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Tunnel Drummer

Tunnel Drummer CR 13

Source NPC Codex pg. 37
XP 25,600
Dwarf bard 14
LN Medium humanoid (dwarf)
Init +1; Senses Perception +13


AC 19, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 dodge, +1 natural)
hp 100 (14d8+34)
Fort +6, Ref +10, Will +9; +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)


Speed 20 ft.
Melee +1 thundering heavy mace +14/+9 (1d8+3)
Ranged +1 heavy crossbow +12 (1d10+1/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, bardic performance 35 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion)
Bard Spells Known (CL 14th; concentration +19)
5th (2/day)—greater dispel magic, mind fog (DC 20), song of discord (DC 20)
4th (4/day)—dimension door, greater invisibility, hold monster (DC 19), shout (DC 19)
3rd (5/day)—blink, confusion (DC 18), gaseous form, haste (DC 18), see invisibility
2nd (6/day)—alter self, glitterdust (DC 17), shatter, sound burst (DC 17), summon swarm
1st (6/day)—alarm, expeditious retreat, feather fall, grease, hideous laughter (DC 16), magic mouth
0 (at will)—detect magic, flare (DC 15), ghost sound (DC 15), light, mending, prestidigitation


Before Combat The bard drinks a potion of eagle’s splendor.
During Combat The bard uses mind fog and dirge of doom.
Base Statistics Without eagle’s splendor, the bard’s statistics are Bard Spells Known reduce spell DCs by 2; Cha 16; Skills Diplomacy +12, Perform (comedy, oratory) +16, Perform (percussion) +20, Perform (string) +12, Use Magic Device +14.


Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 20
Base Atk +10; CMB +12; CMD 24 (28 vs. bull rush or trip)
Feats Cleave, Dazzling Display, Dodge, Point-Blank Shot, Power Attack, Rapid Reload, Weapon Focus (heavy mace)
Skills Acrobatics +9 (+5 when jumping), Diplomacy +14, Knowledge (dungeoneering) +13, Knowledge (engineering, history) +12, Knowledge (geography, nobility, religion) +11, Perception +13 (+15 to notice unusual stonework), Perform (comedy, oratory) +18, Perform (percussion) +22, Perform (string) +14, Spellcraft +8, Stealth +10, Use Magic Device +16
Languages Common, Dwarven
SQ bardic knowledge +7, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (comedy, dance, oratory, percussion)
Combat Gear potion of eagle’s splendor, wand of cure moderate wounds (50 charges); Other Gear +2 chain shirt, +1 heavy crossbow with 20 bolts, +1 thundering heavy mace, amulet of natural armor +1, lyre of building, drum, 88 gp

Tunnel drummers keep time for acts of work and war carried out in deep warrens and mine tunnels.

Takina Berzan

Takina’s drum and bold voice echo through tunnels to frighten and demoralize opposing forces, and push his companions to fight with greater strength. As the battle rages, he wades into the fray with his mace named Rupture.

Takina strums his lyre of building to protect fortresses against magic or build new defenses for his clan.

Combat Encounters: Takina provides inspiration and healing to dwarven warbands and adventuring parties.

Roleplaying Suggestions: Takina is cheerful among dwarves, but stern to those he doesn’t yet trust.