Welcome to the web resource for D20 gaming in the world of Barsaive

Home

The World

Races

Characters

Disciplines

Karma

Feats

Passions

Equipment

Our Game

Thread Items

Horrors- in work

Ghostwalk

OGL

 

Troubadour

Troubadours serve as entertainers, storytellers, actors, and songsmiths. They represent the closest thing to a historian or scholar that common people usually see. They also serve to keep the communities across Barsaive in communication with each other.   

Allowed Classes bard

Discipline Main Statistic Charisma

Racial Restrictions None 

Saves  May add Karma to save vs. any emotion influencing effect. If performing may add to others saves as well (they must be able to perceive the performance) each Karma adds one to the saves of all friendly targets that can perceive the performance.

Most of the Troubadour abilities utilize the NPC attitude chart on page 149 of the DMG and Emotion effects on page 199 of the PH. If you do not use this chart you could use charm effects instead. 

Talents

Emotion Song 1 Karma the Troubadour may affect an audience with the Emotion of Friendship, Hope or despair as per the spell Emotion with a 15ft radius (will save negates). Each extra Karma adds 5 feet to the radius or 1 to the DC of the save. The Troubadour must perform for 5 minutes for this Talent to take effect

First Impression 1 Karma the target must make a will save if failed the NPC will have a friendly attitude towards the Troubadour for one day. Each extra Karma adds one to the will save or one extra day to the duration. If the save is failed by 10 or more the attitude shifts to Helpful for the duration if the save is made by 10 or more the attitude shifts to unfriendly. This Talent may only be used once when the Troubadour first meets an NPC, the attitude of the NPC when the duration is over is determined by the Troubadours actions during the Talents duration.  

Empathic Sense 1 Karma the target must make a will save if failed the Troubadour can determine the NPC’s attitude towards the Troubadour. The range is DMSB X 10 Feet. Each extra Karma adds a +1 to the DC of the save or doubles the range.

Engaging Banter-1 Karma any creature that can understand the language the troubadour is using must make a will save or remain engaged in conversation with the Troubadour for as long as the Troubadour concentrates. Each extra karma adds either an extra creature or to the DC of the save at the Troubadour’s discretion. Range=DMSB x 10 feet. The effects are broken if the creatures are attacked. This Talent may not be used in combat.

Incite Mob 1 Karma the Troubadour may affect an audience with the Emotion of hate, rage or fear as per the spell Emotion with a 15ft radius (will save negates). Each extra Karma adds 5 feet to the radius or 1 to the DC of the save. The Troubadour must perform for 5 minutes for this Talent to take effect

Taunt/Resist Taunt 1 Karma any creature that can understand the language the Troubadour is using must make a will save or have a penalty of 1 on all rolls vs. the Troubadour for one round. Each extra Karma adds one to the penalty or the duration. This can be used out of combat. The Troubadour may also use karma to add to her saves vs. others Taunts

Graceful Exit 1 Karma the Target makes a will save. If failed the target may take no action against the Troubadour as they leave combat. The Troubadour must leave the combat on the round they use Graceful Exit and the Target must understand the “Exit Line” the Troubadour uses (i.e. understand the language used not necessarily speak it). The range is DMSB x 10 feet. Each extra Karma can add either a target add 1 to the DC of the will save or double the range. If the Troubadour reenters the combat the Targets of the Graceful Exit will be enraged towards the Troubadour making them immune to further talents used by the Troubadour and gaining a +1 to hit and damage against the Troubadour for the duration of the combat.

Item History 1 Karma to attune an item after 7 days the Troubadour makes a Knowledge check vs. the DC of the item, if successful she learns one key knowledge of the item. At the end of the 7 days the Karma cost is equal to the levels of the Key Knowledge’s learned added together. The maximum Key Knowledge level that can be learned is equal to the Discipline level of the Troubadour. Each extra Karma gives a +1 bonus to the Knowledge check. This Talent will not work on Weapons or Armor.