Quintessa MarayCreature 11
Source Pathfinder Kingmaker
Perception +20
Languages Common, Elven
Skills Acrobatics +19, Deception +24, Diplomacy +20, Performance +22, Society +21, Stealth +21, Thievery +23
Str +0, Dex +4, Con +2, Int +2, Wis +3, Cha +5
AC 32; Fort +19; Reflex +23; Will +20;
HP 145
Speed 30 feet
Dagger +23 (+19, +15) to hit (agile, finesse, magical, versatile s) 2d4+4 Piercing
Dagger +23 (+19, +15) to hit (agile, magical, thrown 10, versatile s) 2d4+4 Piercing
Damsel Act (mental)
Trigger A critical hit is scored against Lady Quintessa
Effect Lady Quintessa exaggerates the impact of the blow, attempting to trick her foes into underestimating her as weak and frail. She makes a Feint attempt against the triggering creature. If she successfully performs her Damsel Act while she has an inspire courage composition active, the duration of that composition increases by 1 round.
Quickened Casting (concentrate, metamagic)Frequency once per day
Effect If Quintessa's next action is to cast a bard cantrip or a bard spell that is 4th level or lower, reduce the number of actions to cast it by 1 (minimum 1 action).
Bard Spontaneous Spells (DC 30, +22 to hit)
Cantrips (6th Level): Dancing Lights, Ghost Sound, Prestidigitation, Shield, Telekinetic Projectile
1st Level (3 slots): Charm, Sleep, Soothe
2nd Level (3 slots): Dispel Magic, Invisibility, Mirror Image
3rd Level (3 slots): Haste, Mind Reading, Vampiric Touch
4th Level (3 slots): Confusion, Dimension Door, Glibness
5th Level (3 slots): Hallucination, Sending, Subconscious Suggestion
6th Level (2 slots): Feeblemind, Spirit Blast
Cantrips (6th Level): Inspire Courage
4th Level: Inspire Heroics
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.