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Stories speak of a bard that was capable of charming and commanding swarms of creatures through the power of melody.

The pied piper is an archetype: of the bard class, available only to burmecian bards.

Archetype: Main Ability Scores
The pied piper mainly focuses on DEX for martial combat and CHA for their class features and songs.

Archetype: Feature Replacements
1st – Class Skills, Limit Breaks, Bardic Performance, Countersong, Distraction, Fascinate, Inspire Courage. 2ndVersatile Performance. 3rd – Inspire Competence, Inspiration. 4thSong Talent. 6th – Suggestion. 7thSkilled Performer. 8th – Dirge of Doom. 9th – Inspire Greatness. 12th – Soothing Performance, Advanced Song Talents. 14th – Frightening Tune. 15th – Inspire Heroics. 16thUnstoppable Performance. 17th – Adoring Fan, 1 MP Song. 18th – Funeral Ballad. 20th – Deadly Performance, Master Bard.

Class Skills

The pied piper loses Sleight of Hand (Dex) as a class skill, but gains Handle Animal (Cha).

This ability alters class skills.

Limit Breaks (Su)

At 1st level, the pied piper receives the Limit Break (Swarming Tide).

Swarming Tide (Su): This limit break calls an even greater number of creatures into the choir. For a duration of 1 round + 1 round per four bard levels after 1st, the pied piper’s swarm companion takes up twice as much space, deals twice as much swarm damage, and gains temporary hit points equal to their maximum hit points.

This ability replaces one of the bard’s standard Limit Breaks.

Piper’s Choir (Ex)

The pied piper begins play with a loyal swarm of creatures (chosen from the creatures listed under Swarm Companion Descriptions) that accompanies the pied piper on his adventures. Swarm companions follow similar rules to the beastmaster’s Animal Companion class feature, advancing their Hit Dice and other abilities as the pied piper levels. For the swarm companion advancements see Table: Piper’s Choir Base Statistics.

Swarm companions can be taught tricks as if they were normal animals using the Handle Animal skill. If the swarm is composed of vermin, it also uses the vermin companion rules as outlined in Ultimate Magic. (Details on how animal companions work can found be here: Animal Companions – d20PFSRD).

  • Traits: Swarm companions possess all of the normal traits of a creature of the swarm subtype, except as noted here.
    • A pied piper’s bard songs affect her mindless vermin companions as though they were not mindless. Her own swarm is also considered to be a single creature for the purpose of the pied piper’s bard song effects.
    • Regardless of the size of the component creatures, a swarm companion takes half damage from slashing and piercing weapons (meaning even swarms composed of Diminutive or Fine creatures will take half damage from slashing and piercing weapons).
    • Swarm companions do not automatically possess the distraction ability from the swarm subtype: and thus not all swarm companions interfere with spellcasting, concentrating on spells, or the use of skills that require concentration or patience. Swarm companions that do retain the distraction ability or gain this ability as they advance have this ability listed in their individual entries.
    • The pied piper and her swarm companion form a close bond, such that the pied piper is capable of moving through her own swarm without taking damage (unless the swarm is somehow charmed or compelled to attack: its master). Swarm companions may be trained the following Handle Animal trick:
      • Gentle Mass: Swarm companions can be taught not to harm other specific individuals, allowing these individuals to pass through squares the swarm occupies without taking swarm damage or being affected by their abilities. This counts as one trick for the purposes of the number of tricks the swarm possesses, but can be applied to any number of individuals.
  • Dispersing: A swarm companion that is reduced to 0 hit points disperses as described under swarm traits. After 24 hours and a successful Perform check (DC 10 + pied piper’s bard level), the swarm successfully reforms itself at maximum hit points as it replenishes its numbers, as the various composed creatures (and other, similar creatures that were never part of the swarm before) instinctively converge on the swarm’s master. Failure means the pied piper must wait 24 hours before attempting to reform their swarm again.
  • Mindless: Swarm companions that are made up of creatures that have no Intelligence score possess the mindless trait. In spite of this, all swarms, including vermin and other swarm companions that do not start with an Intelligence score begin play with a single trick, plus additional bonus tricks as noted on Table: Piper’s Choir Base Statistics, as well as being able to take feats as per the table. When a vermin swarm companion obtains their ability score increase as part of their 7th level advancement, their Intelligence changes from – to 1, at which point it is no longer considered mindless and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks, as per Handle Animal and Table: Piper’s Choir Base Statistics.

Table: Piper’s Choir Base Statistics

Class Level HD BAB Swarm DMG Fort Ref Will Skills Feats Dodge Bonus Dex/Con Bonus Bonus Tricks

Special

1st 1 +0 1d6 +2 +2 +0 1 1 +0 +0 1 Link, Shared Senses, Swarm Size (5 x 5 ft.)
2nd 2 +1 1d6 +3 +3 +0 2 1 +0 +0 1
3rd 3 +2 1d6 +3 +3 +1 3 2 +2 +1 2 Uncanny Dodge
4th 3 +2 1d6 +3 +3 +1 3 2 +2 +1 2
5th 4 +3 1d6 +4 +4 +1 4 2 +2 +1 2 Swarm Size (10 x 10 ft.)
6th 5 +3 1d6 +4 +4 +1 5 3 +4 +2 3
7th 6 +4 2d6 +5 +5 +2 6 3 +4 +2 3 7th Level Advancement
8th 6 +4 2d6 +5 +5 +2 6 3 +4 +2 3
9th 7 +5 2d6 +5 +5 +2 7 4 +6 +3 4 Swarm Size (15 x 15 ft.)
10th 8 +6 2d6 +6 +6 +2 8 4 +6 +3 4
11th 9 +6 2d6 +6 +6 +3 9 5 +6 +3 4 Magic Attacks
12th 9 +6 2d6 +6 +6 +3 9 5 +8 +4 5
13th 10 +7 2d6 +7 +7 +3 10 5 +8 +4 5 Swarm Size (20 x 20 ft.)
14th 11 +8 3d6 +7 +7 +3 11 6 +8 +4 5
15th 12 +9 3d6 +8 +8 +4 12 6 +10 +5 6 Evasion
16th 12 +9 3d6 +8 +8 +4 12 6 +10 +5 6
17th 13 +9 3d6 +8 +8 +4 13 7 +10 +5 6 Swarm Size (25 x 25 ft.)
18th 14 +10 3d6 +9 +9 +4 14 7 +12 +6 7
19th 15 +11 3d6 +9 +9 +5 15 8 +12 +6 7
20th 15 +11 3d6 +9 +9 +5 15 8 +12 +6 7
  • Class Level: The character’s bard level. The pied piper’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s statistics.
  • HD & BAB: This is the swarm’s base attack: bonus and total number of eight-sided (d8) Hit Dice the swarm possesses, each of which gains a Constitution modifier, as normal. A pied piper’s swarm companion is stronger than most swarms.
  • Swarm DMG: This is the swarm’s swarm damage progression.
  • Fort/Ref/Will: These are the swarm’s base saving throw bonuses. A swarm has good Fortitude and Reflex saves.
  • Skills: This lists the total skill ranks for the swarm. Swarms can assign skill ranks to any skill listed below. If a swarm increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Swarms with an Intelligence of 3 or higher can purchase ranks in any skill. A swarm cannot have more ranks in a skill than it has Hit Dice.
    • Swarms can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for swarms. Swarms with an Intelligence of 3 or higher can put ranks into any skill.
  • Feats: This is the total number of feats possessed by a swarm. Swarms should select their feats from those listed below. Swarms can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency).
    • Swarms can select from the following feats: Ability Focus, Acrobatic, Agile Maneuvers, Alertness, Athletic, Blind-Fight, Dodge, Endurance, Great Fortitude, Improved Initiative, Improved Natural Armor, Iron Will, Lightning Reflexes, Mobility, Run, Skill Focus, Stealthy, and Toughness. Swarms with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.
  • Dodge Bonus: The number noted here is an improvement to the swarm’s dodge bonus.
  • Dex/Con Bonus: Add this value to the swarm’s Dexterity and Constitution scores.
  • Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the swarm knows in addition to any that the pied piper might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the swarm. The pied piper selects these bonus tricks, and once selected, they can’t be changed.

Special: This includes a number of abilities gained by all swarm companions as they increase in power. Each of these bonuses is described below.

  • Link (Ex): A pied piper can handle his companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The pied piper gains a +4 competence bonus on all wild empathy checks and Handle Animal checks made regarding the swarm companion.
  • Shared Senses (Ex): When within 30 feet of her swarm companion, the pied piper can select one of its senses as a swift action to gain for 1 minute. If the pied piper already has the same sense, she increases her senses by half of what her companion has. The pied piper can share her companion’s senses a number of times per day equal to her Charisma modifier.
  • Swarm Size (Ex): Unlike normal swarms, swarm companions start out with a space of 5 ft. x 5 ft. At 5th level, and every four bard levels thereafter, the swarm’s size increases by 5 ft., to a total of 25 ft. x 25 ft at 17th level.
  • Uncanny Dodge (Ex): Starting at 3rd level, the swarm can react to danger before their senses would normally allow them to do so. The swarm cannot be caught flat-footed, nor do they lose their Dex bonus to AC: if the attacker is invisible. They still lose their Dexterity bonus to AC: if immobilized. A swarm with this ability can still lose their Dexterity bonus to AC: if an opponent successfully uses the feint action (see Combat) against them.
  • Magic Attacks (Su): The swarm companion treats its swarm attack: as if it were magic for the purposes of overcoming damage reduction. If the pied piper is 10th level or higher, the swarm companion’s swarm damage is treated as the alignment of the pied piper for the purpose of overcoming damage reduction.
  • Evasion (Ex): If the swarm companion is subjected to an attack: that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

This ability replaces bardic performance and all bardic performances that would be gained from leveling.

Piper’s Performance (Ex)

At 2nd level, the pied piper must select Perform (wind) as her Versatile Performance. At higher levels, the pied piper may not select an additional perform type: to substitute and must select an Advanced Versatile Performance.

This ability alters versatile performance.

Piper’s Talents (Ex or Su)

The pied piper loses access to Attract Minion, Bodyguard, and Wealth of Allies song talents. At 2nd level and every two bard levels, the pied piper may choose from the following options in addition to her normal song talent options:

Bestial Swiftness (Ex): As per the beastmaster’s trick, the pied piper’s swarm companion gains a +10 ft. movement speed: bonus, but only to their base movement speed, or if they have a fly speed, the bonus may be applied to their fly speed: instead.

Bolster Swarm (Ex): The pied piper attracts nearby creatures to bolster her swarm. The swarm gains 1d6 temporary hit points. These temporary hit points last until the battle ends, or until they are removed through damage. A pied piper may use this ability a number of times per day equal to 3 + her Charisma modifier. This is a move action and does not provoke an attack: of opportunity. At 6th level, and every five bard levels thereafter, the amount of temporary hit points the swarm companion gains is increased by 1d6.

Eyes in the Shadows (Ex): The pied piper may temporarily dispatch a small number of her swarm throughout a location to act as spies. This functions as per the spell Insect Spies. A pied piper may use this ability a number of times per day equal to 3 + her Charisma modifier. Prerequisite: The pied piper must be at least 6th level to select this talent.

Master’s Orders (Ex): As per the beastmaster’s trick, the pied piper can use this talent as a standard action when she is within 60 feet and line of sight of her swarm companion, doing so allows her companion to make another save against one mind-affecting effect that is currently affecting her companion. The pied piper can only use this talent once per effect.

Rapid Infestation (Ex): Whenever the pied piper’s swarm is dispersed, instead of taking 24 hours to recollect itself, the swarm takes 8 hours to reform. The pied piper must still make the required performance check to determine if the swarm is successful in recollecting itself, but also only has to wait 8 hours before attempting to reconstitute the swarm again.

Summon Swarm: The pied piper adds summon swarm to her bard song list as a maintained song. Prerequisite: The pied piper must be at least 4th level to select this talent.

Swarmguard I (Ex): Whenever the pied piper is adjacent to her swarm companion, once per turn as an immediate action to being attacked, she can redirect the attack: against the swarm companion. Compare the attack: roll to the swarm’s AC: and resolve the attack: as normal.

Swarmguard II (Ex): When the pied piper redirects an attack: to her swarm using the Swarmguard I talent, the swarm’s AC: gains a dodge bonus equal to half her bard level.

Swarmguard III (Ex): When the pied piper redirects an attack: to her swarm using the Swarmguard  I talent, the swarm can immediately deal swarm damage to an attacker already within the swarm’s square or make an immediate 5-ft.-step against an attacker that is adjacent to the swarm, dealing swarm damage.

Swarm Tongue (Su): The pied piper gains the supernatural ability to speak with and understand the response of swarms. The pied piper can communicate with creatures of the same species as her current swarm companion (rats, spiders, etc.) as if using speak with animals. At 5th level, the pied piper can communicate with all creatures listed under the pied piper’s Choir class feature.

These abilities may replace song talents.

Swarm Empathy (Ex)

At 3rd level, the pied piper gains the wild empathy ability, but can use it only to influence swarms and uses her bard levels in place of beastmaster levels.

In addition to this, vermin are normally mindless, but this empathetic communication allows the pied piper to use Handle Animal on mindless vermin. The pied piper treats swarms as if they were one creature possessing a single mind for the purposes of handle animal checks.

This ability replaces inspiration.

Vermin Song (Ex)

At 4th level, a pied piper’s bard songs affect vermin swarms other than her own as though they were not mindless. All swarms are considered a single creature for the purposes of the pied piper’s bard song effects.

This ability replaces a song talent gained at 4th level.

Swarm Stride (Ex)

At 7th level, a pied piper can safely pass through certain swarms and does not take swarm damage while within that swarm’s space. The pied piper may pass through spaces occupied by swarms of the same type: as her own swarm (rat, raven, wasp, etc.) without being attacked. For swarms composed of other creatures, the pied piper may make a DC 20 Wild Empathy check as a free action to pass unharmed through their space.

This ability replaces skilled performer.

Advanced Piper’s Talents (Ex or Su)

At 12th level, the pied piper loses access to Attract Superior Minion song talent. The pied piper may choose from the following options in addition to her normal advanced song talent options:

COUSes (Ex): The pied piper temporarily attracts Creatures of Unusual Size to join her swarm. When using the Bolster Swarm ability, in addition to the temporary hit points granted by that ability, the swarm companion’s swarm damage increases by one step (d6 to d8). Prerequisite: The pied piper must have the Bolster Swarm piper talent to select this talent.

Greater Eyes in the Shadows (Ex): When the pied piper uses Eyes in the Shadows, it instead acts as per the spell Insect Spies, Greater, allowing the pied piper to share the senses of one of his swarm spies. Prerequisite: The pied piper must be at least 12th level to select this talent.

Ride the Tide (Ex): The pied piper is swallowed and carried along by the wave of her swarm, allowing them to carry her using any of their forms of movement. The swarm is allowed to carry the pied piper like this for a number of minutes per day equal to the pied piper’s Charisma modifier. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

These abilities may replace advanced song talents.

Lure of the Piper (Su)

At 16th level, the pied piper gets Pied Piping as a bonus song (or the bard song of her choice if she already know pied piping). When performed by the pied piper, Pied Piping’s area is increased to 60 feet and the save DC is increased by 2.

This ability replaces unstoppable performance.

Symphonic Choir (Su)

At 17th level, the bond between the pied piper and her swarm has grown such that the swarm has formed a pseudo-hivemind and is capable of drawing on some of the pied piper’s magical powers. The choir gains a +1 bonus to Intelligence and the pied piper may select two 1st-level Bard Songs that the choir may cast as spell-like abilities. The chosen songs may not be maintained songs. Each song can be cast a number of times per day equal to the pied piper’s Charisma modifier and the caster level and save DC are the same as if the pied piper herself had cast them. These spell-likes are cast as a standard action that provokes attacks of opportunity. The swarm may also deal swarm damage to anything occupying their space in the same turn it casts a song.

This ability replaces 1 mp song.

Master Piper (Su)

At 20th level, a pied piper becomes a master of the bardic arts and her swarm. The DCs of all songs and swarm special abilities are increased by 2. In addition, once per day, a pied piper can perform up to five songs at once as a standard action, provided that they are part of a Medley. This action does not impose a Perform skill check.

This ability alters master bard.

Swarm Companion Descriptions

A pied piper can choose a swarm companion from the following swarms. Each swarm companion has different starting sizes, speed, ability scores, and special qualities. All swarm damage is done using the damage dice listed in Table: Piper’s Choir Base Statistics unless otherwise noted. Swarm attacks do not add their Strength modifier to the damage. Some have special abilities, such as scent. As the pied piper gain levels, her swarm companion improves as well, at 7th level, in addition to the standard bonuses noted on Table: Piper’s Choir Base Statistics.

(Note: With DM permission you may “re-skin” an existing swarm companion stat block to fit other similar swarming creatures. As an example, the pied piper’s Flock could be used for any type: of small bird.)

Piper’s Army [Frogs]
Most poisonous frogs have bright, brilliant colors with eccentric patterns.

STARTING STATISTICS

Type: diminutive animal (swarm); Speed: 10 ft., swim 20 ft.; AC: +4 size; Attack: swarm damage (see Table: Piper’s Choir Base Statistics + wounding); Ability scores:  Str 2, Dex 12, Con 11, Int 1, Wis 9, Cha 10; Special Qualities: Swarm traits, low-light vision, scent. Special Attacks: Distraction (DC 10 + half frog swarm’s HD + frog swarm’s Con modifier).

  • Poison (Ex): Swarm–injury; save Fort DC 10 + Sfrog swarm’s HD + frog swarm’s Con modifier; frequency 1/round for 6 rounds; effect 1d2 Con DMG; cure 1 save.
7TH-LEVEL ADVANCEMENT

Ability Scores: Con +1, Int +1, Wis +1

  • Poison (Ex): 1d2 Str DMG and Con DMG

Piper’s Bloom [Jellyfish]
All but invisible in the water, this foul swarm of fist-sized jellyfish wriggles, a virtual wall of stinging tentacles.

STARTING STATISTICS

Type: diminutive vermin (swarm, aquatic); Speed: swim 20 ft.; AC: +4 size; Attack: swarm damage (see Table: Piper’s Choir Base Statistics + distraction + poison); Ability Scores: Str 1, Dex 13, Con 10, Int –, Wis 10, Cha 2; Special Qualities: swarm traits, darkvision 60 ft.; Special Attacks: distraction (DC 10 + half jellyfish swarm’s HD + jellyfish swarm’s Con modifier)

  • Poison (Ex): Swarm–injury; save Fort DC 10 + half jellyfish swarm’s HD + jellyfish swarm’s Con modifier; frequency 1/round for 6 rounds; effect 1d4 Dex DMG; cure 2 consecutive saves.
7TH-LEVEL ADVANCEMENT

Ability Scores: Dex +1, Int +1, Wis +2

  • Poison (Ex): 1d6 Dex DMG

Piper’s Cast [Crabs]
A writhing mass of clacking shells and snapping pincers rushes from the surf, their spider-like legs twitching across the sand.

STARTING STATISTICS

Type: diminutive animal (swarm, aquatic); Speed: 30 ft., swim 20 ft.; AC: +4 size; Attack: swarm damage (see Table: Piper’s Choir Base Statistics + distraction); Ability Scores: Str 1, Dex 14, Con 13, Int –, Wis 10, Cha 2; Special Qualities: swarm traits, darkvision 60 ft., water dependency; Special Attacks: distraction (DC 10 + half crab swarm’s HD + crab swarm’s Con modifier)

  • Water Dependency (Ex): Crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a crab runs the risk of suffocation, as if it were drowning.
7TH-LEVEL ADVANCEMENT

Ability Scores: Str +1, Con +1, Int +1, Wis +2; Special Abilities: Cling

  • Cling (Ex): If a creature leaves a swarm’s square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers as several of the pinching pests continue to cling tenaciously to the victim. A creature with crabs clinging to him continues to take swarm damage at the end of his turn each round. As a full-round action, they can remove the crabs with a Reflex save (DC 10 + half crab swarm’s HD + crab swarm’s Dex modifier). High wind or any amount of damage from an area effect destroys all clinging crabs.

Piper’s Cluster [Spiders]
An awful, scuttling mass of legs and mandibles scrambles forward out of the darkness.

STARTING STATISTICS

Type: diminutive vermin (swarm); Speed: 20 ft., climb 20 ft.; AC: +4 size; Attack: swarm damage (1d6 base; see Table: Piper’s Choir Base Statistics + poison); Ability Scores: Str 1, Dex 17, Con 10, Int –, Wis 10, Cha 2; Special Qualities: swarm traits, darkvision 60 ft., tremorsense 30 ft.

  • Poison (Ex): Swarm–injury; save Fort DC 10 + half spider swarm’s HD + spider swarm’s Con modifier; frequency 1/round for 2 rounds; effect 1d2 Str DMG; cure 1 save.
7TH-LEVEL ADVANCEMENT

Ability Scores: Str +1, Int +1, Wis +2; Special Abilities: mass of webs

  • Mass of Webs (Ex): Every 1d4 rounds, as a standard action, the spider swarm works together to ensnare their victim, coating the space they’re in with webbing. With a successful Reflex save (DC  10 + half spider swarm’s HD + spider swarm’s Con modifier) the targets avoid being entangled. An entangled creature can escape with a successful Escape Artist check or burst the web with a Str check. Both are standard actions with a DC equal to 10 + half spider swarm’s HD + spider swarm’s Con modifier. Attempts to burst a web by those caught in it take a -4 penalty.

Piper’s Colony [Vampire Bats]
Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.

STARTING STATISTICS

Type: diminutive animal (swarm); Speed: 5 ft., fly 40 ft. (good); AC: +4 size; Attack: swarm damage (see Table: Piper’s Choir Base Statistics); Ability Scores: Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4; Special Qualities: swarm traits, blindsense 20 ft., low-light vision; Special Attacks: blood drain

  • Blood Drain (Ex): Whenever a vampire bat swarm deals swarm damage to a living creature, it regains 1 hp.
7TH-LEVEL ADVANCEMENT

Ability Scores: Dex +1, Con +1, Int +1

  • Blood Drain (Ex): Whenever a vampire bat swarm deals swarm damage to a living creature, it regains a number of hit points equal to half the damage dealt.

Piper’s Flock [Ravens]
The pitch-black birds that make up this torrent of claws and feathers glare ominously from hundreds of beady eyes.

STARTING STATISTICS

Type: tiny animal (swarm); Speed: 10 ft., fly 40 ft. (average); AC: +2 size; Attack: swarm damage (see Table: Piper’s Choir Base Statistics + distraction); Ability Scores: Str 3, Dex 15, Con 12, Int 2, Wis 15, Cha 7; Special Qualities: swarm traits, low-light vision; Special Attacks: distraction (DC 10 + half raven swarm’s HD + raven swarm’s Con modifier)

7TH-LEVEL ADVANCEMENT

Special Attacks: Blindness; Ability Scores: Dex +1, Int +1, Wis +1

  • Blindness (Ex): Whenever a creature becomes distracted by a raven swarm, it must succeed a Ref save (DC 10 + half raven swarm’s HD + raven swarm’s Con modifier) to avoid being blinded for 1 round from the swarm. A raven swarm deals 2 additional points of damage to creatures it blinded in the previous round.

Piper’s Hive [Wasps]
A low, ominous buzz announces the arrival of a mass of many thousands of angry, stinging wasps.

STARTING STATISTICS

Type: diminutive vermin (swarm); Speed: 5 ft., fly 40 ft. (good); AC: +4 size; Attack: swarm damage (see Table: Piper’s Choir Base Statistics + poison); Ability Scores: Str 1, Dex 13, Con 10, Int –, Wis 12, Cha 9; Special Qualities: swarm traits, darkvision 60 ft.

  • Poison Stings (Ex): A wasp swarm always deals minimum damage with its swarm attack. When the wasp swarm deals swarm damage, they inflict the poisoned status for 1d4 rounds. A Fortitude save negates the effect (DC 10 + half wasp swarm’s HD + wasp swarm’s Con modifier).
7TH-LEVEL ADVANCEMENT

Ability Scores: Dex +1, Int +1, Wis +2

  • Poison Stings (Ex): The wasps deal full damage with their swarm attack: and the poisoned status lasts 1d6 rounds.

Piper’s Horde [Rats]
A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path.

STARTING STATISTICS

Type: tiny animal (swarm); Speed: 15 ft., climb 15 ft., swim 15 ft.; AC: +2 size; Attack: swarm damage (see Table: Piper’s Choir Base Statistics + wounding); Ability Scores: Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2; Special Qualities: swarm traits, low-light vision, scent, wounding

  • Wounding (Ex): Any living creature damaged by a rat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of a cure spell or some other healing magic.
7TH-LEVEL ADVANCEMENT

Ability Scores: Con +1, Int +1, Wis +1

Piper’s Pit [Snakes]
Venomous snakes slither and crawl over each other in a furious mass, their poison-dripping fangs glinting in the light.

STARTING STATISTICS

Type: tiny animal (swarm); Speed: 20 ft., climb 20 ft., swim 10 ft.; AC: +2 size; Attack: swarm damage (see Table: Piper’s Choir Base Statistics + distraction); Ability Scores: Str 9, Dex 16, Con 17, Int 1, Wis 12, Cha 2; Special Qualities: swarm traits, low-light vision, scent Special Attacks: distraction (DC 10 + half snake swarm’s HD + snake swarm’s Con modifier)

7TH-LEVEL ADVANCEMENT

Attack: swarm (see Table: Piper’s Choir Base Statistics + distraction + poison); Ability Scores: Int +1, Wis +4

  • Poison (Ex): Swarm–injury; save Fort DC 10 + half snake swarm’s HD + snake swarm’s Con modifier; frequency 1/round for 6 rounds; effect 1d2 Con DMG; cure 2 consecutive saves.

Piper’s Plague [Locusts]
Thousands upon thousands of locusts dance and drone in a dark and ravenous cloud.

STARTING STATISTICS

Type: fine vermin (swarm); Speed: 10 ft., climb 10 ft., fly 30 ft. (average); AC: +8 size; Attack: swarm damage (see Table: Piper’s Choir Base Statistics + distraction); Ability Scores: Str 1, Dex 15, Con 10, Int –, Wis 11 Cha 2; Special Qualities: swarm traits, bonus trick (down); Special Attacks: devour, distraction (DC 10 + half locust swarm’s HD + locust swarm’s Con modifier)

  • Bonus Trick (Down): Locust swarms begin play with down as a bonus trick. This essentially allows the pied piper to turn off their devour and voracious abilities so they don’t eat everything they come across while traveling.
  • Devour (Ex): A locust swarm causes damage to unattended objects in its space each round as though they were creatures.
7TH-LEVEL ADVANCEMENT

Special Attacks: voracious; Ability Scores: Dex +1, Int +1, Wis +1

  • Voracious (Ex): A locust swarm deals double damage to creatures with the plant subtype: and to objects made of paper, wood, or other plant materials.

Piper’s Shoal [Piranha]
This school of red-bellied fish swims swiftly, each tiny mouth filled with rows of razor-sharp teeth ready to feast on flesh.

STARTING STATISTICS

Type: tiny animal (swarm, aquatic); Speed: swim 20 ft.; AC: +4 size; Attack: swarm damage (see Table: Piper’s Choir Base Statistics + distraction + Wounding); Ability Scores: Str 3, Dex 16, Con 15, Int 1, Wis 12, Cha 2; Special Qualities: swarm traits, blindsense 30 ft.; keen scent Special Attacks: distraction (DC 10 + half piranha swarm’s HD + piranha swarm’s Con modifier)

  • Keen Scent (Ex): A piranha swarm can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
  • Wounding (Ex): Any living creature damaged by a piranha swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of a cure spell or some other healing magic.
7TH-LEVEL ADVANCEMENT

Ability Scores: Con +1, Int +1, Wis +2; Special Abilities: Feeding Frenzy

  • Wounding (Ex): 1d4 bleed damage
  • Feeding Frenzy (Ex): Against a foe taking bleed damage, a piranha swarm deals an additional 1d6 damage with its swarm attack.

Piper’s Swarm [Centipedes]
A writhing mass of legs and poisonous pincers swarms across the ground in a deadly, undulating wave.

STARTING STATISTICS

Type: diminutive vermin (swarm); Speed: 30 ft., climb 30 ft.; AC: +4 size; Attack: swarm damage (1d4 base; see Table: Piper’s Choir Base Statistics + poison); Ability Scores: Str 1, Dex 19, Con 8, Int –, Wis 10, Cha 2; Special Qualities: swarm traits, darkvision 60 ft., tremorsense 30 ft.

  • Poison (Ex): Swarm–injury; save Fort DC 10 + half centipede swarm’s HD + centipede swarm’s Con modifier; frequency 1/round for 6 rounds; effect 1d3 Dex DMG; cure 1 save.
7TH-LEVEL ADVANCEMENT

Ability Scores: Str +1, Con +2, Int +1, Wis +2; Special Attacks: distraction (DC 10 + half centipede swarm’s HD + centipede swarm’s Con modifier)

  • Poison (Ex): effect 1d3 Dex DMG and 1d3 Str DMG