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Tuesday, February 4, 2020

New Class for OSE/BX - Troubadour


Troubadour

Requirements: Minimum CHA 9
Prime requisite: CHA
Hit Dice: 1d4
Armor: Leather, No Shield
Weapons: Missile Weapons, One Hand Melee Weapons
Languages: Common




                Troubadours are the grandest poets in the land often hopping from court to court plying their trade. They often take up with adventurers to gain some wealth, and more importantly stories to turn into their poems. What Troubadours lack in the physical realm they more than make up with in the social realm. Many an adventuring party has had the local bureaucracy smoothed over by the gentle graces of these songsmiths. Their knowledge of the comings and goings of the lands is expansive, and their ability to gain knowledge unmatched. Courts and towns alike all cherish the time they spend with a Troubadour and their creations.



Ear to the Ground
The Troubadour can attempt determine the validity of any rumor. The Troubadour must spend 10 GP and do an hour of carousing, at the end they roll d6. On a 1-4, they determine the truthfulness of the rumor. On a 5-6, they are unable to gather the information needed. This may only be attempted once per rumor.    

Troubadour Skills
  • Hear noise (HN): In a quiet environment (e.g. not in combat), a Troubadour may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.
  • Hide in shadows (HS): Requires the Troubadour to be motionless—attacking or moving while hiding is not possible.
  • Move silently (MS): A Troubadour may attempt to sneak past enemies unnoticed.
  • Pick pockets (PP): If the victim is above 5th level, the Troubadour’s roll is penalized by 5% for every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim.



Languages
Troubadour learn new languages as they advance in level. At every even numbered level (i.e.2nd, 4th, 6th, 8th, etc.), the player may choose an additional language.

Lore
A Troubadour has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folk-tale or legend. This ability may be used to identify the nature and powers of magic items.

Poet’s Blessing
People generally like Troubadours, or at least they tolerate them. The Troubadour receives a +1 to all reaction rolls they attempt.

After Reaching 11th Level
A Troubadour can establish a college. 2d6 apprentices will come to study under the character.

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10 comments:

  1. I will admit to being a little lost as to why the Skills section is included. As Troubadours travel often, I would think that any skills should reflect talents picked up in that endeavor. Just my thoughts though.

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    1. I wanted them to be able to sneak around and listen for gossip and possibly pocket a thing or two.

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    3. Okay, I guess that allows for an "active" game mechanic. I tend to think of this class as more passive; using charisma and charm to cause someone to drink too much (and divulge a secret unwittingly) or something like that. I think it would be extremely bad for a Troubadour to practice thievery; it undermines the entire profession, which seems to be built around (honest) entertainment. I would expect Troubadours to gang-lynch any member of their class that made it harder for them to gain entrance to a lord's castle/keep/hall. And thievery would do just that.... Just my thoughts though.

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  2. 10GP on carousing seems like a lot of money: why not just say they spend money equal to the score on the D6 roll they make, with 5 and 6 meaning they spend 5 or 6 GP to no result.

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    1. I do the Barrowmaze Meatshield rules, so 10GP is the same amount used to buy drinks and hire a town crier. I thought it sounded like a small price for a good percent chance to confirm a rumor.

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  3. I like it. Does some of what the bard does, but without being as much of a friggin' mess.

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    1. Yeah, it keeps magic out of the equation. I have yet to really find an example of a "magical" bard beyond LotR. Otherwise they are usually just scoundrels with a passion for music.

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    2. I think aside from this the most tolerable version of the bard, for me, was AD%D2. The magic there was part of the whole jack-of-all-trades route they went with the class.

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    3. I am a big fan of the 2e Bard, best version in my opinion.

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