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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.
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