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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