The first reason, is all those classes existed in 2E. If the writers wanted him to be a Bard, Ranger, or Rogue, they could have given him that class and been done with it. I really think he was classed as a Fighter originally because that was the "every man" class of 2E, the class you got if nothing else fit.
I feel the designers sometimes overlooked existing kits - maybe not being familiar or fans of some of the Complete books. Especially for kits which did change the base class considerably. But you're right aside from the abhorrent 0-lvl stats, fighter sure was the everyman stat for lowlevel NPCs. Still I have no qualms about changing or further developing the 2E stats if it makes the NPC more interesting or usable while still encapturing the spirit of the NPC or at least not deviating too far from it.
So here's my modified bard build for the Organ Grinder. I switched out Iron Will and Toughness for Animal Affinity and Spellsong, which handily eplains his hidden spellcasting. I also noted a few more skills in which he possesses no ranks, but which he still might use: Bluff for the Skurra siltent "tongue" (i.e. convey secret message), craft for repairing/modifying the organ, diplomacy and intimidate both of which he can do quite well via versatile performance with his organ. That many of his skills are not class skills for the bard actually has less impact than I thought.
The Organ Grinder
Timeline
713 BC: The Organ Grinder is born in Nova Vaasa in the Equaar tribe of the Kaldresh Tasque.
741 BC: The tribe that the Organ Grinder is part of is tasked with trading some of their
dogs to a minor noble. The Organ Grinder refuses to part with the animals because of the noble’s horrible treatment of his own stock and the resulting trouble caused for the tribe, coupled with going against the Captain’s orders causes the tribe to expel him.
747 BC: The Organ Grinder is taken in by Carnival.
760 BC: Present Day.
Base Stats
(2E stats 16,12,15,13,16,10)
Str 15, Dex 11, Con 14, Int 13, Wis 13, Cha 11 (High Fantasy)
Racial +4 Wis, +2 Cha
Leveling +1 Con
Aging Middle Aged (-1 physical +1 mental)
Str 14, Dex 10, Con 14, Int 14, Wis 18, Cha 14
Favored Class + Skill Ranks
760 BC (Current day stats)
CR 5; XP 1,600
Vistani (Equaar) Bard (
Animal Friend) 6
NG Medium Humanoid (Vistani)
Init +0; Senses Perception +13
Defense
AC 10, touch 10, flat-footed 10 (+4 Armor if worn)
HP 42 (6d8+12)
Fort +4, Ref +5, Will +9
Offense
Speed 30 ft.
Melee MW Mithral Dagger +7 (1d4+2, 19-20)
Spell-Like Abilities
Constant – Detect Magic
At Will – Tracking Mark, Calm Animals, Ill Omen, Spark (touch only), Speak with animals (cats and dogs only)
1/day Bestow Curse, Charm Animal, Locate Creature (sympathetic via touched object only)
Bard spells (CL 6th, save DC = 12 + spell level)
Every bard spell has a verbal component, the Organ Grinder usually substitutes his Organ playing for this, but he sometimes also whistles, taps or snaps short rythms.
At will: know direction, lullaby, mending, prestidigitation, resistance, unwitting ally
4/day: invigorate, read weather, summon minor monster, summon nature's ally I
3/day: animal messenger, animal trance, summon nature's ally II, wartrain mount
Statistics
Str 14, Dex 10, Con 14, Int 14, Wis 18, Cha 14
Base Atk +4, CMB +6, CMD 16
Feats Animal Affinity, Skill Focus (Handle Animal),
Spellsong, Voice of Wrath
Skills
Appraise +11, Bluff +5, Craft(clockwork) +5, Diplomacy +5 (or +11 with versatile performance), Handle Animal +15 (+19 for cats & dogs), Heal +10, Intimidate +5 (or +11 with versatile performance), Knowledge (Nature) +11, Perception +13, Perform (Keyboard) +11, Ride +8, Sense Motive +15, Survival +12
Languages Patterna, Vassi, Balok, Skurra
SQ Animal Friend (cats, dogs), Bardic Knowledge , Bardic Performance (countersong, distraction, soothing performance, attract rats, inspire courage +2), Lore Master, Mist Navigation, Moon Madness, Nature's Speaker, Versatile Performance (keyboard, percussion).
Equipment
MW Mithral Dagger, Studded Leather +1 (rarely worn), Potions (Cure Light Wounds x5, Detect Poison x4), Oil of Purify Food & Drink x4
Animal Friend(ex): The Organ Grinder gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first.
Animal companions and magically controlled animals of the bard’s chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals.
Attract Rats: At 6th level, the animal speaker can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing.
Soothing Performance: At 3rd level, an animal speaker can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal.
For the creeplings the
handle animal rules, specifically tricks, and animal feats should be used to make interesting varied animals. The Organ Grinder can teach an animal tricks quite easily. And of course a creepling template would be very cool.
Also I just noticed the
hidden speech which might be appropriate for all the skurra to have (perhaps as an effect of the mask) to communicate silently.