Belsnickel, CR 14 (XP 38,400)
Male human rogue 10/fighter 5/adept 1
CN Medium humanoid (human)
Init +9; Senses Perception +15
DEFENSE
Def 25, touch 21, flat-footed 25 (+5 Dex, +5 class, +1 dodge, +4 armor)
hp 124 (10d8+5d10+1d6+26)
Fort +8, Ref +15, Will +8; +1 vs. fear, +3 vs. traps
Defensive Abilities bravery +1, evasion, improved uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +2 wounding switch +21/+16/+11 (1d3+7), or unarmed strike +18/+13/+8 (1d3+3)
Special Attacks sneak attack +5d6, weapon training 1 (close +1)
Adept Spells Prepared (CL 1st; concentration +3)
1st—cause fear (DC 13), detect evil
0—mending, detect magic, read magic
STATISTICS
Str 14, Dex 20, Con 13, Int 14, Wis 15, Cha 8
Base Atk +12; CMB +14; CMD 29
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Lightning Stance, Mobility, Power Attack, Weapon Finesse, Weapon Focus (ruten), Weapon Specialization (ruten), Wind Stance
Skills Acrobatics +18, Climb +10, Disable Device +20, Escape Artist +18, Handle Animal +10, Intimidate +15, Knowledge (current events) +8, Knowledge (forbidden lore) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (naturalist) +12, Knowledge (psychology) +10, Medicine +8, Perception +15 [+20 to locate traps], Research +8, Ride +10, Sense Motive +15, Sleight of Hand +18, Spellcraft +8, Stealth +18, Survival +10, Swim +10
Languages English, Dutch, German
SQ advanced talents (fast tumble), armor training 1, rogue talents (expert leaper, fast stealth, finesse rogue, stand up), trapfinding +5
Gear animal furs (covering him head to toe), +2 leather armor, sack of holding (as bag type 2, filled with treats for good children and lumps of coal for bad children), +2 wounding switch
SPECIAL ABILITIES
Evasion (Ex) If Belsnickel makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only while Belsnickel is wearing light armor or no armor. Belsnickel does not gain the benefit of evasion while helpless.
Expert Leaper (Ex) When making jump checks, Belsnickel is always considered to have a running start. Also when Belsnickel deliberately falls, a DC 15 Acrobatics check allows him to ignore the first 20 feet fallen, instead of the first 10 feet.
Fast Stealth (Ex) Belsnickel can move at full speed using the Stealth skill without penalty.
Fast Tumble (Ex) When Belsnickel uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.
Improved Uncanny Dodge (Ex) Belsnickel cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to Defense if immobilized. Belsnickel can still lose his Dexterity bonus to Defense if an opponent successfully uses the feint action against him. Belsnickel can no longer be flanked. This defense denies another rogue equivalent the ability to sneak attack Belsnickel by flanking him, unless the attacker has at least four more rogue equivalent levels than he does.
Stand Up (Ex) Belsnickel can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Trap Sense (Ex) Belsnickel has an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to Defense against attacks made by traps.
Weapon Training (Ex) Whenever Belsnickel attacks with a weapon from the close weapon group, he gains a +1 bonus on attack and damage rolls. Belsnickel also adds this bonus to any combat maneuver checks made with weapons from the close weapon group. This bonus also applies to Belsnickel’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. The close weapon group is defined as follows:
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
Knecht Ruprecht, CR 10 (XP 9,600)
Male human commoner 6/inquisitor 6
NG Medium humanoid (human)
Init +4; Senses Perception +22
DEFENSE
Def 13, touch 13, flat-footed 10 (+1 Dex, +2 class)
hp 110 (6d6+6d8+54)
Fort +10, Ref +5, Will +10
OFFENSE
Speed 30 ft.
Melee +1 holy quarterstaff +10/+5 (1d6+2 plus 2d6 vs. evil)
Special Attacks bane (6 rounds/day)
Inquisitor Spell-Like Abilities (CL 6th; concentration +9)
6/day—artificer’s touch
At will—detect alignment
6 rounds/day—discern lies (DC 17)
Inquisitor Spells Known (CL 6th; concentration +9)
2nd (4/day—confess (3d6, DC 15), detect thoughts (DC 15), invisibility, tongues
1st (5/day)—alarm, sanctuary (DC 14), true strike, wrath
0 (at will)—brand (DC 13), detect magic, guidance, read magic, sift, stabilize
Domain Artifice
STATISTICS
Str 12, Dex 13, Con 16, Int 10, Wis 16, Cha 14
Base Atk +7; CMB +8; CMD 19
Feats Alertness, Diehard, Endurance, Precise Strike, Shake It Off, Toughness, Weapon Focus (quarterstaff)
Skills Climb +4, Craft (carpentry) +10, Handle Animal +8, Intimidate +13, Knowledge (forbidden lore) +8, Knowledge (naturalist) +4, Knowledge (occult) +4, Knowledge (religion) +8, Medicine +5, Perception +22, Profession (farmer) +10, Research +4, Ride +5, Sense Motive +24, Spellcraft +4, Stealth +5, Survival +11 [+14 on checks to follow or identify tracks], Swim +4
Languages Dutch, German
SQ cunning initiative +3, judgment (2/day), monster lore +3, stern gaze +3, track +3
Gear robe of useful items (embroidered with little bells), sack of holding (as bag type 2, filled with treats for good children and lumps of coal for bad children), +1 holy quarterstaff
SPECIAL ABILITIES
Artificer’s Touch (Sp) Knecht Ruprecht can cast mending at will, using his inquisitor level as the caster level to repair damaged objects. In addition, he can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6+3 points of damage. This attack bypasses an amount of damage reduction and hardness equal to his inquisitor level. Knecht Ruprecht can use this ability a number of 6/day.
Bane (Su) Knecht Ruprecht can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while Knecht Ruprecht wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to him before the duration expires. This ability lasts for 6 rounds/day. These rounds do not need to be consecutive.
Detect Alignment (Sp) At will, Knecht Ruprecht can use detect chaos, detect evil, detect good, or detect law. He can only use one of these at any given time.
Discern Lies (Sp) Knecht Ruprecht can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Judgment (Su) Knecht Ruprecht can pronounce judgment upon his foes as a swift action. Starting when the judgment is made, Knecht Ruprecht receives a bonus or special ability based on the type of judgment made. Knecht Ruprecht can use this ability 2/day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Knecht Ruprecht must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again. When Knecht Ruprecht uses this ability, he must select one type of judgment to make. As a swift action, he can change this judgment to another type.
Destruction: Knecht Ruprecht is filled with divine wrath, gaining a +2 sacred bonus on all weapon damage rolls.
Healing: Knecht Ruprecht is surrounded by a healing light, gaining fast healing 2. This causes Knecht Ruprecht to heal 1 point of damage each round as long as he is alive and the judgment
lasts.
Justice: This judgment spurs Knecht Ruprecht to seek justice, granting a +2 sacred bonus on all attack rolls.
Piercing: This judgment gives Knecht Ruprecht great focus and makes his spells more potent. This benefit grants a +2 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
Protection: Knecht Ruprecht is surrounded by a protective aura, granting a +2 sacred bonus to Defense.
Purity: Knecht Ruprecht is protected from the vile taint of her foes, gaining a +2 sacred bonus on all saving throws.
Resiliency: This judgment makes Knecht Ruprecht resistant to harm, granting DR 2/magic.
Resistance: The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Smiting: This judgment bathes Knecht Ruprecht’s weapons in a divine light. Knecht Ruprecht’s weapons count as magic and good for the purposes of bypassing damage reduction.
Monster Lore (Ex) Knecht Ruprecht adds his Wisdom modifier on Knowledge skill checks in addition to his Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Solo Tactics (Ex): All of Knecht Ruprecht’s allies are treated as if they possessed the same teamwork feats as him for the purpose of determining whether he receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Krampus, CR 17 (XP 102,400)
Male pitborn sorcerer 18
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +15
DEFENSE
Def 18, touch 18, flat-footed 10 (+2 Dex, +6 class)
hp 136 (18d6+54)
Fort +8, Ref +8, Will +13; +4 vs. poison
Defensive Abilities demon resistances; Resist cold 5, electricity 10, fire 5
OFFENSE
Speed 30 ft.
Melee chains +15/+10 (1d6+6), switch +15/+10 (1d3+6), or 2 claws +15 (1d6+6 plus 1d6 fire)
Ranged arcane blast +11 touch (2d6+1d6 per level of spell slot expended; maximum 11d6)
Special Attacks added summoning, claws (8 rounds/day), strength of the abyss +6
Spells Known (CL 18th; concentration +23)
9th (3/day)—ride the lightning (DC 24), summon monster IX
8th (5/day)—discern location, frightful aspect, unholy aura
7th (6/day)—banishment (DC 22), greater teleport, spell turning, vision
6th (6/day)—hellfire ray (+11 touch, 15d6), greater dispel magic, transformation, true seeing
5th (7/day)—dismissal (DC 20), hold monster (DC 20), major creation, nightmare (DC 20), seeming
4th (7/day)—greater invisibility, scrying, shadow projection, stoneskin, true form (DC 19)
3rd (7/day)—diamond spray (10d6, DC 18), fly, pain strike (DC 18), rage, tongues
2nd (7/day)—bull’s strength, create pit (DC 17), detect thoughts (DC 17), dust of twilight (DC 17), spider climb, summon swarm
1st (8/day)—cause fear (DC 16), ray of sickening (+11 touch, DC 16), piecebond (DC 16), shocking grasp (+15 touch, 5d6, DC 16), true strike, ventriloquism
0 (at will)—arcane mark, detect magic, detect poison, light, message, mage hand, read magic, prestidigitation, spark
Bloodline Abyssal
Spell-Like Abilities (CL 18th; concentration +23)
1/day—shatter (DC 17)
STATISTICS
Str 23, Dex 15, Con 15, Int 13, Wis 14, Cha 21
Base Atk +9; CMB +15; CMD 27
Feats Arcane Blast, Augment Summoning, Blind-Fight, Catch Off-Guard, Eschew Materials, Intimidating Prowess, Persuasive, Point Blank Shot, Power Attack, Precise Shot, Quicken Spell, Weapon Focus (ray)
Skills Bluff +10, Diplomacy +7, Disable Device +12, Fly +10, Intimidate +28, Knowledge (current events) +6, Knowledge (forbidden lore) +10, Knowledge (occult) +15, Perception +15, Sense Motive +7, Spellcraft +15; Racial Modifiers +2 Disable Device, +2 Perception
Languages Abyssal, German
SQ bloodline arcana (when casting spells of the summoning subschool, creatures summoned gain DR 9/good; does not stack with any DR the creature might have), added summoning, demon resistances, strength of the abyss +6
Gear chains accompanied by bells of various sizes, sack of holding (as bag type 2, filled with lumps of coal and valuable gems), switch
SPECIAL ABILITIES
Added Summonings (Su) Whenever Krampus summons a creature with the demon subtype or the fiendish template using a summon monster spell, he summons one additional creature of the same kind.
Claws (Ex) Krampus can grow claws as a free action. These claws are treated as natural weapons, allowing Krampus to make two claw attacks as a full attack action using his full base attack bonus. These attacks deal 1d6+6 points of damage. They are considered magic weapons for the purpose of overcoming DR, and they can become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. This is a supernatural ability. Krampus can use his claws for 8 rounds per day.
Santa Claus, CR 19 (XP 204,800)
Male human druid (arctic) 13/cleric 5/rogue 2
NG Medium humanoid (human)
Init +4 (+10 in cold terrain); Senses Perception +31
DEFENSE
Def 27, touch 14, flat-footed 23 (+5 natural, +4 class, +8 armor)
hp 199 (20d8+93)
Fort +21, Ref +12, Will +26
Defensive Abilities arctic endurance, evasion; Immune aging; Resist cold 5, fire 5
OFFENSE
Speed 30 ft.
Melee Santa’s Staff of Animals +15/+10/+5 (1d6+2)
Special Attacks channel positive energy 7/day (DC 16, 3d6), sneak attack +1d6, wild shape 4/day (beast shape III, elemental body III, plant shape II)
Spell-Like Abilities (CL 5th, concentration +13)
At will—clairaudience/clairvoyance
16 rounds/day—speak with animals
11/day—lore keeper +23, touch of good +2
Cleric Spells Prepared (CL 5th, concentration +13)
3rd—magic circle against evilD, magic vestment, remove curse, water walk
2nd—calm emotions (DC 20), detect thoughtsD, make whole, resist energy, shield other
1st—command (DC 19), detect evil, protection from evilD, remove fear, sanctuary (DC 19), shield of faith
0 (at will)—create water, detect magic, guidance, resistance
Domains Good, Knowledge
Druid Spells Prepared (CL 13th, concentration +21, +15 melee touch)
7th—animal shapesD, heal (DC 25), true seeing
6th—antilife shellD, find the path, mass cure light wounds (DC 24), transport via plants
5th—awaken, beast shape III (animals only)D, control winds (DC 23), death ward, tree stride
4th—cure serious wounds (DC 22), dispel magic, flame strike (DC 22), freedom of movement, ice storm (DC 22), summon nature’s ally IVD
3rd—cure moderate wounds (DC 21), dominate animalD (DC 21), neutralize poison (DC 21), protection from elements, remove disease, sleet storm, summon nature’s ally III
2nd—animal messenger, barkskin, heat metal (DC 20), hold animalD (DC 20), lesser restoration, reduce animal, wood shape
1st—calm animalsD (DC 19), charm animal (DC 19), detect animals or plants, faerie fire, hide from animals, obscuring mist, pass without trace
0 (at will)—detect poison, know direction, mending, purify food and drink
Domain Animal
STATISTICS
Str 14, Dex 10, Con 16, Int 13, Wis 26, Cha 18
Base Atk +13; CMB +15 (+17 to disarm a foe); CMD 25 (27 vs. disarm attempts)
Feats Combat Casting, Combat Expertise, Craft Staff, Craft Wondrous Item, Great Fortitude, Improved Disarm, Improved Initiative, Iron Will, Leadership, Natural Spell, Toughness
Skills Craft (toys) +13, Diplomacy +15, Disable Device +12, Handle Animal +15, Knowledge (current events) +8, Knowledge (forbidden lore) +13, Knowledge (geography) +19 [+25 in cold terrain], Knowledge (naturalist) +14, Knowledge (occult) +10, Knowledge (religion) +10, Linguistics +8, Perception +31 [+37 in cold terrain], Profession (teamster) +15, Stealth +18 [+24 in cold terrain, +31 in flurry form], Survival +21 [+27 in cold terrain]
Gear bag of tricks (tan), belt of control weather (3/day, CL 20th), boots of spider climbing (as the slippers), bracers of armor +8, cloak of resistance +4, flying sleigh (as 6 ft. by 9 ft. carpet of flying, needs reindeer for steering), hat of inspired wisdom +6 (as the headband), amulet of natural armor +5, sack of holding (as bag type 4, filled wit toys and minor protective, healing, or nonviolent magic items), restorative ointment (3), Santa’s Staff of Animals, vest of weather resistance (provides cold and fire resistance 5)
Languages Danish, Dutch, Druidic, English, German, Gnome, Norwegian; truespeech
SQ arctic native, flurry form, holiday spirit, icewalking, nature bond (Animal domain), nature sense, rogue talent (ledge walker), snowcaster, spontaneous casting (cure, summon nature’s ally), trapfinding +1, wild empathy +17
SPECIAL ABILITIES
Arctic Endurance (Ex) Santa Claus ignores the effects of a cold climate as if using endure elements. He is also immune to being dazzled.
Arctic Native (Ex) Santa Claus gains a +6 bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in cold or icy terrain, and he cannot be tracked in cold or icy terrain.
Flurry Form (Ex) Santa Claus can assume the form of a swirling column of snow equivalent to gaseous form at will. While in this form, he gains a +13 circumstance bonus on Stealth checks made in cold terrain.
Holiday Spirit (Su/Sp) Santa Claus is filled with holy power, granting him the truespeech ability (as tongues), immunity to aging, a +2 bonus to all his ability scores, and the ability to use clairaudience/clairvoyance at will as a spell-like ability.
Icewalking (Ex) Santa Claus suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.
Lore Keeper (Sp) Santa Claus can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, he gains information as if he made the appropriate Knowledge skill check with a result equal to 23. Santa Claus can use this ability 11/day.
Snowcaster (Su) Santa Claus can see normally in ice storm, sleet storm, or similar natural snowstorms. In addition, he can prepare any druid spell with the fire subtype as a cold spell, with an identical effect but inflicting cold damage instead of fire damage.
Touch of Good (Sp) Santa Claus can touch a creature as a standard action, granting a +2 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. Santa Claus can use this ability 11/day.
Santa’s Staff of Animals
This finely crafted wooden staff is adorned with gold, detailed emerald enamelwork, and bells; it’s crowned with a carving of a reindeer. It allows the use of the following spells (CL 6th):
• animal trance (1 charge)
• calm animals (1 charge)
• charm animal (1 charge)
• dominate animal (1 charge)
• hide from animals (1 charge)
• speak with animals (1 charge)
Santa’s Companions
Santa Claus has a base Leadership score of 28 (30 for the purpose of attracting followers). His cohort is his wife, Mrs. Claus (NG female human adept 18). He has 135 1st-level followers, 13 2nd-level followers, 7 3rd-level, 4 4th-level, 2 5th-level, and 2 6th-level; nearly all of his followers are gnome commoners or experts who work as toymakers.
Santa’s sleigh is pulled by a team of eight awakened reindeer: Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donder, and Blitzen. Some say he has a ninth reindeer whose muzzle glows as brightly as a daylight spell; these claims are unconfirmed.
In addition, Santa has several companions, including the Krampus (CN male pitborn sorcerer 18), Belsnickel (CN male human rogue 10/fighter 5/adept 1), Zwarte Piet (NG male human street performer 14), and Knecht Ruprecht (NG male human commoner 6/iquisitor 6). His cohort, followers, reindeer, and companions all share his immunity to aging.
Zwarte Piet, CR 13 (XP 25,600)
Male human street performer 14
NG Medium humanoid (human)
Init +8; Senses Perception +15
DEFENSE
Def 20, touch 20, flat-footed 10 (+4 Dex, +5 class, +1 dodge)
hp 119 (14d8+42)
Fort +6, Ref +13, Will +11; +4 vs. bardic performance, language-dependent, and sonic
OFFENSE
Speed 30 ft.
Melee +1 dancing cudgel +15/+10 (1d6+2), unarmed strike +14/+9 (1d3+1)
Special Attacks bardic performance 35 rounds/day (swift action; dirge of doom, disappearing act, distraction, fascinate, frightening tune, harmless performer, madcap prank, soothing performance, suggestion)
Bard Spells Known (CL 14th; concentration +19)
5th (3/day)—bard’s escape, greater heroism, shadowbard
4th (5/day)—break enchantment, cure critical wounds, dimension door, freedom of movement
3rd (5/day)—confusion (DC 18), cure serious wounds, dispel magic, displacement, jester’s jaunt (DC 18)
2nd (6/day)—allegro, cure moderate wounds, detect thoughts (DC 17), gallant inspiration, invisibility, tongues
1st (7/day)—beguiling gift (DC 16), charm person (DC 16), comprehend languages, cure light wounds, disguise self, expeditious retreat
0 (at will)—dancing lights, detect magic, ghost sound (DC 15), haunted fey aspect, prestidigitation, read magic
STATISTICS
Str 13, Dex 18, Con 14, Int 15, Wis 14, Cha 20
Base Atk +10; CMB +14; CMD 25
Feats Agile Maneuvers, Combat Expertise, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Skill Focus (Perform [comedy]), Weapon Finesse
Skills Climb +5, Disable Device +8, Escape Artist +17, Handle Animal +5, Knowledge (current events) +10, Knowledge (forbidden lore) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (law) +6, Knowledge (naturalist) +6, Knowledge (occult) +10, Knowledge (psychology) +6, Knowledge (religion) +6, Knowledge (science) +6, Linguistics +2, Medicine +2, Perception +15, Perform (act) +18, Perform (comedy) +28, Perform (dance) +20, Perform (oratory) +18, Research +10, Ride +4, Sleight of Hand +17, Spellcraft +10, Stealth +17, Survival +6, Swim +5, Use Magic Device +10
Languages Dutch, English, German
SQ jack-of-all-trades (use any skill untrained), streetwise +7, quick change 2/day, versatile performance (act [Bluff, Disguise], comedy [Bluff, Intimidate], dance [Acrobatics, Fly], oratory [Diplomacy, Sense Motive])
Gear court jester’s outfit, +1 dancing cudgel, sack of holding (filled with treats for good children and lumps of coal for bad children)
SPECIAL ABILITIES
Bardic Performance (Su/Sp) Zwarte Piet is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for 35 rounds per day. Each round, Zwarte Piet can produce any one of the types of bardic performance that he has mastered. Starting a bardic performance is a swift action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires Zwarte Piet to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if Zwarte Piet is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Zwarte Piet cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear Zwarte Piet for the performance to have any effect, and such performances are language dependent. If deafened, Zwarte Piet has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. If blinded, Zwarte Piet has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Dirge of Doom (Su): Zwarte Piet can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear Zwarte Piet’s performance. The effect persists for as long as the enemy is within 30 feet and Zwarte Piet continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Disappearing Act (Su): Zwarte Piet can use performance to divert attention from up to 3 allies. All creatures within 30 feet that fail a Will save (DC 22) treat the creatures chosen by Zwarte Piet as if they were invisible. If the targets take any action that would cause them to become visible, they become visible to everyone. Zwarte Piet cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.
Distraction (Su): Zwarte Piet can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of Zwarte Piet (including himself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use his Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use Zwarte Piet’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): Zwarte Piet can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear him, and capable of paying attention to him. Zwarte Piet must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Zwarte Piet can target up to 4 creatures with this ability. Each creature within range receives a Will save (DC 22) to negate the effect. If a creature’s saving throw succeeds, Zwarte Piet cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as Zwarte Piet continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Frightening Tune (Sp): Zwarte Piet can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear Zwarte Piet perform and be within 30 feet. Each enemy within range receives a Will save (DC 22) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear Zwarte Piet’s performance. Frightening tune relies on audible components.
Harmless Performer (Su): Zwarte Piet can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets Zwarte Piet, the enemy must succeed at a Will save (DC 22) or be unable to attack him for one round, as per sanctuary. The enemy loses the attack that targeted Zwarte Piet, but may spend additional attacks targeting other creatures. If the opponent was targeting Zwarte Piet with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.
Madcap Prank (Su): Zwarte Piet can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save (DC 22) each round that it hears or sees the performance, or it takes one of the following random effects each round: 1—blinded, 2—dazzled, 3—deafened, 4—entangled, 5—fall prone, 6—nauseated. Each effect lasts 1 round.
Soothing Performance (Su): Zwarte Piet can use his performance to create an effect equivalent to a mass cure serious wounds (CL 14th). In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear Zwarte Piet throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
Suggestion (Sp): Zwarte Piet can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). Zwarte Piet can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against Zwarte Piet’s daily use of bardic performance. A Will saving throw (DC 22) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Gladhanding (Ex) Zwarte Piet earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for one minute, after which its attitude becomes one step worse than originally.
Quick Change (Ex) Zwarte Piet can don a disguise as a standard action by taking a –5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check 2/day.
Streetwise (Ex) Zwarte Piet gains a +7 bonus on Bluff, Disguise, Knowledge (current events), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information.