Troubadour

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TROUBADOUR

Troubadours are holy performers who honor Flower as patron by using the arts to inspire love in others. Most sing or dance, some act or recite, and a few juggle or tumble -- but they all show others the power of love by example. They encourage pretty people be seen as more than just sex objects; they help those who were not born beautiful to let their inner beauty shine.

Troubadours are often clerics with an inclination to the performing arts or bards who have a sacred calling to spread love. In both cases, they are moved by the power of the arts to communicate and foster love in the souls of those they entertain. Some seek to emulate chivalrous knights of legend. Troubadours often tend to express their love of the arts in their dress and speech -- some are simple, beautiful, and graceful; others are baroque, entrancing, and full of flair.

As NPCs, some troubadours are wanderers and travelers. Others stay in one place as teachers, courtiers, or entertainers among folk high and low. Many troubadours focus on an object of chaste devotion, working for a worthy person, group, cause, or ideal. Some troubadours celebrate their connection to the divine, adding music and love to temple services -- others shun temples and religion, serving Flower through their deeds. A number also create works of art. All troubadours, however, work to spread love and harmony, and to leave the Wold a happier and more loving place.

Hit Die: d8

Requirements

To qualify to become a troubadour, a character must fulfill the following criteria.

  • Base Will Save: +4
  • Skills: Perform 3 ranks
  • Spells: Able to cast 2nd level spells or Inspire Competence Bardic Music ability.
  • Special: Must have used music, art, diplomacy, or humor to defuse a violent conflict or caused hostile people to become friendly.

Class Skills

The Troubadour's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (all skills, taken individually) (Int), Heal (Wis), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha), and Survival (Wis).

Note: Troubadours often use the Craft skill to create art -- Craft (Song), Craft (Drama), Craft (Painting), and Craft (Sculpture) are common choices.

Skill Points per level: 4 + Int modifier

Table: The Troubadour
Level Base
Attack
Bonus
Fort Save Ref Save Will Save Special
1st +0 +0 +0 +1 Art of Love, +1 level of existing spellcasting class
2nd +1 +1 +1 +1 Inspire Love, +1 level of existing spellcasting class
3rd +2 +1 +1 +2 True Heart, +1 level of existing spellcasting class
4th +3 +1 +1 +2 Lesser Inner Beauty, +1 level of existing spellcasting class
5th +3 +2 +2 +3 Chivalrous Love, +1 level of existing spellcasting class
6th +4 +2 +2 +3 Inspire Mercy, +1 level of existing spellcasting class
7th +5 +2 +2 +4 Steadfast Heart, +1 level of existing spellcasting class
8th +6 +3 +3 +4 Chivalrous Champion, +1 level of existing spellcasting class
9th +6 +3 +3 +5 Inspire Change of Heart, +1 level of existing spellcasting class
10th +7 +3 +3 +5 Greater Inner Beauty, +1 level of existing spellcasting class

Class Features

Weapon & Armor Proficiency: Troubadours are proficient in all armor and shields (but not tower shields). They are proficient with all simple weapons.

Spells Per Day: When a new troubadour level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (better wildshape, metamagic or item creation feats, and so on). This essentially means that she adds the level of troubadour to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a troubadour, she must decide to which class she adds her troubadour levels for purposes of determining spells per day when she first adopts the PrC.

Sect: Troubadours gather in colleges -- both formal and informal "schools" used for trading songs, teaching, and performing. Organized activities often include free performances for the common folk, works of art put on public display, and the creation of epic songs to celebrate the memorable happenings of the community. A few wealthier colleges of troubadours establish and maintain art museums, concert halls, and theaters that are free or low cost.

Art of Love: The troubadour gains the same Bardic Performance ability that bards do, with two troubadour levels equivalent to a bard level (round up). Bard levels stack with these bard-equivalent troubadour levels for this ability: A Bard10/Troubadour5 would have the bardic performance of a 13th level bard. Troubadours, however, are not allowed to use any compulsion effects, including spells, bardic performances that use compulsion, spell-like and supernatural abilities, etc.

Inspire Love (EX): The troubadour gains any one of the four bardic Versatile Performance abilities that affects Diplomacy. The types of Perform allowed with this class power and their associated skills are: Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), String (Diplomacy, Bluff), and Wind (Diplomacy, Handle Animal). In addition, the Troubadour gains a sacred bonus equal to his or her Troubadour level on Diplomacy checks.

True Heart (SU): The troubadour gains immunity to all compulsion effects.

Lesser Inner Beauty (SLA): With time and patience, a troubadour can help any neutral or evil member of the noble races see the beauty and goodness in all things. If the troubadour spends an hour talking with a creature (usually a prisoner), the creature must make a Will saving throw of 10 plus the troubadour's charisma modifier plus the troubadour's level or become good in alignment -- this is a charm effect. The change in alignment lasts for one day per Troubadour level, and thereafter the target has the opportunity to choose for the alignment change to be permanent. This extraordinary ability can be used once per hour.

Chivalrous Love (EX): The troubadour may declare a devotion to an NPC, an organization, or an ideal. She swears faithfulness, loyalty, and chaste respect for the object of her devotion. If the devotion is accepted (as determined by the DM), the troubadour may wear and display a token of the devotion. An ideal -- like Romance or True Love or Freedom or Art -- always "accepts" a troubadour's devotion. When wearing her token, the troubadour gains a +1 bonus to Bluff, Sense Motive, Perception, and Perform checks and weapon damage rolls. A troubadour's token is vulnerable when worn -- it can be sundered or disarmed like a weapon, and it is the first possession affected by area attacks such as fireballs. If her token is stolen, lost, or destroyed, the troubadour loses the +1 bonus and suffers a -1 morale attack penalty until it is restored.

Inspire Mercy (EX): With a successful Diplomacy or Perform check, the troubadour can convince a target faced with a decision to select the more kind and merciful option. This check is opposed by the target's will save, with a +2 bonus for each alignment step the target is away from the troubadour. This ability cannot be used in combat. If the target is hostile, then the troubadour must first use Inspire Love to shift that attitude to unfriendly. This ability is not an enchantment -- it actually inspires the target to freely change their attitude. Note: the attitude shift lasts only until something happens to shift attitude again. Moreover, the DM should interpret the results and use of this ability, so that an affected creature does not act in a way opposite to its nature.

Steadfast Heart (SU): The troubadour is immune to all enchantment/charm magic and all effects that influence emotion and mental control over behavior (fear, confusion, antipathy, etc.).

Chivalrous Champion (EX): If the troubadour is on a mission or quest at the request of his devoted love, or in direct service to the object of his devotion, he gains a +4 bonus to Bluff, Sense Motive, Perception, and Perform checks and weapon damage rolls, and this bonus continues until the quest is complete, even if the troubadour's token is stolen, lost, or destroyed. This does not stack with the bonus from Chivalrous Love. The DM decides when this bonus applies, though the player is free to suggest that it might.

Inspire Change of Heart (EX): Once per day, with a successful Diplomacy or Perform check, the troubadour can convince a target to reconsider or temper an earlier harsh or cruel decision. This check is opposed by the target's will save, modified by alignment: +2 for each alignment step the target is away from the troubadour. This ability cannot be used in combat. If the target is hostile, then the troubadour must first use Inspire Love to shift that attitude to unfriendly. This ability is not an enchantment -- it actually inspires the target to freely change their attitude. Note: the attitude shift lasts only until something happens to shift attitude again. Moreover, the DM should interpret the results and use of this ability, so that an affected creature does not act in a way opposite to its nature.

Greater Inner Beauty (SLA): This ability extends the Lesser Inner Beauty, so that it can be used on any creature, not just the noble races, if the creature can understand what the Troubadour says.

Note to the DM

This class depends on role-play and non-combat interaction for much of its power. If you have a troubadour in your game, you may want to include more opportunities for negotiation and diplomacy, if you do not already do so. However, do not let the troubadour's abilities throw a spanner into your game. You decide how to apply abilities like Inspire Love. A successful result does not mean that the tyrant is suddenly buddies with the captured PCs, but instead of executing the traitors outright, he decides to think about it overnight -- maybe giving your heros a chance to escape! All of which is to say, let the troubadour use his powers and be effective in the group, yes; but feel free to interpret the results to improve your game, not ruin your plans.