure light wounds, hideous laughter (DC 17), silent image (DC 15), ventriloquism (DC 15)
0 (at will)—ghost sound (DC 14), know direction, mage hand, message, read magic, resistance
Sorcerer Spells Known (CL 3rd; concentration +7)
1st (6/day)—charm person (DC 15), entangle (DC 15), hypnotism (DC 17), mage armor
0 (at will)—arcane mark, daze (DC 16), detect magic, ray of frost, prestidigitation
Bloodline fey

Statistics

Str 8, Dex 13, Con 10, Int 14, Wis 12, Cha 18
Base Atk +3; CMB +2; CMD 13
Feats Eschew Materials, Extra Performance, Magical Aptitude, Skill Focus (Perform [act]), Skill Focus (Sleight of Hand)
Skills Bluff +16, Diplomacy +10, Disguise +16, Intimidate +10, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +5, Perform (act) +16, Perform (oratory) +12, Sense Motive +10, Sleight of Hand +13, Spellcraft +10, Use Magic Device +15
Languages Aklo, Common, Draconic, Sylvan
SQ bardic knowledge +1, bloodline arcana, versatile performance (act), woodland stride
Combat Gear scrolls of animate rope, comprehend languages (4), erase, magic aura, magic mouth, wand of unseen servant (50 charges), smokesticks (2), thunderstones (2); Other Gear daggers (2), cloak of resistance +1, non-magical crystal ball, tarot cards, augury focus

Boon A fortune teller could advise PCs on the best ways to trick those in a particular community, granting them a +2 circumstance bonus on Bluff and Intimidate checks in that area for 1 week.