Nicholas of Cologne "The Pied Piper"

To Heros and Villains

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James Elder Christie The Pied Piper of Hamelin Dated 1881

James Elder Christie The Pied Piper of Hamelin Dated 1881

While the town of Hamelin was suffering from a rat infestation, a man dressed in pied clothing appeared, claiming to be a rat-catcher. He promised the mayor a solution for their problem with the rats. The mayor in turn promised to pay him for the removal of the rats. The man accepted, and played a musical pipe to lure the rats with a song into the Weser River, where all but one drowned. Despite his success, the mayor reneged on his promise and refused to pay the rat-catcher the full amount of money. The man left the town angrily, but vowed to return some time later, seeking revenge. While the inhabitants were in church, he played his pipe yet again, dressed in green, like a hunter, this time attracting the children of Hamelin. One hundred and thirty boys and girls followed him out of the town, where they were lured into a cave and never seen again. Three children remained behind. One of the children was lame and could not follow quickly enough, the second was deaf and followed the other children out of curiosity, and the last was blind and unable to see where he was going. These three informed the villagers of what had happened.

After the search parties leave he and his gang, hidden in the cave shackle and transport his victims south towards the Mediterranean Sea. Where two merchants (Hugh the Iron and William of Posqueres) fill there boats with as many of the children as will fit, before takening them to Tunisia and sold into slavery.

The Pied Piper

Human Half-Fiend CR 14 XP 38400

Any Medium humanoid (outsider) Native Subtype
Bard level 13 (skill points 143) Bard (Animal Speaker ) Summoner level 2 (skill points 14) Summoner
Init +4; Senses Darkvision 60; Perception +18

DEFENSE

AC 18, Touch 16, flat footed 13 ( Leather, Shield, none)
(+4 Dexterity, +1 Natural, +2 armour, +1 feats)
hp 114 (0d8+13d8+2d8+15+13+15);
Fort +5, Ref +12, Will +11
Damage reduction 10/magic, Immunity to poison, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Spell Resistance HD + 10

OFFENSE

Speed 35
Melee
Single Attack Quarterstaff +13 (1d6+2)
Full Attack
Quarterstaff +11/6 (1d6+2)
Sap +10 (1d6+1)
Space 5ft.; Reach 5
Special Attacks
Smite good 1/day extra damage = to HD
Attract Rats Summon swarms; they remain as long as he continues performing. No od swarms = 1d3 x 2
Attract Rats-2 The rats have an advanced template
Dirge of Doom Audience become shaken within 30ft
Inspire Greatness +2D10 HD +2 to hit +1 fort save
Suggestion Can make suggestion to a fascinated creature
Summon Monster I (Sp) Can cast summon monster I per day = 3 + CHR mod. Can only use this ability when his eidolon is not summoned. Cast this spell as a standard action, creatures remain for 1 minute per level.
Summon Natures Ally-1 Can cast summon natures ally I
Summon Natures Ally-2 Can cast summon natures ally II
Summon Natures Ally-3 Can cast summon natures ally III
Summon Natures Ally-4 Can cast summon natures ally IV
Summon Natures Ally-5 Can cast summon natures ally IV

Spell-like Abilities

Spell-like Abilities (CHR) 2nd DC(17) 1-2 HD 1/day Darkness
Spell-like Abilities (CHR) 2nd DC(17) 3-4 HD 1/day Desecrate
Spell-like Abilities (CHR) 4th DC(19) 5-6 HD 1/day Unholy Blight
Spell-like Abilities (CHR) 4th DC(19) 7-8 HD 1/day Poison
Spell-like Abilities (CHR) 4th DC(19) 9-10 HD 1/day Contagation
Spell-like Abilities (CHR) 5th DC(20) 13-14 HD 1/day Unhallow
Spell-like Abilities (CHR) 7th DC(22) 11-12 HD 1/day Blasphemy
Spell-like Abilities (CHR) 8th DC(23) 13-14 HD 3/Day Unholy Aura
Spell-like Abilities (CHR) 8th DC(23) 15-16 HD 1/day Horrid wilting

Spells Known:

Bard Spells: CL 13 Concentration 18 Level 0 (5) DC 15: Dancing Lights, Know Direction, Lullaby, Open/Close, Prestidigitation, Summon Instrument, ; Level 1 (7) DC 16: Adjuring Step, Cause Fear, Charm Person, Detect Secret Doors, Disguise Self, Hypnotism, ; Level 2 (6) DC 17: Detect Thoughts, Hold Person, Hypnotic Pattern, Misdirection, Suggestion, ; Level 3 (5) DC 18: Blink, Charm Monster, Crushing Despair, Haste, Speak with Animals, ; Level 4 (4) DC 19: Dimension Door, Dominate Person, Hold Monster, Legend Lore, ; Level 5 (2) DC 20: Mislead, Suggestion, Mass, ;
Summoner Spells: CL 2 Concentration 7 Level 0 ( ) DC 15: Arcane Mark, Daze, Detect Magic, Message, Resistance, ; Level 1 (4) DC 16: Expeditious Retreat, Summon Monster I, Ventriloquism, ;


STATISTICS


Strength 15, Dexterity 18, Constitution 13, Intelligence 19, Wisdom 10, Charisma 20
Base Attack 10 CMB 12 ; CMD 28
Feats
Animal Affinity: +2 Handle Animal +2 Ride,
Armour Prof Light,
Combat Casting: +4 Concentration checks for Defensive casting,
Dodge: Add 1 to AC ,
Fleet: Base speed + 5 feet,
Point Blank Shot: +1 to hit +1 damage if within 30 ft,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Toughness: +3 Hit points or +1 per hit dice,
Two-Weapon Fighting: Get extra attack at -2 to all attacks,
Weapon Focus: +1 to attack rolls,
Weapon Focus(Ranged): +1 attack rolls
Skills Acrobatics 22, Appraise 4, Bluff 16, Climb 2, Craft 4, Diplomacy 23, Disguise 16, Escape Artist 19, Fly 4, Handle Animal 16, Intimidate 5, Know Arcana 4, Know Arch & Eng 4, Know Dungeon 4, Know Geography 4, Know History 13, Know Local 13, Know Nature 4, Know Nobility 13, Know Psionics 4, Know Religion 4, Know the Planes 4, Linguistics 12, Open Lock 8, Perception 18, Perform 23, Profession 8, Ride 11, Sense Motive 11, Sleight of Hand 15, Spellcraft 14, Stealth 22, Use Magic Device 9
Languages Common

SPECIAL ABILITIES

Other Natural weapons treated as magical
Animal Friend-1 Select a particular kind of animal, gains a +4 bonus on Handle Animal. No of Animal types = 3
Animal Friend-2 They have a starting attitude of at least indifferent and never attack unless attacked
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained
Bardic Performance 2 times level + 2 + Charisma bonus rounds a day
Bond Senses (Su) As a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
Countersong May use bards perform for save vs sound
Distraction within 30ft can save vs an illusion(figment) or illusion(pattern) with bards perform roll
Eidolon Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
Inspire Courage Morale bonus on charm, fear, attack, and damage = + 3
Jack of All Trades Can use any skill even if untrained
Life Link (Su) Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
Soothing Performance (Su) Create an effect equivalent to the mass cure serious wounds, using the bards level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance
Soothing Performance influence animals Can use perform to change the attitude of an animal like wild empathy. uses 1 rnd of perform
Versatile Performance Can use Perform skill instead of associated skill no = 3
Native Subtype:This subtype is applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. creatures with this subtype are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep.

ECOLOGY

Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard

MAGIC ITEMS (max value 34800)

Cape of mountebank Dimension Door 1/day (10080gp)
Pipes of sounding Ghost sound CL 2 (1800gp)
Pipes of pain DC14 Will (12000gp)
Pipes of the sewers 1d3 rat swarms (1150gp)
Pipes of haunting DC13 or be frightened 2/day (6000gp)
Potion of Invisibility - (300gp)
Vest of escape +4 open locks +6 escape artist (5200gp)

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To Heros and Villains

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