Knightfall
World of Kulan DM
PIPER
Medium-Size Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative: +2 (Dex)
Speed: 40 ft. (8 squares)
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: +3 melee (1d6/19-20, short sword) or +3 ranged (1d4, dart)
Full Attack: +3 melee (1d6/19-20, short sword) or +3 ranged (1d4, dart)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: —
Special Qualities: Piper traits, speak with animals, wild empathy
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 11 (+0), Wis 11 (+0), Cha 14 (+2)
Skills: Bluff +3, Gather Information +3, Listen +2, Perform (wind instrument) +5, Spot +1
Feats: Weapon Finesse
Continent/Region: Harqual/Great Forest
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +2.
Pipers are charming, wild half-breeds with elf ancestry running through their blood. A piper is the result of a native satyr of Harqual mating with an elf. Also known as pucks, these humanoids are often raised by their elf parent. Rarely will the piper’s satyr father raise the child in the wild, more often leaving the child with a circle of druids. A piper’s elven parent is 75% likely to be a forest elf and 25% likely to be a silver elf.
A piper stands roughly 5 feet to 5¼ in height and weighs as much as an elf does. Male pipers are sometimes born with cloven hoofs (20% of the time) and grow short goatees by their tenth summer. Female pipers look more elven then males with delicate features and normal feet. Both male and female pipers have sumptuous black to light brown hair and piercing deep green to sky blue eyes.
Pipers are very rare creatures beyond the boundaries of the Great Harqual Forest but have been known to adventure amongst the more northerly reaches of the Eastern Shores and Wild Plains. Pipers are usually on good terms with rogues, rangers, druids, and bards. They treat sorcerers and barbarians with great respect but have trouble relating to fighters and wizards.
Pipers speak Elven and Sylvan.
Combat
Pipers aren’t fond of solving their disputes with physical force. They’d much rather placate opponents with a song and dance, if possible. If pressed by truly evil or unruly opponents they fight back with the style and grace born of their elven heritage. Pipers usually fight with light weapons such as daggers, handaxes, and short swords, as well as ranged weapons such as darts and slings.
Speak with Animals (Sp): This piper can use speak with animals 2 times per day. Caster level 1st; cast as a cleric.
Wild Empathy (Ex): A piper may use this extraordinary ability as per the Ranger class feature; add +1 to the Wild Empathy check for this piper.
Skills: Pipers are treated as having 3 bonus ranks in Perform (wind instrument) (even if this is above their normal maximum).
Pipers as Characters
Pipers favor the bard class. Unaligned piper clerics can choose any two of the following domains: Chaos, Good, Luck, Magic, and Trickery. Pipers have all the racial traits listed on pages 48 and 49 of Bastards & Bloodlines: A Guidebook to Half-Breeds with the following racial languages:
Medium-Size Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative: +2 (Dex)
Speed: 40 ft. (8 squares)
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: +3 melee (1d6/19-20, short sword) or +3 ranged (1d4, dart)
Full Attack: +3 melee (1d6/19-20, short sword) or +3 ranged (1d4, dart)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: —
Special Qualities: Piper traits, speak with animals, wild empathy
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 11 (+0), Wis 11 (+0), Cha 14 (+2)
Skills: Bluff +3, Gather Information +3, Listen +2, Perform (wind instrument) +5, Spot +1
Feats: Weapon Finesse
Continent/Region: Harqual/Great Forest
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +2.
Pipers are charming, wild half-breeds with elf ancestry running through their blood. A piper is the result of a native satyr of Harqual mating with an elf. Also known as pucks, these humanoids are often raised by their elf parent. Rarely will the piper’s satyr father raise the child in the wild, more often leaving the child with a circle of druids. A piper’s elven parent is 75% likely to be a forest elf and 25% likely to be a silver elf.
A piper stands roughly 5 feet to 5¼ in height and weighs as much as an elf does. Male pipers are sometimes born with cloven hoofs (20% of the time) and grow short goatees by their tenth summer. Female pipers look more elven then males with delicate features and normal feet. Both male and female pipers have sumptuous black to light brown hair and piercing deep green to sky blue eyes.
Pipers are very rare creatures beyond the boundaries of the Great Harqual Forest but have been known to adventure amongst the more northerly reaches of the Eastern Shores and Wild Plains. Pipers are usually on good terms with rogues, rangers, druids, and bards. They treat sorcerers and barbarians with great respect but have trouble relating to fighters and wizards.
Pipers speak Elven and Sylvan.
Combat
Pipers aren’t fond of solving their disputes with physical force. They’d much rather placate opponents with a song and dance, if possible. If pressed by truly evil or unruly opponents they fight back with the style and grace born of their elven heritage. Pipers usually fight with light weapons such as daggers, handaxes, and short swords, as well as ranged weapons such as darts and slings.
Speak with Animals (Sp): This piper can use speak with animals 2 times per day. Caster level 1st; cast as a cleric.
Wild Empathy (Ex): A piper may use this extraordinary ability as per the Ranger class feature; add +1 to the Wild Empathy check for this piper.
Skills: Pipers are treated as having 3 bonus ranks in Perform (wind instrument) (even if this is above their normal maximum).
Pipers as Characters
Pipers favor the bard class. Unaligned piper clerics can choose any two of the following domains: Chaos, Good, Luck, Magic, and Trickery. Pipers have all the racial traits listed on pages 48 and 49 of Bastards & Bloodlines: A Guidebook to Half-Breeds with the following racial languages:
- Automatic Languages: Elven and Sylvan. Bonus Languages: Common, Gnoll, Gnome, Halfling, and Orc.
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