Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior

Seance Medium

Seance Medium CR 9

Source NPC Codex pg. 33
XP 6,400
Human bard 10
NE Medium humanoid (human)
Init +2; Senses Perception +15


AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
hp 58 (10d8+10)
Fort +4, Ref +9, Will +9; +4 vs. bardic performance, language-dependent, and sonic


Speed 30 ft.
Melee +1 light mace +10/+5 (1d6)
Ranged +1 blowgun +11/+6 (1d2+1)
Special Attacks bardic performance 29 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion)
Bard Spells Known (CL 10th; concentration +17)
4th (2/day)—legend lore, modify memory (DC 21)
3rd (4/day)—blink, dispel magic, major image (DC 20), scrying (DC 20)
2nd (5/day)—cure moderate wounds (DC 19), hypnotic pattern (DC 19), suggestion (DC 19), summon swarm, whispering wind
1st (7/day)—comprehend languages, hideous laughter (DC 18), silent image (DC 18), unseen servant, ventriloquism (DC 18)
0 (at will)—dancing lights, detect magic, ghost sound (DC 17), lullaby (DC 17), mage hand, open/close


Before Combat The bard drinks a potion of eagle’s splendor.
During Combat The bard disrupts spellcasters with dispel magic or readied blowgun attacks, and casts blink to protect himself in melee.
Base Statistics Without eagle’s splendor, the bard’s statistics are Bard Spells Known reduce spell DCs by 2; Cha 20; Skills Bluff +21, Diplomacy +18, Disguise +7, Perform (act) +14, Perform (keyboard) +18, Perform (oratory) +14.


Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 24
Base Atk +7; CMB +6; CMD 19
Feats Deceitful, Point-Blank Shot, Precise Shot, Skill Focus (Bluff), Weapon Finesse, Weapon Focus (blowgun)
Skills Bluff +23, Diplomacy +20, Disguise +9, Knowledge (arcana) +11, Knowledge (history) +9, Knowledge (planes) +12, Knowledge (religion) +13, Perception +15, Perform (act) +16, Perform (keyboard) +20, Perform (oratory) +16, Sense Motive +10, Sleight of Hand +10, Spellcraft +10
Languages Common
SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master 1/day, versatile performance (act, keyboard, oratory)
Combat Gear elixir of fire breath, potions of eagle’s splendor (2), potions of mage armor (2); Other Gear +1 blowgun, +1 light mace, headband of alluring charisma +2, ring of protection +1, 343 gp

Mediums prey on those who have lost loved ones, or sentimental souls who wish to contact the great beyond.

Halbert Nerik

Strange trinkets make this charlatan’s house a museum of the macabre. During his seances, he uses both spells and mundane set-ups to make it appear as though spirits were present. Though he has no true power over spirits, Halbert plays the part of a supernatural conduit well.

Halbert chooses victims, researches them, and preys on their grief. Appearing as the lost loved one, he gains the trust of wealthy clients by repeating accurate information he researched. Once they trust him, he begins claiming the spirits want them to bestow lavish gifts upon him.

Combat Encounters: Some patrons respond violently when duped. Halbert retains sellswords to subdue them.

Roleplaying Suggestions: Halbert acts considerate, but cares only about separating suckers from their coin.