||Pilts is a thin,odious man cursed from childhood by acne.Pilts has an extensive collection of costumes, and he delights in mixing and matching them to create an endless array of variations on what he believes to be royal attire. That his costumes are generally threadbare and ratty gives him the look more of a vagrant king than actual royalty.
Combat Gear: potion of barkskin +4 (2), rod of wonder; Other Gear +1 glamered chain shirt, mwk light crossbow with 10 bolts, mwk war razor, cloak of resistance +2, headband of alluring charisma +2, 291 gp
Pilts casts alarm on the door to Salvator’s cell every morning, and unseen servant and undetectable alignment as soon as he takes his throne for the day. As soon as he realizes he’s about to have visitors, he also casts glibness and tongues on himself. Before Pilts enters combat, he makes sure to drink his potion of barkskin +4 and casts cat’s grace.
Pilts orders his minions to the attack, supporting them with inspire courage on the first round of combat. He then alternates casting spells such as confusion, charm monster, and hold person with activations of his rod of wonder. Each time he successfully uses this unpredictable device, he shrieks in delight and offers impromptu commentary on the rod’s results. As soon as it seems obvious that he’s about to be attacked, he casts displacement on himself and fights back with his war razor.
If brought below 0 hit points, the emperor uses dimension door to go to his bedroom, then takes 3d6 turns gathering up his favorite prizes before using dimension door again (or by fleeing) to hide out in Old Dock and nurse his wounds and plan his revenge against the PCs. If he’s brought below -3 hit points on any location and unable to use dimension door, Pilts’s bravado crumbles. He drops to his knees and begs pitifully for his life, offering up pretty much anything to the PCs in return for mercy. In either event, as soon as Pilts is killed or surrenders publicly (or 2d6 turns after he flees), his mob falls to pieces and the thugs scatter, seeking a safe place to recover and figure out what to do next.
Special Attacks bardic performances; countersong, dirge of doom, distraction, fascinate, inspire competence +15, inspire courage +15/+3, inspire greatness, suggestion
Bard Spells Known
3rd (5/day)—charm monster, confusion, dimension door, modify memory, greater invisibility
2nd (5/day)—cat’s grace, detect/read thoughts, hold person, mirror image, tongues, displacement, glibness
1st (6/day)—alarm, charm person, cure light wounds, grease, undetectable alignment, unseen servant
0 (at will)—dancing lights, detect magic, ghost sound, mage hand, open/close, prestidigitation
artful dodger, jack-of-all-trades, lore master, versatile performances (act, comedy, oratory), Persuasive gain a bonus dice on influence and intimidate , Toughness +1 HP per location